What is the difference between "holding an object that is not a weapon" and "wielding an improvised weapon"?


Rules Discussion


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So I'm running into an odd interaction between a handful of rules that I'm not entirely sure how it works. The rules in question are:

Fan Dancer wrote:
Some fan dancer abilities require you to be wielding one or more fans, which can be a fighting fan or a normal fan used as an improvised weapon.
Buckler wrote:
You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.
Wielding Items wrote:
Some abilities require you to wield an item, typically a weapon. You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively.
Improvised Weapons wrote:
If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are simple weapons.

So the crux of the question: if I have a pair of (ordinary, not-inherently-weapon) fans in each hand, and a buckler strapped to one arm... what can I do?

Can I raise my buckler, since I'm only "holding a light object that's not a weapon in that hand"? Can I use my Fan Dancer abilities, since I'm "holding [the fan] in the number of hands needed to use it effectively"?

Or do I need to choose whether I'm "holding a light object that's not a weapon" or "wielding... a normal fan used as an improvised weapon" at any given time? If so, how do you switch between the two modes?

Presumably you can switch so you're no longer wielding the object as an improvised weapon, since it doesn't seem like raising a Buckler was intended to be blocked by any light object that could (even in theory) be used as an improvised weapon. But... then that seems to go against the "Wielding Items" rule for what is required to be considered "wielding"...?

I dunno, I've gone back and forth multiple times, convincing myself one way and then the other, and I was curious to get a second opinion. Especially if there are any other rules that I've missed.


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If you are using fans as weapons, you have weapons in your hands, improvised or not. I would be very annoyed as a GM if you tried 'switching' trick with me 'now weapon-now not'. So no, Raising a Shield won't work with fans used as weapons.
Whether something not inherently a weapon counts as improvised weapon depends on your intent and GM's judgement, number of hands and wielding included.
I'd say if you use something as weapons constantly - you almost never can count them as not weapons for any rules intent. You can pretend as such for NPCs in a story though. But that's not rules intent, mostly narrative one. If you only just now named something as your improvised weapon - you can't discount them as weapons for the rest of the scene or encounter. Otherwise everything is open to discussion with your GM.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

A dagger is a melee weapon. When you throw it, it is a ranged weapon.

Classifications can change based on how something is used.

Ergo, even something as innocuous as a fan, when wielded like a weapon, is a weapon. Therefore, you cannot combine the aforementioned abilities.


I would indeed point to the wielding items as a guide for this. If you are wielding something then you are holding it in a way that its ready to be used, so by wielding it as a weapon you are ready to use it as a weapon. Even though there is no such distinction within the rules.

But thats a part of the game where the narrative focus probably takes precedence to follow as theres very few things that would not be weapons since most things can be used as an improvised weapon. Its either that or have them be not weapons outside the purpose attacking with them but that does not sound like the intent behind these rules.

It makes more sense, narratively, to consider that something can be held as an object while also not being wielded as a weapon since theres nothing explaining when a non-weapon becomes an improvised weapon.


Ravingdork wrote:

A dagger is a melee weapon. When you throw it, it is a ranged weapon.

Classifications can change based on how something is used.

Ergo, even something as innocuous as a fan, when wielded like a weapon, is a weapon. Therefore, you cannot combine the aforementioned abilities.

Definitely. When you throw a dagger, it is a ranged weapon. But of course, that doesn't mean that it thereafter becomes a ranged weapon for the purposes of all remaining attacks in the encounter, thrown or not. You can absolutely use a dagger as a ranged weapon... but you can also stop using it as a ranged weapon.

Which is another way to phrase the real gist of my question. "How, exactly, does one stop wielding an object as an improvised weapon?"

Does it require an Interact action to change your grip on the object to "stop wielding" it?

Would stowing it and bringing it back out do the trick?

Does the object's weapon-or-not status "refresh" at the end of the turn in which you did something that required it to be either a weapon or not-a-weapon?

Does it only lose that "weapon" classification at the end of the encounter?

Or can it never be held as a non-weapon again, once it's used as such?

Errenor wrote:
I'd say if you use something as weapons constantly - you almost never can count them as not weapons for any rules intent. You can pretend as such for NPCs in a story though. But that's not rules intent, mostly narrative one. If you only just now named something as your improvised weapon - you can't discount them as weapons for the rest of the scene or encounter. Otherwise everything is open to discussion with your GM.

I suppose that could be one approach, but it seems kinda weird to me that a character who once had the ability to hold something in a way that worked with the Buckler would just completely lose the ability to hold it in the Buckler-conducive way they'd been holding it up until now.

So, absent a really direct and specific rule stating it worked that way, at the very least I (personally) have a hard time interpreting it in a way that had an object's improvised weapon mechanics function differently when bringing it into the 20th combat than the first combat it was used in.


claymade wrote:

Which is another way to phrase the real gist of my question. "How, exactly, does one stop wielding an object as an improvised weapon?"

