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RE:Insanity
2010-07-06, 10:36 PM
The renassaince weapons in the DM's guide just weren't REAL enough for me, and I'm a big ren freak, so I'll be steadily updating this for weapons I'm gonna put in my campaign.

All the below weapons require the feat Exotic Weapon (Pistol) to be used without a penalty (and firearms have double the non-proficiency penalty!)
Dueling Pistol:
Cost: 100 gp
Damage: 2d4
Critical: x3
Range increment: 30 ft.
Weight: 4 lbs.
Type: Piercing, ranged
Rules: A dueling pistol has two barrels, each of which takes one standard action to reload. They can be fired after being put in water if reloaded, and have double the normal range penalties. They ignore up to four points of enemy armor.

Flintlock Pistol:
Cost: 100 gp
Damage: 2d4
Critical: x3
Range increment: 50 ft.
Weight: 3 lbs.
Type: Piercing, ranged
Rules: A flintlock pistol requires a full round action to reload, cannot fire if it has been put in water within the last hour, and has double the normal range penalties. However, it ignores up to 5 points of armor class bonus given by armor. So, if you’re wearing leather armor, don’t expect it to work.

Derringer:
Cost: 100
Damage: 2d6
Critical: x3
RangeL 50 ft.
Weight: 3 lbs.
Type: ranged, piercing
Rules: A derringer pistol requires a standard action to reload and has normal range penalties. It can ignore up to 4 points of armor bonus, and will work after being put in water as long as it is reloaded.

Rifled Flintlock Pistol:
Cost: 160 gp
Damage: 2d4
Critical: x3
Range increment: 50 ft.
Weight: 3 lbs.
Type: Piercing, ranged
Rules: A rifled flintlock pistol requires a full round action to reload, cannot fire if it has been put in water within the last hour, and has normal range penalties. However, it ignores up to 6 points of armor class bonus given by armor. So, if you’re wearing padded armor, don’t expect it to work.

The following weapons require the feat Exotic Weapon (rifles) to be used without a penalty:
Hand Cannon:
Cost: 80 gp
Damage: 2d6
Critical: x3
Range increment: 30 ft.
Weight: 7 lbs.
Type: Piercing, ranged
Rules: A hand cannon requires two full round actions to reload, cannot be used if it has been underwater within the past hour, and has double the normal range penalties. On the other hand, it ignores up to 6 points of armor bonus to AC. It also has a spike on the end that does 1d6, critx2 damage in melee.

Musket
Cost: 225 gp
Damage: 2d8
Critical: x3
Range increment: 100 ft.
Weight: 10 lbs.
Type: Piercing, ranged
Rules: A musket requires a full round action to reload, cannot be used if it has been in water in the past hour, has double the normal range penalties, and ignores up to 10 armor class bonus points given by armor.

Reloading any firearm requires one bullet and one ounce of gunpowder. Bullets are three gold per bag of ten, and gunpowder is 35 gold per waterproof powder horn (2 pounds) and 250 gold per keg (15 pounds). The gunpowder is useless if it gets wet, and if an entire pound of it is burnt at once, it does 1d8 fire damage, plus 1d3 fire damage to those in adjacent squares. For every five pounds added after the first, increase the damage by 1d on both accounts and increase the range to include these, so you have a 2d8 in one square, 1d8 in the surrounding squares, 2d3 in the squares surrounding those, and 1d3 in the squares surrounding those.


And I’m still working on the ‘explosives’ and special stuff, like gnomish flipknives.
EDIT: Muskets, hand cannons, and flintlocks are no longer exotic weapons, they are martial weapons.

Cahokia
2010-07-06, 11:32 PM
From your recruitment thread. Figured my feedback was more suited to this post:


I guess I'll go back and combine the feats, it makes more sense, and the only advantage the bows have is speed and price. Guns have better range, damage, and special rules so far.

You're underestimating the value of speed. Let's say a fight lasts 5 rounds. A fighter with a composite longbow with a +1 strength bonus is still 25 gp cheaper than a musket. He fires once each round, dealing 1d8+1 damage each hit. With his high BAB and any number of other tricks up his sleeve, he doesn't really need to worry about missing. Over a total of 5 rounds, he's dealt 5d8+5 damage, for an average of 25 damage.

As the musketman needs to spend every other round reloading, he only deals 3d12 damage, at the same range increment, for an average of 18 damage. In addition, because it takes him a full-round to reload his musket, he's rooted in place half of the rounds in a fight, allowing the longbowman greater mobility, greater damage, more money, and more feats. Additionally, he needn't worry about rain or the weapon exploding in his face.

EDIT: As to having somewhere between a +3 to a +5 advantage against armor breaking fighters...fighters are already way broken the other way around. Tier 5, remember? They need help. Honestly, ~+4 attack bonus is not even going to be very helpful.

