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3

I would simply change the difficulty. You want to kick open that door? Sounds like a you need a great (+4) effort. But with the right tools the difficulty might drop to fair (+2). But opening a door does not sound like something your want your players to roll on - remember: Only let them roll if both results (success and failure) are interesting.


8

There is no such thing as a weapon (or anything else noteworthy in a Fate game) without an aspect, so invoke away! But see the bottom of my answer for a challenge to the idea you need a numerical bonus (or an action!) at all. Aspects are explicit statements about implicit narrative truths. This means that everything which is true about your story has an ...


1

If it is not especially written, that one's natural armor is primitive, then I believe it is not. Thus it should be doubled versus primitive weapons.


0

The Adventurer's League Player's Guide explicitly states both what is ALLOWED (which books, character creation methods etc) and what is DISALLOWED (for example- Evil alignments outside certain LE exceptions). The Allowed Rules includes everything in the PHB except rolling for attributes and hit points. The rule under Monk specifically states that "Whatever ...


-3

No, he can't do it- but he can absolutely do something similar at 5th level. If the Paladin was 5th level and possessed the dual wield feat (and thus had the extra attack feature) he could attack versatile for the second attack, because as a Sage Advice on extra attacks said: Extra Attack imposes no limitation on what you use for the attacks. In the ...


3

Your character can call things differently than your character sheet. If your sheet says "greatsword," but your character keeps referring to his zweihander, an AL DM would not have any grounds to stop you, as there are no rules for role playing (aside from alignment restrictions, rules of conduct, etc). You can play a halfling that insists, in character, ...


2

1: Ki focuses being an Implement, they can be enchanted in the same way as any other implement or weapon. 2: Yes, you would choose whether to use the enhancement value of the dagger or the Ki focus. Do keep in mind, however page 64 of PHB 3: If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to ...


6

Yes, superior ki foci can be enchanted. As with other superior implements, superior ki foci are still ki focus implements and can be enchanted just like a non-superior ki focus. Superior implements are basically an implement-user's equivalent of exotic weapons: you spend a feat to be able to use a version of your preferred implement/weapon that has some ...


10

If I were to crate a masterwork blue ice long sword, would it be the same as +1 blue ice long sword? (Minus it being magical) +1 to touch and +1 to damage? For the purposes of attack and damage rolls, yes. For most other purposes, no. The issue is that while attack rolls with the weapon have a +1 enhancement bonus, and damage rolls with the weapon have ...


6

Yes, a masterwork blue ice longsword is mostly equivalent to a +1 longsword. As you said, blue ice slashing weapons give +1 damage, and masterwork weapons give +1 attack. A +1 magic weapon gives +1 damage and +1 attack, so a masterwork blue ice weapon gives the same attack & damage bonuses as a +1 magic weapon of the same type (assuming it's a slashing ...


4

Whatever your DM rules is correct The rules themselves are ambiguous and turn on what "holding in the other hand" means and since the rules are written in English not Boolean logic this is not clear. One interpretation is that so long as the weapon is "in the other hand" it doesn't matter that it is in the first hand as well. This allows the use of a ...


13

No But the argument is not so straightforward. The problem with this question is that the RAW are murky enough to allow for some leeway in interpretation. Going by RAI, the intention was clearly to use Two-Weapon Fighting with one-handed weapons, and not game the system by attacking with a versatile weapon while holding it in two hands, arguing that it ...


8

No. When you switch your grip to use both hands, the longsword is no longer "in the other hand" because it's now also in the first hand. "Other" denotes that it is not in the first. Two weapon fighting no longer applies.


3

Yes, there is nothing wrong with your build, and you can draw the handaxe again as a free object interaction. The Dual Wielder feat removes the light limitation on your weapons. It also gives you an extra object interaction (might not be needed, but gripping the long sword might be considered an object interaction by some DM's). PHB pg 165: DUAL ...


1

Yes to both parts of your question. The bonus action attack from two-weapon fighting normally only applies when you are wielding a light melee weapon in both hands. The dual wield feat removes the light requirement, but it still has the following requirement: When you take the Attack action and attack with a light melee weapon that ...


0

Well, you won't get the exact ability to Dual-Wield Spiked Chains, but if the character is fine with some 'reflavoring' of the weapon (and NOT reliant on other feats or powers that wants you specifically wielding that weapon) might I suggest the Transcendant Ki Focus, a Superior Implement. Transcendent Ki Focus Blinking (When you hit with a ...


13

Assassin's Action does not trigger Vorpal. Let's look at the wording in Assassin's Action (emphasis mine)... When... you roll a 1, 2 or 3 on any damage die ... that die instead deals 4 damage. ...and in Vorpal weapon (emphasis again mine): Whenever you roll the maximum result on any damage die for this weapon... Assassin's Action doesn't treat ...


-1

Mordenkaine's Magnificent Emporium page 21, Superior melee weapons, two-handed Spike Chain +3 proficiency, 2d4 damage, price 30gp, 10lb reach property flail group you would be looking at weapon proficiency spike chain feat and then flail feats for it.


2

Not until epic levels. Barring weapons that innately support dual-wielding and reach, there are very few ways to dual-wield 2-handed weapons (almost all reach weapons are 2-handed) or to gain reach. The only always-on method of doing so that I'm aware of is the Eternal Defender epic destiny from Martial Power 1. Its level 24 feature, Godlike Stature, ...


0

You might be able to use a whip. The whip is a one-handed superior weapon with the reach & off-hand properties (though see below about off-hand). It was originally published in Dragon 368, but was also later included in the Dark Sun Campaign Setting & Mordenkainen's Magnificent Emporium books. Dual-wielding whips is mechanically identical to ...


9

Vow of Poverty accepts that an array of several discreet objects can be one possession. Look no further than the list of possessions enumerated in the vow, itself: the monk is permitted a set of clothes and a pair of shoes. A sash, tunic, two sandles, chestbindings, and holy underwear are all only only two possessions, even though those posessions are ...


2

http://www.d20pfsrd.com/equipment---final/weapons says: The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver. so I think we can conclude that the quiver counts as part of the bow. As for the arrows, if a pair of shoes can count as one item, 20 arrows should also count as one item. There's a separate problem, ...


2

I would love to be your DM on this! In fact I would use this as the starting point in fracturing your monastery as the monks are faced with an unanswerable question.* What a great plot device. You asked about RAW though. The rule book doesn't specifically address this exact scenario in handling items that are a bundle yet also singular. I would rule each ...


3

SR3 has fairly specific grenade timing rules (SR3 p. 118). Grenades go off when any of criteria are met; they are checked in order: The next Combat Phase of the character The end of the next Initiative Pass The end of the Combat Turn These are all very specific time references, but they require us to look at the Initiative section, starting on SR3 p. ...


0

It isn't defined. At least, anywhere I can find. I think the sanest option is to pick one (start of the phase or end of the phase), and use that from that point forward. Obviously, timed grenades have a certain time before they go off. The 'one phase' time limit seems pretty clearly designed to give targets of the grenade attack a limited amount of time ...


0

It has been a while since we played Shadowrun third edition, but we usually went with the setting on the grenades. One of them was "impact" You set detonation on the grenade for impact. Trow the grenade (hopefully without missing your aim) Grenade hits target and immediately explode. All sensible and able persons in the grenades blast radius makes reaction ...



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