| thoynan |
So i had a few questions about the rope equipment trick in the society field guide.
Two of the tricks for rope are making a knot and using it as a spiked chain, and another is using any rope as a whip. Both of these uses require you are proficient with the weapon, but,are improvised weapons if its more advantageous. For feats like catch off guard and throw anything i'd wager. If you used the alt race traits for an orc, beastmaster and chainfighter, they are martial for a half orc.
My questions are:
Can you flurry with a rope, as either a whip or a spiked chain? Would the empty hand damage tables supercede the whip/chain damage? Could you flurry (with quick draw) coils of rope?
If you have a 16 ft piece of rope, can you use one end as a whip and the rest as a spiked chain? Or is that a double weapon? If you had quick draw could you just swap ends? I imagine whip mastery is good for a whip build.
How would magic rope work, can you give rope a +1 bonus... to climb? attack and dmg?
Nephril
|
the only time you can flurry with a weapon is if it is a monk weapon. there are ways to make other weapons monk weapons. crusaders flurry is the easiest one. but that requires either one level of cleric or 4 levels of paladin and finding a deity with teh favored weapon of spiked chain or whip.
yes you can quick draw a weapon then flurry with it.
to trade weapons from one hand to another is a non action.
yes using one end as a whip and the other as a spiked chain would be a double weapon. but since a spiked chain is already a 2 handed weapon i dont see any dm allowing this and society definetly wont.
and yes you can enchant a piece of rope to a +1 so long as it was masterwork rope and you paid for it. even improvised weapons can be made magical. its not common but it happens. as far as for the bonus to climbing a weapon enhancement bonus wouldnt help there.
so yes for the low price of 301 gold you could get 50 feet of masterwork weapon quality rope. you could then cut that down and enchant your 16 foot piece for 2000 gold and make it a +1. and its damage would be treated as normal for the whip and spiked chain if you have traits or feats that let you treat rope as such weapons. though again remember if you are using one weapon as another weapon u will probably need profficiency in that weapon.
| thoynan |
Well, the empty hand monk gets flurry with his fists and improvised weapons.
He treats weapons as either a light hammer, club, or quarterstaff. Equip trick lets you use use rope as a whip or spiked chain, if you can use those weapons. But, it's still a improvised weapon.
Also, the rough and ready trait gives you +1 to hit and removes the -4 for improvised weapons, if that would be an issue when determining damage and weapon properties, as well as eligibility in a flurry.
Also, the monk of the empty hand doesnt get catch off guard, just the weapon table and changing the damage types. Cad gets catch off guard though.