Pathfinder Player Companion: Weapon Master's Handbook (PFRPG)

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Pathfinder Player Companion: Weapon Master's Handbook (PFRPG)
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Don't just hack and slash like a fresh recruit! Rise above the rank and file to become a true artist of combat with the secrets found within Pathfinder Player Companion: Weapon Master's Handbook! Emulate the fighting style of your patron deity, learn to use your weapons in tricky new ways, or simply enchant your boring old sword with new and exciting magical abilities. Whether you want to perfect the use of a single weapon, become an expert on a whole group of them, or dedicate yourself to a specific fighting style, this player-friendly volume contains everything you need!

Inside this book, you'll find:

  • Weapon style feats giving characters focusing on one type of weapon or weapon combination new options unavailable to less specialized combatants.
  • Advanced weapon mastery options that let specialized fighters continue to improve with their chosen weapons, even at higher levels.
  • Magic item mastery, which pits a character's martial spirit against the essential nature of their magic items, resulting in radically different magic effects.
  • An expansion of the combat trick and stamina system introduced in Pathfinder RPG Pathfinder Unchained to cover combat feats from several Pathfinder Campaign Setting sourcebooks.
  • A weapon design system that allows Game Masters to let their imaginations run wild, adding almost any conceivable weapon to their campaigns.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-796-3

Note: This product is part of the Pathfinder Player Companion Subscription.

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Amazing for Fighters

5/5

This book started it all for Fighters in 2106. Finally, the class gets options that lift it from bottom of the barrel.

Combine whats in this book with the combat stamina system from pathfinder unchained, get the armor master handbook and magic tactics toolbox, google "Iron Caster", and enjoy playing fighters that are amazing.


So nice I bought it twice

5/5

I bought this book from my local game store some time ago and just now bought the PDF so I could have a copy on my tablet. This is, in my opinion, probably one of the best books Paizo has put out including other product lines such as the Core books and APs. It's chock full of interesting options for martial characters, especially the Fighter. The Fighter, which has traditionally been the most boring class in the game, got elevated to one of my favorite classes to tinker with thanks to this book alone. Not everything's a hit, like the weapon creation rules which are kind of funky and seem more like a tool to powergame weapon groups in weird ways, but they're minor enough issues or just not bad enough to detract from the book as a whole.

Absolutely pick this book up, if for no other reason than to support this kind of content in the future.


This book unchains the fighter

5/5

The fighter has needed some love for a long time.

You have a plethora of worthwhile options to build the fighter you want to. Some things i love. You ever watch a movie and your hero does some neat trick like blind the bad guy by pulling his helmet over his eyes while stabbing someone else, this book legalizes this! There are bunch of trick options to give you legal ways to do neat things in combat.

They have some combat styles that definitely have their niche. More feats for throwing weapons that are long over due, and they are very potent. Almost essential for someone relying on thrown weapons.

They have ways for warrior types to use magical items in ways not intended. Now I do not see this fitting a weapon master thing to use my incredible health to force a goblin fire drum to make me fly! There issue with this, but it is neat if not out of place. I would have used cha for this ability option.

This was a great book done well. Anyone that like variety in their fighters this is a must buy. Great job Paizo!


When all you have is a hammer, SMASH SMASH SMASH

5/5

Have you ever wanted to ricochet a hammer across the skulls of 3 orcs? Are you intrigued by the idea of lockpicking with a crossbow? Do you ever just want to punch a disintegration ray out of your way with a gauntlet while smugly proclaiming "Not today, buddy!" All this, plus more is possible in the Weapon Master's Handbook. Paizo is pushing the limits of what martial characters can achieve in the Pathfinder ruleset, and I freaking love every bit of it.

Highlights from the book include:

Alternate bonuses fighters can take at each tier of weapon mastery, such as adding bravery to all will saves, applying weapon finesse to any weapon group, proficiency with all exotic weapons, replacing skill requirements with BAB, and more.

New style feats. Who says they have to be restricted to monks? These include a style that specializes in whacking people with bows/guns, one that specializes in 5-foot steps and lunges, and a style that turns spears into double weapons.

