Such weapons only score a critical hit on a natural 20 and only deal Ă—2 damage on a confirmed critical hit. I'll have to look and see if they define wielding a weapon in such a way that is exclusive to melee. If you want to not completely retool the entire game's assumptions on wealth and value of magic gear but make things a little more realistic, you could try this compromise: Non-magical, non-masterwork thrown weapons have a 50% chance of breaking either due to striking the target or failing to remove the weapon without breaking it afterwards if they hit, on a miss they do not break. You can help us by. Shield bash most enemies out of your face. Includes all types of and. Thrown weapons are ranged attacks so they already resolve using bab+Dex.
P 24 gp 1d8 1d10 x3 — 10 lbs. That's because the game is pretty generous with improvised weapons. I tend to forget bags and belts these days due to that perk no longer removing the fatigue penalty. Is your BaB above +5? Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost. Once you feel your defenses are solid, pick up Duelist and just murder everything. It means that they can use this weapon while using. When determining this, pick the weapon group with the most weapons that have similar statistics in the case of ranged weapons, the group with the most weapons that are reloaded in the same manner.
Natural Parts of one's natural body, including bites, claws, hands, horns, tails, and wings. Instead, masterwork armor and shields have lessened armor check penalties. You could do some or all of the following: -Add 10 ft to the range increments listed for all throwing weapons no change for weapons not built for throwing -Reduce the range increment for improvised thrown melee weapons. This quality can be selected twice for one-handed weapons and ranged weapons, or three times for two-handed weapons. Price 16 gp; Type one-handed melee; Proficiency martial; Damage M 1d8; Damage S 1d6; Critical Ă—2; Weapon Group hammers; Weight 7 lbs.
That being said, depending on the optimization level of your game I don't think it would cause any problems to allow this feat to work for thrown daggers and such. Golarion has seen tremendous armed conflicts across many millennia, and as a result many of its cultures have developed diverse ways to create and use weapons. By technological level See also: and In their most basic forms, many weapons are little more than highly refined arrangements of metal, wood, stone, and other simple materials. Like in total war Rome when roman doods always throw javelin before going in melee. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a. The 22 strength character was large so it could easily lift 300+ lbs just as a light load. Distance Modifiers Multiplier Range Increment Modifier Example x1 5 feet Unbalanced and Non-aerodynamic Creature, Half-full barrel x2 10 feet Balanced or Aerodynamic Sword, Club, Axe, Knife, Box, Bottle, Most rocks x4 20 feet Balanced and Aerodynamic Ball, Javelin, Dart Using only one arm: x0.
Me: Yes but you are not. Going even further with it, depending on the amount of damage the character might be taking, a Reflex save for half damage might be appropriate, although even at my most rulesy I'd consider this to be pointless complication, unless the damage was going to be a significant amount or the player spoke up and asked for it. Many weapons can be classified under multiple groups. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a —4 penalty on made with that object. But everybody say its crap or do it with ranged bro. Less common are those made of materials with unique or magical properties—such as , , and —or through special techniques, such as and metals. Masterwork ammunition is damaged effectively destroyed when used.
Hmm that is a tough call. It needs to be limited to two handed weapons. For ranged weapons, you must choose how many hands it takes to attack with your weapon and for projectile ranged weapons and slings how many hands are required to load it. But I can see on an accurate, quick hands, high fatigue brother that be badass. I'll edit the original post for this as soon as possible I'm working on a throwing weapons prestige class.
I have a feeling this might be too powerful, since then one could gain the benefits of these feats, which are limited to a specific weapon for balance reasons, to any weapon including all the really neat exotic ones that or any sword. On the other hand, when fighting goblins, you want a kite shield. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. I see no problem with the issue of doing this for Throwing Weapons since the latter seem to be both much weaker than melee weapons and generally equivalent with each other. If the target is being thrown somewhere truly nasty, I'd probably give it a Reflex save as well. A weapon cannot have the improved damage quality and this quality simultaneously.
Large weapons of mass destruction, such as ballistas, catapults, and rams. Double: The weapon gains the double special feature. Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Each point of bonus granted by the bow adds 100 gp to its cost. I guess I thought my version might be balanced because the off-hand attack is A. And your attacks are going to be at a total of -4.
I have to look up deadly accuracy, don't recall the details there. I'm assuming you're asking because you want some realism in weapon hits, or want to understand what a thrown piercing-weapon strike would look like in real-life. This quality can be added only to one-handed or two-handed melee weapons with the reach special feature. This quality can be selected twice. Daggers are light, you're fighting with a dagger that you wield. Regional weapons Many regions of Golarion are known for preferring certain weapons and. Fragile: Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can.