Heirloom Weapon Trait - How to make the most of it.


Advice

Sovereign Court

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The Heirloom Weapon Trait is perhaps the most powerful trait in the system:

PRD wrote:


Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.
Source Adventurer's Armory 30

It basically gives you:

Masterwork weapon
+1 trait bonus
Proficiency (exotic, martial, or simple) with a weapon

So I'm just wondering how to make the most of the feat.

One thing is to pick up a large bastard sword. You end up getting a weapon that does 2d8 damage, but is -2 to hit due to not being the correct size. With the Heirloom Weapon trait you could say that your great-grandfather fought an Ogre and won. After dragging the sword back home he refashioned the handle and reforged the blade to make it balanced for someone of his stature. Thus the -2 penalty goes away due to the +1 masterwork bonus and the +1 trait bonus. It becomes a "balanced" medium sized weapon in essence.

Here is a bit of fluff to go along with that rationale:

MY GRAND PAPPY KILLED HIM AN OGRE!

I'm going to jump right to the big guns here. This is an heirloom weapon, and you really want to make a good story out of the weapon. It is after all something being handed down to you as a legacy of your family's exploits.

So Pappy was a big strapping fellow in his day. Unlike you, who have decided to go off and see the world, he wanted to just be left alone in his valley and be at peace. Unfortunately, life doesn't always come easy and an Ogre and his ruffians wandered into Pappy's valley and started ransacking the good folk of the vale. Pappy wouldn't have nothin' for that! He formed up his own band of smiths, farmers and woodsmen and went out to put a stop to this Ogre and his ogrish ways.

The people of the vale knew their land well and laid an ambush for the Ogre and his ruffians. The woodsmen picked off the ruffians while the farmers hemmed the Ogre in with their forest of pitch forks, leading him to Pappy and his fellow smiths. They took their hammers and freshly forged spears and charged in.

That was grim work there. The ruffians were crude folk and really didn't have a chance against organized hunters. The Ogre however was a monster! A brute with a huge sword that cut men in twain. The smiths with their hammers, the farmers with their pitchforks, and the woodsmen with their bows all met together and brought the beast down, but before the hour was up there was more folk's blood spilled on the ground than the Ogre's.

My Pappy to that Ogre's sword back to his tool shed. It was too ungainly for a man to use, but at least it was a good lump of steel to make into a whole lot of tools.

You'd think that killin' an Ogre and his band would give you peace for a generation or two. Not here, evidently the critters started scrambling out of their dark dens. They must have thought that the Ogre had some real loot on him, which from what I'm told, he did, which got divided up amongst all the families that lost someone that day.

So a winter of troubles followed the vale that year. Gobins, Orcs and the like... just awful folk, kept grubbin' in the area and molesting good people. The woodsmen stood guard in the vale now, using their hunting skills to clean up the woods good, but it still wasn't right.

The vale eventually heard of a big mob of critters coming our way. The folk of the vale knew they could match the numbers, but no one was eager for a real war. It was late winter, everyone was tired, and food was getting low. How to scare these critters off rather than fight 'em all?

Pappy and his friends stoked the furnace and began pounding away at that Ogre sword. It was too big for a normal man to wield easily, but pappy was no dolt, he could fix it. The sword was heated and beaten on, and the handle was bent just so a man could hold it upright and properly put his stroke in.

The folk of the vale went out to meet the mob at the bridge over the creek. A big, but not Ogre big, Orc came forward grunting some nonsense about eating people's flesh. Pappy stepped forward and with a yell unlike any other the people had heard, told them critters what to go do with themselves, otherwise they'd be just as dead as the Ogre who used to own this sword.

Pappy then ran over to that big Orc, raised that sword high in the air and let it come down on its head before the thing knew what was goin' on. People say that the orc split clean in half, like when the axe finds just the right spot on a spit of wood.

That was it for the mob, it scattered every which way except for the vale, and my Pappy found his peace at last.

But what other ideas do people have in terms of tinkering with the Heirloom Weapon Trait?

Liberty's Edge

Masterworked Darkwood Heavy repeating Crossbow anyone?


Usually combined with Rich Parents to get some kind of strength composite long bow personally.


might as well make that a LARGE darkwood heavy repeating crossbow since the darkwood makes it way half as much as a normal wood version.

So +1 trait bonus +1 masterwork elminates it being -2 for large, right?

Now you're shooting crossbow bolts that do 2d8 per hit.

Hmm?


