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Old 10th May 2009, 02:36 PM   #1 (permalink)
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Aedh Kobold Slinger (Lvl 1)
People propelled Campaign

Dear EnWorld,
I have been playing D&D for 5 years, and have written countless full campaigns, detailing worlds and countries and adventures galore! However, I wish to try a new challenge. I wish to create a world used by more people than my gaming group. I would like to create a world used by you, a world you wish to play and use. New races and classes, if you wished them, could be created and it would be a complete world for use in your 4E games!

This will be a 4-6 month project, with extensive playtesting by my group and you, hopefully! First things first:

European Fantasy (traditional D&D)
Steampunk
Oriental
Other

Which one? Work will begin by the end of today, if the amount of replies is sufficient!

Yours,

Max a.k.a aedh
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Old 10th May 2009, 09:42 PM   #2 (permalink)
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Well, my vote would go towards good old-fashioned "European Fantasy", and I think you would reach more people by doing that... However, it is also been done (some would say overdone) plenty of times before, so with the others there may be fewer people to reach.

Actually, you might reach the same amount of people, no matter if you do a traditional D&D setting (where there are more players, but likewise more settings clawing for attention), or one of the other options.

Taking one of the other options could be a strength as well, as it is a less explored path and ideas are more likely to be unique.

Last edited by Neubert; 10th May 2009 at 09:44 PM.. Reason: Formatting doesn't agree with me.
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Old 11th May 2009, 12:55 AM   #3 (permalink)
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eriktheguy Kobold Slinger (Lvl 1)
Welcome, this is what these forums are for. In any case you will be competing against others who have designed similar settings in trying to get your campaign world out there. Your challenge is to make it amusing, flavorful, balanced and unique compared to those. You should aim to do these things rather than let us choose your campaign setting for you. Choose which one you like the most.

Some general advice on making a new campaign world with classes, races etc... Save yourself some effort by using powers/classes/races that already exist and changing the flavor text. For example, the DMG suggests that in a Wuxia (Oriental) campaign setting, telleport spells are described as great leaps, changing only flavor and not gameplay. A fighter power than normally deals a 'stunning blow' might instead target a pressure point. You can save a tremendous amount of book keeping by making the classes from the PHB available, but requiring the character to change the flavor themselves. For example, fighter becomes samurai, rogue or ranger becomes ninja, wizard becomes mystic.
If necessary, change the classes slightly, but still use most of the class features to save bookwork. In steam punk wizards combine steam technology with magic or alchemy, using black powder in their fire spells and have Machinery as a class skill.

You could base your weapons on existing ones. In a steam punk setting you might change all bows into guns but keep the same stats. In an oriental campaign, longsword becomes katana.

There are a few pages of good advice in the dungeon master's guide to help improve your campaign setting with less work. 134-137 gives advice on various campaign themes. 184-185 for creating monsters. When creating powers, try to use powers for similar classes/levels as reference from the PHB.
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Old 11th May 2009, 07:11 PM   #4 (permalink)
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Dorum: City of Smog and Gears... Dorum is one of the newest cities in the country of Velora, and the cradle of invention on the continent. Seated in the centre of the Plain, it was founded 200 years ago and the time of the Great Union. Advertised to potential settlers as the "Eden of Thought" its purpose was always to be the sanctuary of great minds, wishing to be free of burden of sanctions and restriction. Hundreds of philosophers, inventors and artists flocked to the city, and the arts flourished. In the first hundred years, known as the Era of Golden Thought, Dorum became one of the wealthiest cities Velora. It exported the inventions that came from its patrons, from the Clockwork Airship to the Coal-Guard, and bought in all the food that its citizens did not plant and plough themselves. The inventors produced their products with care-free abandon, and this was to prove their undoing. With coal being used in huge quantities, the fumes of the thousand furnaces and machines gathered above Dorum, blotting out the sun and causing the young and the weak to die, choking on the sulphurous cloud. Unable to leave the safety of their home, the people of Dorum blocked themselves in. 25 years passed, the city deserted and silent. Starvation set it, and thousands died in the initial months. Survivors began to link up the houses by tunnels, grouping together and sharing resources. It was during this time the survivors discovered their careless abuse of resources and invention had led to far more severe consequences than they had known. Fumes, seeping into the blocked houses, caused babies to mutate. When the groups realised what was occuring, they abandoned the children, fleeing from them to safer, more secure houses on west side of the city. Every time a women got pregnant, if the baby was mutated, on the far side of the city. 25 years ago, the smog began to lift. The people of Westside began to leave their homes for the first time in 25 years, and repopulate the city. Contact was made with House Velor, rulers of Velroum, and the House sent supplies and new inventors to reinstate the city to its forum glory. A new leader, Lady Ashara, was voted to rule Westside, as the smog still covered the Eastside. 25 years on, Lady Ashara sent a message to House Velor, informing them the smog had lifted. And with its departure came the Lost Children...

