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Armor
Weapons
Weapons Table
Simple Weapons | ||||||||
Unarmed Attacks | ||||||||
Light | ||||||||
One-handed | ||||||||
Two-Handed | ||||||||
Ranged | ||||||||
Martial Weapons | ||||||||
Unarmed Attacks | ||||||||
Light | ||||||||
Main Gauche | ||||||||
One-handed | ||||||||
Two-Handed | ||||||||
Dran Flail | ||||||||
Earthbreaker |
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Ranged | ||||||||
Exotic Weapons | ||||||||
Unarmed Attacks | ||||||||
Light | ||||||||
Claws of Attack, Orcish | ||||||||
Circleknife | ||||||||
One-handed | ||||||||
Two-Handed | ||||||||
Ranged | ||||||||
Hunting Bolas, Egalrin | ||||||||
Skipball, Halfling | ||||||||
Explosive Weapons | ||||||||
Bomb | ||||||||
Smoke Bomb |
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
The History of Firearms in Ea
Firearms are a somewhat recent, if dangerous, invention 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. Also the concentration of gunsmiths - along with their creations - varies across the world.
- 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 this weapons, though their expensive nature means that most of their standing forces are still equipped with more traditional arms.
- Charn: A few generals 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.
- Myrddion: The Myrrish armies possess a few elite units armed primarily with firearms, similar to Alexandria. Myrrish lords also purchase firearms for their local forces 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 have purchased firearms from neighboring nations or local gunsmiths.
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 | ||||||||||
One-handed Firearms | ||||||||||
Dragonspitter | ||||||||||
Two-handed Firearms | ||||||||||
Thunderbelcher |
- 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.