Campaign of the Month: April 2016
Adoraith: Echoes of Epirus
Rules for Firearms
- Using firearms requires the Exotic Weapon Proficiency (Firearms) feat. This feat allows the use of all firearms. Those without the feat may fire at -4 and reload in twice the number of rounds listed below.
- Reloading a firearm always provokes attacks of opportunity.
- Firearms can be magically enhanced like other missile weapons. Bullets can also be enchanted but shot ammunition cannot. Firearms follow the standard rules for magical item creation and cost but cannot be enchanted with speed or brilliant energy.
- Firearms are still in their infancy, and are not always reliable. Whenever a 1 is rolled on a firearms attack roll, another d20 is rolled against the Firearms Misfire table.
- Firearms using solid shot use open ended damage dice. If any of the damage dice roll the maximum result for that die (4 on a 1d4; 6 on 1d6 etc) the attacker continues to roll that die until a maximum result is not rolled adding all results together to calculate damage. Again, this does not apply to firearms that inflict damage in an area of effect. Creatures immune to critical hits are not subject to open ended dice.
You have spent long hours drilling with various firearms, making loading them quickly second nature to you.
Prerequisite: Dex 13+
Benefit: This feat reduces your firearms reload time by one move action. This feat can be taken in conjunction with Rapid Reload to make reloading pistols a free action and muskets a full round action.
|1-3||Kaboom! Weapon explodes, inflicting normal damage to user.|
|4-8||Fouled: The barrel becomes fouled. An hour must be spent cleaning it out before the weapon can be used again. This effect can be avoided (instead being a Failed Ignition) if the player specifically states that she cleans her weapon following each combat.|
|9-12||Jammed: The clockwork firing mechanism jams. Clearing the jam requires 1d6 full round actions. It may be fired the round after clearing.|
|13-16||Weak Charge: Too little powder was used to prime the weapon, so the shot fired to no effect. Reload as normal.|
|17-20||Failed Ignition: Either the firing mechanism fails to produce a spark or the powder simply fails to ignite. The weapon does not go off but can be fired without having to reload.|
|Stinger Pistol||120gp||1h||P||2d4||x3||10’||1 lbs.||1 Round|
|Privateer Pistol||200gp||1h||P||2d6||x3||30’||3 lbs.||1 Round|
|Double Pistol||400gp||1h||P||2d6||x3||20’||5 lbs.||1 Round per barrel|
|Dragon Pistol||500gp||1h||P||2d8||x3||20’||4 lbs.||1 Round|
|Dragon Musket||750gp||2h||P||2d10||x3||80’||6 lbs.||2 Rounds|
|Gorgon GG Musket||650gp||2h||P||3d6||x3||60’||10 lbs.||2 Rounds|
|Harpy GG*||550gp||2h||P||2d6**||x2||30’||7 lbs.||2 Rounds|
|Hydra Musket||1200gp||2h||P||2d10||x3||50’||7 lbs.||2 Rounds per barrel|
|Medusa Musket*||750gp||2h||P||1d12||x2||special||8 lbs.||2 Rounds|
|Spyglass Musket*||950gp||2h||P||2d8||x3||100’||6 lbs.||2 Rounds|
|Titan Swivel Gun*||1500gp||2h||P||4d6||x2||special||25 lbs.||2 Rounds|
|Powder Bomb||150gp||1h||special||3d6**||NA||10||1 lbs.||NA|
|Smoke Bomb||30gp||1h||special||NA||NA||10||1 lbs.||NA|
- *Special Rules Apply. See Weapon Description
- ** Splash Damage 1d6.
|Shot and Powder (1 load)||15sp||–|
|Powder Horn (10 shots)||10gp||1 lb.|
|Ammunition Pouch (10 shots)||5gp||1 lb.|
|Small Cannon||1000gp||P||6d6||x3||150||500 lbs.||4 Rounds|
|Large Cannon||2500gp||P||8d6||x3||200||1500 lbs.||6 Rounds|
|Cannonball and Powder (1 load)||5gp||25 lbs.|
|Grapeshot and Powder||15gp||25 lbs.|
|Explosive Charge and Powder (1 load)||50gp||25 lbs.|
|Spring Loaded Bayonet||15gp||1h||P||1d8||x3||–||2 lbs.|
- *Firearm can’t be fired while bayonet is fixed.
