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Este artigo está em conformidade com a '''versão 0.94''' do [https://runarcana.org Runarcana RPG]
This article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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[[Categoria:0.94]]
[[Categoria:0.94]]
[[Categoria:Ofícios]]
[[Categoria:Ofícios]]
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Gunsmith Craft lets you design, craft, repair, and even improvise firearms and gunpowder-based weapons like bombs and grenades. In addition to this, you become able to unjam a weapon with a greater degree of success as well as having a better knowledge of how to use firearms more accurately and effectively.
Gunsmith Craft lets you design, craft, repair, and even improvise firearms and gunpowder-based weapons like bombs and grenades. In addition to this, you become able to unjam a weapon with a greater degree of success as well as having a better knowledge of how to use firearms more accurately and effectively.
Linha 19: Linha 17:


'''Content''': A Gunsmith's Set includes molds, tweezers, charcoal, metal scraps, gunpowder and ammo press.
'''Content''': A Gunsmith's Set includes molds, tweezers, charcoal, metal scraps, gunpowder and ammo press.
=Firearm Modifications:=
In addition to the crafting formulas, firearms have modification formulas, which are applied to some of the parts that make up a firearm, meaning that each part can only have one modification at a time, these parts being Barrel, Alloy and Reload. The “Extra” category generally refers to accessories and has specific rules.
Modification formulas have an additional descriptor, Part, which refers to which part of the firearm is modified. The words that follow this descriptor refer to which types of firearms these modifications can be applied to; in the absence of any words, the modification can be applied to all types of firearms. All modification formulas require the part to be modified as a component.
You can only apply modification formulas to weapons that you can craft, and although it falls under the Firearms category, a Flamethrower has its own rules and cannot be modified using Firearms modification formulas.
Ex. A pistol may have a barrel modification, with a rifled barrel, an alloy barrel with a light alloy barrel, and a reload barrel with a memory barrel. Additionally, some modifications are special, such as “Interchangeable” which allows a weapon to have its rifled barrel replaced with another barrel with an exhaust barrel modification. A bonus action is required to perform the barrel swap.
=Repairing a Firearm:=
{| class="wikitable" style="text-align:center; background-color:#F8F9FA; margin: auto auto 20px 20px; float: right"
|- style="font-weight:bold; background-color:#B4A7D6;"
! colspan="2" | Firearms Repair
|-
| Tier
| Repair DC
|- style="background-color:#B4A7D6;"
| 1
| 17
|-
| 2
| 19
|- style="background-color:#B4A7D6;"
| 3
| 21
|-
| 4
| 23
|- style="background-color:#B4A7D6;"
| 5
| 25
|-
| 6
| 27
|}
To repair a weapon that has suffered some damage to its integrity, a craft roll with a DC based on the type of damage and the weapon's Tier is required. In some cases, in addition to the roll, the Gunsmith's set and a value in GP in replacement parts are required.
==Jammed==
A jammed firearm cannot fire until it is repaired. A jammed firearm means that its internal mechanism has suffered some problem or misalignment, rendering the firearm incapable of firing until this is fixed.
===Unjamming a Firearm in Combat:===
Unjamming a firearm requires at least one action. The creature with the weapon must make a Gunsmith skill check with a DC based on the weapon's tier. On a success, the weapon is unjammed and can be used normally; on a failure, the weapon remains jammed; and on a critical failure, the weapon is rendered useless.
===Unjamming a Firearm Out of Combat:===
Unjamming a firearm out of combat can be done in a number of minutes based on the weapon's Tier with the DC reduced by 2.
==Unusable==
Firearms are subject to problems. An unusable weapon cannot fire until it is repaired and cannot be repaired during combat. A weapon that has become unusable has suffered some internal damage that misaligns some of its components and requires complete maintenance to be used again.
===Repairing===
It cannot be done during combat, it requires an amount of time equal to 5 minutes for each Tier of the weapon (5 to 30m). On a failure, it remains unusable, on a critical failure it is broken.
==Broken==
When a firearm is broken, not only will it not be able to fire until it is repaired, but repairing it will require some part to be replaced or remade. Magical weapons can only be broken by extremely powerful effects or if they are extensively damaged by an antimagic field or similar.
===Fixing a Firearm===
To repair a firearm the time varies according to the damage caused, it is necessary to spend time and GP to replace the part in question. During the Craft roll, a success means that the weapon has been repaired and can be used normally, on a failure it remains broken and on a critical failure it is destroyed.
==Destroyed==
A destroyed weapon cannot be repaired, the shooter can use the Craft and Gunsmith tools to try to extract parts to create a new weapon or repair an existing one.
===Recovering Parts of a Weapon===
The gunsmith must make a craft roll with a DC based on the Weapon Tier. On a success, he can recover some parts of the weapon worth 10% of its value. On a failure, the parts are lost, and on a critical failure, the gunsmith receives 1d4 damage (based on the weapon type) per weapon Tier.


=Formulas for the Gunsmith Craft=
=Formulas for the Gunsmith Craft=


{| class="organiza_trad"
{| class="organize"
|-
|-
!  
!  
Linha 28: Linha 93:
|-
|-
|
|
===Twisted Barrel Rifling===
 
===Capacity Increase===
 
'''Craft''': Gunsmith 1<br/>
'''Part''': Barrel<br/>
'''DC''': 15<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 25 GP
 
For each application of this formula, you can increase the capabilities of a weapon you know how to create.
 
