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Returning and Harpoons.
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<blockquote data-quote="Sekhmet" data-source="post: 5387727" data-attributes="member: 97602"><p>A player of mine wants to put Returning on the Harpoon from Frostburn, suggesting that it would negate the opponent's ability to make a heal check to safely remove the harpoon, and it would deal it's secondary damage just before your next turn due to Returning forcing it back the way it entered the body.</p><p></p><p> I've always considered 3.5's Returning to be a boomerang sort of effect, where the item strikes the target and then flies back in a circular motion; whereas he sees it as the weapon stops midair and travels backward exactly as it did forward, as if you'd hit rewind.</p><p></p><p> What do you guys think would occur in this instance?</p><p></p><p></p><p>Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).</p><p>Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.</p><p></p><p>Harpoon: The harpoon is a broad-bladed spear forged</p><p>with barbs. The shaft of the harpoon has a trailing rope</p><p>attached to control harpooned opponents. Though designed</p><p>for hunting whales and other large sea creatures, the harpoon</p><p>can be used on dry land.</p><p>If it deals damage, the harpoon lodges in an opponent</p><p>who fails a Refl ex saving throw (DC 10 + the damage dealt).</p><p>A harpooned creature moves at only half speed and cannot</p><p>charge or run. If you control the trailing rope by succeeding</p><p>on an opposed Strength check while holding it, the</p><p>harpooned creature can move only within the limits that</p><p>the rope allows (the trailing rope is 30 feet long). If the harpooned</p><p>creature attempts to cast a spell, it must succeed on</p><p>a DC 15 Concentration check or lose the spell.</p><p>The harpooned creature can pull the harpoon from</p><p>its wound if it has two free hands and takes a full-round</p><p>action to do so, but it deals damage to itself equal to the initial</p><p>damage the harpoon dealt. A character who succeeds</p><p>on a DC 15 Heal check can remove a harpoon without</p><p>further damage.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5387727, member: 97602"] A player of mine wants to put Returning on the Harpoon from Frostburn, suggesting that it would negate the opponent's ability to make a heal check to safely remove the harpoon, and it would deal it's secondary damage just before your next turn due to Returning forcing it back the way it entered the body. I've always considered 3.5's Returning to be a boomerang sort of effect, where the item strikes the target and then flies back in a circular motion; whereas he sees it as the weapon stops midair and travels backward exactly as it did forward, as if you'd hit rewind. What do you guys think would occur in this instance? Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Harpoon: The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the harpoon can be used on dry land. If it deals damage, the harpoon lodges in an opponent who fails a Refl ex saving throw (DC 10 + the damage dealt). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or lose the spell. The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage. [/QUOTE]
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