Fleshgrinding Weapons..

I'd say all the usual bonuses apply. Seems to me like that's the reason it specifies "as if the character who had been wielding it had dealt a successful hit" rather than "as if some average schmoe had dealt a successful hit."

--Impeesa--
 

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um....if u would add str because it shows the wielder's ability to "thrust the weapon deeper," then why wouldnt PA or even Bull's strength not work? What makes str bonus different from all others?
 

Power Attack wouldn't apply, because the weapon cannot take apenalty to hit - it's an AUTOMATIC hit.

Strength, skill, magic .. IMO that should apply.

Apply damage as if the wielder had swung the weapon, with no power attack, and scored a noncritical hit. That's how I handle it, anyway.
 

Pax said:
Power Attack wouldn't apply, because the weapon cannot take apenalty to hit - it's an AUTOMATIC hit.

Strength, skill, magic .. IMO that should apply.

Apply damage as if the wielder had swung the weapon, with no power attack, and scored a noncritical hit. That's how I handle it, anyway.
I would agree to Pax, since the fleshgrinding weapon "deals damage as if the WIELDER had swung the weapon..." treating as if the weapon scored a noncritical hit...
 


Pax said:
Power Attack wouldn't apply, because the weapon cannot take apenalty to hit - it's an AUTOMATIC hit.

Since you dont have to roll an attack roll to use power attack your statement doesnt make any sense.

I dont have the book, nor do I know the exact wording, but if it is 'extra damage just like you hit with it'. So, if you used power attack, then the damage of you hitting with it deals extra damage from power attack. Otherwise it isnt damage just like you hit with it, it is completely different.
 

Scion said:
Since you dont have to roll an attack roll to use power attack your statement doesnt make any sense.

I dont have the book, nor do I know the exact wording, but if it is 'extra damage just like you hit with it'. So, if you used power attack, then the damage of you hitting with it deals extra damage from power attack. Otherwise it isnt damage just like you hit with it, it is completely different.
From BoVD pg. 111:

"Fleshgrinding: When this pisercing or slashing melee weapon weapon deals damage to a living creature, the wielder may comman the weapon to "grind" as a free action. At that time, the wielder lets go of the weapon and it continues, magically animated, to grind itself into the foe's flesh. Each round, it deals damage as if the character who had been wielding it had dealt a successful hit with it. The wielder need not concentrate or devote any time or attention to the weapon. The original wielder can grab it at any time as a standard action. The foe (or someone else) can attempt to rid herself of the grinding weapon by making a strength check (DC 20). If the foe succeeds at the strength check and has a free hand, she is now holding the fleshgrinding weapon. In any event, the fleshgrinding weapon stops grinding after 5 rounds.
Caster Level:11th; Prerequisites:Craft Magic Arms and Armor, animate objects; Market Price: +2 bonus."

Now, assuming that the weapon deals whatever damage the wielder can do- including str, spells such as divine favor, and power attack- what happens if such number change while the weapon grinds? For example,what if you made the original hit with a -2 on BAB for Power attack, and later changes power attack to -1? or -5? WHat if divine favor spell runs out? Does the damage the fleshgrinding weapon deals change according to the original wielder's changing situation? (further- what if the wielder was held? I expect the weapon to continue to do damage, but exactly how much damage?)
 

From the wording, it sounds like whatever was in effect whenever it was released continues to be what it does. So if you power attacked for 20 then it will keep on doing the extra damage. If you had various spells up, they will continue to 'function'.

very strange weapon enhancement, incredibly powerful. Much, much better than dancing, and dancing is a +4 enhancement!

Now, while dancing is admitedly very weak, I would be hesistant to allow this weapon ehnancement in the game.

A high level, dual weilding, quick drawing character could pretty much decimate any living foe. For fairly cheap. That is a bit more than I would be willing to deal with most of the time ;)
 

so, should the damage be equal to whatever the wielder dealt in his original hit, continuing for up to 5 rounds, regardless of the wielder's situation thereafter?
 

Sure, that is the only way to read it, unless you are thinking that it somehow keeps track of what exactly is going on with the former weilder. That would be pretty crazy all around.

But like I said, this enhancement is just a bit too powerful anyway.

Even if you make it 'keep track' or disallow anything that might change (which would mean disallowing everything btw, str might change, items might change, spells might change, feats might change, weapon size might change, etc) all that does is make it too weak (as it will do 0 damage).

So either just take a snapshot of exactly what was going on when it was released, or make up some other ruling. Pesonally, I would simply disallow it unless there was a really good reason to put it in. Or I would make it +4 like dancing, even though it is still much, much better than dancing ;)
 

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