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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Pathfinder Companion, Pawns, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Ooh Halfling Style looks really cool.

What all archetypes are in the book?


I'm pretty much disappointed in what I read.

things:

Racial style feats don't even include human.

Fighter archetype is pretty much a brawler and a monk master of many styles. The other archetype uses magic item feats. Neither archetype gets more skill points, or class skills in perception or acrobatics.

Paladin seems to be the real winner with archetypes and ranger. Always gotta overshadow the fighter.

I was hoping more from the swashbuckler archetype.

I'm not too impressed with the feats, but I guess I'm glad there are more options for people who don't want to continue taking more weapon training.

Ugh


So yeah, advanced weapon training is crazy awesome. Basically, instead of gaining a new group, you get a different benefit instead, but previous options still exist. So you can choose your one group at 5 and get 3 special abilities.

Options:

Add weapon training bonus to number of uses of combat feats
Bravery applies to all will saves.
Training bonus reduces non-proficiency penalties for group
Weapon training applies to all cmd
Applies to intimidate, dazzling display as standard, intimidate as move
1 + half weapon enhancement as shield bonus, 2+half enhancement at weapon traiing 4
Finesse applies to whole group
Training bonus to reflex saves
Solo tactics
Gains sacred weapon damage with one member of group
Grant 1 save per weapon training as a swift action
Double training to damage when using finesse and strength to damage
Training to initiative
Double training damage to thrown weapon with strength to damage
Versatile training, like bard versatile performance, but BAB instead of performance, 2 skills per weapon group
weapon mastery feat as bonus feat (part of this book)
Weapon takes damage instead of fighter training times a day
Martial versatility with training number of feats

And there is a feat that grants you one of these, that you can take once per 5 fighter levels


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zangy wrote:

Ooh Halfling Style looks really cool.

What all archetypes are in the book?

Archetypes:

Ilsurian Archer (Ranger) - Gives up spellcasting, gets free ranged feats and other goodies.
Molthuni Arsenal Chaplain (Warpriest) - Focuses on War blessing & can grant blessings to allies.
Rondelero Swashbuckler (Swashbuckler)- Falcata and Buckler swashbuckler, special deeds (a lot of sundering)
Tempered Champion (Paladin) - gives up spellcasting for specific bonus feats & increase damage die like Warpriest
Varisian Free-Style Fighter (Fighter) - Gains Martial Flexibility and the gradual ability to use multiple styles at once
Relic Master (Fighter) - gives up some armor training and weapon training to gain more and improved use of item mastery feats (free spells and effects by coaxing magic items into doing things within their school)

Quick Rundown.

Dark Archive

I'm pretty excited about everything so far
Can you give us any hint on the traits?


Much thanks for the spoilers. Can anyone give a quick rundown of the styles available or is it just the racial styles?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I haven't read them yet, (back to work) but there was Empty Quiver Style, Overwatch Style, Startoss Style (Ranged) as well as Ascetic Style, Outslug Style, Smashing Style, Swordplay Style and Spear Dancing Style.

So, certainly more than just the racials.

Style Names:
I haven't read them yet, (back to work) but there was Empty Quiver Style, Overwatch Style, Startoss Style (All three Ranged) as well as Ascetic Style, Outslug Style, Smashing Style, Swordplay Style and Spear Dancing Style.

Scarab Sages Developer

11 people marked this as a favorite.
Human Fighter wrote:
I'm pretty much disappointed in what I read.

Sorry you don't like it. There's no part of being able to use multiple weapon styles and tack on combat feats as needed in combat, trade out secondary weapon training for brand new options (including one to treat base attack bonus as skill ranks for two skills), or having options to have people who miss you provoke an attack of opportunity, add Vital Strike to Cleave damage, or to a charge, or turn it into ongoing damage, nail a foe to the ground with a crossbow, treat ranged weapons as maces (and threaten with them automatically), ready multiple ranged attacks at once, using Sunder to lover hardness of targets, move 10-feet on a 5-foot step, double weapon training damage bonuses with Weapon Finesse attacks, shooting allies out of grapples, cutting arrows from the air, dispelling a target's spells with a crit from a cold iron weapon, or forcing a flaming sword to cast brining hands (to select one thing from random from each page over several pages, all available to human fighters) that my human fighter characters don't love. :)


Eldrial wrote:

I haven't read them yet, (back to work) but there was Empty Quiver Style, Overwatch Style, Startoss Style (Ranged) as well as Ascetic Style, Outslug Style, Smashing Style, Swordplay Style and Spear Dancing Style.

