Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

Thursday, October 8, 2009

Firearms in Faerun

Handguns
The current state of the art in personal firearms is a smoothbore weapon with a wheellock firing mechanism. Earlier matchlocks, which required a lit match held in a “matchlock” to fire, and the even earlier hand culverins, which required manual application of a lit match, are still in circulation but no regular forces use them. Though most firearms come from the mass production gunworks of Alkenstar, there are skilled craftsmen in other locations that can and do build firearms.

The smiths of Alkenstar have just developed snaplocks, but have kept the innovation to themselves so far. More reliable and inexpensive flintlocks are doubtless not far behind. A couple artisans have made rifled hunting weapons but these are still unique curiosities.

Note: D(S) is damage for a standard firearm, and D(M) is damage for a masterwork firearm.

Name
Cost
D (S)
D (M)
Crit
Range
Weight
Type
One-Handed Ranged Weapons
Pistol
250 gp
1d6
2d4
x3
50 ft.
3 lbs.
P
Blunderbuss pistol
500 gp
1d10
2d6
19-20/x2
5 ft.
5 lbs.
B and P

Two-Handed Ranged Weapons
Musket, short
500 gp
1d10
2d6
x3
100 ft.
8 lbs.
P
Musket, long
750 gp
1d10
2d6
x3
150 ft.
10 lbs.
P
Blunderbuss
500 gp
1d12
3d6
19-20/x2
15 ft.
8 lbs.
B and P

Proficiency: All wheellock weapons require Exotic Weapon Proficiency (firearms) to use without penalty.

Reload: All wheellock weapons hold one shot and take two full round actions to load. Reloading takes two hands and provokes attacks of opportunity.

Inaccurate: All non-rifled firearms have an inherent -1 to hit penalty.

Exploding Dice: Whenever you deal damage with a firearm and roll maximum on any damage die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls, continue to reroll, adding to the damage each time.

Misfire: Whenever you roll a natural 1 on an attack roll made with a firearm, your firearm might misfire. Immediately roll 1d20. On a 1, the firearm is broken and the powder explodes out the breech, dealing the weapon’s damage to you; on a 2–7, the firearm is broken; on a 8–18, the firearm misfires and is fouled; and on a 19–20, it simply misfires. A fouled firearm requires 2 full rounds to clear before it can be reloaded.

Melee: Pistols may be used as saps and muskets as clubs in melee combat, but they are reasonably fragile and whenever you roll a natural 1 on the attack roll the weapon is broken.

Pistols have a hardness of 10 and 10 hit points; long weapons have a hardness of 10 and 20 hit points.

Weapon Descriptions
Pistol: a single shot wheellock pistol.
Blunderbuss Pistol: Also known as a dragon, this is a large pistol with a bell-shaped barrel. A blunderbuss pistol’s damage suffers a -2 penalty per range increment beyond the first.
Musket, short: A wheellock musket with a short barrel suitable for use in close quarters. Also known as an arquebus.
Musket, long: A wheellock musket with a 4 foot long barrel. The long musket must be braced on something or else suffer a -2 penalty to hit. Many such muskets come with a inherent pintle mount so that they can be braced while standing; it requires a move action to set up the pintle.
Blunderbuss: This is a heavy musket with a bell-shaped barrel, also referred to as a musketoon. A blunderbuss’ damage suffers a -2 penalty per range increment beyond the first.

Field Grade Weapons
Most cannon are cast bronze, smooth bore, muzzleloading weapons, although some are breech-loading and older ones are constructed of iron bars welded and bound together. Because they are expensive and rare, many cannons are ornately carved and decorated, and larger ones often have unique names.

Name
Cost
Damage
Weight
Range
Mount
Crew
Ready
Culverin
4,000 gp
6d10
3000 lbs.
200 ft.
Medium
3
4/2
Small culverin
2,000 gp
4d10
2000 lbs.
150 ft.
Light
2
3/2
Swivel-gun
1,000 gp
2d10/4d6
200 lbs.
100 ft./25 ft.
-
1
2/1

Damage: Assuming solid shot, this is the damage done on a direct hit. Cannon (with the exception of swivel-guns) cannot effectively be aimed at a specific person, but instead are aimed at a specific area with the intent of damaging a structure. Monsters that are size Huge or larger can be individually targeted (assuming they stay still for the several rounds needed to aim and fire the weapon). When a cannon hits its target area, it only does its listed damage to that 10x10x10 part of the structure, not any creature there. (On a natural 20, the cannon hits an unlucky person in that area dead on and does full damage to them as well.) However, cannons often do splash damage. If the cannon is using stone shot and firing into a stone environment (like most towns), this damage comes from stone fragments (slashing), or if the cannon is using any solid shot and firing into a wooden environment (like a ship), the damage comes from wooden shivers (piercing). Anyone in the 10x10 target area must make a DC 15 Reflex save or else take ¼ the direct damage inflicted by the shot from the fragments. For example, if a PC is hiding in a 10x10 wooden shack that is hit by a culverin inflicting 35 points of damage on the structure, he may take 8 points of fragment damage if he fails his save.

Crew: All members of the crew must have at least one rank in Profession: siege engineer.

Ready: Cannons all require the listed number of full round actions to reload and then aim with a normal crew. They must be re-aimed every time they are fired because their recoil moves them significantly out of place. If they are operated with a smaller crew than the listed minimum, the time it takes to reload them is proportionately longer.

Proficiency: All cannon require Profession: Siege Engineer (or Artillerist, or Cannoneer, or whatever you want to call it) to operate.

