Nanoha:IncGame:Gear Options And Class Mods

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(Elocater)
(Known Device Power Options)
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''Prerequisite'': Barrier Jacket
''Prerequisite'': Barrier Jacket
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''Effect'': Choose either one weapon, or a pair of weapons that deal the same damage type. If you choose a pair of weapons, one must be light, and the other at most one-handed. Your Device transforms into the corresponding weapon upon activating your Barrier Jacket.
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''Effect'': Choose either one melee weapon, or a pair of melee weapons that deal the same damage type. If you choose a pair of weapons, one must be light, and the other at most one-handed. Your Device transforms into the corresponding weapon upon activating your Barrier Jacket.
For every two Device Powers you have, the Melee Weapon Form gains a +1 bonus. When you unlock a Device Power (even if it's not one that would give you a bonus), you can choose whether or not to spend one or more points of bonus to unlock a weapon ability, as long as doing so would keep its bonus at or above +1 and at or below +5. You can also remove specific enhancements, returning their bonus to the general bonus, as long as the bonus remains in the range of +1 to +5.  
For every two Device Powers you have, the Melee Weapon Form gains a +1 bonus. When you unlock a Device Power (even if it's not one that would give you a bonus), you can choose whether or not to spend one or more points of bonus to unlock a weapon ability, as long as doing so would keep its bonus at or above +1 and at or below +5. You can also remove specific enhancements, returning their bonus to the general bonus, as long as the bonus remains in the range of +1 to +5.  
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''Effect'': Your Device's Melee Guidance Component no longer has a maximum number of dice.
''Effect'': Your Device's Melee Guidance Component no longer has a maximum number of dice.
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=== Ranged Weapon Form ===
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AKA: Probably the ''other'' most basic power after the Barrier Jacket
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''Prerequisite'': Barrier Jacket
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''Effect'': Choose one ranged weapon. Your Device transforms into the corresponding weapon upon activating your Barrier Jacket. If you have taken Melee Weapon Form and have ''not'' chosen to take two weapons through it, you may instead have your Melee Weapon Form 'double' as a chosen ranged weapon for mechanical purposes. Otherwise, you may shift your Device between the forms as a Move Action.
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The weapon generates its own ammo at the point of firing; fluff-wise, this is energy bolts, but it deals damage per the normal weapon of its type. You may choose to have it deal Non-Lethal damage at no penalty.
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If your weapon serves as both a melee and ranged form, you may mix both melee and ranged attacks in the actions of one turn; however, doing so incurs a -2 penalty to all attacks after each switch, due to needing to adjust your grip (giving your opponent time to react).
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For every two Device Powers you have, the Ranged Weapon Form gains a +1 bonus. When you unlock a Device Power (even if it's not one that would give you a bonus), you can choose whether or not to spend one or more points of bonus to unlock a weapon ability, as long as doing so would keep its bonus at or above +1 and at or below +5. You can also remove specific enhancements, returning their bonus to the general bonus, as long as the bonus remains in the range of +1 to +5.
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You are always considered proficient with your Device's Ranged Weapon Form; if you meet the character level or base attack bonus requirements, you are treated as having Weapon Focus, Weapon Specialization, and/or their Greater Forms for the purposes of attacks with your Device's Ranged Weapon Form. Further, if you have a two-handed weapon set and meet the character level or base attack bonus requirements, you are treated as having Two-Weapon Fighting, Improved Two-Weapon Fighting, and/or Greater Two-Weapon Fighting.
== Known Inherent Skill/Equipment Options ==
== Known Inherent Skill/Equipment Options ==

Revision as of 21:01, 26 January 2013

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