A Handbook For Weapon Masters And Weapon Specialists
“I think it's a half-gram heavy on the back end.” Richard B. Riddick, The Chronicles Of Riddick
Disclaimer: This is not a guide to the Weapon Master or Exotic Weapon Master PrCs. This is a guide for any character who wishes to specialise in a particular weapon. The WM and EWM will be included in this.
A Weapon Master (or a Weapon Specialist) is a warrior or other character who has chosen to specialise in a certain weapon, to the neglect of all others. By dedicating him-or-herself to the style and tactics of a chosen weapon, and by learning a number of unique combat techniques with it, the weapon master hopes to become stronger and more powerful than the generalist warrior.
I’ve defined two different versions of this type of character:
Weapon Specialist: This character has taken EWP to gain a powerful weapon, has taken a Proficiency or Weapon Focus feat to gain access to a prestige class, or has simply picked such a thing up over the course of their build. This character has made a small investment in the weapon, but is not otherwise bound by it. They have built to focus on a tactic, and the weapon supports this.
Weapon Master: This character has taken many feats, made a few class-dips, and chosen class features all related to a specific weapon or small group of weapons. The character has invested heavily in this chosen weapon, and is severely limited without it. They have built to focus on the weapon, and the tactics support this.
I’ll use the term weapon master throughout, except where referring to the specialist. Either type can find something useful here, though the point of this guide is to cater to the Master, or to promote the Specialist. These are not to be confused with the Weapon Master or Exotic Weapon Master PrCs, however, or even the Weapon Specialisation or Weapon Mastery feats. There just aren’t enough words left in D&D anymore.
A weapon master or specialist need not be a warrior either. A rogue who’s good with a dagger has just as much right to call himself one, and might even be better with it in the right circumstances (namely in the dark and behind the back). Similarly, a wizard might wish to fulfil the classic image and carry a staff, and defend himself with it when required, or a cleric who smites unbelievers with his deity’s favoured weapon. But generally I’ll talk about warriors. The theory can be adapted for any role, and material exists for all types.
Why Do I Want To Be A Weapon Master?
Because it’s cool, really. That’s all. The genres of fantasy, martial arts, anime and many others are rife with characters who haven chosen to wield one particular type of weapon and become masters of it. It’s Drizzt Do’Urden and his scimitars, Zorro and his rapier, Xena and her chakram, every other character in every other martial arts movie, and any samurai you care to name.
There are other reasons though to follow this path though. Perhaps a certain prestige class you have your eye on requires a Weapon Focus for entry. Take that and you’ve become a weapon specialist. Or maybe a tactic you have in mind works best with a certain weapon, and you’ve taken an EWP for it. Again, a specialist. Perhaps you’ve picked up a feature from somewhere and don’t want it to go waste. On the other hand, you might want your cleric or paladin to wield their deity’s favoured weapon. Or you just can’t imagine a dwarf fighter without an axe.
A weapon master should logically be better with his chosen weapon than with any other. He should logically be better than any warrior who wields any old weapon as it suits him. Well, he should be, but shouldn’t expect to be. A generalist warrior will be more adaptable and have a greater range of tactics. A warrior focusing on and optimising for one or two tactics will be devastatingly effective at them. In the end, the weapon master should have a range of interesting and fun special attacks that he can perform with his weapon that others cannot, making him rather like the generalist, and should be better with his weapon than without.
What This Guide Is
This guide is not meant to be a concise manual to building a weapon master character, or to fully optimising the concept. There are simply too many options and possible styles available, and a very great many weapons that can be chosen. And I’m not very good at the optimizing game. The main purpose of this is to provide an index of special abilities that reward an investment in a specific weapon. The would-be weapon master can search through this to find something he likes. I’ll also talk about general design theory based on things I’ve learnt, either from the boards, by going through the material, or from my own experiences. I won’t however rate the value of most things here.
I’ve selected material based on the criteria that it references a specific weapon or group of weapons. Some things might be obvious, like Power Attack for a two-handed weapon, but as this is not specific, it doesn’t count. I’ve also only mentioned abilities and class features that relate to specific weapons, often missing the entire point of the class or PrC. And I have excluded PrCs that require a weapon specific feat but do not give anything back related to that weapon.
I have ignored the Unarmed strike (and the Natural attack), as it is a style more worthy of entirely separate handbook, and is hardly fitting of the weapon master image (it’s not really a weapon, after all). I have however included many feats that apply to it, due to the benefits of the Aptitude weapon enhancement. I have also included things that relate to Ki Strike, Stunning Fist, Flurry Of Blows and Quivering Palm, as these can be applied to a weapon.
I have ignored things that give simple or martial proficiencies, as these are just too common and easy to acquire, except for where they are somehow out-of-the-ordinary.
The most important part of the weapon master is, of course, the weapon. This is the prime component of all the character’s tactics, and the basis for the entire build. So you want to choose it wisely.
Coolness
Before power and mechanical advantage, the most important aspect of your chosen weapon is its coolness. You want a weapon that you think is really neat, one that suits your character and your style, and one that you can have a fun time describing. You’ve probably seen it in a movie or tv show, a comic or a book, and want to emulate it. Or you just want to be different. On the other hand, perhaps you do just want the mechanical advantage, or have somehow wound up with it as a result of a build idea.
This is subjective of course. To one player, the longsword is boring and bland; to another it is full of retro charm and historical appeal. A katana might be the most awesomest weapon in the world to the fanboy, or overrated and tedious to everybody else. Some might see the heavy flail as brutish and clumsy, others could claim it is a weapon of finesse and subtlety. Meanwhile, the spiked chain has the benefit of being both cool and mechanically superior, and also the most cheesy.
What’s The Alternative?
But the mechanical advantage is always nice to have. Have a look around to see if your concept can be pulled off by a similar but better weapon. A simple weapon is almost always outclassed by a martial weapon, and an exotic weapon is better still. Most weapons can be duplicated in their most important aspects by a superior weapon in another category. A sword is a sword is a sword, in the areas that count.
For example, do you like the dagger, but find the ability to throw it and hide it about your person to be useless to you? Do you find its damage potential to be too low when compared to other weapons? Then consider the kukri (increased threat range), or the short sword (increased damage) or even the elven lightblade (gets both, but is exotic).
But don’t sweat it too much. Follow this path too far and you’ll be back to the spiked chain. You’ve probably already made a choice of style over power, and the style is the key. Many abilities reference a specific weapon anyway, so changing it may cut your options.
Availability
Make sure that your chosen weapon will actually be readily available in the campaign. If you have to rely on looted treasure, and your DM rolls it up, then your obscure exotic weapon will be very hard to come by in kick-ass magical forms. It does you no good to be a master of the Goliath Greathammer if there are no Goliaths in the world, and you’re stuck with a no-better-than-starting-wealth-level version from “somewhere”.
On the other hand, some weapons are as common as muck: 12% of all randomly-rolled common weapons will be longswords. More, actually, as these will be the first weapons most DMs plump for when making stock NPCs, and they should also be common in published modules, or as stock magic items. The same goes for daggers.
Given the right conditions, the common weapon master should accumulate a sizeable golf-bag of his preferred weapons over his career. (Say you’re a “collector”.) By having a choice for any situation, such a character might have a slight advantage. Even on a jailbreak or similar adventure where you start with or are reduced to nothing, it shouldn’t be too hard to find a common weapon once you’ve overpowered the guard.
Unless of course the DM has some kind of fetish, or the campaign is like Planescape: Torment – no swords of any kind to be found anywhere. Or he’s trying to cheat you despite your loud protestations and demands.
Adaptability
It goes against the theme of the weapon master, but focusing on a select family of weapons is possible and can allow you to be more adaptable in what weapons you loot. Many feats and a number of class features apply to several weapons or types of weapons, and others exist to allow you to duplicate your abilities for another weapon.
For example, the Warblade’s Weapon Aptitude (ToB) feature that allows you to retrain your weapon specific feats, and several Eberron racial feats duplicate the WF-chain across a selection of weapons (RoE). Some exotic weapons share Weapon Focus and similar feats with similar martial weapons. Thus you can almost always have a ready replacement if needed.
However, while being adaptable is nice, it doesn’t work for all weapons, and it can take a little more effort and space in the build than you have room for. It is not necessary if specialization is your true goal
The Care And Feeding Of Your Weapon
Upgrading
If availability is a problem, or if you really like the idea, then you may need to dedicate yourself to one particular weapon and get it upgraded over the course of the campaign. There are various ways to do this.
The first is to buddy-up with the party spellcaster and hope he’s taking Craft Magic Arms & Armour and is willing to spend the XP. Alternatively, find and hire an NPC who can do it for you. You might even be a spellcaster yourself.
You could also try a Legacy Weapon (seen in Weapons Of Legacy and elsewhere). By spending treasure, meeting a few prerequisites and going on a few mini-quests, you can unlock and upgrade the weapon’s features, and have it progress alongside you. These do come with penalties however. An Item Familiar (UA), Legendary Weapon (UA) or Weapon Familiar (RoE) are others that will upgrade alongside you.
Another is to do it yourself. The Ancestral Weapon feat (BoED) and some classes and PrCs – Samurai (OA), Psychic Weapon Master (XPH), Kensai (CWar), and a few variants of others – will allow a character to enhance a weapon by spending gold or XP, without needing to be a spellcaster. Others gift a weapon with its own set enhancements.
Don’t Lose It!
You’re a weapon specialist – all your abilities are tied to a single type weapon or perhaps even one specific weapon. So you really, really, really don’t want to lose it. Getting it sundered, disarmed, or eaten by a rust monster once in a while might be good for a laugh at your expense, but if it keeps happening (perhaps your DM in vindictive, or you’re just incredibly unlucky), then you’ll want to invest in protective measures. Consider a locked gauntlet so you can’t be disarmed, or an adamantine weapon to resist sunders, or an ironwood or crystal version that can’t be rusted (though these have their own risks, namely of burning or shattering).
Alternatively, consider class features, spells or powers that let you create or summon a weapon. For example, there’s the Soulknife (XPH), or the Psychic Warrior variant (ME) using the Call Weaponry power (XPH) and many arcane and divine spells. Some are semi-permanent or have a duration long enough to make them a valid weapon choice in their own right. Others are at least a handy back-up. These can also often take care of Availability and Upgrading.
But if availability isn’t a problem, then you might just shrug and loot the next available magic longsword.
Consider your build for a weapon master as an investment. You’ve put a lot of effort into that weapon, and you’ve put all your eggs into one basket. And you want it to pay off, with profit. If you have a +1 greataxe and find a +2 greatsword, then you want a good reason to keep your greataxe. For each feat or PrC, ask yourself if the return is worth the investment. Is Weapon Focus’s +1 to attack really worth spending a feat on?
Optimise your character for the style embodied by your weapon. If you have a reach weapon, then focus on battlefield control. If it’s a tripping weapon, then become a tripper. A two-handed high-damage weapon implies heavy-duty bashing. If, on the other hand, your chosen weapon asks for no particular tactic, such as the longsword, then give it one, say by the special attack feats, and by how you choose to use it.
You need feats. Lots of feats. You can never have enough feats when you’re a weapon master. These are needed for proficiencies, the Weapon Focus chain, and for all the others that enhance your tactics or give special attacks, and for access to the best weapon master PrCs. If you can, take some Flaws (UA) and try to play a race that gives a bonus feat (ie. a Human). Play a class that gives plenty of bonus feats, like the Fighter, or to a lesser degree, the Psychic Warrior.
Style & Flavour
First, consider the flavour of your character and the style of its combat and usage of your preferred weapon. Is he a dextrous finesse duelist, or is she a heavy-duty basher? Is he a practical, no-nonsense soldier, or is she a mystical, meditating martial artist? Build according to your vision of the character for the most satisfying experience.
Flavour is however mutable. The Fighter doesn’t have to be soldier, and the Monk doesn’t have to be a mystic. Re-imagine the various classes, feats and PrCs that carry their own flavour to forms suitable for you. Alternatively, leave them the way they are, for the idea of a warrior who travels and picks up many different styles is also a neat one.
Getting Value For Money
You’ve limited yourself to a single weapon and all your power comes from it, so you want to get the most out of it. Use it in as many different ways and with as many different tactics as possible, and remember to make use of each often. Squeeze every last drop of usefulness out of it.
For example, if you like the dagger, even as a melee weapon, then throw it when needed, and take advantage of its small size to conceal them around your body. Consider grappling, where you can use your preferred weapon and most others can’t. Or if the heavy flail is your thing, then remember to use it to disarm your enemy in addition to the trips and flat-out brutal smashing.
Don’t Try Too Hard
But if you try too much, you’ll achieve too little. There is rarely room in a build to focus on every little thing, especially if you weapon has a lot of features. So don’t completely optimize for a tactic embodied by your weapon if it’s ultimately not your thing and won’t be effective or commonly used by you. Focus on the more effective options, and just keep the others in mind and make sure you don’t suck at them when you need them.
Neat Tricks
Aptitude & Affiliation:
There are two ways of doing this. Firstly, there is the Aptitude weapon enhancement (+1) from the Tome Of Battle. This lets you use any weapon-specific feat you have with the aptitude weapon. The second is a Rank 4 Affiliation (+30) with a church of a god with the War domain, from Complete Champion, which lets you apply any feat that normally applies to a single weapon to all weapons with the same proficiency and damage type.
These can make building a decent weapon master terribly easy and incredibly powerful. Just take any feat that you like that you can qualify for and obtain, for any weapon, and use it with your favoured weapon. These might include the various feats that relate to unarmed strikes, opening up a wide range of special abilities.
For example, consider the outcome of combining the Lightning Mace feat (gain a free attack if you threaten a crit when wielding two light maces) and a pair of +X aptitude keen kukris (15-20 threat range) - plenty of extra attacks.
However, the wordings of these are vague. Aptitude mentions “a particular type of weapon”, while the examples are from the Weapon Focus tree. It is unclear what sort of weapon “type” is allowable (Damage? Usage? Proficiency?). The War Affiliation is clearer about how it works, but neither specifies which feats may be used and which may not. And it is unclear whether unarmed strikes even count at all. A CustServ ruling found here limits both to the Weapon Focus tree, but this is of course disputed. RAI seems to go one way, RAW can be pushed the other. I’ve completed this guide on the assumption that it does, and included all the unarmed strike feats as a result, but you should check this with your DM before they roundly house-rule against it.
Don’t dip into a medium/low BAB class just to pick up Weapon Focus as a bonus feat. You’ve just lost a point of BAB for a net attack gain of nothing. BAB is more important than any other attack bonus; it gives you multiple attacks and helps qualify for many feats and PrCs. Unless you wish to stick with the class, or are gaining something else that will pay off later, or can see no other option with multiclassing restrictions, just take a level of Fighter or something.
Don’t take two useless feats to gain access to a PrC to get back a bonus feat you could have taken anyway. Only do this if you plan to stick with the PrC or are somehow picking the feats up anyway.
Common Paths To Weapon Mastery
Weapon Focus Chain:
This character (usually a Fighter) concentrates on the chain of feats that begins in the PHB and ends in the PHB2, namely: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Weapon Mastery and Weapon Supremacy. Unfortunately, it’s not very good.
At low levels, the slight increase to attack or damage from WF or WS might be nice, but at higher levels they are easily replaced and overwhelmed by the benefits of magical items, buffing spells and good tactics. Plus, they’re boring, just flat bonuses to attack and damage. While Weapon Mastery and Weapon Supremacy are nice, they lose their shine with the four or five sub-par feats needed to get there.
They are slightly more desirable if you have no treasure for enhancements or are on a Vow of Poverty, or if for some reason you have a low attack bonus or damage output. Weapon Specialization virtually doubles the damage potential of weak weapons like the whip, net, shuriken or a gauntlet. Crossbows also benefit from WS more than most other weapons, as they don’t have an easy source of bonus damage.
