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Zeitgeist: The Gears of Revolution/Tazaerich
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==Gear== ===Weapons=== * Duelist's Rifle-Musket +3 ''(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)'' '''(Primary Weapon)''' ** Any enemy hit by an attack from this weapon takes a -2 penalty to area & ranged attacks until EONT ** ''Crit Damage: (Max Attack Damage)+2d10+3d6.'' * Pistols x2 ''(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)'' * Boltshard Shotgun +2 ''(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)'' * Paired Rapier +1 ''(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)'' ====Ammunition==== * Ammunition x5 ''(100 rounds, 10 lbs)'' * +2 Bending Bullets x2 ''(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)'' * +2 Dispelling Bullets x5 ''(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)'' * +2 Dual Bullets x5 ''(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)'' * +2 Firesight Bullets x4 ''(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment. When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)'' * +2 Firestorm Bullets x2 ''(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)'' * +2 Freezing Bullets x2 ''(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage & is slowed until EONT)'' * +2 Lightning Bullets x2 ''(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)'' * +2 Reaving Bullets x2 ''(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)'' * +2 Spider Bullets x5 ''(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)'' * +2 Surprise Bullets x3 ''(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)'' ===Armor=== * Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 ''(+5 AC, 15 lbs)'' ** ''Coat of the Genteel Butcher -- "You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip."'' * Cloak of Distortion +2 ''(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)'' ===Other Magical Items=== * Aeriad Bracers ''(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)'' * Gauntlets of Blood ''(Hands Slot; +2 damage to bloodied enemies)'' * Belt of Vigor ''(Waist Slot; +1 to Healing Surge value)'' * Boots of the Fencing Master ''(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)'' * [http://iws.mx/dnd/?view=item364 Gray Rain Cloak] * [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment] * [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier] * [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] ''(Wondrous Item; +1 AC)'' ===Consumable Magic Items=== * Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action)) * Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action)) * Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action)) ===Other Gear=== * Adventurer's Kit ** Backpack *** Sunrod x2 *** Waterskin *** Iron Spikes x10 *** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details) *** Silent Thieves' Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using) * Flask ** ''Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don't Ask].'' * Worker's Clothes ** Definitely not a gentleman's outfit. Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion. Still no cogs, though. * Goggles * Pocket Watch * Footpads * Deck of Cards x3 ** 1 Deck of Marked Cards * 2 Sets of Gentleman's Clothing * [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh) * 1,102 reál (/88,595 total)
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