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Mechanical Considerations
[Mechanics]
Items/Item Changes
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Aug 18th, 2016, 01:06 AM
Ziether
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Items/Item Changes
Weapons
Use standard Pathfinder items and weapons in general. Flavor them as you wish for the fact that the society also has modern-ish firearms. Firearms are simple weapons, as the "Guns Everywhere" level dictates. In addition, there are some further options.
Stun Baton:
Treat this weapon exactly as a club, except on a successful melee attack, it delivers a jolt of energy, knocking the enemy prone unless they succeed at a DC 14 Fortitude check. After three applications, it requires a new power cell. Costs 25 credits to purchase. Power Cells cost 10 credits.
Holdout Revolver:
this small handgun is treated as a Light Weapon in regards to concealing the weapon or fighting with two weapons. It holds six rounds, deals 1d6 bludgeoning and piercing damage on a successful hit, and deals triple damage on a critical hit. 20 ft range increment. Costs 125 credits (after any and all discounts).
Armor
Armor is not a concern of most people in the Daenex Sector. Military units may armor themselves, as will prison guards, bodyguards, mercenaries, and various other types who expect some degree of danger. As such, most armors look out of place, drawing increased government scrutiny. Anything that passes for clothing is seen as acceptable.
The following is, quite literally, a renaming of the standard Core Rulebook armors and shields. Remember, you get a bonus to AC from your class and level in this setting, so many characters won't want armor at all. Their intuition and experience serve better than any layers of leather or ceramics.
Light Armor
Price
Armor Bonus
Maximum Dexterity Bonus
Skill Penalty
Spell Failure
Speed (30 base)
Weight
Padded Armor
3
+1
+8
0
5%
30
10
Light Leathers
10
+2
+6
0
10%
30
15
SynthLeathers
20
+3
+5
-1
15%
30
20
"The Vest"
100
+4
+4
-2
20%
30
25
Medium Armor
Price
Armor Bonus
Maximum Dexterity Bonus
Skill Penalty
Spell Failure
Speed (30 base)
Weight
Heavy Leathers
15
+4
+4
-3
20%
20
25
Light Ceramic Armor
50
+5
+3
-4
25%
20
30
Full Chestguard
200
+6
+3
-4
25%
20
30
Light Combat Suit
150
+6
+2
-5
30%
20
40
Heavy Armor
Price
Armor Bonus
Maximum Dexterity Bonus
Skill Penalty
Spell Failure
Speed (30 base)
Weight
Scrapheap Special
200
+7
+0
-7
40%
20
45
Plastalloy Suit
250
+7
+1
-6
35%
20
35
Standard Armor
600
+8
+0
-7
40%
20
50
Heavy Combat Suit
1500
+9
+1
-8
35%
20
50
Shields
Price
Armor Bonus
Maximum Dexterity Bonus
Skill Penalty
Spell Failure
Speed (30 base)
Weight
Buckler
5
+1
-1
5%
5
Light Durafiber Shield
3
+1
-1
5%
5
Light Plastalloy Shield
9
+1
-1
5%
6
Heavy Durafiber Shield
7
+2
-2
15%
10
Heavy Plastalloy Shield
20
+2
-2
15%
15
Heavy Bulwark Shield
30
+4
-10
50%
45
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Last edited by Ziether; Aug 18th, 2016 at
01:14 AM
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