Consider these carefully, and ask yourself if the bonuses or Weapon Supremacy are really worthwhile. However, WF and WS are prerequisites for most things, so you’ll probably want to get at least these two before branching out. See if you can pick up some of these feats for free by dipping.
Basic Builds:
Fighter 18: The easiest way to get all of the WF-chain, and the only class that gets honest access to all them. Plus it also has plenty of other feats to spare.
Swashbuckler / Fighter with Daring Warrior feat: Stack the two classes to qualify for the WF-chain. Too bad it’s two poor classes and without a lot of feat-slots left. Balance Swashbuckler class features versus Fighter feats to find the right balance for you. (Also consider a dip with Rogue with the Daring Outlaw feat, or use Assassin's Stance, to add in Sneak Attack options)
Ninja / Fighter with Martial Stalker feat: Stack the two classes to qualify for the WF-chain. Again, too bad it’s two poor classes and without a lot of feat-slots left. Balance Ninja class features versus Fighter feats to find the right balance for you.
Warblade using Weapon Aptitude: Much nicer, with all the goodness of a martial adept, and he gets to retrain his weapon if he likes. Slightly better off for free feat-slots, but not by much. Misses out on Supremacy pre-epic however.
Warblade / Fighter using Weapon Aptitude: As above, but has the option of taking Supremacy at level 20 (take an even Fighter level then). This will miss out on Stance Mastery, which is usually preferable to Weapon Supremacy.
Warblade / Fighter / Bloodstorm Blade using Weapon Aptitude: More of the same as the last two.
Improved Critical:
Usually taken as a part of the WF-chain, this feat would be nice if it wasn’t entirely duplicated by the keen or impact enhancements, or the keen edge spell. If you have time, space and money to enchant it on your weapon(s), or a buddy spellcaster, then get it there. You would need to do it every time you get a new weapon, mind you. If you don’t have the cash, or have other enhancements in mind, or would just prefer to have it ready all the time, for any favoured weapon, then you might like it as a feat. Some DMs house-rule this back to 3.0 days and have it stack with keen, so you might want to check.
Monkery
While most of a Monk’s combat class features apply to his unarmed strikes, it’s possible to get these to work on a weapon instead, and not just a standard special Monk weapon. Flurry Of Blows, Ki Strike, Stunning Fist and Quivering Palm are all possible.
Special Monk Weapon:
Classes: Monk (as standard), OA Monk (additional weapons described below)
Prestige Classes: Sun Soul Monk (light mace)
Feats: Double-Steel Strike (two-bladed sword), Pole Master (a pole arm with reach), Serpent Strike (longspear), Whirling Steel Strike (longsword)
Weapon Enhancements: Aptitude Weapon (and one of the above feats)
These get your weapon classified as a special Monk weapon so that it can qualify for various paths into Flurry Of Blows, Ki Strike, or Stunning Fist. Depending on the build, this isn’t always necessary.
Flurry Of Blows:
Classes: Monk, OA Monk
Prestige Classes: Shou Disciple (any), Sun Soul Monk (light mace)
Feats: Double-Steel Strike (two-bladed sword), Pole Master (a pole arm with reach), Serpent Strike (longspear), Whirling Steel Strike (longsword)
Weapon Enhancements: Aptitude Weapon (and one of the above feats)
Multiple attacks are nice; more opportunities to roll a d20 mean more chances of a critical. The decreased attack hurts one’s chances of hitting or confirming however, but the penalties aren’t too high. Progressing far enough into Monk or a related PrC can reduce these and eventually add extra attacks.
Ki Strike:
Prestige Classes: Argent Fist (any Monk; gives Ki Focus)
Weapon Enhancements: Ki Focus
Ki Strike just lets you overcome different types of DR, which is made easier by using a weapon. Unless you have a VoP or a phobia against golf-bags, this shouldn’t be much of a problem. Some enhancements from feats and PrCs might be worthwhile however, but would usually require Aptitude Weapon.
Stunning Fist:
Prestige Classes: Exotic Weapon Master (exotic), Fist Of Dal Quor (any)
Weapon Enhancements: Aptitude Weapon (and one of the above feats), Ki Focus
SF is a great way to stall your opponent and use him as a punching bag. Now you have a weapon, you can use him as target practice. There is also a wide range of feats and class features available to enhance and customise this ability, so it can be quite profitable.
Quivering Palm:
Weapon Enhancements: Ki Focus
A save-or-die ability for a non-spellcaster is nice, but it’s unlikely you’ll advance high enough into Monk to take this. The low rate of usage (once a week) combined with the need for a save makes it unreliable. Unlike other abilities, this is hard to enhance or customise.
These can be enhanced and advanced by various PrCs and feats. Builds will inevitably start with Monk, dip into a PrC if necessary, then carry on from there.
Abilities similar to the above can be had with various feats and prestige class features that offer multiple attacks or stunning abilities, but these are not the same as those of the Monk. They do make for a passable replica however.
Iron Heart: Bastard Sword, Dwarven Waraxe, Longsword, Two-Bladed Sword
Setting Sun: Short Sword, Nunchaku, Quarterstaff
Shadow Hand: Dagger, Sai, Siangham, Short Sword, Spiked Chain
Stone Dragon: Greatsword, Greataxe, Heavy Mace
Tiger Claw: Kama, Kukri, Handaxe, Greataxe
White Raven: Longsword, Battleaxe, Warhammer, Greatsword, Halberd
Standard Weapon Conversion For ease of use, the following weapons have been converted back to their standard PHB forms:
Staff = Quarterstaff
Katana = Bastard Sword
Wakizashi = Short sword
Classifications
Any – Applies to any weapon
Deity – A deity’s favoured weapon
Discipline – The weapons of a selected Sublime Way discipline, see above
Finesse – A weapon that can be used with Weapon Finesse
Flurry Of Blows – A Monk’s Flurry Of Blows, generally used with unarmed strikes and special Monk weapons, this can be applied to other weapons by various methods
Ki Strike – Generally a property of a Monk’s unarmed strikes, this can be applied to weapons by various methods, and enhanced
Mind Blade - The Soulknife's Mind Blade and the Soulbow's Mind Arrow
Monk – A weapon that can be used as a special Monk weapon
Stunning Fist – This feat usually applies to unarmed strikes, but it can be applied to weapons by various methods, and enhanced
Weapons And Weapon Domains Of The Deities
The following is a list of all official deities, sorted by their favoured weapon. Their alignment, relevant domains (ie War, Metal and Revered Ancestor) are also given, as is their race or pantheon if required. Take note of the sourcebook the deity appears in; depending on the source or setting, some gain additional domains, or change alignments or their favoured weapon. Where the latter two differ, I've included both versions separately.
Certain spells, like Spiritual Weapon and Weapon Of The Deity, as well as some Incarnum material[/i], suggest weapons according to alignments for Incarnum-users and Clerics and Paladins of an ideal rather than a deity. Such a character ought to be able to choose their own favoured weapon, but these suggestions have been included for completeness and in the event that a DM restricts favoured weapon options.
The following races all offer something special to the weapon master: a racial weapon proficiency, familiarity, attack bonuses, some special options later in their career, or simply the ever-useful bonus feat. Other races that have access to prerequisites for feats or PrCs will be mentioned with those sections.
Some of the following races have high LAs and racial HD. For the most part, these are not recommended - the weapon master is hungry for feats and class features, and doesn’t need to be nerfing himself any more than is necessary, though some racial features may just make them worthwhile.
Not all racial Weapon Familiarities convert an exotic weapon to a martial weapon. A few change a martial weapon to a simple weapon; these have been marked below. Keep an eye on your Familiarities – an exotic weapon treated as martial may be open to a feat or class feature that specifically applies to martial weapons. More importantly, a martial weapon treated as simple might just be useable with a Vow of Poverty or the Intuitive Attack feat and similar loopholes.
Human: (PHB) A bonus feat is always nice, especially for the would-be weapon master. As is the Favoured Class (Any) and the bonus skill points.
Illumian: (RoD) The Illumian has two possibilities for any weapon it has Weapon Focus with: Aeshoon: Spend a turn/rebuke attempt to add Wis to damage with a weapon you have WF for, 2/day. Vaulesh: Expend a spell slot to add its spell level to AC and damage with a weapon you have WF for, 2/day.
Planetouched: (MM, FRCS) Some interpretations of the Planetouched races (Aasimar, Tiefling, Genasi) would say they have proficiency with all Simple and Martial weapons. Others do not. (ECL+1)
Halfling: (PHB) +1 racial attack bonus with Thrown weapons and the Sling. Most sub-races will have this. Also has access to a number of weapon specialist feats, class features and prestige classes, particularly relating to thrown weapons. The strongheart halfling subrace (FRCS) gets all this and a bonus feat too, making it strictly better for the halfling weapon master.
Aquatic Elf: (SW) Proficiency with Trident, Longspear & Net
Asherati: (SS) Weapon Familiarity with Eagle’s Claw
Avariel: (RoF) Proficiency with Lasso, Bolas (ECL+3)
Chitine: (UD) Weapon Familiarity (Simple) with Short Sword (ECL+4)
Drow: (MM) Proficiency with Short Sword, Rapier and Hand Crossbow. The Drow is LA +2, but it has access to certain style feats found in Eberron sourcebooks relating to the Xen’drik Boomerang, Drow Long Knife and Drow Scorpion Chain, as well as those in DotU and others. The Lesser Drow variant (PGTF) gets the same, but with no pesky LA.
Dwarf: (PHB) Weapon Familiarity with Dwarven Waraxe and Dwarven Urgrosh. Most dwarven sub-races will have this. The dwarf also has access to a number of weapon specialist feats, class features and prestige classes, particularly relating to Axes and Hammers.
Gnoll: (MM, UE) Weapon Familiarity (Simple) with Battleaxe, Shortbow (ECL+3)
Gnoll, Flind: (MM3) Weapon Familiarity with Flindbar. (ECL+4)
Gnome: (PHB) Weapon Familiarity with Gnome Hooked Hammer. Most gnomish sub-races will have this.
Greathorn Minotaur: (MM4) Weapon Familiarity with Greathorn Minotaur Greathammer. (ECL+17)
Greenspawn Sneak: (MM4) EWP with [COLOR="Magenta"]Dragonsplit[/COLOR]. (ECL+6)
Neanderthal: (FB) The Neanderthal gets a +1 racial attack bonus on a range of “primitive” weapons ranging from the simple to the exotic: Bolas, Club, Dart, Greatclub, Goad, Harpoon, Iuak, Javelin, Longspear, Quarterstaff, Ritiik, Shortbow, Shortspear, Sling, Spear, Sugliin, Throwing Axe and Tiger Club. Proficiency is not given however.
Raptoran: (RotW) Weapon Familiarity with the Footbow, though you’d want to be playing a raptoran anyway to be using one.
Sea Kin: (RoD) Weapon Familiarity (Simple) with Trident and Net.
Slyth: (UD) Weapon Familiarity with Flutter Blade (ECL+2)
Taer: (UE) Weapon Familiarity (Simple) with Greatclub, Longspear (ECL+3)
Thri-kreen: (XPH, FRSS) Weapon Familiarity with Gythka, Chatkcha (ECL +4 or +3)
Underfolk: (RoD) Weapon Familiarity (Simple) with Light Pick and Heavy Pick
Valenar Elf: (PGTE) Proficiency with Shortbow, Scimitar& Double Scimitar.
Wild Dwarf: (RoF) Proficiency with Handaxe and Blowgun.
Swashbuckler: (CWar) Finesse 1: Weapon Finesse 3: Insightful Strike (Ex): Add Int to damage with Finesse weapons
Swashbuckler, PHB2 Variant: (PHB2) Light 5: Shield Of Blades (Ex): Gain shield AC when TWFing light weapons.
Warblade: (ToB) Any 1: Weapon Aptitude (Ex): Qualifies for Fighter feats, at -2 class level. May retrain the weapon of any weapon specific feat he possesses.
Cleric, War Domain: (PHB) Deity (Martial only) 1+: MWP and WF (PHB)
Cleric, Dwarf RSL 4: (RoS) Warhammer 4: Hammer Specialist (Ex): Lose a 2nd-level spell slot, gain MWP and increased damage. Must worship a god with the warhammer as a favoured weapon.
Monk: (PHB) Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Flurry Of Blows, Ki Strike, Monk, Stunning Fist 1: EWP (kama, nunchaku, sai, shuriken, siangham) 1+: Flurry Of Blows (Ex): Make multiple attacks, increases with levels, with kama, nunchaku, quarterstaff, sai, shuriken, and siangham 1: Stunning Fist, increases with levels 4, 10, 16: Ki Strike (Magic, Lawful, Adamantine) (Su): Unarmed strikes overcome specified DR 15: Quivering Palm (Su): May instantly slay a creature.
Monk, Divine Variant: (CChamp) Monk 4: Holy Strike (Su): When you hit an evil creature, your unarmed strike or Monk weapon is consider Good-aligned and deals extra damage. An Evil Monk’s attack is considered Evil-aligned (and presumably works on Good creatures). Replaces Ki Strike (Good).
Monk, Oriental Variant: (OA) Butterfly Sword, Club, Jitte, Kama, Lajatang, Nekode, Nunchaku, Quartertstaff, Sai, Shuriken, Three-Section Staff, Tonfa 1: EWP with butterfly sword, jitte, kama, nunchaku, sai, shuriken and tonfa. 1+: Flurry Of Blows: may use with butterfly sword, club, jitte, kama, lajatang, nekode, nunchaku, quartertstaff, sai, three-section staff and tonfa.
Monk, Halfling RSL 1: (RotW) Monk 1+: Skirmish (Ex): Exchange Flurry Of Blows for Skirmish damage, and gain dodge AC when moving, increases with levels
Monk, Halfling RSL 7: (RotW) Stunning Fist 7: Size Matters Not (Ex): Gain a more powerful SF versus larger foes
Monk, PHB2 Variant: (PHB2) Monk 1+: Decisive Strike (Ex): Exchange Flurry Of Blows for a single strike that deals double damage
Cleric, Metal Domain: (SC, PGTF) Light Hammer, Warhammer, (Any hammer) 1: Gain MWP and WF (light hammer or warhammer). (The original Metal Domain from PGTF specifies ‘any hammer’
Cleric, Revered Ancestor Domain: (FoE) Double Scimitar 1: Gain EWP (double scimitar) or WF (double scimitar)
Fighter, Half-Elf RSL 1: (RoD) Longsword, Rapier 1: Blade Focus (Ex): Equivalent of WF (longsword and rapier)
Fighter, Half-Elf RSL 2: (RoD) Longsword, Rapier, Dagger 2: Main-Gauche (Ex): Gain equivalent of TWF when wielding longsword or rapier and a dagger; and a small AC bonus when defensive
Fighter, Dwarf RSL 1: (RoS) Any Axe: Dwarven Waraxe, Greataxe, Handaxe, Throwing Axe, Dwarven Urgrosh (axe-head only), and other axe-like weapons with DM’s permission 1: Axe Focus (Ex): Equivalent of WF with axes
Fighter, Kobold RSL 1: (RotD) Longspear, Shortspear, Spear and other spear-like weapons with DM’s permission 1: Spear Focus (Ex): Equivalent of WF with spears
Kobold Paragon: (RotD WE) Dire Pick 1: Weapon Familiarity (Simple) with a dire-pick wielded two-handed, and Weapon Familiarity (Martial) with dire pick wielded as a double weapon.
