Hand of the Apprentice (Universalist Wizard) and Two-Handed Melee Weapons


Rules Questions


I've built a warrior 1/ wizard 1 PG and I don't understand how exactly works Hand of the apprentice with a 2 handed melee weapon ( I use a shyte). The range is 30 ft, I use my Int instead of Dex, but my critical is 2 or 4? And I add only my Str or one and half my Str?


bertox200 wrote:
my critical is 2 or 4? And I add only my Str or one and half my Str?

Hand of the Apprentice (Su): "You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier."

Thrown Weapons: "The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons)."

Normally, when you throw a weapon that isn't designed to be thrown, there is a -4 penalty and the crit range becomes 20/x2. Since Hand of the Apprentice doesn't mention that, and it would make the ability even worse, we can assume that the ability overrides the normal rule for throwing a scythe. I would say it would keep the 20/x4 critical.


Ok thanks Grick, but I add only my Str or one and half my Str?


Thrown weapon > 1x STR modifier.
1,5 is for melee only :)


Are your sure?

Grand Lodge

You would need the Two-handed Thrower feat for x1.5 strength.

Dark Archive

Pretty sure it's only x1 for the Str mod to damage, as it specifically states it's treated as a ranged attack with a thrown weapon. On the up side you don't take any special penalty for using a single hand to throw a two handed weapon due to how the ability works.


Ok thanks everyone =)


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Meh. It shouldn't matter much. Later on, you will have lots of metamagic feats to apply to your spells, and won't need anything like this. Besides, most Wizards have a higher Dex than Str anyway, so it's usually best to just grab a crossbow for those times that they aren't using spells.

Do yourself a favor, and grab Extend Spell when you can, then apply it to Mage Armor.

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