[ACG] Brawler Questions (close weapon mastery and bashing shield enhancement)


Rules Questions


4 people marked this as FAQ candidate.

This may be somewhat common sensical, but here goes...

Close weapon mastery states that I may use my unarmed dmg instead of my close weapons base damage. It also says I don't get this bonus if my weapon hits harder than the damage this grants.

If I use a shield with the bashing enchantment, the shield counts as two sizes larger. This bonus kicks in on top of my weapon's base damage, and is based off it accordingly.

I figure the rules as intended mean I shouldn't be able to up the base dmg of my shield, then step it up twice again with bashing. With that said, bashing doesn't impact the base damage of my weapon, it impacts the end damage. I think a case can be made either way.

Thus, I put this question before my peers.

In an unrelated note, the text for the Shield Champion reads 'can throw a medium or light shield' - does this include a 'medium' sized heavy shield? I could find no entries anywhere for a 'medium' shield, only 'heavy' and 'light'...


So the first question is that you use either what the weapon would give you or replace it all. Using your unarmed dmg replace all damage that the shield would do.

Grand Lodge

Bashing, shield spikes and impacting are all "enhancements" and stack with brawlers base damage


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I'm going to go with chess pwn here. All bashing would do is delay when your unarmed damage overtakes your shield damage.

Bashing increases the 'size' of the weapon but the size of the weapon has no effect on the wielder's size and that's what the unarmed damage is based on.

Grand Lodge

ok to clear things up

Warpriest has a very similar thing

it states

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.


I don't see how what you posted alters what I said.

"At 5th level, a brawler’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4)."

All "Bashing, shield spikes and impacting" does is increase the base damage of the weapon. The ability says you can take the weapon damage or your unarmed damage -4 levels. To affect the unarmed damage, you'd have to increase your size NOT the weapon's size.


arcenierin wrote:


In an unrelated note, the text for the Shield Champion reads 'can throw a medium or light shield' - does this include a 'medium' sized heavy shield? I could find no entries anywhere for a 'medium' shield, only 'heavy' and 'light'...

I'd say it's yet another editing error. I'd say heavy and light instead of medium and light.

Grand Lodge

you even said it it adds to the "base damage" the ability changes the base damage to the brawlers unarmed damage dice.. there for it now adds to the new base damage dice

Grand Lodge

in you theory what happens to a +2 dagger. dose it retain its +2 or dose that mystically disappear. becoming 1D8 only instead.

the bashing is a +1 armor enhancement to the shield. as stated earlier these magical enhancements are added after the base damage.

Grand Lodge

Close Weapon Mastery (Ex): At 5th level, a brawler’s
damage with close weapons increases. When wielding a
close weapon, she uses the unarmed strike damage of a
brawler 4 levels lower instead of the base damage for that
weapon (for example, a 5th-level Medium brawler wielding a
punching dagger deals 1d6 points of damage instead of the
weapon’s normal 1d4). If the weapon normally deals more
damage than this, its damage is unchanged. This ability
does not affect any other aspect of the weapon.
The brawler
can decide to use the weapon’s base damage instead of her
adjusted unarmed strike damage—this must be declared
before the attack roll is made.

Why are you ignoring this sentence in the middle of the text


Post #1 Yes, base WEAPON damage. Now you get that OR your unarmed damage. Increasing your weapon damage does just that but it does nothing to the unarmed damage.

Post #3 The enhancement works just fine. Bonuses are different than altering the base damage.

Post #3 No, I didn't ignore that at all. That ability is totally intact as it continues it increase you shield base damage. What you are ignoring is that the ability says you use the weapons damage (which the power increases) OR you can use your unarmed damage (which isn't affected by bashing). Now if you have an ability that increased your unarmed damage, that'd work.

What the line you quote is there for is that it lets you know the weapon still acts in all other ways as the same weapon. For instance same crit rate, damage type, reach, ect.


Actually, after re-reading the related text...

Assume I am using a normal heavy shield...

Base damage of 1d4.

Spiked shield makes it 1d6.

Bashing enhancement makes it 1d8 then 2d6.

In this scenario, a 1d4 base weapon is 'effectively' enhanced to 2d6. 1d4 is the BASE damage of the weapon, before enhancements. This assertion is based around the idea that the RAW references the 'damage' of the weapon.