Monk: (PHB) Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Flurry Of Blows, Ki Strike, Monk, Stunning Fist 1: EWP (kama, nunchaku, sai, shuriken, siangham) 1+: Flurry Of Blows (Ex): Make multiple attacks, increases with levels, with kama, nunchaku, quarterstaff, sai, shuriken, and siangham 1: Stunning Fist, increases with levels 4, 10, 16: Ki Strike (Magic, Lawful, Adamantine) (Su): Unarmed strikes overcome specified DR 15: Quivering Palm (Su): May instantly slay a creature.
Monk, Divine Variant: (CChamp) Monk 4: Holy Strike (Su): When you hit an evil creature, your unarmed strike or Monk weapon is consider Good-aligned and deals extra damage. An Evil Monk’s attack is considered Evil-aligned (and presumably works on Good creatures). Replaces Ki Strike (Good).
Monk, Oriental Variant: (OA) Butterfly Sword, Club, Jitte, Kama, Lajatang, Nekode, Nunchaku, Quartertstaff, Sai, Shuriken, Three-Section Staff, Tonfa 1: EWP with butterfly sword, jitte, kama, nunchaku, sai, shuriken and tonfa. 1+: Flurry Of Blows: may use with butterfly sword, club, jitte, kama, lajatang, nekode, nunchaku, quartertstaff, sai, three-section staff and tonfa.
Paladin, Elf RSL 1: (RotW) Longbow, Short Bow 1+: Ranged Smite Evil (Su): Use Smite Evil on a ranged attack with a longbow or shortbow.
Psychic Rogue: (ME) Hand Crossbow 1: EWP
Samurai, OA: (OA) Bastard Sword, Short Sword, Battleaxe, Bow, Greatclub, Lance, Warhammer, Spear 1: Ancestral Daisho: Gain a bastard sword and short sword that may be enhanced with gold and treasure. Other weapon combos may be possible depending on culture. 2+: Bonus Feats, depending on clan, including: Crab: WF (bastard sword, battleaxe, greatclub, warhammer) Crane: WF (bastard sword) Dragon: EWP, WF (bastard sword) Lion: WF (bastard sword) Phoenix: WF (bastard sword) Unicorn: WF (bastard sword, bow, lance, spear)
Samurai, CW: (CWar) Bastard Sword, Short Sword 1: Daisho Proficiency (Ex): EWP (bastard sword) 2: Two Swords As One (Ex): Gain Two-Weapon Fighting, only with bastard sword and short sword 5: Iaijutsu Master (Ex): Gain Quick Draw, only with bastard sword or short sword
Soulborn, Dwarf RSL: (MoI) Warhammer Requirements: Dwarf, LG 1: Smite Opposition (Su): Gain increased attack for Smite Opposition with warhammer
Soulborn, Elf RSL: (MoI) Bows (Longbow, Shortbow) Requirements: Elf, CG 1: Smite Opposition (Su): Use Smite Opposition with bows
Soulknife: (XPH) Mind Blade (Short Sword, Longsword, Bastard Sword) (Longbow, Dire Flail, Dwarven Urgrosh, Orc Double Axe, Two-Bladed Sword, Monk’s Spade also possible) 1: Mind Blade (Su): Gain and create a Mind Blade, equivalent to a short sword. Gain Proficiency with it. 1: Weapon Focus (mind blade) 2: Throw Mind Blade (Ex): May throw Mind Blade 3, 7, 11, 15, 19: Psychic Strike (Su): May add extra damage to Mind Blade 4, 8, 12, 16, 20: Mind Blade gains enhancement bonuses, +1 to +5 5: Free Draw (Su): May materialize Mind Blade as a free action 5: Shape Mind Blade (Su): May shape Mind Blade into a longsword, bastard sword (needs EWP for one-handed use) or two short swords. 6, 10, 14, 18: Mind Blade Enhancement (Su): Add enhancements to Mind Blade, may change 9: Bladewind (Su): May attack all opponents within reach 9: Greater Weapon Focus (Mind Blade) 13: Knife To The Soul (Su): May deal Int, Wis or Cha damage with Psychic Strike 17: Multiple Throw (Ex): May throw multiple Mind Blades Combine with Soulbow for Longbow, and Double Weapon Mind Blade for double weapons.
Soulknife (ME Variant): (ME) Mind Blade 3, 7, 11, 15, 19: Bonus Feat (including Soulknife and weapon specific feats)
Swordsage: (ToB) Discipline 1: Discipline Focus (Ex): Gain WF with all weapons of chosen Discipline
Bloodstorm Blade: (ToB) Any Flavour: BAB Full, Warrior, Sublime Requirements: Skills: Balance 8; Feats: Point Blank Shot; 1 Iron Heart strike and 1 stance Features: 1: Weapon Aptitude (Ex): Qualifies for Fighter feats, at -2 class level. May retrain the weapon of any weapon specific feat he possesses. 3, 6, 9: Bonus Feat, from Fighter list. Must meet prerequisites.
Drunken Master: (CWar) Improvised Flavour: BAB Med, Monkish, Warrior Requirements: Skills: Tumble 8; Feats: Dodge, Great Fortitude, IUS; Flurry Of Blows; Evasion Features: 1: Improvised Weapons (Ex): An improvised weapon deals increased damage. 4: Improved Improvised Weapons (Ex): Use long improvised weapons as reach weapons, pronged items gain bonuses to disarm and flat items as shields. 5: Greater Improvised Weapons (Ex): Extra damage with improvised weapons. 9: Superior Improvised Weapons (Ex): Extra damage with improvised weapons.
Exotic Weapon Master: (MotW) All Exotic, Improvised Flavour: BAB Full, Warrior Requirements: BAB: +6; Feats: EWP (any free); Rage Features: 1, 2: Partial Exotic Proficiency (Ex): Reduced non-proficiency penalty on all exotic weapons 3: Full Exotic Proficiency (Ex): Gain EWP with all exotic weapons 3: Improvised Throwing Weapons (Ex): Craft and use improvised thrown weapons 4: Exotic Focus (Ex): Gain attack +1 with all Exotic weapons (does not stack with WF) 3: Improvised Melee Weapons (Ex): Craft and use improvised melee weapons 5: Greater Improvised Weapons (Ex): Improved improvised thrown and melee weapons 5: Exotic Specialization (Ex): Gain damage +2 with all Exotic weapons (does not stack with WS) Status: Upgraded to Exotic Weapon Master in CWar
Exotic Weapon Master: (CWar) Exotic Flavour: BAB Full, Warrior Requirements: BAB: +6; Skills: Craft (weapon) 3; Feats: EWF, WF (exotic) Features: 1, 2, 3: Exotic Weapon Stunt (Ex): Gain trick to use with an exotic weapon with WF: Close-Quarters Ranged Combat: No AoO with ranged weapon when threatened Double Weapon Defense: +1 shield AC with double weapon Exotic Reach: May use reach weapon to AoO foes with less-than-total cover Exotic Sunder: Deal extra damage on sunder attempts with one-or-two-handed weapon Flurry Of Strikes: Flurry-like attack with double weapon or spiked chain Ranged Disarm: Make a disarm attempt with a ranged attack Show Off: Intimidate opponent and leave him Shaken Stunning Blow: Use Stunning Fist with melee weapon Throw Exotic Weapon: Throw with no penalty Twin Exotic Weapon Fighting: Gain TWFing when wielding the same light exotic weapon in each hand, or gain reduced TWFing penalties if you already have the feat Trip Attack: Use one-or-two-handed weapon to make trip attacks, or gain increased bonus if weapon already does so Uncanny Blow: Deal extra damage from Str when two-handing a one-handed weapon
Justiciar Of Taiia: (D&DG) Any Flavour: BAB Med, Skilled, Divine Requirements: BAB: +4; AL: non-Good; Skills: Knowledge (Religion) 6 Features: 1: Gain Proficiency with any one weapon, simple, martial or exotic
Kensai: (CWar) Any Flavour: BAB Full, Warrior Requirements: BAB: +5; AL: Lawful; Skills: Concentration 5, Diplomacy 5, Ride 5; Feats: Weapon Focus, Combat Expertise Features: 1: Signature Weapon (Su): Gain weapon enhancements on a specific weapon by spending XP
Master Of Masks: (CScou) Any Flavour: BAB Med, Various Requirements: Skills: Bluff 8, Disguise 8, Perform (act) 8; Languages: 4 Features: 1+: Persona Masks (Su): Gladiator Mask: Gain Proficiency with all Martial and Exotic weapons
Occult Slayer: (CWar) Any Flavour: BAB Full, Warrior Requirements: BAB: +5; Skills: Knowledge (Arcana) 4, Spellcraft 3; Feats: Weapon Focus, Improved Initiative Features: 1: Weapon Bond (Su): Specific weapon deals extra damage versus spell-using creatures
Planar Champion: (MotP) Any Flavour: BAB Full, Warrior Requirements: BAB: +6; Skills: Knowledge (the planes) 4; Feats: Weapon Specialization Features: 3: Attack Ethereal (Su): May freely attack ethereal and incorporeal creatures
Psychic Weapon Master: (ME) Any, must be Crystal Flavour: BAB Full, Warrior, Psionic Requirements: BAB: +5; Feats: WF, Dodge, Mobility, Power Attack, Psionic Dodge, Psionic Weapon; Psionics 3rd-level Features: 1: Bonded Weapon: May enhance selected weapon by spending XP 1 - 10: Psionic Damage: Deal maximum damage, gain additional uses by spending PP 2, 4, 6, 8, 10: Increased Multiplier (Ex): Occasionally increased critical multiplier 3: Psionic Weapon Focus: Gain attack +1 (stacks with WF) 7: Improved Critical, or a further increased threat range if you already have IC
Royal Explorer: (S&S) Exotic Flavour: BAB Med, Skilled Requirements: Skills: Decipher Script 5, Intuit Direction 8, Profession (cartographer) 8, Wilderness Lore 5; Feats: Alertness, Endurance Features: 1: EWP (any one exotic weapon)
Vassal Of Bahamut: (BoED) Any Flavour: BAB Full, Exalted, Warrior Requirements: AL: LG; BAB: +7; Skills: Craft (Armour) 5, Diplomacy 5; Feats: Sacred Vow, Vow Of Obedience Features: 3, 6, 9: Bonus Feats (including Weapon Focus)
War Wizard Of Cormyr: (MoF) Any Martial Flavour: BAB Low, Arcane Requirements: AL: non-Evil, non-Chaotic; Skills: Spellcraft 10; Feats: Martial Proficiency (any), Enlarge Spell, Widen Spell; Arcane 4th-level Features: 1: WF
Weapon Master (Kensei): (S&F, OA) Any Flavour: BAB Full, Warrior Requirements: BAB: +5; Skills: Intimidate 4; Feats: WF, Dodge, Mobility, Combat Reflexes, Combat Expertise, Whirlwind Attack, (Spring Attack); Dex 13 Features: 1 - 10: Ki Damage (Ex): Deal maximum base weapon damage 2: Increased Multiplier (Ex): Increased critical multiplier 3: Superior Weapon Focus (Ex): Attack +1, stacks with WF and GWF 7: Ki Critical (Ex): IC, or increased threat range if you already have IC Status: S&F version upgraded to Exotic Weapon Master in CWar, OA version might not
Blade Dancer: (OA) Any Sword Flavour: BAB Full, Warrior Requirements: AL: Lawful; BAB: +7; Skills: Jump 12, Tumble 12; Feats: Dodge, Mobility, Spring Attack; Arcane or Divine spells Features: 2, 6, 10: Enchanted Blade I, II, III (Su): Temporarily add enhancements to sword
Sword Dancer: (F&P) Any Sword Flavour: BAB Med, Divine, Warrior Requirements: Female Elf or Half-Elf; BAB: +5; Skills: Diplomacy 5, Perform 5; Feats: WF (sword), Dodge, Combat Expertise, Skill Focus (perform); Divine 2nd-level Features: 1: Sword Song (Su): Gain temporary bonuses to attack, damage and saves versus mind-affecting spells and effects 3: Sword Dance (Su): Gain temporary dancing enhancement 5: Craft Magic Arms And Armour, applies only to swords 10: Sword Shield (Su): Dancing sword uses equivalent of Combat Expertise to protect character
Tempest: (CAdv) Any Flavour: BAB Full, Warrior Requirements: BAB: +6; Feats: Dodge, Mobility, Spring Attack, Two-Weapon Fighting, Improved Two Weapon Fighting Features: 3: Two-Weapon Versatility (Ex): Copy your WF, GWF, WS, GWS and IC feats to another weapon if the original is also held
Deepwood Sniper: (MotW) Any Projectile weapon (Bow, Crossbow, Sling, etc) Flavour: BAB Full, Ranged Requirements: BAB: +5; Skills: Hide 4, Move Silently 4, Spot 4; Feats: WF (any bow or crossbow), Far Shot, Point Blank Shot Features: 1: Keen Arrows (Ex): Gain keen enhancement 1 - 10: Ranged Increment Bonus (Ex): Increased range 2: Magic Weapon (Sp): May cast on projectile weapons only 2: Projectile Improved Critical (Ex): Increased critical multipliers 4, 8: Take Aim (Ex): Gain attack bonus when aiming 5, 7, 10: Consistent Aim (Su): May reroll an attack 10: True Strike (Sp): May cast on projectile weapons only
Peerless Archer: (SM) Any Longbow, Shortbow Flavour: Full BAB, Archery Requirements: BAB: +7; Skills: Craft (bowmaking) 10; Feats: WP (longbow or shortbow), Point Blank Shot, Far Shot, Precise Shot, Quick Draw Features: 1, 4, 7, 10: Ranged Sneak Attack (Ex): Gain Sneak Attack with ranged weapons 2, 5, 9: Sharp Shooting (Ex): May ignore increasing amounts of cover 3: Power Shot (Ex): May subtract attack bonus up to BAB and add to damage with bows, as with Power Attack 8: Threaten (Ex): May wield a bow as a melee weapon to threaten nearby squares with 10ft reach
Master Thrower: (CWar) Thrown Flavour: BAB Full, Warrior Requirements: BAB: +5; Skills: Sleight Of Hand 4; Feats: Weapon Focus (Thrown), Point Blank Shot, Precise Shot Features: 1: Quick Draw 1, 3, 5: Thrown Weapon Trick (Ex): Gain trick to use with any thrown weapon with WF: Deadeye Shot: Increased critical multiplier Defensive Throw: No AoO to make thrown attacks when threatened Doubletoss: Throw two weapons at once Palm Throw: With a single attack roll, throw two little weapons (darts, shurikens, daggers, others optional) at once Sneaky Shot: Deny opponent Dex AC Trip Shot: Make trip attacks with a thrown weapon Tumbling Toss: Throw weapon during a tumble Two With One Blow: Attack two opponents with single attack Weak Spot: Make attack as a touch attack, but deal no Str damage 5: Improved Critical, for any thrown weapon with which you have WF
Whisperknife: (RotW) Light Thrown Flavour: BAB Full, Warrior, Skilled Requirements: Halfling; BAB: +4; Skills: Balance 3, Climb 3, Hide 6, Jump 3, Move Silently 6, Tumble 3; Feats: Weapon Finesse, Point-Blank Shot, Quick Draw, Two-Weapon Fighting; Sneak Attack +1d6 Features: 1: Rapid Shot (light thrown weapons only) 3: Defensive Throw (Ex): No AoO when using a thrown weapon when threatened 3: Improved Catch (Ex): Catch returning weapons 8: Superior Catch (Ex): Catch two returning weapons
Dervish: (CWar) Scimitar, Slashing Flavour: BAB Full, Warrior Requirements: BAB: +5; Skills: Perform (dance) 3, Tumble 3; Feats: Weapon Focus (slashing), Combat Expertise, Dodge, Mobility Features: 1: Dervish Dance (Ex): Move and attack several opponents. Only usable with slashing weapons. Gains increasing attack and damage. 1: Slashing Blades (Ex): Scimitar treated as a light weapon for all purposes (ie. Weapon Finesse, TWFing) 10: A Thousand Cuts (Ex): Double the number of attacks on a full attack or Dervish Dance. Gain Great Cleave with slashing weapons.
