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Dancing Ability +4 Modifier???
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<blockquote data-quote="Zaruthustran" data-source="post: 1615467" data-attributes="member: 1457"><p>Here's the SRD text. Key points are: only attacks at BAB, and has a 4-round "cool off" period before it can be loosed again.</p><p></p><p></p><p></p><p>Totally not worth +4. Unless...</p><p></p><p>I think the best use of this thing is on a spiked chain. The chain has reach, so it can attack non-adjacent foes. It doesn't matter if you're not proficient in the spiked chain since it is "using the base attack bonus of the one who loosed it"--no nonproficiency penalty. </p><p></p><p>But you don't want to make just regular attacks with it. At only BAB (not counting Str, feats, etc) you most likely won't hit, and if you do hit, you'll do only a little damage. Instead, make Disarm and Trip attempts. </p><p></p><p>I mean, why not? What's the enemy going to do--counter-trip your dancing spiked chain? </p><p></p><p>Best part is that you're not considered armed with the weapon, but the weapon is considered wielded by you. So it counts as a two-handed weapon (for disarm attempts), but there's no consequences if the attempt fails. Not sure how the trip would work--what's the Strength of a dancing weapon?</p><p></p><p>Even if you skip the funky disarms and such, the dancing weapon can still make an Aid Another attack. That gives you +2 Attack or +2 Defense, your choice. Not a bad option for the last few iterative attacks that would miss anyway.</p><p></p><p>But even after all that... not worth +4. I'd peg it at +3, maybe. And it'd be worth +4 if, as is often the case, the author used "BAB" when he meant "melee attack bonus". </p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1615467, member: 1457"] Here's the SRD text. Key points are: only attacks at BAB, and has a 4-round "cool off" period before it can be loosed again. Totally not worth +4. Unless... I think the best use of this thing is on a spiked chain. The chain has reach, so it can attack non-adjacent foes. It doesn't matter if you're not proficient in the spiked chain since it is "using the base attack bonus of the one who loosed it"--no nonproficiency penalty. But you don't want to make just regular attacks with it. At only BAB (not counting Str, feats, etc) you most likely won't hit, and if you do hit, you'll do only a little damage. Instead, make Disarm and Trip attempts. I mean, why not? What's the enemy going to do--counter-trip your dancing spiked chain? Best part is that you're not considered armed with the weapon, but the weapon is considered wielded by you. So it counts as a two-handed weapon (for disarm attempts), but there's no consequences if the attempt fails. Not sure how the trip would work--what's the Strength of a dancing weapon? Even if you skip the funky disarms and such, the dancing weapon can still make an Aid Another attack. That gives you +2 Attack or +2 Defense, your choice. Not a bad option for the last few iterative attacks that would miss anyway. But even after all that... not worth +4. I'd peg it at +3, maybe. And it'd be worth +4 if, as is often the case, the author used "BAB" when he meant "melee attack bonus". -z [/QUOTE]
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Dancing Ability +4 Modifier???
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