Does it require an Interact action to change your grip on the object to "stop wielding" it?

Would stowing it and bringing it back out do the trick?

The real question is, why do you want it to not count as a weapon? If you want some shenaningans with switching it off and on - I would absolutely put a hard stop to it. Don't do it.

Otherwise, why does it even matter?
claymade wrote:
So, absent a really direct and specific rule stating it worked that way, at the very least I (personally) have a hard time interpreting it in a way that had an object's improvised weapon mechanics function differently when bringing it into the 20th combat than the first combat it was used in.

And btw my proposal doesn't have this problem, really: the moment you use it as a weapon, it's a weapon more or less forever, either to the end of the encounter or always if you do it all the time. So no difference between 1st and 20th combat.


As a GM, I would rule (if someone brought this up and tried to use it regularly) that you need to spend an interact action to "switch" the fan between improvised weapon usage and non-weapon usage. That action tax would likely kill this entirely on it's own and I'd stop that.

And I guess to clarify, I would rule that the item remains in that state of usage until you do something else that would negate that usage.

For example, you're holding it as a non-fan weapon, it remains that way until you switch to use it as a weapon. Then it remains a weapon until you "holster" it or put it away or whatever, when it's clearly no longer being used as a weapon (and inherently you've spent actions, though they may not be tracked assuming the fight is over).

To me it's as simple as:
If you're wielding a weapon, you can't raise your shield/buckler.
In order to make an attack with a weapon, or count as wielding that weapon it must be "used" appropriately to make attacks (which is to say wielded as a weapon). If it's not wielded as a weapon, it's not a weapon at that time.

As a GM, under no circumstances am I going to let you count as wielding two fan weapons and also raise your buckler (unless you have 3 hands).


Errenor wrote:
claymade wrote:

Which is another way to phrase the real gist of my question. "How, exactly, does one stop wielding an object as an improvised weapon?"

Does it require an Interact action to change your grip on the object to "stop wielding" it?

Would stowing it and bringing it back out do the trick?

The real question is, why do you want it to not count as a weapon? If you want some shenaningans with switching it off and on - I would absolutely put a hard stop to it. Don't do it.

Otherwise, why does it even matter?

I think the answer is clearly yes. They want to wield two fans and use their buckler.


Claxon wrote:
As a GM, under no circumstances am I going to let you count as wielding two fan weapons and also raise your buckler (unless you have 3 hands).

Oh, sure, I agree with this completely. One way or another, the clear and obvious intent seems to be that you have to choose. You can't have both simultaneously.

The problem I ran into is when I was trying to figure out how, mechanically, the game wants you to make that choice, since all the answers seemed to cause some level of tension or other with one of the rules.

Like, when I first started looking into it, I assumed the answer would be basically what you suggest: you have to use an interact action to wield or un-wield it. Simple.

Except... when I looked, the wielding rules seem to say you're always wielding if you're holding it in the right number of hands. So... did that mean you could never use a buckler while holding anything that could be used as an improvised weapon? That didn't make sense either.

Then I looked up the Improvised Weapons rule quoted above, and that seemed to tie it to use, so I entertained the idea that it depended on what you used it for first, with the first action that required one interpretation or the other "locking out" the others. But then that raises the question of how long that lockout "lasts" for, which nothing mentioned. So I wasn't satisfied with that interpretation either. But it was the one I had the most personal hope for, if there was some other rule that clarified those kind of lockout periods (whether round, encounter, forever, etc).

Again, I'm perfectly fine paying any costs that the rules dictate when I want to switch between "fan" mode and "defense" mode depending on the situation. I just want to get a firm handle on what exactly those costs are, and when the decisions can or can't be made, since that will impact what I can do with them.

Errenor wrote:
And btw my proposal doesn't have this problem, really: the moment you use it as a weapon, it's a weapon more or less forever, either to the end of the encounter or always if you do it all the time. So no difference between 1st and 20th combat.

But wouldn't that still create a difference between the 1st and 20th combats? In combats 1 and 2, you get to use your buckler at the start of the encounter until you attack... but by the 20th encounter under this approach it would be a weapon "always" and you couldn't even do that anymore.


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If I were the GM I'd probably process it like this. When you draw or pick up an item which can be used as an improvised weapon, you can decide if you're wielding it or merely holding it. If you're merely holding it, you can't attack with it or use abilities as if it were being wielded, but you can Interact to 'adjust grip' and switch to wielding. If you're wielding it, you can 'drop' your grip as a free action so that you're merely holding it.

This seems to work well enough for 2h weapons and swapping between wielding and holding, so it doesn't seem unusually permissive or punitive.

If I were to try to represent this narratively, I might say that the fan has a length of cord looped around my wrist. When it's closed and dangling from my wrist, I'm holding it but not wielding it. When I hold open in my hand, I'm wielding it.


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Errenor wrote:
If you are using fans as weapons, you have weapons in your hands, improvised or not. I would be very annoyed as a GM if you tried 'switching' trick with me 'now weapon-now not'.

