
Felgoroth |
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Firearms
An Exotic Weapon Proficiency (firearms) allows a character to become proficient with all firearms. All guns are considered Masterwork and characters do not need to add the standard 300gp to the price. Proficient wielders may reload 1-2 barrels of any firearm as a full-round action, allowing a proficient wielder to reload a six barreled turret musket (see below) in three-full round actions; it takes twice as long for a non-proficient wielder to reload a firearm. Rapid Reload may be applied to any firearm but, like crossbows, it must be taken individual times for each type (musket, pistol, blunderbuss), in addition the prerequisites for Rapid Reload change to Weapon Proficiency (chosen type of firearm) when applying this feat to firearms. A character with Rapid Reload takes one-full-round action to reload 1-3 barrels of the firearm to which the feat applies; in addition, a character may reload a single barrel as a standard action. *Note:* a character may fire a firearm that does not have all the barrels loaded. Mounted characters may shoot any firearm while mounted but the mount must remain stationary for the mounted character to reload. A character may fire 1 barrel/round/point of BAB so, Rapid Shot may be applied to a turret firearm.
Pistol – light/ranged – 250gp – small 2d4 – medium 2d6 – x4 – 50ft. – 3lbs. – P
Musket – two handed/ranged – 500gp – small 2d6 – medium 2d8 – x4 – 150ft. – 10lbs. – P
Blunderbuss – two handed/ranged – 550gp – 19-20x2 – 60ft. – 6lbs. – piercing. Damage: the first 20ft. is 1 line that deals 5d6 damage, the second 20ft. is 3 lines wide, the middle line deals 3d6 damage and the 2 outside lines deal 1d6 damage, the last 20ft. is 5 lines wide with all the lines dealing 1d6 damage. After the first target is hit in any line all the lines behind stop. A small creature reduces the die to d4’s and a large creature increases the die to d8’s.
Bullets – 10 rounds for 3gp – 1lb.
Pellets (Blunderbuss only) – 10 rounds for 5gp – 1lb.
Gun Powder
An ounce of gun powder is needed to propel a bullet (or pellets) out of a gun. Gun Powder can be purchased in small kegs (15lbs. capacity, 20lbs total weight, 250gp each), large kegs (55lbs. capacity, 60lbs. total weight, 850gp each), and in water resistant powder horns (2lbs. capacity and total weight, 35gp for a full powder horn). If gun powder gets wet it cannot be used to fire a gun.
Turret (Multi-barreled) Firearms: a pistol or musket may be made into a “turret gun” at creation. Turret firearms are flintlock firearms with revolving barrels that allow the user to fire off more rounds before having to reload. The price for a turret pistol increases by 75gp for each additional barrel and the price for turret muskets increases by 100gp for each additional barrel. A turret gun may not have more than six barrels.
2 Barreled Firearms: these firearms function slightly different than other multiple-barreled guns. A 2 barreled firearm fires both barrels at the same time using 1 attack roll for both barrels, this means that a 2 barreled firearm can only be fired at 1 target (if that wasn’t obvious enough already). In addition, double barreled firearms deal damage equal to a barrel and a half of their one barreled form (so a double barreled musket would deal 3d8).
New Feats
Combat Reload - Prerequisites: dex 13+, Rapid Reload, BAB +1, *Combat Feat - You do not provoke an attack of opportunity when reloading your firearms.
Reload on the Run - Prerequisites: dex 13+, Rapid Reload, *Combat Feat - You can move up to your base speed while reloading a firearm. You provoke attacks of opportunity as normal using this feat (even if you have the Combat Reload Feat).
Bayonet Blast - Prerequisites: Exotic Weapon Proficiency (Firearms), Point Blank Shot, BAB +6, *Combat Feat - By giving up one of your attacks as part of a full-attack action while your gun is loaded you may stab (this has to be piercing damage) your enemy with your bayonet and fire your gun. If you hit successfully with your bayonet you deal damage accordingly with it and then make a melee touch attack (using the BAB from the attack you gave up) to fire your gun, dealing damage accordingly if you hit. In addition, if you can brace with your bayonet and successfully hit (with your bayonet) while bracing you may fire your gun (as stated above but using your highest BAB) as part of the action.
New Special Items/Weapons
Bomb/Dynamite: 150gp – 1lb. – You can throw a bomb as a splash weapon. Treat this attack as a ranged touch attack with a increment of 10ft. It must be lit before it is thrown and it takes a full-round action that provokes attacks of opportunity to light and throw a bomb (with a tinder twig). After a Bomb has been lit and thrown it explodes dealing 2d6 fire damage to all creatures and objects in a 5ft. radius. If a bomb is not thrown it explodes the following round.
Smoke Bomb: 70gp – 1lb. – You can throw a smoke bomb 10ft. It must be lit before it is thrown and it takes a full-round action that provokes attacks of opportunity to light and throw a smoke bomb (with a tinder twig). 2 rounds after it has been lit a smoke bomb emits a 20ft. radius of non-damaging smoke (as the fog cloud spell). A moderate wind (11+mph) disperses the wind in 4 rounds. A strong wind (21+mph) disperses the wind in 1 round.
Extended Fuse: 2sp – for every 2sp you spend you may add 1 round to the duration before a bomb or smoke bomb goes off. It takes a move equivalent action that provokes attacks of opportunity to attach an extended fuse.
Bayonet: 2gp – 1lb. – It takes a move action to attach a bayonet to a firearm (although a bayonet can be left on). Bayonets function as a Spear without a range increment when attached to Muskets, a Short Spear without a range increment when attached to Blunderbuss', and a Dagger without a range increment when attached to Pistols.
