BlackMKIII
2012-10-12, 06:50 PM
After playing a gun user in a friend's Pathfinder campaign, I felt a few elements were missing from Paizo's official release. Seeing the way guns in a few other systems work, such as d20 modern, they didn't really seem to fit with Pathfinder. My GM and I agreed that my toon could invent his own guns when he became a 'slinger, which got the wheels turning on what you see below.
This being my first post, and never having made any homebrew before, I absolutely expect everything listed below to ripped from stem to stern. Some of these are intended to be used in higher level campaigns, as should be obvious by the big bold lettering I put above them. There's more to come, I just haven't committed it to paper yet, but I'd like some feedback on what I have below before pressing on.
Oh, and god help you if you let those multi-barrel repeat firing monstrosities into your campaign. I can tell you right now they're broken as all get-out, but I've tried to put in a little something to make them usable and survivable in combat.
Early Firearms Special Qualities
Percussion Cap (500 GP)
This advancement to early firearms seals off the pan to create a more reliable firearm using a small cylinder of brass to ignite the charge instead of the less reliable open-pan match, wheel, or flintlock systems. Caplock firearms are less prone to explosion thanks to this more adequately sealed system, giving them only a 50% of exploding in the event of a misfire when broken. These firearms function in all other ways like their open-pan counterparts.
Advanced Firearms
Derringer (2,000 GP)
This small, palm sized pistol is favored by the assassin thanks to its small size and how it can be concealed in the palm of a users hand or up a sleeve. Women also tend to utilize this tiny weapon for personal protection as it can fit in a stocking or in the cleavage of their chest. It has two barrels, which separate from the grip and firing mechanism for reloading. It has a range increment of 20 feet, a capacity of 2, deals 1d4 bludgeoning and piercing damage, misfires on a natural 1, and scores a critical threat on a natural 20 at x2. The wielder gets a +2 bonus on Sleight of Hand checks to conceal a derringer on their person.
Rifle, Carbine (6,000 GP)
This rifle, manufactured with a shorter barrel, is built to be wielded either one- or two-handed. When wielded as a two-handed weapon, the weapon functions as a normal rifle, with a range increment of 40 feet, a capacity of 1, dealing 1d10 bludgeoning and piercing damage using standard rifle rounds, misfiring on a natural 1, and scoring a critical threat on a natural 20 at x4. When wielded as a one-handed weapon, the weapon functions the same, but the user suffers a -2 penalty on attack rolls due to its decreased accuracy.
Rifle, Seventy Three (5,000 GP)
This rifle, manufactured to fire revolver rounds, is built for firearms users that wish to utilize the same ammunition as their sidearm. Wielded as a two-handed weapon, the weapon functions as a normal rifle, with a range increment of 60 feet, a capacity of 1, dealing 1d8 bludgeoning and piercing damage using standard rifle rounds, misfiring on a natural 1, and scoring a critical threat on a natural 20 at x4.
Rifle, Ninety Two (6,000 GP)
This carbine rifle, manufactured with a shorter barrel and using revolver ammunition, is built to be wielded either one- or two-handed. When wielded as a two-handed weapon, the weapon functions as a normal rifle, with a range increment of 40 feet, a capacity of 1, dealing 1d8 bludgeoning and piercing damage using standard revolver rounds, misfiring on a natural 1, and scoring a critical threat on a natural 20 at x4. When wielded as a one-handed weapon, the weapon functions the same, but the user suffers a -2 penalty on attack rolls due to its decreased accuracy.
Shotgun, Short-Barreled (6,000 GP)
This shotgun is manufactured with a shorter barrel than most, allowing for a more devastating pellet spread when used as a scatter weapon at the cost of a decreased range. When fired as a scatter weapon, it fires a 20-foot cone dealing 1d10 points of damage, misfiring on a 1 or 2, scoring a critical threat on a natural 20 at x2, and having a capacity of 1. When fired as a ranged weapon, it functions as though it were a normal shotgun, but the user suffers a 5 foot range increment penalty due to the decreased energy imparted to the slug.
Shotgun, Cane (6,500 GP)
This single shot shotgun appears as though it is a regular cane, but with a secret lever that drops a trigger and primes a hammer to fire a single shotgun round. To appear as a walking stick, however, the barrel is smaller than your average shotgun, giving it less power. When fired as a scatter weapon, it fires a 30-foot cone dealing 1d6 points of damage, misfiring on a 1 or 2, scoring a critical threat on a natural 20 at x2, and having a capacity of 1. When fired as a ranged weapon, it functions as though it were a normal shotgun dealing 1d6 damage. The shotgun aspect makes the nature of the weapon a little more difficult to hide. An observer must make a DC 20 Perception check to realize that an undrawn cane shotgun is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.
Revolver, Parasol (5,500 GP)
This six shot firearm appears as though it is a normal parasol, but with a secret lever that drops a trigger and primes a hammer to actuate a revolver mechanism. To appear as a parasol, however, the chamber is smaller and thus does less damage. It functions like a normal revolver, having a 20 foot range increment, dealing 1d6 points of damage, misfiring on a 1, scoring a critical threat on a natural 20 at x4, and having a capacity of 6. The revolver, which must be disconnected from the parasol with a twist, makes the nature of the weapon a little more difficult to hide. An observer must make a DC 20 Perception check to realize that an undrawn parasol revolver is a weapon rather than a shading device; the DC decreases to 10 if the observer is able to handle the weapon.
