Difference between revisions of "Pit's Pistols"

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(Exotische Feuerwaffen)
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===Exotische Feuerwaffen===
 
===Exotische Feuerwaffen===
 
  Weapon                  Cost      Dmg        Crit        Rng    Weight    Type    Reload
 
  Weapon                  Cost      Dmg        Crit        Rng    Weight    Type    Reload
  Blastbuckler
+
  Blastbuckler            
 
  Gungladius                350 gp    1d4/2d4    19-20 x2/x3 -/40  5 lb.      P/P    S/DC
 
  Gungladius                350 gp    1d4/2d4    19-20 x2/x3 -/40  5 lb.      P/P    S/DC
 
  Gunrapier                400 gp    1d6/2d3    19-20 x2/x3 -/40  6 lb.      P/P    S/DC
 
  Gunrapier                400 gp    1d6/2d3    19-20 x2/x3 -/40  6 lb.      P/P    S/DC
 
  Gunsword                  600 gp    1d8/2d6    19-20 x2/x3 -/60  9 lb.      S/P    S/DC
 
  Gunsword                  600 gp    1d8/2d6    19-20 x2/x3 -/60  9 lb.      S/P    S/DC
  Gunsword, Double         1200 gp    2x1d8/1d6  19-20 x2/x3 -/60  20 lb.    S/P    S/DC
+
  Gunsword, magelock      6000 gp    1d8+1/2d6+119-20 x2/x3 -/60  9 lb.      S/P    S/DC
  Light Shieldgun
+
Gunsword, double         1200 gp    2x1d8/1d6  19-20 x2/x3 -/60  20 lb.    S/P    S/DC
  Warcaptain's Shield  
+
Riflespear             
 +
Riflespear, long       
 +
Riflelance
 +
  Light Shieldgun        
 +
  Warcaptain's Shield
  
 
===Munition===
 
===Munition===

Revision as of 20:04, 29 November 2007


Preislisten

Pistolen

Weapon                   Cost       Dmg        Crit        Rng    Weight    Type    Reload    
Carabine, military        600 gp    2d8        19-20 x3    150    10 lb.     P       S/DC
Carabine, magelock       6000 gp    2d8+1      19-20 x3    150    10 lb.     P       S/DC
Clockwerk Pepperbox       325 gp    2d4-2      19-20 x3    20     8 lb.      P      5S/DC14
Pistol Bracer             350 gp    2d4        19-20 x3    40     6 lb.      P       S/DC
Pistol Bracer, magelock  1750 gp    2d4+1      19-20 x3    40     6 lb.      P       S/DC
Pistol, duel              350 gp    1d6+1         20 x3    30     3 lb.      P      1S/DC
Pistol, pinlock           150 gp    2d3           20 x2    30     5 lb.      P       S/DC
Pistol, military          300 gp    2d6        19-20 x3    80     5 lb.      P       S/DC
Pistol, milit., magelock 1200 gp    2d6+1      19-20 x3    80     5 lb.      P       S/DC
Pistol, musket            175 gp    1d8           20 x2    20     5 lb.      P       S/DC
Pistol, small             200 gp    2d4        19-20 x3    40     4 lb.      P      1S/DC8
Pistol, small, breechl.   500 gp    2d4+1      19-20 x3    40     4 lb.      P      1S/DC12
Pistol, small, double     300 gp    2d4-1      19-20 x3    40     5 lb.      P      2S/DC10
Pistol, small, triple     400 gp    2d4-2      19-20 x3    40     6 lb.      P      3S/DC12
Pistol, small, magelock   800 gp    2d4+1      19-20 x3    40     4 lb.      P      1S/DC8
Pistol, tiny              175 gp    2d3           20 x3    20     3 lb.      P      1S/DC8
Radliffe Quad-Iron        375 gp    2d6-2      19-20 x3    20     6 lb.      P      1S/DC16
Radliffe Firestorm       6000 gp    2d6           20 x3    70     7 lb.      P      1FR/DC12
Rynnish Holdout           225 gp    2d4-2      19-20 x3    20     2 lb.      P      2S/DC12
Rynnish Hol., magelock   1000 gp    2d4        19-20 x3    20     2 lb.      P      2S/DC12

