havocfett
2012-10-18, 03:25 PM
So, I've been working on something for a homebrew setting I'm preparing for a campaign, figured I'd throw it up for review. Quite obviously, much of the fluff doesn't apply outside of that setting.
The maneuvers (And an adjustment to flintlock-era guns) are still being made, unfortunately. I'll try to get them up soon.
Shattered Armillary Discipline:
Once the multiverse was...not perfect, but stable and beautiful, a titanic series of interlinked armillaries, containing untold thousands of nigh-infinite planes, held together through the near-bottomless magical power of the Creator God, a being so ancient his name has been lost to all but the eldest of the gods and Aboleths. Now, there is one Armillary, shattered and strained, with rogue planes in a doomed deathspiral around it. The Creator's corpse is bound to it in the greatest crime of the myriad gods since the shattering of the planes, enforcing a twisted view of morality on behalf of an anonymous deity.
To most, this is simply accepted as a fact of life.
To some, it is not. The sins of gods will not simply be allowed to hold, shackling the entire universe with their failures and mistakes. Vengeance will be wrought upon them, the Corpse freed, and allowed its death, and the Armillary shall be repaired by the inhabitants of the Prime, not fumbling Dieties.
Shattered Armillary Discipline is the weapon of these few who object to the state of the universe, who quest and strive to rip apart a system enforced by the gods themselves.
The skill for Shattered Armillary is Knowledge (The Planes) -to repair the planes and comprehend the sins of the gods in bringing them to their present state requires knowledge of them that rivals that of the gods themselves, and to truly master Shattered Armillary requires one to truly know the gods' sins. Its associated weapons are guns and unarmed strikes. Any bayonet or other weaponized attachment to a gun is also treated as an associated weapon when in melee.
There are two ways for a character to purchase Shattered Armillary, both of which require either a teacher, or to learn the discipline indepently through a DC 30 martial lore check upon learning of new sins of the gods, in order to pioneer the discipline on your own. You may not take ten or twenty on this check.
The first is to sacrifice an existing discipline, losing its class skill in favor of Knowledge (Planes) and trading all of its maneuvers and stances for equivalent-level maneuvers from other disciplines, ideally Shattered Armillary.
The second is to purchase the Rage Against Undeserving Gods feat, which gives you access to the discipline as detailed in the feat.
Any creature who has access to Shattered Armillary maneuvers is automatically has their alignment irrevocably changed to evil. In addition, for the purpose of spells and abilities, they have the alignment least favorable to them in regards to an effect. They lose levels from wielding holy and unholy weapons, take extra damage from axiomatic and anarchic affects, etc. This alignment change does not affect behavior, An aasimar who is otherwise a saint but refuses to abide the injustices of the gods and learns Shattered Armillary detects as just as evil as the most vile of devils but the change does not make them act differently. The change is due to a failsafe in the alignment system embedded in the Creator's Corpse, which automatically declares any who would oppose the system vile, while sheltering those who would protect it under the umbrella of exaltation.
As the Malfeasant Heart Discipline ('http://www.giantitp.com/forums/showthread.php?t=189444'), this discipline uses the distinction of a Divine Being, which is any outsider, creature that can cast divine spells or creature that has access to the devoted spirit discipline. Any creature with access to Shattered Armillary is explicitly not a divine being.
Rage Against Undeserving Gods:
Prerequisites: BAB+1, Ability to prepare first level maneuvers
Bonus: You gain access to the Shattered Armillary discipline, access to its discipline weapons, as well as Knowledge (The Planes) as a class skill permanently, regardless of classes you choose in the future. In addition, if you are already proficient with one or more martial weapons, then any guns, weapons attached to guns, guns attached to weapons, or weapons with guns attached you use increase their effective size by one for purposes of damage. This stacks with any augmentation to gun damage you receive.
New and Modified Weapons:
Due to the technological state of Tath, firearms are not exotic weaponry. Flintlock rifles, as well as more primitive guns, are all simple weapons, while cutting edge percussion cap firearms are martial, and bleeding edge or culturally unique firearms are exotic.
