Amastasia is an empire in decline and development. Commerce with other countries and regions does bring in new ideas and technologies as well as the expertise and abilities of the many Dwarven clans that work and trade with the Empire. As such, exotic weapons do find their way into the hands of Amastasian Nationals as well as those who oppose the Empire, the most notable being gun powder. Yes gun powder does exist in the world of Amastasia but its effects and abilities are limited by the technilogical abilities of its users. The Amastasian Empire has been seeking the cooperation with many Dwarven clans in developing effective weaponry to give the Empire a new sense of superiority both on sea and on land.
Other technologies are also in the process of being invented including steam and electrical energy. Magical enhancements are dwindling within the Empire thanks to the zealous works of Arcane hunters, and many local lords are seeking any means to give them an edge over their local competition. In essence, technolical and exotic weapons find their way into the role of "enchanted" gear, merely because of the lack of magical weaponry that was once more prevelant within the Empire.
|Martial Weapons||Cost||Dmg(S)||Dmg(M)||Critical||Range Inc.||Weight||Type|
|Amastasian Broadsword||20 gp||1d6||2d4||x2||--||8 lb.||Slashing|
|Amastasian Lobberr||45 gp||2d4||2d6||19-20/x2||--||16 lb.||Slashing|
|Amastasian Piker*||20 gp||--||1d8||x3||--||20 lb.||Piercing|
|Amastasian Voulger||30 gp||2d4||2d6||19-20/x2||--||15 lb.||Slashing|
|Amastasian War Lancec,d||20 gp||1d4||1d6||x3||--||8 lb.||Piercing|
|Amastasian Double Bow||100 gp||--||1d12||19-20/x2||150 ft.||12 lb.||Piercing|
More than a simple defensive wall, shields offer a large area in which wielders may attach weapons and useful items, both mundane and magical. Presented here are some examples of the more exotic types of shields found wtihin Amastasia.
These steel shields are masterwork quality items come in both the light and heavy varieties and are designed and balanced for throwing at targets, causing bludgeoning damage to the intented opponent. A proficient wielder of the throwing shield may attempt a Trip attack in lieu of a normal bludgeoning attack if desired.
These shields are always perfectly circular in shape and cannot be adorned with other shield accessories. Throwing the shield does deny the wielder the armor class bonus until the shield is retrieved.
This accessory is a specially coated skin that is custom fitted to a light or heavy steel shield. Before battle the skin may be soaked in oil and then lit on fire. The oil will remain effective on the skin for up to an hour before it needs to be resoaked or it loses the ability to be lit. Once lit it burns for 1d4+2 rounds before it burns itself out. During the time it is lit, any bash attacks with the shield also cause an additional 1d6 points of burn and flame damage. In addition, there is a 25% chance of ignitable items will become enflamed from contact with the burning shield. The wielder also gains an additional +1 AC bonus when facing opponents vulnerable to file (susceptible to additional damage above and beyond the normal fire damage incurred) when the shield is being used defensively. Each coating of the skin requires an half a pint of oil, and it takes a minute to effectively coat the skin before lighting it on fire. The skin may be fitted to a wooden shield as well, but it has a 10% chance of catching the shield on fire when lit. The skin cannot be mounted on specialty shields including spiked varieties. Much of the added weight of the Fire Shield accessory is the inner padding liner used to protect the wielder from the heat and flame of the lit skin.
The Horned shield consists of a heavy wooden or steel shield mounted with two large spiked projections that curve upward and reach a length of two to three feet in total length. The horns protrude beyond the rim of the shield and allow the user to either gore an opponent or attempt to catch an opponent's melee weapon within its tines. Light weapons cannot be so ensnared, but any larger one or two handed weapons employed against the shield bearer may be trapped between the shield wall and horn projections. Normal disarm rules apply, though if the wielder of the shield attempts to disarm an opponent as a single action during the turn he gains a +2 bonus to the opposed roll. Goring an opponent may be done using both hands on the shield or as a secondary attack for a full round attack action, though normal two weapon attack penalties apply and the shield is NOT considered a light weapon and the Armor Class bonus for the shield is negated the turn it is used as a weapon.
