https://www.dandwiki.com/w/api.php?action=feedcontributions&user=FreeHands&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T07:19:45ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Book_of_3.5e_Tricks_(3.5e_Other)&diff=512448Book of 3.5e Tricks (3.5e Other)2011-03-31T21:20:37Z<p>FreeHands: /* Book of 3.5e Tricks */</p>
<hr />
<div>== Book of 3.5e Tricks ==<br />
<br />
This page lists a bunch of different tricks you can use with various D&D spells, abilities, etc. Tricks can mean synergy between different things, or clever and creative uses of abilities. The goal is to make a list of fun clever ideas to use in a game with a DM, not necessarily to optimize. Interpreted rules are ok here -- these tricks should see some use after all.<br />
<br />
Feel free to add tricks of the game that you have discovered and used.<br />
<br />
'''[[SRD:Silence|Silence]] + Ranged Weapon'''<br />
<br />
The history of this one was fun because it saw a great use. The party had to sneak into an evil wizard's castle (for some reason or another) and needed to take out watchmen without having them scream as they died. Silent sleep spells were useful, but to actually sneak over the wall, they needed a way to take out guards in the tall towers. This is when the silence javelin came into play. Silence cast on the javelin allowed it to be thrown at a guard and kill him without a noise being made.<br />
<br />
'''[[SRD:Shrink Item|Shrink Item]] + Boulder + sling'''<br />
<br />
Shrink item is a spell that, DM dependent, I have a million good things to say about. One game I used it to shrink a boulder down and had the command word as a readied action right when my ally fired it from his sling. Our DM let us have our fun and decided since fireball deals 10d6 as a 3rd level spell, it would be ok to let it deal 10d8 to a single target. It is a useful way to prepare for an adventure. Have a few of those handy plus some other shrunk goodies.<br />
<br />
For the archers in the party, Don't forget about the Balista bolt + Shrink combo<br />
<br />
'''[[SRD:Silent Image|Silent Image]] Tricks'''<br />
<br />
A few I like to use are making illusionary pits, illusionary walls (you can use this in combat to grant yourself or an ally full concealment), illusionary wraiths (they make no sound anyways), and illusionary corpses (make it seem like you were killed when combined with invisibility).<br />
<br />
You can also make a wall out of fire, or a similar substance. No one is actually going to risk touching it to figure out if it's real or not, so your enemies won't get a save. As always with Silent Image, don't try this one against people with ranks in Spellcraft. Hit them with Grease instead.<br />
<br />
'''[[SRD:Unseen Servant|Unseen Servant]] + Cloak'''<br />
<br />
On the same manner, I often had a servant nearby. As a joke I gave him a cloak so he was a 'visible' servant. Then I realized he could hold the cloak up like a wall blanket that blocked line of sight and effect. And it's not even my actions being wasted, I just need to stay within 15 ft. of the servant while is lasts.<br />
<br />
'''[[SRD:Polymorph Any Object|Polymorph Any Object]] + [[SRD:Awaken|Awaken]]'''<br />
<br />
A DM might let you pull this off once, but if they let you do it more than that, then they need to go back to DM school ''':P'''. Basically, you use ''[[SRD:Polymorph Any Object|Polymorph Any Object]]'' to change your ally into a furry animal. The duration is permanent (though you can just revert it afterwards). While your buddy is a fuzzy little critter, you have your druid cast a maximized ''[[SRD:Awaken|Awaken]]'' on him. He will be set to 18 Int (which will reverse once you reverse the polymorph) and gain 3 Charisma (this will be permanent RAW). You could repeat this for 250 exp from your druid each time, but I'm pretty sure the DM will have something to say about that.<br />
<br />