Simple Weapons
{table=head]Name|Cost|Damage(M)|Damage(S)|Crit|Range|Damage Type| Weight
Dueling Pistol|1 gold|1d8|1d4|x3|50 feet|Piercing|1 pound
Fowling Gun|8 gold|2d6|1d8|19-20|80 feet|Piercing|9 pounds
Musket|4 gold|2d6|1d8|x3|110 feet|Piercing|10 pounds
Balls and Powder (16)|2 gold|-|-|-|-|-|2 pounds
Shot and Powder (8)|5 silver|-|-|-|-|-|1 pound
[/table]
Pistol:
The venerable dueling pistol has been a favorite of rogues, buckaneers, swashbucklers, duelists pirates and nobles for years. Cheap, deadly and, most importantly, light a dueling pistol is light enough to dual wield with next to no penalty. Dueling pistols can be used one handed with no penalty, are treated as light weapons when dual-wielded, and when dual-wielded with a melee weapon, do not penalize its attack rolls. In addition, drawing a pistol is a free action.
Unfortunately, pistols are a bit awkward to reload in the middle of combat, requiring a standard action, therefore most pistol-wielders hold not one loaded pistol on their person, but entire bandoliers, allowing them to keep up a withering fullisade of shots by simply throwing away already fired pistols.
Pistols are loaded with Ball and Powder.
Musket
The line weapon of most of the militaries on Tath, the musket is reliable, long ranged, simple to use and, most of all deadly. Within a few days a horde of unwashed, smelly peasants can be organized into a musket line that can crack a charging orc horde right in half, and ward off some of the nastier monsters that menace small towns.
Though it takes a standard action to reload, the muskets ease of use and trivially cheap cost has resulted in it revolutionizing warfare and becoming a favorite home defense weapon.
Muskets are loaded with Ball and Powder.
Fowling Gun
A primitive flintlock used primarily for hunting, fowling guns fire a cluster of shot instead of the bullet most other guns use. They see much use where locals must fight monsters of a more...diminutive persuasion, or where hunting is particularly popular. Though they take a standard action to reload, fowling guns are treated as shotguns in regards to small and smaller creatures, halving their size bonus to AC, rounded down, to a minimum of 0.
Fowling guns use Shot and Powder as ammunition.
Martial Weapons
{table=head]Name|Cost|Damage(M)|Damage(S)|Crit|Range|Damage Type|Weight
Wallgun|125|3d8|3d6|x3|600 feet|Piercing|18 pounds
Wallgun Round(1)|1|-|-|-|-|-|1/4 pound
Revolver Carbine|100|2d6|1d8|x3|100 feet|Piercing|8 pounds
Double Barreled Shotgun|50|2d6|1d8|19-20|80 feet|Piercing|9 pounds
Breach Loading Rifle|80|2d8|1d10|x3|200 feet|Piercing|8 pounds
Revolver|30|1d12|1d8|x3|60 feet|Piercing|3 pounds
Rifle Cartridges (6)|1|-|-|-|-|Piercing|1/16 pound
Shotgun Shell(8)|3|-|-|-|-|Piercing|1/8 pounds
[/table]
Wallgun (http://en.wikipedia.org/wiki/Wall_gun)
Almost five feet in length, the four-bore flintlock wallgun is best compared to a primitive sniper rifle, or perhaps a particularly small cannon. Wallguns cannot be fired without first spending a round setting it up on a mount of some sort, normally the edge of a wall, an enormous bipod, or a brave volunteer with a strong shoulder. In addition it requires a full round to clean and reload the musket after a shot, a standard action if the wielder has a BAB of +3 or more.
Revolver Carbine
Just over three feet long, the Revolver Carbine has become a favorite of professional cavalry forces, high end mercenaries and would-be adventurers in the year and a half since its introduction onto the modern battlefield. Shorter than a proper rifle, the Carbine trades off range and damage for portability and the ability to fire off a full six rounds before being forced to reload. The short length of a carbine means that one takes no penalties for firing it mounted and may fire it with one hand at a -2 penalty.
A revolver carbine takes a move action to reload.
Double Barreled Shotgun
A favorite of soldiers who expect to get...intimate with their opponents, the Double Barreled Shotgun takes advantage of experimental, still expensive boxlocks in order to turn the fowling guns of old into a weapon of their own. In addition to being able to spray someone with shot one barrel at a time, a double barrel shotgun can be used for a Two Barrel Special, firing both barrels at a target, albeit, with a 15 foot range increment and at -3 to hit on both attacks. The Two Barrel Special does not provoke attacks of opportunity, even when fired in melee. Like all shotguns, the double barrel halves size bonuses to AC, rounded down, to a minimum of 0.
