Difference between revisions of "User:Koszhey"

From Tenebrae
Jump to navigation Jump to search
Line 208: Line 208:
 
'''Circleknife:''' These weapons are characterized by a cross-piece grip with one or more circular blades that come out perpendicular to the direction of the fist. All variations feature surfaces for parrying and trapping weapons. When proficient and wielding a circleknife in each hand you receive +1 Shield bonus to AC.
 
'''Circleknife:''' These weapons are characterized by a cross-piece grip with one or more circular blades that come out perpendicular to the direction of the fist. All variations feature surfaces for parrying and trapping weapons. When proficient and wielding a circleknife in each hand you receive +1 Shield bonus to AC.
   
===Firearms Table===
+
===Firearms===
   
   
  +
  +
Firearms are constructed through artifice, and as such are partly magical in their function. The original design has since been copied, reverse-engineered, and developed in different ways by other gunsmiths, resulting in numerous variations on the same concept. Their ammunition uses alchemical substances such as blasting powders, unstable fluids, and other concoctions for propellant. In all cases they make a loud detonation and launch a thumb-sized bullet at high speed.
  +
  +
  +
  +
Firearm Rules
  +
  +
Firearms work differently from other ranged projectile weapons—they instead use the following rules which are taken from the Pathfinder PRD.
  +
  +
At the present time Tenebrae only has Early Firearms available.
  +
  +
'''Firearm Proficiency:''' The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.
  +
  +
Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as dragonspitter or thunderbelcher) for that feat to affect.
  +
  +
All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.
  +
  +
'''Capacity:''' A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has.
  +
  +
'''Range and Penetration:''' Armor, whether manufactured or natural, provides little protection against the force of a bullet at short range.
  +
  +
:''Early Firearms'': When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
  +
  +
''Advanced Firearms'': Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.
   
 
{{TableMain}}
 
{{TableMain}}

Revision as of 18:57, 12 January 2013

Test page...


Armor

Weapons

Weapons Table

Simple Weapons
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range
Weight
Type
Special
Unarmed Attacks
Light
One-handed
Two-Handed
Ranged
Martial Weapons
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range
Weight
Type
Special
Unarmed Attacks
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
Exotic Weapons
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range
Weight
Type
Special
Unarmed Attacks
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
Two-Handed
Ranged
Hunting Bolas, Egalrin
15
1d3
1d4
20 x2
20 ft.
2 lb.
B&P
Trip, See Desc
Skipball, Halfling
2
1d4
1d6
20 x3
20 ft.
1 lb.
B
See Desc
Explosive Weapons
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range
Weight
Type
Exotic Weapons
Bomb
150
2d6
x3
10 ft.
1 lb.
Fire
Smoke Bomb
70
Smoke
10 ft.
1 lb.
-

Circleknife: These weapons are characterized by a cross-piece grip with one or more circular blades that come out perpendicular to the direction of the fist. All variations feature surfaces for parrying and trapping weapons. When proficient and wielding a circleknife in each hand you receive +1 Shield bonus to AC.

Firearms

Firearms are constructed through artifice, and as such are partly magical in their function. The original design has since been copied, reverse-engineered, and developed in different ways by other gunsmiths, resulting in numerous variations on the same concept. Their ammunition uses alchemical substances such as blasting powders, unstable fluids, and other concoctions for propellant. In all cases they make a loud detonation and launch a thumb-sized bullet at high speed.


Firearm Rules

Firearms work differently from other ranged projectile weapons—they instead use the following rules which are taken from the Pathfinder PRD.

At the present time Tenebrae only has Early Firearms available.

Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as dragonspitter or thunderbelcher) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.

Capacity: A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has.

Range and Penetration: Armor, whether manufactured or natural, provides little protection against the force of a bullet at short range.

Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

Firearms
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range
Misfire
Capacity
Weight
Type
Special
One-handed Firearms
Dragonspitter
1000 gp
1d6
1d8
20 x4
20 ft.
1 (5 ft.)
1
4 lbs.
B and P
-
Two-handed Firearms
Thunderbelcher
1500 gp
1d10
1d12
20 x4
40 ft.
1-2 (5 ft.)
1
9 lbs.
B and P
-