So, certainly more than just the racials.
Style Names: Show

Thank you, the names at least give me an idea of what they could be about.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Can someone spoil the Rondelero Swashbuckler?

Scarab Sages Developer

Wolfgang Rolf wrote:
Much thanks for the spoilers. Can anyone give a quick rundown of the styles available or is it just the racial styles?

There are two pages of racial styles, then two pages of ranged styles (available to everyone) and two pages of melee styles (available to everyone).

The divine fighting techniques aren't officially styles and work differently, though thematically they are similar.

Scarab Sages

Any cool slayer stuff (talents/non-fighter feats)


Owen K. C. Stephens wrote:
Wolfgang Rolf wrote:
Much thanks for the spoilers. Can anyone give a quick rundown of the styles available or is it just the racial styles?

There are two pages of racial styles, then two pages of ranged styles (available to everyone) and two pages of melee styles (available to everyone).

The divine fighting techniques aren't officially styles and work differently, though thematically they are similar.

Thanks now to wait till the 18th and look forward to adjusting my martial characters ' builds.


2 people marked this as a favorite.
Zaister wrote:
Can someone spoil the Rondelero Swashbuckler?

falcata stuff:
It's pretty much like the fighter archetype. You can use your buckler with the swash stuff, so you'd get finesse and the damage later on. You can also shield bash like a light shield while doing that alternating thing.

You get falcata prof and it will act with the swash stuff too.

The replacements are to give you stuff to sunder. You give up derring do, kip up, bleeding wound thing, and your charmed life you get at like level ten with only one use.

If you want to have something out to parry all the time (buckler) and be able to use a falcata without taking exotic weapon prof then this is where it's at I guess.

I see people dipping into this archetype just to get a falcata then getting slashing grace.

Contributor

1 person marked this as a favorite.
Calth wrote:
So yeah, advanced weapon training is crazy awesome.

If ever there was a new edition of PF, I would want to see this as standard for the fighter.


redpandamage wrote:
Any cool slayer stuff (talents/non-fighter feats)

Almost no feats are fighter-exclusive. Fighter-specific stuff comes in form of options for their own class features, and greater flexibility with some feats.

Contributor

donato wrote:
Calth wrote:
So yeah, advanced weapon training is crazy awesome.
If ever there was a new edition of PF, I would want to see this as standard for the fighter.

That's a pretty great endorsement. D:


donato wrote:
Calth wrote:
So yeah, advanced weapon training is crazy awesome.
If ever there was a new edition of PF, I would want to see this as standard for the fighter.

Is it like Wizard, where you can trade those later Weapon Trainings out for the advanced versions, getting extras with the feat?

Contributor

QuidEst wrote:
donato wrote:
Calth wrote:
So yeah, advanced weapon training is crazy awesome.
If ever there was a new edition of PF, I would want to see this as standard for the fighter.
Is it like Wizard, where you can trade those later Weapon Trainings out for the advanced versions, getting extras with the feat?

Indeed. You can mix and match the feats or replace weapon trainings at any point after 5th level. You can specialize completely with one group or focus on multiple weapon groups. The best part is that the weapon training bonuses still scale as normal at later levels.

A martial has a nice thing!

Contributor

Alexander Augunas wrote:
donato wrote:
Calth wrote:
So yeah, advanced weapon training is crazy awesome.
If ever there was a new edition of PF, I would want to see this as standard for the fighter.
That's a pretty great endorsement. D:

When a section (plus a feat) finally allows for me to make the starknife wielding master I've always wanted to make, it is going to get praise from me.

Scarab Sages

Any sword and board support.


