Two questions about the blinkback belt.


Advice

Scarab Sages

I finally got around to looking at the blinkback belt that was recommended to me and it say's. . .

Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

The issue there is the comma location, I did look it up in the SRD so I want to confirm the wording. The way its written seems to imply attacks out of your normal initiative. Its "Before the end of your next turn" not "Before the end of your turn. So are we talking about ranged attacks of opportunity on your enemies turn or is it just badly written?

Secondly I'm pretty sure this is right but the order of operations is . . .

Draw dagger (free or move action depending on feats).
Make ranged attack.
Dagger reappears on belt.

So you can throw the same dagger for each iterative attack or have 4 different daggers to choose from?

Sovereign Court

During your current turn is still before the end of your next turn... so no conflict. You can make iterative attacks with the same dagger as long as you have quickdraw. If you had 4 daggers on your belt (say one is silver, one is cold iron, etc) once one of those is drawn and thrown it reappears where it was sheathed.

Scarab Sages

Firebug wrote:
During your current turn is still before the end of your next turn... so no conflict. You can make iterative attacks with the same dagger as long as you have quickdraw. If you had 4 daggers on your belt (say one is silver, one is cold iron, etc) once one of those is drawn and thrown it reappears where it was sheathed.

Thanks, any idea why its before the end of your next turn not current is it for attacks of opportunity outside your turn order? Throw knife, get knife back.


I'd assume it's to allow you to do stuff outside of your turn, yes. Generally speaking though, what's handy is you can use all your iteratives with the same weapon and still be chucking things. It's handy for throwers.

Liberty's Edge

I've generally ignored this distinction, but essentially what the rule would mean is that if you draw a weapon, hold it for a few rounds, and THEN throw, it does not teleport back... it only comes back if you throw it before the end of your next turn after you drew it.

I'm not sure why they would include this limitation, but that's the deal. If you draw a weapon on your turn you can throw it any time between then and the end of your turn next round and it will come back... after that it won't. So you can't melee for several rounds and then throw... pick up a random weapon off the ground and throw... grab a dancing weapon and throw... etc.

Of course, you could always sheath, draw, and throw. Is there a 'quick sheath' feat?


Move action draw blade A
Move Action Draw blade B
Next round
Full-attack w/ both weapons and benefit from blink back

I'm sure that's the reason for the odd wording.

Sovereign Court

CBDunkerson wrote:
Of course, you could always sheath, draw, and throw. Is there a 'quick sheath' feat?

There is a third party "quick sheath", but for 1st party the combat trick option with Quick Draw allows you to sheathe as a swift action if you spend stamina pool.

Weapon Juggle (part of the two-weapon Weapon Trick feat) allows you to sheathe a weapon as part of the action of drawing a different weapon. So with Quick Draw its a free action.
Quick Stow only takes away provoke for sheathing and allows you to combine it with a move action. Though it is useful for a steal combat maneuver build.

Liberty's Edge

So... with Weapon Juggle and Quick Draw you could swap a weapon you are holding for a sheathed weapon as a free action, swap them back as a free action, and then throw the original weapon with the benefit of the blinkback belt.


If you have Quick Draw, you are a machinegun needing only a single weapon: "...the weapon teleports back to its strap or sheath immediately after the attack is resolved..." -- This also keeps that weapon as safe as it can possibly be, i.e., it can't be disarmed/sundered/rusted/corroded/greased/etc because it's always sheathed until the split-second you draw and throw your next iterative. Even if the enemy somehow catches it, the attack was "resolved", and it poofs out of their mitts back into your possession.

Quote:
The way its written seems to imply attacks out of your normal initiative. Its "Before the end of your next turn" not "Before the end of your turn. So are we talking about ranged attacks of opportunity on your enemies turn or is it just badly written?

It's not bad, it's advanced.

Anyway, if you hold the weapon too long without throwing it, then it won't blink back. So, make sure you don't lose that expensive star knife, m'kay? Dragons have been known to fly off with those stuck between their scales. Never draw from the blinkback unless you're throwing right then and there.)


Quote:
Never draw from the blinkback unless you're throwing right then and there.

To be honest, now I'm imagining some cowboy standoff with two guys holding their hands near their blinkback belts, ready to quickdraw their star knives as tumbleweed rolls past in the background.


By making it “end of your next turn” instead of “end of your turn” it enables you to draw the weapon as a move action, hold onto it for a round, the. Throw them in a full attack on your next turn. This makes it useful even if you don’t have quick draw.

