Shuriken

In 3.5E, shurikens are considered both thrown weapons AND ranged weapons? (i.e. they can benefit from TWF AND Rapid Shot?)

"Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee."

-Hyp.
 

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Q: Would sneak attack damage apply to each shuriken thrown, including those from the off-hand, if thrown in the same round?

If so, I can see a pretty nasty halfling rogue (bonus to thrown weapons, high dex) with use-magic-device ranks and a few scrolls of Greater Magic Weapon (which are not particularly costly), or some levels of Wizard or Sorceror (perhaps going for arcane trickster later). If the halfling has a decent strength to go with his dex, it would make it an even more powerful character.
 

Mistwell said:
Q: Would sneak attack damage apply to each shuriken thrown, including those from the off-hand, if thrown in the same round?
Yes, I believe it does.

As a 20th level rogue one could have attacks of +11/+11/+11/+11/+6/+6/+1/+1 Rapid Shot, Haste and GTWF. With a sneak attack of +10d6 this is a possible 80d6 if you can hit and sneak attack with each attack.
 

Camarath said:

Yes, I believe it does.

As a 20th level rogue one could have attacks of +11/+11/+11/+11/+6/+6/+1/+1 Rapid Shot, Haste and GTWF. With a sneak attack of +10d6 this is a possible 80d6 if you can hit and sneak attack with each attack.

Haste doesn't help with this anymore, does it?

And the odds are you are going to have Greater Magic Weapon cast on the bunch, for anywhere from +1 to +5 for each one.

Of course, if there were a magic sling that makes a sling bullet appear every time you swing it (no need for reloading), and you could make that sling a +1 flaming bursting one, and you had one in each hand....
 

Mistwell said:
Haste doesn't help with this anymore, does it?
Haste still grants an additional attack.
From SRD

Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Multiple haste effects don’t stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.
 

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