PDA

View Full Version : Equipment


Black Plauge
16th of October, 2005, 12:21
Air Guns
Air guns come in three basic types, differentiated on how they pressurize the air used to propel the bullet: single-pump, multi-pump, and pre-primed reservoirs. All stats presented are for a medium-sized weapon. All air guns are exotic weapons.

Single-pump guns have the advantage of being quick to reload (since they only require a single pump to repressurize the gun) but have very short effective ranges because of the low air pressure involved (when compared to the other types of guns). Single-pump guns come in both a long and short-barrel design, with the long-barrel design being slightly more accurate.
Short-barrel single-pump stats:
Dmg: 1d6 (piercing); Crit: 20/x3; RI: 10 ft.; Wt: 2 lbs.; Reload: MEA; Cost: 1000 gp
Long-barrel single-pump stats:
Dmg: 1d8 (piercing); Crit: 20/x3; RI: 15 ft.; Wt: 4 lbs.; Reload: MEA; Cost: 1200 gp

Multi-pump guns have the advantage of being far more accurate at long range than their short barrel counter parts and also deal more damage because of the higher air pressures that a multi-pump system provides. However, they also take much longer to load because of the aforementioned multi-pump system.
Short-barrel multi-pump stats:
Dmg: 1d8 (piercing); Crit: 20/x3; RI: 20 ft.; Wt: 2 lbs.; Reload: FRA; Cost: 1100 gp
Long-barrel multi-pump stats:
Dmg: 1d10 (piercing); Crit: 20/x3; RI: 30 ft.; Wt: 4 lbs.; Reload: FRA; Cost: 1300 gp

Pre-primed reservoir guns have the best of both worlds with a fast reload time and better accuracy at range. However, their dependance on a pre-primed reservoir means that once the reservoir runs out the gun is basically useless without the specialized equipment needed to recharge them, and even then it takes a significant amount of time to recharge the reservoir. Thus it is rare to see these guns in the field of battle. They do, however, make excellent hunting pieces where a follow-up shot is generally needed quickly. The reservoir can be either internal or external, depending on the gun. External reservoirs come in different sizes (measured in shot capacity) and are hooked to the gun by means of a hose (normally 10 ft. long). Some also come as repeaters which can be fired multiple times without reloading, but require much longer to reload when they run out of shots.
Single Shot Varieties:
Short-barreled external reservoir:
Dmg: 1d8 (piercing); Crit: 20/x3; RI: 20 ft.; Wt: 2 lbs. + reservoir weight; Reload: MEA; Cost: 800 gp
Long-barreled external reservoir:
Dmg: 1d10 (piercing); Crit: 20/x3; RI: 30 ft.; Wt: 4 lbs. + reservoir weight; Reload: MEA; Cost: 900 gp
External reservoir:
Capacity: Variable; Wt: 10 lbs./20 shots; Cost: 1000 gp/ 20 shots; Recharge Time: 20 min./20 shots
Long-barreled internal reservoir:
Dmg: 1d10 (piercing); Crit: 20/x3; RI: 30 ft.; Wt: 5 lbs.; Reload: MEA; Reservoir Capacity: 5 shots; Cost: 2000 gp; Recharge Time: 5 min.
Repeater Varieties:
Short-barreled external reservoir:
Dmg: 1d8 (piercing); Crit: 20/x3; RI: 20 ft.; Wt: 3 lbs. + reservoir weight; Reload: 2 rounds; Shot Capacity: Variable (usually 6); Cost: 1100 gp
Long-barreled external reservoir:
Dmg: 1d10 (piercing); Crit: 20/x3; RI: 30 ft.; Wt: 5 lbs. + reservoir weight; Reload: 2 rounds; Shot Capacity: Variable (usually 7); Cost: 1200 gp
External reservoir:
Capacity: Variable; Wt: 10 lbs./14 shots; Cost: 1000 gp/14 shots; Recharge Time: 20 min./14 shots
Long-barreled internal reservoir:
Dmg: 1d10 (piercing); Crit: 20/x3; RI: 30 ft.; Wt: 6 lbs.; Reload & Recharge: 5 min.; Shot/Reservoir Capacity: 3; Cost: 2300 gp

Note: The external reservoir for a repeater is identical to the external reservoir for a single-shot air gun. However, the repeater requires more air to operate the repeating mechanism (hence the lower shot capacity). If changing a partially filled reservoir from one gun to the other, use the proportion of remaining shots to determine how many shots remain for the new gun type (i.e. 7/14 shots for a repeater translates into 10/20 shots for a single-shot air gun).
Although most guns are smoothbore in design, those of really high craftsmanship may have rifled barrels. When used with the appropriate bullets, a rifled barrel doubles the range increment of the weapons. A rifled gun costs 500 gp more than its smooth bore counter part.

Other Accessories
Basic Shot:
10 gp for a bag of 20
Rifled Shot:
20 gp for a bag of 10
One-Person Recharger for External Tanks:
Wt: 10 lbs; Cost: 1000 gp
Two-Person Recharger for External Tanks:
Wt: 20 lbs; Cost: 1500 gp; Special: Cuts recharge time in half.
One-Person Recharger for Internal Tanks:
Wt: 10 lbs; Cost: 1000 gp
Hose Divider for External Tanks:
Cost: 100 gp; Special: This attachment allows two air guns to be hooked up to the same external reservoir. Several of these can be chained together to attach more guns.
Hose Extender:
Cost: 100 gp/10 ft.; Special: This accessory allows the user of an air gun to move further away from his external reservoir.

