View Full Version : Thunder Faust (mortar) New Weapon

2006-09-29, 10:09 AM
I'm thinking of making a kind of Siege Engineer class which may use things like this.

Just a bit of fun really, it needs a lo of work still and more an idea than a finished product.. take a look and see what you think :)

Thunder Faust

Fundamentally the Thunder Faust consists of a tubular barrel approximately 2 feet in length which is typically loaded with either alchemist’s fire or other such substances. A Gust of wind enchantment is crafted into the barrels inner skin which allows for a build up of compressed air once a suitable object loaded and a simple triggering mechanism activated. The voracity of a Thunder Faust launching its projectile is far to violent to allow the weapon to be held and instead the weapon must be erected upon a tripod (which typically folds outward from its body) before it can be used. With the weapon aimed near vertical the projectile is launched in a long arch before descending downward upon its target.

Thunder Faust’s are capable of launching Alchemist fire or other such substances up to 100 feet

A Thunder Faust requires a full round action to reload (or a move action if its operator has the rapid reload feat).

A thunder Faust required a full round action to set up and a full round action to collapse before it can be transported to a new location

Due to the way in which the Thunder Faust fries it may launch its projectile up and over obstacles up to 80 feet in height.

When fired a Thunder Faust makes echoes much like thunder and can be heard up to 1 mile away if conditions are favourable.

A Thunder Faust requires 80 feet of clear space above the area from which its fired (and above its target) for it to be used effectively.

A Thunder Faust requires a natural 20 – [the operator’s dexterity] or more on a D20 when firing to hit its target as well as requiring the normal accuracy requirements or it will scatter.

A target struck directly by the launched projectile will suffer additional damage based on the substance from with the projectile was constructed. A list of these additional damages is given bellow

Leather = 1d4 bludgeoning
Weak Wood = 1d6 bludgeoning
Wood = 1d8 bludgeoning
Glass = 1d8 piercing or slashing
Stone = 1d10 bludgeoning
Metal = 1d12 bludgeoning

2006-09-29, 04:08 PM
A Thunder Faust requires a natural 20 – [the operator’s dexterity] or more on a D20 when firing to hit its target as well as requiring the normal accuracy requirements or it will scatter.

Urm...what? I'm sorry, but I have no idea what you're trying to say here. Also, what is the normal damage it does, because you've got a bonus based on what it fires, but no listing of how much damage it does to begin with.

If the Faust requires 80 feet of free space, then it has to have a countdown time, a shelter, or a Teleportation Circle nearby if whoever is firing this thing intends to survive.

2006-09-29, 05:15 PM
That's 80 ft of free space ABOVE the area from which it is fired. Which means firing it off in a cave is a no-no.

And the way I understand it. the damage done depends entirely on the ammo used. Alchemist's fire shot from it does.... standard Alchemist's fire direct and splash damage, just as if it were thrown.

But yeah, the accuracy description is a little murky. So you first have to make the d20 skill check to see if it comes down anywhere near the target, then make a standard attack role?

2006-09-29, 05:50 PM
Fire at squares (AC 5)

Range increment, 10ft.

100 ft? AC 15. 200 Ft? AC 25. 300 Ft? AC35.

Projectile scatters one square for every 5 you missed the AC by. So:

Miss by 1-5: 1 Square drift
Miss by 6-10: 2 squares drift...
etc. Determine drift direction randomly. (1d8)

If you hit the square, anything in the square has to make a reflex save or take full damage. (DC = 15 + Dex)?