Agreed. Wielding an item and simply holding that item are different things.

So if some abilities prevent wielding (but allow holding) an item, and other abilities require wielding that same item, then the two sets of abilities cannot be used at the same time.

I would require an Interact: Change Grip action to switch between holding the fan and wielding the fan. Similar to the Interact action needed to switch between ranged and melee usage modes of a Combination weapon.


Honestly, as a gm I would quickly put a stop to it as well

Argument: fighting fans need lots of movement and buckler, no matter how well made, is going to limit that (and make the grip on the fan worse, also the buckler is going to cover half the fan)

while RAW there is some wiggle room for shenanigans
Pathfinder is a system that values a certain degree of logic and RAI

while you are not at my table, I believe that many gms would argue similar and shut down attempts to play the rules like that (of course, there are always exceptions and I am sure some would be quite amused about it)after all, you are supposed to play the game, not the rules.

as a note in 3 parts
1) pathfinders strapped buckler is weird, those ar enot bucklers, those are a different kind of shield
2) it is historically correct to use the buckler hand at the same time for something else, there are even weapons that have a degree of inherent compatibility
3) I would personally actually allow the buckler hand to use quite a variety of objects and weapons, but fans are really not dimensioned in a way that makes sense to combine them with a buckler


Finoan wrote:
I would require an Interact: Change Grip action to switch between holding the fan and wielding the fan. Similar to the Interact action needed to switch between ranged and melee usage modes of a Combination weapon.

To think of it, you and others that suggest this are reasonable. It's also roughtly equivalent to stowing away and drawing or switching items. Yes, I could agree to switching back and forth for one action (but not free action for any case).


On the other hand improvised weapon fans aren't exactly hot stuff and neither are bucklers, so I wouldn't object if the player really wants this...


At that point it sounds more like they want Parry instead of Raise a Shield with a buckler.


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If they're at best improvised weapons, I'd say the PC determines weapon/non-weapon at the beginning of each round, much like when deciding to close one's eyes or not. Then the situation/consequences last until the beginning of their next round. So one could not juggle within one set of actions (even though, as noted by Angwa, that's hardly a cheat anyway). I couldn't see leveling so severe a penalty as a whole action as if regripping meant anything re: how one holds a fan (or many other items one could improvise to Strike with).


NorrKnekten wrote:
At that point it sounds more like they want Parry instead of Raise a Shield with a buckler.

That's a good point.

As a GM, I'd be willing to convert a fighting fan into a slightly different (custom) fan weapon that had the parry trait. Similar end result but with less shenanigans IMO.


Finoan wrote:
Errenor wrote:
If you are using fans as weapons, you have weapons in your hands, improvised or not. I would be very annoyed as a GM if you tried 'switching' trick with me 'now weapon-now not'.

Agreed. Wielding an item and simply holding that item are different things.

So if some abilities prevent wielding (but allow holding) an item, and other abilities require wielding that same item, then the two sets of abilities cannot be used at the same time.

I would require an Interact: Change Grip action to switch between holding the fan and wielding the fan. Similar to the Interact action needed to switch between ranged and melee usage modes of a Combination weapon.

The thing is, switching from melee to ranged action cost changes based on the weapon. For instance, a crossbow with a bayonet doesn't require a different grip and doesn't need an action to switch between melee and ranged. With this, IMO, I don't see the "shenanigans" of swapping melee to non-melee when I could melee to ranged with a more complicated weapon at will. The game poorly covers use/wield as you can in effect wield multiple 'items' at the same time in the same hands. The hands to wield a torch is the same hands needed to use one: same with a crossbow and a reinforced stock using the same hands to wield them simultaneously.

I think the only thing that'd mess thing up, IMO, is if the fan in question was actually used as a weapon: at that point, you wouldn't keep your raised shield.


Realistically there don't seem to be any existing rules that would clarify the situation, so you'll have to make a houserule that you find appropriate. Some people have made their own suggestions above, mostly houseruling a one-action cost to switch between "modes". I dislike this because as far as I can see there is typically no action cost to "switch" any suitable object into an improvised weapon; you simply attack with it and then it becomes one. My suggestion would be that a normal fan is not an improvised weapon until you attack with it, at which point it becomes an improvised weapon and remains so until the end of combat, and you cannot "revert" it in combat. This is a little more restrictive than Castilliano's suggestion of letting you decide its "mode" for free at the start of each round but it makes more sense to me.