This isn't even close to the limit of crazy that Polymorph Any Object can pull off -- which is an essentially unlimited amount of crazy. With great power comes great responsibility. This spell is '''crazy''' power. Remember that.<br />
<br />
'''Sneak Attack + [[SRD:Greater Invisibility|Greater Invisibility]]'''<br />
<br />
This is a well known synergy that allows a rogue to deal their sneak attack damage with every single attack they have.<br />
<br />
'''The Halfling Hurler'''<br />
<br />
Some people still don't know this one -- Rogues can throw acid flasks and alchemist's fire to deal sneak attack damage on the target. Both of these strike as touch attacks (no ''wraithstrike'' needed), and can be combined with the two-weapon fighting chain. Use a wand of ''divine power'' for obvious uses. Using ''blink'' (as per Ring of Blink) makes all your attacks count as sneak attacks, and there's not even a miss chance with ranged attacks (which flasks/fire are)! You can also use your bonus feat at level 10 to take Perfect Two-Weapon Fighting (this is perfectly legal) or whatever other feat you want, but I suggest Perfect Two-Weapon Fighting. Remember to carry around a wand or two of ''gravestrike'' and ''golemstrike'' (Spell Compendium) for the undead and constructs you run across.<br />
<br />
'''Lots of [[SRD:Fire Seeds|Fire Seeds]]'''<br />
<br />
Cast fire seeds a bunch of times to create tons of explosive holly berries. Have all of the berries use the same command word. Speak the command word when the enemy is nearby the berries (and you are far enough away) and BOOM! With an 11th level caster (minimum to cast the spell), you deal 8d8 + 88 damage (Reflex half). A cleric can easily have 3 of these prepared, which will net 24d8 + 264 damage. As you can probably guess, this spell gets more and more ridiculous. Combine with Energy Substitution at higher levels to deal with resistances.<br />
<br />
'''[[SRD:Scythe|Scythe]] and [[SRD:Hold Person|Hold Person]]'''<br />
<br />
Can be done with one or two characters (or more). The first one casts Hold Person on a target, and if they fail their saving throw, then second one uses a full round action to [[SRD:Helpless Defenders|Coup de Grace]] them, dealing 8d4 +4x damage modifier. If they survive this assault then they must make a DC 18 minimum Fortitude save (average DC 36 on the scythe alone) as well as the additional damage dealt by their damage modifier. This can be performed by any allies of the caster for as long as the target is paralyzed and a rogues sneak attack also triggers on the Coupe de Grace for added meanness.<br />
<br />
Scythe is used for its respectable damage and 4x critical multiplier, as well as being only a martial weapon.<br />
<br />
'''[[SRD:Spiked Chain|Spiked Chain]] combo'''<br />
<br />
Gain the feats [[SRD:Combat Reflexes|Combat Reflexes]], [[SRD:Improved Trip|Improved Trip]] and [[SRD:Combat Expertise|Combat Expertise]] while wielding a Spiked Chain. If anyone comes within 10ft on any side (including diagonals), you get an AoO and if you hit them, you get a trip attempt (with a bonus to your Strength score and no opportunity for retaliation). If you successfully trip them, you get a free attack on them (and they are prone, losing 4 AC vs Melee attacks). Getting up from prone triggers another AoO (followed by another trip attempt, followed by another hit for getting tripped and back to being prone). If you do this with two or more characters in overlapping threatened squares, it becomes harder for the enemy to get near you ad they will provoke 2 AoOs and the associated trip chains.<br />
<br />
'''Fork in the Road'''<br />
<br />
This is a common thing watched for and used by our group. If the DM says you come to, or you see a fork in the road, path, etc...'''PICK IT UP PEOPLE!''' It does 1d2 damage (at least in our group) and you now have something to eat your food with. Make your DM think about it for a moment.<br />
<br />
