Proficiency scaling adaptation


Homebrew and House Rules


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So, I have had some time to look into this and it keeps standing out as a series of power inconsistencies, mostly due to the fact that the benefit you originally purchase with your feat investment (say, Weapon Training to get martial weapons) does not carry over and instead somehow drops for no real reason. I could understand if the feat originally gave you a penalty, and maintained that penalty as a static presence, but that's not the case.

See the Simplified caster martial weapon output and Simplified martial advanced weapon output tables for some visual aid.

So I remade a few things. If you are a multiclass, gish, or following some specific dedication, this is for you.
Also, I know this comes through as a straight up buff to some feats. For some, it is. For the proficiency itself, it's not. The feats grant you wider variety of weapons at the same precision - and keep static rather than falling off. That's all. Everything else is substitutive benefits.

Proficiency changes:
All the Ancestral weapon feats are unchanged, as they already scale with class proficiency. The lv13 feat simply allows to extend specialty proficiencies (such as Warpriest’s and Fighter’s) to ancestral weapons.
A new ancestral feat is added for humans.
Wizards are trained in all simple weapons, and their wizard weapon expertise applies to all simple weapons.
Canny Acumen is still a work in progress.

The following feats are altered:
Human feat changes:
Unconventional Specialty [Human] [Feat 5]
Source Ediwir’s houserules pg. 6
Prerequisites Unconventional Weaponry
You’ve learned specific techniques to get the best effects out of your chosen weapon. Whenever you critically hit using the weapon you chose for Unconventional Weaponry, you apply the weapon’s critical specialisation effect.

General feat changes:
Armour Proficiency [General] [Feat 1]
Source Core Rulebook pg. 258
You become trained in light armour. If you already were trained in light armour, you gain training in medium armour. If you were trained in both, you become trained in heavy armour.
Your proficiency level in the armours granted by this feat is the same as your unarmoured defense proficiency.
Special: You can select this feat more than once. Each time, you become trained in the next type of armour above.

Weapon Proficiency [General][Feat 1]
Source Core Rulebook pg. 269
You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.
Your proficiency level in the weapons granted by this feat is the same as your simple weapon proficiency.
Special: You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.

Multiclass archetype changes:
Champion
Champion Dedication [Archetype] [Dedication] [Multiclass] [Feat 2]
Source Core Rulebook pg. 223
Archetype Champion
Prerequisites Strength 14, Charisma 14
Choose a deity and cause as you would if you were a champion. You gain the Armour Proficiency general feat for up to medium armour. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.
You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause
Special You cannot select another dedication feat until you have gained two other feats from the champion archetype.

Diverse armour Expert [Archetype] [Feat 14]
Source Core Rulebook pg. 223
Archetype: Champion
Prerequisites Champion Dedication, expert in medium or heavy armour
If you have expert proficiency in medium armour, you gain the armour specialisation effects of medium armour. If you have expert proficiency in heavy armour, you also gain the armour specialisation effects of heavy armour.

Fighter archetype changes:
Fighter Dedication [Archetype] [Dedication] [Multiclass] [Feat 2]
Source Core Rulebook pg. 226
Archetype Fighter
Prerequisites Strength 14, Dexterity 14
You gain the Weapon Proficiency general feat. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.
Special You cannot select another dedication feat until you have gained two other feats from the fighter archetype.

Diverse Weapon Expert [Archetype] [Feat 14]
Source Core Rulebook pg. 226
Archetype: Fighter
Prerequisites Fighter Dedication, expert in any kind of weapon or unarmed attack
You gain access to the critical specialisation effects (page 283) of all weapons for which you have expert proficiency.

Rogue archetype changes:
Rogue Dedication [Archetype] [Dedication] [Multiclass] [Feat 2]
Source Core Rulebook pg. 229
Archetype Rogue
Prerequisites Dexterity 14
You gain a skill feat and the rogue’s surprise attack class feature (page 181). You gain the Armour Proficiency general feat for up to Light armour. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
Special You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.

Other archetype changes:
Hellknight archetype changes:
Hell's Armaments [Archetype] [Feat 12]
Source Lost Omens Character Guide pg. 84
Archetype: Hellknight
Prerequisites Hellknight Dedication
You’ve trained with your order’s weapon and your Hellknight plate long enough to apply your expertise from other weapons and armour. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order’s weapon as well. If you have armour specialisation effects in any armour or unarmoured defense other than hellknight plate, your resistance from the armour specialisation of Hellknight Plate is 2 higher than normal.

Hellknight Signifier archetype changes:
Signifer armour Expertise [Archetype] [Feat 12]
Source Lost Omens Character Guide pg. 85
Archetype: Hellknight Signifer
Prerequisites Hellknight Signifer Dedication; expert in medium and heavy armour
You’ve spent enough time helping your comrades equip medium and heavy armour that you spread your own expertise to those armours as well. You gain the armor specialization effects of medium and heavy armor.

Knight Vigilant archetype changes:
Knight in Shining Armour [Archetype] [Feat 12]
Source Lost Omens Character Guide pg. 94
Archetype: Knight Vigilant
Prerequisites Knight Vigilant; expert in heavy armour
As a knight in shining armour, you train daily in the heaviest armour, expanding your expertise to heavy armour. You gain the armour specialisation effects of medium and heavy armour.

There might be some more feats that appear to have been in need of changing. It might even be true - for most of them, however, they are intentionally untouched, such as Aldori Dedication. The way it's written, it doesn't run off general proficiency, but off any proficiency, meaning a Fighter/Aldori who is Expert in all weapons and Master in axes would get Master in the Aldori sword. That's neat enough.

Have fun and enjoy, if it's worth the attempt. Any questions or comments, I'll be around - it's good to have people poke at my stuff, I always forget something.


After gathering some feedback, I was made aware of some interactions with Barbarian's Animal Skin.

Therefore,

Barbarian changes:
Animal Skin [Barbarian][Instinct][Morph][Primal][Transmutation][Feat 6]
Source Core Rulebook pg. 90
Prerequisites animal instinct
While unarmoured, your proficiency in unarmored defense is increased to expert. While you are raging and unarmoured, your skin transforms into a thick hide resembling your animal’s skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if you have the greater juggernaut class feature, this status bonus increases to +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of +3.


how does this affect monks? I know that was part of the problem when scaling weapon and armor proficiency were being talked about.


So... monks have a feat (monastic weaponry) that grants them access and training to all Simple and Martial monk weapons.

Technically speaking, this change means getting the Weapon Proficiency general feat provides the same benefit, if not more (all martial weapons). However, this was the same even before, up to Expert (later on).

The benefits of Monastic Weapons are the same post-change, but the difference between the class feat and the general feat thin out in the long term. The advantages (which used to be early advantages only) are access to Uncommon weapons and the possibility to obtain Critical Specialisation, something that the general feat does not allow.

Seeing as monk feats and abilities do not work with non-monk weapon anyways, the change is minimal.

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