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8 months ago ::
Nov 18, 2012 - 3:51AM
#1
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Date Joined:
Mar 27, 2008
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3.5 The rule: " It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet."
The feat: (Complete Warrior) "Throw Anything: You can throw a melee weapon you are proficient with as if it were a ranged weapon. The range increment of weapons used in conjunction with this feat is 10 feet."
My question: The feat states only that it takes away the -4 penalty. Did they mean, "just that", or did they intend more? I of course know that there is no 3.5 support. But do you think they meant that you get to keep your threat/crit range as well? And much more importantly, did they mean for you to be able to do it as a standard action with "Anything"? My specific is here, that a player wants to be able to do this, throwing his two-bladed sword "spear-style". Depending on your replies, I may allow him to then deem it a "hurled weapon" and allow him to put the returning weapon ability on it. TIA Neue
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8 months ago ::
Nov 18, 2012 - 4:39AM
#2
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Date Joined:
May 26, 2001
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Based on the way the "Really Throw Anything" (which modifies Throw Anything for its effect) is described for the sample Hulking Hurler, I would have to conclude that the feat permits the normal critical range of the weapon to be used. The details of the ability in that example make no mention of a change in the critical range, and I would expect such a mention to be present in that kind of ready-to-use example. I know that's pretty thin, but even thin evidence is better than none when the feat itself gives no real guidance.
For the specific case you described, though, I do have to wonder what happens if you have the returning enchantment on only one head of a double weapon.
The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens
Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.
= My most popular campaign item; for all your adventuring convenience.
Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. • When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. • When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. • When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. • When button 4 is pressed, the rod becomes a sturdy iron spade. • When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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8 months ago ::
Nov 18, 2012 - 4:46AM
#3
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Date Joined:
Mar 27, 2008
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Based on the way the "Really Throw Anything" (which modifies Throw Anything for its effect) is described for the sample Hulking Hurler, I would have to conclude that the feat permits the normal critical range of the weapon to be used. The details of the ability in that example make no mention of a change in the critical range, and I would expect such a mention to be present in that kind of ready-to-use example. I know that's pretty thin, but even thin evidence is better than none when the feat itself gives no real guidance.
For the specific case you described, though, I do have to wonder what happens if you have the returning enchantment on only one head of a double weapon.
I thought of that too Slagger; When I asked him, he said he'd only put it on the one end that he planned on using as the "spear-head". Then our conversation degraded into laughing about the other end flying back and impaling him, in fits of laughter at the visual...
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8 months ago ::
Nov 18, 2012 - 6:08AM
#4
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I might have him do some sort of Dex check to see if he catches the weapon.
I will immediately report any Phishers or Lonely Hearts Scam Artists.
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8 months ago ::
Nov 18, 2012 - 7:47AM
#5
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Date Joined:
Mar 27, 2008
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Well, we can forget the whole debate. We talked a bit more, and looked at the magic weapon special ability wording, Throwing: " This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use."
And pretty much decided, "Oh, it gains a range increment, thus it is considered a normal hurled weapon, NO PROBLEM". Then he immediately next realized on re-reading the returning ability that he'd be bereft of his weapon for the entire round prior to his next turn, thus losing both his greater two weapon defense shield bonus and any Attack of Oppurtunity option. He said, "forget it!".
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8 months ago ::
Nov 18, 2012 - 9:29AM
#6
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Date Joined:
Feb 27, 2012
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Actualy there is a weapon crystal in magic item compendium which has the returning quality, with the add added benefit of the weapon not only returning in that round, but also to the spot you stand in.
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8 months ago ::
Nov 18, 2012 - 3:21PM
#7
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I take it your question was answered. If the Throw Anything talent gives "all" proficient melee weapons a 10' range increment and lets them be thrown I don't see how it changes anything else. This would mean keeping the crit range. Of course thrown weapons have that big issue of disarming yourself voluntarily.
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8 months ago ::
Nov 19, 2012 - 4:23PM
#8
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if he had the Quick Draw feat then he could throw the weapon and then draw another to replace it, thus preventing himself from being disarmed.
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7 months ago ::
Nov 20, 2012 - 10:23AM
#9
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Date Joined:
Apr 25, 2011
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3.5
The rule:
" It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet."
The feat: (Complete Warrior)
"Throw Anything: You can throw a melee weapon you are proficient with as if it were a ranged weapon. The range increment of weapons used in conjunction with this feat is 10 feet."
My question: The feat states only that it takes away the -4 penalty. Did they mean, "just that", or did they intend more? I of course know that there is no 3.5 support. But do you think they meant that you get to keep your threat/crit range as well? And much more importantly, did they mean for you to be able to do it as a standard action with "Anything"? My specific is here, that a player wants to be able to do this, throwing his two-bladed sword "spear-style". Depending on your replies, I may allow him to then deem it a "hurled weapon" and allow him to put the returning weapon ability on it.
TIA Neue
in this case become a Improvised weapon
Improvised WeaponsSometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
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7 months ago ::
Nov 20, 2012 - 11:45AM
#10
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Date Joined:
Sep 25, 2005
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"Looks like Oma's wrong again!" The rules of the feat supersede the general rule.
"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice
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Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
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