Pathfinder improvised weapon

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Martial Weapons

(Martial)
Light Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Axe, boarding6 gp1d41d6x33 lbs.P or SPPZO94102
Axe, throwing8 gp1d41d6x210 ft.2 lbs.SPZO1110
Blade boot25 gp1d31d4x22 lbs.Psee textPPZO9410
Cat-o’-nine-tails1 gp1d31d4x21 lb.Sdisarm, nonlethalPPZO94102
Claw blades305 gp1d31d4x22 lbs.B or Ssee textPZO1121
Dagger, dueling12 gp1d31d419–20/×210 ft.1 lb.P or Ssee textPPZO94102
Dogslicer8 gp1d41d619-20/x21 lb.SfragilePZO1121
Hammer, light1 gp1d31d4x220 ft.2 lbs.BPZO1110
Gladius15 gp1d41d619-20/x23 lbs.P or SperformancePZO1118
Handaxe6 gp1d41d6x33 lbs.SPZO1110
Katar, tri-bladed6 gp1d31d4×42 lbs.PPPZO94102
Knife, switchblade5 gp1d31d419-20/x210 ft.1 lb.PPPZO9410
Kobold tail attachment, long lash15 gp1d41d6x21 lb.SreachPZO1121
Kobold tail attachment, (pounder)1 gp1d61d8x24 lbs.BPZO1121
Kobold tail attachment, (razored)3 gp1d61d819-20/x22 lbs.SPZO1121
Kobold tail attachment, (spiked)3 gp1d61d8x32 lbs.PPZO1121
Kobold tail attachment, (sweeper)7 gp1d41d6x23 lbs.BtripPZO1121
Kukri8 gp1d31d418–20/x22 lbs.SPZO1110
Machete10 gp1d41d619-20/x22 lbs.SPZO9468
Pick, light4 gp1d31d4x43 lbs.PPZO1110
Ratfolk tailblade11 gp1d21d3x21/2 lb.SPZO1121
Sap1 gp1d41d6x22 lbs.BnonlethalPZO1110
Sea-knife8 gp1d31d419-20/x21 lb.SPZO1121
Shield, light3 gp/9 gp1d21d3x2specialBPZO1110
Spiked armorspecial1d41d6x2specialPPZO1110
Spiked shield, light13 gp/19 gp1d31d4x2specialPPZO1110
Starknife24 gp1d31d4x320 ft.3 lbs.PPZO1110
Sword, short10 gp1d41d619-20/x22 lbs.PPZO1110
War razor8 gp1d31d419-20/x21 lb.SPZO9226-Revised
(Martial)
One-Handed Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Ankus8 gp1d61d8x25 lbs.Pdisarm, tripPZO9468
Battleaxe10 gp1d61d8x36 lbs.SPZO1110
Combat scabbard1 gp1d41d6x21 lb.Bimprovised, see textPPZO9410
Cutlass15 gp1d41d618-20/x24 lbs.SPPZO94102
Flail, light8 gp1d61d8x25 lbs.Bdisarm, tripPZO1110
Gandasa15 gp1d62d4x34 lbs.SPZO9468
Klar12 gp1d41d6x26 lbs.SPZO9226-Revised
Longsword15 gp1d61d819-20/x24 lbs.SPZO1110
Manople17 gp1d61d8x24 lbs.P or Sblocking, disarmPZO9468
Pick, heavy8 gp1d41d6x46 lbs.PPZO1110
Rapier20 gp1d41d618–20/x22 lbs.PfinessePZO1110
Scabbard, combat (sharpened)10 gp1d41d6x21 lb.Ssee textPPZO9410
Scimitar15 gp1d41d618–20/x24 lbs.SPZO1110
Scizore20 gp1d81d10x23 lbs.PPZO1118
Shield, heavyspecial1d31d4x2specialBPZO1110
Spiked shield, heavy17 gp/30 gp1d41d6x2specialPPZO1110
Sword cane45 gp1d41d6x24 lbs.Psee textPZO1115
Terbutje5 gp1d61d819-20/x22 lbs.SfragilePPZO9410
Terbutje, steel20 gp1d61d819-20/x24 lbs.SPPZO9410
Trident15 gp1d61d8x210 ft.4 lbs.PbracePZO1110
Warhammer12 gp1d61d8x35 lbs.BPZO1110

FAQ

What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).