Will you heed the call of Dorum?


----------

Any feedback? How was that? Obviously this is for Steampunk....just an idea. I think it covers quite alot and gives plenty of room for development. Ladt Ashara could be an amazing person to develop. Constructs etc could be made.

@Erik - The idea of classes is excellent, thanks alot! and i'll check out the DMG.

@Neubert - Thanks, this idea is, clearly, Steampunk, for a bit of variety. With this there is always the option to simple have a "Steampunk State" and the rest of the world to be Classic D&D.

All feedback welcome!

Aedh
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Old 11th May 2009, 11:00 PM   #5 (permalink)
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There is a column in LevelUp that does some "re-skinning" of powers to change the flavor; which seems along the lines of what Erik mentions, if you want another reference.

Personally, I'm a bit spent on the euro model, and I have never been in a big fan of oriental themes. Steampunk would be cool, though! I really like your lead in here, very flavorful.
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Old 11th May 2009, 11:12 PM   #6 (permalink)
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eriktheguy Kobold Slinger (Lvl 1)
Hey Aedh, the setting looks great so far! Keep up the work. I actually like steam punk a lot (FF VI is my favorite game). This setting looks like it is going to be a little along the lines of horror. Exploring the smog layered east city, avoiding crazed mutants or mindless constructs, all patrolling the streets for their own purposes or purposelessness. From the description of your campaign, it sounds like most of the steam technology was lost in the 25 year event. In this case are the characters limited to regular weapons at fist? They are going to be thrilled when they find a steam powered chain sword or a rifle when they were expecting just a regular old +1 sword or bow.

Quests should also be easy to get the adventurers into. Find a family who never made it out of the East city, still marooned in some boarded up house somewhere. Search the lab of the late gnome inventor for secret treasures, while his still animate constructs protect his treasures long after his death.
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Old 11th May 2009, 11:25 PM   #7 (permalink)
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Hey, thanks for the response!

@ Lakoda - Thanks for the support, i'll be sure to check that out! As Arcane doesnt really fit in my world, I was thinking Tinkerer? Lots of gadgets etc. Maybe a Psionic link to their machines? Burning Hands = Flamer Gloves etc? Seemed like a pretty fun idea to me!

@ Erik - Thanks for the excellent responses! I was veering for horror, especially in this city. And I like the idea of stumbling across the coal weapons! Great stuff! The adventures were pretty sweet too =D

I was thinking, as for development for the country goes, a race between the Coal (Dorum) industries and a Clockwork industry. Coal is practical and purposeful...lots of hulking guards and iron and, indeed, smog.

Then there would be the Clockwork - all gold, silver, clean! A huge clockwork city, revolving in the sky? The two factions could compete for support from the House etc! Hows this fitting in? There wouldn't be a good or bad side, just two different industries? Leads to some interesting ideas...

Steam powered armour and, as you said, Chainswords.

Clockwork Guns? Steeds?

Or should I keep it all dark and coal based? This campaign will be for you guys aswell, so keep up the excellent responses!

yours

Aedh
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Old 12th May 2009, 05:07 AM   #8 (permalink)
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chronoplasm Goblin Sharpshooter (Lvl 2)
Why not all of the above?

You could have two empires warring against each other; the western empire (european) and the eastern empire (oriental). Maybe the western empire uses coal-based machines while the eastern empire uses clockwork?
It might also be interesting to have two more empires for north and south.
Maybe the northern empire could be based loosely on elder things to bring a Lovecraftian element into it; the forgotten empire slumbers beneath the ice in the north and has a biopunk theme.
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Old 12th May 2009, 05:18 AM   #9 (permalink)
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eriktheguy Kobold Slinger (Lvl 1)
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Originally Posted by Aedh View Post
Hey, thanks for the response!

@ Lakoda - Thanks for the support, i'll be sure to check that out! As Arcane doesnt really fit in my world, I was thinking Tinkerer? Lots of gadgets etc. Maybe a Psionic link to their machines? Burning Hands = Flamer Gloves etc? Seemed like a pretty fun idea to me!

