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| Patrick Draken-Korin10-29-06, 12:31 AM | Long First Post! With all new readable information on post #4 I’ve been working on these firearms for some time now, and deem them to be balanced or slightly underpowered in relation to core D&D. They are based off of alchemical firearms, though separate from Faerűnian smokepowder. The formula is that the heading weapons (revolvers) are the standard that adventurers and equivalent figures should have, then the alternate weapons are listed in order or least to greatest value/technology. Less advanced (and cheaper) firearms may be used by adventurers at low levels, but it’s expected for them to upgrade to revolvers (or autoloaders) rather than enhance crummy flintlocks. Advanced firearms (machine, dualshot and assault) should be rare; only extremely skilled craftsmen can make them, much like full plate. Simple.FA.1) Revolver Pistol: ranged, projectile; cost 80 Gp; 1d4 piercing damage; critical 20/x3; 30ft range increment; weighs 1lb; metal composition (10 hardness, 3 hp). • A revolver can hold multiple units of ammunition easily, allowing several shot in a single round. • The revolver pistol is a cartridge firearm; it is loaded with cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • The pistol (revolver, flintlock, breechloader, scatterspray, scattershot, autoloader, splintershot, machine, dualshot, assault) is a light firearm; it can be fired with only one hand, suffering no penalty. Using multiple light firearms is the same as other forms of multiweapon fighting. A light firearm can be used to make attacks of opportunity within it’s first range increment (ranged attacks of opportunity never threaten a critical). A light firearm doesn’t provokes attacks of opportunity when fired in melee and can be used while grappling (though a grapple check is required in order to make a ranged attack against a creature not in the grapple). • The pistol (revolver, flintlock, breechloader, scatterspray, scattershot, autoloader, splintershot, machine, dualshot, assault) can be used for melee combat as a light weapon; apply a -4 penalty on melee attacks made with a pistol (this penalty is reduced to -2 if the wielder is proficient with the club). Melee pistol attacks deal 1d3 damage and have a critical of 20/x2. • Loading a revolver pistol completely (6 cartridges) is a full-round action that provokes attacks of opportunity. Loading a single cartridge is a move action. The wielder of a revolver pistol can use a 6 cartridge speed-loader to load the weapon completely as a move action. • A revolver pistol fires cartridges. Only the cartridges affects damage reduction. • The revolver pistol is a complex-assembly weapon; the craft DC to create a revolver pistol is 15. • The flintlock pistol, breechloader pistol, scatterspray pistol, scattershot pistol, autoloader pistol, splintershot pistol, machine pistol, dualshot pistol and assault pistol each share weapon equivalencies with the revolver pistol. Simple.FA.1.1) Flintlock Pistol: cost 5 Gp; critical 20/x2; weighs 1-1/2lb; wood and metal composition (3/4lb metal barrel. 5 hardness, 2 hp). • The simplest firearm ever developed, flintlocks were made far earlier than revolvers but are now hardly ever used as they are such poor weapons. • The flintlock pistol is a flintlock firearm; it is loaded with a flintlock bullet and an ounce of blast powder. Flintlock firearms are impossible to fire underwater or in extremely wet conditions. • Loading a flintlock pistol requires two full-round actions that each provoke attacks of opportunity (powder loaded the first round; bullet loaded the second). • A flintlock pistol fires flintlock bullets (primed with an ounce of blast powder). Only the flintlock bullets affects damage reduction. Simple.FA.1.2) Breechloader Pistol: cost 10 Gp; weighs 1-1/2lb; wood and metal composition (3/4lb metal barrel. 5 hardness, 2 hp). • Breechloaders were an improvement over flintlocks as they are faster to reload, though still only capable of holding a single bullet. Masterwork breechloader pistols are also called dueling pistols. • The breechloader pistol is a blastcap firearm; it is loaded with a blastcap bullet and a blastcap. Blastcap firearms are impossible to fire underwater and difficult to fire in extremely wet weather; apply a -2 penalty on attacks. • Loading a breechloader pistol is a full-round action that provokes attacks of opportunity. The blastcap and bullet can each be loaded as separate move actions, but each of these provokes attacks of opportunity. • A breechloader pistol fires blastcap bullets (primed with a blastcap). Only the blastcap bullets affects damage reduction. If a flintlock bullet is used rather than a blastcap bullet, the critical is only 20/x2. Simple.FA.1.3) Scatterspray Pistol: cost 12 Gp; 1d6 piercing damage; weighs 2lb; wood and metal composition (1lb metal barrel. 5 hardness, 3 hp). • Scattersprays are alternatively developed breechloaders, produced to use scattershells. • The scatterspray pistol is a scattercharge firearm; it is loaded with a scattercharge. scattercharge firearms are impossible to fire underwater and difficult to fire in extremely wet weather; apply a -2 penalty on attacks. With a scattercharge firearm, every range increment reduces the damage dealt by 1 and increase the attack penalty by 4 (-1 damage and -4 attack per range increment, rather than the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a scatterspray pistol is a full-round action that provokes attacks of opportunity. • A scatterspray pistol fires scattercharges. Only the scattercharge affects damage reduction. Simple.FA.1.4) Scattershot Pistol: cost 40 Gp; 1d6 piercing damage; weighs 1-1/2lb; metal composition (10 hardness, 4 hp). • Scattershot firearms are equivalent to revolvers, though only capable of holding a single scattershell. • The scattershot pistol is a scattershot firearm; it is loaded with a scattershell. Scattershot firearms are impossible to fire underwater. With a scattershot firearm, every range increment reduces the damage dealt by 1 and increase the attack penalty by 3 (-1 damage and -3 attack per range increment, rather than the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a scattershot pistol is a move action that provokes attacks of opportunity. • A scattershot pistol fires scattershells. Only the scattershell affects damage reduction. • The scattershot pistol is a complex-assembly weapon; the craft DC to create a scattershot pistol is 15. Simple.FA.1.5) Autoloader Pistol: ranged, projectile, clip-loading; cost 140 Gp. • Autoloaders hold a clip of ammunition, producing a firearm superior to revolvers. • The autoloader pistol is a cartridge firearm; it is loaded with a clip of cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • Loading an autoloader pistol is a move action that provokes attacks of opportunity (a 10 cartridge clip). A clip can be filled at a rate of 5 cartridges per move action. • An autoloader pistol fires cartridges. Only the cartridges affects damage reduction. • The autoloader pistol is a complex-assembly weapon; the craft DC to create an autoloader pistol is 18. Simple.FA.1.6) Splintershot Pistol: ranged, projectile, clip-loading; cost 160 Gp; 1d6 piercing damage; weighs 1-1/2lb; metal composition (10 hardness, 4 hp). • Splintershot firearms are equivalent to autoloaders. • The splintershot pistol is a splintershot firearm; it is loaded with a clip of splintershells. Splintershot firearms can be fired underwater, though a -2 penalty is applied to attacks. With a splintershot firearm, every range increment reduces the damage dealt by 1 (-1 damage per range increment in addition to the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a splintershot pistol is a move action that provokes attacks of opportunity (a 6 