Errata Part 2 Discussion Thread


Pathfinder Second Edition General Discussion

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OCEANSHIELDWOLPF 2.0 wrote:

And can someone point me to a definition of the difference between carried, stowed and worn? My CRB says:

CRB, p274 wrote:

BULK

This entry gives the armor’s Bulk, assuming you’re wearing the armor and distributing its weight across your body. A suit of armor that’s carried or worn usually has 1 more Bulk than what’s listed here (or 1 Bulk total for armor of light Bulk).
Umm. Wait. Wut? The way my poor brain understands this is that if I’m wearing my Hide Armor it is 2 Bulk, but if it is worn by me it is 3 Bulk. What am I missing? Was this cleared up in original errata?

Let me be clear, I'm not looking at the text or erratum, but that's probably referring to having the armor stowed in a container like a backpack or carried in your armors/over your shoulder/strapped to you/whatever. If you have it and aren't using/wearing it, it's 1 bulkier.

Generally, the new paradigm of held/worn/stowed just means that items are either immediately being used, on your person and available to grab with an action, or in a container and locked behind several actions (though the container is probably a backpack or bag of holding that makes items in it count as less bulk). There are no restrictions on how much you can wear other than your bulk limit, a maximum of two tool kits at the ready, and what your GM thinks is reasonable. Break out the bandoliers, pockets and pouches.

Also, that improvised weapon rule probably means -2 compared to your normal to-hit. I don't know if you technically have a proficiency bonus with improvised weaponry or not, there's an archetype that works with them, but it probably shouldn't be a -4 compared to highest to-hit except in weird cases like a Fighter who's +4 with their favored weapon group and a Cleric who's +4 with their deity's favored weapon.


Alfa/Polaris wrote:
I don't know if you technically have a proficiency bonus with improvised weaponry or not

They are simple weapons so everyone but the wizard is proficient with them. The Weapon Improviser archetype gets rid of the -2 for normal numbers for a simple weapon.


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graystone wrote:
Alfa/Polaris wrote:
I don't know if you technically have a proficiency bonus with improvised weaponry or not
They are simple weapons so everyone but the wizard is proficient with them. The Weapon Improviser archetype gets rid of the -2 for normal numbers for a simple weapon.

Can I mention how much I hate how wizards lack simple weapon proficiency given how other proficiency upgrade systems work -mutters-

If only it had a note "counts as simple weapon proficiency for requirements, and progression in simple weapon proficiency"

Actually screw it, it has that in my games from now on.

Grand Lodge

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I agree. I’ve always considered “simple” weapons to be those that do not require any formal training to use. All classes should get simple weapon proficiency. Personally, I find it odd that all characters are proficient in fist-fighting but wizards aren’t proficient in simple weapons.


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TwilightKnight wrote:
I agree. I’ve always considered “simple” weapons to be those that do not require any formal training to use. All classes should get simple weapon proficiency. Personally, I find it odd that all characters are proficient in fist-fighting but wizards aren’t proficient in simple weapons.

I still find it strange that a wizard can use a crude stick club effectively, but is non-functional with a high-quality club mace.


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Gisher wrote:
TwilightKnight wrote:
I agree. I’ve always considered “simple” weapons to be those that do not require any formal training to use. All classes should get simple weapon proficiency. Personally, I find it odd that all characters are proficient in fist-fighting but wizards aren’t proficient in simple weapons.
I still find it strange that a wizard can use a crude stick club effectively, but is non-functional with a high-quality club mace.

I'm more impressed that the wizard can punch someone without issue but has no idea what to do with a gauntlet... Same with a club vs a Nightstick...


graystone wrote:
Gisher wrote:
TwilightKnight wrote:
I agree. I’ve always considered “simple” weapons to be those that do not require any formal training to use. All classes should get simple weapon proficiency. Personally, I find it odd that all characters are proficient in fist-fighting but wizards aren’t proficient in simple weapons.
I still find it strange that a wizard can use a crude stick club effectively, but is non-functional with a high-quality club mace.
I'm more impressed that the wizard can punch someone without issue but has no idea what to do with a gauntlet... Same with a club vs a Nightstick...

I thought gauntlets counted as unarmed attacks.


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Nah, in 2e gauntlets are their own weapon.

In 1e... nobody actually knows what gauntlets are because there are contradicting rules/FAQs about them that never got resolved.

