d20 Modern FAQ

Mistwell

Crusty Old Meatwad (he/him)
Some (very old) Q&A responses on nonlethal damage (that I had missed from before):

Nonlethal Damage:

Q: [How come two people can punch each other all day and not have a scratch under the current nonlethal rules? That makes no sense!]

A: OK, let me clear this up completely:

Two average joes, with no special skills or feats, can punch each other all day long. No-one is going to be knocked unconscious, and no-one is going to be seriously hurt. They may have some bruises, black eyes, and bloody noses, but nothing serious enough to warrant the actual loss of a hit point.

Realistic? Maybe, maybe not. (I tend to think it is--I've never seen anyone knocked out or seriously hurt in a fistfight, unless the fighters were experienced or using weapons.) It's certainly more realistic than the subdual system, in which average Joes will reliable knock each other unconscious after about three hits.

On the flip side, the all-or-nothing nature of this system models something we see in movies all the time--the ability to sneak up behind a guard, hit him on the head, and have him fall unconscious. It takes a couple feats to be able to do this reliably, but it works (it doesn't work with the subdual system if the target is higher than 1st or maybe 2nd level).

Hope that clears things up!

Q: [But that means three low level guys can gang up on one guy and never knock him out! Fix these rules!]

A: Three refugees (or accountants) trap a character in a back alley. They start kicking and punching him, apparently with the goal of knocking him unconscious. After 15 or 20 seconds, the character is not unconscious. The frustrated refugees (or accountants) start picking up bottles and two-by-fours. Now they're packing some punch, and the character, whose beating to this point was entirely superficial, starts taking some real injury.

What's wrong with this scenario? Nothing. It's realistic. It's the sort of thing we see in modern movies and fiction all the time. And it's exactly the result you get in d20 Modern.

Some people have called on us to "fix" these rules "before it's too late." We aren't going to, because they aren't broken. They work great in play, they require less bookkeeping than the subdual system, and they're more (yes, that's more) realistic.

If you'd like to use a different system in your home campaign, by all means do so. But recognize that you're doing so because of a difference in your taste, not because of a flaw in the game.

I, and the rest of the design team, stand by the assertion that this is a realistic, playable, and enjoyable system--and I think you'll agree when you give it a try. If it bothers you that two accountants can trade punches all day long with no real effect, I offer two points:

First, the game is not about amateur fisticuffs. If you need to simulate schoolyard scuffles, pick up a copy of Atlas Games' Lunch Money. You'll have a lot more fun. But if you're like most of us, the corner cases that are causing such a fuss on this thread will never come up in your game.

Second, remember that in the game, like in real life, people who actually want to harm one another have many options other than trading painful but generally harmless punches. They can pick up weapons. They can accept the standard -4 penalty for dealing normal damage. They can grapple. They can look for situational advantages. They can take a karate class.

If your idea of a fight is two people trading punches, with one of them falling unconscious after 18 or 24 seconds, this system isn't for you. If, on the other hand, you can see that in real life, the movies, comics, books, and every other milieu you might reasonably want to mimic in a modern roleplaying game, unarmed fights are somewhat more chaotic and require more creative approaches than simply trading punches, you'll probably find that d20 Modern's system serves your needs just fine!

I hope this answers any lingering questions. I certainly hope that, even if you aren't convinced, you can find some other aspect of d20 Modern of greater importance on which to base your decision to buy and enjoy the game.
 

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CleverName

Explorer
No Subtypes

I did not see this in the FAQ, but Charles Ryan posted on the d20 Modern developers list that "subtypes" do not exist in D20 Modern.

The section concerning them in the Shadow Chaser prestige class and the Glyph spell are typos.
 

Mistwell

Crusty Old Meatwad (he/him)
Q:Was Dodge left out deliberately from the Fast Heros bonus feat list, or was it an oversight?

A: It was left out deliberately. The Fast hero already has enough very attractive features; giving it the longest list of bonus feats (which would be the case if you added Dodge) would just be a bit too much. You could add Dodge and remove something else, but given that many Fast hero players are going to pick Dodge as one of their starting feats anyway, that seems to do the class a disservice. For those who have to use a non-bonus feat slot for Dodge, all I can say is that it's a small tradeoff for an otherwise excellent class choice.
 

jeffhartsell

First Post
FAQ in Word .doc format

Attached is the FAQ taken from this thread and put in a Word .doc format.
 

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Ranger REG

Explorer
RE: Autofire and Damage

Mistwell,

Please revise answer that while an autofire attack is an area attack (like grenade and fireball), a successful Reflex save would result in no damage, not half damage, from such an attack.
 

