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Fantastic Firearms and Where to Find Them


Guns are everywhere. Costs are given in a table (below), generally: basic firearms are 10% of p1e base cost, advanced firearms are 50% cost. Ammunition is similarly reduced (with people of the gunslinger class getting a further discount for their personal ammo). Grenades are 25% cost.


The Gunslinging feat, Gun Training feat, Gunsmithing, and Extra Deeds feats are accessible to all (given some prerequisites) to get you past the issues that cause firearms to grossly fail to have parity with archaic ranged weapons like longbows, together with various crafting upgrades available for firearms.

Gun Training, which gives Dex-to-Damage, is available to everyone. Dex does not have absolute tyranny; deeds exist allowing a focus on Str, Int or Wis. The Mysterious Stranger gunslinger archetype gives a pivot to Cha, but requires actually being a gunslinger.

 

Becoming a Gun Nut

Pistols are Simple weapons, and available to everyone raised in a "civilized" environment like Ysidra (even classes like Monk that provide their own starting list of weapons and do not mention Simple weapons.) Primitive or extraplanar NPCs may not receive this campaign proficiency benefit.

  • The following upgrades make a pistol into a martial weapon:

    • Scope, Double Barrel, Dual Use

  • The following upgrades do not make a pistol into a martial weapon:

    • Advanced, Magazine, Barrel, Receiver, Stock.

Most other firearms are Martial Weapons, and available to everyone with Martial Weapon Proficiency .

Firearm double weapons are exotic, as are those with axe and hammer heads. However firearms with just bayonets remain martial.

The Training weapon special ability can grant proficiency in it own use. (Cost: 8300gp for MW, +1 and Training.)

 

Adapting classes and archetypes

The Paizo Gunslinger class is replaced by the Harrowed Gunslinger class.

When adapting Paizo archetypes (of any class) that reference firearms:

  • A feature that grants any one firearm proficiency instead grants all non-exotic firearm proficiencies. If this feature stacks on top of proficiency with all martial weapons, it is subsumed and lost without replacement.
  • However, a feature that takes away firearm proficiency from a gunslinger still takes it away (for example, Pistolero).

  • The Gunslinging feat replaces the Amateur Gunslinger feat.

  • A feature that grants that gain the Gunsmithing usually trades it for Gun Training. But if you already have Gun Training or prefer Gunsmithing, then it stays Gunsmithing

  • A feature that grants a quirky starter weapon instead grants 100gp toward purchase of one's first firearm, and those funds cannot be diverted to any other purpose.

  • A feature that grants a specific ordinary gun, for example a pistol, simply grants it without change.

Examples

  • Under this interpretation for example, Black Powder Inquisition reads: You are proficient with all firearms and gain Gun Training as as bonus feat. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a –4 penalty on concentration checks for 1 round.

  • A gunsmith (alchemist) would get proficiency with all firearms, a starter weapon, and Gunsmithing (which could be traded out). But thematically a gunsmith ought to invest the needed to have both Gun Training and Gun Smithing.

Firearm Combat Rules

  • All firearms critical hit on 19-20 for x2 damage, with the exception of scatter weapons. Those always fire 20x2, even when firing slugs.

  • Firearms do not make touch attacks. Instead, firearms bypass 5 AC but only at the first range interval. Advanced firearms bypass 1 less per subsequent range interval after the first.

    If a target has strong damage reduction (10+) of any given type, then there are specific requirements to benefit from AC-bypass.

    If the firearm's primary damage die changes to energy or force, then irrespective of anything else, the AC bypass is blocked if the defender has matching defenses.

    Finally, the Bullet Dodger deed, if the defender has it active, always blocks AC bypass.

    The following chart summarizes this:

Target has this: Then AC bypass requires: But AC bypass blocked:
DR 10+/cold iron cold iron, energy or force bullets  
DR 10+/silver silver, energy or force bullets  
DR 10+/magic magic, energy or force bullets  
DR 10+/(magic and silver) (magic and silver), mithral, energy or force bullets  
DR 10+/adamantine adamantine, energy or force bullets  
DR 10+/{alignment X} {alignment X}, energy or force bullets  
ER 10/energy type {X}   if the weapon's primary damage is {X}
Mage Armor spell, Shield spell, or any similar supernatural defense   if the weapon's primary damage is force.
Bullet Dodger Deed active   period.

A magic gun will apply "magic" to the bullets it fires. An aligned gun will apply alignment to the bullets it fires. However a gun of a material (cold iron, silver, adamantine) naturally will not apply that to bullets. The bullets have their own material. In some cases a gun plus a bullet could work together to bypass DR: for example a magic gun firing a silver bullet bypassing DR/magic and silver.

Mage Shot changes bullet damage to energy. However magic weapon abilities like flaming add damage, they do not convert the weapon's base damage.
 

