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General Tabletop Discussion
*Pathfinder & Starfinder
Weapon Specialization as a Class Feature
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2523125" data-attributes="member: 9249"><p>Alright, here's a simple draft version:</p><p></p><p><strong>Fighter Modifications:</strong></p><p></p><p>Fighters retain their standard Weapon Proficiencies for the game they're in-- all Simple and Martial for standard campaigns or Basic plus Four Groups for Weapon Group Proficiency rules.</p><p></p><p>Fighters lose their free Heavy Armor proficiency. (This is really optional, but I prefer it.)</p><p></p><p>Fighters gain bonus feats at 1st, 2nd, and 3rd level, and every <strong>odd</strong> level thereafter.</p><p></p><p>In addition to their bonus feat at 1st level, Fighters gain Weapon Focus in one weapon (or weapon group) of their choice.</p><p></p><p><strong>Weapon Mastery:</strong> Beginning at 4th level, the Fighter gains the benefits of the Weapon Specialization feat with any weapon he has selected for Weapon Focus. At 8th, 12th, 16th, and 20th levels, the Fighter gets to apply the benefits of the following feats to any weapon he has Weapon Focus in:</p><p></p><p>8th: Improved Critical</p><p>12th: Greater Weapon Focus</p><p>16th: Massive Critical (increases the critical multiplier by 1)</p><p>20th: Greater Weapon Specialization</p><p></p><p>In my opinion, Improved Critical should be removed from the feats available to other characters, since it's a refinement along the same lines as Weapon Specialization. It also makes the Fighter more unique among the fighting classes.</p><p></p><p>This leaves 6th, 10th, 14th, and 18th levels with the Fighter gaining no special benefit from class; I'm thinking I'd like to rectify this situation, but I'm not entirely certain how. I'm leaning toward either free Exotic Weapon Proficiencies or some kind of armor specialization bonus.</p><p></p><p>Of course, I could also just leave those levels blank. Several other classes have blank levels, especially near the end.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2523125, member: 9249"] Alright, here's a simple draft version: [b]Fighter Modifications:[/b] Fighters retain their standard Weapon Proficiencies for the game they're in-- all Simple and Martial for standard campaigns or Basic plus Four Groups for Weapon Group Proficiency rules. Fighters lose their free Heavy Armor proficiency. (This is really optional, but I prefer it.) Fighters gain bonus feats at 1st, 2nd, and 3rd level, and every [b]odd[/b] level thereafter. In addition to their bonus feat at 1st level, Fighters gain Weapon Focus in one weapon (or weapon group) of their choice. [b]Weapon Mastery:[/b] Beginning at 4th level, the Fighter gains the benefits of the Weapon Specialization feat with any weapon he has selected for Weapon Focus. At 8th, 12th, 16th, and 20th levels, the Fighter gets to apply the benefits of the following feats to any weapon he has Weapon Focus in: 8th: Improved Critical 12th: Greater Weapon Focus 16th: Massive Critical (increases the critical multiplier by 1) 20th: Greater Weapon Specialization In my opinion, Improved Critical should be removed from the feats available to other characters, since it's a refinement along the same lines as Weapon Specialization. It also makes the Fighter more unique among the fighting classes. This leaves 6th, 10th, 14th, and 18th levels with the Fighter gaining no special benefit from class; I'm thinking I'd like to rectify this situation, but I'm not entirely certain how. I'm leaning toward either free Exotic Weapon Proficiencies or some kind of armor specialization bonus. Of course, I could also just leave those levels blank. Several other classes have blank levels, especially near the end. [/QUOTE]
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