It'd make sense as a feat by itself, power wise, but doesn't make any sense thematically even though it'd be nice to never suffer a drawback for your chosen weapon type. Simple, Martial, and Exotic Weapons wrote: 12 people marked this as FAQ candidate. Even if I couldn't have found those, I'd disagree with your conclusion. The glittering hoard of a terrifying dragon. shakespeare quotes about trees; pathfinder archery feat tree. I just want to kill someone with a shovel, and throw chisels. You take a -2 item penalty to attack rolls with an improvised weapon. Normal: A torch used in combat is treated as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.". I have only really asked this here, hoping to get an official response, due to the many voices who don't agree, who would end up telling me my character is not legal for play (in PFS.). Ah.. MagusJanus, I can't get a point out of what you just said that has any reliance in the discussion we're having. Looking at Simple Weapon Proficiency we see: You are trained in the use of basic weapons. It is considered a double weapon for purposes of creating masterwork or magical versions of this weapon. These columns give the base damage dealt by the weapon on a successful hit. It also tells me that for any class/archetype that focuses on using improvised weapons is going to be proficient with them. "Nothing you can't spell will ever work." "Musket, Warhammer: This musket has a warhammer head at the end of its barrel, which allows it to be used as both a musket and a warhammer. If you dont know what Performance Combat is, dont worry about it. Think of Masterwork improvised weapons as items that are higher quality when used for combat - for instance, Shale is thin and rather brittle while Obsidian is much harder and can be quite sharp. Is there a free software for modeling and graphical visualization crystals with defects? Recent Changes Ah. You don't seem to be following your own logic. "proficiency (no penalty for using an improvised weapon or not having the required proficiency). Which is why people ask if other things that negate the minuses do the same thing as those feats. . It does say proficiency in the name of the feat but in my opinion, the feat only does what is listed in the "benefit/normal/special" section, the rest is just description/fluff. Create an account to follow your favorite communities and start taking part in conversations. There is not a feat that grants "proficiency" of any kind. An improvised thrown weapon has a range increment of 10 feet. "Musket, Axe: It can be used as both a musket and a battleaxe. However, I can see why someone else would view it differently. of MagusJanus, you seem to have missed the point really. An improvised thrown weapon has a range increment of 10 feet. That isn't really any different than carrying a sword and then knives; except hte knife and swords are more effective with the same amount of investments. If you move far enough away that the creature youre grappling is no longer within the weapons reach, you end the grapple with that action. 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. Foes are surprised by your skilled use of unorthodox and improvised weapons. A character cannot apply his Strength modifier on damage rolls with a projectile weapon unless its a sling or a specially built composite shortbow or composite longbow. Unfortunately, there are a great number of folks (at least one 5 star GM included) that disagree. If their whole shtick is using improvised weapons, wouldn't you think they should be pretty good at it? Although shuriken are thrown weapons, they are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown (meaning that they are destroyed if they hit, and have a 50% chance to survive a miss). | FateCoreSRD Now, where is the evidence that improvised weapons are a different category? A one-handed weapon can be used in one hand, but is typically heavier than a one-handed weapon. Just look at how much of an issue the Bastard Sword FAQs caused. Unlike with a double-barreled pistol, you can only shoot one barrel at a time. Background: I was playing around with the Monk of the Empty Hand archetype, and started to wonder if Improvised Weapon Mastery and Improved Critical stack. The feats could be called martial swings and things, simple uses and exotic particles but the only things that matter are what is said in the statistics line. Improvised weapons are simple weapons. Most classes are proficient with simple weapons. (emphasis mine) An astute observer notices that there is no difference between a thrown melee weapon and an improvised weapon when it comes to the mechanical aspects. If you attack with something that wasnt built to be a weapon, such as a chair or a vase, youre making an attack with an improvised weapon. Barring some new feat or feature that specifically overrides that, we're kinda stuck. There are. But then, I can also see the opposite case where they would stack. She chooses one of the following combat maneuvers: bull rush, drag, disarm, sunder, reposition, or trip. | GumshoeSRD RAW, the only thing that grants weapon proficiency (with any weapon) are Race and Class features. Martial Weapon Proficiency and Exotic Weapon Proficiency both grant it to a single weapon of the correct type. Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. For example purposes, the character in question is a Barbarian with the feat Throw Anything, trying to throw a great club at a target. Not seeing how you say one subset is cool and the other isn't. Traveller SRD This replaces the bonus combat feat gained at 2nd level. Not getting point. The developers have also stated that common sense should be applied but many people (and I am definitely referencing some GM's) do not care to apply that recommendation. 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).". Incidentally, using the They need not select this feat. This option will reset the home page of this site. We know a torch can be a weapon and the trait says you gain proficiency in any weapon you make And, on careful reading, I was wrong. Action Dice and when defending yourself against an . How much damage does a thrown tower shield deal? How small stars help with planet formation. If it is not a weapon to start with then it cannot be enchanted as a weapon. So what you are looking at is something that doesn't make any sense and isn't supported by the rules text. I looked over the Weapon Improviser and thought that it was pretty underwhelming, so I figured I'd try and buff it a bit. The problem is that James Jacobs is not the final authority for rules questions which is why I didn't just take that as fact. | 13th Age SRD Any attack at more than this distance is penalized for range. longspear as an improvised weapon in this way would not allow you to 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. The rules are silent on how long it would An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. | d20PFSRD This alters the brawlers armor proficiencies. Specifically, say a 10th level Monk of the Empty Hand has Improvised Weapon Mastery and Improved Critical (Quarterstaff). Yeah that gives you a lot of ability with them, but they aren't as effective as real weapons so it feels like it would even out. but thats a whole different bag). Either way, I'm left scratching my head and saying to myself "So?". Yes, I can certainly see this interpretation. Is there a limit to the types of thrown improvised weapons usable without penalty with Throw Anything? You have a torch that deals 1d2 B damage plus 1d4+1 fire damage and not only to you not take a minus to hit, you get a +1 bonus! 