Gunsword (6,500 GP)
An improvement on the axe musket, this four foot long sword has a revolving chamber built into the hilt with a short barrel protruding from one side. It can be used as either a revolver or a bastard sword during a normal or full-round attack, but must be wielded two-handed either way unless the user has the requisite proficiency. What makes this weapon special is that while melee attacking, it can be used as both types of weapons. On a successful hit as a bastard sword, the wielder can, as an immediate action, pull the trigger of the revolver to deal an additional 1d8 damage to the target (no precision damage). It 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 sword are considered broken. Only two people have been known to possess a weapon such as this, and they aren't sharing their secrets.
Brynna Frasier's Gat (7,000 GP)
This two-handed firearm, which has appearance similar to an oversized break-open shotgun, is capable of firing larger and more devastating rounds. It has a 30 foot range increment, deals 1d12 points of damage, misfires on a natural 1, scores a critical threat on a natural 20 at x4, and has a capacity of one. Because of the inherent instability of the powerful load required to launch the heavy projectile, however, this firearm explodes in a 10 ft radius upon misfire when broken unlike other advanced firearms.
Brynna Frasier's Gat 9k (11,000 GP)
This two-handed, double-barreled firearm has an appearance similar to an oversized break-open shotgun, and is capable of firing larger and more devastating rounds simultaneously. It has a 30 foot range increment, deals 1d12 points of damage, misfires on a natural 1, scores a critical threat on a natural 20 at x4, and has a capacity of two. As a standard action, the user can fire both barrels at the same time. This double shot is inaccurate, and takes a –4 penalty on both attacks. A double shot targets only a single creature and increases the damage of each barrel to 2d12 for a total of 4d12 points, and the user must make a DC 20 reflex save to avoid being knocked prone from the immense recoil. Because of the inherent instability of the powerful load required to launch the heavy projectile, however, this firearm explodes in a 10 ft radius upon misfire when broken unlike other advanced firearms.
Gatling Gun (12,000 GP)
The earliest model of what would come to be known as the "machine" gun, this six-barreled crank operated rifle delivers a hail of bullets in a frightening fashion. After taking a full round to set up on a folding podium, this firearm unleashes three rounds when fired on a standard action, and six when fired on a full round attack, making a single attack at the users highest attack bonus. It can be used in either an 80 foot line or a 40 foot cone, dealing 3d10 (standard) or 6d10 (full round) bludgeoning and piercing damage, misfiring on a natural 1-2 and scoring a critical threat on a natural 20 at x4. Targets caught in the line of fire can make a reflex save (DC 10 + 1/2 Gunslinger level + Dexterity modifier line, +5 cone) for half damage. Included with the purchase is a bullet hopper that loads standard rifle rounds and has a capacity of 30. There is a slight (according to the Grand Duchy) problem however, as temperature issues have been known to cause malfunctions. Every round that this firearm is used successively, its misfire chance doubles, and has a cumulative 25% chance of overheating. If the loading mechanism jams, it takes 1d2 rounds to clear. If it overheats, it takes 1d4 rounds to cool and imparts 1d6 heat damage to the user.
Gatling Gun, Steam Powered (15,000 GP)
An improvement on the Gatling gun, this six-barreled rifle delivers a hail of bullets in a frightening fashion, powered by an external steam engine to operate the once manual crank. The steam power provides two advantages to the crank operation; turning the barrel faster to deliver more shots per round, and slightly better cooling due to increased barrel velocity. This firearm can only be permanently mounted, and unleashes five rounds when fired on a standard action, and ten when fired on a full round attack, making a single attack at the users highest attack bonus. It can be used in either an 80 foot line or a 40 foot cone, dealing 5d10 (standard) or 10d10 (full round) bludgeoning and piercing damage, misfiring on a natural 1-2 and scoring a critical threat on a natural 20 at x4. Targets caught in the line of fire can make a reflex save (DC 10 + 1/2 Gunslinger level + Dexterity modifier line, +5 cone) for half damage. Included with the purchase is a belt feed mechanism that loads standard rifle rounds and has a capacity of 45. Every round that this firearm is used successively, its misfire chance doubles, and has a cumulative 20% chance of overheating. If the belt mechanism jams, it takes 1 round to clear. If it overheats, it takes 1d4 rounds to cool and imparts 1d6 heat damage to the user.
Advanced Firearms Special Qualities
Lever-Action (Single-barreled firearms only, 2,500 GP)
This enhancement adds a lever manipulated action to mechanically reload the chamber of a rifle or shotgun, as well as an ammunition tube that runs along the underside of the barrel to carry the additional rounds. As a free action, the user can actuate the lever with his trigger hand, expelling the cartridge currently in the chamber of the firearm and moving the next round into firing position. Shotguns and normal rifles crafted with this enhancement have a capacity of 4, rifles that use revolver rounds have a capacity of 6. This enhancement can only be added to a single-barreled firearm during its creation, and doubles the misfire chance of the weapon due to the additional moving parts.
Large Loop (Lever-action carbine rifles and short-barreled shotguns only, 500 GP, Dex 15)
This enhancement to a lever-action firearm enlarges the loop of the reload mechanism, allowing it to be reloaded one-handed, provided the user has a minimum dexterity score of 15. After the user fires the weapon, he flips it end-over-end while keeping his hand inside the loop of the action. By carrying the momentum from the flip and allowing the loop to slide around his hand, the firearm is reloaded and ready for the next attack. If the user does not meet the dexterity requirement of the weapon, he may still attempt the flip maneuver by making a successful DC 15 dexterity check once each round. This enhancement can be added to carbine rifles and short-barreled shotguns only, during or after its creation.