Class Variants/Skills
Barbarian: Barbarians gain access to these new rage powers. Monstrous Rage: while raging a Barbarian grows 1 size category gaining an additional +2 strength but takes all the penalties (and gains the bonuses) of becoming a larger creature. In addition the character gains a 10ft. reach and takes up 2 spaces. If the barbarian starts a rage with someone in a square he would take up by growing, opposed strength checks are made and the character that loses is pushed back 5ft, if there is a wall or obstruction the character pushed back falls prone. Prerequisites - 8th level *A Barbarians weapons aren’t changed while using this power but the Barbarian takes no penalties for using the weapons as a creature 1 size category larger would. Destructive Rage: while raging a Barbarian gains a +2 moral bonus on damage rolls made against machinery (this bonus applies if sundering mechanical items), in addition the Barbarian reduces the hardness of machinery by 1. These bonuses increase by +1 for every three levels to a maximum of a +5 bonus.
Bard: A Bard may reduce the effects of Inspire Competence by -1 in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat.
Cleric: Clerics that have embraced the modern world may give up a class skill of their choice in order to gain Knowledge (engineering) as a class skill.
Druid: Druids are unable to use firearms, they are considered prohibited, like metal armors.
Fighter: A Fighter may give up Heavy Armor Proficiency or Armor Training at 3rd level (he still gains armor training at later levels it just functions as 1 less than normal) in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat.
Monk: A Monk may give up the Craft, Perform, or Profession skill in order to gain all of the Knowledge skills as class skills because Monks have taken it upon themselves to know of the events that have been and that are at hand.
Paladin: A Paladin that has embraced modern technology may give up a class skill of her choice in order to gain Knowledge (engineering) as a class skill. In addition Paladins may give up their heavy armor proficiency in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat.
Ranger: Rather than choosing Two Weapon Fighting or Archery as a Combat Style a Ranger may choose Musketry instead. If a Ranger wishes to use the Musketry Combat Style he gives up Endurance at 3rd level in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat. In addition, if the Ranger chooses Musketry, he may choose from the following list whenever he gains a combat feat: Combat Reload, Quick Draw, Rapid Reload, and Reload on the Run. At 6th level, he adds Bayonet Blast and Improved Precise Shot. At 10th level, he adds Pinpoint Targeting and Shot on the Run.
Rogue: A Rogue that has embraced modern technology may give up a class skill of her choice in order to gain Knowledge (engineering) as a class skill. In addition a Rogue may give up the Trap Sense ability at 3rd level (she still gains Trap Sense at later levels it just functions as 1 less than normal) in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat.
Sorcerer: A Sorcerer that has embraced modern technology may give up a class skill of her choice in order to gain Knowledge (engineering) as a class skill.
Alchemist: An Alchemist that has embraced modern technology may give up a class skill of his choice in order to gain Knowledge (engineering) as a class skill.
Cavalier: A Cavalier that has embraced modern technology may give up a class skill of his choice in order to gain Knowledge (engineering) as a class skill. In addition Cavaliers may give up their heavy armor proficiency exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat.
Inquisitor: Inquisitors that have embraced the modern world may give up a class skill of their choice in order to gain Knowledge (engineering) as a class skill. In addition an Inquisitor may give up proficiency with all bows and hand crossbows in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat.
Oracle: Oracles that have embraced the modern world may give up a class skill of their choice in order to gain Knowledge (engineering) as a class skill. In addition an Oracle with the Battle Mystery may gain proficiency with firearms instead of martial weapons if they take the Skill at Arms Revelation.
Witch: Witches that have embraced the modern world may give up a class skill of their choice in order to gain Knowledge (engineering) as a class skill.
*Wizards and Summoners aren’t on the list because they have all Knowledge skills as class skills. Also, any class that gives up an ability it would gain later for a variant (such as a Bard) has to commit that many levels to the class.
Knowledge (Engineering) is the go to skill for any new/modern technology in addition to its old uses. Your gun’s broken? Knowledge (Engineering) will let you know what’s wrong with it (although you’d need ranks in Craft (Gunsmithing) to fix it). You find some plans to build something mechanical looking? Knowledge (Engineering) will let you know what it is, or at least give you some clues. You can also run machinery with Knowledge (Engineering) but you take a penalty depending on what the object is, based on what Profession skill would be used to actually run the machinery.
Knowledge (Geography) will let you identify where people are from, so if you run into a Human you can distinguish what type of Human they are. Depending on what area you’re from you may just know without having to make a check though.
Craft (Gunsmithing) is a new craft skill used to create firearms as well as ammunition for firearms. All the normal craft rules apply to this craft skill (see pages 91-93 of the PHB).

