Eliza Baratella

Sgt Nitro's page

No posts. Alias of Nitro-13.




Air Rifle 3000gp 1d10(M), Crit x4,Range 75ft, Missfire 1, capacity 20 (Special), Weight 10lbs

The Gunnisson Air Rifle is a marvel of Dwarven and Gnomish engineering. It operates by using a canister of compressed air to extend a piston that in turn depresses a spring. When the trigger is pulled the spring is released and the lead ball is ejected from the barrel at speeds matching that of most other muskets.

The Rifle is loaded by a side mounted magazine that requires a full round action to reload it to full capacity and a swift action to cycle in a new round into the chamber.

The compressed air is held in a reservoir that also acts as the butt stock for the rifle. At full capacity it holds enough air to fire 30 shots before it is empty. The reservoir can be removed as a full round action. To be recharged the reservoir must be attached to a hand pump and then a Dc 15 con check must be made while the user spends the next hour charging the system. A wagon mounted pump may also be used that allows for reservoirs to be filled while on the go.

The Rifle is an Advanced Firearm but due to its propellant method it's Range is affected as if it was a Early Firearm.

The Gunnisson Air Rifle is based of the real life
Giradoni Air rifle and is made for/by My Iron Gods PC Grizwald Gunnison Dwarven Inquisitor of Brigh.


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What is the word on playing Molthune Veterans or aligned Mercenaries in this AP? While I'll probably end up running this AP for my group I'm wondering if the AP would even support Molthuni characters.

I'm about to run the Fangwood Keep Module and was hoping that Ironfang Invasion would borrow the Either side start or even a Christmas Truce style team up.

Does abybody else even want to play a character Molthune or am I way out in the boonies by myself on this one?


So after a few month hiatus my group and I are getting back together and playing again. The designated GM decided to kick it off with a bang by finaly doing a Gestalt campaign.

We've never done a gestalt game before and I decided I'd try something new and decided on a Geokineticist/Barbarian Dwarven earthbender build that sounded like fun.

So are you guys up to help me theorycraft/build this guy with me?

It's a level 5 start with a point rolls system(which I havent done yet since I'm at work) plus something we call a hero feat we get at levels 1,5,10,15 & 20 that can be used to skip one feat pre-req with gm approval (as long as its not too ridiculous he usually lets most anything through ).


So like the title say, What changes have you made in your game? I'm curious to see how other peoples game turned out.

So far in mine:
1.After my players took the Dominator, I added the Majestrix Mallus as essentially the Chelish Navy Seals bent on killing the PC's.
2.Isabella has been charmed and given a letter of marque by The Commodore of the Majestrix Mallus.

Plus other smaller changes I cant think of right now. So what have all you other GM's added?