Weapon Proficiency Variant Rule


Homebrew and House Rules

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

Hi, sorry if this is in the wrong place, but one of my players brought this up and wanted me to post it.

Basically, everytime you gain a new attack (when you hit +6/+11/+16 base atack bonus), you gain the "Martial Weapon Proficiency" or "Exotic Weapon Proficiency" feat for one weapon of your choice as a bonus. Since our game only happens about once or twice a month, I haven't seen this become broken... yet.

He says it makes finding random exotic weapons a little nicer, as you don't lose a feat using them. I can agree, but again, I may not be seeing the whole picture.

Does anyone see any downsides to this variant? Any pitfalls?


Only with the really effective weapons such as spiked chains it might fall out of balance, while other things like bastard swords (mauls and dwarven waraxes) arent that much of a problem.

Grand Lodge

Proficiency with one weapon is hardly worth a feat. I've seen people do houserules such as 'make an Int check and you gain proficiency', 'use it for a level and you gain proficiency', or just 'you got the weapon, you got the proficiency'. By the time you hit +11, maybe even +6, the number you are adding to the roll is larger than the dice you are rolling, so what weapon you wield is mostly just fluff.

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

Awesome, thank you both! I didn't really think there'd be too much wrong (spike chains never caught on with any of my players)

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