On a different note, I'd like to pose the question of whether it's even worth it to use a regular fan as an improvised weapon. A quick review of the rules: an improved weapon is a simple weapon with a -2 item penalty on attack rolls that deals whatever type and amount of damage the GM deems appropriate and has whatever weapon traits the GM deems appropriate. This is pretty open-ended besides the item penalty, but if a GM was ruling according to verisimilitude (or at least my sense of it) this would be a pretty terrible weapon! For one thing, a regular fan (which as far I can tell has no description anywhere) doew not have a blade on its edge like a fighting fan, so I see no reason it should deal slashing damage as opposed to bludgeoning or possess many of the fighting fan's traits like backstabber, or the knife crit specialization effect. Arguably without a blade it shouldn't really do as much damage as a fighting fan either, which is already a meager 1d4. Your GM could of course rule that a normal fan being used as an improvised weapon has the same damage type/amount and traits as a fighting fan even if doesn't make much sense (Personally it doesn't make sense to me that you'd be able to slash with an unbladed fan- you can go out and buy one right now and try it), or at least rule that it works that way for fan dancers because rule of cool and you've already sunk feats into this, but then what distinguishes the two? Concealability I suppose would be the answer, but a fighting fan's description does note that in a performance it can disguised as a frilly accessory. I can't imagine it would be worth it to bother with an ordinary fan most of the time- certainly not in any situation in which you'd find yourself also already wearing a buckler on your arm.

EDITED to add: as an open-ended question for anybody to answer, what damage type/amount and weapon abilities would YOU rule an ordinary fan being used as an improvised weapon should have?


Dunwright wrote:
On a different note, I'd like to pose the question of whether it's even worth it to use a regular fan as an improvised weapon.

It's only worth it if you have abilities that make it ok. For instance, Exemplar has Humble Strikes [+1 die size for simple weapons and improvised are simple weapons] or Weapon Improviser archetype [no -2, minimum damage 1d6 or 1d4 if agile] or a Shoony's Improvisational Defender [no -2] and Improvisational Warrior [gain Brawling crit specialization].

Dunwright wrote:
EDITED to add: as an open-ended question for anybody to answer, what damage type/amount and weapon abilities would YOU rule an ordinary fan being used as an improvised weapon should have?

Depends on size and construction. Materials could range from paper and thin wood to completely metal, while the end could come to a point, edge or a blunted one. As such, damage type and size would vary IMO.

From Weapon Improviser
"GM Advice: For a GM setting damage, typically a one-handed improvised weapon's damage is 1d4, 1d6, or 1d8; one that needs two hands is 1d8, 1d10, or occasionally 1d12, and an extremely ineffective one might deal 1 damage."

The way damage dice work, damage jumps from 1 to 1d4 so the fan would be 1d4. As to worrying about that being the same damage as a fighting fan, you have to remember it's -2 to hit and missing Agile, Backstabber, Deadly d6, Finesse, Monk and Knife crit specialization: so it loses a LOT [the DM might allow some traits to stay; myself, I'd allow Agile or Finesse to stay]. I might even bump up damage to 1d6 with no traits for a particularly large metal fan.


NorrKnekten wrote:
At that point it sounds more like they want Parry instead of Raise a Shield with a buckler.

Unfortunately, while parry and raising a buckler are comparable in most cases, my base class for this character happens to be a Swashbuckler. And with the right feats, a Swashbuckler buckler loses that parry parity.

Dunwright wrote:
Realistically there don't seem to be any existing rules that would clarify the situation, so you'll have to make a houserule that you find appropriate.

Yeah, looks that way. I'd hoped that there was some rule I was missing that would bring the other rules into focus and I could find the specific RAW is, one way or another... but it looks like one of those "judgement call" situations.

I'm grateful for all the possible suggestions, though. I'll float a bunch of them when I run it by my GM so he can have a wide range of ideas to consider and work from when he decides how he wants to run it. There's a lot of really good ones!

Realistically, I should be fine either way, even if we end up taking one of the more restrictive approaches. As I said above, it's not like my build is even intended to be swapping between the two "modes" as a frequent thing at all, and worst case I can do a slightly-clumsy workaround with just drawing and dropping the off-hand fan that should work fine enough (albeit with a technically more limited use, depending on how many belt slots I devote to it) entirely irrespective of how this gets ruled.

Mainly, I started out just wanting to figure out what all my options were, one way or another... and then ended up going down a slight rabbit hole when the rules just didn't seem like they were lining up in a way that cohered. So I wanted to see if I was missing a fundamental piece of the puzzle that made it all fit, and to patch that hole in my rules knowledge if there was such a missing piece.

Quote:
On a different note, I'd like to pose the question of whether it's even worth it to use a regular fan as an improvised weapon.

Sorry, that's my bad for using a misleading example. I just talked about normal fans across the board to make the example simpler, since it didn't affect the rules question that it was supposed to demonstrate. But in actual play the non-buckler-hand fan would be a fighting fan, and that would be the one I'd actually attack with if I wanted to slash something, not the buckler-hand one.


claymade wrote:
NorrKnekten wrote:
At that point it sounds more like they want Parry instead of Raise a Shield with a buckler.

Unfortunately, while parry and raising a buckler are comparable in most cases, my base class for this character happens to be a Swashbuckler. And with the right feats, a Swashbuckler buckler loses that parry parity.

Honestly, as a GM, after you say this I'd be less willing to bend the rules in your favor.

