Equipment

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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 Proficiency names for Feats 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 TWF. When employed in this way (specifically, TWF) Rapid Shot, Many Shot, and Two Weapon Rend may not be used with firearms.

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
Quickshot 5g for 1 *

* See description

Quickshot Ammo

Using an alchemical process to bind the powder directly to one side of the ball, quickshot ammo can be loaded quickly and cleanly. Using a weapon with Quickshot Ammo confers the Quickshot trait for that shot (see Additional Rules, below).


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

Quickshot Trait

Whether through magic, alchemy or technology, a weapon with this trait can fire rounds without paper and/or loose powder.  Without these complications a Quickshot weapon can be reloaded as a move action.  A skilled gunner with the Lightning Reload feat can reload a Quickshot Weapon as a free action.


Quickshot (Spell)

School: Transmutation

Level: Rgr 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 Standard Action

Target: 1 Firearm Barrel

Duration: 1 Minute/level

Saving Throws: None, Spell Resistance – No

Component: A pinch of gunpowder

The firearm barrel under the effects of this spell gains the Quickshot Trait. 

NOTE: The spell is worded this way to accommodate Double Barrels etc.

 

Quickshot (+1 Weapon Enchantment)

This enchantment permanently applies the Quickshot Trait to a single barrel. 

Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell


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.
Special: This feat stacks with the Quickshot Trait (See Below)


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.)