Strangler + Sap Master


Rules Questions

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Paizo Employee Developer

The Strangler Archtype of the Brawler in Advanced Class Guide says it gets +1d6 Sneak Attack Damage (under a certain condition) at levels 1 and 2. Does this mean two levels in Brawler and a level in Rogue qualifies for the Sap Master feat (which requires +3d6 Sneak Attack)?

Scarab Sages

Yes.

Grand Lodge

Note that Sap Master will be less than effective on a Strangler, as Sap Master only triggers on flat-footed targets. Grappling does not make the target flat-footed, nor does pinning.

Scarab Sages

Aydin D'Ampfer wrote:
Note that Sap Master will be less than effective on a Strangler, as Sap Master only triggers on flat-footed targets. Grappling does not make the target flat-footed, nor does pinning.

No, but Catch Off-Guard plus using a rope as an improvised Garrote does.

Grand Lodge

Imbicatus wrote:
Aydin D'Ampfer wrote:
Note that Sap Master will be less than effective on a Strangler, as Sap Master only triggers on flat-footed targets. Grappling does not make the target flat-footed, nor does pinning.
No, but Catch Off-Guard plus using a rope as an improvised Garrote does.

Except you cannot sneak attack with a garrote.

Scarab Sages

Aydin D'Ampfer wrote:
Imbicatus wrote:
Aydin D'Ampfer wrote:
Note that Sap Master will be less than effective on a Strangler, as Sap Master only triggers on flat-footed targets. Grappling does not make the target flat-footed, nor does pinning.
No, but Catch Off-Guard plus using a rope as an improvised Garrote does.
Except you cannot sneak attack with a garrote.

A Strangler brawler can.

Grand Lodge

Imbicatus wrote:
Aydin D'Ampfer wrote:
Imbicatus wrote:
Aydin D'Ampfer wrote:
Note that Sap Master will be less than effective on a Strangler, as Sap Master only triggers on flat-footed targets. Grappling does not make the target flat-footed, nor does pinning.
No, but Catch Off-Guard plus using a rope as an improvised Garrote does.
Except you cannot sneak attack with a garrote.
A Strangler brawler can.

I strongly disagree:

Garrote:
Description: In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak Attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + level of the spell he’s casting) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote.

And the brawler class does not ever make mention of an exception to the bolded rule.

And as per Grapple rules, you do not make the Grapple attack with a weapon.


Garrotes are a trap. They have some of the worst rules in the entire system. Don't use them, you will be disappointed.

Instead, pick up This Belt and reflavor it's Constrict as a garrote-style attack.


Honestly I would say the SA damage from strangler would apply regardless of weapon. Though that might be an FAQ worty question.

Grand Lodge

Talonhawke wrote:
Honestly I would say the SA damage from strangler would apply regardless of weapon. Though that might be an FAQ worty question.

The issue is, as far as discussions and rulings recently have gone, it is impossible to grapple with a weapon that does not have grapple or grab in the description. And garrote, which has the grapple quality, prevents sneak attack damage from being applied.

Now, you could use the garrote to start the grapple, the game-physics to maintain the grapple without the garrote in order to sneak attack. The problem there is that, as related to the earlier question, this does not leave them flatfooted (barring initiative stuff) and therefore does not apply for the Sap Master feat stuff.

So, Strangler Sneak Attack dice for pre-reqs? Yes.
Garrote sneak attack dice, no.
Improvised weapon to grapple? No, unless as a garrote, which is covered above.
Therefore, Sap Master is nearly impossible to pull off in a grapple.

However, for those still interested, look into the Strangler Feat (yes, feat). More action economy is needed, but the results are more flexible.


Why not use an improvised Dan Bong. Wouldn't that do the trick?

Paizo Employee Developer

Thank you all for your input.

I understood from the start that I would need another method to flat-foot my opponents. I'm still debating the easiest way to do this. 4 levels in the rogue/scout archetype was always my "go too" for flat-footing. The character also happens to be dipping 2 or 4 levels into White-Haired witch, giving it the alertness prerequisite for Sleepless Detective. So I could just try to rely on invisibility too, even if it is unreliable.

But with just 1 Strangler/Snakebiter Brawler, 4 Scout Kitsune-Trickster Rogue, 1 Sleepless Detective and 2 White-Haired Witch...I feel like I'm on the verge of doing something even with my subpair BAB.

