Pit?s Pistols

From Anu Anu RPG
Jump to: navigation, search


Preislisten[edit]

Pistolen[edit]

Weapon                   Cost       Dmg        Crit        Rng    Weight      Type    Reload    Constr. DC   Free Market
Carabine, military        600 gp    2d8        19-20 x3    150    10 lb.       P      2S/DC10      18           N (Military only)
Carabine, magelock       6000 gp    2d8+1      19-20 x3    150    10 lb.       P      2S/DC10      22           N (Military only)
Clockwerk Pepperbox       325 gp    4x2d4-2    19-20 x3    20     8 lb.        P      5S/DC14      22           Y
Pistol Bracer             350 gp    2d4        19-20 x3    40     6 lb.        P      1FR/DC12     20           Y
Pistol Bracer, magelock  1750 gp    2d4+1      19-20 x3    40     6 lb.        P      1FR/DC12     24           N
Pistol, duel              350 gp    1d6+1         20 x3    30     3 lb.        P      1S/DC6       18           Y
Pistol, pinlock           150 gp    2d3           20 x2    30     5 lb.        P      1S/DC8       16           Y
Pistol, military          300 gp    2d6        19-20 x3    80     5 lb.        P      1S/DC8       16           N (Military only)
Pistol, military, double  450 gp    2x2d6      19-20 x3    80     7 lb.        P      2S/DC10      18           N (Military only)
Pistol, milit., magelock 1200 gp    2d6+1      19-20 x3    80     5 lb.        P      1S/DC8       20           N (Military only)
Pistol, musket            175 gp    1d8           20 x2    20     5 lb.        P      1S/DC4       13           Y
Pistol, small             200 gp    2d4        19-20 x3    40     4 lb.        P      1S/DC6       16           Y
Pistol, small, breechl.   500 gp    2d4+1      19-20 x3    40     4 lb.        P      1S/DC12      20           Y
Pistol, small, double     300 gp    2x2d4-1    19-20 x3    40     5 lb.        P      2S/DC10      18           Y
Pistol, small, triple     400 gp    3x2d4-2    19-20 x3    40     6 lb.        P      3S/DC12      20           Y
Pistol, small, magelock   800 gp    2d4+1      19-20 x3    40     4 lb.        P      1S/DC6       20           Y
Pistol, tiny              175 gp    2d4-2         20 x3    20     3 lb.        P      1S/DC8       18           Y
Radliffe Quad-Iron        375 gp    4x2d6-2    19-20 x3    20     6 lb.        P      1S/DC16      22           Y
Radliffe Firestorm       6000 gp    2d6           20 x3    70     7 lb.        P      1FR/DC12     24           N
Rynnish Holdout           225 gp    2x2d4-2    19-20 x3    20     2 lb.        P      2S/DC12      23           Y
Rynnish Hol., magelock   1000 gp    2x2d4-1    19-20 x3    20     2 lb.        P      2S/DC12      27           N (Llaelese Military only)
Rynnish Walking Stick     375 gp    2d4-2      19-20 x3    20     4 lb.        P      1FR/DC12     25           Y

Gewehre[edit]

