Beruflich Dokumente
Kultur Dokumente
Section 15 of the Open Game License in your product must include the following text, in addition to
any other text required by the OGL:
Open Game License v1.0a. Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000,
Wizards of the Coast, Inc; Authors Jonathan Tweet,
Monte Cook, Skip Williams, based on material by
E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game. Copyright 2008,
2009, Paizo Publishing, LLC; Author: Jason Bulmahn.
The Book of Experimental Might. Copyright 2008,
Malhavoc Press; Author: Monte J. Cook.
Campaign Overlay: Firearms. Copyright 2010,
Skortched Urf Studios. Authors: Mark Catho,
Chris A. Field, Eric Karnes.
F irearms
F
antasy
Campaign Overlay
F irearms
F
antasy
Table of Contents
Chapter One: History Written in Gunsmoke
-4
-16
-24
-76
Credits
Authors: Chris A. Field, Eric Karnes & Mark Cathro
Artwork: Anthony Cournoyer, JDavid Rhodes,
Nathan Winburn, Illo, Scott Purdy, Jon Hodgson,
Bradley K McDevitt, Toby Gregory, Larry Elmore
Production, Layout & Design: Skortched Urf Studios
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game
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portions are Product Identity and/or Trade Dress and thus are not Open Game Contnet
Introduction
Chapter One
History Written in Gunsmoke
Elven Armorers
Gunsmithing requires both mining and iron-smelting,
both distinctly non-Elven arts. The Elven courts
produce few weapons of their own, and depend
on allied human and Dwarven nations to procure
firearms. Elven gunsmiths often purchase raw
components to be assembled by Elven hands in Elven
lands, rather than purchasing finished products. Elven
gunsmiths are known for their finely balanced,
mature designs, and many snipers and hunters
prefer Elven-forged carbines.
Halfling Militias
Halflings have no reputable weapons manufacturers
of their own kind, at least not yet. Halfling gunsmiths
are tinkerers at best, still imitating the technology of
other races. Halflings have been producing unique
weapons, not just scaled down versions of human
guns for only a few years now. These halfers may
lack the technical polish of human and Dwarf-made
guns, but they improve slightly with each season.
Before too long, a Halfling armorer might finally
build a weapon as fine as his Dwarven rivals. Maybe.
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11
12
have slaughtered more hatchlings and defiled more manhood ceremonies, the arrogant young men
nests then their next ten closest competitors combined. of the clan fire their birthright-gift, a Draksmoke
revolver until the barrel is red hot. The scorching
Where Dwarven alchemists ensure that their gun barrel is pressed against their cheek, leaving
captive dragons survive long enough to be milked a permanent testament to the clans skill at arms.
time and again, Armigers harvesters take no such
precautions. With the death of each subdued With their silver tongues and positions of
dragon, the vast stockpiles of dragons bile the wealth and privilege, its only natural that
clan has hoarded in its deep subterranean vaults Armiger characters will gravitate towards
grow more valuable, and the clans continued some of the new social feats described later in
political power becomes more assured.
this book. Most Armiger NPCs have placed
their variable human racial bonus into either
House Armiger gives its enemies little concern, INT or CHA, making them excellent craftsmen
confident their vast wealth, impregnable and savvy businessmen. They often choose
fortress-foundries and the legions of well armed from the following social and mercantile feats:
mercenaries it can field will protect the clan Blood Royal, Haggle, Lawful Landholder, Letters
holdings from any assault. To date, their arrogant of Credit, Lovers in Every Po r t , U n i o n
assumption has proven correct. Armiger nobles Negotiator and Voice in Council.
wear the mark of their clan proudly. Upon their
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15
Chapter Two
A World of Blades and Bullets
Distant Gunfire:
Introducing Guns to Existing Campaigns
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19
20
Choking on Sulfur
Even in the most libertarian lands; where the
common folk carry arms openly and even rapido
ownership is unrestricted, the civic law often
restricts where and how raw Draksmoke can be
processed. Rendering factories are blights on
the landscape, open sores on the planet itself.