'''[[SRD:Clone|Clone]] + [[SRD:Gentle Repose|Gentle Repose]] + [[SRD:Bag of Holding|Bag of Holding]] or [[SRD:Shrink Item|Shrink Item]]'''<br />
<br />
For the measly cost of 1000 gp and a few coppers a month, you have a cheap instant resurrection. Just store the clone in a bag of holding. Better yet, use ''[[SRD:Shrink Item|Shrink Item]]'' to get it to weigh 1/4000 of your weight. You weigh 200 lbs? I'm pretty sure you can carry the weight of a feather. The fun thing is letting your DM interpret the rules of your soul inhabiting the shrunken body. Ask them first of course (and if they say you will have to let it happen to find out, offer spending some gold and time to actually research what will happen). 1/16 of your size is four size categories (Medium->Small->Tiny->Diminuative->Fine) and might even stack with reduce person since they are "real" size category changes to make you Fine-, which I would assume to be like Colossal+. If you make the shrink item a permanent effect on the clone through ''[[SRD:Permanency|Permanency]]'' (1500 XP), you can become normal size and shrunken freely. You will need equipment that changes size, however.<br />
<br />
I can't even start on how useful this is. Your group might be fighting a horribly powerful monster and it, of course, goes straight for you, the arcane caster. You get chomped into little bits. Little does the baddie know, you just came back to life as this tiny little charm your mangled body was carrying. All of the sudden, this little flea unleashes magic doom on you.<br />
<br />
'''Throw Little Person/Use Little Person as Battering Ram'''<br />
<br />
Pretty self explanatory. If you were an ogre, and a barbarian threw a halfling that was duel wielding knives at your face, would you be happy? I think not. Also, while "NOBODY THROWS A DWARF!! ARRGHGHBBBLRRELELEL!", they do seem to have awfully sturdy heads.<br />
<br />
This is really not that useful, nevermind how there aren't any actual rules for it.<br />
<br />
Treat halfling as a thrown weapon, treat dwarf as a battering ram.....seems simple enough.<br />
<br />
'''[[SRD:Telekinesis|Telekinesis]] + [[SRD:Bead of Force|Bead of Force]]'''<br />
<br />
Use the violent thrust function of the [[SRD:Telekinesis|Telekinesis]] spell to hurl up to 15 [[SRD:Bead of Force|Beads of Force]] at your enemies for 5d6 damage + Resiliant Sphere with each bead. Since the beads are single-use, this is an expensive attack, but it can cause very quick damage and incapacitation. Violent thrust could also be used with explosive items, such as grenades in a modern campaign.<br />
<br />
<br />
----<br />
{{3.5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Lycanthrope&diff=507356SRD Talk:Lycanthrope2011-02-20T00:57:30Z<p>FreeHands: /* Wereshark Confusion */</p>
<hr />
<div>== Bad Link ==<br />
<br />
The [[SRD:Hill Giant Dire Wereboar|Hill Giant Dire Wereboar]] link is messed up. Use this one instead <nowiki>[[SRD:Hill Giant Dire Wereboar|Hill Giant Dire Wereboar]]</nowiki>. --[[User:Ganteka|Ganteka]] 16:12, 28 October 2008 (MDT)<br />
<br />
:Got it. Thanks. --[[User:Dmilewski|Dmilewski]] 06:58, 29 October 2008 (MDT)<br />
<br />
== Clarify the terminology ==<br />
<br />
It may be worth mentioning that the word "Lycanthrope" is used here to refer "Therianthropes", that is, were-creatures of all sorts.<br />
<br />
:My understanding is that therianthropes" are human-animal hybrids. For example, a minotaur or a centaur. --[[User:Dmilewski|Dmilewski]] 17:18, 26 February 2009 (MST)<br />
<br />
== Damage Reduction ==<br />
it is said 'An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.' Does that mean a man bitten by a pure werewolf will have 5/silver dr and pure werewolf will have the 10/silver dr ?? --[[User:Arphon|Arphon]] 03:23, 16 March 2009 (MDT)<br />
<br />
:Someone that was born a Lycanthrope has DR 10/Silver and a person that has became a Lycanthrope later in life has DR 5/Silver. --[[User:Sabre070|Sabre070]] 04:34, 16 March 2009 (MDT)<br />