Reloading

Basic Firearms

  • Normal - no alchemical cartridge
    • One handed: standard action
    • Two handed: full round action
    • Dragoon: n/a
  • Alchemical Cartridge
    • One handed: move action
    • Two handed: standard action
    • Dragoon: full round action for 1 cartridge (+3 shots)
  • With Rapid Reload - no alchemical cartridge
    • One handed: move action
    • Two handed: standard action
    • Dragoon: n/a
  • With Rapid Reload and alchemical cartridge
    • One handed: free action 1 round cooldown, then move action
    • Two handed: move action
    • Dragoon: standard action for 1 cartridge (+3 shots)
  • Double Barreled: each barrel is reloaded as if a separate firearm

Due to the cooldown required, to reliably achieve full attacks or barrages, a firearm needs its ammo capacity increased.
 

Advanced Firearms
 

When you reload an advanced firearm, you reload it up to its ammo capacity.
 

  • Normal:
    • One or two handed: move action
    • Double barreled: standard action
    • Culverin or Double hackbut: full round action
  • With Rapid Reload:
    • One or two handed handed: free action, cooldown 1 round. Otherwise move action.
    • Double barreled: move action
    • Culverin or Double hackbut: standard action

 

Ain't that a kick in the head?

Kick is computed strictly from the weapon's damage dice, and independent of the weapons size.

Firearm Damage Kick Minimum Strength
1 -4 2 (fine)
1d2 -3 4 (diminuitive)
1d3 -2 6 (tiny)
1d4 -1 8 (tiny)
1d6 0 10
1d8 1 12
1d10 2 14
2d6, 1d12 3 16
2d8 4 18
3d6 5 20
3d8 6 22
4d6 6 22
4d8 7 24
6d6 7 24


A firearm is -2 to hit per point of kick that you fail to match with your Str bonus.

  • Basic scatter weapons have +1 kick above their base damage, when performing scatter shots; advanced shotguns have a +2 kick above their base damage when performing scatter shots. This does not apply when firing slugs.

  • Firing a one handed pistol two handed reduces kick by 1.

  • Using a tripod, ported barrel, or recoil compensating stock reduce kick.

  • The iron grip deed reduces kick.

  • A vehicle mounted weapon has 0 kick.


Very small firearms

Very small firearms rapidly become ineffective.

Except for the specific firearms shown on the Paizo firearms page, Firearms are not manufactured or for sale at Tiny or smaller sizes.

When someone wields very small firearms (whether built small or magically shrunk), their effectiveness is much diminished.

  • Tiny: All dice reduce by 2 steps, so 1d6 becomes 1d3, including on all riders such as Sneak Attack, Flaming Weapons, Vital Strike, etc. Deadly Aim, Power Attack, and Piranha Strike offer -1/+1 instead of -1/+2.
  • Diminutive. All dice become 1 pt. Deadly Aim, Power Attack and Piranha Strike do not work.
  • Fine. All damage when summed together is reduced to 1 point.

 

Misfires

  1. Start with the weapon's base misfire ranges.
    • For example a blunderbuss starts by missfiring with a natural 2 or less on the attack d20.
  2. Add all permanent modifiers (typically from the Calibrated receiver firearm mod, but there are some class abilities or other effects that give you permanent changes.)
    • For example, putting the "Calibrated receiver" mod two times on a blunderbuss reduces the range to a natural 0 or less. But are you perfectly safe now to add a Perfect receiver mod? Not quite, if you are going to be adding in temporary modifiers increasing your misfire range!
  3. Record that on your character sheet for that weapon.
  4. When firing, add temporary modifiers (from ammo, from past misfires, etc.) That gives you a final misfire range.
    • Broken weapons get a +4 misfire rate, using an alchemical cartridge gives a +1 misfire range.
  5. Look at the final result. There are three cases.

Case 1: You have a perfect receiver mod on the weapon, and the sum is 0 or less.

  • The weapon cannot misfire.

Case 2: You don't have a perfect receiver on the weapon, and the sum is 0 or less.

  • The weapon misfires on a 1.

Case 3: The sum is 1 or more.

  • The weapon misfires on that roll or less.

Cover and Firearms

Cover is more important in a world where firearms are common. A number of deeds give advantages if a target lacks cover. So we handle cover with somewhat more detail:

  • No cover (15%) +0 AC. Very minimal sources of cover

  • Partial cover (35%) +2 AC, +1 Refl saves. Low cover protects between 1/4 to les than half of your body. especially presuming a partially crouched combat stance. Example: bushes, wooden fences, boxes, 2.5' walls, a grocery cart. Typically counts as environmental cover. 15' range, beyond that it is not cover. Does not help if opponent has a height advantage or is closer to the cover than you are

  • Partial soft cover (35%). +2 AC. A friend or foe is between the attacker and defender, and is the same smaller than the defender, and blocks about a third or less of the intervening space. Soft cover does not give a benefit to saving throws.

