Core rulebook weapons and armor and anything listed here including Alchemical Weapons, Firearms, and Steam Weapons.
Various skills provide weapon proficienccies. See weapon descriptions for details.
Note
Rember Longbows, Composite Longbows, Shortbows, and Composite Shortbows are Exotic weapons to everyone but Elves and Half-Elves.
Simple Weapons | Cost | Weight | Dmg(S) | Dmg(M) | Critical | Range | Type | Special |
---|---|---|---|---|---|---|---|---|
Two Hand Mêlée | ||||||||
Pike, boarding | 8gp | 9 lbs. | 1d6 | 1d8 | x3 | – | P | brace, reach |
Martial Weapons | Cost | Weight | Dmg(S) | Dmg(M) | Critical | Range | Type | Special |
---|---|---|---|---|---|---|---|---|
Light Mêlée | ||||||||
Axe, boarding | 6gp | 3 lbs. | 1d4 | 1d6 | x3 | – | P or S | |
Air-knife | 8gp | 1 lb. | 1d3 | 1d4 | 19-20/×2 | – | S |
Exotic Weapons | Cost | Weight | Dmg(S) | Dmg(M) | Critical | Range | Type | Special |
---|---|---|---|---|---|---|---|---|
One Hand Mêlée | ||||||||
Chainsword | 115gp | 14 lbs. | 1d6 | 1d8 | 19-20/×2 | – | S | steam, fragile, see text |
Two Hand Mêlée | ||||||||
Gaff, boarding | 8gp | 8 lbs. | 1d4/1d4 | 1d6/1d6 | ×2 | – | S | double, reach, trip |
Harpoon | 5gp | 16 lbs. | 1d6 | 1d8 | x3 | 10 ft. | P | grapple |
Piston Maul | 70gp | 15 lbs. | 1d8 | 1d10 | ×2 | – | B | see text |
Great Chainsword | 150gp | 18 lbs. | 1d10 | 2d6 | 19-20/×2 | – | S | steam, fragile, see text |
Steam Ripsaw | 110gp | 20 lbs. | 1d8 | 1d10 | x3 | – | S | steam, fragile, reach, see text |
Ranged | ||||||||
Boltgun, heavy | 400gp | 22 lbs. | 1d8 | 1d10 | 19-20/x2 | 120 ft. | P | steam, fragile, 10 bolt magazine |
Boltgun, light | 250gp | 16 lbs. | 1d6 | 1d8 | 19-20/x2 | 80 ft. | P | steam, fragile, 10 bolt magazine |
Boltgun, hand | 200gp | 12 lbs. | 1d3 | 1d4 | 19-20/x2 | 30 ft. | P | steam, fragile, 5 bolt magazine |
Lightning Generator | 100gp | 10 lbs. | – | – | x2 | 10 ft. | – | fragile, max 2 charges, see text |
Lightning Generator | 200gp | 20 lbs. | – | – | x2 | 10 ft. | – | fragile, max 4 charges, see text |
Projector, Flask | 75gp | 8 lbs. | – | – | – | 30 ft. | – | launches splash weapons |
Projector, Net | 75gp | 8 lbs. | – | – | – | 30 ft. | – | launches nets |
A air-knife is a long-handled weapon with a short blade. It is designed to be strapped to the ankle or foot of the wielder, pointing downward and jutting out beyond the wearer’s leg.
Benefit: A air-knife can be used as a light mêlée weapon when the wielder is swimming, flying, or prone. This allows the wielder to use a two-handed weapon, or wield a weapon with one hand and carry a shield, and still make off-hand attacks with the air-knife. Attacks made with a air-knife take a -2 circumstance penalty on attack rolls in addition to all other attack penalties.
Donning or removing a air-knife is a full-round action.
Note
The wearer cannot use a leg with a air-knife strapped to it for walking or running.
Basically a hand axe with a backward-pointing spike, a boarding axe is used to chop through hatches or rigging, to drag burning debris off a ship, or as a weapon. A boarding axe is a light, one-handed martial weapon that uses the same statistics as a hand axe, except it deals slashing or piercing damage. In addition, the spike grants a +2 circumstance bonus on Climb checks on wooden surfaces.
Anyone with ranks in Profession (Sailor) or Profession (Fleet Militia) may treat Boarding Axes as a Simple weapons.
Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows, firearms and boltguns.
