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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Create 'original' weapons always need craft skill?
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<blockquote data-quote="Hackenslash" data-source="post: 883480" data-attributes="member: 11770"><p><strong>Suggestions for skills required !!!</strong></p><p></p><p>Hello, Just thought I would had my suggestions to your post, as I have actually had a player in my own campaign ask the same questions after reading the same books by R.A Salvatore. I thought about it and decided to apply the Craft Bowyer/Fletcher skill as that was the most likely skill that would apply itself to the making and more importantly hollowing out of "Crossbow Bolts". After some smart alec suggested using the same methods for normal arrows I simply replied that the arrows would be too thin to attempt a successfull hollowing and still maintain it's flight integrity. So I set the DC for making the Bolt at 20 as it does require some skill to hollowout a bolt and still maintain the correct dimentions for flight etc...also I decided to let the PC's have a go at crafting various versions for holding different liquids, eg a Glass Bolt for holding Acid etc...but adjsuted the price and DC accordingly. I must admit to using the Alchemist's Fire idea to start as a base for cost, but used a little maths to re-calculate the formula for a more expensive material. Some might say that the Bowyer/Fletcher skill may not cover Crossbow bolts and it should be a Craft Weapon skill check instead, but eitherway it would still work. I also set the time to create one bolt at 1/2 day for wooden, 1 day for metal and 3 days for glass. By the way the PC's did manage to get a few "modified bolts" in their arsenal but the damage factor was not really a big difference in combat. You are looking at a 1d8 for light bolts plus maybe a 1d6 or 2d4 at best really depending on liquids used. Hope this helps.....<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Hackenslash, post: 883480, member: 11770"] [b]Suggestions for skills required !!![/b] Hello, Just thought I would had my suggestions to your post, as I have actually had a player in my own campaign ask the same questions after reading the same books by R.A Salvatore. I thought about it and decided to apply the Craft Bowyer/Fletcher skill as that was the most likely skill that would apply itself to the making and more importantly hollowing out of "Crossbow Bolts". After some smart alec suggested using the same methods for normal arrows I simply replied that the arrows would be too thin to attempt a successfull hollowing and still maintain it's flight integrity. So I set the DC for making the Bolt at 20 as it does require some skill to hollowout a bolt and still maintain the correct dimentions for flight etc...also I decided to let the PC's have a go at crafting various versions for holding different liquids, eg a Glass Bolt for holding Acid etc...but adjsuted the price and DC accordingly. I must admit to using the Alchemist's Fire idea to start as a base for cost, but used a little maths to re-calculate the formula for a more expensive material. Some might say that the Bowyer/Fletcher skill may not cover Crossbow bolts and it should be a Craft Weapon skill check instead, but eitherway it would still work. I also set the time to create one bolt at 1/2 day for wooden, 1 day for metal and 3 days for glass. By the way the PC's did manage to get a few "modified bolts" in their arsenal but the damage factor was not really a big difference in combat. You are looking at a 1d8 for light bolts plus maybe a 1d6 or 2d4 at best really depending on liquids used. Hope this helps.....:D [/QUOTE]
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Create 'original' weapons always need craft skill?
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