| Post/Author/DateTime | Post |
|---|---|
| cbolt_toak10-28-04, 01:14 PM | Another mistake I saw in FF was Saber's flaming bolts. The bolts are supposed to be +1 flaming bolts, a +2 enchantment bonus. (Because they can't gain a special ability until they first get a +1) In that case the correct text on Saber's ranged attack should be "...or +5 ranged (1d8+1/19-20 plus 1d6 fire, light crossbow)", because the attack roll gets +1 Dex, +3 BAB, and +1 enchantment bonus from the bolts, and one additional damage for that same bonus. If I am wrong please tell me because I am having difficulty interpretting DMG's magic weapons, but from what I have read and have been told, you have to have a +1 enchantment bonus first, then add a special ability at it's cost. |
| cbolt_toak10-28-04, 04:07 PM | Bah, no one answered and its been looked at a bunch. Well, I am making an adjusted version of Saber that is for 12 1st level adventurers, and the reason I asked was because he needs more treasure, and the best bet was getting a masterwork light crossbow and many more flaming bolts. However, masterwork light crossbows would be redundant, since the +1 to attack rolls that the crossbow would give would be overlapped by the ammunition, so I was curious if it really can be just a "flaming bolt" and that the bonus of a masterwork crossbow was overlapped or not...if so, then the text in the adventure would have to be changed to correctly reflect this. |