I read the brawler's ability as upping the base damage of the weapon to 1d6/1d8/1d10/insanity. The brawler can choose whether to use the shield as a 1d4 base weapon or a 1d6 base weapon. All subsequent enhancements are added on top of the base.

Another, slightly less absurd interpretation is that a spiked shield is considered its own classification of weapon - i.e. the spikes are not considered a multiplier in and of themselves. In this case, the weapon base damage, as calculated by brawler levels, is only subjected to two levels of enhancement via the bashing enhancement. Still absurd, but slightly less so.

Discuss?


I'm going with all those enhancements as altering the weapons damage. Nothing leads me to believe that those enhancements alter your unarmed damage. All they do is increase your weapons size.

Now do this with another weapon. Take a dagger. You up it's size from medium to huge, wield it in both hands and take it's damage to 1d8 would this alter your unarmed damage in any way? Nope Same with the shield.

Changing the size is shifting the base damage to a larger size. You need an effect that sifts your size to affect unarmed attacks.


graystone wrote:

I'm going with all those enhancements as altering the weapons damage. Nothing leads me to believe that those enhancements alter your unarmed damage. All they do is increase your weapons size.

Now do this with another weapon. Take a dagger. You up it's size from medium to huge, wield it in both hands and take it's damage to 1d8 would this alter your unarmed damage in any way? Nope Same with the shield.

Changing the size is shifting the base damage to a larger size. You need an effect that sifts your size to affect unarmed attacks.

Ah. I think I see where you are coming from.

If I'm reading you correctly, you propose that the 'unarmed' damage completely overrides the enhancements on the weapon - you can have weapon enhancements apply to the 'weapon' damage, or you can use your unarmed damage, but you cant use your unarmed damage as the 'base' damage for the weapon before weapon upgrades are applied - is that your argument?

Interesting. To take this a step further - say you had greater magic fang or something on you that somehow enhanced your base unarmed damage. Are you then suggesting that that unarmed enhancement should translate into the damage calculation used by the brawler's ability?

I'm trying to follow you here. I don't know that I agree with your approach, but I'd like to make sure I understand what you are trying to convey before I continue.

The Exchange

No. He's saying that a size increase alters the base damage of the weapon.

A large short sword is a d8 damage dice, that's it's base damage. It's not an upgrade from a d6, it's just a d8, period.

So while spikes and bash increase the damage they do so as if it were the base damage. That they are upgrades is less important than the type of upgrade they provide. This isn't an argument, this is how it works.

The base damage becomes 2d6, well above the brawlers unarmed strike damage and so that ability doesn't apply. That's already a pretty huge damage boost, don't be greedy.

Your posts are actually a little confusing, i'm having trouble understanding what you're trying to say, or rather how you're trying to get there.

Greater magic fang doesn't increase your base damage. It increases it through enchantments. That's the base damage.


Humphry B ManWitch wrote:

Close Weapon Mastery (Ex): At 5th level, a brawler’s

damage with close weapons increases. When wielding a
close weapon, she uses the unarmed strike damage of a
brawler 4 levels lower instead of the base damage for that
weapon (for example, a 5th-level Medium brawler wielding a
punching dagger deals 1d6 points of damage instead of the
weapon’s normal 1d4). If the weapon normally deals more
damage than this, its damage is unchanged. This ability
does not affect any other aspect of the weapon.
The brawler
can decide to use the weapon’s base damage instead of her
adjusted unarmed strike damage—this must be declared
before the attack roll is made.

Why are you ignoring this sentence in the middle of the text

If I understand what you are proposing, the base weapon damage (1d4) is replaced by the brawler's base damage (1d6). This does not affect any other aspect of the weapon (enchantments, spikes, etc.). The base dmg of the weapon is replaced. Your bolded text kicks in, stating that the new base damage does not effectively override any other enhancements on the weapon. Once the weapon dice are modified, stuff like bashing (in the case of a shield) kicks in, turbocharging the damage level.

Is this the case you are making?


Yep, Rushley son of Halum has it.

The Exchange

You cannot get a shield to do 4d8 damage. That's what your formula would allow for and it is absurd. Stop trying, just stop. If you want to abuse weird interactions in the game go ahead, but I get the feeling I would hate playing on a table with you.


Rushley son of Halum wrote:

No. He's saying that a size increase alters the base damage of the weapon.

