Dancing Weapon Rule Questions


Rules Questions


Do dancing weapons do precision damage? IE - a rogues sneak attack or the bonous duelist damage?

What about feats, weapon focus, weapon specialization? Or 'active' feats like power attack?

Can multiple dancing weapons be used at the same time?

Does a dancing weapon get a full attack? If so, under what conditions.

I have a wierd concept for a character that would involve multiple dancing weapons. Use Greater fient and let your dancing weapons go to town (also you would be a rogue's bestest best friend forever). Going by the wealth chart it should be possible to get three dancing weapons by around level 12.


1. Yes.
2. Yes.
3. Yes.
4. Yes, under the same conditions the character does.

I'm working on a prestige class with something of the same idea.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

For ease of reference:

Dancing:
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. The weapon is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can't dance (attack on its own) again for 4 rounds.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price +4 bonus.

Personally, as you are not considered to be armed with the weapon, my initial response would be "no" for feats or precision damage and "yes" to multiple dancing weapons and full attacks (since they use your base attack bonus).


I've always wanted to have a paladin smiting and Divine bonding dancing weapons. Just to see if it would work...


I could see that interpretation Ravingdork.


Ravingdork wrote:

For ease of reference:

** spoiler omitted **

Personally, as you are not considered to be armed with the weapon, my initial response would be "no" for feats or precision damage and "yes" to multiple dancing weapons and full attacks (since they use your base attack bonus).

I've got to agree with Ravingdork here.

1. No precision damage or other special damage like smite. Furthermore, I think a monk wielding it would count their actual BAB rather than their effective flurry BAB.

2. No on feats (as all it gets from you is your base attack bonus).

3. Yes to multiple Dancing weapons, just remember losing one is a standard action.

4. Yes to a full attack under conditions that would normally permit it.

Hawktitan wrote:
Going by the wealth chart it should be possible to get three dancing weapons by around level 12.

How do you figure that with +5 equivalent weapons going for 50k gold each? I'm always curious to see if other people have come up with gold saving tricks I've never heard of before.


Hawktitan wrote:

Can multiple dancing weapons be used at the same time?

Yes, up to 8 under normal circumstances (although only 4 in the air). Quickdraw and release each turn, and each does 4 turns up then 4 turns down.

There are exceptions, though. A monk of the four winds can release 3 weapons on a single turn with his Slow Time ability. Of course, the weapons would be using his non-flurry BAB, as mentioned above, but on the other hand, for the cost of 24 ki (and the cost of the weapons) you can have 12 dancing weapons in the air at once. EACH of which uses your iterative attack sequence.


Quote:
How do you figure that with +5 equivalent weapons going for 50k gold each? I'm always curious to see if other people have come up with gold saving tricks I've never heard of before.

Well, I am using Hero Labs and dancing adds +4 equivilent which would be roughly 32k gold per weapon, sorry if this is mistaken.


Hawktitan wrote:
Quote:
How do you figure that with +5 equivalent weapons going for 50k gold each? I'm always curious to see if other people have come up with gold saving tricks I've never heard of before.
Well, I am using Hero Labs and dancing adds +4 equivilent which would be roughly 32k gold per weapon, sorry if this is mistaken.

Oh! There's the confusion. Before you can add any special abilities to a weapon it needs to be enchanted to be at least +1. Thus if want to enchant a dancing weapon it would end up being at least +1 and then the +4 equivalent for the dancing property - total value being that of at least a +5 weapon.


Hawktitan wrote:
Quote:
How do you figure that with +5 equivalent weapons going for 50k gold each? I'm always curious to see if other people have come up with gold saving tricks I've never heard of before.
Well, I am using Hero Labs and dancing adds +4 equivilent which would be roughly 32k gold per weapon, sorry if this is mistaken.

You add together all the +X equivalents before converting to gold. So putting dancing on a +1 sword is cheaper than putting it on a +3 keen sword.


Ok so I got a +1 Dancing Hand Ax and I know in the description of dancing weapon it says that the weapon benefits from the attack bonus of the character wielding it. So my question is does the weapons damage benefit from my characters strength bonus? So in the case of my hand ax it would do 1D6+1+STR bonus or is it just 1d6+1.


Welcome back, long dead thread...

Once your hand axe starts dancing, it's not using your muscles, your class abilities, your feats. Nothing but your BAB.

Remember, your BAB is the attack bonus listed on your class chart; BAB does not include your STR nor any other bonus you add to your attack rolls. So if you're a 10th level fighter, your BAB is +10/+5.