  • Half cover: (50%) +4 AC, +2 Refl saves. Obstacles that are shorter than you, but give good coverage. Examples: large barrels, 4' walls, a wagon, a small tree

  • Half soft cover: (50% +4 AC. A friend or foe is between the attacker and defender, and is the same size as the defender, and blocks about half of the intervening space. Soft cover does not give a benefit to saving throws.

  • Full cover. (75%) +6 AC, +3 Refl saves. A wall or tree or trench that can fully cover you, but so long as you are in combat (e.g. leaning out to shoot, eligible to attack or AoO and not hiding), you can still be attacked by the normal ranged line of effect rules. Examples: a 8'+ wall, a big tree you could stand completely behind.

  • Full soft cover (75%). +6 AC. A friend or foe is between the attacker and defender, and is a size larger than the defender, and blocks about 3/4s or more of the intervening space. Full soft cover could also occur if there are 2-3 friends or foes the same size as the defender in between the attacker and the defender. Soft cover does not give a benefit to saving throws.

  • Improved cover (90%): +8 AC, +4 Reflex saves. Example: An arrow slit or gun port. Improved Precise Shot and similar effects that bypass cover reduce this in half, to +4 AC, +2 Refl.

  • Improved soft cover (90%). +8 AC. A friend or foe is between the attacker and defender, and is two sizes larger than the defender. Or 2-3 friends or foes are between the attack and defender, are one size larger than the defender. Or 4+ friends or foes are between the attacker and defender and are the same size as the defender.

  • Total cover. If you are behind total cover for your entire round, you cannot be attacked by an opponent. But if you are leaning out from behind total cover (so as to attack or be eligible for AoOs / overwatch) then it gets reduced and counts as Full cover.

Things that modify or interact with cover

  • When there are multiple sources of cover between attacker and target, the additional persons may stack to provide a further +2 each, up to a maximum of improved cover. Consider how much of the defender is likely to blocked by the intervening obstacles. The text above describing soft cover gives examples

  • Improved Precise Shot and similar effects that bypass cover instead reduce the cover bonus to AC by 3.

  • Effects that reduce or ignore the AC bonus of cover do not count as removing the other benefits of having cover: namely they do not enable the exploits that are triggered by the lack of cover.

  • Deeds that interact with cover are worth noting: Bouncing Shot, Close Combat Specialist, Covering Fire, Damned Good Ground, Deep Cover, Flush, In the Zone, Shooting Gallery, Targeting, Undercover Agent, Ventilate.

  • Note that having high ground is a great way of rendering many intervening obstacles irrelevant as outside of line-of-effect. On the other hand, fliers position themselves as without cover, which may be disadvantageous.

Example of scatter weapons and cover.

Scatter weapons interact with cover normally and use the rules already provided. But because scatter weapons have lines of effect that can pass through multiple creatures, the effects of cumulative soft cover can be increased.

For example, suppose a scatter weapon affects a line out to 40. It starts simply as -2 to hit (as all scatter weapons do), and that applies to the entire area of effect because scatter weapons do not use range increments. Everything in that increment is in the first range increment, hence bypassing 5 AC (unless another rule like DR or gun tank abilities or Bullet Dodger deeds are involved.)

Suppose that 40' path is packed with human sized targets; there could be 8 of them.

  • The first has no cover: +0 to hit. (Or -2+5 = +3 considering the base plus bypassing)
  • The second has half soft cover: -4 to hit. (or-1 considering the base plus bypassing)
  • The third and forth have full soft cover: -6 to hit. (or -3 considering the base plus bypassing)
  • The fifth through eight have improved soft cover; -8 to hit. (or -5 considering the base plus bypassing)

As a second example, consider shooting two targets, one standing in the open and one behind the first (soft cover) as well has behind half cover. The first gets +0 cover bonus. The second would have a +4 cover bonus being behind half "hard" cover; then improved by +2 by also being behind soft cover.


Wielding options

  • Firearms are never light weapons. For two-weapon fighting, consider a light melee weapon (rapier, shortsword, etc.) in the other hand. When seeking to attack with two pistols, its allowed but with the penalties for using two non light weapons.
  • Firearms are one handed or two handed weapons. Two handed weapons are generally longer ranged and may accommodate more upgrades. (While two handed melee weapons get 150% strength bonus to damage, there is nothing comparable for firearms.)
  • One handed firearms require a hand free to reload. (Some deeds may afford options here.). Two handed firearms are reloaded, naturally, with two hands.
  • Growing an extra arm via Vestigial Arms can be ... handy; you could have a two handed firearm in two hands and still carry a shield, for example. But as stated in the Discovery, it never actually grants additional actions.


Firearm purchasing

Firearms are available to purchase by anyone. Pay the listed price, for an item made at character creation.

