HoA Firearm Equipment

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Credit goes to Ashiel (AKA Scott) of Heroes of Alvena for making these rules.
NOTE: This version is out of date, since a more recent version has not been approved for BM at this time.

FIREARMS

Firearm Cost Dmg (S) Dmg (M) Critical Range Capacity Weight Type
Pistol 25 GP 1d6 1d8 18-20/x3 60 ft 1 3 lbs B and P
Revolver 50 GP 1d6 1d8 18-20/x3 60 ft 6 4 lbs B and P
Musket 100 GP 1d10 2d6 18-20/x3 120 ft 1 8 lbs B and P
Rifle 300 GP 1d10 2d6 18-20/x3 120 ft 5 9 lbs B and P
Scattergun 200 GP 3d4* 3d6* x3 30 ft 2 6 lbs B and P
Short-Scattergun 200 GP 3d4* 3d6* x3 15 ft 2 4 lbs B and P
Blunderbuss 100 GP 3d4* 3d6* x3 20 ft 1 5 lbs B and P

FIREARM RULES
Firearms are an exceptionally unique type of weaponry.
For the most part they are simple and easy to use, if
sometimes difficult to maintain. However, most do not
understand how to make particularly keen shots, as
learning to deal with the recoil of a firearm can often
be difficult for those familiar with archaic weaponry.

Firearm Basics

Proficiency: All firearms are treated as simple
weapons for the purposes of basic proficiency, as the
basics are pretty simple (point and pull the trigger).
However, for anyone without the Exotic Weapon
Proficiency (Firearms) feat, firearms only threaten a
critical on a roll of 20 and only have a x2 multiplier;
regardless of the type of firearm being wielded.

Reloading: Characters without the Exotic Weapon
Proficiency (Firearms) feat require a full round action
to load 1 shot into a firearm. Those with the
appropriate feat can instead reload 1 shot as a standard
or move action, or as a swift action if they also possess
the Rapid Reload feat.

Firearm Group: Fighters can choose “firearms” as
a weapon group as part of their Weapon Training class
feature, which includes the blunderbuss, musket, pistol,
revolver, rifle, scattergun and short scattergun.

Weapon Descriptions

Handguns: Handgun is a catch-all term for firearms
held and fired with one hand, such as pistols and
revolvers; and characters may choose “Handgun” for
effects based on weapons (such as for the Weapon
Focus feat) and have the benefits applied to all types of
handguns.

Pistols: Pistols are some of the earlier models of
hand held firearms, and are favored for their low cost
when compared to firearms, making them far more
common among common soldiers and civilians. Pistols
require reloading after each shot.

Revolver: Revolvers are the next evolution in the
pistol design. Revolvers include a rotating chamber
that can be filled with multiple shots, allowing the
wielder to fire repeatedly before needing to reload.
Revolvers are too expensive for most civilians and
low-ranking soldiers to afford, but are popular with
adventurers for their improved capacity.

Quick-Load Cylinder: Revolvers are designed
to come apart for cleaning and maintenance, and new
cylinders replaced quickly and easily. Many savvy
gunslingers and warriors will purchase spare cylinders
and load them full of shots before long battles;
allowing them to swap the entire cylinder out for the
spare, reloading the entire gun in the same time it
would take the user to reload a single shot.

Longarms: Longarm is a catch-all term for firearms
such as muskets and rifles; and characters may choose
“Longarm” for effects based on weapons (such as for
the Weapon Focus feat) and have the benefits applied
to all types of long-guns.

Musket: Muskets are some of the earlier models of
long barreled firearms. While designs have changed
over time, their general function remains the same.
Muskets can fire a single powerful shot over long
distances before needing to be reloaded.

Rifles: Often called “clockwork muskets” due to
their intricate mechanics, the rifle is the next evolution
in musket technology; allowing the wielder to fire
multiple shots before needing to reload. Their designs
vary slightly depending on the model. Some rifles use
large cylinders, much like their smaller revolver
cousins, while some gunsmiths have adapted springloaded
cartridges to ready new shots to be fired.

Quick-Load Cartridge: Rifles can fire multiple
shots before needing to be reloaded, and many wielders
who are planning for long but active fights purchase
additional rifle cartridges or cylinders and load them
beforehand, allowing them to swap out the whole
cartridge or cylinder, allowing them to reload the entire
gun in the same time it would take to reload a single
shot. Quick-load cylinders for rifles are identical to
quick-load cartridges in game terms, and have the same
cost, weight, and effects.

Shotguns: Shotgun is a catch-all term for weapons
such as the Blunderbuss, Scattergun, and Shortscattergun;
and characters may choose “Shotgun” for
effects based on weapons (such as for the Weapon
Focus feat) and have the benefits applied to all types of
shotguns.

Blunderbuss: The blunderbuss is one of the earliest
forms of shotguns. Amounting to little more than a
wide barrel loaded with shot and then fired in a spray,
they are sometimes known as “personal cannons”. The
blunderbuss is the cheapest form of shotgun, but still
very deadly.