splintershell clip). A clip can be filled at a rate of 3 splintershells per move action. • A splintershot pistol fires splintershell. Only the splintershell affects damage reduction. If scattershells are used rather than splintershells, there is an additional -1 penalty per range increment. • The splintershot pistol is a complex-assembly weapon; the craft DC to create a splintershot pistol is 18. Simple.FA.1.7) Machine Pistol: ranged, projectile, clip-loading; cost 300 Gp. • Machine firearms hold a larger clip of ammunition than autoloaders, but more importantly can expel ammunition faster to deal additional damage. • The machine pistol is an automatic cartridge firearm; it is loaded with a clip of auto-cartridges. Automatic cartridge firearms can be fired underwater, with no penalty. • As a martial weapon, the machine pistol can be used to deal additional damage by expelling ammunition faster (burstfire); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • Loading a machine pistol is a move action that provokes attacks of opportunity (a 20 auto-cartridge clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges). • A machine pistol fires auto-cartridges. Only the auto-cartridge affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire with the pistol. • The machine pistol is a complex-assembly weapon; the craft DC to create a machine pistol is 21. Simple.FA.1.8) Dualshot Pistol: ranged, projectile, clip-loading; cost 500 Gp 1d4 piercing damage (cartridges) or 1d6 piercing damage (splintershells); weighs 2lb; metal composition (10 hardness, 4 hp). • Dualshot firearms are a combination of machine and splintershot firearms, and allow either auto-cartridges or splintershells to be fired from the weapon. • The dualshot pistol is both an automatic cartridge firearm and a splintershot firearm; it can be loaded with a clip of auto-cartridges or a clip of splintershells. Automatic cartridge firearms can be fired underwater, with no penalty. Splintershot firearms can be fired underwater, though a -2 penalty is applied to attacks. With a splintershot firearm, every range increment reduces the damage dealt by 1 (-1 damage per range increment in addition to the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • As a martial weapon, the dualshot pistol can be used to deal additional damage by expelling ammunition faster (though only when firing auto-cartridges); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • Loading a dualshot pistol is a move action that provokes attacks of opportunity (either a 20 auto-cartridge clip or a 10 splintershell clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges) or 3 splintershells per move action. It isn’t possible to have a clip with both splintershells and cartridges mixed together. • A dualshot pistol fires either auto-cartridges or splintershells. Only the auto-cartridges or splintershells affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire with the pistol. If scattershells are used rather than splintershells, there is an additional -1 penalty per range increment. • The dualshot pistol is a complex-assembly weapon; the craft DC to create a dualshot pistol is 21. Simple.FA.1.9) Assault Pistol: ranged, projectile, clip-loading; cost 750 Gp; weighs 1-1/2lb; metal composition (10 hardness, 4 hp). • Assault firearms hold an even larger clip of ammunition than machine firearms, can expel ammunition faster to deal additional damage, and also can be used at a superior firing rate. • The assault pistol is an automatic cartridge firearm; it is loaded with a clip of auto-cartridges. Automatic cartridge firearms can be fired underwater, with no penalty. • As a martial weapon, the assault pistol can be used to deal additional damage by expelling ammunition faster (burstfire); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • As an exotic weapon, the assault pistol can be used with an increased rate of fire (rapidfire); using rapidfire during a full attack, the wielder can make a single additional attack (at the wielder’s full bab) with the pistol, but it takes a -2 penalty on all attacks. If the wielder has the Rapidfire feat it only takes a -1 penalty for using rapidfire). Rapidfire can be used without exotic proficiency, but the -4 non-proficiency penalty applies. • Burstfire and rapidfire can’t be used together in the same round; one or the other only. • Loading an assault pistol is a move action that provokes attacks of opportunity (a 25 auto-cartridge clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges). • An assault pistol fires auto-cartridges. Only the auto-cartridge affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire or rapidfire with the pistol. • The assault pistol is a complex-assembly weapon; the craft DC to create a assault pistol is 24. Simple.FA.2) Revolver Carbine: ranged, projectile; cost 110 Gp; 1d6 piercing damage; critical 20/x3; 60ft range increment; weighs 2lb; metal composition (10 hardness, 4 hp). • A revolver can hold multiple units of ammunition easily, allowing several shot in a single round. • The revolver carbine is a cartridge firearm; it is loaded with cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • The carbine (revolver, flintlock, breechloader, scatterspray, scattershot, autoloader, splintershot, machine, dualshot, assault) is a medium firearm; it can be fired with only one hand, with a -2 penalty on all attacks. If multiple medium or heavy firearms are fired together (multiweapon fighting), the attack penalties are cumulative and apply to all attacks. A medium firearm doesn’t provokes attacks of opportunity when fired in melee and can be used while grappling (though a grapple check is required to make a ranged attack against a creature not in the grapple, with a -2 penalty on the check). • The carbine (revolver, flintlock, breechloader, scatterspray, scattershot, autoloader, splintershot, machine, dualshot, assault) can be used for melee combat as a one-handed weapon; apply a -4 penalty on melee attacks made with a carbine (this penalty is reduced to -2 if the wielder is proficient with the club or tetsubo). Melee carbine attacks deal 1d4 damage and have a critical of 20/x2. • Loading a revolver carbine completely (6 cartridges) is a full-round action that provokes attacks of opportunity. Loading a single cartridge is a move action. The wielder of a revolver carbine can use a 6 cartridge speed-loader to load the weapon completely as a move action. • A revolver carbine fires cartridges. Only the cartridges affects damage reduction. • The revolver carbine is a complex-assembly weapon; the craft DC to create a revolver carbine is 15. • The flintlock carbine, breechloader carbine, scatterspray carbine, scattershot carbine, autoloader carbine, splintershot carbine, machine carbine, dualshot carbine and assault carbine each share weapon equivalencies with the revolver carbine. Simple.FA.2.1) Flintlock Carbine: cost 75 Sp; critical 20/x2; weighs 3lb; wood and metal composition (1-1/2lb metal barrel. 5 hardness, 3 hp). • The simplest firearm ever developed, flintlocks were made far earlier than revolvers but are now hardly ever used as they are such poor weapons. • The flintlock carbine is a flintlock firearm; it is loaded with a flintlock bullet and an ounce of blast powder. Flintlock firearms are impossible to fire underwater or in extremely wet conditions. • Loading a flintlock carbine requires two full-round actions that each provoke attacks of opportunity (powder loaded the first round; bullet loaded the second). • A flintlock carbine fires flintlock bullets (primed with an ounce of blast powder). Only the flintlock bullets affects damage reduction. Simple.FA.2.2) Breechloader Carbine: cost 15 Gp; weighs 3lb; wood and metal composition (1-1/2lb metal barrel. 