UA:Weapon Group (Maces and Clubs)
Weapon Group (Maces and Clubs) [General]
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 warmaceCW (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 Complete Warrior, this weapon group also includes the warmace (two-handed use).
Barbarians, bards, clerics, fighters, monks, paladins, rangers, and rogues may select Weapon Group (maces and clubs) as one of their 1st-level Weapon Group proficiencies.
A fighter may select Weapon Group (maces and clubs) as one of his fighter bonus feats.
Back to Main Page → Variant Rules → Building Characters → Weapon Group Feats
gollark: Alas, a good dragon and code, lost in the wilderness: https://dragcave.net/view/Y7CAt
gollark: It is said that if DC gets too many users, the Green Zyumorph shall rise again, and the Lagmonster shall reign over the lands of Galsreim.
gollark: Of course, due to the lagmonster problem, TJ09 removed the mystical Green Zyumorph aeons ago.
gollark: If all seven of them are put together, they shall unleash a great monster to destroy the lands of DC - the ***LAGMONSTER***.
gollark: Zyus = pure evil pretending to be good.
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