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29

No, shillelagh can only be active on one weapon at a time. The shillelagh spell description says: The wood of a club or quarterstaff you are holding is imbued with nature's power. [...] The spell ends if you cast it again or if you let go of the weapon. (emphasis mine) It says the wood of a club or quarterstaff, which is only one. At the end of the ...


20

It applies to any weapon The trait that applies the extra radiant damage clarifies (emphasis mine): When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage If you equip the planetar with an adamantine greatsword, attacks with it will also get this extra damage. You can use Multiattack In many monsters, their Multiattack ...


15

You can reroll the fire damage Following the same logic as the question you linked you would be able to reroll the damage. The distinction is if the weapon is dealing additional damage or if you are adding damage to an attack. My reading of the the Helm of Brilliance is that it turns the weapon into a blazing weapon. Thereby it is the weapon that deals ...


12

It's going to be up to the DM, but there isn't a specific rule requiring removal of gauntlets or belts. Neither the gauntlets nor the belt count as 'armor' in terms of donning/doffing or even limiting attunement by class or race. Because of that, there is no written rule about whether a character must take them off to do anything. It is entirely up to the ...


10

Yes, it applies to any weapon. The planetar's Angelic Weapons trait says (emphasis mine): When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage The trait clearly states that it applies to any weapon, not just any of the weapons listed in the stat block. If that were the case, it would say something like "with any of its ...


7

Just double the cost for a custom make item and call it a day Pathfinder and 3.5 both have the issue of quadratic casters and linear fighters. To that end, your character sounds like a martial type trying to keep pace in a magical world. Per your comment the party they're with is mid-range characters (not sure if these are casters or archers), but ...


6

If you look at the table (5.6), you'll see in the last column 'Damage type' that they have no entry, just a dash; the flamer is the exception, it has damage type 'Fire'. Compare this to the 'Modern Era' weapons in table 5.5 which mostly have 'Piercing' as damage type. This has effect on damage reduction; some creatures like Skeletons have 'damage reduction ...


6

From the wikipedia article, we receive an interesting precedent: "The pata has a long straight blade ranging in length from 10 to 44 inches. The blades were sometimes locally made and other times recycled from older European swords imported through colonial trade. In the case of European blades, broadswords were most common, though rapier blades were ...


5

There are no special rules for using weapons while flying. The rules on movement and position include a section on flying movement: Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the ...


4

They combine just fine. From Swashbuckler's Finesse (emphasis mine): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and... This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Completely unrelated to what kind of weapons you happen ...


4

Foreword I haven't been able to find a definitive statement of "Kellids favor these weapons", but there are a number of elements in the lore that give clues. Types of Kellids The Pathfinder Wiki describes "Kellid" as a blanket term that covers several groups: Isgeri: The predominant Kellid ethnic group of southern Avistan before the coming of the ...


3

Additional weapons can be found as treasure (Full disclosure: I haven't played it myself, but I was researching for the tag excerpt — prevents them from being automatically deleted — and found pdf's of the core rules and the first adventure on their website.) In The adventure of the mystic Rubies there is a treasure chest in room: Which ...


3

With the addition of the Artificer class, we have a new option. Second level Artificers get this ability: Infusing an Item Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. Including this Infusion: Returning Weapon Item: A simple or martial ...


2

The Player's Handbook only refers to adding “Your weapon's proficiency bonus (if you're using a weapon you're proficient with)” (page 274). Every other mention of determining attack bonus in the Player's Handbook and the Rules Compendium uses “appropriate bonuses” and such, not more specific language. It seems simplest to allow it, since they are proficient ...


2

The question seems to be, 1: Can I opportunity attack things when they go from 10 to 15 feet? And the answer is yes. The errata say so. "This property also determines your reach for opportunity attacks with a reach weapon." 2: Can I still make an attack when something goes from 5 feet to 10 feet? The general consensus is no. Because your reach is now ...


1

The Handaxe is listed as a Military Melee Weapon. But in addition to that it has the Heavy Thrown property, and the Heavy Thrown property (Rules Compendium 260) specifies that A thrown weapon is a ranged weapon that is hurled from the hand, rather than used to launch a projectile. Thus, the Handaxe is both a melee and a ranged weapon. It can take ...


1

The Bracers of Flying Daggers The bracers, from Waterdeep: Dragon Heist, allow you to make two thrown dagger attacks with magically summoned daggers as an Action. This leaves your bonus action free, and has the added advantage of giving you two attacks.


1

Usability by crit fishers? Crit fishing is building a class that maximizes crits. A class like this will have a better chance of activating the bonus damage. Chance of rolling 20 on 1 die: 5% (average +.7 damage) Chance of rolling 20 with advantage: 10% (average +1.4 damage) Chance of rolling 20 with super advantage: 14% (average +2 damage) Players can ...


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