Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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.