Weapons of the Planes

Weapons of the Vietgnome

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Mak, One Handed - 1d4 1d6 20/x3 - 2 lb. Slashing
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Mak, Two Handed - 1d6 1d10 19-20/x3 - 5 lb. Slashing

Unless otherwise noted, Gnomish weapons are considered exotic for outsiders. The Simple or Martial category only applies to native gnomes.

Grenades Damage
Direct Hit
Damage
Splash
Range Increment Blast Radius Weight
Pipe Bomb, Small Bamboo 1d4 1d2 10 ft. 5 ft. 1/4 lb.
Pipe Bomb, Medium Bamboo 1d8 1d4 10 ft. 5 ft. 1/2 lb.
Pipe Bomb, Large Bamboo 2d6 1d8 10 ft. 10 ft. 1 lb.

There are two basic types of these weapons. One makes use of an improvised fuse – this is the more common. The less common
makes use of captured detonators.

  • Misfires, Fuse : These have a 20% chance to malfunction, requiring a 1d4 roll. On a 1, the weapon detonates in the user’s hands. On a
    2, the fuse goes out and the weapon fails to detonate. On a 3-4, the weapon detonates 1d4 rounds after impact.
  • Misfires, Detonator : These have a 10% chance to malfunction, requiring a 1d4 roll. On a 1, the weapon detonates in the user’s hands. On a
    2-4, the weapon detonates 1d4 rounds after impact.
  • Returning Ordinance : An unexploded grenade can be grabbed and hurled away, but this is risky. If the grenade is due to go off in that
    round, it does so when it is picked up and before it is thrown.
Traps
Traps Damage
Direct Hit
Damage
Splash
Area of Effect Save DC Disarm DC
Base
IED, Small Bamboo 1d6 1d4 5 ft. Reflex 12 16
IED, Medium Bamboo 2d6 1d8 10 ft. Reflex 15 14
IED, Large Bamboo 5d4 2d6 10 ft. Reflex 18 12
  • Bamboo IED’s generally consist of a captured gunpowder charge held in a variably sized and constructed bamboo container. They are generally
    detonated by tripwire and ignited by use of a captured lock or an improvised domestic flint system.
Mechanism Misfire Chance Disarm DC
Captured Flintlock 10% +3
Captured Gnomelock 5% 6/2
Improvised Flint 25% +4
  • Captured Gnomelocks – The first value applies to those unfamiliar with the mechanism.

Weapons of the Dwarves

Firearms Cost Damage Critical Range Increment Weight Type
Small
Flintlock Pistol, Light N/a 1d10 x3 20 Feet 2 Pounds Piercing
Flintlock Pistol, Heavy N/a 2d6 x3 20 Feet 2.5 Pounds Piercing
Flintlock Pistol, Double N/a 1d10 x3 20 Feet 3.5 Pounds Piercing
Gnomelock Pistol, Light N/a 1d10 x3 20 Feet 1.5 Pounds Piercing
Wheel-lock Pistol, Light N/a 1d10 x3 20 Feet 2 Pounds Piercing
Medium
Flintlock Blunderbuss N/a 1d10 x3 15 Feet 6 Pounds Piercing
Flintlock Carbine N/a 2d8 x3 40 Feet 7 Pounds Piercing
Gnomelock Trench Gun N/a 2d4 x3 20 Feet 8 Pounds Piercing
Gnomelock Tunnel Gun N/a 2d6 x3 40 Feet 7 Pounds Piercing
Dwarven Rifle-Musket N/a Musket – 2d8
Rifle – 2d8
x3
19-20/x3
60 Feet
120 Feet
10 Pounds Piercing
Dwarven Tunnel Gun N/a Case Shot – 4d4
Ball – 5d6
19-20/x3
x3
40 Feet
120 Feet
50 Pounds Piercing

Flintlock Blunderbuss – This weapon functions normally, except that it hits everything in a 15 foot line from the wielder.

Gnomelock Trench Gun – This weapon fires similarly to the blunderbuss, striking everything in a 20 foot line from the wielder. It also benefits from a four round magazine and a primitive pump action, allowing a user with sufficient attack bonus to fire twice in a round.