@ Erik - Thanks for the excellent responses! I was veering for horror, especially in this city. And I like the idea of stumbling across the coal weapons! Great stuff! The adventures were pretty sweet too =D

I was thinking, as for development for the country goes, a race between the Coal (Dorum) industries and a Clockwork industry. Coal is practical and purposeful...lots of hulking guards and iron and, indeed, smog.

Then there would be the Clockwork - all gold, silver, clean! A huge clockwork city, revolving in the sky? The two factions could compete for support from the House etc! Hows this fitting in? There wouldn't be a good or bad side, just two different industries? Leads to some interesting ideas...

Steam powered armour and, as you said, Chainswords.

Clockwork Guns? Steeds?

Or should I keep it all dark and coal based? This campaign will be for you guys aswell, so keep up the excellent responses!

yours

Aedh
Well, in reality clockwork doesn't make steeds/guns/guardians, but this is fantasy, so go for it! I'm assuming that the campaign combines magic with steam or clockwork. i.e. the steam golems run on coal, but their ability to follow orders and think in battle comes from magic.

Where do the clockwork machines get their energy from? Are they wind up, steam powered, or do they run completely on magic? Is the clockwork power an upgrade of its steam powered counterpart, or is it a different technology entirely. Did the clockwork empire rise out of the ashes of the coal cities disaster, or are they separate entities.
Steam and clockwork gives you plenty of leeway to introduce cool magic items.

If you want to make the two technologies distinct, perhaps the characters find some powerful powder or steam based guns in the ruins of Dorum only to discover they reload too slowly. Then, a tinkerer in Clockwork offers to upgrade them with a special clockwork reloading device that makes them more combat usable. The combination of the two technologies can lead to the most powerful items, but when the villain of the campaign finds out she begins plotting to create an indestructible army...

Steam blade: When you grip the hilt just so, scalding steam leaps from the blade.
Replaces flaming weapon
Special: A citizen of clockwork can install a mechanism to recharge the blade's daily power during a short rest by placing powdered coal in the back of the blade.

Steam armor: This suit of metal threatens to release bursts of steam when struck too hard.
Replaces razor armor
Special: A citizen of clockwork rigs the armor to deal damage to any attacker that hits at the user's command as a daily power.
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Old 12th May 2009, 08:04 AM   #10 (permalink)
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Where do the clockwork machines get their energy from?
From wound up springs.

The interesting thing about the clockwork guys is that they could have access to Babbage's difference engines and analytical engines.
Here's an idea:
Perhaps the coal golems gain their magical intelligence from fire elementals trapped inside them. Though powerful, they can be wild and chaotic at times.
The clockwork golems however have a computers of sorts inside them to reduce the need for magical animation. Clockwork golems tend to be calmer and more rational.
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Old 12th May 2009, 08:50 AM   #11 (permalink)
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eriktheguy Kobold Slinger (Lvl 1)
One possibility is to associate the steam/coal technology with the primordial elemental chaos and the clockwork technology with the divine astral sea. This gives your campaign a connection to the rest of the 4e cosmology if decide to take the characters to visit the planes, primordials and deities in the paragon and epic tiers.
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Old 12th May 2009, 05:48 PM   #12 (permalink)
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These idea's are great. The idea of primordials and gods is excellent, although I was thinking of removing magic from the equation. Tinkerers would be Wizards, inventors with a psionic link to the machines. Basically, they have lots of little steampowered gadgets: Burning Hands = Flamer Gloves? I thought it was cool...

Dont know how to replace warlocks or sorcerers?

I'll update the fluff tonight. I was thinking the two factions are in one country. Rivalry between the Steam-House and the Clockwork-House is fierce. With the fall of Dorum Clockwork has gained an upper hand. I'm planning on working on this a country at a time. Would you like me to elaborate on the Steam/Coal or the Clockwork?

@Erik - Your contributions are always taken into account and are of excellent quality!

@Chrono - Im starting with a single country, but I fully intend to use your oriental eastern country and and European one! Biopunk sounds awesome...Renegade Primal power sources, outlawed with the onset of technology?

all this going down well?

Yours, until later

Aedh
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Old 12th May 2009, 09:44 PM   #13 (permalink)
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Double post...damn...well, here is everything I have so far!

