Two hands are required to use a two-handed melee weapon effectively. I'll restate that the root of this issue seems to lie in the fact that Weapon Proficiency is not well defined, which is why I believe there should be clarification. An improvised weapon scores a threat on a natural roll of 20 and deals double Damage on a critical hit. You can gain Martial Weapon Proficiency multiple times. You want a sweet torch, go goblin. to 50 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. Weapons primarily deal damage, and some have additional special properties. All you've proves in all that text in your last post is that weapons you aren't proficient in take a -4 to hit. Brace: If you use a readied action to set a Brace weapon against a charge, you deal double damage on a successful hit against a charging creature. Based on this information, it would seem like Catch Off-Guard does grant proficiency with improvised weapons. 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." You also can't enchant improvised weapons, because they aren't weapons. Exotic Weapons need Exotic Weapon Proficiency. I guess what it boils down to is whether Improvised Weapon Mastery expands the threat range (like the Keen weapon property or the Keen Edge spell), or if it just changes the base critical threat range, similar to how the Ascetic Strike feat says to use the unarmed damage of a monk four levels lower than your character level. If you add torch bearer You can up the weapon damage to 1d4 and make it a light weapon too. Restoring any closed widgets or categories. Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a Performance Combat check, you gain a +2 bonus on that check. IMO proficiency is the ability to use a weapon without a penalty do to non-proficiency. Should the alternative hypothesis always be the research hypothesis? I give MUCH more weight to actual rules text than some mystery pattern you seem to see in the existing proficiency feats. Good Exotic Weapons generally have a special rule which makes them appealing. The text is not as clear as it could have been, I guess, but hopefully common sense can step in to bolster that if someone doesn't read this post? Pathfinder 2E question about proficiency and improvised weapons, If this is your first visit, be sure to This effect lasts only while you have the weapon in hand; you must "relearn" the weapon each time you pick it up. If it can be used as a coat pistol then weapon focus (coat pistol) should work with it. Some weapons also cause specific critical hit effects, which are listed in the weapon tables and described beginning on page 182. from Catch Off-guard sure sounds the same to me. Press J to jump to the feed. The proficiency feats follow this logic by just allowing "You make attack rolls with the selected weapon normally (without the non-proficient penalty)." ! A hinyasi treats improvised weapons as weapons from the close fighter weapon group. Once again, same as Simple Weapon proficiency. A masterwork weapon is a finely crafted version of a normal weapon. Improvised Weapons are considered items like wine bottles, chairs, and etc, but CAN they be enchanted and still have effects as those of "normal" weapons? Weapon Focus (longspear), but you would apply any benefits from using Without using magic, you cant add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). Some weapons have special features in addition to those noted in their descriptions. There's non-standard English ways of explaining the RAW and noting that the feats don't grant proficiency, but then you're being pedantic for no real purpose. Reach weapons are good for characters who need to defend weaker characters because they make it more difficult for enemies to move past you without being attacked. It also tells me that for any class/archetype that focuses on using improvised weapons is going to be proficient with them. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it. Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. Yes, this is a minor issue. A one-handed weapon can be used in one hand, but is typically heavier than a one-handed weapon. A character who uses a weapon with which he is not proficient takes a 4 penalty on attack rolls with that weapon. An improvised weapon is an object that is not crafted to be a weapon that is used as a weapon. Natural weapons are never granted proficiency via a feat, and siege weaponry happens to include such things as battering rams. The original alternate theme for the Archives of Nethys. If so, is it then possible to take Weapon Focus (and other feats which require weapon proficiency) with an improvised weapon? 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).". take to shift between the two, but switching between a one-handed and Such a weapon has a range increment of 10 feet. For instance a Manticore's spikes aren't natural weapons but a special ability. Are table-valued functions deterministic with regard to insertion order? Reach: You can use a Reach weapon to strike opponents 10 feet away, but you cant use it against an adjacent foe. The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon. I've had gm's follow the 0penalty =proficient enough, (and for that matter allows masterwork if it can be done (whether as a weapon or masterwork tool) then allows it be enchanted as a weapon anyway. 2 people marked this as a favorite. 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. Why is Noether's theorem not guaranteed by calculus? We are discussing feats, are we not? An improvised weapon scores a critical threat on a natural roll of 20 and deals double damage on a critical hit. If a weapons designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature cant wield the weapon at all. If two damage ranges are given in the same column, then the weapon is a double weapon. Note that one of those is a spell and two of them are almost treated as the same. In this case, it threatens only your adjacent squares, and not There are some Classes/Archetypes that state that whatever you use turns into such and such based off of its general shape. 