It takes a move action to reload both barrels.
Breach Loading Rifle
A favorite among infantrymen for particularly well to do barons or elite mercenary companies, the Breach Loader's long range and excellent penetration capabilities make it a truly fearsome weapon on any battlefield. Unfortunately, it must be reloaded (as a move action) after every shot, making it decidedly less popular with adventurers who must deal with awkwardly short-ranged combat against creatures that often will not give them time to reload.
The ammunition for the Breach Loading Rifle and Revolver Carbine are interchangeable.
Revolvers:
The big problem with pistols is that they just take too long to reload. The cap-and-ball revolver mitigates this problem by being loaded with six to eight rounds, depending on the model.
Revolvers take three minutes to reload, have a base ammunition capacity of six, which can be increased by one for ten gold, to a maximum of eight. They use ball and powder ammunition. They are mostly used by officers in various militaries.
Exotic Weapons
{table=head]Name|Cost|Damage(M)|Damage(S)|Crit|Range|Weight
Anadi Wallgun|500|3d8|2d8|19-20/x3|600 feet|20 pounds
Ereen Triple Shotgun|450|3d4|1d10|18-20|100 feet*|12 pounds
Tothik Rifle|175|2d8|1d10|x3|300 feet|10 pounds
Tothik Ammunition(10)|3|-|-|-|-|1/8 pounds
Brindoli Double Action|100|2d6|1d10|x3|100 feet|2 pounds
Revolver Ammunition(9)|2|-|-|-|-|1/8 pounds
[/table]
Anadi Wallgun
An Anadi wallgun is a massive, two yard long breach-loading rifle developed as an emplaced defensive cannon by Anadi Firearms (Owned by the Anadi clan of Blackspawn Raiders). It uses experimental percussion-cap technology in order to greatly decrease reload time compared to traditional flintlock wallguns. It is treated like a normal wallgun in terms of mounting, but only requires a move action (lessened to being part of an attack if the reload time is reduced in any way) to reload, in addition, due to its relative rarity and the nascent nature of alchemical and arcane research involving it alchemical ammunition for the wallgun costs twice as much. Wallguns ignore DR and armor bonuses under 5, and ignore cover that does not provide concealment.
Anadi Sights may be attached to Anadi Wallguns for a hundred and fifty gold, increasing the range increment by fifty feet, and increasing the critical threat range to 18-20.
Ereen Triple Shotgun
Showcasing the Ereen disregard for things like 'subtlety', 'finesse' and 'care for collateral damage', this three-barreled Elvish Shotgun is an absolute monster to face on the battlefield. Produced by Ereen Heavy Industries, the elvish hand-cannons are all personalized for their purchaser, meaning that each and every one is either enchanted or masterwork, and they all have room for two weapon augmentation crystals. In addition, they fire fragmentation rounds instead of shot, resulting in greater accuracy than most shotguns.
Like the double barrel, the Ereen may choose to unleash all of its barrels in a blast best described as 'cataclysmic'. The Ereen Triple Barrel Special is made at -2 per shot instead of minus three, and if it hits, everyone in a 5 foot radius of the impact zone must save versus half the damage of the shot as the fragmentation rounds detonate spectacularly. Only one of the Ereen's rounds per special detonate. It takes a move action to reload an Ereen. Like all shotguns, Ereen's halve the size bonus to AC of creatures they target, rounded down to a minimum of 0.
Tothik Rifle:
The Tothik, like most hobgoblin-made weapons, is efficient, powerful and absolutely cutting edge. Originally made as an air combat carbine, the lever-action Tothik swiftly became popular among mercenaries, adventurers and airship crews for its 13-round tubular magazine, high-grade attachments, and absolutely unprecedented rate of fire.
Like other carbines, the Tothik may be fired one-handed at a -2 penalty, and doesn't suffer penalties due to firing while mounted. In addition, Dar'Aan Gunworks has released modular modifications for high-end Tothiks, allowing for Masterwork Tothiks to be upgraded with a variety of add-ons, including extra weapon augmentation crystal slots, expanded magazines and a modified receiver to remove the penalty for using alchemical rounds.
Many forces, especially those serving more powerful gods, are wary of the Tothik due to allegations that its sole producer, Dar'Aan Gunworks, has sympathies with masters of the Shattered Armillary discipline. Certainly, Orthak Tun's victory in his duel against Jorvan Selik, a very high ranking cleric of Pelor, with a Tothik hasn't helped the manufacturer's reputation.