Butt loads of other feats. What I love about them is just how usable they are. In Ultimate Combat, maybe 10-25% of the feats seemed usable, but in here, I can find uses and potential build ideas for most of the ones in this book. Some of my favorites are Spellcut (substitute base saves with BAB against magic), Smash from the Air (knock away magic attacks and freaking boulders), and Cayden Cailean's Blade and Tankard, which specializes in using a tankard as an off-hand weapon!

The only potential downside I can see to this book, is that a lot of the features are specific to fighters, or require weapon mastery as a class feature to qualify. That being said, I was disappointed by their lack of inclusion in Pathfinder Unchained, so I feel they were overdue for some love.

I really hope Paizo continues in this direction for fun, flavorful, and most importantly, useful combat options. This is probably my favorite player companion of all time, and I can't wait to try out all these new builds swimming around in my head.


I iz martial, can I haz nice things?

5/5

A book on martials, in particular Fighters, getting cool things. Like flying without having to rely upon a spellcaster. Or getting more out-of-combat options, which you likely did not expect from a book like this. Excellent, well-thought, innovative material.

The new direction of Player Companions under Owen is excellent. If Armor Master Handbook will be half as good... my only gripe will be that these too should be put together into a hardcover.


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So how many different types of advanced weapon training options are there? I get the pdf when it comes out, and the fact that I always play martials, this wait is driving me nuts.

Are there different routes you can take with the advanced weapon training options, similar to the fighting style feats I mean. If you want to focus on a certain type of ability, you go this route, etc.

Are they straight up exchanges for specific weapon training? This particular one replaces weapon training 3, this replaces 2, this replaces weapon mastery, etc?

What sort of enhancements can I do with this sort of stuff? I heard knocking boulders out of the air, which is cool and all, but what else? Are some of these the equivalent to rage powers in respect towards what they accomplish? Flavorful and class changing? What's the story?

I'm dying over here!!!

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Major_Blackhart wrote:

So how many different types of advanced weapon training options are there? I get the pdf when it comes out, and the fact that I always play martials, this wait is driving me nuts.

Are there different routes you can take with the advanced weapon training options, similar to the fighting style feats I mean. If you want to focus on a certain type of ability, you go this route, etc.

Are they straight up exchanges for specific weapon training? This particular one replaces weapon training 3, this replaces 2, this replaces weapon mastery, etc?

What sort of enhancements can I do with this sort of stuff? I heard knocking boulders out of the air, which is cool and all, but what else? Are some of these the equivalent to rage powers in respect towards what they accomplish? Flavorful and class changing? What's the story?

I'm dying over here!!!

The advanced weapon training basically lets you swap the new weapon group you would pick (so at level 9, your first weapon training group's bonus goes up by 1, but you don't get another group that level), and instead gain some other bonuses. Some are fairly niche (use Weapon Finesse with all weapons in that group, add your weapon training bonus to CMD), but some are huge boosts (use BAB as skill ranks for two skills, add your bravery bonus to all Will saves).

There are also feats that have weapon training as a prerequisite (although there's another feat that lets you count as if you had weapon training for that), which let you do tricks like smashing boulders out of the air, and stuff like that.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Slipslinger Style allows you to treat any weapon with "sling' in the name as a sling for most purposes (though ironically not weapon proficiency).

I suppose this could make sense with the "Sling Glove" (and of course the handful of actual slings it was presumably intended for), but the "Spear-sling" seems seriously out of place... rapidly reload and fire multiple spears per round?

Conversely, the kestros (dart sling), flask thrower (sling-staff for larger items), and tossglove (goblin sling glove) get shut out.

Easy enough to house-rule and they presumably wanted to use "sling" so that it might apply to any new sling weapons introduced in the future, but I could see the spear-sling being a problem in PFS.


RainyDayNinja wrote:
Major_Blackhart wrote:

So how many different types of advanced weapon training options are there? I get the pdf when it comes out, and the fact that I always play martials, this wait is driving me nuts.

Are there different routes you can take with the advanced weapon training options, similar to the fighting style feats I mean. If you want to focus on a certain type of ability, you go this route, etc.

Are they straight up exchanges for specific weapon training? This particular one replaces weapon training 3, this replaces 2, this replaces weapon mastery, etc?