<div style="text-indent: 30px;">You increase the Weapon Capacity by +1, up to the maximum allowed for each weapon type.</div>
 
:'''Capacity Limit'''
:*Hand Cannon, Axe Cannon: 2
:*Light Bayonet, Revolver: 5
:*Pistol, Carbine, Shotgun, Musket, Sword Musket: 6
''''Natural 20'''''. General Masterpieces
|-
|
 
===Exhaust Pipe===
 
'''Craft''': Gunsmith 1<br/>
'''Part''': Barrel<br/>
'''DC''': 15<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 10 GP
 
The barrel has strategically positioned exhaust points, allowing the weapon to better dissipate the vapors from its explosion.
<div style="text-indent: 30px;">The weapon's required Strength value and Misfire Margin are reduced by 1.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
 
===Sawn-Off Barrel===
''Create Firearms I - VI''
 
'''Craft''': Gunsmith 1 to 6<br/>
'''Part''': Barrel<Br/>
'''DC''': 13, 15, 17, 19, 21, 23<br/>
'''Components''': Medium Firearm and Craft Set<br/>
'''Value''': 15, 35, 60, 120, 200, 300 GP
 
This formula increases the power of a medium firearm at the cost of accuracy: The weapon has its damage increased by one category and its range decreased by 10 feet.
 
'''''Natural 20'''''. General Masterpieces
|-
|
 
===Create Firearms I - VI===
 
'''Craft''': Gunsmith 1 to 6<br/>
'''DC''': 15, 17, 19, 21, 23, 25<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': *
 
Each time you choose this formula, you are able to create a firearm (you must meet the prerequisite of each weapon that is in parentheses), choose between:
 
<ol style="list-style-type:upper-roman;>
<li>Pistol, Carbine, Arquebus, Hand Cannon</li>
<li>Garrucha (Pistol), Derringer (Pistol), Repeater (Carbine), Musket (Arquebus) Medium Cannon (Hand Cannon), Simple Grenade Launcher, (Hand Cannon), Simple Flamethrower</li>
<li>Revolver (Garrucha), Shotgun (Repeater), Rifle (Musket), Heavy Cannon (Medium Cannon), Medium Grenade Launcher (Single Grenade Launcher)</li>
<li>Semi-Automatic Pistol (Revolver), Drum Rifle (Shotgun), Revolving Rifle (Rifle), Massive Cannon (Heavy Cannon), Heavy Grenade Launcher (Medium Grenade Launcher), Compact Flamethrower (Simple Flamethrower)</li>
<li>Automatic Pistol (Semi-Automatic Pistol), Automatic Shotgun (Drum Rifle), Sniper Rifle (Assault Rifle), Gromp Bazooka (Huge Cannon)</li>
<li>Silverwing Pistol (Automatic Pistol), Krug Shotgun (Automatic Shotgun), Ancient Rifle (Sniper Rifle), Nashor Bombard (Gromp Bazooka)</li>
</ol>
 
<div style="text-indent: 30px;" margin-top:20px;>The cost of creating a firearm determines the time required to create it. Access to more advanced technologies, such as blast furnaces, steel mills or even gunpowder, can speed up this process.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
 
===Craft Bayonet 1===
''Prerequisite: Craft Firearm 1 - Base Weapon, Craft Weapon 1 - Base Blade''


'''Craft''': Gunsmith 1<br/>
'''Craft''': Gunsmith 1<br/>
'''DC''': 13<br/>
'''DC''': 16<br/>
'''Component''': Metal, Craft Set<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 5 GP<br/>
'''Value''': *
 
Each time you choose this formula, you are able to create a bayonet, choose between: Pistol Knife, Musket Sword, Cannon Axe.
 
<div style="text-indent: 30px;">The cost of creating a bayonet defines the time required to create it. Access to more advanced technologies, such as blast furnaces, steel mills or even gunpowder, can speed up this process.</div>
'''''Natural 20'''''. General Masterpieces
|-
|


Riding the barrel of a weapon causes the shots fired by it to be internally guided, causing the ammunition fired to have an increase in accuracy.
===Create Ammunition===
<div style="text-indent: 30px;">The weapon's error and critical margin are reduced by 1.</div>
{| class="wikitable" style="float:right; margin: 0 0 10px 10px;"
'''''Natural 20'''''. The margin of error is reduced by 2.
|- style="font-weight:bold; background-color:#B4A7D6;"
! colspan="4" | Ammunition Creation
|- style="font-weight:bold;"
| style="text-align:left;" | Ammunition
| Quantity
| Total Weight
| Price
|- style="background-color:#D9D2E9;"
| style="text-align:left;" | Cannon Ammunition
| 20
| 10 Kg
| 10 33GP
|-
| style="text-align:left;" | Light Ammunition
| 100
| 1,5 Kg
| 10 GP
|- style="background-color:#D9D2E9;"
| style="text-align:left;" | Long Ammunition
| 20
| 0,5 Kg
| 10 GP
|-
| style="text-align:left;" | Medium Ammunition
| 25
| 1 Kg
| 10 GP
|- style="background-color:#D9D2E9;"
| style="text-align:left;" | Simple Tank
| 5
| 10 kg
| 10 GP
|-
| style="text-align:left;" | Compact Tank
| 10
| 10 kg
| 10 GP
|}
|}
'''Craft''': Gunsmith 1<br/>
'''DC''': 15<br/>
'''Components''': Metal, gunpowder and Craft Set<br/>
'''Value''': *
Each time you choose this formula, you are able to create a group of ammunition, choose between:
<div style="text-indent: 30px;">Every 4 hours of ammunition creation costs 5 GP in components and generates an amount of ammunition according to the Ammunition Creation table. Smaller quantities can be made in different proportional time and value.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Light Alloy===
'''Craft''': Gunsmith 1 + Alchemist 1<br/>
'''Part''': Alloy<br/>
'''DC''': 15<br/>
'''Component''': Metal, common alchemical ingredient and Craft Set<br/>
'''Value''': 10 GP
Through a process of alchemical exchange, specific points of the weapon are replaced with lighter material.
<div style="text-indent: 30px;">The Strength value required to use the weapon decreases by 2.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Non-Porous Alloy===
'''Craft''': Gunsmith 1 + Alchemist 1<br/>
'''Part''': Alloy<br/>
'''DC''': 15<br/>
'''Component''': Metal and Craft Set<br/>
'''Value''': 25 GP
Through a sealing process, both the weapon and the ammunition loaded are unaffected by moisture or submersion.
<div style="text-indent: 30px;">You can use the weapon to make underwater attacks normally up to the weapon's normal range.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Silencer Alloy===
'''Craft''': Gunsmith 1<br/>
'''Part''': Alloy - Light, Medium, Long<br/>
'''DC''': 15<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 15 GP
The process is carried out on the entire weapon, focusing on the barrel, making the noise of the weapon silenced through a more efficient exhaust system.
<div style="text-indent: 30px;">This weapon gains the Silenced property.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Precision===
'''Craft''': Gunsmith 1<br/>
'''Part''': Barrel<br/>
'''DC''': 15, 17, 19, 21, 23, 25<br/>
'''Component''': Long Firearm and Craft Set<br/>
'''Value''': 50, 100, 250, 500, 750, 1000 GP
This formula increases the accuracy of a long gun at the cost of damage: The gun has its critical hit multiplier and range increased by 1, but its damage is decreased by 1 category.
'''''Natural 20'''''. General Masterpieces
|-
|
===Memory Barrel===
'''Craft''': Gunsmith 1 + Encantador 1<br/>
'''Part''': Reload<br/>
'''DC''': 15<br/>
'''Component''': Metal, Common Resonant Ingredient and Craft Set<br/>
'''Value''': 25 GP
Through a process of resonance, this weapon can automatically reload when major damage is dealt to a target.
<div style="text-indent: 30px;">When you hit a target with a critical strike, the weapon you use is automatically reloaded using ammunition you carry. This effect occurs a number of times equal to your Wisdom modifier per short or long rest.</div>
'''''Natural 20'''''. General Masterpieces
|}
{| class="organiza_trad"
{| class="organiza_trad"
|-
|-
!  
!


