Steampunk Paragon Paths

Djinn Splicer
Move without motion, no more substantial than smoke. That is the power of the Djinn Splicer

Prerequisites: Ability to teleport, DEX 15

Your body has been turned into a loosely conjoined molecular miasma through an intense series of forbidden Djinn Nimbus Atomizer (DNA) treatments. You can create colored smoke or fog, you have the ability to become intangible, and you can use your teleporting ability to surprise attack your enemies. This paragon class favors teleporting rogues with a DEX/CON build or warlock build with a CHA/CON build and sneak attack ability.

Djinn Splicer Path Features
Teleporting Sneak Attack (11th Level): When you use teleport to move adjacent to your enemy, you gain combat advantage against your foe until the end of your turn.
Vanishing Action (11th Level): You can spend an action point to gain an additional use of your teleporting power as a move action.
Alchemical Dagger Proficiency (11th Level): You gain proficiency with the alchemical dagger.
Puff of Smoke (16th Level): You can leave behind a cloud of smoke that fills the 5ft square you are leaving as a free action. The smoke cloud creates partial concealment for any that must attack through it or anyone inside it. The smoke cloud lasts until the end of your next turn.


Djinn Splicer Mysteries

Swirling Alchemical Nimbus Djinn Splicer Attack 11
You are surrounded by a swirling nimbus of alchemical energy that bites into your foes and defends you against like energy
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Encounter ✦ Shadow, Weapon
Standard Action Close burst 1
Prerequisite: You must be equipped with an flask of some alchemical volatile to use this power.
Target: All creatures adjacent to the Djinn Splicer
Attack: Dexterity vs. Reflex or Charisma vs. Reflex
_______________________
Hit: 1[W] + DEXERITY plus the energy damage normally inflicted by the volatile filling the alchemical blade.
Effect: You gain immunity to the energy type released by the alchemical dagger until the start of your next turn.


Smoke Form Djinn Splicer Utility 12
You are no more substantial than smoke.
_______________________
Daily ✦ Shadow, Polymorph
Immediate Interrupt Personal
_______________________
Effect: You turn your self and your personal gear intangible. You can not make any attacks while intangible and are only affected by emotional or psionic effects. While intangible you can not speak or attack others but can still move. You can remain intangible for a number of rounds equal to your CON modifier.
Sustain Standard: You remain intangible

Teleporting Burst Attack Djinn Splicer Attack 20
You can make multiple teleports to surprise attack your enemies.
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Daily ✦ Shadow, Teleportation, Weapon
Standard Action Close burst 3
Target: You can attack a number of targets equal to your CON modifier.
Attack: Dexterity vs. AC or Charisma vs. AC
_______________________
Hit: Basic Melee Damage (1[W] + STR Modifier damage) plus you gain "combat advantage" over your foe.
Effect: You return to your original square after all attacks are resolved.

NEW SUPERIOR WEAPON
Alchemical Dagger
Resembling a cross between a dirk and a hypodermic needle, this dagger is designed to hold a single dose of poison or an alchemical oil. As a free action during a basic attack action you can release the stored solution to cover the blade. Poisons inflict bonus damage to the target of the melee attack according to their level and type. Oils simply cover the weapon as a free action. Reloading the dagger is a standard action that provokes opportunity attacks. This weapon can be used as an ordinary dagger by those not proficient with an alchemical dagger.
Alchemical Dagger, PROF: +3, DAM: 1d4, RNG: 5/10, Wt. 1lb., Price: 100gp, Group: Light Blade, Properties: Off-Hand, Light Thrown.
 
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Flesh Grafter
Nothing contributes so much to stimulate the mind as a noble purpose. Reuse, Recycle, Repurpose, nothing goes to waste.

Prerequisites: Trained in Healing and Arcana skills, Toughness Feat.

You are highly skilled in removing the superior organs found in beasts and monsters and transplanting them into your own body. You are equiped with hiddeous or unearthly limbs, but you care little for appearances and prize functionality.

