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Firearms Note: Masterwork versions of any firearm are priced slightly more than masterwork versions of traditional weaponry.

A masterwork firearm costs 600 gp more than the listed price for one-handed firearms, and 1200 gp more for two-handed firearms. However, this provides not only a +1 to attack, but also reduces the misfire range by 1. More uniquely, firearms are the only items which can be upgraded to masterwork after their creation. This requires the firearm to be left with a gunsmith or other qualified character for 6 days, for one-handed firearms, and 12 days for two-handed firearms. Firearms Weapon Musket Musket, double-barrel Pistol Pistol, doublebarrel Pistol, triplebarrel Bayonet Bayonet, long Cost 1800 gp 2925 gp 1300 gp 2050 gp 2750 gp 8 gp 25 gp Damage 1d10 + 1d8 1d10 + 1d8 1d10 + 1d6 1d10 + 1d6 1d10 + 1d6 1d4 1d6 Critical x2 x2 x2 x2 x2 19-20/x2 19-20/x2 Capacity 1 2 1 2 3 Range 40 ft 40 ft 15 ft 15 ft 15 ft Misfire Weight Type 1-2 1-3 1-2 1-3 1-4 9 lbs 13 lbs 4 lbs 6 lbs 8 lbs 2 lbs 4 lbs P P P P P P P/S

Bayonet: a small blade that can be slid onto the end of a musket barrel. When equipped, the musket may be used as a short spear (1d4 damage) in combat. The bayonet may also be removed and used at a dagger. It requires a move action to fasten or remove a bayonet. Bayonet, long: like a bayonet, except that it is longer. When equipped, the musket's range is reduced by 5, but it may be used as a short spear (1d6 damage) in combat. May be removed and used as a short sword. It requires a move action to fasten or remove a bayonet. Musket: A musket is a simple explosive-based firearm which propels a small, smooth bullet at deadly speeds. It is lethal, but inaccurate compared with traditional ranged weaponry. It requires two fullround actions to reload a single barrel of a musket; with the Rapid Reload feat, it takes one full-round action. A musket uses a bullet and a single dose of black powder as its ammunition. Normally, operating a musket requires two hands. However, you can shoot, but not load, a musket with one hand at a -6 penalty on attack rolls. You can shoot a musket with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see Two-Weapon Fighting, PHB). This penalty is cumulative with the penalty for one-hand firing. Musket, double-barrel: as a musket, except that it has two barrels side-by-side. It is not necessary to reload both before using one. Pistol: A pistol is essentially a musket that has had a much shorter barrel attached to it, or in some cases a musket that has been sawed off. It requires one full-round action to reload a single barrel of a pistol;

with the Rapid Reload feat, it takes one standard action. A pistol uses a bullet and a single dose of black powder as its ammunition. You can shoot, but not load, a pistol with one hand at no penalty. You can shoot a pistol with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Pistol, double-barrel: as a pistol, except that is has two barrels, either side-by-side or stacked. It is not necessary to reload both before using one. Pistol, triple-barrel: as a pistol, except that is has three barrels stacked as a triangle. It is not necessary to reload all the barrels before using one or two. Firearm accoutrements Item Black powder keg Bullet case Cartridge, paper (30) Firearm bullet (30) Firearm bullet, adamantine (1) Firearm bullet, burrowing (1) Firearm bullet, pitted (1) Firearm bullet, silver (1) Powder horn 1000 gp 10 gp 80 gp 30 gp 61 gp 4 gp 5 gp 3 gp 10 gp Cost 8 lbs. 3 lbs. 1 lbs. 0.5 lbs. 1 lb. Weight

Black Powder: 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 one-handed and two-handed firearms. Black powder is often stored and transported in kegs (which hold 1000 doses), but in this quantity the powder itself becomes dangerous. Exposure to fire, electricity, or a misfire explosion causes black powder to explodea single keg that explodes in this manner deals 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. Bullet case: a small, almost air-tight box with a locking clasp used to keep unusual bullets both separate from normal bullets, and categorized. A typical bullet case can hold up to 30 bullets. Cartridge, paper: This simple mix of black powder and a bullet is a prepackaged item ready for 1 shot from a firearm. It is simpler to keep track of than both powder and loose bullets, but is more expensive to buy. Firearm bullet: The ammunition of most one-handed and two-handed firearms, firearm bullets typically take the form of small balls of lead or some other metal. Firearm bullet, adamantine: These expensive bullets are crafted from adamantine. They ignore

hardness 20 or less when attacking creatures or objects. In addition, adamantine bullets provide a +1 enhancement bonus on attack rolls. Firearm bullet, burrowing: This ammunition is purposefully crafted to be porous, so that it shatters upon impact, but not until after entering into its target. This leaves a wound which continues to bleed in subsequent rounds, dealing 1 damage per round per burrowing bullet. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Note: when a firearm fires a burrowing bullet, that shot does not resolve as a touch attack. Because the bullet is crafted to shatter more easily, it does not automatically bypass armor, and must resolve attacks vs AC as normal. Firearm bullet, pitted: Pitted bullets are hollowed out to allow a dosage of poison to be injected into it. Any contact- or injury-type poison may be used with a pitted bullet. These poisons are released once the bullet has hit its target, and thereafter act normally as defined in the Dungeon Master's Guide, table 8.3. However, there are two differences between poison applied to a traditional weapon and pitted bullets. The DC of any poison delivered via pitted bullet is lowered by 2, and it takes 1 minute to inject the poison into the bullet. This leads many users of the pitted bullet to prepare many different ones ahead of time, and to set them aside in bullet cases for when the different poison shots are needed. Note: when a firearm fires a pitted bullet, the damage from that shot is cut in half, rounded up. These bullets are hollow, and do not carry the same force as a normal bullet. Firearm bullet, silver: This ammunition is specifically crafted from silver, and though non-magical, it is particularly detrimental to lycanthropes, automatically confirming any critical threats against such creatures. In addition, silver weapons are known to bypass the hardness of lycanthropes. A firearm that is shooting a silver bullet takes a -1 penalty on damage rolls (with a minimum of 1 point of damage). Powder horn: Typically crafted from animal horn, but sometimes from sturdy metals, a powder horn can hold up to 30 doses of black powder. A powder horn protects black powder stored within it from exposure to fire, electricity, firearm misfires, and water. Firearm Rules 1.1 Firearm Proficiency 2.1 Capacity 3.1 Range and Penetration 4.1 Loading a Firearm 5.1 Misfires 6.1 Ammunition 7.1 Fire while Prone 8.1 Firearms, Black Powder, and Water 9.1 Deflecting and Snatching Bullets 10.1 Feats and Firearms Firearms work differently from other ranged projectile weaponsthey instead use the following rules. 1.1 Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms

