Is Heirloom Weapon Overpowered?


Pathfinder First Edition General Discussion

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Is this in the SRD or PRD? And can someone please provide a link?

Liberty's Edge

It is in the Adventurer's Armory


It's a very good trait...that gives the players something they, in my opinion, should already have.

I give it to my players free of charge.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
Twin Agate Dragons wrote:
Is this in the SRD or PRD? And can someone please provide a link?

http://www.d20pfsrd.com/traits/equipment-traits/heirloom-weapon

I tend to think both sword scion and heirloom weapon are too good. +1 to hit is more than half a feat in my opinion.


Pathfinder Adventure Path Subscriber

It's on the high end of trait power, or the low end of feat power depending on how you want to look at it in my opinion. More powerful than most feats for the first few levels then it progressively becomes less useful. As a player I would never take it as a trait without asking the DM specifically about it.

As for using it on a gish type character as an arcane focus that would be dependent on the DM. The best DM I have ever played with, a very story and RP driven DM I wouldn't hesitate to use an heirloom weapon as my arcane focus. Now I have no doubt that at some point something might happen to it, but I also would have no doubt that it would happen to further the story and in the end I would be able restore the weapon. Other DM's I have played with have a more confrontational style of DM'ing and with those I would never think of using a weapon as an arcane focus, let alone an heirloom weapon. In all likelihood I wouldn't do that with a DM that I hadn't played with, it is just asking to create bad feeling around the table.

Scarab Sages

I am using my character's PA to resurrect this thread.

This trait is WAY over powered. This trait should be band from the core rules. It is easily as powerful as a feat.

One thing I believed that this contributors missed in this thread to date is that there are a variety of player and GM styles. The mechanics of this trait is over powered compared to others. Mechanic players who are going a melee based character will take this trait first as the mechanical gain is great.

Contributor

It's being fixed.


Ah.. humm... Oh well.

Sean K Reynolds posted first.

Cool


The fact that almost every full BAB class PC takes this trait means its overpowered.

Liberty's Edge

1 person marked this as a favorite.

...or that, as has been pointed out with varying levels of tactfulness by various members of the community, martial types need all the help they can get.


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I think it's more of a indication that the martial/exotic division isn't really worth the investment of a feat.

As someone that was addicted to using Bastard Sword through most of my AD&D career this has been more than a little frustrating.

But a free masterwork exotic weapon without needing to invest a feat? Especially when there are some dubiously balanced exotics? Is it any wonder that any martial character and most 3/4 BAB class builds would gravitate towards this trait?

If it was a free masterwork in a weapon that you are already proficient in then I think it would probably be closer to balanced as 300 GP value seems roughly okay for a trait.


LOL!!! OVER-POWERED?!?!

So you get an extra +1 is that what's being passed off as over-powered these days?

Sovereign Court

Please kindly go look at the trait and the various threads about it before looking like your shouting. Theres more to it than a +1 to hit, and you just look like your ill informed or baiting.


Alexander Kilcoyne wrote:
Please kindly go look at the trait and the various threads about it before looking like your shouting. Theres more to it than a +1 to hit, and you just look like your ill informed or baiting.

There's more to it than a +1 to hit? Oh so that proficiency with one specific weapon is what puts it over the top? People are so quick to try and paint someone else as ill informed or trolling just because they don't agree with their opinion, when in fact I wasn't doing any of what you mentioned. If you don't agree then fine, but don't try and pigeonhole me


the trait is nowhere near overpowered. it only applies to a specific heirloom weapon and only in "your" hands. or the hands of any living blood relative who "had" this trait.

the weapon is quite easy to lose, it could be stolen, it could be destroyed, it could be given as part of a ransom, it could be reluctantly returned to the family because you brought them shame and they want it back, a whole bunch of things could have happened to create a lost trait.

the weapon could draw unwanted negative attention in certain circles. maybe some guy remembers that his grandfather was slain by the sword and subtly plans take take your life, maybe the unique features of that sword make merchants not want to even dare to take the risk of buying it off of you. maybe people who recognize the sword gain circumstance bonuses to see through your disguise check when you try to go Incognito and conceal your identity. enemy factions of a previous owner of said weapon are likely a step or few less friendly towards you when it comes to diplomacy.


