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Edição das 02h35min 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 Cylinder

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

Ofício: Armeiro 2
Parte: Extra - Leve, Média, Longa
CD: 17
Componente: Metal e Conjunto de Ofício
Valor: 45 PO

Através de uma modificação extremamente eficiente é possível trocar o cano dessa arma dando maior versatilidade para a mesma.

Essa arma possui um mecanismo que facilita a troca de seu cano. Você pode trocar o cano da arma usando uma ação bônus.

Natural 20. General Masterpieces

Liga Térmica

Ofício: Armeiro 2 + Alquimista 2
Parte: Liga
CD: 16
Componente: Metal, Ingrediente Alquímico Incomum e Conjunto de Ofício
Valor: 45 PO

Um processo alquímico faz com que a arma tenha uma eficiência térmica extremamente efetiva..

Essa arma não tem sua temperatura aumentada ou diminuída por efeitos mágicos como da magia esquentar metal e é imune a congelamento.

Natural 20. General Masterpieces

Tambor de Ação

Ofício: Armeiro 2
Parte: Recarga - Leve, Média, Longa
CD: 15
Componente: Metal e Conjunto de Ofício
Valor: 25 PO

Através de um sistema mecânico é possível ejetar rapidamente capsulas vazias da arma, utilizando um pequeno dispositivo magnético que se alinha automaticamente com munições.

Um pequeno aparato para momentos fervorosos que permite o uso de uma ação de Ataque para recarregar a arma.

Natural 20. General Masterpieces

Level 3

Pressured Barrel

Craft: Gunsmith 3
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.

Liga Etérea

Ofício: Armeiro 3 + Alquimia 3
Parte: Liga
CD: 17
Componente: Metal, Ingrediente Alquímico Incomum e Conjunto de Ofício
Valor: 65 PO

Com essa modificação alquímica, o projétil ressona de forma a conseguir acertar até mesmo criaturas incorpóreas

Disparos feitos por essa arma acertam criaturas incorpóreas como se fossem corpóreas e ataques feitos por essa arma causam 1d4 de dano energético adicional.

20 natural. Obras-primas Gerais

Luneta Tática

Ofício: Armeiro 3
Parte: Extra - Médias, Longas
CD: 16
Componente: Metal, vidro e Conjunto de Ofício
Valor: 45 PO

A Luneta Tática pode ser acoplada e desacoplada de uma arma de forma extremamente rápida e permite que ataques à distância sejam mais afetivos.

Usando uma ação bônus, você pode acoplar (ou desacoplar) a luneta e utilizá-la para aprimorar sua mira recebendo vantagem em sua próxima jogada de ataque com essa arma.

20 natural. Obras-primas Gerais

Recarga Vampírica

Ofício: Armeiro 3 + Encantador 3
Parte: Recarga
CD: 17
Componente: Metal, Ingrediente ressonante Incomum e Conjunto de Ofício
Valor: 45 PO

O tambor de recarga dessa arma possui uma ressonância com os tiros disparados, se alimentando da vida de seus alvos.

Ao reduzir os pontos de vida de um oponente a 0, ou rolar um 20 natural, sua arma é completamente recarregada de munição espectral. Munição espectral não pode ser retirada da arma, apenas disparada.

20 natural. Obras-primas Gerais

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.

Criar Baioneta II

Pré-requisito: Criar Baioneta I - Variável

Ofício: Armeiro 1
CD: 19
Componente: Metal e Conjunto de Ofício
Valor: *

Cada vez que você escolhe essa fórmula, você é capaz de criar uma baioneta, escolha entre: Revólver laminar (Pistola Faca).

O custo de criação de uma baioneta define o tempo necessário para criá-la. Acesso a tecnologias mais avançadas, como Alto-forno, siderurgia ou mesmo pólvora, podem acelerar esse processo.

20 natural. Obras-primas Gerais

Liga Cinética

Ofício: Armeiro 4
Parte: Liga
CD: 19
Componente: Metal e Conjunto de Ofício
Valor: 150 PO

O esmero da liga dessa arma faz com que o disparo produzido pela mesma possua um poder de penetração superior.

A arma tem sua margem de crítico reduzida em 1.

20 natural. Obras-primas Gerais

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.

Tambor Duplicador

Ofício: Armeiro 4 + (Alquimista ou Encantador 4)
Parte: Liga
CD: 19
Componente: Metal, Ingrediente Ressonante ou Alquímico Raro e Conjunto de Ofício
Valor: 200 PO

O tambor dessa arma atua de forma a criar um eco espectral das munições que são carregadas na mesma.

Munições inseridas nesse tambor podem ser disparadas duas vezes. Após a primeira vez que for disparada, um vestígio espectral dela permanece pronto para ser disparado.

20 natural. Obras-primas Gerais

Level 5

Greater Elemental Modification

Craft: Gunsmith 5
DC: 19
Component: Metal, gemstones and Craft Set
Value: 100 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

Infernal Pressure

Ofício: Armeiro 6 + Encantador 4
Parte: Recarga
CD: 22
Componente: Metal, Ingrediente Ressonante Raro e Conjunto de Ofício
Valor: 750 PO

Uma arma que não precisa de recarga. Sim, é possível.

O tambor de recarga dessa arma é modificado para disparar sem a necessidade de recarga. Os projéteis disparados são munições espectrais que se dissipam após atingir um alvo.

20 natural. Obras-primas Gerais

Precisão Automática

Pré-requisito: Criar Arma de Fogo - Variável

Ofício: Armeiro 6
Parte: Cano
CD: 22
Componente: Metal e Conjunto de Ofício
Valor: 1000 PO

Através de um mecanismo elaborado de balanceamento, uma arma que possua a característica Rajada, consegue disparar rajadas com maior precisão sem causar tantas desvantagens.

Ao utilizar a ação de rajada, a penalidade de cada ataque após o primeiro se torna -1 a cada dois ataques e a cada três disparos o erro aumenta em 1.

20 natural. Obras-primas Gerais

Pressão Infernal

Craft: Gunsmith 6
DC: 22
Component: Metal and Craft Set
Value: 200 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.