About SRG-B0TSRG-B0T (with a Zero!)
AC 17, Touch 15, Flat Footed 13 (+4 dex, +2 armor, +1 size, +2 blind panic)
Magical Effects ----------------------
Feats Gunsmithing (bonus), Rapid Reload (hackbut, bonus), PBS, Rapid Shot
Skills 6x level
Languages Common, Binary, Protean
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"Old Betty" is SargeBots Light Machine-Gun. When SargeBot was dumped in this world he was sorely dissapointed with the local firepower and has since done his best to build himself a custom-made machine gun from the parts available.
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Old Betty is a Mwk Double Hackbut with a belt feed loading system connected to the keg of gunpowder on his back. (the belt feed has no real mechanical effect, just assembles the blackpowder, bullet and cartridge) Damage: 2d10, Misfire: 1-3, Range: 50ft, Capacity: 2 Value: 650gp ((4000 base x 0.25 commonplace + 300 Mwk) x 0.5 crafted) Weight: 15lb (18 base x 0.75 small + 1.5 belt feed) Old Betty must be set up as a full-round action prior to firing. Failure to do so results in a -4 to hit penalty and knocks the shooter prone. Reloading is normally a move action. "Thirsty" is SargeBots trusty sidearm and backup weapon. Overloaded with gunpowder and about as bulky as a rock, this pistol never-the-less spits golden death downrange and has been with Sarge since the begining (although it barely resembles the Atlas pistol it once was)
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Thirsty is a Mwk Double-Barreled Pistol with the External Capacity and Double-Packed Barrels mods and the Overloaded defect resulting in 3 chambers with 3 doses of powder and 1 gold plated bullet in each. SargeBot carries 6 spare golden bullets in a small compartment in the handle. Damage: 1d6+1, Misfire: 1-2, Range: 20ft, Capacity: 3 Value: 382.95gp ((1750 base x 0.25 commonplace + 300 Mwk) x 0.5 crafted) + (1 base bullet x 0.1 crafted x 3 gold plated x 9 total) + (10 base gunpowder x 0.1 crafted x 9 doses) + (5 base hollow pommel x 0.5 crafted) Weight: 5.63lb (5 base x 1.5 fluff x 0.75 small) Thirsty normally fires single bullets but can be made to fire 2 shots at once with a -4 penalty to each shot. Reloading is normally a standard action. and with careful maintainence it will stay that way :) SargeBot carries a rarely used pistol in the compartmet in his front pannel.
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This is a simple coat pistol, yet modified like everything else.
Damage: 1d3, Misfire: 1, Range: 10ft, Capacity: 1 Value: 94.85gp (750 base x 0.25 commonplace x 0.5 crafted) + (1 powder + 0.1 bullet) Weight: 0.75lb (1 base x 0.75 small) The coat pistol grants +2 to slight of hand checks to conceal the weapon. SargeBot also carries what he calls his BoomKeg on his back. This contraption contains a massive and volitile keg of gunpowder, shot and the tools required to fuel and maintain his weaponry. As is everything else, it is custom made and heavilly modified.
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The BoomKeg is a combination of everything SargeBot needs relating to guns. It contains a massive keg of powder (100 doses), a large pouch of shot holding up to 60 bullets, a built in gunsmiths kit and a bullet combiner attached to the belt feed that feeds his machine gun (20 cartridges max).
Value: 221gp ((1000 base powder x 0.1 crafted) + (1 base bullet x 0.1 crafted x 60 total) + ((12 base cartridge x 0.5 crafted) - 1 powder) x 20 total) + (15 gunsmithing kit)
The BoomKeg contains everything SargeBot needs to maintain, modify and fire his weaponry, however, having that much in one place can be dangerous! If the Keg is exposed to fire, electricity, or a misfire explosion, SargeBot must make a Ref save or the keg explodes, dealing 5d6 points of fire damage to anyone within a 20-foot burst (DC 15 Reflex half).
The Keg just combines everything and makes it simpler so i have less paperwork to deal with. Also note that the exploding Keg gets a ref save because i am carrying it.
Total cost: 1284.8gp
That is also all i will be crafting, i have just under 5k left to spend which will probably include muleback chords, armor of some sort and a +1 enhancement for Old Betty (paying full price).
Relevant rules:
Commonplace Guns wrote: Commonplace Guns: early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed, but advanced firearms and their ammunition are still rare and cost the full price. Gunsmithing wrote:
Objects and saving throws wrote: "Unattended Non-Magical Items": Non-magical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus). Homebrew
Gun Scavenger: Reloaded 1.0:
__________________________________________ Gun Scavenger: Reloaded A gun scavenger collects scraps, spare parts, and other components that might—if modified properly—give her firearm an extra edge. Gunsmith: The gun scavenger's starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat to repair it. This ability works in all other ways like the gunslinger's gunsmith class feature.
A gun scavenger gains the following deeds at the listed level. Change Out (Ex) At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that she has collected during her travels. These parts (or mods) are similar to the ingredients of a spell component pouch and valueless. They might be a spare blade or a gyroscope or a broken pipe-turned barrel. Regardless she chooses one of the following and adds it to her firearm. Alternativly at 3rd level she can select 2 components but then she must also choose a drawback. These modifications are unstable and they increase the firearms misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost until this deed is preformed again. You may not choose the same modifications twice in a row and must choose a different set each time. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn't broken. Components
This deed replaces the Quick Clear deed. Defects
List of Defects
This deed replaces the Gunslingers Initiative deed. Jury-Rig (Ex) At 7th level, as a standard action, a gun scavenger can adjust a firearm she is currently wielding to fire in an unconventional way. She can spend 1 grit point to grant her firearm one of the following magic weapon enhancements for 1 round per gunslinger level: distance, flaming, glamered, or thundering. If she spends 2 grit points, she can instead grant the firearm the flaming burst or stalking Enhancements. Multiple uses of this ability don't stack with themselves. This deed replaces the targeting deed.
Starting at 2nd level, a gun scavenger's attacks with firearms are difficult to predict. When shooting a firearm at a creature that has a dodge or insight bonus to its Armor Class, the gun scavenger treats the combined bonus as if it were 1 lower. This value increases by 1 for every 4 levels beyond 2nd level (to a maximum of 5 at 20th level). This ability replaces nimble. CL4P-TPs:
CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion. Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot. Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
Standard Racial Traits Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Defence racial Traits
Feat and Skill Racial Traits
Senses Racial Traits
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Race Points: CL4P-TP
There thats done! What do you guys think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The CL4P-TP series was one of the last created by the Dahl Corporation and the series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair they were created to be maintainence bots or to do other manual labour and this they do well and with cheery attitudes.
Mundane Crafting:
Hows this for a houserule?
Crafting Mundane equipment takes 1 week (5 days) per 500gp in the items cost. Items less than 500gp take perportionally less time (at a rate of 100gp per day or 12.5gp per hour) but the time must be spent in 2 hour increments minimum. You must supply half the items cost in raw materials. As an example: a Masterwork Greatsword has a combined cost of 300 and so would take 3 days. Mwk Platemail costs 1650gp and would take 3 days and 1-1/2 hours. Creating a simple leather armor (costing 10gp) would still take 2 hours as you still need to heat up the forge, set out your equipment, do prep work and clean up at the end, however, you could create 2 sets of leathers more effeciently within that time. At the end of this time you make an appropriate craft check (Craft: Weapons for weapons, Craft: Armor for armors, Craft: Tools for a blacksmiths hammer or shovel ect, at the discretion of the GM) with a DC set according to the chart on the crafting skill page and DC 20 for any Mwk componet.
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