Two-Weapon Fighting feats with ranged weapons


Rules Questions


Noticed something in some of the feats in the Two-Weapon Fighting chain.

Two-Weapon Defense wrote:

You are skilled at defending yourself while dual-wielding.

Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

I'm a Sword and Pistol pirate with a single shot pistol, but empty or not I'll keep holding it as long as it keeps giving me a shield bonus. I always knew buckler guns were overrated.

Two-Weapon Rend wrote:

Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

I'm a Net and Trident gladiator with two nets and lots of combat maneuvers. I can trip/disarm/entangle/dirty trick without dealing damage, but doing two is like swinging a glaive. Alternatively, I hit some sap with two saps and rend them for lethal damage.

Double Slice wrote:

Your off-hand weapon while dual-wielding strikes with greater power.

Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.

Nowhere does it say melee only, and the benefit doesn't say strength bonus increases to 1.0 from .5, it just says "Add your strength bonus" without requiring you had part of it previously. My 'off-hand' hand crossbow adds my strength modifier to damage while my 'primary' hand crossbow doesn't.

Twin Thunders feats wrote:

Twin Thunders (Combat)

When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.

Prerequisites: Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
Benefit: Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.

Twin Thunders Flurry (Combat)
Your dual bludgeoning strikes are especially deadly when you are fighting giants.

Prerequisites: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.
Benefit: You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your off-hand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you.

Twin Thunders Master (Combat)
With thunderous simultaneous strikes, you can batter a mighty giant into submission.

Prerequisites: Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.
Benefit: Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modifier) or become staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. In a similar way, you can stun an opponent that is already dazed.

My Dwarven pistolero will make some giants have bad days with free vital strike and debuffs on half my touch attacks from 30ft away.

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The best(worst?) part is that all these can stack, so your alchemically 4 armed Gnome can get pretty crazy with two longbows and blunt arrows. Common sense tells me most of these examples shouldn't work. RAW tells me all of them do. I'm looking specifically for any references to these sorts of things by the devs or in FAQs or etc. What are the specific rules on what kinds of weapons each feat applies to? How many of these weird combinations are intended to work as such?

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