Weapon                   Cost       Dmg        Crit        Rng    Weight       Type     Reload   Constr. DC   Free Market
Blunderbuss		  150 gp    4d4	          20 x3    30	   16 lb.	B+P	2S/DC14     18           Y
Clockwerk Revol. Rifle	  900 gp    2d6-2      19-20 x3    120	   20 lb.	P	4S/DC16     26           Y
Grappling Gun		  500 gp    1d8	          20 x3    30	   12 lb.	B	3S/DC12     15           Y
Harpoon Gun		  500 gp    2d6+1	  20 x3    60	   12 lb.	P	3S/DC10     15           Y
High Shield Doublebarrel 1600 gp    2x2d8      19-20 x2    150	   22 lb.	P	2S/DC12     22           N (Hamerfall Military only)
Musket			  400 gp    1d12	  20 x2    100	   12 lb.	P	1S/DC8      15           Y
Radcliffe Twoshot Rifle   625 gp    2x2d6-2    19-20 x3    140	   10 lb.	P	2S/DC14     25           Y
Revolv. Longrifle, milt. 2400 gp    2d6        19-20 x3    160	   16 lb.	P	6S/DC15     28           N (Cygnaran Military only)
Rifle, hunting            400 gp    2d6        19-20 x2    100     8 lb.        P       1S/DC8      16           Y
Rifle, doublebarrel       700 gp    2x2d6-1    19-20 x2    100     12 lb.       P       2S/DC10     18           Y
Rifle, sawn-off           450 gp    2d6        19-20 x2    70      6 lb.        B+P     1S/DC8      18           N
Rifle, long		  500 gp    2d6	       19-20 x3    160	   10 lb.	P	1S/DC10     20           Y
Rifle, long, magelock	 5000 gp    2d6+1      19-20 x3    160	   10 lb.	P	1S/DC10     24           Y
Rifle, pinlock		  350 gp    2d4	          20 x2    140	   12 lb.	P	1S/DC8      18           Y
Rifle, military           600 gp    2d8        19-20 x3    200	   15 lb.	P	2S/DC12     20           N (Military only)
Rifle, milit., magelock  8400 gp    2d8+1      19-20 x3    200	   15 lb.	P	2S/DC12     24           N (Military only)
Serriesteel Longrifle	  800 gp    2d6	       18-20 x2    160	   8 lb.	P	1S/DC8      22           Y
Serriesteel Milit. Rifle  900 gp    2d8        18-20 x2    200	   12 lb.	P	2S/DC10     22           N (Military only)
Vanar Liberator           725 gp    2d8+2      19-20 x3    240	   20 lb.	P	2S/DC14     24           Y
Vislovski Rifle           600 gp    2d6+2      19-20 x3    180	   14 lb.	P	1S/DC12     22           Y
Vislovski Widowmaker     1300 gp    2d6+2      19-20 x3    190	   11 lb.	P	1S/DC11     26           N (Khadoran Military only)

Exotische Feuerwaffen[edit]

Weapon                   Cost       Dmg         Crit        Rng     Weight     Type     Reload   Constr. DC   Free Market
Blastbuckler              235 gp    2d4-2       19-20 x3    5	    6 lb.	P	2FR/DC14    18           Y
Devil Dog Slug Gun       1200 gp    3d8+5          20 x3    20	    30 lb.	P	1S/DC10     20           N
Gungladius                350 gp    1d4/2d4     19-20 x2/x3 -/40    5 lb.     	P/P     2S/DC14     17           Y
Gunrapier                 400 gp    1d6/1d6+1   19-20 x2/x3 -/40    6 lb.     	P/P     2S/DC14     19           Y
Gunsword                  600 gp    1d8/2d6     19-20 x2/x3 -/60    9 lb.     	S/P     2S/DC14     21           Y
Gunsword, magelock       6000 gp    1d8+1/2d6+1 19-20 x2/x3 -/60    9 lb.     	S/P     2S/DC14     25           N
Gunsword, double         1200 gp    2x1d8/1d6   19-20 x2/x3 -/60    20 lb     	S/P     2FR/DC14    25           Y
Ogrun Battlecannon       1500 gp    *		*	    *	    200 lb.	*	2FR/DC14    16           Y
  Solid Slug		   30 gp    3d10+2d10   19-20 x3    140	    6 lb.	B	*
  Serriesteel Slug	  200 gp    3d10+2d10   19-20 x3    140	    4 lb.	B	*
  Explosive Shell	   90 gp    4d10 10ft   19-20 x3    70	    5 lb.	P, fire	*
  Canister Shot            50 gp    4d10           20 x3    60 cone 4 lb.	P	*
Riflespear, long         1000 gp    1d8/2d6     19-20 x2/x3 20/160  13 lb.      P/P     1FR/DC14    22           Y
Riflelance               1200 gp    1d8/2d8     19-20 x2/x3 -/200   13 lb.      P/P     2FR/DC14    24           N
Light Shieldgun           260 gp    2d4         19-20 x3    10	    8 lb.	P	2FR/DC14    18           Y
Menoth's Sting		    1 gp    1		   20 x2    10	    1/10 lb.	B+S	-           *            N
Warcaptain's Shield       375 gp    2d6         19-20 x3    20	    17 lb.	P	2FR/DC12    20           N

Zubehör[edit]