What sort of enhancements can I do with this sort of stuff? I heard knocking boulders out of the air, which is cool and all, but what else? Are some of these the equivalent to rage powers in respect towards what they accomplish? Flavorful and class changing? What's the story?

I'm dying over here!!!

The advanced weapon training basically lets you swap the new weapon group you would pick (so at level 9, your first weapon training group's bonus goes up by 1, but you don't get another group that level), and instead gain some other bonuses. Some are fairly niche (use Weapon Finesse with all weapons in that group, add your weapon training bonus to CMD), but some are huge boosts (use BAB as skill ranks for two skills, add your bravery bonus to all Will saves).

There are also feats that have weapon training as a prerequisite (although there's another feat that lets you count as if you had weapon training for that), which let you do tricks like smashing boulders out of the air, and stuff like that.

lookit that--it only took us what, seven real-time years? and an ability-tax to get bravery to actually help the fighter class in a manner vaguely resembling competence.

with this book's options, DSP's myrmidon archetype (path of war expanded), and paizo's lore warden archetype (both of which can stack!), the fighter might actually be half-decent in relation to other martials now!


Using BAB for your ranks in two skills is pretty nice. Is that any skill, or from a list? Overall this sounds like a large indirect buff to the Weapon Master Fighter in particular since you'll be able to get these benefits faster than everyone else.


I don't know if it was or not, but I'd like to think that it was part of the thought process behind exchanging weapon training for stuff.

Even if it's not, it's a great option overall for a LOT of different fighter archetypes that keep weapon training.
Rondelero Fighter just got a bit more interesting as well.

Contributor

Arachnofiend wrote:
Using BAB for your ranks in two skills is pretty nice. Is that any skill, or from a list? Overall this sounds like a large indirect buff to the Weapon Master Fighter in particular since you'll be able to get these benefits faster than everyone else.

Its from a list of up to four skills, based upon which weapon you have weapon training with. All groups can select Bluff and Intimidate (since those skills are used directly with various weapon-specific options), but the other two skills are based upon your group. Bows, for example, give you Perception as a result of your eagle-eye shooting and Knowledge (engineering) as a result of the knowledge of angles and rudimentary physics needed to make arcing shots with a bow.


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23 hours to go.


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This wait is killing me.


I just got the Weapon master handbook, it's awesome, but the Rondelero Flexibility ability has me really confused. The Rondelero fighter archetype has a very similar ability, minus the keeping buckler AC, but I feel it's been "established" that the ability doesn't actually DO anything, since you can already alternate between weapons and not take 2WF penalties. BUT since the ability was printing again I am super curious if it's actually supposed to mean anything. Or does the fighter's really do nothing and the swashbuckler's really just saves you a feat to keep ac? Does anyone know more about this?

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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Chess Pwn wrote:
I just got the Weapon master handbook, it's awesome, but the Rondelero Flexibility ability has me really confused. The Rondelero fighter archetype has a very similar ability, minus the keeping buckler AC, but I feel it's been "established" that the ability doesn't actually DO anything, since you can already alternate between weapons and not take 2WF penalties. BUT since the ability was printing again I am super curious if it's actually supposed to mean anything. Or does the fighter's really do nothing and the swashbuckler's really just saves you a feat to keep ac? Does anyone know more about this?

I wondered about that for a while too. My conclusion was that since bucklers cannot usually be used to attack / are not usually treated as weapons the class only allows them to be used as such in specific situations - gained in two stages. So first you get the ability to make one attack with a buckler. Then you get the ability to use a buckler for any of your iterative attacks from high BAB. Any other form of buckler attack (e.g. AoO) is still off the table.


I don't think Buckler Bash limits you to just one attack with it. I'm pretty sure it saying to pretend it's a light shield for bashing. Thus putting us back to Rondelero Flexibility not really doing anything.

Scarab Sages

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I'm pretty sure if you have Rondelero Flexibility it will turn off Slashing Grace, as you will have a weapon in your off hand, even though it's not being held.


Well, now I have a question specifically regarding swordplay style. Is it relegated to 1 handed only weapons? The initial feat simply designates a weapon you have weapon focus in.