Scarab Sages

Deriven Firelion wrote:
graystone wrote:
Gisher wrote:
TwilightKnight wrote:
I agree. I’ve always considered “simple” weapons to be those that do not require any formal training to use. All classes should get simple weapon proficiency. Personally, I find it odd that all characters are proficient in fist-fighting but wizards aren’t proficient in simple weapons.
I still find it strange that a wizard can use a crude stick club effectively, but is non-functional with a high-quality club mace.
I'm more impressed that the wizard can punch someone without issue but has no idea what to do with a gauntlet... Same with a club vs a Nightstick...
I thought gauntlets counted as unarmed attacks.

Nope, they're simple.

I agree that it doesn't make sense for a wizard's proficiency to be so uniquely terrible, but many forum-goers defend them not having SWP.


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Deriven Firelion wrote:
graystone wrote:
Gisher wrote:
TwilightKnight wrote:
I agree. I’ve always considered “simple” weapons to be those that do not require any formal training to use. All classes should get simple weapon proficiency. Personally, I find it odd that all characters are proficient in fist-fighting but wizards aren’t proficient in simple weapons.
I still find it strange that a wizard can use a crude stick club effectively, but is non-functional with a high-quality club mace.
I'm more impressed that the wizard can punch someone without issue but has no idea what to do with a gauntlet... Same with a club vs a Nightstick...
I thought gauntlets counted as unarmed attacks.

LOL Nope, they are simple weapons and therefor an unsolvable mystery to wizards: they can wield the power of the cosmos but are flummoxed with gauntlet and 'high tech' 'clubs' [mace/morning star/nightstick/Juggling Club]. Balance a club so it's easier to throw [Juggling Club] and that's to much for a wizard to figure out. :P

Dark Archive

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graystone wrote:
Deriven Firelion wrote:
graystone wrote:
Gisher wrote:
TwilightKnight wrote:
I agree. I’ve always considered “simple” weapons to be those that do not require any formal training to use. All classes should get simple weapon proficiency. Personally, I find it odd that all characters are proficient in fist-fighting but wizards aren’t proficient in simple weapons.
I still find it strange that a wizard can use a crude stick club effectively, but is non-functional with a high-quality club mace.
I'm more impressed that the wizard can punch someone without issue but has no idea what to do with a gauntlet... Same with a club vs a Nightstick...
I thought gauntlets counted as unarmed attacks.
LOL Nope, they are simple weapons and therefor an unsolvable mystery to wizards: they can wield the power of the cosmos but are flummoxed with gauntlet and 'high tech' 'clubs' [mace/morning star/nightstick/Juggling Club]. Balance a club so it's easier to throw [Juggling Club] and that's to much for a wizard to figure out. :P

Listen, you hand a wizard a stick, he just ASSUMES its a wand or spell staff. It's not that he can't hit things with stuff, it's just that if you give him a mace, he spends the entire combat swishing it around trying to activate it.

"Fireball! Fireball dang it! This things busted!"


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TiwazBlackhand wrote:
Listen, you hand a wizard a stick

Sad thing is the wizard DOES know how to use that stick as a weapon: "Clubs can be intricately carved pieces of martial art or as simple as a tree branch. So, yeah. Training in tree branches is a specific wizard thing they go out of their way to do. :P


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It's okay it keeps those really overpowered martial wizard builds in check.

Just think about how much the game would break down if any Wizard could just pick up a Morningstar and use it. Bludgeoning OR piercing damage? The thought is sickening.


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graystone wrote:
Deriven Firelion wrote:
graystone wrote:
Gisher wrote:
TwilightKnight wrote:
I agree. I’ve always considered “simple” weapons to be those that do not require any formal training to use. All classes should get simple weapon proficiency. Personally, I find it odd that all characters are proficient in fist-fighting but wizards aren’t proficient in simple weapons.
I still find it strange that a wizard can use a crude stick club effectively, but is non-functional with a high-quality club mace.
I'm more impressed that the wizard can punch someone without issue but has no idea what to do with a gauntlet... Same with a club vs a Nightstick...
I thought gauntlets counted as unarmed attacks.
LOL Nope, they are simple weapons and therefor an unsolvable mystery to wizards: they can wield the power of the cosmos but are flummoxed with gauntlet and 'high tech' 'clubs' [mace/morning star/nightstick/Juggling Club]. Balance a club so it's easier to throw [Juggling Club] and that's to much for a wizard to figure out. :P

Yeah, they can throw a tree branch just fine, but making a club easier to throw makes it harder to throw.