Sulfur winds darken the sky for miles around,
and Draksmoke itself is a semi-mystical pollutant.
Children growing in the shadow of a rendering factory
grow up strange and twisted, animals are either sickly
and blighted, or feral and almost draconic.
21
Disease: Drakchoke
Also Known As: Redlung,
Dragons Revenge, Reds Revenge
Type: Disease
Save: FORT DC 16
Onset: 1d4 weeks Frequency: 1/day
The respiratory disease Drakchoke
is found only among alchemists
and gunsmiths working closely
with Draksmoke. The draconic
ichors and noxious fumes produced can be toxic, especially in
a tightly shuttered Draksmoke
factory. As the disease progresses,
high temperature particulate
scores and burns away lung tissue,
eventually leading to death by
agonizingly prolonged suffocation.
The skilled alchemists supervising
the process can usually avoid
the worst ravages of the disease, but the slaves and apprentices assisting often cant.
The lethal disease imparts a tiny
understanding of draconic culture as
its host dies choking up blood
leads many to attribute the malady
to supernatural malice. The
common folk have a variety of
superstitions about Drakchoke,
many of which imply a sufferer
got just what was coming to
them, by meddling with dragons.
22
Encroaching Blight
The manufacture of Draksmoke leaches the very
life from the surrounding lands. Dark plumes
of ash and vapors blot the sun for miles around.
Plants slowly deform or wither; as only the most
hardy and predatory will survive. Crops will ultimately be
choked off in favor of the more aggressive weeds.
Animals will naturally flee the area. What might
once have been a lush and fertile area will soon become
a poisoned and harsh zone devoid of all but the
most hearty and ferocious flora and fauna. The
transformation can take as little as three growing
seasons to turn fertile farmland into badlands.
As the poisons seep into the air and ground, rivers
carry it far and wide. The pollution destroys fish
and leeches into nearby farmlands. So while an
effort is made to keep these rending factories as
far from population centers as possible, the effects
of these massive structures and the vile chemicals
they produce reach for leagues in every direction.
23
Chapter Three
The Armory
25
WEAPONS TABLE
Ammunition
Capacity
Range
Increment
6 cylinders
Ballistic/Piercing
20/x3
20/x3
20/x3
20 ft
20 ft
20 ft
Weight
8 lbs
5.5 lbs
12 lbs
2d4
Ballistic/Piercing
20/x3
8/10/12
cylinders
25 ft
6.5 lbs
1,250 gp
1d6
Ballistic/Piercing
19-20/x3
2 cylinders*
20 ft max
range
6 lbs
Hell Belcher
Martial Weapons
Elven Light Carbine
Hunting Carbine
Mars Blade
4,650 gp
8d8
Ballistic/Piercing
20/x3
100-120 cylinders*
75 ft
425 lbs
5,465 gp
1,200 gp
1,675 gp
2d6
2d6
1d6
Ballistic/Piercing
20/x4
20/x2
5 shot magazine
Slashing
19-20/x2
(see text)
2 cylinders
120 ft
110 ft
-
9.5 lbs
11 lbs
6.5 lbs
Rachels Repeater
Exotic Weapons
Thunder Chain
6,950 gp
2d6
Ballistic/Piercing
20/x3
5 shot magazine
110 ft
10 lbs
565 gp
1d6
+2d4 Fire
20/x2
6 charges
11 lbs
Simple Weapons
Revolver
Halfer Revolver
Dwarven Revolver
Cost
880 gp
920 gp
1,260 gp
Damage
Damage Type
Critical
2d6
2d4
3d6
Ballistic/Piercing
Elven Revolver
8 shot-1,150 gp
10 shot-1,490 gp
12 shot-1,690 gp
Cheaters Shield
Ballistic/Piercing
Ballistic/Piercing
6 cylinders
4 cylinders
5 shot magazine
26
Mars Blade
27
28
Magical Ammunition
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30
31
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Purchase Price
Increase
Effect
Firearm
+1,500 GP
+2,000 GP
Ammunition
+50 GP
33
Producing Draksmoke
A Red Dragon (or any other flame breathing variety)
yields 1d4 units of unrefined Draksmoke per size
category, per day. A dragon that has exhausted its
breath weapon for the day only yields 1d4 units of
raw Draksmoke, regardless of its size.