A large short sword is a d8 damage dice, that's it's base damage. It's not an upgrade from a d6, it's just a d8, period.

So while spikes and bash increase the damage they do so as if it were the base damage. That they are upgrades is less important than the type of upgrade they provide. This isn't an argument, this is how it works.

The base damage becomes 2d6, well above the brawlers unarmed strike damage and so that ability doesn't apply. That's already a pretty huge damage boost, don't be greedy.

Your posts are actually a little confusing, i'm having trouble understanding what you're trying to say, or rather how you're trying to get there.

Greater magic fang doesn't increase your base damage. It increases it through enchantments. That's the base damage.

Thank you for clarifying your position.

The bashing enhancement says, "deals damage as if it were a bashing weapon of two size categories larger". Your position is that this is considered an upgrade on the base dice of the weapon, rather than an upgrade provided by the enchantment?

I mentioned magic fang as an off the top of my head example - it may have been a bit imperfect.
I was reaching for a method of enhancing the damage on an unarmed strike, for comparison's sake.

The Exchange

You're reaching for a way to turn a powerful ability into something insane. Don't hide that. You're obviously just a power gamer looking for the next way to do an absurd level of damage.

This isn't it.

The base damage of a weapon is the dice it uses, not other bonus's that come attached.

Spikes and bashing increase the base damage of the shield.

The brawler ability lets them use their base unarmed strike dice with other weapons.

The Shield is already well above that so just leave it alone.


arcenierin wrote:
Rushley son of Halum wrote:

No. He's saying that a size increase alters the base damage of the weapon.

A large short sword is a d8 damage dice, that's it's base damage. It's not an upgrade from a d6, it's just a d8, period.

So while spikes and bash increase the damage they do so as if it were the base damage. That they are upgrades is less important than the type of upgrade they provide. This isn't an argument, this is how it works.

The base damage becomes 2d6, well above the brawlers unarmed strike damage and so that ability doesn't apply. That's already a pretty huge damage boost, don't be greedy.

Your posts are actually a little confusing, i'm having trouble understanding what you're trying to say, or rather how you're trying to get there.

Greater magic fang doesn't increase your base damage. It increases it through enchantments. That's the base damage.

Thank you for clarifying your position.

The bashing enhancement says, "deals damage as if it were a bashing weapon of two size categories larger". Your position is that this is considered an upgrade on the base dice of the weapon, rather than an upgrade provided by the enchantment?

I mentioned magic fang as an off the top of my head example - it may have been a bit imperfect.
I was reaching for a method of enhancing the damage on an unarmed strike, for comparison's sake.

arcenierin, it doesn't matter that it's an enchantment, you have to read what the enchantment DOES. Bashing makes the weapon bigger for damage. this makes the base damage bigger but it's still the base damage and it's base damage that gets check for when figuring out if unarmed damage or weapon damage is used.

On magic fang, the spell doesn't alter base unarmed damage so it doesn't do anything for the shield. If you had an ability that said "you deal unarmed damage as if you where 2 sizes bigger" then that would increase your unarmed damage.


Rushley son of Halum wrote:
You cannot get a shield to do 4d8 damage. That's what your formula would allow for and it is absurd. Stop trying, just stop. If you want to abuse weird interactions in the game go ahead, but I get the feeling I would hate playing on a table with you.

I try and do my homework before sitting at the table, so my wit and charming personality aren't overpowered by the number of dice hitting the deck at once.

In seriousness, I've seen several proposals voiced for how this goes - some for, some against. I'm reaching out to the greater community specifically because I want to draw upon the combined experience of the board veterans before flying off half cocked because I'm having trouble sussing out how this is supposed to work. I agree, this seems a bit illogical. I also see where this isn't nearly the most broken thing being discussed as the result of the new book dropping. I'm not saying two wrongs make a right - let me say instead that a) I appreciate the feedback, and b) I enjoy the opportunity to learn. I appreciate your taking the time to spell out your position, as well as the underlying logic.


Rushley son of Halum wrote:

You're reaching for a way to turn a powerful ability into something insane. Don't hide that. You're obviously just a power gamer looking for the next way to do an absurd level of damage.

This isn't it.

The base damage of a weapon is the dice it uses, not other bonus's that come attached.

Spikes and bashing increase the base damage of the shield.

The brawler ability lets them use their base unarmed strike dice with other weapons.