Flesh Grafter Path Features
Corrosive Action (11th Level): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that attack deals ongoing 10 acid damage (save ends) from corrosive bile released during the attack.
Graft Power (11th Level): You can exchange one attack power in each of the three categories (At-Will, Encounter, and Daily) for one of equal level in any other class. Each of these powers comes from a monsterous graft implanted in you body. Each of these powers gains the keyword "graft". The key attribute of these substitued powers can be changed to "Wisdom" if you wish.
Bone Saw Proficiency (11th Level): You are proficient with the bone saw.
Cunning Grafts (16th Level): When you are bloodied, you gain a +2 bonus to attack rolls when you use a power with the keyword "graft"


Flesh Grafter Attunements

Bitter Scream Flesh Grafter Attack 11
You unleash a thundering roar of challenge that knocks back your foes and splaters them with corrosive acid.
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Encounter ✦ Primal, Acid, Thunder, Graft
Standard Action Close blast 3
Target: All creatures in the path of the blast
Attack: Wisdom vs. Fortitude
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Hit: 2d6 + WIS Modifier acid damage plus deafened (save ends)
Effect: All creatures in the path of the blast are pushed back a number of squares equal to your WIS Modifier.

Flesh Harvester Flesh Grafter Utility 12
You quickly extract your pound of flesh from your dying foe. You utilize the fresh organs, bone marrow, and blood to reinvigorate yourself.
_______________________
Encounter ✦ Primal, Necrotic, Weapon
Immediate Reaction Melee
Trigger: Perform Coup De Grace on your foe and kill them outright.
_______________________
Effect: You recover a healing surge which you can spend immediately as a free action or save for later.

Surgical Slasher Flesh Grafter Attack 20
You whirl about striking with sugical precision at all foes that come within reach. The blows you land inflict increadible pain that leaves your opponents dazed.
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Daily ✦ Primal, Weapon, Graft
Standard Action Close burst 1
Target: All foes in reach that you can see.
Attack: Wisdom vs. Fortitude
_______________________
Hit: 2[W] + Wisdom Modifier plus the target is dazed until the end of your next turn.


NEW SUPERIOR WEAPON
Bone Saw: The bone saw resembles a carpenter’s hand saw, but is used to amputate limbs. It is a large rectangular metal blade with a serrated edge and an ivory handle. If this weapon inflicts a critical wound the target suffers 1 HP ongoing damage from blood loss. Ongoing damage stops with a successful Healing check (15 DC) or a successful fortitude saving throw ends.
Bone Saw: PROF: +3, DAMAGE: 1D10, PRICE: 60gp, GROUP: Axe, PROPERTIES: Versatile, Serrated Edge (see description).

NEW HEROIC FEAT
Pound of Flesh
Benefit: When you mark a helpless target, you gain a +4 damage bonus on all “Coup De Grace” attacks made against the creature that you have marked.
 
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Good job

Hey, that's pretty neat, but you cannot really use steampunk only as a paragon's path, it kills the purpose of the paragon's tier. And steampunk would not be complete without some kind of golems (firearms are fine, but that's only a crossbow that go bang).

Nice work though, detailed enough to be used and adapted.
 

Wonderful Rules

Well done! I'm running entirely low-level games currently, so I appreciate the weaponry more than the paragon paths, but they seem very well crafted.

I think the Inaccurate weapon attribute seems unnecessarily complex. You can get the same effect from tinkering with the proficiency bonus in both the weapon's stats and the paragon path powers with one less new concept.

Similarly, I would simplify Jamming by replacing the 1d4 round recovery time with a static time, perhaps "a jammed weapon cannot be fired until the end of the player's next turn". Alternatively, make it more like a status effect, such as "a jammed weapon cannot be fired (save ends)".

I'm definitely excited to run a steampunk adventure in 4th ed. A few things I'd still like to see/create are some steam-powered vehicles (land and even airships) and some ideas/replacements on how to apply skills to mechanical devices.

Also it would very useful to apply all this to a PDF (or several) for ease-of-use.

Thanks again!
-Payton
 

Another suggestion would be to simplify Armor Piercing as well using simple attack bonuses, possibly as follows: "Any weapon with this property applies a +1 bonus to attack rolls against a target wearing heavy armor."

As it stands, Armor Piercing appears to just be a +1 to attack rolls against everything, unless I'm reading it incorrectly.
 

;) THX for the feedback/interest.

VIDKIM,

I might add some heroic level powers (no more than one per class level) that apply specifically to steampunk weapons/vehicles latter on, but I don't see any need to create an entire set of heroic classes. I am adding the "Artificer" and like many of the homebrew classes posted here including the "Shadow Mage" by Cadfan and "Lancer, Dreadnaught, and Gambler" by FF6shadow.