Benefit: Bayonets allow you to make mêlée attacks with these weapons but render them temporarily useless as ranged weapons.
Attach/Remove: Attaching or removing a bayonet is a move action.
Bayonets are Martial weapons.
A gaff hook is a long pole with a hook on one end for spearing fish. Pirates often add extra, heavier hooks to both ends of gaff hooks to assist with boarding actions. After the pirates use grappling hooks to draw ships close together, they hook the gunwales together with boarding gaffs to prevent the ships from drifting. Small crafts often use boarding gaffs in place of grappling hooks.
It takes 1 minute to pry a boarding gaff loose. Most pirates use a boarding axe or cutlass to cut through boarding gaffs rather than trying to unhook them one by one.
The gaff can also be used for fishing when not in combat.
Anyone with ranks in Profession (Sailor) or Profession (Fleet Militia) may treat Boarding Gaffs as Martial weapons.
A harpoon is a barbed spear with an attached rope 50 feet or less in length.
Benefit: If you are proficient in the harpoon, it is a grappling weapon. A harpoon’s weight includes the weight of 50 feet of hemp rope. It can be reduced by using shorter or lighter rope.
Anyone with ranks in Profession (Sailor) or Profession (Fleet Militia) may treat Harpoons as Martial weapons.
Craft (weapons) DC 10/20 and must have 5 ranks in Knowledge (engineering)
Lightning Generators are two-handed ranged weapons that look like a strangely shaped blunderbuss with hand crank and bulbous capacitor. They have the Fragile trait.
To fire Lightning Generators need to be charged up, a AOO provoking Move Action to “crank”. This adds one charge to capacitor. As Standard Action may release all charges in capacitor as a ranged touch splash attack, increment 10’ (max = number of charges). Doing 1d6 per charge electrical damage to target and 1 point per charge electrical damage to splash targets.
Creatures wielding Lightning Generator have Evasion vs Electrical damage. They take 1/2 damage or no damage on successful save. But 1/2 the electrical damage charges the generator’s capacitor, 1 charge per 5 points round down.
Lightning Generator capacitors have a maximum number of charges that may be stored. Exceeding this limit gives generator the Broken condition and causes all charges to be released. Doing 1d6 per charge electrical damage in 10’ burst DC10+number of charges Reflex for 1/2 damage.
Lightning Generators are Simple weapons for Gnomes and anyone with 10 ranks in Knowledge (engineering). Exotic weapons for everyone else.
A boarding pike is an 8-foot-long pole topped with a foot-long tapered metal tip. Boarding pikes look much like longspears, but the metal pike is designed to flow into the wooden haft, leaving no grooves, collars, or spikes that could trap salt water and cause rust. Boarding pikes are mainly used defensively, to repel boarding actions. The pikes are kept in brackets around the mast, so sailors can quickly grab pikes and brace them against the gunwale to repel boarders.
An alchemically-fired piston in the head of this two-handed hammer strikes targets with astounding force.
Benefit: Successful sunder attacks made with a piston maul deal an additional +4 points of damage. A piston maul requires a thunderstone to function; otherwise you treat it as a greatclub. Inserting a thunderstone into the weapon’s compartment is a standard action, and powers the weapon for 24 hours, after which the thunderstone is consumed.
Craft (weapons) DC 15
Big spring in a tube. Two-handed ranged weapon that launches Alchemical Weapons. Resolved as splash weapon attack except range increment (5 max) and those lacking proficiency with Flask Projectors take -4 penalty on attack roll. Flask Projectors launch splash weapons on a high trajectory over walls and obsticals. Can also launch caltrops, small sized heads, and other stuff approved by Referee.
Load: Full-round action that provokes attacks of opportunity. This can be reduced by Rapid Reload feat.
Flask Projectors are Simple weapons for Gnomes, Martial weapons for everyone else.
Craft (weapons) DC 15
Big spring in a tube. Two-handed ranged weapon. Launches nets max 5 range increments. Resolved same as net attack.
Load: Takes one minute provoking attacks of opportunity.
If you are proficient with nets you are proficient with Net Projector. Otherwise Net Projectors are Exotic weapons.
40gp each Craft (weapons) DC 15, acid purchased separately
These metal bolts have a glass section in the middle, filled with acid. Crossbows and boltguns use bolts.
Benefit: On a successful hit, acid bolts deal normal damage and 1d4 points of additional acid damage.
