Dwarven Special Weapons
Matchlock Smooth-bore Rifle - Two-handed superior ranged weapon
Damage: 1d12
Proficiency: +2
Range: 15/30
Weight: 8 lbs
Price: 30 gp
Group: Firearm
Properties: High crit, load rest, brutal 2, critical miss self damage, rain critical miss 1-3
The rifle is a two-handed firearm with a tightly bored end. It is loaded with round or cylindrical shot. The weapon takes a long time to load, and must be reloaded out of combat. Matchlocks are dangerous, and have been known to explode instead of fire-- doubly so in the rain.
Blunderbuss - Two-handed superior ranged weapon
Damage: 1d8
Proficiency: +2
Range: 10
Weight: 8 lb.
Price: 30 gp
Group: Firearm
Properties: High crit, load rest, burst 1, critical miss self damage, rain critical miss 1-3
The blunderbuss is a two-handed firearm with a wide, sometimes flared barrel. It is can be loaded lead shot, nails or even coins, and these can hit several targets (burst 1). The weapon takes a long time to load, and must be reloaded out of combat. It takes ten "bullets" to fire a blunderbuss. Matchlocks are dangerous, and have been known to explode instead of fire-- doubly so in the rain.
Matchlock Pistol - One-handed superior ranged weapon
Damage: 1d10
Proficiency: +2
Range: 3/15
Weight: 3 lb.
Price: 40 gp
Group: Firearm
Properties: High crit, load full, critical miss self damage, rain critical miss 1-3
A matchlock pistol is a marginally smaller weapon than either the rifle or blunderbuss. It is about two feet in length and can only be hidden under a robe, greatcoat or similarly voluminous garments. They are not very accurate. Due to the smaller size, it is marginally easier to reload than other firearms, merely taking a full round of actions. Matchlocks are dangerous, and have been known to explode instead of fire-- doubly so in the rain.
Tarrasque Material Equipment
Tarrasque-Carapace Armor of Reflection +4
Heavy Armor
Base AC: 12
Enhancement Bonus: +4
Special: Reflection - If missed by a ranged attack, make an immediate attack at any target within a 180degree arc of the attacker, using the same attack that missed you, at a -1 penalty. (-5 for trick shot, +4 for enhancement bonus of armor)
Tarrasque-Carapace Shield of Reflection +4
Heavy Shield
Base AC: +4
Enhancement Bonus: +4
Special: Reflection - If missed by a ranged attack, make an immediate attack at any target within a 180degree arc of the attacker, using the same attack that missed you, at a +4 bonus.
Tarrasque-Leather Armor +4
Light Armor
Base AC: 6
Enhancement Bonus: +4
Special: Regeneration - Second Wind becomes an At-Will power for you, and can be activated as a minor action.
No cloth armor can be made directly out of the Tarrasque. However, infusing a robe with various chemicals extracted from the Tarrasque's organs can allow the following enchantment:
Robes of the Tarrasque's Rage +4
Enhancement Bonus: +4
Special: Enhancement bonus applies to all 4 defenses.
Encounter, Minor Action Add the Robe's enhancement bonus to attack rolls and damage this turn. Damage dealt by you this turn cannot be resisted, immunities are treated as if Resist Half instead, and Absorb is treated as merely immune.
Other Materials
Orichalcum
Orichalcum, sometimes known as star metal, is a superdense coppery red metal, that is the raw material of dying stars. These dying stars cool over time, eventually being reduced to a solid ball of very dense metal. This metal is coveted by immortal metalsmiths and artisans for both its durability and beauty.
Pure orichalcum is more than two million times heavier than steel. As such few beings have the requisite strength to wield such items. Often however, items are forged with only a fraction of their mass composed of orichalcum, tailor made to a given warrior's strength level. Adamantine is used as the secondary metal for the alloy. The following table lists the weight modifier for seven different ratios of orichalcum purity, as well as the minimum strength required to use such items. (Cost modifiers to be provided on request)
Weapons fashioned from pure orichalcum have their base damage increased by a factor of 12, acting as if it was a weapon 7 size categories larger, and require an amount of strength per a creature 7 size categories larger. (Using numbers directly from 3.5e here... let me know if you think there should be a conversion factor) They also ignore hardness 200 or lower, and attacks with even a medium sized weapon will cause a shockwave, destroying non-magical objects within a burst 7 radius and potentially knocking creatures prone if they fail a skill check (DC=Attack Bonus). Weapons made from orichalcum / adamantine alloys have similar, but reduced effects.
Armor fashioned from pure orichalcum provides Resist: Weapon, Force. ("Weapon" meaning Slashing, Peircing, and Bludgeoning type damage) It also makes it harder to be force moved-- any forced movement is reduced by its Natural Bonus.
![Image](http://i195.photobucket.com/albums/z60/fieari/orichalcum_zpsbcb750d8.png)
Alchemical Special Weapons
Bottled Naptha, 25gp - Single-use grenade-like thrown weapon. Creates a 3x3 area zone of flames and fumes for 1d4 rounds. Any creature starting their turn in the zone takes 1d6 fire damage (2d6 paragon, 3d6 epic). A missed attack roll allows creatures "missed" to move 1 square as an immediate reaction-- this movement provokes opportunity strikes in both the origin and destination squares.
Bottled Firedamp, 50gp - Single-use grenade-like thrown weapon. Creates a 3x3 zone of flammable gas that dissipates after 1 round. Any fire damage dealt within the zone deals an additional 1d6 damage (2d6 paragon, 3d6 epic), pushes 1, and effects all creatures within the area of the firedamp.
Thunderstone, 25gp - Single-use grenade-like thrown weapon. Area Burst 1, fixed attack roll +6 vs Fort. Hit: Dazed. Critical: Stunned.
Acid Vial, 25gp - Single-use Ranged Attack. Hit: Ongoing 1d6 acid damage (2d6 paragon, 3d6 epic), save ends.