Why take a Crossbow?

Hey! You're absolutely right, Apok, that text at the end of Quick Shot is completely bogus. And based on your analysis they aren't overpowered. Thanks!
 
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CCamfield said:
Hey! You're absolutely right, Apok, that text at the end of Quick Shot is completely bogus. Thanks.

No problem. :)

Yeah, that Special really threw me for a loop for a minute. I guess it's just a reminder to look at 3rd party material very carefully. Ah, well.
 

Apok said:


No problem. :)

Yeah, that Special really threw me for a loop for a minute. I guess it's just a reminder to look at 3rd party material very carefully. Ah, well.

You have to look at all material very closely. Some 3rd party publishers amy be worse than others and owrse than wizards but some may be better. And wizards has made enough errors, poor choices etc.(though many ifxed with errata) that there stuff shouldn't be accepted right off. (look at sword and fist when it 1st came out)
 

A better question might be why take a hand crossbow except for character flavor. Shorter range than either any of the other crossbows or regular bows. You have to take a feat to use it (usually) and it does less damage.
 

Rogues get hand crossbows.

I would say the only reason to take one is if you want to be sneaky with a missile weapon. It should be easier to smuggle a hand crossbow in on your person than a regular crossbow. You don't need to use magic to get it in either.
 

The reason to use a hand crossbow is because you can use it with a small shield.

The standard drow equip in my campaign is small shield (often magical) shortsword, and hand crossbow. The drow can use the hand crossbow without having to drop the shield.
 

Range ...Range...

I am not a big crossbow fan nor am I big fan of every tom, dick and harry who wants to put out a supplement with "for crap" feats and classes just fill their book.

.... However with that said if I was to use a crossbow I would reach into the Sword and Fist and pull out the "Great Crossbow"

Reason being is that it ignores armor and shield modifiers. (if I remember correctly... looked at in the store a couple times) and... it has a range of 150ft.


Now with that in mind I start having flashes of "Quiggley" the crossbow user with his "Sharps magically enhanced" crossbow of distance. Which puts his first Range increment at 300 ft (or 100 yrds) Now depending how you view "far shot" feat (no SRD infront of me here) you could make that 450ft. or 375ft.

Stacking rules probably make it the 375ft or 125 yrds.

Ultimately it means that you could be "sniping" armored knights at nearly a 1/4 of mile at just a mere -6 to hit (no armor). The deep woods sniper out of the Masters of the wild gives another 10% which pretty much takes you to the 1/4 mile mark and the bolts are keened, crit threat range is now 17-20.

Anyway like I said I like the core rules but this seems like it would be fun to squeeze afew of these off and then hide like a mother.
 


Re: Re: Range ...Range...

Vaxalon said:


Not so.

It *IS* a very nice weapon for a sniper, however. It also works nicely for a 'fire and forget' weapon.


My Refference was wrong it is the Crossbow out of the "The quinitisential fighter" .

It dawned on me on the drive home. Check the distrittion.
 

Darklone said:
Don't tell it to your players....

Evil kobold ambush tactic: Kobolds are somewhere (Across a chasm) where the players can not easily enter.

Now use some kobolds with Shot on the Run to hop from full cover, shoot and get away again.

Readied attacks might help... but NOT much if 10 crossbow archers at once hop from cover :D

You sir are a credit to the Kobold. :D

I'm going to add that to my 'Kobolds Kick Ass' file of nasty tricks.
 

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