[Source]

(Martial)
Two-Handed Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Bardiche13 gp1d81d1019-20/x214 lbs.Sbrace, reach, see textPZO1115
Bec de corbin15 gp1d81d10x312 lbs.B or Pbrace, reach, see textPZO1115
Bill11 gp1d61d8x311 lbs.Sbrace, disarm, reach, see textPZO1115
Earth breaker40 gp1d102d6x314 lbs.BPZO9226-Revised
Falchion75 gp1d62d418–20/x28 lbs.SPZO1110
Flail, heavy15 gp1d81d1019-20/x210 lbs.Bdisarm, tripPZO1110
Glaive8 gp1d81d10x310 lbs.SreachPZO1110
Glaive-guisarme12 gp1d81d10x310 lbs.Sbrace, reach, see textPZO1115
Greataxe20 gp1d101d12x312 lbs.SPZO1110
Greatclub5 gp1d81d10x28 lbs.BPZO1110
Greatsword50 gp1d102d619-20/x28 lbs.SPZO1110
Guisarme9 gp1d62d4x312 lbs.Sreach, tripPZO1110
Halberd10 gp1d81d10x312 lbs.P or Sbrace, tripPZO1110
Hammer, lucerne15 gp1d101d12x212 lbs.B or Pbrace, reach, see textPZO1115
Horsechopper10 gp1d81d10x312 lbs.P or Sreach, tripPZO1121
Lance10 gp1d61d8x310 lbs.PreachPZO1110
Ogre hook24 gp1d81d10x310 lbs.PtripPZO9226-Revised
Pickaxe14 gp1d61d8x412 lbs.PPAP14
Planson10 gp1d81d10x210 lbs.B or PbracePZO9468
Ranseur10 gp1d62d4x312 lbs.Pdisarm, reachPZO1110
Scythe18 gp1d62d4x410 lbs.P or StripPZO1110
Spear, syringe100 gp1d61d8x320 ft.6 lbs.Pbrace, see textPPZO9410
(Martial)
Ammunition
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Arrows, common (20)1 gp3 lbs.PPZO1110
Arrows/bolts, barbed (20)2 gpsee textsee textsee textsee text3 lbs.PgrapplePPC:RTT
Arrow, bleeding (1)360 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrows, blunt (20)2 gp3 lbs.Bsee textPZO1115
Arrow, distance (iron-tipped) (20)1 gp4 lbs.PRG:UC
Arrow, durable (1)1 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, dye (1)1 gpsee textsee textsee textsee text4 lbs.see textPPC:Elves
Arrows, flight (20)2 gpsee text3 lbs.Psee textPZO1115
Arrows/bolts, incendiary (20)10 gpsee textsee textsee textsee text3 lbs.see textsee textPPC:RTT
Arrow, lodestone (1)10 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, pheromone (1)15 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrows/bolts, pronged (20)2 gpsee textsee textsee textsee text3 lbs.see textsee textPPC:RTT
Arrow, raining (1)30 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, slow burn (1)150 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, smoke (1)10 gpPsee textPZO1115
Arrow, splintercloud (1)25 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, tanglefoot (1)20 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrow, thistle (1)1 gp0.15 lbsPsee textPPZO9410
Arrow, throwing (1)5 spsee textsee textsee textsee text1/2 lb.see textsee textPPC:RTT
Arrow, trip (1)25 gpsee textsee textsee textsee textsee textsee textsee textPPC:Elves
Arrows, whistling (20)2 gp3 lbs.PZO1118

