Captain Kablam
2014-04-23, 11:21 PM
Yo, I normally don't homebrew, I'm typically more a "by-the-book" kinda guy. However, I didn't find any weapons that worked how I liked as far as guns are concerned, so I made my own old timey pirate gear and what not. Most if not all of these are considered exotic since within my world, guns are a new ideal. I'm just submitting these to public inquiry to see if they're deemed fair by the vox populi. As well as throw in their own gear. Upfront, sling bullets are ammo in most cases. So without further ado.
Black Powder Weapons
Pistol
Exotic
Light
Cost: 60g
Dmg: 1d10 (S), 2d6 (M)
Crit: 19-20/x3
Range: 30ft
Weight: 4lbs
Type: Piercing
Reload: Full-round action
Rifle
Exotic
Two-Handed
Cost: 80g
Dmg: 2d6 (S), 2d8 (M)
Crit: x4
Range: 60ft
Weight: 8lbs
Type: Piercing
Reload: Full-round action
Gnome Tri-Barrel
Exotic
Two-Handed
Cost: 320g
Dmg: 2d6 (S), 2d8 (M)
Crit: x3
Range: 40ft
Weight: 12lbs
Type: Piercing
Reload: Three chamber: 2 Full-round actions, Single Chamber: Full-round action, Free action chamber switch-over.
Blunderbuss
Exotic
Two-Handed
Cost: 120g
Dmg: 2d8 (S), 3d6(M), Ref ½: (Ref score = 10 + shooter BAB + shooter Dex)
Crit: NA
Range: 30ft (slim cone)
Weight: 10lbs
Type: Piercing
Reload: Full-round action
Dwarven Blast-Hammer
Exotic
Two-Handed
Cost: 280g
Dmg: 1d8, Blast: 2d8 (S) 1d10, Blast: 3d6 (M)
Crit: x4
Range: --
Weight: 16lbs
Type: Bldg
Reload: Full-round action
Special: 14str minimum to wield, 1d4 nonlethal dmg to the user for every point under 14 to use in a blast. Blast can move the wielder forward 10ft in an attack with a blast, and initiate a bullrush (with a +4 on the attempt) on a successful blast hit. A blast can also give the user a +10 on a jump attempt. The blast hammer is heavy and unwieldy, constituting a -1 to armor to any to wield it with a str score lower than 16.
Siege Cannon
Exotic
Siege
Cost: 3000g
Dmg: 6d6+10, Ref ½: (Ref score = 10 + shooter BAB + shooter Dex)
Crit: NA
Range: 300ft
Weight: 400lbs
Type: Bldg
Aim: Full round action
Reload: 2 Full-Round Actions
Bomb
Light, thrown
Cost: 60g
Dmg: 3d6 (1d6 Fire, 1d6 Bldg., 1d6 Piercing) , 5ft radius, Ref ½: (Ref score = 10 + thrower BAB + thrower Dex)
Range: 10ft
Weight: 1lb
Type: Special
Special: Move action to light with open flame, must designate round length of fuse lighted (1-5 rounds)
Powder Keg
Cost: 120g
Dmg: 5d6 (3d6 Fire, 2d6 Bldg.), 10ft radius
Range:-
Weight: 5lb
Type: Special
Special: Move action to light with open flame, must designate round length of fuse lighted (1-10 rounds, longer fuse can be added, roll percentile for chance of error or failure, +5% per every round length beyond 10), contains 30 pistol & rifle uses, and 5 siege cannon uses of black powder.
Pistol & Rifle Kit
Cost: 100g
Weight: 3lbs
Essential for Pistol, Rifle, Gnome Tri-Barrel and Blunderbuss reloading and upkeep.
Canon Balls (5)
Cost: 100g
Weight: 50lbs
Explosive Shells (5)
Cost: 300g
Weight: 30lbs
Special: -2d6 dmg. Adds 10ft radius to the point of impact.
Black Powder Weapons
Pistol
Exotic
Light
Cost: 60g
Dmg: 1d10 (S), 2d6 (M)
Crit: 19-20/x3
Range: 30ft
Weight: 4lbs
Type: Piercing
Reload: Full-round action
Rifle
Exotic
Two-Handed
Cost: 80g
Dmg: 2d6 (S), 2d8 (M)
Crit: x4
Range: 60ft
Weight: 8lbs
Type: Piercing
Reload: Full-round action
Gnome Tri-Barrel
Exotic
Two-Handed
Cost: 320g
Dmg: 2d6 (S), 2d8 (M)
Crit: x3
Range: 40ft
Weight: 12lbs
Type: Piercing
Reload: Three chamber: 2 Full-round actions, Single Chamber: Full-round action, Free action chamber switch-over.
Blunderbuss
Exotic
Two-Handed
Cost: 120g
Dmg: 2d8 (S), 3d6(M), Ref ½: (Ref score = 10 + shooter BAB + shooter Dex)
Crit: NA
Range: 30ft (slim cone)
Weight: 10lbs
Type: Piercing
Reload: Full-round action
Dwarven Blast-Hammer
Exotic
Two-Handed
Cost: 280g
Dmg: 1d8, Blast: 2d8 (S) 1d10, Blast: 3d6 (M)
Crit: x4
Range: --
Weight: 16lbs
Type: Bldg
Reload: Full-round action
Special: 14str minimum to wield, 1d4 nonlethal dmg to the user for every point under 14 to use in a blast. Blast can move the wielder forward 10ft in an attack with a blast, and initiate a bullrush (with a +4 on the attempt) on a successful blast hit. A blast can also give the user a +10 on a jump attempt. The blast hammer is heavy and unwieldy, constituting a -1 to armor to any to wield it with a str score lower than 16.
Siege Cannon
Exotic
Siege
Cost: 3000g
Dmg: 6d6+10, Ref ½: (Ref score = 10 + shooter BAB + shooter Dex)
Crit: NA
Range: 300ft
Weight: 400lbs
Type: Bldg
Aim: Full round action
Reload: 2 Full-Round Actions
Bomb
Light, thrown
Cost: 60g
Dmg: 3d6 (1d6 Fire, 1d6 Bldg., 1d6 Piercing) , 5ft radius, Ref ½: (Ref score = 10 + thrower BAB + thrower Dex)
Range: 10ft
Weight: 1lb
Type: Special
Special: Move action to light with open flame, must designate round length of fuse lighted (1-5 rounds)
Powder Keg
Cost: 120g
Dmg: 5d6 (3d6 Fire, 2d6 Bldg.), 10ft radius
Range:-
Weight: 5lb
Type: Special
Special: Move action to light with open flame, must designate round length of fuse lighted (1-10 rounds, longer fuse can be added, roll percentile for chance of error or failure, +5% per every round length beyond 10), contains 30 pistol & rifle uses, and 5 siege cannon uses of black powder.
Pistol & Rifle Kit
Cost: 100g
Weight: 3lbs
Essential for Pistol, Rifle, Gnome Tri-Barrel and Blunderbuss reloading and upkeep.
Canon Balls (5)
Cost: 100g
Weight: 50lbs
Explosive Shells (5)
Cost: 300g
Weight: 30lbs
Special: -2d6 dmg. Adds 10ft radius to the point of impact.