You're essentially trying to benefit from the feats that favor bucklers for Swashbucklers and the Fan Dancer feats that require two fans at the same time, when it's pretty clear that's meant to be exclusive.

As a GM, the best I would offer is spending an interact action to make an individual improvised fan weapon count as either being wielded as a weapon or not. While it's not wielded as a weapon you could use things associated with your buckler. When it is wielded as a weapon you couldn't use buckler associated things (at least ones that require you to have it raised, it does seem like you can wear a buckler and not use it even when weapons occupy your hand). But you would be able to fulfill Fan Dancer requirements that require two fans.

Is it worth it to potentially waste 1 of your 3 actions each turn switching your improvised weapon on and off to make use of different feats? I can't really answer that for you.


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Sibelius Eos Owm wrote:
If I were the GM I'd probably process it like this. When you draw or pick up an item which can be used as an improvised weapon, you can decide if you're wielding it or merely holding it. If you're merely holding it, you can't attack with it or use abilities as if it were being wielded, but you can Interact to 'adjust grip' and switch to wielding. If you're wielding it, you can 'drop' your grip as a free action so that you're merely holding it.

While that addresses the issue with the OP it feels kind of counterintuitive to me given how improvised weapons work that there's a scenario where you're disallowed from making an improvised attack with an object because you didn't pick it up in weapon mode.

I feel like trying to define a hard rule here is just going to break something somewhere else and it's better to just tell a player to please not try to make something like this a thing.


Squiggit wrote:
I feel like trying to define a hard rule here is just going to break something somewhere else and it's better to just tell a player to please not try to make something like this a thing.

The rules already do that by saying you can't raise a buckler while wielding a weapon, but the question persisted.


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Claxon wrote:
Squiggit wrote:
I feel like trying to define a hard rule here is just going to break something somewhere else and it's better to just tell a player to please not try to make something like this a thing.
The rules already do that by saying you can't raise a buckler while wielding a weapon, but the question persisted.

While that is a rule, it doesn't seem to have been made with improvised weapons in mind: carrying a torch in your buckler hand seems 100% on brand but it's one of the items that the game calls out as always being an improvised weapon. IMO, that's why the question comes up as they keep making improvised weapon content without addressing that virtually every item can be an improvised weapon meaning that they'd be incompatible with 'hold item but not weapon' abilities. As is, it's a Schrodinger's weapon situation where it's both an item and a weapon simultaneously.


Pathfinder Roleplaying Game Superscriber
graystone wrote:
As is, it's a Schrodinger's weapon situation where it's both an item and a weapon simultaneously.

In the absence of a specific rule, it comes down to GM interpretation. If the GM doesn't think it's overpowered, the GM can allow it, and vice versa.

Claxon wrote:
And I guess to clarify, I would rule that the item remains in that state of usage until you do something else that would negate that usage.

This is how I would rule.


I wouldnt say its a shrödingers weapon situation

while I get where it comes from, it seems pretty clear to me

a fan is a fan and a fighting fan is a fighting fan

while the last one can fulfill the functions of the first, it is always a weapon

and the regular fan is usually mad eof light materials that are just not made to whack ot slice people with


Is the phrase "improvised weapons are simple weapons" only meant to indicate the proficiency rank used rather than whether or not an improvised weapon counts as a weapon?


Claxon wrote:

Honestly, as a GM, after you say this I'd be less willing to bend the rules in your favor.

You're essentially trying to benefit from the feats that favor bucklers for Swashbucklers and the Fan Dancer feats that require two fans at the same time, when it's pretty clear that's meant to be exclusive.

As I said earlier, that's not what I'm trying to do.

I made this thread because I was curious about the question of what, exactly, causes you to go from being considered "holding a non-weapon item that could be used as an improvised weapon" to being considered "wielding an improvised weapon", and I was trying to find if there was a conclusive RAW on the way (or ways) you can (or can't) go from one state to the other, and vice versa.

But there just isn't any answer to the above question that would enable anyone to benefit from both sets of feats "at the same time". Because I completely agree that they're "meant to be exclusive".

However the transition between the two states is ruled to work, it wouldn't change the fact that simply being in one of those two states fundamentally knocks you out of all the benefits of the feats that require the other, and forces you to re-spend any actions necessary to re-establish those benefits, even if you were to subsequently transition back to the previous state.

I'm not asking anyone to "bend the rules" in my favor. In fact (since there unfortunately doesn't seem to be any hard-and-fast RAW on the issue, like I was hoping to find by making this thread) if a GM decided that they just didn't want to deal with this can of worms at all, I'd be perfectly fine with handling the swapping between those two states solely by the (unambiguously rules-legal) method of just... drawing, stowing and/or dropping an always-weapon fighting fan as necessary.

Still, if there had been a clearer RAW statement on under what conditions "holding an item" becomes "wielding an improvised weapon", as well as when that state does (or doesn't) end, I would definitely have liked to know all the details I can learn, to more fully understand my options (or lack thereof).