While I do think it's intended to be used for 1 handed weapons, I think it would definitely be awesome for 2 handed blades as well.

Scarab Sages Developer

Major_Blackhart wrote:

Well, now I have a question specifically regarding swordplay style. Is it relegated to 1 handed only weapons? The initial feat simply designates a weapon you have weapon focus in.

While I do think it's intended to be used for 1 handed weapons, I think it would definitely be awesome for 2 handed blades as well.

The Swordplay Style feat on page 17?

It applies to one weapon you choose (which you must have Weapon Focus with) from the heavy blades or light blades fighter weapon groups. So yes, that includes falchion, elven curve blade, great sword, heck even the scythe.

It may seem one-handed weapon focus because of the swashbuckler's special benefit with it, but in that same section it notes fighters with heavy blade or light blade weapon training can use it with any weapon in that weapon group, so it's definitely not restricted to 1-haned weapons.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I have a question regarding the Elven style feat. The second feat in the style says you "can add your Intelligence modifier for damage (instead of any other ability modifier or other modifiers to the weapon). Does that mean both or literally one or the other.
Pg. 12 Elven Battle Focus


Pathfinder Adventure Path Subscriber

You only add one ability modifier to the damage. In this case it´s possible to add INT instead of STR or possibly DEX.

Scarab Sages

It also means that It's straight INT to damage despite any other class ability you might have. If you are a Two-Handed Fighter with Overhand Chop using an Elven Curve Blade and Elven Battle Focus, you can use 2 x STR mod to damage, or 1.5 X INT mod to damage.

Assuming it follows the same general rules as set in the unchained rogue finesse training faq, that is.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

My biggest concern is the "or other modifiers". If it means both does that mean feats and weapon enchants to damage would disappear as well if you choose Int?

Contributor

baja1000 wrote:
My biggest concern is the "or other modifiers". If it means both does that mean feats and weapon enchants to damage would disappear as well if you choose Int?

When it says, "modifiers," its referring to "other ability score modifiers." In the Pathfinder Roleplaying Game, "modifier" is almost singularly used to refer to "ability score modifier." For example, we typically don't say, "modifier on attack rolls and damage rolls," its usually "penalty." The reason is that "modifier" is neutral in terms of operation, whereas "bonus" is positive (I am adding this) and penalty is negative (I'm subtracting this).

I don't have the book in front of me at the moment so I might be remembering the wording incorrectly, but if I'm correct the style is written in a way so that if some day in the distant future, an elven kineticist gets an option that allows him to treat his kinetic blast as a bow for the purpose of feats and class abilities, this style would allow him to replace his Constitution modifier to damage rolls with his Intelligence.

(This is purely a theoretical conjecture. I promise nothing for kineticists. NOTHING!!!!)

Scarab Sages

Alexander Augunas wrote:


I don't have the book in front of me at the moment so I might be remembering the wording incorrectly, but if I'm correct the style is written in a way so that if some day in the distant future, an elven kineticist gets an option that allows him to treat his kinetic blast as a bow for the purpose of feats and class abilities, this style would allow him to replace his Constitution modifier to damage rolls with his Intelligence.

(This is purely a theoretical conjecture. I promise nothing for kineticists. NOTHING!!!!)

If some day in the distant future, you have the ability as a freelancer to deliver such an option for an elven kineticists, I would be forever in your debt.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Ok, phew thats good. Thanks


Anybody that worked on this book know whether Rondelero Flexibility does anything more than grant the Improved Shield Bash feat when you do a full round?


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I love the Liberating weapon special ability. It's like wearing a lesser version of a Ring of Freedom of Movement, but cheaper and without taking up a slot.

And the Sharding weapon special ability is freaking amazing for thrown weapon builds! You can sink your money into enhancing your melee weapon(s), and then also use those for ranged attacks without ever letting go of your weapon(s). Unlike a Blinkback Belt, it could be easily combined with a Belt of Mighty hurling for STR builds.

I love the idea of a Myrmidarch using Ranged Spellstrike with a Keen Rapier, or an Occultist throwing copies of a greatsword or fauchard at enemies beyond their reach. (Occultists should be able to apply this with Legacy Weapon at 6th level. Yay Occultists!) I also think that a TWF switch-hitting Investigator build might now be practical by medium levels, but I haven't tried to build one yet.