Exotic Weapons

(Exotic)
Light Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Aklys5 gp1d41d6x220 ft.2 lbs.Bperformance, tripPZO1118
Axe-Gauntlet, Dwarven Light16 gp1d41d6x35 lbs.Sblocking, disarmPPC:HftF
Axe, knuckle9 gp1d41d6x32 lbs.Smonk, performancePZO1118
Barbazu beard25 gp1d31d4x25 lbsSsee textPPC:Devils
Battle poi5 gp1d3 (fire)1d4 (fire)x22 lbs.firePPZO9410
Dagger, swordbreaker10 gp1d31d4x23 lbs.Sdisarm, sunderPZO1115
Flying Talon15 gp1d31d4x210 ft.5 lbs.Pdisarm, tripPPZO94102
Gnome pincher10 gp1d41d6x22 lbs.Bdisarm, see textPZO9468
Halfling rope-shot1 gp1d41d6x21 lb.BdisarmPZO9468
Helmet, dwarven boulder20 gp1d31d4x210 lbs.Bsee textPZO1121
Kama2 gp1d41d6x22 lbs.Smonk, tripPZO1110
Knife, butterfly5 gp1d31d419-20/x21 lb.P or SPPZO9410
Knife, deer horn10 gp1d31d4x320 ft.3 lbs.Pblocking, monkPZO9468
Maulaxe, dwarven25 gp1d41d6x310 ft.5 lbs.B or SPPZO9410
Nunchaku2 gp1d41d6x22 lbs.Bdisarm, monkPZO1110
Quadrens8 gp1d41d619-20/x22 lbs.PperformancePZO1118
Razor, drow25 gp1d31d418–20/×22 lbs.Ssee textPPZO94102
Rope gauntlet2 sp1d31d4x22 lbs.B (or S)PPZO9410
Sabre, sawtoothAA135 gp1d61d819-20/x22 lbs.SPPZO9410
Sai1 gp1d31d4x21 lb.Bdisarm, monkPZO1110
Sanpkhang60 gp1d31d419–20/×21 lb.P or Smonk, see textPPZO94102
Siangham3 gp1d41d6x21 lb.PmonkPZO1110
Sica10 gp1d41d6x22 lbs.SperformancePZO1118
Thorn bracer30 gp1d41d6x23 lbs.PPCS
War-shield, dwarven50 gp1d41d6×28 lbs.P or Ssee textPPZO94102
Waveblade5 gp1d41d618–20/×22 lbs.P or Smonk, see textPPZO94102
Whip, scorpion5 gp1d31d4x23 lbs.Sdisarm, performance, reach, tripPZO1118
(Exotic)
One-Handed Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Axe-Gauntlet, Dwarven Heavy21 gp1d61d8x35 lbs.Sblocking, disarmPPC:HftF
Axe, hooked20 gp1d61d8x37 lbs.Sdisarm, performance, tripPZO1118
Broken-back seax40 gp1d81d1019–20/×24 lbs.P & Ssee textPPC:MAH
Estoc50 gp2d32d418–20/x24 lbs.PPZO9468
Falcata18 gp1d61d819-20/x34 lbs.SPZO1115
Flickmace20 gp1d61d8x210 lbBreach, tripPC:GoG
Flindbar9 gp1d61d8x26 lbs.B and Pdisarm, tripMC
Khopesh20 gp1d61d819-20/x28 lbs.StripPZO1115
Knobkerrie5 gp1d41d6x220 ft.4 lbs.Bsee textPPC:RTT
Ram Hammer, Dwarven25 gp1d61d8x310 ft.5 lbs.BPPC:HftF
Rapier, spiral80 gp1d41d618–20/×23 lbs.Pblocking, disarm, see textPPZO94102
Rhoka5 gp1d61d818-20/x26 lbs.SPPZO9410