- Aedh
Attached Files
File Type: doc Steampunk.doc (31.5 KB, 16 views)
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Old 12th May 2009, 09:50 PM   #14 (permalink)
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I would be careful with magical voids. Does that mean that PC wizards won't be able to use their spells at all?
Maybe just a -2 penalty to powers with the Arcane keyword, but maybe give them something nice like a bonus to fire damage from smog or something.
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Old 12th May 2009, 10:52 PM   #15 (permalink)
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@Chrono - No, just NPC Wizards. The PC Wizards are "Tinkerers"; the rules are the same, but the fluff changes. They're inventors with a psionic link with their machines. Burning Hands = Flamer Gloves. Magic Missile = Gun that fires a ball of light etc etc. No rule changes are going to be in this campaign pack, maybe a new race or two as we progress though!

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Old 12th May 2009, 10:56 PM   #16 (permalink)
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I would be careful with magical voids. Does that mean that PC wizards won't be able to use their spells at all?
Maybe just a -2 penalty to powers with the Arcane keyword, but maybe give them something nice like a bonus to fire damage from smog or something.
I don't think OP was suggesting a magical void that weakens wizard's powers, just a flavor remake of the arcane classes so that their powers are based on steampunk instead.
As far as class renames, I think wizards with their intelligence based spells should acquire the 'steam' keyword for their powers, basing their abilities off of coal, steam, powder and alchemy.
Sorcerers can have the 'clockwork' keyword, basing their powers on the intricate, artistic designs of complex machines, and nifty gadgets. This would set the two competing houses apart. The steam technology is more of a book learning mad scientist approach while the clockwork technology is more like an auto-mechanics or carpenters acquired art. Steam technology is powerful and novel while clockwork is elegant and precise.

Flavor: Wizard/Sorcerer at-will powers are probably devices that run on manual power or are easy to reload (hence they are usable every turn). Encounter powers require a short rest to reload their devices, daily powers require an extended rest including tinkering, repairing, and reloading. The devices that the classes use are sentimental personal belongings of great importance. Each character personally manufactures them. They replace the concept of a spell book, and shouldn't take up much more room.

Ghost sound: Using a special noise refracting device, you perform a subtle feat of ventriloquism.
Light: You mix a small amount of substance in your hands and sprinkle it with a strange metal, it begins to give off a soft luminescence.
Magic missile: A metal pipe exudes from your sleeve and fires a strange bullet wrapped in exotic glowing energy at a foe.
Scorching burst: You throw a small iron ball like a grenade, it explodes with a puff of scalding hot steam enveloping your enemies.
Icy terrain: The metal pack at your side supercools a strange liquid to be fired at your enemies in battle, sending them sliding to the ground.
Sleep: A small mechanical bird flies across the battlefield. When it reaches the target area it flies in circles leaving small puffs of a sedative powder in the air behind it.

I try to word the descriptions so that it makes sense how you need to repair them. The magic missile can be reloaded easily, while the Icy terrain needs a 5 minute rest to recharge the cooled liquid and the Sleep spell takes all night to tinker with the complicated delivery device needed to deliver the sedative in a specific manner.

Last edited by eriktheguy; 12th May 2009 at 11:00 PM..
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Old 12th May 2009, 11:19 PM   #17 (permalink)
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@ Erik - You got my plans in one! Your idea for the distinction between the sorcerer and wizard is excellent, that one is going straight in!

Going to try n get some more fluff done tonight, any ideas what you want me to develop more? The offer still stands for tonight!

-A

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Old 14th May 2009, 06:34 PM   #18 (permalink)
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Shameless Bump.

- A
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Old 15th May 2009, 04:57 AM   #19 (permalink)
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@Chrono - No, just NPC Wizards. The PC Wizards are "Tinkerers"; the rules are the same, but the fluff changes. They're inventors with a psionic link with their machines. Burning Hands = Flamer Gloves. Magic Missile = Gun that fires a ball of light etc etc. No rule changes are going to be in this campaign pack, maybe a new race or two as we progress though!

Aedh
I just noticed this. The psychic connection between the caster's and their toys is an excellent way to keep balance (it explains why the fighters cannot just use the wizards magic missile device after he gets KO'd). The psychic powers can also be used to provide some energy attacks. Since psychic powers could be based on many abilities (it makes sense to base them on Con, Wis, Int, Cha) you can use it to flesh out your classes.

Have you decided what to do with the primal and divine abilities in the game (will your setting have the standard pantheon, a new one, or no gods at all). Will the primal powers be based on the normal basic elements, or on new ones like steam and metal?
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Old 16th May 2009, 12:53 PM   #20 (permalink)
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2 kinds of firearms, simple and military.