Shuriken Nekogami wrote:
the trait is nowhere near overpowered. it only applies to a specific heirloom weapon and only in "your" hands. the weapon can be easily lost in a variety of ways, which could easily lead to a wasted trait. and the weapon could draw unwanted negative attention, and you could easily be forced to return the weapon to your family upon bringing sufficient shame. you also cannot easily overcome special material DR. you also can never pawn off the weapon because it belongs to your family, not you personally.

Exactly!! It's a masterwork weapon you get at lvl 1, by level 7-8 when you are looking at special materials to overcome DR this weapon won't be any good. Not to mention the times where you could be hit by a rust monster, sunder, disarmed etc.

The Exchange RPG Superstar 2010 Top 16

Deyvantius wrote:

LOL!!! OVER-POWERED?!?!

So you get an extra +1; is that what's being passed off as over-powered these days?

Yes, Deyvantius. A trait is intended as a minor advantage, taken at character cretion, to provide flavor to a new PC. For example, a +1 to two skills, one of which becomes a class skill, or a +2 trait bonus on initiative. "Heirloom Weapon" is better than that, particularly in the Pathfinder Society Organized Play environment, where weapons are never attacked and where equipment is always precious.

In the case of this treat, the character gets:
- a free weapon of any sort
- a masterwork weapon
- proficiency with the weapon
- a +1 trait bonus on attacks with the weapon

That's better than a minor, favorful advantage.

You can laugh out loud if you want, but you're coming across as dismissive of a position with which (a) many people have come to hold, and (b) the developers concur.


Starting with a masterwork weapon or the equivalent in terms of gear or armor isn't overpowered. Indeed I typically give most level 1 characters some sort of inheritance in the form of masterwork gear.

The core problem is that it's a backdoor to proficiency with a free masterwork exotic weapon. Yes it has limitations, no it can never be an exotic material (but high levels of enchantment typically bypass that) but that plus the material benefit (free masterwork weapon).

Yes it can be sundered, stolen, lost but a) those are poor balance elements unless you are a DM who routinely likes taking away character options (which isn't necessarily Badwrongfun but isn't going to win you favors) and b) can often be negated through spell usage (make whole, locate object, etc).

Given that the established design goal for traits is 1/2 of a feat the limitation of one weapon for all time really isn't enough of a flaw to merit the benefits.

I can think this specific trait is bad while also thinking that EWP is a bad feat :D

Sovereign Court

Thanks Chris. I had failed my will save against a polite response, so I simply wasn't going to. You've mostly summed it up.

Sovereign Court

No one should take this unless Pathfinder had a level cap of 2 instead of 20. If you don't replace a normal masterwork weapon by level 3, you aren't a min/maxer anyway, and you won't be 'OP'


vuron wrote:
...it can never be an exotic material (but high levels of enchantment typically bypass that) but that plus the material benefit (free masterwork weapon).

Unless I've missed an erratum, cold iron is easily attainable at character creation, DM permitting.

Zo

Sovereign Court

Replacing your heirloom weapon with a +1 weapon costs an extra 300GP, why would you replace it when you can enchant it anyway as it is masterwork?


Chris Mortika wrote:


Yes, Deyvantius. A trait is intended as a minor advantage, taken at character cretion, to provide flavor to a new PC. For example, a +1 to two skills, one of which becomes a class skill, or a +2 trait bonus on initiative. "Heirloom Weapon" is better than that, particularly in the Pathfinder Society Organized Play environment, where weapons are never attacked and where equipment is always precious.

In the case of this treat, the character gets:
- a free weapon of any sort
- a masterwork weapon
- proficiency with the weapon
- a +1 trait bonus on attacks with the weapon

That's better than a minor, favorful advantage.

You can laugh out loud if you want, but you're coming across as dismissive of a position with which (a) many people have come to hold, and (b) the developers concur.

Just as many people agree that it is not over-powered, so would it be fair of me to say you are being dismissive of them? Now if you want to say it's overpowered for organized play then I can't really argue because I don't play in those circles.