Sabre, sawtoothAG35 gp1d61d819-20/x22 lbs.SPZO9226-Revised
Shotel30 gp1d61d8x33 lbs.PperformancePZO1118
Sickle-sword20 gp1d61d819–20/×24 lbs.Sdistracting, see textPPZO94102
Split-blade sword200 gp1d102d6×28 lbs.Sdisarm, trip, see textPPC:MAH
Sword, dueling20 gp1d61d819-20/x23 lbsSPZO9226-Revised
Sword, bastard35 gp1d81d1019-20/x26 lbs.SPZO1110
Tongi18 gp1d41d619-20/x34 lbs.PPZO9468
Waraxe, dwarven30 gp1d81d10x38 lbs.SPZO1110
Waraxe, dwarven double60 gp1d81d10x312 lbs.Ssee textPZO1121
Whip1 gp1d21d3x22 lbs.Sdisarm, nonlethal, reach, tripPZO1110
(Exotic)
Two-Handed Melee Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1Type2SpecialSource
Axe, Orc Double60 gp1d6/1d61d8/1d8x315 lbs.SdoublePZO1110
Axe, Butchering65 gp1d123d6×325 lbs.Ssee textPPZO94102
Battle Ladder, gnome20 gp1d4/1d41d6/1d6x28 lbs.BtripPPZO94102
Boarding gaff8 gp1d4/1d41d6/1d6x28 lbs.Sdouble, reach, tripPPZO94102
Chain-hammer35 gp1d4/1d41d6/1d6×220 ft.8 lbs.Bdouble, see textPPZO94102
Chain, spiked25 gp1d62d4x210 lbs.Pdisarm, tripPZO1110
Crook1 gp1d41d6x25 lbs.Breach, tripPZO9468
Curve blade, elven80 gp1d81d1018–20/x27 lbs.SPZO1110
Dorn-Dergar, dwarven50 gp1d81d10x215 lbs.Breach, see textPPZO94102
Double spear25 gp1d6/1d61d8/1d8×312 lbs.PdoublePPC:MAH
Elven branched spear20 gp1d61d8x310 lbs.Pbrace, reachPZO9468
Fauchard14 gp1d81d1018-20/x210 lbs.Sreach, tripPPZO94102
Flail, dire90 gp1d6/1d61d8/1d8x210 lbs.Bdisarm, double, tripPZO1110
Flailpole15 gp1d61d8x210 lbs.Bdisarm, reach, tripPC:GoG
Flambard50 gp1d81d1019-20/x26 lbs.SsunderPPZO9410
Flying blade40 gp1d101d12x312 lbs.Sperformance, reachPZO1118
Garrote3 gp1d41d6x21 lb.Sgrapple, see textPPZO9410
Giant-Sticker, Dwarven25 gp1d82d6x312 lbs.P or Sbrace, reachPPC:HftF
Hammer, Gnome hooked20 gp1d6/1d41d8/1d6x3/x46 lbs.B or Pdouble, tripPZO1110
Harpoon5 gp1d61d8x310 ft.16 lbs.PgrapplePPC:Pirates
Longaxe, dwarven50 gp1d101d12x314 lbs.SreachPZO1121
Longhammer, dwarven70 gp1d102d6x320 lbs.BreachPZO1121
Mancatcher15 gp11d2x210 lbs.Pgrapple, reach, see textPZO1115
Orc skull ram15 gp1d81d10x320 lbs.BreachPZO9468
Piston maul, gnome70 gp1d81d10x215 lbs.Bsee textPPZO94102
Ripsaw glaive, gnome30 gp1d81d10x312 lbs.Sreach, see textPPZO94102
Sours: https://www.d20pfsrd.com/equipmenT/weapons/

