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Rite Publishing Presents: #30 #30 #30 #30 Firearms of Legacy Gun Gun Gun Gunsmith smith smith smith (Designer): Wendall Roy Stockmaker Stockmaker Stockmaker Stockmaker (Editor): Robert N. Emerson Metalworker Metalworker Metalworker Metalworker (Cover Illustrator): Ian Greenlee Engravers Engravers Engravers Engravers (Interior Illustrators): Maxime Beaulac, Ian Greenlee Lowly Lowly Lowly Lowly Apprentice Apprentice Apprentice Apprentice (Additional Design, Layout, Development, Publisher): Steven D. Russell Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. #30 Firearms of Legacy © 2013 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Illustration on page 1 Some rights reserved. This work is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. Attribution Maxime Beaulac Sample file

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Page 1: Rite Publishing Presents: #30#30 Firearms of Legacywatermark.drivethrurpg.com/pdf_previews/115666-sample.pdf · power by effort and deed. In time these firearms became ... Sample

Rite Publishing Presents:

#30#30#30#30 Firearms of Legacy

GunGunGunGunsmithsmithsmithsmith (Designer): Wendall Roy

StockmakerStockmakerStockmakerStockmaker (Editor): Robert N. Emerson

MetalworkerMetalworkerMetalworkerMetalworker (Cover Illustrator): Ian Greenlee EngraversEngraversEngraversEngravers (Interior Illustrators):

Maxime Beaulac, Ian Greenlee Lowly Lowly Lowly Lowly ApprenticeApprenticeApprenticeApprentice (Additional Design, Layout, Development, Publisher): Steven D. Russell

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not

guarantee compatibility, and does not endorse this product.

#30 Firearms of Legacy © 2013 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder

Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Illustration on page 1 Some rights reserved. This work is licensed under a Creative

Commons Attribution-No Derivative Works 3.0 License. Attribution Maxime Beaulac

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Firearms of LegacyFirearms of LegacyFirearms of LegacyFirearms of Legacy Most Esteemed Qwilion: I regret to inform you there has been an incident in the Firearms wing of the 13th Fell Repository. By the grace of Our Heavenly Archmage of Secrets and Guardian of Knowledge, nothing was successfully stolen but I take full responsibility for this breach in security. We are currently reviewing evidence at the site and consulting seers, but the identity of the burglars is not yet apparent. Vigilance and Watchfulness were both on duty in the vault and should be commended for their part in repelling this invasion, but both ironborn cannot yet report on what they witnessed due to the severity of their injuries. In light of this unacceptable break-in, I have completed an inventory of the Firearms wing artifacts and a summary of their powers both known and rumored. A copy of this rushed inventory has been included in this missive. Any one of these weapons in the wrong hand could sow tyranny and destruction the likes of which has not been seen since the days of chaos after Cynmark’s downfall. It cannot be a coincidence that these powerful weapons were targeted by this assault, and I fear it is only a matter of time before the guilty parties make another attempt. Full responsibility for this incident rests upon my shoulders, and I accept any consequences of this failure. I can only hope this missive helps us handle any future troubles. Your Humble Servant, Stephas Thun, Minister of the 13th Fell Repository

In the years following the tyranny of the Immortal Emperor and Dread Lich Korvack Cynmark, the shackles of his rule were cast free from imagination, innovation, and technological development. Buried as these were by waves of pestilence, famine, and civil war, it is no surprise that devices of war were some of the most common inventions.

Firearms were rare and novel devices prior to

Questhaven and The Protectorate’s recent renaissance, custom devices with little uniformity in make and function. These guns were usually crafted and used by a single owner, an adventurer who imbued them with power by effort and deed. In time these firearms became minor artifacts, and are considered a specific type of weapons of legacy.

LLLLegacyegacyegacyegacy ItemsItemsItemsItems: : : : A Brief OverviewA Brief OverviewA Brief OverviewA Brief Overview A legacy item is a magical item that increases in power with its owner. Each has a set of abilities that can be awakened by ritual and sacrifice, allowing the item to evolve from a well-made mundane item to a minor artifact. Each of the firearms presented here has a unique history that has shaped its powers, commonly (but not always) tied to a legendary adventurer of Questhaven. New owners of a legacy item have the opportunity to add their own powers to the weapon once it is fully awakened. The entries for these firearms of legacy all share the same rules and format: Aura: A legacy item is a minor artifact and has a strong aura of magic regardless of its currently awakened abilities. CL: As a minor artifact, the caster level of a legacy item is always 20.