Honestly, I wish there was more in the book for my bloodrager, but its still good overall. A lot of support for lower-end combat options, not a lot specifically for the standard two-hander build.


donato wrote:
QuidEst wrote:
donato wrote:
Calth wrote:
So yeah, advanced weapon training is crazy awesome.
If ever there was a new edition of PF, I would want to see this as standard for the fighter.
Is it like Wizard, where you can trade those later Weapon Trainings out for the advanced versions, getting extras with the feat?

Indeed. You can mix and match the feats or replace weapon trainings at any point after 5th level. You can specialize completely with one group or focus on multiple weapon groups. The best part is that the weapon training bonuses still scale as normal at later levels.

A martial has a nice thing!

I would say that advanced weapon training makes the fighter the second best pure martial. Its still no barbarian, but its better than the slayer now for sure.


redpandamage wrote:
Any sword and board support.

There is a weapon and shield set of tricks that is granted by a feat. Lets you take 10 on feints, can shield bash as an AoO after you feint, better avoiding gaze attacks, 1 a day per foe, avoid movement AoOs from that foe. Two of the melee styles, outslug and swordplay, can be used with SnB, but are not specifically for it.


Gotta see how this mixes with fighter nuances.


Most disappointing part of the book to me is the weapon design portion, which took a major lesson from the race builder I guess. Most existing weapons are above budget, so anything you make is generally going to be worse.

For example, the elven curve blade has 19 points by the builder, when the maximum allowed for a custom weapon is 12 points.

Dark Archive

Now I need to find what archetypes or feats that allow this certain "FIGHTER weapon training" and NOT the rouge talent


Souphin wrote:
Now I need to find what archetypes or feats that allow this certain "FIGHTER weapon training" and NOT the rouge talent

The list is extremely limited: Sohei Monk and Myrmidarch Magus.

Scarab Sages

What's outslug and swordplay?


Calth wrote:

The racial styles in the book are pretty awesome as well.

<snip>
Halfling style lets you reload slings without AoO, +1 damage with slings, and anything with sling in the name is sling for anything that requires slings. <snip>

And finally the Halfling Sling-Staff and the Warslinger trait synergize with the help of this style. :)

I could see a Halfling Magus (Eldritch Archer or Myrmydion (sp?)) with this.....


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Arknight wrote:
Calth wrote:

The racial styles in the book are pretty awesome as well.

<snip>
Halfling style lets you reload slings without AoO, +1 damage with slings, and anything with sling in the name is sling for anything that requires slings. <snip>

And finally the Halfling Sling-Staff and the Warslinger trait synergize with the help of this style. :)

I could see a Halfling Magus (Eldritch Archer or Myrmydion (sp?)) with this.....

But more importantly, does it include sling bikinis?

Kidding! Kidding!


Calth wrote:

Most disappointing part of the book to me is the weapon design portion, which took a major lesson from the race builder I guess. Most existing weapons are above budget, so anything you make is generally going to be worse.

For example, the elven curve blade has 19 points by the builder, when the maximum allowed for a custom weapon is 12 points.

see now, this was the thing I was most interested in. Gotta ask, how do firearms play into it?

Dark Archive

I have got to say, this sounds wonderful. Good job to everyone who worked on this book to make martials feel more viable. Once this comes out in my area, I am sure to get me a physical copy.

Contributor

Calth wrote:
donato wrote:
QuidEst wrote:
donato wrote:
Calth wrote:
So yeah, advanced weapon training is crazy awesome.
If ever there was a new edition of PF, I would want to see this as standard for the fighter.
Is it like Wizard, where you can trade those later Weapon Trainings out for the advanced versions, getting extras with the feat?

Indeed. You can mix and match the feats or replace weapon trainings at any point after 5th level. You can specialize completely with one group or focus on multiple weapon groups. The best part is that the weapon training bonuses still scale as normal at later levels.

A martial has a nice thing!

I would say that advanced weapon training makes the fighter the second best pure martial. Its still no barbarian, but its better than the slayer now for sure.

