Jarl
2007-02-09, 11:39 AM
"Guns. Lots of guns."
I'm running a very loosy goosy improv D&D game at Irc.Rizon.Net's #Dungeon and #DungeonOOC, and I figured, what the heck, let's give guns to fantasy people.
The basic means of measurement is a d20 roll when creating a new character to see what their homeland or region's level of technology is: 1 is late middle ages, 20 is pre-Spanish/American War.
A society 8 and under has no gunpowder weapons. 9-12 has rockets and cannons. 13-15 has flintlock/matchlock muskets and pistols, and a character may take an Exotic Weapons prof. in a single firearm. 16-18 has percussion cap rifles and shotguns, and certain classes start play with one firearm proficiency. 19 has cartridge firearms, and a character may an Exotic Weapons Proficiency in Personal Firearms or Longarms. 20 has the same previous firearms, and Personal Firearms and Longarms in these regions are Martial Weapons (for the most part).
Feats
A few feats scavenged from d20 Modern, d20 Modern: Past, and the Eberron Campaign Setting, as well as a few old feats jury-rigged to allow firearms.
Martial Weapons Proficiency
Same as core, with the following addition: A character from a region with a tech level greater than or equal to a firearm's tech level may take the weapon as a martial weapon unless it is specified as Exotic. Otherwise, all firearms are exotic weapons.
Exotic Weapons Proficiency
Same as core, with the following addition: A person from a region with a certain tech level has varying options when becoming proficient in the use of firearms. Some firearms, regardless of the character's level of familiarity with gunpowder weapons, remain exotic either due to their rarity or the manner in which they are used. See above and below for more details.
Monkey Grip
As the Complete Warrior feat, with the following addition:
Benefit: You may use a Longarm in one hand at a -4 penalty, or a Heavy Personal Firearm in one hand at a -2 penalty. You may not wield either weapon in your offhand.
Normal: Longarms and Heavy Personal firearms wielded by medium sized characters must be held in two hands.
Rapid Reload
As core, with the following additions:
Requirements: Weapon Proficiency (Any Firearm)
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.
Burst Fire
Requirements: Wisdom 13, Weapon Proficiency (Any Firearm)
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a -4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can't be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: A Ranger may chose to take Burst Fire instead of Many Shot when applying the benefits of Improved Combat Style, even if he does not meet the prerequisites. As usual, this only applies when wearing light or no armor. A Monk may take Burst Fire as a bonus feat at first level.
Monk Weapon Proficiency
Requirements: Weapon Focus (any melee), Flurry of Blows class feature
Benefit: When using flurry of blows, a monk may attack with the chosen weapon as though it were a special monk weapon.
Normal: When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham).
Akimbo
(Taken down for re-construction)
Base Class Variants
Some alterations to the base classes based on these newfangled shootin' contraptions.
A Bard from a region with tech level 19 or greater may start play proficient in a single firearm.
A Barbarian from a region with tech level 20 may start play proficient in a single firearm.
A Cleric from a region with tech level 19 or greater and the War Domain may start play with a martial weapons proficiency in their diety's favored firearm.
A Druid who uses a firearm is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
A Fighter from a region with tech level 16 or greater may start play proficient in a single firearm. 19 or greater, and the character may start play proficient in Personal Firearms or Longarms. Level 20, most firearms are Martial Weapons, which Fighters begin play proficient in.
A Monk with the Akimbo Feat may flurry with any firearm.
A Paladin may use the Ranged Smiting feat (from the Book of Exalted Deeds) with any firearm. A Paladin from a region with tech level 18 or greater may start play proficient in a single firearm. At level 20, most firearms are martial weapons, which Paladins start play proficient in.
A Psion from a region with tech level 19 or greater may start play proficient in a single firearm.
A Psychic Warrior from a region with tech level 17 or greater may start play proficient in a single firearm. 19 or greater, and the character may start play proficient in Personal Firearms or Longarms. Level 20, most firearms are Martial Weapons, which Psychic Warriors begin play proficient in.
A Ranger from a region with tech level 16 or greater may start play proficient in a single firearm. 19 or greater, and the character may start play proficient in Personal Firearms or Longarms. Level 20, most firearms are Martial Weapons, which Rangers begin play proficient in. A ranger with a firearms proficiency may chose to take Burst Fire instead of Manyshot when gaining the benefits of "Improved Combat Style".
A Rogue from a region with tech level 16 or greater may start play proficient in a single firearm. Level 20, a character may start play proficient in Personal Firearms or Longarms. A Rogue may sneak attack with a Longarm from 30 feet.
A Sorcerer from a region with tech level 20 may start play proficient in a single firearm.
A Soulknife from a region with tech level 18 or greater may start play proficient in a single firearm. 20 and he may start play proficient in two.
A Warlock from a region with tech level 19 or greater may start play proficient in one firearm.
A Warmage from a region with tech level 18 or greater may start play proficient in two firearms. 20 and he may start play proficient in two.
A Wizard from a region with tech level 20 may start play proficient in a single firearm.