After character creation, if there is a PC who has Gunsmithing, they can make guns for the squad at 50% price (plus materials, which are nominal unless special materials are used), subject to the constraints of time permitting.

Firearm resale value

Sell a "like new" firearm, and like a car driven off the sales lot, its value has plummeted to 25% like any used item (in this game).

However, worn and beat up firearms, if they aren't magical, are resold for just 10% price, and that's down to 5%.

Whether this is logical or not -- I don't care. For play and thematic reasons, you will routinely face opponents with guns, and the low level ones you will drop like flies. As with online RPGs with firearms, that's a lot of bodies to look (but if a covert operation is on a timer, looting opportunities are reduced.) Still, you can make money by picking up firearms but it is not supposed to be a super fast path to extreme riches.
 

Firearm costs

I have made a firearm pricing spreadsheet. Make a copy of it, and edit just the yellow cells.
 

One Handed, Simple

100gp Pistol

75gp Pistol, coat

100gp Pistol, dragon

150gp Pistol, dragoon

 

Two Handed, Simple

3gp Fire Lance
 

One Handed, Martial

300gp Breech-loader

75gp Buckler Gun

300gp Pepperbox

115gp Pistol, dagger

80gp Pistol, sword cane

250gp Pistol, paddle-foot

 

Two Handed, Martial

175gp Air repeater

200gp Blunderbuss

400gp Culverin

600gp Cylinder rifle

400gp Double hackbut

150gp Musket

172.5  Musket, Bayonet

172.5 gp Musket, Axe

172.5 gp Musket, Hammer

200gp Musket, Dragoon

 

One Handed, Simple

2000 gp Revolver

 

Two Handed, Martial

2500 gp Rifle

3500 gp Rifle, pepperbox

2500 gp Shotgun

 

Ammunition

 

    No discount Gunsmithing Requisitions
Ammunition type Wt Basic Advanced Basic Advanced Basic Advanced
Air reservoir 3 6 1.5   0.75  
Alchemical cartridge (dragon's breath) 10 20 5 10 2.5 5
Alchemical cartridge (entangling shot) 10 20 5 10 2.5 5
Alchemical cartridge (flare) 2.5 5 1.25 2.5 0.625 1.25
Alchemical cartridge (gray dust shot) 12.5 25 6.25 12.5 3.125 6.25
Alchemical cartridge (gray dust) 12.5 25 6.25 12.5 3.125 6.25
Alchemical cartridge (molten shot) 2.5 5 1.25 2.5 0.625 1.25
Alchemical cartridge (paper, bullet or pellet) 1 2 0.5 1 0.25 0.5
Alchemical cartridge (repellent) 7.5 15 3.75 7.5 1.875 3.75
Alchemical cartridge (salt shot) 3 6 1.5 3 0.75 1.5
Alchemical cartridge (smoke cartridge) 8.5 17 4.25 8.5 2.125 4.25
Alchemical cartridge (toxin) 25 50 12.5 25 6.25 12.5
Black powder (dose) 1   0.5   0.25  
Black powder (keg) 5 lbs. 100   50   25  
Bullet, screaming 5 10 2.5 5 1.25 2.5
Dragoon Cartridge 3 6 1.5 3 0.75 1.5
Firearm bullet (1) 1 2 0.5 1 0.25 0.5
Firearm bullet (30) 1/2 lb. 30 60 15 30 7.5 15
Firearm bullet, cold iron [undiscounted]   2.5 5 2.5 5 2.5 5
Firearm bullet, silver [undiscounted] 5 10 5 10 5 10
Firearm bullet, mithral [undiscounted]   10 20 10 20 10 20
Firearm bullet, adamantine [undiscounted]   60 120 60 120 60 120
Gunsmith's kit 2 lbs. 50 100        
Lawrence 1917 flamethrower fuel tank 9 lbs. 12.5 25 6.25 12.5 3.125 6.25
Metal cartridge 1.5 3 0.75 1.5 0.375 0.75
Pellets (30 handfuls) 1/2 lb. 3 6 1.5 3 0.75 1.5
Pellets (handful) 0.1 0.2 0.05 0.1 0.025 0.05
Pitted bullet 1.25 2.5 0.625 1.25 0.3125 0.625
Powder horn 1 lb. 3          


(From here https://aonprd.com/EquipmentWeapons.aspx?Proficiency=Firearm. Many prices were reduced to 10% for basics, 25% for upgraded, but no reduction for special materials. The Gunsmith's kit increased in price. )

A gunslinger's requisitions and crafting do not reduce the cost of special materials used in ammunition.

Dragoon cartridges are available for all alchemical shots. They come in threes for 3x the price.

Firearms can use Mage Shot, but at the full original prices: 178 gp per shot, whether basic or advanced.

Grenades

Basic Grenades

Note that Pellet and Fuse grenades take a move action to light (unless thrown into a fire).

