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*** Venture-Lieutenant, Canada—Ontario—Kanata 109 posts (130 including aliases). No reviews. No lists. No wishlists. 16 Organized Play characters. 1 alias.



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I have some questions about using weapons with a Returning rune on it.

1) Is an Interact action required on return?
2) How do thrown melee weapons handle the Reload property?
3) Does a melee weapon with the thrown quality qualify for the damage bonus from Point Blank Shot?
4) If no to question 1, could you Double Shot or Triple Shot with a Thrown Returning weapon?

I am just thinking about a fighter bouncing starknives off his enemies. Would they be able to benefit from the fighter ranged attack feats?

3/5 *

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Having GM'ed more than I ever want to, and will continue to do so in the future, I know my players are going to get themselves outside the written rules. They are going to choose scene options I could never prepare for. Experience as a GM lets me choose 1) is what they are asking even possible, 2) what sort of action should it be, and 3) where do I set the DC. Those situations, this sort of granularity won't help.

That said, I don't want to have the "Does that enemy have cover from you?" or "What do you mean I cannot mount the barbarian?" conversation at the table every week. If they are going to set a rule on something, it should be clear. There will be plenty of times when the monk wants to ricochet bounce himself off the allied skeleton's head to get behind an enemy.

Give the players a world that consistently makes sense, and they will continue to have fun doing non-sensible things in it.

Liberty's Edge

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Classic Monsters Revisted, pg 42 wrote:


Minotaurs have a love of complicated things, and
the double crossbow is one of their favorites. This
heavy weapon fires a pair of iron-tipped bolts with
deadly accuracy. Due to its size and weight, however,
non-proficient wielders suffer a –8 penalty on their
attack rolls. Even proficient wielders take a –2 penalty on
their attack rolls. If the attack is successful, the target takes
the listed damage twice, although critical hits and precisionbased
damage are only applied to one of the bolts. Reloading
a double crossbow takes 2 standard actions (one for each bolt),
although the Rapid Reload feat reduces this to 2 move actions
(meaning that it can be accomplished in 1 round).

Exotic Weapon Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type
Ranged Weapon
Double Crossbow 300 gp 1d6 1d8 2d6 19–20/2 100 ft. 18 lb. Piercing

I tried to copy the image of the whole block but it wouldn't paste.

Edit for more info: According to PFS Additional resources, this is one of only 2 things legal for player use in the whole book. The other is a bull rush feat.

Liberty's Edge

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As a design challenge, 2 friends of mine and I set out to build crossbow users for PFS and all bring them to the same table. We all came back with Minotaur Double Crossbow builds. I submit mine to you for evaluation. It does not, in fact, fire less arrows than a Longbowman.

MDXB Build:

Human Double Crossbow Inquisitor

Str 9
Dex 18
Con 14
Int 10
Wis 16
Cha 7

HP: 12
BAB: 1

Init: +6 (4 dex, 2 trait)

Traits: Reactionary, Magical Knack (Inquisitior)

AC: 18 (10 + 4 Armor + 4 Dex)
Fort: 4, Ref: 6, Will: 3

Skill Points: 7 / level (5 at level 1 and 3)

Class Skills (level 1) - Acrobatics, Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Know Engineering, Know Local (1), Perception (1), Profession (1), Ride, Sleight of Hand, Survival (1), Swim

Non Class Skills - Knowledge Religion (1)

Level 1 Bolt Ace: Point Blank, Rapid Reload (Minotaur Double Crossbow), EWP (Minotaur Double Crossbow)
Level 2 Sanctified Slayer Inquisitor: Spells, Studied Target
Level 3 Lore Warden Fighter: Crossbow Mastery, Rapid Shot
Level 4 Inq: Wis to Init, ABI Dex
Level 5 Inq: Precise Shot, Teamwork Feat: Coordinated Shot,
Level 6 Inq: Sneak Attack 1d6, Level 2 Spells
Level 7 Inq: Bane (5 rounds), Studied Target +2, Weapon Focus
Level 8 Inq: Teamwork Feat: Filadating Fire, 6 BAB, ABI Dex, Retrain Weapon Focus to Clustered Shots
Level 9 Inq: Deadly Aim, Sneak Attack 2d6, Study as Swift, 3rd level spells
Level 10 Inq: Slayer Talent: Weapon Focus,
Level 11 Inq: Teamwork Feat: Shake it off

Level 1 gear: MW Minotaur Double Crossbow (0g, 18lbs), Leather Lemallar (60g, 8lbs), Potion of CLW (50g, 1lbs), Bolts x20 (2g, 2lbs), Weight at light 30, Weight cost 28, Money spent 112g

Level 2: HP+ 8, BAB +0, Fort +2, Ref +0, Will +2, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells Level 1 (Divine Favor, Shield of Faith), Travel Domain (+10ft move), Studied Target +1

Level 3: HP+ 8, BAB +1, Fort +2, Ref +0, Will +0, 3 skill points, Rapid Shot, Bonus Feat: Crossbow Mastery

Level 4: Dex+1 HP+ 8, BAB +1, Fort +1, Ref +0, Will +1, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Cure Light Wounds) Wis to Init

Level 5: HP+ 8, BAB +1, Fort +0, Ref +1, Will +0, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Bless), Precise Shot, Coordinated Shot

Level 6: HP+ 8, BAB +1, Fort +1, Ref +0, Will +1, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells Level 2 (Bloodhound, Lesser Restoration),

Level 7: HP+ 8, BAB +0, Fort +0, Ref +0, Will +0, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Align Weapon), Studied Target +2, Bane, Weapon Focus,

Level 8: Dex+1 HP+ 8, BAB +1, Fort +1, Ref +1, Will +1, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft),Spells (Resist Energy), Filadating Fire, Retrain Weapon Focus into Clustered Shots

Level 9: HP+ 8, BAB +1, Fort +0, Ref +0, Will +0, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells Level 3 (Channel Vigor, Daylight), Study as swift, Sneak Attack 2d6, Deadly Aim

Level 10: HP+ 8, BAB +0, Fort +1, Ref +0, Will +1, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Communal Resist Energy), Weapon Focus

Level 11: HP+ 8, BAB +1, Fort +0, Ref +1, Will +0, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Heroism), Shake it Off, Open Feat

It fires 2 arrows at level 1, 4 arrows at level 3, 6 arrows at level 8, and 2 more arrows whenever I have Haste, which I get personally though Channel Vigor at level 9

Liberty's Edge 3/5 * Venture-Lieutenant, Canada—Ontario—Kanata

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You are correct. Swarms are immune to any specific target spells. I am learning all sorts of neat stuff from this thread.

Liberty's Edge 3/5 * Venture-Lieutenant, Canada—Ontario—Kanata

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Thanks for the correction on Spell Specialization. I will amend the character accordingly.

The point about being too deadly for others to have fun is a good one. Especially if I am trying to sucker my friend into playing more. I've had my eye on playing an alchemist for a while now anyway. I'll just roll one of those up and stick this sheet in reserve in case I need to fill a table.