Difference between revisions of "User:Koszhey"

From Tenebrae
Jump to navigation Jump to search
Line 212: Line 212:
   
   
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.
+
Firearms are constructed through artifice, and as such contain magical components in addition to mechanical ones. 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.
   
   
Line 218: Line 218:
 
Firearm Rules
 
Firearm Rules
   
Firearms work differently from other ranged projectile weapons—they instead use the following rules which are taken from the Pathfinder PRD.
+
Firearms work differently from other ranged projectile weapons—they instead use the following rules which are adapted from the Pathfinder PRD with some added house rules.
   
  +
At the present time Tenebrae only has Early Firearms available.
 
  +
'''Artifice:''' Firearms are partly magical and will not function in an antimagic field.
   
 
'''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.
 
'''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.
Line 228: Line 229:
 
All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.
 
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.
+
'''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.
   
 
'''Range and Penetration:''' Armor, whether manufactured or natural, provides little protection against the force of a bullet at short range.
 
'''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.
+
When firing a 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.
  +
  +
'''Loading a Firearm:''' You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat).
  +
  +
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.
  +
  +
Loading any firearm provokes attacks of opportunity.
  +
  +
Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm.
  +
  +
Firearms are hand-loaded, requiring bullets or pellets and alchemical propellant to be inserted into the weapon. If a firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed firearm and a full-round action to load each barrel of a two-handed firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.
  +
  +
'''Misfires:''' If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.
  +
  +
The broken condition of a firearm that was caused by a misfire can be repaired by a character with the craft/gunsmithing skill. This requires a standard action at DC 10, or a move action at DC 20.
  +
  +
If a firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or with the craft/gunsmithing skill). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.
  +
  +
'''Ammunition:''' Firearm ammunition consists of alchemical propellant and shot (either bullets or pellets). Unlike other types of ammunition, firearm ammunition is destroyed when it is used, and has no chance of being retrieved on a miss. Firearm ammunition cannot be treated with poison, unless you are using a pitted bullet.
  +
  +
'''Concealing Firearms:''' Like light weapons and hand crossbows, one-handed firearms are easy to conceal on your person. Some smaller firearms can grant bonuses to conceal a weapon on your person.
  +
  +
'''Inappropriately Sized Firearms:''' You cannot make optimum use of a firearm that is not properly sized for you. A cumulative –2 penalty applies on attack rolls for each size category of difference between your size and the size of the firearm. If you are not proficient with the firearm, a –4 nonproficiency penalty also applies. The size of a firearm never affects how many hands you need to use to shoot it, the exception being siege firearms and Large or larger creatures. In most cases, a Large or larger creature can use a siege firearm as a two-handed firearm, but the creature takes a –4 penalty for using it this way because of its awkwardness.
  +
  +
'''Bucklers:''' You can use a one-handed or two-handed firearm without penalty while carrying a buckler. As usual, the shield bonus to AC is not granted if the firearm is fired that round.
  +
  +
'''Fire while Prone:''' Firearms, like crossbows, can be fired while their wielders are prone.
  +
  +
'''Firearms and Water:''' Regardless of how the alchemical propellant is described, firearms and their ammunition suffer no penalties when exposed to water and can be reload and fired underwater. The normal penalties for using a ranged weapon underwater still apply.
  +
  +
'''Deflecting and Snatching Bullets:''' The Deflect Arrows feat and the Snatch Arrows feat can be used to deflect bullets, but not pellets shot from a scatter weapon. Neither of these feats can be used to deflect siege firearm attacks.
   
''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 19:57, 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 contain magical components in addition to mechanical ones. 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 adapted from the Pathfinder PRD with some added house rules.


Artifice: Firearms are partly magical and will not function in an antimagic field.

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.

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

When firing a 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.

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat).

The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.

Loading any firearm provokes attacks of opportunity.

Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm.

Firearms are hand-loaded, requiring bullets or pellets and alchemical propellant to be inserted into the weapon. If a firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed firearm and a full-round action to load each barrel of a two-handed firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.

Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.

The broken condition of a firearm that was caused by a misfire can be repaired by a character with the craft/gunsmithing skill. This requires a standard action at DC 10, or a move action at DC 20.

If a firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or with the craft/gunsmithing skill). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

Ammunition: Firearm ammunition consists of alchemical propellant and shot (either bullets or pellets). Unlike other types of ammunition, firearm ammunition is destroyed when it is used, and has no chance of being retrieved on a miss. Firearm ammunition cannot be treated with poison, unless you are using a pitted bullet.

Concealing Firearms: Like light weapons and hand crossbows, one-handed firearms are easy to conceal on your person. Some smaller firearms can grant bonuses to conceal a weapon on your person.

Inappropriately Sized Firearms: You cannot make optimum use of a firearm that is not properly sized for you. A cumulative –2 penalty applies on attack rolls for each size category of difference between your size and the size of the firearm. If you are not proficient with the firearm, a –4 nonproficiency penalty also applies. The size of a firearm never affects how many hands you need to use to shoot it, the exception being siege firearms and Large or larger creatures. In most cases, a Large or larger creature can use a siege firearm as a two-handed firearm, but the creature takes a –4 penalty for using it this way because of its awkwardness.

Bucklers: You can use a one-handed or two-handed firearm without penalty while carrying a buckler. As usual, the shield bonus to AC is not granted if the firearm is fired that round.

Fire while Prone: Firearms, like crossbows, can be fired while their wielders are prone.

Firearms and Water: Regardless of how the alchemical propellant is described, firearms and their ammunition suffer no penalties when exposed to water and can be reload and fired underwater. The normal penalties for using a ranged weapon underwater still apply.

Deflecting and Snatching Bullets: The Deflect Arrows feat and the Snatch Arrows feat can be used to deflect bullets, but not pellets shot from a scatter weapon. Neither of these feats can be used to deflect siege firearm attacks.


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
-