Pistol Grip (Single-barreled shotgun only, 1,000 GP, Str 15)
This shotgun enhancement allows it to be wielded as a one-handed firearm, provided the user has a minimum strength score of 15. When fired in this manner, the user suffers a -2 penalty on attack rolls, but the gun otherwise functions as normal. If the user does not meet the strength requirement of the weapon, they take an additional -2 penalty on attack rolls (-4 total) and must make a DC 20 reflex save each time it is fired or be knocked prone from the recoil of the gun. This enhancement can be added to a single-barreled shotgun only, during or after its creation.
Advanced Firearm Ammunition & Equipment
Bullet, Hollow Point (150 GP)
This specially crafted bullet is made with a small indention in the lead of the tip, making it even more deadly at the cost of its accuracy. On impact, the bullet explodes inside its target, doing increased damage or potentially shattering its target. Bullets crafted with this quality increase their damage die by one step, or affect the target as if it was hit by the shatter spell. When firing a bullet with this quality, the user takes a 50% reduction in the range increment of their weapon as a result of the reduced aerodynamic properties. For the purposes of dealing extra damage to non-magical objects and crystalline creatures, use the total enhancement bonus of the weapon from which the bullet was fired as the caster level (ex: a +2 flaming reliable rifle would deal 4d6 additional damage)
Gun Sheath (50 GP)
This special wrist sheath holds a single, small firearm against the users forearm to be hidden under a long sleeve. Only a one-handed firearm weighing 4 lbs or less can be used with this device, as other firearms are too large and bulky to be effectively concealed by the device. As a move action, the user flicks his wrist to cause the firearm to drop into his hand (provoking attacks of opportunity as normal). The user gains a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking him regarding a firearm in the sheath. Users can only wear one wrist sheath per arm.
Spring-Loaded Gun Sheath (250 GP)
This spring-loaded wrist sheath works identically to a gun sheath, activating as a swift action rather than a move action. Preparing the sheath for use requires cranking the sheath’s mechanism into place, a full-round action that provokes an attack of opportunity.
Suppressor (1,000 GP)
Invented by assassins wishing to perform their duties using the latest weaponry, this device screws into the rifling at the end of a firearm barrel allowing it to operate quieter than usual, but not completely silently as an oil of silence would. Weapons fired with this device are less likely to be heard, giving the user an opportunity to make stealth checks when using a firearm, but takes an additional -2 penalty per range increment on attack rolls due to its lowered accuracy.
Super-Advanced Firearms
The firearms and equipment listed below are recommended for Commonplace Guns or Guns Everywhere Only, and should be rare in nature. The prices listed below should only be reduced to 50% in Guns Everywhere campaigns, instead of 10%. When using the Gunsmithing feat, magazines and lever-actions can be created for 10% of their cost and firearms at 50%, at GM discretion.
Number 17 Pistol (20,000 GP)
Building on the foundations of repeating firearms, the Grand Duchy of Alkenstar has developed a way to use the recoil of the firearm to both reload and re-prime their latest weapons. Manufactured with a magazine that can hold up to 10 rounds, these firearms automatically expel the used cartridge from the side, prime the hammer, and chamber the next round without any additional action from the user. With a range increment of 30 feet thanks to new manufacturing technologies, they deal 1d6 bludgeoning and piercing damage, misfire on a natural 1, and score a critical threat on a natural 20 at x4.
Number 21 Pistol (22,000 GP)
Operating exactly as the number 17 does, this pistol is chambered to fire larger rounds. Manufactured with a magazine that can hold up to 8 rounds, these firearms automatically expel the used cartridge from the side, prime the hammer, and chamber the next round without any additional action from the user. With a range increment of 30 feet, they deal the same 1d8 bludgeoning and piercing damage as their revolving predecessors, misfire on a natural 1, and score a critical threat on a natural 20 at x4.
Alkenstar Eagle (30,000 GP, Str 15)
Operating exactly as the number 17 and 21 do, this pistol is chambered to fire the largest of rounds, but has a massive amount of recoil for a one-handed pistol. Manufactured with a magazine that can hold up to 8 rounds, these firearms automatically expel the used cartridge from the side, prime the hammer, and chamber the next round without any additional action from the user. With a range increment of 30 feet, they deal 1d10 bludgeoning and piercing damage like a rifle, misfire on a natural 1, and score a critical threat on a natural 20 at x4. Because of the intense recoil of this firearm, the user takes a -2 penalty for every shot beyond the first. If the user does not meet the strength requirement of the weapon, the must make a DC 15 strength check each round it is fired or have the pistol drop from their hand from the intense shock.
Semi-Automatic Rifle (25,000 GP)
Built on the same principles as their pistol brethren, these rifles work in much the same fashion. With a range increment of 100 feet and dealing 1d10 bludgeoning and piercing damage, they automatically expel empty cartridges, prime the hammer, and chamber a round like the semi-automatic pistol using a magazine holding 15 rounds. They misfire on a natural 1 and score a critical threat on a natural 20 at x4.