Item                                        Cost               Weight       Notes
Ammunition Box                              2 gp               2 lb.        safe storage for 20 ammo rounds
Apostle                                     1 gp               0,5 lb.      keeps ammunition capsuled dry(1S to open)
Bayonet                                     14 gp              2 lb.        -2 to hit, dmg 1d4, crit 20 x3, piercing
Barrel Chain                                3 gp               1 lb.        +2 on Craft [Small Arms] rolls for cleaning barrels
Gunner's kit                                100 gp             15 lb.       +2 on Craft [Small Arms] rolls
Gunsmith' kit                               150 gp             25 lb.       +2 on Craft [Gunsmithing ] rolls
Powder Horn                                 2 gp               1 lb.        holds 10-12 portions of powder
Quickloader, military                       125 gp             2-4 lb.      custom made, reloads all barrels in 1 action at +4 DC
Ramrod                                      5 sp               1 lb.        needed for musket and other front loaders
Scope                                       25 gp              1 lb.        reduce Rng increment Penalty from -2 to -1
Swine Feather                               2 gp               3 lb.        makeshift support for rifles (+1 to hit after 1S)
Targeting Tripod                            25 gp              8 lb.        support for rifles (+2 to hit after 1FR)
Firearms Cases                              *                  *
  Case, single Pistol                       10 gp + lock	3 lb.
  Case, single Pistol, ammo compartartment  20 gp + lock	5 lb.
  Case, Pistol set                          25 gp + lock	6 lb.
  Case, Rifle                               40 gp + lock	8 lb.
  Case, Rifle, ammo compartment             50 gp + lock       10 lb.

Munition[edit]

Type                                        Cost
Regular                                     6 - 9 gp
Brass-cartridge                             9 - 14 gp
   needed for Breechlocks, no reload roll
Grapeshot                                   10 - 15 gp
   1d4-1d8 piercing cone, Ref save DC 12
Dum-Dum Hollow Point                        10 - 15 gp
   dmg +2, +2 to enemy AC
Bullyboy Round                              10 - 15 gp
   +3 crit range vs light or no armor
Serriesteel Round                           20 - 30 gp
   bypasses many dmg reductions
Necrotite Round                             20 - 30 gp                         
   +1 per dmg dice against Living creatures, extremely illegal
Blessed Sliver Tip                          30 - 45 gp
   double dmg dice against Undead creatures
Platinum Tip                                30 - 45 gp
   double dmg dice against Grymkin creatures
Lodestone Tip                               30 - 45 gp
   double dmg dice against Blighted creatures
Precision Round                             x4 gp 
   +1 to hit, dmg +1
High Precision Round                        x5 gp
   +2 to hit, dmg +2

Alchemistische Munition[edit]

Type                                        Cost
Smoke tracer round                          4 - 6 gp
   next shot on same target +1 to hit
Signal Flare shot                           10 - 12 gp
   creates bright flare (+1d3 fire dmg)
Rubber Rounds                               6 - 8 gp
   Subdual dmg
Incendiary ammunition                       12 - 15 gp
   +1d6 Fire dmg
Vitrite ammunition                          16 - 18 gp
   +1d3 Acid dmg, sec dmg Fort Sav DC 16

Pulver und Service[edit]

Item                                        Cost
Blast Powder, Barrel                        
Blast Powder, Rifler's Pound                50 gp
Evoker Crystal Powder (1 dose)              10 gp
  changes dmg descriptor of channeled magic
   Emerald    Acid
   Saphire    Cold
   Amber      Electro
   Ruby       Fire
   Diamond    Sonic
Salvage ammunition (/h)                     *
Convert ammunition (100/h)                  5 gp

Büchsenmacherei[edit]

Waffenreparatur:[edit]

                        DC  Mat. Cost
- Lauf bohren            *    12,5 gp
- Lauf richten           *    1/5*
- Lauf ersetzen          *    1/2*
- sonstige Reparaturen   *    1/3*

Waffenanpassung:[edit]

                                        DC   Cost   (Mat. Cost)
- Erhöhte Genauigkeit                   *    300    (100)
   (+1 bonus stacking)
- Hülsenschloss                         *    300    (100)
   (Hülsenmun. nachladen ohne roll)
- Gewichtsreduktion                     *    120    (40)
   (reduziert Gewicht um ein drittel)
- Feingravur                            *    10-200 (3-67)
   (kosmetische-/arkane Deko)    
- Ausgewog. Multi-barelling             *    +75 %  (25 %)
   (zus. Lauf; max 4)        
- Aufbauteleskop                        *    75     (25)
   (reduziert Rng Increment Pen auf -1)
- Schalldämpfer                         *    40+15  (12+5)
   (10x  dann Pulverwechsel)    
- Zerlegbares Set                       *    +100 % (25 %)
   (2S/DC 8 Waffe zusannensetzen)
- Spring Load                           *    50     (17,5)
   (nur kleine Pistolen)
- Armschienenpistole                    *    150    (50)
   (nur kleine Pistolen)
- Schildpistole                         *    150    (50)
   (nur Pistolen)
- Schwertpistole                        *    +100 % (25 %)
   (dmg 1d4-1d8, crit 19-20 x2, piercing, nur Pistolen)
- Speergewehr                           *    +100 % (25 %)
   (dmg 1d6-1d8, crit 20 x3, piercing, reach, nur Gewehre)

Masterworked Arms:[edit]

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.