Its a great trait for any characters who wanted an Arcane Bond with a weapon. Making an Eldritch Knight, I started as a Sorcerer of the Arcane Bloodline. Thus I got the bond, and took it with a bastard sword. So I got a weapon that I could improve over time, had a static +1 attack bonus, and was great at low levels. It was great.


Really, the bset use for it is any exotic weapon. Since it grants you proficiency, it turns the trait into a free feat. (That comes with a weapon and other goodies too!)

Grand Lodge

Heirloom weapon trait with the Meteor Hammer


I agree, going with an exotic weapone is probably the best use of this trait.

You just have to be careful you don't ever lose or break grand-pappy's sword. The chance of that can depend on how mean your DM is, I guess.


Heirloom weapon syncs up so well with the arcane duelist (weapon bond stuff, arcane strike, etc) that it seems like it should be a requisite part of the class rather than an option.


why not go with a gun, you skip the cost of it and can start out with a gun better than a gunslinger


You're only proficent with the heirloom weapon, not weapons of that type. Also it only covers the MW cost not special material. The best use would be for a "legacy" style weapon that you enchant as you level. Name it and make it a character in it own right with a history and a reputation.

Fighter: I draw my heirloom sword Grave Tongue.

DM: The creatures before you recoil in fear of the weapon that slew their master a half century ago.

Fighter: I come to finish my grandfather's work.

The trait can be more than a bonus it can add to the history of the game world. Which could be worth some sweet RP XP.

Shadow Lodge

"Mr.Fishy wrote:
The trait can be more than a bonus it can add to the history of the game world. Which could be worth some sweet RP XP.

I run a fair number of Pathfinder Society Games, and to me the telling feature of something that's overpowered is when roughly 1/3 to 2/5 of the players at the table have this feat. In a home game it's one thing - the GM has fiat power to create interesting encounters and set-up potential conflicts which can involve the loss of the weapon, it being broken, or otherwise. In an organize play environment though, the GM loses all ability to make the feat interesting, which is why I'm really not the fan. The vast, vast majority of the time I see a player take this feat there is virtually no story behind its origin - it is used solely as a free feat (weapon proficiency and weapon focus combined in one).


Bloodwort wrote:

might as well make that a LARGE darkwood heavy repeating crossbow since the darkwood makes it way half as much as a normal wood version.

So +1 trait bonus +1 masterwork elminates it being -2 for large, right?

Now you're shooting crossbow bolts that do 2d8 per hit.

Hmm?

I was about to steal that idea, but on closer examination it won't work. Heavy Crossbow (repeating or not) requires two hands to use. Since increasing the size to Large would increase the difficulty to wield (light->1-handed 1-handed->2-handed), it makes a Heavy Crossbow unwieldable by a Medium creature.


You wanna borrow Mr. Fishy's pet rust monster Nibbles the Tank Breaker. If the trait is abused then abuse it back. Aren't traits a option? The trait is in the Adventures Armory which isn't a core book.

Mr. Fishy agrees the trait is open for misuse.


Michael F wrote:

I agree, going with an exotic weapone is probably the best use of this trait.

You just have to be careful you don't ever lose or break grand-pappy's sword. The chance of that can depend on how mean your DM is, I guess.

I suspect that the GM meanness is directly proportional to the player's cheezyness.

I.e. use it for a longsword - no fear. Use it for an advanced firearm - count on the first adventure to be "The Big Rust Monster Plague of Cheezetown".

;-P


KaeYoss wrote:
Michael F wrote:

I agree, going with an exotic weapone is probably the best use of this trait.

You just have to be careful you don't ever lose or break grand-pappy's sword. The chance of that can depend on how mean your DM is, I guess.

I suspect that the GM meanness is directly proportional to the player's cheezyness.

I.e. use it for a longsword - no fear. Use it for an advanced firearm - count on the first adventure to be "The Big invisible Rust Monster Plague of Cheezetown".

;-P

fixed it for you


Ice_Deep wrote:
KaeYoss wrote:
Michael F wrote:

I agree, going with an exotic weapone is probably the best use of this trait.

You just have to be careful you don't ever lose or break grand-pappy's sword. The chance of that can depend on how mean your DM is, I guess.

I suspect that the GM meanness is directly proportional to the player's cheezyness.

I.e. use it for a longsword - no fear. Use it for an advanced firearm - count on the first adventure to be "The Big invisible Rust Monster Plague of Cheezetown".

;-P

fixed it for you

Not a bad idea, but not my style. I like to see their doom.


