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AnimeTheCat
2016-05-10, 04:29 PM
Hey everyone on the Homebrew Forum. I goofed and started posting this in the 3.5 gaming section. Here (http://www.giantitp.com/forums/showthread.php?487551-3-5-Firearms-My-take&p=20763595#post20763595) is a link for your reading pleasure, however I am going to repost the original posts as well as the subsequent rules and explanations posts.


D&D 3.5 Firearms

Exotic weapons


Light
Damage(S/M)
Crit
Range
Weight


Hold Out Pistol
1d4/1d6
20/x3
30 ft
3 lbs





One Handed
Damage(S/M)
Crit
Range
Weight


Revolver
1d6/1d8
20/x3
40 ft
5 lbs


Repeater Pistol
1d6/1d8
20/x3
60 ft
6 lbs


Sawed Off Shotgun
1d3/1d4*
19-20/x2
10 ft
5 lbs





Two Handed
Damage (S/M)
Crit
Range
Weight


Musket
1d8/1d10
20/x3
40 ft
10 lbs


Breach Loader Rifle
1d8/1d10
20/x3
100 ft
10 lbs


Bolt Action Rifle
1d10/2d6
19-20/x2
120 ft
12 lbs


Assault Rifle
1d8/1d10
19-20/x2
100 ft
8 lbs


Shotgun, Break Action
1d4/1d6
18-20/x2
15 ft
10 lbs


Shotgun, Pump Action
1d4/1d6
18-20/x2
15 ft
10 lbs


Shotgun, Repeating
1d4/1d6
18-20/x2
15 ft
10 lbs



-Hold Out Pistol: a small lightweight pistol designed for stealth. Holds only 1 bullet. Grants +2 bonus to sleight of hand checks to hide it on your person. Required a full round action to reload.

-Revolver: an early one handed firearm. Simple in design, chambers a new round immediately after firing, allowing you to shoot at your full BAB, unless no more bullets remain in the weapon. Holds 6 bullets. Requires a standard action to reload one bullet or a full round action to reload two.

-Repeater Pistol: an advanced pistol. Chambers rounds immediately after firing, allowing you to shoot at your full BAB, unless no more bullets remain in the weapon. Holds 6 bullets. A magazine may be used to reload a repeater pistol as a standard action. If no magazine is available to reload your weapon, you may load up to your dexterity modifier in to a magazine(as long as that magazine is not full or in the weapon) as a full round action.

-Sawed Off Shotgun: a specialized shotgun that has been modded to shoot smaller gauge shells and is able to be used in one hand. A shotgun fires multiple small projectiles as opposed to a single larger projectile. A sawed off shotgun fires 4 projectiles. When attacking with a shotgun roll the ranged attack as normal. After a hit has been determined roll 1d4. That is the number of projectiles that has hit. Roll damage individually for each projectile that has hit. Shotguns can not be used to apply any sort of precision damage, regardless of the source. A sawed off shotgun holds 2 rounds. The second round is available to be fired immediately after the first, allowing a character with a high enough base attack bonus to make multiple attacks in a round, as long as there are enough shells in the weapon to actually fire a projectile. A character may reload a number of shotgun shells equal to her dexterity modifier as a full round action.

-Musket: A basic rifle. Requires the user to pour black powder down the barrel and ram the projectile on top of it. Only holds one round. Requires a full round action to reload.

-Breach Loader: a slightly more advanced rifle than the musket. Allows a bullet to be loaded from the rear of the weapon. Holds only one round. Requires a standard action to reload.

-Bolt Action Rifle: most advanced rifle. Allows the used to load multiple rounds in the weapon that may be chambered as a free action, allowing the user to fire more than once in a round, if they have the base attack bonus to do so. A bolt action rifle can hold 5 rounds within the weapon and one round in the chamber for a total maximum of 6. At the beginning of his or her turn, a character may decide to spend a full round action to reload up to their dexterity modifier worth of bullets.

-Assault Rifle: a repeating variant of the breach loader rifle. Fires bullets from a magazine. An assault rifle magazine may hold up to 10 bullets. An assault rifle immediately chambers the next round, as long as there are bullets still in the magazine, allowing a character to make multiple attacks in a round, as long as they have the base attack bonus to do so. Inserting a new magazine in an assault rifle is a standard action. Individual bullets may be inserted in to a magazine that is not full or inserted in the weapon at a rate of 1 bullet per point of dexterity modifier per full round action.

-Shotgun, Break Action: a break action shotgun is the simplest of the shotguns. A shotgun fires multiple small projectiles as opposed to a single larger projectile. A break action shotgun fires 6 projectiles. When attacking with a shotgun roll the ranged attack as normal. After a hit has been determined roll 1d6. That 1d6 result is the number of projectiles that has hit. Roll damage individually for each projectile that has hit. Shotguns can not be used to apply any sort of precision damage, regardless of the source. A break action shotgun holds 2 rounds. The second round is available to be fired immediately after the first, allowing a character with a high enough base attack bonus to make two attacks during a full attack action. A character may reload a number of rounds equal to her dexterity modifier as a full round action.

