Firearms of Legacy
[url=http://i228.photobucket.com/albums/ee138/qwillion/Cover30firearmsoflegacy.jpg]Cover Image by Ian Greenlee[url]
Most Esteemed Qwilion:
I regret to inform you there has been an incident in the Firearms wing of the 13th Fell Repository. By the grace of Our Heavenly Archmage of Secrets and Guardian of Knowledge, nothing was successfully stolen but I take full responsibility for this breach in security. We are currently reviewing evidence at the site and consulting seers, but the identity of the burglars is not yet apparent. Vigilance and Watchfulness were both on duty in the repository and should be commended for their part in repelling this invasion, but both ironborn cannot yet report on what they witnessed due to the severity of their injuries.
In light of this unacceptable break-in, I have completed an inventory of the Firearms wing artifacts and a summary of their powers both known and rumored. A copy of this rushed inventory has been included in this missive. Any one of these weapons in the wrong hand could sow tyranny and destruction the likes of which has not been seen since the days of chaos after Cynmark’s downfall. It cannot be a coincidence that these powerful weapons were targeted by this assault, and I fear it is only a matter of time before the guilty parties make another attempt.
Full responsibility for this incident rests upon my shoulders, and I accept any consequences of this failure. I can only hope this missive helps us handle any future troubles.
Your Humble Servant,
Stephas Thun, Minister of the 13th Fell Repository
In the years following the tyranny of the Immortal Emperor and Dread Lich Korvack Cynmark, the shackles of his rule were cast free from imagination, innovation, and technological development. Buried as these were by waves of pestilence, famine, and civil war, it is no surprise that devices of war were some of the most common inventions.
Firearms were rare and novel devices prior to Questhaven and The Protectorate’s recent renaissance, custom devices with little uniformity in make and function. These guns were usually crafted and used by a single owner, an adventurer who imbued them with power by effort and deed. In time these firearms became minor artifacts, and are considered a specific type of weapons of legacy.
Weapons of Legacy: A Brief Overview
A weapon of legacy is a magical item that increases in power with its owner. Each has a set of abilities that can be awakened by ritual and sacrifice, allowing the weapon to evolve from a well-made mundane item to a minor artifact. Each of the firearms presented here has a unique history that has shaped its powers, commonly (but not always) tied to a legendary adventurer of Questhaven. New owners of a weapon of legacy have the opportunity to add their own powers to the weapon once it is fully awakened.
Aura strong enchantment; CL 20th
Slot held; Weight 3 lbs.
This pistol has an oversized, fluted bronze barrel cast to resemble a roaring dragon’s head. The handle is undersized and little more than a stunted handgrip, with two unguarded flat triggers.
Knowledge (arcana, engineering or history) DC 12:
During the initial post-Empire technological boom, firearms and warlike applications of alchemy developed along divergent lines and rarely intermingled. Most alchemists were content to let firearms perform their specialized function of throwing lead into people at high velocity, and to focus their alchemical talents in more imaginative areas. The alchemist Tzu Tzapini, after working on a brief sabotage campaign alongside the infamous Hasev-Tzen, came to the conclusion that applying advanced alchemy to a firearm would be more effective than Hasev-Tzen’s foolish magical device. Wardrake was never renamed a Tzu Tzapini’s Folly by scholarly consensus so perhaps the alchemist was right, at least from the perspective of history.
When first encountered, this weapon functions as a masterwork dragon pistol. A wielder who meets or exceeds certain level requirements will become aware of rituals that can be performed to awaken Wardrake and increase its power. Each ritual requires 1 hour of time and consumes material components of a varying value in gp.
Level---Special Ability----------Component Cost
3rd-----+1 cartridge affinity----3,000 gp
9th-----reduction compound-------13,500 gp
12th----trench-clearing vapors---24,000 gp
15th----mindbending compound-----42,000 gp
+1 Cartridge Affinity: At 3rd level, the legacy weapon gains a +1 enhancement bonus. The weapon is specifically designed to accommodate alchemical cartridges at the expense of being more difficult to load by hand. When the weapon is loaded with an alchemical cartridge reduce the misfire chance by 1, but when the weapon is loaded with powder and a bullet or pellets, increase the misfire chance by 1.
Flaskfiring: At 6th level, the legacy weapon can be loaded with flasks of alchemical substances instead of its regular ammunition. Any alchemical substance described as being in a flask can be loaded into the weapon in this manner. A successful attack with the weapon deals normal weapon damage and also applies the effects of a direct hit with the alchemical substance. Any creatures adjacent to the target are subject to splash damage from the alchemical substance. You treat this attack as both a firearm and a splash weapon to determine which feats and class features apply to it. Missed shots scatter at double the usual rate (10 feet per range increment).
Reduction Compound: At 9th level, the legacy weapon can imbue its shots with a substance to lessen even the mightiest of enemies. As a standard action, you can make an attack with the weapon that deals normal damage and forces the target to make a Fortitude saving throw or be reduced in size. This effect is similar to the reduce person spell, but can affect any type and size of creature. If the weapon is loaded with an alchemical substance, any creatures taking splash damage are also affected by this ability but gain a +4 bonus to their saving throw. This ability can be used three times per day.
Trench-Clearing Vapors: At 12th level, the legacy weapon can unleash a cloud of poisonous gas from its ammunition. As a standard action, you can make an attack with the weapon that deals normal damage and creates a cloud of poisonous vapors centered on the target, as the cloudkill spell. This ability can be used once per day.
Mindbending Compound: At 15th level, the legacy weapon can imbue its shots with a substance that breaks its enemies’ minds. As a standard action, you can make an attack with the weapon that deals normal damage and forces the target to make a Will saving throw or suffer from a continuous confusion effect, as the insanity spell. If the weapon is loaded with an alchemical substance, any creatures taking splash damage are also affected by this ability but gain a +4 bonus to their saving throw. This ability can be used once per day.
Wardrake can only be destroyed by an alchemical dismantling process that takes 24 hours by a creature with at least 20 ranks in the Craft (alchemy) skill.