You have absolutely no idea how elated I am to hear you say that. I'm glad you liked the advanced trainings; Owen and I put a LOT of hard work into making them into abilities that are fun, exciting, felt like things fighters should have, but also were "new" things.

Contributor

2 people marked this as a favorite.
Calth wrote:

Most disappointing part of the book to me is the weapon design portion, which took a major lesson from the race builder I guess. Most existing weapons are above budget, so anything you make is generally going to be worse.

For example, the elven curve blade has 19 points by the builder, when the maximum allowed for a custom weapon is 12 points.

I can understand your frustrations. I don't have my own copy of WMH in front of me at the moment, but I'd be delighted in sharing my brain-space when I wrote the rules.

Basically, things like swords and spears? Everyone KNOWS how to make those. Those are easy, and they're not the sort of things that you should be building with this system; you should be focusing on weird things.

The difficult thing about designing a system like this (or the ARG's race building rules) is that you're effectively trying to build a system to bring order into an orderless place. Its like trying to build a casino in the Maelstrom and expecting it to be a casino very long. In all my tests, I got REALLY close to the gold costs of simple and martial weapons with this system (that's was my metric for whether or not the system was successful; final gold cost and abilities compared to similar weapons). The tricky thing about Exotic Weapons, however, is the sheer number of crazy cool and diverse special abilities they have, as well as how expensive they can be. (Compare the cost of a firearm to an elven curve blade.)

Ultimately, I wouldn't expect a system like this to EVER be legal in PFS play, just as the race building system isn't legal. That said, this is great for approximating new weapons and when you get right down to it, you're more than free to up the point cap for your games. And if your a player, show your GM this post and tell him yiur GM has my non-Paizo Endorsed permission to make whatever changes are necessary for your home games to make this the perfect system for his or her games!

Contributor

1 person marked this as a favorite.
Arknight wrote:
Calth wrote:

The racial styles in the book are pretty awesome as well.

<snip>
Halfling style lets you reload slings without AoO, +1 damage with slings, and anything with sling in the name is sling for anything that requires slings. <snip>

And finally the Halfling Sling-Staff and the Warslinger trait synergize with the help of this style. :)

I could see a Halfling Magus (Eldritch Archer or Myrmydion (sp?)) with this.....

When I was told, "Hey, we need you to make style feats centered around specific races," this was 100% my first thought. Despite being known as, "That Crazy Guy With 9 PFS Kitsune," I've ALWAYS wanted to play a halfling slinger, but the rules just weren't there. I feel pretty confident that with this sytle, you can finally do that. :D

Contributor

Wolfgang Rolf wrote:
Owen K. C. Stephens wrote:
Wolfgang Rolf wrote:
Much thanks for the spoilers. Can anyone give a quick rundown of the styles available or is it just the racial styles?

There are two pages of racial styles, then two pages of ranged styles (available to everyone) and two pages of melee styles (available to everyone).

The divine fighting techniques aren't officially styles and work differently, though thematically they are similar.

Thanks now to wait till the 18th and look forward to adjusting my martial characters ' builds.

Imagine being me, sitting here since I turned the manuscript over, thinking, "Well now, I guess I won't be playing THIS PFS character until Option X comes out!"

(Option X is totally Startoss Style.)

Contributor

1 person marked this as a favorite.
redpandamage wrote:
What's outslug and swordplay?

Two of the Weapon Style Feats in the Weapon Master Handbook. Outslug focuses on weapons in the close fighter weapon group while Swordplay focuses on weapons in the light and heavy blades groups.


1 person marked this as a favorite.
Alexander Augunas wrote:
Calth wrote:

Most disappointing part of the book to me is the weapon design portion, which took a major lesson from the race builder I guess. Most existing weapons are above budget, so anything you make is generally going to be worse.

For example, the elven curve blade has 19 points by the builder, when the maximum allowed for a custom weapon is 12 points.

I can understand your frustrations. I don't have my own copy of WMH in front of me at the moment, but I'd be delighted in sharing my brain-space when I wrote the rules.

Basically, things like swords and spears? Everyone KNOWS how to make those. Those are easy, and they're not the sort of things that you should be building with this system; you should be focusing on weird things.

