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Zeitgeist: The Gears of Revolution/Tazaerich
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===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 βwingβ 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 x3 ''(+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 x5 ''(+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 x3 ''(+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 x4 ''(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)''
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