SethoMarkus
2013-10-31, 01:27 PM
Hello all!
First, please let me know if I should put this in the Homebrew section. I wasn't certain since this was designed for 3.5 specifically.
This is an older homebrew I made up with the help of a friend a couple of years ago. I'm thinking of picking back up the mantle of DM for the continuation of a campaign set in a world that my friend made, and I wanted to check and see what the Playground thinks of these rules for firearms, gunpowder (blackpowder), and explosives.
We also designed a homebrew class to go along with these weapons, but assume that all firearms are "Exotic Weapons" for all intents and purposes. Certain classes and races gain proficiency with one or several of these weapons within the homebrew world, however (such as Rangers and Fighters gaining proficiency with flint-trigger pistols).
So, without further ado, the homebrew:
Flashpowder:
While flashpowder burns (1 ounce consumes itself in 1 round and illuminates like a sunrod) or even explodes in the right conditions, it is chiefly used to propel a bullet out of the barrel of a pistol or a rifle, or it is formed into a bomb (see below). An ounce of flashpowder is needed to propel a bullet. 6 ounces of flashpowder is needed to fire a canon. Flashpowder is sold in small kegs (15-pound capacity, 20 pounds total weight, 7.2 gp each) and in water-resistant powder horn (2-pound capacity and total weight, 9.6 sp for a full powder horn). A keg of flashpowder can be reinforced in metal casing adding 2 gp and 5 lbs to the total weight of the keg (15 lb of powder, 25 lb total weight of item). If flashpowder gets wet, it cannot be used to fire a bullet.
Ammunition:
Bullets: These round, lead projectiles are sold in bags of 10 for 1 sp. A bag of bullets weighs 1 pound. Made to be fired from a sling, these bullets impose a -2 attack roll penalty when fired from a firearm.
Slugs: These sleek, metal projectiles were specially designed to be fired from a firearm and end in a rounded cone-shaped tip. These projectiles are sold in bags of 10 for 1 gp. A bag of slugs weighs 1 pound.
Canonballs: These large, round, stone or metal projectiles are designed to be fired from a canon and are sold in cases of 10 balls for 1 gp. A case of canonballs weighs 15 pounds, and an individual ball weighs 1 pound.
Missile: These large, sleek, metal projectiles look much like a larger version of the slug. These heavy projectiles are sold in large wooden cases of 25 for 10 gp. Each projectile weighs 1.5 pounds and a case weighs 45 pounds. Designed to be especially deadly, a missile gains a +2 on attack rolls and an extra 1d4 of damage.
Grapeshot: Grapeshot is a group of 100 small metal pellets tightly bound in a paper package. Grapeshot is sold in individual packages for 5 sp and weigh 1 pound each. Rather than focus on accuracy, grapeshot shoots pellets in a cone shaped spread, dealing 1d6 damage to all creatures and objects within the cone. A character caught in the spread can make a DC 15 reflex save for half damage.
Explosive Shell: These dangerous projectiles resemble a missile, but are made of a softer material and filled with flashpowder. These shells are sold individually for 10 gp and weigh 1 pound each. Upon impact, these shells deal an additional 1d6 force damage and 2d4 shrapnel damage within 5 ft of the impact. Explosive shells are exceptionally effective against walls and other objects, and the bonus damage associated with the shell ignores an object‘s hardness.
Firearms and Artillery:
Flint-trigger Pistol: The flint-trigger pistol is a hand-held gun that can be loaded and fired in a single turn. Pistols require 1 ounce of flashpowder to fire a projectile.
Musket: The musket is a two-handed gun held at the shoulder and fired while taking sight down the long metal barrel. The musket also uses flint-trigger technology and is merely a larger, more accurate though more cumbersome variant of the hand-held pistol. Muskets require 1 ounce of flashpowder to fire a projectile.
Coal Rifle: Utilizing a coal burning pressure chamber, this unique rifle is considered to be the safest of its type. Rather than requiring flashpowder to fire, the coal rifle must be refilled with hot coals every 30 shots. A coal rifle can also be attached to a large furnace with a sturdy cord-like tube, effectively enabling the rifle to fire indefinitely. The coal rifle has the benefit of being the only firearm able to be effectively fired in wet environments, due to its air-tight pressure chamber and lack of flashpowder.