Mistwell

Crusty Old Meatwad (he/him)
Not able to keep up with FAQ right now, but at request I will add this A:

To reiterate:

The rules on this are pretty clear: "every creature within the affected area must make a Relex save (DC 15) or take the weapon's damage."

Anyone who says you take half damage on a save is reading something into the rules that isn't there. Period.

It's true that, in the d20 System, many effects that allow Reflex saves deal half damage on a failed save. Apparently, some people are now assuming that that's the default rule. It isn't. If a save cuts the damage in half, the rules will say so.

Hope that helps!


Also, there is now an errata list (unofficial) at WOTC boards.
 


Mistwell

Crusty Old Meatwad (he/him)
Errata

Errata, compiled by "OtherNiceMan" (who is also on this board under a different name), updated as of March 17, 2003. If you see him around, please give him some props for great work:

Chapter One – Characters

Errata

Page 21 – Ignore Hardness Talent Tree
Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.
Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).
Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).

Page 22 – Table 1.4 The Fast Hero
7th Level Defense Bonus should be +6.

Page 26 – Research Talent Tree
Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, he can make an Intelligence check to determine if he can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script skill check instead.


Chapter Two – Skills

Errata

Page 54 – Table 2.5 Poisons
Tear Gas Initial damage is nauseated for 1d6 rounds

Page 60 – Escape Artist
For ropes, your Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check.

Page 70 – Pilot
There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet fighters, and spacecraft) require the corresponding Air Vehicle Operation feat, or else you take a –4 penalty on Pilot checks.

Page 75 – Tumble
Tumble past Opponents: With a successful Tumble check (DC 15), you can weave, dodge, and roll up to 20 feet through squares adjacent to opponents, risking no attacks of opportunity. Failure means you move as planned, but provoke attacks of opportunity as normal.
Tumble through Opponents: With a successful Tumble check (DC 25), you can roll, jump, or dive through squares occupied by opponents, moving over, under, or around them as if they weren’t there. Failure means you move as planned, but provoke attacks of opportunity as normal.


Chapter Three – Feats

Errata

Page 84 – Improved Combat Throw
Benefit: In melee combat, if an opponent attacks and misses you, you may immediately make a trip attack against him. This counts as an attack of opportunity, which you can make even if you are unarmed.

Page 89 – Vehicle Dodge
Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.


Chapter Four – Equipment

Errata

Page 94 – Requisitioning Equipment
For example, you want to requisition a machine gun. Your 5th-level hero receives a mission in which combat is a near certainty, and she turned in all her requisitioned gear undamaged at the end of her last assignment. She has a Charisma bonus of +1. The purchase DC for the weapon is 19. She gains a +5 bonus on the check: +6 for a necessary object, –6 for the military restriction, +2 for proficient in the use of the object, +2 for turning in previous gear, and +1 for Charisma. You roll a 12. Since you’re 5th level, your result is 22 (5 + 12 + 5), which beats the machine gun’s purchase DC. The machine gun is issued to your character.

Page 96 – Table 4.4 Ranged Weapons
Damage for the M60 (medium machine gun) should be 2d10.

Page 96 – Table 4.4 Ranged Weapons
Insert Missing Longarm:
Benelli 121 M1 (12-gauge shotgun)
Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: S
Magazine: 7 int.
Size: Large
Weight: 8 lb.
Purchase DC: 17
Restriction: Lic (+1)

Page 104 – Table 4.6 Explosives and Splash Weapons
Molotov Cocktail; Purchase DC 3

Page 105 – Tear Gas Grenade
Anyone caught in a cloud of tear gas must make a Fortitude save (DC15) or be nauseated for 1d6 rounds.

Page 106 – Tear Gas Grenade
The purchase DC given is for a box of 6 grenades.

Page 113 – Table 4.10 General Equipment
Modem, Broadband; Purchase DC 6
Duct Tape; Purchase DC 3

Page 116 – Cellular Interceptor
About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service’s own transmitters. Intercepting the calls of a particular cell phone requires a Computer Use check (DC 35); if you know the phone number of the phone in question, the DC drops by 10. Obviously, the phone must be in use for you to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections.


Chapter Five – Combat

Errata

Page 135 – Table 5.2 Actions in Combat
Stand up from prone, sitting or kneeling provokes and Attack of Opportunity.

Page 135 – Table 5.2 Actions in Combat
Start / Complete full-round action should be an attack action, not a move action.

Page 137 – Start/Complete Full-Round Action
The “start/complete full-round action” attack action lets you start undertaking a full-round action (such as those listed on Table 5–2: Actions in Combat) at the end of your turn, or complete a full-round action by using a move action at the beginning of your turn in the round following the round when you started the full-round action.