Gewehre

Weapon                   Cost       Dmg        Crit        Rng    Weight    Type    Reload

Exotische Feuerwaffen

Weapon                   Cost       Dmg        Crit        Rng    Weight    Type    Reload
Blastbuckler             
Gungladius                350 gp    1d4/2d4    19-20 x2/x3 -/40   5 lb.      P/P     S/DC
Gunrapier                 400 gp    1d6/2d3    19-20 x2/x3 -/40   6 lb.      P/P     S/DC
Gunsword                  600 gp    1d8/2d6    19-20 x2/x3 -/60   9 lb.      S/P     S/DC
Gunsword, magelock       6000 gp    1d8+1/2d6+119-20 x2/x3 -/60   9 lb.      S/P     S/DC
Gunsword, double         1200 gp    2x1d8/1d6  19-20 x2/x3 -/60   20 lb.     S/P     S/DC
Riflespear               
Riflespear, long         
Riflelance
Light Shieldgun          
Warcaptain's Shield

Munition

                                            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
Seeriesteel Round                           20 - 30 gp
   bypasses many dmg reductions
Silver Tip                                   
   (if blessed double dmg against Undead creatures)
Platinum Tip
   (double dmg against Grymkin creatures)
Lodestone Tip
   (double dmg against Blighted creatures)
Precision Round                             x4 gp 
   +1 to hit, dmg +1
High Precision Round                        x5 gp
   +2 to hit, dmg +2

Alchemistische Munition

                                            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
Evoker Kristallpulver
   Emerald    Acid
   Saphire    Cold
   Amber      Electro
   Ruby       Fire
   Diamond    Sonic

Pulver und Service

                                            Cost
Blast Powder, Barrel        
Blast Powder, Rifler's Pound                50 gp
Salvage ammunition (/h)        
Convert ammunition (100/h)                  5 gp


Büchsenmacherei

Waffenreparatur:

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

Waffenanpassung:

                                        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)
- Bajonett                              10   30     (10)   
   (dmg 1d4, crit 20 x2, piercing)
- 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)

Waffenkonstruktion:

(Mat. Cost 1/3)

                              DC    Cost
- Gewehr, Doppellauf, lang    22    417 gp
- Gewehr, Doppellauf, militär 22    500 gp
- Gewehr, lang                20    167 gp
- Gewehr, Steinschloss        18    134 gp
- Gewehr, militär             20    200 gp
- Gewehr, Streubüchse         18    217 gp
- Grapple Gun                 15    167 gp
- Karabiner, militär          18    200 gp
- Muskete, Vorderlader        15    134 gp
- Pistole, Doppellauf, militär18    250 gp
- Pistole, Doppellauf, klein  18    167 gp
- Pistole, Steinschloss       16    50 gp
- Pistole, militär            16    100 gp
- Pistole, Vorderlader        13    50 gp
- Pistole, klein              16    67 gp
- Rynner Holdout Pistole      23    67 gp
- Rynner Gehstock             25    100 gp

Masterworked Arms:

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

Einzelkomponenten:

                              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:

Reguläre Munition

                               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

                               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

                               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

                               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

                               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

                               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

                               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

                               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

                               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

                               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

                               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:

Evoker Kristallpulver:

Powder     Dmg Discriptor
Emerald    Acid
Saphire    Cold
Amber      Electricity
Ruby       Fire
Diamond    Sonic

Foe-Killer Runenhülsen:

Kreaturentyp         Material
Blighted Creature    Platinum
Grymkin (Fey)        Lodestone
Undead               Blessed Silver

Craft Rune Bullet:

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)