Felgoroth |

Cannons
A character with the Exotic Weapon Proficiency (Firearms) feat takes a -4 penalty on attack rolls while using a cannon, this penalty doubles for non-proficient users. Characters with 2 ranks in Knowledge (engineering) or Profession (engineering) lessen the penalty by -2 (if you have 2 ranks in both skills the bonus does not stack). If there is more than one person present (to help with reloading, firing, etc.) an aid other check may be made granting a +2 on the attack roll. Cannons either target a line or a 5ft square and deal damage in a "blast effect." Blast effects consist of lines (a line equal to the range of the shot), a radial effect, or cones. A reflex save may be made for half damage against a cannon. A cannons damage, range, and "blast effect" are determined by the type of ammunition used.
*deals damage and a half vs. rigging section
** uses a cone at the end of the range increment
Weapon - Mount Type - Cost - Damage - Blast Effect - Ref. Save DC - Range - Weight
Light Cannon - Light Mount - 1,000gp - 500lbs
Cannon Ball - 5gp - 4d6 - line - 12 - 200ft - 6lbs
Light Shot - 5gp - 2d6 - line - 10 - 300ft - 3lbs
Chain Shot - 15gp - 3d6* - line - 15 - 150ft - 6lbs
Case Shot - 10gp - 3d6 - 20ft radius - 18 - 150ft - 8lbs
Grape Shot - 15gp - 3d6 - 40ft cone - 18 - 50ft** - 6lbs
Medium Cannon - Heavy Mount - 2,000gp - 1000lbs
Cannon Ball - 10gp - 6d6 - line - 15 - 300ft - 12lbs
Light Shot - 10gp - 3d6 - line - 13 - 400ft - 6lbs
Chain Shot - 25gp - 4d6* - line - 18 - 250ft - 12lbs
Case Shot - 20gp - 5d6 - 30ft radius - 20 - 250ft - 8lbs
Grape Shot - 25gp - 5d6 - 50ft cone - 20 - 100ft** - 12lbs
Heavy Cannon - Heavy Mount - 4,000gp - 4,000lbs
Cannon Ball - 20gp - 8d6 - line - 18 - 500ft - 6lbs
Light Shot - 20gp - 5d6 - line - 16 - 600ft - 3lbs
Chain Shot - 35gp - 6d6* - line - 20 - 450ft - 6lbs
Case Shot - 30gp - 7d6 - 40ft radius - 22 - 450ft - 8lbs
Grape Shot - 35gp - 7d6 - 60ft cone - 22 - 200ft** - 6lbs
Reload Time
Number of Crew / Reload Time
6-7 / 1 full-round
3-5 / 2 full-rounds
2 / 3 full-rounds
1 / 5 full-rounds

Felgoroth |

Vehicles
You must have ranks in both Knowledge (engineering) and Profession (engineer) or (conductor) to operate any of the following vehicles (still not exactly sure how many ranks). Now depending on how advanced the technology in your game is the speed could be faster or slower for these, this is just what I'm using in my campaign. I'm still working on pricing these but based off of ship prices in Stormwrack I'm thinking probably around 80,000-100,000 depending on the model. Just an fyi for those not familiar with how Stormwrack has things set up for boats, the Complement number is the total number of people the ship can carry (including the watch) and the Watch is the minimum number of crew needed to man the ship. Hull sections are slightly less important and than rigging sections etc. etc. etc. Anyway, here's a few "rules:" all the vehicles listed below have a multitude of "speeds," it takes 1 full-round action from the crew (or watch) to increase a speeds category by 1. If the ship is not carrying the maximum number of passengers (complement-watch) more mounts may be added and vice versa. For every 10 people, 1 light mount may be added and for every 25 people, 1 heavy mount may be added.
Airships
Cruiser Model (Standard Airship) - Gargantuan Vehicle
Complement: 200 - Watch: 50
Mounts: 6 light, 3 heavy
Hull Sections: 32, AC: 3, HP: 90 (5 hardness)
Rigging Sections: 3, AC: 1, HP: 70 (0 hardness)
Sinks after 8 sections
Speeds
slow: 84 squares - ruffly 9.5mph
mid1: 180 squares - ruffly 20mph
mid2: 264 squares - ruffly 30mph
mid3: 348 squares - ruffly 40mph
high: 438 squares - ruffly 50mph
Galleon Model (Large Airship) - Colossal Vehicle
Complement: 400 - Watch: 75
Mounts: 12 light, 6 heavy
Hull Sections: 8, AC: 3, HP: 80 (5 hardness)
Rigging Sections: 2, AC: 1, HP: 60 (0 hardness)
Sinks after 20 sections
Speeds
slow: 65 squares - ruffly 7.5mph
mid1: 132 squares - ruffly 15mph
mid2: 180 squares - ruffly 20mph
mid3: 240 squares - ruffly 27mph
high: 300 squares - ruffly 34mph
Clipper Model (Small Airship) - Gargantuan Vehicle
Complement: 75 - Watch: 10
Mounts: 2 light, 1 heavy
Hull Sections: 12, AC: 3, HP: 100 (5 hardness)
Rigging Sections: 2, AC: 1, HP: 80 (0 hardness)
Sinks after 3 sections
Speeds
slow: 84 squares - ruffly 9.5mph
mid1: 180 squares - ruffly 20mph
mid2: 264 squares - ruffly 30mph
mid3: 348 squares - ruffly 40mph
mid4: 438 squares - ruffly 50mph
mid5: 528 squares - ruffly 60mph
high: 612 squares - ruffly 70mph
Trains
I'm not going to add fluff to this because I'm 90 percent sure you can all imagine a steam engine train.
Complement: 5 in the engine room, 50/car - Watch: 5
Speeds
slow: 65 squares - ruffly 7.5mph
mid1: 132 squares - ruffly 15mph
mid2: 180 squares - ruffly 20mph
mid3: 240 squares - ruffly 27mph
high: 300 squares - ruffly 34mph
Sand & Snow Cruisers
These steam powered vehicles allow groups of people to travel through sandy and snowy terrain with great ease. Sand and Snow Cruisers look similar to horseless carriages with "drill-like" wheels.
Complement: 12 - Watch: 2
Speeds
Slow: 60 squares - ruffly 7mph
Mid: 90 squares - ruffly 10mph
High: 120 squares - ruffly 14mph

