Komodo said:Finally, it's back up! I've got an Artilect fighter that's mostly done. I can have him/it up by tomorrow.
One equipment question, though: Are mechanical bonuses to weapons and armor priced the same as their magical equivalent?
[color=white]TABLE F-1: FIREARMS
BASIC FIREARMS
Cost Dmg (M) Crit Rng Inc Weight Type
LIGHT
Sidearm 75 gp 1d8 19-20/x2 25 ft. 2 lb. P
ONE-HANDED
Grenade Gun 300 gp -- -- 40 ft. 4 lb. --
Bomb 15 gp 1d6 -- 10 ft. 1 lb. --
Longarm 250 gp 1d10 19-20/x2 80 ft. 8 lb. P
TWO-HANDED
Arquebus 50 gp 1d10 x2 50 ft. 15 lb. P
Musket 500 gp 1d12 19-20/x2 150 ft. 10 lb. P
ADVANCED FIREARMS
Cost Dmg (M) Crit Rng Inc Weight Type
LIGHT
Pistol 250 gp 1d8 19-20/x3 50 ft. 3 lb. P
Pistol, Pocket 150 gp 1d6 19-20/x2 10 ft. 1 lb. P
ONE-HANDED
Carbine 300 gp 1d12 19-20/x3 100 ft. 7 lb. P
TWO-HANDED
Blunderbuss 200 gp 1d6 -- Special 10 lb. P
Rifle 600 gp 1d12 19-20/x3 200 ft. 12 lb. P
AMMUNITION
Cost Weight
Bullets (10) 3 gp 2 lb.[/color]
Ferrix said:Do classes that start with simple weapons start with basic firearms?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.