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Daggers are AWESOME!

Thikket said:
For a cute melee/thrown weapon alternative to hammers and axes and daggers and stuff, consider the club -- if you have access to a lot of shillelagh spells. 2d6+1 base damage, ranged and melee.

It depends on how these clauses are interpreted:
These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

Once it leaves your hand, is the weapon wielded by you any more?

-Hyp.
 

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Hypersmurf said:
Once it leaves your hand, is the weapon wielded by you any more?
-Hyp.

Smart, as always, Hypersmurf! Now that it's been pointed out to me, I'd agree that thrown shillelagh clubs lose their enchantment, as they are no longer "wielded by you". That interpretation seems consistent with how magically enlarged weapons lose their size increase when thrown (though the wording for enlarged weaponry is completely different).

At least I can still have a Druid ape smashing things with a tree melee-style.
 



Mistwell said:
I like your build. My rogue is about to take a level of swordsage, and the two maneuvers you mentioned are indeed two he will be taking (the one that provides a flanking elemental, and the one that provides improved invisibility for a round, in addition to the one that provides reach). I'm going in having already 4 levels under my belt providing level 3 initiator so I can take second level maneuvers as well, though my first stance will be the concealment one (and eventually assassin's stance) instead of island of blades since I use a reach weapon that is not compatible with island of blades. Still, your build is equally compelling. Very nice!

Thanks. The build worked really well in that campaign. I forgot to mention another HUGE difference- staggering strike. It worked so well we had to change the feat. IIRC we did 10 + sneak attack dice + ability modifier which seemed to work well. Before we changed it no creatures were making the DC 40- 50 fortitude saves.

The other players thought distracting ember was the best use they had ever seen for a small fire elemental. One of the players had a quote every time I used the maneuver:

"Say hello to my little friend...."
 

i played a dual dagger wielding rogue/ranger...
after a few encounters i was nicknamed "blade barrier/wall of daggers"...
a couple sessions later we never got any crittable creatures anymore :( the game ending before i got my hands of two holy daggers
 


MithrasRahl said:
In terms of the Ring of Blinking, is there any way to avoid your own 20% miss chance?

No, unless you design a Ring of Improved Blinking based on the 5th level spell in the Spell Compendium. If your DM even allows it, it would be a very expensive item.
 

Some random questions about magic items, blinking and throwing daggers. Been looking at the SRD and find these a bit grey:

1) Would a ghost touch weapon bypass the miss chance while blinking?

It states that it can (along with a seeing invisible creatures ability) allow the attacker to negate the miss chance. Don't think it says anything about the person under the effect of the blink. Although the text of Ghost Touch kinda implies that it would work?


2) A ghost touch dagger. Would it work the same when thrown as when meleeing with it?

Unsure how this works as it's normally not allowed on ranged weapons? Does that change anything?


3) You cannot normally have a Spell Storing ranged weapon - if you put that on a dagger and threw it, could you trigger the spell on impact?

It says "Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires." Which kinda implies it works?


Some SRD text:

SRD said:
Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder

SRD said:
Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
 

A ghost touch weapon can be used by a manifesting creature to attack a creature on the material plane, or vice versa. It can also be used to attack an ethereal creature from the material plane, but *not* vice versa. A fully ethereal creature cannot attack a creature on the material plane, ghost touch weapon or no. Blink makes you fully ethereal for the 20% miss chance, ghost touch weapons don't help, either thrown or melee.
 

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