MultiClassClown |

I've been playing modern and sci fi RPG's longer than I have D&D, and love firearms. In their proper setting, I think they're unstoppable, and quite frankly my biggest complaint with D20 Modern was that it completely nerfed firearms. I know why, but I hate that melee fans are so influential that they could completely prison rape one of the most significant developments in the history of human conflict.
Havign said that, I think they're completely inappropriate for a high fantasy setting, and quite frankly, if you want them to work right, you might as well walk away from D&D/PF for now and find a system that is dedicated to them. Why? Because it's almost impossible to balance them with medieval weapons and still maintain a decent sense of verisimilitude. They're either nerfed to hell, or they are show stoppers and relegate other weapons to understudy status.
And that's pretty historically accurate. Early firearms certainly revolutionized warfare, but personal combat? Not so much. those early firearms certainly had great range, and they could punch through armor like a mutha, but they were crap for accuracy -- that's why the massed formation was prevalent through the first few centuries of firearms warfare -- you had to throw out that much lead to have a decent chance of hitting someone. During that same time, firarms as personal weapons progressed much more slowly, and even into the 18th and 19th centuries, when firearm ranges and accuracy had improved, is was standard for combatants to carry both firearms and melee weapons. But by the steam era, and you did mention steam, industrialization had taken personal firearms fast forward as well. Rifled barrels, breechloaders and ESPECIALLY repeating weapons all made the firearm the supreme personal weapon, and it happened almost overnight.
So you find youreself choosing to employ only early, muzzle-loading weapons, and the problem becomes the reload rate, and you're faced with ProfessorCirno's very insightful and succinct criticism, or you chose cartidged breechloaders and/or repeating firearms (lever action, revolvers, etc.), at which point melee weapons rapidly become a curiosity.

Dr. John Dee |
Havign said that, I think they're completely inappropriate for a high fantasy setting, and quite frankly, if you want them to work right, you might as well walk away from D&D/PF for now and find a system that is dedicated to them. Why? Because it's almost impossible to balance them with medieval weapons and still maintain a decent sense of verisimilitude. They're either nerfed to hell, or they are show stoppers and relegate other weapons to understudy status.
I've actually played a Steampunk setting before, using 3.5 as pathfinder wasn't around at the time, and to get around the whole "guns are rigged" issue, it took a skill check to reload them, provoked attacks of opportunity, and took a damn long time. The reload time then pushed the characters to come up with ideas such as the turret weapons, since the only weapons we had available were standard muzzle loaders. Also, to limit their availability, they were extremely expensive, so everyone else would be running around with magic weapons by the time you got your hands on a pistol. In the end, I was the only committed "gunslinger", and while I did deal heavy damage, it wasn't such a substantial amount greater than that of the melee fighters that they felt underpowered.

ProfessorCirno |

Verisilimitude and realism are two very different things.
Throw the latter out the window.
Guns? In a game that just ended that I was in, a, let's say, revolver, holds your standard 6 shots, swift action to reload one shot, full action for a complete reload. Revolver Expert (a feat) butchers it down to a swift action for a full reload. They do twice light crossbow damage (2d6) with slightly less range.
In other words, mechanically speaking, they do what firearms are supposed to do. People with lots of strength will still take bows or melee weapons, but those WITHOUT big strength will take the revolver or the rifle.
We readily ignore any and all flaws that bows should have for the sake of "bows are cool." Why should only bows get this treatment?

Felgoroth |

Unfortunately, much like crossbows, they will remain unused because they can't be used regularly.
I'm not sure you read this "Turret (Multi-barreled) Firearms: a pistol or musket may be made into a “turret gun” at creation. Turret firearms are flintlock firearms with revolving barrels that allow the user to fire off more rounds before having to reload. The price for a turret pistol increases by 75gp for each additional barrel and the price for turret muskets increases by 100gp for each additional barrel. A turret gun may not have more than six barrels."
It essentially lets a character use a revolver, this is more accurate concept, although in game the guns can have up to 6 barrels. You can fire off 6 rounds, 1 shot/round/point of BAB, you can also apply rapid reload to it if it has more than 2 barrels (because 2 barreled guns fire both barrels at once). Sure it takes a full-round to reload but with Rapid Reload you can reload 3 barrels in a round (or 1 as a standard action) and then shoot 3 times before you have to reload again. There's also a feat that lets you move while you're reloading and a feat that makes it so you don't provoke attacks of opportunity while you reload (well unless you're moving at the same time in which case you provoke attacks of opportunity from moving not reloading).
We readily ignore any and all flaws that bows should have for the sake of "bows are cool." Why should only bows get this treatment?
I think the only thing close to realism, with guns in my setting, is possibly the reload time and that's way faster than normal (6 seconds to reload 2-3 barrels depending on your choice of feats). Also a flintlock rifle or pistol with 6 revolving barrels that fire individually and have no chance of jamming, exploding, shooting off all the barrels and breaking characters arm, etc, etc, etc, is pretty romanticized/fantasized.

Felgoroth |

Turret Cannons: A light cannon may be made into a "turret cannon" when it is created. A turret cannon is a multiple-barreled cannon with revolving "cannon barrels," allowing the user(s) to fire more shots before reloading. The price increases by 1,000gp for each additional and a turret cannon may have no more than 4 barrels. The penalty for using a turret cannon increases by -2.
Assortments & Oddities
Bard in the Box: 150+gp - 1lb. - Similar in design and looks to a classical music box, a Bard in a Box is created to produce the effects of Bardic Music without a Bard present. By simply opening the box, or cranking the wheel (in older models), a Bard in the Box produces the effects of a chosen Bardic Music a number of times per day equal to the amount of gold spent. By spending an additional 150gp a Bard in the Box may be used 1 additional time per day up to a maximum of 3 times per day. I'm still trying to price the different Bardic Music effects but, if the duration isn't instantaneous (like deadly performance) I'll probably make it last for 5 or so rounds.
Clocks & Pocket Watches: 50+gp (the more you spend the more ornately the designs on it are) - pocket watches don't weigh anything (well in game) and a clocks weight depends on the type and stuff like that - These are really just for show I don't know anyone that doesn't tell characters what time of day it is or at least what time it's around.
I'll probably add more later but that's all I feel like typing right now. On a side note, I'm changing Bombs and Dynamite to something along the lines of, for every 100gp you spend the bomb deals 1d6 damage, if you make it weigh more than 5lbs, it loses it's range increment. Also, I'm not sure if this is true for all splash weapons but you can't deal precision type damage with a bomb (so a Rogue couldn't sneak attack with 1).
EDIT: Just noticed something I did wrong, in both my notes and 1 of my posts, the Galleon Model Airship is supposed to have 3 rigging sections not 2.

