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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Grand Lodge

Aelryinth wrote:

You'd get a situation like a bow and arrow. The net is going to be a +15 set of weapons...but the combined cost will be, what, 700k?

However, an interesting way to help keep the cost of wielding two weapons down by spreading the cost across the amulet as well.

==Aelryinth

I'm mainly asking because there appears to be some doubt as to whether or not this was intended.

Edit: Actually, I think the dispute is not as to intention so much as whether or not it works at all.

Edit: I also think this faq prevents you from getting a +15total bonus on your attack. Hence the question of what happens when applying the amulet's bonus to the cestus via ascetic style causes you to exceed the +10 cap.

Contributor

5 people marked this as a favorite.
GM Aram Zey wrote:
Aelryinth wrote:

You'd get a situation like a bow and arrow. The net is going to be a +15 set of weapons...but the combined cost will be, what, 700k?

However, an interesting way to help keep the cost of wielding two weapons down by spreading the cost across the amulet as well.

==Aelryinth

I'm mainly asking because there appears to be some doubt as to whether or not this was intended.

As the guy who wrote it, it was not.

Until an Owen answer or an official Paizo FAQ happens (both of which supersede me), my suggestion would be to treat it like a magical bow and ammunition; enhancement bonuses don't stack, but special abilities would. Considering that the amulet of mighty fists is in general more expensive than the bow, this should be a relatively balanced way to handle it.

With that said, I would NOT allow the style feat to transfer enhancement bonuses, as that was NOT my intention. It was designed to work on class abilities and feats, not magic weapon bonuses.

RPG Superstar 2012 Top 16

Enhancement bonuses from different sources don't stack, anyways.

So, you'd have a situation of +1/+9 weapons with a +5/+5 Amulet tops, or a 0/+10 Amulet with +5/+5 Weapons.

the latter is more optimal by +1, but the prior means ANY monk weapon you pick up is +5 enhanced.

In such a situation, a collection of Bane weapons becomes VERY handy. Put all the core stuff on the amulet, and golf bag a set of minor weapons with variant additional stuff.

==Aelryinth

Grand Lodge

Alexander Augunas wrote:
GM Aram Zey wrote:
Aelryinth wrote:

You'd get a situation like a bow and arrow. The net is going to be a +15 set of weapons...but the combined cost will be, what, 700k?

However, an interesting way to help keep the cost of wielding two weapons down by spreading the cost across the amulet as well.

==Aelryinth

I'm mainly asking because there appears to be some doubt as to whether or not this was intended.

As the guy who wrote it, it was not.

Until an Owen answer or an official Paizo FAQ happens (both of which supersede me), my suggestion would be to treat it like a magical bow and ammunition; enhancement bonuses don't stack, but special abilities would. Considering that the amulet of mighty fists is in general more expensive than the bow, this should be a relatively balanced way to handle it.

With that said, I would NOT allow the style feat to transfer enhancement bonuses, as that was NOT my intention. It was designed to work on class abilities and feats, not magic weapon bonuses.

Enhancement bonuses overlap rather than stack anyway, but I guess in the end it was a net that was accidentally cast too wide (though not game-breakingly so).

The bow+arrow analogy is very helpful, and props to Aelryinth for the very useful illustration.

RPG Superstar 2012 Top 16

I'd like to get clarification:

The dwarven style: Turns the hatred bonus from TH to TH/dmg; doubles it to +2/+2; allows it apply to ANYTHING that has hit you until the end of combat; AND allows the +4 AC racial bonus to AC to apply against anything you Hate?

That's terrifying, if it's all true.

==Aelryinth

Scarab Sages

Aelryinth wrote:

I'd like to get clarification:

The dwarven style: Turns the hatred bonus from TH to TH/dmg; doubles it to +2/+2; allows it apply to ANYTHING that has hit you until the end of combat; AND allows the +4 AC racial bonus to AC to apply against anything you Hate?

That's terrifying, if it's all true.

