Multi-weapon and Rapid Shot

I believe the feats listed are from the ELH (and printed in D&D and Savage Species as well if I'm not mistaken) - don't know whether that makes them core or not, but they have been released in SRD format.

You can take a look at them here:
http://www.d20srd.org/srd/epic/feats.htm#greaterMultiweaponFighting

(the other two are linked in the prerequisites line)

----------

So, I believe the character in question would get 5 thrown attacks if he used the full attack action, all of them at a -6 (-4 for all with the multi-weapon fighting and an additional -2 for rapid shot) or at -5 within 30 ft (for point blank shot, which he has to have for rapid shot). Also, azmodean is correct that he would have to have quickdraw to make good use of that 5th attack.

5 attacks is a lot, but if they are all at a -5 or -6 then it isn't exactly uber.
 

log in or register to remove this ad

Anthelios said:
Here is my problem. A Thri-Kreen in my Darksun game has taken Muti-Weapon and Rapid Shot. He believes he can make 8 attacks a round with ranged weapons with these feats. Two for each free hand.

Assuming a Thri-Kreen with a BAB of +6/+1

The Thri-Kreen gets his full attack with his single 'primary' hand: +2 attacks
The Thri-Kreen gets one extra attack for each of the three 'secondary' hands: +3 attacks
The Thri-Kreen gets one extra attack for Rapid Shot: +1 attack

For a total of 5 attacks.

Assuming Chatka's as his ranged weapon (and assuming they count as light weapons):

He gets -2 to all first attacks with his primary and secondary hands (because all weapons are light and he has multi-weapon fighting)
He gets -2 to all attacks because he is using rapid shot.
He gets an additional -5 to his second attack with his primary hand (as normal), an gets no second attacks with his secondary hand.

Thus assuming a BAB of +6/+1 and no additional bonusses:

+1/+1/+1/+1/-4

If the Thri-Kreen gets Improved Multi-Weapon Fighting, he gets one extra attack for each of the three 'secondary' hands.
 

Recently made this Thri-Kreen 'throwing weapon' build for a one shot game:

Ka’arathra
The Desert Storm
Male Thri-Kreen, UA Variant Ranger 3/Swashbuckler 3/Master Thrower 5/Exotic Weapon Master 1

Hit Dice: 3d10+11d8+65 (133 hp)
Initiative: +8 (+8 Dex)
Speed: 50 ft. (40 ft. base, +10 ft. enhancement)
Armor Class: 38 (+3 natural, +8 armor, +6 shield, +8 Dex, +2 deflection, +1 insight), touch 21, flat-footed 29
Base Attack/Grapple: +14/+19
Attack: +1 gythka +20 melee (1d10+8); or +2 returning chatka +25 ranged (1d6+12/15-20/x3)
Full Attack: +1 gythka +20/+15/+10 melee (1d10+8) and bite +14 melee (1d4+2+poison); or 2 +2 returning chatka’s +23/+23 ranged (1d6+12 or 1d6+9/15-20/x3) and 2 +1 returning chatka’s +22/+22 ranged (1d6+8/15-20/x3) and 8 masterwork chatka’s +18/+18/+18/+18/+13/+13/+13/+13 (1d6+7/15-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Deadeye shot, weak spot, trip shot, poison, close quarters ranged combat
Special Qualities: Darkvision 60 ft., immune to sleep, leap, psi-like abilities, evasion
Saves: Fort +18, Ref +24, Will +11
Abilities: Str 20, Dex 26, Con 18, Int 20, Wis 10, Cha 6
Skills: Balance +13, Concentration +9, Hide +8, Jump +67, Knowledge (nature) +10, Move Silently +13, Sleight of Hand +13, Search +22, Spot +22, Tumble +25, Survival +8
Feats: Weapon Focus(chatka), Multi-weapon Fighting(b), Improved Multi-weapon Fighting, Greater Multi-weapon Fighting, Weapon Finesse(b), Track(b), Endurance(b), Improved Critical(chatka/b), Quickdraw(b), Deflect Arrows(b), Snatch Arrows(b), Point Blank Shot, Precise Shot
Equipment: +2 returning chatka’s(2), +1 returning chatka’s(2), masterwork chatka’s(20 crystalline, 10 cold iron, 10 adamantine, 10 silvered), amulet of health +4, vest of resistance +5, girdle of giant strength +4, gloves of dexterity +6, headband of intellect +6, heward’s handy haversack, ring of protection +2, celestial armor, mithral heavy shield +4, boots of striding and springing, glove of storing, eyes of the eagle, ioun stone +1 insight bonus to AC, +1 gythka, +1 heavy flail, ehlonna’s quiver, potion of lesser restoration(2).

Fast Movement (Ex): At 6th lvl, the ranger’s base land speed increases by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Trip Shot (Ex): A master thrower with this ability may use a thrown weapon against an opponent farther than 5 feet away. The character makes a normal attack against the opponent with a thrown weapon. If the attack succeeds, in addition to doing damage as normal, the master thrower makes a Dexterity check with a +4 bonus opposed by the opponent’s Dexterity check or Strength check (which ever ability score has the higher modifier). Other modifiers may apply to this opposed check. If the master thrower wins the opposed check, the opponent is tripped. The benefit of this ability doesn’t stack with the benefit of the Improved Trip feat.
Close Quarters Ranged Combat (Ex): A character who knows this stunt doesn’t provoke an attack of opportunity when using an exotic ranged weapon.
Deadeye Shot (Ex): The critical multiplier for the chatka increases by one (x2 becomes x3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.
Weak Spot (Ex): A master thrower can gain this ability only after reaching 5th level. When using a thrown weaponn against a target of her size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the master thrower does not apply her Strength bonus to the damage.
Psi-like abilities (Sp): 3/day – chameleon, know direction; 1/day – psionic displacement, metaphysical claw. Manifester level 1st, save DC 8+power level.
Leap (Ex): Thri-kreen are natural jumpers, they have a +30 racial bonus on Jump checks.
Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 15. A thri-kreen produces sufficient poison for only one poisonous bite per day.

Two major problems with using so many attacks with thrown weapons:

1. you have to spend a fortune on magic weapons, if you want to consistently throw magic weapons.

2. You only get half your strength bonus from the secondary attacks (which are most of them). In the build above I have attempted to 'solve' this by getting levels of Swashbuckler and hopefully adding the intelligence bonus to the damage (still have to discuss this with the DM)
 

Anthelios said:
Ha! My problem is that hes raping things in the game. If he manages to hit, he just rapes everything his weapons touch. I've resorted to hit and run tactics of raiding elves, and having them so spaced out that the group has to divide in order to fight them, cutting down on his ability to kill off too many baddies.

Can you post his stats? He should get of many attacks, but not that many ghits, and not that much damage per hit.
 

Pets & Sidekicks

Remove ads

Top