Ways to get exotic weapon proficiency?


Rules Questions

Grand Lodge

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I'm trying to come up with a list of ways to get exotic weapon proficiency. Or rather, not specifically the feat, but just ways to use exotic weapons. Everything that follows is from the core books as that's all I have access to (plus adventurer's armory). When suggesting more options please list the source so I (and others) can find it.

Generic


  • Heirloom weapon trait (less than ideal since it only counts for that specific weapon passed down and not others of the same weapon type--so, for example, wouldn't work at all for dual wielding) (This is from adventurer's armory and is the only thing listed not from any of the core books)

  • And obviously the Exotic Weapon Proficiency feat

Racial


  • Drow - Hand Crossbow

  • Dwarves/Elves/Gnomes/Half-Orcs/Orcs treat exotic weapons with Dwarven/Elven/Gnome/Orc/Orc in the name as martial weapons

  • Half Elves have an alternate racial ability that replaces Skill Focus with Exotic Weapon Proficiency

  • Hobgoblin alternate racial trait Pit Boss replaces sneaky - Whip

  • Hobgoblin favored class option rogue - can reduce a non-proficient weapon penalty by 1, when it is reduce to 0 (due to picking it multiple times) the rogue is treated as having the appropriate Exotic Weapon Proficiency feat for said weapon.
  • Tengu - Swordtrained: automatically proficient with swordlike weapons (including Bastard Swords, Elven Curve Blades, and Two-Bladed Swords).

  • Tengu - Exotic Weapon Training (replaces Swordtrained (alternate racial trait)): Can choose 3 + int mod exotic weapons to be proficient with.

Class Specific


  • Bard - Whip

  • Cavalier, Musketeer - Exotic Weapon Proficiency (Firearms)

  • Cleric who worships a god with an exotic favored weapon is proficient with that weapon

  • Gunslinger - Exotic Weapon Proficiency (Firearms)

  • Gunslinger, Musket Master - Only 2h guns

  • Gunslinger, Pistolero - Only 1h guns

  • Inquisitor - Hand Crossbow, Repeating Crossbow

  • Inquisitor - Black Powder Inquisition (Exotic Weapon Proficiency (firearms) (UC))

  • Magus, Kensai - picks an exotic weapon

  • Monk - Kama, Nunchaku, Sai, Siangham, and Shuriken

  • Monk, Monk of the Empty Hand - Shuriken only

  • Ninja - Kama, Katana, Kusarigama, Nunchaku, Sai, Shuriken, Siangham, and Wakizashi

  • Paladin, Holy Gun - Exotic Weapon Proficiency (firearms)

  • Ranger, Trophy Hunter - Exotic Weapon Proficiency (firearms)

  • Ranger, Infiltrator - If favored enemy is humanoid gnoll, 10 mins/lvl per day a ranger can use a Dire Flail

  • Rogue - Hand Crossbow & Firearm Training (Rogue Talent (UC))

  • Samurai - katana, naginata, and wakizashi

  • Sorcerer, Boreal - Exotic Weapon Proficiency as bonus feat choice

  • Wizard, Spellslinger - Exotic Weapon Proficiency (Firearms)


As well as dwarves & elves with their special exotic weapons, halflings get the halfling sling staff, half-orcs get the orc double axe, and gnomes get the gnome hooked hammer.

Tengu get the two-bladed sword, the elven curve sword and the bastard sword.

There are probably other racial exotic -> martial weapons too.


There are also specific traits that give specific exotic weapons. Like Varisian Tattoo gives Exotic Weapon Proficiancy: Bladed Scarf.

Also Orcs I think can get Spiked Chain as a martial weapon with an alternate racial trait.

Grand Lodge

'Sani wrote:

There are also specific traits that give specific exotic weapons. Like Varisian Tattoo gives Exotic Weapon Proficiancy: Bladed Scarf.

Also Orcs I think can get Spiked Chain as a martial weapon with an alternate racial trait.

I didn't see those options in any of the core books, could you cite the book it's from so I can find it?

Sczarni

The Half-Orc alternate racial traits are in the Advanced Race Guide. They can get dire flails & spiked chains as martial weapons.

There is another alt. racial trait that grants proficiency with whips as well.

The varisian tattoo (not 100% certain that's what it's called) is in the softcover book "Varisia: Birthplace of Legends". It's a trait.