==Aelryinth

All correct. It does require something to hit you first, so if you optimize AC too heavily, it will be difficult to get that hit. It also means you won't get the bonuses without first taking some pain.

Liberty's Edge

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

I think people are misreading Ascetic Style.
As written, it does not mention magic items, only feats and class abilities. I think people have gotten too excited and read more into it than the text supports.

Aelryinth,
Dwarven Style: Hatred increased to +2 and applies TH and dmg.
2nd feat: To one target that hits you, you can apply either hatred or Defensive weapon training as an immediate action. When you change targets, you lose the benefit.
3rd feat: Allows you to apply both hatred and defensive training to the same target (but only when applying the second stage so doesn't work generically on goblinoids and orcs unless you apply it). Allows you to keep applying it to any number of targets.

Grand Lodge

Paul Watson wrote:

I think people are misreading Ascetic Style.

As written, it does not mention magic items, only feats and class abilities. I think people have gotten too excited and read more into it than the text supports.

It mentions "effects that augment an unarmed strike", which for better or worse casts a very wide net - in fact, I struggle to think of any wording that could cast the net any wider, and as Alexander has said, it was wider than he intended.

But as the text stands, it appears the best way to adjudicate its effects are per the rules for magical ranged weapons and ammunition, as Alexander and Aelryinth have pointed out, unless Owen weighs in or a faq comes out amending the text of the feat.


So is Ascetic Style giving you Monk unarmed strike damage on a cestus then? That's a nice thing for one of my favorite weapons. What else are you getting out of this feat chain?

RPG Superstar 2012 Top 16

If you read above, AoMF's would also stack with Cestus' magic. The cestus would count as ua for ANYTHING to do with unarmed strike.

==Aelryinth


cestus pummeling style?

Scarab Sages

RainyDayNinja wrote:
Deadkitten wrote:

Is the elven style a complete replacement of strength?

Cause if it lets you get Intelligence to damage without giving it to-hit as well then I would rather just do dex based builds Instead of using the Style.

The only niche I can see this Int-to-damage being used is if you're using Weapon Finesse with an Elven Curved Blade, and want to dump Strength, while having a good Int. For the ECB, the only available Dex-do-damage option is 3 levels of Unchained Rogue.

You can place Agile on an Elven Curved Blade to get Dex to Damage. It doesn't give 1 1/2 Dex like Unchained Rogue does, though.

There may be some Magus builds that Elven Style is good for, if Int is higher than Dex. A rapier with Weapon Finesse, Arcane Accuracy, and Elven Style would give Dex+Int to hit a limited number of rounds/day and Int to Damage. Fencing Grace looks like an easier feat chain, though, and I think still works with Spell Combat.


I was wondering about the empty quiver style. Is the weapon still treated as a Crossbow when making melee attacks?

If so that would be awesome for the fith level bolt ace ability.


Alex Mack wrote:

I was wondering about the empty quiver style. Is the weapon still treated as a Crossbow when making melee attacks?

If so that would be awesome for the fith level bolt ace ability.

No, the weapon is considered either a light or heavy mace.

Scarab Sages

AndIMustMask wrote:
cestus pummeling style?

No. The specific limitation in pummeling style overrides the more general ability in Ascetic style. Besides, you can only use them both at the same time if you are a Master of Many Styles monk or a Varisian Freestyle fighter.

Scarab Sages

Calth wrote:
Alex Mack wrote:

I was wondering about the empty quiver style. Is the weapon still treated as a Crossbow when making melee attacks?

If so that would be awesome for the fith level bolt ace ability.

No, the weapon is considered either a light or heavy mace.

However, Empty Quiver Flexibility specifically allows you to use any feat or class ability that modify ranged attack rolls and damage with the weapon to be used with melee attack rolls and damage.

It should work.


Imbicatus wrote:
Calth wrote:
Alex Mack wrote:

I was wondering about the empty quiver style. Is the weapon still treated as a Crossbow when making melee attacks?

If so that would be awesome for the fith level bolt ace ability.

No, the weapon is considered either a light or heavy mace.