Page 142 – Natural Healing
If you undergo complete bed rest (doing nothing for an entire day), you recover two times your character level in hit points. A 5th-level hero recovers 10 hit points per day of bed rest.

Page 149 – Thrown Explosives
Replace:
(1 Ft. to 5 Ft.) with (hit)
(6 Ft. to 10 Ft.) with (Miss 2 to 3 Range Increments)
(10 Ft. to 16 Ft.) with (Miss 4 to 5 Range Increments)


Chapter Six – Advanced Classes

Errata

Page 166 – Tactical Aid
As a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point.
This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier's level in the advanced class, rounded down.

Page 172 – Nip Up
A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.

Page 174 – Blanket Protection
At 10th level, a Bodyguard can use his expertise to provide protection for up to six allies (not including himself) within sight and voice range of his position.


Chapter Eight – Friends and Foes

Errata

Page 247 – Moreau
Moderate moreaus are all bipedal and can pass as human if they wear hoods or hats and keep to the shadows (–10 penalty on Disguise checks to pass for human). Some appear to be accident victims or suffering from birth defects rather than as members of a separate species. They generally have abundant body hair, but lack true pelts. All are Medium-size and possess low-light vision.

Page 248 – Bat Moreau Species Traits
Insert:
Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.


Chapter Nine – Campaign Models

Errata

Page 292 – Shadow Enemy
At 5th and 7th level, a Shadow Slayer selects a type of Shadow creature as a favored enemy. Due to his extensive study of these foes and training in the proper techniques for combating them, the Shadow Slayer gains a +1 bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against creatures of this type. He also gets a +1 bonus on weapon damage rolls against creatures of this type.

Page 319 – Spellcraft
Remove:
20 Draw a diagram to augment casting a dimensional anchor on a summoned creature. Takes 10 minutes. You can’t try again. The GM makes this check.

Page 321 – Scribe Scroll
Starting at 2nd level, a Mage can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day. The purchase DC for the raw materials to scribe a scroll is 13 + the scroll’s spell level + the scroll’s caster level.

Page 322 – Brew Potion
The purchase DC for the raw materials to brew a potion is 15 + the potion’s spell level + the potion’s caster level.

Page 323 – Spellcraft
Remove:
20 Draw a diagram to augment casting a dimensional anchor on a summoned creature. Takes 10 minutes. You can’t try again. The GM makes this check

Chapter Ten – FX Abilities

Errata

Page 369 – Mind Darts
Intelligence
Level: Battle Mind 3; Display: Visual (see text); Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One living creature; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5

You create a flurry of mental bursts that deal 5d6 points of damage to a single target within range.
 

Mistwell

Crusty Old Meatwad (he/him)
A couple of recent rulings (sorry for not keeping up):

Q: The description on page 94 and techie description are extremely general on what mastercraft can actually effect.
Techie description says all weapons, armor and some other devices can be made mastercraft
The mastercraft description says a mastercraft object can provide a bonus to attack rolls (standard), damage, Defense, or some other characteristic that improves when the object is used.

So, what can this actually be used on? Can an object have more than one mastercraft bonus? For a +12 purchase DC can my 1911 have a +2 to hit, and to damage? Can my box of .45ACP rounds? My cleaver? Can I give my armor +2 to Defense, and -2 to it's check penalty?
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A: For starters (in response to some other posts on this thread), forget what you know about masterwork items. Mastercraft follows different rules than masterwork (which, in fact, is why they have different names).

As a very general rule, you can mastercraft pretty much any item that does or can provide a bonus on a roll or check, or which otherwise has a numeric value. So, yes, you can give a firearm a +1 on attacks or damage rolls. You can increase an armor's Defense. You can affect ammunition, or a cleaver.

A given item can only have a total bonus from mastercrafting of +3. You can apply this however you want. For example, if your 10th-level Techie mastercrafted his Barret Light Fifty, he could give it a +2 on attacks and +1 on damage. The total bonus can't exceed +3.

You can mastercraft multiple items for a combined effect. For example, you could mastercraft the rifle to give you +3 on attacks, and a box of ammo to give you +3 on damage.

That said, you can't stack bonuses directly. Bonuses from mastercrafting are circumstance bonuses. They don't stack with each other, although they do stack with circumstance bonuses arising out of different circumstances.

