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I think the way it was written is fine. The problem is with the people reading it.
Ran into one setback.
Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.
Is there anything (feat, ability, equipment, etc.) that overcomes this limitation?
Bore Bomb*: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target's hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.
Explosive Missile: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.
Adamantine:Is this useful?
What if you add..?
Targeted Bomb Admixture:And
Conductive:It will cost you three bombs but you're dishing out weapon damage then your level x2 plus Int x4.
What else can I do to bump this up and does the bore bomb hold any advantage over just smashing an object (specifically the five foot hole)?
I'm sure there's a rule saying not to somewhere, so why can't you make your attack with your main hand and free action switch to your off hand to make the two weapon fighting attacks.
AXE MUSKET Price 1,600 gp
This short musket features an axe blade at the end of its barrel. It can be used as both a musket and a battleaxe. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the axe are considered broken. An axe musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. This is an early firearm.
Price 740 gp
A combination of a coat pistol and a blade, the dagger pistol can be used as both weapons. The awkwardness of the configuration means you do not gain the bonus on Sleight of Hand checks that either of those stand-alone weapons grants. The dagger pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the dagger component are considered broken. A dagger pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
Sword Cane Pistol:
SWORD CANE PISTOL
Price 775 gp
A combination weapon, this gun mixes a coat pistol with a sword cane. The sword cane pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. The pistol attachment makes the nature of the weapon a little more difficult to hide. An observer must succeed at a DC 15 Perception check to realize that an undrawn sword cane pistol is a weapon rather than a simple walking stick; the DC decreases to 5 if the observer is able to handle the weapon. A sword cane pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. The sword part of the weapon must be drawn in order to load the pistol part of the weapon. This is an early firearm.
Price 1,600 gp
This musket has a warhammer head at the end of its barrel, which allows it to be used as both a musket and a warhammer. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the warhammer are considered broken. A warhammer musket uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.
These firearms can be used as the other weapon . I assume that means using the appropriate stats and gaining any appropriate benefits or penalties. The weapons are firearms for the purposes of hardness and hit points.
So if you're using a light off hand weapon and it gets disarmed, forcing you to draw a one handed back up weapon, do you go back and apply the appropriate penalties to your primary attacks?
The dagger pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon.
It's not a double weapon it is just treated like one in terms of cost, so no TWFing with just one. There is a one handed double weapon but it is still held to the rules for TWFing with a double weapon.
So you would have to use the one handed weapon with both hands to use TWFing with it.
The urgosh and the quarterstaff both list one end then the other end (with an additional attack which I assume is from Haste.)
Which stat block? Every listing I've seen of two weapon fighting listed all of one weapon then all of the other.
NPC Codex (Fighters):
Melee+1 rapier +19/+14/+9 (1d6+8/15–20), mwk dagger +18/+13 (1d4+5/19–20)
Ahpook The Destroyer wrote:
Again, I am not trying to use Dual Wielding Scimitars in my example, rather just Quick Drawing an additional small weapon like a pistol or dagger and taking my off hand attack with it, while still gaining my Dervish Dance bonuses for my initial iterative attacks.
If you're using a weapon in your off-hand, you don't get the benefit of Dervish Dance.
is it possible to go 2 levels alchemist and get the Vestigial Arm (Ex) discovery. then go one level titan fighter and get the ability to duel wield two large sized two handed weapons? at a -6 to hit with the two weapon fighting feats? and then eventually at -4 for each with a few more levels of fighter?
No. A two-handed weapon requires a primary hand and an off-hand to wield. Vestigial Arms do not grant any extra hands of effort.
I use both depending...
I made a 15th level Spell Dancer for a one-off game. I took Whip Mastery and Slashing Grace with the Dimensional line of feats. At that level, Spell Dance increases your speed to 70ft which gives you 140ft to play with when using Dimensional Assault/Dervish. Dimensional Agility does not take a swift action so you can use it with your Spell Dance. Having the Spell memorized allows the other feats to work and Improved Spell Recall lets you cast it again for two points. I also went the precise strike route and quite enjoyed doing 1d3+30 damage.
"That has been covered already" is vastly different than "you clearly don't understand."
No it wasn't anything like that. This was one particular woman who recently married someone with three adult children, and now feels the need to share every single James Dobson (who is just a horrible person) post she finds. Anyways I found out you can still be friends with someone on Facebook and not see anything they do on Facebook. So, Yay, problem solved. Sorry for the derail.
But it might make family reunions a little more awkward.
To keep out the big monsters. Duh.
Ok, this is actually a complaint about Facebook but I can't post it there because people know me.
I am tired of people without kids posting inspirational parenting advice. This includes people who marry someone with kids that have already moved out before you got there. You are not a real parent. I do not need your "insight."
Sorry for the interruption. I feel slightly better.
So how long does someone has to be dead before it is considered archeology instead of grave robbing?
Is his punch a slam attack? Then yes. If it's an unarmed strike, then no.Edit: Also, your slam attack would have a -5 to attack when using it in conjunction with a manufactured weapon and you would only add 0.5 STR instead of full strength but again, no TWF penalties.