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Gisher wrote:
Yeah, they can throw a tree branch just fine, but making a club easier to throw makes it harder to throw.

At least it's not just clubs. It's easier for them to throw dagger instead of a better balanced throwing knife. And don't forget crossbows: you make it small and easy to pull/reload and aim[Hand Crossbow] and it's harder to hit with it. ;)


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Squiggit wrote:

It's okay it keeps those really overpowered martial wizard builds in check.

Just think about how much the game would break down if any Wizard could just pick up a Morningstar and use it. Bludgeoning OR piercing damage? The thought is sickening.

If you could easily get a martial weapon on Wizard no one would ever play a specialist again. Hand of the Apprentice d12 BONKs would be too tempting

(this post is mostly a joke, but my Maul Wizard WAS fun while it lasted)


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graystone wrote:
Gisher wrote:
Yeah, they can throw a tree branch just fine, but making a club easier to throw makes it harder to throw.
At least it's not just clubs. It's easier for them to throw dagger instead of a better balanced throwing knife.

Dwarf wizards also find it more difficult to use their clan dagger than a normal dagger, despite having their clan dagger for literally their entire life.


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MEATSHED wrote:
graystone wrote:
Gisher wrote:
Yeah, they can throw a tree branch just fine, but making a club easier to throw makes it harder to throw.
At least it's not just clubs. It's easier for them to throw dagger instead of a better balanced throwing knife.
Dwarf wizards also find it more difficult to use their clan dagger than a normal dagger, despite having their clan dagger for literally their entire life.

It seems that no dwarf goes out of their way to learn how to use it as even Dwarven Weapon Familiarity doesn't grant proficiency in it: you get battle axe, pick, and warhammer training instead of clan dagger training.


Arachnofiend wrote:
Squiggit wrote:

It's okay it keeps those really overpowered martial wizard builds in check.

Just think about how much the game would break down if any Wizard could just pick up a Morningstar and use it. Bludgeoning OR piercing damage? The thought is sickening.

If you could easily get a martial weapon on Wizard no one would ever play a specialist again. Hand of the Apprentice d12 BONKs would be too tempting

(this post is mostly a joke, but my Maul Wizard WAS fun while it lasted)

Mauler or Fighter Dedication and you're done.

I have the same build waiting for a chance to play a Wizard.


Arachnofiend wrote:
Squiggit wrote:

It's okay it keeps those really overpowered martial wizard builds in check.

Just think about how much the game would break down if any Wizard could just pick up a Morningstar and use it. Bludgeoning OR piercing damage? The thought is sickening.

If you could easily get a martial weapon on Wizard no one would ever play a specialist again. Hand of the Apprentice d12 BONKs would be too tempting

(this post is mostly a joke, but my Maul Wizard WAS fun while it lasted)

I absolutely hope they add a cantrip called "Bonk" that does bludgeoning damage as a reaction. Even if it is Magus focus cantrip in place of an AoO.

Liberty's Edge

Did animal skin barbarians get nerfed or am I failing to understand the math.

At 6th level...

Non-giant, non-animal barbarian:

-1 rage
+1 dex
+4 item bonus (armor)
+8 trained proficiency

Total 22

Old Version Animal Skin:

+1 status
+3 dex
+10 expert proficiency

Total 24

New Version Animal Skin:

-1 rage
+2 item bonus
+3 dex
+10 expert proficiency

Total 24


Feral wrote:


Old Version Animal Skin:

+1 status
+3 dex
+10 expert proficiency

Total 25

New Version Animal Skin:

-1 rage
+2 item bonus
+3 dex
+10 expert proficiency

Total 24

The first is wrong, both of these add to 24.

Liberty's Edge

You are correct. I am failing at math.


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NemoNoName wrote:
Arachnofiend wrote:
Squiggit wrote:

It's okay it keeps those really overpowered martial wizard builds in check.

Just think about how much the game would break down if any Wizard could just pick up a Morningstar and use it. Bludgeoning OR piercing damage? The thought is sickening.

If you could easily get a martial weapon on Wizard no one would ever play a specialist again. Hand of the Apprentice d12 BONKs would be too tempting

(this post is mostly a joke, but my Maul Wizard WAS fun while it lasted)

Mauler or Fighter Dedication and you're done.

I have the same build waiting for a chance to play a Wizard.

In my case it was Sentinel dedication with Human feats rushing martial proficiency. Since I never planned on using the Maul for anything other than HotA it didn't matter that I never advanced past Trained.


