House Rules: Firearms
  • All firearms are considered to be simple weapon.
  • Early firearms cost 10% of the listed cost.
  • Advanced firearms cost 25% of the listed cost.
  • Early firearm ammunition and equipment cost 10% of the listed cost.
  • Advanced firearm ammunition and equipment cost 25% of the listed cost.
  • Blast powder and cartridges using blast powder cost ten as much as their black powder equivalent. This is due to the low availability of aetherite used as the main ingredient for blast powder.
  • Simple firearms ignore DR/armor and shield bonus to AC when the target is within the weapon's first range increment. Advanced firearms ignore DR/armor and shield bonus to AC when the target is within the weapon's first five range increments. Other types of damage reduction still apply.

Black powder is vulnerable to detonation to fire damage, while blast powder is vulnerable to force damage. In either case, there is a chance of a dose carried by a character exploding when that character receives the appropriate damage. The character must make a Reflex save to avoid having the doses on him detonating. The Reflex DC is equal to the DC of the source of the damage. If the source of the damage has no DC, the DC is equal to the amount of damage inflicted on the character.

If the source of the damage is a single target effect, such as the fire damage from a flaming weapon or a magic missile, only one dose is at risk of detonating for each occurrence of damage.

If the source of the damage is an area effect such as a fireball, a number of doses equal to the damage divided by 5 are are at risk of detonating. Only one save for all doses is made.

If a dose explodes, it inflicts 1d4 fire damage for each dose to the person carrying it. If a firearm is loaded with a dose, and that dose explodes, the result a misfire for that firearm. Doses carried on the person detonate first before any that are loaded in a firearm.

These rules also apply to alchemical cartridges.

Metal cartridges receive a +2 to the Reflex save.

Loading a Firearm:
    Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm with one cartridge. If you have the Rapid Reload feat, reloading is a free action, but you are limited to one cartridge per round.

Scatter Weapon Quality: A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. The pellet in a scatter shot makes it easier to hit a target at close range, but reduces weapon penetration. When a scatter weapon fires pellets, it gains a +2 bonus to attack rolls with attacks made within the weapon's first range increment, but it also receives a -2 penalty to damage when hitting a target at any range. A scatter weapon at close range can also knock a target over with a solid hit. If the wielder hits his target within the first range increment with pellet ammunition, he may attempt a free trip attack that does not provoke attacks of opportunity, adding his weapon's enhancement bonus to his CMB (if any), as well as any bonuses or penalties from feats or attack options (such as Weapon Focus or deadly aim). A scatter weapon user with pellet ammunition can also ready an action to stop a charge when an attacker charges into the weapon's first range increment.

Firearm Gear


Item Cost Weight
Speedloader 2 gp

Speedloader

A speedloader is a device used for to reduce the time and/or effort needed to reload an advanced firearm. Speed loaders come in variety of forms for reloading firearms that house multiple cartridges at the same time. You can reload a firearm to full capacity in one action, but only if the firearm is completely empty. You must purchase a separate speedloader for each set of cartridges. Reloading an empty speedloader is a full action that provokes an attack of opportunity.

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