Getting a masterwork weapon at lvl-1 and a free EXTREMELY specific weapon proficiency is not game-breaking. Clerics get something similar in regards to proficiency and a masterwork weapon can be easily attained in most games by LVL 2, so all this feat boils down to is an extra +1.


KilroySummoner wrote:
No one should take this unless Pathfinder had a level cap of 2 instead of 20. If you don't replace a normal masterwork weapon by level 3, you aren't a min/maxer anyway, and you won't be 'OP'

You do realize that this masterwork weapon can be enchanted just like every other masterwork weapon in the game?

Other than the no exotic material limitation which is largely reduced by the changes to DR within Pathfinder there really isn't a lot of disadvantage to this trait.

Now if you change the established guidelines and don't allow people to craft or commission magic weapons then being stuck with a masterwork weapon that you can't upgrade can be a limitation. In PFS the lack of crafting feats might be enough of a limitation on this trait (I don't play PFS so I don't really have experience with it under those rule conditions).

The other limitation (being a unique weapon) requires a decent amount of DM metagaming to really activate. Unless sundering is fairly routine in your games, or PCs routinely have gear stolen then I think specifically targeting this heirloom weapon is dubious.


Deyvantius wrote:
Just as many people agree that it is not over-powered, so would it be fair of me to say you are being dismissive of them?

As someone who doesn't have a dog in this metaphorical fight:

No, because he laid out his reasons for his position instead of saying "LOL that's stupid."


Shuriken Nekogami wrote:

the trait is nowhere near overpowered. it only applies to a specific heirloom weapon and only in "your" hands. or the hands of any living blood relative who "had" this trait.

the weapon is quite easy to lose, it could be stolen, it could be destroyed, it could be given as part of a ransom, it could be reluctantly returned to the family because you brought them shame and they want it back, a whole bunch of things could have happened to create a lost trait.

the weapon could draw unwanted negative attention in certain circles. maybe some guy remembers that his grandfather was slain by the sword and subtly plans take take your life, maybe the unique features of that sword make merchants not want to even dare to take the risk of buying it off of you. maybe people who recognize the sword gain circumstance bonuses to see through your disguise check when you try to go Incognito and conceal your identity. enemy factions of a previous owner of said weapon are likely a step or few less friendly towards you when it comes to diplomacy.

The real problem with the trait is the fact that making sure its not better than other traits falls into the hands of the DM.

That is a real pain for a lot of DMs.

Suddenly I have to worry about Johnny Rainbows Masterwork weapon with a +2 bonus to hit for my first adventure outshining everyone else and I have to put limitations on it by throwing specific monsters and NPCs that can alleviate that problem.

A DMs nightmare, and its legal. I do not want the responsibility of creating inconveniences to specific players merely to balance the traits they choose. That simply is no fun for anyone, now everyone in the party has to hit up a sidequest to get johnny rainbows weapon when I spent a whole combat trying to eat johnnys weapon and fly away and during the whole quest johnny has a crappy weapon?

that is why the trait is bad, its just a nightmare to balance and basically DMs are going to just ignore the responsibility and let it be awesome because to go out of their way like that slows down the game and makes it less fun.

+1 trait bonus to hit
+1 masterwork bonus
proficiency (which is normally a feat)
300 GP basically free

plus as Sean said... its getting changed.


Dire Mongoose wrote:


As someone who doesn't have a dog in this metaphorical fight:

No, because he laid out his reasons for his position instead of saying "LOL that's stupid."

You know honestly that wasn't my intention at all. I was simply amazed at the fact that what in my eyes boiled down to a "+1" was being labeled as over-powered. I wasn't being dismissive, calling anyone stupid, baiting etc. I guess with the internet these days it's natural for people to assume the worst rather than "good faith".

Liberty's Edge

Deyvantius wrote:
Getting a masterwork weapon at lvl-1 and a free EXTREMELY specific weapon proficiency is not game-breaking. Clerics get something similar in regards to proficiency and a masterwork weapon can be easily attained in most games by LVL 2, so all this feat boils down to is an extra +1.

The question is not whether it's game-breaking or not, the question is whether or not it measures up to (or rather, greatly exceeds) the mechanical benefits provided by other Traits.

