I've been looking at a beneficial bandolier, how much would it be to enchant it with Abundant Ammunition?
![Happy :)](./images/smilies/th_smil454d5db651143.gif)
Which is why I said that a Heavy Repeating Crossbow has to be magic...I suppose the single shot crossbow being heavier hitting is pretty on point anyway, since repeating crossbows typically are less powerful than their single shot counterparts in the real world.
- I define the Heavy component as the damage done so non-magical light crossbows are available but Heavy requires magic...but you can get a Heavy magic repeater +1 without any bonus melee attack ability...Does a bog standard, lower damage as per PHB repeating heavy crossbow still exist then?
Okay. So this still doesn't answer the question I asked earlier, though. I think it got missed. Is it classed as a double weapon, and does this mean I am outright barred from getting different enchantments from the standard +1 on either component? Can I even enchant them separately? is it actually a functional double weapon? If it is, I have to pay separately for enchanting the melee portion vs the actual bow. If it isn't, I flat out cannot enchant the melee portion whatsoever and am barred from any melee-locked enchantments for the melee component.Quarg wrote:Amara
First the Naval Crossbow is a repeater...
A Naval crossbow of darkwood (required) and mithril would be allowed but have a partial increase in cost...( it is +1 already and only part of the thing is mithril)
Understanding the rules, you can fire up to whatever BAB bonus plus the rapid shot gives you but because it's built in I'd say that the -2 effect from rapid shot vanishes...(or it only takes a free action to go between loaded shots) and your rapid reload applies to how fast you can reload the magazine....(So with a BAB of say 6 and rapid shot you'd get three shots of +6/+1/+1 with a repeating device with no attacks of opportunity until you reload the damn thing...versus a single shot crossbow (actually the rules were such that the rate of fire from repeating devices such as
Alright.Quarg wrote:If I have a problem with the traits I will yell at you about them...
Sounds good to me. I've also fixed my Martial Flexibility feats (I had pulled possible future feats and had them greyed out, but that exceeded the post charactyer limit...Quarg wrote:You have a determination that you are owed 400 gp from the Promoter by the Judge...
You have 60/6/2 in funds available that puts you out somewhat from money to get passage back but not enough you couldn't walk off and pay for a room board and dinner for awhile...
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...Amara wrote:
Okay. So this still doesn't answer the question I asked earlier, though. I think it got missed. Is it classed as a double weapon, and does this mean I am outright barred from getting different enchantments from the standard +1 on either component?
Can I even enchant them separately?
I don't know what you mean by functional double weapon...not following your nomenclature really here.is it actually a functional double weapon? If it is, I have to pay separately for enchanting the melee portion vs the actual bow. If it isn't, I flat out cannot enchant the melee portion whatsoever and am barred from any melee-locked enchantments for the melee component.
Alright Folks since we have an obvious nomenclature problem here and I'm begining 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.Yes though, rapid shot per rules would let me fire as many times per turn as I have attacks provided I don't have to reload, with an additional attack at my lowest attack bonus, at the cost of a -2 to all attack rolls on a full attack action. I would not be able to do this on turns I have to reload (and would have a single shot), as reloading a heavy crossbow is typically a full round action, and is for me a move action because I have rapid reload. I also do not have rapid shot yet, nor will I get a second attack until level 8, so the issue of moving vs reloading is less "can I shoot more than once," and more "can I actually move and shoot". I'll be taking rapid shot at 7, only because it's a prerequisite for crossbow mastery, which makes all reloading a free action for crossbows, and prevents reloading from provoking attacks of opportunity.
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.Am I allowed to combine the blade boot weapon with boots of striding and springing?
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?Egh. It's one of those things where right now the repeating bow would be better, but in the long run, I'd be better off with a single shot bow. So it's a question of do I build for now, or later?
That was more intended for put them up, I'll say something if need be.Spirit Sense
You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
and maybe
Hardly a Fool
You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message. You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.
My way of seeing it is the man's batshit, but he has some sort of 6th sense thing going on from the vampiric blood. Or something. He was originally meant to be a Malkavian for VtM, and I still like the crazy prophet thematic.
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.Also
What restrictions am I looking at regarding poisons, as well? I do have craft alchemy for making them, and thematically my idea is more using the same knowledge to both heal and hurt. I mean, digitalis is used as a heart medication for example, but as a poison, it causes bradycardia, seizures, hallucinations, and delirium.
Yes, but they have to have side shields...And finally, may I reflavor the sundark goggles as tinted glasses? (Since Jäger is already very nearsighted without correction, and wears glasses anyway.)
The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity while in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles canÔÇÖt use a gaze attack, since other creatures canÔÇÖt see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a ÔÇô2 penalty on Search and Spot checks.
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 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.
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.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 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.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.
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.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 like the idea of him having a bit of supernatural 'oomph' that's easy enough to trait up and more flavorful than powerful.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
Well, torture does use the heal skill. :bI 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.
I'm fine with that, and in their design, they already did, anyway.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?
My apologies hit the sumbit button instead of the editor button...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
To a point...no one should hire your orc as a damn lookout...spiderwrangler wrote:I was able to sell off my orc's light sensitivity, but that doesn't help you.
Even possibly his own...spiderwrangler wrote:Or let him borrow any ranged weapons. He'd put someone's eye out.