-Shotgun, Pump Action: a pump action shotgun is slightly more advanced than the break action shotgun but still requires the user to manually chamber the next round. A shotgun fires multiple small projectiles as opposed to a single larger projectile. A break action shotgun fires 6 projectiles. When attacking with a shotgun roll the ranged attack as normal. After a hit has been determined roll 1d6. That 1d6 result is the number of projectiles that has hit. Roll damage individually for each projectile that has hit. Shotguns can not be used to apply any sort of precision damage, regardless of the source. A pump action shotgun holds 3 rounds within the tube and 1 in the chamber for a total of 4 rounds. The next round must be manually chambered as a free action, allowing a character with a high enough base attack bonus to make two attacks during a full attack action. A character may reload a number of rounds equal to her dexterity modifier as a full round action.

-Shotgun, Repeating: most advanced shotgun type. A shotgun fires multiple small projectiles as opposed to a single larger projectile. A repeating shotgun fires 6 projectiles. When attacking with a shotgun roll the ranged attack as normal. After a hit has been determined roll 1d6. That 1d6 result is the number of projectiles that has hit. Roll damage individually for each projectile that has hit. Shotguns can not be used to apply any sort of precision damage, regardless of the source. A repeating shotgun magazine holds 6 rounds. The next round is available to be fired immediately after the first is fired, allowing a character with a high enough base attack bonus to make multiple attacks during a full attack action. Inserting a new magazine in a repeating shotgun is a standard action. A character may insert a number of rounds equal to her dexterity modifier in a magazine that is not full or in the weapon as a full round action.

Special rules:

Reloading a weapon in any way, including inserting a new magazine in a repeating weapon or loading individual cartridges in to a magazine, provokes an attack of opportunity.

Guns require 3 things to function:
-housing (the gun itself)
-propellant* (black powder, fire dust, fire elemental ashes)
-projectile (bullet, usually lead or iron)

Some weapons use cartridges, which are the propellant and projectile already combined (such as the repeater pistol, sawed off shotgun, breach loader rifle, etc.) whereas others don't (such as musket, or revolver).



Craft Item
Craft Skill
DC


Simple Projectile
Craft (Firearms)
C10


Propellant (Black Powder)
Craft (Alchemy)
15


Propellant (Fire Dust)
Craft (Alchemy)
25


Fire Elemental Ashes
Craft (Alchemy)
30


Cartridges
Craft (Firearm)
25



The above are simply examples.

Black powder and fire dust are different forms of propellant. Black powder is nearly useless if it gets wet and carries a 50% chance of misfire. If a misfire occurs the character must make a craft (firearms) check to clear the misfire. This is a full round action with a DC 20 to clear it. The character may try again on a subsequent round if the check fails. If the character fails the check by 15 or more or rolls a natural 1 on the check the firearm is now broken and must be repaired. If a character successfully clears the weapon it is treated as being unloaded, therefore the character must take the appropriate action to reload their weapon.

Fire dust is a more stable and reliable form of propellant. It only has a 10% chance of causing a misfire when wet. Otherwise it follows the same misfire rules as black powder

Fire elemental ashes are not in actuality the ashes of a fire elemental. The name comes from the red wispy look the light powder has when sitting in a pile. The powder remains dry at all times, even underwater, and even allows a firearm to be fired underwater. Weapons fired underwater carry a -4 penalty to hit and only have 1/4 the normal range (any weapon with 20ft or Lower range can only be fired at point blank range). If a firearm is fired underwater at something more than 1/4 the normal range the bullet fractures and harmlessly passes through the water.

Things to come:
Feats(pre-existing and new)
Prices
Weapon crafting
Weapon enchantments
Attachments (still ironing this one out)

Well guys, be honest and let me know what you think!

AnimeTheCat
2016-05-10, 04:30 PM
Feats
Point Blank Shot: Functions exactly the same as with any other ranged weapon
Far Shot: Functions exactly the same as with any other ranged weapon
Precise Shot: Functions exactly the same as with any other ranged weapon
Improved Precise Shot: Functions Exactly the Same as with any other ranged weapon

Rapid Shot:
Functions the same as the SRD feat but with the following exceptions
- This feat may only be applied to a firearm that can allow you to make multiple attacks as a full attack action.
- If a character takes rapid reload with a hold out pistol they may apply rapid shot to the holdout pistol
- Example: If Marvin, 5th level fighter, takes the rapid shot feat and is using a break action shotgun, he may make two attacks at a -2 penalty each. He must still reload his weapon before being able to fire again. Upon reaching 6th level Marvin can now make 2 attacks as a full attack action without this feat, but by using the rapid reload feat, he may make an additional attack by firing twice, using a free action to reload a single shell, and then firing one more time, all at a -2 penalty to each shot.