The Shield is already well above that so just leave it alone.

Putting the bashing property aside, then, Using a different weapon totally, just for clarity's sake.

If we were discussing a punching dagger instead of a shield...

I could make my punching dagger a 1d6 weapon out of the gate.

If I then wanted to enchant my dagger to do 1d6 elemental damage on strike, are you saying this should be allowed since the enchantment is added damage, and does not impact the base damage of the weapon?

Not snarking - really trying to follow the logic.

The Exchange

1 person marked this as FAQ candidate.

Great. Can we just drop this now? Because this archtype has a lot of things that need answers and this just doesn't seem like one of them.

The issue with feat pre-requisites being needed for some of the bonus feats earned at higher levels (Two-weapon fighting specifically) is a big one.

The AC dodge bonus is serious too. It specifically brings up shields as stopping the bonus. Thing is, brawlers aren't normally proficient in shields so why mention them at all? What we end up with is a class feature that an archtype losses access to because of the core feature of that archtype. I've not seen any other archtype that does this before the ACG, in every other case the class feature is modified or replaced to prevent exactly this situation coming up.

I've also never seen a class gain bonus feats that require the class to take other feats ahead of time. And certainly not require the taking of a feat that the class has literally no use for.

The Exchange

arcenierin wrote:
Rushley son of Halum wrote:

You're reaching for a way to turn a powerful ability into something insane. Don't hide that. You're obviously just a power gamer looking for the next way to do an absurd level of damage.

This isn't it.

The base damage of a weapon is the dice it uses, not other bonus's that come attached.

Spikes and bashing increase the base damage of the shield.

The brawler ability lets them use their base unarmed strike dice with other weapons.

The Shield is already well above that so just leave it alone.

Putting the bashing property aside, then, Using a different weapon totally, just for clarity's sake.

If we were discussing a punching dagger instead of a shield...

I could make my punching dagger a 1d6 weapon out of the gate.

If I then wanted to enchant my dagger to do 1d6 elemental damage on strike, are you saying this should be allowed since the enchantment is added damage, and does not impact the base damage of the weapon?

Not snarking - really trying to follow the logic.

The ability doesn't stop you stacking enchantments on a weapon. You can apply flaming or whatever to do extra elemental damage. The brawler ability only alters the weapons base damage dice. So with flaming you would do 1d6+str+1d6 fire. No problem. It changes the 1d4 to a 1d6. It's not as complex as you're making it out to be.


arcenierin wrote:
Rushley son of Halum wrote:

You're reaching for a way to turn a powerful ability into something insane. Don't hide that. You're obviously just a power gamer looking for the next way to do an absurd level of damage.

This isn't it.

The base damage of a weapon is the dice it uses, not other bonus's that come attached.

Spikes and bashing increase the base damage of the shield.

The brawler ability lets them use their base unarmed strike dice with other weapons.

The Shield is already well above that so just leave it alone.

Putting the bashing property aside, then, Using a different weapon totally, just for clarity's sake.

If we were discussing a punching dagger instead of a shield...

I could make my punching dagger a 1d6 weapon out of the gate.

If I then wanted to enchant my dagger to do 1d6 elemental damage on strike, are you saying this should be allowed since the enchantment is added damage, and does not impact the base damage of the weapon?

Not snarking - really trying to follow the logic.

Yep, that's it. Bonuses from the weapon continue to work on the weapon and bonuses to unarmed don't. Your +2 flaming shield would indeed add +1d6 fire to damage and add a +2 enchantment bonus to hit and damage.

It's the size changes that work what looks backwards at a quick glance. Size changed alter the base damage into a new base damage. So changes to the shields size changes it's base damage and change to your size changes your unarmed damage.


So, wearing a Monk's robe to up my effective unarmed damage should in theory translate to my close weapon mastery, then?


The wording on this ability and how it interacts with Bashing is a bit foggy and is definitely something FAQ worthy. But let's keep the rules in the book in mind before we start getting angry here.

Rushley son of Halum wrote:


The AC dodge bonus is serious too. It specifically brings up shields as stopping the bonus.

According to the ACG, here's the description:

Quote:


At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th and 18th levels

Emphasis mine. It specifically calls out wearing armor. A shield isn't worn, it's wielded.

Rushley son of Halum wrote:


Thing is, brawlers aren't normally proficient in shields so why mention them at all?

