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Thread: 15 Weapon Fighting
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2015-02-25, 02:16 PM (ISO 8601)
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15 Weapon Fighting
Edit #3: Make that 16
Suppose you have a character equipped with the following
2 Knee Blades
2 Boot Blades
2 Sleeve Blades
2 Elbow Blades
2 Spiked Gauntlets
2 Crescent Knives
1 Braid Blade
1 Set of Armor Spikes
1 Set of Armor Razors
and Monk's Unarmed Strike
What is the maximum number of attacks this could legally make as a full round action? What are the rules to doing so? And what feats would it require?
Edit #1: This can already make 5 attacks at 0 BAB.
Crescent knives attack twice each time you use them, with TWF that's 4 attacks right there. A braid blade can be added to the end of any full-attack at a -5 (-2 with 5 ranks in Tumble)
So the ABSOLUTE minimum is 5. I'm trying to find ways to legally work in the other weapons.
Edit #2: Forgot about special weapons restriction of FoB corrected for it.
Edit #3: Was informed of Armor Razors which after researching may be equipped simultaneously with Armor Spikes and act in much the same way but deal slashing damage instead of piercing.
Edit #4: I'm not looking for more limbs I'm looking for a way to turn a regular humanoid into the Tazmanian DevilLast edited by Naez; 2015-02-26 at 02:26 PM.
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2015-02-25, 02:23 PM (ISO 8601)
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Re: 15 Weapon Fighting
Two.
Originally Posted by TWF rulesLast edited by Forrestfire; 2015-02-25 at 02:27 PM.
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2015-02-25, 02:27 PM (ISO 8601)
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Re: 15 Weapon Fighting
Since everything except for the Unarmed strike is a manufactured weapon, I guess without extra feats you can do the number of iteratives allowed by your BAB and maybe an additional unarmed strike attack at BAB -5, if your DM sees it as a Natural Weapon.
OTOH it would be hard to actually find an unarmed part of your body to make the attack withLast edited by snailgosh; 2015-02-25 at 02:28 PM.
Edit: typo
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2015-02-25, 02:29 PM (ISO 8601)
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Re: 15 Weapon Fighting
The number of attacks you can make is not really determined by the number of weapons you are wielding. Regardless of how many weapons are strapped to your body, you have to choose one as your primary weapon, and if you're a humanoid with only two arms, you can only have one offhand weapon.
Now, there are some rules quibbles about switching your primary weapon between iterative attacks, which the rules tend to support. But once you select an offhand weapon, you're stuck with it as an offhand weapon for the rest of the round.
If you have three or more hands, you can get additional offhand attacks with Multi-Weapon Fighting, but the rules become a bit "dodgy", because the MWF feats weren't exactly ported over to 3.5 all that well. The basic MWF feat exists in the 3.5 MM, but the Improved/Greater MWF feats only appear in Savage Species (regarded as a "3.25" sourcebook) and the Divine section of the SRD (not considered by some to be a 3.5 "publication"). Even more troubling, the BAB requirements for Improved/Greater MWF were not updated to match the 3.5 version of TWF.
That being said... if you mean, can we build something that attacks with 15 different weapons... yes. It would look something like...
Anthropomorphic Giant Squid (8 arms) + Insectile Template (+4 arms)
Girallon's blessing spell (+2 arms)
Arms o' plenty spell (+2 arms)
Dragon Tail/Prehensile Tail feats (+1 arm)
Or you could add a bunch of grafts. TWF OffHandbook Section IV: Helping Hands goes over several methods to add more arms.Last edited by Darrin; 2015-02-25 at 02:37 PM.
Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
Builds:
Archon of Nine, Jellobomber, King of Pong, Lightning Thief
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Iron Chef:
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2015-02-25, 02:38 PM (ISO 8601)
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2015-02-25, 02:38 PM (ISO 8601)
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2015-02-25, 02:39 PM (ISO 8601)
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Re: 15 Weapon Fighting
Someone's probably gonna beat me to this, but :
Iteratives+1, assuming normal humanoid. The MWF and TWF rules say that you have one main hand and the rest are off hands, and you get extra attacks with your off-hand weapons. This is entirely unrelated to whether the off-hand weapons are actually wielded in the hand or not (Heck, a greatsword main hand and a braid-blade offhand technically works, though the penalties would bite).
Note that some interpretations of what an UAS is would allow you to also use it as a secondary natural attack, in addition to the TWF/MWF you're doing.I personally don't use that interpretation, but some people do.Avatar by TinyMushroom.
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2015-02-25, 02:46 PM (ISO 8601)
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Re: 15 Weapon Fighting
Out of curiosity do you have the sources for those handy? I'm familiar with about half, but there's a number of different weapon types there I can't remember seeing before.
If my text is blue, I'm being sarcastic.But you already knew that, right?
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2015-02-25, 02:53 PM (ISO 8601)
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2015-02-25, 02:59 PM (ISO 8601)
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Re: 15 Weapon Fighting
If my text is blue, I'm being sarcastic.But you already knew that, right?
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2015-02-25, 03:10 PM (ISO 8601)
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Re: 15 Weapon Fighting
The extra attack rule isn't wonky (on a full attack, braid blade is an extra attack made at -5, or -2 if you have X ranks in Tumble). What's wonky is there are no rules preventing a character from braiding on as many braid blades as they can carry, and getting infinity free attacks at -5, so most DMs restrict it to 1 blade.