Note that firearms can be applied to any ranged weapon attack powers, and pistols apply to the rogues "crossbow" attack powers. If I make any epic classes it will be only one or two.

SIR BRILLIG,

I wrote up these weapon stats before I used them in play. Jamming was to demonstrate the unreliablity of firearms and "armor piercing" was to compensate for the added aggravation. Initially we tried "armor piercing" as a property that allowed the user to use firearms as DEX vs Fortitude/Reflex (which ever is higher) showing that firearms easily blow through archaic armors, but this proved too powerful.

After a few game sessions we dropped jamming and armor piercing entirely, and just use them like long range/slower loading crossbows.

I will think about steampunk modfiers/contests for skills, equipment, and vehicles after I'm finished with the last three paragons I'm working on. I haven't yet attempted vehicles for 4E. Generally I use massive vehicles such as zepplins, submersibles, locomotives, and steamliners as large moving 'dungeons' rather than having a PC "play the ship".

I'm working on a PDF (a sort of STEAM-POWER ebook). I tend to post one after I finish my first draft which is almost done. What's written in the PDF will be my formalized version of what is posted above.

PS: I like your user name, shows your a gentleman of superior refinement. You should check out my website: http://grimgrin4488.tripod.com
 
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A lot to read through here, but it seems viable enough. I do wonder if you're going to to totally ignore the clever 'cannon'/'canon' pun for the Brimstone Preacher ;)
 


Iron Monger
You may control men but I control metal.

Prerequisites: You must possess an arcane power that inflicts electrical damage, and you must have the "inspiring word" warlord ability. This paragon class is used by warlord & wizard multiclass characters with a high STR and INT score.

As an iron monger, you have developed your dual abilities of inspiring others and casting spells into the ability to control iron and steel. Your study of warfare makes you a superb commander and your arcane power is channelled into the creation of electricity and magnetism. You use your abilities to command iron constructs on the battlefield and defend yourself with magnetized armor.

Iron Monger Path Features

Arcane Armor (11th Level): Rather than wear ordinary steel armor, you can wear loose iron plates. Steel armor is bound to you by magnetism rather than straps and clamps. While wearing any steel armor you are proficient with you automatically gain the "armor specialization" feat with it.

Alternatively, you can cover your bare skin with any loose iron or steel you find lying about to give yourself "scrap armor" as a STANDARD action and drop it as a FREE action. SCRAP ARMOR: +3 armor bonus, -1 Skill Check, -1 Speed, 40lbs, You are automatically proficient with scrap armor. Commonly scrap armor is formed from horseshoes, chains, eating utensiles, coins, buttons, cans, and other steel objects. Scrap armor can not be made from metal weapons which are too heavy and dangerous to wear against your skin. The wearer can not use any other type of armor while wearing scrap armor.

Personal Magnetism (11th Level): You ordinarily load your blunderbuss with iron pellets and can reshape the buckshot cloud to avoid your allies. Additionally, when you spend an action point your personal magnetic field surges and provides you with a +4 AC and +4 Reflex Save against all iron or steel-tipped weapons until the start of your next turn.

Blunderbuss Proficiency (11th Level): You are proficient with a blunderbuss

Iron Giant (16th Level): You make a personal bond with a metal construct and can treat it as an ally for your warlord powers. This construct will follow your orders as you intend and will act to defend you without orders. When you use your "inspiring word" ability you can spend one of your own healing surges to heal the construct. Additionally you can sacrifice your normal standard action attack so that the construct can add one half your class level to its attack roll. You must be with 30ft (6 squares) of your construct and have a clear Line of Sight (LOS) to use either ability.

Iron Monger Spells

Arcane Dynamo Iron Monger Attack 11
You crackle with electrical energy as you slam your weapon or staff into the ground which energizes the constructs around you.
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Encounter ✦ Arcane, Lightning, Implement or Weapon, Construct
Standard Action Close burst 1
Target: All foes adjacent to the Iron Monger
Attack: Strength vs. Fortitude or Intelligence vs. Fortitude
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Hit: You push back your enemy one square.
Effect: All allied constructs within six squares of you gain your INT modifier as a lightning bonus on their damage rolls for their next turn.