:: Thank you :) --[[User:Arphon|Arphon]] 08:55, 18 March 2009 (MDT)<br />
<br />
== Weapons and Equipment ==<br />
<br />
I'm having trouble finding out whether a Lychanthrope keeps his/her weapons and equipment when it changes into its animal form (much like how a Druid does) and loses the ability to use it while in animal form, or if it transforms apart from any worn and carried weapons and equipment and will resume humanoid form naked.<br />
--[[User:Juan Valdez77|Juan Valdez77]] 10:12, 7 July 2009 (MDT)<br />
<br />
:Yes, that is vague. Lycanthrope was meant for monsters, where these questions don't matter much. Use by players is problem. YMMV. --[[User:Dmilewski|Dmilewski]] 15:53, 10 July 2009 (MDT)<br />
<br />
== Wereshark Confusion ==<br />
I found an interesting peculiarity in adding the lycanthropy template with an aquatic animal, such as a shark: the base creature does not gain the aquatic subtype, or anything that would indicate the water-breathing trait, so the wereshark would drown underwater, even in animal form. If I had to make the call as a DM, I would only allow base creatures that already have the water or aquatic subtype to take on an aquatic animal lycanthropy. --[[User:FreeHands|FreeHands]] 14:12, 23 January 2011 (MST)<br />
<br />
: The description of the the [[SRD:Alternate Form|alternate form]] ability says "The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well." —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:13, 23 January 2011 (MST)<br />
<br />
:: That is not included in the MM, but it makes a lot of sense. Thanks for clearing that up. --[[User:FreeHands|FreeHands]] 17:57, 19 February 2011 (MST)</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Rogue&diff=507355SRD Talk:Rogue2011-02-20T00:51:47Z<p>FreeHands: /* Metamagic Sneak Attack */</p>
<hr />
<div>== Spelling ==<br />
<br />
The ability should be "Trap Sense" not "traps sense". This typo occurs twice, that I noticed. --[[User:EldritchNumen|EldritchNumen]] 20:25, 13 December 2006 (MST)<br />
<br />
: Fixed. &mdash;[[User:Sledged|Sledged]] 20:30, 13 December 2006 (MST)<br />
<br />
<br />
== Cash ==<br />
<br />
Shoudln't there be a starting gold listing? I'm certain there's one in the PHB. [[User:Theophenes|Theophenes]] 01:48, 1 September 2008 (MDT)<br />
<br />
:Oddly enough, it was never included in the SRD, so it isn't OGL. You'll have to look in the actual PHB for the value. --[[User:Aarnott|Aarnott]] 09:06, 1 September 2008 (MDT)<br />
<br />
For the record, it's 5d4*10 for Rogues.<br />
<br />
== Improved Evasion ==<br />
<br />
Something got scribed wrong. -- [[User:Jota|Jota]] 11:55, 6 July 2009 (MDT)<br />
<br />
:I can't spot anything wrong. Could you be more specific?--[[User:Dmilewski|Dmilewski]] 15:50, 10 July 2009 (MDT)<br />
<br />
::"This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks '''henceforth she henceforth''' takes only half damage on a failed save." Maybe that's how it's written in the PHB, but it seems like poor English to me. Apologies if it's nothing. -- [[User:Jota|Jota]] 17:29, 10 July 2009 (MDT)<br />
<br />
== Metamagic Sneak Attack ==<br />
If a spellcaster/rogue sneak attacks with a touch or ray spell that is affected by metamagic, such as maximize spell, is the sneak attack damage also maximized? I can't seem to find evidence for or against. --[[User:FreeHands|FreeHands]] 22:38, 17 February 2011 (MST)<br />
<br />
:Well, I lied, I have an argument for both sides, but they are both pretty weak. The sneak attack damage could be considered to be an "effect of the spell" because the attack spell is causing the damage, including the sneak attack damage, so the sneak attack di(c)e would be maximized. Conversely, the sneak attack damage might not be strictly considered an effect of the spell, since it is not mentioned in the spell's description, and would not be maximized. --[[User:FreeHands|FreeHands]] 17:51, 19 February 2011 (MST)</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Rogue&diff=506905SRD Talk:Rogue2011-02-18T05:38:33Z<p>FreeHands: </p>