5 hardness, 3 hp). • Breechloaders were an improvement over flintlocks as they are faster to reload, though still only capable of holding a single bullet. Masterwork breechloader carbines are also called dueling carbines. • The breechloader carbine is a blastcap firearm; it is loaded with a blastcap bullet and a blastcap. Blastcap firearms are impossible to fire underwater and difficult to fire in extremely wet weather; apply a -2 penalty on attacks. • Loading a breechloader carbine is a full-round action that provokes attacks of opportunity. The blastcap and bullet can each be loaded as separate move actions, but each of these provokes attacks of opportunity. • A breechloader carbine fires blastcap bullets (primed with a blastcap). Only the blastcap bullets affects damage reduction. If a flintlock bullet is used rather than a blastcap bullet, the critical is only 20/x2. Simple.FA.2.3) Scatterspray Carbine: cost 18 Gp; 1d8 piercing damage; weighs 4lb; wood and metal composition (2lb metal barrel. 5 hardness, 4 hp). • Scattersprays are alternatively developed breechloaders, produced to use scattershells. • The scatterspray carbine is a scattercharge firearm; it is loaded with a scattercharge. scattercharge firearms are impossible to fire underwater and difficult to fire in extremely wet weather; apply a -2 penalty on attacks. With a scattercharge firearm, every range increment reduces the damage dealt by 1 and increase the attack penalty by 4 (-1 damage and -4 attack per range increment, rather than the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a scatterspray carbine is a full-round action that provokes attacks of opportunity. • A scatterspray carbine fires scattercharges. Only the scattercharge affects damage reduction. Simple.FA.2.4) Scattershot Carbine: cost 55 Gp; 1d8 piercing damage; weighs 3lb; metal composition (10 hardness, 5 hp). • Scattershot firearms are equivalent to revolvers, though only capable of holding a single scattershell. • The scattershot carbine is a scattershot firearm; it is loaded with a scattershell. Scattershot firearms are impossible to fire underwater. With a scattershot firearm, every range increment reduces the damage dealt by 1 and increase the attack penalty by 3 (-1 damage and -3 attack per range increment, rather than the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a scattershot carbine is a move action that provokes attacks of opportunity. • A scattershot carbine fires scattershells. Only the scattershell affects damage reduction. • The scattershot carbine is a complex-assembly weapon; the craft DC to create a scattershot carbine is 15. Simple.FA.2.5) Autoloader Carbine: ranged, projectile, clip-loading; cost 190 Gp. • Autoloaders hold a clip of ammunition, producing a firearm superior to revolvers. • The autoloader carbine is a cartridge firearm; it is loaded with a clip of cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • Loading an autoloader carbine is a move action that provokes attacks of opportunity (a 20 cartridge clip). A clip can be filled at a rate of 5 cartridges per move action. • An autoloader carbine fires cartridges. Only the cartridges affects damage reduction. • The autoloader carbine is a complex-assembly weapon; the craft DC to create an autoloader carbine is 18. Simple.FA.2.6) Splintershot Carbine: ranged, projectile, clip-loading; cost 210 Gp; 1d8 piercing damage; weighs 3lb; metal composition (10 hardness, 5 hp). • Splintershot firearms are equivalent to autoloaders. • The splintershot carbine is a splintershot firearm; it is loaded with a clip of splintershells. Splintershot firearms can be fired underwater, though a -2 penalty is applied to attacks. With a splintershot firearm, every range increment reduces the damage dealt by 1 (-1 damage per range increment in addition to the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a splintershot carbine is a move action that provokes attacks of opportunity (a 10 splintershell clip). A clip can be filled at a rate of 3 splintershells per move action. • A splintershot carbine fires splintershell. Only the splintershell affects damage reduction. If scattershells are used rather than splintershells, there is an additional -1 penalty per range increment. • The splintershot carbine is a complex-assembly weapon; the craft DC to create a splintershot carbine is 18. Simple.FA.2.7) Machine Carbine: ranged, projectile, clip-loading; cost 400 Gp. • Machine firearms hold a larger clip of ammunition than autoloaders, but more importantly can expel ammunition faster to deal additional damage. • The machine carbine is an automatic cartridge firearm; it is loaded with a clip of auto-cartridges. Automatic cartridge firearms can be fired underwater, with no penalty. • As a martial weapon, the machine carbine can be used to deal additional damage by expelling ammunition faster (burstfire); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • Loading a machine carbine is a move action that provokes attacks of opportunity (a 30 auto-cartridge clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges). • A machine carbine fires auto-cartridges. Only the auto-cartridge affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire with the carbine. • The machine carbine is a complex-assembly weapon; the craft DC to create a machine carbine is 21. Simple.FA.2.8) Dualshot Carbine: ranged, projectile, clip-loading; cost 650 Gp 1d6 piercing damage (cartridges) or 1d8 piercing damage (splintershells); weighs 3lb; metal composition (10 hardness, 5 hp). • Dualshot firearms are a combination of machine and splintershot firearms, and allow either auto-cartridges or splintershells to be fired from the weapon. • The dualshot carbine is both an automatic cartridge firearm and a splintershot firearm; it can be loaded with a clip of auto-cartridges or a clip of splintershells. Automatic cartridge firearms can be fired underwater, with no penalty. Splintershot firearms can be fired underwater, though a -2 penalty is applied to attacks. With a splintershot firearm, every range increment reduces the damage dealt by 1 (-1 damage per range increment in addition to the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • As a martial weapon, the dualshot carbine can be used to deal additional damage by expelling ammunition faster (though only when firing auto-cartridges); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • Loading a dualshot carbine is a move action that provokes attacks of opportunity (either a 30 auto-cartridge clip or a 14 splintershell clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges) or 3 splintershells per move action. It isn’t possible to have a clip with both splintershells and cartridges mixed together. • A dualshot carbine fires either auto-cartridges or splintershells. Only the auto-cartridges or splintershells affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire with the carbine. If scattershells are used rather than splintershells, there is an additional -1 penalty per range increment. • The dualshot carbine is a complex-assembly weapon; the craft DC to create a dualshot carbine is 21. Simple.FA.2.9) Assault Carbine: ranged, projectile, clip-loading; cost 900 Gp; weighs 3lb; metal composition (10 hardness, 5 hp). • Assault firearms hold an even larger clip of ammunition than machine firearms, can expel ammunition faster to deal additional damage, and also can be used at a superior firing rate. • The assault carbine is an automatic cartridge firearm; it is loaded with a clip of auto-cartridges. Automatic cartridge firearms can be fired underwater, with no penalty. • As a martial weapon, the assault carbine can be used to deal additional damage by expelling ammunition faster (burstfire); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • As an exotic weapon, the assault carbine can be used with an increased rate of fire (rapidfire); using rapidfire during a full attack, the