Note: Acid bolts do not cause any splash damage.
50gp each Craft (weapons) DC 15, alchemist’s fire purchased separately
These carefully crafted wooden bolts have a hollow core filled with alchemist’s fire. Crossbows and boltguns use bolts.
Benefit: On a successful hit, fire bolts deal normal damage plus 1d4 points of fire damage.
Note: Alchemical fire bolts do not cause any splash damage, and the fire burst isn’t enough to ignite targets (unless they are particularly flammable).
60gp each Craft (weapons) DC 15, jotun spit purchased separately
These carefully crafted wooden bolts have a hollow core filled with jotun spit. Crossbows and boltguns use bolts.
Benefit: On a successful hit, frost bolts deal normal damage plus 1d4 points of cold damage.
Note: Alchemical frost bolts do not cause any splash damage.
100gp each Craft Magic Arms and Armor
These metal bolts are imbued with the same magic as immoveable rods. Crossbows and boltguns use bolts.
Benefit: On a successful hit, immobilizer bolts deal normal damage plus the target must make a DC20 Reflex or gain the Entangled condition, “anchored” in place.
A immobilized creature may move at 1/4 movement rate if they pass a DC20 (+2 DC for each additional bolt) Strength test. One test per round. Some movement modes, such as flight, may not be possible at all.
As a Standard Action immobilized creature may “rip” out the bolt inflicting the bolts normal, unmodified damage, DC10 Fort for 1/2.
Light immobilizer bolts can entangle Medium and smaller targets. Heavy immobilizer bolts can entangle Large and smaller targets. Huge and larger creatures would require balista sized bolts custom made from immovable rods, limited to 8000lbs and probably not all that effective. Incorporeal, oozes, most constructs, elementals and various other creatures without a fleshy “body” aren’t immobilized by immobilizer bolts.
Immobilizer bolts are not reusable. Their immobilizing magic is dissipated on a miss and lasts just “long enough” on a hit.
Entangled: -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC15 + spell level) or lose the spell.
Craft (steam) DC 25
Boltguns are crossbows with tiny steam engines that crank and load bolts from magazine as fast as user can fire them. The magazine holds 10 crossbow bolts (5 for hand bolt gun). They have the Fragile trait.
Boltguns have maximum range increment of 5.
Load: Full-round action that provokes attacks of opportunity.
Maintenance: Start of each day steam engine must be fueled and maintained, a 10min DC10 Craft (steam) check, or gun is unusable.
Bolt guns are a type of steam weapon. Bolt guns are Simple weapons for Dwarves, Martial weapons for Gnomes and anyone with 10 ranks in Craft (steam). Exotic weapons for everyone else.
Craft (steam) DC 15
Either a 1-hand Longsword or Two-hand Greatsword with steam powered chain of sharp blades along its edges. They have the Fragile trait.
Releasing steam (Move Action) spins chain doing +2 damage and increasing critical to 18-20/x2 for d6 rounds. Reloading steam reservoir takes 1 minute DC5 Craft (steam) check and a source of steam.
Chain Swords are a type of steam weapon. Chain Swords are Martial weapons for Dwarves, Gnomes and anyone with 10 ranks Craft (steam). Exotic weapons for everyone else.
Craft (steam) DC 15
Long pole with circular, serrated saw blade mounted on an axle connected to a steam reservoir. They have the Fragile trait.
Releasing steam (Move Action) spins saw blade doing +2 damage and increasing critical to x4 for d6 rounds. Reloading steam reservoir takes 1 minute DC5 Craft (Steam) check and a source of steam.
Steam Ripsaws are a type of steam weapon. Steam Ripsaws are Martial weapons for Dwarves, Gnomes and anyone with 10 ranks Craft (steam). Exotic weapons for everyone else.
None of these weapons require proficiency to use. They all use the Throw Splash Weapon rules, (ranged touch attack with splash damage and scatter on miss). Many can be created using Craft (Alchemy).
See also Projector, Flask.
