One of my 3.5 players, who has a Monk cohort, has just asked me if the Snatch Arrows feat will work against such special thrown weapons as Alchemist's Fire and Tanglefoot Bags. To which I thought, "What a good question! Why didn't anyone ask that before?" But, judging from my search of the Internet at large and this site, it's not a question that's tended to come up.
We run a pretty-close-to-the-book game, and upon looking at all the relevant rules text I can find, I think the answer is "yes," at least in 3.5. I wouldn't allow Deflect Arrows to protect vs. such missiles, since they'd "go off" when you deflected them, but they *are* "thrown weapons," and they're neither "of exceptional mass" or spell effects, so why shouldn't Snatch Arrows work? I can't think of a rules or "realism" reason why it shouldn't, and I'm not sure it would be a game-balance problem, even though it would also logically apply to Gloves of Arrow Snaring; in fact, it might help to make Tanglefoot Bags *less* of a game-balance problem.
Anyone else care to share their opinions/rulings?
To quote the 3.5 SRD in relevant part:
Yes, Tanglefoot Bags aren't technically "Splash Weapons," but the point is that they, and Splash Weapons, are definitely "ranged weapons".
We run a pretty-close-to-the-book game, and upon looking at all the relevant rules text I can find, I think the answer is "yes," at least in 3.5. I wouldn't allow Deflect Arrows to protect vs. such missiles, since they'd "go off" when you deflected them, but they *are* "thrown weapons," and they're neither "of exceptional mass" or spell effects, so why shouldn't Snatch Arrows work? I can't think of a rules or "realism" reason why it shouldn't, and I'm not sure it would be a game-balance problem, even though it would also logically apply to Gloves of Arrow Snaring; in fact, it might help to make Tanglefoot Bags *less* of a game-balance problem.
Anyone else care to share their opinions/rulings?
To quote the 3.5 SRD in relevant part:
DEFLECT ARROWS [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
SNATCH ARROWS [GENERAL]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air.
THROW SPLASH WEAPON
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so you don’t take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target.
Yes, Tanglefoot Bags aren't technically "Splash Weapons," but the point is that they, and Splash Weapons, are definitely "ranged weapons".
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