There is another trait in that book that gives proficiency with Shoanti bolas; which I think are exotic.


claudekennilol wrote:


  • Heirloom weapon trait (less than ideal since it only counts for that specific weapon passed down and not others of the same weapon type--so, for example, wouldn't work at all for dual wielding) (This is from adventurer's armory and is the only thing listed not from any of the core books)

  • "You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family." Does this include exotic martial weapons?


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

    Certain organizations also grant certain proficiencies to their members if they are in high standing. Sorry, I don't recall any specifics. Some were Pathfinder Society and others weren't. Lantern Lodge I think had one such ability.


    daimaru wrote:
    claudekennilol wrote:


  • Heirloom weapon trait (less than ideal since it only counts for that specific weapon passed down and not others of the same weapon type--so, for example, wouldn't work at all for dual wielding) (This is from adventurer's armory and is the only thing listed not from any of the core books)

  • "You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family." Does this include exotic martial weapons?

    No exotic weapons, only simple and martial weapons. Sorry, this one won't get you what you're looking for.

    Sczarni

    @Ravingdork: Yes, the Lantern lodge has a trait (called Weapon Style) that grants proficiency in one weapon normally used by monks such as kama, sai, nunchuku or shuriken.

    I'm not sure if you are limited that specific list or if it granted proficiency with any weapon a Monk is proficient with (such as Temple Swords), or any weapon with the Monk special quality, that Monks are not proficient in (such as Kama, Double-Chained).

    @Joex The Pale: I don't have Adventurers Armory but I recall seeing discussion on the boards regarding how that trait got nerfed... Could be that pre-nerf it included exotic weapons.

    Grand Lodge

    Krodjin wrote:

    @Ravingdork: Yes, the Lantern lodge has a trait (called Weapon Style) that grants proficiency in one weapon normally used by monks such as kama, sai, nunchuku or shuriken.

    I'm not sure if you are limited that specific list or if it granted proficiency with any weapon a Monk is proficient with (such as Temple Swords), or any weapon with the Monk special quality, that Monks are not proficient in (such as Kama, Double-Chained).

    @Joex The Pale: I don't have Adventurers Armory but I recall seeing discussion on the boards regarding how that trait got nerfed... Could be that pre-nerf it included exotic weapons.

    I have adventurer's armory so unless it's been errata'd or FAQ'd, the only change from what I've read the original version was "non-masterwork". Unless you can point me to a source that says otherwise it is a viable option if you never want a "good" exotic weapon (good meaning masterwork or magically enhanced).


    Evangelist, Exalted and Sentinel PrCs, from Inner Sea Gods, all grant proficiency with the deity's favored weapon.


    claudekennilol wrote:
    Krodjin wrote:

    @Ravingdork: Yes, the Lantern lodge has a trait (called Weapon Style) that grants proficiency in one weapon normally used by monks such as kama, sai, nunchuku or shuriken.

    I'm not sure if you are limited that specific list or if it granted proficiency with any weapon a Monk is proficient with (such as Temple Swords), or any weapon with the Monk special quality, that Monks are not proficient in (such as Kama, Double-Chained).

    @Joex The Pale: I don't have Adventurers Armory but I recall seeing discussion on the boards regarding how that trait got nerfed... Could be that pre-nerf it included exotic weapons.

    I have adventurer's armory so unless it's been errata'd or FAQ'd, the only change from what I've read the original version was "non-masterwork". Unless you can point me to a source that says otherwise it is a viable option if you never want a "good" exotic weapon (good meaning masterwork or magically enhanced).

    I got my copy from the website. Simple and Martial only, according to there. You could always upgrade that weapon, by the way. Get masterwork transformation cast on it to upgrade it to masterwork, then enchant as usual.

    The Exchange

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    The Geisha Bard archetype (Ultimate Magic) gets to pick one weapon with the 'monk' quality to be proficient in, and plenty of them are exotic (the weapons not the... oh, nevermind... ;) ).


    Unarmed Fighter Archetype gets proficiency in all Monk weapons, including the exotic ones.


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    Gnomes have a race trait that allows them to be proficient in any weapon they create.


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    graystone wrote:
    Gnomes have a race trait that allows them to be proficient in any weapon they create.

    :O That's awesome; I never knew that.

    Let's see... with their Obsessive trait, for +2 to craft, and a rank in craft, and a +2 int modifier or better, they should be able to start the game with a +8 to Craft (Weapons), which allows them to craft an exotic weapon by taking 10. A reasonable GM would probably let them start with one they crafted if you do that. Bump the check by 2 more points, and you can craft a MW one.