However, Empty Quiver Flexibility specifically allows you to use any feat or class ability that modify ranged attack rolls and damage with the weapon to be used with melee attack rolls and damage.

It should work.

That would be pretty awesome two handing a heavy cross bow to add 1 1/2 STR plus DEX would make for an interesting switch hitting strategy... add in Savage technologist...

Scarab Sages

Alex Mack wrote:
Imbicatus wrote:
Calth wrote:
Alex Mack wrote:

I was wondering about the empty quiver style. Is the weapon still treated as a Crossbow when making melee attacks?

If so that would be awesome for the fith level bolt ace ability.

No, the weapon is considered either a light or heavy mace.

However, Empty Quiver Flexibility specifically allows you to use any feat or class ability that modify ranged attack rolls and damage with the weapon to be used with melee attack rolls and damage.

It should work.

That would be pretty awesome two handing a heavy cross bow to add 1 1/2 STR plus DEX would make for an interesting switch hitting strategy... add in Savage technologist...

I'm actually thinking of actually using TWF with hand crossbows or pistols. They count as light maces, so they are light weapons, and you can finesse them for dex to hit and damage in melee or ranged. Hello Grammaton Cleric.


Hey,

I've been out of the loop for a bit and I'm trying to catch up. I'm not quite up to speed, but it seems like the Orcish feats in this book are just about taking Bullying Blow and buffing it into a poor man's Cornugon Smash. Am I missing something here? If not, why wouldn't I just take C. Smash, eliminating the middleman and saving myself some feats?

Later on.


Imbicatus wrote:
AndIMustMask wrote:
cestus pummeling style?
No. The specific limitation in pummeling style overrides the more general ability in Ascetic style. Besides, you can only use them both at the same time if you are a Master of Many Styles monk or a Varisian Freestyle fighter.

It should, however, work with Dragon Style. If you can find a way to get pounce without Pummeling Style (does Varisian Freestyle Fighter stack with Eldritch Guardian? though going the MoMS route might be the better solution either way) then that will hit like a truck.


Imbicatus wrote:
Alex Mack wrote:
Imbicatus wrote:
Calth wrote:
Alex Mack wrote:

I was wondering about the empty quiver style. Is the weapon still treated as a Crossbow when making melee attacks?

If so that would be awesome for the fith level bolt ace ability.

No, the weapon is considered either a light or heavy mace.

However, Empty Quiver Flexibility specifically allows you to use any feat or class ability that modify ranged attack rolls and damage with the weapon to be used with melee attack rolls and damage.

It should work.

That would be pretty awesome two handing a heavy cross bow to add 1 1/2 STR plus DEX would make for an interesting switch hitting strategy... add in Savage technologist...
I'm actually thinking of actually using TWF with hand crossbows or pistols. They count as light maces, so they are light weapons, and you can finesse them for dex to hit and damage in melee or ranged. Hello Grammaton Cleric.

G Cleric is the exact line of thought I've been pursuing since I read about this feat chain. Flexibility should also allow for the damage modifiers from Mysterious Stranger's Focused Aim ability.My TWF Revolver Paladin for WOTR is very happy.


Arachnofiend wrote:
Imbicatus wrote:
AndIMustMask wrote:
cestus pummeling style?
No. The specific limitation in pummeling style overrides the more general ability in Ascetic style. Besides, you can only use them both at the same time if you are a Master of Many Styles monk or a Varisian Freestyle fighter.
It should, however, work with Dragon Style. If you can find a way to get pounce without Pummeling Style (does Varisian Freestyle Fighter stack with Eldritch Guardian? though going the MoMS route might be the better solution either way) then that will hit like a truck.

Pouncing sans Pummeling Style


Alex Mack wrote:
Arachnofiend wrote:
Imbicatus wrote:
AndIMustMask wrote:
cestus pummeling style?
No. The specific limitation in pummeling style overrides the more general ability in Ascetic style. Besides, you can only use them both at the same time if you are a Master of Many Styles monk or a Varisian Freestyle fighter.
It should, however, work with Dragon Style. If you can find a way to get pounce without Pummeling Style (does Varisian Freestyle Fighter stack with Eldritch Guardian? though going the MoMS route might be the better solution either way) then that will hit like a truck.
Pouncing sans Pummeling Style

I was thinking of Coordinated Charge but this is better. Of course, I fully expect this to get removed like they removed Twist Away.