A unit of raw Draksmoke can be harvested from a
living dragon (which must be helpless, immobile
or willing) with a full round action and a successful
DC 18 Survival check. Draksmoke can be collected
from a draconic corpse within an hour of the great
c r e a t u r e s d e m i s e ; a f t e r t h i s t i m e , i t s
m a g i c a l fluids decay and become useless.
34
35
Automatic Fire
36
37
38
39
40
Device
Hardness HP
Cost
Weight
Skyburster
10
25
850 gp
40 lbs
Masterwork
Skyburster
10
40
1,200 gp
36 lbs
Skyburster
Fuel Flask
50 gp
5 lbs
Damage Type
Critical
Ammunition
Capacity
Range
Increment
Weight
fire
6 shots
10 ft line
32 lbs
2,500 GP
3d6
ballistic / piercing
19-20/x2
8 shots
10 ft
12 lbs
1,350 GP
1d6
ballistic / piercing
19-20/x2
Single Shot
5 ft
1.5 lbs
+1,650 GP
1d6
ballistic / piercing
19-20/x2
Single Shot
5 ft
+2.5 lbs
450 GP
2d4
19-20/x2
2 charges
(special)
5 ft
10 lbs
Boom Shaft
1,025 GP
2d8
ballistic/ piercing
(special)
20/x4
6 shots
10 ft
12 lbs
Killbore
1,575 GP
3d6
slashing (special)
20/x2
Fuel flask
(1 minute run time)
55 lbs
1,250 GP
2d8
ballistic / piercing
20/x2
Drum (60)
30 ft
13 lbs
Neo Rapido
1,700 GP
2d8
ballistic / piercing
20/x2
Magazine (30)
or Drum (60)
30 ft
8 lbs
Siege Hammer
12,000 GP
8d8
ballistic / bludgeoning
30 ft
800+ lbs
Trollkiller
7,500 GP
4d8
ballistic / piercing
19-20/x2
Belt (200)
300 ft
52 lbs
Wenchs Rapido
1,450 GP
2d6
ballistic / piercing
19-20/x2
Magazine (30)
or Drum (60)
30 ft
6 lbs
Simple Weapons
Cost
Damage
8,500 gp
Gnoll Bludgeon
Hold Out Shooter
Black Burner
4d6 + 1d4
Martial Weapons
Bards Favorite
Regimental Spear
Exotic Weapons
41
Magical Items
Bands of the Nephilim
Amulet of Proofing
Aura: faint abjuration CL: 4th
Slot: neck Price: 16,000 gp Weight Description
This brass amulet is reforged from spent shell
casings, and is tempered with an infusion of true
Draksmoke. The fist-sized smooth disk is worn
at mid chest over clothing and armor, held close
to the body with tight leather straps, more like
a tiny cuirass than a typical amulet. Intricate
protective runes and interlaced knot-work on
the face glitter with crimson stain.
42
Cogburns Eye
Aura: CL: 7th
Slot: goggles (implanted)
Weight: Price: 56,000 gp
Description
This milk white artificial eye is made of thick
frosted glass and engraved with a pupil that
looks like the round of a revolver bullet. Named
for an old and storied human gunslinger, this
potent little magical eye grants a power so useful
it is worth the loss of an eye.
Anyone who willingly implants the Eye into their
empty eye socket gains the Gunfire domain, its
granted abilities, and may use the spells from the
domain as a Cleric of their total character level.
