Watchmen: +2 Listen, Search, & Spot; they become Class if they aren't already.
Weapon Finesse (reqs: BAB +1) When wielding a Light/1HW, use Dex vs STR for Melee ToHit.
Weapon Finesse, Improved (reqs: W Finesse, W Focus, BAB +4) May use DexMod instead of StrMod for damage calculation.
Weapon Focus (reqs: W Prof, BAB +1) +1 ToHit
WEAPON FOCUS, Greater (reqs: W Prof, W Focus, Level 8) +1 ToHit
Weapon Focus, Superior (reqs: W Focus, Improved WS, Greater WS) +5 ToHit
Weapon Group Proficiency: Spears & Lances (Javelin, lance, longspear, shortspear and trident.)
Weapon Hurling (reqs: Str 13, Dex 13, BAB +4) You can throw (20 feet) any Melee weapon smaller than yourself with no penalty.
Weapon Hurling, Greater (reqs: Weapon Hurling) as WH, but +1 Size catagory & +2 ToHit
Weapon Hurling, Improved (reqs: Greater W H) use Double StrMod for damage calculations
Weapon Master (reqs: W Focus, W Spec, Expertise, Wis 13, BAB +13) +1 ToHit, Damage, & Deflection AC.
Weapon Master, True (reqs: W Master, BAB +18) they improve to +2
Weapon Mastery 1 (reqs: W Spec, BAB +7) Gain one BAB +0 attack each Round.
Weapon Mastery 2 (reqs: W Focus, W Spec, Improved Crit, BAB +12) Damage improves 1 step
WEAPON PROFICIENCY, Exotic/Martial/Simple (reqs: BAB +1( you become Prof with chosen weapon
Weapon Quickness, Great (reqs: Str 13, BAB +4) While wielding a 2HW, gain +4 Init
WEAPON SPECIALIZATION (reqs: W Prof, W Focus, Level 4th) +2 Damage
WEAPON SPECIALIZATION, Greater (reqs: W Prof, Greater W Focus, W Focus, W Spec, Level 12th) +2 Damage
Weapon Specialization, Improved (reqs: W Prof, W Focus, W Spec) +2 damage
Weapon Specialization, Superior (reqs: W Spec, Improved WS, Greater WS, W Focus, Improved WF, Greater WF) +5 Damage
Weapon Training, Giant (reqs: W Focus, Str 15) wield +1 Size weapon of the type you have WF in without penalty or change in DC.
Weapon, Bonded: (reqs: BAB +8, Improved Critical, W Prof, W Focus, W Spec) Name the weapon, +2 ToHit, +2 Dam
Weapon, Breath, Enlarge (reqs: a Breath Weapon) If a Line, Double Range; if a Cone, +50% (Round up) Range
Weapon, Double, Power (reqs: TWF, Power Attack, BAB +4) +2 ToHit with Primary Attack & +1 with Off Hand Attack
Weapon, Double, Power, Improved (reqs: TWF, Power Attack, BAB +6, PDW) When wielding a double weapon, you add one and one-half your STR bonus to damage rolls with both your primary and secondary attacks.
Weapon, Favored (reqs: BAB +4, W Focus) +1 ToHit & +2 Damage
Weapon, Proficiency, Improvised (reqs: BAB +2) suffer only a -2 ToHit with an Improvised Weapon or weapon with which you aren't proficient.
Weapon, Proficiency, Improvised, Improved (reqs: IWP) suffer only a -1 ToHit with an Improvised Weapon.
Will, Iron: +2 Will
Will, Keep Focused (reqs: Wis 13, Iron Will) add CON to WILL Saves
Will, Superior: +4 Will
Woods Craft: +2 K Nature & Survival
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