They go off unpredictably in 1-3 rounds. To pick up a grenade on the round it was thrown is a standard action that provokes AoO; on subsequent rounds it is a move action that provokes AoOs. Intelligent opponents need to perceive the grenade fast enough to react (Perception 10 roll required), and then they may react. Unintelligence opponents stay put and get blasted, generally. With a Sleight of Hand check it may be possible to place a grenade covertly, or with a Mage Hand and a Stealth Check. Doing this covertly with a reverse Steal combat maneuver can place a lit grenade in someone's inventory, which denies them a saving throw.

Advanced Grenades

  • Pin and lever. +37.5 gp cost. These detonate once thrown, and require a move action to draw (free using Quickdraw) and a standard action to throw.
  • Pin and timer grenade. +50 gp cost. As a fuse grenade except you can pick the delay from 1-10 rounds, which takes a standard action.

Scatter Weapon Quality
The function of scatter weapons is changed from core pathfinder in several respects, as emphasized below.

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, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike.

Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack.

If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone.

A firearm that makes a scatter shot misfires only if its first shot is a misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

When scoring multiple critical hits or reducing multiple creatures to 0 or fewer hit points with a single scatter shot, only the first event of each kind is eligible for grit recovery.

Cover, including soft cover, helps defend against scatter weapons normally.

Adjustments to specific firearms

Note that all individual weapons listed in pathfinder that add “axe” or “hammer” are replaced by percentage cost increases to the base weapon, adding to its utility without degrading them. This in principle makes the axe musket, dagger pistol, or warhammer musket substantially more usable.

  • Air Repeaters. These rifles are less modifiable than others. They can take a scope, telescope, or tripod, but not other modifications. Air Repeaters cannot be upgraded to Advanced firearms
  • Blunderbuss. Treat the cone as 20 with a 45 degree angle cone; or a 30’ range increment when firing a bullet.
  • Buckler Gun. Treat range increment as 20’ and strike out the text: "You must remove the buckler to reload the gun."  This firearm can have its ammo capacity and its receiver upgraded, and can be made advanced, but it is not eligible for other upgrades.
  • Breech-loader. This firearm can be upgraded to advanced, but as a double barreled weapon it has limitations on reload speed.
  • Coat Pistol. Treat range increment as 20’. 
  • Culverin. The culverin ammo capacity cannot be improved. It cannot be made double barreled, or benefit from scopes. Its own rules on requiring bracing or knocking its wielder prone apply in place of kick. If upgraded to advanced, it is 1 step slower than a two handed weapon.
  • Cylinder Rifle. This firearm cannot be made double barrel, benefit from scopes, or upgraded to advanced.
  • Dagger Pistol. Treat range increment as 20’.
  • Double Hackbut. The double hackbut ammo capacity cannot be improved. It cannot be made double barreled, or benefit from scopes. Its own rules on requiring bracing or knocking its wielder prone apply in place of kick. If upgraded to advanced, it is 1 step slower than a two handed weapon
  • Dragoon Pistol. A basic dragoon pistol can be upgraded to take additional ammunition, but this can only be from a starting capacity of 3 up to a total of 6.
    • Reloading a dragoon cartridge is a full round action which re-enables you to take +3 shots. With rapid reload the time required is reduced to a standard action, and it is not further reduced by other abilities. If the weapon's capacity is 6 shots, then reloading 2 cartridges takes 2 rounds, and with Rapid Reload that is reduced to 1 full round.
    • If a dragoon pistol is uploaded to an advanced weapon, it reloads as an advanced weapon. Its distinctive use of dragoon cartridges is no longer relevant. It reloads as an advanced firearm.
  • Dragoon Musket. A basic dragoon musket can be upgraded to take additional ammunition, but this can only be from a starting capacity of 3 up to a total of 6 or 9.
    • Reloading is as a for a Dragoon Pistol. Reloading a basic dragoon musket with 3 cartridges takes 3 rounds, or with Rapid Reload, 1 round and a standard action on the next round.
  • Fire Lance. Cost: 3 gp, 30’ range, inflicts 1d10 damage, 20x4. Counts as a simple weapon. Fire Lances cannot be upgraded to Advanced firearms
  • Paddle Foot Pistol. This weapon cannot have its ammo capacity improved. It cannot be upgraded to advanced.
  • Pepperbox. This firearm cannot be made double barreled, benefit from scopes, or upgraded to advanced.
  • Shotgun. A shotgun firing a slug a single target does 2d6 damage. Ignore Paizo double barreled shotguns and use the Harrow rules for double barreled weapons. When a shotgun is constructed, it is built in one of three configurations. Once the weapon is constructed, it can be reconfigured into one of the other forms, for 500gp. Highly skilled gunslingers become adept at jury rigging shotguns. (See the Scattering Specialist deeds.)
    • Extra wide choke. 90' degree angle cone, 25' deep = 19 squares.
    • Wide choke. 45 degree angle cone, 35' deep = 20 squares
    • Narrow choke. Path, 60' long = 12 squares.
  • Sword Cane Pistol. The sword function counts as a rapier in all respects. As a pistol it has a range of 20’. The sword cane pistol can be modified, but by adding mods it loses its ability to be concealed as a mere cane. It can be upgraded to advanced, while retaining concealability.