Throwing a weapon as an improvised weapon

(Very) strict RAW: No.

Rules-Lawyering this is actually kind of weird. Throwing a melee weapon (with no range increment) is covered in the Weapons section of the rules.

Thrown Weapons: [...] It is possible to throw a weapon that isn't designed to be thrown ([...]), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

(emphasis mine). There is no mention of "improvised" anywhere in this text. And since an improvised (ranged) weapon is a defined game term, the common english definition "not designed for" = "improvised" does not apply either.

Improvised Weapons itself states:

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

(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. Both take a -4 penalty on the attack roll, have range 10 and critical 20/×2, which indicates that throwing a melee weapon is probably intended to be an improvised weapon attack.

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. It does not say "melee" or "ranged" weapon or anything like that, just "weapon", which leads to the following RAW weirdness:

  • You can not throw that greatclub as an Improvised Weapon and benefit from Throw Anything.
  • You can throw that big tree branch you found (which is roughly the same size and form as a greatclub), as an improvised weapon (dealing damage like a greatclub) and benefit from Throw Anything.

This, of course, is silly, and I'll go out on a limb here and say:

RAI: Yes.

I don't have any developer quotes to back this up, but I can't imagine it to be any other way.

answered Jun 3 '15 at 9:05

MrLemonMrLemon

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\$\endgroup\$Sours: https://rpg.stackexchange.com/q/62915
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This saves you a feat, which is a big deal in Pathfinder. Improvised Pummel [one-action] Feat 4. Surprise Weapon (Combat): If you plan to use improvised weapons (and you should), this is an absolute must. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. Combat Trick (from the Combat Stamina feat) Source Pathfinder Unchained pg. Feat Type(s) Combat; Prerequisites. You gain a +1 item bonus to the attack roll, and the Strike deals two weapon damage dice if it would have dealt fewer. The numerical stats of shurikens are garbage. Page 185: In the rogue's Poison Weapon class feat, if you're already holding the poison, you shouldn't need a free hand. Below is a list of improvised weapons as well as some new special qualities for them. A +2 bonus from a trait is better than you will from any feat at roughly half the cost. Surprise Weapon is a good trait to take for this, too. Find the answers to the most frequently asked Pathfinder questions, along with rules changes to keep your Pathfinder game on the cutting edge! Archetype. Requirements You are wielding an improvised weapon. A +2 bonus from a trait is better than you will from any feat at roughly half the cost. Two-handed improvised weapons cannot weigh more than the attacker's heavy load weight. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the –4 penalty. You make a Strike with your wielded improvised weapon. Prerequisite(s) Weapon Improviser Dedication. Surprise weapon: +2 to attacks with improv weapons Roll a warpriest. 1d2 damage at medium size, x2 crits, and 10 ft. range means that on their own shurikens are one of the worst weapons in the game. Catch Off-Guard or Throw Anything; base attack bonus +8 Benefit. Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). Abilities gained at level 4 of a class will only be listed if they are super-awesome-mega-worth-it! In order to use an improvised weapon, it must weigh less than half the attacker's light load weight. Now all improvised weapons are sacred weapons for you and you can make them magical with your class abilities. Improvised weapons cannot be masterwork and thus cannot be enchanted. You do not suffer any penalties for using an improvised weapon. I've played a cleric with Catch Off-Guard, so I could smack enemies over the head with scripture. You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2. An improvised thrown weapon has a range increment of 10 feet. Dippable levels in Pathfinder Post #1: Base Classes Post #2: Prestige Classes Post #3: Dip Helping Feats & Common Abilities & Sources For the sake of this guide, a "dip" constitutes 1-to-3 levels taken in a class for the sake of gaining abilities. Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.. The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2. In most cases, an object can be wielded either as a melee weapon or a ranged weapon. Source PRG2:APG. A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. I didn't actually get to do that (it was a short and almost all non-combat campaign), but I did get to use a bottle of Holy Water as a melee weapon, smashing it over the head of a zombie and then wielding the broken bottle. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. Take catch-off guard, improvisational focus, shikigami style feats, and weapon focus (improvised weapons). Freedom fighter: +1 to improv weapon attacks. Frequently asked Pathfinder questions, along with rules changes to keep your Pathfinder game on the cutting edge offset. Not suffer any penalties for using an improvised weapon style feats, weapon. Any feat at roughly half the attacker 's heavy load weight in most cases, an object can be either... Throw Anything ; base attack bonus +8 weapons ( and you should,! A big deal in Pathfinder smack enemies over the head with scripture make a Strike with your abilities. 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Sours: http://asecib.ase.ro/simpozion/2018/sentences-updfh/improvised-weapon-feats-pathfinder-e6ebc5
D\u0026D - Pacifistic Improvised Weapons Master

