Firearms

All handguns require the feat Exotic Weapon Proficiency (Handgun) to be used proficiently, can be shot, but not loaded, with one hand at no penalty, and count as a one-handed weapon for the purposes of two-weapon fighting. When pistol-whipping, treat as a light mace one size smaller than the handgun (1d4/1d3 dmg, -2 to hit).

All longarms require both hands to load and fire, and are covered with the feat Exotic Weapon Proficiency (Longarm). When striking with the stock, treat as a heavy mace one size smaller than the longarm (1d6/1d4 dmg, -2 to hit).

Table: Firearms
Handguns Cost Dmg(S) Dmg(M) Critical Range Weight Type Max Cal.
Holdout Pistol 100 GP 1d4 1d6 19-20/x3 60 ft 2 lbs P +1
Repeating Pistol 250 GP 1d6 1d8 19-20/x3 100 ft 3 lbs P +3
Heavy Pistol 300 GP 1d8 2d6 19-20/x3 100 ft 3 lbs P +3
Longarms Cost Dmg(S) Dmg(M) Critical Range Weight Type Max Cal.
Repeating Rifle 400 GP 1d8 1d10 19-20/x3 150 ft 6 lbs P +5
Heavy Rifle 500 GP 1d10 2d8 19-20/x3 150 ft 6 lbs P +5
Double-barreled Rifle 300 GP 1d8 1d10 19-20/x3 100 ft 9 lbs P +3

Double-barreled Rifle: You can fire both barrels of the double rifle as a single attack roll at a -4 penalty; if the attack hits, the target takes damage from both bullets. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bullet. Loading both barrels of a double-barreled rifle is a full-round action that provokes attacks of opportunity.

Holdout Pistol: Loading a holdout pistol is a move action that provokes attacks of opportunity. A holdout pistol counts as a light weapon for the purposes of two-weapon fighting.

Heavy Pistol/Rifle: Loading a heavy firearm is a standard action that provokes attacks of opportunity.

Repeating Pistol/Rifle: Repeating firearms contain two five-shot canisters; one for bullets, and one for flashpowder. A bolt-action loads a charge of powder and a bullet simultaneously into the breach as a free action, allowing the gun to be used in a full-attack action. Reloading both of these canisters is a full round action that provokes attacks of opportunity; each canister can be reloaded individually as a standard action.

High Calibre Guns: All kinds of firearms can be constructed with a higher calibre rating to deal more damage, similar to having an above-average Strength score; this feature allows you to add the calibre bonus to damage, up to the maximum bonus indicated for the type of gun. Each point of calibre bonus granted by the bow adds 100 gp to its cost. If your Strength bonus does not equal the calibre bonus, you take a -4 penalty to hit on all attacks with a high calibre weapon.

Ammunition

Flashpowder costs 1 GP per charge and comes in canisters of 5 charges (5 GP), powderhorns of 50 charges (50 GP, weighs 1 lb), or casks of 1000 charges (1,000 GP, weighs 25 lbs).

A flashpowder bomb can be thrown with a range increment of 10 feet, explodes in a 10 foot radius, and does 1d6 damage (half fire, half bludgeoning) per 50 charges used to make it. (DC 15 Reflex save for half damage).

Bullets are 1 GP for 20 bullets, or 350 GP for 50 masterwork bullets.


Characters House Rules Locations Notable Items References

Firearms

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