 

Firearms Upgrades

Firearms are extensively modifiable and upgradable.

Gunsmithing is the key feat to grant the ability to modify and upgrade firearms.

Different categories of upgrades can be applied independently, except where a specific restriction is stated.

 

Advanced Firearms

  • You can upgrade many forms of "basic" firearm to “advanced”

    • Those not eligible for upgrade are: Air Repeater, Fire Lance, Cylinder Rifle, Paddle Foot Pistol.

    • The basic cost of your firearm increases x10

    • The cost of your upgrades is the same as an advanced weapons upgrades

  • Advanced firearms have the following traits:

    • Their modifications (everything that follows in sections below, but excluding adding melee attachments) has a x5 price multiplier

    • While basic firearms only bypass armor in the first range increment, advanced firearms bypass but at a cumulative -1 per increment after the first until bypassing is reduced to 0.

    • Advanced firearms are usable to 10 range increments, whereas basic firearms are only usable to 5.

    • Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat (or comparable deed or archetype ability) reduces this to a free action, cooldown 1 round; otherwise a move action. (Note that you can match this with a basic firearm if you can reload it as a free action: namely it is one-handed, and you have Rapid Reload, and you are using alchemical charges.)

    • Advanced firearms, when they misfire, only gain the broken condition. A further misfire does not cause advanced firearms to explode.

 

Magazine

  • +50 gp per Extra Ammo capacity, to a maximum of 10 (two handed firearms) or 6 (one handed)

 

Barrel

  • +25 gp. Snub-nosed. -10’ range modifier, -25% weight, 1/2 the length, +2 to attempts to conceal. (Not compatible with other barrel mods, scopes, tripods)

  • +100 gp Long Rifled Barrel, for an extra 10’ range modifier. +1 lb for one handed, +1.5 lbs for 2 two handed. But -1 to hit in your first range increment each time this is taken.  Purchasable twice for one handed firearms, and up to four times for two handed. 

  • +150 gp Ported Barrel. Reduce the kick by 1. (Compatible with Long Rifled Barrel)

 

Scope

  • +50 gp Scope. Reduce range penalties with a firearm by 1  if you take a Move action to take aim. Two handed weapons only. Scatter weapons do not benefit from scopes.

  • +200 gp Telescope. Reduce range penalties with a firearm by 2  if you take a Move action to take aim. Two handed weapons only. Scatter weapons do not benefit from telescopes. A scope is mutually exclusive with a telescope.

 

Receiver

All three forms of receiver mods are mutually compatible.

  • +200 gp Calibrated receiver, to reduce misfire range by 1 (but not below 1).

  • +500 gp Perfect receiver,  to prevent a misfire on a 1, if the misfire range calculates out as below 1. Note that this does not itself reduce the misfire range, and this has no effect if the misfire range is not below 0, given all current modifiers applicable to the misfire roll.

  • +200 gp. Powerful receiver. +1 damage. +1 kick, Two handed only. May be purchased twice. (Not compatible with the Heavy Weaponry deed which has its own upgrade path.)

 

Stock

  • +200 gp. Recoil compensating stock. -1 kick but stacks with ported barrel only for powerful receiver weapons. Two handed weapons only. May be purchased once.

 

Double Barrel

  • Increase the base cost, barrel cost and receiver cost by 75%. Gives “double barreled” trait.

    • Each barrel can be fired independently as separate attacks, or both can be fired at once as a standard action (the attack action).

      If both barrels are shot at once, they must both target the same creature or object, and the firearm becomes wildly inaccurate, imparting a –4 penalty on each shot.

  • Double Barreled weapons have an ammo capacity of 2, and don't have upgradable ammo capacity.

  • As a basic firearm, each barrel is reloaded separately. As an advanced firearm, a double barreled weapon is reloaded with a standard action. With the Rapid Reload feat this becomes a move action. This cannot be improved.

  • Double Barreled weapons weigh 50% more than the base weapon.

 

Mount
The three forms of Mount are mutually exclusive. A mounted weapon cannot be concealed. Only two handed firearms will be mounted.

  • +50 gp tripod. Increase weight by 5 lbs. Two handed only. When mounted on a tripod, range improves by +20’, and kick reduces by 1. Tripods take a round to set up. A gunner has to make themselves flatfooted for one round to benefit from a tripod.

  • +100 gp vehicle mounted.  Kick is reduced to 0. A gunner using a vehicle mounted firearm loses their dodge and dexterity bonuses to AC, but compensating most vehicles with mounted weapons provide some degree of cover. Vehicle mounted weapons take 1-3 minutes to mount or dismount.

