Basic Firearm Rules

Emerging Guns: Firearms become more common. They are mass-produced by small guilds or lone gunsmiths, a dwarven clan, or maybe even a nation or two, but the secret is slipping out, and the occasional rare adventurer uses guns. Early firearms are available, but are relatively rare. Gunslingers must take the Craft Firearms feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items.

Firearm Proficiency: The Exotic Weapon Proficiency (firearms)
feat allows you to use all of the firearms presented here without
penalty. A nonproficient character takes the standard –4 penalty on
attack rolls with firearms and increases all misfire values by 4.

Even though Exotic Weapon Prof iciency (f irearms) grants you
prof iciency with all f irearms, when you take feats that modify a
single type of weapon (such as Weapon Focus or Rapid Reload),
you must still pick one type of f irearm (such as musket or pistol)
for those feats to affect.

Capacity: This lists the number of shots the weapon can hold.
You may f ire a f irearm as many times in a round as you have
attacks, up to this limit. The capacity often indicates the number
of barrels a firearm has.

Range and Penetration: Armor, manufactured or natural, provides
little protection against the force of a bullet at short range. When firing
upon a target within a f irearm’s f irst range increment , the at tack resolves
against the target’s touch AC, but is not considered a touch attack for
the purposes of feats 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,
most firearms have a maximum range of five range increments.

*Loading a Firearm: *It’s a standard action to load a one-handed
f irearm and a full-round action to load a two-handed f irearm.
Loading a cannon requires three full-round actions. Loading a
f irearm provokes attacks of opportunity. The Rapid Reload feat
reduces the time required to load one-handed and two-handed
f irearms, but not cannons. Loading a one-handed or two-handed
firearm typically requires a bullet and 1 dose of black powder.
Siege f irearms typically require a ball and multiple doses of black
powder. Firearm ammunition cannot be treated with poison.

*Misfires: *If the natural result of your attack roll falls within a
firearm’s misfire value, your firearm misfires, even if you normally
would have hit the target. When a firearm misfires, you miss the
target and the firearm gains the broken condition. A broken firearm’s
misfire value increases by 4. If a firearm with the broken condition
misfires again, it explodes. When a firearm explodes, the weapon is
destroyed. 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 shot
by the weapon—a DC 12 Reflex save halves this damage.

Fire while Prone: Firearms, like crossbows, can be fired while
the wielder is prone.

Firearm and Ammunition Descriptions

Firearms come in one of two varieties (for basic firearms) Each weapon type uses a slightly different type of ammunition, but loading either requires a dose of black powder.

Black Powder: Black powder is the key explosive component
within a f irearm, but in larger amounts it can be even more
destructive. A single dose of black powder is enough to power
a single shot from most one-handed and two-handed f irearms.
Cost: 10 gp per dose.

Firearm Bullet: A f irearm bullet typically takes the form of a small ball of lead or some other metal. A bullet that misses is destroyed. Cost: 1 gp per bullet.

Musket: This large firearm fires large-caliber bullets that have a much greater range than those f ired from a pistol. A musket uses a bullet and a single dose of black powder as ammunition.

Pistol: The single-shot pistol is the most common firearm found in the Inner Sea region, although it’s still rare enough to be an object of envy or curiosity to most. A pistol uses a bullet and a singe dose of black powder as ammunition.

Advanced Firearms

Advanced Firearms: Advanced f irearms are more powerful and accurate than early f irearms are. With an advanced f irearm, attacks are resolved against touch AC within the f irst f ive range increments of the weapon, and have the full 10 range increments for projectile weapons. They use metal cartridges as ammunition, making it a move action to reload the weapon’s entire capacity. Advanced f irearms do not misf ire.

Scatter Special Quality: A weapon with the scatter special quality can shoot two different types of ammunition. It can f ire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. When it attacks all creatures within a cone, it
makes one attack per creature within in the cone, and each attack takes a –2 penalty. If any of the attacks threaten a critical, conf irm the critical for that creature alone. If a scatter weapon explodes on a misf ire, it deals triple its damage to all creatures within the misf ire radius.