Alchemical, Thrown | Cost | Weight | Damage | Crit | Range | Type | Special |
---|---|---|---|---|---|---|---|
Acid | 10 gp | 1 lb. | 1d6 | ×2 | 10 ft. | acid | 1pt splash |
Alchemist’s fire | 20 gp | 1 lb. | 1d6 | ×2 | 10 ft. | fire | 1pt splash, 2nd round burn |
Bang powder | 30 gp | – | – | – | 10 ft. | sonic | 10’r burst, see text |
Caltrops | 1 gp | 2 lb. | – | – | – | P | see text |
Flash powder | 30 gp | – | – | – | 10 ft. | light | 10’r burst, see text |
Grenade, fuse | 100 gp | 1 lb. | 1d6/2d6 | ×2 | 10 ft. | B/fire | 10’r burst, see text |
Grenade, lighting | 50 gp | 1 lb. | 1d6 | x2 | 10 ft. | fire | 10’r burst, see text |
Grenade, storm | 100 gp | 1 lb. | 1d6/1d6 | x2 | 10 ft. | fire/son | 10’r burst, see text |
Grenade, thunder | 50 gp | 1 lb. | 1d6 | x2 | 10 ft. | sonic | 10’r burst, see text |
Grenade, pellet | 50 gp | 1 lb. | 1d6/1d6 | x2 | 10 ft. | B/P | iron, 10’r burst, see text |
Grenade, pellet | 75 gp | 1 lb. | 1d6/1d6 | x2 | 10 ft. | B/P | silver, 10’r burst, see text |
Holy water | 25 gp | 1 lb. | 2d4 | ×2 | 10 ft. | – | 1pt splash, see text |
Itching powder | 60 gp | 2 lbs. | – | – | 10 ft. | poison | special splash, see text |
Jotun spit | 40 gp | 2 lbs. | 1d6 | ×2 | 10 ft. | cold | 1pt splash |
Shard gel | 25 gp | 1 lb. | 1d4 | ×2 | 10 ft. | P | plus caltrops |
Sneezing powder | 60 gp | 2 lbs. | – | – | 10 ft. | poison | special splash, see text |
Tangleburn bag | 150 gp | 5 lbs. | 1d6 | – | 10 ft. | fire | entangle, see text |
Tanglefoot bag | 50 gp | 4 lbs. | – | – | 10 ft. | – | entangle |
Thunderstone | 30 gp | 1 lb. | – | – | 20 ft. | sonic | 10’r spread, see text |
Craft (alchemy) DC 25
A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Craft (alchemy) DC 20
Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.
Craft (alchemy or firearm) DC 20
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).
Craft (alchemy or firearm) DC 20
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are deafened for 1 round (Fortitude DC 13 negates).
A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet space.
Any creature purposefully moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Otherwise each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an +0 attack roll for the caltrops. The creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus. If the attack succeeds, the caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded.
This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop.
Craft (alchemy or firearm) DC 25
This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves).
Craft (alchemy or firearm) DC 25
This hollow clay container holds a small charge of black power, alchemical flash powder, and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 1d6 points of fire damage in 10-foot-radius burst (Reflex DC 15 halves). In addition all within burst are blinded for 1 round (Fortitude DC 15 negates).
Craft (alchemy or firearm) DC 25
This hollow clay container holds a small charge of black power, metal pellets and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 1d6 points of bludgeoning damage, and 1d6 points of piercing damage in a 10-foot-radius burst (Reflex DC 15 halves).
Craft (alchemy or firearm) DC 30
This hollow clay container holds a small charge of black power, alchemical flash powder, bang powder and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 1d6 points of sonic damage and 1d6 points of fire damage in 10-foot-radius burst (Reflex DC 15 halves). In addition all within burst are blinded for 1 round (Fortitude DC 15 negates) and deafened for 1 round (Fortitude DC 15 negates).
Craft (alchemy or firearm) DC 25
This hollow clay container holds a small charge of black power, alchemical bang powder, and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 1d6 points of sonic damage in 10-foot-radius burst (Reflex DC 15 halves). In addition all within burst are deafened for 1 round (Fortitude DC 15 negates).
Holy water damages undead creatures and evil outsiders almost as if it were acid. Holy water is made using the bless water spell.
A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Craft (alchemy) DC 25
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect.
Craft (alchemy) DC 25
This sealed jar contains crystalline blue fluid that can be thrown as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
Craft (alchemy) DC 20
This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to it are covered in shards that function like Caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area immediately destroys all gel shards in that area.
Craft (alchemy) DC 25
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect.
Craft (alchemy) DC 30
This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.
Craft (alchemy) DC 25
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or suffer -5 to Fly checks and fly at half speed (assuming it uses its wings to fly).