==Level 2==
==Level 2==
|-
|
===Vampiric Weapon===
'''Craft''': Gunsmith 2 + Enchanter 2<br/>
'''Part''': Reload<br/>
'''DC''': 17<br/>
'''Component''': Metal, Uncommon Resonant Ingredient and Craft Set<br/>
'''Value''': 50 GP
Through an enchantment on your weapon's reloading mechanism, you can extract greater capacity from it at the cost of your life energy.
<div style="text-indent: 30px;">When you make an Attack on your turn, you can choose to take 1 point of damage (which cannot be mitigated) to fire a shot beyond your weapon's limit with a spectral round, and you can do this up to 2 times per round. This hit point is removed from your current and maximum hit points until the end of your next full rest. If your maximum hit points are reduced to 0, you die instantly.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Auto Recharge===
'''Craft''': Gunsmith 2 + Enchanter 2<br/>
'''Part''': Reload<br/>
'''DC''': 17<br/>
'''Component''': Metal, Uncommon Resonant Ingredient and Craft Set<br/>
'''Value''': 50 GP
Through an enchantment on your weapon's reloading mechanism, you can make it reload automatically, without having to consume any type of action to do so.
<div style="text-indent: 30px;">When this weapon's ammunition reaches 0, it reloads completely. This effect occurs a number of times equal to your Wisdom modifier per short or long rest or full rest and requires the expenditure of ammunition as normal.</div>
'''''Natural 20'''''. General Masterpieces
|-
|-
|
|
Linha 56: Linha 359:
You know how to shorten the barrel of a medium or long weapon, making it have greater impact power but not the same maximum range.
You know how to shorten the barrel of a medium or long weapon, making it have greater impact power but not the same maximum range.
<div style="text-indent: 30px;">The weapon loses its maximum range and can only make attacks at its normal range. When shots fired by this weapon hit a target, if the target is up to 1 size category larger, knocks the target back 10 feet.</div>
<div style="text-indent: 30px;">The weapon loses its maximum range and can only make attacks at its normal range. When shots fired by this weapon hit a target, if the target is up to 1 size category larger, knocks the target back 10 feet.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Lesser Elemental Barrel===
'''Craft''': Gunsmith 2 + Alchemist 2<br/>
'''Part''': Barrel<br/>
'''DC''': 16<br/>
'''Component''': Metal, Uncommon Alchemical Ingredient and Craft Set<br/>
'''Value''': 35 GP
The barrel of this weapon is given an emanation enchantment, changing the damage the weapon deals to an elemental damage type.
<div style="text-indent: 30px;">The weapon's damage becomes acid, electric, cold, or fire. You choose the damage type when you make the modification.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Long Barrel===
'''Craft''': Gunsmith  2<br/>
'''Part''': Barrel - Light, Medium, Long<br/>
'''DC''': 15<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 25 GP
The barrel of this weapon has a special elongation that redirects the vapors from the explosion, increasing the accuracy of the shot even at long distances.
<div style="text-indent: 30px;">The weapon can attack up to its maximum range without disadvantage due to distance or hostile weather.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Interchangeable===
'''Craft''': Gunsmith 2<br/>
'''Part''': Extra - Light, Medium, Long<br/>
'''DC''': 17<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 45 GP
Through an extremely efficient modification it is possible to change the barrel of this weapon, giving it greater versatility.
<div style="text-indent: 30px;">This weapon has a mechanism that makes it easy to change its barrel. You can change the barrel of the weapon using a bonus action.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Thermal Alloy===
'''Craft''': Gunsmith 2 + Alchemist 2<br/>
'''Part''': Alloy<br/>
'''DC''': 16<br/>
'''Component''': Metal, Uncommon Alchemical Ingredient and Craft Set<br/>
'''Value''': 45 GP
An alchemical process makes the weapon extremely effective in thermal efficiency.
<div style="text-indent: 30px;">This weapon does not have its temperature increased or decreased by magical effects such as the heat metal spell and is immune to freezing.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Action Barrel===
'''Craft''': Gunsmith 2<br/>
'''Part''': Reload - Light, Medium, Long<br/>
'''DC''': 15<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 25 GP
Through a mechanical system, it is possible to quickly eject empty shells from the weapon, using a small magnetic device that automatically aligns itself with ammunition.
<div style="text-indent: 30px;">A small device for fervent moments that allows you to use an Attack action to reload the weapon.</div>
'''''Natural 20'''''. General Masterpieces
'''''Natural 20'''''. General Masterpieces
|}
|}
Linha 69: Linha 452:


