Double Heirloom Weapon?


Rules Questions


Ah, so, if I picked the Heirloom Weapon trait, and listed, say, an orc double axe, both heads would be masterwork, and I'd get the +1 attack on each head, yes?

Okay, if so, I pick Heirloom Weapon, Rich Parents (which is a Social trait, not Equipment), pick up a masterwork double weapon (without shelling out the extra 600gp for it), some masterwork armor, and, oh, how about setting my ranged weapon as tanglefoot bags? Sure it's 50gp a pop...I buy 8.

Ah...I guess I don't really have a question here other than: wha?


Have fun. Go ahead knock yourself out.

Cause while you blew your traits getting equipment that won't get you past 4th level I got a +2 to my Initiative and +2 on my concentration checks.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Assuming a campaign, and not PFS, the double weapon question would be subject to your DM (It's not clear if both heads are masterwork). Personally I'd say one head only. It also screams 'sunder me' or other methods of breaking weapons (rust monster, caytrid column, etc.)

Plus, assuming you play to 8+ level, you're 1200-1500 GP ahead of the game, while the rest of the party is getting skill bonuses or save bonuses, or other things that a) can't be taken away and b) stack with their items.

PFS, at the very least you don't have access to Rich Parents.


Having just rolled up a rogue for a Council of Thieves game, I'll chime in since I too went the money trait route.

First off: Council of Thieves has a campaign trait that sets your starting gold to 900gp and gives you a bonus to Perform (acting). My GM allowed this to stack with the Rich Parents trait, granting 1200 gp starting wealth (our group's rule of thumb tends to be, things stack to the benefit of the player unless it says otherwise).

1200 gp buys a LOT at 1st level.

Cue a few crafting checks later and I'm running around with a mithral shirt, mw greatsword (I know, not optimal) and mw composite (+3) shortbow, mw thieves tools, 4 tanglefoot bags and some other sundries.

There is a saying in other forums that "Wealth by Level breaks games." These traits improve your WBL ahead of the standard curve. I'd much rather have guaranteed mithral armor and masterwork weaponry of my preference at level 1 than +2 to initiative.

Also, you can fix sundered equipment, assuming the enemies are able to sunder you in the first place.


Except that +2 to Initiative means that when I go first (and I will... diviner don't you know!) Your equipment is just extra loot.

Besides it puts you ahead of the equipment curve for all of 4 levels. That +2 is something money can't buy and can't be taken. Your equipment "advantage" only lasts for 4 levels.

Please note that the price of an Item that would grant +2 to either Initiative or concentration checks will cost more than 900 gp.

Shadow Lodge

Um.. doesn't Rich Parents give you 900 gp to start with? Which would make the total 1800, not 1200.

Sure get that nice masterwork double-weapon. Just means we got to get everyone else some nice weapons too, maybe even some special material weapons, so the fey, undead, and lycanthropes don't kill you as fast.

I want to see some one get armor spikes with this trait, I really do...

EDIT: And having nice armor at lv1 is nice, but it doesn't help much if you can't go first and stop that mage from casting any color spray or sleep.


The trait he is referring to sets it at 300, not 900.

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