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Craft (alchemy) DC 25
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Firearm attacks within first range increment are vs Touch AC. This attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative -2 penalty for each full range increment.
Firearms have maximum range increment of 5.
Firearms are muzzle-loaded, requiring bullets / pellets and black powder, or alchemical cartridge, to be rammed down the muzzle. It is a Standard action to load each barrel of a one-handed early firearm and a Full-round action to load each barrel of a two-handed early firearm.
Firearms are Martial weapons for Dwarves, Gnomes, Half-Orcs, and Humans. Simple weapons for anyone with 10 ranks in Craft (firearms). Exotic weapons for everyone else.
While firearm has the broken condition, its misfire value increases by 4.
If firearm with the broken condition misfires again, it explodes. 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 hit by the weapon (3x for scatter), DC 12 Reflex save halves this damage.
A scatter weapon can fire normal bullets that target one creature, or it can fire pellets, attacking all creatures within a cone. Making 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.
Early Firearms | Cost | Weight | Dmg(S) | Dmg(M) | Crit | Range | Type | Misfire | Special |
---|---|---|---|---|---|---|---|---|---|
One Hand | |||||||||
Buckler gun | 200 gp | 6 lbs. | 1d4 | 1d6 | ×4 | 10 ft. | B & P | 1 (5 ft.) | 2 barrels |
Pepperbox | 750 gp | 5 lbs. | 1d4 | 1d6 | ×4 | 20 ft. | B & P | 1-2 (5 ft.) | 4 barrels |
Pistol | 250 gp | 4 lbs. | 1d6 | 1d8 | ×4 | 20 ft. | B & P | 1 (5 ft.) | |
Pistol, coat | 200 gp | 1 lb. | 1d3 | 1d4 | ×3 | 10 ft. | B & P | 1 (5 ft.) | |
Pistol, dagger | 200 gp | 1 lb. | 1d3 | 1d4 | ×3 | 10 ft. | B & P | 1 (5 ft.) | |
Pistol, double | 435 gp | 5 lbs. | 1d6 | 1d8 | ×4 | 20 ft. | B & P | 1-2 (5 ft.) | 2 barrels |
Pistol, dragon | 250 gp | 3 lbs. | 1d4 | 1d6 | ×4 | 10 ft. | B & P | 1-2 (5 ft.) | 10’ scatter |
Pistol, sword | 225 gp | 1 lb. | 1d3 | 1d4 | ×3 | 10 ft. | B & P | 1 (5 ft.) | |
Two Hand | |||||||||
Blunderbuss | 500 gp | 8 lbs. | 1d6 | 1d8 | ×2 | 10 ft. | B & P | 1-2(10 ft.) | 15’ scatter |
Culverin | 1000gp | 40 lbs. | 2d6 | 2d8 | ×4 | 30 ft. | B & P | 1 (10 ft.) | 30’ scatter |
Hackbut | 1000gp | 18 lbs. | 2d10 | 2d12 | ×4 | 50 ft. | B & P | 1-2 (5 ft.) | |
Musket | 375 gp | 9 lbs. | 1d10 | 1d12 | ×4 | 40 ft. | B & P | 1-2 (5 ft.) | |
Musket, axe | 400 gp | 6 lbs. | 1d6 | 1d8 | ×4 | 30 ft. | B & P | 1-2 (5 ft.) | |
Musket, double | 625 gp | 11 lbs. | 1d10 | 1d12 | ×4 | 40 ft. | B & P | 1-3 (5 ft.) | 2 barrels |
Musket, warhammer | 400 gp | 6 lbs. | 1d6 | 1d8 | ×4 | 30 ft. | B & P | 1-2 (5 ft.) |
Firearm Ammunition | Cost | Weight | Notes |
---|---|---|---|
Black powder (10) | 25 gp | – | |
Black powder (100) | 250 gp | 5 lbs. | a “keg” |
Bullet (10) | 2 gp | – | 1 lb per 50 |
Bullet, adamantine | 60 gp | – | |
Bullet, silver | 25 gp | – | |
Cartridge, tangle | 50 gp | – | +2 miss-fire, entangles |
Cartridge, flare | 10 gp | – | +1 or +2 miss-fire, dazzles |
Cartridge, salt | 3 gp | – | +1 miss-fire, non-lethal, |
Pellets (10 shots) | 2 gp | – | 1 lb per 50 |
Other | |||
Gunsmith’s kit | 15 gp | 2 lb. | |
Powder horn | 3 gp | 1 lb. | Safely holds 10 doses black powder. |
Shootin kit | 30gp | 1 lb. | Powder horn, 10 does black powder, 10 bullets or pellet shots. |
Black powder is the key explosive component within a firearm that enables it to function, but in larger amounts this alchemical material can be quite destructive on its own as well. A single dose of black powder is enough to power a single shot from most one-handed and two-handed firearms, while 10 doses are required to fire a cannon.
