Dennis da Ogre |
Is this possible? And even if it is, should it be?
I would say sure, it's not as if he is going to have 10 earth breakers in a sack or lined up on his vest. What are they 15 lbs each?
I would suggest that critical ranges for thrown weapons that aren't designed for throwing should be 20/x2... but that's just me.
TriOmegaZero |
They already are Dennis.
Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
So if they want to throw their earthbreaker 10 feet, by all means let them. ^_^
Dennis da Ogre |
Yeah, I guess that's already covered.
You can throw it further than 10', that's the range increment. Pick up Far Shot so you can get some real distance on that sucker. The real question is if you have quick draw and 3 lined up can you launch 3/ round?
I might need to get a sherpa to haul some earthbreakers around for me.
Dennis da Ogre |
I allowed it in our Pathfinder Society scenario last night (#5 - Mists of Mwangi). Now the Barbarian is carrying around two of these things, just in case. As a side note, does Pathfinder have an equivalent to the feat Monkey Grip?
Same player asked. If so, I think I am very afraid.
Not that I've seen... you might look at Amiri's stat block for guidance, she uses a giants sword.
The Grandfather |
Is this possible? And even if it is, should it be?
It definitely is posible and you should by all means let them. As The other posters say the crit range is 20/x2.
But there is more:
The damage for improvised weapons relies purely upon its size.
In 3.5 there was a table for this starting with hard medium items doing 1d6 and soft medium items doing 1d4. Every step you increase or decrese the size also decreases the dmg die.
For an earthbreaker the damage would be 1d8+Str.mod. (regardles of specialization and magical enhancement bonuses). You could allow a player to take weapon focus (improvised weapon) and weapon specialization (improvised weapon) for an aditional +2 dmg, but I cannot imagine a player willing to do that.
As for flinging around halfling corpses I would suggest they do 1d4 damage unless frozen solid.
The Grandfather |
Yeah, I guess that's already covered.
You can throw it further than 10', that's the range increment. Pick up Far Shot so you can get some real distance on that sucker. The real question is if you have quick draw and 3 lined up can you launch 3/ round?
I might need to get a sherpa to haul some earthbreakers around for me.
You could do that, but accounting for my last post I would say you are better off throwing spears.
Eric Clingenpeel |
Not that I've seen... you might look at Amiri's stat block for guidance, she uses a giants sword.
Her sword is a large sized bastard sword. Because she has the exotic weapon prof for the bastard sword, she can normally wield a BS in one hand, so she uses a large sized one in two hands. And I believe the -2 penalty for wielding a larger weapon is in her stat blocks. My dm and I were looking at that when he first got the second darkness path, and we thought it was pretty cool.
The Grandfather |
Yeah, I guess that's already covered.
You can throw it further than 10', that's the range increment. Pick up Far Shot so you can get some real distance on that sucker. The real question is if you have quick draw and 3 lined up can you launch 3/ round?
I might need to get a sherpa to haul some earthbreakers around for me.
The rules state that throwing a large melee weapon is a full-round action, so you can actually only throw one per round.
lastknightleft |
Dennis da Ogre wrote:The rules state that throwing a large melee weapon is a full-round action, so you can actually only throw one per round.Yeah, I guess that's already covered.
You can throw it further than 10', that's the range increment. Pick up Far Shot so you can get some real distance on that sucker. The real question is if you have quick draw and 3 lined up can you launch 3/ round?
I might need to get a sherpa to haul some earthbreakers around for me.
where does it say that? and are you sure it doesn't mean large size category?
Fake Healer |
Yeah. Only casters can throw several two-handed weapons in one round.
Yeah, but each one is only doing 1d6 damage. Same as most arcanist's damage spells.
The Grandfather |
The rules state that throwing a large melee weapon is a full-round action, so you can actually only throw one per round.where does it say that? and are you sure it doesn't mean large size category?
Page 141: Thrown Weapons
(I must correct myself, the rule states "throwing a two-handed weapon is a full-round action.")
Lehmuska |
Lehmuska wrote:Yeah. Only casters can throw several two-handed weapons in one round.Yeah, but each one is only doing 1d6 damage. Same as most arcanist's damage spells.
No.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.
Well, enough thread derail for now.
Fake Healer |
Fake Healer wrote:Lehmuska wrote:Yeah. Only casters can throw several two-handed weapons in one round.Yeah, but each one is only doing 1d6 damage. Same as most arcanist's damage spells.
No.
PRD wrote:Well, enough thread derail for now.Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.
Ah, didn't notice that change in PRPG. That is ridiculous. A wizzo with a bag of holding, 15 or so earthbreakers (or something more bludgeoning, like mauls-warhammers-greatclubs) and a ton of 5th level spells is dangerous. Of course they are a 5th level spell using the wizzo's bad BAB(+int) to hit a regular ranged attack. Once you figure in a few misses it averages out to the same as any other d6/level spell for damage.
houstonderek |
houstonderek wrote:Well, if they can throw, say, anything, why not an earthbreaker? I would assume a wagon, a dead dragon and a castle fits under the "anything" umbrella..."This is the most blatant example of false advertising I've come across since I sued the makers of The Neverending Story...!"
Dude, I can totally hear that voice. :)
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Ok, so we mix him with this guy and we're off to a rip roaring start.
Who wants to build Hawkeye?
ohako |
An orb of acid.
You get 3/day with the Minor Magic rogue talent.
I apologize for taking this thread a bit off-topic. The spell-like orb really is nice for the two-weapon or two-handed rogues out there, for those with an Intelligence of 10 or better. I was hoping for more of a non-magic option, which are hard to come by when your hands are full.
Throwing a two-handed improvised weapon takes a full-round action, so that's out. There don't seem to be any actual two-handed weapons that can be thrown at all so far.
Firing a bolt from a Spring Dart Boot (Dragon Magazine Goodies Vol 1, great book) _also_ takes a full-round action to fire, so that's no good.
I'm pretty sure that throwing an Orcish Shotput (oh, Sword and Fist, from 3.0) is a standard action, and there's always room for comedy with an ammo belt of those...
There such a thing as a Spring-Loaded Barbazu Beard? Boy am I waiting for the, whazitcalled, the Adventurer's Vault?
Lehmuska |
Throwing a two-handed improvised weapon takes a full-round action, so that's out. There don't seem to be any actual two-handed weapons that can be thrown at all so far.
Spear. Does 1d8 damage, but is a two handed thrown weapon with a 20 ft. range increment.
Edit: But throwing one is still a full round action.
The Grandfather |
I was hoping for more of a non-magic option, which are hard to come by when your hands are full.
Throwing a two-handed improvised weapon takes a full-round action, so that's out. There don't seem to be any actual two-handed weapons that can be thrown at all so far.
OK. I might come off as a bit old school here...
But, what the hell is wrong with the good old javelin or throwing axe?They are unimpresive damage wise (d6/d4) but have good range and will technically allow for multiple attacks if you have the quickdraw feat.
As a rogue you should not care that much about weapon damage dice anyway since your sneak attack damage is the one going to do all the work.
Take it from a long time dagger rogue player - you do not need those fancy weapon damage dice. Go light and go fast!
tejón RPG Superstar 2010 Top 16 |