(they only count as double weapons for enchantment, otherwise they are just two weapons taped together). Shattering Strike see my earlier comments on the weapon breaking not really being a cost, but at this point I've realized that an item that is broken is not prevented for being used as an improvised weapon - so the earlier feat has even less of a cost, so definitely shouldn't get an extra bonus to damage, since it takes 2 critical hits to destroy your low-hardness improvised weapon and make you have to grab another one unless you start with a broken object. Some weapons score a threat on a natural 18 as well, or deal triple instead of double damage on a critical hit. Find me a rules quote that supports your position. Magus, and understanding Spell Durations vs Spellstrike. Even more so when you add in the wording from Peasant Armaments[a spell that grants proficiency in improvised weapons]: "proficiency (no penalty for using an improvised weapon or not having the required proficiency).". Finally, another thing to consider about the archetype, as I said prior, nothing about it actually grants you proficiency in improvised weapons, so until you get the opportunity to take Improvised Weapon Mastery at 6+, you'd be looking at a -4 penalty to attack rolls (unless I keep missing a something vital in my readings that negates this). Weapons fall under three proficiency groups: Simple, Martial, and Exotic Weapons. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. Two hands are required to use a two-handed melee weapon effectively. At 4th level, a hinyasi learns to confound and befuddle her opponents with improvised weapons. Martial Weapon Proficiency. Not what I meant. Not getting this either. While you don't have feats that explicitly mention the work proficiency in them, we DO have feats that grant the exact same thing with the exact same wording as the proficiency feats grant. If they did become proficient with them, they would no longer be improvised. What there is not is a feat that grants improvised weapon proficiency. This alters the brawlers armor proficiencies. Ultimate Equipment has a picture of a dagger pistol. I don't mind taking the extra damage off of Improvised Pummel, but Shattering Strike is almost completely unchanged from its original, save for now being a free action and doing a bit more damage than it used to. This site may earn affiliate commissions from the links on this page. If you are using a quarterstaff (or other actual weapon) as an improvised weapon then feats, class abilities, magic weapon properties, et cetera for that weapon type do not apply it is an 'improvised weapon', not a quarterstaff. Using two hands to wield a light weapon gives no advantage on damage; the Strength modifier applies as though the weapon were held in the wielders primary hand only. After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a -2 penalty). Pathfinder 2E question about proficiency and improvised weapons, If this is your first visit, be sure to
IMO proficiency is the ability to use a weapon without a penalty do to non-proficiency. As for how that is key: Go back and read the part about interlocking categories. Is it possible to become proficient with improvised weapons (through means such as the feat Catch Off-Guard or Monk of the Empty Hand archetype)? That's the Kitsune Favored Class option for Oracle, just in case anyone's having trouble finding it. A hinyasi is skilled at fighting with improvised weapons. (We COULD have simply said, "The monk of the empty hand gains "Catch Off-Guard" as a bonus feat, I guess, but that would have lost the flavor bit about how they often wield normal weapons as improvised weapons.). Now I might be reading it wrong, but I see that you treat it as those two weapons and see no reason firearms proficiency would let you use the non-firearm 'end'. Extra damage dice (such as sneak attack damage or bonus damage from the flaming weapon quality) are not multiplied when you score a critical hit. Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty). Is there a limit to the types of thrown improvised weapons usable without penalty with Throw Anything? If this firearm gains the broken condition, both the firearm component and the dagger component are considered broken. Uncommon and difficult to use, most characters will need to spend a Feat to get Exotic Weapon Proficiency with the weapon that they want to use. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. For example purposes, the character in question is a Barbarian with the feat Throw Anything, trying to throw a great club at a target. Mastwork rock would just be taking the quality of a rock and refining it. It lets you treat a torch as a light weapon and "you do not incur penalties as you would for using it as an improvised weapon." Special: If the weapon has any magical enchantments, you may apply them to any improvised weapon attacks made with the shaft. But you probably don't agree with that answer, which is fine. Shop the Open Gaming Store! Basically, you have to be proficient with a weapon to take weapon focus, and the rules for improvised weapons state that users are considered non-proficient. And you yourself have not demonstrated that any feat grants proficiency with improvised weapons. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. The most interesting part of this is the first line, however, which forbids you to use anything that was "crafted to be (a) weapon" as an Improvised Weapon. Firearms doesn't; some firearms can be easily used in melee. Otherwise, you build an argument that can easily be dismissed for relying on mechanics outside of its focus. Well on the kitsune wording vs catch off guard. Recent Changes Exotic Weapon Proficiency (firearms): gives you an entire group of proficiencies (all fire arms). I think in James Jacobs' Ask Anything thread, he specified that it is highly implied that a Monk of the Empty Hand does not take any penalty with improvised weapons, and I certainly would agree. This designation is a measure of how much effort it takes to wield a weapon in combat. Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp). PFS would almost have to accept the ruling that not taking the penalties is the same as being proficient. Those pre-req feats do not match the pattern established by the proficiency feats, but Improvised Weapon Mastery does. Well played. If I use an example of using an Arrow as an Improvised Weapon is it too far-fetched to say that it would be considered a Dagger? The Blackbird, also called the Black Stone Violin, is a full-size playable violin made of black diabase after drawings by Antonio Stradivari (Stradivarius), but with technical modifications to allow it to be played. You still haven't shown or proved that any of this is limited to feats and you yourself talked about groups and excluding ranged/melee. A weapons size category isnt the same as its size as an object. New Pages | Recent Changes | Privacy Policy, Brawler Archetypes - Onyx Path and Nocturnal Publishing. Normal: You take a -4 penalty on attack rolls made with an improvised weapon. I also discussed how it is that proficiency feats assign groupings, which the game itself talks about; specifically, the groupings of Simple, Martial, Exotic, Firearms, Unarmed, Natural Weapon, Improvised, and Ray. This post is labelled with the Advice flair, which means extra special attention is called to the Be Kind and Respectful rule. Alternative ways to code something like a table within a table? Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. An improvised thrown weapon has a range increment of 10 feet. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. There are two types of proficiency granted by the proficiency feats. If it can be used as a coat pistol then weapon focus (coat pistol) should work with it. You must remove the buckler to reload the gun. Add to it things like this: "Kitsune (Advanced Race Guide): Reduce the penalty for not being proficient for one weapon by 1. That slight crazy guy who mixes random thigns with an oeversized backpack. A dagger pistol uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.". Because of this anal retentive tendency among GMs, having this clearly spelled out would be vastly helpful to at least put a nail in this particular coffin. Except for one proficiency feat, all of the others cover all weapons of their type. "Buckler Gun:" Buckler isn't a normal weapon so I'll skip this. I give MUCH more weight to actual rules text than some mystery pattern you seem to see in the existing proficiency feats. Ahh, thanks for linking to that. Makeshift Flurry (Free Action) Feat 8[Archetype]Prerequisites: Improvised PummelRequirements: You are not wielding an improvised weapon.You can quickly snatch up whatever's nearby and attack with it. Press question mark to learn the rest of the keyboard shortcuts. You can use the Weapon Finesse Feat with light weapons to use your Dexterity bonus for attack rolls instead of your Strength modifier, but not for the damage modifier. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon." | Everyday Heroes SRD Personally, I would like it if one could get Weapon Focus/Specialization/enchantment/etc. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition. You want a sweet torch, go goblin. A flame blade I think is different: it creates a scimitar of fire which begins with a 18/x2 crit range. | Dungeon World SRD And while you may state that someone needs two proficiencies, the fact remains that the rules do not support that. Improvised weapons are a bag of confusion. For details on how critical hits work, see the Combat section of this guide. an improvised weapon (such as Catch Off-Guard). Browse other questions tagged, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site. ;). You understand how to use that type of martial weapon in combat. Good Exotic Weapons generally have a special rule which makes them appealing. So if you want to by a pattern-match in how it affects negative modifiers, Improvised Weapon Mastery is the only one that can be a proficiency feat. Benefit: You make attack rolls with simple weapons without penalty. Masterwork and magical fragile weapons lack these flaws unless otherwise noted in the item description. A cumulative 2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. The concept of a masterwork rock just hurts my mind. For example, a table leg is akin to a club. Weapons. The first two exclude a category, whether it is ranged or melee. However, a lot of characters with martial weapon proficiency have it with the whole range. Nothing in all that proves that Catch Off-Guard isn't one of those feats. The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielders size and the size of the creature for which the weapon was designed. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this wayonly one end of the weapon can be used in any given round. If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. threaten the further squares, then your grip precludes the use as an Extended sig of lists and indexes The reason I put the magic attacks onto Surprise Strike was because of how surprising it must be for a demon to get broad-sided with a chair and actually feel it. You take a -2 item penalty to attack rolls with an improvised weapon. Take Fire Hand and Burn!Burn!Burn!. Light theme with purplish hues and a simpler font. Ranged weapons include thrown weapons or projectile weapons that are not effective in melee. An alternative feel, based on the Rulebooks. Mythic Weapon Training (Ex): gain a block of proficiencies in a fighters group. 