Fully Automatic Rifle (50,000 GP)
The ultimate incarnation of the hand-held firearm to come out of Alkenstar, these guns are manufactured in extremely limited quantities and only issued to the shieldmarshals that protect the Grand Duchy itself. With a magazine that can hold up to 15 rounds, they have a range increment of 100 feet, deal 1d10 bludgeoning and piercing damage, misfire on a natural 1, and scores a critical threat on a natural 20 at x4. As a free action, the user can select one of three modes; semi-automatic, 3-round burst, or full-auto. Each setting has its own benefits and caveats, outlined below:
Semi-Auto: The rifle functions as a semi-automatic rifle.
3-round burst: As a standard action, the user can fire the weapon in a 3-round burst, expending an additional two rounds from the firearm at his highest attack bonus. Using the firearm in this manner does not stack with the rapid shot feat, but imparts the same -2 penalty on each attack roll.
Full-Auto: As a full-round attack, the user can fire two rounds for every attack they posses. This benefit comes at a price however, as each shot makes the firearm increasingly difficult to properly aim. For every attack the user makes, he takes a cumulative -2 penalty for every two shots (-2 on the 1st and 2nd shots, -4 on the 3rd and 4th, etc.) Additionally, every shot beyond the second carries a 25% chance to hit a square adjacent to the target. Using the firearm in this manner also doubles its misfire chance.
The Vulcan (200,000 GP)
This improvement on the gatling gun now operates simply by pulling the trigger, no longer requiring a crank to operate. Thus far, it has only been seen guarding the gates of Alkenstar City to protect the city should it ever come under siege. It uses the same rounds as its advanced forerunner, but has moved away from the hopper loading design to reduce the chance of jammed cartridges, and can be used in either a 120 foot line or a 60 foot cone. This heavy weapon can only be setup as a permanent installation, it fires 10 rounds as a standard action and 20 on a full round attack, deals 10d10 (standard) or 20d10 (full) bludgeoning and piercing damage, at the users highest base attack bonus. Targets caught in the firing line can make a reflex save for half or no damage, based on how the weapon was fired. It is DC 10 + 1/2 Gunslinger level + Dexterity modifier if used in a line, +5 cone, +5 for no damage. It misfires on a natural 1 and scores a critical threat on a natural 20 at x4. Included with the purchase is a single belt link that can hold 60 rounds. While the temperature issues are still present, the increased speed of the rotating barrel have solved them, at least to an extent. Every round the firearm is used successively, the misfire chance still doubles, but the gun only has a cumulative 10% chance of overheating. If the belt mechanism jams, it takes 1 round to clear. If it overheats, it takes 1d3 rounds to cool and imparts the same 1d6 heat damage to the user.
The Minigun (150,000 GP)
This smaller, more portable version of the Vulcan is intended to be used in a more mobile fashion than its heavier, bulkier brother. With six rotating barrels, it takes a full round to setup on a folding podium before it can be used properly in a 100 foot line or 50 foot cone. Firing 6 rounds as a standard action or 12 rounds as a full attack, it deals 6d8 (standard) or 12d8 (full) bludgeoning and piercing damage, reflex save for half (DC 10 + 1/2 Gunslinger level + Dexterity modifier line, +5 cone). It misfires on a natural 1 and scores a critical threat on a natural 20 at x4. Included with the purchase is a single belt link that can hold 40 rounds. Temperature issues are continuing issue, as every round the firearm is used successively, the misfire chance still doubles, and the gun has a cumulative 15% chance of overheating. If the belt mechanism jams, it takes 1 round to clear. If it overheats, it takes 1d3 rounds to cool and imparts the same 1d6 heat damage to the user.
Super-Advanced Firearm Qualities
Lever-Action, Advanced (Single-barreled firearms only, 5,000 GP)
As technologies have improved, so has this mechanical reloading enhancement for advanced rifles and shotguns. By adding this quality to a weapon, it functions the same as a standard lever-action, but without adding to the misfire value of the firearm. This enhancement can only be added to a single-barreled firearm during its creation, and can also be enhanced with large loops in the same fashion as described above.
Super-Advanced Firearm Ammunition & Equipment
Bullet Belt Link (200 GP)
This add-on for the Vulcan and Minigun adds more rounds to its firing capacity, holding extra rounds with the same capacity as the one included with the gun. It takes a standard action to connect one link to another, and while this cannot be done by the same person that is firing the weapon, it can be done by another who is assisting.
Bullet, Jacketed (51 GP)
This bullet is crafted with a thin copper shell to enhance their range. When the bullet is fired from a firearm, the soft copper is grooved by the rifling of the barrel and travels further as a result. Bullets with this quality add 25% to the range increment of the weapon from which they are fired. If this quality is added to a hollow point bullet, it negates the range penalty imparted on it by 25% and cost is reduced by 1 GP.
Firearm Magazine (2,000 GP)
Thanks to the new technology of the magazine, super-advanced firearms are reloaded as a swift action, provided the user has another loaded magazine available. If the user has the rapid reload feat, this is reduced to a free action. It takes 1 round to load a magazine from empty, reductions for associated reloading feats and deeds are applicable. Pistol magazines are not interchangeable with rifle magazines or each other, but semi-automatic and automatic rifle magazines are compatible.
Strap & Handle (Minigun only, 5,000 GP, Str 20)
For some of the big and strong, the desire to wield a minigun in combat is downright irresistible. This modification allows for a shoulder strap to be attached to a minigun, allowing its weight to be spread over the body, and a handle to be bolted to the gun frame to aid in targeting. The gun continues to function the same, but the user takes a -4 penalty on his attack rolls as the gun sits at his hip and cannot be properly aimed. If the user does not meet the strength requirement of the gun, his movement speed is halved and takes an additional -2 on attack rolls (-6 total).