Damage of an Improvised Ranged Weapon

IT CHANGES BETWEEN HOW LARGE YOU ARE AND THE BULK OF THE ITEM

While Flash Rebel is correct in the deduction that there are things too big for the character to effectively wield as an improvised weapon, he is incorrect in the sense of why there is a limit. Under the Core Rulebook sections about Weapon Size, Inappropriately Sized Weapons and Weapon Weight it states the following four points. "light weapons are two size categories smaller than the intended user, one-handed weapons are one size category smaller than the intended user and two-handed weapons are of equal size category to the intended user", "Halve [the weapons' weight] for Small weapons and double it for Large Weapons", "When a creature uses a weapon that is not designed for them, they receive a -2 to hit for each size category difference between the user and the intended user [and the weapon is] altered by one step for each size category in difference" (medium one-handed used by small creature is considered two-handed) and "If a weapon's designation would be changed to something other than light, one-handed or two handed by this alteration, the creature cannot wield the weapon at all".

Comparing these points to the weapon list, the thing you are trying to throw must adhere to the following:

1: Small Creatures cannot use items more than 7.5 lbs, Medium Creatures cannot use items more than 15 lbs, Large Creatures cannot use items more than 30 lbs, etc.

2: The item has anywhere from a 0 to -4 penalty to use depending on bulkiness(after all, a coat rack that a human used as a Greatclub can be used by a giant as a regular club, and a chair is easier to throw than a barrel)

TL,DR: Your Ratfolk Character can throw items up to 7.5 lbs that is anywhere from its size to diminutive at a penalty between 0 and -4.

PS: If you can make your character larger through the use of a spell, you expand your weight limit for improvised weapons

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/88052/damage-of-an-improvised-ranged-weapon

Weapon pathfinder improvised

Pathfinder

From the common Longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes.

All weapons deal hit point Damage. This Damage is subtracted from the current Hit Points of any Creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another Attack Roll is made, using the same modifiers as the original Attack Roll. If this second Attack Roll is equal or greater than the target's AC, the hit becomes a critical hit, dealing additional Damage.

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close Combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, or Wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other Classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. A character who uses a weapon with which he is not proficient takes a –4 Penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a Creature 10 feet away, but not a Creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a Creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon Combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two-handed, attacking with only one end of it. A Creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, Shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to Damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 Penalty on the Attack Roll. Throwing a light or one-handed weapon is a standard Action, while throwing a two-handed weapon is a full-round Action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double Damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons: Blowguns, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, Halfling sling staves, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on Damage rolls with a projectile weapon unless it's a specially built composite Shortbow or Longbow, or a sling. If the character has a Penalty for low Strength, apply it to Damage rolls when he uses a bow or a sling.

Ammunition: Projectile weapons use ammunition: Arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and Halfling sling staves). 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). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, Shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in Combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to Damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to Damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee Combat, add 1-1/2 times the character's Strength bonus to Damage rolls.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to Damage rolls for melee attacks with such a weapon.

Weapon Size: Every weapon has a size category. This designation indicates the size of the Creature for which the weapon was designed.

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A Creature can't make optimum use of a weapon that isn't properly sized for it. 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. If the Creature isn't proficient with the weapon, a –4 nonproficiency Penalty also applies.

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 wielder's size and the size of the Creature for which the weapon was designed. For example, a Small Creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the Creature can't wield the weapon at all.

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in Combat. Because such objects are not designed for this use, any Creature that uses an improvised weapon in Combat is considered to be nonproficient with it and takes a –4 Penalty on attack rolls made with that object. To determine the size category and appropriate Damage for an improvised weapon, compare its relative size and Damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double Damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Here is the format for weapon entries (given as column headings on Table: Weapons).

Cost: This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.

This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Medium Weapon DamageTiny Weapon DamageLarge Weapon Damage
1d21d3
1d311d4
1d41d21d6
1d61d31d8
1d81d42d6
1d101d62d8
1d121d83d6
2d41d42d6
2d61d83d6
2d81d103d8
2d102d64d8

Dmg: These columns give the Damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two Damage ranges are given, then the weapon is a double weapon. Use the second Damage figure given for the double weapon's extra attack. Table: Tiny and Large Weapon Damage gives weapon Damage values for Tiny and Large weapons.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the Damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Extra Damage over and above a weapon's normal Damage is not multiplied when you score a critical hit.