<hr />
<div>== Spelling ==<br />
<br />
The ability should be "Trap Sense" not "traps sense". This typo occurs twice, that I noticed. --[[User:EldritchNumen|EldritchNumen]] 20:25, 13 December 2006 (MST)<br />
<br />
: Fixed. &mdash;[[User:Sledged|Sledged]] 20:30, 13 December 2006 (MST)<br />
<br />
<br />
== Cash ==<br />
<br />
Shoudln't there be a starting gold listing? I'm certain there's one in the PHB. [[User:Theophenes|Theophenes]] 01:48, 1 September 2008 (MDT)<br />
<br />
:Oddly enough, it was never included in the SRD, so it isn't OGL. You'll have to look in the actual PHB for the value. --[[User:Aarnott|Aarnott]] 09:06, 1 September 2008 (MDT)<br />
<br />
For the record, it's 5d4*10 for Rogues.<br />
<br />
== Improved Evasion ==<br />
<br />
Something got scribed wrong. -- [[User:Jota|Jota]] 11:55, 6 July 2009 (MDT)<br />
<br />
:I can't spot anything wrong. Could you be more specific?--[[User:Dmilewski|Dmilewski]] 15:50, 10 July 2009 (MDT)<br />
<br />
::"This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks '''henceforth she henceforth''' takes only half damage on a failed save." Maybe that's how it's written in the PHB, but it seems like poor English to me. Apologies if it's nothing. -- [[User:Jota|Jota]] 17:29, 10 July 2009 (MDT)<br />
<br />
== Metamagic Sneak Attack ==<br />
If a spellcaster/rogue sneak attacks with a touch or ray spell that is affected by metamagic, such as maximize spell, is the sneak attack damage also maximized? I can't seem to find evidence for or against. --[[User:FreeHands|FreeHands]] 22:38, 17 February 2011 (MST)</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Lycanthrope&diff=504154SRD Talk:Lycanthrope2011-01-23T21:12:11Z<p>FreeHands: </p>
<hr />
<div>== Bad Link ==<br />
<br />
The [[SRD:Hill Giant Dire Wereboar|Hill Giant Dire Wereboar]] link is messed up. Use this one instead <nowiki>[[SRD:Hill Giant Dire Wereboar|Hill Giant Dire Wereboar]]</nowiki>. --[[User:Ganteka|Ganteka]] 16:12, 28 October 2008 (MDT)<br />
<br />
:Got it. Thanks. --[[User:Dmilewski|Dmilewski]] 06:58, 29 October 2008 (MDT)<br />
<br />
== Clarify the terminology ==<br />
<br />
It may be worth mentioning that the word "Lycanthrope" is used here to refer "Therianthropes", that is, were-creatures of all sorts.<br />
<br />
:My understanding is that therianthropes" are human-animal hybrids. For example, a minotaur or a centaur. --[[User:Dmilewski|Dmilewski]] 17:18, 26 February 2009 (MST)<br />
<br />
== Damage Reduction ==<br />
it is said 'An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.' Does that mean a man bitten by a pure werewolf will have 5/silver dr and pure werewolf will have the 10/silver dr ?? --[[User:Arphon|Arphon]] 03:23, 16 March 2009 (MDT)<br />
<br />
:Someone that was born a Lycanthrope has DR 10/Silver and a person that has became a Lycanthrope later in life has DR 5/Silver. --[[User:Sabre070|Sabre070]] 04:34, 16 March 2009 (MDT)<br />
:: Thank you :) --[[User:Arphon|Arphon]] 08:55, 18 March 2009 (MDT)<br />
<br />
== Weapons and Equipment ==<br />
<br />
I'm having trouble finding out whether a Lychanthrope keeps his/her weapons and equipment when it changes into its animal form (much like how a Druid does) and loses the ability to use it while in animal form, or if it transforms apart from any worn and carried weapons and equipment and will resume humanoid form naked.<br />
--[[User:Juan Valdez77|Juan Valdez77]] 10:12, 7 July 2009 (MDT)<br />
<br />
:Yes, that is vague. Lycanthrope was meant for monsters, where these questions don't matter much. Use by players is problem. YMMV. --[[User:Dmilewski|Dmilewski]] 15:53, 10 July 2009 (MDT)<br />
<br />
== Wereshark Confusion ==<br />