Arachnofiend wrote:
NemoNoName wrote:
Arachnofiend wrote:
Squiggit wrote:

It's okay it keeps those really overpowered martial wizard builds in check.

Just think about how much the game would break down if any Wizard could just pick up a Morningstar and use it. Bludgeoning OR piercing damage? The thought is sickening.

If you could easily get a martial weapon on Wizard no one would ever play a specialist again. Hand of the Apprentice d12 BONKs would be too tempting

(this post is mostly a joke, but my Maul Wizard WAS fun while it lasted)

Mauler or Fighter Dedication and you're done.

I have the same build waiting for a chance to play a Wizard.

In my case it was Sentinel dedication with Human feats rushing martial proficiency. Since I never planned on using the Maul for anything other than HotA it didn't matter that I never advanced past Trained.

Yep, trained is all you need for a good Mauling. ;)

Greatsword/great axe work too, but I prefer the maul too. Too bad there isn't a piercing 1d12 martial weapon [or ANY 1d12 piercing weapon].


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Maybe that'll be the niche that the estoc fills when it enters the game.

Though technically, the greatsword does have Versatile Piercing.


So Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them." This is all good, but it still doesn`t change the fact that this item, if it is a bomb, only remains potent until the start of your next turn. So for bomber still useless.


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I dont see the estoc having 1d12.

The Dwarven Giant-sticker on the other hand is very much a 1d12 piercing weapon.

Also the Orc Hornbow.


Perpdepog wrote:

Maybe that'll be the niche that the estoc fills when it enters the game.

Though technically, the greatsword does have Versatile Piercing.

AH, yes Versatile Piercing... True. I was more looking for a polearm or spear that seems... Pointy? Greatsword just doesn't stick in my mind as Piercing. :P


Polearm might be a no-go because of reach taking up trait resources. Dwarven Giant-Sticker as an Advanced weapon could work, though.

There do need to be more good piercing weapons. All of the good polearms are slashing! I just want a martial-balanced longspear, dammit!


Arachnofiend wrote:

Polearm might be a no-go because of reach taking up trait resources. Dwarven Giant-Sticker as an Advanced weapon could work, though.

There do need to be more good piercing weapons. All of the good polearms are slashing! I just want a martial-balanced longspear, dammit!

What happened to the good, ol' fashioned Pike?


I guess that IS what that is, isn't it. Forgot about it because it's an uncommon option from a splatbook I haven't read.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I told my GM I wanted a pike for my character once. He said "sure," then directed my character to the local fish market to buy one. I guess the merchant there used it for spearing fish or something.

Can't say I was too happy with it. It kept slipping out of my hands every time I tried to thrust it at an enemy.

It was nearly as hard to pick up again as it was to thrust with too. GM never told me why. I think it may have been cursed. Might be why I was able to get it so cheap.

Anyways, I finally just stopped wielding it in combat and got myself a proper spear. NPCs won't come near my character now though as now the GM tells me there is a stench about me.

Yeah, definitely a cursed item.


MegaRyozaki wrote:
So Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them." This is all good, but it still doesn`t change the fact that this item, if it is a bomb, only remains potent until the start of your next turn. So for bomber still useless.

Actually, all alchemical items made with quick alchemy suffer that limit on potency unless the alchemist also has the Enduring Alchemy Feat (that does not apply to bombs :( ).


Arachnofiend wrote:
Polearm might be a no-go because of reach taking up trait resources.

Not all polearms are Reach. For instance, Scythe is a Polearm without Reach.

I was thinking a Totem spear, Dwarven Giant-Sticker, Planson and maybe a Nodachi.


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graystone wrote:
Perpdepog wrote:

Maybe that'll be the niche that the estoc fills when it enters the game.

Though technically, the greatsword does have Versatile Piercing.

AH, yes Versatile Piercing... True. I was more looking for a polearm or spear that seems... Pointy? Greatsword just doesn't stick in my mind as Piercing. :P

I remembered this post this morning when I was going through the "Troubles in Otari" and beginner box adventures, and was disappointed that there was no Icy Barbed Spear to match with Smoking Sword and Thunder Mace.

Which then led me to realize a barbed spear might make a good d12 piercing weapon.


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Ranseurs are plenty pointy.


PossibleCabbage wrote:
Ranseurs are plenty pointy.

The proceeding posts where about having a 1d12 P weapon: while a ranseur is pointy, it's not 1d12 worth of pointy. ;)


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Ravingdork wrote:

I told my GM I wanted a pike for my character once. He said "sure," then directed my character to the local fish market to buy one. I guess the merchant there used it for spearing fish or something.

