Sunpowder and stuff
Well!
It's very gratifying that several people asked for the specifics on sunpowder... so I'll post 'em!
DISTILL SUNLIGHT
Transmutation
Level: Light 4
Components: V, S, DF, M
Casting Time: 3 hours
Range: Special
Effect: See text
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This ritual allows you to distill sunlight into a thin volatile fluid. One vial is created per two caster levels. This spell must be cast under the sun in a cloudless sky, making it hard to cast in many places and seasons. Further, distilled sunlight evaporates within 2d4 hours unless sealed (in which case it lasts up to the caster’s level in days).
The spell distills the sunlight into previously prepared holy water. As a liquid, sunlight has the following properties:
-It radiates a 60’ glow akin to daylight;
-It is warm to the touch. Drinking a flask of sunlight will heal 1d8 points of cold damage take in the last hour. Also, it will dry up to 4 square feet of wet surface per flask.
-It acts as double-strength holy water.
-It is extremely flammable. If lit it will burn in only a single round but a vial will cause 3d4 damage.
Material compoents: in addition to the required holy water, this spell requires 200 gp in incense and herbs plus 50 gp/vial to be distilled.
SUNPOWDER:
The process of tranforming distilled sunlight into sunpowder is a secret held tightly by the orcs of Valonia. They share it with no one, and only a few faithful clergy of Galador are allowed the knowledge. One vial of liquid sunlight will yield one 'charge' of sunpowder.
Sunpowder, much like distilled sunlight, is highly volatile and dangerous. It shares all the characteristics of distilled sunlight, but as a powder it can be used in a fashion very similar to gunpowder. In general, one charge will be enough sunpowder to fire a typical orcish pistol or musket once, and multiple charges used together can have greater effect (for example, it takes 20 charges to fire a cannon).
Sunpowder can also be used as an explosive; in this case, the number of charges used will increase both the damage and the size of the explosion.
Number of Charges- Damage- Radius- Save DC
5 3d6 10' 13
10 3d6 15' 13
20 4d6 20' 15
30 5d6 30' 17
50 5d6 40' 17
100 6d6 50' 19
Larger amounts of sunpowder can make even larger explosives.
Finally....
The PISTOLEER (or Musketeer)
Pistoleers are expert with sunpowder weaponry. Valonian orcs who have trained extensively, their existence is mostly a secret; they are renowned for their amazing skill and speed with a gun.
Hit Die: d10
Prerequisites: Must be an orc or half-orc; must have at least one sunpowder weapon proficiency. Point Blank Shot, Precise Shot, Quick-Draw, Rapid Reload, Rapid Shot, Weapon Focus (pistol or musket). Base Attack +5. All pistoleers are trained by the Orcish government in Valonia, in conjunction with the Church of the Light, and are carefully screened for loyalty to the government and/or the church. All pistoleers are thus either orcish loyalists, lawful, or followers of the Light.
Class Skills: Alchemy (int), Craft (int), Intimidate (cha), Jump (str), Ride (dex), Spot (wis). Skill points per level: 2 + int bonus.
Base Attack: Good (as fighter)
Good Saves: Fort and Ref
Poor Saves: Will
Level- Special Abilities Gained
1 Pistol Whip
2 Sunpowder Sneak Attack +1d6
3 Improved Rapid Reload
4 -
5 Sunpowder Sneak Attack +2d6
6 Double Trouble
7 Uncanny Dodge (dex bonus to AC)
8 Sunpowder Sneak Attack +3d6
9 Dodge Bullets
10 Running Attack
CLASS FEATURES
Weapon and Armor Proficiencies: The pistoleer gains proficiency in all sunpowder weapons of his size or smaller.
Pistol Whip (Ex): In times of need to pistoleer can use a sunpowder pistol or musket as a bludgeoning weapon. A pistol deals 1d6 points of damage when used this way; a musket, 1d8. This use of a sunpowder weapon will only cause it damage if the pistoleer’s natural attack roll is a 4 or less, in which case the weapon will not fire effectively until it is repaired (a Craft check, DC20, with the proper tools is required; this costs 50 gp in materials and requires an hour).
Sunpowder Sneak Attack (Ex): The pistoleer can make sneak attacks with sunpowder weapons. This ability cannot be used when the weapon is being used to pistol whip someone, only when shooting.
Improved Rapid Reload (Ex): A pistoleer can reload a sunpowder weapon as part of normal movement.
Double Trouble (Ex): When a pistoleer fires a pistol in each hand he suffers only a -2 penalty to attack with each hand, as if possessed of the Ambidexterity and Two-Weapon Fighting feats and the pistols were melee weapons.
Uncanny Dodge (Ex): When flat-footed or attacked by an invisible opponent, the pistoleer retains his dex bonus to AC. If the pistoleer gains the uncanny dodge ability from another class, his pistoleer levels do not stack with the other class levels (unlike many other classes that gain the uncanny dodge ability).
Dodge Bullets (Ex): The pistoleer gains a +4 dodge bonus to AC against all projectile attacks, such as arrows, bullets, thrown daggers, etc. This bonus does not apply against missiles of size Medium or larger.
Running Attack (Ex): The pistoleer with a loaded sunpowder weapon can fire once even if hustling or running. He suffers a -4 circumstance penalty to this shot.
Whew! Hope this is useful and enjoyable for you folks, now enough about my game and back to yer regularly scheduled thread...