D&D Custom Vault
I don't know about you guys, but since I currently don't have a group to campaign with out here, whenever I open my books, terrible things happen. And so I figured I might as well share them with anyone who feels like they need something odd or new in their campaigns.
And, you know... If you have anything of your own you wanna share, go ahead and post it here. Anything at all; weapons, monsters, templates, classes, whatever you feel needs to be known or used.
I've got a few things here [read, a binder stuffed with a literal fuckload of papers] but I only intend to share a few for now, since, well, time is limited.
I've been slowly doing weird things towards a steampunkish campaign, starting with the addition of firearms.
Firearms. Because I suck at making Charts.Name : Cost : DMG(S) : DMG(M) : Crit : RangeInc : Weight
Pistol, Snub : 200 gp : 1d6 : 1d8 : x3 : 40ft : 2 lbs
Pistol, Long : 300 gp : 1d8 : 1d10 : x3 : 60ft : 3 lbs
Musket : 500 gp : 1d10 : 1d12 : x3 : 120ft : 6 lbs
Arquebus : 700 gp : 2d4 : 2d6 : x4 : 150ft : 12 lbs
Arquebus à croc: 1000 gp : 2d6 : 2d8 : 100 ft : 20 lbs
Scattergun : 800 gp : 1d4 pellets/1d3 : 1d6 pellets/1d4 : x2 : 30 ft : 8 lbs
Punt Gun : 1400 gp : 2d4 pellets/1d3 : 2d6 pellets/1d4 : x2 : 50 ft : 22 lbs
Handbombs : 50 gp : 2d6 : x2 : 10 ft : 1 lb
Smoke Bombs : 40 gp : Smoke: -- : 10 ft : 1 lb
Bomb Launcher : 800 gp : handbombs : -- : 30 ft : 14 lbs
Ammunition
Powder Horn : 35 gp : 2 lbs (full)
Powder Keg : 250 gp : 20 lbs (full, 15 lbs powder)
Bullets, Bag (10) : 3 gp : 2 lbs
Bullets, Box (200) : 60 gp : 45 lbs
Masterwork Bullets, Bag (10) : 20 gp : 2 lbs
Materwork Bullets, Box (200) : 400 gp : 40 lbs
Scattershot (60 pellets) : 4 gp : 4 lbs
Scattershot shells, Box (20) : 20 gp : 5 lbs
Both the scattergun and punt gun rely on a pellet spread to deal damage. For every range increment past the first, in addition to the usual -2 per increment on attacks, these weapons also take a -2 per increment on pellet count. Apply critical damage to all pellets.
The masterwork component on a firearm costs an additional 600 gp. This gives the weapon a breach-load that allows reloading to be done as a move actions for pistols, rifles, and bomb launcher and a standard action for the punt and scatterguns. Additional barrels can be added to the firearms at the cost of 300 gp + 1/2 base price per barrel.
Masterwork firearms, depending on the type, come with either a sight or muzzle focus.
Sight: Spend up to 3 rounds sighting on a target, gaining a +1 per round on your next attack roll. If distracted, lose bonus until sighting again.
Muzzle Focus: Reduces pellet spread, reducing range increment penalties to -1 per increment.
A flash suppressor can be used as well, reducing the penalties associated with using a firearm to -5, rather than the normal -10 on hide checks after firing. A suppressor can be used 5 times before it is broken and useless.
Rapid Reload reduces reload times as described in the feats chapter.
I'll get more eventually.
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"My name is David, by the way. Um, hi. I once saw a man’s kidney grow tentacles, tear itself out of a ragged hole in his back and go slapping across my kitchen floor."
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