Gunsmith Weaponry

This page contains the rules for any special firearm modifications the group might enounter, including any invented by their go-to gunsmiths, Alain Templeton & Arthur Pierson. For convenience, standard firearm stats are listed here as well.

(for enchanted firearms, see the Items tab. This space is for nonmagic versions only)

Ammunition

Bullets/Shotgun pellets

1 gp for 20
Weight 2 lb

Simple Ranged Weapons

Grenade

10 gp
One-handed
Damage 1d10
Proficient +2
Range 5/10
Weight 1 lb.

Group Firearm, Ammunition
Properties Hi-Crit, Brutal 2, Heavy Thrown, Inaccurate, Explosive 1

Inaccurate: Before making the first attack roll, the attacker makes a saving throw. If the save fails, the weapon or projectile veers off course, perhaps just missing by 1 square (2 squares at long range), or bouncing off or exploding against cover. If the attacker spends a move action to aim first, he does not need to make the save.

Explosive: This weapon targets an area burst of the designated size, rather than a single enemy, and deals half damage on a miss. You do not add your ability modifier to damage. If the first attack roll is a natural 1, the weapon is a dud, and does not explode – though it can be salvaged and used after a short rest, during which you repair the triggering mechanism.

Pistol (and Target Pistol)

25 gp (200 gp)
One-handed
Damage 1d6
Proficient +2
Range 10/20/(100)
Weight 2 lb.

Group Firearm
Properties Load Standard, Hi-Crit, Brutal 2, Off-hand, (Rifled)

Rifled: Rifling greatly extends the range a firearm can accurately hit a target, though lining up a shot takes time. A character with a rifled weapon can spend a standard action to aim at a target. He chooses a creature he can see, and until the end of his next turn (sustain minor; you can also switch targets when you sustain) he can attack that creature at the weapon’s extreme range at a -4 penalty. The attacker loses this benefit if he moves or is damaged before taking the shot.

Carbine (and Rifled Carbine)

25 gp (200 gp)
Two-handed
Damage 1d8
Proficient +2
Range 15/30/(150)
Weight 5 lb.

Group Firearm
Properties Load Standard, Hi-Crit, Brutal 2, (Rifled)

Shotgun

25 gp
Two-handed
Damage 1d8
Proficient +2
Range 3/6/12
Weight 5 lb.

Group Firearm
Properties Load Standard, Scatter, Swarmbane

Scatter: When firing this weapon, roll two attack rolls; the spread of projectiles makes it much easier to hit a target, but your damage will vary depending on range. This weapon has three ranges listed: Deadly, Short, and Long.

If the target is at Deadly range and both rolls hit, the attack deals an extra 1[W] damage. If the attacker is 11th level or higher, it does an extra 2[W], and if 21st or higher an extra 3[W]. If only one roll hits, treat the attack as a normal hit.

At Short range, deal normal damage if both rolls hit, or half damage if only one hits (still counts as a hit).

At Long range, deal half damage if both rolls hit. If only one roll hits, the attack counts as a miss.

Swarmbane: Attacks with this weapon ignore a swarm’s resistance against ranged attacks.

Military Ranged Weapons

Handcannon

50 gp
One-handed
Damage 2d6
Proficient +2
Range 5/10
Weight 3 lb.

Group Firearm
Properties Load Standard, Hi-Crit, Off-hand, Brutal 2, Deafening 5

Deafening: When you fire this weapon, you and all creatures within a close burst of the designated size are deafened until the end of your next turn. You cannot attempt Stealth checks to remain silent this turn (though you may still attempt to hide), as the sound of this weapon is loud enough to alert an entire building’s worth of enemies (or more, in quiet surroundings).

Superior Ranged Weapons

Grenade Launcher

200 gp
Two-handed
Damage as grenade
Proficient +2
Range 15/30
Weight 1 lb.

Group Firearm
Properties Load Standard. Apply all grenade properties, except for Heavy Thrown.

Musket (and Rifled Musket)

30 gp (250 gp)
Two-handed
Damage 1d10
Proficient +3
Range 20/40/(200)
Weight 10 lb.

Group Firearm
Properties Load Standard, Hi-Crit, Brutal 2, (Rifled)

Special Modifications

Ammo Clip

Handguns and grenade launchers use revolver cylinders, while most other firearms can be equipped with stripper clips. While handguns hold six bullets, all other firearms hold only 5 rounds. Reloading with a clip is only a minor action, and you gain no further benefit from the Speed Loader feat.

Clips (or quick-loaders) are prepared by a gunman in advance. When reloading during combat, you generally load a full clip of a single ammo type. For example, if you purchased bullets enchanted to do fire damage, you must decide when you reload whether you are loading them, or normal rounds. You can ‘mix and match’ within a single clip, but only if you speak to your GM ahead of time about making such a clip.

Alchemical Launcher

You can load one alchemical item into this underslung launcher at a time, as a standard action. You can use the item as if it were in your hand. If the item normally requires an attack roll, it uses your gun’s attack bonus. If normally you’d make a ranged attack, it uses your gun’s range. If it normally makes an area attack, it uses your gun’s short range and normal area. Alchemical Launchers cannot benefit from the Rifled property, nor from the Sniper Scope modification.

An Alchemical Launcher can also fire grenades at the weapon’s listed range. Apply the grenade’s weapon properties to your attack (but not Heavy Thrown).

It can be combined with a clip, and holds three rounds. Reloading is a minor action.

Sniper Scope

This can only be attached to rifled weapons. If you aim down this sight (which you can do as part of the standard action to aim a rifled weapon out to Extreme range), quadruple the Long and Extreme range increments for your attacks until you choose to stop aiming in this way. You also deal an extra 1[W] damage per tier. As long as you use the scope, you cannot voluntarily move, and you are considered blind except against creatures roughly in a direct line from you to your target (and beyond Short range).

Gunsmith Weaponry

Zeitgeist elfshire