Está en la página 1de 10

Players handbook for explosive play.

For use whit the Dungeons and dragons game. Based on the information found in the players handbook I for D&D 3.5. By J. Darasterix.

Summery.

1.

Introduction.

In this book we hope to give you some basic game information for playing dungeons and dragons in an all new age. This book is inspired on the pirate and naval storys from the 17th sentry. So if you or youre DM is planning on an new campaign full of new weapons, feats and classes in a pirate or musket war setting this is the book for you.

Need to know:
Al the weapons in this book replace all the bows and crossbows from the phb. The classes in this book are in addition to the standard classes from the phb. The feats, weapons and classes are specially created for this setting, it is not recommended to use these in a normal D&D campaing.

2.

New Classes for explosive play.

Powdermonky.
This ugly fellow loves all thing that go boom. Raised as a connoneer or barbarian he or she has al lot of experience whit big guns and powder, and has lost one of his bodyparts in action. He knows where to put his powder for maximum effect. Adventure: the typical powdermonky gos on all his adventures just to blow things up. Characteristics: a powdermonky is specialized in the use of explosives to blow up large objects like buildings and or walls. Like the barbarian he is fond of the kick in the door style of play. He doesnt really care for his or her own safty. Alignment: a powdermonky is mostly chaotic. Religion: Kord, Erythnul or Olidammara. Background: as a connoneer or barbarian he is used to blood and danger, in his past he has learned how to make maximum damage whit the least amount of force. His experiments whit the powder and guns has cost him the ability to hear proper. Mostly he has served in the military, navy or other militia or resistance. Races: most powdermonkys are Half-orcs, Dwarves or Humans. Role: He provides the means for entering a building or cave. His experience whit big guns and powder makes him the perfect crowd killer and demolition man.

Game rule information.


Powdermonkys have the following game statistics. Abilities: Intelligence, strength and constitution are key abilities for the powdermonky. Alingment: mostly chaotic. Hit die: 1d12

Class skills.
The powdermonkys class skills (and the key abilities for each skill) are; Bluff(cha), Climb(str), Craft(int), Disable divace(int), intimidate(cha), Knowladge(int), swim(str)

Skill points ad first level: (4+ int modifier) x4. Skill points at each additional level: 4+ int modifier.

Class features.
All of the following are class features for the powdermonky. Weapon and armor proficiency: a powdermonky is proficient whit all siple and martial weapons, all pistols, all blunderbusses, all muskets, hand canon, all carronades and canons, and all powder barrels and all grenades. A powdermonky is proficient whit all light and medium armor. Booby-trap: a powdermonky can make a booby-trapped gun or cannon. The boobytrapped gun or cannon will explode the next time it will be used. Dealing 1d4 damage to its user. To make a successful booby-trap the powdermanky rols a d20 and ads his or her int modifier, if this roll exeeds 15 the trap will work. Demolition man: at first level a powdermonky may stack his int modifier to the damage roll when blowing up an object or building. When a powdermoky becomes 10th level he or she may always stack his or her int modifier to a damage roll when using a explosive based weapon, even when using it on other targets than objects or buildings. Weakest link: he always knows where to put his powder for maximum effect.

Half-orc Powdermonky starting package.


Armor: Studded leather. Weapons: Hand-cannon, battle axe, grenade, medium powder barrel. Skill selection: pick a number of skills equal to (4+ int modifier) x4. Feat: powder expert (+2 dmg on all powder weapons) Gear: Backpack whit weaterskin, bedroll, one days trail ration, flint and steel, gun cleaning gear. Gold: 2d4 gp.

3. New Feats for explosive play.


Powder expert.
A powder expert knows how to make the most out of an explosive based weapon. Mixing the right amount of powder for each type of the weapon he or she uses. This feat gives a +2 damege bonus on al weapons working on blackpowder and explosives that use blackpowder. Requires: weapon proficiency whit weapons using blackpowder.