One should never even have to say the words "game-breaking" and "trait" in the same sentence, and the fact that it happens on account of this trait is cause enough for alarm.

The Cleric's proficiency with their diety's favored weapon is a Class Feature, something designed to cause someone to play a Cleric. This is not that. This is a trait (one of two!) that roughly measures up to or exceeds the benefit of a Class Feature, since you get the weapon, too.

The other commonly disallowed (for balance) trait is Rich Parents, and Heirloom Weapon is almost (almost!) like getting Rich Parents and the Cleric class feature you mentioned all rolled up in one nice little package for the cost of a tiny trait. It's way strong, honestly.


Deyvantius wrote:
LOL!!!OVERPOWERED!?!

It is a +1 masterwork bonus at first level

It is a +1 trait bonus indefinitely
It grants proficiency with ANY weapon (which normall requires a feat with prerequisites that alot of PCs do not qualify for at that level and can move on to select higher up in feat trees because of it)
Lastly you get it for the base price so you can blow that dough on some great armor at 1st level.

Also it is enchantable since its masterwork.

And you get all this for the low price of one trait.

Its like a bad car salesman could say all this in a commercial voice and people would still get that trait.

It, in my opinion, should never be DM responsibility to balance individual players traits. He has a game to run, illiminating your weapon to create balance is not one of the many things he is going to want to keep track of.


Jeremiziah wrote:

The question is not whether it's game-breaking or not, the question is whether or not it measures up to (or rather, greatly exceeds) the mechanical benefits provided by other Traits. .... It's way strong, honestly.

I recognize and respect your opinion but at some point we are treading a slippery slope in terms of what constitutes "greatly exceeds".

The trait "Dangerously Curious" gives any character Use Magic Device as a class skill and gives a +1 bonus, essentially turning any person into a part-time magic user/dabbler similar to a rogue or bard. Should we ban that trait too? I mean surely throwing fireballs is a lot better than a +1 to the Will Save that we get through "Indomitable Faith".

While the trait is very good at LVL 1, I just don't see how an extra +1 at lvl 10 is that big of a deal, to each his own though. It's obvious that some of will never agree on the matter.


Deyvantius wrote:
Jeremiziah wrote:

The question is not whether it's game-breaking or not, the question is whether or not it measures up to (or rather, greatly exceeds) the mechanical benefits provided by other Traits. .... It's way strong, honestly.

I recognize and respect your opinion but at some point we are treading a slippery slope in terms of what constitutes "greatly exceeds".

The trait "Dangerously Curious" gives any character Use Magic Device as a class skill and gives a +1 bonus, essentially turning any person into a part-time magic user/dabbler similar to a rogue or bard. Should we ban that trait too? I mean surely throwing fireballs is a lot better than a +1 to the Will Save that we get through "Indomitable Faith".

While the trait is very good at LVL 1, I just don't see how an extra +1 at lvl 10 is that big of a deal, to each his own though. It's obvious that some of will never agree on the matter.

What if at first level with that UMD you got a wand of something for free?

that is basically what this trait does.

Shadow Lodge

Heirloom weapon is getting all of the following for the price of one trait:

Exotic Weapon Proficiency
Weapon Focus (with the added benefit of it stacks when you ACTUALLY take weapon focus)
+300 gp free (or 600 gp if it's a double weapon)
Masterworks weapon that can be enchanted (and bypasses special material DR at certain enchantment levels)
A weapon that the majority of the forum agrees that the DM is a dick if he ever makes you loose it permanently


an Hierloom longsword is not the same as every other masterwork longsword. it has features that make it unique and tie it to that specific family. same for every other heirloom weapon.

this is an example of how unique heirloom weapons are supposed to be.

i don't beleive every masterwork or magic weapon on the rack has to be exactly the freaking same weapon. the Alexendrian has an article on unique items. i beleive that part of the reason that one would be proficient with thier heirloom weapon and not others of the same type is that said heirloom weapon is probably unique compared to more generic weapons of the same type. heirloom weapons should have a story behind them and a unique description as well.