Thus, you could mastercraft a laser sight to give you an additional +3 on attacks (in addition to the existing +1 equipment bonus). This would apply to any weapon you attached the laser sight to--but it wouldn't stack with the weapon's bonus from mastercrafting, if any. A +3 sight attached to a +3 weapon would simply give you +3.

Mastercrafting can't give an item an ability it can't normally have. You can't mastercraft your eyeglasses to give you a bonus on attacks, because eyeglasses don't normally have a game effect on attack rolls. Likewise, a mastercrafted laser sight still won't work outdoors in daylight.

You can mastercraft ammunition. For these purposes, the quantity give on Table 4-5 counts as a single "object" for the purposes of the mastercrafting rules. In other words, if you set out to mastercraft a batch of 5.56 ammo and follow the rules on page 179 as if mastercrafting a single object, you end up with 20 mastercrafted bullets.

Whew! Hope that clears things up. If not, feel free to expand on your questions.

Q: In an earlier thread, when someone asked if the bonuses from the Charismatic talents charm and fast-talk stacked, you said no as they were both competence bonuses. Does that apply to all talent-based skill bonuses (Dedicated hero's empathy, aware and healing knack, Smart hero's savant, Negotiator's conceal motive, Field Medic's medical specialist, and Personality's unlimited access)?
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A: None of these bonuses are typed, which means they stack with other bonuses. However, very few of these abilities stack with other abilities, because they generally affect different skills. The only instances in which two of these abilities grant stacking bonuses are empathy and unlimited access (which both give bonuses to Bluff and Diplomacy--but only when trying to get into restricted events) and healing knack and medical specialist (which, when stacked, grant a maximum total bonus of +5 on Treat Injury checks).

A side note on unlimited access: This ability can only be used to get into semi-public events--parties, tours, the private room at the back of the restaurant, etc. In other words, places where members of the public (even if it's just a select few) are granted admission. You can't use it to get into places where no member of the public is ever admitted, like a secret military installation.


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Q: How do the Daredevil abilities action boost and adrenaline rush interact?
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A: The Daredevil's action boost ability allows you to spend up to 2 action points in a round on the same action. (Sorry that the text isn't very clear on that0. Therefore, you can spend 2 action points to boost a single ability score with the adrenaline rush ability. When you reach 8th level, the action points you spend affect two ability scores.

In other words, a 5th-level Daredevil spends an action point to boost her Dexterity. She rolls 1d4+1 to see how much it's boosted. After seeing the result, she can elect to spend a second point to boost that same score by another 1d4+1. She cannot, however, spend the second point to boost a different ability score.

An 8th-level Daredevil who spends an action point could boost both Dexterity and Strength by 1d4+1, then spend a second point to add another 1d4+1 to the total boost. She could not, however, spend the second point to boost, say, Dex and Con.

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Q: What class abilities count as mind-affecting? I'm thinking of the Charismatic talents captivate, dazzle, and taunt; the Smart trick talent; the Personality ability winning smile; and the Negotiator's talk down chain.
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A: All of the above class abilities, plus the Negotiator's sow distrust ability, are mind-affecting.

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Q: If you take levels in Mage and buy ranks in Spellcraft, then take a Smart level, can you choose the Savant talent for Spellcraft?
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A: No. Savant can be applied only to the listed skills.

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Q: The driving rules don't seem to include aerial maneuvers; they all require Drive checks. Are the Pilot DCs the same? Will air combat rules come out in Urban Arcana or a future supplement?
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A: We don't have complete air combat rules at this time. The vehicle combat system should work just fine for basic air movement (though you might think up a few additional manuevers). The Drive check DCs apply to Pilot checks when the vehicles in question are aircraft.

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Q: This isn't a question exactly, but I thought I'd mention it anyway. It never made sense to me that you could read and write English, then learn to speak Spanish and not be able to read it.
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A: It's not a perfect system, that's true. To be completely realistic, languages would need a whole system to themselves at least as complicated as the skill system. We didn't think such a system would be worth--all the extra complication would not make the game any better or more fun.

So here's another way of looking at it: instead of spending 1 skill point to speak the language, and another 1 skill point to read and write it, imagine that instead it costs 2 skill points to speak, read, and write the language. That's essentially the same as the existing rules, just a bit more restrictive in how you spend your points. And it's a darn good deal compared to the cost of being competent at other skills.

Q: There are 2 sets of rulings from you on switching between the ranged use and melee use for a firearm, and I just wanted a confirmation/clarification.

Currently the ruling looks like you can always make an AOO with a firearm by using it as a melee weapon (provided the attack is a listed attack, like rifle butt, pistol whip, fixed bayonet, etc...), even if your last use was as a ranged weapon. However, for purposes of a disarm attempt, you go by whatever the last use of the weapon was (melee or ranged). Is this correct?