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Slot: All legacy items must be wielded or worn in the appropriate spot in order to use their abilities, unless otherwise noted by a specific ability. Weight: Most legacy items have the same weight as their mundane counterpart. Cost: Legacy items are unique should not be openly available for sale. This cost is provided as a quick reference for the value the weapon with no awakened abilities. Most legacy items have a starting value of a masterwork weapon or masterwork item. Physical Description: Each legacy item is a unique item and, as such, has a distinctive look. Most appear to clearly be a weapon of their particular type, but a few have truly unexpected forms. Omens: Legacy items have a heritage and only certain individuals favored by fate, bloodlines, or simple good fortune (individuals chosen by the GM) can gain their benefits. These individuals cause an effect known as an anointing showing the legacy item and the creature share a heritage and hence can awaken the item. A sign of Ill-omen is always a feeling of “wrongness” and bestows one permanent negative level on any creature attempting to attend the item, those attempting to wield it gain two negative levels. The negative levels remain as long as the creature attends the item and disappear when it is no longer attended. These negative levels cannot be overcome in any way (including by restoration spells) while the item is attended. Unlike normal negative levels If a creature's negative levels bestowed by a legacy items omen equal or exceed its total Hit Dice, it does not die. Lore: Legacy items are shaped by the actions and deeds of their creators and owners. Here you will find the common history of the item, alternate names and even rumors surrounding its powers or origin. The Knowledge skills and the DCs of skill checks that can be used to learn this information are listed in this section. In most cases, the DCs for these checks are 15 or lower for firearms of legacy as legends of the weapon are widespread and in recent history. Abilities: A legacy item is first encountered in a slumbering state, with none of its powers awakened. A new owner can awaken the items’s abilities through a series of rituals. Each ritual has a minimum character level for the owner, takes 1 hour of time and requires a varying cost of material components. Some legacy items have additional requirements to unlock their abilities listed in this section. The first ability awakened for most legacy items includes a +1 enhancement bonus, and most other listed abilities added to the weapon do not increase its effective enhancement bonus. A legacy item cannot normally be enchanted to gain additional properties and abilities until all of its listed abilities are awakened. At the GMs discretion, increases to the weapon’s enhancement bonus and magical weapon abilities that modify the weapon’s effective enhancement bonus can be added to the weapon prior to unlocking all of its

abilities, using the PFRPG core rules for magic item creation. If a legacy item’s ability requires a saving throw, the DC is 10 + ½ the wielder’s HD + the wielder’s relevant ability modifier (chosen by the GM to best serve that character, firearms of legacy are usually Intelligence-based), unless otherwise noted. Destruction: Unlike normal artifacts, legacy items can gain the broken condition but cannot be destroyed except under special circumstances. Firearms of legacy will still explode when a misfire occurs while the weapon is broken, but the weapon itself will not be destroyed. The special conditions required to destroy the weapon of legacy are explained in this section. Some conditions are less specific than others and subject to GM interpretation; with artifacts, not all is certain.

AegisbaneAegisbaneAegisbaneAegisbane Aura strong evocation; CL 20th Slot held; Weight 9 lbs. Cost 1,800gp

Physical DescriptionPhysical DescriptionPhysical DescriptionPhysical Description:::: This musket has an elongated, smooth barrel of blued steel. Thick clamps attach the barrel to a solid wooden stock with graceful, curving lines and decorated with steel rosettes.

Omen: Omen: Omen: Omen: If the proper creature attends this legacy item, it feels a sense of “rightness” and it sees an image of walls crumbling before it.

Lore:Lore:Lore:Lore: Knowledge (arcana, history or nobility) DC 15: Aegisbane, The Knight Slayer, is one of a handful of firearms created by the Dusk Brotherhood, a group of nonhuman mercenaries active during the post-Cynmark chaos and famous for adopting unorthodox, brutal tactics. Stern Xu, a stonewarden gargoyle, was the most famous wielder of this weapon. He had the notorious distinction of targeting officers and nobility on the battlefield, and to this day the weapon has a dark reputation among families with any sort of hereditary power.

Abilities: Abilities: Abilities: Abilities: When first encountered, this weapon functions as a masterwork musket. A wielder who meets or exceeds certain level requirements will become aware of rituals that can be performed to awaken Aegisbane and increase its power. Each ritual requires 1 hour of time and consumes material components of a varying value in gp. The saving throws of Aegisbane’s abilities are Dexterity-based.

