Open main menu

Dungeons and Dragons Wiki β

Changes

no edit summary
{{tocright}}
These are not the only weapons found in the World of Warcraft Role Playing Game. In addition to the weapons found below, The WoWRPG also has most of the [[SRD:Weapons|SRD Weapons]].
# <span id="4">These explosives require no proficiency to use (although a skill check may be required).</span>
|}
=== Firearms ===
Firearms are a relatively new dwarven invention.
Despite the dangers of dealing with volatile explosives,
the possibilities fascinate tinkers and engineers.
 
Firearms are treated like other ranged projectile
weapons, although they cannot be constructed to
benefit from a wielder’s exceptional Strength bonus.
Firearms are exotic weapons (except for the blunderbuss,
which requires no expertise — it’s point-and-shoot).
Exotic Weapon Proficiency (firearms) grants a character
proficiency with all firearms; otherwise, she takes
–4 nonproficiency penalty on attack rolls. (Ironforge
dwarves and goblins treat flintlock pistols and long rifles
as martial weapons.)
 
Firearms use various types of ammunition. Most
firearms and firearm ammunition obey all the normal
rules for masterwork and magic weapons (a +2 long
rifle is perfectly legal). As with other projectile weapons,
the enhancement bonus from a firearm does not stack
with the enhancement bonus from its ammunition.
Ammunition fired from a firearm is always lost or
destroyed, even if it misses the target.
 
The Malfunction Rating (MR) for firearms and
explosives varies depending on the specific weapon.
When firearms malfunction they usually jam or misfire,
while explosives go off prematurely or prove to be duds.
See “Gunpowder,” below, for additional details.
=== Gunpowder ===
{{Sidebar|Fire in the Hole!|Gunpowder has MR 1; imbued gunpowder has MR 2. On a malfunction, the gunpowder uncontrollably detonates. One pound of gunpowder deals 2d6 points of fire damage to all characters within 5 feet (a DC 18 Reflex save halves the damage). Loads of gunpowder all piled together deal more damage and affect a larger radius; for each additional pound of gunpowder, the explosion deals an additional 2d6 points of fire damage and the radius increases by 5 feet.
Imbued gunpowder deals twice as much damage as normal gunpowder.
 
'''Take Cover!'''
 
If a character rolls a natural 1 on a saving throw against a fire effect (such as burning hands or a gunpowder explosion), in addition to any other negative effects, all the gunpowder he is carrying immediately detonates. See the “Fire in the Hole!” sidebar for details.}}Firearms use 1 ounce of gunpowder per shot.
Gunpowder is sold in small kegs (15-pound capacity, 20
pounds total weight) and in water-resistant powder horns (2-pound capacity and total weight). Sixteen ounces are
in a pound. If gunpowder gets wet, it is ruined and does
not burn.
 
Dwarven experimentation has revealed several
improvements over common gunpowder. Refined
gunpowder propels ammunition with greater velocity. It
provides a +1 enhancement bonus on damage rolls.
 
Imbued gunpowder is an alchemical mixture that
protects the gunpowder and enhances its explosive
properties. Water does not ruin imbued gunpowder. A
weapon that uses imbued gunpowder has its Malfunction
Rating increased by +1, but grants a +1 enhancement
bonus on attack and damage rolls and overcomes damage
reduction as if it were a magic weapon.
 
The enhancement bonuses from refined and imbued
gunpowder stack with those of the weapon (or the
weapon’s ammunition) to which it is applied. This
makes up a bit for the more expensive upkeep of these
weapons. Rumors tell of magic gunpowder that provides
even greater bonuses, but no inventor or spellcaster has
yet come forth with such a discovery.
See Table 9–2: Weapons and Table 9–3: Explosives
and Gunpowder for available firearms and explosives.
== Weapon Descriptions ==
 
'''{{Anchor|Ball, Pistol}}:''' A flintlock pistol uses soft lead balls about
2 inches in diameter. The balls are sold in sturdy leather
emailconfirmed
1,277
edits