Improvised Shot: The blunderbuss can be
loaded with improvised shot, costing nothing more
than the cost of some black powder. Improvised shot is
made of materials not intended to be used as
projectiles, including gravel, small nails, cutlery, or
pretty much anything small and hard lying around.
Improvised shot inflicts damage as though the
blunderbuss was one size category smaller (3d4 for
medium, 3d3 for small, etc).
Scattergun: The scattergun is an evolution of the
blunderbuss, with a pair of longer barrels that can fire a
shot each. Scattergun wielders enjoy being able to fire
twice before reloading, and having a bit more range.

Short-Scatterguns: Seen as a genius modification
to some, and the work of the insane by others, the
short-scattergun is a scattergun that has had much of its
barrels cut off by a blacksmith or gunsmith, making it
light enough to wield in one hand at the cost of range.

Ammo Belts: Sometimes called “bandoliers”, an
ammunition belt is a leather strap or belt that has been
fitted with small sections that hold shots for various
firearms. These ammunition belts make it easy to
retrieve ammunition quickly, and many professional
gunmen wear two, three, or more ammo belts loaded
with shots. Each ammo belt holds 50 shots.

Bayonet: Bayonets are blades that are attached to
the ends of pistols and other firearms, allowing the user
to attack with the bayonet in close range without
dropping their guns. A bayonet deals damage as a
dagger, plus the strength modifier of the gunslinger,
and is treated as a two-handed weapon if attached to a
musket, rifle, or scattergun. Bayonets also increase the
damage of a gunslinger's pistol whip deed, as described
in the gunslinger's description.

FIREARM EQUIPMENT

Item Cost Weight
Quick-load cylinder 10 GP 1 lb
Quick-load cartridge 25 GP 1 lb
Pistol/Revolver Shots (20) 1 GP 1 lb
Musket/Rifle Shots (10) 1 GP 1 lb
Scattergun Shots (5) 1 GP 1 lb
Inprovised Shots (5) 0.5 GP 1 lb
Ammo Belt 1 GP 1 lb
Bayonet 2 GP 1 lb

NOTE: All of these weigh half as much for small characters.

Alchemical Items

Black Powder: Discovered through alchemical
experimentation long ago, the black powder is created
through a mixture of sulfur, charcoal, and saltpeter, and
is extremely flammable and explosive. Most firearms
are propelled by small amounts of black powder placed
inside metal shells, that is ignited by a chemical primer
(typically a single drop of alchemist fire that is exposed
when the gun's hammer strikes the shell). While most
firearms don't use black powder exclusively to shoot as
with their earliest models, black powder remains a
staple material in production of ammunition for
firearms. Black powder has also been adapted to other
uses as well, including the production of explosives,
beautiful fireworks, and siege weaponry.

Trade Value: Black powder is a trade good and is
worth about 1 gp per pound for a small bag of powder.
The craft (alchemy) DC to create black powder is 10,
and the average alchemist produces 7 lbs per week.

Bombs, Black Powder: After the discovery of the
explosive power of black powder, it didn't take long
before clever warlords decided that they could make
weapons out of the powder itself. A black-powder
bomb varies in appearance, but in all cases it's about a
pound of black powder in a sealed container with a
wick or an alchemy-treated fuse which can be lit to
ignite the bomb. A black powder bomb can be lit as a
full-round action with a flint and steel, or as a move
action with a tindertwig, prestidigitation, or similar
method of ignition. Once lit, a black powder bomb
explodes at the end of the user's next turn, giving them
only one round to throw it or move away from the
blast. There is no benefit for hitting an opponent with a
black powder bomb, just getting it close enough to
catch them in the splash radius.
A black powder bomb inflicts damage in a splash
radius dependent on the size of the bomb. The type of
damage is ½ fire and ½ sonic damage. Creatures
caught in the radius of a black powder bomb may make
a Reflex save (DC 10 + ½ the base attack bonus of the
person who threw it + the person's Dexterity modifier,
or 10 if stationary) to take half damage. Alchemist
apply their damage bonus after the Reflex save is
made.
Black powder bombs may be combined to produce
larger explosions, but they quickly become too large to
throw, and suffer from diminishing returns, as it takes
progressively larger quantities of black powder to make
noticeably stronger explosions. For every 4 black
powder bombs of a single size, you can create 1 black
powder bomb of a greater size. Thus a it would take 4
small black powder bombs to create a medium bomb,
16 small bombs to create a large bomb, and 64 small
bombs to create a huge bomb, and so forth.
A character cannot throw a bomb that is larger than
her size category. Bombs are thrown weapons with a
range increment of 10 ft. The craft (alchemy) DC to
create black powder bombs is DC 15.

BLACK POWDER BOMBS

Bomb Size Radius Damage Cost Weight
Small 5 ft 1d6 5 GP 1 lb
Medium 10 ft 2d6 20 GP 4 lbs
Large 15 ft 4d6 80 GP 16 lbs
Huge 20 ft 8d6 320 GP 64 lbs
Gargantuan 30 ft 16d6 1280 GP 256 lbs
Colossal 40 ft 32d6 5120 GP 1024 lbs
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