Grand Lodge

KitsuneWarlock wrote:
But with just 1 Strangler/Snakebiter Brawler, 4 Scout Kitsune-Trickster Rogue, 1 Sleepless Detective and 2 White-Haired Witch...I feel like I'm on the verge of doing something even with my subpair BAB.

Just a clarification, because I have seen this mistake a few times: By 'Strangler/Snakebite Brawler', do you mean one or the other? Because you cannot stack those archetypes. They both alter the class skills.

Paizo Employee Developer

Ah I didn't realize I couldn't stack those archetypes since the alterations to skills didn't really touch and I saw a couple builds here use both. Darn that really throws a wrench in my plans...

Sovereign Court

My barbarian/ninja with greater grapple and strangler feat was pretty badass... about a year ago. Not sure if he would hold up to the brawler...

He was Barbarian 2 / Ninja 4 when we put the campaign on pause I believe... (with no plans to further add to barbarian... all I wanted was Rage and Uncanny Dodge)

Grand Lodge

Komoda wrote:

Why not use an improvised Dan Bong. Wouldn't that do the trick?

Just to cover all subjects, it does not look like you can specify what weapon you are improvising and get the benefits of that weapon. For instance, I cannot weild a mop, and call it a Ransur to get the Disarm weapon ability. Just because you have a stick, does not make it a Dan Bong for grappling purposes.


CRB p 144 wrote:
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.

If I am trying to do non-lethal damage with a coin purse, I have an improvised SAP. If I am trying to grapple someone with a chair leg, I have an improvised Dan Bong.

What else would you call it? I am not saying that you necessarlly get the +2 to Grapple, but surely you can use an improvised weapon as the weapon you are trying to improvise.

It is not as if I will take a rope and be able to damage as per a sword. It would be as per whip.

The only mention of Improvised Weapons in the FAQ allows you to use a 'real' weapon as an improvised one. What are you basing you claim on?

Calling a mop a ranseur is not valid, I agree. Finding an item with a long pole and a metal head that resembles a ranseur and calling it a ranseur should not be to big of a deal.

Grand Lodge

The issue is that you are not normally allowed to grapple with a weapon (ie benefitting from the weapon as if you were attacking with it). The Dan Bong is (maybe) special, because it specifically states it assists with the grapple.

If you 'improvise' one, you don't get this benefit, and the whole 'target is flatfooted because he is unarmed and you are attacking with an improvised weapon' thing does not happen.

Lantern Lodge

There's a couple ways to get them flat footed:

First, and most common, is the Scout Archetype.

Second, is to use a Temple Sword

Third, and best matching your style, is to tie them up. If being tied up means they become helpless, then your done, sap master away.
If not, consider getting some manacles. See the rules quotes below for details...

relevant quotes:

Helpless wrote:
Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy.
Helpless Defenders wrote:


A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy.

Regular Attack: A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as having a Dexterity of 0, giving him a –5 penalty to AC against both melee and ranged attacks (for a total of –9 against melee and –5 against ranged). A helpless character is also flat-footed.

Pinned wrote:
A pinned creature is tightly bound and can take few actions.
Tie Up wrote:
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
Manacles wrote:
Manacles can bind a Medium creature.

EDIT: And of course the Catch-off guard feat


So again, if you have an improvised Dan Bong, what rule are you using to say you don't gain the ability to grapple with it?

I have a character that uses a Monkey's Fist as an improvised Sap. I do non-lethal damage and gain the benefits of Catch Off Guard.

Are you saying it should not do non-lethal damage?

All a Dan Bong is, is a short piece of wood. If you can improvise a Long Spear into a non-reach weapon, surely you can improvise a piece of wood into... a piece of wood.

Grand Lodge

Komoda wrote:
So again, if you have an improvised Dan Bong, what rule are you using to say you don't gain the ability to grapple with it?

Yes. You do not get the ability to grapple with it by calling it a Dan Bong.

It has been well established, albeit not FAQed, that you cannot grapple with a weapon. See Here

The only times that you can Grapple with a weapon is when the weapon has specific text or ability stating you can.

An improvised Dan Bong is a Dan Bong in name only, not abilities.

Therefore, you cannot grapple with it, which means you cannot fulfill the Catch-Off Guard requirements to make them flat-footed, which means you do not get Sap Master sneak attack dice.