'''Craft''': Gunsmith 3<br/>
'''Craft''': Gunsmith 3<br/>
'''Part''': Barrel<br/>
'''DC''': 17<br/>
'''DC''': 17<br/>
'''Component''': Metal and Craft Set<br/>
'''Component''': Metal and Craft Set<br/>
Linha 76: Linha 460:
<div style="text-indent: 30px;">The weapon deals 1 more category of damage, but the required Strength score is increased by 1.</div>
<div style="text-indent: 30px;">The weapon deals 1 more category of damage, but the required Strength score is increased by 1.</div>
'''''Natural 20'''''. The required Strength value is not modified.
'''''Natural 20'''''. The required Strength value is not modified.
|-
|
===Ethereal League===
'''Craft''': Gunsmith 3 + Alchemist 3<br/>
'''Part''': Alloy<br/>
'''DC''': 17<br/>
'''Component''': Metal, Uncommon Alchemical Ingredient and Craft Set<br/>
'''Value''': 65 GP
With this alchemical modification, the projectile resonates in such a way that it can hit even incorporeal creatures.
<div style="text-indent: 30px;">Shots fired from this weapon hit incorporeal creatures as if they were corporeal, and attacks made with this weapon deal an additional 1d4 force damage.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Tactical Scope===
'''Craft''': Gunsmith 3<br/>
'''Part''': Extra - Medium, Long<br/>
'''DC''': 16<br/>
'''Components''': Metal, glass and Craft Set<br/>
'''Value''': 45 GP
The Tactical Scope can be attached and detached from a weapon extremely quickly and allows for more effective ranged attacks.
<div style="text-indent: 30px;">Using a bonus action, you can attach (or detach) the scope and use it to improve your aim, gaining advantage on your next attack roll with that weapon.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Vampiric Recharge===
'''Craft''': Gunsmith 3 + Enchanter 3<br/>
'''Part''': Reload<br/>
'''DC''': 17<br/>
'''Component''': Metal, Uncommon Resonant Ingredient and Craft Set<br/>
'''Value''': 45 GP
The reloading drum of this weapon has a resonance with the shots fired, feeding on the life of its targets.
<div style="text-indent: 30px;">When you reduce an opponent's hit points to 0, or roll a natural 20, your weapon is fully reloaded with spectral ammunition. Spectral ammunition cannot be removed from the weapon, only fired.</div>
'''''Natural 20'''''. General Masterpieces
|}


{| class="organiza_trad"
{| class="organize"
|-
|-
!  
!  
Linha 94: Linha 527:
<div style="text-indent: 30px;">Damage dealt by the weapon becomes antimonic, plasmic, glacial or incinerating. You choose the damage type when making the modification.</div>
<div style="text-indent: 30px;">Damage dealt by the weapon becomes antimonic, plasmic, glacial or incinerating. You choose the damage type when making the modification.</div>
'''''Natural 20'''''. General Masterpieces.
'''''Natural 20'''''. General Masterpieces.
|-
|
===Create Bayonet II===
''Prerequisite: Create Bayonet I - Variable''
'''Craft''': Gunsmith 1<br/>
'''DC''': 19<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': *
Each time you choose this formula, you are able to create a bayonet, choose between: Bladed Revolver (Knife Pistol).
<div style="text-indent: 30px;">The cost of creating a bayonet determines the time required to create it. Access to more advanced technologies, such as blast furnaces, steel mills or even gunpowder, can speed up this process.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Kinetic Alloy===
'''Craft''': Gunsmith 4<br/>
'''Part''': Alloy<br/>
'''DC''': 19<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 150 GP
The care taken with the alloy of this weapon means that the shot produced by it has superior penetration power.
<div style="text-indent: 30px;">The weapon has its critical strike margin reduced by 1.</div>
'''''Natural 20'''''. General Masterpieces
|-
|-
|
|
Linha 100: Linha 561:
'''Craft''': Gunsmith 4<br/>
'''Craft''': Gunsmith 4<br/>
'''DC''': 19<br/>
'''DC''': 19<br/>
'''Component''': Luminary bas and Craft Set<br/>
'''Component''': Luminous bas and Craft Set<br/>
'''Value''': *<br/>
'''Value''': *<br/>


You learn to create ammunition for firearms with Luminar Weave after it has already gone through the necessary alchemical process.
You learn to create ammunition for firearms with Luminar Weave after it has already gone through the necessary alchemical process.
<div style="text-indent: 30px;">The value and effect of ammunition made with Luminar Weave follows the rules described in Chapter 14: Rewards - Rare Materials.</div>
<div style="text-indent: 30px;">The value and effect of ammunition made with Luminar Weave follows the rules described in Chapter 14: Rewards - Rare Materials.</div>
'''''Natural 20'''''. You preserve 25% of the luminar weave that can be used for other creations.
|-
|-
|
|
Linha 117: Linha 579:
<div style="text-indent: 30px;">The value and effect of ammunition made with Shadow Weave follows the rules described in Chapter 14: Rewards - Rare Materials.</div>
<div style="text-indent: 30px;">The value and effect of ammunition made with Shadow Weave follows the rules described in Chapter 14: Rewards - Rare Materials.</div>
'''''Natural 20'''''. You preserve 25% of the shadow weave that can be used for other creations.
'''''Natural 20'''''. You preserve 25% of the shadow weave that can be used for other creations.
|-
|
===Duplicator Barrel===
'''Craft''': Gunsmith 4 + (Alchemist or Enchanter 4)<br/>
'''Part''': Alloy<br/>
'''DC''': 19<br/>
'''Component''': Metal, Rare Resonant or Alchemical Ingredient and Craft Set<br/>
'''Value''': 200 GP
The barrel of this weapon acts to create a spectral echo of the ammunition that is loaded into it.
<div style="text-indent: 30px;">Ammunition inserted into this drum can be fired twice. After the first time it is fired, a spectral trace of it remains ready to be fired.<br/>
'''''Natural 20'''''. General Masterpieces
|}
|}
{| class="organiza_trad"
{| class="organiza_trad"
|-
|-
!  
!