Notes About Cannon Ammo:
The damages listed above are for a cannonball. Grapeshot is a mass of tiny pellets that covers a radius of 10 feet but inflicts only half damage. Grapeshot reduces the effective range of the cannon by half. Explosive charges also reduce the effective range of the cannon by half and explode on impact, inflicting the listed damage in a 10-foot radius. A reflex saving throw (DC 20) reduces the damage by half for both grapeshot and explosive charges.
The stinger is a lightweight and concealable pistol that can still take down an opponent at short range. It is a favorite among wealthy merchants, high-class call girls, and fearful politicians.
The Privateer Pistol is one of the most reliable side arms available. The weapon receives a + 1 on the firearms misfire table. The Privateer is quite popular amongst pirate captains. Some carry as many as three or four loaded and ready to fire.
This pistol has two barrels, so one can fire it twice before needing to reload. It shares a basic design with the Privateer but is heavier and clumsy to fire. Trying to fire the weapon twice in the same round (provided the character can make multiple attacks) results in a penalty of -2 to hit with the second shot due to recoil.
This weapon features an iron dragon’s head around the muzzle, so its shot comes from the dragon’s mouth. While this weapon hits harder than other pistols available it is plagued by design flaws that make it more dangerous to use. The weapon receives a -1 on the firearms misfire table.
This firearm is a larger, longer-barreled version of the dragon pistol with better range and inflicting greater damage. The weapon receives a -1 on the firearms misfire table.
Gorgon GG Musket
Developed shortly after the Privateer, this musket quickly proved itself in combat. Wealthy sea captains have purchased these weapons for their elite sharpshooters.
This short-barreled weapon uses a simple charge to lob a crude grenade farther than a man could throw. It isn’t particularly accurate, but it works well on ships packed with marines or simply as a distraction. This weapon uses rules for grenade-like weapons found in the PHB on page 158. Splash damage is 1d6.
This Musket gets its name from the fact that it has three barrels. Each barrel has a separate trigger; thus, one can fire the weapon three times without loading. However, for an extra 250 gp, one can fit it with a master trigger that allows the user to fire all three at once. All three attacks are rolled independently, and all must be fired at the same target. It is not possible to fire only two barrels.
The Medusa has a shorter barrel than the gorgon due to its close-support role. It is loaded with a bag of small lead pellets. This sprays out a hail of lead in front of the firer, but does not allow for accurate shooting. The attack is resolved as a line attack with a range of 30 feet. Opponents caught in the line can make a reflex save DC 15 for half damage.
This weapon is made for precision at long ranges. The weapon ignores its first range increment. (So penalties for range begin at 200 feet.)
Titan Swivel Gun
The Titan is too big for a medium-sized humanoid to fire normally so it is usually mounted on ships or walls. It can fire either a solid shot or, like the Medusa, fire a spray of lead pellets (or, in a pinch, nails or rocks). Ideal for boarding actions the Titan fires a 30 foot cone of sipping metal. Anyone caught in the area takes damage with a DC 18 reflex save for half.
This gunpowder explosive has a blast radius of 5 feet. This weapon uses rules for grenade-like weapons found in the PHB on page 158. Splash damage is 1d6.
This nondamaging explosive creates a cloud of smoke in a 20-foot radius that persists in still conditions for 1d3+6 rounds and in windy conditions for 1d3+1 rounds. Visibility within the smoke is limited to 2 feet. Everything within has 90 percent concealment.
Cannons are very large firearms. All cannons must be mounted on a solid surface or small platform (often with wheels for transport). This weapon is 4 feet long and made of iron.
Cannons are very large firearms. All cannons must be mounted on a solid surface or small platform (often with wheels for transport). This weapon is up to 7 feet long and made of iron.