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For those who miss exotic weapon proficiency
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<blockquote data-quote="jaelis" data-source="post: 7436672" data-attributes="member: 60210"><p>Here is a generic EWP feat, for anyone who likes that sort of thing. It is meant to recreate the various exotic weapons that were available in 3e.</p><p></p><p><strong>Exotic Weapon Wielder</strong></p><p></p><p>You have learned how to fight with an unusual and powerful type of weapon. You gain the following benefits.</p><p></p><p>- Increase your Strength or Dexterity score by 1 to a maximum of 20.</p><p></p><p>- <span style="color: #0000FF">Gain proficiency in an exotic weapon that your DM has created.</span> Alternatively, create an exotic weapon by applying one of the following changes to an existing weapon, armor or shield, as indicated. You must be proficient with the base weapon, armor, or shield.</p><ul> <li data-xf-list-type="ul"><em>Deadly</em> (any weapon): increase the weapon’s damage die by one step in the sequence 1d4 – 1d6 – 1d8 – 1d10 – 1d12 – 2d6 – 3d4</li> <li data-xf-list-type="ul"><em>Defensive</em> (melee weapon): gain +1 AC while wielding the weapon</li> <li data-xf-list-type="ul"><em>Dexterous</em> (melee weapon <span style="color: #0000CD">without the heavy property</span>): add the finesse property to the weapon</li> <li data-xf-list-type="ul"><em>Double</em> (two one-handed melee weapons): combine the weapons into a single two-handed weapon. It can be used for two-weapon fighting as if it were two light weapons. Each half of the weapon retains its usual damage die and weapon properties, except for Versatile and Thrown.<br /> <span style="color: #0000CD">[*]<em>Melee Capable</em> (ranged weapon with ammunition property): The weapon can be used for melee attacks, dealing its usual damage die. Choose a type from bludgeoning, piercing or slashing for the melee damage.</span></li> <li data-xf-list-type="ul"><em>Repeating</em> (ranged weapon with loading property): The weapon can be fired 6 times before reloading. Reloading requires an action and two free hands.</li> <li data-xf-list-type="ul"><em>Spiked</em> (heavy armor or shield): While wearing the armor or wielding the shield, your unarmed strike damage changes to 1d4 piercing. If your unarmed strike damage is already 1d4 or greater, instead change the damage type to piercing and increase the damage die by one step as in Deadly.</li> </ul><p>Give the new weapon a name and describe it as you wish. You are proficient with the weapon and have obtained one in your travels. If you are proficient with the appropriate tools, you can craft the weapon. The cost of the weapon is 10 gp plus twice the cost of the base item (or 10 gp plus the cost of the two base weapons, for a double weapon). It is up to your DM where and how the weapon is available for purchase.</p><p></p><p>You can take this feat multiple times, but each time you must create a new exotic weapon. You cannot apply the benefits of this feat twice to the same weapon.</p></blockquote><p></p>
[QUOTE="jaelis, post: 7436672, member: 60210"] Here is a generic EWP feat, for anyone who likes that sort of thing. It is meant to recreate the various exotic weapons that were available in 3e. [B]Exotic Weapon Wielder[/B] You have learned how to fight with an unusual and powerful type of weapon. You gain the following benefits. - Increase your Strength or Dexterity score by 1 to a maximum of 20. - [COLOR="#0000FF"]Gain proficiency in an exotic weapon that your DM has created.[/COLOR] Alternatively, create an exotic weapon by applying one of the following changes to an existing weapon, armor or shield, as indicated. You must be proficient with the base weapon, armor, or shield. [LIST] [*][I]Deadly[/I] (any weapon): increase the weapon’s damage die by one step in the sequence 1d4 – 1d6 – 1d8 – 1d10 – 1d12 – 2d6 – 3d4 [*][I]Defensive[/I] (melee weapon): gain +1 AC while wielding the weapon [*][I]Dexterous[/I] (melee weapon [COLOR="#0000CD"]without the heavy property[/COLOR]): add the finesse property to the weapon [*][I]Double[/I] (two one-handed melee weapons): combine the weapons into a single two-handed weapon. It can be used for two-weapon fighting as if it were two light weapons. Each half of the weapon retains its usual damage die and weapon properties, except for Versatile and Thrown. [COLOR="#0000CD"][*][I]Melee Capable[/I] (ranged weapon with ammunition property): The weapon can be used for melee attacks, dealing its usual damage die. Choose a type from bludgeoning, piercing or slashing for the melee damage.[/COLOR] [*][I]Repeating[/I] (ranged weapon with loading property): The weapon can be fired 6 times before reloading. Reloading requires an action and two free hands. [*][I]Spiked[/I] (heavy armor or shield): While wearing the armor or wielding the shield, your unarmed strike damage changes to 1d4 piercing. If your unarmed strike damage is already 1d4 or greater, instead change the damage type to piercing and increase the damage die by one step as in Deadly. [/list] Give the new weapon a name and describe it as you wish. You are proficient with the weapon and have obtained one in your travels. If you are proficient with the appropriate tools, you can craft the weapon. The cost of the weapon is 10 gp plus twice the cost of the base item (or 10 gp plus the cost of the two base weapons, for a double weapon). It is up to your DM where and how the weapon is available for purchase. You can take this feat multiple times, but each time you must create a new exotic weapon. You cannot apply the benefits of this feat twice to the same weapon. [/QUOTE]
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