Difference between revisions of "Equipment"
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Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon. But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon. The cost of the weapon is the base price for the weapon multiplied by the number of barrels. Each barrel must be enchanted separately if that is desired. The weight and awkwardness of Quad Irons provide a -1 penalty to any shot after the first in a round, and Six Shots have a -2 penalty. Multi-Shot weapons provide no benefit to reloading. |
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon. But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon. The cost of the weapon is the base price for the weapon multiplied by the number of barrels. Each barrel must be enchanted separately if that is desired. The weight and awkwardness of Quad Irons provide a -1 penalty to any shot after the first in a round, and Six Shots have a -2 penalty. Multi-Shot weapons provide no benefit to reloading. |
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− | ==Additional Rules for Firearms== |
+ | ====Additional Rules for Firearms==== |
'''Reloading Firearms''' |
'''Reloading Firearms''' |
Revision as of 08:09, 19 February 2010
General Use Items
Clockwork Chess Set: Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.
Defensible Parasol
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.
- Size: Medium.
- Cost: 150gp.
- Weight: 3lbs.
Dwarven Armored Kilt
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.
Dwarven Breaching Engine
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).
- Size: Large
- Cost: 400gp
- Damage: 3d8
- Critical: 20/x3
- Range Increment: -
- Weight: 40lbs.
- Type: Bludgeoning
Dwarven Pullygun
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.
- Size: Small
- Cost: 225 gp
- Weight: 8 lbs
Gnomish Gyroparasol
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling.
- Size: Medium
- Cost: 150 gp
- Weight: 2 lbs
Goblin Army Knife
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds
but no skill check is required.
- Size: Small
- Cost: 50 gp
- Weight: 4 lbs
Goblin Catapult
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!
- Size: Medium
- Cost: 200gp
- Damage: as per missile
- Critical: -
- Range Increment: 125 ft.
- Weight: 20lbs.
- Type: as per missile
Spider Silk Rope
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.
- Size: -
- Cost: 25gp/50 ft
- Weight: 3 lbs
Splundar's Patented Portentious Pyrotechnics (signal rockets)
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.
- Size: Small
- Cost: 100gp
- Damage: 1d6 (1d4 to wielder if used as a weapon)
- Critical: -
- Range Increment: 100ft.
- Weight: 2lbs.
- Type: Fire
Thanatopticon
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.
- Size: Small
- Cost: 300gp
Weapons Table
Martial Weapons | Cost | Dmg (s) | Dmg (m) | Cit | Rng | Wt | Type | Notes |
Pistol | 300 | 1D6 | 2D4 | x3 | 30 | 5lbs | P & B | |
: Military Pistol | 750 | 1D6 | 2D4 | x3 | 45 | 5lbs | P & B | Masterwork |
Long Gun | 500 | 1D10 | 2D6 | x3 | 80 | 12lbs | P & B | |
: Long Rifle | 950 | 1D10 | 2D6 | x3 | 120 | 12lbs | P & B | Masterwork |
Blunderbuss | 400 | 2D4 | 2D6 | x3 | 30 | 10lbs | P & B | See Desc |
Exotic Weapons | Cost | Dmg (s) | Dmg (m) | Cit | Rng | Wt | Type | Notes |
Hand Cannon (Heavy Pistol) | 400 | 1D10 | 2D6 | x3 | 20 | 7lbs | P & B | |
Dinosaur Gun (Heavy Gun) | 650 | 2D6 | 2D8 | x3 | 60 | 15lbs | P & B | |
: Dragon Rifle | 1100 | 2D6 | 2D8 | x3 | 90 | 15lbs | P & B | Masterwork |
Weapon Descriptions
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.
Bayonet: Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.
Flail, Dran: An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.
Great-Maul, Dran: This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.
Claws of Attack, Orcish: This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.
Circleknife: Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user. Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.
Swordwhip, Charn: The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.
Hookblade, Veyshanti: An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.
Mancatcher: A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws. A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained. A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent.
Skipball, Halfling: Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.
Bola: This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15). The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action. The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).
Bombs and Smoke Bombs are per the DMG.
Firearms in Tenebrae
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training. Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.
There are 5 types of firearms. The proficiencies available are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons. For balance issues, firearms may not be used for TWF.
Pistol & Long Gun
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units. These weapons have a smooth bore.
Military Pistol & Long Rifle
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately. Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.
Blunderbuss
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.
Hand Cannon, Dinosaur Gun and Dragon Rifle
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts. These weapons require special training to fire successfully. Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.
Ammunition
Pistol | 3g for 10 |
Rifle, Hand Cannon, Blunderbuss | 4g for 10 |
Dinosaur Gun | 5g for 10 |
Double Barrels, Quad Irons and Six Shots
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon. But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon. The cost of the weapon is the base price for the weapon multiplied by the number of barrels. Each barrel must be enchanted separately if that is desired. The weight and awkwardness of Quad Irons provide a -1 penalty to any shot after the first in a round, and Six Shots have a -2 penalty. Multi-Shot weapons provide no benefit to reloading.
Additional Rules for Firearms
Reloading Firearms
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity. Feats, Magic and Special Items can reduce this time down.
Combat Feats
Lightning Reload You are quite comfortable with loading a firearm.
- Prerequisite: Proficiency in Firearms, +1 BAB
- Benefit: It takes you a move action to reload a firearm you are proficient with.
Master Reload Your hand are a blur as you load your weapons.
- Prerequisite: Lightning Reload, BAB +6
- Benefit: It takes you a free action to reload a Firearm you are proficient with.
Marskman Combat Style
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot
6th Level – Master Reload, Vital Strike, Improved Precise Shot
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)