Komoda wrote:


I have a character that uses a Monkey's Fist as an improvised Sap. I do non-lethal damage and gain the benefits of Catch Off Guard.

Are you saying it should not do non-lethal damage?

This is tricky to answer. Yes, a Monkey's Paw could be used as an improvised Sap.

However, it does not inherintly gain the ability to do nonlethal. In fact, attempting to deal nonlethal damage with it would incur a penalty, as improvised weapons do not have a special ability allowing them to do non-lethal by default.

Komoda wrote:
All a Dan Bong is, is a short piece of wood. If you can improvise a Long Spear into a non-reach weapon, surely you can improvise a piece of wood into... a piece of wood.

True, but how does that differ from a club? What you are asking is the DM to hear the description "I attack with a peice of wood" and jump to classifying it as analagous to an exotic weapon, instead of the equally similar simple weapon.

Unfortunately, we are delving into Rule 0 territory, and well beyond where it seems the RAW ever intended to get us.


A club is much larger, especially larger around. A Dan Bong is a much more slender stick, not log, meant to entwine limbs. A club sized weapon would be much to thick to do that. Unless fighting giants, I guess.

So we agree that there are no real rules and that both of us are using our interpretation, correct? The link that you posted has nothing to do with how or whether one can apply weapon qualities to improvised weapons.

If a sap does non-lethal damage, it is only logical that an improvised one does as well. The improvised weapon is listed as doing damage that is a reasonable match. "Upgrading" a non-lethal weapon to a lethal one is not a reasonable match.

If I made an improvised Bolas, say a length of rope with two monkey fists, of course trip and non-lethal would apply. That is the only point of the weapon. It isn't an improvised coil rope with weighted ends for doing bludgeoning damage thingy. It is an improvised bolas.

Improvised weapons are less effective versions, not ineffective versions.

Grand Lodge

Komoda wrote:

A club is much larger, especially larger around. A Dan Bong is a much more slender stick, not log, meant to entwine limbs. A club sized weapon would be much to thick to do that. Unless fighting giants, I guess.

So we agree that there are no real rules and that both of us are using our interpretation, correct? The link that you posted has nothing to do with how or whether one can apply weapon qualities to improvised weapons.

The link I posted more clarified that you cannot grapple with weapons, as a basic rule. Only Trip, Disarm, and Sunder default to being performed with a weapon.

And there are, in fact, rules for improvised weapons. For instance:

Improvised Weapon:
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.

Note that the improvised weapons get their damage and size from the comparable weapon, and nothing else.

Komoda wrote:
If a sap does non-lethal damage, it is only logical that an improvised one does as well. The improvised weapon is listed as doing damage that is a reasonable match. "Upgrading" a non-lethal weapon to a lethal one is not a reasonable match.

This is a RAI issue, not a RAW issue. RAW, doing nonlethal damage is a trait of the weapon, not a factor of the weapon's damage. The easiest fluff explaination is that a properly constructed weapon is easier to aim to hit nonlethal areas, while an improvised weapon is not able to be aimed as well.

So, RAW, improvised weapons do lethal damage (the default for all weapons).

Komoda wrote:

If I made an improvised Bolas, say a length of rope with two monkey fists, of course trip and non-lethal would apply. That is the only point of the weapon. It isn't an improvised coil rope with weighted ends for doing bludgeoning damage thingy. It is an improvised bolas.

Improvised weapons are less effective versions, not ineffective versions.

Again, this is an interpretation of RAI, not RAW. If you constructed the weapon as described, it would essentially be a thrown club. No Trip(ranged) ability, and no nonlethal. Of course, you can appeal to the DM, but RAW, the weapon would be as effective as throwing a club.


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@Komoda
If you improvise specific weapons you that you have made in a hurry. You are using craft rules not improvised weapon rules. To improvise specific weapons to get there properties is house rule terretorie and Will be annoying at the table with possible arguments over what counts as what.


RAW is RAI. To believe otherwise is not logical.

It is true that the weapon table lists the damage of the Sap as 1d6. But that damage is non-lethal, as pointed out by the "trait". That does not mean that a Sap does lethal damage unless you wish. It only does non-lethal.

Other traits would absolutely be available. Reach is clearly available. It is not based on damage or size, but of course you can have an improvised long spear. And if you did, it would clearly have reach.

