Friday, August 11, 2006

Items


Firelance
Martial Ranged Weapon
Wealth DC: 13
Weight: 10 lbs
Size: Large
Damage: +5
Critical: 20/+4
Range Increment: 30 ft.
Description:
Firelances are the latest in weapons technology. By combining blackpowder with the power of the spear, they deal terrifying explosive damage to the enemy.
Notes:
Firelances must be used with two hands. They do not work underwater, and have a 50% chance of not firing in rain or heavy wind conditions. Firelances take a standard action to fire, which consists of lighting the wick and aiming. Firelances explode on a 1, dealing damage to the user. They cannot be retrieved after firing.

Firelance Rack
Ranged Siege Weapon
Wealth DC: 22
Weight: 500lbs +ammunition
Size: Huge
Damage: +5, Autofire
Critical 20/+4
Ammunition: 5
Range Increment: 30 ft.
Description:
A Firelance rack is essentially a sturdy, well crafted rack suitable for directing multiple firelances onto the same target. This allows a devastating and demoralizing barrage of fire.
Notes:
Firing a Firelance rack requires an attack roll by a single crew chief. No dexterity modifiers apply. Unless the Crew Chief has a 8 ranks in Profession: Siege Engineer, he takes a -4 penalty to attack. Additional members of the crew can add a +2 to the attack with a DC 10 Profession:Siege Engineer check.
A firelance rack requires 5 firelances to load, and takes a 5 seperate full round actions. (5 crew members can load it in a single round)

Repeating Heavy Crossbow
Exotic Ranged Weapon
Wealth DC: 14
Weight:12 lb.
Size: Large
Damage: +3, Autofire
Ammunition: 5 bolts
Critical: 19-20/+3
Range Increment: 40 ft
Description: Otherwise known as the Chu-Ko-Nu, the Repeating heavy Crossbow is a feared weapon capable of piercing through hardened armors. Advantages over normal bows include longer range, ability to use while prone and mounted, and higher base damage.
Notes:A repeating Crossbow has a case of five bolts, which requires a full round action to reload.

Blackpowder Bomb
Wealth DC: 13
Weight: 50 lb.
Size: Large
Damage: +5 damage explosion
Reflex DC: 15
Range Increment: 2 ft
Description: A large barrel full of gunpowder.
Notes: This is a thrown weapon. If the wielder cannot carry as a light load, make a DC 13 STR check not to fall short of the target. Lighting the wick counts as a full round action. Consult DM in case of high wind or precipitation.
Deals +5 damage to everything within a 10 foot radius, reflex save for half.

Heavy Blackpowder Pistol
Wealth DC: 19
Weight: 2 lb.
Size: Medium
Damage: +4
Critical 20/+3
Range Increment: 10 ft
Description: A flintlock pistol
Notes: Takes a move action to reload, 50% chance to misfire in the rain.

Light Blackpowder Pistol
Wealth DC: 19
Weight: 2 lb.
Size: Small
Damage: +3
Critical 20/+3
Range Increment: 10 ft
Description: A small flintlock pistol
Notes: Takes a move action to reload, 50% chance to misfire in the rain.

Blackpowder Musket

Wealth DC: 20
Weight: 3 lb.
Size: Large
Damage: +5
Critical 20/+3
Range Increment: 30 ft
Description: A flintlock musket
Notes: Takes a full round action to reload, 50% chance to misfire in the rain.

50 lb Gunpowder Keg
DC: 13
Wt. 50 lb.
Holds enough powder for 100 shots.

Shot
DC: 4
Wt. 0.1 lb.
Cost per shot.

Races

Of the standard Backgrounds, only humans are available.

The five other sentient races include the Lizardfolk, Minotaur, Nezumi, Cttrach and Wingtouched

Wingtouched are not yet available as Player Character Races

Minotaur:
Fierce-blooded bullmen that make excellent fighters and sailors, they hail from the Blood Alliance and ply the seas. They are hulking creatures, strong but unwieldy.

Size:Large
+1 Str, -1 Dex
Bonus Feats: Piercing Natural Attack
Favored Feats:
Two Weapon Fighting, Tough


Large: Minotaurs are Large, thus having a +2 Toughness, -1 to Combat and x2 Carrying capacity of other PCs. They have a +5ft reach. Consumately, the only gain one bonus feat instead of three.

Minotaur-Only Racial Feat: Piercing Natural Attack
You have an inherent attack. These may be horns, or sharp teeth or claws. These function as a Light Weapon that deals +2 Damage

Nezumi
Brave ratmen that are fast breeding and hearty but shortlived. Hordes of them defend the South from constant Neogi attacks. All of them fight, including women and children who are trained at birth. They are slightly shorter than humans, but much tougher.
+1 Con, -1 Cha
Bonus Feats:
Weapon Training, Great Fortitude, Improved Speed
Favored Feats:
Tough, Evasion


Lizardfolk
The lizardfolk dwell in primitive tribes to the south, on the border of the Neogi Confederation. They are highly skilled and adaptive, specializing in survival skills. Lizardfolk are wise and methodical, but antisocial
+1 Wis -1 Cha
Bonus Feats:
Nightvision, Track
Bonus Skills: Survival, Notice
Favored Feats:
Tough, Jack of All Trades

Cttrach
The Cttrach are insect people who dwell in the jungles within the Neogi Confederation. They possess a lowgrade hivemind and are excellent negotiators. Only females are playable, as males are monstrous beetles. Female Cttrach are small beetle-like creatures with jutting antennae, who tend to be submissive. They do not possess vocal cords capable of human speech.
Size: Small
+1 Cha -1 Wis
Bonus Feats: Supernatural Power:Mind Touch
Bonus Skills: Bluff, Diplomacy
Favored Feats: Fascinate, Inspire.


Welcome to True 20 Alliances!

This is the True 20 conversion for my Alliances campaign setting. For fluff, refer to the D&D Alliances section. This page is mostly for the conversion of D20 material to True 20.

D&D Alliances