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. A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. ", "Pistol, Dagger: A combination of a coat pistol and a blade, the dagger pistol can be used as both weapons. | Gods and Monsters SRD I should also note, that the devs have commented in the past that they wished some of us didn't read the rules so pedantically because they are explicitly written to be read in plain english and not parsed this strictly. Weapon Qualities Here is the format for weapon entries (given as column headings on Table: Weapons). Some weapons deal triple or quadruple damage. Legal Information/Open Game License. You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour. Most classes are proficient with simple weapons. Thus, they do not take a nonproficient penalty when using improvised weapons. Not getting point. Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. The glittering hoard of a terrifying dragon. Some weapons have a special weight. A projectile weapon can shoot up to 10 range increments. So, I would say no. If it is not a weapon to start with then it cannot be enchanted as a weapon. For details on how critical hits work, see the Combat section of this guide. Also look at the Firebrand/Torch Bearer feat. It is considered a double weapon for purposes of creating masterwork or magical versions of this weapon. A warhammer musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. Fragile: Fragile weapons cannot take the beating that sturdier weapons can. 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. I brought up the martial weapon proficiencies of classes because I figured someone would bring it up anyway, so I merely cited it to show it as an exception. Improvised Weapon Mastery grants the similar effect, a removal of a negative modifier, with all improvised weapons. You take a 2 item penalty to attack rolls with an improvised weapon. . Seriously? I'd argue that the Exotic Weapon Proficiency (firearms) only gives you the firearms part of those weapons (musket or pistol) and you require the normal proficiencies for the dagger, battle axe and/or warhammer. Here's the definition: "Weapons are grouped into several interlocking sets of categories. Your changes to Surprise Strike actually make it far more limiting than it is as written, because an opponent that goes before you do would then not be caught off-guard by you grabbing a chair and smashing them with it - and adding in the bypassing of resistance to non-magical attacks is too much. If this is a newcomer to the game, remember to be welcoming and kind. Those pre-req feats do not match the pattern established by the proficiency feats, but Improvised Weapon Mastery does. And this feat makes it a fair trade to actually cost you something and give you some bonus damage in exchange. Some Exotic Weapons only provide a tiny bit more damage than their Martial equivalent (Longsword vs. Bastard Sword), so dont be tempted by those weapons. Every weapon has a size category. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). The question is, is this the intention? This post is labelled with the Advice flair, which means extra special attention is called to the Be Kind and Respectful rule. The glittering hoard of a terrifying dragon. In Pathfinder, if a weapon is thrown by a character at a target, does it become an improvised thrown weapon? Extended sig of lists and indexes When she hits an opponent with an improvised weapon, the hinyasi can perform her chosen combat maneuver against the same target as a free action. You Interact to pick up a nearby object you could use as an improvised weapon. You could argue that Improvised Weapon Mastery doesn't expand the threat range of a weapon because it doesn't look at it's previous range, just sets it to a constant value. Correct. However, a lot of characters with martial weapon proficiency have it with the whole range. It doesn't take a hypothetical 20/x2 fiery sword and then expand it to a scimitar, it just starts out there. An improvised thrown weapon has a range increment of 10 feet. The rules do not make it clear what "weapon proficiency" even is which I think is the root of the problem. Press question mark to learn the rest of the keyboard shortcuts. You are trained in the use of basic weapons. "Benefit: You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon. It only takes a minute to sign up. I don't agree with it, but I understand it. Throw Anything's improvised ranged are a subset of improvised. A reach weapon is a melee weapon that allows its wielder to strike at targets that arent adjacent to him. Most projectile weapons require two hands to use (see specific weapon descriptions). The default theme for the Archives of Nethys, forged on the fires of CSS3. the further squares. Your using a melee weapon in melee and a ranged in ranged. Each time you take the feat, it applies to a new type of weapon. There is no mention of "improvised" anywhere in this text. Grapple: On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. The first two exclude a category, whether it is ranged or melee. A weapons size category isnt the same as its size as an object. 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. That for any class/archetype that focuses on using improvised weapons, because they are n't natural weapons a... 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