ProfessorCirno |

Alright, round one, they use the turret gun.
One of the rounds after that, they can't do anything.
That's the problem. There's three reasons bows are so powerful in 3e. 1) No reload time. Guns/crossbows don't have that. 2) Strength bonus. Guns assumably have enough of a higher damage to make up for that. 3) Feats. Multishot is for bows only, which then only ties back into the first problem.
If a weapon forces you to not attack for a round, it can't be used - and if it can't make up for multishot, it won't be used. It's why crossbows are regulated to "what the wizard uses when he doesn't want to use a cantrip"
We've thrown away all pretenses of realism for the bow. Reloading in a split second, firing three arrows at once, pinpoint accuracy hundreds of feet away, and it's a martial weapon.

Felgoroth |

Just because you can't fire for a round doesn't mean people won't use them, you clearly haven't played with the guy that decides he wants to play a sniper with a heavy crossbow and only shoot one bolt a round but can kill the guy 500ft away with that shot or guy that wants to play Van Hellsing and use a repeating crossbow. Besides all you have to do is add a bayonet to the end of your gun and you never have to reload during combat.

ProfessorCirno |

Just because you can't fire for a round doesn't mean people won't use them, you clearly haven't played with the guy that decides he wants to play a sniper with a heavy crossbow and only shoot one bolt a round but can kill the guy 500ft away with that shot or guy that wants to play Van Hellsing and use a repeating crossbow. Besides all you have to do is add a bayonet to the end of your gun and you never have to reload during combat.
For the record, I totally played the sniper ;). Kobold with a rifle!
But here's the thing - that sniper build required heavy non-core 3.5 materials. I needed crossbow sniper (adapted to rifles) in order to do damage, I needed a wand from Spell Compendium to sneak attack at a high range, I needed feats from outside core to remain hidden effectively after making the shot, PrCs to actually kill people from that range, etc, etc, etc.
Van Hellsing's repeating crossbow held like five hundred bolts, not five. The D&D repeating crossbow, because it's an exotic weapon (The stupidest bloody thing in all of D&D history), it's more or less just a gimpy version of rapid reload for a light crossbow.
Look at the first option: the sniper. Right now, your sniper can make one attack from however many feet and do 3d8 damage. Is 13-14 damage really going to be taking anyone out?

Felgoroth |

Look at the first option: the sniper. Right now, your sniper can make one attack from however many feet and do 3d8 damage. Is 13-14 damage really going to be taking anyone out?
Actually if the person playing the sniper is thinking in terms of damage output they'll buy a turret rifle and take rapid shot and shoot the person twice so they'll do 4d8 and as more levels accumulate you figure in iterative attacks, or if they are using a 2 barreled rifle they take Vital Strike in place of iterative attacks.

Felgoroth |

So I just found this in another thread without even trying but I might add it. If you hit a flatfooted opponent with a gun, it threatens a critical hit (you'd still have to roll to confirm). This instantly makes firearms worth taking (especially as a Rogue) and despite what you guys might think about realism with firearms, it actually makes the gun more realistic. I think I may change how the blunderbuss works if this is the case though (I don't want a Rogue getting a critical hit and sneak attack with a 5d6 weapon) or just make it like I've seen it in other sources which makes it so a blunderbuss doesn't work with precision damage.
EDIT: I can't decide whether this is overpowered or not. Rogues would become extremely deadly with guns because every time they sneak attack they'd also threaten to critical. I know sneak attack damage doesn't multiply into the critical but still, 8d6 or 8d8 plus 1-10d6 is quite a bit of damage. I guess if I did this I might also lower the crit range on guns, possibly going with a 18-20x2 with all of them.

Felgoroth |

Net Launcher: 100gp - 8lbs - Net launchers allow characters to fire a net at their opponent from a range of 30ft. (use the rules for a net for attack rolls, etc.) characters proficient heavy crossbows take a -2 penalty when using a Net Launcher and characters proficient with nets and heavy crossbows take no penalty. It takes a move action for a Net Launcher to reload. As a move equivalent action, the wielder of a Net Launcher may make an opposed strength check with a +4 bonus to reel the creature in 5ft/round.
I'll probably use the "rocket launcher" thing that's in a thread floating around here somewhere.

Felgoroth |

This is more along the lines of a renaissance weapon (rather than steampunk) but I thought it would be a good reason to take an Exotic Weapon Feat (I pretty much used the stats for a Great Horn Hammer). Executioner’s Axe – two handed – 70gp – small 1d10 – medium 1d12 – 19-20x4 – (not about weight I'm thinking at least 15lbs though) – Slashing.
Prestige Class Variants
Assassin: If an Assassin adds Exotic Weapon Proficiency (Firearms) and Precise Shot to his prerequisites list, he may make a Death Attack with a firearm, however, the Assassin must make his death attack within 1 round after studying his victim.
Duelist: A Duelist may change the prerequisite of Weapon Finesse to Exotic Weapon Proficiency (firearms) or (hand crossbow) in order to use her Precise Strike ability with one handed ranged weapons. A Duelist using Precise Strike with a one handed ranged weapon must be within 30ft of her opponent for it to function. In addition, a Duelist may choose to gain Bayonet Blast instead of Combat Reflexes as a 4th level bonus feat.

