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Rivets Eternal: Metal Men and Fleshy Cogs (D&D3.5e; Closed!)
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<blockquote data-quote="Bront" data-source="post: 2761944" data-attributes="member: 19696"><p>OK, quick upshot on guns.</p><p></p><p>You have 3 types, Matchlock (Hardest to reload), Flintlock (moderate to reload) and Percussion Cap (Easiest to reload, meaning about as easy as a heavy crossbow). All firearms misfire on a natural 1, masterwork and percussion cap firearms less badly. Each shot is reloaded seperately, so a double barrel gun takes twice as long.</p><p></p><p>Costs range from 80 GP up. Double Barrel guns hold 2 shots (Can be fired simultaniously for double damage, or one at a time), Revolvers hold 4.</p><p></p><p>Firearms optionaly work as a Ranged Touch attack, but not in Rivets.</p><p></p><p>The only firearm you can fire multiple times in a single round is the Percussion Cap Revolver (500 GP), which stilll requires enough ammo to be loaded. A flintlock weapons can be prepaired ahead of time and multiples fired using the quickdraw feat to draw and drop them. Obviously, you can still fire dual handed with 2 guns, using the normal penalties (Two Gun Fighting is a seperate feat, ergo guns are not compatable with 2WF).</p><p></p><p>There is a Munitions skill, which lets you reload faster with a munitions check, and you can take the rapid reload feat to also reload faster, and the two stack potentialy. Meaning the only way to load as a free action is to make a munitions check AND have the rapid reload feat for percussion cap gun. Otherwise, it's a move action at best, and can be as long as 2 full rounds!</p><p></p><p>Some classes have Muntions as a class skill. Bard, Fighters, Paladins, Rangers, and Rogues from Core. I would also extrapolate that Swashbuckler, Noble, Hexblade, Favoured Soul, Scout, and Warmage probably do as well, and likely a case by case basis for PrCs.</p><p></p><p>Clerics who's orders have embrased steam technology have the following class skills (Make adjustments for 3.5 still). Alchemy (Int), Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (steamcraft) (Int), Profession (Wis), Scry (Int, exclusive skill) and Spellcraft (Int).</p><p></p><p>Rogues gain all firearms proficiencies for free.</p><p></p><p>Hope that helps. Toss me an e-mail if you need more info, and I'll find a way to get it to you.</p></blockquote><p></p>
[QUOTE="Bront, post: 2761944, member: 19696"] OK, quick upshot on guns. You have 3 types, Matchlock (Hardest to reload), Flintlock (moderate to reload) and Percussion Cap (Easiest to reload, meaning about as easy as a heavy crossbow). All firearms misfire on a natural 1, masterwork and percussion cap firearms less badly. Each shot is reloaded seperately, so a double barrel gun takes twice as long. Costs range from 80 GP up. Double Barrel guns hold 2 shots (Can be fired simultaniously for double damage, or one at a time), Revolvers hold 4. Firearms optionaly work as a Ranged Touch attack, but not in Rivets. The only firearm you can fire multiple times in a single round is the Percussion Cap Revolver (500 GP), which stilll requires enough ammo to be loaded. A flintlock weapons can be prepaired ahead of time and multiples fired using the quickdraw feat to draw and drop them. Obviously, you can still fire dual handed with 2 guns, using the normal penalties (Two Gun Fighting is a seperate feat, ergo guns are not compatable with 2WF). There is a Munitions skill, which lets you reload faster with a munitions check, and you can take the rapid reload feat to also reload faster, and the two stack potentialy. Meaning the only way to load as a free action is to make a munitions check AND have the rapid reload feat for percussion cap gun. Otherwise, it's a move action at best, and can be as long as 2 full rounds! Some classes have Muntions as a class skill. Bard, Fighters, Paladins, Rangers, and Rogues from Core. I would also extrapolate that Swashbuckler, Noble, Hexblade, Favoured Soul, Scout, and Warmage probably do as well, and likely a case by case basis for PrCs. Clerics who's orders have embrased steam technology have the following class skills (Make adjustments for 3.5 still). Alchemy (Int), Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (steamcraft) (Int), Profession (Wis), Scry (Int, exclusive skill) and Spellcraft (Int). Rogues gain all firearms proficiencies for free. Hope that helps. Toss me an e-mail if you need more info, and I'll find a way to get it to you. [/QUOTE]
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