So I can't fight with two weapons? :(

If you were willing to forego the big armour, a couple of levels of Ranger'll get you the Two-Weapon Fighting feat without the prereqs...

... but that means multiclassing :)

Once you are 5th level you will be able to do attack with both with a full-attack action.

6th level... and it depends on how the DM interprets "fighting in this way".

The 3E Main FAQ notes that if you wish to benefit from the AC bonus of a Defending weapon in your off-hand, you must incur TWF penalties even if you don't attack with the weapon. This is evidence in favour of TWF penalties being for making use of a weapon in each hand, rather than just being for using the extra off-hand attack that wielding two weapons allows.

-Hyp.
 

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GiantInThePlayground said:
Alternately, for extra "surprise factor", learn the Throw Anything feat and hurl your longsword when needed!

Use a throwing, returning longsword and be able to hit again with it in the next round. Now, that´s a surprise...


Orm
 

Terraism said:
The big annoyance is that we need a more dedicated caster to do our own magic items, and he's now ruled - after we've been playing for a few months - that multiclassing into a new class requires an extended (read, years) apprentice period. [Grump.] So multiclassing is no longer an option.

Just talk - or if need be, beat - some sense into the DM. Limiting magic Items is one thing, limiting multiclassing is just plain stupid. It is too restrictive IMO and puts it all back to AD&D (something noone in their right mind wants). You could, of course, defy this stupid rule by apprenticing to new masters - if the whole party decides that they want a new class and he can throw away his preparations cause the game skips a couple of years, he will think on the rule.

I know it's mean, but sometimes it takes mean measures to counter mean rules.
 


(Psi)SeveredHead said:
Care to fill me in? I thought you could get iteratives by throwing a returning weapon.

No. From the SRD:

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.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.


[Emphasis added]
 

If your dm allows savage species (or at least parts of it) check out Roll With It. I've found this feat to be very nice, and pretty well rounded. It'll add to your taking hits and keep going power, although not by a whole lot. (some may say its not balanced of course, but I've seen it in action up through level 16 from a character who wound up taking it 5 times and it still didnt overpower him, just gave him some interesting times)
 

(Psi)SeveredHead said:
I thought you could get iteratives by throwing a returning weapon.
SRD said:
It returns to the thrower just before the creature?s next turn (and is therefore ready to use again in that turn).

You can still make all but one attacks per round melee and then throw your sword to get more than one attack per round. But be aware of AoOs.


Orm
 

Orm said:
Use a throwing, returning longsword and be able to hit again with it in the next round. Now, that´s a surprise...

Note that in 3.5, you no longer require the Throwing ability before applying the Returning ability.

"It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a –4 penalty on the attack roll."

"Returning: This special ability can only be placed on a weapon that can be thrown."

So if you don't mind the -4 penalty, you can save yourself a +1 market price modifier - the Throwing ability grants a range increment of 10 feet, and a weapon-not-designed-to-be-thrown has a range increment of 10 feet, so that's hardly an enticement :)

-Hyp.
 

Thanks, folks. Lots of good ideas.

First off, and oddly enough, the DM allows swapping out of feats every two levels (I say it's absurd, but whatever,) I think to "counterbalance" the inability to multiclass correctly. And, Kae - beating sense into the DM might be nice, but he's also a friend, so I don't want to do too much beating. I'm just overall annoyed - he DM's as though his ruling is based on whatever seems coolest at the moment. This, of course, means we don't learn about his various house rules until after we've commited ourselves to a course of action. [Shrug.] Still, I knew going in that it was a hack through the dungeon style game, so I'll live - the tactical bits of combat are his strength, and my so-so area, so I can use the improvement. :)

Anyway, back to the swapping feats bit - as soon as I hit 4th level, I get to swap a feat out, so I think I'll swap out Shield Expert and take Combat Expertise instead (after putting a stat point in intelligence.) That in mind, I'll start going the "high ac, uber-high con" style character, and worry less about doing damage than about taking the hits.

That said, I'm now going to start looking for information on how to do that. See you guys in another thread. ;)
 

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