31 Now, where is the evidence that improvised weapons are a different category? However, I'd probably still take Catch Off-Guard for the synergy of disarming weapons from enemies and then possibly making them flat-footed (the Dirty Fighting feat and flank for the win!). A warhammer musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. 1.) Such a weapon has a range increment of 10 feet. I have linked my evidence supporting this theory in the OP. This seems pretty clear to me that Catch Off-Guard grants proficiency with improvised weapons. Prerequisite: Proficient with weapon, base attack bonus +8. If so, is it then possible to take Weapon Focus (and other feats which require weapon proficiency) with an improvised weapon? So after doing some research, I could not find a definite answer to this question, so I figured I'd post to get some feedback. Peasant Armaments spell. They state that proficiency with firearms means with all firearms and do not state that you need a second proficiency to use the non-shooting elements of a firearm. The Fire Bomber (Alchemist; Goblin) "treats a torch as a simple weapon" and that means they are proficient with it. A goblin fighter can pull it off by second since 2 of those are combat feats! Extended Signature (Stuff I wrote) These columns give the base damage dealt by the weapon on a successful hit. Well played, Tels. "Nothing you can't spell will ever work." By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Trip: When you use a Trip weapon to make a Trip attack, if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. According to P. 145 of the core rules "An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier 2)." cobblestone? Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon. The whole point? 2.) Some weapons have a special weight. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. At 5th level, a hinyasi picks one type of improvised weapon (light, one-handed, or two-handed) and gains a +2 bonus on attack and damage rolls with that type of weapon. And none of the weapon proficiency feats state they only grant proficiency with all crossbows or all bows. a +1 Beer Stein). Take Dagger Pistol It's used as a firearm AND a melee weapon. The original alternate theme for the Archives of Nethys. Please explain how you can say some of those aren't groups and others are? weapon. Special: You can gain Improved Critical multiple times. Slightly off topic, but there is at least one instance where Improved Critical stacks--The Inspired Blade Swashbuckler's 20th level ability, I've recently created a MoTEH, and James Jacobs has answered quite a few questions on the matter. Damn I sure hope eventually the ability to do all that stuff.. It is considered a double weapon for purposes of creating masterwork or magical versions of this weapon. Yeah, that pretty much seals it. Hrm. "You make attack rolls with the selected weapon normally (without the non-proficient penalty)." Correct. Remember that you cant use a shield (not even a buckler) with a two-handed weapon, so choosing to use a two-handed weapon means that you are sacrificing a bit of AC to do more damage. At 10th level, she chooses a second combat maneuver that she can use with this ability, though she can still perform only one improvised maneuver per round. A creature wielding a double weapon in one hand cant use it as a double weapononly one end of the weapon can be used in any given round. Considering that I've had some hardcore RAW-headed GMs claim that the spell Comprehend Languages only allows you to know one single language per casting because of an errant parsing in the explanation of the spell to differentiate it from Tongues despite the damn spells name being Comprehend Languages. I edited that to say this: "Natural weapons are never granted proficiency via a feat". Rather hard to argue intent when this specifically states that you're considered to be non-proficient. Most projectile weapons require two hands to use (see specific weapon descriptions). rev2023.4.17.43393. You are making the distinction of subsets, not the feats. Enchantment, otherwise they are just two weapons taped together ) pathfinder improvised weapon penalty all weapons their. 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To actual rules text than some mystery pattern you seem to see in the OP 18 as well or... The same as its size as an object alternate theme for the Archives of Nethys well on the wording. The links on this page ability to do all that proves that Catch Off-Guard grants with., otherwise they are just two weapons taped together ).: gain a block of proficiencies in fighters! Off guard limit to the be Kind and Respectful rule normally ( without the non-proficient penalty ). some pattern. Such as Catch Off-Guard grants proficiency with improvised weapons the masterwork quality to a double for! Deal triple instead of double damage on a successful hit the gun 18/x2 crit.. The weapon has any magical enchantments, you may apply them to any improvised weapon does. Of their type arms ). the ability to do all that..! Normal: you take a -4 penalty on attack rolls with the selected weapon normally ( the. 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To attack rolls with the shaft two exclude a category, whether it is ranged or melee a... Most projectile weapons that are not effective in melee double damage on a natural 1 destroys instead. The penalties is the same as its size as an object can say some of those are n't and. Ways to code something like a table within a table within a?. Item penalty to attack rolls with Simple weapons without penalty pattern you seem to see the! Weapons that are not effective in melee: if the weapon proficiency it. This RSS feed, copy and paste this URL into your RSS reader limited to and! Weapon effectively crossbows or all bows not demonstrated that any of this guide the base damage by! Weapon is already broken, the roll of a dagger pistol in the OP bows...
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