So yeah, it's just a d6+1 dancing weapon that doesn't attack as well as you (your BAB but not your STR bonus to hit, weapon focus, favored enemy, magical buffs, whatever else - just your BAB plus its own magical bonus) and doesn't do as much damage as you do (just its own weapon damage plus its own magical bonus)


What about enhancements on the weapon itself then? By that I mean, if i had a dancing keen kukri, does the weapon still get increased critical threat range? Can a dancing weapon crit at all?


1 person marked this as FAQ candidate.

Additionally, what of the magus, who can cast this ability on a weapon of his choosing for a costly 4 points from his pool? Does he not get the ability for a full minute, as his other abilities would give, but instead 36 seconds? Would he have to use another standard action to activate it for the remaining 12 seconds?

Arcane Pool:

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.


Bump


SilverLinings wrote:

What about enhancements on the weapon itself then? By that I mean, if i had a dancing keen kukri, does the weapon still get increased critical threat range? Can a dancing weapon crit at all?

Yes it can crit, and it can use keen. But it doesn't get to use any of your related abilities. For example, if you have the Anatomist Trait which grants +1 to confirm a crit, the weapon doesn't gain that benefit.


SilverLinings wrote:

Additionally, what of the magus, who can cast this ability on a weapon of his choosing for a costly 4 points from his pool? Does he not get the ability for a full minute, as his other abilities would give, but instead 36 seconds? Would he have to use another standard action to activate it for the remaining 12 seconds?

** spoiler omitted **

If the magus uses his Arcane Pool to add a Special Ability to a weapon for one minute, then it gains that Special Ability for the entire minute. During that time, the Special Ability acts exactly like it would if it was permanent. After dancing, a Dancing weapon won't dance again for 4 rounds. That is true whether the Dancing Special Ability is permanent or temporary.

So typically…

Round 1: Standard action to activate
Round 2-5: Weapon Dances

Round 6: Standard action to activate
Round 7-10: Weapon Dances


Gisher wrote:

So typically…

Round 1: Standard action to activate
Round 2-5: Weapon Dances

Round 6: Standard action to activate
Round 7-10: Weapon Dances

Oops. I posted the wrong version. It should be...

Round 1: Swift action for Arcane Pool. Standard action to activate Dancing.

Round 2-5: Weapon Dances.

Round 6-9: Dancing is inactive.

Round 10: Standard action to activate Dancing.

Round 11: Arcane Pool has ended.

So unless you extend the time for Arcane Pool beyond one minute, you only get 4 rounds where the weapon dances.


SilverLinings wrote:
Additionally, what of the magus, who can cast this ability on a weapon of his choosing for a costly 4 points from his pool?

That's a very interesting question.

First, the benefits of Arcane Pool "do not function if the weapon is wielded by anyone other than the magus." So is the magus wielding a dancing weapon? No. But neither is anyone else. So technically they don't stop. Also, the magus can ADD Dancing, but that would be pointless if it ended the moment the weapon begins dancing.

So, yeah, the Magus can add the Dancing ability and the weapon should dance until the duration ends.

But a more interesting question is what happens if the magus has a +1 Dancing sword and adds other abilities, then lets the sword dance? Do the other abilities remain?

I'm inclined to say no, because class abilities should not keep functioning when the weapon begins dancing. But if that's true, then the magus could add Dancing and some other stuff to a normal weapon, should the other stuff end when the weapon starts dancing? That would be kinda pointless, but maybe that's how it should work. Otherwise, if we can allow the magus to add stuff to a weapon and that stuff keeps working when the weapon dances, then why can't everybody add their own class abilities, feats, etc., and expect them to keep working too?


I would think anything that affects the weapon itself (independent from the recent wielder) would work just fine.

The "Magic Weapon", or "Weapon of Awe" spells, for instance, would still be active.

Additionally, I would think that perhaps global buffs such as Prayer, Bless, Aid, etc. might work as well. Perhaps even bardic performances?

That part is shakier, and probably on a case by case basis.

My question is this:

Round 1: You use standard action to activate 'dancing'. Why wouldn't it begin attacking that round? Instead you might summon a 'Spiritual Weapon' Spell with that standard action. IT would attack right away...


Dragonboxer wrote:
Round 1: You use standard action to activate 'dancing'. Why wouldn't it begin attacking that round? Instead you might summon a 'Spiritual Weapon' Spell with that standard action. IT would attack right away...

I don't know, you're asking someone who last posted in this thread 5 years ago. I doubt they will answer.

If I were DMing I would allow the weapon to attack the round it was released. It's already horribly expensive for something that only uses your BAB to attack. I don't see any reason to gimp it further by making someone waste their turn activating it as well.

As for if buffs would work. There was a recent thread about spiritual weapon and it was pointed out that there's a FAQ stating that Bardic Performance affects spiritual weapon. If it works on spiritual weapon, then IMO it would also affect a dancing weapon. What is is important is how the buff in question is worded.

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