Contributor

Chess Pwn wrote:
Anybody that worked on this book know whether Rondelero Flexibility does anything more than grant the Improved Shield Bash feat when you do a full round?

I didn't write any of the book's archetypes, so I don't have have a comment on that I'm afraid. I try not to talk about stuff that I didn't have a direct hand in.

Contributor

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Gisher wrote:

I love the Liberating weapon special ability. It's like wearing a lesser version of a Ring of Freedom of Movement, but cheaper and without taking up a slot.

And the Sharding weapon special ability is freaking amazing for thrown weapon builds! You can sink your money into enhancing your melee weapon(s), and then also use those for ranged attacks without ever letting go of your weapon(s). Unlike a Blinkback Belt, it could be easily combined with a Belt of Mighty hurling for STR builds.

David and I both REALLY like thrown weapons and we both felt like there wasn't much support for them in the game. We actively tried to support character concepts that lacked strong options (such as me writing a sling-focused fighting style), and we both wanted to make sure that there were multiple ways of being good with thrown weapons.

So, you have the blinkback belt, which is the easiest to get of the three current options in the game, but its also the most taxing because it effectively takes away your enhancement bonus to Dex / Str. Next, you have the sharing special ability, which is REALLY cool visually and while it takes up more gold resources than the blinkback belt, it doesn't occupy any item slots. Finally, you have the Ricochet Shot weapon master feat, which costs no gold, but instead takes up a feat slot and either requires you to be a fighter or to take a feat tax.

Overall, there are several different options to achieve the same end goal with different benefits and drawbacks, and I think that's a strength for the game overall.


Alexander Augunas wrote:
Gisher wrote:

I love the Liberating weapon special ability. It's like wearing a lesser version of a Ring of Freedom of Movement, but cheaper and without taking up a slot.

And the Sharding weapon special ability is freaking amazing for thrown weapon builds! You can sink your money into enhancing your melee weapon(s), and then also use those for ranged attacks without ever letting go of your weapon(s). Unlike a Blinkback Belt, it could be easily combined with a Belt of Mighty hurling for STR builds.

David and I both REALLY like thrown weapons and we both felt like there wasn't much support for them in the game. We actively tried to support character concepts that lacked strong options (such as me writing a sling-focused fighting style), and we both wanted to make sure that there were multiple ways of being good with thrown weapons.

So, you have the blinkback belt, which is the easiest to get of the three current options in the game, but its also the most taxing because it effectively takes away your enhancement bonus to Dex / Str. Next, you have the sharing special ability, which is REALLY cool visually and while it takes up more gold resources than the blinkback belt, it doesn't occupy any item slots. Finally, you have the Ricochet Shot weapon master feat, which costs no gold, but instead takes up a feat slot and either requires you to be a fighter or to take a feat tax.

Overall, there are several different options to achieve the same end goal with different benefits and drawbacks, and I think that's a strength for the game overall.

There have been a lot of threads bemoaning the difficulties of building thrown-weapon characters. I think you've made a lot of people very happy. I'm one. Thank you.


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For clarification, are the benefits of Startoss Style supposed to create a Captain America ricochet effect? Your thrown weapon hits a target, then bounces to the next target on its own?

Unrelated, but Smashing Style makes me want to build a sunder artist. As a lady who loves her huge ass hammers this makes me very happy.

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Can anyone explain to me why on Golarion anyone would take Blackjacket Weapon Flair??

Weapon Master's Handbook wrote:
Whenever you roll a natural 20 on a combat maneuver with a magic weapon, you gain a +5 trait bonus on the check.

I mean I know that winning by an extra 5 is technically nice for some of the maneuvers, but if you roll a 20, hopefully you're pretty much getting the effect you were hoping for anyways.

Anyone have a good reason to take this??


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Cwethan wrote:
Can anyone explain to me why on Golarion anyone would take Blackjacket Weapon Flair??
Weapon Master's Handbook wrote:
Whenever you roll a natural 20 on a combat maneuver with a magic weapon, you gain a +5 trait bonus on the check.