Gladiator: (S&F) Slashing Flavour: BAB Full, Warrior Requirements: BAB: +5; Skills: Perform or Intimidate 4; Feats: 2 Fighter Features: 9: Make Them Bleed (Ex): Make a wounding attack.
Shadow Sentinel: (RoD) Umbral Blade (Slashing) Flavour: BAB Full, Warrior Requirements: Illumian; BAB: +5; Feats: WF (slashing) Features: 1 - 10: Umbral Blade (Su): Receive an Umbral Blade, a slashing weapon of your choice that can be enhanced. May transform an existing slashing weapon into an Umbral Blade if original is lost. 1, 5, 9: Morphic Blade (Su): May transform Umbral Blade weapon into other types, materials and alignments. 1: Shadowstrike (Su): May attack with Umbral Blade as a touch attack, and ignore cover. 2: Shadowbane (Su): May give Umbral Blade a bane enhancement vs evil outsiders and creatures native to Plane Of Shadow. 3: Shadowsharp (Su): May increase threat range of Umbral Blade, equivalent to keen enhancement. 7: Shadow Drain (Su): May permanently drain strength of opponent with Umbral Blade.
Shining Blade Of Heironeous: (CDiv) Slashing, Piercing Flavour: BAB Full, Warrior, Divine Requirements: BAB: +7; AL: LG; Saves: Will +3; Skills: Knowledge (Religion) 7; Divine 1st-level spells Features: 1: Shock Blade (Su): Gain temporary shock enhancement 5: Holy Blade (Su): Gain temporary holy enhancement 9: Brilliant Blade (Su): Gain temporary brilliant energy enhancement
Divine Disciple: (PGTF) Deity (Martial only), Light Hammer, Warhammer, (any hammer) Flavour: BAB Med, Divine Requirements: Skills: Diplomacy 5, Knowledge (religion) 8; Divine 4th-level Features: 4: Domain: Gain bonus Domain of deity, and its granted power (ie War, Metal)
Ordained Champion: (CChamp) Deity (Martial only) Flavour: BAB Full, Warrior, Divine Requirements: AL: any Lawful, NG, NE; Skills: Knowledge (religion) 7; Feat: WF (deity); Able to cast Magic Weapon as a divine spell Features: 1: Bonus Domain: Gain the War Domain, and granted power (MWP, WF) if you are a cleric 1: Combat Feats: Exchange granted powers of any Domain, except for War, for Fighter feats
Pious Templar: (CDiv) Deity Flavour: BAB Full, Warrior, Divine Requirements: BAB: +5; Skills: Knowledge (Religion) 4; Feats: WF (Deity), True Believer Features: 3: Weapon Specialisation 4, 8: Bonus Feat, Fighter. Weapon specific feats must pertain to Deity weapon.
Sovereign Speaker: (FoE) Deity (Martial only), Light Hammer, Warhammer, (any hammer) Flavour: BAB Med, Divine Requirements: Skills: Knowledge (religion) 8; Feat: Worldly Focus; Divine spells; 1 Domain Features: 1 - 10: Bonus Domain: Gain a bonus Domain of Deities, and its granted powers (ie War, Metal)
Argent Fist: (FoE) Ki Strike, Monk Flavour: BAB Med, Monkish, Divine Requirements: AL: LG; BAB: +5; Skills: Knowledge (religion) 4; Feats: IUS, Knight Training or Monastic Training; Evasion; Smite Evil; Turn Undead Features: 1: Ki Focus (Su): May apply Ki Focus enhancement to any Monk weapon 1: Stunning Smite (Ex): May enhance a Stunning Fist in conjunction with Smite Evil 2: Ki Strike (Su): Ki Strike (silvered), extends to Monk weapons 5: Wrath Of The Silver Flame (Su): Deal extra damage to lycanthropes, undead and evil outsiders 7: Ki Strike (Su): Ki Strike (cold iron), extends to Monk weapons 10: Embrace Of The Silver Flame (Su): Spend Turn Undead and automatically confirm critical hits against lycanthropes, undead and evil outsiders
Disciple Of The Eye: (RotD) Flurry Of Blows Flavour: BAB Med, Monkish, Draconic Requirements: Dragonblood; AL: Lawful; Skills: Concentration 8, Spot 8; Feats: IUS Features: 1: Stacks with Monk for Flurry Of Blows
Fist Of Dal Quor: (SoS) Stunning Fist, Any Flavour: BAB Med, Monkish, Psionic Requirements: Chosen, Inspired or Kalashtar; BAB: +4; Skills: Knowledge (the planes) 4 Feats: 1 Psionic; 1 Martial or Exotic Proficiency Features: 1: Stunning Strike (Su): Use Stunning Fist with weapons 1: Stunning Strike (Su): Gain extra uses of SF
Haztaratain: (SoS) Stunning Fist, Flurry Of Blows, Monk Flavour: BAB Med, Monkish Requirements: non-Inspired; Skills: Concentration 8, Knowledge (nature) 2, Survival 2; Feats: Altitude Adaptation, Stunning Fist; Cast or Manifest various spells or powers; Flurry Of Blows Features: 1: Stacks with Monk for Stunning Fist and Flurry Of Blows
Henshin Mystic: (OA) Ki Strike, Flurry Of Blows, Monk Flavour: BAB Med, Monkish Requirements: AL: Lawful; BAB: +7; Skills: Knowledge (arcana) 6, Knowledge (religion) 13; Purity Of Body Features: 1: Stacks with Monk for Flurry Of Blows 4, 8: Ki Strike (Su): Ki Strike (+1, +2)
Initiate Of Pistis Sophia: (BoED) Ki Strike, Monk Flavour: BAB Med, Monkish, Exalted Requirements: AL: LG; Saves: Fort +5, Ref +5, Will +5; Skills: Concentration 9; Feats: Sacred Vow, Sanctify Ki Strike, Servant Of The Heavens Features: 1: Stacks with Monk for Flurry Of Blows, Ki Strike
Shadow Sun Ninja: (ToB) Monk, Stunning Fist, Flurry Of Blows Flavour: BAB Med, Monkish, Skilled, Sublime Requirements: BAB: +3; AL: Good; Skills: Hide 8; Feats: IUS; 1 2nd-level Setting Sun or Shadow Hand maneuver, 1 Setting Sun maneuver, 1 Shadow Hand maneuver Features: 1: Stacks with Monk for Flurry Of Blows and Stunning Fist 5: Darkness Within Light (Su): Use stronger Stunning Fist on blinded opponents (though you must also be blind by closing your eyes)
Shintao Monk: (OA) Monk, Flurry Of Blows Flavour: BAB Med, Monkish Requirements: AL: LG; Saves: Will 4; Skills: Knowledge (religion) 8; Still Mind Features: 1: Stacks with Monk for Flurry Of Blows
Shou Disciple: (UE) Kama, Nunchaku, Siangham, Any, Flurry Of Blows Flavour: BAB Full, Monkish, Warrior Requirements: BAB: +3; Saves: Reflex +2; Skills: Balance 4, Jump 8, Tumble 4; Feats: IUS, WF (unarmed), Dodge Features: 1: EWP (kama, nunchaku, siangham) 2, 4: Bonus Feat (including WS, Weapon Finesse) 3, 5: Martial Flurry (Ex): Use any light melee weapon, then any melee weapon, with Flurry Of Blows
Sun Soul Monk: (WDCoS) Light Mace, Flurry Of Blows Flavour: BAB Med, Monkish Requirements: AL: LG, LN; Saves: Will +4; Skills: Concentration 8, Knowledge (arcana) 4, Knowledge (religion) 4; Feats: IUS, Stunning Fist, Athletic; Languages: Ignan, Loross Features: 1: Stacks with Monk for Flurry Of Blows 1: Use Light Mace as a Monk weapon for Flurry Of Blows
Arcane Archer: (DMG) Longbow, Shortbow Flavour: BAB Full, Archery, Arcane Requirements: Elf, Half-Elf; BAB: +6; Feats: WF (longbow or shortbow), Point Blank Shot, Precise Shot; Arcane 1st-level Features: 1, 3, 5, 7, 9: Enhance Arrow (Su): +1 every odd level 2: Imbue Arrow (Sp): launch AoE spells on arrows 4: Seeker Arrow (Sp): ignores cover, concealment, goes around corners 6: Phase Arrow (Sp): passes through barriers, cover, concealment and armour 8: Hail Of Arrows (Sp): fire at every target in range 10: Arrow Of Death (Sp): create a special save-or-die arrow
Assassin, Avenger: (DMG or WotC Website) Hand Crossbow Flavour: BAB Med, Skilled Requirements: AL: Evil/non-Chaotic; Skills: Disguise 4, Hide 8, Move Silently 8 Features: 1: EWP
Atavist: (RoE) Mind Blade (Short Sword, Longsword, Bastard Sword) (Longbow, Dire Flail, Dwarven Urgrosh, Orc Double Axe, Two-Bladed Sword, Monk’s Spade also possible) Flavour: BAB Med, Monkish, Psionic Requirements: Kalashtar; AL: LG, LN; Skills: Concentration 8; Mind Blade Features: 1: Mind Blade Improvement (Ex): Stacks with Soulknife for Mind Blade enhancement bonuses 7: Quori Hunter (Su): Mind Blade treated as Good-aligned to overcome DR; deals extra damage against quori and quori-possessed Combine with Soulbow for Longbow, and Double Weapon Mind Blade for double weapons.
Battlesmith: (RoS) Warhammer Flavour: BAB Full; Warrrior Requirements: Dwarf; BAB: +5; Skills: Craft (armour or weapon) 10; Feats: Armour Proficiency (heavy), Endurance, WF (warhammer) Features: 1: One With The Hammer (Ex): Add Wis to damage
Black Dog: (EDM) Hand Crossbow Flavour: BAB Med, Skilled Requirements: Halfling; Skills: Bluff 4, Hide 8, Sleight Of Hand 4; Feats: Least Dragonmark (Hospitality) Features: 1: EWP
Bladesinger: (T&B, RoF) Longsword, Rapier Flavour: BAB Full, Warrior, Arcane Requirements: Race: Elf, Half-Elf; BAB: +5; Skills: Concentration 4, Perform (dance, sing, and one other) 3, Tumble 3; Feats: WF (longsword or rapier), Combat Casting, Combat Expertise, Dodge, Still Spell; Arcane 1st-level Features: 1: Bladesong (Ex): Add Int to AC 2, 5, 8: Bonus Feat (including IC) 10: Song Of Fury (Ex): Flurry-like Status: T&B version upgraded to Bladesinger in CWar, RoF version might not
Bladesinger: (CWar) Longsword, Rapier Flavour: BAB Full, Warrior, Arcane Requirements: Race: Elf, Half-Elf; BAB: +5; Skills: Balance 2, Concentration 4, Perform (dance) 2, Perform (sing) 2, Tumble 2; Feats: Weapon Focus (longsword or rapier), Combat Casting, Combat Expertise, Dodge; Arcane 1st-level Features: 1: Bladesong Style (Ex): Add Int to AC, limited by class level 10: Song Of Fury (Ex): Flurry-like
Bloodclaw Master: (ToB) Dagger, Kama, Kukri, Hand Axe Flavour: BAB Med, Warrior, Sublime Requirements: Skills: Jump 9; Feats: Two-Weapon Fighting; 3 Tiger Claw maneuvers Features: 1: Claws Of The Beast (Ex): Add full Str damage on off-hand weapon 2: Superior Two-Weapon Fighting (Ex): No penalty when TWFing 5: Rending Claws (Ex): Deal extra damage with successful TWFing hits
Cavestalker: (DotU) Hand Crossbow, Spiked Chain Flavour: BAB Full, Warrior, Skilled Requirements: BAB: +2; Skills: Knowledge (Dungeoneering) 4, Survival 8; Feats: Track Features: 4: Exotic Combat Style (Ex): Spiked Chain: Gain EWP (for non-Rangers), or gain EWP and you may use it as a one-handed weapon (for Rangers) Hand Crossbow: Gain EWP (for non-Rangers), or gain EWP and Rapid Reload as a bonus feat (for Rangers) 7: Improved Exotic Combat Style (Ex): Two Weapon Fighting: Gain Two-Weapon Fighting as a bonus feat (for non-Rangers) or consider the spiked chain as a smaller weapon in cramped spaces Archery: Gain Rapid Shot as a bonus feat (for non-Rangers), or gain Manyshot as a bonus feat (for Rangers)
Champion Of Corellon Larethian: (RotW) Longsword, Rapier, Scimitar, Elven Thinblade, Lightblade, Courtblade Flavour: BAB Full, Warrior Requirements: Elf; BAB: +7; AL: non-Evil; Skills: WF (longsword) or EWP (elven thinblade or courtblade), Combat Expertise, Dodge, Mounted Combat, WP (all martial), AP (heavy) Features: 2: Elegant Strike (Ex): Add Dex to damage
Crimson Scourge: (CS) Bolas, Net, Whip Flavour: BAB Full, Skilled, Warrior Requirements: BAB: +4; AL: non-Good; Saves: Fort +3; Skills: Gather Information 4, Handle Animal 8, Heal 1, Intimidate 3; Feats: Urban Tracking Features: 1: Gain 1 EWP with bolas, net or whip 1: Kid Gloves (Ex): Deal lethal or non-lethal damage with any weapon, as you choose with no penalty
Daggerspell Mage: (CAdv) Dagger Flavour: BAB Med, Skilled, Arcane Requirements: AL: non-Evil; Skills: Concentration 8; Feats: Weapon Focus (dagger), Two-Weapon Fighting; Arcane CL 5th; Sneak Attack +1d6 Features: 1: Daggercast (Ex): Cast spells with dagger in each hand 1: Daggercast (Ex): Deliver touch spells with dagger 5: Double Daggercast (Ex): Hold charges for touch spells in daggers 7: Arcane Infusion (Su): Add energy (fire, cold or electricity) damage to dagger 8: Arcane Throw (Ex): Deliver touch spells with thrown dagger
Daggerspell Shaper: (CAdv) Dagger Flavour: BAB Med, Skilled, Divine, Nature Requirements: AL: non-Evil; Skills: Concentration 8; Feats: Weapon Focus (dagger), Two-Weapon Fighting; Wild Shape; Sneak Attack or Skirmish +1d6 Features: 1: Daggercast (Ex): Cast spells with dagger in each hand 1: Daggercast (Ex): Deliver touch spells with dagger 2: Dagger Claws (Su): Daggers take place of claws when wildshaped.
