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Characters - drothgery's Victorian Eberron game
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<blockquote data-quote="drothgery" data-source="post: 3502124" data-attributes="member: 360"><p><strong>Equipment</strong></p><p></p><p>- gp is an abstract term in this game; in the major nations of Khorvaire, people use gold-backed paper money; a Thrane Crown, Republic of South Khorvaire Dollar, and Maradal Prinicipalities Franc are all worth approximately 1 gp.</p><p>- character wealth will roughly follow the NPC gear value table on page 127 of the DMG, so 4th level characters will start with 3,300 gp worth of equipment</p><p>- the general tech level in this game is mid-19th century (1850s or so). As such, guns are percussion cap weapons. Single-shot weapons can be fired once without reloading; revolvers can be fired six times without reloading. If you take the rapid reload (personal firearms) feat, reloading a personal firearm is a move action. Weapon stats are derived from percussion cap weapons in d20 Past.</p><p></p><p>The weapons below are simple weapons.</p><p></p><p>[code]</p><p> dmg crit range inc. rate of fire size weight price</p><p>pistol 2d4 20 15ft single-shot Lt 1 lb 50 gp</p><p>revolver 2d6 20 20ft 6-shot cylinder 1H 2 lb 80 gp</p><p>rifle 2d10 20 60ft single-shot 2H 8 lb 120 gp</p><p>[/code]</p><p></p><p>The weapon below is a martial weapon</p><p>[code] dmg crit size weight price</p><p>bayonet 1d6 20 M 1 lb 10 gp</p><p>[/code]</p><p></p><p>A bayonet can be fixed to a military rifle.</p><p></p><p>Other equipment:</p><p>speed loader 20gp</p><p>bullets 2gp/10</p><p></p><p>- mastercraft weapons will be available. Although produced by craftsman in a manner similar to masterwork weapons, they provide the same effect as +1 to +3 enhancement bonuses, though they do not overcome DR/magic. Mastercraft ranged weapons only improve their chance to hit; mastercraft ammunition only improves damage.</p><p>- the following qualities can be produced alchemically, and added to mastercraft melee weapons or ammuntition</p><p> * flaming</p><p> * flaming burst</p><p> * frost</p><p> * icy burst</p><p> * shock</p><p> * shocking burst</p><p> * keen</p><p>- rather than the bonuses described in the Eberron campaign setting, beyshyk weapons are always treated as magic (though this provides no other bonus)</p><p></p><p><strong>weapon improvement costs</strong></p><p>[code]</p><p>[I]melee weapon quality[/I]</p><p>masterwork +300gp</p><p>+1 mastercraft +2,000gp</p><p>+2 mastercraft +8,000gp</p><p>+3 mastercraft +18,000gp</p><p>keen +4,000gp</p><p></p><p>[I]ranged weapon/ammo quality[/I]</p><p>masterwork +300gp</p><p>+1 mastercraft +1,000gp</p><p>+2 mastercraft +4,000gp</p><p>+3 mastercraft +9,000gp</p><p></p><p>[I]alchemical enhancements[/I]</p><p>flaming +4,000gp</p><p>flaming burst +16,000gp</p><p>frost +4,000gp</p><p>icy burst +16,000gp</p><p>shock +4,000gp</p><p>shocking burst +16,000gp</p><p></p><p>[I]magical enhancements[/I]</p><p>holy +24,000gp[/code]</p><p></p><p>Costs for ammo apply to 50 arrows, bolts, bullets, etc.</p><p></p><p>To determine the cost of a weapon, first find the base wepon price, then add the cost of any special material (beshyk, flametouched iron, etc.), then add the cost of the quality level (plain, masterwork, a mastercraft level), and then add any special features. Note that it is not possible to have multiple types of alchemical enhancement on the same weapon.</p><p></p><p>So 50 flaming bullets would cost 10 gp (base cost of 50 bullets) + 1000 gp (for mastercraft bullets) + 4000 gp (for alchemical flaming) = 5010 gp. Or 100 gp and 2 silver per bullet.</p></blockquote><p></p>
[QUOTE="drothgery, post: 3502124, member: 360"] [b]Equipment[/b] - gp is an abstract term in this game; in the major nations of Khorvaire, people use gold-backed paper money; a Thrane Crown, Republic of South Khorvaire Dollar, and Maradal Prinicipalities Franc are all worth approximately 1 gp. - character wealth will roughly follow the NPC gear value table on page 127 of the DMG, so 4th level characters will start with 3,300 gp worth of equipment - the general tech level in this game is mid-19th century (1850s or so). As such, guns are percussion cap weapons. Single-shot weapons can be fired once without reloading; revolvers can be fired six times without reloading. If you take the rapid reload (personal firearms) feat, reloading a personal firearm is a move action. Weapon stats are derived from percussion cap weapons in d20 Past. The weapons below are simple weapons. [code] dmg crit range inc. rate of fire size weight price pistol 2d4 20 15ft single-shot Lt 1 lb 50 gp revolver 2d6 20 20ft 6-shot cylinder 1H 2 lb 80 gp rifle 2d10 20 60ft single-shot 2H 8 lb 120 gp [/code] The weapon below is a martial weapon [code] dmg crit size weight price bayonet 1d6 20 M 1 lb 10 gp [/code] A bayonet can be fixed to a military rifle. Other equipment: speed loader 20gp bullets 2gp/10 - mastercraft weapons will be available. Although produced by craftsman in a manner similar to masterwork weapons, they provide the same effect as +1 to +3 enhancement bonuses, though they do not overcome DR/magic. Mastercraft ranged weapons only improve their chance to hit; mastercraft ammunition only improves damage. - the following qualities can be produced alchemically, and added to mastercraft melee weapons or ammuntition * flaming * flaming burst * frost * icy burst * shock * shocking burst * keen - rather than the bonuses described in the Eberron campaign setting, beyshyk weapons are always treated as magic (though this provides no other bonus) [B]weapon improvement costs[/B] [code] [I]melee weapon quality[/I] masterwork +300gp +1 mastercraft +2,000gp +2 mastercraft +8,000gp +3 mastercraft +18,000gp keen +4,000gp [I]ranged weapon/ammo quality[/I] masterwork +300gp +1 mastercraft +1,000gp +2 mastercraft +4,000gp +3 mastercraft +9,000gp [I]alchemical enhancements[/I] flaming +4,000gp flaming burst +16,000gp frost +4,000gp icy burst +16,000gp shock +4,000gp shocking burst +16,000gp [I]magical enhancements[/I] holy +24,000gp[/code] Costs for ammo apply to 50 arrows, bolts, bullets, etc. To determine the cost of a weapon, first find the base wepon price, then add the cost of any special material (beshyk, flametouched iron, etc.), then add the cost of the quality level (plain, masterwork, a mastercraft level), and then add any special features. Note that it is not possible to have multiple types of alchemical enhancement on the same weapon. So 50 flaming bullets would cost 10 gp (base cost of 50 bullets) + 1000 gp (for mastercraft bullets) + 4000 gp (for alchemical flaming) = 5010 gp. Or 100 gp and 2 silver per bullet. [/QUOTE]
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