As always, I think this has to do with your players and their idea of "game balance". If it's mentioned as a joke, that's fine.

If someone wants to take this trait to have a MW bastard sword or Elven sword, I would probably allow it with a good story.

If they tried to get a heavy, large repeating crossbow, then I'd whack them with the wieghty tome that is the Pathfinder Rulebook.

A player knows when he is abusing the rules and if they tried to push it past the "I want to take this wink-and-grin" phase, I'd just kick them out of the group for being an a$$-hat.

I know the GM isn't god, but players know when they're breaking and abusing the rules.


KaeYoss wrote:
Ice_Deep wrote:
KaeYoss wrote:
Michael F wrote:

I agree, going with an exotic weapone is probably the best use of this trait.

You just have to be careful you don't ever lose or break grand-pappy's sword. The chance of that can depend on how mean your DM is, I guess.

I suspect that the GM meanness is directly proportional to the player's cheezyness.

I.e. use it for a longsword - no fear. Use it for an advanced firearm - count on the first adventure to be "The Big invisible Rust Monster Plague of Cheezetown".

;-P

fixed it for you
Not a bad idea, but not my style. I like to see their doom.

To clarify: I meant to say that I want them to see their doom. Missed a word.

Silver Crusade

What about the gunslingers weapon .


gigglestick wrote:

As always, I think this has to do with your players and their idea of "game balance". If it's mentioned as a joke, that's fine.

If someone wants to take this trait to have a MW bastard sword or Elven sword, I would probably allow it with a good story.

If they tried to get a heavy, large repeating crossbow, then I'd whack them with the wieghty tome that is the Pathfinder Rulebook.

A player knows when he is abusing the rules and if they tried to push it past the "I want to take this wink-and-grin" phase, I'd just kick them out of the group for being an a$$-hat.

I know the GM isn't god, but players know when they're breaking and abusing the rules.

Well what about a launching Xbow?

Thats what I used Heirloom weapon for.

Personally, If' i had someone trying to pull of a large weapon..

"sure you are profient with it. But are you large size? Nope? Oh thats too bad... Your grandpappy should have also given you some potions of enlarge person."

And rare mateirals? Not gonna work. It says you pay for the base, not the masterwork.


MisterSlanky wrote:
I run a fair number of Pathfinder Society Games, and to me the telling feature of something that's overpowered is when roughly 1/3 to 2/5 of the players at the table have this feat.

Yeah, this trait is sort of a min/maxer's dream at low levels, especially in a one-off game or organized play situation where you don't expect the DM to waste any time targeting you. It has the potential to really beef up the combat power of a starting character. But starting characters are pretty squishy anyway, so I'm not sure there's too much of a balance issue. As long as the player doesn't try to go overboard with crazy stuff, since they have to pay the base+special and only save on the masterwork.

For a long term campaign, this trait would tempt me depending on the type of build I was going for. It could really open things up for certain fighter or multi-class builds. You could use it to let a wizard swing a greatsword, but I'm not sure that would pan out in the long term.

But I would be worried that in a long campaign, circumstances would eventually conspire to separate me from my heirloom or cause me to switch weapons. Losing the trait bonus isn't that big of a deal at higher levels, but still kind of a bummer. So I might be tempted to go with something else.


Ævux wrote:

Personally, If' i had someone trying to pull of a large weapon..

"sure you are profient with it. But are you large size? Nope? Oh thats too bad... Your grandpappy should have also given you some potions of enlarge person."

So you wouldn't let someone use a large sized dagger they found even with the -2 size penalty?

Silver Crusade

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber

I'm currently writing a custom campaign and one of my players has expressed the desire to use the Heirloom Weapon trait.

This gave me the idea of having the Heirloom Weapon be incomplete in some way or perhaps it was broken into pieces and only a piece of the original exists in the original weapon.

Perhaps the player needs to go on a series of quests to collect the rest of the weapon. And with each new piece adds the weapon gains a new property.

Liberty's Edge

I generally dislike the trait; it's too powergamey.

It's not the "free masterwork" that's a problem (it's like wealthy, which becomes completely irrelevant and a waste of space by like 4th level), it's the combination of "highly restricted free proficiency" and "highly restricted +1 bonus".

The restrictive proficiency means removing the annoyance is a big jerk move, while the +1 bonus screams "I'm broken and need to go away".