wielder can make a single additional attack (at the wielder’s full bab) with the carbine, but it takes a -2 penalty on all attacks. If the wielder has the Rapidfire feat it only takes a -1 penalty for using rapidfire). Rapidfire can be used without exotic proficiency, but the -4 non-proficiency penalty applies. • Burstfire and rapidfire can’t be used together in the same round; one or the other only. • Loading an assault carbine is a move action that provokes attacks of opportunity (a 40 auto-cartridge clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges). • An assault carbine fires auto-cartridges. Only the auto-cartridge affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire or rapidfire with the carbine. • The assault carbine is a complex-assembly weapon; the craft DC to create a assault carbine is 24. Simple.FA.3) Revolver Longarm: ranged, projectile; cost 150 Gp; 1d10 piercing damage; critical 20/x3; 90ft range increment; weighs 3lb; metal composition (10 hardness, 5 hp). • A revolver can hold multiple units of ammunition easily, allowing several shot in a single round. • The revolver longarm is a cartridge firearm; it is loaded with cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • The longarm (revolver, flintlock, breechloader, scatterspray, scattershot, autoloader, splintershot, machine, dualshot, assault) is a heavy firearm; it can be fired with only one hand, with a -4 penalty on all attacks. If multiple medium or heavy firearms are fired together (multiweapon fighting), the attack penalties are cumulative and apply to all attacks. • The longarm (revolver, flintlock, breechloader, scatterspray, scattershot, autoloader, splintershot, machine, dualshot, assault) can be used for melee combat as a two-handed weapon; apply a -4 penalty on melee attacks made with a longarm (this penalty is reduced to -2 if the wielder is proficient with the club or greatclub). Melee longarm attacks deal 1d6 damage and have a critical of 20/x2. • Loading a revolver longarm completely (8 cartridges) is a full-round action that provokes attacks of opportunity. Loading a single cartridge is a move action. The wielder of a revolver longarm can use a 8 cartridge speed-loader to load the weapon completely as a move action. • A revolver longarm fires cartridges. Only the cartridges affects damage reduction. • The revolver longarm is a complex-assembly weapon; the craft DC to create a revolver longarm is 15. • The flintlock longarm, breechloader longarm, scatterspray longarm, scattershot longarm, autoloader longarm, splintershot longarm, machine longarm, dualshot longarm and assault longarm each share weapon equivalencies with the revolver longarm. Simple.FA.3.1) Flintlock Longarm: cost 10 Gp; critical 20/x2; weighs 4lb; wood and metal composition (2lb metal barrel. 5 hardness, 4 hp). • The simplest firearm ever developed, flintlocks were made far earlier than revolvers but are now hardly ever used as they are such poor weapons. • The flintlock longarm is a flintlock firearm; it is loaded with a flintlock bullet and an ounce of blast powder. Flintlock firearms are impossible to fire underwater or in extremely wet conditions. • Loading a flintlock longarm requires two full-round actions that each provoke attacks of opportunity (powder loaded the first round; bullet loaded the second). • A flintlock longarm fires flintlock bullets (primed with an ounce of blast powder). Only the flintlock bullets affects damage reduction. Simple.FA.3.2) Breechloader Longarm: cost 20 Gp; weighs 4lb; wood and metal composition (2lb metal barrel. 5 hardness, 4 hp). • Breechloaders were an improvement over flintlocks as they are faster to reload, though still only capable of holding a single bullet. Masterwork breechloader longarms are also called dueling longarms. • The breechloader longarm is a blastcap firearm; it is loaded with a blastcap bullet and a blastcap. Blastcap firearms are impossible to fire underwater and difficult to fire in extremely wet weather; apply a -2 penalty on attacks. • Loading a breechloader longarm is a full-round action that provokes attacks of opportunity. The blastcap and bullet can each be loaded as separate move actions, but each of these provokes attacks of opportunity. • A breechloader longarm fires blastcap bullets (primed with a blastcap). Only the blastcap bullets affects damage reduction. If a flintlock bullet is used rather than a blastcap bullet, the critical is only 20/x2. Simple.FA.3.3) Scatterspray Longarm: cost 25 Gp; 1d12 piercing damage; weighs 5lb; wood and metal composition (3lb metal barrel. 5 hardness, 5 hp). • Scattersprays are alternatively developed breechloaders, produced to use scattershells. • The scatterspray longarm is a scattercharge firearm; it is loaded with a scattercharge. scattercharge firearms are impossible to fire underwater and difficult to fire in extremely wet weather; apply a -2 penalty on attacks. With a scattercharge firearm, every range increment reduces the damage dealt by 1 and increase the attack penalty by 4 (-1 damage and -4 attack per range increment, rather than the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a scatterspray longarm is a full-round action that provokes attacks of opportunity. • A scatterspray longarm fires scattercharges. Only the scattercharge affects damage reduction. Simple.FA.3.4) Scattershot Longarm: cost 72 Gp; 1d12 piercing damage; weighs 4lb; metal composition (10 hardness, 6 hp). • Scattershot firearms are equivalent to revolvers, though only capable of holding a single scattershell. • The scattershot longarm is a scattershot firearm; it is loaded with a scattershell. Scattershot firearms are impossible to fire underwater. With a scattershot firearm, every range increment reduces the damage dealt by 1 and increase the attack penalty by 3 (-1 damage and -3 attack per range increment, rather than the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a scattershot longarm is a move action that provokes attacks of opportunity. • A scattershot longarm fires scattershells. Only the scattershell affects damage reduction. • The scattershot longarm is a complex-assembly weapon; the craft DC to create a scattershot longarm is 15. Simple.FA.3.5) Autoloader Longarm: ranged, projectile, clip-loading; cost 250 Gp. • Autoloaders hold a clip of ammunition, producing a firearm superior to revolvers. • The autoloader longarm is a cartridge firearm; it is loaded with a clip of cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • Loading an autoloader longarm is a move action that provokes attacks of opportunity (a 30 cartridge clip). A clip can be filled at a rate of 5 cartridges per move action. • An autoloader longarm fires cartridges. Only the cartridges affects damage reduction. • The autoloader longarm is a complex-assembly weapon; the craft DC to create an autoloader longarm is 18. Simple.FA.3.6) Splintershot Longarm: ranged, projectile, clip-loading; cost 280 Gp; 1d12 piercing damage; weighs 4lb; metal composition (10 hardness, 6 hp). • Splintershot firearms are equivalent to autoloaders. • The splintershot longarm is a splintershot firearm; it is loaded with a clip of splintershells. Splintershot firearms can be fired underwater, though a -2 penalty is applied to attacks. With a splintershot firearm, every range increment reduces the damage dealt by 1 (-1 damage per range increment in addition to the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a splintershot longarm is a move action that provokes attacks of opportunity (a 14 splintershell clip). A clip can be filled at a rate of 3 splintershells per move action. • A splintershot longarm fires splintershell. Only the splintershell affects damage reduction. If scattershells are used rather than splintershells, there is an additional -1 penalty per range increment. • The splintershot longarm