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[IK] The Corvis University Discreet Investigation and Retrieval Union (OOC)
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<blockquote data-quote="Blue_Genie" data-source="post: 1814453" data-attributes="member: 13477"><p>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.</p><p></p><p></p><p>As you stated earlier that you wanted to be a Midlunder, you have a +1 racial bonus to your Fort save.</p><p></p><p></p><p><strong><span style="font-size: 12px">GREATCOATS</span></strong></p><p></p><p>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.</p><p>A regular greatcost costs 20 gp, +1 armor bonus, no ACP, no ASF, 5 lbs.</p><p>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.</p><p>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.</p><p></p><p></p><p>Military pistols have fallen in price and only cost 300 gp now. Here are also some other pistols you may want to consider:</p><p></p><p><strong><span style="font-size: 12px">PISTOLS</span></strong></p><p></p><p>Carbine, military: 600 gp, 2d8, 19-20/x3, 150' RI, 10 lbs.</p><p><em>(Halfway between a rifle and pistol; reload 2 S, DC 10, Ammo 10-12 gp)</em></p><p></p><p>Clockwerk Arms pepperbox: 325 gp, 2d4-2, 19-20/x3, 20' RI, 8 lbs.</p><p><em>(Allows you to make up to 4 attacks before reloading; 5 S, DC 14, Ammo 5-6 gp)</em></p><p></p><p>Grappling gun: 500 gp, 1d8, x3, 30' RI, 12 lbs.</p><p><em>(Fires grappling hook; 3 S, DC 12, Ammo 10 gp)</em></p><p></p><p>Pistol, small: 200 gp, 2d4, 19-20/x3, 40' RI, 4 lbs.</p><p><em>(9" in length; 1 S, DC 6, Ammo 6-8 gp)</em></p><p></p><p>Pistol, military: 300 gp, 2d6, 19-20/x3, 80' RI, 5 lbs.</p><p><em>(One full foot in length; 1 S, DC 8, Ammo 8-10 gp)</em></p><p></p><p>Radliffe quad-iron pistol: 375 gp, 4d4, 19-20/x3, 20' RI, 6 lbs.</p><p><em>(Four-barreled pistol, hard to find; 1 S, DC 16, Ammo 16-18 gp)</em></p><p></p><p>Rynnish holdout pistol: 225 gp, 2d4-2, 19-20/x3, 20' RI, 2 lbs.</p><p><em>(Easy to conceal, swivel barrel for two shots; reloading single shot: 2 S, reloading both shots 3 S, DC 12, Ammo 5-6 gp)</em></p><p></p><p><strong><span style="font-size: 12px">FIREARM MODIFICATIONS</span></strong></p><p></p><p>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.</p><p></p><p></p><p><strong><span style="font-size: 12px">AMMUNITION</span></strong></p><p></p><p>Ammo also comes in two new flavors, incendiary and precision.</p><p>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).</p><p></p><p>Precision rounds: +5 gp per charge, +1 accuracy bonus which stacks</p><p></p><p></p><p>Each bandolier now holds 12 shots.</p><p></p><p><strong><span style="font-size: 12px">MIDLUNDERS</span></strong></p><p></p><p>Here's some more info on Midlunders:</p><p>Automatic class skill: Knowledge (history)</p><p>+2 racial bonus on Craft (blacksmith) and Gather Information checks</p><p>Base Height (male): 5'0" +2d10"</p><p>Base Weight (male): 130 lbs + height mod x 2d4 lbs)</p><p>Automatic languages: Cygnaren (spoken and written)</p><p>Bonus languages: Caspian, Khadoran, Llaelese, Ordic, Rhulic (spoken), Rhulic (written)</p><p></p><p>As always, if you have any questions, please let me know.</p></blockquote><p></p>
[QUOTE="Blue_Genie, post: 1814453, member: 13477"] 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. As you stated earlier that you wanted to be a Midlunder, you have a +1 racial bonus to your Fort save. [B][SIZE=3]GREATCOATS[/SIZE][/B] 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: [B][SIZE=3]PISTOLS[/SIZE][/B] Carbine, military: 600 gp, 2d8, 19-20/x3, 150' RI, 10 lbs. [I](Halfway between a rifle and pistol; reload 2 S, DC 10, Ammo 10-12 gp)[/I] Clockwerk Arms pepperbox: 325 gp, 2d4-2, 19-20/x3, 20' RI, 8 lbs. [I](Allows you to make up to 4 attacks before reloading; 5 S, DC 14, Ammo 5-6 gp)[/I] Grappling gun: 500 gp, 1d8, x3, 30' RI, 12 lbs. [I](Fires grappling hook; 3 S, DC 12, Ammo 10 gp)[/I] Pistol, small: 200 gp, 2d4, 19-20/x3, 40' RI, 4 lbs. [I](9" in length; 1 S, DC 6, Ammo 6-8 gp)[/I] Pistol, military: 300 gp, 2d6, 19-20/x3, 80' RI, 5 lbs. [I](One full foot in length; 1 S, DC 8, Ammo 8-10 gp)[/I] Radliffe quad-iron pistol: 375 gp, 4d4, 19-20/x3, 20' RI, 6 lbs. [I](Four-barreled pistol, hard to find; 1 S, DC 16, Ammo 16-18 gp)[/I] Rynnish holdout pistol: 225 gp, 2d4-2, 19-20/x3, 20' RI, 2 lbs. [I](Easy to conceal, swivel barrel for two shots; reloading single shot: 2 S, reloading both shots 3 S, DC 12, Ammo 5-6 gp)[/I] [B][SIZE=3]FIREARM MODIFICATIONS[/SIZE][/B] 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. [B][SIZE=3]AMMUNITION[/SIZE][/B] 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. [B][SIZE=3]MIDLUNDERS[/SIZE][/B] 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. [/QUOTE]
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