I mean I know that winning by an extra 5 is technically nice for some of the maneuvers, but if you roll a 20, hopefully you're pretty much getting the effect you were hoping for anyways.

Anyone have a good reason to take this??

A natural 20 guarantees a success, but getting extra rounds on something like a Dirty Trick is huge. If you're invested in Dirty Tricks its definitely a trait worth looking into IMO.


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It's another 5 feet enforced movement on Bull Rush and Reposition. Might make the difference between pushing that foe from the bridge or not (Reposition needs the Tactical Reposition feat here).

Statistically, it's underpowered (5% chance on +5 CMB is just +0.25 CMB), but it works for any maneuver and it's compatible with rerolls...

Contributor

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Arachnofiend wrote:
For clarification, are the benefits of Startoss Style supposed to create a Captain America ricochet effect? Your thrown weapon hits a target, then bounces to the next target on its own?

Yes. It essentially works like Cleave, except you use the first target's space to determine cover for the second target. So you could hit an enemy, then "cleave" the thrown weapon around a corner to the next enemy. And if you have Ricochet Toss, the attack will immediately find a way to return to you.

Because let's be honest: one thing that Pathfinder DESPERATELY needs is more martial-focused extraordinary abilities that function under "rule of cool" rather than "rule of reality."

Contributor

Cwethan wrote:
Can anyone explain to me why on Golarion anyone would take Blackjacket Weapon Flair??
Weapon Master's Handbook wrote:
Whenever you roll a natural 20 on a combat maneuver with a magic weapon, you gain a +5 trait bonus on the check.

I mean I know that winning by an extra 5 is technically nice for some of the maneuvers, but if you roll a 20, hopefully you're pretty much getting the effect you were hoping for anyways.

Anyone have a good reason to take this??

The trait isn't equally good for all combat maneuvers. As Arachnofiend points points out, a +5 with a dirty trick maneuver increases the number of rounds that the target is affected by 1. Similarly, a bull rush with +5 increases the distance moved by 1. You're right in that it isn't super useful for things like disarm or grapple or trip, however.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Alexander Augunas wrote:
Arachnofiend wrote:
For clarification, are the benefits of Startoss Style supposed to create a Captain America ricochet effect? Your thrown weapon hits a target, then bounces to the next target on its own?
Yes. It essentially works like Cleave, except you use the first target's space to determine cover for the second target. So you could hit an enemy, then "cleave" the thrown weapon around a corner to the next enemy. And if you have Ricochet Toss, the attack will immediately find a way to return to you.

Actually, when I read Startoss and Ricochet Toss I wondered if someone hadn't been watching old re-runs of 'Xena'.

I guess Captain America is a more topical example, but not usually as extreme... with one throw bouncing off five enemies before returning.

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Alexander Augunas wrote:
Cwethan wrote:
Can anyone explain to me why on Golarion anyone would take Blackjacket Weapon Flair??
Weapon Master's Handbook wrote:
Whenever you roll a natural 20 on a combat maneuver with a magic weapon, you gain a +5 trait bonus on the check.

I mean I know that winning by an extra 5 is technically nice for some of the maneuvers, but if you roll a 20, hopefully you're pretty much getting the effect you were hoping for anyways.

Anyone have a good reason to take this??

The trait isn't equally good for all combat maneuvers. As Arachnofiend points points out, a +5 with a dirty trick maneuver increases the number of rounds that the target is affected by 1. Similarly, a bull rush with +5 increases the distance moved by 1. You're right in that it isn't super useful for things like disarm or grapple or trip, however.

Of course, normally only trip, disarm, and sunder can be performed with a weapon, and they don't benefit from higher margins. Although I'm fairly sure there's an ability or two out there that lets you use a weapon to bull rush or dirty trick.

Scarab Sages

You can also apply Trip weapons to Drag and Reposition manuevers, and Shield Slam applies to Bull Rush.

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Imbicatus wrote:
You can also apply Trip weapons to Drag and Reposition manuevers, and Shield Slam applies to Bull Rush.

Ah good catch. Although I think applying the trait to Shield Slam is debatable, because you use the result of your attack roll instead of making a separate CMB roll.