is a complex-assembly weapon; the craft DC to create a splintershot longarm is 18. Simple.FA.3.7) Machine Longarm: ranged, projectile, clip-loading; cost 500 Gp. • Machine firearms hold a larger clip of ammunition than autoloaders, but more importantly can expel ammunition faster to deal additional damage. • The machine longarm is an automatic cartridge firearm; it is loaded with a clip of auto-cartridges. Automatic cartridge firearms can be fired underwater, with no penalty. • As a martial weapon, the machine longarm can be used to deal additional damage by expelling ammunition faster (burstfire); using burstfire expels 5 auto-cartridges per attack to deal an additional +1d6 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • Loading a machine longarm is a move action that provokes attacks of opportunity (a 40 auto-cartridge clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges). • A machine longarm fires auto-cartridges. Only the auto-cartridge affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire with the longarm. • The machine longarm is a complex-assembly weapon; the craft DC to create a machine longarm is 21. Simple.FA.3.8) Dualshot Longarm: ranged, projectile, clip-loading; cost 800 Gp 1d10 piercing damage (cartridges) or 1d12 piercing damage (splintershells); weighs 4lb; metal composition (10 hardness, 6 hp). • Dualshot firearms are a combination of machine and splintershot firearms, and allow either auto-cartridges or splintershells to be fired from the weapon. • The dualshot longarm is both an automatic cartridge firearm and a splintershot firearm; it can be loaded with a clip of auto-cartridges or a clip of splintershells. Automatic cartridge firearms can be fired underwater, with no penalty. Splintershot firearms can be fired underwater, though a -2 penalty is applied to attacks. With a splintershot firearm, every range increment reduces the damage dealt by 1 (-1 damage per range increment in addition to the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • As a martial weapon, the dualshot longarm can be used to deal additional damage by expelling ammunition faster (though only when firing auto-cartridges); using burstfire expels 5 auto-cartridges per attack to deal an additional +1d6 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • Loading a dualshot longarm is a move action that provokes attacks of opportunity (either a 40 auto-cartridge clip or a 18 splintershell clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges) or 3 splintershells per move action. It isn’t possible to have a clip with both splintershells and cartridges mixed together. • A dualshot longarm fires either auto-cartridges or splintershells. Only the auto-cartridges or splintershells affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire with the longarm. If scattershells are used rather than splintershells, there is an additional -1 penalty per range increment. • The dualshot longarm is a complex-assembly weapon; the craft DC to create a dualshot longarm is 21. Simple.FA.3.9) Assault Longarm: ranged, projectile, clip-loading; cost 1,200 Gp; weighs 4lb; metal composition (10 hardness, 6 hp). • Assault firearms hold an even larger clip of ammunition than machine firearms, can expel ammunition faster to deal additional damage, and also can be used at a superior firing rate. • The assault longarm is an automatic cartridge firearm; it is loaded with a clip of auto-cartridges. Automatic cartridge firearms can be fired underwater, with no penalty. • As a martial weapon, the assault longarm can be used to deal additional damage by expelling ammunition faster (burstfire); using burstfire expels 5 auto-cartridges per attack to deal an additional +1d6 damage. If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies. • As an exotic weapon, the assault longarm can be used with an increased rate of fire (rapidfire); using rapidfire during a full attack, the wielder can make a single additional attack (at the wielder’s full bab) with the longarm, but it takes a -2 penalty on all attacks. If the wielder has the Rapidfire feat it only takes a -1 penalty for using rapidfire). Rapidfire can be used without exotic proficiency, but the -4 non-proficiency penalty applies. • Burstfire and rapidfire can’t be used together in the same round; one or the other only. • Loading an assault longarm is a move action that provokes attacks of opportunity (a 60 auto-cartridge clip). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges). • An assault longarm fires auto-cartridges. Only the auto-cartridge affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire or rapidfire with the longarm. • The assault longarm is a complex-assembly weapon; the craft DC to create a assault longarm is 24. Simple.FA.4) Holdout gun: ranged, projectile; cost 60 Gp; 1d3 piercing damage; critical 20/x3; 20ft range increment; weighs 1/2lb; metal composition (10 hardness, 2 hp). • The holdout gun is a smaller version of the revolver pistol, made for easy concealment though it’s damage and range are poorer. • The holdout gun (normal and assassin’s) is a cartridge firearm; it is loaded with cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • The holdout gun (normal and assassin’s) is a light firearm; it can be fired with only one hand, suffering no penalty. Using multiple light firearms is the same as other forms of multiweapon fighting. A light firearm can be used to make attacks of opportunity within it’s first range increment (ranged attacks of opportunity never threaten a critical). A light firearm doesn’t provokes attacks of opportunity when fired in melee and can be used while grappling (though a grapple check is required in order to make a ranged attack against a creature not in the grapple). • The holdout gun (normal and assassin’s) can be used for melee combat as a light weapon; apply a -4 penalty on melee attacks made with a holdout gun (this penalty is reduced to -2 if the wielder is proficient with the club). Melee holdout gun attacks deal 1d2 damage and have a critical of 20/x2. • Loading a holdout gun (normal and assassin’s) completely (4 cartridges) is a standard action that provokes attacks of opportunity. Loading a single cartridge is a move action. The wielder of a revolver pistol can use a 4 cartridge speed-loader to load the weapon completely as a move action. • A holdout gun (normal and assassin’s) fires cartridges. Only the cartridges affects damage reduction. • You gain a +2 bonus on sleight of hand checks to conceal a holdout gun. • The holdout gun is a complex-assembly weapon; the craft DC to create a holdout gun is 15. • The assassin’s gun shares weapon equivalencies with the holdout gun. Simple.FA.4.1) Assassin’s Gun: cost 100 Gp; critical 20/x4. • An alternate version of the holdout gun, produced not just to be hidden, but to be used in assassinations. • You gain a +4 bonus on sleight of hand checks to conceal an assassin’s gun. • An assassin’s gun is hard to hear when fired; base listen DC is 15. • The assassin’s gun is a complex-assembly weapon; the craft DC to create an assassin’s gun is 18. Simple.FA.5) Huntmaster’s Gun: ranged, projectile; cost 200 Gp; 1d12 piercing damage; critical 20/x3; 120ft range increment; weighs 4lb; metal composition (10 hardness, 6 hp). • A huntmaster’s gun is larger than a revolver longarm, made for distance and damage. • The huntmaster’s gun (normal and sniper’s) is a cartridge firearm; it is loaded with cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • Two hands are required to fire the huntmaster’s gun (normal and sniper’s). • The huntmaster’s gun (normal and sniper’s) can be used for melee combat as a two-handed weapon; apply a -4 penalty on melee attacks made with a huntmaster’s gun (this penalty is reduced to -2 if the wielder is proficient with the club). Melee huntmaster’s gun attacks deal 