While I can see a strong argument for not granting the +2 to grapples that a Dan Bong gets, I can see a strong argument for allowing it to be used in a grapple.

Grand Lodge

Komoda wrote:

RAW is RAI. To believe otherwise is not logical.

It is true that the weapon table lists the damage of the Sap as 1d6. But that damage is non-lethal, as pointed out by the "trait". That does not mean that a Sap does lethal damage unless you wish. It only does non-lethal.

I am not sure what you are getting at here. Yes, a Sap does 1d6. Yes, a Sap has the Nonlethal trait. This trait is always active, and is always factored into its attacks, just like Reach weapons, or weapons that deal energy damage instead of normal. Whips are another example of a weapon that only deals nonlethal, unless you have a feat to counteract this.

Komoda wrote:
Other traits would absolutely be available. Reach is clearly available. It is not based on damage or size, but of course you can have an improvised long spear. And if you did, it would clearly have reach.

Not if you are going by RAW. By RAW, all improvised weapons transform into a weapon which threatens 5ft, has no weapon traits, and deals damage and damage type based on DM choice. Everything else, Reach included, is Rules As Intended, or in most cases, Rule 0.

But in a Rules Forum, RAI and Rule 0 basically mean assume it doesn't work that way at all.

Komoda wrote:
While I can see a strong argument for not granting the +2 to grapples that a Dan Bong gets, I can see a strong argument for allowing it to be used in a grapple.

Again, RAI and Rule 0. Not RAW.


My first point was that according to the entire entry under Sap, not just the one PART of the entry on the weapon list, but the whole entire entry, a Sap does non-lethal damage. If an improvised weapon does the same type, it would also do non-lethal. A "reasonable match" to a coin purse filled with sand, in my opinion, is not as dangerous as a light mace. Just as a pointy stick that is 10' long would not be a "reasonable match" to a morning star.

Do you ignore the "Type" column just as you ignore the "Special" column?

Where is the RAW that says all weapons transform into 5' reach, have no traits, and deal only lethal damage?

That is apparently how you interrupt the line, "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."

All that says is, To determine the size category and appropriate damage... It is only telling you how to figure out those two parts. It is silent on the rest of the parts.

It does not say anything like, "Only size and weapon damage are determined by the chart and every other feature of every improvised weapon is exactly the same."

I understand that my last sentence is how you read the rules for improvised weapons, and that you are calling it RAW, but it is not written that way. That is why I say, the often touted claim, "Not RAW" is often not true. All RAW requires interpretation. Without it, Pathfinder is a useless rules system.

Your interpretation may be correct. I am experienced enough with these forums to know that the game follows so many different versions of logic that one cannot be applied to all parts. And as such, it is practically impossible to "prove" a rule with logic. It often comes down to the Devs' opinion.

We have the Rule 0 and the GM's opinion for my table. You just seemed so adamant that I was incorrect that I thought I might have missed something that was written somewhere, not just come to a different conclusion than you did.


Komoda wrote:

RAW is RAI. To believe otherwise is not logical.

It is true that the weapon table lists the damage of the Sap as 1d6. But that damage is non-lethal, as pointed out by the "trait". That does not mean that a Sap does lethal damage unless you wish. It only does non-lethal.

Other traits would absolutely be available. Reach is clearly available. It is not based on damage or size, but of course you can have an improvised long spear. And if you did, it would clearly have reach.

While I can see a strong argument for not granting the +2 to grapples that a Dan Bong gets, I can see a strong argument for allowing it to be used in a grapple.

I Think where you deviate from my perspective is that you seem to belive, that you improvise specific weapons. Where you really hit folks with a coin purse, a flag pole or what ever. Improvised weapons are not makeshift copies of the normal weapons, it is about hitting folks with what is at hand.


Cap. Darling wrote:
Komoda wrote:

RAW is RAI. To believe otherwise is not logical.

It is true that the weapon table lists the damage of the Sap as 1d6. But that damage is non-lethal, as pointed out by the "trait". That does not mean that a Sap does lethal damage unless you wish. It only does non-lethal.

Other traits would absolutely be available. Reach is clearly available. It is not based on damage or size, but of course you can have an improvised long spear. And if you did, it would clearly have reach.