here is a description of the Nekogami family wakazashi, "Tensa Shinkuroga" (i tried to go for "Heaven slicing fang of black death")

a short curved blade of blackened steel with a slightly serrated edge that was chipped in just the right way to prevent dulling of the blade. its handle and scabbard were made of blackened leather both adorned by sparse thin orange tigerlike stripes, on both sides of the pommel, right below the guard, is a tigerseye modeled to look like the eye of a tiger. usually accompanying the blade is a signet ring on the wielder's left ring finger, which bears a tigerseye and resembles the eye of a tiger istelf. this typically combines with the fact that all blood descendants of general Nekogami Shinkuro have ambery hued golden eyes, each eye having 2 pupils. and most descedants typically wear minkan style clothing designed to match the sheath and handle of the sword which also seems to match the signet and thier eyes as well. the preffered attire is usually a black kimono with thin sparse tigerlike stripes or a kamashita with the same design. Shinkuro in his lifetime was considered a Tiger in human flesh and frequently symbolized with such animals, which he exploited to bring fear upon his foes. but the man was definitely a cruel, coldhearted, sadist who liked to play with his victims.

history of the sword.

it was commisioned by a general in the minkai empire named Nekogami Shinkuro, who was reffered to as the "Tiger of the South". his achievements with the sword were numerous and this sword was forged after he was already being compared to a tiger about halfway through his career. he passed it down from grandparent to grandchild for 300 or so years after he had helped a several Irori worshipping Tians escape a purge. he also helped found the Yukiro Joko monastery alongside master Yukiro. he served as the head swordsage instructor and his youngest and currently most promising descendant is also Master Kono Tomita's Step daughter (replacement 300 or so years later)


Midnightoker wrote:


What if at first level with that UMD you got a wand of something for free?

that is basically what this trait does.

Well at LVL 1 you won't be too effective with UMD but I see your point.

It really all boils down to the value you put on additional benefits at lvl 1. I don't see giving anyone a masterwork weapon, an additional +1 to hit, or a specific proficiency to be that big of a deal.

Then again I play with a GM who pulls no punches. While him specifically targeting your weapon is not a 100% guarantee, the fact that it's possible would prevent me from ever taking this trait. I'd much rather have a +1 to save or making a non class-skill a class skill.


Deyvantius wrote:
Jeremiziah wrote:

The question is not whether it's game-breaking or not, the question is whether or not it measures up to (or rather, greatly exceeds) the mechanical benefits provided by other Traits. .... It's way strong, honestly.

I recognize and respect your opinion but at some point we are treading a slippery slope in terms of what constitutes "greatly exceeds".

The trait "Dangerously Curious" gives any character Use Magic Device as a class skill and gives a +1 bonus, essentially turning any person into a part-time magic user/dabbler similar to a rogue or bard. Should we ban that trait too? I mean surely throwing fireballs is a lot better than a +1 to the Will Save that we get through "Indomitable Faith".

While the trait is very good at LVL 1, I just don't see how an extra +1 at lvl 10 is that big of a deal, to each his own though. It's obvious that some of will never agree on the matter.

In my oppinion, at high levels the +1 is better than most traits, since attack rolls are often the most common and powerful, but other traits are comprable. The problem with it is the level 1-3 range, when your starting bonus is much smaller. At level 1, it is a +2, which is better than weapon focus, and it can easily be 20% of your + to hit. At higher levels, it goes down to a +1 which gets outshined by many other sources.

If your campaign is mostly high levels, the trait will be a minor buff that you wont notice much but that will have an effect (~5% increase in DPR, may not need to waste a feat). At lower levels though it can be much more obvious since players should be missing more with their primary attacks, and if you stay there for a while you can see the difference the feat creates.

I would like to see the final version. Hopefully it is something that stays useful at high levels like it does now without being overpowered at 1st level.


Shuriken Nekogami wrote:

an Hierloom longsword is not the same as every other masterwork longsword. it has features that make it unique and tie it to that specific family. same for every other heirloom weapon.

Fluff is campaign specific.

What we are discussing is the pure mechanical benefits of the trait.