1d6 damage and have a critical of 20/x2. • Loading a huntmaster’s gun (normal and sniper’s) completely (8 cartridges) is a full-round action that provokes attacks of opportunity. Loading a single cartridge is a move action. The wielder of a huntmaster’s gun can use a 8 cartridge speed-loader to load the weapon completely as a move action. • A huntmaster’s gun (normal and sniper’s) fires cartridges. Only the cartridges affects damage reduction. • The huntmaster’s gun is a complex-assembly weapon; the craft DC to create a huntmaster’s gun is 15. • The sniper’s gun shares weapon equivalencies with the huntmaster’s gun. Simple.FA.5.1) Sniper’s Gun: cost 300 Gp; 150ft range increment. • An alternate version of the huntmaster’s gun, produced for superior range even to the huntmaster’s gun. • A sniper’s gun is hard to hear when fired; base listen DC is 15. • The sniper’s gun is a complex-assembly weapon; the craft DC to create a sniper’s gun is 18. Ammunition: • Cartridges (10): 3 Gp, 1/2lb. Produced with a DC 15 craft (alchemy) check*. • Flintlock Bullets (16): 5 Sp, 1/2lb. Produced with a DC 12 craft (weaponsmithing) check. • Horn of Blast Powder (16 ounces): 1 Gp, 1lb. Produced with a DC 12 craft (alchemy) check*. • Blastcap Bullets (10): 5 Sp, 1/2lb. Produced with a DC 12 craft (weaponsmithing) check. • Blastcaps (10): 1 Gp, 1lb. Produced with a DC 14 craft (alchemy) check*. • Scattercharge (5): 1 Gp, 1/2 lb. Produced with a DC 12 craft (alchemy) check*. • Scattershell (5): 2 Gp, 1/2lb. Produced with a DC 14 craft (alchemy) check*. • Splintershell (5): 3 Gp, 1/2lb. Produced with a DC 16 craft (alchemy) check. • Auto-Cartridges (10): 5 Gp, 1/2lb. Produced with a DC 18 craft (alchemy) check. • 4, 6 or 8 Shot Speed Loader: 2 Gp, 1/10lb. Produced with a DC 12 craft (weaponsmithing) check. • 10 Cartridge Clip: 3 Sp, 1/5lb. Produced with a DC 12 craft (weaponsmithing) check**. • 20 Cartridge Clip: 4 Sp, 1/4lb. Produced with a DC 12 craft (weaponsmithing) check**. • 25 or 30 Cartridge Clip: 5 Sp, 1/3lb. Produced with a DC 12 craft (weaponsmithing) check**. • 40 Cartridge Clip: 6 Sp, 1/2lb. Produced with a DC 12 craft (weaponsmithing) check**. • 60 Cartridge Clip: 8 Sp, 1lb. Produced with a DC 12 craft (weaponsmithing) check**. • 6 Shell Clip: 3 Sp, 1/5lb. Produced with a DC 12 craft (weaponsmithing) check**. • 10 Shell Clip: 4 Sp, 1/4lb. Produced with a DC 12 craft (weaponsmithing) check**. • 14 Shell Clip: 3 Sp, 1/3lb. Produced with a DC 12 craft (weaponsmithing) check**. • 18 Shell Clip: 4 Sp, 1/2lb. Produced with a DC 12 craft (weaponsmithing) check**. *Producing blast powder through alchemy is less restrictive than it may see, as I allow untrained alchemists (including non-magic users) to make anything with that craft skill as long as the DC is 15 or lower. **This is without ammunition. One applicable clip comes free with the weapon (or two with dualshot firearms). A clip that is larger or smaller than appropriate can be used, but a -1 penalty is applied on attacks. For the more advanced firearms (machine, dualshot, assault) martial and exotic proficiency is listed; these are attainted normally, and getting exotic proficiency includes simple and martial proficiencies (for instance if a wizard or druid were to take the exotic proficiency (pistols) feat). Clips are listed as having set sizes; this streamlines things in the game. If a character/villain seems to deserve an odd clip/revolver load, such as for a signature weapon, have fun (guidelines not rules remember). |
| Vaalingrade Ashland10-29-06, 01:07 AM | I think you should clean up your formating a bit before you'll be getting any real replies. This is really hard to read, all blocked up like that. |
| Patrick Draken-Korin10-29-06, 05:39 PM | Yeah, you're right. I've always had trouble with table on these boards, so usually skip them. Bad plan this time, I guess. |
| Patrick Draken-Korin10-29-06, 09:04 PM | Okay, I know this is sad:weep: , but I've got a nice table set up but don't know how to put it on the boards without mangling it horribly. Neither tabs nor lots'n'losts of spaces works. Secondly, sblocking is easy, but I can't make an inner window that scrolls. Ah well. Here's the best I can do for now. It's no table, but it is more organized. Revolver Pistol; 80 Gp; 1d4 piercing (20/x3); 30ft increment; weighs 1lb; light firearm; 6 cartridges Revolver Carbine; 110 Gp; 1d6 piercing (20/x3); 60ft increment; weighs 2lb; medium firearm; 6 cartridges Revolver Longarm; 150 Gp; 1d10 piercing (20/x3); 90ft increment; weighs 3lb; heavy firearm; 8 cartridges Holdout Gun; 60 Gp; 1d3 piercing (20/x3); 20ft increment; weighs 1/2lb; light firearm; 4 cartridges Assassin's Gun; 100 Gp; 1d3 piercing (20/x4); 20ft increment; weighs 1/2lb; light firearm; 4 cartridges Huntmaster's Gun; 200 Gp; 1d12 piercing (20/x3); 120ft increment; weighs 4lb; heavy firearm; 8 cartridges Sniper's Gun; 300 Gp; 1d12 piercing (20/x3); 150ft increment; weighs 4lb; heavy firearm; 8 cartridges Cartridges (10); 3 Gp; 1/2lb • A revolver can hold multiple units of ammunition easily, allowing several shot in a single round. • A revolver is a cartridge firearm; it is loaded with cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • Loading a revolver completely (4, 6 or 8 cartridges) is a full-round action that provokes attacks of opportunity. Loading a single cartridge is a move action. The wielder of a revolver can use an appropriate speed-loader to load the weapon completely as a move action. • A revolver fires cartridges. Only the cartridges affects damage reduction. • The revolver are a complex-assembly weapon; the craft DC to create a revolver is 15 (except for an assassin’s gun or sniper’s gun; the craft DC to create an assassin’s gun or sniper’s gun is 18).Flintlock Pistol; 5 Gp; 1d4 piercing (20/x2); 30ft increment; weighs 1-1/2lb; light firearm; 1 flintlock bullet & 1 ounce of blast powder Flintlock Carbine; 7.5 Gp; 1d6 piercing (20/x2); 60ft increment; weighs 3lb; medium firearm; 1 flintlock bullet & 1 ounce of blast powder Flintlock Longarm; 10 Gp; 1d10 piercing (20/x2); 90ft increment; weighs 4lb; heavy firearm; 1 flintlock bullet & 1 ounce of blast powder Flintlock Bullets (16); 0.5 Gp; 1/2lb Horn of Blast Powder (16 ounces); 1 Gp; 1lb • The simplest firearm ever developed, flintlocks were made far earlier than revolvers but are now hardly ever used as they are such poor weapons. • A flintlock is a flintlock firearm; it is loaded with a flintlock bullet and an ounce of blast powder. Flintlock firearms are impossible to fire underwater or in extremely wet conditions. • Loading a flintlock requires two full-round actions that each provoke attacks of opportunity (powder loaded the first round; bullet loaded the second). • A flintlock fires flintlock bullets (primed with an ounce of blast powder). Only the flintlock bullets affects damage reduction.Breechloader Pistol; 10 Gp; 1d4 piercing (20/x3); 30ft increment; weighs 1-1/2lb; light firearm; 1 breechloader bullet & 1 blastcap bullet Breechloader Carbine; 15 Gp; 1d6 piercing (20/x3); 60ft increment; weighs 3lb; medium firearm; 1 breechloader bullet & 1 blastcap bullet Breechloader Longarm; 20 Gp; 1d10 piercing (20/x3); 90ft increment; weighs 4lb; heavy firearm; 1 breechloader bullet & 1 blastcap bullet Blastcap Bullets (10); 0.5 Gp; 1/2lb Blastcaps (5); 1 Gp; 1/2lb • Breechloaders were an improvement over flintlocks as they are faster to reload, though still only capable of holding a single bullet. Masterwork breechloader pistols are also called dueling pistols. • A breechloader is a blastcap firearm; it is loaded with a blastcap bullet and a blastcap. Blastcap firearms are impossible to fire underwater and difficult to fire in extremely wet weather; apply a -2 penalty on attacks. • Loading a breechloader requires a full-round action that provokes attacks of