Disciple Of Thrym: (FB) Greataxe Flavour: BAB Full, Warrior Requirements: BAB: +4; AL: non-Good; Skills: Intimidate 4, Survival 8; Feats: WF (greataxe); Cold Endurance feat or cold subtype Features: 3: Powerful Grip (Ex): Add extra damage from Str 4: Frost Greataxe (Sp): Gain temporary frost enhancement 8: Icy Greataxe (Sp): Gain temporary icy burst enhancement
Fatemaker: (PLHB) Net Flavour: BAB Med, Skilled Requirements: AL: non-Lawful; BAB: +4; Skills: Bluff, Diplomacy or Intimidate 8, 5 in the other two; Feats: Skill Focus (Bluff, Diplomacy, or Intimidate) Features: 1: EWP
Forest Master: (F&P) Maul Flavour: BAB Med, Divine, Nature Requirements: Skills: Intuit Direction 4, Knowledge (nature) 8, Wilderness Lore 13; Feats: EWP (maul), Alertness, Endurance, Power Attack, Skill Focus (Wilderness Lore); Cast Entangle, Plant Growth, and Control Plants Features: 2: Great Mallet (Su): Any maul gains at least a +2 frost or shock enhancement. Keeps existing enhancements. 6: Great Mallet (Su): Any maul gains at least a +2 icy burst or shocking burst enhancement 9: Great Mallet (Su): Any maul gains at least a +3 mighty cleaving icy burst or shocking burst enhancement
Hammer Of Moradin: (PGTF) Warhammer Flavour: BAB Full, Warrior Requirements: Dwarf; BAB: +7; Skills: Craft (weapon) 10; Feats: WF (warhammer), Iron Will; Divine 2nd-level Features: 1: Hammer Throw (Ex): Use as thrown weapon 2: Goblinkiller (Su): Gain temporary goblinoid bane enhancement 3: Hammer Return (Su): Gain returning enhancement 3: Powerful Grip (Ex): Add damage from Str 4: Far Shot 4: Quake (Su): Create a small earthquake and knock down opponents 5: Drowbasher (Su): Gain temporary drow bane enhancement 5: Power Strike (Ex): Daze opponents 7: Chaoscrusher (Su): Gain temporary axiomatic enhancement 8: Giantslayer (Su): Gain temporary giant bane enhancement 8: Thunderstrike (Ex): Add damage equal to opponent's armour AC 9: Power Throw (Su): Attack all creatures in a line with a single throw
Hida Defender: (OA) Battleaxe, Warhammer, Greatclub Flavour: BAB Full, Warrior Requirements: Human; AL: non-Evil; BAB: +5; Feats: WF (Battleaxe, Warhammer, Greatclub), AP (heavy), Power Attack Features: 1: Critical Focus (Ex): Increased critical multiplier for one weapon; must have WF
Iaijutsu Master: (OA) Bastard Sword Flavour: BAB Full, Warrior Requirements: AL: Lawful; BAB: +6; Skills: Iaijutsu Focus 9; Feats: WF (katana), Improved Initiative, Quick Draw Features: 1: Weapon Finesse (Ex): Gain equivalent of Weapon Finesse for bastard sword 1: Canny Defense (Ex): Add Int to AC when wielding bastard sword 8: One Strike, Two Cuts (Ex): Attack twice in one standard action 10: Strike With No Thought (Ex): Gain a free surprise round in which to attack
Illumine Soul: (CPsi) Mind Blade (Short Sword, Longsword, Bastard Sword) (Longbow, Dire Flail, Dwarven Urgrosh, Orc Double Axe, Two-Bladed Sword, Monk’s Spade also possible) Flavour: BAB Med, Warrior, Psionic Requirements: AL: non-Evil; Skills: Knowledge (psionics) 8, Knowledge (religion) 4; Mind Blade; Psychic Strike +1d8 (Soulknife 3rd) Features: 1 – 5: Stacks with Soulknife for Mind Blade enhancements 1: Positive Energy Conduit (Su): May use Psychic Strike on undead, intelligent and mindless. 1, 4: Psychic Strike (Su): Deal extra Psychic Strike damage. 2: Positive Energy Ray (Ps): Launch a positive energy ray to damage undead. 3: Undead Mind Bane (Su): Gain undead bane enhancement Combine with Soulbow for Longbow, and Double Weapon Mind Blade for double weapons.
Invisible Blade: (CWar) Dagger, Kukri, Punching Dagger (other similar weapons may be allowed) Flavour: BAB Full, Warrior Requirements: Skills: Bluff 8, Sense Motive 6; Feats: Weapon Focus (dagger, kukri or punching dagger), Point Blank Shot, Far Shot Features: 1: Dagger Sneak Attack (Ex): Sneak Attack with specified weapons 1: Unfettered Defense (Ex): Add Int to AC, limited by class level 2: Bleeding Wound (Ex): Wounding with Sneak Attack 3: Uncanny Feint (Ex): Feint in combat as move action 4: Feint Mastery (Ex): Take 10 on Bluff checks to Feint in combat 5: Uncanny Feint (Ex): Feint in combat as free action
Justice Of Weald And Woe: (CoR) Longbow Flavour: BAB Med, Warrior, Skilled, Archery Requirements: BAB: +6; Skills: Craft (bow) 8, Hide 8, Knowledge (nature) 4, Move Silently 8, Survival 8; Feats: WF (longbow), Point Blank Shot Features: 1: Spellcasting: Includes special archery-related spells 2, 8: Bonus Feat (archery related, including WS, GWF, GWS, IC) 4: Lucky Shot (Su): Gain a large attack bonus 1/day 6: Steady Hand (Ex): No AoO when using longbow when threatened 10: Death Attack (Ex): Death Attack ability with longbow
Justiciar: (CWar) Chain, Manacles Flavour: BAB Full, Warrior, Skilled Requirements: BAB: +6; AL: Lawful; Skills: Gather Information 5, Search 5, Survival 5; Feats: Skill Focus (Gather Information), Track Features: 3: EWP (manacles) 5, 8: Hog-Tie, Improved Hog-Tie (Ex): Grapple and bind opponent with rope, chain or manacles
Lasher: (S&F) Whip, Whip-Dagger Flavour: BAB Full, Warrior Requirements: BAB: +5; Skills: Use Rope 2, Craft (leather) 2; Feats: EWP, WF (whip) Features: 1, 5, 9: Whip Sneak Attack (Ex): Gain Sneak Attack 1: Close Combat (Ex): No AoO when attacking with a whip when threatened 1: Wound (Ex): Deal lethal damage to any opponent with armour or natural armour 1: Whip Lash (Ex): May make AoOs against opponents 2: Improved Trip 2: Third Hand (Ex): Use whip to grab and climb 3: Crack Of Fate (Ex): Gain Flurry-like extra attack 4: Lashing Whip (Ex): Deal extra damage, stacks with WS 6: Improved Disarm 7: Stunning Snap (Ex): Make special stunning attacks 8: Crack Of Doom (Ex): Gain 2 Flurry-like extra attacks 10: Death Spiral (Su): Attack all surrounding foes and stun them
Maiden Of Pain: (PGTF) Whip Flavour: BAB Med, Divine, Vile Requirements: Female; Skills: Intimidate 4; Feats: Violate Spell; Cast Masochism & Sadism as Divine spells Features: 1: EWP 1: Lasher (Su): Deliver touch attacks with whip 3: Improved Trip (whip only) 6: Improved Disarm (whip only)
Master Of Chains: (S&F) Chain, Spiked Chain Flavour: BAB Full, Warrior Requirements: AL: non-Good; Skills: Escape Artist 6, Open Lock 4, Intimidate 4; Feats: EWP, WF, WS (spiked chain), Combat Expertise, Improved Trip, Improved Disarm; Int 13 Features: 1: Scare (Su): May cast fear 1/day 3: Superior Weapon Focus (Ex): Attack +1 (stacks with WF) 4: Chain Bind (Ex): Bind foe in chains 6: Extra damage attack 5: Double Chain (Ex): May use as a double weapon without reach 6: Deflect Attacks (Ex): Gain deflection AC in a certain direction 7: Superior Weapon Specialization (Ex): Deal increased damage (stacks with WS) 8: Superior Spiked Chain (Ex): Inflict bleeding wounds 9: Swinging Attack (Ex): Swing on chain and launch special attack Status: Upgraded to Exotic Weapon Master in CWar
Master Samurai: (S&F) Bastard Sword Flavour: BAB Full, Warrior Requirements: BAB: +5; Skills: Knowledge (nobility & royalty) 4, Ride 4, Intimidate 4; Feats: WF (bastard sword), Mounted Archery, Mounted Combat, Power Attack, Cleave, Improved Initiative Features: 2: Blades Of Fury (Ex): Gain increased attack and damage if you delay until after you are attacked 4: Blades Of Death (Ex): Deal double damage from Str when wielding two-handed Status: Upgraded to Samurai in CWar
Mirumoto Niten Master: (OA) Bastard Sword, Short Sword Flavour: BAB Full, Warrior Requirements: Human; AL: non-Evil; BAB: +5; Skills: Knowledge (arcana) 3; Feats: EWP (katana), Combat Expertise, Two-Weapon Fighting Features: 1, 4, 7, 10: Niten Technique (Ex): Use Short Sword for shield AC when TWFing with a Bastard Sword
Nightcloak: (F&P) Chakram, Whip, Dagger Flavour: BAB Med, Divine Requirements: AL: NE; BAB: +3; Skills: Bluff 2, Hide 2, Move Silently 2, Perform 4; Feats: Iron Will, Shadow Weave Magic, Spell Focus (Enchantment, Illusion or Necromancy), Pernicious Magic or Tenacious Magic; Divine 2nd-level; Darkness domain Features: 5: Disk Of Night (Su): Chakram gains at least a +2 returning enchantment 8: Shar’s Caress (Su): Chakram, whip or dagger gains temporary unholy property
Ninja Spy: (OA) Blowgun, Chain, Chijiriki, Fukimi-Bari, Hand Crossbow, Kusari-Gama, Nekode, Ninja-to, Shikomi-zue, Shuriken, Spiked Chain, War Fan Flavour: BAB Med, Monkish, Skilled Requirements: AL: non-Good, non-Chaotic; Skills: Bluff 10, Disguise 7, Hide 7, Tumble 7; Feats: Dodge; Evasion Features: 1, 3, 6: Exotic Weapon (Ex): Gain 1 EWP
Order Of The Bow Initiate: (CWar) Longbow, Shortbow Flavour: BAB Full, Warrior, Archery Requirements: BAB: +5; Skills: Craft (bow) 5, Knowledge (religion) 2; Feats: Weapon Focus (longbow or shortbow) Features: 1 - 9: Ranged Precision (Ex): Deal extra damage on an aimed attack 2: Close Combat Shot (Ex): No AoOs with ranged weapon when threatened 4: Greater Weapon Focus 6: Sharp-Shooting 10: Extended Precision (Ex): Increased range for Ranged Precision and Sneak Attacks
Psychic Assassin: (ME) Hand Crossbow Flavour: BAB Med, Skilled, Psionic Requirements: AL: Evil; Skills: Disguise 4, Hide 8, Move Silently 8; Psionic ML 5 Features: 1: EWP
Pyrokineticist: (XPH) Fire Lash (Whip) Flavour: BAB Med, Warior, Psionic Requirements: AL: Chaotic; Skills: Concentration 8, Craft (alchemy), Knowledge (psionics) 2; Power Point Reserve 1 Features: 1: Fire Lash (Ps): Create a lash made of fire, similar to a whip. May treat it as a weapon and take feats with it, as well as feats that apply to a real whip. ME Variant: (ME) Cryo/Sono/Electro/Aceto-kineticist. Create a frost lash, sonic lash, lightning lash or acid lash instead.
Revenant Blade: (PGTE) Double Scimitar Flavour: BAB Full, Warrior Requirements: Elf; BAB: +5; Skills: Hide 5, Knowledge (history) 2, Move Silently 5; Feats: WF (double scimitar), Bladebearer Of The Valenar, Two-Weapon Fighting Features: 1, 3, 5: Ancestral Guidance (Su): Gain up to 3 free bonus floating feats and change them each day (includes IC, WS) 5: Legendary Force (Ex): Use both ends as a two-handed weapon and deal extra damage from Str on each end, even for Power Attack
Scourge Maiden: (FRSS) Scourge Flavour: BAB Full, Divine, Warrior Requirements: Female; AL: LE, LN, NE; BAB: +4; Skills: Heal 4, Intimidate 8, Use Rope 4; Feats: EWP (scourge), Initiate Of Loviatar Features: 1: WF 4: Stunning Strike (Ex): Make a stunning attack 5: Painful Strike (Ex): Make a nauseating attack 6: Agonizing Strike (Ex): Knock opponent prone and dazed
Shadow Thief Of Amn: (PGTF) Hand Crossbow, Shuriken Flavour: BAB Med, Skilled Requirements: Skills: Bluff 3, Gather Information 3, Hide 8, Intimidate 3, Move Silently 3; Feats: Persuasive Features: 2, 4: Bonus Feat, including EWP (hand crossbow or shuriken), Weapon Finesse and WF (any)
Shou Disciple: (UE) Kama, Nunchaku, Siangham, Any, Flurry Of Blows Flavour: BAB Full, Monkish, Warrior Requirements: BAB: +3; Saves: Reflex +2; Skills: Balance 4, Jump 8, Tumble 4; Feats: IUS, WF (unarmed), Dodge Features: 1: EWP (kama, nunchaku, siangham) 2, 4: Bonus Feat (including WS, Weapon Finesse) 3, 5: Martial Flurry (Ex): Use any light melee weapon, then any melee weapon, with Flurry Of Blows
Soulbow: (CPsi) Mind Arrow (Longbow) Flavour: BAB Med, Warrior, Archery, Psionic Requirements: Skills: Autohypnosis 8; Feats: Point Blank Shot; Throw Mind Blade (Soulknife 2nd) Features: 1: Mind Arrow (Su): Gain and create a Mind Arrow, which can be fired as if by a longbow. Feats and abilities applying to the Mind Blade apply to the Mind Arrow. 3, 7: Mind Arrow gains enhancement bonuses, +1 to +2, stacks with Soulknife Mind Blade enhancements. 2, 6, 10: Mind Arrow Enhancement (Su): Add enhancements to Mind Arrow, may change 4: Close Combat Shot: May fire Mind Arrow when threatened with no AoO 8: Phase Arrow (Ps): Make a special attack that ignores cover, concealment and armour
Stormlord: (CDiv, F&P) Any Spear, Javelin Flavour: BAB Med, Divine Requirements: Saves: Fort +4; Feats: WF (any spear or javelin), Endurance, Great Fortitude; Divine 3rd-level spells Features: 1, 6, 10: Enhanced Javelins: Javelins gain +1 to +3 enhancements 1: Shock Weapon (Su): Gain shock enhancement 5: Thundering Weapon (Su): Gain thundering enhancement 8: Shocking Burst Weapon (Su): Gain shocking burst enhancement
Sun Soul Monk: (WDCoS) Light Mace, Flurry Of Blows Flavour: BAB Med, Monkish Requirements: AL: LG, LN; Saves: Will +4; Skills: Concentration 8, Knowledge (arcana) 4, Knowledge (religion) 4; Feats: IUS, Stunning Fist, Athletic; Languages: Ignan, Loross Features: 1: Stacks with Monk for Flurry Of Blows 1: Use Light Mace as a Monk weapon for Flurry Of Blows
Talontar Blightlord: (UE) Glaive Flavour: BAB Med, Nature, Divine Requirements: AL: Evil; Feats: WP (Glaive), Great Fortitude; Divine 4th-level Features: 6: Black Glaive (Su): Gain icy burst enhancement. May also inflict a disease 8: Corrupting Blows (Su): Deal bleeding wounds
Techsmith: (F&P) Firearms Flavour: BAB Med, Skilled, Divine Requirements: Skills: Craft (armour, black, metal, or weapon) 9; Feats: Craft Wondrous Item, Skill Focus (above); Cast Minor Creation Features: 1: EWP 7: IC (any weapon)
Thayan Slaver: (FRSS) Spiked Chain, Whip, Net Flavour: BAB Med, Skilled Requirements: Human; AL: Evil; Skills: Appraise 10, Intimidate 10, Use Rope 5; Sneak Attack +2d6 Features: 1: EWP
Thunder Guide: (EHB) Xen'drik Boomerang Flavour: BAB Med, Skilled Requirements: BAB: +4; Skills: Diplomacy 3; Languages: X Features: 2+: Thunder Lore, Xen’drik Boomerang Expert: Gain EWP, increased range, and never miss a catch on its return
Vigilante: (CAdv) Net Flavour: BAB Med, Skilled, Warrior Requirements: AL: non-Evil; BAB: +4; Skills: Gather Information 8, Intimidate 4, Knowledge (Local) 8, Search 4, Sense Motive 8 Feats: Alertness Features: 1: EWP
Warsling Sniper: (RoF) Halfling Warsling, Skiprock Flavour: BAB Full, Warrior Requirements: Halfling; BAB: +5; Skills: Craft (weapon) 3, Hide 4, Spot 6; Feats: EWP (halfling warsling), EWP (skiprock), Point Blank Shot, Precise Shot Features: 1, 3, 5: Sneak Attack with Warsling 2: Sniper’s Vision (Ex): Attack bonus with Sling against foes with cover; Reroll concealment roll with a Skiprock 4: IC (Halfling Warsling) 6: Improved Ricochet (Ex): No penalty to attack two targets