Cast-iron Blaster: This massive gun straps to its wielder at the hip, using its wielder as a brace in order to aim and fire. A blaster requires 6 ounces of flaspowder to fire a projectile.
Cannon: The cannon is a large, stationary weapon designed as a siege weapon. A cannon is used primarily to destroy obstacles and objects on the battlefield, and as such has poor accuracy and high damage to objects such as stone walls or buildings. It takes two rounds to fire a cannon; the first round to aim the weapon, and a second round to fire. If the target moves between these two rounds, the cannon suffers a -6 penalty to its attack roll. Against stationary targets, with each consecutive miss against the same target a cannon gains a +2 bonus to its attack roll against that target for as long as the target remains stationary.
Tables:
Weapon ------------ Cost ---- Dmg1 --- Critical --- Range -------- Weight ----- Type ----- Reload ----- Misfire% - MisDmg2
Flit-trigger Pistol --- 75 gp --- 1d6 ------ x3 -------- 20ft (x5) ------ 3 lb ----- Piercing ----- Free -------- 10% ------ 1d3
Musket ------------- 125 gp -- 1d8 ------ x3 -------- 30ft (x10) ----- 6 lb ----- Piercing ----- Move ------- 10% ------ 1d3
Coal Rifle ---------- 200 gp -- 1d10 ----- x3 ------- 10-40ft (x10) -- 8 lb ----- Piercing ----- Move -------- 5% ------ 1d4
Cast-iron Blaster -- 175gp --- 2d8 ----- 19-20x2 -- 30ft (x10) ----- 25 lb ---- Bludgeon --- Standard ------ 20% ------ 1d6
Cannon ------------ 250gp --- 4d6 ------ x2 -------- 50ft (x10) ---- 100lb ---- Bludgeon ---- Full --------- 20% ------ 2d4
1These weapons are manufactured the same for medium and small creatures and deal the same amount of damage. However, firearms designed for small creatures half the hardness and ¾ the hp of their full sized versions.
2Misfire damage is applied to the weapon first. This damage does not bypass hardness. If the damage from a misfire would destroy the weapon, any remaining damage affects the creature immediately behind the barrel of the weapon, usually the one wielding the weapon.
Flashpowder Items ----- Cost ----- Weight -- Hardness -- HP --- Break DC -- Ignites1 -- Dmg2 ----- Range
Powder Horn, 2 lb ----- 9.6 sp ------ 2 lb -------- 5 ------- 10 -------- 13 ------- 10 ------ 2d6 ----- 5ft burst
Powder Keg, 15 lb ----- 7.2 gp ----- 20 lb ------- 5 ------- 20 -------- 23 ------- 10 ------ 4d6 ----- 10ft burst
Reinforced Keg -------- 9.2 gp ------ 30 lb ------ 10 ------ 30 -------- 28 ------- 15 ------ 2d8 ----- 5ft burst
Bullets (10) ------------ 1 sp -------- 1 lb ------- 5 ------ 5 --------- X -------- X --------- X --------- X
Slugs (10) ------------- 1 gp -------- 1 lb ------- 5 ------ 10 -------- X -------- X --------- X --------- X
Cannonballs (10) ------- 1 gp ------- 15 lb ------ 10 ------- 10 -------- X -------- X --------- X --------- X
Missiles (25) ----------- 10 gp ------ 45 lb ------ 10 ------ 15 --------- X -------- X ------ +1d4 -------- X
Grapeshot ------------- 5 gp ------- 1 lb -------- 5 ------- 10 -------- 13 ------- X ------- 2d6 -------- cone
Explosive Shell -------- 10 gp ------ 1.5 lb ------ 10 ------ 15 -------- 23 ------- 10 ----- +2d6 force,
---------------------------------------------------------------------------------------- +2d4 shrapnel -- 5 ft burst
Bomb --------------------- 2 sp ----- 1/2 lb ------ 5 -------- 5 -------- 13 --------- 5 ------ 2d6 ------- 5ft burst
Smoke Bomb ------------ 4 sp ----- ½ lb -------- 5 -------- 5 -------- 13 -------- 5 ------ 1d43 ------- See Text
Demolition Charge ------- 5 gp ----- 5 lb -------- 5 ------- 10 -------- 13 ------- 10 ------ 4d64 ----- 5ft +5ft per additional
--------------------------------------------------------------------------------------------------------------- charge (max 20ft)
1If any flashpowder item takes fire, acid, or sufficient blunt force damage, after taking into account for Hardness, it will ignite and explode, causing a set amount of damage.
