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Mythic Vistas: SpirosBlaak - Property Is Theft!

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126<br />

Telescopic Sight<br />

A telescopic sight is a long, uniformly wide, lens-ended tube that<br />

fits to the top of the musket and runs from just behind the lock<br />

to the tip of the barrel. It reduces any penalties due to range by<br />

an amount equal to its power (i.e., a 4x scope reduces the range<br />

penalty by 4). Note that this is not a bonus to hit, it simply reduces<br />

the penalty; if a fired weapon has a –3 penalty due to range, a 4x<br />

scope would simply reduce this modifier to +0, not grant a +1 to<br />

hit. Utilizing this advantage requires that a full-round action be<br />

Grenadelike Weapons<br />

Descriptions<br />

Grenade<br />

A metal sphere with a fuse that can either be set to ignite the weapon’s<br />

black powder charge on impact or aer a delay of up to five seconds.<br />

Grenades are filled with dozens of tiny metal spheres that explode<br />

in a burst to shred anything in their blast radius. Seing the fuse is a<br />

move-equivalent action.<br />

Powder Keg<br />

This is a wooden barrel with brass or bronze (not iron or steel) fiings<br />

used for storing and transporting black powder. Although too heavy<br />

to throw, a powder keg could be equipped with a fuse and then<br />

rolled downhill. The insides of powder kegs are oen lined with lead<br />

sheathing in order to make them water proof and immune to the<br />

effects of ignite powder spells.<br />

Table 11–7: Black Powder Grenadelike Weapons<br />

Chapter Eleven: Equipment & Black Powder Rules<br />

spent (with no 5-foot step taken) on aiming the shot and then firing<br />

the weapon.<br />

Telescopic scopes are delicate and save at –4 if the weapons they<br />

are aached to are dropped.<br />

Worm<br />

A long pole with a two intertwining corkscrews mounted on one<br />

end, the worm is used to clear obstructions caught in a cannon<br />

(including cannonballs aer some types of misfires).<br />

Black Powder Grenadelike Weapons<br />

As black powder weaponry is integral to the <strong>SpirosBlaak</strong> campaign<br />

seing, there are several new rules governing how these weapons<br />

work.<br />

Reloading<br />

Reloading a black powder firearm or artillery piece requires the<br />

specified amount of time and provokes an aack of opportunity.<br />

With firearms, the process entails priming the pan, placing a new<br />

powder charge and bullet down the muzzle, ramming both home,<br />

and then seing the lock to full cock (the fire-ready position).<br />

Artillery is reloaded by first inserting the necessary amount<br />

of powder for the range, followed by the cannonball, and then<br />

ramming them both down. It is then primed with either loose<br />

powder or a friction primer. Aer the weapon is fired (either<br />

Black Powder Combat<br />

Masterwork Arms and Artillery<br />

The exquisite crasmanship of masterwork black powder firearms<br />

and artillery—their improved balance, perfectly fied components,<br />

and extremely exacting measurements—grants a +1 enhancement<br />

bonus to aack rolls and lowers the misfire range by 1, to a minimum<br />

of 1. Likewise, all enchanted firearms and artillery must be made from<br />

masterwork pieces.<br />

Creating a masterwork firearm increases the cost by 500 gp for a<br />

pistol, 750 gp for a musket, and by 2,000 gp for an artillery piece.<br />

Alternate Materials for<br />

Firearms and Artillery<br />

Making black powder firearms or artillery pieces with less common,<br />

more durable metals reduces the chance of a catastrophic misfire<br />

on Table 11–9: Firearm Misfire Results or Table 11–10: Artillery<br />

Misfire Results, but also increases the cost and DC of craing. The<br />

enhancement bonus for adamantine applies to ammunition craed<br />

from the material and not to the weapon itself.<br />

by seing a burning portfire to the priming powder, or pulling<br />

a lanyard aached to a friction primer or a flintlock firing<br />

mechanism), the bore is sponged out to extinguish any sparks that<br />

might prematurely ignite the powder charge of the next shot.<br />

While in the heat of a bale there’s rarely time to load at a<br />

leisurely pace, musket users and gun crews oen increase the<br />

loading time on the first firing of a weapon in an engagement<br />

in order to maximize their chances of success. Each doubling of<br />

the reloading time reduces the weapon’s misfire range for lack<br />

of proficiency on the part of users by –1, but has no effect on the<br />

natural misfire rate of the weapon itself. Taking extra time on<br />

loading doesn’t change the increase of severity caused by lack of<br />

proficiency if there is a misfire.<br />

Conversely, an artillery piece can be loaded in one less full round<br />

than normal (to a minimum of half the original reloading time) by<br />

Weapon Cost Damage Blast Radius Range Pen Weight<br />

Small<br />

Grenade 60 gp 2d6 5 . 10 . –3 2 lb.<br />

Medium<br />

Powder keg, 240 ounces 250 gp 6d10 10 . — +0 25 lb.<br />

Powder keg, 640 ounces 670 gp 10d10 15 . — +0 70 lb.

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