Brindoli Double Action:
The maneuvers (And an adjustment to flintlock-era guns) are still being made, unfortunately. I'll try to get them up soon.
Shattered Armillary Discipline:
Once the multiverse was...not perfect, but stable and beautiful, a titanic series of interlinked armillaries, containing untold thousands of nigh-infinite planes, held together through the near-bottomless magical power of the Creator God, a being so ancient his name has been lost to all but the eldest of the gods and Aboleths. Now, there is one Armillary, shattered and strained, with rogue planes in a doomed deathspiral around it. The Creator's corpse is bound to it in the greatest crime of the myriad gods since the shattering of the planes, enforcing a twisted view of morality on behalf of an anonymous deity.
To most, this is simply accepted as a fact of life.
To some, it is not. The sins of gods will not simply be allowed to hold, shackling the entire universe with their failures and mistakes. Vengeance will be wrought upon them, the Corpse freed, and allowed its death, and the Armillary shall be repaired by the inhabitants of the Prime, not fumbling Dieties.
Shattered Armillary Discipline is the weapon of these few who object to the state of the universe, who quest and strive to rip apart a system enforced by the gods themselves.
The skill for Shattered Armillary is Knowledge (The Planes) -to repair the planes and comprehend the sins of the gods in bringing them to their present state requires knowledge of them that rivals that of the gods themselves, and to truly master Shattered Armillary requires one to truly know the gods' sins. Its associated weapons are guns and unarmed strikes. Any bayonet or other weaponized attachment to a gun is also treated as an associated weapon when in melee.
There are two ways for a character to purchase Shattered Armillary, both of which require either a teacher, or to learn the discipline indepently through a DC 30 martial lore check upon learning of new sins of the gods, in order to pioneer the discipline on your own. You may not take ten or twenty on this check.
The first is to sacrifice an existing discipline, losing its class skill in favor of Knowledge (Planes) and trading all of its maneuvers and stances for equivalent-level maneuvers from other disciplines, ideally Shattered Armillary.
The second is to purchase the Rage Against Undeserving Gods feat, which gives you access to the discipline as detailed in the feat.
Any creature who has access to Shattered Armillary maneuvers is automatically has their alignment irrevocably changed to evil. In addition, for the purpose of spells and abilities, they have the alignment least favorable to them in regards to an effect. They lose levels from wielding holy and unholy weapons, take extra damage from axiomatic and anarchic affects, etc. This alignment change does not affect behavior, An aasimar who is otherwise a saint but refuses to abide the injustices of the gods and learns Shattered Armillary detects as just as evil as the most vile of devils but the change does not make them act differently. The change is due to a failsafe in the alignment system embedded in the Creator's Corpse, which automatically declares any who would oppose the system vile, while sheltering those who would protect it under the umbrella of exaltation.
As the Malfeasant Heart Discipline ('http://www.giantitp.com/forums/showthread.php?t=189444'), this discipline uses the distinction of a Divine Being, which is any outsider, creature that can cast divine spells or creature that has access to the devoted spirit discipline. Any creature with access to Shattered Armillary is explicitly not a divine being.
Rage Against Undeserving Gods:
Prerequisites: BAB+1, Ability to prepare first level maneuvers
Bonus: You gain access to the Shattered Armillary discipline, access to its discipline weapons, as well as Knowledge (The Planes) as a class skill permanently, regardless of classes you choose in the future. In addition, if you are already proficient with one or more martial weapons, then any guns, weapons attached to guns, guns attached to weapons, or weapons with guns attached you use increase their effective size by one for purposes of damage. This stacks with any augmentation to gun damage you receive.
New and Modified Weapons:
Due to the technological state of Tath, firearms are not exotic weaponry. Flintlock rifles, as well as more primitive guns, are all simple weapons, while cutting edge percussion cap firearms are martial, and bleeding edge or culturally unique firearms are exotic.