2Damage caused by flashpowder items can be reduced by half with a successful DC 15 Reflex save. A character holding a flashpowder item as it ignites, or who is directly hit by a thrown or fired projectile, gets no save.
3Smoke Bomb damage only applies upon premature ignition caused by fire, acid, or blunt force damage.
4A Demolition Charge ignores 2 points of Hardness per charge.
Explosives:
Bomb: The round flashpowder bomb must be lit before it is thrown. Lighting a bomb is a move action. The explosive deals 2d6 points of fire damage. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage.
Smoke Bomb: This cylindrical bomb must be lit before it is thrown. Lighting it is a move action. Two rounds after it is lit, this nondamaging explosive emits a cloud of smoke (as a fog cloud spell) in a 20-foot-radius. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Demolition Charge: This bundle of cylindrical explosives can be set next to a wall or other object to be destroyed. This explosive has a fuse that must be lit after it is set. Lighting a demolition charge is a move action, and the charge goes off in one round or up to several rounds later (depending on the length of the fuse). The explosive has a blast radius of 5 feet and deals 4d6 points of bludgeoning damage. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage.
It's possible to bind together several demolition charges so they ignite and explode at the same time. Each additional charge increases the damage by 2d6 (maximum damage 10d6) and the burst radius by 5 feet (maximum burst radius 20 feet). Demolition charges ignore 2 points of Hardness per charge.
First, please let me know if I should put this in the Homebrew section. I wasn't certain since this was designed for 3.5 specifically.
This is an older homebrew I made up with the help of a friend a couple of years ago. I'm thinking of picking back up the mantle of DM for the continuation of a campaign set in a world that my friend made, and I wanted to check and see what the Playground thinks of these rules for firearms, gunpowder (blackpowder), and explosives.
We also designed a homebrew class to go along with these weapons, but assume that all firearms are "Exotic Weapons" for all intents and purposes. Certain classes and races gain proficiency with one or several of these weapons within the homebrew world, however (such as Rangers and Fighters gaining proficiency with flint-trigger pistols).
So, without further ado, the homebrew:
Flashpowder:
While flashpowder burns (1 ounce consumes itself in 1 round and illuminates like a sunrod) or even explodes in the right conditions, it is chiefly used to propel a bullet out of the barrel of a pistol or a rifle, or it is formed into a bomb (see below). An ounce of flashpowder is needed to propel a bullet. 6 ounces of flashpowder is needed to fire a canon. Flashpowder is sold in small kegs (15-pound capacity, 20 pounds total weight, 7.2 gp each) and in water-resistant powder horn (2-pound capacity and total weight, 9.6 sp for a full powder horn). A keg of flashpowder can be reinforced in metal casing adding 2 gp and 5 lbs to the total weight of the keg (15 lb of powder, 25 lb total weight of item). If flashpowder gets wet, it cannot be used to fire a bullet.
Ammunition:
Bullets: These round, lead projectiles are sold in bags of 10 for 1 sp. A bag of bullets weighs 1 pound. Made to be fired from a sling, these bullets impose a -2 attack roll penalty when fired from a firearm.
Slugs: These sleek, metal projectiles were specially designed to be fired from a firearm and end in a rounded cone-shaped tip. These projectiles are sold in bags of 10 for 1 gp. A bag of slugs weighs 1 pound.