Command Nexus Iron Monger Utility 12
You can aid all nearby friendly constructs with the benefit of your personal combat training.
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Encounter ✦ Arcane, Psychic, Construct
Standard Action Close burst 6
Requirements: Construct
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Effect: You provide all nearby constructs with the benefit of one of your combat feats of your choice for their next turn.


Mechanical Marshal Iron Monger Attack 20
You cry out a battle command as you lunge to attack and all the constructs in your regiment deliver a massive unified assault with you.
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Daily ✦ Arcane, Weapon, Construct
Immediate Reaction Close burst 10
Trigger: You attempt a basic melee attack
Target: You make a basic melee attack against one creature
Attack: Strength vs. AC
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Hit: 1[W] + STR modifier damage
Effect: All allied constructs within you area of effect make an immediate basic attack action on the foe nearest to them with either a melee weapon or a ranged weapon.


NEW SUPERIOR WEAPON
Blunderbuss
PROF: +0
DAM: 1d6
RNG: Close Burst 3
PRICE: 50gp
Wt: 4lbs/1.8kg
GROUP: Firearm
PROPERTIES: Blast Weapon: DEX vs. Reflex, Load Standard, Jams 1



NEW CLASS FEATURE


Automaton Cohort
The Automaton Cohort class feature is available to any arcane spell caster who wishes to gain an construct slave. To select this class feature, you must give up the "Arcane Implement Mastery" class feature. If you have multiclassed as a wizard you must take the "Construct Companion" paragon multiclass feat instead. Your automaton cohort can not have a level higher than your own. Increasing the ability scores of your automaton requires rebuilding the construct. You treat your cohort as a companion and ally. Your automaton cohort has two "healing surges" representing a quick fix by its creator or switching to back-up systems. The construct recovers hit points equal to one quarter of its maximum hit points as normal. You may build more than one construct, but can only bond with one automaton cohort at a time. Automaton Cohorts come in the following catogories. You choose one general type but can thouroghly customize its appearance. Unlike beasts, automatons can use weapons, armor, and simple tools (including magic items), but automatons don't heal normally and must be patched up by their creators.


Commanding A Cohort
Giving your cohort orders constitutes part of your own action. Ordering your automaton to perform a standard action (such as attacking) is a "move action" for you. Ordering your automaton to move is a "minor action" for you.


Technological Automaton
This mechanical marvel is tougher and stronger than other automatons, but requires periodic refueling. A medium steam powered automaton requires water (25 gallons) and coal (5lbs per hour) or wood (10lbs per hour). Double fuel requirements with each size increase. A clockwork automaton will function for 30 minutes then must be rewound by an assistant (1 minute). A voltaic construct functions for 3 hours but must recharge its power cells for the rest of the day. Technological Automatons can wear armor, use hand held weapons, and use simple machines. They possess all the proficiencies of a "Paladin"

TECHNOLOGICAL STATISTICS
Ability Scores: STR 16, CON 14, DEX 12, INT 6, WIS 12, CHA 6
Size: Starts at Medium but can be increased by rebuilding
Speed: 5
Defenses: AC 10 + level + any armor, Fortitude 12 + level, Reflex 10 + level, Will 12 + level
Hit Points: 16 + 10 per level
Attack Bonus: Level +2
Damage: 1d12 bash (treat as mace) or by hand held weapon
Melee Basic Attack: Spiked Blow; level +2 vs. AC, 1d12 + STR modifier damage
Trained Skills: Athletics, Endurance



Botanical Automaton
Botanical Automatons are rugged, springy, and patient warriors that often wait motionless for an openning before striking. Plants need sunlight, water, and nutrious soil to stay in peak form. The construct must put down roots for at least 6 hours per day. Botanical Automatons are often equiped with the organic equivalent of armor and weapons. This botanical equipment is part of the creature and can not be changed with out rebuilding the automaton. Like other automations the botanical must be patched up by its user by grafting on new limbs or sealing gashes with resin. Botanical Automatons have the proficiencies of the "ranger" class.