The Knife shield is typically a light wooden or steel shield that has several 9" to 12" blades mounted on its sides. The user may use the shield as an off hand weapon, gaining no benefit to his Armor Class the round it is used as as weapon and it is NOT considered a light weapon. The advantages of the Knife shield over the Spiked Shield is the fact that the damage may be piercing or slashing depending on the type of attack the wielder wishes to employ. The shield may also be used to bash opponents, in which case the damage is based off of normal shield bash, not the damage caused by the mounted blades.
This shield weapon may be either a light or heavy steel shield that has a two foot blade projecting from its side. The wielder may make an off hand attack with the sword (in lieu of the Armor Class bonus that round) using normal two-weapon attack adjustments. The shield is NOT considered a light weapon. The sword mounting to such shields tend to be brittle, and any fumbled attacks may result in the breakage of the blade from the shield. If the wielder rolls a natural 1 on an attack, there is a 30% chance that the blade snaps from the shield. The shield may also be used to bash opponents, in which case the damage is based off of normal shield bash, not the damage caused by the mounted blade.
|Exotic Shields||Cost||Dmg(S)||Dmg(M)||Critical||Range Inc.||Weight||Type|
|Balanced Throwing Shield, LIght||200 gp||1d4||1d6||x2||10 ft.1||6 lb.||Bludgeoning|
|Balanced Throwing Shield, Heavy||200 gp||1d6||1d8||x2||10 ft.1||15 lb.||Bludgeoning|
|Fire Shield, Light||+150 gp||*2||*2||--||--||+8 lb.||*2|
|Fire Shield, Heavy||+200 gp||*2||*2||--||--||+12 lb.||*2|
|Horned Shield||+200 gp||1d6||1d8||x2||--||+ 20 lb.||Piercing|
|Knife Shield||+100 gp||1d3||1d4||19-20/x2||--||+10 lb.||Piercing or Slashing|
|Sword Shield, Light||+100 gp||1d4||1d6||19-20/x2||--||+6 lb.||Piercing or Slashing|
|Sword Shield, Heavy||+120 gp||1d6||1d8||19-20/x2||--||+10 lb.||Piercing or Slashing|
Although gunpowder technologies are being investigated and developed, general use is far from wide spread. Gunpowder quality itself is far from consistent, and various grades exist based on the manufacturer. It is also very susceptible to environmental conditions, easily making it useless in areas of extremes in temperature or humidity. If exposed to high levels of moisture (rain, snow, mist, etc.) gun powder is rendered useless. In areas of extreme temperatures (cold or heat) the mixture also becomes unstable or rendered inert (note: this effect may not be accurate in non-Amastasian world but does apply in Amastasia). Gun powder that has been exposed to moisture or extremes in temperature require 1 to 4 hours return to an active state when stored in a dry moderately maintained area.
Gun powder is also loud and can be detrimental to the user's hearing as well as anyone nearby. For personal weapons, exploding gun powder causes partial deafness to anyone within 10', requiring a Fortitude saving throw (see below) or suffer the temporary effects of deafness (see below). In addition, the effects are cumulative, so being exposed to consecutive uses of gun powder weapons will add to the base DC to avoid the deafness as well as the duration and impacts of the deafness. This deafness lasts for 5 to 10 minutes and an additional 1 to 2 minutes for each additional exposure of explosive ignition. Additonal uses of the gun powder can occur up to half a minute later (5 rounds) to compound the effects of the initial use.
For personal weapon use, the initial Fortitude saving throw has a DC of 10. For each additional exposure another saving throw is required, adding +2 to the DC (maximum DC of 20). The effects range from minor deafness to total deafness. In regards to game mechanics, the initial exposure for a failed saving throw causes a -1 to the user's Initiative and increases spell casting failure for any spell with verbal components by 10%. For each additional exposure, the initiative penalty increases by -1 (with a maximum penalty of -4) and the spell casting failure increases by 5% to a maximum penalty of 20%.
