Must Whirlwind Attacks be made with only one weapon?


Rules Questions


1 person marked this as FAQ candidate.

Again on the WA feat : using it, must the character make all his attacks with the same weapon, or can he whirlwind with a sword and a flail (for instance - and this wouldn't add to the number of attacks, of course)?


Taking appropriate penalties for attacking with one of them as an off-hand weapon, yes, it seems like it. I don't see any reason you couldn't.

You could even quickdraw other weapons. (as long as you dropped whatever you were holding as a separate free action)


Louis IX wrote:
Again on the WA feat : using it, must the character make all his attacks with the same weapon, or can he whirlwind with a sword and a flail (for instance - and this wouldn't add to the number of attacks, of course)?

No, same weapon

Whirlwhind attack
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.


Based on a strict reading of that rule, I don't see why a fighter couldn't attack with his mace against this foe, his short sword against that foe, and so on. He wouldn't get any extra attacks (as is specifically excluded by the rule), but it would let him, say, attack the undead next to him with a bludgeoning weapon, while attacking everyone else with his slashing weapon.

Does anybody else read it this way?


Louis IX wrote:
Again on the WA feat : using it, must the character make all his attacks with the same weapon, or can he whirlwind with a sword and a flail (for instance - and this wouldn't add to the number of attacks, of course)?

If your character could attack with multiple weapons say by having the improved unarmed strike, spiked armor and a dagger in hand you could choose for each attack on the whirlwind which one it was with.. but you could not get more attacks than normal by this.

To whit if you had 3 enemies you could kick one, impale one on armor spikes then stab the third in the process of the whirlwind attack.

-James


2WF isn't granted by a Feat, the Feat decreases the penalties...
And he's not talking about getting EXTRA attacks from 2WF, but just choosing which weapon he's already wielding to make the one attack per target with, i.e. not using 2WF rules at all but just taking advantage of the fact he is wielding both weapons.

Dropping a weapon is a Free Action not involving a Feat,
and Quickdraw affects how you draw a Weapon, not how many attacks you make.

If you are wielding two weapons ala normal 2WF setup, I don't even see why you should suffer the -2 penalty, because you aren't using the normal Full Attack Action (and gaining extra attacks thru dual-wielding, which the penalty is meant to offset), but are just using the specific Whirling Frenzy action, which doesn't specify one weapon being used, just one attack per target. No different than carrying around a mace and longsword in each hand, and one round making one attack with longsword, and another round making one attack with the mace: both would not have 2WF penalties, and would just be 1-Handed attacks. Otherwise, "Sword and Board" has serious problems.

I don't really see anything overpowered with allowing this, the only benefit may be overcoming specific DR or using specific banes/energy damage against varying enemies, but given you've paid for those weaopons and probably have the Feat-heavy 2WF chain to use them, it doesn't seem like a big deal: Everybody using Whirling Frenzy still makes the exact same number of attacks (well, assuming same reach), and using two separate 1H/Light weapons against different enemies is putting you at the disadvantage of using 1-Handed STR/P-Attack mods vs. 2-Handed. Dropping a weapon and Quickdrawing another has the possibly inconvenient side-effect of... dropping one of your weapons (which was apparently useful to attack at least one enemy).

Go for it if you want to.

RPG Superstar 2010 Top 16

james maissen wrote:
To whit

Spoiler:
AUGH! "WIT!"

*ahem* Carry on.


Quandary wrote:

...

Go for it if you want to.

+1

sorry, i missread :P


I don't see a problem with cherry picking the weapons used in the attacks.

What I want to know is can i use combat manouvers instead of attacks? and If so, can I mix them up as well?

(Trip against Guy a, mace Guy B improved unarmed strike Guy c Shield slam Guys D and E and sunder the spear of Guy F)

Batts


Certain maneuvers can substitute for an attack, so sure. Juggling your entire "golf bag" of weapons within the constraints of remaining actions may not be possible, of course. (Unarmed Strike is optimal for this b/c it can work with all Maneuvers essentially)

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
tejón wrote:


** spoiler omitted **

*ahem* Carry on.

He cares not a whit. ;-)

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