Simple firearms are equal in power to military ranged weapons. They get the following trade off: increase damage die, increase reload time (free becomes minor, minor becomes move). They are balanced to allow characters to have in place of military ranged weapons.
Any class with proficiency in martial ranged weapons gains proficiency with simple firearms. Dwarfs gain proficiency with simple firearms in place of hammers and axes for their racial weapon proficiency. Rogues can take a feat to gain proficiency in simple firearms, and use firearms for their powers and sneak attacks.

Crossbow --> pistol: +2 prof, 1d10, load move, off hand, fire one handed
Useful in a tight spot, this gun is versatile and lightweight.
Shortbow --> small rifle: +2 prof, 1d10, load minor
This powerful gun can eliminate serious threats.
Longbow --> long rifle: +2 prof, 1d12, load minor
A collectors piece used by trained veterans to take out enemies from a distance.

Military firearms are equal in power to superior ranged weapons. They deal one die larger damage, and take longer to reload. Players must take a feat to use these better than average weapons, as is the case with superior weapons. Players must have proficiency with simple firearms to take proficiency with a military firearm.
Greatbow --> Longshot rifle: +2 prof, 2d6, load minor
A primitive sniper rifle that packs a serious punch.
Superior crossbow --> Revolver: +3 prof, 1d12, load move
Many warriors develop sentimental attachments to these deadly sidearms.

Two new weapon classes: rifles replace bows, pistols replace crossbows.

Clockwork upgrade: Players can have their weapons upgraded to clockwork versions. This improves load time to the original template weapon for each while maintaining the high damage. Ex. pistol becomes load minor and longshot rifle becomes load free. Special: revolver remains load move, but can fire 6 times before requiring a reload.

Clockwork upgrade weapons are strictly better than PHB weapons in terms of balance by about 1-2 damage. The trade off is the cost of the clockwork upgrade, and the rarity/cost of ammunition.

Class/Race alterations:

Dragonborn: breath weapon damage types can be steam (deal fire damage, but different flavor) or rust (a new damage type, you might give some constructs vulnerability to rust).

Dwarf: simple firearms replace hammers for dwarven weapon proficiency.

Elf: short and long rifle in place of short and long bow.

Human: You gain proficiency with pistols.

Fighter: Fighters are proficient with simple firearms.
New fighter weapon talent: firearms, you may use firearms for your fighter powers, even in melee. Use your strength modifier as normal. You may use firearms to make opportunity attacks (you still only threaten square adjacent to yourself). You may use firearms for attacks granted by your combat challenge. Your combat challenge attacks can target any enemy within range that you have marked, rather than just adjacent ones.

Ranger: Rangers are proficient with simple firearms.
You can use a firearm in place of a bow for ranged powers.
You can use a pistol in place of a melee weapon for attacks that require an off-hand weapon. You still use the ability score appropriate to the power.

Rogue: Rogues are proficient with pistols. Their weapon trick ability gives them +1 to hit with pistols. They can use pistols for sneak attacks, and any power that requires a light blade. If the power is a melee attack only, they must use the pistol to target an adjacent enemy.
New rogue tactic (in place of artful dodger or brutal scoundrel): Gunslinger
You may use a pistol in your off hand to perform opportunity attacks (you still only threaten squares adjacent to yourself). Use your Cha instead of strength for these attacks. When you deal sneak attack damage to an enemy, you may make an opportunity attack against them as an immediate reaction if you are using a pistol in your off hand.

Feats:
weapon proficiency, simple firearms (proficiency with all simple firearms)
weapon proficiency, military firearms (proficiency with one military firearm)
Blade opportunist: bonus also applies to opportunity attacks made by rogues with pistols
Dwarven weapon training: this feat can apply to firearms instead
Far shot: also applies to pistols and rifles.
Nimble blade: rogues and fighters can use pistols
Quick draw: Once during the surprise round, you may make a ranged basic attack with a pistol as a minor action.
Two weapon fighting, two weapon defense: you can use a pistol in your off hand instead of a melee weapon.


Extras:
Grenades, bombs: use alchemy items from adventurers vault
Spells: add some variants of wizard spells that use rust and metal damage instead of radiant and necrotic (flavor goes from gods/magic to technology).
Sniper rifle: as longshot rifle, but standard reload. When you have combat advantage against a target 5 or more squares away, the sniper rifle has a +5 proficiency bonus against that target instead of +2, and inflicts a critical hit on a roll of 18 or higher.

I might proofread/add to this later.
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