BOTANICAL STATISTICS
Ability Scores: STR 14, CON 14, DEX 16, INT 6, WIS 12, CHA 6
Size: Starts at medium but can be rebuilt to a larger size
Speed: 5, burrow 5
Defenses: AC 10 + level + simulated armor, Fortitude: 12 + level, Reflex 13 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level +4
Damage: 1d8 lash (treat as flail) or by simulated weapon
Melee Basic Attack: Vine Whip; level +4 vs. AC, 1d8 + DEX modifier damage
Opportunity Attacks: A botanical gains a bonus to opportunity attack damage rolls equal to its STR modifier.
Trained Skill: Stealth



Alchemical Automaton
This automaton was created in an alchemical laboratory rather than inspired by nature. Unlike a technological or botanical automaton it has no moving parts or cell structure. This design is powered either by divine, arcane, or elemental energy. This energy source is finite and last for a fortnight (two weeks) of continuous power until the automaton becomes inert and must be reanimated (10% of the build cost) by a day long ceremony. Alchemical automatons is the only automaton in which a magical item can be build as an integral part of the creature and can be stolen by looters. An alchemical automaton has all the proficiencies of the "cleric" class.

ALCHEMICAL STATISTICS
Abilities: STR 14, CON 14, DEX 14, INT 6, WIS 14, CHA 6
Size: Starts at medium but can be increased at higher levels
Speed: 7
Defenses: AC: 10 + Level + armor, Fortitude 12 + level, Reflex 12 + level, Will 13 + level
Hit Points: 14 +8 per level
Attack Bonus: Level +4
Damage: 1d8 slice (treat as heavy blade) or by weapon
Melee Basic Attack: Slashing Blow; level +4 vs. AC, 1d8 + STR modifier damage
Combat Advantage: When an alchemical automaton has combat advantage over a foe it gains its WIS modifier as a bonus to damage rolls.
Trained Skills: Endurance, Perception



Necromantic Automatons
These automatons are built from dead flesh, bones, and cursed steel. They are powered by negative energy. You must sacrifice a sentient creature upon the automaton for each day of useage. These skeletal designs often have four legs and insect or crablike appendages. Necromatic automatons have the proficiencies of the "fighter" class.

NECROMATIC STATISTICS
Ability Scores: STR 14, CON 12, DEX 16, INT 6, WIS 12, CHA 6
Size: Starts at Medium but can be rebuilt larger
Speed: 6, climb 6
Defenses: 10 + level + armor, Fortitude 11 + level, Reflex 12 + level, Will 12 + level
Hit Points: 14 +8 per level
Attack Bonus: Level +4
Damage: 1d8 stab (treat as light blade) or by hand held weapon
Melee Basic Attack: Matis Jab; level +4 vs. AC, 1d8 + DEX modifier damage
Trained Skills: Athletics, Stealth



BUILD or REBUILD AUTOMATON COHORT
Using a variety of components and techniques you craft your Automaton Cohort. Using the same methods you can restore hit points lost in battle at a cost of 10gp per hit point.

Level: 1
Component Cost: 50gp + 12gp per level cubed.
Category: Creation
Market Price: 50gp per level cubed.
Time: One day of work per 15 hit points (round up)
Key Skill: Depends on automaton type: Technological (Thievery or Insight), Botanical (Nature), Alchemical (Arcana or Dungeoneering), and Necromantic (Religion or History). It requires a successfull skill challenge to succeed in creating an functional automaton (DC: Determined by level of the automaton, One skill check per day of work). An automaton improves its attribute scores as the builder increases in experience. Add one to two of your automaton's base ability scores at level 4, 8, 14, 18, 24, and 28. A paragon tier builder can create a "large" automaton. A epic tier builder can create a "huge" automaton.


EXAMPLES OF POSSIBLE AUTOMATONS VARIATIONS FROM THE MONSTER MANUAL

Bat {Elemental} (Heroic Alchemical), Battlebriar (Paragon Botanical), Colossus (Epic Technological), Eidolon (Heroic Alchemical), Flame Skull (Heroic Necrotic), Golem {Flesh} (Paragon Necrotic), Golem {Stone}(Paragon Alchemical), Guardian (Paragon Technological), Helmed Horror (Paragon Necrotic), Homunculus (Heroic Technological)
 
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Fallen Angel
If your not a fallen angel, your just a risen ape

Prerequisites: Two-blade fighting style. War Pick Proficiency, Trained in Acrobatics