  • +150 gp. vehicle mounted, quick release. It takes a standard action to mount or release a vehicle mounted weapon.

 

Dual Use / Double Weapon upgrades

  • The following options each increase the base cost of a firearm by +15%, or just +10% for advanced weapons. It turns them into a double weapon, which can either be used as a firearm, or as a melee weapon, or (skills permitting for dual wielding and shooting in melee) as both. Otherwise, use all the normal rules for double weapons.

    • Bayonet (P damage equal to ranged attack, 19-20x2). When used in melee, depending on the weapon's size, you may treat it as a spear, shortsword or dagger for the purposes of applying feats or abilities.

    • Axe (S damage equal to ranged attack, 20x3). Exotic proficiency required. When used in melee, depending on the weapon’s size, you may treat it as a handaxe, battle axe, or great axe for the purposes of applying feats or abilities, if it is beneficial to do so.

    • Hammer (B damage equal to ranged attack, 20x3, +1 vs opponents with +5 or better armor or natural armor). Exotic proficiency required. When used in melee, depending on the weapon’s size, you may treat it as a light hammer, warhammer, or lucern hammer for the purposes of applying feats or abilities, if it is beneficial to do so.

  • Two melee heads can be purchased for a two handed weapon, priced at +15%*2 or +10%*2, making it a dual melee weapon. Exotic proficiency required.

  • A firearm with melee attachments is considered a double weapon for purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the melee component are considered broken.

  • If a firearm is given a melee attachment, it is possible to make just that attachment of a special material (cold iron, silvered). Use the cost of the attachment by itself in such calculations.

Firearm mechanical and magical upgrades.

Note: the costs in this section are mixed upgrade costs independent of whether the underlying firearm is basic or advanced.

  • Permanent Weaponwand. +4000 gp. The wand cannot be removed, but can be recharged normally.
  • Temporary Weaponwand. +2000 gp, spends 2 charges per wand use. Requires 1 minute to install or remove a wand.
  • Grapple Launching: +1500gp. The special ability includes a special set of rails that allows its wielder to slide a grappling hook over the firearm’s barrel and fire it as a full-round action. (Non-scatter only.) The grappling hook anchors into anything you successfully hit with an attack roll, and the DC of the Strength check required to pull the grappling hook loose is equal to your attack roll to lodge it in place. A Disable Device check can remove it with a +5 bonus on the check, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check with a +5 bonus on the check. A creature struck suffers half normal damage. A one handed firearm is powerful enough to fire a hook trailing up to 50 feet of silk rope; a two handed up to 100 feet. Using this reduces the firearm's range increment by 50%.

  • Grapple Launching, Improved. +1500gp plus a +1 enhancement. Same as Grapple Launching, but whether the shot does damage or not to a creature is optional. This comes with a harness and rigging that takes 3 minutes to don, and thereafter is clip-on-clip off so that the firearm it is attached to cannot be dropped or stolen. This enhanced version no longer reduces the firearm's range increment.

 

Edited by Guisewhy (see edit history)
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Posted (edited)

Weapon Critical Advanced upgrade Magazine Snub Long Ported Scope / Telescope Receiver (any) Stock Double barreled Mount Dual Use Double Notes
Pistol 19-20x2 Yes Yes Yes 2 Yes No Yes No Yes No Yes No  
Pistol, coat 19-20x2 Yes Yes Inherent No No No Yes No No No No No
Concealable, loses that with many upgrades
Pistol, dragon 20x2 Yes Yes No No No No Yes No Yes No Yes No  
Pistol, dragoon 19-20x2 Yes Yes (+3) Yes 2 Yes No Yes No Yes No Yes No
Advanced uses normal ammo
Fire Lance 19-20x2 No No No No No No No No No No Inherently dual No  
Breech-loader 19-20x2 Yes Yes Yes 2 Yes No Yes No Yes No Yes No  
Buckler Gun 19-20x2 Yes Yes Yes No No No Yes No Yes No No No  
Pepperbox 19-20x2 Yes No, at max Yes 2 Yes No Yes No Yes No Yes No  
Pistol, dagger 19-20x2 Yes Yes No 2 Yes No Yes No Yes No Inherently dual No  
Pistol, sword cane 19-20x2 Yes Yes No 2 Yes No Yes No No No Inherently dual No
Concealed weapon, lost if modded
Pistol, paddle-foot 20x2 No Yes No No No No Yes No No No Yes No  
Air repeater 19-20x2 No Yes Yes No No Yes No Yes No Yes Yes No  
Blunderbuss 20x2 Yes Yes No No No No Yes Yes Yes Yes Yes Yes  
Culverin 19-20x2 Yes Yes No No No No Yes No No Yes No No  
Cylinder rifle 19-20x2 No Yes Yes 4 Yes Yes Yes Yes No Yes Yes Yes  
Double hackbut 19-20x2 Yes Yes No No No No Yes No No Yes No No  
Musket 19-20x2 Yes Yes Yes 4 Yes Yes Yes Yes Yes Yes Yes Yes  
Musket, Dragoon 19-20x2 Yes Yes Yes 4 Yes Yes Yes Yes Yes Yes Yes Yes
Advanced uses normal ammo
Revolver 19-20x2 Already Adv No, at max Yes 2 Yes No Yes No Yes No Yes No  
Rifle 19-20x2 Already Adv Yes Yes 4 Yes Yes Yes Yes Yes Yes Yes Yes  
Rifle, pepperbox 19-20x2 Already Adv Yes Yes 4 Yes Yes Yes Yes Yes Yes Yes Yes  
Shotgun 20x2 Already Adv Yes No No No No Yes Yes Yes Yes Yes Yes  

