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Armor

Weapons

Weapons Table

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

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.

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. Orcs treat claws of attack as martial weapons.

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.

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 length and sheer weight makes it incapable of tripping or disarming like other flails can.

Hunting Bolas, Egalrin: The egalrin hunting bolas is a lethal form of the normal bolas, featuring heavier weights and the inclusion of spikes. Egalrin treat hunting bolas as martial weapons.

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. When fighting defensively or with full defense, a Main Gauche wielded in the off-hand grants a +1 shield bonus to AC.

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. Halflings treat skipballs as martial weapons.

Firearms

The History of Firearms in Ea

Firearms are a somewhat recent - if dangerous - invention that were introduced to these lands. According to what records may be found, a gobber by the name of Fizzlebog developed them just decades past. He was a slender if quirky fellow known as a true gobber's gobber, though he was also considered dangerous even among his own kind. His kin soon exiled him and his inventions to the furthest reaches of their land. And, as he had been exiled, his discoveries were not uncovered for some time. In fact, they may not have found at all if not by accident.

Once in the Desolation he invented with abandon. By all accounts his inventions were dangerous accidents, though there is no telling with his maddened mind. However at one point he outfitted a band of roving Gnolls with them. This pack stormed the self-made bandit kings of the Desolation, who fled as much from the noise as anything else.

Fizzlebog constructed two devices that have since, with a mix of both caution and enthusiasm, made their way across the world. The first he named the Dragonspitter, a hand-held device crafted of artifice; it was named as such due to an hallucination he experienced of his neighbor's windmill taking the form of a dragon, and with two shots he removed its eye. Others name it the dragonspitter for the fiery muzzle flare that erupts around the barrel as it fires, and its deadly bite.

The second was the Thunderbelcher, a two-handed device named by his neighbors. It sounded like a crack of thunder, or even - as one gobber claimed - as though Fizzlebog were taking aim and had destroyed the mountains themselves.

It was the Thunderbelcher's invention that finally drew worldwide notice, and more permanently exiled him to the Desolation with his inventions.

- Sage Orum


Firearms are constructed through artifice, and as such contain magical components in addition to mechanical ones. Preconceptions of real-world black powder firearms do not apply to Tenebrae firearms. 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. Barrels, firing chambers, triggers, and other components can take on many different forms. 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 an emerging technology within the world of Tenebrae. They are mass-produced by guilds, gunsmiths, and some modern nations, but are not yet a common sight. At present those with the wealth or means to acquire them are uncommon. Nations and organizations without the wealth to afford them, or the capacity for artifice, equip their military forces with traditional armaments instead.

Alexandros: With the penchant for Alexandrian innovation - and the local population of Goblins contributing to their development - firearms are quickly becoming a common sight in this land. The Alexandrian military was one of the first to embrace these new weapons, though their expensive nature means that most of their standing forces are still equipped with more traditional arms.
Blar: This newly-founded nation has purchased some firearms from Alexandria, and some industrious Hobgoblins have taken up the pursuit of artifice, but for the most part they still utilize the traditional weaponry of their ancestors.
Charn: A few generals and lords have gone to the expense of arming some of their trusted units with firearms. Charnese designs sometimes employ necromantic artifice in their construction, using dark and unwholesome shortcuts to achieving the same ends.
Desolation: Trade in firearms within Vandalheim has grown as arms-dealers look to expand their markets. Bandits sell stolen firearms to whomever can afford them, and rich mercenary captains sell the services of their marksmen.
Dran: Firearms are a rare sight to the rugged people of the Dran steppes, but a few warlords have acquired them as curiosities.
Khazad Duin: The Dwarven clans have mostly embraced the Goblin invention and craft their own designs that are known for reliability and durability.
Llyranost: The different Elvish houses each hold their own opinions on firearms, and as such either view them as dangerous contraptions or an exciting new development in artifice. Adoption of them has since been slow and subject to much debate.
Myrddion: The Myrrish armies possess a few elite units armed primarily with firearms, similar to Alexandria. Myrrish lords also purchase firearms for their household guard and knights as they deem fit.
Rune: Artificers in this arcane nation have placed their own spin on gunsmithing, resulting in intricate designs that make heavy use of mana-infused components.
Stormgarde: Though lacking the industrial might of their southern neighbors, some gunsmiths do exist in this wintry land and have had their work commissioned by local lords.
Veyshan: The wealthiest merchants and nobles sometimes purchase firearms from neighboring nations or local gunsmiths. Some tribal raiders have started employing thunderbelchers after looting caravans containing them.



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, 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.

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.


Firearm Descriptions

Firearms are divided into one-handed, two-handed, and siege firearms. As the category's name implies, one-handed firearms need only one hand to wield and shoot. Two-handed firearms work best when you use two-hands while shooting them. Two-handed firearms can be shot with one hand at a –4 penalty on the attack roll. Siege weapons are typically mounted on some sort of platform, movable or otherwise, and have greater power but a much slower rate of fire—they're detailed in their own section.

Scatter Weapon Quality: A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

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
-
  • During chargen, Firearms are available at half price. After chargen, they are full price.


Dragonspitter: The single-shot dragonspitter is one of the most common firearms, although it is still rare enough to be an object of envy or curiosity to most.

Thunderbelcher: This long-barreled firearm has a much greater range than its cousin, the dragonspitter.


Special Materials

Special materials are found in other areas aside from the ones listed below. The local area is listed for convenience, for purposes of plots and roleplay. Tenebrae has an open policy towards these materials; discounts on their purchases can be earned through roleplay and RPPs.

What Sorts of Materials are Available?

Material Type Where It's Found (Locally)
Adamantine Found as scrap within the ruined outskirts of Merkabah, ancient mines within the Red Ridge Mountains, and old Genrivian battle sites.
Alchemical Silver Happy Valley
Cold Iron A unique method of forging iron, this may be negotiated with khazad smiths and patrons of Reos.
Darkwood Deep Woods, and trade with Am'sheri or members of the Ygdrassil Union.
Mithral Within ancient mines within the Red Ride Mountains, and found among sildanyari and khazad smiths. Other deposits may be found within ancient Sildanyari and Khazad ruins around Alexandros (see Alexandrian history)
Spirit Armor only, does not violate a druid's code. Part of a ritual involving calling an elemental and negotiating with it. Available to active members of the Ygdrassil Union. See Equipment for a description.


Special Substances and Items
Item
Cost
Weight