Your life as a fallen angel is one of highs and lows. Harnessing the power of steam to provide flight is a difficult art to master and puts you in an elite cadre of warriors. The risk involved deters many from ever pursuing this class. The proud few who take to the air are respected for their skill and daring. The piece of technology that makes flight possible is their Steam Tube Wings. The metal wings of the fallen angel are strapped to your back and closely resemble the skeletal remains of a pair of bird or bat wings. You direct these wings with your hands preventing you from the use of any other hand held weapons while flying. Fallen angels also use their wings as melee weapons (war picks) and as sonic blast weapons (steam whistles). Unfortunately the steam tubes have a limited endurance of ten shots per tube and require a pair of shots for flight time. Some pilots link their wings to long steam hoses attached to a massive boiler common to locomotives, steamships, and steam driven automatons for a continuous supply of steam. They are irreverently known as "tethered angels".

Fallen Angel Path Features

Wing Beat Tempo (11th Level): You can use your pair of steam tube wings in melee combat as a pair of war picks. Anytime you hit with at least two melee attacks on your turn with a pair of matched weapons, you gain an immediate opportunity attack against an adjacent foe of your choice.

Rocket Action (11th Level): You have a specialized pair of steam tube wings that allows for flight when you fire them into the ground as a move action. When you spend an action point to make an extra move action to fly you do not deplete the payload of your steam pipe wings. At the end of your turn you drop to the ground if you aren't already there.

Steam Tube Proficiency (11th Level): You are proficient with the Steam Tube.

Steam Tube Maestro (16th Level): While weilding a steam pipe as a ranged or melee weapon you can add your WIS modifier to the damage you inflict.

Fallen Angel Exploits

Death From Above Fallen Angel Attack 11
You launch yourself high into the air and then drop down on your foe attempting to impale it with your wings.
_______________________
Encounter Martial, Weapon
Standard Action Melee
Requirements: Steam Tube Wings
Target: One creature
Attack: Strength vs. AC
_______________________
Hit: [2]W + STR modifier damage and you can attempt a secondary attack
Effect: You fly to your target on a burst of steam from your wings
Secondary Target: Same creature
Secondary Attack: Strength vs. AC
Hit: [2]W +STR modifier damage


Ascending Angel Fallen Angel Utility 12
You rapidly boost high into the air emitting a keening whistle that inspires your fellow warriors and unnerves your enemies.
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Daily Martial, Fear, Weapon
Move Action Close burst 10
Requirements: Steam Tube Wings
Target: Each humanoid enemy in the radius of effect that can hear you.
_______________________
Effect: The wailing shriek of your steam wings focuses all attention on you and inflicts a -1 penalty on all attacks against your allies. This penalty lasts until the end of the encounter. If you possess training in "Acrobatics", you also gain combat advantage against your targets until the end of your next turn.


Calliope Cacophony Fallen Angel Attack 20
You emit a blast of steam, heat, and sound that affects all those around you.
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Daily Martial, Fire, Thunder, Zone, Weapon
Standard Action Close burst 5
Requirements: Steam Tube Wings
Target: All creatures (friend or foe) in area of effect
Attack: Wisdom vs. Fortitude
_______________________
Hit: 4d6 + WIS modifier thunder damage and you shift 6 squares.
Effect: The burst creates a lingering cloud of super heated steam that lasts until the end of your turn. A creature that enters the zone or starts its turn there takes 1d8 + WIS Modifier fire damage.



NEW SUPERIOR WEAPON

Steam Tube: A steam tube was originally used as an industrial cleaning device, but quickly found its way onto the battle field. It consists of a small insulated water boiler connected to a steam hose and pressure nozzle handgun. With a success attack that inflicts damage you may attempt to inflict “Blindness” as a secondary attack with its scalding steam (DEX vs. Fort, save ends). The boiler uses an electrical heating element to boil the water and takes at least 10 minutes to generate steam from a cold start. The voltaic cells of the steam tube are good for reheating the boiler 4 times before they need to be replaced (200gp).

STEAM TUBE (1H): Prof: +3, Dam: 1d6 fire, Range: 5/10, Price: 240gp, Wt. 3lb gun, 20lb boiler (10 shots), Group: Firearm, Properties: Blinding (DEX vs. Fort, save ends), Loading: Between Encounters.
 
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