Inaccurate: All cannon have an inherent -4 to hit penalty due to the difficulty of aiming them precisely. This penalty may be reduced by 1 for every 5 points the gunner has in Profession: siege engineer. A gunner uses their base attack bonus, Int bonus, and other modifiers for range, vision, motion, etc. to determine their total attack bonus.

Misfire: Whenever you roll a natural 1 on an attack roll made with a cannon, the cannon might misfire. The crew chief must immediately roll a Profession: siege engineer check at DC 15 (the rest of the crew may assist). A successful check indicates that the wad simply misfired and the cannon must be reloaded. A failure by up to 5 indicates that the cannon is fouled and requires 2 full rounds to clear before it can be reloaded. A failure by up to 10 means that the cannon gains the broken condition and requires repair before further use. A natural 1 on this check means that the cannon has exploded and does its full normal damage to everyone and everything within 10 ft.

 Weapon Descriptions
Culverin: The culverin is a medium cannon firing an 18 lb shot. These are the most common large weapon mounted broadside on sailing ships.
Small Culverin: Also known as the demi-culverin, this weapon fires a 10 lb shot and is suitable for mounting on many ships, including on the top deck.
Swivel-gun: Swivel-guns, which come in varieties also known as falcons, falconets, or robinets, can take a 1-2 pound solid shot or be filled with a dozen pistol shots. They do 2d10 damage with solid shot, but when loaded with pistol shot do 4d6 damage, less 2 points per range increment, in a 10x10 square. A gunner applies their Dexterity bonus to hit instead of their Int bonus with a swivel-gun.
Ammunition: stone or lead solid shot are the most common ordnance in cannon. There is also chain or bar shot which is effective against rigging (normal solid shot passes through rigging doing only minimum damage). Grapeshot or canister shot can also be used; this does not do structural damage but targets the crew, doing half the listed damage to all crew in a 10x10x10 area.

Wednesday, September 30, 2009

The Players

Hello everyone!

This message has a couple purposes. The first is to test everything. I have added you all to the subscribers of this blog. You will now get emailed whenever someone posts or comments on the blog. I have set the blog to only allow those of us who can write in it to read it as well, so you don't need to worry about posting personal info or whether or not someone will find out that you are a big nerd. :)

The second reason I am posting is to repost the info I sent you today in an email so that this blog can be the sole source of information for the adventure. So here is the email sent today, edited into post form:

All 6 of you are now added to the blog. You may not have accepted the invitation, but it has been sent. Please do not invite anyone else to join the game. 6 is a good number, but any bigger than that, and I am not really sure that I would know what I'm doing. :D This is my first time REALLY DM'ing a game, so I hope you will bear with me if there are any things that don't go completely smoothly. Also, if you have any suggestions or requests, please let me know and I will see what I can do to accommodate you.

That said, the 6 of you are:
  • Nick Page (friend from PLU, living in Western WA)
  • Alan Hoffman (Nick's friend, living in Western Washington)
  • Whittaker Harpel (friend from PLU, living in Eastern Washington)
  • Andy Musson (friend from PLU and my sister's fiance, living in Western Washington)
  • Evan Sweeney (friend from Montana, living in Southwestern Montana)
  • Doug Rakel (Evan's friend, I assume living in Southwestern Montana)
Because there are 6 of you, and several of you have odd schedules, I am uncertain if we will regularly be able skype chat or anything along those lines. I will be online most weekdays for most of the day, as my job leaves me with a good deal of time to type and work on things of this nature. I mean, as long as I am waiting for my computer anyway, I might as well get something productive done. :D I propose that the game officially start on Monday, October 12th. I will post the "prologue" up long before then, so that you all know what's going on in the world, and then that morning, I will post the starting setting and such. You are expected to post at least once every weekday. I realize that people do things on the weekends, and

From that point, you all get to start having ownership in the world beyond just having characters that live there. Because this is a Play by Post game, it will be slightly different than usual. I have laid out the official rules as they stand on this blog and I ask that you follow them and just try to have fun. I will be working on a better way to share files than I currently have, and am investigating dropbox, so that we can easily share slightly larger files without me filling up all of your inboxes. :) Other than that, good luck creating your characters if you haven't done so, and please let me see them before the 12th.

-Dan

Tuesday, September 29, 2009

Character Creation Guidelines

Options: 
  • Anything found in either the Pathfinder RPG Core Rulebook or the Forgotten Realms Campaign Setting is fair game. 
  • I will be finding/developing rules for firearms shortly and posting them here.
  • To set attributes, you may use the purchase system described in Chapter 1, "Getting Started", with 20 points to spend.
  • You are allowed to choose 2 Traits from the Pathfinder RPG Character Trait Sheet, but they cannot be from the same family.
  • As has been stated, this game will be high seas-ish. The setting is Faerun, but with the addition of firearms, which will have very poor accuracy, but good damage. I would not recommend you specializing in using guns, as they will really not be that useful. Cannons on the ships will be useful, but handheld muskets and pistols won't be too amazing.
  • Another thing to keep in mind is that many sailors are very superstitious and do not believe that either wizards or women should be allowed on board a ship. This may or may not come into play, so if you are playing a woman or a wizard, be prepared to face adversity in trying to find passage.
    Requirements:
    • Your character is just setting out on their first adventure. They are above average, but they have not done anything truly incredible yet. 
    • Please create enough of a backstory that your character can explain why they have the skills and feats you have given them. It doesn't have to be complex, but I may be willing to give you extra skills or feats if you write a compelling backstory.
    • Once you have created your character, pass it by me so I can work on fitting your particular strengths/weaknesses into the plot and provide advice on build and/or ask for clarification.