Munitionsmacherei[edit]

Einzelkomponenten:[edit]

                              DC  Mat. Cost
- Kugeln giessen (10/h)       -     1 gp
- Hohlkugeln drehen (5/h)     10    1,5 gp
- Gummipellet giessen (20/h)  15    2 gp
- Bullyboy giessen (5/h)      15    2 gp
- Rüstungsbrecher gie. (5/h)  20    5 gp
- Präzisionsk. giessen (5/h)  20    +6 gp
- Hülsen falten (10/h)        -     1 gp
- Metallhülsen drehen (10/h)  15    2 gp
- Runenhülse drehen (10/h)    15    3 gp
- Foe-Killer H. drehen (5/h)  15    20 gp
- Pulverladung packen (10/h)  10    2,5 gp
- Halbe Ladung (10/h)         15    1 gp
- Schrotladung packen (5/h)   10    +0,5 gp
- Alche. Ladung packen (1/h)  20    +x gp
- Evoker Ladung packen (1/h)  15    +10 gp
- Patrone zusammens. (10/h)   25    -
- Runenpatrone zus. (5/h)     25    -

Rezepte:[edit]

Reguläre Munition[edit]

                               DC  Mat. Cost
- Kugeln giessen (10/h)        -     1 gp
- Hülsen falten (10/h)         -     1 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Patrone zusammens. (10/h)    25    -

Hülsenmunition[edit]

                               DC  Mat. Cost
- Kugeln giessen (10/h)        -     1 gp
- Metallhülsen drehen (10/h)   15    2 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Patrone zusammens. (10/h)    25    -

Kartuschenmunition[edit]

                               DC  Mat. Cost
- Hülsen falten (10/h)         -     1 gp
- Schrotladung packen (5/h)    10    0,5 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Patrone zusammens. (10/h)    25    -

+1 Präzisionsmunition[edit]

                               DC  Mat. Cost
- Präzisionsk. giessen (5/h)   20    7 gp
- Hülsen falten (10/h)         -     1 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Patrone zusammens. (10/h)    25    -

+1 Kartuschenmunition[edit]

                               DC  Mat. Cost
- Masterw. Metallhül. (10/h)   20    3 gp
- Schrotladung packen (5/h)    10    1 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Patrone zusammens. (10/h)    25    -

Dum-Dum Geschoss[edit]

                               DC  Mat. Cost
- Hohlkugeln drehen (5/h)      10    1 gp
- Metallhülsen drehen (10/h)   15    2 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Patrone zusammens. (10/h)    25    -

Bullyboy Geschoss[edit]

                               DC  Mat. Cost
- Bullyboy giessen (5/h)       15    2 gp
- Metallhülsen drehen (10/h)   15    2 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Patrone zusammens. (10/h)    25    -

Rüstungsbrecher[edit]

                               DC  Mat. Cost
- Rüstungsbrecher gie. (5/h)   20    5 gp
- Metallhülsen drehen (10/h)   15    2 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Patrone zusammens. (10/h)    25    -

Gummimunition[edit]

                               DC  Mat. Cost
- Gummipellet giessen (20/h)   15    2 gp
- Hülsen falten (10/h)         -     1 gp
- Halbe Ladung (10/h)          15    1 gp
- Patrone zusammens. (10/h)    25    -

Brandmunition[edit]

                               DC  Mat. Cost      
- Kugeln giessen (10/h)        -     1 gp
- Hülsen falten (10/h)         -     1 gp
- Pulverladung packen (10/h)   10    2,5 gp
- Alchem. Ladung packen        20    +1 gp
- Patrone zusammens. (10/h)    25    -

Tracer-Munition[edit]

                               DC  Mat. Cost
- Hülsen falten (10/h)         -     1 gp
- Halbe Ladung (10/h)          15    1 gp
- Alchem. Ladung packen        20    +1 gp
- Patrone zusammens. (10/h)    25    -

Magische Munition:[edit]

Craft Rune Bullet:[edit]

Base Cost:
- Regular Runic Bullet 10 gp (= 50 gp), or
- Masterw. Runic Bullet 30 gp (= 150 gp) +
Spell Cost [Single use, use-activated]: Spell lvl x Caster lvl x 50 gp
Base DC: 25
Duration: 1 day
XP Cost: 1/25 base cost
(= 2 or 6 xp + spell)
Add. Material Cost: 1/2 base cost
(= 25 or 75 gp + spell)