Reloading Times
Type of Firearm Reload Time Rapid Reload
or DC20 Munitions Check
Rapid Reload and
DC20 Munitions Check
Flintlock or
Wheelock
1 Full Round Standard Action Move-equivalent Action
Gnomelock, Muzzle-Loader 1 Full Round Standard Action Move-equivalent Action
Gnomelock, Breech-Loader Standard Action Move-equivalent Action Swift Action
  • 1 Full Round – The firearm is reloaded just before the beginning of the character’s turn in the round after the character began reloading.
    The character can act normally the round the reloading is completed.
Misfire Chart
1d20 Result
1-5 Weapon fires normally, but probably misses since the attack roll was a natural 1.
6-9 For one reason or another, the charge fails to ignite. The weapon can be fired again without having to reload.
10-12 The charge is not sufficient to propel the round far enough to hit the target. The shot is wasted.
13-15 The weapon jams. It takes 1d4 full round actions to clear the jam before the weapon can be used again.
16-18 The barrel becomes fouled with powder residue. It takes 3d10 minutes to clean the weapon so it can be used again.
19-20 The weapon explodes, inflicting normal damage to its user. The weapon must be repaired or replaced.

Subtract one from the d20 roll when using a Masterwork weapon. Subtract one from the d20 roll when using a Gnomelock weapon.
An enchanted firearm will not explode from a misfire (treat such results as fouled).

Grenades Damage
Direct Hit
Damage
Splash
Range Increment Blast Radius Weight
Explosive, Small 2d6 1d6 10 ft. 5 ft. 1/2 lb.
Explosive, Medium 4d6 2d4 10 ft. 10 ft. 1 lb.
Explosive, Large 6d6 2d6 10 ft. 15 ft. 2 lb.
Incendiary, Small 2d6 1d6 10 ft. 5 ft. 1 lb.
Incendiary, Medium 3d6 2d6 10 ft. 10 ft. 1.5 lb.
Incendiary, Large 4d6 3d6 10 ft. 15 ft. 2 lb.
Smoke N/a N/a 10 ft. 20 ft. 1 lb.
Orcish Ale 1d4 1 5 ft. 5 ft. 1 lb.
Boomshine 6d6 4d6 10 ft. 5 ft. 2 lb.
  • Misfires : There is a base 5% chance of the timing mechanism on any grenade being faulty. If so, roll a 1d4. On a 1, the grenade goes off
    prematurely, detonating in the hands of the user. On a 2-4, the grenade detonates 1d4 rounds after impact.
  • Returning Ordinance : An unexploded grenade can be grabbed and hurled away, but this is risky. If the grenade is due to go off in that
    round, it does so when it is picked up and before it is thrown.
  • Smoke Grenades : These grenades produce a thick, roiling cloud of smoke over a 20-ft. radius, blocking vision and granting total concealment.
    A moderate wind disperses the smoke in four rounds and a strong wind disperses it in 1. Otherwise, it lasts 1d4+6 rounds.
  • Incendiary Grenades : Filled with alchemist’s fire, these grenades not only cause damage on explosion but also set fire to anything flammable
    caught in the blast radius.
  • Orcish Ale : A euphemistic term for a wide variety of crude, improvised explosive devices, generally involving some sort of flammable liquid
    in an empty bottle with a lit rag as the trigger. Igniting the rag is a standard action. They do little on impact, but can set fire to objects hit.
  • Boomshine : A masterpiece of CENSORED, combining the very greatest of brewing and siege-craft, Boomshine is responsible for winning nearly as many wars as Dwarven tact is responsible for starting (-Dubious. Original research and slander!).
    Consisting of a delicate cocktail of CENSORED and CENSORED placed in a specially constructed container first designed by the siege-smith CENSORED in the year CENSORED, Boomshine is used both in grenade form and as an artillery projectile. (- Citation needed)
    WARNING : has been known to cause severe burns and start fires.

Weapons of the Planes

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