==Level 5==
==Level 5==
Linha 127: Linha 603:
===Greater Elemental Modification===  
===Greater Elemental Modification===  


'''Craft''': Gunsmith 5<br/>
'''Craft''': Gunsmith 5 ̟̠̟̠+  Enchanter 4<br/>
'''DC''': 19<br/>
'''Part''': Barrel<br/>
'''Component''': Metal, gemstones and Craft Set<br/>
'''DC''': 20<br/>
'''Value''': 100 GP<br/>
'''Component''': Metal, Rare Resonant Ingredient and Craft Set<br/>
'''Value''': 200 GP<br/>


Merging the gems into a gun even more powerfully, causes the weapon to fire powerful elemental shots.
Merging the gems into a gun even more powerfully, causes the weapon to fire powerful elemental shots.
Linha 136: Linha 613:
'''''Natural 20'''''. General Masterpieces.
'''''Natural 20'''''. General Masterpieces.
|}
|}
{| class="organiza_trad"
{| class="organize"
|-
|-
!  
!  
Linha 143: Linha 620:
|-
|-
|
|
===Infernal Pressure===
===Auto Reload===
''Prerequisite: Craft Firearm - Variable''
 
'''Craft''': Gunsmith 6 + Enchanter 4<br/>
'''Part''': Reload<br/>
'''DC''': 22<br/>
'''Component''': Metal, Rare Resonant Ingredient and Craft Set<br/>
'''Value''': 750 GP
 
A weapon that doesn't need reloading. Yes, it is possible.
<div style="text-indent: 30px;">The reload barrel of this weapon is modified to fire without the need for reloading. The projectiles fired are spectral rounds that dissipate after hitting a target.</div>
'''''Natural 20'''''. General Masterpieces
|-
|
===Automatic Precision===
''Prerequisite: Craft Firearm - Variable''


'''Craft''': Gunsmith 6<br/>
'''Craft''': Gunsmith 6<br/>
'''Part''': Barrel<br/>
'''DC''': 22<br/>
'''Components''': Metal and Craft Set<br/>
'''Value''': 1000 GP
Through an elaborate balancing mechanism, a weapon that has the Burst characteristic can fire bursts with greater accuracy without causing as many disadvantages.
<div style="text-indent: 30px;">When using the burst action, the penalty for each attack after the first becomes -1 for every two attacks and for every three shots the error increases by 1.</div>
'''''Natural 20'''''. General Masterpieces
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===Hellish Pressure===
'''Craft''': Gunsmith 6<br/>
'''Part''': Barrel<br/>
'''DC''': 22<br/>
'''DC''': 22<br/>
'''Component''': Metal and Craft Set<br/>
'''Component''': Metal and Craft Set<br/>
'''Value''': 200 GP<br/>
'''Value''': 250 GP<br/>


Further modifying the barrel of a weapon, with precise calculations, to make the pressure exerted on the shot as high as possible causes its destructive power to increase considerably.
Further modifying the barrel of a weapon, with precise calculations, to make the pressure exerted on the shot as high as possible causes its destructive power to increase considerably.

Edição atual tal como às 03h00min de 14 de outubro de 2024

This article is in accordance with the version 0.94 of Runarcana RPG

Gunsmith Craft lets you design, craft, repair, and even improvise firearms and gunpowder-based weapons like bombs and grenades. In addition to this, you become able to unjam a weapon with a greater degree of success as well as having a better knowledge of how to use firearms more accurately and effectively.

Attribute: The attribute for tests related to Gunsmith Craft is Wisdom.

Synergies: Using the Gunsmith Set, you can use this Craft with the following skills, enabling some effects:

  • Arcana, History, Investigation. Your mastery with firearms grants you additional information, such as the possibility of a firearm's origin, techniques used to make it, and even deductions regarding its arcane capabilities.

Gunsmith Set

With the Gunsmith Set you can create firearms and ammunition of the most different types, including flintlock pistols, revolvers, among others. For this you need to have a space to heat the metal, melt it to create pipes and a press to encapsulate ammunition.

Content: A Gunsmith's Set includes molds, tweezers, charcoal, metal scraps, gunpowder and ammo press.

Firearm Modifications:

In addition to the crafting formulas, firearms have modification formulas, which are applied to some of the parts that make up a firearm, meaning that each part can only have one modification at a time, these parts being Barrel, Alloy and Reload. The “Extra” category generally refers to accessories and has specific rules.

Modification formulas have an additional descriptor, Part, which refers to which part of the firearm is modified. The words that follow this descriptor refer to which types of firearms these modifications can be applied to; in the absence of any words, the modification can be applied to all types of firearms. All modification formulas require the part to be modified as a component.

You can only apply modification formulas to weapons that you can craft, and although it falls under the Firearms category, a Flamethrower has its own rules and cannot be modified using Firearms modification formulas.

Ex. A pistol may have a barrel modification, with a rifled barrel, an alloy barrel with a light alloy barrel, and a reload barrel with a memory barrel. Additionally, some modifications are special, such as “Interchangeable” which allows a weapon to have its rifled barrel replaced with another barrel with an exhaust barrel modification. A bonus action is required to perform the barrel swap.


Repairing a Firearm:

Firearms Repair
Tier Repair DC
1 17
2 19
3 21
4 23
5 25
6 27

To repair a weapon that has suffered some damage to its integrity, a craft roll with a DC based on the type of damage and the weapon's Tier is required. In some cases, in addition to the roll, the Gunsmith's set and a value in GP in replacement parts are required.

Jammed

A jammed firearm cannot fire until it is repaired. A jammed firearm means that its internal mechanism has suffered some problem or misalignment, rendering the firearm incapable of firing until this is fixed.

