Weapons available per class


Combat & Magic


One thing I always thought was clunky was the weapons available to each class. There's no real rhyme or reason in the options, they just seem kinda pasted on.
Here's an option I worked out that I'd like to offer.
Give every class weapon finesse and make all classes proficient in all weapons (except exotics).
Wizards will naturally gravitate away from using weapons. Rogues and Rangers will gravitate towards those weapons they can use their dex in. Everything just sort of falls into the same place it used to be, but the rules to achieve it have been reduced and more options are available for a character concept if the player really wants it (for example, a half-orc thug rogue can use bigger weapons if he really wants to).


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A good option is to use Weapon Group Feats from the SRD.


I don't like giving everyone proficiency with everything.

It's not just pasted on: Some classes focus on training with weapons. Others hardly ever touch a weapon.

And then there's the part about game balance.

I second the weapon groups.

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