    Duh, forgot MW tools for Craft (Weapons). Spend some of your starting gold on those, and you can craft yourself a MW version of your weapon at level 1 (though you probably won't be able to afford the costs of crafting it with starting gold, unless you start as a rich class and roll well).


    Master Tinker: They are treated as proficient with any weapon they have personally crafted.

    I take Crafter's Fortune + obsessive + Rich parents (Traveler's Any-Tool for 250gp). That's +9 to craft checks without a single skill point used. (+19 with take ten) You can make exotic weapon (dc18) and masterworking (DC20) without picking up the dice.

    If you take Chosen Child too, you could start with a masterwork firearm (dc20).


    +9 isn't enough, though; you need a +10 to be able to take 10 and get the DC 20.

    I'd also like to do this to start. I can imagine most GMs would allow you to start with items you crafted if you were able to do so yourself, but if you're going to use Crafter's Fortune, they likely would require it be something you used yourself. And since you'd have to make many craft checks, one potion isn't going to cut it. I also rather spend the skill point than spend a trait.

    The following would work for a Paladin, Ranger or Fighter with average starting wealth (175gp) and a 14 or better intelligence

    1 rank in crafting, plus trained, is +4
    Obsessive is +2
    MW crafting tools is +2
    Int bonus is +2

    Gives us +10

    MW Crafting tools = 50gp.
    MW component of weapon to craft is 100gp in materials
    Weapon cost is 1/3 of base weapon price.

    So, that means that if the base price of the weapon is 75gp or less, you can afford to craft it. Of course, it would have to be less than 75 if you wanted to have any gold left for anything else, like armor =D. Might have to make due with leather at first.

    This becomes much easier if you have above average starting wealth, of course.

    14 intelligence is asking a lot, though, so realistically you'll have to settle for a non-masterwork one at first.

    Lantern Lodge

    claudekennilol wrote:
    I have adventurer's armory so unless it's been errata'd or FAQ'd, the only change from what I've read the original version was "non-masterwork". Unless you can point me to a source that says otherwise it is a viable option if you never want a "good" exotic weapon (good meaning masterwork or magically enhanced).

    Joex The Pale didn't cite an official source, so in case you still doubt - It was officially changed by Paizo. The latest version of the Adventurer's Armoury says:

    "Heirloom Weapon: You carry a non-masterwork simple
    or martial weapon
    that has been passed down from
    generation to generation in your family (pay the standard
    gp cost for the weapon). When you select this trait, choose
    one of the following benefits: proficiency with that specific
    weapon, or ...."

    If you go to the Paizo Store's page for the Adventurer's Armoury, there's a link to the official errata. Or if bought the PDF copy from Paizo, you can download the current version.


    Rudy2 wrote:
    +9 isn't enough, though; you need a +10 to be able to take 10 and get the DC 20.

    I didn't add in for int and all it takes is 12. Or go for overkill and actually put a point in the skill for an extra +5...

    Rudy2 wrote:
    I'd also like to do this to start. I can imagine most GMs would allow you to start with items you crafted if you were able to do so yourself, but if you're going to use Crafter's Fortune, they likely would require it be something you used yourself. And since you'd have to make many craft checks, one potion isn't going to cut it. I also rather spend the skill point than spend a trait.

    Potion? no. Cast, yes. Or find a few friends to help. Every aid other grants a +2.

    Rudy2 wrote:
    14 intelligence is asking a lot, though, so realistically you'll have to settle for a non-masterwork one at first.

    Not really an issue when you can buy a masterwork transformation later. Myself, if I'm going this route, I'll use the traits for enough cash to take care of it all.

    The Exchange

    Rudy2 wrote:
    ... MW Crafting tools = 50gp...

    Minor point (but it's the rules forum! :) ): for a Craft skill you'd need masterwork artisans tools for 55gp, you can't take the generic 'masterwork tool' option if a skill already has a pre-existing '+2 to (aspect of) Skill' bonus item.


    Captain Zoom wrote:
    claudekennilol wrote:
    I have adventurer's armory so unless it's been errata'd or FAQ'd, the only change from what I've read the original version was "non-masterwork". Unless you can point me to a source that says otherwise it is a viable option if you never want a "good" exotic weapon (good meaning masterwork or magically enhanced).

    Joex The Pale didn't cite an official source, so in case you still doubt - It was officially changed by Paizo. The latest version of the Adventurer's Armoury says:

    "Heirloom Weapon: You carry a non-masterwork simple
    or martial weapon
    that has been passed down from
    generation to generation in your family (pay the standard
    gp cost for the weapon). When you select this trait, choose
    one of the following benefits: proficiency with that specific
    weapon, or ...."