The difficult thing about designing a system like this (or the ARG's race building rules) is that you're effectively trying to build a system to bring order into an orderless place. Its like trying to build a casino in the Maelstrom and expecting it to be a casino very long. In all my tests, I got REALLY close to the gold costs of simple and martial weapons with this system (that's was my metric for whether or not the system was successful; final gold cost and abilities compared to similar weapons). The tricky thing about Exotic Weapons, however, is the sheer number of crazy cool and diverse special abilities they have, as well as how expensive they can be. (Compare the cost of a firearm to an elven curve blade.)

Ultimately, I wouldn't expect a system like this to EVER be legal in PFS play, just as the race building system isn't legal. That said, this is great for approximating new weapons and when you get right down to it, you're more than free to up the point cap for your games. And if your a player, show your GM this post and tell him yiur GM has my non-Paizo Endorsed permission to make whatever changes are necessary for your home games to make this the perfect system for his or her games!

The curve blade was just an egregious example though. Mostly it seems to be with crit ranges causing massive issues, or multiple special properties. Anything with 2 crit increases seems to be off base. I mean, the heavy pick is overcost by 4 points by the system as written, the falchion by at least two, and the bill by six.

The rapier actually appears to be the most unbalanced weapon. It has a budget of 8 points (5 martial + 2 one-handed +1 cost), but 16 points worth of abilities. (2 improved damage, 10 points for 18-20/x2, 3 points for finesse, 1 point for elven familiarity).


donato wrote:
Calth wrote:
So yeah, advanced weapon training is crazy awesome.
If ever there was a new edition of PF, I would want to see this as standard for the fighter.

That and Combat Tricks as Fighter only


Could somebody spoil a little more on the magic item tricks?


I'd love some more info on the Swordplay feat(s)

Contributor

Calth wrote:

The curve blade was just an egregious example though. Mostly it seems to be with crit ranges causing massive issues, or multiple special properties. Anything with 2 crit increases seems to be off base. I mean, the heavy pick is overcost by 4 points by the system as written, the falchion by at least two, and the bill by six.

The rapier actually appears to be the most unbalanced weapon. It has a budget of 8 points (5 martial + 2 one-handed +1 cost), but 16 points worth of abilities. (2 improved damage, 10 points for 18-20/x2, 3 points for finesse, 1 point for elven familiarity).

There could very well be an error in the costs (I don't have my copy yet, so I can't comment) but I will say that your calculations are incorrect; the rapier doesn't need to purchase elven familiarity. Think of the "familiarity" ability as "the ability to buy the word 'elven' or 'gnome' or 'orcish' for the weapon's name." So the elven sprigglescrew has to buy familiarity, but something like the rapier wouldn't.


Eldirial wrote:

Quick mention: I love the new Paladin Archetype, Tempered Champion. It's the simple non spellcasting Paladin that I often want to play.

** spoiler omitted **

By Crom's bloody beard! I have found my calling! :D


Alexander Augunas wrote:
Calth wrote:

The curve blade was just an egregious example though. Mostly it seems to be with crit ranges causing massive issues, or multiple special properties. Anything with 2 crit increases seems to be off base. I mean, the heavy pick is overcost by 4 points by the system as written, the falchion by at least two, and the bill by six.

The rapier actually appears to be the most unbalanced weapon. It has a budget of 8 points (5 martial + 2 one-handed +1 cost), but 16 points worth of abilities. (2 improved damage, 10 points for 18-20/x2, 3 points for finesse, 1 point for elven familiarity).

There could very well be an error in the costs (I don't have my copy yet, so I can't comment) but I will say that your calculations are incorrect; the rapier doesn't need to purchase elven familiarity. Think of the "familiarity" ability as "the ability to buy the word 'elven' or 'gnome' or 'orcish' for the weapon's name." So the elven sprigglescrew has to buy familiarity, but something like the rapier wouldn't.

I included the familiarity cost because the rapier has a better feature than even that, elves get straight proficiency with it. If counting as martial costs a point, than straight proficiency should at least cost a point.