Simple Weapons
{table=head]Name|Cost|Damage(M)|Damage(S)|Crit|Range|Damage Type| Weight
Dueling Pistol|1 gold|1d8|1d4|x3|50 feet|Piercing|1 pound
Fowling Gun|8 gold|2d6|1d8|19-20|80 feet|Piercing|9 pounds
Musket|4 gold|2d6|1d8|x3|110 feet|Piercing|10 pounds
Balls and Powder (16)|2 gold|-|-|-|-|-|2 pounds
Shot and Powder (8)|5 silver|-|-|-|-|-|1 pound
[/table]
Pistol:
The venerable dueling pistol has been a favorite of rogues, buckaneers, swashbucklers, duelists pirates and nobles for years. Cheap, deadly and, most importantly, light a dueling pistol is light enough to dual wield with next to no penalty. Dueling pistols can be used one handed with no penalty, are treated as light weapons when dual-wielded, and when dual-wielded with a melee weapon, do not penalize its attack rolls. In addition, drawing a pistol is a free action.
Unfortunately, pistols are a bit awkward to reload in the middle of combat, requiring a standard action, therefore most pistol-wielders hold not one loaded pistol on their person, but entire bandoliers, allowing them to keep up a withering fullisade of shots by simply throwing away already fired pistols.
Pistols are loaded with Ball and Powder.
Musket
The line weapon of most of the militaries on Tath, the musket is reliable, long ranged, simple to use and, most of all deadly. Within a few days a horde of unwashed, smelly peasants can be organized into a musket line that can crack a charging orc horde right in half, and ward off some of the nastier monsters that menace small towns.
Though it takes a standard action to reload, the muskets ease of use and trivially cheap cost has resulted in it revolutionizing warfare and becoming a favorite home defense weapon.
Muskets are loaded with Ball and Powder.
Fowling Gun
A primitive flintlock used primarily for hunting, fowling guns fire a cluster of shot instead of the bullet most other guns use. They see much use where locals must fight monsters of a more...diminutive persuasion, or where hunting is particularly popular. Though they take a standard action to reload, fowling guns are treated as shotguns in regards to small and smaller creatures, halving their size bonus to AC, rounded down, to a minimum of 0.
Fowling guns use Shot and Powder as ammunition.
Martial Weapons
{table=head]Name|Cost|Damage(M)|Damage(S)|Crit|Range|Damage Type|Weight
Wallgun|125|3d8|3d6|x3|600 feet|Piercing|18 pounds
Wallgun Round(1)|1|-|-|-|-|-|1/4 pound
Revolver Carbine|100|2d6|1d8|x3|100 feet|Piercing|8 pounds
Double Barreled Shotgun|50|2d6|1d8|19-20|80 feet|Piercing|9 pounds
Breach Loading Rifle|80|2d8|1d10|x3|200 feet|Piercing|8 pounds
Revolver|30|1d12|1d8|x3|60 feet|Piercing|3 pounds
Rifle Cartridges (6)|1|-|-|-|-|Piercing|1/16 pound
Shotgun Shell(8)|3|-|-|-|-|Piercing|1/8 pounds
[/table]
Wallgun (http://en.wikipedia.org/wiki/Wall_gun)
Almost five feet in length, the four-bore flintlock wallgun is best compared to a primitive sniper rifle, or perhaps a particularly small cannon. Wallguns cannot be fired without first spending a round setting it up on a mount of some sort, normally the edge of a wall, an enormous bipod, or a brave volunteer with a strong shoulder. In addition it requires a full round to clean and reload the musket after a shot, a standard action if the wielder has a BAB of +3 or more.
Revolver Carbine
Just over three feet long, the Revolver Carbine has become a favorite of professional cavalry forces, high end mercenaries and would-be adventurers in the year and a half since its introduction onto the modern battlefield. Shorter than a proper rifle, the Carbine trades off range and damage for portability and the ability to fire off a full six rounds before being forced to reload. The short length of a carbine means that one takes no penalties for firing it mounted and may fire it with one hand at a -2 penalty.
A revolver carbine takes a move action to reload.
Double Barreled Shotgun
A favorite of soldiers who expect to get...intimate with their opponents, the Double Barreled Shotgun takes advantage of experimental, still expensive boxlocks in order to turn the fowling guns of old into a weapon of their own. In addition to being able to spray someone with shot one barrel at a time, a double barrel shotgun can be used for a Two Barrel Special, firing both barrels at a target, albeit, with a 15 foot range increment and at -3 to hit on both attacks. The Two Barrel Special does not provoke attacks of opportunity, even when fired in melee. Like all shotguns, the double barrel halves size bonuses to AC, rounded down, to a minimum of 0.
It takes a move action to reload both barrels.