They actually are:

Quote:


A brawler is proficient with all simple weapons plus the handaxe, short sword, and all weapons in the close fighter weapon group.

Again, emphasis mine. Close weapons are defined as: bayonet, brass knuckles, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, light shield, madu, mere club, punching dagger, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart

Scarab Sages

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Rushley... if you're complaining about power gamers, you're in the wrong forum, my friend.

On reading the relevant passages, I think that the intent of the ability is to allow the brawler to use whichever damage value is most beneficial. Also, given the line about not affecting any other aspect of the weapon, I believe the damage comparison and choice is limited to the base weapon damage, before magical effects.

A spiked shield isn't a magical enhancement, but rather a specific type of weapon. It's listed as such on the paizo srd. (http://paizo.com/prd/equipment.html)

So I'd say you could either use the spiked shield damage, or the unarmed strike damage. After choosing your base, you would then apply bashing to increase the damage dice from there.


Magicdealer wrote:

Rushley... if you're complaining about power gamers, you're in the wrong forum, my friend.

On reading the relevant passages, I think that the intent of the ability is to allow the brawler to use whichever damage value is most beneficial. Also, given the line about not affecting any other aspect of the weapon, I believe the damage comparison and choice is limited to the base weapon damage, before magical effects.

A spiked shield isn't a magical enhancement, but rather a specific type of weapon. It's listed as such on the paizo srd. (http://paizo.com/prd/equipment.html)

So I'd say you could either use the spiked shield damage, or the unarmed strike damage. After choosing your base, you would then apply bashing to increase the damage dice from there.

Absent compelling arguments to the contrary, I'm leaning in that direction as well. I had came to the same conclusion about shield spikes earlier.

If bashing said that it increased the dice on the weapon, that would be one thing...as written, it seems as though it might go either way. The approach of 'increase your unarmed damage dice' seems like it works RAW though.

The problem is that the way things are written, a compelling argument can be made either for or against the ability working with the bashing enhancement.

To be fair, bashing has caused no small number of other debates, historically.

If anything, this discussion has pointed out to me that this particular topic can be fairly divisive!

If anyone wishes to continue to weigh in on this topic, I'd be very glad to hear what they have to say. I'm trying to anticipate what the reactions will be in PFS and want to be as prepared as possible. Any constructive posts are appreciated. Dismissing the topic, threadjacking, or personal attacks...are somewhat less so.

Also, thanks to Rushley and Graystone for making an eloquent case with their explanation of weapon dice mechanics and how they see such mechanics interacting with this class. I found a good deal of last night's discussion to be informative, from a game mechanics sense.


I actually have a more interesting question, along the same lines of increasing the damage dealt by shields as derived from the unarmed combat damage.

Assuming you play a catfolk shield champion and take the Cat's Claws racial trait (1d4 claws as natural attack), then Catfolk Exemplar "sharp claws" (1d6 claws as natural attack), then Feral Combat Training (use natural attacks as part of flurry, apply unarmed strike enhancements to natural weapons), would the enhanced damage from your claws apply to the shield?

This becomes more interesting were you to take, say Improved Natural Attack (assuming a benevolent DM allows such) to further enhance the damage of the claws/natural attack/unarmed strike.

If I'm looking at this right:
1st level - Catfolk Exemplar (CE) + Cat's Claws trait (CC) = 1d6 claw damage.
2nd Level - (Take Weapon Focus as bonus feat)
3rd level - CE + CC + Feral Combat Training (FCT) = 1d8 claw damage
4th level - CE + CC + FCT = 2d6 claw damage? (it could be 1d10, not sure)

So the question would be whether or not the enhancements to the natural attacks would apply to the shield attack as derived from unarmed strike, or if the natural attacks are separate.


Ninjaruski wrote:


Assuming you play a catfolk shield champion and take the Cat's Claws racial trait (1d4 claws as natural attack), then Catfolk Exemplar "sharp claws" (1d6 claws as natural attack), then Feral Combat Training (use natural attacks as part of flurry, apply unarmed strike enhancements to natural weapons), would the enhanced damage from your claws apply to the shield?

No, because Close Weapon Mastery specifically says, "unarmed strike damage of a brawler 4 levels lower or the base damage for that weapon" and a catlfolk's claws are natural attacks.


arcenierin wrote:
So, wearing a Monk's robe to up my effective unarmed damage should in theory translate to my close weapon mastery, then?

