Showing posts with label Jeff Crunch. Show all posts
Showing posts with label Jeff Crunch. Show all posts

Thursday, January 16, 2014

Jeff Crunch: Battle Hungery Archers


     In the fine tradition of gladiatorial combat and with a special nod to archers this weeks Jeff Crunch provides a few new handy weapons for archers for when things get ugly, which in archer speak, is close.  Cat may want some of these.



(Simple)
Unarmed Attacks
Cost
Dmg(S)
Dmg (M)
Critical
Range
Weight1
Type2
Special
Punch Dagger Gage
10 gp
1d3
1d4
×3
2 lbs.
P
Fin Blade Full Glove
20 gp
1d3
1d4
19-20 ×2
3 lbs
S
Studded Knuckle Glove
5 gp
1d2
1d3
×2
2 lbs
B


Punch Dagger Gage: The gage is a common item among archers, as it protects the forearm from the bow string.  However this version has been modified to also serve as a weapon that the archer need not draw.  Built into the gage is a punch dagger blade, mounted to a reinforced plate on the back of the hand the blade extends four inches beyond the archers closed first.  The gage can be worn on either or both arms and does not impede firing a bow.  It does prevent the use of a shield larger than a buckler. 

Fin Blade Full Glove:  These forearm length heavy leather gloves are average save that a sharp steel fin-like blade has been mounted to the side of the glove.  The scalloped blade is about two inches wide at the mid-point of the forearm and curves downward toward the wrist and elbow.  These blades may be used to slash at foes that close on the archer and preclude the need to ready a melee weapon.  If used as a pair two weapon fighting penalties apply.

Studded Knuckle Glove: The most simple weapon that an archer can have and still freely fire a bow are gloves of this type.  Sometimes studded at the knuckles with brass, or with lead weights sown into them they allow for lethal damage to be dealt with a fist.  The damage they deal is equal to the unarmed strike damage of the wearer.  Values given are for an average medium and small character.

Other  Gear and Weapon Accessories:

Knuckle Bow Guard:  Very similar to the hand protection found on some swords, a version has been adapted to work on bows as well.  The guard protects an archers hand while allowing them to use their bow to strike opponents without fear of damage to it.  The knuckle  bow guard deals damage as a set of brass knuckles, 1d3 medium and 1d2 large, damage type B, critical 20x2.  However there is a -1 to hit with the guard, as a bow is not meant to be used in melee.  Having one installed on a bow costs 30 gp extra.

Spear Point Nocks: These metal nocks not only hold a bows string, but have an added stiletto-like point added so that a bow may be used as a spear.  When used in this way the bow deals damage as a short spear (short bows) or long spear (long bows).  Regardless of size these weapons have a -1 to hit due to their improvised nature, and have a critical range of 20x2, and may not be set vs. charge.

Wednesday, December 11, 2013

Jeff Crunch: Two Guns for Sister Saffron



By Jeff Harris

Simon: Um, I’m trying to put this as delicately as I can… how do I know you won’t kill me in my sleep?
Mal: Listen, you don’t know me son, so I’m gonna say this once: if I ever kill you, you’ll be awake, you’ll be facing me, and you’ll be armed.
Simon: Are you always this sentimental?
Mal: I had a good day.
Joss Whedon’s Firefly Pilot Episode “Serenity” (which if shown first, might have changed things a bit)    

Gun change things, that’s just a fact, in the history of humanity, and when introduced into a campaign setting.  I give credit to Paizo for being reasonable and providing a set of rules for firearms that is decently balanced.  The WWI style equipment from the Reign of Winter adventure path is not my style, but the early and advanced firearms are workable.  The clash of sword and gun is always on in some capacity, and don’t start a geek brawl on that account, but it doesn’t have to preclude the use both in game.  Just because I as a person dislike firearms does not stop me from allowing players the freedom of their use when GMing.  The trick, as it is with most player shinnies’, is using them effectively and not letting them get out of hand.   A gun is only as good or bad as the hand that wields it.
                
            Thus this week’s Jeff Crunch presents the two most famous Firefly guns, Jayne Cobb’s “Vera”, and Mal’s Browncoat Sergeants’ Pistol, oh, and one crazy woman they both have foiled in the past, Saffron (all Pathfinderified and such).  There is a disclaimer attached to these big damn hero guns, as they are powerful, and could easily muss up a game if introduced to early or into a game where they just don’t belong.  But then again, as Mal says, “No son, you murdered yourself. I just carried the bullet a while.”


Browncoat Sergeants’ Pistol (advanced fire arm)
Aura moderate divination, moderate transmutation; CL 8th
Slot weapon; Price 12,300 gp; Weight 4 lbs.
===== Description =====
This older model revolver is well made but simple, lacking flourish or needless foofarah. Made of blued steel and fitted with a hardwood grip, the weapon is solid, dependable, and uncannily accurate.  By the many scratches and signs of wear, it would seem this revolver has seen action, and often at that.
The Browncoat Sergeants’ Pistol is a +2 Distance Reliable revolver.  Because of the reliable property this weapon has a misfire chance of 0, unless somehow given the broken condition.  Strangely enough, this weapon while not intelligent, seems to only come alive in a gun hand that puts it to a noble use.  Evil characters that use the Browncoat Sergeants’ Pistol find that it functions as a normal revolver, losing it’s to hit and damage bonuses, as well as all special properties.
===== Construction =====
Requirements Craft Magic Arms & Armor, clairaudience/clairvoyance, mendingCost 6,300 gp