Various people have listed these mechanical benefits:

+1 Trait Bonus to hit with said weapon.
Free masterwork weapon (with the free +1 enhancement bonus). Material benefit = 300 + weapon base cost. At maximum value this is 700 GP in value (masterwork heavy repeating crossbow).
Free Weapon Proficiency equivalent (most notably free exotics).
The ability to enchant said weapon freely

balanced against the implied limitation of being unique and irreplaceable.

Considering that the vast majority of gamers would feel that attacking a character trait in a manner consistent with permanently removing said trait is bad form this isn't really that big of a flaw.

So basically we are getting a huge list of advantages and one largely illusory disadvantage.

And people wonder why sample playtest build after sample playtest build takes advantage of this trait?


A big part of the problem here is that exotic weapon proficiency honestly ought to be a trait, or it should be reworked as a feat, because most exotic weapons are worth about half a feat (exception, falcata).
I guess another question is this, if in PFS games, almost every melee takes this, is PFS overrun by melees, or do they play more casters? If PFS is still caster rather than mage heavy, then perhaps a more wholesale rebalancing is required?


I agree about exotic weapon, it's really a high price to pay for an exotic weapon. I recently talked our GM into switching to weapon groups (ala Unearthed Arcana). We went with the groups from the fighter class, pared the exotics out, and based class proficiencies on BAB.

+1 BAB = 4 Proficiencies.
+3/4 BAB = 2 Proficiencies.
+1/2 BAB = 1 Proficiency.

Multiclassing only net's half benefit (2/1/0).

Weapon Specialization, Weapon Focus, and Exotic Weapon Proficiency are all by group. Exotic adds the exotics to your group, so specialization (light blades) and exotic weapons (light blades) means you gain specialization for all light blades and exotic light blades.


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EWHM wrote:

A big part of the problem here is that exotic weapon proficiency honestly ought to be a trait, or it should be reworked as a feat, because most exotic weapons are worth about half a feat (exception, falcata).

I guess another question is this, if in PFS games, almost every melee takes this, is PFS overrun by melees, or do they play more casters? If PFS is still caster rather than mage heavy, then perhaps a more wholesale rebalancing is required?

Yeah, more or less this.

Yes, the trait is a "backdoor" into EWP. But get this - EWP isn't a good feat. It's a flavor tax.

"I'd like to use this cool weapon"

"Guess what, that costs you a feat."

The problem is not with Heirloom Weapon. The problem is with EWP.

Scarab Sages

Sean K Reynolds wrote:
It's being fixed.

Thanks for the reply Sean.

Great to hear it is being looked at.

Scarab Sages

Here is a question to contributors to this post and lurkers...

In PFS how many times have you seen a PC's weapon destroyed? For me it is zero. I have never seen an NPC or monsters weapon destroy.

For people running a campaign, how many times have you seen a weapon destroyed through mechanics? I never have though I have have RPed it before.

What player would be happy if after taking this fit you hit them with sundering NPCs, rust monsters or oozes or they just plain drop their weapon down a hole?

FOr mechanical players, this trait is just a plain excuse to min/max.


It's fine.

Why?

Because Heirloom Weapon does not allow you to qualify for anything that requires proficiency with a weapon type, including such vital feats as Weapon Focus or any weapon-based Prestige Class.

You're trading off all future growth in the weapon for a short term gain. You get the effect of Exotic (or Martial) Weapon Proficiency with one specific weapon and the effect of Weapon Focus with that specific weapon, but can never, ever use those "virtual feats" in any other way. Want to take Arcane Archer levels? Sorry, no can do; you can't take Weapon Focus: Longbow because you are not proficient with Longbows, you're proficient with Uncle Bob's Strung Stick, which just happens to be a longbow.

It's just like Rich Parents that way; you get a significant benefit at 1st level, a minor benefit in levels 2 and maybe 3, and then basically nothing for the rest of your character's life.


Masika wrote:
how many times have you seen a weapon destroyed?

i have never played PFS but my weapons get stolen or destroyed fairly often. not constantly, but enough to show the possibility of it happening. my GM isn't afraid to use rust monsters and xorns either.


Question... since i do not have the source book in question.

Reading the post i am seeing people mention two different things.

