Using a NPC as a Weapon (Beat a SOB with and another SOB)


Advice


So I've been prepping for my DM's Epic level 10 campaign and he usually lets everything fly except 3PP.

So i've stated out using point buy and laid out a feat path for 10 levels for a BloodRager 10.

Thematically I am a Seascared(Skinwalker) Bloodrager with and arcane bloodline who hunts down out of control mages [as long as I can hit something I will].

Being Seascared and a previous sailor "priate" I chose my weapon of choice being an anchor. Although an anchor isn't a real weapon 2 of the feats I have taken are Catch Off-Guard & Improvised Weapon Mastery.

Catch Off-Guard:
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Improvised Weapon Mastery:
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.

So knowing all of that here is why you most likely clicked on this thread. I want to beat another SOB with another SOB.

Since I no longer take a penalty from improvised weapons.

And I have a 19 strength.

If I make a successful Grapple Check can I swing one SOB into another SOB and use an NPC or a MOB as an improvised weapon.

This is a concept I've never have run across and I was wondering how do I go about doing this mechanically; feats, traits, skills. etc?

For those curious on the character itself here he is.

Alexander Fin the Tiger Shark Seascared Blood Rager:

The following character is not currently geared as for the campaign as a week to start all the stats and feats are just all raw numbers with no bonuses to gear or permanency spells. Although I plan on having Enlarge person as a permanency spell on the character.

Race: Skinwalker (Seascared) +2WIS, -2INT, (+2CON While Transformed)

Class: Arcane Bloodrager

STR: 19, DEX: 10, CON: 16, INT: 6, WIS: 10, CHA: 13

118 Health

Feats:
1 Raging Vitality
3 Tougness
4 Bonus Feat: Eschew Materials
5 Extra Rage
6 Bonus Feat: Power Attack
7 Catch Off-Guard
9 Improvised Weapon Mastery
9 Bonus Feat: Improved Initiative

While Raging and Were-shark
Rage: 31 Rounds (4+CON MOD[not increased by rage) + 2/level after the first.
(+ 4 moral for STR and CON) + (+2 Moral Additional to CON raging vitality) (+2 CON were-form) = STR:23 CON:24

My Life Increases from 118 by 4/level = 158.

This is all of course without spell buffs and hopefully having ENLARGE PERSON Permanency on me.


There is a rage power called body bludgeoner, but the opponent has to be smaller than you. It's hilarious for goblin feral gnashers.

If you had an opponent pinned and tied up, you could technically use them as a two handed weapon. I just flinch at the thought of a titan mauler using this.

The official rules are light weapons are two sizes smaller than you (so daggers are tiny), one-handed weapons are one size smaller than you (long swords are small), and two-handed weapons are the same size as you (great swords are medium)

I think this means by RAW a titan mauler could wield a dead/helpless ogre as a weapon...


You're not allowed to use them once they're dead. That'd be wrong. But yes, Body Bludgeon is the rage power you want (and the only way I know to do it). You can only pick it up at 12 as a Primalist Bloodrager. There's also Enemy Hammer, but that's a level 6 spell. Still ends if they die.


Oooh! That is very helpful. I do plan on going Primalist but i only red a few of the powers i liked. Body Bludgeon seems to be ideal in this scenario.

Considering I will have Enlarge Person as a permanency spell on my well person majority of medium creatures i run into can and most likely be used as weapons.

A question about Improvised weapons in general. If i choose to use an Anchor and decide that i will carry it around with me at what point does it no longer become improvised or will it always be improvised because I would have ripped it off a ship.

Also can i enchant said improvised items?

MageHunter wrote:

There is a rage power called body bludgeoner, but the opponent has to be smaller than you. It's hilarious for goblin feral gnashers.

If you had an opponent pinned and tied up, you could technically use them as a two handed weapon. I just flinch at the thought of a titan mauler using this.

The official rules are light weapons are two sizes smaller than you (so daggers are tiny), one-handed weapons are one size smaller than you (long swords are small), and two-handed weapons are the same size as you (great swords are medium)

I think this means by RAW a titan mauler could wield a dead/helpless ogre as a weapon...

Bob Bob Bob wrote:
You're not allowed to use them once they're dead. That'd be wrong. But yes, Body Bludgeon is the rage power you want (and the only way I know to do it). You can only pick it up at 12 as a Primalist Bloodrager. There's also Enemy Hammer, but that's a level 6 spell. Still ends if they die.


WilliamInnocent wrote:

A question about Improvised weapons in general. If i choose to use an Anchor and decide that i will carry it around with me at what point does it no longer become improvised or will it always be improvised because I would have ripped it off a ship.

Also can i enchant said improvised items?

The weapon will always be improvised at it was never designed to be used as a weapon. That happens during the forging process. Non-masterwork weapons can not be enchanted.

Perhaps you can talk to your GM about having someone forge you a special anchor and have it considered masterwork, or if they would allow Masterwork Transformation to work.

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I saw improvised weapon, and body bludgeon... and I immediately locked into this conversation. I have a barbarian that is PFS legal that specifically wields NPC's as weapons. Improvised weapons are ROUGH to upgrade... but NPC's have several bonus's.

Namely: If you beat a werewolf, with a werewolf...you may bypass the werewolf's DR.