(Modern) Two-Handed Firearm
Cost
Dmg (S)
Dmg (M)
Critical
Range
Misfire
Capacity
Weight
Type
Callahan Fullbore Autolock “Vera”
10,000 gp
1d10
1d12
×3
100 ft.
0
10
12 lbs.
B and P

Callahan Fullbore Autolock “Vera”: It is unknown what gun maker created this work of art, but few can disagree that the automatic weapon lovingly known as “Vera” by her current owner is the pinnacle of the gunsmith’s art.  Vera holds a 10 round magazine, the changing of which is a move action.  Because she also has been outfitted with a scope the wielder of Vera may add their intelligence bonus (if any) to their attack rolls with her.  Also because she is a masterwork firearm, Vera also has an inherent +1 to attack rolls and a -1 to misfire chance (reducing it to 0).  There is a drawback to Vera however, because of her complex and exacting construction, all checks to repair or modify her take a -4 penalty.




Saffron
female vishkanya deadly courtesan (rogue) level 9
Description: Unless one checks very carefully, Saffron appears to be a very lovely young human woman.  Red haired and fair of complexion, her green eyes smolder when she looks upon her next mark.  Ever looking to play everyone and trusting no one, those that do really get to see the real Saffron, if that is her name, find that she is in fact a snake.  If one gets VERY close to her, they may find that description is apt in more than temperament and ethics however.                                                                                                                                                             


Saffron    CR 8
CN Medium humanoid (vishkanya)
Init +3; Senses; Perception +16
===== Defense =====
AC 19, touch 13, flat-footed 19; (armor +4, Dex +3, natural armor +2)
hp 52 (9d8+8)
Fort +3, Ref +9, Will +2
Defensive Abilities Evasion, Poison Resistance +9 on saves vs. poison, Uncanny Dodge
===== Offense =====
Spd 30 ft.
Melee MW kukri +10/+5 (1d4/18-20x2), unarmed strike +9/+4 (1d4/20x2)
Ranged MW revolver +10/+5 (1d8/20x4)
Special Attacks performance strike, sneak attack +5d6.
===== Tactics =====
Before Combat Saffron prefers to keep things out of bloodshed, as she finds seduction normally gets her what she wants.  However if she can find no other option, sneak attack is always the favored method, using stealth before beginning combat whenever possible.
During Combat Saffron always attempts to have the advantage over her target, either in the form of flanking or avoiding their attacks whenever able using Acrobatics.  She also has no qualms about using her superior social skills to bluff, feint, beg, plead, or seduce her way to getting behind a poor bastard.
Morale Whenever it looks like the value of the take is less than the threat of bodily harm, Saffron gladly flees, knowing a new sucker is born every day.
===== Statistics =====

Str 10, Dex 16, Con 10, Int 14, Wis 8, Cha 18
Base Atk +6/+1; CMB +6  CMD 19
Feats Improved Unarmed Strike, Skill Focus (Bluff), Sleep Venom, Weapon Finesse, Weapon Proficiency Exotic (revolver) 

Skills Acrobatics +10, Appraise +6, Bluff +17, Climb +4, Diplomacy +11, Disable Device +12, Disguise +13 (+17 to appear human), Escape Artist +13, Intimidate +8, Knowledge (history) +6, Knowledge (local) +9, Knowledge (nobility) +6, Linguistics +7, Perception +16, Perform (oratory) +18, Sense Motive +10, Sleight of Hand +12, Stealth +17, Swim +5 and Use Magic Device +9.
Languages Common, Chinese (Tian), Aklo   
SQ bardic performance, canny observer, charmer, fascinate bardic performance, honeyed words, inspire competence bardic performance, limber, poison use, sensual, subtle appearance, toxic, weapon familiarity (blowgun, kukri, shuriken)
Combat Gear MW kukri, MW revolver, +2  red eel hide jacket, amulet of natural armor +2, 30 cartridge bullets, 2 vials of sovereign glue; Other Gear peasant outfit (for her act), disguise kit, compass.  
 

===== Special Abilities =====                                                                                                                                                          
Bardic Performance (Su) Saffron gains the bardic performance ability and the fascinate bardic performance. Her fascinate DC is 18. She can use this bardic performance for up to 12 rounds per day.                                                                                                                                         
Inspire Competence (Su) Saffron can use her bardic performance to inspire competence. This bonus is +3 to the appropriate skill check.

Performance Strike (Sp) As a swift action, Saffron may expend rounds of bardic performance to gain a morale bonus on one attack roll. The amount of the bonus is equal to the number of bardic performance rounds expended (maximum bonus +4)                                                                                                                       

Toxic: Once per day, Saffron can envenom a weapon that she wields with her toxic saliva or blood (using blood requires her to be injured when he uses this ability). Applying venom in this way is a swift action.                                                                                                             
Vishkanya Venom: Injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.                                                                                                                                 
Sleep Venom (feat) As a swift action, Saffron may alter the effects of her venom so the target falls unconscious. This changes the initial and secondary effect of her venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter the venom before applying it to a weapon.