Unjamming a Firearm in Combat:

Unjamming a firearm requires at least one action. The creature with the weapon must make a Gunsmith skill check with a DC based on the weapon's tier. On a success, the weapon is unjammed and can be used normally; on a failure, the weapon remains jammed; and on a critical failure, the weapon is rendered useless.

Unjamming a Firearm Out of Combat:

Unjamming a firearm out of combat can be done in a number of minutes based on the weapon's Tier with the DC reduced by 2.

Unusable

Firearms are subject to problems. An unusable weapon cannot fire until it is repaired and cannot be repaired during combat. A weapon that has become unusable has suffered some internal damage that misaligns some of its components and requires complete maintenance to be used again.

Repairing

It cannot be done during combat, it requires an amount of time equal to 5 minutes for each Tier of the weapon (5 to 30m). On a failure, it remains unusable, on a critical failure it is broken.

Broken

When a firearm is broken, not only will it not be able to fire until it is repaired, but repairing it will require some part to be replaced or remade. Magical weapons can only be broken by extremely powerful effects or if they are extensively damaged by an antimagic field or similar.

Fixing a Firearm

To repair a firearm the time varies according to the damage caused, it is necessary to spend time and GP to replace the part in question. During the Craft roll, a success means that the weapon has been repaired and can be used normally, on a failure it remains broken and on a critical failure it is destroyed.

Destroyed

A destroyed weapon cannot be repaired, the shooter can use the Craft and Gunsmith tools to try to extract parts to create a new weapon or repair an existing one.

Recovering Parts of a Weapon

The gunsmith must make a craft roll with a DC based on the Weapon Tier. On a success, he can recover some parts of the weapon worth 10% of its value. On a failure, the parts are lost, and on a critical failure, the gunsmith receives 1d4 damage (based on the weapon type) per weapon Tier.

Formulas for the Gunsmith Craft

Level 1

Capacity Increase

Craft: Gunsmith 1
Part: Barrel
DC: 15
Components: Metal and Craft Set
Value: 25 GP

For each application of this formula, you can increase the capabilities of a weapon you know how to create.

You increase the Weapon Capacity by +1, up to the maximum allowed for each weapon type.
Capacity Limit
  • Hand Cannon, Axe Cannon: 2
  • Light Bayonet, Revolver: 5
  • Pistol, Carbine, Shotgun, Musket, Sword Musket: 6

'Natural 20. General Masterpieces

Exhaust Pipe

Craft: Gunsmith 1
Part: Barrel
DC: 15
Components: Metal and Craft Set
Value: 10 GP

The barrel has strategically positioned exhaust points, allowing the weapon to better dissipate the vapors from its explosion.

The weapon's required Strength value and Misfire Margin are reduced by 1.

Natural 20. General Masterpieces

Sawn-Off Barrel

Create Firearms I - VI

Craft: Gunsmith 1 to 6
Part: Barrel
DC: 13, 15, 17, 19, 21, 23
Components: Medium Firearm and Craft Set
Value: 15, 35, 60, 120, 200, 300 GP

This formula increases the power of a medium firearm at the cost of accuracy: The weapon has its damage increased by one category and its range decreased by 10 feet.

Natural 20. General Masterpieces

Create Firearms I - VI

Craft: Gunsmith 1 to 6
DC: 15, 17, 19, 21, 23, 25
Components: Metal and Craft Set
Value: *

Each time you choose this formula, you are able to create a firearm (you must meet the prerequisite of each weapon that is in parentheses), choose between:

  1. Pistol, Carbine, Arquebus, Hand Cannon
  2. Garrucha (Pistol), Derringer (Pistol), Repeater (Carbine), Musket (Arquebus) Medium Cannon (Hand Cannon), Simple Grenade Launcher, (Hand Cannon), Simple Flamethrower
  3. Revolver (Garrucha), Shotgun (Repeater), Rifle (Musket), Heavy Cannon (Medium Cannon), Medium Grenade Launcher (Single Grenade Launcher)
  4. Semi-Automatic Pistol (Revolver), Drum Rifle (Shotgun), Revolving Rifle (Rifle), Massive Cannon (Heavy Cannon), Heavy Grenade Launcher (Medium Grenade Launcher), Compact Flamethrower (Simple Flamethrower)
  5. Automatic Pistol (Semi-Automatic Pistol), Automatic Shotgun (Drum Rifle), Sniper Rifle (Assault Rifle), Gromp Bazooka (Huge Cannon)
  6. Silverwing Pistol (Automatic Pistol), Krug Shotgun (Automatic Shotgun), Ancient Rifle (Sniper Rifle), Nashor Bombard (Gromp Bazooka)
The cost of creating a firearm determines the time required to create it. Access to more advanced technologies, such as blast furnaces, steel mills or even gunpowder, can speed up this process.

Natural 20. General Masterpieces

Craft Bayonet 1

Prerequisite: Craft Firearm 1 - Base Weapon, Craft Weapon 1 - Base Blade

Craft: Gunsmith 1
DC: 16
Components: Metal and Craft Set
Value: *

Each time you choose this formula, you are able to create a bayonet, choose between: Pistol Knife, Musket Sword, Cannon Axe.

The cost of creating a bayonet defines the time required to create it. Access to more advanced technologies, such as blast furnaces, steel mills or even gunpowder, can speed up this process.

Natural 20. General Masterpieces

Create Ammunition

Ammunition Creation
Ammunition Quantity Total Weight Price
Cannon Ammunition 20 10 Kg 10 33GP
Light Ammunition 100 1,5 Kg 10 GP
Long Ammunition 20 0,5 Kg 10 GP
Medium Ammunition 25 1 Kg 10 GP
Simple Tank 5 10 kg 10 GP
Compact Tank 10 10 kg 10 GP

Craft: Gunsmith 1
DC: 15
Components: Metal, gunpowder and Craft Set
Value: *

Each time you choose this formula, you are able to create a group of ammunition, choose between:

Every 4 hours of ammunition creation costs 5 GP in components and generates an amount of ammunition according to the Ammunition Creation table. Smaller quantities can be made in different proportional time and value.

