Quarg wrote:
Alright let me state this based on my re-reading of the rules. You can fight it like a Double Weapon in that you get two attacks per round. And I wasn't clear on that...
You are not barred from improving the pickaxe attribute of the weapon, The crossbow attribute is already +1, the pickaxe upgrades have to be paid for but I will likely halve them because your talking about upgrading half the weapon (Or a 50% reduction on one weapon if upgrading the other)
I don't know what you mean by functional double weapon...not following your nomenclature really here.
I'm saying that the builder can enchant the crossbow stock (which is the portion that gives enhancement to the bolts) seperately from the bow which also is acting as the melee portion of the weapon and they can be attached if they don't blow the poor idiot up trying to assemble it.
Just if it functions as one for rules sake, since it's then a quick/easy matter of going "oh ok, it works like that," and I don't have to keep asking questions for special ruling.
Quarg wrote:Alright Folks since we have an obvious nomenclature problem here and I'm beginning to think Pathfinder is broken on repeating weapons...or at least unclear, let's just define a few terms here and use them from now on. [/i][/b]
Rearm - The process of placing a new round/bolt/etc into firing in a repeating weapon
Reload - Adding rounds to the magazine, chambers, etc that were not in the device.
So in all cases rearming should be a free action. For a true repeating weapon any rearming activity should be semi-mindless so you can move or do something else fairly quickly.
(And I am seriously considering lowering the detriment of second shots after rearming....I know why Pathfinder did it...to make repeating weapons no more powerful than the characters that owned them but really it is about time translation...)
Reloading of the magazines depends on the weapon and the player as some have complex reloading (like peperboxes) while others are fairly quick and straitforward.
So you can move and fire without any problem until you get to the end of your five shots...
Really I was trying to give you sensible integrated double weapon...though I have so many shooters I'm meeting all the problems pathfinder has with them...or I have with their restraints on repeating weapons that are apparently done more for 'thematics' than for mechanic advantages...
Well, strictly speaking, crossbows in general have always been massively weaker than bows in D&D. Though as far as weaknesses go, the reload penalty is hardly thematic vs realistic... Less advanced crossbows take a bit of effort and time to reset, even
with a winch or lever to help you.
Pathfinder continued 3e's tradition, since all of the rules for basic weapons were copied verbatim from 3e/3.5. Repeating crossbows are actually considered exotic (and I believe still are in Pathfinder), so you need a feat to even be able to
use them ordinarily...but Inquisitors get all crossbows. When anyone capable of using a bow is able to fire as many times per turn as they have attacks. Period. Additionally, rapid shot is not a crossbow specialized feat; it applies to all ranged attacks. However, the only crossbow users that can make use of it are those using a repeating crossbow, without crossbow mastery (which you need to be effective by midgame as a crossbow user, at all, and which has 3 prerequisite feats.) And that's before you get in to multishot and so forth with straight bows... Crossbows have higher range increments, crit, and base damage, but bows can fire faster, are more mobile (no reload penalties,) and can apply base strength per shot in addition to being enchanted.
It's kinda been that way since 3e.
Terms I was using were just for rules sake. Reloading, as it is termed mechanically, is simply the act of shoving ammo in to the weapon and getting it ready to fire. All of the actions that are a part of that are included in whatever action it is.
By default, for example, a heavy crossbow is a full round action to reload and rearm. Even if something
technically should be worded differently, I default to however the rules word things, as it is by far less confusing for all involved.
I would prefer if we just replace the boots of striding and springing with some nice equivalent item in a different slot at the same price.
Well I mean, the "blade boot" is sold as a weapon, technically speaking. It doesn't occupy a magic item slot even if I enchant it (because it's a weapon,) and I'd rather not lose an entire slot over the ability to have a hidden weapon. I can just as easily have hidden pockets sewn in to a garment and hide small knives. ...they just can't be deployed as a free action.
Have you come to the same conclusion as I that a repeating weapon offers you really nothing in Pathfinder than being able to move between shots as long as you have some shots left in the magazine? And is that really what your trying to ensure you can do? Move and fire with the ability to Melee easily if you half to?
I've played Pathfinder for a long while, 3e/.5 before that, and AD&D2e before that. I've kind of just resolved myself to the fact that crossbows are always going to be screwed in to near uselessness comparatively without finagling, and if I want one over a bow thematically, I just get to live with that.
That was more intended for put them up, I'll say something if need be.
Actually, those work but I have a suggestion on something to the background that popped in my head when I read them...
► Show Spoiler
He has the spirit of one of his father's minions stuck in his head. Actually, it was that spirit that took over his mother and led to her...situation. but he's mentally too powerful so this evil female spirit gives him advice, yells at him, demands he take up the path of his father's family...like having a nasty step-mother from birth who knows everything you do...
Just a suggestion from those traits...
I like the idea of him having a bit of supernatural 'oomph' that's easy enough to trait up and more flavorful than powerful.
► Show Spoiler
That said, while I'd imagine his father is still out there and still has underlings of his own, I'll admit I'm not so fond of the spirit idea. I imagine something in the blood would try to draw him back to his father, and that he'd hear the 'call' like with all Childer, with how vampire spawn work in D&D,
I say that they are separate skills to a point. Doctors tend to be focused on figuring out what medicine to apply, not the process of making them. But I will allow ranks in medical profession act as a bonus for alchemist crafting ability for medicinal related materials if you have either a rank in alchemist or craft alchemy.
Well, torture
does use the heal skill. :b
Making the poisons is a craft: alchemy check (a skill I have also taken, as I said,) and heal will be maxed regardless, as a doctor.
It's more logic along the lines of... if I know how to
recognize the symptoms of a poison and toxin (in order to treat it,) then certainly I would know what that poison or toxin
does on its own, would I not? So I will probably have a fair few poisons on me to use, just on a thematic basis. Of course, by that same logic, I would also know the most vulnerable parts of the body to strike.
...and I suppose that does make a fair amount of sense as a crossbow user.
Yes, but they have to have side shields...
So he's going to have two pairs of glasses one for light and one for dark?
I'm fine with that, and in their design, they already did, anyway.
I...suppose I could give him two pair? No one would likely even find it odd... There's all sorts of vision difficulties that can be corrected via tinted lenses to begin with, and lots of people have two pairs of glasses depending on what they're doing.
Oh... just checked. My mistake. I thought the sundark goggles had been converted. They weren't. There's... nothing in Pathfinder to help with light sensitivity. (yet kobolds are still playable, and the sundark goggles were an item
for kobolds so that they could function on the surface.) Hm. Well, they're from Races of the Dragon, anyway. Page 123. Apparently they're a DC15 Craft:alchemy check to craft, and cost 10gp. By raw mechanics they don't cause sight penalties if you have dark vision or low light vision at all (which Jäger has both.)
Well, if 10g sounds fair, I would still like them, or some sort of sun protection.