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| Skara07-31-07, 05:51 PM | The root of this was an idea mentioned quite a while ago on these boards. I can't even remember what the thread was about, but it got me thinking. Arcane Crossbow: 2-handed exotic weapon with one rank in Use Magic Device, martial with 5 ranks in Use Magic Device, simple with 10 or more ranks. Feats such as skill focus count for the ranks (2 ranks and SF(UMD) counts as 5 ranks) Range Increment: 30-250 feet (6-50 squares) Cost: 9,000gp(?) Ammunition:Wands of first level arcane (sor/wiz) spells Reloading: 1 full round for a wand, no time (as bow) between shots of same wand, move action to change wands in crossbow already. How it works: The idea of this crossbow is that someone who knows a lot about magic but is not necessarily a caster can use wands as arcane bolts of ammunition. Also, the fact that the wand is in a crossbow, and therefore held like a gun, greatly increases accuracy. These bows can be made magical, and bestow bonuses normally. The crossbow is made of darkwood and has a rack on top that holds three wands. It can be rotated to fire from different wands if different effects are desired. When it is 'fired' the bow expends one or more charges from the wand to do damage and/or other effects. All wands deal damage, the type and possibility of other effects depends on if the weilder has caster levels and the spell being fired. Base damage table 1 d3 damage 5 4d3 10 5d3 15 7d3 30 15d3 40 20d3 50 25d3 damage Any amount of charges can be expended, those are merely examples. (Thus, even numbers are advised other than 1.) Additional effects are added on the damage depending on circumstances. ~Bow has magical bonus: +1-5 (magic) depending on bonus ~User has arcane caster levels (any class/prestige class): + caster level in damage ~Spell normally does damage (like Ray of Frost): +1/2 caster level on attack roll ~Spell is = to X and fired by 5th level or above caster: Resistance: Opponent takes -1 penalty on next saving throw (will negates) Detect Poison: Subject takes -2 penalty on next saving throw against poison (fortitude negates) Detect Magic: Subject's armor/sheild is determined magical or nonmagical. Daze: Subject is dazed for 1 round, 1 HD max for every 5 charges expended. (will) Dancing Lights: Path of blast is treated as the center of a Light spell for 1 minute per charge expended. Flare: Subject is dazzled for 1 round +1 for every 3 charges expended. Light: Damage is fire type. Ghost Sound: Damage is sonic type. Disrupt Undead: Damage is 1d4 against undead (rather than 1d3) Touch of Fatigue: Target is fatigued (fort) Mage Hand: Damage is force type Message: Target receives pre-recorded message. Open/Close: Target's ranged weapons are unloaded (IE crossbows) and/or quiver loses half arrows on the ground (reflex) Arcane Mark: Target is inscribed with mark- no save, but lasts 1 hour per charge used. Prestidigitation: +1d20 damage of a random type (1d6 between fire, cold, sonic, acid, electricity, force) I don't think I've missed anything but I'm feeling groggy today, so I might have. Please give constructive criticism, and help me on the bow price. It seems a little low, but it's 375 a wand, and most of the use is for casters (bad base attack) and people who invest in a (likely CC) skill. |