Natural 20. General Masterpieces

Light Alloy

Craft: Gunsmith 1 + Alchemist 1
Part: Alloy
DC: 15
Component: Metal, common alchemical ingredient and Craft Set
Value: 10 GP

Through a process of alchemical exchange, specific points of the weapon are replaced with lighter material.

The Strength value required to use the weapon decreases by 2.

Natural 20. General Masterpieces

Non-Porous Alloy

Craft: Gunsmith 1 + Alchemist 1
Part: Alloy
DC: 15
Component: Metal and Craft Set
Value: 25 GP

Through a sealing process, both the weapon and the ammunition loaded are unaffected by moisture or submersion.

You can use the weapon to make underwater attacks normally up to the weapon's normal range.

Natural 20. General Masterpieces

Silencer Alloy

Craft: Gunsmith 1
Part: Alloy - Light, Medium, Long
DC: 15
Components: Metal and Craft Set
Value: 15 GP

The process is carried out on the entire weapon, focusing on the barrel, making the noise of the weapon silenced through a more efficient exhaust system.

This weapon gains the Silenced property.

Natural 20. General Masterpieces

Precision

Craft: Gunsmith 1
Part: Barrel
DC: 15, 17, 19, 21, 23, 25
Component: Long Firearm and Craft Set
Value: 50, 100, 250, 500, 750, 1000 GP

This formula increases the accuracy of a long gun at the cost of damage: The gun has its critical hit multiplier and range increased by 1, but its damage is decreased by 1 category.

Natural 20. General Masterpieces

Memory Barrel

Craft: Gunsmith 1 + Encantador 1
Part: Reload
DC: 15
Component: Metal, Common Resonant Ingredient and Craft Set
Value: 25 GP

Through a process of resonance, this weapon can automatically reload when major damage is dealt to a target.

When you hit a target with a critical strike, the weapon you use is automatically reloaded using ammunition you carry. This effect occurs a number of times equal to your Wisdom modifier per short or long rest.

Natural 20. General Masterpieces

Level 2

Vampiric Weapon

Craft: Gunsmith 2 + Enchanter 2
Part: Reload
DC: 17
Component: Metal, Uncommon Resonant Ingredient and Craft Set
Value: 50 GP

Through an enchantment on your weapon's reloading mechanism, you can extract greater capacity from it at the cost of your life energy.

When you make an Attack on your turn, you can choose to take 1 point of damage (which cannot be mitigated) to fire a shot beyond your weapon's limit with a spectral round, and you can do this up to 2 times per round. This hit point is removed from your current and maximum hit points until the end of your next full rest. If your maximum hit points are reduced to 0, you die instantly.

Natural 20. General Masterpieces

Auto Recharge

Craft: Gunsmith 2 + Enchanter 2
Part: Reload
DC: 17
Component: Metal, Uncommon Resonant Ingredient and Craft Set
Value: 50 GP

Through an enchantment on your weapon's reloading mechanism, you can make it reload automatically, without having to consume any type of action to do so.

When this weapon's ammunition reaches 0, it reloads completely. This effect occurs a number of times equal to your Wisdom modifier per short or long rest or full rest and requires the expenditure of ammunition as normal.

Natural 20. General Masterpieces

Short Barrel

Craft: Gunsmith 2
DC: 15
Component: Metal and Craft Set
Value: 15 GP

You know how to shorten the barrel of a medium or long weapon, making it have greater impact power but not the same maximum range.

The weapon loses its maximum range and can only make attacks at its normal range. When shots fired by this weapon hit a target, if the target is up to 1 size category larger, knocks the target back 10 feet.

Natural 20. General Masterpieces

Lesser Elemental Barrel

Craft: Gunsmith 2 + Alchemist 2
Part: Barrel
DC: 16
Component: Metal, Uncommon Alchemical Ingredient and Craft Set
Value: 35 GP

The barrel of this weapon is given an emanation enchantment, changing the damage the weapon deals to an elemental damage type.

The weapon's damage becomes acid, electric, cold, or fire. You choose the damage type when you make the modification.

Natural 20. General Masterpieces

Long Barrel

Craft: Gunsmith 2
Part: Barrel - Light, Medium, Long
DC: 15
Components: Metal and Craft Set
Value: 25 GP

The barrel of this weapon has a special elongation that redirects the vapors from the explosion, increasing the accuracy of the shot even at long distances.

The weapon can attack up to its maximum range without disadvantage due to distance or hostile weather.

Natural 20. General Masterpieces

Interchangeable

Craft: Gunsmith 2
Part: Extra - Light, Medium, Long
DC: 17
Components: Metal and Craft Set
Value: 45 GP

Through an extremely efficient modification it is possible to change the barrel of this weapon, giving it greater versatility.

This weapon has a mechanism that makes it easy to change its barrel. You can change the barrel of the weapon using a bonus action.

Natural 20. General Masterpieces

Thermal Alloy

Craft: Gunsmith 2 + Alchemist 2
Part: Alloy
DC: 16
Component: Metal, Uncommon Alchemical Ingredient and Craft Set
Value: 45 GP

An alchemical process makes the weapon extremely effective in thermal efficiency.

This weapon does not have its temperature increased or decreased by magical effects such as the heat metal spell and is immune to freezing.

Natural 20. General Masterpieces

Action Barrel

Craft: Gunsmith 2
Part: Reload - Light, Medium, Long
DC: 15
Components: Metal and Craft Set
Value: 25 GP

Through a mechanical system, it is possible to quickly eject empty shells from the weapon, using a small magnetic device that automatically aligns itself with ammunition.

A small device for fervent moments that allows you to use an Attack action to reload the weapon.

Natural 20. General Masterpieces

Level 3

Pressured Barrel

Craft: Gunsmith 3
Part: Barrel
DC: 17
Component: Metal and Craft Set
Value: 25 GP

Modifying the barrel of a gun to make the pressure exerted on the shot even greater increases its destructive power.

