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It was not really a clarification as much as "oh wait let's not do that because it's dumb."

Sean K Reynolds wrote:
Captain Sir Hexen Ineptus wrote:
Question tough, what does that mean for wizards that chose to a weapon or two handed weapon even, as their arcane bound item?
It means "obviously you can't wield the weapon and cast a spell in the same round, so we'll change the text in the arcane bond section so it says 'held in hand' rather than 'wielded.'" :)

link


Abraham spalding wrote:
Freaky Liar wrote:
Abraham spalding wrote:

Freaky Liar -- I understand why you would think what you do but you are incorrect:

...

Incorrect that if this were allowed, any character could do it?

What in your post disallows a two-weapon Rogue from doing Slash/Slash/Kick/Kick? Or a rogue? Because nothing about his character makes it able to kick with TWF more than the others can.

Kicks are unarmed attacks, but nothing he did lets him use them as extra attacks.

There is a huge difference between unarmed strikes and natural attacks.

If you look what the OP is asking about is someone that is using unarmed strike and natural attacks not unarmed strike and "slash/slash" (whatever that is).

If what you mean is a rogue going "dagger/dagger/kick/kick" then my answer to you is the fact that unarmed strikes are not natural attacks. If the rogue in question had 2 claw attacks, a bite attack and as a boot blade and armor spikes then he could have the following attack routine:
Armor Spikes/Boot Blade/Bite/Claw/Claw

Kicks are unarmed strikes -- that is explicit in the rules.

Bringing up irrelevant rules does not prove anything. Kicks are unarmed strikes (yes, I said it too, so I must be in the right!), but where are the rules that say you can get them as extra attacks?

Again, where are the rules that say that anyone other than a monk can kick? "Ten-foot-high jumps are amazing." Doesn't necessarily mean you can do a ten-foot-high jump (but if you could, that'd be amazing).

Regardless of whether or not the rules/devs do say that kicks can be extra attacks alongside natural attacks, you have not, in fact, proven anything by repeating that "kicks are unarmed strikes".


Abraham spalding wrote:

Freaky Liar -- I understand why you would think what you do but you are incorrect:

...

Incorrect that if this were allowed, any character could do it?

What in your post disallows a two-weapon Rogue from doing Slash/Slash/Kick/Kick? Or a rogue? Because nothing about his character makes it able to kick with TWF more than the others can.

Kicks are unarmed attacks, but nothing he did lets him use them as extra attacks.


Memento Mortis wrote:
Kicks he claims he can do via Improved Unarmed Strike and are subject to the penalty reduction of TWF.

Prove it.

From Monk's "Unarmed Strike" property:
"A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full."

Improved Unarmed Strike does not specifically allow kicks. And nothing about gaining Claw Claw Bite changes whether or not you can kick, so if it worked, then a TWF Ranger would've been able to do the same, and get four attacks at level 1 even without IUS.

So I think that's your answer. You can't kick just for having IUS or Feral Mutagen.

Mabven the OP healer wrote:
It is simply an attempt by players to bully their GM to say that not allowing monster feats is a "house rule", because it is just not true.

Man, no need to get all accusatory.

--Edit--

Zaxomax wrote:
I'm intrigued by the words "often" and "clutched". For example, could I get around this by using a cestus, thus getting punch/punch/claw/claw/bite?

To attack with a cestus (or a spiked gauntlet), you need to close your fist, and grip the weapon. That can be considered "clutching".

You need some sort of forearm attachment, not held in your wrist, to be able to do something like what you want. And if you do, you're blocking your claw from attacking.

But rules-twisting aside (and it is pretty severe rules-twisting), the intention is that you only get one attack per limb, except that high BAB lets you get in extra attacks. So if you attack with a claw, you give up an attack at highest BAB for that limb.

Talk to your GM about just letting you be super-powerful, if that's what you want. No need to talk about how the rules allow this or that if your GM's okay with it.


Ring of Quickened True Strike:
Level 5 spell, CL9, unlimited use
Let's say it's use-activated, but special: swift action.

That's 90k for a +20 once per round.