This being my first post, and never having made any homebrew before, I absolutely expect everything listed below to ripped from stem to stern. Some of these are intended to be used in higher level campaigns, as should be obvious by the big bold lettering I put above them. There's more to come, I just haven't committed it to paper yet, but I'd like some feedback on what I have below before pressing on.
Oh, and god help you if you let those multi-barrel repeat firing monstrosities into your campaign. I can tell you right now they're broken as all get-out, but I've tried to put in a little something to make them usable and survivable in combat.
Early Firearms Special Qualities
Percussion Cap (500 GP)
This advancement to early firearms seals off the pan to create a more reliable firearm using a small cylinder of brass to ignite the charge instead of the less reliable open-pan match, wheel, or flintlock systems. Caplock firearms are less prone to explosion thanks to this more adequately sealed system, giving them only a 50% of exploding in the event of a misfire when broken. These firearms function in all other ways like their open-pan counterparts.
Advanced Firearms
Derringer (2,000 GP)
This small, palm sized pistol is favored by the assassin thanks to its small size and how it can be concealed in the palm of a users hand or up a sleeve. Women also tend to utilize this tiny weapon for personal protection as it can fit in a stocking or in the cleavage of their chest. It has two barrels, which separate from the grip and firing mechanism for reloading. It has a range increment of 20 feet, a capacity of 2, deals 1d4 bludgeoning and piercing damage, misfires on a natural 1, and scores a critical threat on a natural 20 at x2. The wielder gets a +2 bonus on Sleight of Hand checks to conceal a derringer on their person.
Rifle, Carbine (6,000 GP)
This rifle, manufactured with a shorter barrel, is built to be wielded either one- or two-handed. When wielded as a two-handed weapon, the weapon functions as a normal rifle, with a range increment of 40 feet, a capacity of 1, dealing 1d10 bludgeoning and piercing damage using standard rifle rounds, misfiring on a natural 1, and scoring a critical threat on a natural 20 at x4. When wielded as a one-handed weapon, the weapon functions the same, but the user suffers a -2 penalty on attack rolls due to its decreased accuracy.
Rifle, Seventy Three (5,000 GP)
This rifle, manufactured to fire revolver rounds, is built for firearms users that wish to utilize the same ammunition as their sidearm. Wielded as a two-handed weapon, the weapon functions as a normal rifle, with a range increment of 60 feet, a capacity of 1, dealing 1d8 bludgeoning and piercing damage using standard rifle rounds, misfiring on a natural 1, and scoring a critical threat on a natural 20 at x4.
Rifle, Ninety Two (6,000 GP)
This carbine rifle, manufactured with a shorter barrel and using revolver ammunition, is built to be wielded either one- or two-handed. When wielded as a two-handed weapon, the weapon functions as a normal rifle, with a range increment of 40 feet, a capacity of 1, dealing 1d8 bludgeoning and piercing damage using standard revolver rounds, misfiring on a natural 1, and scoring a critical threat on a natural 20 at x4. When wielded as a one-handed weapon, the weapon functions the same, but the user suffers a -2 penalty on attack rolls due to its decreased accuracy.
Shotgun, Short-Barreled (6,000 GP)
This shotgun is manufactured with a shorter barrel than most, allowing for a more devastating pellet spread when used as a scatter weapon at the cost of a decreased range. When fired as a scatter weapon, it fires a 20-foot cone dealing 1d10 points of damage, misfiring on a 1 or 2, scoring a critical threat on a natural 20 at x2, and having a capacity of 1. When fired as a ranged weapon, it functions as though it were a normal shotgun, but the user suffers a 5 foot range increment penalty due to the decreased energy imparted to the slug.
Shotgun, Cane (6,500 GP)
This single shot shotgun appears as though it is a regular cane, but with a secret lever that drops a trigger and primes a hammer to fire a single shotgun round. To appear as a walking stick, however, the barrel is smaller than your average shotgun, giving it less power. When fired as a scatter weapon, it fires a 30-foot cone dealing 1d6 points of damage, misfiring on a 1 or 2, scoring a critical threat on a natural 20 at x2, and having a capacity of 1. When fired as a ranged weapon, it functions as though it were a normal shotgun dealing 1d6 damage. The shotgun aspect makes the nature of the weapon a little more difficult to hide. An observer must make a DC 20 Perception check to realize that an undrawn cane shotgun is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.
Revolver, Parasol (5,500 GP)
This six shot firearm appears as though it is a normal parasol, but with a secret lever that drops a trigger and primes a hammer to actuate a revolver mechanism. To appear as a parasol, however, the chamber is smaller and thus does less damage. It functions like a normal revolver, having a 20 foot range increment, dealing 1d6 points of damage, misfiring on a 1, scoring a critical threat on a natural 20 at x4, and having a capacity of 6. The revolver, which must be disconnected from the parasol with a twist, makes the nature of the weapon a little more difficult to hide. An observer must make a DC 20 Perception check to realize that an undrawn parasol revolver is a weapon rather than a shading device; the DC decreases to 10 if the observer is able to handle the weapon.
