Teleportive Weapon Special and Far Shot feat


Rules Questions


Teleportive
Source Near Space pg. 148
This weapon’s fired ammunition teleports a short distance after being fired. You take only a –1 cumulative penalty when attacking outside the range of this weapon.

Far Shot feat
You remain accurate at longer ranges.
Prerequisites: Base attack bonus +1.
Benefit: You take only a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You take a –2 penalty per full range increment between you and your target.

Do the benefits from these stack?

SFS Legal Skipshot Pistol, Tactical
Source Near Space pg. 150
Level 1; Price 105
Hands 1; Proficiency Small Arms
Damage 1d4 P; Range 60 ft.; Critical Bleed 2
Capacity 20 rounds; Usage 2
Bulk L; Special Teleportive

Would an operative with a skip shot pistol be able to essentially snipe from 600 ft (10 range increments) with a pistol without any range penalties?


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They don't say they reduce your penalty. They tell you what the penalty becomes. So they don't actually stack benefits because they aren't giving you a bonus or penalty.


Darg727 wrote:
They don't say they reduce your penalty. They tell you what the penalty becomes. So they don't actually stack benefits because they aren't giving you a bonus or penalty.

Exactly right.


So essentially, range penalties would still apply amd the benefits are then redundant?

So basically you'd still take a -1, -2, -3, etc., per range increment even with both the feat and the special weapon?

I'm dming a group and want to make sure I understand before I make the ruling for my players.


Yes, they are redundant. Even with both options present you would still take the cumulative -1 penalty per range increment.

In comparison, a sniper rifle requires a move action to gain a similar benefit and you can't use that range to full attack.

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