Your opponent's size is a limiting factor. Titanic armor lets you be a size larger for 10 rounds. It can help you grapple much larger creatures.

For added hilarity: Get a swarm-bane clasp... and Ghost-Touch Amulet of Mighty Fists. This will allow you to grab a ghost, and beat a swarm with the ghost...
Or... smash an opponent into a swarm, then with your grapple check you can just place the enemy in the swarm after beating the swarm with the NPC.

Fun Thoughts: Magic fang makes natural weapons magical... you could argue it could make an NPC magical. GM interpretation there. You are already swinging an enemy as a weapon... your pushing goofy territory here. You will be doing MORE than enough damage with your shenanigans.

If you take the HURLING rage powers... you can hurl objects as improvised weapons...and with the belt of hurling you can use your strength score instead of your dex to hit... and add your strength and power attack to damage. Hilariousness ensues when you combine this with NPC's. Namely: Literally picking up and throwing NPC's out windows, cliffs, boats, so on and so forth.

I suggest investing in iron rope for this tactic... a round to tie them up in iron rope, then throwing them into a river, pretty much ends that NPC... (Unless it's some-kinda water elemental, or fish, or some kinda aquatic thingamajig... but I threw that one into a bucket... and called it a wonder-twin).

Look for magical items that improve objects in your hand in someway. These can improve improvised weapons, many don't but some do.

Fun-Fact: Corpses are objects, you CAN wield a corpse as an improvised weapon. Body bludgeon states that it's damage it's bonus damage ends, and the rage power ends on death. so it loses it's damage. Upon using a corpse the GM decides the damage of the corpse... which given that it's not fighting back and isn't stiff could be significantly less. If you have body-bludgeon though, at that point... just chuck the body at someone and call it a day. Lock down another opponent with grapple.


Tothric wrote:


<snip>
Fun Thoughts: Magic fang makes natural weapons magical... you could argue it could make an NPC magical. GM interpretation there. You are already swinging an enemy as a weapon... your pushing goofy territory here. You will be doing MORE than enough damage with your shenanigans.

If you grab an enemy with the Magical Girl archetype and hit people with her, is she already considered magical?


Tothric wrote:

I saw improvised weapon, and body bludgeon... and I immediately locked into this conversation. I have a barbarian that is PFS legal that specifically wields NPC's as weapons. Improvised weapons are ROUGH to upgrade... but NPC's have several bonus's.

Namely: If you beat a werewolf, with a werewolf...you may bypass the werewolf's DR.

Your opponent's size is a limiting factor. Titanic armor lets you be a size larger for 10 rounds. It can help you grapple much larger creatures.

For added hilarity: Get a swarm-bane clasp... and Ghost-Touch Amulet of Mighty Fists. This will allow you to grab a ghost, and beat a swarm with the ghost...
Or... smash an opponent into a swarm, then with your grapple check you can just place the enemy in the swarm after beating the swarm with the NPC.

Fun Thoughts: Magic fang makes natural weapons magical... you could argue it could make an NPC magical. GM interpretation there. You are already swinging an enemy as a weapon... your pushing goofy territory here. You will be doing MORE than enough damage with your shenanigans.

If you take the HURLING rage powers... you can hurl objects as improvised weapons...and with the belt of hurling you can use your strength score instead of your dex to hit... and add your strength and power attack to damage. Hilariousness ensues when you combine this with NPC's. Namely: Literally picking up and throwing NPC's out windows, cliffs,
boats, so on and so forth.

I suggest investing in iron rope for this tactic... a round to tie them up in iron rope, then throwing them into a river, pretty much ends that NPC... (Unless it's some-kinda water elemental, or fish, or some kinda aquatic thingamajig... but I threw that one into a bucket... and called it a wonder-twin).

Look for magical items that improve objects in your hand in someway. These can improve improvised weapons, many don't but some do.

Fun-Fact: Corpses are objects, you CAN wield a corpse as an improvised weapon. Body bludgeon states that...

You sir are amazing thank you for all of this it helps me flush out the character


Tothric wrote:
Your opponent's size is a limiting factor. Titanic armor lets you be a size larger for 10 rounds. It can help you grapple much larger creatures.

Sadly i would love this but Titanic armor is just armor with Enlarge Person spell on it. If i get Enlarge person enchanted onto me permanently i cant benefit from the armor.

Grand Lodge

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WilliamInnocent wrote:
Tothric wrote:
Your opponent's size is a limiting factor. Titanic armor lets you be a size larger for 10 rounds. It can help you grapple much larger creatures.

Sadly i would love this but Titanic armor is just armor with Enlarge Person spell on it. If i get Enlarge person enchanted onto me permanently i cant benefit from the armor.

Can't do that in PFS, which is why Tothric went with the armor, but yeah you could do that, though it makes it a pain to get around sometimes.

I have played many a game with Tothric's dwarf, and lo' he has beaten many a MoFo with yet another MoFo, and tossed about many tables, pews, and bookshelves for absurdly large amounts of damage. It's been a much more successful tactic than his earlier approaches to killing things, which amounted to grappling it and then diving into active machinery/traps/off cliffs/etc...

Best player to play with ever.

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Divvox2, I can't believe it took me THIS long to see this comment. You make me blush. Thank you.

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