Can't say I was too happy with it. It kept slipping out of my hands every time I tried to thrust it at an enemy.

It was nearly as hard to pick up again as it was to thrust with too. GM never told me why. I think it may have been cursed. Might be why I was able to get it so cheap.

Anyways, I finally just stopped wielding it in combat and got myself a proper spear. NPCs won't come near my character now though as now the GM tells me there is a stench about me.

Yeah, definitely a cursed item.

Reminds me of the time I asked for a halberd and instead got a pigeon possessed by the AI from a space odyssey.


Darksol the Painbringer wrote:
What happened to the good, ol' fashioned Pike?

"This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. " - from the description of the longspear.

There's also the boarding pike from the Pathfinder Society guide, which is a d10 uncommon martial weapon with reach and shove. Characters from the High Seas region have access to that.


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Choose your d12P polearm wisely...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ubertron_X wrote:
Choose your d12P polearm wisely...

XD


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AnimatedPaper wrote:
graystone wrote:
Perpdepog wrote:

Maybe that'll be the niche that the estoc fills when it enters the game.

Though technically, the greatsword does have Versatile Piercing.

AH, yes Versatile Piercing... True. I was more looking for a polearm or spear that seems... Pointy? Greatsword just doesn't stick in my mind as Piercing. :P

I remembered this post this morning when I was going through the "Troubles in Otari" and beginner box adventures, and was disappointed that there was no Icy Barbed Spear to match with Smoking Sword and Thunder Mace.

Which then led me to realize a barbed spear might make a good d12 piercing weapon.

I'm procrastinating. These aren't serious, just things to amuse myself.

Barbed Spear
Price 1gp Damage1d12 pBulk 1
Hands 2
Category Martial
Group Spear Traits Thrown 10 ft
A common weapon among seafarers, this weapon resembles a slightly larger and heavier spear with either barbs or hooks along the bottom of the spearhead. Normally wielded in close combat not unlike a boarding pike, it is small enough that it can also be thrown, though only just.

Harpoon
Price 2gp Damage1d10 pBulk 2
Hands 2
Category Advanced
Group Spear Traits Fatal d12, Reach, Tethered, Thrown 10 ft, Uncommon
Larger than either the boarding pike or barbed spear and resembling both, Harpoons are attached to a rope or chain and normally launched by specialized ship weapons, but can also be wielded as melee weapons, or even thrown.


graystone wrote:
PossibleCabbage wrote:
Ranseurs are plenty pointy.
The proceeding posts where about having a 1d12 P weapon: while a ranseur is pointy, it's not 1d12 worth of pointy. ;)

If we're looking for a d12 piercing weapon, might I nominate the schwein-degen.

I figure we have lots of kinds of polearms, we might as well have lots of kinds of "big swords."


PossibleCabbage wrote:

If we're looking for a d12 piercing weapon, might I nominate the schwein-degen.

I figure we have lots of kinds of polearms, we might as well have lots of kinds of "big swords."

Well, the boar spear is a two-handed thrusting spear that is not overly long.

Sovereign Court

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AnimatedPaper wrote:
AnimatedPaper wrote:
graystone wrote:
Perpdepog wrote:

Maybe that'll be the niche that the estoc fills when it enters the game.

Though technically, the greatsword does have Versatile Piercing.

AH, yes Versatile Piercing... True. I was more looking for a polearm or spear that seems... Pointy? Greatsword just doesn't stick in my mind as Piercing. :P

I remembered this post this morning when I was going through the "Troubles in Otari" and beginner box adventures, and was disappointed that there was no Icy Barbed Spear to match with Smoking Sword and Thunder Mace.

Which then led me to realize a barbed spear might make a good d12 piercing weapon.

I'm procrastinating. These aren't serious, just things to amuse myself.

Barbed Spear
Price 1gp Damage1d12 pBulk 1
Hands 2
Category Martial
Group Spear Traits Thrown 10 ft
A common weapon among seafarers, this weapon resembles a slightly larger and heavier spear with either barbs or hooks along the bottom of the spearhead. Normally wielded in close combat not unlike a boarding pike, it is small enough that it can also be thrown, though only just.

Harpoon
Price 2gp Damage1d10 pBulk 2
Hands 2
Category Advanced
Group Spear Traits Fatal d12, Reach, Tethered, Thrown 10 ft, Uncommon
Larger than either the boarding pike or barbed spear and resembling both, Harpoons are attached to a rope or chain and normally launched by specialized ship weapons, but can also be wielded as melee weapons, or even thrown.