Gunsword (6,500 GP)
An improvement on the axe musket, this four foot long sword has a revolving chamber built into the hilt with a short barrel protruding from one side. It can be used as either a revolver or a bastard sword during a normal or full-round attack, but must be wielded two-handed either way unless the user has the requisite proficiency. What makes this weapon special is that while melee attacking, it can be used as both types of weapons. On a successful hit as a bastard sword, the wielder can, as an immediate action, pull the trigger of the revolver to deal an additional 1d8 damage to the target (no precision damage). It 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 sword are considered broken. Only two people have been known to possess a weapon such as this, and they aren't sharing their secrets.
Brynna Frasier's Gat (7,000 GP)
This two-handed firearm, which has appearance similar to an oversized break-open shotgun, is capable of firing larger and more devastating rounds. It has a 30 foot range increment, deals 1d12 points of damage, misfires on a natural 1, scores a critical threat on a natural 20 at x4, and has a capacity of one. Because of the inherent instability of the powerful load required to launch the heavy projectile, however, this firearm explodes in a 10 ft radius upon misfire when broken unlike other advanced firearms.
Brynna Frasier's Gat 9k (11,000 GP)
This two-handed, double-barreled firearm has an appearance similar to an oversized break-open shotgun, and is capable of firing larger and more devastating rounds simultaneously. It has a 30 foot range increment, deals 1d12 points of damage, misfires on a natural 1, scores a critical threat on a natural 20 at x4, and has a capacity of two. As a standard action, the user can fire both barrels at the same time. This double shot is inaccurate, and takes a –4 penalty on both attacks. A double shot targets only a single creature and increases the damage of each barrel to 2d12 for a total of 4d12 points, and the user must make a DC 20 reflex save to avoid being knocked prone from the immense recoil. Because of the inherent instability of the powerful load required to launch the heavy projectile, however, this firearm explodes in a 10 ft radius upon misfire when broken unlike other advanced firearms.
Gatling Gun (12,000 GP)
The earliest model of what would come to be known as the "machine" gun, this six-barreled crank operated rifle delivers a hail of bullets in a frightening fashion. After taking a full round to set up on a folding podium, this firearm unleashes three rounds when fired on a standard action, and six when fired on a full round attack, making a single attack at the users highest attack bonus. It can be used in either an 80 foot line or a 40 foot cone, dealing 3d10 (standard) or 6d10 (full round) bludgeoning and piercing damage, misfiring on a natural 1-2 and scoring a critical threat on a natural 20 at x4. Targets caught in the line of fire can make a reflex save (DC 10 + 1/2 Gunslinger level + Dexterity modifier line, +5 cone) for half damage. Included with the purchase is a bullet hopper that loads standard rifle rounds and has a capacity of 30. There is a slight (according to the Grand Duchy) problem however, as temperature issues have been known to cause malfunctions. Every round that this firearm is used successively, its misfire chance doubles, and has a cumulative 25% chance of overheating. If the loading mechanism jams, it takes 1d2 rounds to clear. If it overheats, it takes 1d4 rounds to cool and imparts 1d6 heat damage to the user.
Gatling Gun, Steam Powered (15,000 GP)
An improvement on the Gatling gun, this six-barreled rifle delivers a hail of bullets in a frightening fashion, powered by an external steam engine to operate the once manual crank. The steam power provides two advantages to the crank operation; turning the barrel faster to deliver more shots per round, and slightly better cooling due to increased barrel velocity. This firearm can only be permanently mounted, and unleashes five rounds when fired on a standard action, and ten when fired on a full round attack, making a single attack at the users highest attack bonus. It can be used in either an 80 foot line or a 40 foot cone, dealing 5d10 (standard) or 10d10 (full round) bludgeoning and piercing damage, misfiring on a natural 1-2 and scoring a critical threat on a natural 20 at x4. Targets caught in the line of fire can make a reflex save (DC 10 + 1/2 Gunslinger level + Dexterity modifier line, +5 cone) for half damage. Included with the purchase is a belt feed mechanism that loads standard rifle rounds and has a capacity of 45. Every round that this firearm is used successively, its misfire chance doubles, and has a cumulative 20% chance of overheating. If the belt mechanism jams, it takes 1 round to clear. If it overheats, it takes 1d4 rounds to cool and imparts 1d6 heat damage to the user.
Advanced Firearms Special Qualities
Lever-Action (Single-barreled firearms only, 2,500 GP)
This enhancement adds a lever manipulated action to mechanically reload the chamber of a rifle or shotgun, as well as an ammunition tube that runs along the underside of the barrel to carry the additional rounds. As a free action, the user can actuate the lever with his trigger hand, expelling the cartridge currently in the chamber of the firearm and moving the next round into firing position. Shotguns and normal rifles crafted with this enhancement have a capacity of 4, rifles that use revolver rounds have a capacity of 6. This enhancement can only be added to a single-barreled firearm during its creation, and doubles the misfire chance of the weapon due to the additional moving parts.
Large Loop (Lever-action carbine rifles and short-barreled shotguns only, 500 GP, Dex 15)
This enhancement to a lever-action firearm enlarges the loop of the reload mechanism, allowing it to be reloaded one-handed, provided the user has a minimum dexterity score of 15. After the user fires the weapon, he flips it end-over-end while keeping his hand inside the loop of the action. By carrying the momentum from the flip and allowing the loop to slide around his hand, the firearm is reloaded and ready for the next attack. If the user does not meet the dexterity requirement of the weapon, he may still attempt the flip maneuver by making a successful DC 15 dexterity check once each round. This enhancement can be added to carbine rifles and short-barreled shotguns only, during or after its creation.