opportunity. The blastcap and bullet can each be loaded as separate move actions, but each of these provokes attacks of opportunity. • A breechloader fires breechloader bullets (primed with a blastcap). Only the breechloader bullets affects damage reduction. If a flintlock bullet is used rather than a blastcap bullet, the critical is only 20/x2.Scatterspray Pistol; 12 Gp; 1d6 piercing (20/x3); 30ft increment; weighs 2lb; light firearm; 1 scattercharge Scatterspray Carbine; 18 Gp; 1d8 piercing (20/x3); 60ft increment; weighs 4lb; medium firearm; 1 scattercharge Scatterspray Longarm; 25 Gp; 1d12 piercing (20/x3); 90ft increment; weighs 5lb; heavy firearm; 1 scattercharge scattercharges (5); 1 Gp; 1/2lb • Scattersprays are alternatively developed breechloaders, produced to use scattershells. • A scatterspray is a scattercharge firearm; it is loaded with a scattercharge. scattercharge firearms are impossible to fire underwater and difficult to fire in extremely wet weather; apply a -2 penalty on attacks. With a scattercharge firearm, every range increment reduces the damage dealt by 1 and increase the attack penalty by 4 (-1 damage and -4 attack per range increment, rather than the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a scatterspray requires a full-round action that provokes attacks of opportunity. • A scatterspray fires scattercharges. Only the scattercharge affects damage reduction.Scattershot Pistol; 40 Gp; 1d6 piercing (20/x3); 30ft increment; weighs 1-1/2lb; light firearm; 1 scattershell Scattershot Carbine; 55 Gp; 1d8 piercing (20/x3); 60ft increment; weighs 3lb; medium firearm; 1 scattershell Scattershot Longarm; 72 Gp; 1d12 piercing (20/x3); 90ft increment; weighs 4lb; heavy firearm; 1 scattershell scattershells (5); 2 Gp; 1/2lb • Scattershot firearms are equivalent to revolvers, though only capable of holding a single scattershell. • A scattershot is a scattershot firearm; it is loaded with a scattershell. Scattershot firearms are impossible to fire underwater. With a scattershot firearm, every range increment reduces the damage dealt by 1 and increase the attack penalty by 3 (-1 damage and -3 attack per range increment, rather than the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a scattershot requires a move action that provokes attacks of opportunity. • A scattershot is a complex-assembly weapon; the craft DC to create a scattershot is 15.Autoloader Pistol; 140 Gp; 1d4 piercing (20/x3); 30ft increment; weighs 1lb; light firearm; a 10 cartridge clip (one provided free) Autoloader Carbine; 190 Gp; 1d6 piercing (20/x3); 60ft increment; weighs 2lb; medium firearm; a 20 cartridge clip (one provided free) Autoloader Longarm; 250 Gp; 1d10 piercing (20/x3); 90ft increment; weighs 3lb; heavy firearm; a 30 cartridge clip (one provided free) Cartridges (10); 3 Gp; 1/2lb • Autoloaders hold a clip of ammunition, producing a firearm superior to revolvers. • An autoloader is a cartridge firearm; it is loaded with a clip of cartridges. Cartridge firearms can be fired underwater, though a -2 penalty is applied to attacks. • Loading an autoloader is a move action that provokes attacks of opportunity (a clip of cartridges). A clip can be filled at a rate of 5 cartridges per move action. • An autoloader fires cartridges. Only the cartridges affects damage reduction. • An autoloader is a complex-assembly weapon; the craft DC to create an autoloader is 18.Splintershot Pistol; 160 Gp; 1d6 piercing (20/x3); 30ft increment; weighs 1-1/2lb; light firearm; a 6 splintershell clip (one provided free) Splintershot Carbine; 210 Gp; 1d8 piercing (20/x3); 60ft increment; weighs 3lb; medium firearm; a 10 splintershell clip (one provided free) Splintershot Longarm; 280 Gp; 1d12 piercing (20/x3); 90ft increment; weighs 4lb; heavy firearm; a 14 splintershell clip (one provided free) Splintershells (5); 3 Gp; 1/2lb • Splintershot firearms are equivalent to autoloaders. • A splintershot is a splintershot firearm; it is loaded with a clip of splintershells. Splintershot firearms can be fired underwater, though a -2 penalty is applied to attacks. With a splintershot firearm, every range increment reduces the damage dealt by 1 (-1 damage per range increment in addition to the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • Loading a splintershot is a move action that provokes attacks of opportunity (a clip of splintershells). A clip can be filled at a rate of 3 splintershells per move action. • A splintershot pistol fires splintershells. Only the splintershell affects damage reduction. If scattershells are used rather than splintershells, there is an additional -1 penalty per range increment. • An splintershot is a complex-assembly weapon; the craft DC to create an splintershot is 18 Machine Pistol; 300 Gp; 1d4 piercing (20/x3); 30ft increment; weighs 1lb; light firearm; a 20 auto-cartridge clip (one provided free) Machine Carbine; 400 Gp; 1d6 piercing (20/x3); 60ft increment; weighs 2lb; medium firearm; a 30 auto-cartridge clip (one provided free) Machine Longarm; 500 Gp; 1d10 piercing (20/x3); 90ft increment; weighs 3lb; heavy firearm; a 40 auto-cartridge clip (one provided free) Auto-Cartridges (10); 5 Gp; 1/2lb • Machine firearms hold a larger clip of ammunition than autoloaders, but more importantly can expel ammunition faster to deal additional damage. • A machine firearm is an automatic cartridge firearm; it is loaded with a clip of auto-cartridges. Automatic cartridge firearms can be fired underwater, with no penalty. • As a martial weapon, a machine firearm can be used to deal additional damage by expelling ammunition faster (burstfire); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage (or 5 cartridges for +1d6 damage with longarms). If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies • Loading a machine firearm is a move action that provokes attacks of opportunity (a clip of auto-cartridges). A clip can be filled at a rate of 5 cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges). • A machine firearm fires auto-cartridges. Only the auto-cartridge affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire with the pistol. • A machine firearm is a complex-assembly weapon; the craft DC to create a machine firearm is 21.Dualshot Pistol; 500 Gp; 1d4 or 1d6 piercing (20/x3); 30ft increment; weighs 2lb; light firearm; a 20 auto-cartridge clip or a 10 splintershell clip (one of each provided free) Dualshot Carbine; 650 Gp; 1d6 or 1d8 piercing (20/x3); 60ft increment; weighs 3lb; medium firearm; a 30 auto-cartridge clip or a 14 splintershell clip (one of each provided free) Dualshot Longarm; 800 Gp; 1d10 or 1d12 piercing (20/x3); 90ft increment; weighs 4lb; heavy firearm; a 40 auto-cartridge clip or a 18 splintershell clip (one of each provided free) Auto-Cartridges (10); 5 Gp; 1/2lb Splintershells (5); 3 Gp; 1/2lb • Dualshot firearms are a combination of machine and splintershot firearms, and allow either auto-cartridges or splintershells to be fired from the weapon. • A dualshot firearm is both an automatic cartridge firearm and a splintershot firearm; it can be loaded with a clip of auto-cartridges or a clip of splintershells. Automatic cartridge firearms can be fired underwater, with no penalty. Splintershot firearms can be fired underwater, though a -2 penalty is applied to attacks. With a splintershot firearm, every range increment reduces the damage dealt by 1 (-1 damage per range increment in addition to the standard -2 attack per range increment). Remember damage can’t be reduced below a minimum of 1. • As a martial weapon, a dualshot firearm can be used to deal additional damage by expelling ammunition faster (burstfire, though only when firing auto-cartridges); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage (or 5 cartridges for +1d6 damage with longarms). If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies • Loading a dualshot firearm is a move action that provokes attacks of opportunity (either a clip of auto-cartridges or a clip of splintershells). A clip can be filled at a rate of 5 cartridges or auto-cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges) or 3 splintershells per move action. It isn’t possible to have a clip with both splintershells and cartridges mixed together. • A dualshot pistol fires either auto-cartridges or splintershells. Only the auto-cartridges or splintershells affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire with the pistol. If scattershells are used rather than splintershells, there is an additional -1 penalty per range increment. • A dualshot firearm is a complex-assembly weapon; the craft DC to create a dualshot firearm is 21 Assault Pistol; 750 Gp; 1d4 piercing (20/x3); 30ft increment; weighs 1-1/2lb; light firearm; a 25 auto-cartridge clip (one provided free) Assault Carbine; 900 Gp; 1d6 piercing (20/x3); 60ft increment; weighs 3lb; medium firearm; a 40 auto-cartridge clip (one provided free) Assault Longarm; 1,200 Gp; 1d10 piercing (20/x3); 90ft increment; weighs 4lb; heavy firearm; a 60 auto-cartridge clip (one provided free) Auto-Cartridges (10); 5 Gp; 1/2lb • Assault firearms hold a larger clip of ammunition than autoloaders, but more importantly can expel ammunition faster to deal additional damage. • An assault firearm is an automatic cartridge firearm; it is loaded with a clip of auto-cartridges. Automatic cartridge firearms can be fired underwater, with no penalty. • As a martial weapon, an assault firearm can be used to deal additional damage by expelling ammunition faster (burstfire); using burstfire expels 3 auto-cartridges per attack to deal an additional +1d4 damage (or 5 cartridges for +1d6 damage with longarms). If the wielder doesn’t have the Burstfire feat, then it takes a -2 penalty on every attack that uses burstfire. Burstfire can be used without martial proficiency, but the -4 non-proficiency penalty applies • As an exotic weapon, an assault firearm can be used with an increased rate of fire (rapidfire); using rapidfire during a full attack, the wielder can make a single additional attack (at the wielder’s full bab) with the pistol, but it takes a -2 penalty on all attacks. If the wielder has the Rapidfire feat it only takes a -1 penalty for using rapidfire). Rapidfire can be used without exotic proficiency, but the -4 non-proficiency penalty applies. • Burstfire and rapidfire can’t be used together in the same round; one or the other only • Loading an assault firearm is a move action that provokes attacks of opportunity (a clip of auto-cartridges). A clip can be filled at a rate of 5 cartridges per move action (a clip can hold a mix of cartridges and auto-cartridges, but this means that the weapon automatically treats all auto-cartridges as cartridges). • An assault firearm fires auto-cartridges. Only the auto-cartridge affects damage reduction. If cartridges are used rather than auto-cartridges, the weapon takes a -2 penalty when fired underwater, and the wielder can’t use burstfire or rapidfire with the pistol. • An assault firearm is a complex-assembly weapon; the craft DC to create an assault firearm is 24.Pistol; • A pistol is a light firearm; it can be fired with only one hand, suffering no penalty. Using multiple light firearms is the same as other forms of multiweapon fighting. A light firearm can be used to make attacks of opportunity within it’s first range increment (ranged attacks of opportunity never threaten a critical). A light firearm doesn’t provokes attacks of opportunity when fired in melee and can be used while grappling (though a grapple check is required in order to make a ranged attack against a creature not in the grapple). • A pistol can be used for melee combat as a light weapon; apply a -4 penalty on melee attacks made with a pistol (this penalty is reduced to -2 if the wielder is proficient with the club). Melee pistol attacks deal 1d3 damage and have a critical of 20/x2. • The flintlock pistol, breechloader pistol, scatterspray pistol, scattershot pistol, autoloader pistol, splintershot pistol, machine pistol, dualshot pistol and assault pistol each share weapon equivalencies with the revolver pistol. Carbine; • A carbine is a medium firearm; it can be fired with only one hand, with a -2 penalty on all attacks. If multiple medium or heavy firearms are fired together (multiweapon fighting), the attack penalties are cumulative and apply to all attacks. A medium firearm doesn’t provokes attacks of opportunity when fired in melee and can be used while grappling (though a grapple check is required to make a ranged attack against a creature not in the grapple, with a -2 penalty on the check). • A carbine can be used for melee combat as a one-handed weapon; apply a -4 penalty on melee attacks made with a carbine (this penalty is reduced to -2 if the wielder is proficient with the club or tetsubo). Melee carbine attacks deal 1d4 damage and have a critical of 20/x2. • The flintlock carbine, breechloader carbine, scatterspray carbine, scattershot carbine, autoloader carbine, splintershot carbine, machine carbine, dualshot carbine and assault carbine each share weapon equivalencies with the revolver carbine. Longarm; • The longarm (revolver, flintlock, breechloader, scatterspray, scattershot, autoloader, splintershot, machine, dualshot, assault) is a heavy firearm; it can be fired with only one hand, with a -4 penalty on all attacks. If multiple medium or heavy firearms are fired together (multiweapon fighting), the attack penalties are cumulative and apply to all attacks • A longarm can be used for melee combat as a two-handed weapon; apply a -4 penalty on melee attacks made with a longarm (this penalty is reduced to -2 if the wielder is proficient with the club or greatclub). Melee longarm attacks deal 1d6 damage and have a critical of 20/x2. • The flintlock longarm, breechloader longarm, scatterspray longarm, scattershot longarm, autoloader longarm, splintershot longarm, machine longarm, dualshot longarm and assault longarm each share weapon equivalencies with the revolver longarm Holdout Gun; • The holdout gun (normal and assassin’s gun) is a light firearm; it can be fired with only one hand, suffering no penalty. Using multiple light firearms is the same as other forms of multiweapon fighting. A light firearm can be used to make attacks of opportunity within it’s first range increment (ranged attacks of opportunity never threaten a critical). A light firearm doesn’t provokes attacks of opportunity when fired in melee and can be used while grappling (though a grapple check is required in order to make a ranged attack against a creature not in the grapple). • A holdout gun (normal and assassin’s) can be used for melee combat as a light weapon; apply a -4 penalty on melee attacks made with a holdout gun (this penalty is reduced to -2 if the wielder is proficient with the club). Melee holdout gun attacks deal 1d2 damage and have a critical of 20/x2. • You gain a +2 bonus on sleight of hand checks to conceal a holdout gun (+4 with an assassin’s gun). • The assassin’s gun shares weapon equivalencies with the holdout gun. • An assassin’s gun is hard to hear when fired; base listen DC is 15. Huntmaster’s Gun; • Two hands are required to fire the huntmaster’s gun (normal and sniper’s). • A huntmaster’s gun (normal and sniper’s) can be used for melee combat as a two-handed weapon; apply a -4 penalty on melee attacks made with a huntmaster’s gun (this penalty is reduced to -2 if the wielder is proficient with the club). Melee huntmaster’s gun attacks deal 1d6 damage and have a critical of 20/x2. • A sniper’s gun is hard to hear when fired; base listen DC is 15. • The sniper’s gun shares weapon equivalencies with the huntmaster’s gun. |