Scarab Sages

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shield slam wrote:
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check

So If you roll a natural 20 on your shield bash, that is substituted for the combat maneuver check. It should trigger the trait for an extra +5 on the maneuver check.


I'm overwhelmed with the awesome options for my half orc two handed fighter vmc barbarian. I'm wondering if Fighters Tactics works with animal companions and mounts as well.


I have to say that I'm really impressed by how good the options given in this book are; this isn't something you pick up because there's one or two standouts, there are a ton of worthwhile options to select from. Even the less impressive feats are still good enough to keep in mind for a character with Martial Flexibility.

Now I just need to decide if I want my next character to be a Barbarian sunder master with Crush Armor and Smashing Style or a Brawler that chucks her shield at people she can't reach with her cestus...


Calth wrote:

Doing the ranged styles since I did the melee.

Missed one melee style:
Spear Dancing style lets you treat any spear or polearm as a double weapon, with off-hand a light mace, losing reach and brace. Next feat lets you finesse it, and treat it as a quarterstaff for feats and abilities. Last feat gives you back reach as a swift action.

I apologize if I missed the answer to this earlier in the thread, but how does this interact with a magic weapon?

Normally, one must separately enchant both ends of a double weapon. Is this an exception?

If not, does the off-hand end always count as a nonmagical mace, or can you enchant the stick end as a weapon in its own right? You cannot normally enchant the haft of a polearm.

Does this mean you need to purchase your polearm with a masterwork haft to add magic bonuses?

Thanks!


Does the first aspect of Gorum's Swordsmanship work with all attacks on a charge or just the first?


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It occurs to me that an Android Fighter with Throw Anything and Ricochet Toss could use gauntlets (or cesti if you want a good weapon) to create a reasonable facsimile of a ROCKET PUNCH.

This. This is a thing that I like.

Dark Archive

Klarg1 wrote:
Calth wrote:

Doing the ranged styles since I did the melee.

Missed one melee style:
Spear Dancing style lets you treat any spear or polearm as a double weapon, with off-hand a light mace, losing reach and brace. Next feat lets you finesse it, and treat it as a quarterstaff for feats and abilities. Last feat gives you back reach as a swift action.

I apologize if I missed the answer to this earlier in the thread, but how does this interact with a magic weapon?

Normally, one must separately enchant both ends of a double weapon. Is this an exception?

If not, does the off-hand end always count as a nonmagical mace, or can you enchant the stick end as a weapon in its own right? You cannot normally enchant the haft of a polearm.

Does this mean you need to purchase your polearm with a masterwork haft to add magic bonuses?

Thanks!

Huh, all very good questions. Seconding this.

Dark Archive

Wow. Overwatch Style is amazing. With this and the ranged weapon tricks you've actually made me want to build a Crossbowman archetype fighter. Take a level or three in Rogue for bonus damage on your readied attacks then make your purpose in life to be your spellcaster's best friend and your enemy spellcaster's worst nightmare.

I can't think of a way to use Elven Battle Focus effectively. Sure you get INT to damage but it doesn't also apply to your attack bonus, so you're stuck with the problem Weapon Finesse users already have. It's already the 4th feat in a chain and it's only usable by elves thanks to prerequisites, so it's hardly a small investment both feat and concept-wise. INT-to-hit already exists in other places anyway, such as the magus and the Divine Strategist cleric archetype.


It's mainly useful for bypassing needing to use strength for the Curve Blade and Branched Spear, I think.

Scarab Sages Developer

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Chess Pwn wrote:
I just got the Weapon master handbook, it's awesome, but the Rondelero Flexibility ability has me really confused. The Rondelero fighter archetype has a very similar ability, minus the keeping buckler AC, but I feel it's been "established" that the ability doesn't actually DO anything, since you can already alternate between weapons and not take 2WF penalties. BUT since the ability was printing again I am super curious if it's actually supposed to mean anything. Or does the fighter's really do nothing and the swashbuckler's really just saves you a feat to keep ac? Does anyone know more about this?

