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Ambidexterity in 3.5
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<blockquote data-quote="HeavyG" data-source="post: 2092989" data-attributes="member: 431"><p>I don't think you can put vorpal on piercing weapons. This might have been errata'ed, however.</p><p></p><p></p><p></p><p></p><p>Sure, in your case, the two weapons are very good as a delivery system for the poison and death attacks (though that save is not very hard to make at those levels since nearly every monster of CR 18 or so has ungodly fortitude saves (outright immunity to poison in many cases) and adventurer-types will always have immunity to poison through Heroes' Feast), but unless I'm missing something, that's not very good at damage dealing. But you already said that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>In fact, at first glance (I'm probably missing something), it seems quite underpowered, overall. The sneak attack is only 1d6. Also, I'm not 100% certain about this, but I think you need to study your target for 3 rounds before every death attack, so I think only the first one in each full attack could be a death attack. And the poison is very expensive and only good for one attack per dose, not to mention the unlikelihood of affecting anything (CR 18-20 monsters in the MM: Nightshade - immune, Dragons - immune, Balor - immune, Pit Fiend - immune, Tarrasque - Immune). Now, with the vorpal thing, you're on to something, but then we're back to two weapon style being only a vehicle for delivery of many special attacks.</p><p></p><p>But I'm probably missing something here... :\ </p><p></p><p></p><p></p><p>A pair of +5 weapons is not. A pair of +10 weapons, however, is 400k out of the expected 440k gp a character of that level should have.</p></blockquote><p></p>
[QUOTE="HeavyG, post: 2092989, member: 431"] I don't think you can put vorpal on piercing weapons. This might have been errata'ed, however. Sure, in your case, the two weapons are very good as a delivery system for the poison and death attacks (though that save is not very hard to make at those levels since nearly every monster of CR 18 or so has ungodly fortitude saves (outright immunity to poison in many cases) and adventurer-types will always have immunity to poison through Heroes' Feast), but unless I'm missing something, that's not very good at damage dealing. But you already said that. :) In fact, at first glance (I'm probably missing something), it seems quite underpowered, overall. The sneak attack is only 1d6. Also, I'm not 100% certain about this, but I think you need to study your target for 3 rounds before every death attack, so I think only the first one in each full attack could be a death attack. And the poison is very expensive and only good for one attack per dose, not to mention the unlikelihood of affecting anything (CR 18-20 monsters in the MM: Nightshade - immune, Dragons - immune, Balor - immune, Pit Fiend - immune, Tarrasque - Immune). Now, with the vorpal thing, you're on to something, but then we're back to two weapon style being only a vehicle for delivery of many special attacks. But I'm probably missing something here... :\ A pair of +5 weapons is not. A pair of +10 weapons, however, is 400k out of the expected 440k gp a character of that level should have. [/QUOTE]
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