Greater Weapon Focus: (PHB) Any Requirements: Ftr 8, WF Benefit: Gain +1 attack (total +2) [Fighter]
Greater Weapon Specialization: (PHB) Any Requirements: Ftr 12, WF, GWF, WS Benefit: Gain damage +2 (+4) [Fighter]
Hand Of Tyr: (WDCoS) One-Handed, Light Requirements: LG, Turn Undead Benefit: May not use right hand, but gain bonuses to attack, damage and will saves
Hellsword: (EoE) Any Requirements: AL Evil, Knowledge (the planes 9), WF Benefit: Deal extra unholy damage to a selected opponent. [Vile]
Improved Critical: (PHB) Any Requirements: BAB+8 Benefit: Double threat range (doesn't stack with Keen/Impact) [Fighter]
Improved Sigil: (RoD) Any Requirements: Illumian, Aesh Benefit: Gain increased damage per power sigil for weapons with WF
Improved Weapon Familiarity: (CWar, RoS) Racial Exotic Requirements: BAB+1 Benefit: Gain Weapon Familiarity with all racial exotic weapons [Fighter]
Martial Stalker: (CScou) Any Requirements: Martial Proficiencies, Ki Power Benefit: Stack Fighter & Ninja for Fighter-specific feats [Fighter]
Militia: (PGTF) All Martial Requirements: Benefit: Martial Proficiency [Regional]
Necropotent: (LM) Any Requirements: Ftr 4, WP, WF, WS Benefit: Deal extra damage vs Undead [Fighter]
Phalanx Fighting: (CWar) Light Requirements: BAB+1 Benefit: Gain AC bonuses with a light weapon and heavy shield [Fighter]
Power Critical: (CWar) Any Requirements: BAB+4, WF Benefit: Bonus to confirm crits; may be taken multiple times [Fighter]
Sanctify Martial Strike: (BoED) Any Requirements: Cha 15, WF Benefit: Deal extra damage vs Evil outsiders and undead; Treated as Good to overcome DR (equivalent to Holy enhancement) [Exalted]
Sense Weakness: (Draco) Any Requirements: Int 13, WF, Combat Expertise Benefit: Overcome target's DR
Vile Martial Strike: (BoVD, EE) Any Requirements: Cha 15, Weapon Focus Benefit: Added Vile damage [Vile]
Vow Of Poverty: (BoED) Simple Requirements: Sacred Vow Benefit: Character takes a vow of poverty and may use no equipment, and may only use a non-masterwork, non-magical simple weapon. Character gains various bonuses, including: 1, 2, 4+: Bonus Exalted Feat 4, 10, 14, 17, 20: Exalted Strike (Su): Any weapon wielded gains an enhancement bonus, +1 to +5. At 10, any weapon wielded is treated as Good-aligned to overcome DR [Exalted]
Weapon Focus: (PHB) Any Requirements: BAB+1 Benefit: Gain attack +1 [Fighter]
Weapon Specialization: (PHB) Any Requirements: Ftr 4, WF Benefit: Gain damage +2 [Fighter]
Weapon Supremacy: (PHB2) Any Requirements: Ftr 18, WF, WS, GWF, GWS, Weapon Mastery Benefit: Gain various combat bonuses related to selected weapon: resist disarms, wield freely in grapples, gain increased attack bonus for an extra attack on the full attack action, increased AC [Fighter]
Deadly Defense: (CScou) Finesse Requirements: Benefit: Deal extra damage when fighting defensively
Einhander: (PHB2) One-Handed, Light Requirements: BAB+6, Tumble 6 Benefit: Gain increased AC when defensive; Tumble bonus; Free feints using Sleight Of Hand [Fighter, Tactical]
Eviscerator: (LM) Any Requirements: BAB+1, Cha 13, Undead, Improved Critical, Death Master, Daunting Presence Benefit: Scare living opponents on a successful critical hit [Monstrous]
Flick Of The Wrist: (CWar, RotW) Light Requirements: Dex 17, Quick Draw, Sleight Of Hand Benefit: Draw weapon and attack, opponent is flatfooted
Inlindl School: (DotU) Finesse Requirements: Int 13, Weapon Finesse, Shield Proficiency, Combat Expertise Benefit: Reduce shield AC to gain an attack bonus [Style]
Intuitive Attack: (BoED) Simple Requirements: BAB+1 Benefit: Use Wis instead of Str for attack rolls [Exalted]
Knifefighter: (PGTF) Light Requirements: Benefit: May draw, attack and full attack in a grapple at no penalty [Regional]
Lion Tribe Warrior: (FRSS) Light Requirements: Human Benefit: May Pounce or TWF on a charge [Regional]
Melee Weapon Mastery: (PHB2) Bludgeoning, Piercing or Slashing Requirements: BAB+8, Weapon Focus, Weapon Specialization Benefit: Gain increased attack, damage and range with selected damage type [Fighter]
Short Haft: (PHB2) Reach Requirements: BAB+3, Weapon Focus (reach) Benefit: May choose to lose reach to attack adjacent squares [Fighter]
Snow Tiger Berserker: (UE) Light Requirements: Dex 13, Rage Benefit: May Pounce or TWF on a charge [Fighter]
Staggering Critical: (DotU) Any Requirements: BAB+12, Improved Critical Benefit: Slow target on a critical hit [Fighter]
Throw Anything: (CWar, ToB) Any Requirements: BAB+2, Dex 15, Proficiency Benefit: Throw weapon without penalty
Twist The Knife: (EoE) Any Melee Requirements: IC (melee), Sneak Attack +2d6 Benefit: Choose to inflict penalties instead of critical damage.
Weapon And Torch: (DS) One-Handed, Torch Requirements: Benefit: Attack, burn and dazzle opponent [Style]
Weapon Finesse: (PHB) Finesse Requirements: BAB+1 Benefit: Use Dex instead of Str for attack [Fighter]
Axethrower: (PGTF) Thrown Requirements: Region Benefit: Use Str instead of Dex for attack rolls [Regional]
Brutal Throw: (CAdv) Thrown Requirements: Benefit: Use Str instead of Dex for attack rolls
Charming The Arrow: (Fey Features) Any Bow, Crossbow Requirements: Fey Benefit: Use Cha instead of Dex on attack rolls for bows and crossbows [Fighter]
Grenadier: (PHB2) Grenade, Splash Requirements: Benefit: Gain attack and damage +1 [Fighter]
Hurling Charge: (MHB) Thrown Requirements: BAB+6, Quick Draw Benefit: Throw weapon as part of charge [Fighter]
Mad Alchemist: (PHB2) Grenade, Splash Requirements: Grenadier, Craft (Alchemy) 6 Benefit: Gain additional options with thunderstones, alchemist's fire and tanglefoot bags [Tactical]
Penetrating Shot: (PHB2) Projectile weapon (Bow, Crossbow, Sling, etc) Requirements: BAB+10, Str 15, Point Blank Shot Benefit: Make ranged attack against all opponents in a line [Fighter]
Power Throw: (CAdv) Thrown Requirements: Str 13, Power Attack, Brutal Throw Benefit: Power Attack for thrown weapons [Fighter]
Ranged Smite Evil: (BoED) Ranged Requirements: Smite Evil Benefit: Use Smite Evil with a ranged weapon [Exalted]
Ranged Weapon Mastery: (PHB2) Ranged (Bludgeoning, Piercing or Slashing) Requirements: BAB+8, Weapon Focus, Weapon Specialization Benefit: Gain increased attack, damage and range with selected damage type [Fighter]
Rapid Reload: (PHB) Crossbow Requirements: Benefit: Reduced reload times for a chosen crossbow
Hammer And Piton: (DS) One-Handed Bludgeoning, Piton Requirements: Str 15, Climb 3 Benefit: Attack with a one-handed bludgeoning weapon and a piton, and latch onto opponent [Style]
Driving Attack: (PHB2) Piercing Requirements: BAB+14, WF (piercing), Weapon Specialization, Weapon Mastery (piercing) Benefit: Free bull-rush attempt and knock down opponent with an attack [Fighter]
Flay: (PHB2) Piercing, Slashing Requirements: Str 13, Power Attack Benefit: Reduce unarmoured opponent's attack bonus with a Power Attack [Fighter]
Overhead Thrust: (Draco) Slashing, Piercing Requirements: BAB+6, Power Attack, Close-Quarters Fighting Benefit: Increased attack and damage when AoOing a larger foe who uses a special attack from above
Skewer Foe: (CoR) Piercing Requirements: BAB+6, Str 15, Proficiency (piercing) Benefit: Extra damage with multiple hits in a round [Fighter]
Disemboweling Strike: (CScou) Slashing Requirements: Weapon Focus (slashing), Sneak Attack +5d6 Benefit: Deal Con damage with Sneak Attack [Ambush]
Flay: (PHB2) Piercing, Slashing Requirements: Str 13, Power Attack Benefit: Reduce unarmoured opponent's attack bonus with a Power Attack [Fighter]
Flay Foe: (CoR) Slashing Requirements: BAB+6, Str 15, Proficiency (slashing) Benefit: Extra damage with multiple hits in a round [Fighter] (Given it's similarity with Skewer Foe and Pulverise Foe from the same book, the damage bonus should probably be increased to match.)
Overhead Thrust: (Draco) Slashing, Piercing Requirements: BAB+6, Power Attack, Close-Quarters Fighting Benefit: Increased attack and damage when AoOing a larger foe who uses a special attack from above
Snowflake Wardance: (FB) Slashing Requirements: Perform (dance) 6, Bardic Music Benefit: Spend a use of Bardic Music and add Cha to attack rolls for a short time.
Divine Warrior: (FoE) Deity Requirements: BAB+6, Proficiency (deity), Turn/Rebuke Undead Benefit: Spend a turn/rebuke to make weapon holy/unholy [Divine]
Planar Touchstone (Catalogues Of Enlightenment): (PLHB) Any Martial, Light Hammer, Warhammer (Any hammer), Double Scimitar Requirements: Knowledge (the planes) 8 Benefit: Gain granted power of a Cleric domain (War, Metal, Revered Ancestor)
Dragonmark Fist: (EDM) Unarmed Requirements: IUS, Dragonmark, Action Points Benefit: Spend AP to deal max damage
Eagle Claw Attack: (CWar) Unarmed Requirements: Wis 13, IUS, Improved Sunder Benefit: Add Wis to damage when attacking objects
Earth Fist: (RoS) Unarmed Requirements: Dwarf/Gnome/Goliath, Con 13, Wis 13, IUS, Earth Sense Benefit: Unarmed attacks are treated as Cold Iron [Racial]
Extra Stunning: (CWar) Stunning Fist Requirements: BAB+2, Stunning Fist Benefit: Make extra Stunning Fist attacks
Falling Star Strike: (OA) Unarmed Requirements: BAB+4, Wis 17, IUS, Stunning Fist Benefit: Blind opponent with attack
Falling Sun Attack: (ToB) Stunning Fist Requirements: Stunning Fist, 1 Setting Sun strike Benefit: Deliver Stunning Fist with a Setting Sun strike, both have increased DCs
Fiery Fist: (PHB2) Stunning Fist, Unarmed Requirements: Dex 13, Wis 13, BAB+8, IUS, Stunning Fist Benefit: Spend SF and add fire damage to unarmed attacks [Fighter, Monk]
Fist Of The Heavens: (BoED) Stunning Fist Requirements: Wis 15, Stunning Fist, Sanctify Ki Strike Benefit: Stunning Fist: increased DC and staggering vs Evil [Exalted, Fighter]
Fists Of Iron: (CWar) Unarmed Requirements: BAB+2, IUS, Stunning Fist Benefit: Deal extra damage
Flying Kick: (CWar) Unarmed Requirements: Str 13, IUS, Power Attack, Jump 4 Benefit: Deal extra damage on charge
Hammer Fist: (RoF) Unarmed Requirements: Str 13, IUS, Dwarf Benefit: Use Unarmed strike as a two-handed weapon [Fighter]
Hazing Strike: (SoS) Stunning Fist Requirements: Dex 13, Wis 13, BAB+2, IUS, Stunning Fist Benefit: Break focused mental states [Fighter]
Holy Ki Strike: (BoED) Unarmed Requirements: Cha 15, IUS, Ki Strike (Holy), Sanctify Ki Strike Benefit: Gain increased damage vs Evil; treated as Good-aligned (equivalent to Holy enhancement) [Exalted]
Improved Unarmed Strike: (PHB) Unarmed Requirements: Benefit: May make Unarmed strikes without AoOs; may deal or nonlethal damage [Fighter, Monk]
Martial Throw: (MHB) Unarmed Requirements: Dex 17, IUS Benefit: Grapple foe and switch positions [Fighter]
Pain Touch: (CWar) Stunning Fist Requirements: Wis 15, BAB+2, Stunning Fist Benefit: Nauseate opponents with Stunning Fist
Paralyzing Fists: (DotU) Stunning Fist Requirements: Wis 15, IUS, Stunning Fist Benefit: Paralyze opponent with Stunning Fist [Fighter]
Rapid Stunning: (CWar) Stunning Fist Requirements: BAB+6, Stunning Fist, Combat Reflexes Benefit: Extra Stunning Fists per round [Fighter]
Rattlesnake Strike: (SS) Stunning Fist Requirements: Wis 15, IUS, Stunning Fist, Improved Initiative Benefit: Spend Stunning Fist to poison an opponent [Fighter]
Roundabout Kick: (CWar) Unarmed Requirements: Str 15, IUS, Power Attack Benefit: Free attack against a critted opponent
Sanctify Ki Strike: (BoED) Unarmed Requirements: Cha 15, IUS, Ki Strike (Lawful) Benefit: Deal extra damage vs Evil outsiders and undead; Treated as Good to overcome DR
Sapphire Fist: (MoI) Stunning Fist Requirements: Con 13, Stunning Fist Benefit: Enhance Stunning Fist with Essentia [Incarnum]
Stunning Fist: (PHB) Unarmed Requirements: BAB+8, Dex 13, Wis 13, IUS Benefit: Make special stunning attack on target with uses per day [Fighter, Monk]
Stunning Master: (SoS) Monk, Stunning Fist Requirements: Wis 15, BAB+4, IUS, Stunning Fist Benefit: Use Stunning Fist with any Monk weapon; Also allows special SF attacks
Sun School: (CWar) Stunning Fist Requirements: BAB+4, Flurry Of Blows Benefit: Move or confuse opponent with Stunning Fist [Tactical]
Sun Soul Monk: (CoV) Unarmed Requirements: Monk 6 Benefit: Turn Undead with Unarmed attack; Or add cold damage and count as silver
Tashalatora: (SoS) Unarmed, Flurry Of Blows Requirements: Autohypnosis 5, Concentration 5, Monastic Training (psionic class), Manifest 1st-level Benefit: Monk and selected Psionic class stack for Unarmed damage and Flurry Of Blows
Toothed Blow: (SW) Unarmed Requirements: Str 13, IUS Benefit: Unarmed attacked counts as piercing
Touch Of Golden Ice: (BoED) Unarmed Requirements: Con 13 Benefit: Evil target receives Golden Ice ravage [Exalted]
Unbalancing Strike: (OA) Unarmed Requirements: Wis 15, IUS, Stunning Fist Benefit: Make opponent flatfooted
Versatile Unarmed Strike: (PHB2, SoS) Unarmed Requirements: IUS Benefit: Switch between damage types for unarmed strike [Fighter]
Vile Ki Strike: (BoVD, EE) Unarmed Requirements: Cha 15, IUS Benefit: Added Vile damage [Vile]
Water Splitting Stone: (PHB2) Unarmed Requirements: BAB+9, Dex 13, Wis 13, IUS, Stunning Fist Benefit: Gain increased damage vs opponents with DR that your unarmed strikes can’t overcome [Fighter, Monk]
Weakening Touch: (CWar) Stunning Fist, Unarmed Requirements: Wis 17, BAB+2, IUS, Stunning Fist Benefit: Reduce Str with Stunning Fist [Fighter]
White Scorpion Strike: (RoE) Unarmed Requirements: Drow, Ki Strike (Magic) Benefit: Gain Ghost Touch; Deal extra damage to Undead [Racial]
Agile Shield Fighter: (PHB2) Shield Bash Requirements: Improved Shield Bash, Shield Specialization Benefit: Gain equivalent of TWFing for shield bashing [Fighter]
Anvil Of Thunder: (CWar) Warhammer, Light Hammer, Battleaxe, Handaxe, Dwarven Waraxe Requirements: Str 13, WF (warhammer or light hammer), WF (battleaxe, handaxe or dwarven waraxe), Two-Weapon Fighting, Power Attack, Improved Sunder Benefit: TWF a hammer and an axe and attempt to daze opponent [Style]
Axeshield: (UD) Battleaxe Requirements: Grimlock Benefit: Increase dodge AC with a full attack [Fighter]
Axespike: (RoS) Armour Spikes, Greataxe Requirements: WP, WF (armour spikes), WP (greataxe), AP (heavy) Benefit: Gain extra attack with armour spikes with a greataxe full attack [Style]