Spyder25 |

Felgoroth my friend, I 'm going to use this stuff. Well except the firearms, I already have that figured out. In my setting pistols are simple weapons, since anyone can pick one up a shoot with it. Then I decided the long arms should be martial weapons, since it takes a little bit more training to handle them correctly.

Felgoroth |

Felgoroth my friend, I 'm going to use this stuff. Well except the firearms, I already have that figured out. In my setting pistols are simple weapons, since anyone can pick one up a shoot with it. Then I decided the long arms should be martial weapons, since it takes a little bit more training to handle them correctly.
I agree that anyone can pretty much pick up and shoot a gun but the big reason they're exotic weapons in my game is because I figure someone that's not trained with them doesn't know how to maintain them, can't really compensate for wind/kick, etc. etc. etc. giving them a -4 if they're not proficient. If I felt like making more rules I might say on a clear day with a gun that's been maintained you can shoot 1 without penalty if you weren't proficient and you'd have to roll a percentile or something to keep it maintained but I don't really feel like working all that out :P Now don't get me wrong in a slightly more advanced setting (1 where guns have taken over) I would make them simple/martial weapons but my homebrewed setting is different in the sense that to own a gun the person has to have a license (unless they're part of a military) which probably won't cost much to a PC but for a commoner would not be worth the effort.
On another note, I'm glad I didn't write all this for nothing lol. I still have to add a few more things but at the moment I think I've got all my notes transferred except the Clockwork Template, which is really just for Improved Familiars and possibly some mounts/animal companions (although it would probably break Druid rules) and the big reason I haven't transferred it is because I'm no finished with it :P the other thing I'm working on is artificial limbs (think automail from Fullmetal Alchemist).

Madcap Storm King |

Spyder25 wrote:Felgoroth my friend, I 'm going to use this stuff. Well except the firearms, I already have that figured out. In my setting pistols are simple weapons, since anyone can pick one up a shoot with it. Then I decided the long arms should be martial weapons, since it takes a little bit more training to handle them correctly.I agree that anyone can pretty much pick up and shoot a gun but the big reason they're exotic weapons in my game is because I figure someone that's not trained with them doesn't know how to maintain them, can't really compensate for wind/kick, etc. etc. etc. giving them a -4 if they're not proficient. If I felt like making more rules I might say on a clear day with a gun that's been maintained you can shoot 1 without penalty if you weren't proficient and you'd have to roll a percentile or something to keep it maintained but I don't really feel like working all that out :P Now don't get me wrong in a slightly more advanced setting (1 where guns have taken over) I would make them simple/martial weapons but my homebrewed setting is different in the sense that to own a gun the person has to have a license (unless they're part of a military) which probably won't cost much to a PC but for a commoner would not be worth the effort.
On another note, I'm glad I didn't write all this for nothing lol. I still have to add a few more things but at the moment I think I've got all my notes transferred except the Clockwork Template, which is really just for Improved Familiars and possibly some mounts/animal companions (although it would probably break Druid rules) and the big reason I haven't transferred it is because I'm no finished with it :P the other thing I'm working on is artificial limbs (think automail from Fullmetal Alchemist).
I am actually working on these as well, a bunch of technologically advanced kobolds in my game have made them (Since, logically, being the weakest race they would be most likely to make the best technology). I could throw up (ew) my enchantment ideas for the limbs if you'd like. The limbs in my setting replace every function perfectly (except touch) due to being powered by body-produced magic. I also have started writing up rules for contraptions, which should be fun.
Fortunately the PCs in my game actually like the kobold inventions a lot more because they don't have to put up with maddened laughing (for the most part) or half the things that get shown to them breaking or doing something inane. Also one of them bought a spider-tank. This same PC has also invented guns. Needless to say the kobolds are about to become fairly badass weapons dealers.