Milskidasith
2010-07-06, 11:43 PM
These are incredibly weak for martial weapons, let alone exotic weapons. Hell, as a simple weapon they still have horrible action economy, no feat support, limited damage, and no way to get X stat to damage, so... yeah.

RE:Insanity
2010-07-06, 11:45 PM
Fine then. Remove the EWP feats entirely, and the musket and rifledflintlock only take a standard action to reload. Instead of making the DM's guide examples more realistic, I've made them easier to use and obtain. We'll see how it works out...

Milskidasith
2010-07-06, 11:47 PM
Still very, very weak. They have no support, take tons of actions, and have minimal base damage. The armor piercing would be OK if it weren't for the fact it's near trivial to hit on everything but iteratives (which firearms don't get) unless the opponent optimizes AC.

RE:Insanity
2010-07-06, 11:47 PM
And I'm working on the feats for them. Plus, so they don't come out as glorified crossbows, Im thinking about upping the damage, or making special ammo types. Seriously though, has no one notice that they ignore most wearable armor and that the musket can hit even an older dragon through his scales if the user has even an average dexterity score?

Milskidasith
2010-07-06, 11:50 PM
And I'm working on the feats for them. Plus, so they don't come out as glorified crossbows, Im thinking about upping the damage, or making special ammo types. Seriously though, has no one notice that they ignore most wearable armor and that the musket can hit even an older dragon through his scales if the user has even an average dexterity score?

AC sucks in D&D. Getting the ability to go through AC is not worth sacrificing iteratives, X stat to damage, being able to attack every round, especially with the chance to somehow deal more damage to yourself than the weapons are even capable of dealing.

RE:Insanity
2010-07-07, 12:06 AM
Forget what I said about changing the reload rates. There'll be a feat for that, just like with crossbows. And now, for special ammo:
Spiked shot:
five gold per bag of ten
Anyone hit with spiked shot takes 1d3 damage every time they move or attack until they spend a full round removing all the spikes.

piercing shot:
five gold per bag of ten
This ammo ignores two more points of armor

Proffessor Zapbang's A'splode'ems:
Made by an imaginative young gnome inventor, they explode once they hit the target, causing an extra 1d6 fire damage. Also, the enemy must beat a fortitude save (DC=15) or be deafened, blinded, and shaken for 1d3 rounds.
twenty per bag of ten

And a new weapon!
Boomstick:
Cost: seventy gold per rocket
Range: 75 feet
Weight: 2 pounds per rocket
Damage: 2d12 fire damage in the targeted square, 1d12 in surrounding squares, 1d6 in squares surrounding those squares, and all living beings caught in the blast must succeed on a DC 18 or be shaken, blinded, and deafened for 1d4 rounds.

Milskidasith
2010-07-07, 12:08 AM
The saves for the boomstick and the exploding bullets are far too high; at level one, you can reliably hit a rather massive area with deafening, blinding, and being shaken.

Save = damage dealt is almost never a good idea; it basically guarantees it's going to be "make a 20 or suck."

The other shots are meh. They're cheap, but they don't do too much, except at very low levels.

RE:Insanity
2010-07-07, 12:14 AM
And that's why there'll be higher level ones and magic ones.
Also, new feats!
Powder master:
requisite: proficient with one firearm
Reload firearms that take full round actions as a standard action, and standard actions as free actiond

Marksman:
requisite: proficient with one firearm, 13 dex
Add your dexterity bonus to damage with firearms!

Chambers
2010-07-07, 01:15 AM
Here's a recent thread on this topic (http://www.giantitp.com/forums/showthread.php?t=155296), especially read this post (http://www.giantitp.com/forums/showpost.php?p=8653975&postcount=11).

And Pathfinder has Gunpowder weapons. (http://www.d20pfsrd.com/equipment---final/weapons) :smallsmile:

Arathnos
2010-07-07, 11:54 AM
For spiked shot, I would change the damage per round to 1d4 or maybe even 1d6, depending on the power level in your games.

Like said, it is really only useful at low levels anyways, so beef up the power a tiny bit. There is no reason to invent it if it becomes useless very very fast.
Think of it this way; Non-magical fire causes 1d6 damage each round. At lower levels, it hurts...bad. However, at higher levels players simply shrug this damage off. If non-magical fire can cause 1d6, then spiky bits of metal shredding up your circular system and tearing muscle tissue should be able to as well.

RE:Insanity
2010-07-07, 01:10 PM
Good point. How about, until the enemy has spent one full round per two spiked bullets in him, he takes 1d6+1 damage every time he moves or attacks?
And the extra damage a gun does over other weapons is not just a matter of getting hit, but the small shockwave, the mental shock, and the shattering of the bullet, all things arrows and swords don't do, though in real life getting shot by a longbow will knock you on your ass.
Also, new item:
Flipknife:
A flipknife can be used to do 1d6 slashing or 1d4 piercing damage, and has a variety of special add-ons!
A flipknife has a built in lockpick (allows you to make lockpicking checks without penalty), gives a bonus on all sleight of hand checks to hide it as a dagger, can be thrown as a dagger to do piercing damage, and, if used to do slashing damage, can be spun around and twisted on a ball joint, giving you a +2 bonus on bluff checks made to feint.
New ammunitions:
Powderballs:
Bullets wrapped in tightly packed black powder balls, so they don't need any gunpowder to fire and full round action reloads only take a standard action
10 gold per ten bullets.