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Tactical Drongo wrote:

I wouldnt say its a shrödingers weapon situation

while I get where it comes from, it seems pretty clear to me

a fan is a fan and a fighting fan is a fighting fan

while the last one can fulfill the functions of the first, it is always a weapon

and the regular fan is usually mad eof light materials that are just not made to whack ot slice people with

Look at a torch. it is always an item for lighting up a space and is also always always an improvised weapons. The same applies to the fan, as the archetype notes you can use them as improvised weapons. The item never turns off [you're still holding a light source]and the improvised weapon never turns on [you always can hit someone with it]: they are simultaneously both. To wield or use them, you use the same hand and nothing indicates they use a different grip. Hence, shrödingers weapon as it is both weapon or item depending on the moment.


My approach would be a little different, but in the same vein- as soon as you Raise a Shield with your buckler, you're no longer wielding anything as an improvised weapon. You've got your buckler up, so you're not holding out a fan menacingly.

I'm probably not going to charge any extra actions for regrip, but you're not going to be able to use any Fan Dancer two-fan reactions while you've got your arm positioned to block.


Errenor wrote:

If you are using fans as weapons, you have weapons in your hands, improvised or not. I would be very annoyed as a GM if you tried 'switching' trick with me 'now weapon-now not'. So no, Raising a Shield won't work with fans used as weapons.

Whether something not inherently a weapon counts as improvised weapon depends on your intent and GM's judgement, number of hands and wielding included.
I'd say if you use something as weapons constantly - you almost never can count them as not weapons for any rules intent. You can pretend as such for NPCs in a story though. But that's not rules intent, mostly narrative one. If you only just now named something as your improvised weapon - you can't discount them as weapons for the rest of the scene or encounter. Otherwise everything is open to discussion with your GM.

I think common sense applies. IIWRL (IF it was real life) that fan could be used as both a weapon or a fan for performance etc. I guess. If the player uses the fan as a weapon then they cannot raise the shield in that hand otherwise the fan would not be able to attack anyone. So whether the player is attacking with the fan or not if he raises his shield the fan in that hand is no longer a weapon and is not a weapon until the shield is lowered.

It would be reasonable of the DM to say OK you are switching out the weapon and tell him they have to use an interact action to fold the fan or otherwise hold it in a way that makes it not usable as a weapon because if it were fanned out in the hand then it would still interfere with the shield. This makes switching back and forth affecting the action economy. Not by much as I assume it is a one arrow action but I might be misremembering.

I think the best way to approach these questions is to ask the player to tell you what they are trying to do without involving the rules then think about how that actually fits within the rules. Just my two cents.


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No, one action switching back and forth is not reasonable. Even a guy with a bastard sword needs only spend an action when bumping their damage up by +2/die (d8 to d12), not when opening up a hand for interactions and Athletics maneuvers. This build gains less than that for switching.

That said, I'd recommend against the buckler since Fan Dancer kinda fills a better role so (later) you'll want to be in two-fan mode anyway (and Swashbuckler's have good, alternate low-level feats). And the aesthetics. (And I suppose also to avoid this debate at the table!)


graystone wrote:
Tactical Drongo wrote:

I wouldnt say its a shrödingers weapon situation

while I get where it comes from, it seems pretty clear to me

a fan is a fan and a fighting fan is a fighting fan

while the last one can fulfill the functions of the first, it is always a weapon

and the regular fan is usually mad eof light materials that are just not made to whack ot slice people with

Look at a torch. it is always an item for lighting up a space and is also always always an improvised weapons. The same applies to the fan, as the archetype notes you can use them as improvised weapons. The item never turns off [you're still holding a light source]and the improvised weapon never turns on [you always can hit someone with it]: they are simultaneously both. To wield or use them, you use the same hand and nothing indicates they use a different grip. Hence, shrödingers weapon as it is both weapon or item depending on the moment.

I don't know that a torch is always an improvised weapon. As noted that would preclude you from using things that say you may hold an item but not a weapon. And I'm doubtful the intention was to break people being able to hold torches. Or course it could be the intention, I don't know factually. And as a GM it's simple to make rules that work this out. Similar to the whole fan thing (as I've been discussing/ruling) the fan or torch functions as its base item or as a weapon, and you choose when you draw it which mode it's in. And it stays in that mode until you spend an action. The torch just also happens to remain a burning torch emitting light when you use it as a weapon.


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Claxon wrote:
I don't know that a torch is always an improvised weapon.

It says it can be used as an improvised weapon and there is nothing to say when or if that turns off. It's like the crossbow with a bayonet: Can you say when or in what circumstances it stops being a melee weapon or a ranged weapon? Would there ever be a circumstance that a stance that requires a melee or ranged weapon ever stop working if you're holding it?

Claxon wrote:
And I'm doubtful the intention was to break people being able to hold torches.