Pistol Grip (Single-barreled shotgun only, 1,000 GP, Str 15)
This shotgun enhancement allows it to be wielded as a one-handed firearm, provided the user has a minimum strength score of 15. When fired in this manner, the user suffers a -2 penalty on attack rolls, but the gun otherwise functions as normal. If the user does not meet the strength requirement of the weapon, they take an additional -2 penalty on attack rolls (-4 total) and must make a DC 20 reflex save each time it is fired or be knocked prone from the recoil of the gun. This enhancement can be added to a single-barreled shotgun only, during or after its creation.
Advanced Firearm Ammunition & Equipment
Bullet, Hollow Point (150 GP)
This specially crafted bullet is made with a small indention in the lead of the tip, making it even more deadly at the cost of its accuracy. On impact, the bullet explodes inside its target, doing increased damage or potentially shattering its target. Bullets crafted with this quality increase their damage die by one step, or affect the target as if it was hit by the shatter spell. When firing a bullet with this quality, the user takes a 50% reduction in the range increment of their weapon as a result of the reduced aerodynamic properties. For the purposes of dealing extra damage to non-magical objects and crystalline creatures, use the total enhancement bonus of the weapon from which the bullet was fired as the caster level (ex: a +2 flaming reliable rifle would deal 4d6 additional damage)
Gun Sheath (50 GP)
This special wrist sheath holds a single, small firearm against the users forearm to be hidden under a long sleeve. Only a one-handed firearm weighing 4 lbs or less can be used with this device, as other firearms are too large and bulky to be effectively concealed by the device. As a move action, the user flicks his wrist to cause the firearm to drop into his hand (provoking attacks of opportunity as normal). The user gains a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking him regarding a firearm in the sheath. Users can only wear one wrist sheath per arm.
Spring-Loaded Gun Sheath (250 GP)
This spring-loaded wrist sheath works identically to a gun sheath, activating as a swift action rather than a move action. Preparing the sheath for use requires cranking the sheath’s mechanism into place, a full-round action that provokes an attack of opportunity.
Suppressor (1,000 GP)
Invented by assassins wishing to perform their duties using the latest weaponry, this device screws into the rifling at the end of a firearm barrel allowing it to operate quieter than usual, but not completely silently as an oil of silence would. Weapons fired with this device are less likely to be heard, giving the user an opportunity to make stealth checks when using a firearm, but takes an additional -2 penalty per range increment on attack rolls due to its lowered accuracy.
Super-Advanced Firearms
The firearms and equipment listed below are recommended for Commonplace Guns or Guns Everywhere Only, and should be rare in nature. The prices listed below should only be reduced to 50% in Guns Everywhere campaigns, instead of 10%. When using the Gunsmithing feat, magazines and lever-actions can be created for 10% of their cost and firearms at 50%, at GM discretion.
Number 17 Pistol (20,000 GP)
Building on the foundations of repeating firearms, the Grand Duchy of Alkenstar has developed a way to use the recoil of the firearm to both reload and re-prime their latest weapons. Manufactured with a magazine that can hold up to 10 rounds, these firearms automatically expel the used cartridge from the side, prime the hammer, and chamber the next round without any additional action from the user. With a range increment of 30 feet thanks to new manufacturing technologies, they deal 1d6 bludgeoning and piercing damage, misfire on a natural 1, and score a critical threat on a natural 20 at x4.
Number 21 Pistol (22,000 GP)
Operating exactly as the number 17 does, this pistol is chambered to fire larger rounds. Manufactured with a magazine that can hold up to 8 rounds, these firearms automatically expel the used cartridge from the side, prime the hammer, and chamber the next round without any additional action from the user. With a range increment of 30 feet, they deal the same 1d8 bludgeoning and piercing damage as their revolving predecessors, misfire on a natural 1, and score a critical threat on a natural 20 at x4.
Alkenstar Eagle (30,000 GP, Str 15)
Operating exactly as the number 17 and 21 do, this pistol is chambered to fire the largest of rounds, but has a massive amount of recoil for a one-handed pistol. Manufactured with a magazine that can hold up to 8 rounds, these firearms automatically expel the used cartridge from the side, prime the hammer, and chamber the next round without any additional action from the user. With a range increment of 30 feet, they deal 1d10 bludgeoning and piercing damage like a rifle, misfire on a natural 1, and score a critical threat on a natural 20 at x4. Because of the intense recoil of this firearm, the user takes a -2 penalty for every shot beyond the first. If the user does not meet the strength requirement of the weapon, the must make a DC 15 strength check each round it is fired or have the pistol drop from their hand from the intense shock.
Semi-Automatic Rifle (25,000 GP)
Built on the same principles as their pistol brethren, these rifles work in much the same fashion. With a range increment of 100 feet and dealing 1d10 bludgeoning and piercing damage, they automatically expel empty cartridges, prime the hammer, and chamber a round like the semi-automatic pistol using a magazine holding 15 rounds. They misfire on a natural 1 and score a critical threat on a natural 20 at x4.
Fully Automatic Rifle (50,000 GP)
The ultimate incarnation of the hand-held firearm to come out of Alkenstar, these guns are manufactured in extremely limited quantities and only issued to the shieldmarshals that protect the Grand Duchy itself. With a magazine that can hold up to 15 rounds, they have a range increment of 100 feet, deal 1d10 bludgeoning and piercing damage, misfire on a natural 1, and scores a critical threat on a natural 20 at x4. As a free action, the user can select one of three modes; semi-automatic, 3-round burst, or full-auto. Each setting has its own benefits and caveats, outlined below:
Semi-Auto: The rifle functions as a semi-automatic rifle.
