Post by black heart on May 16, 2011 2:34:04 GMT -5
black powder has recently come into the hands of the humans of Vendria, who have spent the last 3 years teaching its people how to use it, and integrating it into they're arsenals.
bombs: there are a few different sorts of bombs, shaped charges meant to damage structures, explosives meant for clearing debris, and grenades, meant to kill with shrapnel, but all of them could kill if misused.
shaped charges deal 3d6x2 damage in a 15ft cone, if you have evasion, you take half damage. a shaped charge must be set on the ground somewhere and has a delay of at least one round, or up to 10 rounds. they cost 100gp each
explosives deal 3d6 in a 10ft radius, if you have evasion you take half damage. if thrown they're considered a simple weapon, and follow the standard thrown weapon rules. its a move action to light the fuse and has a delay of 1 round. they cost 75gp each
grenades deal 3d6 damage plus 2d6 piercing damage, and follow the same rules and cost 100gp each.
note: you may delay throwing the explosives and grenades until they're about to explode, to make sure the enemy cant run from it before it goes off.
Guns!: the Pathfinder game has released rules for guns, and a class that specializes in theyre use, instead of the rules i made up, we'll be useing these now.
The Gunslinger: www.d20pfsrd.com/classes/base-classes/gunslinger
Gunslinger feats: www.d20pfsrd.com/feats/grit-feats
Guns: www.d20pfsrd.com/equipment---final/firearms rules for special ammo, and gun specific items and enhancments are also listed here.
siege weapons: www.d20pfsrd.com/gamemastering/siege-engines rules for bombards and cannons are about halfway down the page.
Vendria only has access to early firearms currently.
bombs: there are a few different sorts of bombs, shaped charges meant to damage structures, explosives meant for clearing debris, and grenades, meant to kill with shrapnel, but all of them could kill if misused.
shaped charges deal 3d6x2 damage in a 15ft cone, if you have evasion, you take half damage. a shaped charge must be set on the ground somewhere and has a delay of at least one round, or up to 10 rounds. they cost 100gp each
explosives deal 3d6 in a 10ft radius, if you have evasion you take half damage. if thrown they're considered a simple weapon, and follow the standard thrown weapon rules. its a move action to light the fuse and has a delay of 1 round. they cost 75gp each
grenades deal 3d6 damage plus 2d6 piercing damage, and follow the same rules and cost 100gp each.
note: you may delay throwing the explosives and grenades until they're about to explode, to make sure the enemy cant run from it before it goes off.
Guns!: the Pathfinder game has released rules for guns, and a class that specializes in theyre use, instead of the rules i made up, we'll be useing these now.
The Gunslinger: www.d20pfsrd.com/classes/base-classes/gunslinger
Gunslinger feats: www.d20pfsrd.com/feats/grit-feats
Guns: www.d20pfsrd.com/equipment---final/firearms rules for special ammo, and gun specific items and enhancments are also listed here.
siege weapons: www.d20pfsrd.com/gamemastering/siege-engines rules for bombards and cannons are about halfway down the page.
Vendria only has access to early firearms currently.