Flamefist Gauntlet
43
Gunwifes Lace
Aura: faint abjuration CL: 4th
Slot: body Price: 18,000 GP Weight: Description
This gauzy white cotton chemise is almost translucent
in the right light. Stitched with golden and crimson
thread, the chemise is decorated elaborate knot-work
at the hem and above the breast.
Gunslingers Gloves
Aura: faint conjuration CL: 3rd
Slot: gloves Price: 6,500 gp Weight: Description
These fine kid leather gloves fit tightly around the
gunslingers hand, like a second skin. Abstract spiral
patterns are stitched into the blood red leather with
black, brown and golden thread.
Construction
Requirements: Craft Wondrous Item,
readied pistol
Cost: 3,250 gp
44
Construction
Requirements: Craft Wondrous Item,
adamantine bullet to be enchanted
Cost: 85 gp
Vandals Bar
Aura: Faint Evocation CL: 4th
Slot: none Weight: 8 lbs Price: 3,305 gp
Description
The Vandals Bar resembles an ordinary
pig-iron crowbar, which has been tempered
with Draksmoke to steal some of the rare
chemicals unbelievable destructive potential.
The hilt of the weapon is wrapped in red and
brown leather. The long iron bar is a favorite
tool of urban thieves and brigands, especially
those who prefer brute force to skill. Why
bother to disable a trap or pick a lock when
you can just smash down a vaults wall,
after all?
The Vandals Bar functions as an ordinary
crowbar, providing the user with a +2
equipment bonus on STR checks to open
chests or doors. More importantly, it acts
as a +1 medium club.
When attacking any stationary object or
structure, the Vandals Bar ignores up to 10
points of the objects hardness. The Vandals
Bar provides the wielder with a +2 bonus on
Combat Maneuver checks made to sunder
an opponents weapon. When it successfully
sunders a weapon or destroys an object, it
sparks and gives off noticeable (but harmless)
gouts of hot gun smoke.
Construction
Requirements: Craft Magic Arms and Armor,
Power Attack feat, Shatter
Cost: 1,653 gp
45
Chapter Four
Feats, Spells and
Character Options
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50
51
52
53
54
55
56
57
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Profile of a Gunmage
Gunmages are elite soldiers, a hereditary caste of
gunfighters who wield impressive revolvers they allow
no social inferiors to touch. The first generation
of Gunmages were trained by the same gnomish gunsmiths who crafted the first revolvers; many of these
early champions were members of Fort Hathrix -Mars
garrison, who first displayed their skills against an
invading hobgoblin army. Many of these early
Gunmages were female, attracted to a new form of
warfare where raw strength didnt matter as much as
precision and accuracy, and upon their retirement, they
passed their guns down to their daughters (and
occasionally, to their sons).
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60
Level
Base Attack
Bonus
Fort
Save
Ref
SaVE
Will
Save
1st
2nd
3rd
+0
+1
+2
+0
+2
+0
+1
+3
+3
+0
+0
+1
4th
+3
+1
+4
+1
5th
6th
7th
8th
9th
10th
11th
12th
13th
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+1
+2
+2
+2
+3
+3
+3
+4
+4
+1
+5
Bonus Feat
+6
+2
+2
+2
+3
+7
+3
+7
Ancestral Guns VI
+4
+8
+8
+3
+4
+4
14th
+10/+5
+4
+9
+4
Bonus Feat
15th
+11/+6/+1
+5
+9
+5
16th
+12/+7/+2
+5
+10
+5
17th
+12/+7/+2
+5
+10
+5
Ancestral Guns IX
18th
+13/+8/+3
+6
+11
+6
Bonus Feat
19th
+14/+9/+4
+6
+11
+6
Ancestral Guns X
20th
+15/+10/+5
+6
+12
+6
+5
+6
Special
Weapon Focus (ancestral guns) Bonus Feat
Ancestral Guns II; Gun Style I
Class Skills
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Gold: 3d6 gold pieces (or 3d4x10 (75 gp) for ala
An Elven Gunmage usually selects a pair of 8 shot carte equipment, excepting revolvers)
Elven Revolver instead (2d4 ballistic/piercing, crit
Standard Appearance: The Gunmage is a slender,
20/x3, 20 ft range, 6.5 lbs each)
well-muscled female warrior in well cared for
leather armor; her clothes are plain and have a
Dagger (1d4 slashing, crit 19-20/x2, l lb)
dull finish, but for practical reasons, not out of
sloppiness. She carries an elaborate, front-less
Skills: Select a Number of trained skills equal to
gun belt low on her hips, additional ammunition
5 + INT Modifier
strapped to her belt and thighs. Her revolvers
are
the finest quality steel youve ever seen, and
Non human Gunmages select skills equal to 4 +
are etched with her familys coat of arms. She is
INT modifier.
