All the better to hold you with


Advice

Dark Archive

So, my DM is going to have us do Skulls and Shackles in a few weeks and I was looking into the players guide when I saw the Dockside brawler trait and it's mention of Brass knuckles. This drew my interest and seeing as I had also been looking into making a Brawler archetype fighter I checked them out. When I looked them up on the PFSRD I saw this sentence in their listing "You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles." Now I am wondering how I may take advantage of this ability so as to make the Brass knuckles that much more useful. So, my question to the boards is what can I get out the ability to still hold things while using my Brass knuckles?

Dark Archive

So either my title is throwing people off or nobody has any way to take advantage of this. Well, I'm self bumping, hoping that somebody has an idea out there and just hasn't seen the thread.


Hmm, multiclass into either monk or barbarian, take their respective drunk archetypes (drunken master/drunken brute), carry a keg in the offhand to take periodic swigs?

prototype00

Dark Archive

prototype00 wrote:

Hmm, multiclass into either monk or barbarian, take their respective drunk archetypes (drunken master/drunken brute), carry a keg in the offhand to take periodic swigs?

prototype00

Hmm, that is an interesting idea, but the move action for the barbarian to do so kind of makes me iffy about it. However, if it were a low level game to stay below iterative attacks it seems like it could get rid of all rage problems, which would be neat.

The drunken master idea seems like it could be neat, but since they changed the Brass knuckles to not allow a monk to use their monk damage instead of the brass knuckles damage die it seems like I would be better off with not using the brass knuckles at all for that case.

Dark Archive

Okay, so this is my last self bump and I'm hoping I get something out of it. Either way thanks to prototype and anyone else who tried to help.

Scarab Sages

A buckler.
A Tanglefoot Bag.
A potion of something good.
A wand of some buff spell (UMD required, of course)
A few level dip into Alchemist for buffage/mutagen
A bunch of caltrops
A highly polished mirror to distract your opponent with (dirty trick reflavored Combat Maneuver.
A Lasso/Lariat for entanglement.

About all I got atm.


A net.

Scarab Sages

I believe a net is considered a weapon?

Dark Archive

I'm a little iffy about the lasso, net, and buckler as I think they count as being wielded, but the other look nice. Though I'm not sure that I'll be able to spare the skills for UMD nor a decent charisma score as charisma usually ends up a bit dumped for fighters


While a net is considered a weapon a character using brass knuckles and a weapon such as a longsword could use the net, draw the sword and then two weapon fight while holding the trailing rope in his brass knuckle hand. Makes for really good control since whatever you net is anchored to you.


As a DM (actually about to start a Skull & Shackles game) I wouldn't allow buckler, wand would be iffy, and you'd be rolling checks (of what kind, I'm not entirely certain) to keep from breaking any bombs or potions whenever you attack. Most useful? Probably a wineskin, and then grab that quick drinker feat. Trouble is, it would work best for s drunkmonk...who has no use for brass knuckles. I had a drunkmonk apply, and we just altered the trait so as to give him +1 on CMB and CMD. Seemed fair, and maintained the flavor.

On a side note, you could still make an officially 'unarmed' disarm with brass knuckles, thereby choosing what you'd like to do with the disarmed weapon. Depending on the weapon, though, I might still require a reflex save to keep from dropping it - ever worn brass knuckles? Not overly dextrous. :P

Dark Archive

Both the net idea and the disarm are pretty neat, I did not know about that disarm clause either, which just goes to show that there is always an obscure rule you don't yet know. I guess Quickdraw would definitely be necessary for the net idea. I'm thinking that considering the campaign disarm would probably work better as I'm thinking that I will run into many creatures without natural attacks.

Scarab Sages

I guess I don't understand why a wand would be "iffy".

From the description:

Quote:
Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Emphasis mine, but right there it seems that if you can use it while grappling or even if swallowed whole, that basic combat should be a breeze with it.

I also don't see the problem with flasks or vials, as in potions or oils or bombs...again, the alchemist can use them in combat, i can't see why other classes can't as well. Sure, as DM you can have your bad guy target the flask/vial with a sunder attempt using the basic CMB vs. CMD rolling, but just normally holding it shouldn't be that big of a deal.

And lastly, if you are going to allow a supple leather wineskin, I can't imagine why anything else held in the hand would be such a chore.

But that's why they make vanilla and chocolate. You GM your way, I GM mine. :)

Scarab Sages

Likewise, the whole Net idea bothers me a bit, because:

Quote:

Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

You must make an attack roll with the net, against the targets Touch AC. This is a standard action, which says to me that this must be "wielded", which goes against the whole prohibition of the brass knuckles in the first place. You can HOLD another weapon, but to use a weapon you must first ready it, which seems to me like it would require dropping or in some way making "unready" the brass knuckles. Kind of cumbersome in combat.

Of course, depending on the action economy involved and how you do things in certain orders, you could wield the net, attack with the net, ready the brass knuckles and other weapons, then two weapon fight.

But it also seemed to me that the OP didn't want to go with Two Weapon Fighting, because he seemed to like the wording on holding something else, not wielding another weapon.

But then, I might be misreading OP's intent.


He's referring to holding the control rope after you throw the net. You can do that with the BK hand.

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