Called Weapon Property & Sharpened Combat Scabbard


Rules Questions


If one were to put the Called weapon property onto a Combat Scabbard, Sharpened from the Adventurer's Armory, when activated, would it teleport both the scabbard & whatever weapon was sheathed in the scabbard, or would it just teleport the scabbard, leaving behind any weapon that had been sheathed in it laying on the ground?

Liberty's Edge

A combat scabbard is an improvised weapon, it can't be enchanted as a weapon.
Being sharpened doesn't change it into a normal weapon, it stays an improvised weapon.

Even without that, the ability teleport only the weapon. Not other stuff.

Dark Archive

It would only teleport the scabbard, not another weapon in addition. Otherwise you "game the system"
You don't get to put a +10 sword in a combat scabbard and get "free" called ability added

No double dipping, 2 for 1,or BOGO deals.


We do allow buy 2 get 1 deals however.

Sovereign Court

Diego Rossi wrote:

A combat scabbard is an improvised weapon, it can't be enchanted as a weapon.

Being sharpened doesn't change it into a normal weapon, it stays an improvised weapon.

Even without that, the ability teleport only the weapon. Not other stuff.

Does it stay improvised though? The sharpened version says you can use it like a weapon, not an improvised weapon. The martial weapons table also has "improvised, see text" for the regular scabbard, but just "see text" for the sharpened version. So I could see a decent argument for losing Improvised.

I'd also like to grapple someone to attach a weapon cord and a called weapon to teleport them, but I don't think its in the cards.


Diego Rossi wrote:

A combat scabbard is an improvised weapon, it can't be enchanted as a weapon.

Being sharpened doesn't change it into a normal weapon, it stays an improvised weapon.

Even without that, the ability teleport only the weapon. Not other stuff.

No, a sharpened combat scabbard is a martial weapon. It's listed in the Adventurer's Armory as a Martial One Handed Melee weapon.


Name Violation wrote:

It would only teleport the scabbard, not another weapon in addition. Otherwise you "game the system"

You don't get to put a +10 sword in a combat scabbard and get "free" called ability added

No double dipping, 2 for 1,or BOGO deals.

Gotcha. House ruling it so it works because it's more fun that way.

Liberty's Edge

Quote:

Combat scabbard, sharpened

Source Adventurer's Armory pg. 3
Statistics
Cost 10 gp Weight 1 lb.
Damage 1d4 (small), 1d6 (medium); Critical x2; Range —; Type S; Special see text
Category One-Handed; Proficiency Martial
Description
This combat scabbard has a sharp blade on the outer edge, allowing you to use it as a weapon (see also page 6).
Quote:

[PFS Legal] Combat scabbard

Source Adventurer's Armory pg. 6
Statistics
Cost 1 gp Weight 1 lb.
Damage 1d4 (small), 1d6 (medium); Critical x2; Range —; Type B; Special improvised, see text
Category One-Handed; Proficiency Martial
Description
This scabbard is an improvised weapon designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat (see page 22) for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.

The description on the cover says "see text" and the text says it is a combat scabbard. It doesn't remove the drawback of the combat scabbard.

Bot the combat scabbard and the sharpened combat scabbard are martial weapons, but they are improvised weapons too.

Considering that the Adventurer's Armory is one of the few sotfcover that has seen an errata, and that originally the Combat Scabbard wasn't even in the insider cover tables, I wouldn't be surprised if there are still errors in the description of the sharpened combat scabbard in the tables.

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