While I can see a strong argument for not granting the +2 to grapples that a Dan Bong gets, I can see a strong argument for allowing it to be used in a grapple.

I Think where you deviate from my perspective is that you seem to belive, that you improvise specific weapons. Where you really hit folks with a coin purse, a flag pole or what ever. Improvised weapons are not makeshift copies of the normal weapons, it is about hitting folks with what is at hand.

That is clearly a valid interpretation, but not one I have ever considered. I always imagined what I was turning into a certain thing.


Um... Sap Adept/Sap Master can only be used for non-lethal bludgeoning sneak attacks. Whether or not you can use a garrote or improvised weapon is pointless as it doesn't work with Sap Master unless the weapon is dealing non-lethal bludgeoning damage.

Grand Lodge

Tels wrote:
Um... Sap Adept/Sap Master can only be used for non-lethal bludgeoning sneak attacks. Whether or not you can use a garrote or improvised weapon is pointless as it doesn't work with Sap Master unless the weapon is dealing non-lethal bludgeoning damage.

True, but the type of damage dealt is up to the GM. Or you can just ask 'Is there anything around that will deal bludgeoning damage if I use it as an improvised weapon?". The answer to this should almost always be yes, as bludgeoning is probably the simplest damage type. Slashing and Piercing take a bit more planning (broken glass bottle, plank with nails, etc.).


Aydin D'Ampfer wrote:
Tels wrote:
Um... Sap Adept/Sap Master can only be used for non-lethal bludgeoning sneak attacks. Whether or not you can use a garrote or improvised weapon is pointless as it doesn't work with Sap Master unless the weapon is dealing non-lethal bludgeoning damage.
True, but the type of damage dealt is up to the GM. Or you can just ask 'Is there anything around that will deal bludgeoning damage if I use it as an improvised weapon?". The answer to this should almost always be yes, as bludgeoning is probably the simplest damage type. Slashing and Piercing take a bit more planning (broken glass bottle, plank with nails, etc.).

Here's the problem, you can't use an improvised weapon that deals bludgeoning damage to make a non-lethal sneak attack because it doesn't have the non-lethal ability (like the Sap does). Improvised weapons don't have any weapon properties at all, because you are not improvising it 'as X weapon' you only compare damage to the most relevant weapon.

Improvised Weapons wrote:
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.

So if a weapon is most similar to say.... a bladed scarf, then you use a bladed scarfs damage, and that's it. Pathfinder is a permissive game, it allows you to do what it says you can do. It doesn't say you can take on weapon properties, so you can't do so.

So, in order to use Sap Adept/Master, you need a weapon that deals both bludgeoning damage, and can be used to make non-lethal attacks without penalty. There's only a handful of weapons that have the non-lethal quality, and outside of those specific weapons, you need to use the merciful magic weapon ability. In order to use a slashing or piercing weapon with Sap Adept/Master, you'd also need the feat weapon versatility.

Honestly, the best Sap Adept/Master users are those who use their fist, because then they can also take the feat knockout artist which can only be used during a non-lethal unarmed strike sneak attack. As unarmed strikes have the non-lethal quality, it qualifies for both Sap Adept/Master and Knockout Artist. This gives you a +3 damage bonus per sneak attack die when using an unarmed strike to make non-lethal, bludgeoning sneak attack, and you get double the dice (and double the bonus) if the opponent is flat-footed.

Sovereign Court

Saps are 1gp. A sap master should carry extra.

Meet me on the other thread to figure out what a masterwork sap should be made of! ;)

Liberty's Edge

Pathfinder Lost Omens, Rulebook Subscriber

You can still take a penalty to attack to do Non-Lethal damage. My Sap Master character has Blungeneer feat where she does not take that penalty.

So, flanking does not allow me to do Sap Master things?


No, flanking does not allow Sap Master to work. You must have a flat-footed target.


Aydin D'Ampfer wrote:
Note that Sap Master will be less than effective on a Strangler, as Sap Master only triggers on flat-footed targets. Grappling does not make the target flat-footed, nor does pinning.

Pinning denies the target its dex bonus, which normally is the qualifier for applying sneak attack and sneak attack effects.

Is sap master even more restricted than normal sneak attack?


Yes, they must be flat-footed.

PFSRD wrote:
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.


thaX wrote:

You can still take a penalty to attack to do Non-Lethal damage. My Sap Master character has Blungeneer feat where she does not take that penalty.