Flip that around once. Do you think the intent is that a stance that requires a weapon would continually turn off when you're using an improvised weapon? After all, "Improvised weapons are simple weapons" and not 'improvised weapons are simple weapons while attacking with them' or 'act as weapons for an attack but are otherwise held items.' With them simply simple weapons, there isn't a situation they aren't that: you are holding then in the required hands to use them, the very definition of wielding as a weapon and using them as an item with nothing indicating it's a binary state between them. It's both a weapon and an item.

Now on the other side, do you think that using a torch turns off it's 'item' use, IE the, light goes out? What does stopping using it as a torch do? Or in the case of a fan, does t stop being able to fan things as a weapon? Doesn't seem like that's the intent or in the rules.

Claxon wrote:
Similar to the whole fan thing (as I've been discussing/ruling) the fan or torch functions as its base item or as a weapon, and you choose when you draw it which mode it's in. And it stays in that mode until you spend an action. The torch just also happens to remain a burning torch emitting light when you use it as a weapon.

You can houserule that, but it's no where in the rules that you can't simultaneously wield/hold multiple things at once when they are built in: for instance, do you force someone with a shield to take an action to switch to a shield spike attack from using a shield for defence? Use an action to use a reinforced stock after a crossbow attack? A Gauntlet Bow spends an action between gauntlet and bow attacks? You're inventing an action that isn't there: when they WANTED an action to switch, they made it very clear in Combination and there's nothing equivalent for improvised weapons.


graystone, very reasonable. So, returning to the case, does it follow from your stance that any abilities which don't work with weapons in hand just always turn off when you have things that are explicitly improvised weapons? Do they turn off when you hold an item because most items could be used as improvised weapons? Switching is actually an attempt to be permissive while trying to follow 'no weapons' requirements.


Hidden rules deep cut - animal instinct violating their anathema by drinking a potion because they used an improvised weapon while raging.
Yes I know, they don't have that anathema anymore, this is for the funnies, not a serious argument .

In seriousness though, I think any discussion of what counts as an improvised weapon must necessarily take intent into account. No amount of rules citation and close reading will get around the fact that this section of the rules is not built as a rigorous physics engine. Using improvised weapons is a niche enough subset of the rules that it isnt and can't really be precisely defined without wasting a bunch of page space better used by offering guidelines and letting the table sort out what seems good enough if an edge case comes up, like whether to count picking up any object as wielding a weapon for the purposes of abilities.


Errenor wrote:
graystone, very reasonable. So, returning to the case, does it follow from your stance that any abilities which don't work with weapons in hand just always turn off when you have things that are explicitly improvised weapons? Do they turn off when you hold an item because most items could be used as improvised weapons?

It wouldn't need an explicit callout. When looking at the Weapon Improviser archetype, things as innocuous as fruit, thorns and mushrooms are listed as improvised weapon options. When a banana can be an improvised weapon, a RAW answer would be that almost nothing qualifies to be used with something worded like the buckler.

Errenor wrote:
Switching is actually an attempt to be permissive while trying to follow 'no weapons' requirements.

I understand but, IMO, it's the wrong way to go when so many other objects that have dual uses and do not need to use such an action and the ones that do are weapons that require reloading.

I'd go with 'You can Raise a Shield with your buckler as long as you have that hand free or are holding a light or negligible object that's not a weapon in that hand. Light or negligible improvised weapons count as objects instead of weapons for this.'

PS: it should be noted that the buckler is so poorly worded that you are unable to hold a negligible bulk item in your hand and raise your buckler: only a Light bulk item qualifies. :P


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Sibelius Eos Owm wrote:
Yes I know, they don't have that anathema anymore, this is for the funnies, not a serious argument .

!?

I was not aware of this!


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Ravingdork wrote:
Sibelius Eos Owm wrote:
Yes I know, they don't have that anathema anymore, this is for the funnies, not a serious argument .

!?

I was not aware of this!

Whoops, I should clarify. They don't have anathema anymore, but their rage just flat out prevents you from using weapons while raging. Its not a personal taboo anymore, but it's still a restriction. Didn't mean to get your hopes up!


graystone, why are you cherry-picking the text of torch to imply that it's "always an improvised weapon" or something. Here, let me quote its FULL text for context, emphasis on the improvised weapon bit

"A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage."

Saying that it CAN be used as an improvised weapon isn't what makes it special. ALL objects can be used as improvised weapons, even fruit, as mentioned "for inspiration" in the text for the Weapon Improvisor archetype. But their damage, or even IF they do damage, is usually up to the GM. From Improvised Weapons, "The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits that the improvised weapon should have." What the text for torch does is define exactly how much and what types of damage it does instead of leave it to GM prerogative. So it's not saying the torch is as an "always on" improvised weapon unlike other objects. It's specifying its damage and setting a potential precedent for similar improvised weapons

Everyone's arguing "when" an object is an improvised weapon as if we can't know for sure. But there is a rule for it, again in the text for Improvised Weapons, "If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon."