Black Plauge
16th of October, 2005, 12:23
Giant Atlatl
The giant atlatl is a (relatively) short piece of wood that has hook at one end, making it look like an oversized crochet needle. Made for throwing darts and javelins, an atlatl extends the range (double range increment) and increases the power (+1 damage) of these “primitive” weapons. It must, however, be properly matched to the type and size of the projectile (i.e. a large javelin atlatl cannot be used for javelins of any size other than large or for darts of any size). It is an exotic ranged weapon. Javelins and darts fired using an atlatl otherwise function the same as their thrown counterparts.

Black Plauge
13th of March, 2006, 08:03
Formulas

Formulas for alchemical items cost 1/10th the value of the item.

Formulas for posions cost 1/10th the value of the posion, if posions are legal. In areas where posions are illegal you can expect to pay far more, though the actual ammount will vary on the seller and the degree of law enforcement in the area.

Black Plauge
16th of April, 2007, 00:19
Magic Items
Magic items in all forms are banned.

Note: Despite being listed in the magic items section of MoI, Essentia Jewels qualify as a special material, not a magic item, and are thus permitted.

Black Plauge
3rd of July, 2007, 03:01
Special Materials
Given the importance of special materials in a game without magic items, I've taken the time to consolidate a summary list of the different special materials in the game. The listed benefits do not take into account DR benefits.
Adamantine (DMG): Increased durability, DR for armors, and sundering benefits.
Alchemical Silver (DMG): Deals less damage than normal.
Astral Driftmetal (PlH): Armor works against incorporeal attacks.
Aurorum (BoED): Auto repairing items.
Bloodiron (PlH): As cold iron plus bonus on critical confirmation rolls.
Celestial Leather (PlH): Energy resistance of multiple types for a cloak.
Cold Iron (DMG): No special properties.
Darkwood (DMG): Lighter than normal and lower ACP for wooden shields.
Deep Crystal (XPH): Psionic characters can charge weapons with pp for extra damage.
Dragoncraft Dragonbone Bow (Drac): Longer range increment than normal.
Dragoncraft Armor or Shield (Drac): Energy resistance and reduced ACP for hide, scale mail, half-plate, or full-plate armor and shields.
Dragoncraft Dragonfang Weapon (Drac): Added energy damage to piercing and slashing weapons.
Dragonhide (DMG): Can be used to make non-metal versions of banded mail, breastplate, half-plate, or full-plate armor and shields.
Dragoncraft Dragonhide (Drac): Energy resistance and Intimidate bonus against dragons for a cloak.
Essentia Jewel (MoI): Single use bonus to essential pool.
Frystalline (BoED): Weapons act as good aligned.
Heartwire (BoED): AC bonus against critical confirmation for chain shirt, chain mail, or any heavy armor.
Mithral (DMG): Lighter, reduces penalties associated with armor.
Mundane Crystal (XPH): No special properties.
Obdurium (SBG): Extreme durability.
Ocanthus Ice (PlH): Higher damage than normal for dagger but single use.
Pandemonic Silver (CW): As Alchemical Silver plus fear effect in wind.
Serren (BoED): Ghost touch bows, arrows, and bolts.
Starmetal (CA): As adamantine plus bonus damage against extraplanar creatures on material plane.
Susalian Chainweave (CW): DR against bludgeoning and slashing weapons.
Thinaun (CW): Melee weapons trap the soul of anyone who dies while touching it, lowers cost of resurrective magics.
Touchstone Metal (PlH): Touchstone link.
Truesteel (BoED): Bonus on critical confirmation.


Special Materials and Better than Normal Quality items
Because of the rarity and importance of special materials, items made from special materials are seldom made at anything less than Expert Work level. Because of this, the benefits and costs of special materials listed in the appropriate resource already have the benefits and cost of the item being Expert Work figured into them. If a character wishes to make a version of the item that has a different quality level (ususally Masterwork or Grandmaster Work, though Normal and Apprentice work are possible, if not exactly intelligent choices) then the benefits and cost of the special material are reduced by those for Expert Work before the benefits and costs for the desired quality level are applied.

For example, a mithral chainmail costs 4,150 gp, has a max Dex bonus of 4, an ACP of -2, arcane spell failure of 20%, 15 hardness, 25 hp, and is considered light armor for a suit made at the Expert Work quality level (just as the entry for mithral and elven chain (http://www.d20srd.org/srd/magicItems/magicArmor.htm#elvenChain) describe). A Masterwork version would have a cost of 4,600 gp, has a max Dex bonus of 5, an ACP of -2, arcane spell failure of 18%, 16 hardness, 25 hp, and is considered light armor. A Grandmaster Work version would have a cost of 8,850 gp, has a max Dex bonus of 6, an ACP of -1, arcane spell failure of 16%, 17 hardness, 30 hp, and is considered light armor.

Black Plauge
3rd of July, 2007, 03:34
Weapons
All weapons from the BoED are permited.