Marks man.
User is proficient whit all short and medium rifels. Requires: weapon proficiency whit weapons using blackpowder.

Improved Marks man.


User is proficient whit long rifle. Requires: weapon proficiency whit weapons using blackpowder, Marks man.

Supportive fire.
User gains a +1 on attack rols when making a shot whit an explosive based weapon while leaning against an object or lying on the ground for support. This bonus does not stack whit the bonus gained by the use of the standard. Requires: weapon proficiency whit weapons using blackpowder, Marks man, Improved marks man.

Catch this.
User is proficient whit al grenade types. Requires: weapon proficiency whit weapons using blackpowder.

Dodge this.
User is proficient whit all canons and carronades. Requires: weapon proficiency whit weapons using blackpowder.

4. New Weapons for explosive play.


name pistols small flintlock single barrel flintlock dubbel barreld flintlock long flintlock round + powder (15 shot) blunderbuss one handed blunderbuss two handed blunderbuss grape + powder (10 shots) musketten short musket medium musket long musket grape + powder (10 shots) round + powder (15 shot) rifles short rifle medium rifle long rifle round + powder (15 shots) rifle round + powder (10 shot) hand canon cannon balls + powder (5 shots) caronade 18 pond 24 pond Ball 18 pound + powder Ball 24 pound + powder Grape + powder canon 18 pond 24 pond Ball 18 pound + powder Ball 24 pound + powder Grape + powder 1000 gp 1200 gp 7 gp 10 gp 10 gp 4d6 3d12 18 x2 19 x2 120 ft 120 ft 500 lb 750 lb 18 lb 24 lb 25 lb 400 gp 550 gp 7 gp 10 gp 10 gp 3d6 2d12 20 x2 20 x2 80 ft 80 ft 300 lb 400 lb 18 lb 24 lb 25 lb 45 gp 55 gp 65 gp 5 gp 10 gp 100 gp 25 gp plus 1 1d12 19 x2 plus 20 ft 50 ft 1d6 1d6 1d8 19 x 3 19 x3 19 x3 60 ft 80 ft 100 ft 4 lb 5 lb 6 lb 5 lb 5 lb 15 lb 15 lb 35 gp 40 gp 45 gp 5 gp 5 gp 1d6 1d6 1d8 plus 2 20 x3 20 x3 20 x3 50 ft 60 ft 70 ft min 20 ft 5 lb 6 lb 7 lb 5 lb 5 lb 35 gp 50 gp 5 gp 1d8 +1 1d10 +1 18 x2 18 x2 20 ft 30 ft 6 lb 8 lb 5 lb 10 gp 20 gp 30 gp 35 gp 5 gp 1d4 1d6 1d6 1d6 20 x2 20 x2 20 x2 20 x2 20 ft 30 ft 30 ft 40 ft 1 lb 2 lb 3 lb 3 lb 5 lb cost damge crit range weight

weapon options bajonet (mus,rfl) standerd (mus,rfl,blnd) all weather flint (all) improved sights (mus,rfl) scope (mus,rfl, blund) mini scope (all) barbarian handel (pistol) other powder weapons granade smoke granade pepper granade flash granade powder barrel small medium large 20 gp 40 gp 80 gp 1d8 2d8 4d8 20 ft 10 ft 5 ft 5 gp 12 gp 23 gp 15 gp 1d4 + 1d4 fire 2 turns smoke 2 turns blinding 1 turn blinding 30 ft 30 ft 30 ft 30 ft 2 lb 2 lb 2 lb 2 lb 5 gp 5 gp 25 gp 40 gp 150 gp 100 gp 15 gp plus 1 at plus 2 at plus 1 at plus 1 dm plus 20 ft plus 10 ft 4 lb 2 lb 1d6 plus 1 at 20 x2 plus 10 ft 1 lb 2 lb

5. New Gear for explosive play.


The following adventuring gears are for the use in an explosive play campaign.

Gun cleaning gear.

También podría gustarte