blackbloodtroll
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| 2 people marked this as FAQ candidate. |
Is the penalty for using an improvised weapon a non-proficiency penalty?
The weapon section notes:
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.
Would thing like Improved Improvisation, Quick Learner, or Arms Master reduce this penalty?
| Ximen Bao |
Can we find any examples of an improvised weapon being used?
If the penalty is normally -8, then it would show a -4 non-proficiency penalty and the -4 improvised weapon penalty.
If the penalty is normally -4, then it would show the -4 that improvised weapons get IS the -4 non-proficiency penalty and the section is just worded vaguely.
I suspect without checking that the second case is true.
| Ilja |
I'd say they would, from what I can read of the abilities, but I agree it may not be crystal clear.
Can we find any examples of an improvised weapon being used?
If the penalty is normally -8, then it would show a -4 non-proficiency penalty and the -4 improvised weapon penalty.
If the penalty is normally -4, then it would show the -4 that improvised weapons get IS the -4 non-proficiency penalty and the section is just worded vaguely.
I suspect without checking that the second case is true.
There are exemples in adventure paths, most quickly RotR comes to mind (though that is 3.5, has the rules language changed?). In RotR the listed penalty for improvised weapons is 8 in total, not -4+-4.
| Ximen Bao |
The way Throw Anything and Catch of Guard are phrases, it does not say anything about proficiency.
However, the penalty works absolutely identical to using a weapon without proficiency.
I say it's up to the GM to decide, unless there has been a statement from the writer.
Improvised weapons says two things:
1. You are normally nonproficent in these weapons, which is normally a -4 penalty.
2. There is a -4 penalty to use them.
It stops just short of saying 2 is because of 1, but we can figure it out by seeing if there is one -4 penalty or two -4 penalties.
blackbloodtroll
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There is no -8 to use improvised weapons.
The question is, if the -4, is a non-proficiency penalty, or not.
The Low Templar Dirty Fighting class feature implies as such.
This seems to be another example.
Perhaps there are more for, or against, this stance?
| Ilja |
There are exemples in adventure paths, most quickly RotR comes to mind (though that is 3.5, has the rules language changed?). In RotR the listed penalty for improvised weapons is 8 in total, not -4+-4.
Just realized I made a nasty typo here. It should say the listed penalty is 4 in total, not 8.
| Drachasor |
All penalties are untyped. Types only matter for bonuses.
Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.
All that's going on is the book is saying is that people aren't (normally) proficient in improvised weapons. It does the courtesy of telling you want that means. That's it. It also says how to go about determining damage.
blackbloodtroll
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So...
Would things like Improved Improvisation, Quick Learner, or Arms Master reduce this penalty?
| Drachasor |
Let us suppose, for a moment, that it is for a "RAW first" DM, or PFS.
RAW-wise, Quick Learner reduces the penalty by 2. It then gives an example of what that normally means (-4 to -2). Hopefully your DM understands that is just an example.
Improved Improvisation halves the Penalty. Arms Master reduces the Penalty to -2.
Technically, there are no rules on how to use these together. This ought to mean you can put them together however you want, but a cruel DM might insist on doing it in the dumbest way possible. Or maybe he's acting on some other sort of reasoning. That said, even combined in the worst way Quick Learner and Improved Improvisation reduces the penalty to -1. Otherwise Quick Learner and either of the other to reduces it to nothing.
The only "exploit" here would be using Exotic Weapons. However, Exotic Weapons aren't so great that being able to use all of them for 2 feats is that big of a deal. After all, you could use 2 of them for 2 feats, and that would cover almost every need you'd have for them.
| Drachasor |
I have an understanding of how this works with Exotic Weapons, but I more interested in how they, and similar abilities, effect the use of Improvised Weapons.
It definitely works the same on improvised weapons as it would on any weapon you weren't proficient in. As the rules state, the reason you take a -4 penalty on improvised weapons is because you aren't proficient. It's quite clear.