![]() ![]() ![]() ![]() Throwing axe at x3 APR at level 7 dealing 1d6+11 ( 4 from proficiency, 2 from weapon, 5 from strength ) equals 3d6+33 which can be up to 51 damage a round messenger at x5 APR at level 7 dealing 1d6+5 ( 4 from proficiency, 1 from bow ) equals 5d6+25 which can be up to 55 damage a round It is our intent to work within this license in good faith.Out of those 5 weapons, realistically fire dagger +2 will probably be the best, with its +1 AC bonus, and the fact that its % is higher for dealing extra fire damage, just based on probability alone, it would deal more damage than the phasing daggerĪs for the rest of the weapons, up to you, compared to fire dagger +2 they are kind of crap, dazer's chance to stun is so damn low, and if you want i suppose you could keep peacekeeper for skeletal undead, since in theory it would be dealing "double" the damage of fire dagger +2 with its crushing damageĪs for the throwing axe +2 the reason why i suggest it is because yes, even though the messenger of whats-it-ma-jig does set your APR to 3, that also means you are going to run out of arrows super fast, which means stocking up on crap ton of arrows ( unless you have some mods for higher arrow stacks or infinite arrows ) plus even with that being said you are no doubt shooting +0 arrows, which will not be able to hit every baddie, while the +2 throwing axe, counts as a +2 weapon, so it can hit those baddies that require magical weaponsĪnd damage wise, lets see. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. This is part of the (3.5e) Revised System Reference Document. Multiply magic cost by 10.īack to Main Page → 3.5e Open Game Content → System Reference Document→ Weapons Open Game Content ( place problems on the discussion page). If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. ![]() Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.Masterwork weapons have a +1 enhancement bonus on attack rolls.However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.Įnhancements Repeating Light Crossbow Material Enhancements You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal light crossbow. Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). The repeating light crossbow holds 5 crossbow bolts. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.This material is published under the OGL 1.0a. ![]()
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