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Flaming whip
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<blockquote data-quote="Runesong42" data-source="post: 2414482" data-attributes="member: 10578"><p>I wonder... (all RAW and copy/pasted from d20srd.org)</p><p></p><p>a. A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach. [...]</p><p></p><p>b. You can make trip attacks with a whip.</p><p></p><p>c. Making a Trip Attack: Make an unarmed melee <u>touch attack</u> against your target.</p><p></p><p>(from systemreferencedoucments.org)</p><p></p><p>Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack. Your opponent’s AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.</p><p></p><p>Now...</p><p></p><p>Flaming</p><p>Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a <u>successful hit</u>.</p><p></p><p>So, IMO, a "successful hit" is one that connects with a melee "touch attack", which ignores armor for sake of determining whether the hit is successful or not.</p><p></p><p>Now, consider Shocking Grasp, a spell that "enchants" an unarmed attack:</p><p></p><p>Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). </p><p></p><p>If a whip is flaming, and a shocking grasp spell both accomplish their intended damage through a successful melee touch attack, I put forward that the flaming whip can do its 1d6 damage on a successful trip.</p><p></p><p>Now, whether a whip can do the flaming damage on a regular attack seems to be the debate at hand... I'm with the school that a whip dealing no damage is the same as a whip dealing '0' (zero) damage. Hence, the flaming whip does 0 + 1d6 flaming damage.</p><p></p><p>Combat: </p><p></p><p>An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you <u>hit and deal damage</u>.</p><p></p><p>When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. In the whip's case, it does 1d2 nonlethal damage, or no damage on an armored opponent.</p><p></p><p><strong>Effects that modify weapon damage apply to unarmed strikes </strong> [referencing the trip attack that is considered an 'armed' unarmed touch attack]and the natural physical attack forms of creatures.</p><p></p><p>So....</p><p>The special ability 'flaming' modifies the whip's damage. If the whip's damage is modified on a trip attack, why would it not modify the damage on a regular attack?</p><p></p><p>I'm no lawyer, but I thnk the 0 + 1d6 rule is correct.</p></blockquote><p></p>
[QUOTE="Runesong42, post: 2414482, member: 10578"] I wonder... (all RAW and copy/pasted from d20srd.org) a. A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach. [...] b. You can make trip attacks with a whip. c. Making a Trip Attack: Make an unarmed melee [U]touch attack[/U] against your target. (from systemreferencedoucments.org) Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack. Your opponent’s AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally. Now... Flaming Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a [U]successful hit[/U]. So, IMO, a "successful hit" is one that connects with a melee "touch attack", which ignores armor for sake of determining whether the hit is successful or not. Now, consider Shocking Grasp, a spell that "enchants" an unarmed attack: Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). If a whip is flaming, and a shocking grasp spell both accomplish their intended damage through a successful melee touch attack, I put forward that the flaming whip can do its 1d6 damage on a successful trip. Now, whether a whip can do the flaming damage on a regular attack seems to be the debate at hand... I'm with the school that a whip dealing no damage is the same as a whip dealing '0' (zero) damage. Hence, the flaming whip does 0 + 1d6 flaming damage. Combat: An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you [U]hit and deal damage[/U]. When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. In the whip's case, it does 1d2 nonlethal damage, or no damage on an armored opponent. [B]Effects that modify weapon damage apply to unarmed strikes [/B] [referencing the trip attack that is considered an 'armed' unarmed touch attack]and the natural physical attack forms of creatures. So.... The special ability 'flaming' modifies the whip's damage. If the whip's damage is modified on a trip attack, why would it not modify the damage on a regular attack? I'm no lawyer, but I thnk the 0 + 1d6 rule is correct. [/QUOTE]
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