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2015-02-25, 07:30 PM (ISO 8601)
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Re: 15 Weapon Fighting
I seriously doubt most of those are special monk weapons. What you really want is to take martial monk for snap kick at level 1. (Dragon 310 I think)(Unless it doesn't qualify for Snap Kick, then don't even bother with Monk)
Last edited by Karl Aegis; 2015-02-25 at 07:30 PM.
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2015-02-25, 08:09 PM (ISO 8601)
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2015-02-26, 10:53 AM (ISO 8601)
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Re: 15 Weapon Fighting
The important part of this, to the OP, is that you can't flurry with anything other than unarmed strikes and monk weapons. Since the weapons you are using aren't monk weapons, you can't flurry, so your example would grant you at most 5 attacks (assuming the Crescent Knife in the off-hand grants two attacks instead of one). You would need multi-weapon fighting to use all of those weapons, and that has a pre-requisite of more than two arms.
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2015-02-26, 11:27 AM (ISO 8601)
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Re: 15 Weapon Fighting
I think at this point what you really have is spiked armor. I know you want them to be specific weapons but once you put a pointy or sharp object on basically every single part of your body you end up with... spiked armor.
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2015-02-26, 11:33 AM (ISO 8601)
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Re: 15 Weapon Fighting
Which doesn't get you much in the way of extra attacks. It shouldn't either - yeah, you may have 15 weapons, but there's no particularly feasible way to actually use all of them. You just remained armed in a grapple and can probably convince just about any GM to give you a substantial circumstance bonus to escape artist checks.
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2015-02-26, 11:34 AM (ISO 8601)
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Re: 15 Weapon Fighting
Speaking of which, you forgot Armor Razors on your list (which are pretty much armor spikes, but slashing).
Avatar by TinyMushroom.
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2015-02-26, 11:50 AM (ISO 8601)
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2015-02-26, 11:51 AM (ISO 8601)
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Re: 15 Weapon Fighting
Isn't that just called "unarmed strike"?
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2015-02-26, 11:52 AM (ISO 8601)
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2015-02-26, 11:53 AM (ISO 8601)
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Re: 15 Weapon Fighting
If you're really looking to maximize the number of attacks per round, you'd need the Lightning Mace feat (from Complete Warrior). Given an opponent with sufficient damage reduction, you could theoretically be attacking him forever (as long as you keep rolling critical threats).
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2015-02-26, 12:54 PM (ISO 8601)
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Re: 15 Weapon Fighting
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2015-02-26, 01:28 PM (ISO 8601)
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Re: 15 Weapon Fighting
Does the armor take a penalty for not being proficient with Monks? Or is a Monk one of the special Armor weapons?
Last edited by Telonius; 2015-02-26 at 01:28 PM.
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2015-02-26, 02:02 PM (ISO 8601)
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Re: 15 Weapon Fighting
Albeit the above discussion is funnier, even the PHB has rules for gauntlets... Which are essentially bludgeoning weapons attached to your armor. My, they may even be used during a grapple.
Now, the question becomes what happens when you use gauntlets like armor spikes instead of putting them on.Originally Posted by Joseph Joestar (JoJo's Bizarre Adventure)
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2015-02-26, 02:18 PM (ISO 8601)
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Re: 15 Weapon Fighting
Last edited by Deadasadoor; 2015-02-26 at 02:18 PM.
Spoiler: Build Competitions/MedalsLX: Bronze. Krad, the Mad Strangler.
LXII: Nebbercracker
LXIII: LOCKDOWN Unit 4456: Honorable Mention
LXIV: Gold. Xel'Dek, Scourge of the Underdark
LXVI: Bronze. Sergeant Hammer
Junkyard Wars X: Bronze. Master Lee
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2015-02-26, 02:30 PM (ISO 8601)
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Re: 15 Weapon Fighting
Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
Builds:
Archon of Nine, Jellobomber, King of Pong, Lightning Thief
Spells:
Druidzilla, Healbot, Gish
Iron Chef:
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2015-02-26, 02:39 PM (ISO 8601)
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Re: 15 Weapon Fighting
Ah, bad interpretation on my part. I always wondered why someone would ever take insectile if the arms didn't give extra attacks, even with MWF. For even more arms, and going with the insect theme, Fang of Lolth from Song and Silence. Grants 4 more spider limbs, which explicitly work with MWF. However, that's a 9 level investment at minimum. This character would look more like a Chiwidencha then a humanoid at that point.
Spoiler: Build Competitions/MedalsLX: Bronze. Krad, the Mad Strangler.
LXII: Nebbercracker
LXIII: LOCKDOWN Unit 4456: Honorable Mention
LXIV: Gold. Xel'Dek, Scourge of the Underdark
LXVI: Bronze. Sergeant Hammer
Junkyard Wars X: Bronze. Master Lee
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2015-02-26, 02:55 PM (ISO 8601)
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Re: 15 Weapon Fighting
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2015-02-26, 02:59 PM (ISO 8601)
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Re: 15 Weapon Fighting
Spoiler: Build Competitions/MedalsLX: Bronze. Krad, the Mad Strangler.
LXII: Nebbercracker
LXIII: LOCKDOWN Unit 4456: Honorable Mention
LXIV: Gold. Xel'Dek, Scourge of the Underdark
LXVI: Bronze. Sergeant Hammer
Junkyard Wars X: Bronze. Master Lee
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2015-02-26, 10:42 PM (ISO 8601)
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