Bear Fang: (CWar) Dagger, Battleaxe, Handaxe, Dwarven Waraxe Requirements: Str 15, WF (dagger), WF (battleaxe, handaxe or dwarven waraxe), Two-Weapon Fighting, Power Attack Benefit: TWF with an axe and a dagger, and gain a free grapple attack [Style]
Bladebear Of The Valenar: (PGTE, RoE) Scimitar, Falchion, Double Scimitar Requirements: Elf, Proficiency (scimitar or falchion) Benefit: Gain Weapon Familiarity (double scimitar); +1 Damage when mounted; Use AP for both attack and damage; Use WF, GWF, WS, GWS and IC for all three weapons [Racial]
Blade Meditation: (ToB) Discipline Requirements: BAB+4, Concentration 1, 1 Maneuver Benefit: Gain damage +1 with weapons from chosen discipline [Fighter]
Blood-Spiked Charger: (PHB2) Spiked Armour, Spiked Shield Bash Requirements: BAB+6, Str 13, WF (spiked armour), WF (spiked shield), Power Attack Benefit: Deal extra damage on charges and full attacks; increased AC when defensive [Fighter, Tactical]
Boomerang Daze: (RoE) Talenta Boomerang, Xen'drik Boomerang Requirements: BAB+4, EWP (Talenta or Xen'drik boomerang) Benefit: Make a daze attack [Fighter]
Boomerang Ricochet: (RoE) Talenta Boomerang, Xen'drik Boomerang Requirements: Dex 13, BAB+4, EWP (Talenta or Xen'drik boomerang) Benefit: Strike two targets with boomerang attack [Fighter]
Born Duelist:(OA) Bastard Sword Requirements: Dragon Clan Benefit: Gain +1 AC with the Niten Technique of the Miruomoto Niten Master PrC [Ancestor]
Brand Of The Nine Hells (Bel): (FC2) Longsword, Greatsword Requirements: LE, Devil Benefit: Gain a cold iron longsword or greatsword and Proficiency; deals extra damage vs Good and Demons
Chakram Ricochet: (CoR) Chakram Requirements: BAB+1, Dex 13, EWP (chakram) Benefit: Strike two targets with a single Chakram attack; may Sneak Attack both
Crescent Moon: (CWar) Dagger, Bastard Sword, Longsword, Scimitar, Short Sword Requirements: WF (dagger), WF (bastard sword, longsword, scimitar or short sword), Two-Weapon Fighting, Improved Two Weapon Fighting, Improved Disarm Benefit: TWF a sword and a dagger and make a free disarm attack [Style]
Crossbow Sniper: (PHB2) Crossbow Requirements: BAB+1, Weapon Focus (hand, heavy, or light crossbow) Benefit: Add 1/2 Dex to damage [Fighter]
Darguun Mauler: (RoE) Flail, Heavy Flail, Dire Flail, Spiked Chain Requirements: Goblinoid, Proficiency (flail or heavy flail) Benefit: Gain Weapon Familiarity (dire flail or spiked chain); +1 Damage when not moving; Use AP for both attack and damage; Use WF, GWF, WS, GWS and IC for all four weapons [Racial]
Desert Wind Dodge: (ToB) Desert Wind Discipline: Scimitar, Light Mace, Light Pick, Spear, Falchion Requirements: Dex 13, 1 Desert Wind maneuver Benefit: Gain AC and fire damage when moving; May replace Dodge as a prerequisite for feats and PrCs
Despana School: (DotU) Light Mace, Heavy Mace, Warmace Requirements: BAB+5, Weapon Focus (light mace, heavy mace or warmace), Power Attack, cast any Summon Monster Benefit: Operate with a summoned monster, may flank target from any side and give summons attack and damage bonuses [Style]
Dire Flail Smash: (CoR) Dire Flail Requirements: Str 13, WF (dire flail), Power Attack, Improved Sunder Benefit: May daze opponent [Fighter]
Double Steel Strike: (ECS) Two-Bladed Sword Requirements: EWP, WF (two-bladed sword), Flurry Of Blows Benefit: Use as Monk weapon for Flurry Of Blows
Double Weapon Mind Blade: (CPsi, SoS) Mind Blade (Dire Flail, Dwarven Urgrosh, Orc Double Axe, Two-Bladed Sword, Monk’s Spade) Requirements: Mind Blade, Shape Mind Blade Benefit: Gain EWP and shape mind blade into a double weapon. [Psionic] (Combined and renamed from multiple feats in Complete Psionic. Monk’s Spade Mind Blade from Secrets Of Sarlona)
Drow Scorpion Warrior: (SoX) Drow Long Knife, Drow Scorpion Chain Requirements: Drow, BAB+4, Drow Skirmisher Benefit: Gain tactics to deal extra damage or disable enemy [Racial, Tactical]
Drow Legacy: (DotU) Hand Crossbow Requirements: Half-Elf/Drow Benefit: Gain Proficiency
Drow Skirmisher: (RoE, SoX) Xen'drik Boomerang, Drow Scorpion Chain, Drow Long Knife, Dagger, Short Sword, Spiked Chain Requirements: Drow Benefit: Gain Weapon Familiarity (Xen'drik boomerang, drow scorpion chain, drow long knife); +1 Damage when moving; Use AP for both attack and damage; Use WF, GWF, WS, GWS and IC for dagger, short sword and drow-long-knife; Use WF, GWF, WS, GWS and IC for scorpion chain and spiked chain [Racial]
Eagle's Fury: (SS) Eagle's Claw Requirements: Dex 15, WP (Eagle's Claw) Benefit: Make an extra attack
Eilservs School: (DotU) Quarterstaff Requirements: BAB+6, WF (quarterstaff), Two-Weapon Fighting, Spellcraft 2 Benefit: Increased damage when using a charged magic staff; activate spells in combat [Style]
Flensing Strike: (ECS) Kama Requirements: EWP, WF (kama) Benefit: Cause penalties to foe [Monk]
Flowing Blade: (Dragonshards) Mind Blade Requirements: Flurry Of Blows, Mind Blade, Weapon Focus (Mind Blade) Benefit: May treat a Mind Blade as a special Monk weapon for the purposes of Flurry Of Blows [Monk bonus feat for Kalashtar and Inspired only]
Flying Tiger: (SoS) Hook Sword Requirements: Dex 15, BAB+1, EWP, WF (hook sword), Two-Weapon Fighting or able to use hook sword as a monk weapon Benefit: Use two hook swords as a reach weapon and attack adjacent foes [Style]
Formation Expert: (CWar) Shortspear, Longspear, Trident, Glaive, Guisarme, Halberd, Ranseur Requirements: BAB+6 Benefit: Wall Of Polearms: Increased attack when allies wield the same [Tactical, Fighter]
Hammer's Edge: (CWar) Bastard Sword, Longsword, Scimitar, Warhammer, Light Hammer Requirements: Str 15, WF (bastard sword, longsword, scimitar), WF (warhammer or light hammer), Two-Weapon Fighting, Improved Bull Rush Benefit: TWF with sword and hammer, and attempt to knock opponent over [Style]
Hand Crossbow Focus: (DotU) Hand Crossbow Requirements: BAB+1, WP (hand crossbow) Benefit: Gain equivalent of WF and Rapid Reload [Fighter]
High Sword Low Axe: (CWar) Battleaxe, Handaxe, Dwarven Waraxe, Bastard Sword, Longsword, Scimitar, Short Sword Requirements: WF (battleaxe, handaxe or dwarven waraxe), WF (bastard sword, longsword, scimitar or short sword), Two-Weapon Fighting, Improved Trip Benefit: TWF with sword and axe and make a free trip attack [Style]
Improved Shield Bash: (PHB) Shield Bash Requirements: Benefit: Keep shield AC when bashing [Fighter]
Lightning Mace: (CWar) Light Mace Requirements: WF (light mace), Two-Weapon Fighting, Combat Reflexes Benefit: Gain an extra attack if a critical hit is threatened [Style]
Manticore's Sting: (EDM) Dagger, Dart, Shuriken Requirements: Dwarf, Dex 17, BAB+6, Quick Draw Benefit: Increased range; may throw multiple missiles at a single target
Mind Cleave: (CPsi) Mind Blade Requirements: Mind Blade, Psychic Strike Benefit: Drop foe and automatically charge Mind Blade with Psychic Strike. [Psionic]
Mind Empowerment: (CPsi) Mind Blade Requirements: Mind Cleave, Mind Blade, Psychic Strike Benefit: Drop foe and automatically charge Mind Blade with Psychic Strike that lasts 3 rounds. [Psionic]
Mind Strike Focused: (CPsi) Mind Blade Requirements: Mind Blade, Psychic Strike Benefit: Expend Psionic Focus and deal extra damage with Psychic Strike. [Psionic]
Mind Strike: (CPsi) Mind Blade Requirements: Mind Blade, Psychic Strike +2d8 Benefit: Charge Psychic Strike with a swift action, 1/day. [Psionic]
Mror Stalwart: (RoE) Battleaxe, Warhammer, Dwarven Waraxe, Dwarven Urgrosh Requirements: Dwarf, Proficiency (battle axe, warhammer, dwarven waraxe, dwarven urgrosh) Benefit: Gain damage +1 when not moving; Use AP for both attack and damage; Use WF, GWF, WS, GWS and IC for all four weapons [Racial]
Net And Trident: (CWar) Trident, Net Requirements: Dex 15, WF (trident), EWP (net), Two-Weapon Fighting Benefit: Combined Net and Trident attack [Style]
Planar Touchstone (Catalogues Of Enlightenment): (PLHB) Any Martial, Light Hammer, Warhammer (Any hammer), Double Scimitar Requirements: Knowledge (the planes) 8 Benefit: Gain granted power of a Cleric domain (War, Metal, Revered Ancestor)
Pole Master: (SoS) Polearms (Hafted, Reach), Flurry Of Blows Requirements: BAB+1, WP, WF (hafted reach weapon), Flurry Of Blows Benefit: Use selected polearm as a Monk weapon for Flurry Of Blows
Quick Staff: (CWar) Quarterstaff Requirements: WF (quarterstaff), Combat Expertise, Dodge, Two-Weapon Fighting Benefit: Gain increased AC with Combat Expertise [Style]
Reaping Talons: (ToB) Tiger Claw Discipline: Kama, Kukri, Handaxe Requirements: BAB+6, Two-Weapon Fighting, 2 Tiger Claw maneuvers Benefit: Gain various combat bonuses when TWFing [Tactical]
Rending Claws: (SoX) Scorpion Claw Gauntlets Requirements: EWP (scorpion claw gauntlets), Two-Weapon Fighting Benefit: Extra damage if both attacks hit
Serpent Strike: (ECS) Longspear Requirements: WF (longspear), Flurry Of Blows Benefit: Use as a Monk weapon for Flurry Of Blows
Shadow Blade: (ToB) Shadow Hand Discipline: Dagger, Sai, Siangham, Short Sword, Spiked Chain Requirements: 1 Shadow Hand stance Benefit: Add Dex to damage when in Shadow Hand stance; May replace Weapon Finesse as a prerequisite for feats and PrCs, but all uses of Weapon Finesse switch to SHD weapons
Shadow Marches Warmonger: (RoE) Battleaxe, Greataxe, Orc Double Axe Requirements: Orc, Half-Orc Benefit: Gain Weapon Familiarity (orc double axe); +1 Damage on charge; Use AP for both attack and damage; Use WF, GWF, WS, GWS and IC for all three weapons [Racial]
Shards Of Granite: (ToB) Stone Dragon Discipline: Greatsword, Greataxe, Heavy Mace Requirements: BAB+6, Stone Power, 2 Stone Dragon maneuvers Benefit: Overcome hardness and DR [Tactical]
Shield Of Blades: (PGTE) Double Scimitar Requirements: EWP, WF (double scimitar), Two-Weapon Fighting, Combat Expertise, Dodge Benefit: Increased AC from Combat Expertise [Style]
Shield Charge: (CWar) Shield Bash Requirements: BAB+3, Improved Shield Bash Benefit: Trip opponent on a charge [Fighter]
Shield Slam: (CWar) Shield Bash Requirements: BAB+6, Improved Shield Bash, Shield Charge Benefit: Daze opponent on a charge [Fighter]
Shield Sling: (PHB2) Shield Requirements: BAB+9, Improved Shield Bash, Shield Specialization Benefit: Throw shield at opponent and attempt to trip [Fighter]
Shielded Axe: (RoS) Handaxe, Dwarven Waraxe Requirements: WP (waraxe), WP (handaxe), SP, Two-Weapon Fighting Benefit: Use a buckler with a waraxe and a handaxe and gain TWF [Style]
Spellrazor: (RoS) Gnome Quickrazor Requirements: EWP (gnome quickrazor), Combat Casting, Two-Weapon Fighting, Concentration 5 Benefit: Cast touch spell and attack in one round [Style]
Spinning Halberd: (CWar) Halberd Requirements: WF (halberd), Combat Reflexes, Two-Weapon Fighting Benefit: TWFing with Halberd butt; gain AC [Style]
Steal And Strike: (DotU) Rapier, Kukri Requirements: WF (kukri), WF (rapier), Two-Weapon Fighting, Combat Expertise, Improved Disarm Benefit: TWF and make free attack with a disarm [Style]
Stone Breaker: (SoS) Pick Requirements: Str 13, Dex 15, WP, WF (any pick), Power Attack, Improved Sunder, Two-Weapon Fighting, (Ranger can select without Dex) Benefit: TWF and deal extra damage if both attacks hit, as a Rend attack [Style]
Sudden Willow Strike: (PGTE) Quarterstaff Requirements: Dex 13, Wis 13, WF (quarterstaff), IUS, Stunning Fist Benefit: Use Stunning Fist with quarterstaff
Sugliin Mastery: (FB) Sugliin Requirements: BAB+5, EWP (sugliin) Benefit: Use as a normal weapon – may attack as a standard action, and make full-attacks
Talenta Warrior: (RoE) Talenta Sharrash, Talenta Tangat, Talenta Boomerang Requirements: Halfling Benefit: Gain Weapon Familiarity; +1 Damage when mounted; Use AP for both attack and damage; Use WF, GWF, WS, GWS and IC for all three weapons [Racial]
Three Mountains Style: (CWar) Heavy Mace, Morningstar, Greatclub Requirements: Str 13, WF (heavy mace, morningstar, greatclub), Power Attack, Cleave, Improved Bullrush Benefit: Nauseate opponent with Power Attack [Style]
Tormtor School: (DotU) Javelin Requirements: BAB+6, WF (javelin), Point Blank Shot Benefit: No penalty with melee attack, gain damage bonus; gain a free javelin throw after a melee attack [Style]
Twin Sword Style: (PGTF) Dagger, Longsword, Rapier, Short Sword Requirements: Benefit: Gain shield AC when TWFing; stacks with bucklers and animated shields [Regional]
Turtle Dart: (RoS) Short Sword Requirements: WF (short sword), EAP (battle plate or mountain plate), SP (tower shield or extreme shield) Benefit: No AoO for moving after attacking [Style]
Vae School: (DotU) Spiked Chain, Whip Requirements: BAB+7, Int 13, WF (spiked chain or whip), Combat Expertise, Improved Trip Benefit: Make a free trip attack when attacking flanked or flatfooted foes [Style]
Versatile Combatant: (DotU) Rapier, Hand Crossbow Requirements: Dex 15, Proficiency (rapier and hand crossbow) Benefit: Free TWFing with rapier and hand cross bow; no AoOs when using hand crossbow when threatened [Fighter]
Whirling Steel Strike: (ECS) Longsword Requirements: WP, WF (longsword), Flurry Of Blows Benefit: Use as Monk weapon for Flurry Of Blows
White Raven Defense: (ToB) White Raven Discipline: Longsword, Battleaxe, Warhammer, Greatsword, Halberd Requirements: 1 White Raven stance Benefit: You gain AC whilst in a WR stance; your adjacent allies also gain AC if you wield a WR weapon
Wind And Fire: (SoS) Cutting Wheel Requirements: Str 13, BAB+4, EWP, WF (cutting wheel), Two-Weapon Fighting or use cutting wheel as Monk weapon Benefit: Make a wounding attack if both cutting wheels hit; effects are cumulative [Style]
Xaniqos School: (DotU) Crossbow Requirements: BAB+6, Dex 13, Dodge, Mobility, Point Blank Shot, Shot On The Run Benefit: Extra damage when moving towards opponent [Style]
I’ve included spells that create/summon any weapon, enhance a specific existing weapon (not including Magic Weapon and the like), or create a spell effect that works like a weapon and can be wielded (not including those that float around and attacks independently). Of the latter, some spell descriptions specifically state that they function just like a weapon and can be used with feats and abilities, but others are unclear. Check these carefully.