Yes, you increase your unarmed damage by 5 levels (+1 chart level after the -4 levels from the ability).

Ninjaruski wrote:

Assuming you play a catfolk shield champion and take the Cat's Claws racial trait (1d4 claws as natural attack), then Catfolk Exemplar "sharp claws" (1d6 claws as natural attack), then Feral Combat Training (use natural attacks as part of flurry, apply unarmed strike enhancements to natural weapons), would the enhanced damage from your claws apply to the shield?

This becomes more interesting were you to take, say Improved Natural Attack (assuming a benevolent DM allows such) to further enhance the damage of the claws/natural attack/unarmed strike.

This works the same way as the shield. Feral Combat allows you to use your unarmed damage instead of your claw damage. Catfolk Exemplar and Improved Natural Attack alter your claw(weapon) base damage. None affect your unarmed damage and thus wouldn't translate into any extra damage to your shield.


Will Black wrote:
Ninjaruski wrote:


Assuming you play a catfolk shield champion and take the Cat's Claws racial trait (1d4 claws as natural attack), then Catfolk Exemplar "sharp claws" (1d6 claws as natural attack), then Feral Combat Training (use natural attacks as part of flurry, apply unarmed strike enhancements to natural weapons), would the enhanced damage from your claws apply to the shield?
No, because Close Weapon Mastery specifically says, "unarmed strike damage of a brawler 4 levels lower or the base damage for that weapon" and a catlfolk's claws are natural attacks.

Yes, but that misses what Feral Combat Training does with natural attacks.

Quote:

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

I guess the question becomes whether or not the catfolk's claws, as modified by Feral Combat Training, are pseudo-unarmed strikes, or if they retain their "natural attack" classification, or if they're "monk weapons."

Or I could just be barking up a tree that doesn't exist.


Quote:
This works the same way as the shield. Feral Combat allows you to use your unarmed damage instead of your claw damage. Catfolk Exemplar and Improved Natural Attack alter your claw(weapon) base damage. None affect your unarmed damage and thus wouldn't translate into any extra damage to your shield.

I don't read FCT as swapping claw damage for unarmed damage as it states: "you can apply... effects that augment an unarmed strike" to the claws, which would imply that the monk/brawler's unarmed strike damage progression would also apply to the claws as well, which puts the claws into a nebulous place.


Ninjaruski wrote:
Quote:
This works the same way as the shield. Feral Combat allows you to use your unarmed damage instead of your claw damage. Catfolk Exemplar and Improved Natural Attack alter your claw(weapon) base damage. None affect your unarmed damage and thus wouldn't translate into any extra damage to your shield.
I don't read FCT as swapping claw damage for unarmed damage as it states: "you can apply... effects that augment an unarmed strike" to the claws, which would imply that the monk/brawler's unarmed strike damage progression would also apply to the claws as well, which puts the claws into a nebulous place.

It's been ruled that the scaling damage from unarmed damage is an 'effects that augment an unarmed strike'. That in no way makes claws unarmed attacks. If it did, there would be no reason to tell you that "you can use the selected natural weapon with your flurry of blows class feature" as you can already use unarmed attacks with a flurry.


graystone wrote:
Ninjaruski wrote:
Quote:
This works the same way as the shield. Feral Combat allows you to use your unarmed damage instead of your claw damage. Catfolk Exemplar and Improved Natural Attack alter your claw(weapon) base damage. None affect your unarmed damage and thus wouldn't translate into any extra damage to your shield.
I don't read FCT as swapping claw damage for unarmed damage as it states: "you can apply... effects that augment an unarmed strike" to the claws, which would imply that the monk/brawler's unarmed strike damage progression would also apply to the claws as well, which puts the claws into a nebulous place.
It's been ruled that the scaling damage from unarmed damage is an 'effects that augment an unarmed strike'. That in no way makes claws unarmed attacks. If it did, there would be no reason to tell you that "you can use the selected natural weapon with your flurry of blows class feature" as you can already use unarmed attacks with a flurry.

True, Close Combat Mastery in no way augments your unarmed damage. Your close weapon damage is augmented by your unarmed strike damage.