Considering that the biggest damage die for any existing thrown weapon is a d8 (trident) I'm not so sure about these.


Ascalaphus wrote:
AnimatedPaper wrote:
AnimatedPaper wrote:
graystone wrote:
Perpdepog wrote:

Maybe that'll be the niche that the estoc fills when it enters the game.

Though technically, the greatsword does have Versatile Piercing.

AH, yes Versatile Piercing... True. I was more looking for a polearm or spear that seems... Pointy? Greatsword just doesn't stick in my mind as Piercing. :P

I remembered this post this morning when I was going through the "Troubles in Otari" and beginner box adventures, and was disappointed that there was no Icy Barbed Spear to match with Smoking Sword and Thunder Mace.

Which then led me to realize a barbed spear might make a good d12 piercing weapon.

I'm procrastinating. These aren't serious, just things to amuse myself.

Barbed Spear
Price 1gp Damage1d12 pBulk 1
Hands 2
Category Martial
Group Spear Traits Thrown 10 ft
A common weapon among seafarers, this weapon resembles a slightly larger and heavier spear with either barbs or hooks along the bottom of the spearhead. Normally wielded in close combat not unlike a boarding pike, it is small enough that it can also be thrown, though only just.

Harpoon
Price 2gp Damage1d10 pBulk 2
Hands 2
Category Advanced
Group Spear Traits Fatal d12, Reach, Tethered, Thrown 10 ft, Uncommon
Larger than either the boarding pike or barbed spear and resembling both, Harpoons are attached to a rope or chain and normally launched by specialized ship weapons, but can also be wielded as melee weapons, or even thrown.

Considering that the biggest damage die for any existing thrown weapon is a d8 (trident) I'm not so sure about these.

Since the range increment is so low on Barbed Spear, and presumably, you'd be using it in two-hands, so losing the weapon by throwing it isn't exactly a "good" move unless it's your final blow, that one is probably fine.

Harpoon, even with Uncommon, does seem just a bit over-tuned. Probably be fine if you dropped the Fatal though.


The Barbed Spear is a Trident bumped up to two hands.
That seems fine except Thrown might be a trait Paizo doesn't want on two-handed/d12 weapons. One reason might be that there's a certain tactical cost to 2H weapons (no shield or no maneuvers/mobility/versatility). If you're throwing, because you can work at range, having no shield or less mobility aren't as much of a cost.
And it'd become an obvious must for most throwers (who with a few shenanigans can easily overcome the 10' issue).
So I'd have to go w/ a d10 cap for thrown.


Also, a two-handed thrown spear feels a bit weird. I'm not aware of any historical precedence for those.

I could however see a "bastard spear" which you could wield in one hand for 1d8 and throw, or you could two-hand it for 1d12. That sounds like an advanced weapon though, because at that point it's like a bastard sword with an extra trait.


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Well, as I said, they weren't serious. There's weapon calculator somewhere on the board that is more or less accurate when it comes to balancing weapons. If I was going to make a serious attempt at these, I'd start there.

Midnightoker wrote:
Harpoon, even with Uncommon, does seem just a bit over-tuned. Probably be fine if you dropped the Fatal though.

I originally just had it with tethered and thrown, but looking at advanced weapons, they seem to have more traits than just that. The Aklys has half the damage, but double the range and has the ability to trip (and shove on a critical).

Ideally I'd also want a new trait that required a certain amount of strength to "unlock" the thrown property, since this is effectively a siege/whaling harpoon wielded in two hand. But as you'd want the strength anyways to maximize the damage, that would probably be a bit of a wash balance-wise (paying a toll you were going to pay anyways isn't really a toll).

Castilliano wrote:

The Barbed Spear is a Trident bumped up to two hands.

That seems fine except Thrown might be a trait Paizo doesn't want on two-handed/d12 weapons. One reason might be that there's a certain tactical cost to 2H weapons (no shield or no maneuvers/mobility/versatility). If you're throwing, because you can work at range, having no shield or less mobility aren't as much of a cost.

Extra pointy bits are on the other end from a trident. Rather than a fishing spear, I was thinking along the lines of a Viking hooked spear.

Yeah I would probably change the thrown trait to something else in a final draft, but I didn't feel like spending TOO much time on this yesterday. Backswing maybe?

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