The weapon deals 1 more category of damage, but the required Strength score is increased by 1.

Natural 20. The required Strength value is not modified.

Ethereal League

Craft: Gunsmith 3 + Alchemist 3
Part: Alloy
DC: 17
Component: Metal, Uncommon Alchemical Ingredient and Craft Set
Value: 65 GP

With this alchemical modification, the projectile resonates in such a way that it can hit even incorporeal creatures.

Shots fired from this weapon hit incorporeal creatures as if they were corporeal, and attacks made with this weapon deal an additional 1d4 force damage.

Natural 20. General Masterpieces

Tactical Scope

Craft: Gunsmith 3
Part: Extra - Medium, Long
DC: 16
Components: Metal, glass and Craft Set
Value: 45 GP

The Tactical Scope can be attached and detached from a weapon extremely quickly and allows for more effective ranged attacks.

Using a bonus action, you can attach (or detach) the scope and use it to improve your aim, gaining advantage on your next attack roll with that weapon.

Natural 20. General Masterpieces

Vampiric Recharge

Craft: Gunsmith 3 + Enchanter 3
Part: Reload
DC: 17
Component: Metal, Uncommon Resonant Ingredient and Craft Set
Value: 45 GP

The reloading drum of this weapon has a resonance with the shots fired, feeding on the life of its targets.

When you reduce an opponent's hit points to 0, or roll a natural 20, your weapon is fully reloaded with spectral ammunition. Spectral ammunition cannot be removed from the weapon, only fired.

Natural 20. General Masterpieces

Level 4

Greater Elemental Barrel

Craft: Gunsmith 4
DC: 19
Component: Metal, precious gemstones and Craft Set
Value: 50 GP

You can merge gemstones into the barrel's alloy, making it not lose its properties while modifying the behavior of the shots.

Damage dealt by the weapon becomes antimonic, plasmic, glacial or incinerating. You choose the damage type when making the modification.

Natural 20. General Masterpieces.

Create Bayonet II

Prerequisite: Create Bayonet I - Variable

Craft: Gunsmith 1
DC: 19
Components: Metal and Craft Set
Value: *

Each time you choose this formula, you are able to create a bayonet, choose between: Bladed Revolver (Knife Pistol).

The cost of creating a bayonet determines the time required to create it. Access to more advanced technologies, such as blast furnaces, steel mills or even gunpowder, can speed up this process.

Natural 20. General Masterpieces

Kinetic Alloy

Craft: Gunsmith 4
Part: Alloy
DC: 19
Components: Metal and Craft Set
Value: 150 GP

The care taken with the alloy of this weapon means that the shot produced by it has superior penetration power.

The weapon has its critical strike margin reduced by 1.

Natural 20. General Masterpieces

Luminous Ammunition

Craft: Gunsmith 4
DC: 19
Component: Luminous bas and Craft Set
Value: *

You learn to create ammunition for firearms with Luminar Weave after it has already gone through the necessary alchemical process.

The value and effect of ammunition made with Luminar Weave follows the rules described in Chapter 14: Rewards - Rare Materials.

Natural 20. You preserve 25% of the luminar weave that can be used for other creations.

Shadow Ammunition

Craft: Gunsmith 2
DC: 15
Component: Metal and Craft Set
Value: 15 GP
You learn to create ammunition for firearms with Shadow Weave after it has already gone through the necessary alchemical process.

The value and effect of ammunition made with Shadow Weave follows the rules described in Chapter 14: Rewards - Rare Materials.

Natural 20. You preserve 25% of the shadow weave that can be used for other creations.

Duplicator Barrel

Craft: Gunsmith 4 + (Alchemist or Enchanter 4)
Part: Alloy
DC: 19
Component: Metal, Rare Resonant or Alchemical Ingredient and Craft Set
Value: 200 GP

The barrel of this weapon acts to create a spectral echo of the ammunition that is loaded into it.

Ammunition inserted into this drum can be fired twice. After the first time it is fired, a spectral trace of it remains ready to be fired.

Natural 20. General Masterpieces

Level 5

Greater Elemental Modification

Craft: Gunsmith 5 ̟̠̟̠+ Enchanter 4
Part: Barrel
DC: 20
Component: Metal, Rare Resonant Ingredient and Craft Set
Value: 200 GP

Merging the gems into a gun even more powerfully, causes the weapon to fire powerful elemental shots.

The damage dealt by the weapon becomes antimonic, plasmic, glacial or incinerating, and the target receives the effect linked to that element as per the “Effects for Spells by Damage Type” table. You choose the damage type when making the modification.

Natural 20. General Masterpieces.

Level 6

Auto Reload

Prerequisite: Craft Firearm - Variable

Craft: Gunsmith 6 + Enchanter 4
Part: Reload
DC: 22
Component: Metal, Rare Resonant Ingredient and Craft Set
Value: 750 GP

A weapon that doesn't need reloading. Yes, it is possible.

The reload barrel of this weapon is modified to fire without the need for reloading. The projectiles fired are spectral rounds that dissipate after hitting a target.

Natural 20. General Masterpieces

Automatic Precision

Prerequisite: Craft Firearm - Variable

Craft: Gunsmith 6
Part: Barrel
DC: 22
Components: Metal and Craft Set
Value: 1000 GP

Through an elaborate balancing mechanism, a weapon that has the Burst characteristic can fire bursts with greater accuracy without causing as many disadvantages.

When using the burst action, the penalty for each attack after the first becomes -1 for every two attacks and for every three shots the error increases by 1.

Natural 20. General Masterpieces

Hellish Pressure

Craft: Gunsmith 6
Part: Barrel
DC: 22
Component: Metal and Craft Set
Value: 250 GP

Further modifying the barrel of a weapon, with precise calculations, to make the pressure exerted on the shot as high as possible causes its destructive power to increase considerably.

The weapon does 2 more damage categories, but the required Strength score is increased by 1.

Natural 20. The required Strength value is not modified.