So, obviously when developing a Player Companion, I can't go back and adjust the wording of other books already in print. And of the thousands of people who will buy and use this book, not all of them are part of online discussions. So I want to make sucre it's clear to people who have already put the Rondelero fighter archetype into their games that this class can do the same thing. The fear is if we *don't* mention that, there will be people who see the absence as meaning the new archetype can't do it. And if some new FAQ or official rules change comes along (which I have no reason to think will happen, but like to be prepared for), the two Rondelero will continue to operate in the same way.

However the swashbuckler ability DOES do something, since it allows you to shield bash witch a buckler without losing the AC from the buckler, and that's a nice ability if not overwhelming. For one thing it means you can attack a foe hit with a full attack action, hit, roll damage, discover the foe has DR 10/bludgeoning, and swap to your buckler for your second attack without fear of weakening your defenses.


Owen K. C. Stephens wrote:
Chess Pwn wrote:
I just got the Weapon master handbook, it's awesome, but the Rondelero Flexibility ability has me really confused. The Rondelero fighter archetype has a very similar ability, minus the keeping buckler AC, but I feel it's been "established" that the ability doesn't actually DO anything, since you can already alternate between weapons and not take 2WF penalties. BUT since the ability was printing again I am super curious if it's actually supposed to mean anything. Or does the fighter's really do nothing and the swashbuckler's really just saves you a feat to keep ac? Does anyone know more about this?

So, obviously when developing a Player Companion, I can't go back and adjust the wording of other books already in print. And of the thousands of people who will buy and use this book, not all of them are part of online discussions. So I want to make sure it's clear to people who have already put the Rondelero fighter archetype into their games that this class can do the same thing. The fear is if we *don't* mention that, there will be people who see the absence as meaning the new archetype can't do it. And if some new FAQ or official rules change comes along (which I have no reason to think will happen, but like to be prepared for), the two Rondelero will continue to operate in the same way.

However the swashbuckler ability DOES do something, since it allows you to shield bash witch a buckler without losing the AC from the buckler, and that's a nice ability if not overwhelming. For one thing it means you can attack a foe hit with a full attack action, hit, roll damage, discover the foe has DR 10/bludgeoning, and swap to your buckler for your second attack without fear of weakening your defenses.

Okay so I'm not missing anything. All this one does is give you the benefit of Improved Shield bash and the part about alternating does do nothing. Well that's good to know, if annoying that it's a big block of text that currently doesn't do anything. Thanks so much for clarifying this.

EDIT: Now how is this intended to work if you have the 2WF feats? Does it turn off this ability like it does for the normal rule that this ability is basically restating, or would it have some strange interaction where you can decide on each attack which weapon you'll use?


If you alternate between strikes, and you DO lose your AC bonus, you would take a penalty to your AC if your strike drew an attack of opportunity or triggered a readied action. I would rather a rule be excessively clear than needlessly murky.

Silver Crusade

Owen, I was disappointed in the weapon masters handbook. IMO it is just another book that is a list of feats for martial characters that require
a large number of feats to take to get an an underwhelming ability.
I see an overwhelming design bias by pazio vs. martial characters.

casters do not have to take feats when they choose new spells to qualify for a new spell. They may take metamagic feats that are worth several martial feats for each metamagic feat.

for instance compare the feats Maximize spell to weapon Specialization
a caster can use a spell slot three levels higher to cast a spell that has all damage dice maximized to a feat that only fighters get to take that gives a flat +2 per hit.

I think some of these biases can be corrected easily. For instance give all martials and partial martial/casters weapons training. For instance give rangers weapons training at 7th level and Magus's weapons training at 9th level [back blade magi should get weapons training at 7th do to their cohesion with their weapon.]] make Weapon Specialization and the greater version Available to all martial's once they have weapons training and the second weapons training for the greater version.

Owen the weapon masters handbook is not all bad I really like the Dwarven combat style I don't like that a racial combat style takes until level 7 to be had again casters only had to get to 5th to get fireball or lightning bolt and at 7th the firball gets 7d6 damage
bias shown again.

errata vital strike so it can be used on a charge. Why can casters move and cast a spell but martial's have to stay still to get a full attack it makes no sense it is much easier to move and swing a weapon
then concentrate move your hands and feet at the same time to cast a spell while moving.

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