Blunderbuss: This weapon f ires pellets or a bullet from its trumpet-shaped barrel, making it an ef fective fowling weapon or close-f ighting personal defense weapon. The blunderbuss f ires in a 15-foot cone when f iring pellets, and has a 10-foot range increment when f iring a bullet.

Buckler Gun: The front of this buckler is f itted with a small, double barrel gun that can be shot while wearing the buckler. Unlike with a double barrel pistol, you can only shoot one barrel at a time. You must remove the buckler to reload the gun.

Musket, Axe: This musket features an axe blade at the top of its barrel. It can also be used as a battleaxe. If this f irearm gains the broken condition because of a misf ire, it suffers from that condition both when used as a gun and when used as a battleaxe.

*Pepperbox: *This pistol has six barrels instead of one. The entire barrel housing can be quickly rotated by hand between shots, allowing all six bullets to be f ired before the weapon must be reloaded. Each barrel of a pepperbox uses either a bullet and a single dose of black powder, or
a single alchemical cartridge.

Pistol, Coat: Not as powerful as other f irearms, this pistol is small enough to be concealed in a jacket or coat. You get a +2 bonus on Sleight of Hand checks made to conceal a coat pistol on your body.

Pistol, Double Barrel: This pistol has two parallel barrels; each barrel can be shot ndependently as a separate action, whereas both barrels can be shot at once with the same action. If both barrels are shot at once, they both must target the same creature or object, and the pistol becomes wildly inaccurate, taking a –4 penalty to each shot.

Pistol, Dragon: Like a miniature blunderbuss, the dragon pistol f ires pellets or a bullet from its f lared barrel. The dragon pistol f ires in a 15-foot cone when f iring shot, and has a 10-foot range increment when f iring a bullet.

New Feats

Rapid Reload (Combat)
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed f irearm that you are prof icient with. You can reload such a weapon quickly.

Prerequisite: Weapon Prof iciency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for a heavy crossbow or one-handed f irearm), or a standard action (for a two-handed f irearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light
crossbow, you may f ire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow
or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time
you take the feat, it applies to a new type of crossbow or a new
type of firearm.

Amateur Gunslinger (Combat)
Although you are not a gunslinger, you both have and can
use grit.
Prerequisite: You have no levels in a class that has the grit class feature.
Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point,
though throughout the day you can gain grit points up to a maximum of your Wisdom modif ier (minimum 1). You can regain grit using the rules for the gunslinger’s grit
class feature. You can spend this grit to perform the 1st-level deed you chose and any other deed you gain through feats or magic items.
Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.

Deft Shootist Deed (Grit)
You can avoid attacks while shooting and reloading f irearms
Prerequisites: Grit class feature or Amateur Gunslinger feat, Dodge, Mobility.
Benefit: As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading your f irearm.

Extra Grit (Grit)
You have more grit than the ordinary gunslinger.
Prerequisites: Grit class feature or the Amateur
Gunslinger feat.
Benefit: You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
Normal: If you are a gunslinger, you gain your Wisdom modif ier in grit points at the start of each day, which is also your maximum grit. If you have the Amateur Gunslinger feat, you gain 1 grit point at the start of each day, and your maximum grit is equal to your Wisdom modif ier.

You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith kit, you can create and restore f irearms, craft bullets, and mix black powder for all types of f irearms. You do not need a check t create f irearms and ammunition or to restore f irearms.

Crafting Firearms: You can craft any early f irearm for a cost in raw materials equal to half the price of the f irearm. At your GM’s discretion, you can craft advanced f irearms for a cost in raw materials equal to half the price of the f irearm. Crafting a f irearm in this way takes 1 day of work for every 1,000 gp of the f irearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for
every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single f irearm with the broken condition. You can take time during a rest to restore a broken f irearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benef it. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.


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