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Roxxy
2011-12-26, 01:28 AM
I love Pathfinder Ultimate Combat, and I love it's gun art, but I feel that I would prefer to use my own gun mechanics, not the UC ones. These mechanics are designed for a world where guns are the primary weapons and melee weapons secondary weapons. As such, balance between ranged and melee combat is biased toward ranged combat more than a little bit. Melee combat still happens quite often, but it is no longer the primary method of fighting. Here are the mechanics:



Firearms function via the principle of magnetic acceleration. Balls are made out of lead with an iron core, and firearms can carry several, generally 5 to 8, in an internal magazine. Balls usually come in paper wrapped cartridges containing enough balls for the weapon they were designed for. To load, the shooter rips off one end of the cartridge, then dumps the balls into the firearm's breech, usually located in the stock or pistol grip. Loading is usually done from a hatch behind the hammer. The balls are propelled out of the barrel by magical energy that utilize magnetism to grip onto the ball's iron core and eject the whole ball from the barrel with tremendous force. To fire, one ***** the hammer back and pulls the trigger, and the magic does the rest. The hammer serves as a safety. In order for the weapon to fire, it must slam into the breech with enough force to initiate the spells. Carrying the weapon with the hammer already against the breech prevents it from slamming the breech, preventing accidental discharges. To ready the gun, the shooter must draw back the hammer, a free action. Once the hammer is drawn, the firearm's magic will draw the hammer back and load a new ball from the magazine automatically after each shot.

Almost all guns have rifled barrels. Armor is obsolete, and replaced by the defense bonus system from Unearthed Arcana. Armor class is renamed defense. Reloading a firearm is a move action unless otherwise specified in the weapon's description. The rapid reload feat reduces this to a free action.

Add your dexterity modifier to all firearm damage rolls with one handed firearms, one half your dexterity damage for firearms held in your off hand, and one and a half times your dexterity to firearm damage rolls with two handed firearms. You may grip a one handed firearm with two hands to treat it as a two handed firearm for this purpose.

Attaching a bayonet to a weapon is a move action. The weapon must be a two handed firearm (pistol bayonets exist, but are fairly useless) with a bayonet lug. While the bayonet is attached you take a -2 penalty to all ranged attack rolls with the weapon due to the bayonet messing with the weapon's balance. A bayonet deals 1d6 piercing damage with a 20/x2 critical and weighs 2 pounds, and is treated as a two handed melee attack. A firearm with a bayonet attached has a 10 foot reach, but unlike most reach weapons can strike opponents adjacent to the wielder, but at a -5 penalty to attack rolls. A bayonet can be braced against a charge.

You may strike an opponent with the butt of a firearm. Two handed firearms do 1d6 damage and one handed firearms do 1d4 damage. This is bludgeoning damage, and the critical threat is 20/x2.

A character proficient with a firearm is also proficient with an attached bayonet or when using the butt as a weapon.

If you successfully hit a target with 3/4 or 9/10 cover with a ranged attack, you treat your roll as being 5 higher than it actually was for the purpose of determining whether you threaten a critical hit and for the purpose of confirming the critical hit. This is because a target with that much cover is likely only exposing the head or upper chest, so while that person is harder to hit with gunfire, any shot that does hit is very likely to have hit something vital.

Making a charge attack against somebody armed with a firearm provokes an attack of opportunity from that person. This attack is made halfway through the charge, and if hit you must make a fortitude save against DC 10 plus the dexterity bonus the shooter applied to the attack or stop your movement immediately. This the only time ranged attacks of opportunity may be made.

A full attack is not a full round action, it is a standard action. This is intended to allow a character to make a move action and a full attack in one round, making combat more mobile. Since reloading is a move action, you do not need to skip your full attack for that round to reload your weapon.

Shotguns are not area effect weapons. They are aimed at a specific target. Unlike with other two handed ranged attacks, shotguns add full dexterity to attack and damage rolls, not 1 1/2 times dexterity. This is because shotguns are not precision weapons. However, shotguns are not difficult to aim, and the target takes a 1d4 penalty to defense (which is one's armor class). Shotguns do 2d8 damage with a 20 foot range increment, have a capacity of one for single barrel and two for double barrel designs, and have the weights and prices listed above. They are two handed weapons, and cannot be used for full attacks. Shotgun shells are generally loaded with buckshot.

Some feats or class features that are designed for crossbows would logically function with guns. The GM is the arbiter of this.

New Feat:

One Handed Reload

Prerequisites: Dexterity 13

Benefit: With this feat, you may reload a one handed firearm using the same hand that is holding the firearm. This is still a move action (or a free action with the rapid reload feat).

Normal: It takes both hands to reload a one handed firearm.

Some guns:

Rifle, large caliber

* Cost 15 GP
* Damage 1d12
* Critical 20/x3
* Range 100 ft
* Capacity 8
* Weight 10 lbs
* Damage Type Piercing
* Two Handed
* Simple Weapon

Pistol, large caliber

* Cost 10 GP
* Damage 1d8
* Critical 20/x3
* Range 30 ft
* Capacity 5
* Weight 2 lbs
* Damage Type Piercing
* One Handed
* Simple Weapon

Rifle, medium caliber

* Cost 15 GP
* Damage 1d12
* Critical 19-20/x2
* Range 100 ft
* Capacity 8
* Weight 10 lbs
* Damage Type Piercing
* Two Handed
* Simple Weapon

Pistol, medium caliber

* Cost 10 GP
* Damage 1d8
* Critical 19-20/x2
* Range 30 ft
* Capacity 5
* Weight 2 lbs
* Damage Type Piercing
* One Handed
* Simple Weapon

Large Bore Rifle

* Cost 15GP
* Damage 2d8
* Critical 20/x3
* Range 150 ft
* Capacity 1
* Weight 12 Pounds
* Damage Type Piercing
* Two Handed
* Exotic Weapon
* Cannot fire more than one shot per round

Shotgun

* Cost 10GP
* Damage 1d10
* Critical 20/x3
* Range 20 ft
* Capacity 1
* Weight 10 Pounds
* Damage Type Piercing
* Two Handed
* Simple Weapon

Double Barreled Shotgun (can be side to side or over under)

* Cost 15GP
* Damage 1d10
* Critical 20/x3
* Range 20 ft
* Capacity 2
* Weight 12 Pounds
* Damage Type Piercing
* Two Handed
* Simple Weapon

Roxxy
2011-12-26, 01:51 AM
A couple more things. While firearms, being magnetic, do not make noise in and of themselves, the balls most certainly do. They are propelled to supersonic speeds, which makes a rather loud crack. Firearms can be heard when they are fired.

Cannon are powder weapons, as, while the magnetic technology is fine for small arms, it doesn't work well at all for large projectiles. Their weight means that they take far too much magical power to accelerate to be feasible.

Dragonus45
2011-12-26, 05:53 PM
Quick question, can one do like in real life and have subsonic ammo? No loud crack but also less damage cus it moves slower?

Roxxy
2011-12-26, 05:58 PM
Quick question, can one do like in real life and have subsonic ammo? No loud crack but also less damage cus it moves slower?Yes. Such a weapon could be common for commandos, spies, assassins, criminals, and the like, while their louder cousins served as the standard weapons.