Hinyasi and Improvised Weapons with additional damage / effect


Rules Questions


Does the Improvisation Traininng override additional damage on certain improvised weapons?

Improvisation Training:
A hinyasi is skilled at fighting with improvised weapons. She deals damage equal to her unarmed strike damage while fighting with an improvised weapon. A hinyasi treats improvised weapons as weapons from the close fighter weapon group.

Items that might have the fire damage overwritten

Torch:
A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in Combat, treat it as a one-handed improvised weapon that deals bludgeoning Damage equal to that of a Gauntlet of its size, plus 1 point of fire Damage.

Founderflame torch:
One end of this short length of petrified wood burns with a flame of ever-changing hue, a tiny portion of the fires of the Founder’s Flame (Pathfinder Campaign Setting: Magnimar, City of Monuments 32). It provides light as per a normal torch but is not consumed, and its fire cannot be extinguished by mundane means (though total immersion temporarily quenches the flame). The torch can be wielded as an improvised light mace that deals an additional 1d2 points of fire damage; in addition, a creature damaged by the torch’s fire takes a –1 penalty on saving throws for 1 round against effects that deal fire damage.

Branding iron
If the branding iron is heated in an open fire for 10 minutes or more, it becomes red hot. If it is pressed against wood, leather, skin, or another surface capable of being scorched, it deals 1 point of fire damage, leaving behind a burn mark that becomes a mundane scar of the branding iron’s symbol. A willing or helpless creature can be marked with a hot branding iron. If employed as an improvised weapon in combat, a hot branding iron deals damage and leaves behind its symbol on any creature struck. If the wielder is trying to mark a particular spot on a target creature, she takes a –4 penalty on her attack roll (in addition to any penalties from using improvised weapons). Creatures immune or resistant to fire damage cannot be marked by a branding iron. A hot branding iron loses its heat quickly. It can mark only one creature within 5 minutes of being removed from a fire before it needs to be reheated.

I am unsure on the order of operations on these these, and the last one in particular. The first two torches either do XdX+Fire damage and that is replaced by the Hinyasi's damage, or the fire damage is an additional after the fact. I lean towards the first. But the last one, the branding iron only deals the fire damage when it is heated. Would it add the one fire damage onto the Hinyasi's unarmed strike damage? I am mostly focused on the damage but in the case of the effect on the Founderflame torch, it definitely seems like the saving throw penalty would still stay. If the fire damage stays that opens up building for a few Goblin feats involving fire weapons that never seems quite worth it to me.

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