---------------------------------------

But getting back to the original point of this post. I think the key is in the wording of the abilities:

Close Weapon Mastery wrote:


When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon...
This ability does not affect any other aspect of the of the weapon.
Bashing wrote:


A bashing shield deals damage as if it were a weapon of two size categories larger

Close Combat Mastery specifically does state that it trades one base damage for another. Bashing does not increase base weapon damage, simply that the "weapon" deals damage is if it were larger. Unfortunately, by RAW, that would mean the two abilities stack.

However, a clever GM could make the argument that Close Combat Mastery specifically states that it does not change any aspects of the weapon, but Bashing is an enchantment for [b]armor[/]...

Grand Lodge

Here we go build it in hero lab and see what happens. 8d8 damage easy.


Will Black wrote:
Close Combat Mastery specifically does state that it trades one base damage for another. Bashing does not increase base weapon damage, simply that the "weapon" deals damage is if it were larger. Unfortunately, by RAW, that would mean the two abilities stack.

As I pointed out earlier, size changes alters your base damage to a new base damage. A 1 step size increase makes a medium dagger into a large dagger dealing d6 base damage. Bashing does the same thing by increasing the base damage by 2 sizes to a new base damage.

In essence you're moving a small weapon to a large weapon. The thing is, the unarmed damage part doesn't change your base damage. You just get the option of using it instead of the weapon's damage. This is how size changes work; they give a new base damage.

And herolab isn't a rules source Humphry.


graystone wrote:

As I pointed out earlier, size changes alters your base damage to a new base damage. A 1 step size increase makes a medium dagger into a large dagger dealing d6 base damage. Bashing does the same thing by increasing the base damage by 2 sizes to a new base damage.

I understand where you're coming from, and at my tables, I would rule in your favor, because I feel that this is how the rule is intended to work.

However, without an FAQ, we're left with interpretation based on the rules as they currently exist. The only reference I can find that specifies that increasing a weapon's "effective" size altering it's base damage is in the spell description for Strong Jaw. Even Gravity Bow and Lead Blades talk about increases the weapon's damage as if it were a size category larger - base damage is not mentioned. If you could link an FAQ or show where in the rules it states specify that magical augments to "effective" size of a weapon increase a weapon's base damage, it would help.

Close Combat Master specifies that the only affects "base" damage, you still use every other aspect of the weapon. Like, if your shield is made of Cold Iron or Adamantine, you'd still overcome applicable DR, but be using unarmed damage (a level -4) to do so.

Which brings up the question, how does Strong Jaw interact with Close Combat Mastery?


Whatever happened to the OP's other question about the shields ("In an unrelated note, the text for the Shield Champion reads 'can throw a medium or light shield' - does this include a 'medium' sized heavy shield? I could find no entries anywhere for a 'medium' shield, only 'heavy' and 'light'...")? Did I miss an answer in the responses somewhere? My Shield Champion is more than academically interested. ;->

LB


Another question (yep, here I go being a Reanimator Alchemist for this post):

"Anything not expressly forbidden is allowed"; since apparently the Shield Champion does indeed get the benefit of the Close Weapon Mastery feature (as long as it's dealing with shields and any Simple weapons that are in the Close group as well), does Brawler's Flurry with "weapons with the 'monk' special feature" also work for them? I'm guessing yes, but it never hurts to double-check. :)

LB

The Exchange Owner - D20 Hobbies

@Lady Bluehawk, What is a medium shield?

There are only light and heavy shields and you can only wear shields your size if you want to gain AC from them.

Your second question is about whether or not a shield is a monk special weapon?


James Risner wrote:

@Lady Bluehawk, What is a medium shield?

There are only light and heavy shields and you can only wear shields your size if you want to gain AC from them.

Your second question is about whether or not a shield is a monk special weapon?

Heh, sorry; I was quoting from the errata-filled Advanced Class Guide, where they finally pointed out that "medium" should say "heavy." My bad; one shouldn't perpetuate errors. :)

At any rate, my thought was that since Brawlers (and Shield Champions) are considered both Fighters and Monks for many aspects of the class, if the Flurry also counts for monk weapons, then the Brawler and/or Shield Champion might be eligible for monk weapon use. Looking at this since my original question, I'm guessing the answer to that is "no" unless the weapon in question also falls into the Close Weapon Group or Simple categories. It wasn't my intention to imply that shields could be monk weapons (although those dang madus are weird enough...). ;->

LB

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