For larger weapons where much more gun powder is being used, the effects of the deafness is much more pronounced and lasts much longer. For anyone with unprotected hearing within 20' of a fired gun powder siege type weapon, the effects of the blast has the same effects as a Thunderstone (see Player's Handbook, pg. 129). In addition, prolonged exposure triggers additional saving throws with a cumulative +2 to the DC of the saving throw with no maximum. In addtion, being exposed to siege weapons fire with gun powder with unprotected hearing has a chance of permanently damaging the ear drum. Characters exposed to such firing over a duration of more than a minute or within range of one or more weapons being fired a cumulative of 10 times must make an addtional Fortitude saving throw (with the cumulative DC penalty being applied) or become permanently deafened.
The biggest advantage of the use of gun powder is the ability to increased amounts of damage. Most gun powder weapons have a greater crititcal threat range compared to other weapons. In addtion, each time a critical threat is confirmed with roll that falls within that critical threat range, another confirmation roll may be made. Each successful confirmation adds an additional die in damage.
Just as rolling a high number on a d20 produces critical damage attacks, rolling a naturally low number may result in a mis-fire (the weapon fails to ignite the gun powder and the weapon does not fire). Rolling a natural 1 is always going to incur the possibility of a misfire which is just simple 50/50 % chance the weapon does not ignite when the misfire threat is rolled. Of course, environmental conditions may increase the misfire threat and all gun powder weapons have a misfire threat of at least 1, while others may be more prone so this number may increase to 2 or even 3.
Gun powder must be ignited by a source of flame or spark. There are seveal methods that have been historically used to do so and similar methods can be found within Amastasia. Primitive weapons have a small opening in which the flame can be touched or lowered into the breach to ignite the gun powder. These weapons would require the user to have a source of open flame available. Twindertwigs would provide a fast and reliable method for igniting such weapons, slow burning wicks are another source or even the use of a burning cinder. However, this method of triggering was very inaccurate as the user had to balance the weapon in one hand while attempting to line the cinder or burning twig or match with the other. The effect of this type of triggering is that a single user attempting to use such a weapon has a very poor range increment. If teams of two or more individuals worked in tandem with one person holding and aiming the weapon while the other ignited the chamber, the effective range increment would be doubled. Also note that igniting a weapon in this fashion does results in possible attacks of opportunity if opponents are within their effective threat range.
The first major innovation to triggering was the design of the matchlock and flash pan. This allows the user to hold the weapon solidly in both hands while then pulling a small lever to trigger a spring loaded mechanism to expose the powder in the flash pan while at the same time a hammer containing a lit match igniting it. This innovation helped increase accuracy but (as with the more primitive hand cannons described above) they required a live source of flame and were easily outmatched when surprised as it is impractical to keep the matchlock's flame source continually burning.
Flint and steel type devices were the next steps in the evolution of the gun and both the flintlock and the wheel lock's method of ignition were similar in providing sparks generated from striking flint on steel to ignite the powder in the flash pan. Wheel locks may be considered more consistent in producing the sparks needed as it was generally a wound piece of steel that quickly turned and struck the piece of flint and provided a small shower of sparks, however, the mechanical finesse in their design and upkeep made them much more expensive than the simpler flintlock models. the flintlock consists of a piece of flint attached to a hammer and when triggers slams down towards the flash pan stricking a piece of steel on impact. On the whole flintlocks were generally reliable weapons and fired when not hampered by moisture or wet conditions.
Alchemist Plugs is a fantasic innovation that was first developed by gnome enclaves east of the Empire. This innotivative trigger is similar to a flintlock in design but a small glass sphere filled with Alchemist's Fire is loaded in the flash pan. When the gun is triggered, the hammer shatters the sphere, exposing the Alchemists Fire to air, igniting it which then ignites the gun powder. The drawbacks to this triggering mechanism is the cost of the Alchemist Plugs and the time required to clean out the flash pan from glass debris from the crushed sphere.
|Simple Weapons||Cost||Dmg(S)||Dmg(M)||Critical/Misfire||Range Inc.||Reload Rate||Weight||Type|
|Gun Powder Grenade||tbd||1d6||1d6||18-20/1||10 ft.||n/a||1 lb.||flame/force|
|Exotic Weapons||Cost||Dmg(S)||Dmg(M)||Critical/Misfire||Range Inc.||Reload Rate||Weight||Type|
|Hand Cannon||tbd||30 ft.||2||10 lbs.|
|Stone Ball||tbd||1d8||1d10||17-20/1-3||2 lbs.||Bludgeon|