I found an interesting peculiarity in adding the lycanthropy template with an aquatic animal, such as a shark: the base creature does not gain the aquatic subtype, or anything that would indicate the water-breathing trait, so the wereshark would drown underwater, even in animal form. If I had to make the call as a DM, I would only allow base creatures that already have the water or aquatic subtype to take on an aquatic animal lycanthropy. --[[User:FreeHands|FreeHands]] 14:12, 23 January 2011 (MST)</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Chill_Touch&diff=503184SRD Talk:Chill Touch2011-01-16T17:48:56Z<p>FreeHands: </p>
<hr />
<div>does this spell last for multiple rounds? ie can i cast this, slap a couple people with it this round, then do the same thing next round? [[User:Zau|Zau]] 12:35, 17 July 2010 (UTC)<br />
<br />
:That's a good question. According to [[SRD:Spell_Descriptions#Touch_Spells_and_Holding_the_Charge|the SRD]], you can make touch attacks round after round. However, since they are melee attacks, you can't cast and then make more than one attack in the same round. But you should be able to cast and make one attack in round 1, then make your full number of attacks in round 2. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:44, 17 July 2010 (UTC)<br />
<br />
::The spell itself says "You can use this melee touch attack up to one time per level." So my inclination would be a 15th level sorcerer could be slapping people for 15 consecutive "touches" and use only one spell. So you're limited by the number of melee attacks you can make in a single round, as Jazzman said. --[[User:Badger|Badger]] 17:53, 17 July 2010 (UTC)<br />
<br />
:::so it lasts until you use up all the hits? that seems a bit unba. should it have a duration of 1round/level to stop people from precasting it? [[User:Zau|Zau]] 22:42, 19 July 2010 (UTC)<br />
<br />
::::Until you use up all the hits or you cast another spell, whichever comes first ([[SRD:Spell Descriptions#Touch Spells and Holding the Charge|ref]]). —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 21:09, 20 July 2010 (UTC)<br />
<br />
:::::This seems GREAT, until you realize that you need your spellcaster in melee range. Bad move. The second issue is that it takes 2 attacks to provide a reliable -1 to the creature, meaning that there are better debuff spells out there. I suppose you could put this onto a mage hand somehow, but at that point, just throw a magic missile and be done with it.--[[User:Dmilewski|Dmilewski]] 10:08, 24 July 2010 (UTC)<br />
::::::look at the spell spectral hand (2nd level spell that lets you deliver touch spells at Medium (100 ft. + 10 ft./level) . this + spectral hand = pretty good--[[User:Name Violation|Name Violation]] 15:35, 24 July 2010 (UTC)<br />
:::::::Actually, since touch spell damage can be delivered via unarmed strike or natural attack, it could be used effectivly to augment a monk's flurry of blows, or a monster with many natural weapons (such as a dragon). each such attack would deal the chill touch damage until the spell runs out.</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Hide_Skill&diff=503183SRD Talk:Hide Skill2011-01-16T17:36:47Z<p>FreeHands: </p>
<hr />
<div>The rules never really state what the effects of hiding are. It is implied that a hidden character cannot be seen, so I just treat it as total concealment. Furthermore, what is the differance between sniping and hiding while attacking? they seem to be functionally the same thing. {{unsigned|FreeHands}}<br />
<br />
:Well if you are hiding and your opponent fails to spot you, then you are basically treated as invisible. So you are playing it right; you have to guess which square to attack and there's a 50% miss chance even if you guess the right one. The difference between sniping and hiding while attacking is that you can't do the second one. Once you attack your are immediately unhidden, and can't attempt to rehide without either sniping, distracting (using a bluff check), or using your Hide in Plain Site class ability. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 11:03, 31 December 2010 (MST)<br />