3-round burst: As a standard action, the user can fire the weapon in a 3-round burst, expending an additional two rounds from the firearm at his highest attack bonus. Using the firearm in this manner does not stack with the rapid shot feat, but imparts the same -2 penalty on each attack roll.
Full-Auto: As a full-round attack, the user can fire two rounds for every attack they posses. This benefit comes at a price however, as each shot makes the firearm increasingly difficult to properly aim. For every attack the user makes, he takes a cumulative -2 penalty for every two shots (-2 on the 1st and 2nd shots, -4 on the 3rd and 4th, etc.) Additionally, every shot beyond the second carries a 25% chance to hit a square adjacent to the target. Using the firearm in this manner also doubles its misfire chance.
The Vulcan (200,000 GP)
This improvement on the gatling gun now operates simply by pulling the trigger, no longer requiring a crank to operate. Thus far, it has only been seen guarding the gates of Alkenstar City to protect the city should it ever come under siege. It uses the same rounds as its advanced forerunner, but has moved away from the hopper loading design to reduce the chance of jammed cartridges, and can be used in either a 120 foot line or a 60 foot cone. This heavy weapon can only be setup as a permanent installation, it fires 10 rounds as a standard action and 20 on a full round attack, deals 10d10 (standard) or 20d10 (full) bludgeoning and piercing damage, at the users highest base attack bonus. Targets caught in the firing line can make a reflex save for half or no damage, based on how the weapon was fired. It is DC 10 + 1/2 Gunslinger level + Dexterity modifier if used in a line, +5 cone, +5 for no damage. It misfires on a natural 1 and scores a critical threat on a natural 20 at x4. Included with the purchase is a single belt link that can hold 60 rounds. While the temperature issues are still present, the increased speed of the rotating barrel have solved them, at least to an extent. Every round the firearm is used successively, the misfire chance still doubles, but the gun only has a cumulative 10% chance of overheating. If the belt mechanism jams, it takes 1 round to clear. If it overheats, it takes 1d3 rounds to cool and imparts the same 1d6 heat damage to the user.
The Minigun (150,000 GP)
This smaller, more portable version of the Vulcan is intended to be used in a more mobile fashion than its heavier, bulkier brother. With six rotating barrels, it takes a full round to setup on a folding podium before it can be used properly in a 100 foot line or 50 foot cone. Firing 6 rounds as a standard action or 12 rounds as a full attack, it deals 6d8 (standard) or 12d8 (full) bludgeoning and piercing damage, reflex save for half (DC 10 + 1/2 Gunslinger level + Dexterity modifier line, +5 cone). It misfires on a natural 1 and scores a critical threat on a natural 20 at x4. Included with the purchase is a single belt link that can hold 40 rounds. Temperature issues are continuing issue, as every round the firearm is used successively, the misfire chance still doubles, and the gun has a cumulative 15% chance of overheating. If the belt mechanism jams, it takes 1 round to clear. If it overheats, it takes 1d3 rounds to cool and imparts the same 1d6 heat damage to the user.
Super-Advanced Firearm Qualities
Lever-Action, Advanced (Single-barreled firearms only, 5,000 GP)
As technologies have improved, so has this mechanical reloading enhancement for advanced rifles and shotguns. By adding this quality to a weapon, it functions the same as a standard lever-action, but without adding to the misfire value of the firearm. This enhancement can only be added to a single-barreled firearm during its creation, and can also be enhanced with large loops in the same fashion as described above.
Super-Advanced Firearm Ammunition & Equipment
Bullet Belt Link (200 GP)
This add-on for the Vulcan and Minigun adds more rounds to its firing capacity, holding extra rounds with the same capacity as the one included with the gun. It takes a standard action to connect one link to another, and while this cannot be done by the same person that is firing the weapon, it can be done by another who is assisting.
Bullet, Jacketed (51 GP)
This bullet is crafted with a thin copper shell to enhance their range. When the bullet is fired from a firearm, the soft copper is grooved by the rifling of the barrel and travels further as a result. Bullets with this quality add 25% to the range increment of the weapon from which they are fired. If this quality is added to a hollow point bullet, it negates the range penalty imparted on it by 25% and cost is reduced by 1 GP.
Firearm Magazine (2,000 GP)
Thanks to the new technology of the magazine, super-advanced firearms are reloaded as a swift action, provided the user has another loaded magazine available. If the user has the rapid reload feat, this is reduced to a free action. It takes 1 round to load a magazine from empty, reductions for associated reloading feats and deeds are applicable. Pistol magazines are not interchangeable with rifle magazines or each other, but semi-automatic and automatic rifle magazines are compatible.
Strap & Handle (Minigun only, 5,000 GP, Str 20)
For some of the big and strong, the desire to wield a minigun in combat is downright irresistible. This modification allows for a shoulder strap to be attached to a minigun, allowing its weight to be spread over the body, and a handle to be bolted to the gun frame to aid in targeting. The gun continues to function the same, but the user takes a -4 penalty on his attack rolls as the gun sits at his hip and cannot be properly aimed. If the user does not meet the strength requirement of the gun, his movement speed is halved and takes an additional -2 on attack rolls (-6 total).