Imbicatus wrote:
Calth wrote:
Alex Mack wrote:

I was wondering about the empty quiver style. Is the weapon still treated as a Crossbow when making melee attacks?

If so that would be awesome for the fith level bolt ace ability.

No, the weapon is considered either a light or heavy mace.

However, Empty Quiver Flexibility specifically allows you to use any feat or class ability that modify ranged attack rolls and damage with the weapon to be used with melee attack rolls and damage.

It should work.

The bolt ace ability specifically refers to attacks made with a specific type of crossbow, not ranged attacks in general. So it wont work when wielding the weapon as a mace.


Redblade8 wrote:

Hey,

I've been out of the loop for a bit and I'm trying to catch up. I'm not quite up to speed, but it seems like the Orcish feats in this book are just about taking Bullying Blow and buffing it into a poor man's Cornugon Smash. Am I missing something here? If not, why wouldn't I just take C. Smash, eliminating the middleman and saving myself some feats?

Later on.

The two feats are slightly different, and the orc chain is crazy good overall. Cornugon Smash requires Power attack, the orc chain does not. The orc chain, however, only applies shaken on the first attack of a full-attack, so if you miss that youre out of luck. The chain also provides some great benefits. +1 attack/damage to shaken foes, +2 to your first attack is well worth a feat, and the kicker is the last feat. +4 to saves against effects created by shaken foes is very very good, campaign dependent.


Calth wrote:
Redblade8 wrote:

Hey,

I've been out of the loop for a bit and I'm trying to catch up. I'm not quite up to speed, but it seems like the Orcish feats in this book are just about taking Bullying Blow and buffing it into a poor man's Cornugon Smash. Am I missing something here? If not, why wouldn't I just take C. Smash, eliminating the middleman and saving myself some feats?

Later on.

The two feats are slightly different, and the orc chain is crazy good overall. Cornugon Smash requires Power attack, the orc chain does not. The orc chain, however, only applies shaken on the first attack of a full-attack, so if you miss that youre out of luck. The chain also provides some great benefits. +1 attack/damage to shaken foes, +2 to your first attack is well worth a feat, and the kicker is the last feat. +4 to saves against effects created by shaken foes is very very good, campaign dependent.

Sounds like a good tool for a half-orc rogue. Most anyone else who is going for an intimidate build is pumping strength and was going to pick up power attack regardless, prereq for Cornugon Smash or no.

That last feat is very enticing though.


Arachnofiend wrote:
Calth wrote:
Redblade8 wrote:

Hey,

I've been out of the loop for a bit and I'm trying to catch up. I'm not quite up to speed, but it seems like the Orcish feats in this book are just about taking Bullying Blow and buffing it into a poor man's Cornugon Smash. Am I missing something here? If not, why wouldn't I just take C. Smash, eliminating the middleman and saving myself some feats?

Later on.

The two feats are slightly different, and the orc chain is crazy good overall. Cornugon Smash requires Power attack, the orc chain does not. The orc chain, however, only applies shaken on the first attack of a full-attack, so if you miss that youre out of luck. The chain also provides some great benefits. +1 attack/damage to shaken foes, +2 to your first attack is well worth a feat, and the kicker is the last feat. +4 to saves against effects created by shaken foes is very very good, campaign dependent.

Sounds like a good tool for a half-orc rogue. Most anyone else who is going for an intimidate build is pumping strength and was going to pick up power attack regardless, prereq for Cornugon Smash or no.

That last feat is very enticing though.

The feat chain requires Intimidating Prowess as a prereq, so its not great for dex builds.