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. hahaha. Benefit: You make attack rolls with simple weapons without penalty. so you could take weapon trainning:improvised, or weapon focus: improvised. You must remove the buckler to reload the gun. Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules. Definitely not an assumption, it's defined, which means that improvised weapon mastery definitely expands it. Such a weapon has a range increment of 10 feet. Normal: When using a weapon with which you are not proficient, you take a 4 penalty on attack rolls. Now, where are simple weapons defined? Simple Weapon Proficiency grants it with all simple weapons, whether ranged or melee. 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'. The classic look for the Archives of Nethys. Improvised Weapons itself states: Sometimes objects not crafted to be weapons nonetheless see use in combat. Generally easy to use, and include weapons like maces, spears, and crossbows. Do the Improvised Weapon Mastery and Shikigami Style feats stack? Now, when I talked about excluding ranged/melee, I pointed out that the feats don't do that when they're proficiency feats. Established in 1941, the 509th Parachute Infantry Battalion would gain the distinction of being the first American paratrooper unit to perform a live combat jump, dropping into North Africa as part of the joint U.S./British opening of Operation Torch. How does the listings affect being proficient? If they did become proficient with them, they would no longer be improvised. 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. Learn more about Stack Overflow the company, and our products. So I've got a mythic ability, a feat and some race traits that disagree with you. Special: If the weapon has any magical enchantments, you may apply them to any improvised weapon attacks made with the shaft. Ahh, thanks for linking to that. Also look at the Firebrand/Torch Bearer feat. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is. Also, I have talked about patterns of feats; you have not posted one single feat that breaks the pattern I established, or even found one single rule that supports your challenge to how I presented Firearms Proficiency beyond your personal houserules. Catch Off Guard is a prerequisite for Improvised Weapon Mastery. I don't see what that has to do with anything Catch Off Guard is for melee and Throw Anything is for ranged. Now, neither of these say "you are proficient", they simply say you can attack without the -4 penalty. The Fire Bomber (Alchemist; Goblin) "treats a torch as a simple weapon" and that means they are proficient with it. Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. Check the descriptions of Exotic Weapons before considering one. Cost: This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). 3.) In addition to being a melee/ranged weapon, weapons can have other special rules which make them useful for certain purposes. Special: You can gain Improved Critical multiple times. As shown by the Combat Scabbard the weapon can be counted as a weapon AND an improvised one. 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. I'd love to have a battle cleric with a polearm who could wield the haft as an improvised weapon after casting Magic Weapon on it, but nothing about that is uncontroversial. The column labeled Dmg (S) is for Small weapons. 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. Improvised Weapon Mastery does in fact expands the threat range of a weapon. You want a sweet torch, go goblin. The oracle's rock throwing revelation doesn't call out specifically proficency but sure implies it. An improvised thrown weapon has a range increment of 10 feet. Because most characters need to spend a feat to gain proficiency with any double weapon except a quarterstaff, most people who use two-weapon fighting dont both using a double weapon. to 50 The concept of a masterwork rock just hurts my mind. Restoring any closed widgets or categories. Most reach weapons double the wielders natural reach, allowing medium creatures to strike a creature 10 feet away, but not a creature in an adjacent square. Benefit: You do not suffer any penalties for using an improvised melee weapon. There are two types of proficiency granted by the proficiency feats. I'm not sure what 'one proficiency feat' you're talking about or what meaning it'd have if i did. This value is the weapons price in gold pieces (gp) or silver pieces (sp). This isn't an attempt to possibly break anything, but if you've taken a look at the rules in Pathfinder there generally aren't any. It indicates whether a melee weapon, when wielded by a character of the weapons size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon. Improvised pummel doesn't need bonus damage to be balanced, as the "cost" of breaking your improvised weapon is already mitigated by a) there almost always being more stuff you can improvise weapons from in the area, and b) the hardness rule included making it so you can start with anything metal or stone and have that not break in the first place until you've advanced in level and by then you've got good odds of being able to find harder stuff to keep on hand to keep not actually suffering a loss at all. with Improvised Weapons provided one were willing to spend the necessary feats to do so. They provide options whether you are exploring, conversing, or in the thick of combat. We are discussing feats, are we not? (e.g. . Proficiency is being able to use a weapon without the non-proficient penalty and being able to make attack rolls weapon without the penalty is the 'normal' way to use them. I found an official FAQ on the Paizo website where an individual asked if they could use their longspear as an improvised weapon to attack adjacent creatures. What there is not is a feat that grants improvised weapon proficiency. Your using a melee weapon in melee and a ranged in ranged. Light theme with purplish hues and a simpler font. Indeed, the archetype changes the class features, so this is a class feature, I would say. A hinyasi treats improvised weapons as weapons from the close fighter weapon group. The bonus is not added to the actual damage of the coup de grace attack. A variant of the Dark theme, with stronger color contrast. Granted by the weapon can be counted as a weapon with which you are trained in the thick of.. 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Not seeing how you say one subset is cool and the other is n't supported by the rules.... By your skilled use of basic weapons, and Throw chisels one-handed weapon any! Grants weapon proficiency ( with any weapon ) are Race and class features so! A different category excluding ranged/melee, I can see why someone else view! A prerequisite for improvised weapon pathfinder improvised weapon penalty does in fact expands the threat range of a masterwork rock just hurts mind! To do so case where they would stack `` Nothing you ca n't spell will pathfinder improvised weapon penalty work. case they! Rules which make them useful for certain purposes not select this feat ask!
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