×2: The weapon deals double Damage on a critical hit.

×3: The weapon deals triple Damage on a critical hit.

×3/×4: One head of this double weapon deals triple Damage on a critical hit. The other head deals quadruple Damage on a critical hit.

×4: The weapon deals quadruple Damage on a critical hit.

19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double Damage on a critical hit.

18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double Damage on a critical hit.

Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 Penalty for each full range increment (or fraction thereof) of distance to the target. For example, a Dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 Penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.

Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon's Description for details.

Type: Weapons are classified according to the type of Damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some Monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal Damage of multiple types. If a weapon causes two types of Damage, the type it deals is not half one type and half another; all Damage caused is of both types. Therefore, a Creature would have to be immune to both types of Damage to ignore any of the Damage caused by such a weapon.

In other cases, a weapon can deal either of two types of Damage. In a situation where the Damage type is significant, the wielder can choose which type of Damage to deal with such a weapon.

Special: Some weapons have special features in addition to those noted in their descriptions.

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 character (see Combat).

Disarm: When you use a Disarm weapon, you get a +2 bonus on Combat Maneuver Checks to Disarm an enemy.

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. 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 way—only one end of the weapon can be used in any given round.

Monk: A monk weapon can be used by a monk to Perform a flurry of blows (see Classes).

Nonlethal: These weapons deal nonlethal Damage (see Combat).

Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Trip: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Weapon Descriptions