Black powder is often stored and transported in kegs (which hold 100 doses), but in this quantity the powder itself becomes dangerous. Exposure to fire, electricity, or a misfire explosion causes black powder to explode dealing 5d6 points of fire damage to anyone within a 20-foot burst (DC 15 Reflex half). Storing black powder in a powder horn protects the powder from explosion.
This weapon fires pellets or a bullet from its trumpet-shaped barrel, making it an effective fowling weapon or close-fighting personal defense weapon. The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition.
The front of this buckler is fitted with a small, double-barreled gun that can be shot while wearing the buckler. Unlike with a double-barreled pistol, you can only shoot one barrel at a time. You must remove the buckler to reload the gun. Each barrel of a buckler gun uses a bullet and 1 dose of black powder or single alchemical cartridge as ammunition. Because of its awkward construction, a buckler gun is always considered an off-handed weapon.
This ammunition is specifically crafted from silver, and though nonmagical, it is particularly detrimental to lycanthropes, automatically confirming any critical threats against such creatures. A firearm that is shooting a silver bullet takes a -1 penalty on damage rolls (with a minimum of 1 point of damage).
These expensive bullets are crafted from adamantine. They ignore hardness 20 or less when attacking objects.
This mix of black powder and an alchemically treated resin strong enough to survive the shot can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals no damage, but any creature hit by the cone attack is affected by equivalent of a Tanglefoot bag.
When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack.
This mix of black powder and rock salt can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals nonlethal instead of lethal damage, and increases the misfire value by 1. You can only use it with a scatter weapon’s cone attack.
The culverin, also known as a hand bombard, consists of a large smooth bore tube mounted on a wood stock, sealed at one end except for a small hole used to ignite a gunpowder charge.
Firing a culverin without support (such as a wall, window, or carriage) imparts a -4 penalty on the attack rolls, and the wielder is knocked prone. A Large or larger creature can fire a culverin one size smaller than it is without its mounting as a normal two-handed weapon and without the danger of being knocked prone, but takes the normal penalty for firing an inappropriately sized weapon.
Culverins can be mounted on a swiveling mechanism fastened to a lightweight, two-wheeled carriage. It takes a full-round action to set up or tear down this carriage.
A culverin uses 4 doses of black powder and 4 “shots” of pellets producing a 30’ cone of devastation. A culverin can not fire solid shot. It takes twice as long (two full-round actions) to load a culverin.
This double length large bore musket uses a pair of trunnions to mount its barrel into a swiveling mechanism fastened to a lightweight, two-wheeled carriage. It takes a full-round action to set up or tear down this carriage.
Firing a hackbut without a properly setup carriage imparts a -4 penalty on the attack rolls, and the wielder is knocked prone. A Large or larger creature can fire a hackbut one size smaller than it is without its mounting as a normal two-handed weapon and without the danger of being knocked prone, but takes the normal penalty for firing an inappropriately sized weapon.
A hackbut uses 2 doses of black powder and huge bullets that cost twice as much. It takes twice as long (two full-round actions) to load a hackbut.
This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms.
This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack. If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a -4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.
This pistol has four small barrels instead of one. They are fired individually. Each barrel of a pepperbox uses either a bullet and a single dose of black powder or a single alchemical cartridge as ammunition.
This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a -4 penalty on each shot.
Like a miniature blunderbuss, the dragon pistol fires pellets or a bullet from its flared barrel. The dragon pistol fires in a 10-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. For ammunition, a dragon pistol uses a bullet or “shot” of pellets and a single dose of black powder, or else a single alchemical cartridge (with either bullets or pellets) as ammunition.
Typically crafted from animal horn, but increasingly crafted from metal in a wide variety of shapes, a powder horn can hold up to 10 doses of black powder. A powder horn protects black powder stored within in it from exposure to fire, electricity, firearm misfires, and water.