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Awhile ago I posted the rules for some WW2 style Era firearms in a Dieselpunk themed settings. I received some suggestions and made some changes. Seeing as how that was forever ago I now present you with the updated rules, including grenades and weapon attachments.
Link


Alright, so I made some changes.
Firstly, I changed Surge of Death's bonus to strength to +1 in the first increment, +2 at the second, and plus +4 at the third. I also made it require to be at least 7th level to take it and I made the increments scale up every five levels.
Secondly I believe the Vitality Drain power was worded weirdly. The point of the power was for the Oracle to gain the bonus they took for a bit. I reworded it a bit and I hope it is easier to understand.
Thirdly I added a pair of new revelations, but I still need another one (each Mystery has 10 revelations total, I like to try and be as consistent with official rules as much as possible). Here they are:
Life Link (Su): As a move action, you may touch a friendly or hostile creature to establish a link between your souls. Whenever either one of you is within 30 ft of each other and take hit point damage, you may either take the damage instead, or have the other creature take the damage if you took the initial hit, whichever is you decide at the time of the hit. At 5th level, this includes ability drain or damage. At 10th level this includes negative levels and level drain. At 15th level, any time you or the creature you have performed Life Link with have a spell casted on either one of you, you may choose which one of you gains the benefit of the spell (e.g. if the creature you have life linked with is affected by Cure Light Wounds you may choose to gain the benefits instead, or have the creature gain the benefits instead of you if it was initially casted on you). The effects of Life Link last for a number of rounds equal to your Oracle level plus your Charisma modifier. You may use this ability once a day plus an additional time per day for every five Oracle levels you possess.
Master of the Harvest (Ex): You gain proficiency with scythes. You treat any scythe you wield as if its critical threat range were one higher. At 3rd level you gain Cleave and Weapon Focus (Scythes) as bonus feats. At 6th level you gain Greater Cleave as a bonus feat. At 12th level you treat your reach as if it were 10ft when wielding a scythe, unlike weapons with the reach property, you may still attack targets within adjacent to you.


Well, the whole idead behind naming it "Hunger" was that it was going a step above vampires. As in, it goes just from drinking someone's blood to eating their soul/life force/whatever. However that is not to say there wouldn't be powers that would be vampiric inspired (such as drinking someone's blood to restore hit points.
That and mystery's for Oracle's I've noticed are more or less concepts, ones that inspire their revelations. So "Hunger" was the most suitably appropriate, as it was clear enough to get a message across yet vague enough to leave some room for interpretation.


Also forgive me for the overall edginess of the Mystery. I like vampires quite a bit.


So I have decided to try and come up with a tanking Mystery for the Oracle that is also somewhat vampiric themed. The problem is that I have a hard time coming up with two more Revelations for the mystery, even after I stole a few from the Death Mystery. My question for you my fine people, is what your ideas for the final two Revelations may be?
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Alright so I reworked Rapid Fire to not take a fixed value of ammunition when fired, it only takes ammo as normal, and I added an ammo belt as an item (description below). I also removed the will save to avoid falling prone from the base Rapid Fire rule and instead made it a feat (also below).
Ammo Belt: Instead of being loaded with a magazine as normal, Rapid Fire weapons may instead be loaded semi-manually with ammunition loaded directly through a belt. An ammo belt can vary in size, costing 1 GP and add ½ pound of weight for every pound of ammunition it is meant to accommodate. Loading a Rapid Fire firearm may make triple the amount of attacks than normal when making a Rapid Fire attack (or quadruple if the weapon is a machine gun), but require that the ammo belt have the required amount of ammunition in order to continue firing. Regardless, reloading a Rapid Fire weapon is a full-round action, regardless if you have the Rapid Reload feat or not. An Ammo belt may be no longer than double a weapon’s maximum ammunition value.
Pinning Fire
Prerequisites: Base Attack Bonus +5, Point Blank Shot, Proficiency with two or more firearms with the Rapid Fire quality.
Benefit: When making a Rapid Fire attack, you may instead choose to pin the target down in place. The target treats it’s armor bonus to AC as normal, but it must instead make a Will saving throw (DC= 10+½ of the attack roll) or fall prone. The target must make this save even if you miss the attacks.


necromental wrote:

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There is a "how to format your text" table under the posting window.

Thanks you for pointing that out, this is my first time posting in a message board of any kind and the help is appreciated.


For the whole falling prone from Rapid Fire thing, supposed to represent that automatic weapons in real-life combat are mostly used for suppression and to pin things downot in combat, the best way I could see to implement that was to force a Will Save from the target as they avoid trying to shit their pants and fall to the ground.
Also, I agree that Rapid Fire ammunition consumption is weird, but I could not find a very good way to implement it. I attempted to fix this by making every number have an even amount of Max ammo that was also a multiple of three. If there are any better ways to implement this I am open to suggestions.


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So I began getting everything ready for a Dieselpunk inspired setting for a series of books I plan on writing sometime after I graduate from High School. For those of you who do not know, Dieselpunk is any setting that is inspired by both world wars and the interwar period between them, where automobiles, tanks, airplanes, and all sorts of vehicles came into popularity since diesel gas became more easily accessible (hence the name "Dieselpunk"). Naturally, this comes with a technology shift, such as what weapons are available now that firearms are extremely commonplace now.
I have been running a game of Pathfinder with some homebrewed rules for my friends, the most comprehensive of which is the new firearms. I have attempted into trying to introduce very advanced firearms without completely abandoning other weapons. The link to the rules are as follows:
https://docs.google.com/document/d/1Rfdurs4Xp1kb00wN-bUPdRFEjvvHrYvPTKGgCY4 vO4E/edit?usp=sharing
My question is what does everyone else think about these rules, and what can I do to improve them?