of any race you desire, and either wears her hair
Bold Skills are recommended class skills. Skills on short or keeps it out of her face with a ponytail.
this list receive the +3 bonus for being a trained She might wear a wide rimed leather hat that
skill, if the Gunmage puts at least one skill rank shades her eyes.
into them.
Role-playing Hooks: The Gunmage is serious and
confident. She doesnt pull her pistols at every little
Armor Check
Key Ability
Skill
provocation, and is careful to avoid stupid and
Penalty
pointless conflicts. Shed rather appear cowardly
Acrobatics
DEX
0
or overly polite than have to shoot her way out of
Climb
STR
0
trouble. Still, she keeps her hand near the butt of
Craft (Gunsmithing) INT
her guns when the situation gets tense, and
Diplomacy
CHA
is utterly confident in her ability to kill any man,
Escape Artist
DEX
0
beast or monster stupid enough to raise a weapon
Handle Animal
WIS
to her. Her guiding principle is Be nice, be polite,
Intimidate
CHA
and have a plan to kill everyone you meet.
Knowledge (Arcana) INT
Perception
WIS
Ride
DEX
Sleight of Hand
DEX
Stealth
DEX
In the Campaign
64
The dedicated and driven women of Fort HathrixMars invented the gunslingers art and make up
the largest concentration of Gunmages on the continent.
The Eyrines Sisterhood, who use magically enhanced
handguns to protect women, and to wreak
vengeance on rapists and thugs, hail from the fort
as well. The first Eyrines Sisters served with the
Forts garrison, and taught themselves how to kill
with a revolver when the men of the Fort left on a
campaign, and the women left behind were forced
to defend themselves.
The women of Fort Hathrix-Mars learned their
gunfighters lessons well, and in short order, they
became more than just camp followers. They first
supplemented and than supplanted the men as
the Forts defenders. The women of Hathrix-Mars
pass the secrets of the Gunmages path down to
their daughters and granddaughters. The
Sisterhood begins a girls apprenticeship when
she is still a toddler. By the time she reaches her
teen years and is allowed to fire a revolver for the
first time, a young Gunmage has cast thousands of
shells, cleaned and reassembled a hundred guns,
and mixed dozens of kegs of gunpowder. Their
prolonged apprenticeship means they know and
respect guns in a way lesser shooters never do.
Gunmages from the Fort are almost all women;
male Gunmages are a one in a hundred anomaly.
Clichsahs gunfighter Clerics serve alongside the
human, Dwarven and Gnomish women of the
Fort. Despite Clichsahs cruel evil, she is venerated
as a protector of women, even human ones. All
politics and plans of conflict aside, the scattered
bands of Gunfighter Goblins that prowl the forests
outside Fort Hathrix-Mars make good allies for
human Gunmages, and some of the best of the
little grey-skins become Gunmages themselves.
65
Prerequisites: Human or Half Elf Only, CHA 13+, requistes requisites: INT 13+, Craft (gunsmithing)
membership in an Armiger-related family
3 ranks, male human only
Benefit: Your mercantile connections allow you to
purchase firearms and armor with the Draksmoke
quality at a 25% discount, as well as purchasing
gunpowder, conventional ammunition and raw
Draksmoke at the same discount. You are legally
allowed to carry Draksmoke firearms in most
lands, thanks to your familial connections.
