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Sword, Long, Flintlock

Description
A marvel of enginuity, this weapon was specially and carefully designed to serve as two weapons at once, making it even more versatile. It was originally created by humanoids that enjoyed the firearms invented by the gnomes, but did not wish to waste time switching weapons during combat. It takes more time to master this weapon, but once proficient in a flintlock longsword one can engage in melee combat, and at any time fire a round from the handle as a flintlock (albeit with less accuracy than a non-sword flintlock). Thus it deals slashing damage, piercing damage, and launches firearm ammunition. Like the longsword the blade is three feet long, and the handle is half a foot long.

Weapon Material/Quality DMG (S-M/L) "To Hit" Bonus Chance of Dulling/Breaking Weight GP Cost & Modifier
Bronze (Poor Q.) 1-5 / 1-6 -1 After 5 Hits / On Nat 1-3 65 2
(Average Q.) 1-6 / 1-7 0 After 1 Battle / On Nat 1-2 65 4
(Great Q.) 1-7 / 1-8 0 After 1 Battle / On Nat 1 65 8
Reinforced Bronze (Poor Q.) 2-6 / 2-7 -1 After 1 Battle / On Nat 1.80 70 5
(Average Q.) 2-7 / 2-8 0 After 2 Battles / On Nat 1.70 70 11
(Great Q.) 3-8 / 3-9 0 After 3 Battles / On Nat 1.60 70 84
Iron (Poor Q.) 2-6 / 2-7 -1 After 3 Battles / On Nat 1.70 60 7
(Average Q.) 2-7 / 2-8 0 After 3 Battles / On Nat 1.60 60 15
(Great Q.) 3-8 / 3-9 0 After 3 Battles / On Nat 1.50 60 130
Black Iron (Poor Q.) 2-7 / 2-8 -1 After 3 Battles / On Nat 1 108 30
(Average Q.) 4-9 / 4-10 +1 After 5 Battles / On Nat 1.10 108 2,280
(Great Q.) 4-9 / 4-10 +2 After 6 Battles / On Nat 1.01 108 3,780
Steel (Poor Q.) 2-6 / 2-7 -1 After 4 Battles / On Nat 1.50 60 15
(Average Q.) 3-8 / 3-9 0 After 4 Battles / On Nat 1.30 60 260
(Great Q.) 4-9 / 4-10 +1 After 4 Battles / On Nat 1.15 60 1,520
Maroite (Poor Q.) 2-7 / 2-8 0 After 3 Battles / On Nat 1.50 50 30
(Average Q.) 2-7 / 2-8 0 After 2 Battles / On Nat 1.25 50 60
(Great Q.) 3-8 / 3-9 +1 After 2 Battles / On Nat 1.10 50 4,320
Mithril (Poor Q.) 2-7 / 2-8 0 After 10 Battles / On Nat 1.05 40 30
(Average Q.) 4-9 / 4-10 +1 N/A / On Nat 1.01 40 4,560
(Great Q.) 5-10 / 5-11 +2 N/A / N/A 40 8,520
Adamantine (Poor Q). 3-8 / 3-9 +1 N/A / On Nat 1.01 100 5,280
(Average Q.) 5-10 / 5-11 +2 N/A / N/A 100 11,360
(Great Q.) 6-11 / 6-12 +3 N/A / N/A 100 17,120


Material/Quality:This column dictates which rows belong to which materials, and their quality which adjusts the statistics of said material (for original statistics straight from the player/dm manual look at iron, average quality). Bronze is Very Rare. Reinforced Bronze is Rare. Iron is Common. Black Iron is Rare. Steel is Uncommon. Maroite, Mithril and Adamantine are all extremely rare (with mithril more rare than maroite, and adamantine more rare than mithril). Bronze cannot hold enchantments up to +1, only very minor enchantments. Reinforced bronze as well. Iron can be enchanted up to +1. Black Iron as well (black iron can only be used by those with a minimum of 17+ strength). Steel can be enchanted up to +2. Maroite can be enchanted up to +3. Mithril can be enchanted up to +4. Adamantine can be enchanted up to +5. Poor quality reduces max enchant by -1, and great quality increases it by +1.

Damage vs. Small-Medium/Large: This column shows the damage the weapon will deal (left half against small and medium sized monsters, the right half against large sized monsters). The damage show automatically includes the damage modifier granted by both material and quality of the weapon (for original statistics from the player/dm manual look at iron, average quality). It does not include any bonus from magic enchantments.

"To Hit" Bonus: This column shows the bonus or penalty granted by the weapon that modifies the d20 roll made when attacking. The bonus does not include any magical bonuses.

Chance of Dulling/Breaking: This column shows the chance of weapon dulling or breaking (left half is dulling, right half is breaking). After specified number of hits/battles a saving throw for the weapon is made. If it saves the next roll is made at -1 cumulatively. If it fails it's -1 dmg, -1 "to hit" afterwards. If it fails a second time it's -3 dmg, -2 "to hit". If it fails a third time it's 1-2 dmg (max) and -4 "to hit" until it's repaired. If when rolling to hit an enemy it lands on the number indicated on the right half of the column (whole number not decimal) the DM rolls a percentile (decimal) to see if it breaks or not. If it doesn't, the next time rolls at -5% cumulatively. If it 'breaks' it cracks and damages, increasing the d20 chance by 2 (nat 1 to nat 1-3). The second time it cracks further (nat 1-3 to nat 1-5), and the third time the weapon breaks. Until then it's repairable.

GP Weight: This column shows the estimated weight of the weapon, modified by material (for original weight view iron, average quality). The weight is gp standard (1 gp is 0.1 lbs).

Cost: This is the cost of the weapon (for original cost view iron, average quality). The cost of the weapon is modified by the material, the quality of the weapon, and for every +1 dmg, and +1 "to hit".


Small Range Medium Range Long Range Ammunition DMG Jam/Backfire Chance Maximum Rounds / Rate of Fire
10 Ft. and below 20-39 Ft. 40 Ft. and above Flintlock Bullets Nat 1.11-00 / Nat 1.10 Holds 2 Bullets
No penalty -3 "To Hit" -5 "To Hit" 2-8 dmg Backfire dmg: 1-2 Fires at rate of 2 bullets/round


Range Penalties: Penalties are applied if the opponent fired at is within this field of range.
Jam & Backfire: Ammunition Jamming prevents further use of firearm. Cannot fix during combat, as it requires concentration. Firearm backfiring indicates the bullet does not fire, and instead sparks the gunpowder in a manner it shouldn't, causing a minor explosion. This automatically adds 1 "break" to the sword, and permanently destroys the firearm.


Opponent's Armor Class "To Hit" Melee / STR Adjustment "To Hit" Ranged / DEX Adjustment
0 -4 -4
1 -3 -4
2 -2 -3
3 -1 -3
4 0 -2
5 0 -2
6 0 -1
7 0 -1
8 0 -1
9 +1 +1
10 +2 +1


This table shows what modifier your "To Hit" (d20 roll when attacking) will be based on your opponent's AC on that attack. Therefore if your opponent's AC is 5, you would apply the modifier on AC 5 to your roll, whether it's a penalty or modifier. The Melee column is for blade attacks, and the Ranged column is for firearm attacks.

Created by

Telemindred.

Statblock Type

Adventure Gear

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