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View Full Version : Making good use of Master Tinker (Exotic Weapons)



SangoProduction
2021-07-12, 09:45 PM
Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Gnomes have this alternative racial trait. It's pretty neat. Conceptually at least. Not a lot of things that really matter in the slightest. But still.

Assuming that you've got the skill points to just have all the crafts (which I do), what are the most notable weapons that you can suddenly be proficient in?

Particle_Man
2021-07-13, 12:27 AM
Spiked chains? Two handed swords if you don’t have that proficiency already? Ditto Mighty Composite Long Bows?

Would siege weaponry count?

Anthrowhale
2021-07-13, 06:46 AM
One-handed weapons
Heavy Maul w/ Greater Mighty Wallop 12d6 x3 (Complete Warrior)
Tigerskull club w/ GMW 6d6 x4 Bludgeoning and Piercing Trip/Disarm+2 Frostburn
Two-Handed Weapons
Heavy Lucerne Hammer w/GMW 6d8 x4, Reach, Bludgeoning or Piercing
Ranged Weapons
Greatbow 1d10 x3, 120' range, full RoF
Great Crossbow 2d8 18-20/x2, 120' range, full round load
Harpoon 1d10, 30' range, sticks in target(!)
Net 10' range, touch attack
Footbow 1d8 x3, 110' range, Strength*1.5 damage