Oh, eurgh. That last feat is really nice but I'm not convinced it's worth the cost they're putting it behind. If you can't go dex-based with Orc Style then the first feat is outright worse than Cornugon Smash and the second one is nice but not fantastic by any stretch.


Yes, but isn't Intimidating Prowess able to be picked up with a rogue talent? This admittedly raises its opportunity cost, but I don't think it makes it a bad option.


Taking Intimidating Prowess as a Rogue is a feat tax far beyond even such legends as Combat Expertise... There are a lot of other things I could do with that rogue talent slot, especially with the improved Unchained talents.


Would Ascetic Style allow brawling armor to apply its attack/damage/grapple bonus to a temple sword?

Brawling Armor wrote:
The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer’s unarmed strikes from provoking attacks of opportunity or make the wearer’s unarmed strikes count as armed attacks. The brawling ability can be applied only to light armor.

Or how about allowing a brawler to flurry with the temple sword? Or allow him to use his increased unarmed damage with the sword?

Could an unchained monk use kick/headbutt style strikes with the sword?

Scarab Sages

Protoman wrote:


Or how about allowing a brawler to flurry with the temple sword? Or allow him to use his increased unarmed damage with the sword?

Could an unchained monk use kick/headbutt style strikes with the sword?

Yes, but there is very little reason to other than style points since a brawler could have had the same effects with close combat mastery with a close weapon.

Protoman wrote:


Could an unchained monk use kick/headbutt style strikes with the sword?

Yes, with Ascetic Form, the second feat in the chain.


Imbicatus wrote:
Protoman wrote:


Or how about allowing a brawler to flurry with the temple sword? Or allow him to use his increased unarmed damage with the sword?

Could an unchained monk use kick/headbutt style strikes with the sword?

Yes, but there is very little reason to other than style points since a brawler could have had the same effects with close combat mastery with a close weapon.

Protoman wrote:


Could an unchained monk use kick/headbutt style strikes with the sword?
Yes, with Ascetic Form, the second feat in the chain.

Oh that's a good point. I also forgot that brawlers can already flurry with monk weapons (though proficiency is another matter).

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Ok, I was diving into the Rondeleo Swashbuckler to see how many levels to take for my bard and ran into an issue... Doesn't the first half of Rondelero Flexibility do nothing?

Rondelero Flexibility:
At 6th level, as a full-attack
action, a rondelero swashbuckler wielding a falcata in one
hand and a buckler in the other can alternate between
using his falcata and his buckler for each attack.

Which means you get a class ability that is already covered in this FAQ

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Matthew Morris wrote:

Ok, I was diving into the Rondeleo Swashbuckler to see how many levels to take for my bard and ran into an issue... Doesn't the first half of Rondelero Flexibility do nothing?

Yep.


I imagine it exists to eliminate any ambiguity. Normally, you cannot shield bash with a buckler at all, so it could be argued that the rondelero's ability to allow you to make shield bash attacks with a buckler only functions to make a standard shield bash attack. By explicitly calling out that a rondelero can alternate attacks as normal, you pre-emptively short circuit that rules debate.

Disclaimer: I do not actually own the book, so the text of the rondelero's ability may contradict my point. I'm just making an observation based on rules questions I've seen come up before.

Scarab Sages

It's basically a cut and paste of the second half of Strong Swing from the Rondelero Duelist Fighter. It does nothing, it just exists as a reminder.


1 person marked this as a favorite.
Arachnofiend wrote:
Taking Intimidating Prowess as a Rogue is a feat tax far beyond even such legends as Combat Expertise...

Let's not overstate our case. Sure, any feat tax is aggravating, but "worse than CE" made my hyperbole alarm hit a gazillion.

Intimidating Prowess has no prereqs of its own, and will provide a bonus on an action we're looking to perform anyway. Contrast that with Combat Expertise, which is such a train wreck that, by my last count, Paizo had created at least five separate workarounds to its omnipresence in feat chains in the past year.


Kalindlara wrote:
Remember that, for better or worse, the Player's Companion line is not subject to errata.

Except for at least Heirloom Weapon. That is at least one I know that got errataed.