If it were "free proficiency, free masterwork, and +1 CMD vs disarm and sunders on the weapon", it'd be fine, and still an iconic thing that many warrior-types would want to take.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I guess a Falcata or an Elven Court Sword would be the best technical melee applications for the trait.

And since the player is only proficient with this one particular weapon of the type, it does open up some nice "steal the weapon to motivate the player" opportunities.

For organized play the trait is a bit too good, though, IMO. It's better for longer campaigns.


Quantum Steve wrote:
Ævux wrote:

Personally, If' i had someone trying to pull of a large weapon..

"sure you are profient with it. But are you large size? Nope? Oh thats too bad... Your grandpappy should have also given you some potions of enlarge person."

So you wouldn't let someone use a large sized dagger they found even with the -2 size penalty?

Sure, no problem. You are wielding a medium sized shortsword at a -2 penalty. A halfling would be wielding a small sized longsword at a -4 penalty.

I was mostly referring to weapons that start off as 2h weapons for a medium sized creature.

In organized play, yes, this should be banned from such a thing. It gives one character too much wealth. That is why you aren't allowed to make stuff for money right?

Really though, if you can come up with a good story on why you have a weapon that you are good with, and its not ridiculous (the item) I'd probably allow it.

Some of us, actually power game concepts, and I would gladly give up some of my profs so I could be prof with specific item types. Very annoying trying to make a character who was suppose to be raised off something the game deemed as exotic, say for example whips, and you have to spend your feat on taking whips because your class is only just prof with every simple and martial weapon, and all kinds of armor and shields.


BobChuck wrote:

I generally dislike the trait; it's too powergamey.

It's not the "free masterwork" that's a problem (it's like wealthy, which becomes completely irrelevant and a waste of space by like 4th level), it's the combination of "highly restricted free proficiency" and "highly restricted +1 bonus".

The restrictive proficiency means removing the annoyance is a big jerk move, while the +1 bonus screams "I'm broken and need to go away".

If it were "free proficiency, free masterwork, and +1 CMD vs disarm and sunders on the weapon", it'd be fine, and still an iconic thing that many warrior-types would want to take.

I house-rule this trait as either free proficiency, or free +1 if your already proficient.

The free proficiency is why most non-warrior types take this trait, but without the free +1, it's worthless for a warrior type in a long campaign.
Unless you allow the pseudo-proficiency to qualify for weapon traits (i.e. Weapon Focus (Grandpappy's Falcata))

The Exchange

Making the most out of Heirloom Weapon revolves NOT on the weapon but the campaign type. Your typical adventure path will not give you enough downtime to enchant your heirloom with hardcore magical properties (I went through 3 axes on Crimson Throne). The best setting for this trait is a sandbox campaign (ie. Kingmaker) where you have years to make Frostbane or Tempest into weapons of legend.

A relatively short low-level campaign would also work. The longer the campaign, though, the likelier you'll find a weapon that's better than your heirloom.


I think that the traits in general, especially post-APG, really need to be a cooperative story effort between the players and the GM.

If neither the players nor the GM wants to make use of story seeding they should either stick to the super basic traits or just give each player a bonus feat and be done with it.

Heirloom Weapon, Lore Seeker, among several others require an extra effort to add background. If someone wrote up a detailed history of how their character acquired a weapon, or why they were in search of magic, or whatever AND then actually made heavy roleplaying use of that, they can do whatever.

If the story was super good I see no issue letting them make use of oversized weapons for Heirloom Weapon, but it would definitely need to be memorable and roleplayed.

On the flipside, I would caution each player that if this is merely for cheese purposes that there is a very high chance that they will lose the weapon.

Even if the player is making a very strong roleplaying effort, the campaign should make at least several specific incidents related to the weapon. If it is an oversized orc blade then the character could build up a bad reputation with orcs and face increased orc encounters. If they were so bold to enter orc territory, the CR would also be increased if not lethal. Good traits should affect, and potentially punish!, players' decisions.

Also, I really wish more players would look at the traits for examples as opposed to directly pulling from them. Limiting it to existing traits generally leads to unnecessarily contrived characters. Take the spirit of the desired trait and apply an appropriate bonus (balanced against existing traits). For example you could associate the Heirloom Weapon with a magical ability to increase damage or DC by +1 for a certain school or sub-type. Traits should set the character's background, but also help shape their future roleplaying and decision making.


I am playing with a magus bladebound half-orc with an heirloom weapon that is a falchion. I chose the +1 bonus to opp attacks. When the character reaches level three, the heirloom weapon will become my bladebound weapon.

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