That it gives an Exotic Weapon Proficiency

A) Is this with Any weapon that is like the Heirloom weapon. (example: If you lose the masterwork elven blade.... you can pick up any other elven blade and use it.)

or

B) It is with only the one elven blade your father gave you.... and if you pick up any other elven blade.. you have no clue how to use it.

... by the way people are talking, i can not tell which way it was listed....

Scarab Sages

Zurai wrote:

It's fine.

Why?

Because Heirloom Weapon does not allow you to qualify for anything that requires proficiency with a weapon type, including such vital feats as Weapon Focus or any weapon-based Prestige Class.

You're trading off all future growth in the weapon for a short term gain. You get the effect of Exotic (or Martial) Weapon Proficiency with one specific weapon and the effect of Weapon Focus with that specific weapon, but can never, ever use those "virtual feats" in any other way. Want to take Arcane Archer levels? Sorry, no can do; you can't take Weapon Focus: Longbow because you are not proficient with Longbows, you're proficient with Uncle Bob's Strung Stick, which just happens to be a longbow.

It's just like Rich Parents that way; you get a significant benefit at 1st level, a minor benefit in levels 2 and maybe 3, and then basically nothing for the rest of your character's life.

Other feats such as weapon focus and specialisation stat with this trait. My previous post outlines what happens in most games... players rarely loose or have their weapons destroyed. If a GM goes out of his way to do it he risks pissing off the players and having them offside.

The heirloom weapon can be enchanted to become magical and in the long term it can become a +3 or above which can overcome most DR or you can slap some oil on.

I think posters are selling short the long term playability of this trait. Yes I acknowledge ways in which weapons can be lost/destroyed but what is the reality of most gaming groups? How are most traits/feats used? When you introduce mechanics into a gaming system this consideration needs to override the RP possibility. A normal Bastard Sword for example could be considered a family heirloom.

Correct me if I am wrong, but a normal weapon can not be enchanted. Also a normal weapon once created can not be made masterwork (so I think with out checking the crafting rules). Simple fix would be keep the trait as is but change the masterwork weapon to normal weapon and then make the +1 bonus to using THIS weapon +2. This would ensure that the trait gives you short term gain but not devestatingly long term.

Scarab Sages

Oliver McShade wrote:

Question... since i do not have the source book in question.

Reading the post i am seeing people mention two different things.

That it gives an Exotic Weapon Proficiency

A) Is this with Any weapon that is like the Heirloom weapon. (example: If you lose the masterwork elven blade.... you can pick up any other elven blade and use it.)

or

B) It is with only the one elven blade your father gave you.... and if you pick up any other elven blade.. you have no clue how to use it.

... by the way people are talking, i can not tell which way it was listed....

I believe the answer is B.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Oliver McShade wrote:

Question... since i do not have the source book in question.

Reading the post i am seeing people mention two different things.

That it gives an Exotic Weapon Proficiency

A) Is this with Any weapon that is like the Heirloom weapon. (example: If you lose the masterwork elven blade.... you can pick up any other elven blade and use it.)

or

B) It is with only the one elven blade your father gave you.... and if you pick up any other elven blade.. you have no clue how to use it.

... by the way people are talking, i can not tell which way it was listed....

B

Sovereign Court

I'm sorry but the threat of weapon destruction really isn't what it used to be. Mending and make whole both provide completely free ways to restore your weapon, it happens to me regularily in a PbP.

Its also a somewhat moot point- the threat of sunder is the same for most fighters; heirloom weapon users aren't alone in normally picking one weapon and enhancing it to the teeth.


So does this use up One trait or Two Traits to take this. ??

Liberty's Edge

It is a single trait. It is not nearly as powerful as it is being made out to be. So you get an extra +2 to hit at first level, which quickly becomes just +1 as everyone else has masterwork weapon as well. Now you have the matter of the ability to use a single weapon proficiency. Not a single weapon type, a single weapon. You can take feats for it, not not general ones, ones linked to that weapon. (ie heirloom elven curved blade needs feats in that particular weapon and not just general weapon feat, since it is not like one). If the instance ever comes where it's gone, all those feats are wasted if you took them.

Overall it comes down to:

-How special is using an exotic weapon to you

-How long is starting off with a free masterwork weapon going make you superior.

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