<br />
:Actually, the rules clearly state that you CAN hide while attacking, you just take a -20 penalty on the hide check (it is "practically impossible"). And I figured out the differance between that and sniping: sniping implies that you "unhide" before making your attack, so you no longer have cover or concealment relavent to your enemy that would interfere with your own attack. if hiding while attacking, then the cover or concealment still has effect, which may hinder the attack of the hidden chracter. in both cases, you make a hide check with a -20 penalty, which is what confused me. I hope that is all cleared up now.</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Perfect_Two-Weapon_Fighting&diff=500129SRD Talk:Perfect Two-Weapon Fighting2011-01-05T02:34:29Z<p>FreeHands: /* Extra Attacks */</p>
<hr />
<div>== Extra Attacks ==<br />
Judging by the wording of the feat, it seems that it provides an offhand attack for every attack made by the primary hand. does this mean that it allows an offhand attack for "extra" attacks in the round, such as an offhand rapid shot, or offhand haste attack? it seems so, since it is not specifically limited to extra attaks from base attack. {{unsigned|FreeHands}}<br />
<br />
:No. You get extra attacks with the same Base Attack Bonus. Rapid shot does not add another BAB attack, it just grants you an additional attack on top of what you get from BAB. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:32, 30 December 2010 (MST)<br />
<br />
I disagree. the feat description never states that the extra attacks are ONLY from base attack bonus. it says that an offhand attack can be made for each primary hand attack, at the same base attack bonus. a rapid shot is made at full base attack bonus. if a rapid shot or other extra attack is made with the primary hand, then there should be an offhand attack to match it.<br />
<br />
== Horrible Feat ==<br />
<br />
The more I look at this feat, the more I realize how horrible this feat is. It grants one extra attack at a &minus;15 penalty (in addition to the attack penalties for two-weapon fighting) and limits [[Str]] bonus damage to 1/2. To add insult to injury, it can only be taken at 21st+ level and has a 25 [[Dex]] prerequisite. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:36, 28 August 2007 (MDT)</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Hide_Skill&diff=499786SRD Talk:Hide Skill2010-12-31T15:42:46Z<p>FreeHands: What is hiding?</p>
<hr />
<div>The rules never really state what the effects of hiding are. It is implied that a hidden character cannot be seen, so I just treat it as total concealment. Furthermore, what is the differance between sniping and hiding while attacking? they seem to be functionally the same thing.</div>FreeHandshttps://www.dandwiki.com/w/index.php?title=SRD_Talk:Perfect_Two-Weapon_Fighting&diff=499762SRD Talk:Perfect Two-Weapon Fighting2010-12-30T23:56:37Z<p>FreeHands: /* Horrible Feat */</p>
<hr />
<div>== Extra Attacks ==<br />
Judging by the wording of the feat, it seems that it provides an offhand attack for every attack made by the primary hand. does this mean that it allows an offhand attack for "extra" attacks in the round, such as an offhand rapid shot, or offhand haste attack? it seems so, since it is not specifically limited to extra attaks from base attack.<br />
<br />
== Horrible Feat ==<br />
<br />
The more I look at this feat, the more I realize how horrible this feat is. It grants one extra attack at a &minus;15 penalty (in addition to the attack penalties for two-weapon fighting) and limits [[Str]] bonus damage to 1/2. To add insult to injury, it can only be taken at 21st+ level and has a 25 [[Dex]] prerequisite. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 15:36, 28 August 2007 (MDT)</div>FreeHands