Here are the prior rulings:

Q: Is a firearm considered a ranged or melee weapon for purposes of disarm attempts?

A: The default answer is that a firearm is a ranged weapon; therefore you use the rules for disarming opponents with ranged weapons. However, if the opponent last used his weapon as a melee weapon (making a pistol whip, rifle butt, or fixed bayonet attack), treat the firearm as a melee weapon.

Q: 1) If a character in a threatened area provokes an attack of opportunity from an opponent with a pistol or rifle, the opponent can make an attack of opportunity with their pistol grip or rifle butt. 2) Also, attacks of opportunity cannot be made by using a ranged attack, but can be made by using the melee aspect of an otherwise ranged weapon (e.g., stab with a throwing knife, whip with a pistol grip).

A: Both of these are correct. Now, here's one point you might consider: If a melee attack form does not appear on the melee weapons list, it probably counts as an improvised weapon. For example, whacking someone with your crossbow is probably an improvised weapon attack. In such cases, the attacker suffers a -4 penalty (see Improvised Weapons on page 109).

Q: During a full-attack option, can a character switch freely between the ranged and melee aspects of pistols and rifles? For example, could a character with a rifle and 3 attacks due to high BAB, shoot at one target, strike a melee opponent with their rifle butt, and then shoot another target? If they alternate between modes in one full-attack action, do they suffer an attack penalty to either set of attacks (or both)?

A: The attacker can switch between modes freely. The attacker provokes attacks of opportunity any time she makes a ranged attack within a threatened square.

A: The second and third questions both deal with what the gun-wielder has to do to switch modes between ranged and melee attacks. In both cases, the answer is "nothing." In effect, the gun wielder can use either mode of attack whenever he or she wants; changing modes is not an action.

The first question deals with how the gun-wielder's opponent addresses disarm attempts. The answer is that, unless you have a reason to do otherwise, treat the firearm as a ranged weapon.

I don't think there's a contradiction here, unless I'm missing something. If so, please let me know!

Q: The latest Bullet Points mentioned that you guys had a working Wounds/Vitality system that converted Undead/Constructs...

How did it do that? Did they just get 10 extra Vitality to make up for the missing con score?

A: The favored system (I say "favored" because it was never finalized) was the system described in the Polyhedron Shadow Chasers mini-game: creatures without Con scores simply have no wound points. In the case of undead, reducing them to 0 vitality only "killed" them temporarily; to permanently destroy them you had to get a critical hit with a special weapon (a stake in the case of vampires, for example) or, in some cases, destroy some sort of "focus."

Q: I can't seem to find a rule regarding double-barrel shotguns. If both barrels are fired at once, is the attack handled like a double-tap (one extra die of damage)?
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A: Effectively, yes.

If the shotgun is fully-loaded (there's a shell in both barrels), you can fire both at once. You receive a -2 penalty on the attack, but you deal +1 die of damage with a successful hit. Obviously, firing both barrels leaves the weapon empty; you have to reload to fire again.

Reloading a double-barrel shotgun, like reloading any firearm with an internal magazine, is a full-round action.

These rules apply to the sawed-off shotgun in the d20 Modern rulebook.

Q: Can a Bodyguard use the Harm's Way ability when he if flat-footed, If he started the combat adjacent to the ally that he is defending?
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A: Nope!

Q: The parabolic microphone and laser microphone both indicate that they are used by pointing them at the source of the sound to be heard. Does this pointing require the use of a touch attack roll?
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A: No touch attack is necessary. You must, however, have an unobstructed line of sight to the source of the sound. The distance penalties are reduced as described in the web enhancement, but any other penalties (such as "listener distracted," or those we've discussed for background noise) apply.

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Q: Also, the laser microphone picks up sounds by measuring the vibrations on the glass. Does the sensitivity of this measurement require that both target and "shooter" be still (i.e., can this be used on a moving target and/or from a moving platform)?
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A: Yes, both the listener and the target must be still. In other words, this piece of equipment can only be used by a stationary listener, and only be used on a stationary window (in other words, not a vehicle window). This should have been made clear in the web enhancement.
 

Mistwell

Crusty Old Meatwad (he/him)
Additional for the double-barrel shotgun:

Q: I just needed to check something: Do you actually need Double Tap to do this, or can you do it without the feat, as if you had it?
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A: No, you do not need the feat. Effectively, the double-barrel shotgun gives you the effects of the Double Tap feat for free.

The price you pay is that you only get one shot at it, then you have to use a full round to reload.
 

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