Weapon Group Feats

Weapon Group (Axes)

You understand how to use axes and axelike weapons.

Benefit: You make attack rolls with the following weapons normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Basic Weapons)

You understand how to use a few basic weapons.

Benefit: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Bows)

You understand how to use bows.

Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Claw Weapons)

You understand how to use weapons strapped to the hands.

Benefit: You make attack rolls with the following weapons normally: punching dagger, spiked gauntlet.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Crossbows)

You understand how to use crossbows.

Benefit: You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Druid Weapons)

You understand how to use weapons favored by druids.

Benefit: You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Exotic Double Weapons)

You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.

Prerequisite: Base attack bonus +1.

Benefit: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use.

Some exotic double weapons require you to be proficient with two weapon groups to gain proficiency in their use from this feat.

Axes: orc double axe, dwarven urgrosh (must also have Weapon Group [spears and lances]).

Flails and Chains: dire flail, gyrspike (must also have Weapon Group [heavy blades]).

Heavy Blades: double scimitar, gyrspike (must also have Weapon Group [flails and chains]), two-bladed sword.

Maces and Clubs: double mace.

Picks and Hammers: double hammer, gnome hooked hammer.

Spears and Lances: dwarven urgrosh (must also have Weapon Group [axes]).

Normal: When using a weapon with which you are not proficient, you take a –4

penalty on attack rolls.

Special: If you include exotic double weapons from sources other than this site, feel free to assign those weapons to a weapon group that's appropriate for this campaign. The list above includes weapons featured in this site.

Weapon Group (Exotic Weapons)

You understand how to use the exotic weapons associated with the weapon groups that you have mastered.

Prerequisite: Base attack bonus +1.

Benefit: When you take this feat, you gain proficiency in the exotic weapons associated with the weapon groups that you already know how to use. Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic weapons (but not the exotic double weapons) associated with that group.

Axes: dwarven waraxe (one-handed use).

Bows: elven double bow, greatbow, composite greatbow.

Claw Weapons: bladed gauntlet, claw bracer, panther claw, stump knife, tiger claws, ward cestus.

Clubs and Maces: warmace (one-handed use), tonfa.

Crossbows: great crossbow, hand crossbow.

Druid Weapons: greatspear.

Flails and Chains: chain-and-dagger, scourge, spiked chain, three-section staff, whip, whip-dagger.

Heavy Blades: bastard sword (one-handed use), khopesh, mercurial longsword, mercurial greatsword.

Light Blades: kukri, sapara, triple dagger, war fan.

Monk Weapons: butterfly sword, tonfa.

Picks and Hammers: dire pick, gnome battlepick, maul (onehanded use).

Polearms: heavy poleaxe.

Slings and Thrown Weapons: bolas, chakram, gnome calculus, halfling skiprock, orc hotput, shuriken, throwing iron.

Spears and Lances: duom, greatspear, harpoon, manti, spinning javelin.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: If you include exotic weapons from sources other than this site, feel free to assign those weapons to a weapon group that's appropriate for this campaign. The list above includes weapons featured in this site.

Weapon Group (Flails and Chains)

You understand how to use flails and chain weapons.

Benefit: You make attack rolls with the following weapons normally: light flail and heavy flail.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Heavy Blades)

You understand how to use large bladed weapons.

Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use).

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Light Blades)

You understand how to use light bladed weapons.

Benefit: You make attack rolls with the following weapons normally: dagger, punching dagger, rapier, and short sword.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Maces and Clubs)

You understand how to use maces and clubs.

Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff, sap, and warmace (two-handed use).

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: If you use the Arms and Equipment Guide, this weapon group also includes the maul.

Weapon Group (Monk Weapons)

You understand how to use weapons normally favored by monks.

Prerequisite: Improved Unarmed Strike.

Benefit: You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Picks and Hammers)

You understand how to use picks and hammers.

Benefit: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, warhammer, scythe, and maul (two handed use).

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: If you use the Arms and Equipment Guide, this weapon group also includes the lucerne hammer.

Weapon Group (Polearms)

You understand how to use polearms.

Benefit: You make attack rolls with the following weapons normally: glaive, guisarme, halberd, and ranseur.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Slings and Thrown Weapons)

You understand how to use slings and handheld thrown weapons.

Benefit: You make attack rolls with the following weapons normally: dart and sling.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Weapon Group (Spears and Lances)

You understand how to use spears and javelins.

Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.