Felgoroth |

EDIT: Ok, steam powered prosthetic limbs. I stole most of the rules from Nightscreamer20's Automail which can be found on the WoTC boards. I have made a few minor tweaks but other than that it's mostly the same.
Steam Proxy
Steam Proxy is a steam-powered replacement for a lost or injured body part (arms and/or legs); it requires a high degree of anatomy and mechanical knowledge to attach. Steam Proxy replacements are usually priced quite highly because of this fact, plus it is a very dangerous procedure to attach any piece. Crafting Steam Proxy requires the Craft Steam Proxy feat (see below). *Special Note: Steam Proxy is considered prohibited "armor" for Druids.*
Craft Steam Proxy – Prerequisites: Knowledge (Engineering) 5 ranks, Heal 3 ranks – You are able to Craft Steam Proxy.
Attachment: Attaching metal to flesh and having it work is one of the hardest procedures most have come to see. For the technician it is incredibly difficult and for the patient it is almost unbearably painful, some cannot stand the pressure it applies to their nervous system. Attaching a piece of Steam Proxy takes only 1 hour for each individual piece (hand, forearm, etc.) however recovery for the patient takes at least 1 week. During the procedure the patient must make Fortitude Saves, the DC depends on the section and the application of multiple sections requires multiple saves. On a failed save the application of the Steam Proxy fails and the procedure must be attempted again after a week of recovery by the patient (the technician usually charges an additional amount equal to 1/4 the original price). However a character must roll all Saves regardless, therefore a patient getting a Steam Leg must make 3 Fortitude Saving throws, and is able to fail all 3, recovery time and penalties stack from each failed save.
Recovery: After a successful procedure, a patient must make a Fortitude Save for each attachment or take a -2 penalty to Strength and Dexterity for 1 week per each failed save. This ability score damage cannot be healed by any means except to wait it out. Each week after the 1st the penalties lessen by -2 until the damage is completely healed.
Part – Base Price (usually steel or iron) – Mithril – Adamantine – Fortitude Save DC
Steam Hand – 750gp – +300gp – +400gp – 12
Steam Glove (Forearm) – 1,250gp – +650gp – +725gp – 15
Steam Arm – 2,200gp – +975gp – +1,250gp – 18
Steam Foot – 600gp – +250gp – +350gp – 12
Steam "Boot" (Below the Knee) – 1,200gp – +525gp – +650gp – 15
Steam Leg – 2,050gp – +850gp – +1,075gp – 18
Benefits/Penalties
All: All Steam Proxy is subject to sundering as if it were a shield; normally a piece of Steam Proxy has a Hardness of 10 and 15 hp per section (i.e. a Steam Hand has 15 hp, a Steam Glove has 30 hp and a Steam Arm has 45 hp). Mithril Steam Proxy has a Hardness of 15 and Adamantine Steam Proxy has a Hardness of 20 instead, but they both keep the same hp. All pieces give the patient a -1 penalty on Disguise checks and Stealth checks made to move silently. Steam Proxy made form Iron or Steel is subject to freezing, any character with a Steam Proxy attachment must make a Fortitude Save (in addition to any saves he would normally have to make) whenever taking cold damage or take 1d4 points of Dexterity damage in addition to the cold damage.
Steam Hand: Steam Hands increase the patient's grip and range of movement with this hand. The patient gains a +2 bonus on all Grapple checks and checks to avoid being disarmed; this bonus stacks with other Automail bonuses. Furthermore he is treated as being armed even when making unarmed attacks.
Steam Glove: The Steam Glove improved on what the hand could not. It can be used to block and deflect attacks granting the patient a +1 shield bonus to AC that stacks with that of other Automail but no other (to a maximum of +2 with 2 Forearms). When enhanced they are treated as a single Shield. If an attack is made with either forearm the shield bonus is lost until the next round.
Steam Arm: By replacing the shoulder down to the fingers, the Steam Arm increases a patient’s strength and power. The patient increases his unarmed strike damage by 1 step (1d3 becomes 1d4, 1d4 becomes 1d6, etc), along with granting the patient use of the Power Attack feat 3/day, if the character already has Power Attack, he gains an additional +2 to damage per arm when Power Attacking 3/day.
Steam Foot: A Steam Foot allows you to proceed where those with bare feet would not be normally be able, you halve the penalty to move through dangerous terrain (such as caltrops). Two feet enable the patient to move through these obstacles with no penalty.
Steam Boot: Having a piece built below the knee allows the patient to significantly increase their ability to leap and jump. The patient receives a +2 competence bonus per Below the Knee piece applied to all Climb and Acrobatics checks.
Steam Leg: A Steam Leg build greatly enhances the patient’s ability to run. The patient gains the Run feat as a bonus feat.

Felgoroth |

I am actually working on these as well, a bunch of technologically advanced kobolds in my game have made them (Since, logically, being the weakest race they would be most likely to make the best technology). I could throw up (ew) my enchantment ideas for the limbs if you'd like. The limbs in my setting replace every function perfectly (except touch) due to being powered by body-produced magic. I also have started writing up rules for contraptions, which should be fun.
Fortunately the PCs in my game actually like the kobold inventions a lot more because they don't have to put up with maddened laughing (for the most part) or half the things that get shown to them breaking or doing something inane. Also one of them bought a spider-tank. This same PC has also invented guns. Needless to say the kobolds are about to become fairly badass weapons dealers.
Feel free to post anything I'd be happy to snatch what I like :P Ya 1 of the small races in my setting created firearms, steam proxy, and the majority of anything that is renaissance era or steampunk related in my campaign lol.

Felgoroth |

Do these prices look ok for the Bard in a Box? +100gp Countersong, +100gp Distraction, +100gp Fascinate, +100gp Inspire Courage +1, +200gp Inspire Competence +1, +300gp Inspire Competence +2, +350 Inspire Courage +2, +500 Suggestion, +750 Inspire Competence +3, +1,000 Dirge of Doom, +1,500 Inspire Greatness, +2,000 Inspire Competence +4, +3,000 Inspire Courage +3, +4,000 Soothing Performance, +5,000 Frightening Tune, +6,000 Inspire Competence +5, +7,500 Inspire Heroics, +8,000 Inspire Courage +4, +10,000 Mass Suggestion, +10,000 Inspire Competence +6, +50,000gp Deadly Performance.

Spyder25 |

@ Madcap Storm King: In my setting the gobs (and off shoot of intelligent goblins) and the dwarves contributed to much of the mass production of the technology. Though the humans and gnomes helped a great bit as well.
@ Felgoroth: Steam Proxy sounds awesome. I've been trying to come up with a way to incorporate that in my game.
I'm also trying to convert the Tinkerer class in the WoW rpg to pathfinder. Do you guys have any suggestions?