Now there is the cut from the sky and smash from he air. These run off AoOs. I'd think a Mythic swashbuckler would be utterly awesome at this. It would be hard to hit him in range. Hard to hit him in melee even too.

In terms of Combat Stamina stuff, I am a little saddened that the book's feats didn't get any combat tricks.

And I'm gonna echo the bleh on how Archer, Crossbow, and the like fighters do not qualify for anything thing in the advanced training area.

Also.. Spinning Spear style, works for any polearm/spear. A lance is a spear. A Centaur with Natural Jouster can wield a lance one handed. But can a centaur with natural Jouster wielding the weapon one handed wield the weapon one handed as a double weapon? The lance being wielded in one hand then could also qualify you for Two-handed weapon trick, and shield and weapon weapon trick.. or something. Basically you bend the very laws of reality to your whims

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber

Adventurer's Armory is one of the very first Pathfinder-rules Player Companions, and the only one to ever receive errata.

I think this is what they mean by "the exception that proves the rule". ^_^

Contributor

Kalindlara wrote:

Adventurer's Armory is one of the very first Pathfinder-rules Player Companions, and the only one to ever receive errata.

I think this is what they mean by "the exception that proves the rule". ^_^

Not so! Pirates of the Inner Sea got one; the freebooter archetype was errata'd at some point within the past year.

Contributor

Darche Schneider wrote:
Also.. Spinning Spear style, works for any polearm/spear. A lance is a spear. A Centaur with Natural Jouster can wield a lance one handed. But can a centaur with natural Jouster wielding the weapon one handed wield the weapon one handed as a double weapon? The lance being wielded in one hand then could also qualify you for Two-handed weapon trick, and shield and weapon weapon trick.. or something. Basically you bend the very laws of reality to your whims

No, because by definition a double weapon is a two-handed weapon where one side is in each hand. A lance cannot be one-handed while also serving as a double weapon; you'd essentially be holding the lance at the half-point, with the pointy spear in one side and the handle at the other.

The scenario that you describe is more you trying to bend the very laws of PATHFINDER to your whims, rather than those of Golarion's reality.

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber
Alexander Augunas wrote:
Kalindlara wrote:

Adventurer's Armory is one of the very first Pathfinder-rules Player Companions, and the only one to ever receive errata.

I think this is what they mean by "the exception that proves the rule". ^_^

Not so! Pirates of the Inner Sea got one; the freebooter archetype was errata'd at some point within the past year.

Wow! Did not know about that - thank you! (What changed?)

Maybe some of the others will finally get their issues hammered out. ^_^


Alexander Augunas wrote:
Darche Schneider wrote:
Also.. Spinning Spear style, works for any polearm/spear. A lance is a spear. A Centaur with Natural Jouster can wield a lance one handed. But can a centaur with natural Jouster wielding the weapon one handed wield the weapon one handed as a double weapon? The lance being wielded in one hand then could also qualify you for Two-handed weapon trick, and shield and weapon weapon trick.. or something. Basically you bend the very laws of reality to your whims

No, because by definition a double weapon is a two-handed weapon where one side is in each hand. A lance cannot be one-handed while also serving as a double weapon; you'd essentially be holding the lance at the half-point, with the pointy spear in one side and the handle at the other.

The scenario that you describe is more you trying to bend the very laws of PATHFINDER to your whims, rather than those of Golarion's reality.

I'll see to your bet and raise you Taiaha, A rare case of a 1h weapon with the actual double quality, unlike all the firearms that only count as having the double quality for the purposes of magic stuff.

What I stumbled over really was more of a 2 handed weapon being wielded as in 1 hand, that could be wielded again in two hands, that could be wielded in one hand but still counts as a two handed weapon

Thanks to The Spear dancing Spiral, Your polearm or spear is able to function with Quarter Staff Mastery.


Kalindlara wrote:
Alexander Augunas wrote:
Kalindlara wrote:

Adventurer's Armory is one of the very first Pathfinder-rules Player Companions, and the only one to ever receive errata.