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Mythraine wrote:
I'd love some more info on the Swordplay feat(s)

Swordplay style (heavy and light blades) makes total defense, fighting defense, and combat expertise grant a +1 shield bonus and acts as a furious focus for combat expertise. Next feat lets you feint as an immediate action after a miss. Final feat lets you forgo an attack to get a pseudo riposte, like swashbuckler deed. You get a shield bonus instead of causing a miss and gaining an attack though.

Outslug style (close weapons) gives you a dodge bonus and damage bonus when you 5ft step. First feat negates lunge ac penalty, and increases outslug style bonuses. Last feat makes 5 ft step into 10 ft step.

Ascetic Style (monk weapons) gives the weapon basically the old FCT: apply IUS feats, and apply effects that augment unarmed strike. Next feat lets you use the weapon with class features that can use unarmed strikes, and you count as monk of your character level for feats that have uses that depend on monk level. Last feat lets you use a reduced monk level unarmed strike damage, functions like close weapon mastery, and lets you ignore still mind for monastic legacy.

Smashing style (axes, hammers, or flails) lets you bull rush or trip if you sunder armor. Next feat reduces hardness slightly when you sunder an object. Last feat causes sunder to cause armor to lose AC and increase ACP slightly.


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QuidEst wrote:
Could somebody spoil a little more on the magic item tricks?

Each a feat, generally require UMD and fort bonus and minimum spell level. Get an SLA with daily uses (generally 1/day growing based on base for to 3 or 4 uses) based off of spell used to create a continuous or daily use magic item. Caster level is BAB, use con mod instead of mental ability scores. Enchantment gives suggestion, necromancy gives bestow curse, evocation gives burning hands or 2 uses for lightning bolt(energy type based on creation spell), transmutation gives flight or telekinesis, abjuration gives targeted dispel magic, illusion gives minor image, conjuration gives dimension door, divination gives darkvision or see invisibility.


christos gurd wrote:
Calth wrote:

Most disappointing part of the book to me is the weapon design portion, which took a major lesson from the race builder I guess. Most existing weapons are above budget, so anything you make is generally going to be worse.

For example, the elven curve blade has 19 points by the builder, when the maximum allowed for a custom weapon is 12 points.

see now, this was the thing I was most interested in. Gotta ask, how do firearms play into it?

No firearms.


Calth wrote:
QuidEst wrote:
Could somebody spoil a little more on the magic item tricks?
Each a feat, generally require UMD and fort bonus and minimum spell level. Get an SLA with daily uses (generally 1/day growing based on base for to 3 or 4 uses) based off of spell used to create a continuous or daily use magic item. Caster level is BAB, use con mod instead of mental ability scores. Enchantment gives suggestion, necromancy gives bestow curse, evocation gives burning hands or 2 uses for lightning bolt(energy type based on creation spell), transmutation gives flight or telekinesis, abjuration gives targeted dispel magic, illusion gives minor image, conjuration gives dimension door, divination gives darkvision or see invisibility.

Oh man, awesome! (Poor Rogue...) Thanks for sharing that.


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Doing the ranged styles since I did the melee.

Empty quiver style lets you treat your ranged weapon as mace (heavy or light depends on weapon), and alternate melee/ranged attacks with it freely. Also lets you ignore elf racial requirement of stabbing shot. Next feat lets you use ranged attack feats that modify attack and damage rolls with your weapon in melee. You now threaten with the weapon as well. Last feat, after you hit a foe with a melee attack, your ranged attacks no longer provoke, and hitting with a melee attack lets you load a xbow or firearm if you have rapid reload.

Overwatch style lets you ready 2 attacks as a full-round action, at a penalty to attack. Next feat turns it to a standard action. Last feat lets you ready upto 4 attacks as a full-round action, with same penalty.

Startoss style (thrown weapons) gives +2 damage per feat in chain(rules text has an error here requiring style feats but additional feats don't have style tag). Next feat is basically cleave with thrown weapon, but you can add vital strike to initial attack, and its one range increment from initial target, and no ac penalty. Final feat extends the number of cleaves to a max based on bab.

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.

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