Liberty's Edge

Chell Raighn wrote:
By making it “end of your next turn” instead of “end of your turn” it enables you to draw the weapon as a move action, hold onto it for a round, the. Throw them in a full attack on your next turn. This makes it useful even if you don’t have quick draw.

Someone said this earlier, but I'm not sure how it is supposed to work.

As soon as you make one attack the weapon is back on your belt and you need a move action to draw it again... which prevents a full attack.

You could make one attack with each of two weapons already in hand... but you could do that w/o the belt too.


CBDunkerson wrote:
Chell Raighn wrote:
By making it “end of your next turn” instead of “end of your turn” it enables you to draw the weapon as a move action, hold onto it for a round, the. Throw them in a full attack on your next turn. This makes it useful even if you don’t have quick draw.
You could make one attack with each of two weapons already in hand... but you could do that w/o the belt too.

But if you did it without the belt your weapons wouldn't teleport back to you, and that's a rather substantial difference.

I believe the wording is very intentional, and allows for exactly this situation.

Quote:
Someone said this earlier, but I'm not sure how it is supposed to work.

Turn 1: draw both weapons.

Turn 2 (i.e. "your next turn"): throw both weapons as part of full attack, and benefit from both returning.

Liberty's Edge

jbadams wrote:
But if you did it without the belt your weapons wouldn't teleport back to you, and that's a rather substantial difference.

Depends on the weapons. Two normal daggers... no big deal. You could easily have two more ready to be thrown. Anything magical would of course be much more significant (barring some other form of returning).


Getting a Blinkback Belt takes up your Belt slot, which takes up one of your Big 6 slots, so this is a little "..bleeeetch...." for me, because now you're missing a +2/+4/+6 Strength during the early/mid game, and eventually you'll be missing your Belt of Physical Perfection. You can get a +1 Returning or +1 Called enchant on the weapons, or better yet, get the Weapon Mastery feat Ricochet Toss.

You just need Martial Focus to qualify for Ricochet Toss, and you can easily have both of these by level 7 and save yourself the belt slot and 5,000g for the Blinkback Belt. Considering standard WBL, you wouldn't be able to afford a Blinkback Belt until level 4+ anyway...

However, if you’re playing with Automatic Bonus Progression, this belt is absolutely worth it.


Quote:
Getting a Blinkback Belt takes up your Belt slot, which takes up one of your Big 6 slots, so this is a little "..bleeeetch...." for me, because now you're missing a +2/+4/+6 Strength during the early/mid game, and eventually you'll be missing your Belt of Physical Perfection.

Just get a tattoo of it. A Blinkback Belt is only 5k, so it's not that hard to get.

Or convince your GM to let you enchant the Blinkback Belt as a belt of dexterity or w/e.


Better yet, convince your GM to use Automatic Bonus Progression. ABP - it makes the game better!™

Ryze Kuja wrote:
You can get a +1 Returning or +1 Called enchant on the weapons

Neither helps you full attack with a single weapon.


Derklord wrote:

Better yet, convince your GM to use Automatic Bonus Progression. ABP - it makes the game better!™

Ryze Kuja wrote:
You can get a +1 Returning or +1 Called enchant on the weapons
Neither helps you full attack with a single weapon.

Yeah, but Ricochet Toss does, that’s why it’s better, and it saves you enchant slots on the weapons as well as your belt slot. But ideally, ABP is better. I use ABP in my current campaign and I love it, the players love it, and it adds new depth to gear slots because you can get fun items like the blinkback belt.


Shorticus wrote:
Quote:
Getting a Blinkback Belt takes up your Belt slot, which takes up one of your Big 6 slots, so this is a little "..bleeeetch...." for me, because now you're missing a +2/+4/+6 Strength during the early/mid game, and eventually you'll be missing your Belt of Physical Perfection.

Just get a tattoo of it. A Blinkback Belt is only 5k, so it's not that hard to get.

Or convince your GM to let you enchant the Blinkback Belt as a belt of dexterity or w/e.

Blinkbacks are primarily of interest to Shooting Star builds, as they're minmaxed for Charisma. Such builds are liable to dump strength, and don't need dexterity for much either if they're having Cha or Wis do double-duty there as well.


the next turn end thing allow for anyone who has feats (snap shot etc) for making aoo with ranged weapons to still get his weapon back if he uses it as a ranged aoo out of turn.
if it only waited only untill end of turn you can't use snap shot and get it back. (what more you need the weapon drawn for snapshot)

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