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UA:Weapon Group (Exotic Double Weapons)

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Weapon Group (Exotic Double Weapons) [General] Edit

You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.

Prerequisite: Base attack bonus +1

Benefit: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use.

Some exotic double weapons require you to be proficient with two weapon groups to gain proficiency in their use from this feat.

Axes: orc double axe, dwarven urgrosh [must also have Weapon Group (spears and lances)].

Flails and Chains: dire flail, gyrspikeAaEG [must also have Weapon Group (heavy blades)].

Heavy Blades: double scimitarAaEG, gyrspikeAaEG [must also have Weapon Group (flails and chains)], two-bladed sword.

Maces and Clubs: double maceAaEG.

Picks and Hammers: double hammerCW, gnome hooked hammer.

Spears and Lances: dwarven urgrosh [must also have Weapon Group (axes)].

Normal: When using a weapon with which you are not proficient, you take a −4 penalty on attack rolls.

Special: If you include exotic double weapons from sources other than the d20 System Reference Document, the DM should assign those weapons to a group as appropriate for the campaign. The lists above includes weapons featured in the Arms and Equipment Guide (marked AaEG) and Complete Warrior (marked CW).

Barbarians, bards, clerics, fighters, monks, paladins, rangers, and rogues may select Weapon Group (exotic double weapons) as one of their 1st-level Weapon Group proficiencies.

A fighter may select Weapon Group (exotic double weapons) as one of his fighter bonus feats.



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