    If you go to the Paizo Store's page for the Adventurer's Armoury, there's a link to the official errata. Or if bought the PDF copy from Paizo, you can download the current version.

    While I'm not arguing your point, mainly because you're agreeing with me, I provided a link to the write-up on the website. Since when is that not considered an official source? :\

    Grand Lodge

    Joex The Pale wrote:
    Captain Zoom wrote:
    claudekennilol wrote:
    I have adventurer's armory so unless it's been errata'd or FAQ'd, the only change from what I've read the original version was "non-masterwork". Unless you can point me to a source that says otherwise it is a viable option if you never want a "good" exotic weapon (good meaning masterwork or magically enhanced).

    Joex The Pale didn't cite an official source, so in case you still doubt - It was officially changed by Paizo. The latest version of the Adventurer's Armoury says:

    "Heirloom Weapon: You carry a non-masterwork simple
    or martial weapon
    that has been passed down from
    generation to generation in your family (pay the standard
    gp cost for the weapon). When you select this trait, choose
    one of the following benefits: proficiency with that specific
    weapon, or ...."

    If you go to the Paizo Store's page for the Adventurer's Armoury, there's a link to the official errata. Or if bought the PDF copy from Paizo, you can download the current version.

    While I'm not arguing your point, mainly because you're agreeing with me, I provided a link to the write-up on the website. Since when is that not considered an official source? :\

    When I responded you hadn't yet posted the official part ;). Too bad I can't go back and edit my post :(. Now anyone that sees it is going to see that as the first option :(. Also, my wife corrected me and told me that our book is in fact the newest print and does say that, so I was just wrong overall.

    If a wandering monster happens by, can he please eat that bullet pointed item off the list?

    The Exchange

    Tengu Bard 1 / Rogue 1 / Monk 1
    EWPs: bastard sword, elven curve blade, hand crossbow, kama, rhoka, nunchaku, sawtooth saber, shuriken, siangham, two-bladed sword, whip... and probably some I've forgotten.

    Now if only you could hit with any of 'em, right?

    Sczarni

    Joex The Pale wrote:


    While I'm not arguing your point, mainly because you're agreeing with me, I provided a link to the write-up on the website. Since when is that not considered an official source? :\

    I don't think d20PFSRD is an official source; that's why they have to change the names of some Prestige Classes etc.

    This is the only official site (as far as I know);
    Paizo PRD

    Please correct me if I am wrong. I do find the d20PFSRD a little easier to navigate.


    Can't link right now, but look up the Opalescent White Ioun Stone. you can bring a weapon down to Martial from exotic with the flawed(?) version for a paltry 1500 gp.


    Krodjin wrote:

    The Half-Orc alternate racial traits are in the Advanced Race Guide. They can get dire flails & spiked chains as martial weapons.

    There is another alt. racial trait that grants proficiency with whips as well.

    The varisian tattoo (not 100% certain that's what it's called) is in the softcover book "Varisia: Birthplace of Legends". It's a trait.

    There is another trait in that book that gives proficiency with Shoanti bolas; which I think are exotic.

    It always annoyed me that the Half-Orc alternative racial Trait Chain Fighter didn't also give access to the Dorn Dergar or meteor hammer.


    Hum.
    So no way but "exotic weapon feat" to get uses of Bolas.. Darn

    Sczarni

    Zwordsman wrote:

    Hum.

    So no way but "exotic weapon feat" to get uses of Bolas.. Darn

    Actually, there may be a trait for that. I think. I seem to recall seeing a trait in Varisia: Birthplace of Lrgends. I don't have my books with me to double check.


    Krodjin wrote:
    Zwordsman wrote:

    Hum.

    So no way but "exotic weapon feat" to get uses of Bolas.. Darn
    Actually, there may be a trait for that. I think. I seem to recall seeing a trait in Varisia: Birthplace of Lrgends. I don't have my books with me to double check.

    Shoanti Tattoo.


    I've never found Shanti Bolas online, and I don't have that book sadly.
    That's pretty awesome though. Maybe I'll be able to look it up somewhere in store and see if the stats are th same as normal Bolas and if GM'll allow me to refluff a bit


    Zwordsman wrote:

    I've never found Shanti Bolas online, and I don't have that book sadly.

