Homebrew: Expanded Weapon Abilities


Homebrew and House Rules


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I had this thought while talking about GW2 with my bro. Also while thinking about how I'd do a "talented" fighter, and looking at the Equipment Trick feat, and thinking about skill tricks from 3.5.

So!

The idea is this: PF has a LOT of weapons. However, only a handful of them have interesting abilities, and even worse, to use these interesting ones on par with the more "boring" weapons, it usually requires investing a bucketload of feats. A bard wants to master the Whip? That'll be 5-6 feats, about (or more than) half of the total number of feats you get throughout your career from 1-20.

However, you can't just "buff" weapons up; a novice shouldn't be able to perform all the tricks a weapon expert can.

The solution I have in mind is weapon abilities that you have to qualify for with feats and skill ranks, like the tricks in Equipment Trick.

It works like this:

You need to have Proficiency and Weapon Focus in the selected weapon.
You need to meet the requirements for the Weapon Ability
You need to be using the weapon to perform it.

If all the criteria are met, you can use the weapon ability without expanding any extra resources (unless noted otherwise in the ability description).

To integrate into PF, most feats that concern specific weapons would be moved into weapon abilities, and listed under the weapon. I'd personally also convert as many archetypes that are "specific weapon (group) masters" (mostly fighter) into these. Some abilities that'd be common among a weapon group would be listed once under the group, instead of being listed for each weapon.

Here's an example of, say, the Katana. I'm focusing on Iaijutsu here because it's not really explored (despite there being a Samurai archetype that's trying really hard...), plus it feels like the most obvious thing to focus on.

Spoiler:

Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master.

Benefit: Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.

Lightning draw ([Quick Draw]): If you draw your Katana as a free action before making an attack, you may consider the opponent are attacking flat footed for that attack.

Iai-strike ([Quick Draw], [Combat Reflexes]): You may draw your katana while making an Attack of Opportunity as a free action.

Quick sheath ([Sleight of hand] 5 ranks): You may sheath your katana as a free action 1 times/turn.

Improved quick sheath ([Sleight of hand] 10 ranks): You may sheath your katana as a free action 2 times/turn.

Greater quick sheath ([Sleight of hand] 15 ranks): You may sheath your katana as a free action 3 times/turn.

Bisecting (an armored knight with a single vertical) slash ([Improved Sunder], [Vital Strike]): You may use Vital Strike (and its improved versions) to Sunder items. When you do so, you may ignore the item's hardness up to your BAB.

Dashing slash ([Vital Strike], [Spring Attack]): You may use Vital strike (and its improved versions) during a spring attack, but you must move in a straight line to do so.

Impossible edge ([Vorpal and Keen magical weapon quality],[Arcane Strike]): When using Arcane Strike, you may resolve the first attack after using it as a touch attack.

So something like that. Some of those would probably go into the weapon group Katana is in, and some would probably have extra requirements (more BAB, Weapon specialization, stat requirements, more feats, w/e), to balance them out. I'm not even gonna claim this looks balanced, it is just a mere example.

Speaking of balance... This is a flavourful method of upping under-performing weapons and builds by giving them something that's not exactly a power upgrade, but more synergy between different, less optimal routes they can take. Also, before you cry out "But this'd make katana over 9000 times better than the bastard sword! Gosh darn weeaboos!" please consider that the bastard sword would also get something similar to this (except different enough so it can be considered its own thing). In fact all weapons would, so it's more like all primarily weapon using classes would get a standard increase in versatility/power. The Fighter would benefit most, since he has the most potential to fully master more than 1 weapon, while classes that can take a few more extra feats (like Rogue) can still somewhat easily manage to get the benefits of this if they want, without having to give up their other feat options.

So, something like this. Comments? Anyone interested in more, or maybe teaming up in making an unofficial supplement?


One bump, just for the hell of it.


I like your sense of humor. Daring and subversive.


well if you want to mine for ideas start with kirthfinder in the suggestion section, it has fully fleshed out weapon abilities based on proficiency (every weapon has a simple, martial, and exotic level of proficiency). also check out the meister fighter archetype found here, it has special abilities for weapons based on witch weapon group they fall in and what level of weapon training you have.

Shadow Lodge

one question, would the "bisecting" feat hardness ignore thing stack with the similar property of adamantite?

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