Finally, every young Armiger is taught a secret
about the amazing guns their clan forges. They
are taught the secret language of the gun itself,
and have a supernatural bond with all dragontouched guns. Once per day, when attacked with
any Draksmoke firearm, the Armiger can yell out a
strange draconic word as a free action, which causes
the attack to suffer a -20 circumstance penalty.
This ability must be declared prior to the enemys
attack roll being made.
Bombardier (General)
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68
69
Miner (General)
Someone has to perform the dangerous task of
mining the salt peter, sulfur and phosphorous
necessary to make gunpowder. Your time in the
mines has hardened you and given you some useful
caver skills.
70
Let rookie gunfighters worry about who can get Youre one of the fastest guns around, capable of
off a shot the fastest. Youre enough of a veteran using your pistol with blinding speed.
to know that shooters that are hurrying miss, and
you only worry about who shoots last.
Prerequisites: Fanning, Base Attack Bonus +8
Prerequisite: Base Attack Bonus +5, Precise Shot
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New Spells
Armistice
Backfire
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Clear Jam
Firefast
Executioners Line
Gun Clan
Instant Retaliation
Special: If you possess the War Refugee feat, the School transmutation Level sorcerer/wizard 5
ghostly execution squad inflicts an additional 1d8 Casting Time 1 standard action
points of damage.
Components V S, M
(a spent shell casing packed with silver dust)
Range self or touch
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Jam Barrel
Murder of Crows
74
Necrotic Shot
Readied Pistol
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Chapter Five
Gods and Monsters
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Clichsahs unholy symbol is a trio of crossed Duncan Asterons holy symbol resembles three
rifle shells arranged in a triangle, constraining a
revolvers.
six pointed star.
Primary Worshipers: paladins, gunsmiths, soldiers, Primary Worshipers: human soldiers, mercenaries
and military leaders
astronomers and some spellcasters
Portfolio: just warfare, honor, space and astrology
Domains: Gunfire, Law, Nobility, Sun, War
Favored Weapon: Carbine
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wealth,
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M o r e t h a n m e r e wa r f a r e , yo u s e r ve a
brutal god dedicated to the extinction of
an entire species.
Burning Hands
Sleep
Stinking Cloud
Black Tentacles
Phantasmal Killer
Destruction
Creeping Doom
Antipathy
Meteor Swarm
82
Readied Pistol
True Strike
Protection from Arrows/Bullets
Haste
Circle of Death
Destruction
Finger of Death
Horrid Wilting
Power Word: Kill
83
Monsters
Armiger Knight
Ballistic Golem
Statistics
Defense
84
Offense
Speed 30 ft
Melee +23 melee (2d10+11 slam)
Melee Space 10 ft x 10 ft; Reach 10 ft
Base Atk +12; CMB +24 CMD 34 (cannot be tripped)
Atk Options 2 slams +23 melee (2d10+11, plus
Ballistic Slam if both hit same target)
Or 2 cannon shots +12 ranged (4d6 ballistic/piercing,
19-20/x3, 100 ft range increment)
Or Stand And Fire (100 ft radius, 6d6 ballistic/
piercing, REF DC 20 half)
Statistics
85
Drakfire Python
(CR 5) 1,600 XP
N Medium Construct
Init +4; Senses Darkvision 60 ft
Aura None
Languages None
Defense
Offense
Speed 40 ft
Melee +9 melee (1d8+3 tail slam)
Melee Space 5 ft x 5 ft; Reach 10ft
Base Atk +6; CMB +13 CMD 23 (cannot be tripped)
Atk Options +9 melee (1d8+3 tail slam plus Improved Grab)
Or +10 ranged (2d8 fire plus 1d4 CON and CHA
damage, DC 16 negates)
Statistics
Executioner Wolves
(CR 5) 1,600 XP
LE Medium Aberration
Init +2; Senses Darkvision 60 ft
Aura Hemorrhage Zone (all dying creatures within
60 ft lose 1d4 HP per round)
Languages None
86
Gunsmoke Elementals
Statistics
Defense
Offense
Statistics
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Kaliber Troll
(CR 8) 4,800 XP
CE Large Giant
Init +6; Senses Darkvision 90 ft, Low-light Vision, Kaliber Trolls are often fielded in small units of
Scent
between two and six, led by an officer and several
Aura None
handlers whose job is to direct the slaughter and
Languages Giant, Common
keep the guns repaired. Without the officer and
handlers the trolls would kill just about anything
or anyone in proximity.
