Blade and Tankard and enchanting a mug?


Rules Questions


So Blade and Tankard allows you to battle with your beer which is awesome and all but we all know fighting with mundane weapons is a bit bothersome at times.

Here's the feat in question and I wonder can I enchant a tankard? In the sense that I treat it as a weapon for construction purposes or does the wording "you can wield as a weapon" only apply to in combat and not to item creation and so forth?

Blade and Tankard:

Initial Benefit(s): You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trick combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.


You'd have to have a masterwork tankard to be able to enchant it, I guess?


Franz Lunzer wrote:
You'd have to have a masterwork tankard to be able to enchant it, I guess?

You would need a tankard that was, irrespective of who's wielding it, a masterwork weapon.

Scarab Sages

Use thefighting tankard


I'm aware of the fighting tankard but it's 10k so that's not really an option for most of one's adventuring live.

Making a Tankard a Masterwork weapon is essentially the same problem and neither rules text on masterwork weapons or masterwork transformation are overly helpful in this regard...


I think the thing to do, for home games, is to reverse engineer the fighting tankard.

At the very least you can remove the magical enhancement bonus which reduces the price by 2000 gp.

You now have a non-magical weapon fighting tankard (that still has the magical compartment ability).

That's about as close as I can get you though.


This depends largely on whether we're talking for PFS or a home game.

Okay, so for PFS, you're out of luck. The Cayden Cailean Fighting Tankard is going to be about your only option, but at least it's an amazing option, even if you can only temporarily improve it with greater magic weapon.

As for a home game:

Discussions as to whether or not you can enchant an improvised weapon get messy. RAW, the consensus seems to be a great big nope. Now, depending on your GM, that can be a very different story. In an upcoming game, I'm even allowing a player to take a tankard with the heirloom weapon trait that's been passed down in his family for generations (for the bonus to dirty trick attempts.) But I'll respect I'm more lenient than some.

Regardless, fortunately the Fighting Tankard exists, and for little more than the price of a +2 weapon, which given the benefit of the unique property in the hands of someone with Blade & Tankard is well worth it. Additionally, in non-PFS games, there should be no problems improving it further than the base version, since the Upgrading Magical Items rules break down how upgrading a specific item works and this is *not* one of those tricky cases.

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