Simple WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Unarmed Attacks
Gauntlet2 gp1d21d3×21 lb.B
Unarmed strike1d21d3×2Bnonlethal
Light Melee Weapons
Dagger2 gp1d31d419–20/×210 ft.1 lb.P or S
Dagger, punching2 gp1d31d4 ×31 lb.P
Gauntlet, spiked5 gp1d31d4×21 lb.P
Mace, light5 gp1d41d6×24 lbs.B
Sickle6 gp1d41d6×22 lbs.Strip
One-Handed Melee Weapons
Club1d41d6×210 ft.3 lbs.B
Mace, heavy12 gp1d61d8×28 lbs.B
Morningstar8 gp1d61d8×26 lbs.B and P
Shortspear1 gp1d41d6×220 ft.3 lbs.P
Two-Handed Melee Weapons
Longspear5 gp1d61d8×39 lbs.Pbrace, reach
Quarterstaff1d4/1d41d6/1d6×24 lbs.Bdouble, monk
Spear2 gp1d61d8×320 ft.6 lbs.Pbrace
Ranged Weapons
Blowgun2 gp11d2×220 ft.1 lb.P
Darts, Blowgun (10)5 sp
Crossbow, Heavy50 gp1d81d1019–20/×2120 ft.8 lbs.P
Bolts, crossbow (10)1 gp1 lb.
Crossbow, Light35 gp1d61d819–20/×280 ft.4 lbs.P
Bolts, crossbow (10)1 gp1 lb.
Dart5 sp1d31d4×220 ft.1/2 lb.P
Javelin1 gp1d41d6×230 ft.2 lbs.P
Sling1d31d4×250 ft.B
Bullets, Sling (10)1 sp5 lbs.
Martial WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Axe, Throwing8 gp1d41d6×210 ft.2 lbs.S
Hammer, light1 gp1d31d4×220 ft.2 lbs.B
Handaxe6 gp1d41d6×33 lbs.S
Kukri8 gp1d31d418–20/×22 lbs.S
Pick, Light4 gp1d31d4×43 lbs.P
Sap1 gp1d41d6×22 lbs.Bnonlethal
Shield, lightspecial1d21d3×2specialB
Spiked Armorspecial1d41d6×2specialP
Spiked Shield, lightspecial1d31d4×2specialP
Starknife24 gp1d31d4×320 ft.3 lbs.P
Sword, Short10 gp1d41d619–20/×22 lbs.P
One-Handed Melee Weapons
Battleaxe10 gp1d61d8×36 lbs.S
Flail8 gp1d61d8×25 lbs.BDisarm, trip
Longsword15 gp1d61d819–20/×24 lbs.S
Pick, Heavy8 gp1d41d6×46 lbs.P
Rapier20 gp1d41d618–20/×22 lbs.P
Scimitar15 gp1d41d618–20/×24 lbs.S
Shield, heavyspecial1d31d4×2specialB
Spiked Shield, heavyspecial1d41d6×2specialP
Trident15 gp1d61d8×210 ft.4 lbs.Pbrace
Warhammer12 gp1d61d8×35 lbs.B
Two-Handed Melee Weapons
Falchion75 gp1d62d418–20/×28 lbs.S
Glaive8 gp1d81d10×310 lbs.Sreach
Greataxe20 gp1d101d12×312 lbs.S
Greatclub5 gp1d81d10×28 lbs.B
Flail, heavy15 gp1d81d1019–20/×210 lbs.BDisarm, trip
Greatsword50 gp1d102d619–20/×28 lbs.S
Guisarme9 gp1d6 2d4×312 lbs.Sreach, trip
Halberd10 gp1d81d10×312 lbs.P or Sbrace, trip
Lance10 gp1d61d8×310 lbs.Preach
Ranseur10 gp1d62d4×312 lbs.PDisarm, reach
Scythe18 gp1d62d4×410 lbs.P or Strip
Ranged Weapons
Longbow75 gp1d61d8×3100 ft.3 lbs.P
Arrows (20)1 gp3 lbs.
Longbow, composite100 gp1d61d8×3110 ft.3 lbs.P
Arrows (20)1 gp3 lbs.
Shortbow30 gp1d41d6×360 ft.2 lbs.P
Arrows (20)1 gp3 lbs.
Shortbow, composite75 gp1d41d6×370 ft.2 lbs.P
Arrows (20)1 gp3 lbs.
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Kama2 gp1d41d6×22 lbs.S monk, trip
Nunchaku2 gp1d41d6×22 lbs.BDisarm, monk
Sai1 gp1d31d4×21 lb.BDisarm, monk
Siangham3 gp1d41d6×21 lb.Pmonk
One-Handed Melee Weapons
Sword, Bastard35 gp1d81d1019–20/×26 lbs.S
Waraxe, Dwarven30 gp1d81d10×38 lbs.S
Whip1 gp1d21d3×22 lbs.SDisarm, nonlethal, reach, trip
Two-Handed Melee Weapons
Axe, Orc Double60 gp1d6/1d61d8/1d8×315 lbs.Sdouble
Chain, spiked25 gp1d62d4×210 lbs.PDisarm, trip
Curve Blade, Elven80 gp1d81d1018–20/×27 lbs.S
Flail, dire90 gp1d6/1d61d8/1d8×210 lbs.BDisarm, double, trip
Hammer, gnome hooked20 gp1d6/1d41d8/1d6×3/×46 lbs.B or Pdouble, trip
Sword, Two-Bladed100 gp1d6/1d61d8/1d819–20/×210 lbs.Sdouble
Urgrosh, Dwarven50 gp1d6/1d41d8/1d6×312 lbs.P or Sbrace, double
Ranged Weapons
Bolas5 gp1d31d4×210 ft.2 lbs.Bnonlethal, trip
Crossbow, Hand100 gp1d31d419–20/×230 ft.2 lbs.P
Bolts (10)1 gp1 lb.
Crossbow, Repeating Heavy400 gp1d81d1019–20/×2120 ft.12 lbs.P
Bolts (5)1 gp1 lb.
Crossbow, Repeating Light250 gp1d61d819–20/×280 ft.6 lbs.P
Bolts (5)1 gp1 lb.
Net20 gp10 ft.6 lbs.
Shuriken (5)1 gp11d2×210 ft.1/2 lb.Pmonk
Sling staff, Halfling20 gp1d61d8×380 ft.3 lbs.B
Bullets, Sling (10)1 sp5 lbs.
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.”

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, Masterwork Armor and shields have lessened armor check penalties.

Sours: https://roll20.net/compendium/pathfinder/Weapons
Improvised weapons - Tactical Rifleman

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