So, flanking does not allow me to do Sap Master things?

but sneek attack dosent work, then.

Edit: sorry missed the text in blugeoner that allow sneek on subdual.

Grand Lodge

I just realized Weapon Versatility works with Grapple.

Not fully sure how, but Weapon Focus(Grapple) is a valid option, so Weapon Versatility(Grapple) must be.


Weapon Versatility is actually only taken once and it applies to anything you have weapon focus with.

Using it with splash weapons was discovered pretty quickly

Grand Lodge

deuxhero wrote:

Weapon Versatility is actually only taken once and it applies to anything you have weapon focus with.

Using it with splash weapons was discovered pretty quickly

Are you talking about Alchemist Bombs?

That is a highly contested application.

Just like the interaction of Weapon Focus(Ray), and Weapon Versatility.

Grand Lodge

blackbloodtroll wrote:
deuxhero wrote:

Weapon Versatility is actually only taken once and it applies to anything you have weapon focus with.

Using it with splash weapons was discovered pretty quickly

Are you talking about Alchemist Bombs?

That is a highly contested application.

Just like the interaction of Weapon Focus(Ray), and Weapon Versatility.

The issue I have with trying to apply Weapon Versatility to both Rays, Bows, Guns, and Splash Weapons (Bombs, etc), is that Weapon Versatility specifically calls out 'weilding' the weapon.

Now, while 'Weilding' is not an "offical" term, usually it is used to describe weapons that are held and used to attack. For all of the weapons or attacks listed above, you do not 'weild' the part of the attack that deals damage, therefore you cannot change the damage type.

However, Weapon Focus (Grapple) and Weapon Versatility is a bit of a trap. The issue with that is the same with the Rays, Guns, Bows, and Splash Weapons. The 'grapple' is never a weapon that the character can 'weild', so it is not something you can change the damage type of. Now, if you had Weapon Focus (Armor Spikes) or (Unarmed Strikes) or (Random other One Handed or Light weapon), those would apply, as you can deal damage with those things as part of a grapple.

Grand Lodge

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Well, you most certainly "wield" Bows and Guns.

Grand Lodge

blackbloodtroll wrote:
Well, you most certainly "wield" Bows and Guns.

But not the Arrows or Bullets. Unless you are talking about using them as clubs, at which point the parallels go away.

Grand Lodge

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You don't "wield" the blade of an axe, you "wield" an axe.

Look to the rules, and references to wielding ranged weapons are all over the place.

If you are trying to say that no one ever "wields" a ranged weapon, well, I find such a stance to be completely ridiculous.

Grand Lodge

blackbloodtroll wrote:
You don't "wield" the blade of an axe, you "wield" an axe.

True, but the blade of an axe and an axe are never treated as separate things when being used as a weapon.

The ammo a Bow or Gun uses is. For instance, if an arrow has the broken condition, but the bow does not, the bow can fire normally. If the bow had the broken condition, but the arrow did not, there would be penalties. This is not the case with the Axe, as the ax head being broken breaks the weapon.

blackbloodtroll wrote:

Look to the rules, and references to wielding ranged weapons are all over the place.

If you are trying to say that no one ever "wields" a ranged weapon, well, I find such a stance to be completely ridiculous.

And again, I will put all of what I am saying under the umbrella of "Weilding is a Poorly Defined Weapon Status". There is no real definitive understanding of the difference between 'holding' a weapon and 'weilding' a weapon, or if there even is a difference.

However, I do not believe I have ever heard someone claim that they could 'weild' ammunition. Unless it was as an improvised weapon.

So, to clarify: Weapon Versitility talks about weilding the weapon whose damage type you alter. For weapons with Ammunition (Bows, Guns) the Ammunition determines the damage type, not the weapon (see blunt arrows). This means they are not eligable for Weapon Versitility, as the Ammunition is uneffected by what the feat is trying to do.

With Rays, Splash Weapons, and Grapple, there is nothing to weild, therefore these attacks are ineligeable for Weapon Versitility.

Grand Lodge

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So, because a weapon fires a projectile, you never actually wield said weapon?

I cannot even support this as a valid view.

Look, outside of a few exceptions, which happen to be poorly worded, I go with Sean K Reynolds explanation of what wielding means.

