Difference between revisions of "Equipment"

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'''Rifle:''' Rifles are single-shot, requiring both hands and a move action to reload (free action with Lightning Reload (rifle)).
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'''Rifle:''' Rifles are bolt-action, breech-loaded firearms. They are single-shot, requiring both hands and a move action to reload (free action with Lightning Reload (rifle)).
   
   

Revision as of 01:08, 19 August 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


Lantern of Darkness

This item appears to be a normal hooded lantern and functions as such until the command word is spoken. When the command word is spoke, instead of emitting light the lantern acts as the centre of a Darkness spell as if cast by a 4th level wizard. The lantern can be used in this way only once a day, and doing so burns up all of the remaining oil in the lantern.

Faint evocation; CL 4th; Craft Wondrous Item, Darkness; Price 1440g; Weight 2 lb


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

To address: Crit multiplier on firearms. Crit on dran great maul.

Equipment01.jpg
Simple Weapons
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Special
Unarmed
Light
One-handed
Two-Handed
Bayonet
5
1d4
1d6
20x3
-
1 lb.
P
See Desc
Ranged
Martial Weapons
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Special
Unarmed
Light
Main Gauche
10
1d3
1d4
19-20 x2
-
1 lb.
P or S
See Desc
One-handed
Two-Handed
Dran Flail
20
1d8
1d10
19-20 x2
-
50 lbs
B
Earthbreaker
35
1d8
2d6
20 x3
-
50 lbs
B


Ranged
Pistol
150
1d6
2d4
19-20 x2
50
.5lbs
P
See Desc
Revolver
230
1d4
1d6
19-20 x2
30
.5lbs
P
See Desc
Rifle
360
1d10
2d6
19-20 x2
120
2lbs
P
See Desc
Repeating Rifle
250
1d8
1d10
19-20 x2
80
2lbs
P
See Desc
Blunderbuss
400
1d10
2d6
x3
30
10lbs
P & B
See Desc
Exotic Weapons
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Special
Unarmed
Light
Claws of Attack, Orcish
25
1d4
1d6
18-20 x2
-
2 lbs
S
Circleknife
40
1d4
1d6
20 x3
-
3 lbs
S
Disarm, See Desc
One-handed
Swordwhip, Charn
80
1d4
1d6
19-20 x2
-
4 lbs
S
Disarm, Trip
Hookblade, Veyshanti
30
1d6
1d8
19-20 x2
-
4 lbs
S
Disarm, See Desc
Two-Handed
Ranged
Skipball, Halfling
2
1d4
1d6
20 x3
20 ft.
1 lb.
B
See Desc
Explosive Weapons
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Exotic Weapons
Bomb
150
2d6
x3
10 ft.
1 lb.
Fire
Smoke Bomb
70
Smoke
10 ft.
1 lb.
-

Weapon Descriptions

Equipment02.jpg

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.


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. A blunderbuss must be wielded in two hands.


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.


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.


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.


Earthbreaker: 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. A martial 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.


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.


Pistol: A pistol is breech-loading, holding a single round. It requires two hands and a move action to reload (or free action with Lightning Reload (pistol)). A pistol gains a +2 precision bonus to damage when using no other weapon or shield. This bonus only applies to targets capable of taking critical hits, and that are seen clearly -- a pistoleer cannot apply precision damage to targets with concealment. Finally, the bonus only applies to targets within 30' (this distance increases due to any effect that increases the maximum range of sneak attack). This precision damage is multiplied on a confirmed critical hit.


Revolver: Revolvers (also pepperboxes, and other more exotic guns) hold 6 rounds. Cocking the revolver for the next shot is a move action requiring two hands. It is a free action requiring only one hand with Lightning Reload (revolver). Refilling a single revolver requires a standard action and both hands. With Lightning Reload (revolver), refilling one or two revolvers is a free action (and can be effectively ignored).


Rifle: Rifles are bolt-action, breech-loaded firearms. They are single-shot, requiring both hands and a move action to reload (free action with Lightning Reload (rifle)).


Rifle, Repeating: Repeating rifles have an internal magazine holding 6 rounds. Until the magazine is depleted you may fire with nothing but a free action to work the bolt. When empty, refilling the magazine requires a standard action (free action with Lightning Reload (rifle) and can be effectively ignored). Generally repeating rifles are something only low level infantry types will be given; slightly higher prestige and training required than crossbows, but less finesse than bows.


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.


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.


Bombs and Smoke Bombs are per the Pathfinder Player's Guide.


Ammunition for Firearms

Pistol 3g for 10
Rifle, Blunderbuss 4g for 10

Notes on Firearms

  • Firearms can be fired prone, like crossbows, unlike bows.
  • Firearms can be fired while mounted, unlike longbows.

Magic Items

Shifterskin

This is a magic item that enables the wearer to take on an animal form one or more times a day. Shifterskin capabilities, and cost, correspond to a single use of the Beast Shape I, II, III, or IV spells as appropriate. The simplest form (Beast Shape I) is usable once per day and costs 5400 gp.