Firearms
Firearms are Martial weapons. While powerful and relatively simple to use compared to bows, they are temperamental devices that can misfire or catastrophically fail.
All firearms require black powder and shot to operate.
Misfire and Catastrophic Failure
Firearms are prone to misfires. Whenever the user rolls a natural 1 on an attack roll with a firearm, the weapon misfires.
On a misfire, the attack automatically fails and the weapon becomes jammed. A jammed firearm cannot be fired again until it is cleared.
Clearing a jam requires a full-round action that provokes attacks of opportunity.
If a misfire occurs and the user fails a DC 10 Reflex save, the firearm catastrophically fails and explodes. The explosion deals damage to the wielder equal to three times the weapon’s base damage (for example, a blunderbuss deals 2d10 × 3 damage). The firearm is destroyed.
Masterwork Firearms
A masterwork firearm is a finely crafted weapon built with superior materials, tighter tolerances, and more reliable firing mechanisms.
A masterwork firearm grants a +1 enhancement bonus on attack rolls.
In addition, the wielder gains a +2 circumstance bonus on Reflex saves made to avoid a catastrophic failure caused by a misfire.
Special: When using a masterwork firearm, the wielder may clear a jam as a standard action instead of a full-round action.
Masterwork firearms cost an additional 300 gp over the base price of the weapon.
Firearm Table
Blunderbuss
Damage 2d10 (piercing)
Critical 19–20/x3
Range Increment 15 ft.
Weight 7 lb.
Cost 150 gp
Special: Blunderbuss weapons (including hand blunderbusses) target touch AC when fired within their first range increment.
Blunderbuss, Hand
Damage 1d12 (piercing)
Critical 19–20/x3
Range Increment 10 ft.
Weight 4 lb.
Cost 90 gp
Special: Blunderbuss weapons (including hand blunderbusses) target touch AC when fired within their first range increment.
Flintlock, Light
Damage 1d8 (piercing)
Critical 20/x3
Range Increment 20 ft.
Weight 1 lb.
Cost 25 gp
Flintlock, Medium
Damage 1d10 (piercing)
Critical 20/x3
Range Increment 30 ft.
Weight 2.25 lb.
Cost 45 gp
Flintlock, Heavy
Damage 1d12 (piercing)
Critical 20/x3
Range Increment 50 ft.
Weight 3 lb.
Cost 75 gp
Flintlock, Musket
Damage 2d8 (piercing)
Critical 19–20/x3
Range Increment 100 ft.
Weight 10 lb.
Cost 120 gp
Ammunition
Powder and shot are sold together in pre-measured quantities.
A pouch of powder and shot costs 2 sp, weighs 1 lb., and provides enough material for 12 shots.
Reloading Firearms
Reloading a firearm requires 2 full rounds. The user cannot move while reloading.
If the reload process is interrupted, it must be started over.
Gunpowder
Gunpowder is a volatile but stable substance when properly contained.
A standard barrel of gunpowder has hardness 5, 15 hit points, contains 10 lb. of usable powder, and costs 100 gp.
Pelleted gunpowder is specially prepared for use in blunderbusses. It weighs the same as normal powder but costs twice as much (200 gp per barrel). One pound of pelleted gunpowder provides 50 pellets.
Exploding Gunpowder Barrels
A barrel of gunpowder can be used as an explosive device.
When detonated, it deals 3d6 fire damage and 3d6 slashing and piercing damage to all creatures and objects within a 15-foot radius.
A barrel detonates under the following conditions:
It takes 6 or more points of fire or acid damage in a single instance (overcoming hardness)
It takes 20 or more points of damage from a single physical attack
It is ignited via a prepared fuse
It is crushed by environmental forces
Gunpowder is otherwise stable and will not explode from ordinary movement or jostling.
Gunpowder for Demolition
Gunpowder may be deliberately prepared to maximize its destructive potential against structures.
When properly prepared, a barrel deals 36 points of damage and ignores material hardness lower than 10.
For materials with hardness 10 or higher, subtract the hardness value from the damage of each barrel.
Preparing Gunpowder for Demolition
Preparing a barrel for demolition requires the Demolitions feat, a suitable fuse, and 1d4 minutes of work.
The character must succeed on a Craft (Engineering) check with a DC equal to 10 + the hardness of the target material.
Failure means the barrel functions as a normal explosion instead of a prepared charge.
Characters without the Demolitions feat cannot prepare gunpowder in this way.
Safe Handling
Gunpowder may be rendered temporarily inert by mixing it with an inhibitor such as sand.
Separating the mixture requires 1d4 hours of careful work, during which 10% of the powder is lost.
Safer Containers
Gunpowder may be stored in reinforced metal casks.
A metal cask has hardness 10 and 20 hit points, contains 10 lb. of gunpowder, and costs 150 gp.

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