I think this is what they mean by "the exception that proves the rule". ^_^

Not so! Pirates of the Inner Sea got one; the freebooter archetype was errata'd at some point within the past year.

Wow! Did not know about that - thank you! (What changed?)

Maybe some of the others will finally get their issues hammered out. ^_^

I don't have the original around at the moment, but that was one of the ones I did get the subscription for. (I remember being very disappointed that no gun based archetypes for it.)

But If I had to go by what I downloaded just now from the store and the description of it on the store, I'd have to say that Fighter and Ranger got their archetypes mixed up. Maybe? Or maybe the store is still giving out the unerrata version?

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber
Darche Schneider wrote:
Kalindlara wrote:
Alexander Augunas wrote:
Kalindlara wrote:

Adventurer's Armory is one of the very first Pathfinder-rules Player Companions, and the only one to ever receive errata.

I think this is what they mean by "the exception that proves the rule". ^_^

Not so! Pirates of the Inner Sea got one; the freebooter archetype was errata'd at some point within the past year.

Wow! Did not know about that - thank you! (What changed?)

Maybe some of the others will finally get their issues hammered out. ^_^

I don't have the original around at the moment, but that was one of the ones I did get the subscription for. (I remember being very disappointed that no gun based archetypes for it.)

But If I had to go by what I downloaded just now from the store and the description of it on the store, I'd have to say that Fighter and Ranger got their archetypes mixed up. Maybe? Or maybe the store is still giving out the unerrata version?

It's very possible that Mr. Augunas is referring to an FAQ instead, which would change the "official" version of a rules element without changing the printed text.


1 person marked this as a favorite.
Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kalindlara wrote:
Darche Schneider wrote:
Kalindlara wrote:
Alexander Augunas wrote:
Kalindlara wrote:

Adventurer's Armory is one of the very first Pathfinder-rules Player Companions, and the only one to ever receive errata.

I think this is what they mean by "the exception that proves the rule". ^_^

Not so! Pirates of the Inner Sea got one; the freebooter archetype was errata'd at some point within the past year.

Wow! Did not know about that - thank you! (What changed?)

Maybe some of the others will finally get their issues hammered out. ^_^

I don't have the original around at the moment, but that was one of the ones I did get the subscription for. (I remember being very disappointed that no gun based archetypes for it.)

But If I had to go by what I downloaded just now from the store and the description of it on the store, I'd have to say that Fighter and Ranger got their archetypes mixed up. Maybe? Or maybe the store is still giving out the unerrata version?

It's very possible that Mr. Augunas is referring to an FAQ instead, which would change the "official" version of a rules element without changing the printed text.

Correct.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber

Thank you for the link, Luthorne. ^_^

(Now to start bothering them about the sword saint...)


Pathfinder Adventure Path Subscriber

Bothering about Sword Saint.

Contributor

Darche Schneider wrote:

I'll see to your bet and raise you Taiaha, A rare case of a 1h weapon with the actual double quality, unlike all the firearms that only count as having the double quality for the purposes of magic stuff.

What I stumbled over really was more of a 2 handed weapon being wielded as in 1 hand, that could be wielded again in two hands, that could be wielded in one hand but still counts as a two handed weapon

Thanks to The Spear dancing Spiral, Your polearm or spear is able to function with Quarter Staff Mastery.

This is the entry for double weapons in the Core Rulebook:

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

Fighting with two weapons (aka Two-Weapon Fighting) specifically states that you gain extra attacks with your off-hand, which is literally your off-hand. Neither your weapon example nor the Spear Dancing Style modifies this.

There's not even a question of "does my double weapon occupy both of my hands?" because the first SENTENCE of Two-Weapon Fighting in the combat section of the Core Rulebook is as follows: "If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon."

Double weapons aren't exempt from this rule either. You must wield the main-hand end in your main hand and the off-hand end in your offhand. The taiaha's status as a one-handed weapon does not modify the properties of the double weapon ability, and neither does the Spear Fighting Style that I wrote for this book.

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