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Level Special Ability Component Cost

3rd +1 penetrating 4,000 gp 6th armor degrading 8,000 gp 9th secondary target 13,500 gp 12th armor shattering 18,000 gp 15th supersonic shot 42,000 gp

+1 Penetrating: At 3rd level, the legacy weapon gains a +1 enhancement bonus, and becomes effective against armored targets at a longer range than most firearms. Attacks with this weapon are resolved against the target’s touch AC when the target is within the first two range increments of the weapon. Armor Degrading: At 6th level, the legacy weapon’s bullets not only penetrate armor easily, but damage the protection as well. Whenever you confirm a critical hit on a target, you also apply the damage to the target’s armor or shield. If the attack was within the weapon’s first range increment, this damage ignores the armor or shield’s hardness. If a target is not wearing armor or a shield but has a natural armor bonus, you can instead inflict an armor-damaging wound that reduces the target’s natural armor bonus by 2 (minimum 0). Armor-damaging wounds are cumulative and can be removed by a DC 15 Heal skill check or any magical healing. Secondary Target: At 9th level, the legacy weapon’s armor-piercing properties allow it to strike two targets with one bullet. If a creature is providing soft cover for a target within the weapon’s first range increment, you can take a full-round action to ignore the soft cover bonus to AC and make a single ranged attack against both the original target and the creature providing cover. This attack is made against the higher of the two creatures’ touch ACs. Precision damage only applies to the original target. Armor Shattering: At 12th level, the legacy weapon now causes armor to be a potential liability to its targets. Whenever a suit of armor or a shield is destroyed by the weapon’s armor degrading ability, the wearer takes 1d6 points of piercing damage for every point of armor or shield bonus to AC the item provided. A successful Reflex saving throw reduces this damage by half. Supersonic Shot: At 15th level, the legacy weapon can fire a bullet at such high speed it creates a blast of sonic energy. As a standard action you can fire a 120-ft. line of energy that deals 15d6 sonic damage and makes creatures stunned for 1 round. A successful Reflex saving reduces the damage by half and negates the stunning effect. In addition, you can make a ranged attack with the weapon as a free action against the most distant target within the area of effect. This ability can be used once per day.

DestructionDestructionDestructionDestruction Aegisbane can only be destroyed by a weapon specifically crafted for the task. This weapon must be

forged from the remains of armor destroyed by Aegisbane, and have a +5 or greater enhancement bonus.

Baramor’s Five CursesBaramor’s Five CursesBaramor’s Five CursesBaramor’s Five Curses Aura strong necromancy; CL 20th Slot held; Weight 4 lbs. Cost 1,300gp

Physical DescriptionPhysical DescriptionPhysical DescriptionPhysical Description The barrel of this pistol is encased within a latticework shell of carved ivory, the barrel’s metal peeking through serpentine runes that span the length of the shell. The dark veneer of the pistol’s wooden grip is offset by vibrant silverwork, from filigree on the pommel to the fluted trigger guard.

Omen: Omen: Omen: Omen: If the proper creature attends this legacy item, it feels a sense of “rightness” and it hears someone whispering in its ear a foul curse against its enemies.

Lore:Lore:Lore:Lore: Knowledge (arcana or history) DC 15: This weapon was born of loss and spite. Having lost his entire family to the plague and violence sweeping the land, the young wizard Baramor focused all his grief into a single tool of revenge. Revenge is a fickle and fleeting thing, however, and Baramor’s reputation became blackened by a string of atrocities committed in vengeance’s name. Scholars debate whether Baramor’s trademark pistol was named after his dark powers or referred to the many epithets spat at Baramor’s mention wherever the wizard went. Regardless of the moniker’s origin, wherever Baramor’s Five Curses has appeared in the past 150 years misery has followed.

Abilities: Abilities: Abilities: Abilities: When first encountered, this weapon functions as a masterwork pistol. A wielder who meets or exceeds certain level requirements will become aware of rituals that can be performed to awaken Baramor’s Five Curses and increase its power. Each ritual requires 1 hour of time and consumes material components of a varying value in gp.

Level Special Ability Component Cost

3rd +1 omenspitting 4,000 gp 6th curse of bullet

attraction 7,200 gp

9th curse of sympathetic wounds

18,000 gp

12th curse of grim justice 28,800 gp 15th curse of festering

futility 42,000 gp

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