"If you attack..., you're making an attack with an improvised weapon."

So the implication is that the object isn't an improvised weapon except during the moment it is being used for the attack, much like thrown melee weapons. "You can throw this weapon as a ranged attack; it is a ranged weapon when thrown."

But we have a range of abilities that refer to "wielding" an improvised weapon outside the context of an attack, so that throws a wrench in the works of that ruling. My amended take in that case is that as GMs we need to treat objects as objects while being held unless a non-conflicting mechanic would benefit from them being treated as "wielded improvised weapons." If anyone tries to pull some fast one by getting a bonus from a buckler and a wielded improvised weapon in the same hand, simply say, "no, pick one."

I'm unsure if it's been mentioned in THIS improvised weapon thread but we should also consider "wielded" improvised weapons for other contexts like the Runic Impression and Runic Weapon spells and abilities like them. Should a Weapon Improvisor not benefit from such spells just because what they're "wielding" isn't technically a weapon? I think they should be valid targets, barring any exploits. On the other hand, should we allow someone to etch runes on a barstool? I'm not as favorable of that take, but then again where's the harm in it? In my case, I'm more inclined to allow until an exploit presents itself, then rule against the exploit than I am to blanketly deny


Baarogue wrote:

graystone, why are you cherry-picking the text of torch to imply that it's "always an improvised weapon" or something. Here, let me quote its FULL text for context, emphasis on the improvised weapon bit

"A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage."

I explained; there is no rules or text for how one uses it as an improvised weapon other than improvised weapon ARE simple weapons. IE, always improvised as they are always a simple weapon. Also no rules/text exists for a way to use an item as an improvised weapon other than to wield it and the exact same requirements exist for using an item and wielding a weapon: holding it in the number of hands requires to use it. Please point out anything I've said that incorrect or misleading.

Baarogue wrote:

Saying that it CAN be used as an improvised weapon isn't what makes it special. ALL objects can be used as improvised weapons, even fruit, as mentioned "for inspiration" in the text for the Weapon Improvisor archetype. But their damage, or even IF they do damage, is usually up to the GM. From Improvised Weapons, "The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits that the improvised weapon should have." What the text for torch does is define exactly how much and what types of damage it does instead of leave it to GM prerogative. So it's not saying the torch is as an "always on" improvised weapon unlike other objects. It's specifying its damage and setting a potential precedent for similar improvised weapons

Everyone's arguing "when" an object is an improvised weapon as if we can't know for sure. But there is a rule for it, again in the text for Improvised Weapons, "If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon."

"If you attack..., you're making an attack with an improvised weapon."

Let me point out the important part that disproves what you're saying: "Improvised weapons are simple weapons." Not acts as one for the attack, but are simple weapons:IE always a weapon. It seems to me that you've tried to do what you claimed I did; cherry picking sections of the text that seems to prove your point while ignoring the parts that don't. There is NO text saying improvised weapon are at some point not treated as simple weapons, only that the ARE simple weapons. As such, I stand by my statement "that a torch is always an improvised weapon" as there is no mechanism in the game to wield/use it as not a weapon but use it as an item and the text plainly calls it out as a weapon as it can be used as an improvised weapon. If it was meant to only be a weapon while attacking, they'd have to word it like shield bash ["shield bash is not actually a weapon"], but then it doesn't work with things that require a weapon like stances.

Baarogue wrote:
Should a Weapon Improvisor not benefit from such spells just because what they're "wielding" isn't technically a weapon?

As pointed out, they are 100% simple weapon. Second, they already can use handwraps of mighty blows, so I don't see any reason they can't use those spells. Heck, as simple weapon you could just put the runes on the improvised weapons, though it's a bad idea on an archetype that breaks their weapons.


You're claiming "There is NO text saying improvised weapon are at some point not treated as simple weapons, only that the ARE simple weapons." Except they do say WHEN an object is an improvised weapon in the sentence immediately preceding the one you're cherry-picking, as if our memories are wiped by the period between them

I quoted the whole text of both the torch and Improvised Weapons rules and then paraphrased, not cherry-picked, the Improvised Weapons rules to make my point that the rules DO say when an object is an improvised weapon. AND THEN I followed that with the FLAW in that pat argument when I acknowledged abilities that refer to "wielded improvised weapons" and proposed a simple compromise that satisfies both the need for "wielded improvised weapons" and usable bucklers while holding a torch - something your claim would deny 9_9


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Sibelius Eos Owm wrote:
Whoops, I should clarify. They don't have anathema anymore, but their rage just flat out prevents you from using weapons while raging. Its not a personal taboo anymore, but it's still a restriction. Didn't mean to get your hopes up!

T_T


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Sibelius Eos Owm wrote:
Whoops, I should clarify. They don't have anathema anymore, but their rage just flat out prevents you from using weapons while raging. Its not a personal taboo anymore, but it's still a restriction. Didn't mean to get your hopes up!

T﹏T

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