Breach Loading Rifle
A favorite among infantrymen for particularly well to do barons or elite mercenary companies, the Breach Loader's long range and excellent penetration capabilities make it a truly fearsome weapon on any battlefield. Unfortunately, it must be reloaded (as a move action) after every shot, making it decidedly less popular with adventurers who must deal with awkwardly short-ranged combat against creatures that often will not give them time to reload.
The ammunition for the Breach Loading Rifle and Revolver Carbine are interchangeable.
Revolvers:
The big problem with pistols is that they just take too long to reload. The cap-and-ball revolver mitigates this problem by being loaded with six to eight rounds, depending on the model.
Revolvers take three minutes to reload, have a base ammunition capacity of six, which can be increased by one for ten gold, to a maximum of eight. They use ball and powder ammunition. They are mostly used by officers in various militaries.
Exotic Weapons
{table=head]Name|Cost|Damage(M)|Damage(S)|Crit|Range|Weight
Anadi Wallgun|500|3d8|2d8|19-20/x3|600 feet|20 pounds
Ereen Triple Shotgun|450|3d4|1d10|18-20|100 feet*|12 pounds
Tothik Rifle|175|2d8|1d10|x3|300 feet|10 pounds
Tothik Ammunition(10)|3|-|-|-|-|1/8 pounds
Brindoli Double Action|100|2d6|1d10|x3|100 feet|2 pounds
Revolver Ammunition(9)|2|-|-|-|-|1/8 pounds
[/table]
Anadi Wallgun
An Anadi wallgun is a massive, two yard long breach-loading rifle developed as an emplaced defensive cannon by Anadi Firearms (Owned by the Anadi clan of Blackspawn Raiders). It uses experimental percussion-cap technology in order to greatly decrease reload time compared to traditional flintlock wallguns. It is treated like a normal wallgun in terms of mounting, but only requires a move action (lessened to being part of an attack if the reload time is reduced in any way) to reload, in addition, due to its relative rarity and the nascent nature of alchemical and arcane research involving it alchemical ammunition for the wallgun costs twice as much. Wallguns ignore DR and armor bonuses under 5, and ignore cover that does not provide concealment.
Anadi Sights may be attached to Anadi Wallguns for a hundred and fifty gold, increasing the range increment by fifty feet, and increasing the critical threat range to 18-20.
Ereen Triple Shotgun
Showcasing the Ereen disregard for things like 'subtlety', 'finesse' and 'care for collateral damage', this three-barreled Elvish Shotgun is an absolute monster to face on the battlefield. Produced by Ereen Heavy Industries, the elvish hand-cannons are all personalized for their purchaser, meaning that each and every one is either enchanted or masterwork, and they all have room for two weapon augmentation crystals. In addition, they fire fragmentation rounds instead of shot, resulting in greater accuracy than most shotguns.
Like the double barrel, the Ereen may choose to unleash all of its barrels in a blast best described as 'cataclysmic'. The Ereen Triple Barrel Special is made at -2 per shot instead of minus three, and if it hits, everyone in a 5 foot radius of the impact zone must save versus half the damage of the shot as the fragmentation rounds detonate spectacularly. Only one of the Ereen's rounds per special detonate. It takes a move action to reload an Ereen. Like all shotguns, Ereen's halve the size bonus to AC of creatures they target, rounded down to a minimum of 0.
Tothik Rifle:
The Tothik, like most hobgoblin-made weapons, is efficient, powerful and absolutely cutting edge. Originally made as an air combat carbine, the lever-action Tothik swiftly became popular among mercenaries, adventurers and airship crews for its 13-round tubular magazine, high-grade attachments, and absolutely unprecedented rate of fire.
Like other carbines, the Tothik may be fired one-handed at a -2 penalty, and doesn't suffer penalties due to firing while mounted. In addition, Dar'Aan Gunworks has released modular modifications for high-end Tothiks, allowing for Masterwork Tothiks to be upgraded with a variety of add-ons, including extra weapon augmentation crystal slots, expanded magazines and a modified receiver to remove the penalty for using alchemical rounds.
Many forces, especially those serving more powerful gods, are wary of the Tothik due to allegations that its sole producer, Dar'Aan Gunworks, has sympathies with masters of the Shattered Armillary discipline. Certainly, Orthak Tun's victory in his duel against Jorvan Selik, a very high ranking cleric of Pelor, with a Tothik hasn't helped the manufacturer's reputation.
Brindoli Double Action: