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 Rules (House and otherwise)

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JulianAmici
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JulianAmici


Posts : 326
Join date : 2009-12-31
Age : 73

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Rules (House and otherwise) Empty
PostSubject: Rules (House and otherwise)   Rules (House and otherwise) I_icon_minitimeFri Mar 08, 2013 3:45 am

This thread contains any rules necessary for running the game
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JulianAmici
Asst. Director
JulianAmici


Posts : 326
Join date : 2009-12-31
Age : 73

Character sheet
Concept:
Race/Origin:

Rules (House and otherwise) Empty
PostSubject: Re: Rules (House and otherwise)   Rules (House and otherwise) I_icon_minitimeFri Mar 08, 2013 3:56 am

From here: https://sites.google.com/site/eberronpathfinder/conversion-info/rules/firearms

Eberron did not have firearms included when the original material for the 3.5 rules set was published. However, given the flavor of the campaign, the prevalence of research (both mundane and magical) and the effect that the Last War had on most campaigns, this is how I have decided to deal with firearms based on how prevalent they are in relation to the commonly accepted timelines. Feel free to use or ignore as desired.

No Guns:
    For the entire time before the Last War and during the first 80 years of the Last War, there were no guns nor the very idea of their existence. Up until this point, the presence of magic and its wide spread use provided a much more common solution to situations where significant ranged damage was needed. This would be true until 976 YK
Very Rare Guns:
    During the last twenty years of the Last War, Cannith weapon designers were presented with a challenge for significant ranged damage in situations where magic was either suppressed or otherwise too unstable to use. This prompted the very first guns, originally called alchemical cannons, to be designed and tested. However, their application in the Last War was of such limited use, it barely registered a footnote. Sadly, the primary facility researching guns was located in central Cyre and destroyed during the Day of Mourning. None of this information would be commonly known to those outside of the upper echelons of House Cannith. This would be true from 976 YK up until sometime between 990 - 995 YK.
Emerging Guns:
    In the years after the Day of Mourning, as explorers began to thoroughly examine the wreckage of the nation of Cyre, discoveries concerning the abandoned development of firearms would have been made. Initially, this would have landed in the hands of the Lord of Blades and certain House Cannith recovery specialists, but by 996 YK, enough independent artificers would have discovered it to allow for it to start becoming common knowledge. However, as guns become more commonplace, the rumors of the Last War restarting become more and more prevalent and realistic. This period would last only a short period of time with an estimated end at 996 - 1008 YK

The start date for the campaign is 998 YK. Therefore Emerging Guns is the rule of norm for the campaign.

As per the PFd20SRD
    Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline Gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.
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