Defense
AC 24, touch 11, flat-footed 18
Fusillade (EX): The Kaliber Troll is a walking artillery
hp 6d8+36 (64 hp); Regeneration 5
platform, with a massive, hundred barreled machine
Vulnerable: Acid, Electricity
gun grafted to its spine though magic and cruel
Fort +11, Ref +4, Will +3
surgery. As often as every other round, the Kaliber
Troll can unleash a barrage, using constantly
Offense
regenerating bits of its own flesh and bone
Speed 40 ft
as ammunition.
Melee +9 melee (1d6+6 claw)
Melee Space 10 ft x 10 ft; Reach 10 ft
The Kaliber Troll can hit any 10 ft x 5 ft area within
Base Atk +4; CMB +14 CMD 23
range with a successful Ranged attack against AC 12.
Atk Options 2 claws +9 melee (1d6+6 claw) and
All creatures within the threatened area suffer 8d8
possibly Rend (2d6+9) or bite +4 melee (1d6+4 bite)
points of ballistic/piercing damage, unless they
Special Actions: Fusillade (8d8 ballistic/piercing,
make a successful DC 18 REF Save for half damage.
10 ft x 5 ft area, 75 ft range increment, REF 18 half)
Launching a fusillade is a full round action.
Usually: Power attacks for 5 to hit, +5 to melee damage
Statistics
89
Pistoleer Spider
(CR 2) 600 XP
CE Tiny Aberration
Init +8; Senses Darkvision 60 ft
Aura None
Languages None
Defense
Offense
Speed 30 ft Climb 30 ft
Melee +13 melee (1d4 ballistic + poison)
Melee Space 2.5 ft x 2.5 ft; Reach 0 ft
Base Atk +3; CMB -3 CMD 17
Atk Options +13 melee (1d4 ballistic + poison)
Or Unlucky Drop 2 attacks +13 melee
(1d4 ballistic + poison)
Statistics
90
Skyshock Orcs
(CR 4) 1,200 XP
Medium Monstrous Humanoid
Init +0; Senses Darkvision 60 ft
Languages Orc and Common
Defense
Statistics
91
92
Unlathe
(CR 3) 800 XP
N Large Outsider
Init +7; Senses Darkvision 60 ft
These enigmatic creatures are often found at the site
Aura anesthetic umbra 60 ft
of great battles or mass slaughters. Their sudden
Languages Common, telepathic communication 100 ft appearance can signal some great impending crisis
or undiscovered atrocity. They rarely converse with
the healthy, politely dismissing them to concentrate
Defense
AC 15, touch 15, flat-footed 12 (-1 size, +3 DEX, +3 deflection) on the dying. Unlathe fixate on suffering creatures,
and will use their death knell touch to end their
hp 6d8+12 (39 hp); DR lives even if the fallens comrades are intent upon
Immune poison, death effects
saving their life. This single-minded duty has lead
Resist Fire 10, Electricity 10
to violence more often than not.
Fort +4, Ref +8, Will +9
Offense
93
Unsleeping Rifleman
(CR 4) 1,200 XP
LN Medium Undead
Init +6; Senses Darkvision 60 ft, Low-light Vision
Aura None
Languages Elven, Common
94
~END OF LICENSE~
-END95
Index
A
Adamantine Rounds 28.
Ammunition 28.
Adamantine Rounds 28.
Cold Iron Rounds 28.