Canonballs: These large, round, stone or metal projectiles are designed to be fired from a canon and are sold in cases of 10 balls for 1 gp. A case of canonballs weighs 15 pounds, and an individual ball weighs 1 pound.
Missile: These large, sleek, metal projectiles look much like a larger version of the slug. These heavy projectiles are sold in large wooden cases of 25 for 10 gp. Each projectile weighs 1.5 pounds and a case weighs 45 pounds. Designed to be especially deadly, a missile gains a +2 on attack rolls and an extra 1d4 of damage.
Grapeshot: Grapeshot is a group of 100 small metal pellets tightly bound in a paper package. Grapeshot is sold in individual packages for 5 sp and weigh 1 pound each. Rather than focus on accuracy, grapeshot shoots pellets in a cone shaped spread, dealing 1d6 damage to all creatures and objects within the cone. A character caught in the spread can make a DC 15 reflex save for half damage.
Explosive Shell: These dangerous projectiles resemble a missile, but are made of a softer material and filled with flashpowder. These shells are sold individually for 10 gp and weigh 1 pound each. Upon impact, these shells deal an additional 1d6 force damage and 2d4 shrapnel damage within 5 ft of the impact. Explosive shells are exceptionally effective against walls and other objects, and the bonus damage associated with the shell ignores an object‘s hardness.
Firearms and Artillery:
Flint-trigger Pistol: The flint-trigger pistol is a hand-held gun that can be loaded and fired in a single turn. Pistols require 1 ounce of flashpowder to fire a projectile.
Musket: The musket is a two-handed gun held at the shoulder and fired while taking sight down the long metal barrel. The musket also uses flint-trigger technology and is merely a larger, more accurate though more cumbersome variant of the hand-held pistol. Muskets require 1 ounce of flashpowder to fire a projectile.
Coal Rifle: Utilizing a coal burning pressure chamber, this unique rifle is considered to be the safest of its type. Rather than requiring flashpowder to fire, the coal rifle must be refilled with hot coals every 30 shots. A coal rifle can also be attached to a large furnace with a sturdy cord-like tube, effectively enabling the rifle to fire indefinitely. The coal rifle has the benefit of being the only firearm able to be effectively fired in wet environments, due to its air-tight pressure chamber and lack of flashpowder.
Cast-iron Blaster: This massive gun straps to its wielder at the hip, using its wielder as a brace in order to aim and fire. A blaster requires 6 ounces of flaspowder to fire a projectile.
Cannon: The cannon is a large, stationary weapon designed as a siege weapon. A cannon is used primarily to destroy obstacles and objects on the battlefield, and as such has poor accuracy and high damage to objects such as stone walls or buildings. It takes two rounds to fire a cannon; the first round to aim the weapon, and a second round to fire. If the target moves between these two rounds, the cannon suffers a -6 penalty to its attack roll. Against stationary targets, with each consecutive miss against the same target a cannon gains a +2 bonus to its attack roll against that target for as long as the target remains stationary.
Tables:
Weapon ------------ Cost ---- Dmg1 --- Critical --- Range -------- Weight ----- Type ----- Reload ----- Misfire% - MisDmg2
Flit-trigger Pistol --- 75 gp --- 1d6 ------ x3 -------- 20ft (x5) ------ 3 lb ----- Piercing ----- Free -------- 10% ------ 1d3
Musket ------------- 125 gp -- 1d8 ------ x3 -------- 30ft (x10) ----- 6 lb ----- Piercing ----- Move ------- 10% ------ 1d3
Coal Rifle ---------- 200 gp -- 1d10 ----- x3 ------- 10-40ft (x10) -- 8 lb ----- Piercing ----- Move -------- 5% ------ 1d4
Cast-iron Blaster -- 175gp --- 2d8 ----- 19-20x2 -- 30ft (x10) ----- 25 lb ---- Bludgeon --- Standard ------ 20% ------ 1d6
Cannon ------------ 250gp --- 4d6 ------ x2 -------- 50ft (x10) ---- 100lb ---- Bludgeon ---- Full --------- 20% ------ 2d4
1These weapons are manufactured the same for medium and small creatures and deal the same amount of damage. However, firearms designed for small creatures half the hardness and ¾ the hp of their full sized versions.
