House Rules: Weapons

Two-Handed Grip

When you wield a hand crossbow or a one-handed firearm with two-hands, you gain a +2 bonus to your attack roll with that weapon.

Simple Weapons
Ranged Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Crossbow, repeating heavy 100 gp 1d6 1d8 19–20/x2 180 ft. 12 lbs. P
Crossbow, repeating 70 gp 1d4 1d6 19–20/x2 120 ft. 6 lbs. P
(Simple) Ammunition Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Bolt(s), blunt (10) 2 gp 1 lb. B see text
Early Firearms
Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
One-Handed Firearms
Buckler gun 75 gp
Pepperbox 300 gp
Pistol, coat 75 gp
Pistol, dagger 74 gp
Pistol, double-barrelled 175 gp
Pistol, dragon 100 gp
Pistol, flintlock 100 gp
Pistol, sword cane 775 sp
Two-Handed Firearms
Blunderbuss 200 gp
Culverin 400 gp
Double hackbut 400 gp
Fire lance 25 cp
Musket, axe 160 gp
Musket, double-barrelled 250 gp
Musket, flintlock 150 gp
Musket, warhammer 160 gp
Advanced Firearms
Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
One-Handed Firearms
Revolver 1,000 gp
Two-Handed Firearms
Rifle 1,250 gp
Rifle, pepperbox 1,750 gp
Shotgun 1,250 gp
Shotgun, double-barrelled 1,750 gp
Ammunition
Ammunition Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
Black Powder 1 gp
Blast Powder 10 gp
Bullet, Firearm (10) 1 gp
Entangling Shot Cartridge, Black 4 gp
Entangling Shot Cartridge, Blast 40 gp
Entangling Shot Metal Cartridge, Black 20 gp
Entangling Shot Metal Cartridge, Blast 200 gp
Flare Cartridge, Black 2 gp
Flare Cartridge, Blast 20 gp
Flare Metal Cartridge, Black 10 gp
Flare Metal Cartridge, Blast 100 gp
Metal Cartridge, Black 5 gp
Metal Cartridge, Blast 50 gp
Paper Cartridge, Black (10) 12 gp
Paper Cartridge, Blast (10) 120 gp
Pellets (10) 1 gp
Rubber bullet, Firearm (10) 2 gp
Rubber metal cartridge, Black 10 gp
Rubber metal cartridge, Blast 100 gp
Rubber paper Cartridge, Black (10) 24 gp
Rubber paper Cartridge, Blast (10) 240 gp
Salt Shot Cartridge, Black (10) 12 gp
Salt Shot Cartridge, Blast (10) 120 gp
Salt Shot Metal Cartridge, Black (10) 60 gp
Salt Shot Metal Cartridge, Blast (10) 600 gp

Ammunition (Crossbow): Bolt, Blunt

These bolts have rounded wooden tips.
Weapon Feature(s): Blunt Bolts deal bludgeoning damage rather than piercing damage. A crossbow user can use a blunt bolt to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).

Ammunition (Firearm): Bullet, Rubber

These bullets consist of a small, metal core covered in natural or alchemical rubber.
Weapon Feature(s): nonlethal

Crossbow, repeating

The repeating crossbow (and its heavy version) are now simple weapons instead of being exotic weapons. Damage has been reduced and the range increased to fit with its real version. Both repeating crossbows can carry a clip of 10 bolts. They are also re-priced at 70 gp for the repeating crossbow, and 100 gp for the heavy repeating crossbow.

Special Weapon Features


Finesse: A finesse weapon allows its wielder to apply their Dexterity bonus to their attack roll instead of Strength. All light weapons are considered to have the finesse weapon feature. Natural weapons are considered as light weapons. In addition, the following weapons also have the finesse weapon feature: elven curve blade, rapier, whip, or spiked chain.

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