***
-Split the post in two in order to keep the character limits happy. Weapons list is further down below.
I'm running a very loosy goosy improv D&D game at Irc.Rizon.Net's #Dungeon and #DungeonOOC, and I figured, what the heck, let's give guns to fantasy people.
The basic means of measurement is a d20 roll when creating a new character to see what their homeland or region's level of technology is: 1 is late middle ages, 20 is pre-Spanish/American War.
A society 8 and under has no gunpowder weapons. 9-12 has rockets and cannons. 13-15 has flintlock/matchlock muskets and pistols, and a character may take an Exotic Weapons prof. in a single firearm. 16-18 has percussion cap rifles and shotguns, and certain classes start play with one firearm proficiency. 19 has cartridge firearms, and a character may an Exotic Weapons Proficiency in Personal Firearms or Longarms. 20 has the same previous firearms, and Personal Firearms and Longarms in these regions are Martial Weapons (for the most part).
Feats
A few feats scavenged from d20 Modern, d20 Modern: Past, and the Eberron Campaign Setting, as well as a few old feats jury-rigged to allow firearms.
Martial Weapons Proficiency
Same as core, with the following addition: A character from a region with a tech level greater than or equal to a firearm's tech level may take the weapon as a martial weapon unless it is specified as Exotic. Otherwise, all firearms are exotic weapons.
Exotic Weapons Proficiency
Same as core, with the following addition: A person from a region with a certain tech level has varying options when becoming proficient in the use of firearms. Some firearms, regardless of the character's level of familiarity with gunpowder weapons, remain exotic either due to their rarity or the manner in which they are used. See above and below for more details.
Monkey Grip
As the Complete Warrior feat, with the following addition:
Benefit: You may use a Longarm in one hand at a -4 penalty, or a Heavy Personal Firearm in one hand at a -2 penalty. You may not wield either weapon in your offhand.
Normal: Longarms and Heavy Personal firearms wielded by medium sized characters must be held in two hands.
Rapid Reload
As core, with the following additions:
Requirements: Weapon Proficiency (Any Firearm)
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.
Burst Fire
Requirements: Wisdom 13, Weapon Proficiency (Any Firearm)
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a -4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can't be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: A Ranger may chose to take Burst Fire instead of Many Shot when applying the benefits of Improved Combat Style, even if he does not meet the prerequisites. As usual, this only applies when wearing light or no armor. A Monk may take Burst Fire as a bonus feat at first level.
Monk Weapon Proficiency
Requirements: Weapon Focus (any melee), Flurry of Blows class feature
Benefit: When using flurry of blows, a monk may attack with the chosen weapon as though it were a special monk weapon.
Normal: When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham).
Akimbo
(Taken down for re-construction)
Base Class Variants
Some alterations to the base classes based on these newfangled shootin' contraptions.
A Bard from a region with tech level 19 or greater may start play proficient in a single firearm.
A Barbarian from a region with tech level 20 may start play proficient in a single firearm.
A Cleric from a region with tech level 19 or greater and the War Domain may start play with a martial weapons proficiency in their diety's favored firearm.
A Druid who uses a firearm is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
A Fighter from a region with tech level 16 or greater may start play proficient in a single firearm. 19 or greater, and the character may start play proficient in Personal Firearms or Longarms. Level 20, most firearms are Martial Weapons, which Fighters begin play proficient in.
A Monk with the Akimbo Feat may flurry with any firearm.
A Paladin may use the Ranged Smiting feat (from the Book of Exalted Deeds) with any firearm. A Paladin from a region with tech level 18 or greater may start play proficient in a single firearm. At level 20, most firearms are martial weapons, which Paladins start play proficient in.
A Psion from a region with tech level 19 or greater may start play proficient in a single firearm.
A Psychic Warrior from a region with tech level 17 or greater may start play proficient in a single firearm. 19 or greater, and the character may start play proficient in Personal Firearms or Longarms. Level 20, most firearms are Martial Weapons, which Psychic Warriors begin play proficient in.
A Ranger from a region with tech level 16 or greater may start play proficient in a single firearm. 19 or greater, and the character may start play proficient in Personal Firearms or Longarms. Level 20, most firearms are Martial Weapons, which Rangers begin play proficient in. A ranger with a firearms proficiency may chose to take Burst Fire instead of Manyshot when gaining the benefits of "Improved Combat Style".
A Rogue from a region with tech level 16 or greater may start play proficient in a single firearm. Level 20, a character may start play proficient in Personal Firearms or Longarms. A Rogue may sneak attack with a Longarm from 30 feet.
A Sorcerer from a region with tech level 20 may start play proficient in a single firearm.
A Soulknife from a region with tech level 18 or greater may start play proficient in a single firearm. 20 and he may start play proficient in two.
A Warlock from a region with tech level 19 or greater may start play proficient in one firearm.
A Warmage from a region with tech level 18 or greater may start play proficient in two firearms. 20 and he may start play proficient in two.
A Wizard from a region with tech level 20 may start play proficient in a single firearm.
***
-Split the post in two in order to keep the character limits happy. Weapons list is further down below.