Flechettes:
Small darts with their back ends full of black powder, they don't need any powder to fire, full round reloads only take a standard action, and any gun suffering from double the normal range penalties has only normal range penalties.
fifteen gold per ten bullets.

Whistler shot:
Bullets carved to make a shrill whistling noise when fired. Any gun using these has normal range penalties, and the whistling can be heard from up to 500 feet away. In windy conditions that would affect normal firing, these bullets fly true, ignoring all penalties.
seven gold per ten bullets

RE:Insanity
2010-07-07, 04:30 PM
The musketeer class, a skilled and agile warrior who can focus on their training in ranged or swift and fluid melee combat!

Musketeer:
With the invention of gunpowder came a variety of new and amazing weapons that nobody had ever seen before. Naturally, there was a need for masters of combat with these strange new weapons, and from among the ranks of the elite, musketeers were chosen!
Alignment: Musketeers may be of any alignment, though due to their training, they are often lawful.
Role: Musketeers serve as a skilled melee or ranged combatant, much like a ranger, though with more stealthy and swift combat tactics. They also serve as a great face for the party, due to their skills in diplomacy and the legend surrounding them.
Abilities: Dexterity is the most important skill for a musketeer, though intelligence and charisma are used for many of their skills.
Hit dice: d6
Skills: craft, handle animal, ride, jump, hide, move silently, climb, profession, knowledge (nobility), use rope, diplomacy, intimidate, tumble, sleight of hand,
Skill points per level: 4+int modifier (x4 at first level)
A musketeer is proficient will all simple and martial weapons, and the hand crossbow, and can use any light armor and breastplate, but no shields.
Base attack bonus progression: As rogue
Save progression: as rogue
Class features:
At first level, the musketeer gains the option to add half of his or her intelligence bonus to any melee attack with a light weapon or rapier, and the full intelligence bonus to her AC. If she or he is caught flatfooted or otherwise cannot use their dexterity bonus to AC, they also lose these bonuses.
At second level, the musketeer gains evasion.
At third level, the musketeer may gain either two weapon fighting or powder master feat, whether he or she has the prerequisites or not.
At fourth level, the musketeer gains uncanny dodge.
At fifth level, the musketeer gains a +2 bonus to AC against attacks of opportunity while moving as long as they wear light armor and no shield.
At sixth level, the musketeer gains two weapon defense if they chose two weapon fighting at third level, and point blank shot if they chose powder master!
At seventh level, the duelist gains the ability to perform a counter once per level of musketeer per day. When countering, he or she gains a +5 reaction bonus to AC the next time an enemy attacks them with a melee weapon in that round. At fifteenth level, this bonus may even be applied to countering arrows!
At eighth level, a musketeer gains improved uncanny dodge.
At 9th level, a musketeer improves upon the style they chose at third level. They gain either improved two weapon fighting, or precise and far shot.
At tenth level, the musketeer gains the ability to use a precise strike, doing an extra 1d6 on their damage roll if they are using a light piercing weapon or rapier and wearing light or no armor. This only works on living creatures with discernable anatomy.
At 11th level, the musketeer gains either greater two weapon fighting or improved precise shot.
At 12th level, if the musketeer hasn’t already gained dodge and mobility, they do, but these feats only work if the musketeer is wearing light or no armor and no shield.
At 13th level, the musketeer doesn’t get anything special.
At 14th level, the musketeer gains spring attack or shot on the run.
At 15th level, the musketeer gains an improvement to their counter ability.
At 16th level, the musketeer doesn’t get anything special.
At 17th level, the musketeer gets the precise strike ability, as per the duelist class.
At 18th level, the musketeer doesn’t get anything special.
At 19th level, the musketeer gains a special ability like a rogue.
At 20th level, the musketeer gains the ability to once a day per positive point of dexterity modifier, increase the critical threat range of any light piercing or slashing weapon or rapier to 16-20/x3 or 18-20/x3 for a firearm. This only works for one round, can only be done in light or no armor and no shield, and is useless against any non-living enemy or enemy with no reachable or discernable vital points.

Temotei
2010-07-07, 04:44 PM
That class is...difficult to read, at best. Formatting it correctly would help a lot.

Aside from that, I'd just make it a ranger style, rather than a whole new class with a few different features, very few of which are unique or fun.

RE:Insanity
2010-07-07, 06:40 PM
Eh, good point. I'm not much for classmaking anyways.