Blue_Genie
First Post
Note that I've changed his point allocation above. In your case, you now have (4 + 3.5 +3.5 +6) 17 hp. Not bad for a third level sorcerer! You also are considered disabled betwen 0 and -2 hp, and dying between -3 and -14.Karl Green said:Hit Points: 4 +1d4 +4
As you stated earlier that you wanted to be a Midlunder, you have a +1 racial bonus to your Fort save.Karl Green said:Saving Throws:
Fortitude: +3 [base +1, con +2]
GREATCOATSKarl Green said:Armor Class: 13 (greatcoat + dex)
There are two other flavors of greatcoat, which cost and weigh more but give you more bonuses, none of which require light armor proficiency and stack with any light armor.
A regular greatcost costs 20 gp, +1 armor bonus, no ACP, no ASF, 5 lbs.
An armored greatcoat costs 75 gp, +2 armor bonus, +6 max Dex bonus, -1 ACP and 5% ASF, and also gives you DR 5/bludgeoning, 10 lbs.
A reinforced greatcoat costs 35 gp, +1 armor bonus, +8 max Dex bonus, 0 ACP, no ASF, and gives you DR 3/bludgeoning or slashing, 7 lbs.
Military pistols have fallen in price and only cost 300 gp now. Here are also some other pistols you may want to consider:Karl Green said:Military Pistol (600gp) 5lbs
PISTOLS
Carbine, military: 600 gp, 2d8, 19-20/x3, 150' RI, 10 lbs.
(Halfway between a rifle and pistol; reload 2 S, DC 10, Ammo 10-12 gp)
Clockwerk Arms pepperbox: 325 gp, 2d4-2, 19-20/x3, 20' RI, 8 lbs.
(Allows you to make up to 4 attacks before reloading; 5 S, DC 14, Ammo 5-6 gp)
Grappling gun: 500 gp, 1d8, x3, 30' RI, 12 lbs.
(Fires grappling hook; 3 S, DC 12, Ammo 10 gp)
Pistol, small: 200 gp, 2d4, 19-20/x3, 40' RI, 4 lbs.
(9" in length; 1 S, DC 6, Ammo 6-8 gp)
Pistol, military: 300 gp, 2d6, 19-20/x3, 80' RI, 5 lbs.
(One full foot in length; 1 S, DC 8, Ammo 8-10 gp)
Radliffe quad-iron pistol: 375 gp, 4d4, 19-20/x3, 20' RI, 6 lbs.
(Four-barreled pistol, hard to find; 1 S, DC 16, Ammo 16-18 gp)
Rynnish holdout pistol: 225 gp, 2d4-2, 19-20/x3, 20' RI, 2 lbs.
(Easy to conceal, swivel barrel for two shots; reloading single shot: 2 S, reloading both shots 3 S, DC 12, Ammo 5-6 gp)
FIREARM MODIFICATIONS
Firearms can be constructed as masterwork (+1 attack, +300 gp), accuracy [+1 attack (stacks with masterwork), +300 gp], embellishment (enhance appearance, 10-200 gp), breakdown (gun disassembles easily for hiding, -2 attack, doubles cost), lightweight (reduces weight by 1/3, +120 gp). Rifles also can get barrel baffle, and scope.
AMMUNITIONKarl Green said:Ammo 20 shots (180gp; assuming 9gp each) 2lbs
Ammo also comes in two new flavors, incendiary and precision.
Incendiary rounds: +6 gp per charge, add +1d6 fire damage (Unfortunately, it tends to heat-soften the lining of the firearm's barrel; after twelve to fifteen incendiary shots, the barrel will need re-boring (75 gp per barrel).
Precision rounds: +5 gp per charge, +1 accuracy bonus which stacks
Each bandolier now holds 12 shots.Karl Green said:two Ammo Bandolier (1gp each holding 10 shots) 2lbs
MIDLUNDERS
Here's some more info on Midlunders:
Automatic class skill: Knowledge (history)
+2 racial bonus on Craft (blacksmith) and Gather Information checks
Base Height (male): 5'0" +2d10"
Base Weight (male): 130 lbs + height mod x 2d4 lbs)
Automatic languages: Cygnaren (spoken and written)
Bonus languages: Caspian, Khadoran, Llaelese, Ordic, Rhulic (spoken), Rhulic (written)
As always, if you have any questions, please let me know.
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