Holy Ice Rounds 28.
Silver Rounds 29.
Spare Ammo Box 29.
Spare Rounds 29.
Armigers Kit 35.
Armigers, the 12.
Automatic Fire 36.
B
Bandoleers 28.
Black Brotherhood, the
Bombardier 66.
Brakius Elterlee 77.
Burst Fire 36.
10.
C
Chamber Jam 18.
Chamber Thiefs Bullets 29.
Choking on Sulfur 21.
Clerical Domain: Genocide 82.
Clerical Domain: Gunfire 82.
Colossi, the 47.
Combat Cover 67.
Conflagrant Spell 67.
D
Drakshards 39.
Dragons Bile
(Raw Draksmoke) 35.
Dragons Boils 22.
Drakchoke 22.
E
Elven Armorers 9.
End of Armor, the 19.
F
Faith and Bullets 67.
Fanning 68.
Feats 47.
Armigers Brand 65.
Armigers Mark 65.
Bombardier 66.
Brotherhood Initiate 66.
Brotherhood Master-Forger 66.
Cold Steel Hunter 67.
Combat Cover 67.
Conflagrant Spell 67.
G
Gnoll Bludgeon 37.
Gods 77.
Aokiga 77.
Brakius Elterlee 77.
Clichsah 78.
Duncan Asteron 78.
Kelvor, The War Eagle 78.
Krazimot 80.
Lady of the Hammers 78.
The Protector of Failures 80.
Torqua 81.
Gunfire Goblins 51.
Gunmage Core Class 59.
Gunpowder 34.
H
Halfling Militias
Holy Ice Rounds
10.
28.
L
Lady of the Hammers 78.
Law of the Gun 20.
Lesser and Least Draksmoke 33.
Loathing of Flame 15, 34.
M
Magical Ammunition 29.
Chamber Thiefs Bullets 29.
Penetration Bullets 29.
Silencias Bullets 30.
Magical Items 42.
Amulet of Proofing 42.
Bands of the Nephilim 42.
P
Producing Draksmoke
34.
R
Rapidos 35.
Rat Shot 28.
Refined Draksmoke 35.
Revolvers and Repeaters 6.
S
Secrets of Draksmoke 7.
Silencias Bullets 30.
Silver Rounds 29.
Skinning Holster 29.
Skybursters 40.
Smokebelcher Men 53.
Spare Ammo Box 29.
Speedloaders 29.
Spells 72.
Armistice 72.
Backfire 72.
Clear Jam 73.
Executioners Line 73.
Firefast 73.
Gun Clan 73.
Instant Retaliation 73.
Jam Barrel 74.
Murder of Crows 74.
Necrotic Shot 75.
Readied Pistol 75.
Sulfursouls 56.
96
T
Tapping-Casks 40.
Thunder Chain 27.
Thunderclap Revolver
31.
U
Unbreakable Adamant Shell
44.
V
Vandals Bar
45.
W
Weapons 25.
Adamant Egg 40.
Bards Favorite 37.
Black Burner 36.
Black Egg 40.
Boom Shaft 36.
Cheaters Shield 25.
Darkshards 39.
Dwarven Revolver 25.
Elven Light Carbine 27.
Elven Revolver 25.
Flametooth 40.
Gnoll Bludgeon 37.
Hell Belcher Repeater: 26.
Hidden Tooth 40.
Hold Out Shooter 37.
Hunting Rifle 27.
Killbore 37.
Mars Blade 27.
Neo Rapido 38.
Old Orc Rapido 38.
Rachels Repeater 28.
Regimental Spear 38.
Revolver 25.
Siege Hammer, the 39.
Skybursters 40.
Tapping-Casks 40.
Thunder Chain 27.
Trollkiller 39.
Wenchs Rapido 39.
Weapons Table 26.
Witchhammer Revolver 32.
Y
Yesterdays Guns
19.
Campaign Overlay
Fantasy
Firearms
SKORTCHED URF
4UVEJP4