Arrowsplit: (CoR) Bow, Crossbow Caster Level: Assassin 3, Ranger 3, JoWaW 3 Effect: Arrows or bolts multiply in flight
Arrow Mind: (CAdv, SC) Bow Caster Level: Ranger 1, Sorcerer/Wizard 1 Effect: Threaten all squares in melee reach and may make AoOs, and do not provoke AoOs when threatened.
Arrow Storm: (CAdv, SC) Bow Caster Level: Ranger 4 Effect: Attack all foes in range
Slaying Arrow: (MoE) Bow, Crossbow Caster Level: Artificer 5 Effect: Imbued arrow/bolt gains a +1 enhancement bonus vs a selected creature type. If it hits, it can slay the creature outright.
Spellslayer Arrow: (CoR) Bow, Crossbow Caster Level: Assassin 2, Ranger 2, JoWaW 2 Effect: Deals extra damage based on number of spells affecting target
Telekinetic Boomerang: (RotW) Thrown Manifester Level: Kineticist 3, Psychic Warrior 3 Effect: Gains Returning enhancement, but it returns to the throwers hand immediately after the attack, allowing it to be used again on the same turn.
Woodwisp Arrow: (CoR) Bow, Crossbow Caster Level: Assassin 1, Ranger 1, JoWaW 1 Effect: Arrows and bolts pass through wood
Whirling Blade: (CArc) Slashing Caster Level: Bard 2, Sorcerer/Wizard 2, Warmage 2 Effect: Throw a slashing weapon that attacks all foes in a line, then returns
Bladethirst: (MoF, SC) Slashing Caster Level: Ranger 3 Effect: Gives a +3 enhancement bonus and makes it illuminate.
Keen Edge: (PHB) Piercing, Slashing Caster Level: Sorcerer/Wizard 3 Effect: Doubles threat range of weapon
Blackstaff: (MoF) Quarterstaff Caster Level: Sorcerer/Wizard 8 Effect: Gives a +4 enhancement to quarterstaff, which delivers a Dispel Magic on a successful hit or touch attack. A spellcaster hit by the staff loses 1 of its highest-level prepared/unused spell slots.
Boneblade: (BoVD) Longsword, Shortsword, Greatsword Caster Level: Cleric 3, Blackguard 2 Effect: Change a piece of bone into a sword, with up to a +4 enhancement bonus, which deals extra damage to living and good targets.
Celestial Aspect: (BoED) Longsword, Short Sword Caster Level: Sanctified 3 Effect: Armblade Of The Sword Archon: Transform arm into a +1 holy or flaming longsword or short sword
Cloud Spear: (Far Corners Of The World) Spear Caster Level: Druid 4 Effect: Create an immaterial spear that attacks as a touch attack, turns opponent into a gaseous form, and deals extra damage vs Earth creatures
Daggerspell Stance: (CAdv, SC) Dagger Caster Level: Druid 2, Sorcerer/Wizard 2 Effect: Gain bonuses when wielding 2 daggers (increased attack and damage, SR, DR)
Decastave: (UE) Quarterstaff Caster Level: Sorcerer/Wizard 2 Effect: Create a quarterstaff that deals sonic damage and permanently deafens opponent.
Dragonmark Whip: (EDM) Whip Caster Level: Sorcerer/Wizard 3 Effect: Create a magic whip with 10ft reach and extra damage, which can deliver touch spells.
Dragonmark Whip, Greater: (EDM) Whip Caster Level: Sorcerer/Wizard 6 Effect: As Dragonmark Whip, but with 20ft reach, increased damage and higher level touch spells.
Flame Dagger: (MoF) Dagger Caster Level: Hathran 2, Sorcerer/Wizard 2 (Red Wizard) Effect: Create an immaterial dagger of flame.
Fire Shuriken: (CArc) Shuriken Caster Level: Assassin 2, Wu Jen 2 Effect: Create shuriken that deal fire damage
Flame Blade: (PHB) Scimitar Caster Level: Druid 2, Shugenja 2 Effect: Conjure a blade of flame like a scimitar, that makes touch attacks and deals fire damage
Force Whip: (CArc) Whip Caster Level: Bard 2, Wu Jen 2 Effect: Create a whip, and gain EWP with it if necessary. Repels and frightens animals.
Mace Of Odo: (MoF) Mace Caster Level: Initiate Of Helm 3 Effect: Create a mace of force that makes touch attacks, deals extra damage to undead, can paralyse opponents or absorb spells. One use only.
Magic Stone: (PHB) Sling Caster Level: Cleric 1, Druid 1, Earth 1 Effect: Enhanced +1; deals extra damage, more against undead
Moon Blade: (FRCS) Any Sword Caster Level: Hathran 3, Moon 3, Initiate Of Selune 3 Effect: Creates an immaterial sword of any type that makes touch attacks, deals extra damage to undead and forces spell-users to make Concentration checks to cast spells and SLAs.
Mystic Lash: (PGTF) Whip Caster Level: Initiate Of Bane 3 Effect: Create an immaterial whip that deals electricity damage and stuns opponent. Also adds Cha to damage. May use it to trip and make disarm attacks as for normal whip.
Prismatic Bow: (CMag) Longbow Caster Level: Sorcerer/Wizard 8 Effect: Creates a +1 longbow and fire arrows based on the colours and effects of a prismatic spray
Psychic Scimitar: (CPsi, SS) Scimitar Manifester Level: Psion/Wilder 2 Effect: Create an immaterial scimitar that makes touch attacks and can deliver touch attack powers
Psychic Whip: (SoS) Whip Manifester Level: Psion/Wilder 2, Psychic Warrior 1 Effect: Create a whip with reach depending on caster level, and acts as a normal whip. May stun opponent.
Scimitar Of Sand: (SS) Scimitar Caster Level: Druid 2, Sorcerer/Wizard 2 Effect: Create an immaterial scimitar that makes touch attacks and dehydrates opponent
Shillelagh: (PHB) Quarterstaff, Club Caster Level: Druid 1 Effect: Enhanced +1; deals extra damage
Spear Of Valarian: (BoED) Spear Caster Level: Druid 5, Ranger 5, Beloved Of Valarian 4 Effect: Transform a non-magical weapon into a +1 silvered magical beast bane spear
Ice Gauntlet: (SC) Spiked Gauntlet Caster Level: Cleric 1 Effect: Gain a +1 spiked gauntlet that also deals cold damage
Thunderlance: (FRCS) Longspear Caster Level: Sorcerer/Wizard 4 Effect: Create a huge longspear with 20ft reach and gain increased Str for use with it. Also dispels force effects.
Vile Lance: (BoVD) Shortspear Caster Level: Cleric 3, Blackguard 4, Mortal Hunter 3, Sorcerer/Wizard 3 Effect: Creates a +2 shortspear that deals vile damage.
Whip Of Thorns: (CoR) Whip Caster Level: Druid 2 Effect: Create a thorned whip that deals extra damage and can entangle opponent.
The Land Of Honor: (PHB2) Bastard Sword Requirements: Must be Affiliated with the government or people of a feudal oriental nation. Score 4 - 10: Citizen Of Land Of Honor: Gain a MW bastard sword. Score 16 - 22: Honorable One: Gain the Quick Draw feat when drawing a bastard sword Score 23 - 29: Selfless One: Gain +4 bonus on attack rolls to confirm a critical hit with bastard sword Score 30+: Perfected One: Gain DR 1/- when wielding a bastard sword
Scales Of Balance: (CChamp) Bludgeoning Requirements: Must be Affiliated with the church Of St Cuthbert Score 30+: Wielder Of The Cudgel: May stun and daze an opponent 1/day
War Domain: (CChamp) Special Requirements: Must be Affiliated with the church of a deity with the War domain Score 30+: General: May apply any feat that applies to a single weapon to all weapons with same the proficiency and damage type.
Wintervein Dwarves: (PHB2) Dwarven Urgrosh, Dwarven Waraxe Requirements: Must be Affiliated with the Wintervein dwarven clan. Score 15 - 22: Hero Of Wintervein: Gain WF with dwarven waraxe and dwarven urgrosh Score 30+: Lord Of Wintervein: Gain IC with dwarven waraxe and dwarven urgrosh
Domains
War Domain: (PHB) Any Martial 1+: MWP and WF (PHB)
Metal Domain: (SC, PGTF) Light Hammer, Warhammer, (Any hammer) 1+: MWP and WF (The original Metal Domain from PGTF specifies ‘any hammer’
Revered Ancestor Domain: (FoE) Double Scimitar 1: Gain EWP or WF
Rituals
Blade Communion Of Handling: (FoE) Any Requirements: Weapon Focus, Warforged Benefit: Gain +1 damage with a weapon that you have WF for.
Magic Items
Gauntlets Of War: (CChamp) Deity Benefit: Deal extra damage with deity's favoured weapon.
Skills
Perform (Weapon Drill): (CWar) Any Requirements: WF, GWF Benefit: Gain +2 bonus per Focus feat with selected weapon. This can’t be used for Bardic Music, just to entertain and earn money.
Skill Tricks
Escape Attack: (CScou) Light Requirements: Escape Artist 8 Benefit: Escape a grapple and gain free attack; opponent is flatfooted
Mosquito's Bite: (CScou) Light Requirements: Sleight Of Hand 12 Benefit: Flatfooted opponent doesn't realise it's been hit
Whip Climber: (CScou) Whip Requirements: EWP (whip), Use Rope 5 Benefit: May use whip for grappling and climbing
Binder Vestiges & Incarnum Soulmelds
Andras: (ToM) Any, Greatsword, Lance, Longsword, Rapier Level: 4th Benefit: Proficiency; Gain Improved Critical (any weapon) or +4 to confirm crits with a weapon you already have IC with (stacks with Power Critical)
Eurynome: (ToM) Large Warhammer Level: 4th Benefit: Gives weapon and proficiency; May wield in one hand; Gains enhancements, adamantine and anarchic
Leraje: (ToM) Longbow, Shortbow Level: 1st Benefit: Gain Proficiency or Attack +1
Paimon: (ToM) Rapier, Shortsword Level: 3rd Benefit: Gain Proficiency and Weapon Finesse
The Triad: (Mind's Eye) All Weapons Level: 4th Benefit: Gain Proficiency with all weapons (simple, martial and exotic)
Incarnate Weapon: (MoI) Battleaxe, Flail, Warhammer, Longsword Caster Level: Incarnate Chakra Arms Effect: Create a weapon based on your alignment. Chaotic – Battleaxe; Evil – Flail; Good – Warhammer; Lawful – Longsword. It gains that alignment and overcomes the DR of the opposing alignment. Gains enhancement bonuses from essentia. May use it to make a stunning attack.
Weapon Enhancements & Constructions
Aptitude Weapon: (ToB) Any Type: +1 Benefit: Use weapon-specific feats for another weapon on this weapon; Gain increased attack and damage if those feats apply to this weapon
Keen: (DMG) Piercing, Slashing Type: +1 Benefit: Doubles threat range of weapon
Ki Focus: (DMG) Any, Ki Strike, Stunning Fist Type: +1 Benefit: May use Stunning Fist, Quivering Palm and Ki Strike with this melee weapon
Quick Loading: (MIC) Crossbow Type: +1 Benefit: Crossbow has space for a 100 bolts and can be reloaded faster
Returning: (DMG) Thrown Type: +1 Benefit: Thrown weapon returns to hand
Vorpal: (DMG) Slashing Type: +5 Benefit: Instant decapitation on a 20
Aurorum: (BoED) Any Type: Weapon Construction Benefit: A weapon made of Aurorum that is sundered can be easily put back together.
Feycraft: (DMG2) One-Handed, Light, Weapon Finesse Type: Weapon Construction Benefit: Weighs less, deals damage as if it was one size smaller; One-Handed weapon considered light for use with Weapon Finesse; Light weapon may be used as if wielder already had Weapon Finesse
Heavy Weapon: (MoF) Any (Exotic) Type: Weapon Construction Benefit: Weapon is made of magically-treated gold or platinum and becomes a Heavy Weapon. It deals extra damage, but requires an EWP or two hands to wield without a non-proficiency penalty.
For some reason, all my martially-oriented characters want to be weapon master types, though I was never very satisfied with the straight Fighter with WF-chain model. Just too boring and mechanically inept.
After reading some discussions on these boards, I was inspired on ways to do it better. Figuring a trawl through the material was in order, I did so, and made notes. After that, compiling it into a handbook was the next most obvious step. I couldn't find anything of the kind on the boards, so logically if I wanted one, I had to create one. This is my first handbook, and likely my last.
There's not a lot of optimization going on here; I'm not at all good with it. I leave that to you. I hope this resource is useful to others who want to master a weapon.
Please mention anything I've missed, or chime in with criticism and additional theories.