Trinia Sabor

Diantha, the Floating's page

1 post. Organized Play character for DiceQGM.



The Exchange

So I've been wondering how this works.

Greater Transformative allows you to turn a weapon into another weapon. However, with double weapons, you lose the use of the second half of the weapon.

However, Dagger Pistols are only counted as double weapons for the purposes of masterworking/enchanting (but they're explicitly not double weapons).

Does this mean you can turn the dagger part into, say, a scythe, but the pistol is still active? Since it's not a double weapon and all. Or if you transform the pistol into a rifle, would the dagger be active, etc.

Furthermore, if it was doable to make gun-chucks or gun-swords, would there be any penalties to shooting?

A clarification would be great!

Thanks!

; v ;

The Exchange

Quick question/clarification here, but on wizard it says we start with 10 cantrips. I can't seem to find any notice of limitation/number of cantrips anywhere. How many do you have each day? Does a wizard always have 10?

However:

Adapted Spell

Study of multiple magical traditions reveals how to alter a
spell to suit your spellcasting style. Choose one cantrip from a
spell list other than your own. If you have a spell repertoire or
spellbook, replace one of the cantrips you know or have in your
spellbook with the chosen spell. If you prepare spells without a
spellbook (if you’re a cleric or druid, for example), one of your
cantrips must always be the chosen spell, and you prepare the
rest normally.

If you swap or retrain this cantrip later, you can choose its
replacement from the same alternate list or a different one. For
more about magic and spells, see page 192

What gets me is this line: "If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally."

So are cantrips prepared? How many? I'm trying to look for it in the book but I'm coming up blank.