Modern Weapons
Weapon Name Cost Dmg (M) Critical Range Misfire Capacity Weight Type Special
Buckler Gun 750gp 1d6 ×4 10 ft. 1 (5 ft.) 2 6 lbs. B and P
Pepperbox 3,000gp 1d8 ×4 20 ft. 1–2 (5 ft.) 6 5 lbs. B and P
Pistol 1,000gp 1d8 ×4 20 ft. 1 (5 ft.) 1 4 lbs. B and P
Pistol, Coat 750gp 1d4 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P
Pistol, Dagger 740gp 1d4 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P
Pistol, Double-Barreled 1,750gp 1d8 ×4 20 ft. 1–2 (5 ft.) 2 5 lbs. B and P
Pistol, Dragon 1,000gp 1d6 ×4 20 ft. 1–2 (5 ft.) 1 3 lbs. B and P scatter
Pistol, Sword Cane 775gp 1d4 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P

Firearms

Guns are not strangers to fantasy. The earliest authors of fantasy and weird fiction often included guns in their stories. Heroes like Burroughs's John Carter or Howard's Solomon Kane carried pistols alongside their swords, and it's hard to imagine a pirate ship without cannons blazing. These authors likely included guns because they are exciting, but also because the guns they chose were primitive ones—relatively unpredictable weapons, prone to misfire and malfunction. This made firearms excellent storytelling devices. Such weapons could cause hero or villain to falter or triumph, changing the action within the tale in a flash or a fizzle. Still, a firearm remains an ominous and terrible weapon in the hands of a skilled gunman.

Firearm Rules

Firearms work differently from other ranged projectile weapons—they instead use the following rules.

Firearm Proficiency: The Exotic Weapon Proficiency (Name of Firearm) feat allows you to a firearms without penalty. A non-proficient character takes the standard –4 penalty on attack rolls with firearms, and a non-proficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with a Firearm , anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.

Capacity: A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of chambers the weapon has.

Range and Penetration

Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat).

Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.

The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.

Loading any firearm provokes attacks of opportunity.

Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 and its first range increment is treated as normal no longer only resolving to touch ac.

Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored , pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

Bucklers: You can use a one-handed or two-handed firearm without penalty while carrying a buckler.

Fire while Prone: Firearms, like crossbows, can be fired while their wielders are prone.

Firearms, Black Powder, and Water: Black powder becomes useless when exposed to water, but powder horns and cartridges protect black powder from exposure. You cannot normally load an early firearm underwater or fire any firearm underwater without magical aid.

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