2Misfire damage is applied to the weapon first. This damage does not bypass hardness. If the damage from a misfire would destroy the weapon, any remaining damage affects the creature immediately behind the barrel of the weapon, usually the one wielding the weapon.
Flashpowder Items ----- Cost ----- Weight -- Hardness -- HP --- Break DC -- Ignites1 -- Dmg2 ----- Range
Powder Horn, 2 lb ----- 9.6 sp ------ 2 lb -------- 5 ------- 10 -------- 13 ------- 10 ------ 2d6 ----- 5ft burst
Powder Keg, 15 lb ----- 7.2 gp ----- 20 lb ------- 5 ------- 20 -------- 23 ------- 10 ------ 4d6 ----- 10ft burst
Reinforced Keg -------- 9.2 gp ------ 30 lb ------ 10 ------ 30 -------- 28 ------- 15 ------ 2d8 ----- 5ft burst
Bullets (10) ------------ 1 sp -------- 1 lb ------- 5 ------ 5 --------- X -------- X --------- X --------- X
Slugs (10) ------------- 1 gp -------- 1 lb ------- 5 ------ 10 -------- X -------- X --------- X --------- X
Cannonballs (10) ------- 1 gp ------- 15 lb ------ 10 ------- 10 -------- X -------- X --------- X --------- X
Missiles (25) ----------- 10 gp ------ 45 lb ------ 10 ------ 15 --------- X -------- X ------ +1d4 -------- X
Grapeshot ------------- 5 gp ------- 1 lb -------- 5 ------- 10 -------- 13 ------- X ------- 2d6 -------- cone
Explosive Shell -------- 10 gp ------ 1.5 lb ------ 10 ------ 15 -------- 23 ------- 10 ----- +2d6 force,
---------------------------------------------------------------------------------------- +2d4 shrapnel -- 5 ft burst
Bomb --------------------- 2 sp ----- 1/2 lb ------ 5 -------- 5 -------- 13 --------- 5 ------ 2d6 ------- 5ft burst
Smoke Bomb ------------ 4 sp ----- ½ lb -------- 5 -------- 5 -------- 13 -------- 5 ------ 1d43 ------- See Text
Demolition Charge ------- 5 gp ----- 5 lb -------- 5 ------- 10 -------- 13 ------- 10 ------ 4d64 ----- 5ft +5ft per additional
--------------------------------------------------------------------------------------------------------------- charge (max 20ft)
1If any flashpowder item takes fire, acid, or sufficient blunt force damage, after taking into account for Hardness, it will ignite and explode, causing a set amount of damage.
2Damage caused by flashpowder items can be reduced by half with a successful DC 15 Reflex save. A character holding a flashpowder item as it ignites, or who is directly hit by a thrown or fired projectile, gets no save.
3Smoke Bomb damage only applies upon premature ignition caused by fire, acid, or blunt force damage.
4A Demolition Charge ignores 2 points of Hardness per charge.
Explosives:
Bomb: The round flashpowder bomb must be lit before it is thrown. Lighting a bomb is a move action. The explosive deals 2d6 points of fire damage. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage.
Smoke Bomb: This cylindrical bomb must be lit before it is thrown. Lighting it is a move action. Two rounds after it is lit, this nondamaging explosive emits a cloud of smoke (as a fog cloud spell) in a 20-foot-radius. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Demolition Charge: This bundle of cylindrical explosives can be set next to a wall or other object to be destroyed. This explosive has a fuse that must be lit after it is set. Lighting a demolition charge is a move action, and the charge goes off in one round or up to several rounds later (depending on the length of the fuse). The explosive has a blast radius of 5 feet and deals 4d6 points of bludgeoning damage. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage.
It's possible to bind together several demolition charges so they ignite and explode at the same time. Each additional charge increases the damage by 2d6 (maximum damage 10d6) and the burst radius by 5 feet (maximum burst radius 20 feet). Demolition charges ignore 2 points of Hardness per charge.