without penalty. A non-proficient character takes the standard 4 penalty on attack rolls with firearms, and a non-proficient character who loads a firearm increases all misfire values by 2 for the shots he loads. Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus), you must still pick one specific type of firearm (such as musket, pistol, or double pistol) for that feat to affect. 2.1 Capacity: A firearms capacity is the number of shots it can hold at one time. When making a fullattack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. Capacity is often the number of barrels a firearm has. 3.1 Range and Penetration: Armor, whether manufactured or natural, provides little protection against the force of a bullet at short range. When firing a firearm, the attack resolves against the targets touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of any feats or abilities. At higher range increments, the attack resolves normally, including taking the normal cumulative 2 penalty for each full range increment. Unlike other projectile weapons, firearms have a maximum range of five range increments. 4.1 Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the otheryou only need to hold it in two hands to aim and shoot the firearm. Loading any firearm provokes attacks of opportunity. Firearms are muzzle-loaded, requiring bullets and black powder to be rammed down the muzzle. If a firearm has multiple barrels, each barrel must be loaded separately. It is two fullround actions to load each barrel of a two-handed firearm and one full-round action for a onehanded firearm. The Rapid Reload feat reduces this time to one full-round action per barrel and a standard action per barrel, respectively New Feat: Advanced Reload. A character with Advanced Reload as a feat may move at one-half speed each round while reloading a firearm or crossbow, without disrupting the full-round reload action(s). 5.1 Misfires: Like the standard Critical Miss, if the natural result of your attack roll falls within a firearms misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, the barrel that misfired is jammed. A jammed firearm requires a full-round action to empty safely; it may also be done as a standard action, but there is a 20% chance the gun will explode while attempting to empty it this quickly. When a gun explodes, it deals 1d8 damage per jammed or loaded barrel to the wielder. A DC15 reflex save will halve the damage. Any firearms which explode while being unjammed are unusable as projectile weapons until fixed by a specialist. 6.1 Ammunition: Firearm ammunition takes two forms: either black powder and shot (bullets, special or otherwise) or cartridges. Unlike other types of ammunition, firearm ammunition is destroyed when it is used, and has no chance of being retrieved on a miss. No part of a cartridge can be reused to create new cartridges. Firearm ammunition cannot be treated with poison, unless you are using a pitted bullet.

7.1 Fire while Prone: Firearms, like crossbows, can be fired while their wielders are prone. 8.1 Firearms, Black Powder, and Water: Black powder becomes useless when exposed to water, but powder horns and cartridges protect black powder from exposure. You cannot normally load a firearm underwater or fire any firearm underwater without magical aid. 9.1 Deflecting and Snatching Bullets: The Deflect Arrows feat and the Snatch Arrows feat can be used to deflect bullets. 10.1 Feats and Firearms: The following feats can apply to the use of firearms, and only the following feats. Note: the feat Exotic Weapon Proficiency (firearms) is required for any other feat to apply to firearm use. Check the sources for full details. Some here are altered to fit firearms specifically, noted with an asterisk (*). Players Handbook I: -Advanced Reload (new feat): while performing a full-round action, may take half-move. -Far Shot: Range increment increased 50%. -Mounted Archery: half penalty for ranged attacks while mounted. -Point Blank Shot: +1 bonus on ranged attacks and damage within 30ft, *or first range increment, whichever is first. -Precise Shot: No -4 penalty while shooting into combat. -Improved Precise Shot: Ignore less than total cover/concealment on ranged attacks. -Rapid Reload: reduce reload time for firearms, *from 2 full rounds to 1, in the case of muskets. -Shot on the Run: move before and after ranged attack -Weapon Focus: +1 bonus to attack rolls with chosen weapon -Weapon Specialization: +2 bonus to damage rolls with chosen weapon -Greater Weapon Focus: +1 bonus to attack rolls with chosen weapon -Greater Weapon Specialization: +2 bonus to damage rolls with chosen weapon Players Handbook II: -Crossbow Sniper: Half dexterity bonus on firearm damage, skirmish or sneak attack works to 60 ft *or first range increment, whichever is first -Deadeye Shot: Ready action to fire, denying foe Dex bonus to AC on your attack after ally hits foe -Ranged Weapon Mastery: Gain Weapon Focus, Weapon Specialization benefits with multiple weapons, *firearm range increment increased 10ft -Weapon Supremacy: Gain further abilities with chosen weapon Complete Warrior: -Improved Mounted Archery: reduce or eliminate attack penalties with ranged weapon while mounted -Power Critical: +4 bonus to confirm critical with one weapon -Ranged Disarm: Use ranged weapon to disarm foe within 30 feet *or first range increment, whichever is first -Sharp-Shooting: halve opponents cover bonus -Zen Archery: Use Wis instead of Dex for ranged attacks

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