Grand Lodge

blackbloodtroll wrote:

So, because a weapon fires a projectile, you never actually wield said weapon?

I cannot even support this as a valid view.

Look, outside of a few exceptions, which happen to be poorly worded, I go with Sean K Reynolds explanation of what wielding means.

Again, you are missing my point. I am not claiming that the Bow or Gun is not being wielded. Nor is what I am saying conflicting with SKRs post. All I am saying is that you cannot change the type of damage an Arrow does by changing your hand position on the Bow. Same with bullets and the Gun.

Weapon Versitility wrote:
Benefit(s): When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon's normal damage type or another damage type as a swift action.

Emphasis mine. When you fire a Bow, the damage type is not determined by the bow. Instead, it is determined by the arrow you are firing. This invalidates the clause "Normally dealt by that weapon", because you are not weilding the part of the attack (not the part of the weapon) which deals the damage.

For example: You are wielding a Bow. You choose to fire Blunt Arrows during your attack. The Bow lists the damage type as Peircing, but the BLunt Arrows list the damage type as Bludgeoning. So what damage type does the Bow do when you attack? Bludgeoning, as per the rules of the Blunt Arrow.

Now, you prepare to attack, and as a swift action you use Weapon Versitility to change the damage type of the Bow to Slashing. You choose to fire Blunt Arrows. What damage type does the attack deal? Bludgeoning, as per the rules of the Blunt Arrow.

So, to try and put this in plain English: You are weilding the bow or gun. You are not weilding the ammunition.

Grand Lodge

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That doesn't change the benefit of the feat.

Firing a Bow, or throwing Shuriken, using a Rope Dart, or hitting with an unarmed strike, all apply.

You are looking alter the definition of wield, to apply to differently, for this feat only.

In fact, it makes no sense that you wield, and attack with a weapon, but also don't wield and attack with a weapon, because the ammunition is making the attack.

Hell, how would Weapon Focus, or Weapon Specialization apply, using this logic?

If Weapon Focus and Weapon Specialization apply to projectile weapons, then the feat must apply, as the feats have you choose Bow, or Pistol, and not arrow, or bullet.

Grand Lodge

blackbloodtroll wrote:


Hell, how would Weapon Focus, or Weapon Specialization apply, using this logic?

If Weapon Focus and Weapon Specialization apply to projectile weapons, then the feat must apply, as the feats have you choose Bow, or Pistol, and not arrow, or bullet.

Weapon Focus wrote:
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization wrote:
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Sorry, but neither of those feats you have mentioned deal with weilding. And as SKRs post suggests, there is a difference between those things.

Nor do I ever make the claim that weapon damage or attack is entirely dependant on the ammo. Obviously there are aspects of the attacks which are weapon dependant, such as range, damage modification (STR mods, etc), and crit range. But the damage type is specifically called out in the ammunition's description.

blackbloodtroll wrote:

That doesn't change the benefit of the feat.

Firing a Bow, or throwing Shuriken, using a Rope Dart, or hitting with an unarmed strike, all apply.

You are looking alter the definition of wield, to apply to differently, for this feat only.

In fact, it makes no sense that you wield, and attack with a weapon, but also don't wield and attack with a weapon, because the ammunition is making the attack.

I am not altering the definition of wield. I am reading rules as they are presented, and making observations as to aspects of the rules which are being overlooked. You are making up rules related to ammunition which do not exist, and blantly overlooking rules related to ammunition which refute your presented opinion.

Another example, which I believe logically refutes your point:
You are weilding a Pistol, and load it with a Dragon's Breath cartridge. You then use a swift action to change the Pistol's damage type to Slashing. You fire the weapon. What damage type does the attack deal? By my reasoning, the Ammunition's rules override
Weapon Versitility's rules, and you deal Fire Damage.

You appear to be claiming that either Weapon Versitility overrides the Ammunition rules, or ignores them. There are no rules to support either of these claims that you have presented.

Now, I completely admit that there are unclear interactions between some of the cases presented, such as the shiruken and the rope dart. But these issues refer not just to this question of "Can you change the damage type of a thrown weapon with Weapon Versitility" but with "Are you considered weilding a thrown weapon when it deals damage". Technically, a thrown weapon, after it is thrown, fails the 'Wield Test' of 'could you make an attack or AoO with it'. But this is an issue for another Rules thread, which I highly suggest someone starts.

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