#1
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Guns in Avistad
Gun type : Cost: Dmg (S): Dmg(M): Crit. Range: Weight: Type:
Flair gun: unreliable- for every increment beyond 20' feet that your target is from you, subtract 1 from your attack roll. For every roll or modification of -1 that equals 1 or less, you take the damage. This weapon gun used as a weapon is also dangerous in windy environments and in narrow passages and caves. Rebound- in a cave, for every increment of 4 you miss by, roll extra attacks. These attacks strike randomly and could hit other party members.( I get to roll that) Wind- roll a 1 in combat while in windy conditions. Attack hits random target. Flair signal- flairs can be used for signals and warnings. During the day they appear as smoke accompanied by a popping noise. At night, they pop and spark (lasting 3 rounds). Max. Distance: 120'. clockwork pistol: Has twelve chambers. On an attack roll of 9 or less the gun over-heats and does not fire. The gun must cool off for a round there after, before being fired again. On a roll of 1 the gun jams. Clockwork gun works with multi-shot principle. Militairy guns: have 5 bullet chambers. Jam on attack rolls of 1. Sword Gun: acts as masterwork longsword (m) or shortsword (s) when in melee. Fires as masterwork gun. 5 bullet chambers. This gun is very rare. Wraith Gun: acts as masterwork weapon. Does normal damage, plus 1d6 con. Chamber holds 4 bullets. Any victom slain by the energy drain, rises as a wraith in 1d2 days. Gun is rare and considered very evil. double-barrel shotgun: has two chambers. With feat can be used for two attacks a round. Range limited. 2-shot musket, pistol: has two triggers and two barrels. With feat can be used to fire twice in a round. Muskets-rifle&pistol: have one shot. All guns take TWO rounds to reload! Ammo: Basic slugs (pistol) 3 silver per slug, case of 10 shots- 2.8 gold, case of 20 shots- 5.5 gold Basic slugs (rifle) 3.5 silver per slug, case of 8 shots- 2.8 gold, case of 16 shots- 5.5 gold Silver slugs double normal. Flairs (pack of 4) 25 gold, or 7 gold a piece. Replacement harpoon- 15 gold. +ammo is difficult to find as well. Last edited by Demandred69; Jul 31st, 2010 at 01:23 AM. |
#2
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Most ranged attack feats are acceptable for gun use. Obviously, you can't have many-shot for most guns. Feats for guns in The Iron Kingdoms (Privateer Press) Player's Guide are acceptable, when applicable, too. Characters that are Arcane Spellcasters may take a new feat to apply an enchantment to their guns. The enchantments are limited to level 0 spells. Once the round enchanted is fired, the enchantment is gone until a new one is applied.
(prerequisites: weapon prof. gun, weapon focus. gun, arcane caster * Enchant Gun (orig. name!): Once per round an you may enchant your gun to add the effect of a level 0 cantrip to your attack. |
#3
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Guns generally take two rounds to reload. Quick reload allows the user to reload in one. A dual-wielder, with proper feats, can fire one round with one and another with the other. Or fire both in one round and reload one gun the next round. But with a repeating gun, fire twice in one round then twice the next. Until the chamber of the guns are empty. Some players will still prefer gun and melee weapon combos.
New Feat- Vengeful Shot: You have been hit by a ranged attack. If you have rounds left in the chamber, you may immediately fire back at the being that hit you. You may only do this once per turn. Vengeful Shot does not count against your basic attack turn. It is a quick action. |
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