    That's pretty awesome though. Maybe I'll be able to look it up somewhere in store and see if the stats are th same as normal Bolas and if GM'll allow me to refluff a bit

    "This spiked bolas functions as a standard bolas, but deals lethal damage rather than nonlethal damage." Varisia, Birthplace of Legends pg. 14, Inner Sea World Guide pg. 290, Adventurer's Armory pg. 33, Pathfinder Campaign Setting pg. 209, Curse of the Crimson Throne Player's Guide pg. 13

    Look at the Archives of Nethys or d20pfsrd [called bolas, brutal there] for online info. Also Curse of the Crimson Throne Player's Guide is a free download.


    Ah neat.
    though sadly lethal removes my original idea. but I can just make the person less nice haha.

    Thanks


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    Found a new one!
    Wanderer monk archetype
    Far Traveler (Ex): At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon. This ability replaces the bonus feat gained at 1st level.


    >.> <.< ... *casts raise thread for Googling purposes*

    Racial - Humans can now trade their bonus feat for proficiency in two exotic weapons "appropriate to their culture" with the Military Proficiency feat.

    Class Specific - A level of slayer with the bounty hunter archetype gives proficiency in the aklys, bolas, dan bong, lasso, and net.

    There's probably lots more tricks that have emerged in two years - let's see if we can get some traction getting them on here. :)


    I'm a bit late to the party but Ultimate Intrigue has a +1 weapon enhancement called "Training" that bestows the wielder a specific combat feat if they meet the prereqs. Exotic Weapon Proficiency just so happens to be a combat feat. It's a bit expensive, especially if you want to further upgrade the weapon, but it doesn't use up any character customization options. It definitely has its uses on situational backup weapons like polearms, whips and repeating crossbows.


    Since the thread is up again, here is one unlisted method.
    Kitsune oracles also have a favored class option that reduces nonproficiency penalty of a weapon by 1. Once the nonproficiency penalty is 0, they are treated as having the martial or exotic weapon proficiency. Advanced Race Guide.


    Dwarves have that bonus as well.If your DM is fine with 3rd party content, John Brazer Enterprises has given it to orcs and duergar, too.


    Dwarves have that bonus as well. If your DM is fine with 3rd party content, John Brazer Enterprises has given it to orcs and duergar, too.


    Here are 2 items that pop in to mind.

    From Seekers of Secrets

    Page 47
    Ioun Stone, Opalescent White, Pyramid
    10,00gp
    Description
    Each stone of this type is keyed to a particular kind of weapon
    (heavy flail, light crossbow, short sword, and so on) and grants
    you proficiency with that weapon.

    Page 49
    Craked Ioun Stone, Opalescent White, Pyramid
    The stone grants the wearer
    weapon familiarity with the keyed weapon (it is treated as a
    martial weapon for him).
    Price: 1,500 gp.


    Medium with the Champion Spirit gets exotic weapon proficiency with one weapon (of the PC's choice).


    Idk if this thread is dead but if anyone knows of a way to get proficiency with the Butchers Axe early (2-4th Lvls Specifically) for low cost that'd be amazing I wanted a 1st lvl oracle & Anti Pally combo that would use one cause he'd be an actual butcher. It fits too good thematically and all but my build my end up being feat heavy so a good way around that where i wouldn't have to give any up would be awesome (though at this point I'm slowly giving up hope) 3rd party may be acceptable depending on how my GM feels so open to that but hoping to keep more towards core or dreamscarred press as much as possible. Open to alot of races but the character is supposed to be intimating and strong so hopefully no penalties to STR or CHA (also if possible but if you got something throw it out there)

    Please and Thank you for your considerations


    Do you mean Butchering Axe?


    Catorce wrote:

    Idk if this thread is dead but if anyone knows of a way to get proficiency with the Butchers Axe early (2-4th Lvls Specifically) for low cost that'd be amazing I wanted a 1st lvl oracle & Anti Pally combo that would use one cause he'd be an actual butcher. It fits too good thematically and all but my build my end up being feat heavy so a good way around that where i wouldn't have to give any up would be awesome (though at this point I'm slowly giving up hope) 3rd party may be acceptable depending on how my GM feels so open to that but hoping to keep more towards core or dreamscarred press as much as possible. Open to alot of races but the character is supposed to be intimating and strong so hopefully no penalties to STR or CHA (also if possible but if you got something throw it out there)

    Please and Thank you for your considerations

    The half-elf alternate racial trait Ancestral Arms can get you the Exotic Weapon Proficiency feat without needing to meet to +1 BAB prerequisite.

    The human alternate racial trait Military Tradition will also work.


    Yes the butchering Axe sorry about that and thanks Ventnor I'll look into those traits (Let the Finagling begin 0_0)

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