Edited by Guisewhy (see edit history)
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May 29

Posted a table of what weapons allow what mods.

May 28

Revised various details about scatter weapons

May 25

I reorganized this page by gathering scattered but similar concepts into the same section.

Also, what I'd intended for pistol proficiency was ambiguous and contradictory, that is now clarified.

Recorded grenades, and their uses.

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  • 2 weeks later...
Tower Shield

Benefit: In most situations, a tower shield provides the indicated shield bonus to your Armor Class. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance


Tower Shields and Firearms

A tower shield, when planted as a standard action, creates a barrier that grants total cover in a 90 degree arc. Total cover blocks line of sight and effect in both directions.

This temporarily prevents both you from visually perceiving or attacking opponents in that arc, and they you. This can be a very effective defense against firearms, but it comes with some risks and drawbacks.

  1. An opponent on overwatch may wait for you to lower cover, and then shoot you at that moment.

  2. An opponent, out of your line of sight but knowing where you are, might be able to use that concealment to set up a sneak attack. Depending on positioning or other allies, this may or may not be possible.

  3. An opponent can target the shield, getting a bonus of +2 to hit and voiding Dex-to-AC or dodge bonuses as you cannot see the attacker. Most attackers don’t have a ranged sunder feat or ability, so the damaging objects rule will apply. A firearm is B+P damage, so it is eligible to damage objects, but inflicts 1/2 damage before applying hardness as normal for ranged attacks vs objects. At 5 hardness, 20 hit points, weak firearm attacks will just plink off all day long. Strong, skilled attacks will takes some effort to damage the shield but given sustained attacks or sufficiently powerful attacks it will eventually fail.  Note that as an object, a tower shield is not subject to precision damage.

  4. An opponent could attempt to bullrush, overrun or reposition the shield. This would be at some circumstance disadvantage as the defender is in a braced, defensive stance. Depending on the outcome, this could cause the defender to break cover.

  5. Someone with the Flush deed and line of sight could possibly shoot the defender and potentially force the defender to panic and move, voiding cover.

  6. Someone with Bouncing Shot will be able to work around full cover.

  7. Someone with the Close Combat Specialist deed active will get an attack of opportunity if the target emerges from cover and is in line of effect.

  8. Damned Good Ground would provide no benefit to the attacker vs someone hunkered down using a tower shield as long as the defender remains in cover.

  9. Deep Cover is not compatible with using a tower shield for cover; it would have no effect.

  10. A tower shields cover would be an effective defense vs In the Zone, Shooting Gallery, 

  11. An opponent with the Shredder deed will degrade a tower shield’s bonus to AC, and at +10 BAB will immediately render a mundane tower shield broken on a successful hit.

  12. A sufficiently skilled opponent (with Sundar feats or the Ventilate deed) may be able to make short work of a tower shield.

  13. At DM's discretion, a sufficiently large or massive opponent may be allowed to treat the shield as operating in its normal mode instead of total cover. Generally assume that if a creature is big enough to swallow you whole, it is unlikely to be deterred by a tower shield.

Many weakness of the tower shield are mitigated by this feat chain: Mobile Bulwark Style, Mobile Fortress, Mobile Stronghold.
 

Errata:

If on the start of your turn your first action is to sustain the cover, then your cover continues interrupted until you take an action that voids your cover. Actions that would void your cover are: attacking targets inside the arc in which you are granted cover, moving (even a single square), or taking an action that substantially changes your situation such as falling prone.

So, with Mobile Bulwark Style, you could use move actions to block attacks from the north of you, while attacking opponents to the west, east or south of you, and never actually expose yourself as out-of-cover. This could be useful if your opponents have Close Combat Specialist, as by showing one moment of vulnerability, you might catch a hail of bullets.

However, if your cover is facing north, you cannot reliably attack creatures to the north without at least momentarily exposing yourself to vulnerability. If they have readied attacks, then as soon as you have line of effect to them, they have line of effect to you. Timing matters.

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