Felgoroth |

@ Madcap Storm King: In my setting the gobs (and off shoot of intelligent goblins) and the dwarves contributed to much of the mass production of the technology. Though the humans and gnomes helped a great bit as well.
@ Felgoroth: Steam Proxy sounds awesome. I've been trying to come up with a way to incorporate that in my game.
I'm also trying to convert the Tinkerer class in the WoW rpg to pathfinder. Do you guys have any suggestions?
A note on Steam Proxy, I don't know how I did this but the Steam Leg is supposed to grant you Fleet as a bonus feat not Run :P and Tahngoa created Steam Proxy, firearms, trains, air ships, etc, etc, etc in my game. (EDIT: I'm currently in the process of trying to make some "Steam Proxy Attachments" this would be stuff you could attach to your Steam Proxy for additional benefits. I'm thinking "pincer hands" that would help with grappling possibly allowing you to grapple with 1 hand and have a free hand. Gun/Weapon Arms for eccentrics, maybe a way to hide weapons in your Steam Proxy so you could have a dagger hidden away in your arm, or a short sword in your leg. Maybe a Steam Jaw for bite attacks, although I kind of hope there wouldn't be a lot of Jawless people looking for a Steam Jaw)
As far as the Tinkerer goes, I haven't ever played WoW. You might want to look at the Artificer from Eberron and from a book called Sorcery & Steam (I took some of my gun rules/feats from Sorcery & Steam). I'm not sure if those will help as I'm not 100% sure what the Tinkerer does in WoW. Just to warn you, the 2 Artificer's aren't really similar at all, the 1 in Eberron (which you've probably seen) makes magic items and the 1 in Sorcery & Steam makes more steampunk-esque things. What I'd probably do for a Tinkerer is allow it to add half its level to a Craft skill of its choice and to Disable Device checks (if you know how to build it you can probably take it apart). You might also want to take from the Eberron Artificer and give it bonus feats that have to be an Item Creation feat, maybe give it Master Craftsman as a 1st level bonus feat as I don't really think they'll be that magical. You might also want to give them an ability that lets them use Disable Device to give more "mechanical weapons" the broken condition (like crossbows, guns, bombs, etc). If I think of anything else I'll post it.
EDIT2: Here's a revision I'm making. Craft Steam Proxy – Prerequisites: Knowledge (Engineering) 5 ranks, Heal 3 ranks – You are able to craft and attach Steam Proxy. It takes 1 day for every 1,000gp in the price to create a piece (although it only takes 1 hour to attach). To craft Steam Proxy, you must use up raw materials costing half of its price.

Felgoroth |

Line 'Em Up - Prerequisites: Exotic Weapon Proficiency (Firearms), Precise Shot, BAB +6, *Combat Feat - As a standard action, you can make a single attack with a firearm at your full base attack bonus, treat this attack as a line weapon. You may only apply precision damage (i.e. sneak attack damage) to the 1st enemy in the line.

Felgoroth |

Line 'Em Up - Prerequisites: Exotic Weapon Proficiency (Firearms), Precise Shot, BAB +6, *Combat Feat - As a standard action, you can make a single attack with a firearm at your full base attack bonus, treat this attack as a line weapon. You may only apply precision damage (i.e. sneak attack damage) to the 1st enemy in the line.
I just realized I left out that the attack may only effect a 30ft line of enemies (which is possibly the most important part). I reworded the feat like this to make more sense: Line 'Em Up - Prerequisites: Exotic Weapon Proficiency (Firearms), Precise Shot, BAB +6, *Combat Feat - As a standard action, you can make a single attack with a firearm at your full base attack bonus and deal damage to enemies within a 30ft line of each other anywhere in your firearms 1st range increment. You may only apply precision damage (i.e. sneak attack damage) to the 1st enemy hit.

Felgoroth |

Lol, yeah that would be a big part of the feat.
Ya after about an hour or so of I looked at my notes again and realized it was written kind of confusing so I changed the wording. I came to the forum to re-post it and realized I left out the 30ft line completely which meant you could have an 150ft line with a musket :P

Felgoroth |

I'm also thinking about reducing the damage on pistols and muskets to 1d8/1d10 for pistols and 1d10/1d12 for muskets and giving all guns exploding die, that gives them an uncapped damage potential (but you have to keep rolling max damage). I was also thinking about giving them the wounding property instead of exploding die but I'm not sure, I'm just kind of kicking around ideas to make them worth taking because as Professor Cirno and others have said, the full-round action kind of makes them less favorable when you can shoot a bunch of arrows instead.

Panguinslayer7 |

For a good list of basic equipment you could try to get your hands on a copy of the 2nd edit. Ravenloft: Masque of the Red Death book. Also has quite of few other things you can scrap or steal. (I'm going to have to show this thread to a friend of mine who is working on a Steam Punk campaign with me.)

Felgoroth |

For a good list of basic equipment you could try to get your hands on a copy of the 2nd edit. Ravenloft: Masque of the Red Death book. Also has quite of few other things you can scrap or steal. (I'm going to have to show this thread to a friend of mine who is working on a Steam Punk campaign with me.)
I'll have to look at that.

Kelsey Arwen MacAilbert |

Felgoroth my friend, I 'm going to use this stuff. Well except the firearms, I already have that figured out. In my setting pistols are simple weapons, since anyone can pick one up a shoot with it. Then I decided the long arms should be martial weapons, since it takes a little bit more training to handle them correctly.
Actually, long arms take less training to handle correctly than handguns. Handguns are popular do to their size, not their ease of use. Also, you cannot pick anything up and shoot with it and expect to hit anything beyond point blank range.

Kelsey Arwen MacAilbert |

Dang, I'm surprised this got drudged up. I've just been using the Pathfinder rules for firearms since they came out
I was looking for some new steampunk rules, and found it. Steam proxy looks nice.
Personally, I use homebrew gun rules. I just saw the statement about pistols being easier to use than longarms and was like LOLWHUT. It takes more training to become proficient with a pistol than it does to become proficient with a longarm.

Kelsey Arwen MacAilbert |

The cleaning and upkeep of a pistol is no more or less complicated than that of a rifle. In both cases, it is highly dependent on what model of firearm it is. The overall size and shape of the weapon only matters in how long it takes, not how complicated or difficult to learn the proper techniques are.
Even in the aspect of point and shoot, a pistol still isn't any simpler or easier to use. It's actually harder do to the inherent inaccuracy of handguns when compared to longarms. It takes a good bit more training to learn how to shoot accurately with a handgun than with a rifle or shotgun. Handguns just aren't that simple to use, despite what their popularity as sidearms (which is an issue of size and weight, not simplicity) would suggest.
Thanks for the steam proxy rules.

Fnipernackle |