![]() When used, the winch provides a +2 bonus on grapple combat maneuver checks to pull the target toward you and a +2 bonus on Climb checks.ĭescription: This weapon functions as a heavy crank crossbow, except that its damage, critical, and range values are equivalent to those of a light crossbow. After firing such a bolt, the wielder can use the winch to retract the rope or pull herself along the rope if the bolt is secure. The wound rope can be attached to a barbed bolt as part of a loading action. Up to 50 feet of silk rope can be wound onto the winch as a full-round action that provokes attacks of opportunity. While not banned outright, adventurers sporting crossbows can expect to have their reputations suffer accordingly, being associated with backalley business and underhanded dealings.ĭescription: This heavy crossbow has a winch mounted below the stock. While the hefted bulk of standard crossbows is closely associated with the patriotic imagery of marching ranks of soldiers defending hearth and home, ownership of crossbows by private individuals is invariably seen as evidence of their less-than-savory doings. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10-foot radius.Pictured here: 1) poisoned sand tube, 2) tube arrow shooter, 3) crossbow bolt, 4) hand crossbow, 5) light crossbow, 6) repeating crossbow or chu ko nŭ, 7) crank crossbow, 8) heavy crossbow, 9) heavy repeating crossbow, 10) heavy crank crossbow, and 11) launching crossbow.Ĭrossbows have a complicated imagery in the Empire. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage. This is a +3 ghost touch heartseaker weapon. Whenever the wielder of this +3 unholy light crossbow lands a hit, the enemy must pass a Will saving throw (DC 20) or their armor its sundered for 1d3 rounds. The enemy starts doubting that violence is an answer and thus will suffer -1d4 penalty on attack rolls for one round. Whenever the wielder of this +3 light crossbow lands the first hit in a round against an enemy, that enemy's consciousness and love to all life awaken. This weapon is a +5 unholy bane all light crossbow. ![]() In addition, swarms cannot make a Reflex save against this effect and always suffer full damage. Successful Reflex saving throw (DC 30) halves the damage. Whenever the wielder of this +5 holy flaming burst light crossbow hits an enemy, all enemies in a 5-foot radius suffer 3d6 holy damage. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. This +4 undead bane light crossbow allows its wielder to cast healing spells as though they had the Reach Spell feat. It also grants a +4 bonus on initiative rolls. ![]() This +3 flaming light crossbow grants its wielder a +2 insight bonus to attack and damage rolls against non-living creatures. This effect can be removed with the remove curse spell. ![]() Whenever this +2 light crossbow confirms a critical hit, if wielded by an oracle, the target must pass a Will saving throw (DC 22) or suffer from the same effect as the oracle's curse gave on level 1, without any of its benefits. Whenever this +1 light crossbow confirms a critical hit, it deals 1d4 force damage to all enemies in a 10 feet radius.
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