Manyshot:
Functions the same as the SRD feat, but with the following exceptions:
- This feat may only be applied to a firearm that holds more than one round of ammunition.
- there must be a bullet available within the weapon for each additional projectile you will be firing at the opponent (you must have 2 bullets at +6 BAB, 3 at +11, and 4 at +16)

Shot On The Run: Functions Exactly the Same as with any other ranged weapon

Rapid Reload:
Same as the SRD feat with the same requirements, but with the following exceptions.
- Must Have Exotic Weapon Proficiency (Hold-Out, Revolver, Musket, Breach Loader Rifle, Sawed Off Shotgun, or Break Action Shotgun)
- Reduces the reload time of a hold-out pistol to a swift action
- Increases the number of rounds you can load in to a revolver to 2 as a standard action and 3 as a full round action and allows you to load a single round as a swift action
- Reduces the reload time of a musket to a standard action
- Reduces the reload time of a Breach Loader Rifle to a swift action
- Allows the user to load a single shell in the Sawed Off or Break Action Shotgun as a swift action.
- Using this feat only allows the character to load a single shell or bullet in a shotgun or hold out pistol in a single round.
The idea of this feat is to offer a way to introduce light, sneaky guns that are viable for rogues without invalidating the revolver. This feat adaptation is designed for games that will never see repeating weapons other than the revolver.

AnimeTheCat
2016-05-10, 04:31 PM
Special Properties/Attachments

Firearms are adaptable for nearly every situation you need them in. Below are some examples of special properties or basic attachments for firearms. A firearm may only have one special property and one attachment at any given time.

Lightweight Materials: A weapon made from lightweight materials reduces the weight of the weapon by half and makes it a light weapon. The drawbacks are that the damage is likewise reduced by 1 dice (1d6 damage now deals 1d4, etc.), due to the frame of the weapon not being able to handle the normal rigor that the weapon would ordinarily be able to manage. Additionally a lightweight weapon used as a melee weapon carries a 30% chance of breaking and can only deal non-lethal damage. Only one-handed firearms may be made from lightweight materials. Making a weapon out of lightweight materials makes it a masterwork weapon and increases the cost by 300g.

Bayonets: A bayonet may be attached to any two handed firearm. Attaching a bayonet to a weapon takes a standard action that provokes attacks of opportunity. Once attached the bayonet has no effect on the functionality of the weapon but it does allow the character to stab an opponent in melee range for 1d4 points of piercing damage. Making an attack in the fashion does not provoke attacks of opportunity. Bayonets may be enchanted as a melee weapon and do not benefit from an enhancement bonus on the firearm itself. A standard bayonet is 1g.

Scopes: A scope may only be attached to a Bolt Action Rifle or an Assault Rifle. A scope Reduces the penalties for firing above the range increment of a weapon by half. Therefore, a bolt action rifle with a scope may fire from 121 feet to 240 feet at only a -1 penalty. A scope costs 1,000g.

AnimeTheCat
2016-05-10, 04:35 PM
Example Class

To address that I've made firearms exotic weapons, I've decided to adapt a SRD class to suite the existence of the weapons. For this I've simply changed the ranger class slightly.

"Outlaw" (SRD Ranger)

Hit Die: d8

Class Skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Knowledge (Local), Knowledge (Geography), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope.

Skill Points: (6+int Modifier)x4 at 1st level, 6+Int Modifier after 1st.



Level
BAB
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th


1st
+1
+2
+2
+0
1st Favored enemy, Urban Tracking
-
-
-
-


2nd
+2
+3
+3
+0
Combat Style
-
-
-
-


3rd
+3
+3
+3
+1
Endurance
-
-
-
-


4th
+4
+4
+4
+1
Animal Companion
0
-
-
-


5th
+5
+4
+4
+1
2nd Favored enemy
0
-
-
-


6th
+6/+1
+5
+5
+2
Improved Combat Style
1
-
-
-


7th
+7/+2
+5
+5
+2
Canny Step
1
-
-
-


8th
+8/+3
+6
+6
+2
Swift Tracker
1
0
-
-


9th
+9/+4
+6
+6
+3
Evasion
1
0
-
-


10th
+10/+5
+7
+7
+3
3rd Favored Enemy
1
1
-
-


11th
+11/+6/+1
+7
+7
+3
Combat Style Mastery
1
1
0
-


12th
+12/+7/+2
+8
+8
+4

1
1
1
-


13th
+13/+8/+3
+8
+8
+4
Camouflage
1
1
1
-


14th
+14/+9/+4
+9
+9
+4

2
1
1
0


15th
+15/+10/+5
+9
+9
+5
4th Favored Enemy
2
1
1
1


16th
+16/+11/+6/+1
+10
+10
+5

2
2
1
1


17th
+17/+12/+7/+2
+10
+10
+5
Hide in Plain Sight
2
2
2
1


18th
+18/+13/+8/+3
+11
+11
+6

3
2
2
1


19th
+19/+14/+9/+4
+11
+11
+6

3
3
3
2


20th
+20/+15/+10/+5
+12
+12
+6
5th Favored Enemy
3
3
3
3



Weapon and Armor Proficiency:
An Outlaw is proficient with all simple weapons and firearms, and with light armor, but not with shields.

Favored Enemy - Functions the same as the Ranger class feature with the following exceptions:
- Due to the nature of the outlaw they may select a certain town's guards as a favored enemy. This will only apply to guards of that specific town.
- Conversely, sometimes an outlaw is a chaotic good person who is wanted by lawful society and chooses to bring her skills to bear against the bandits that plague a city. You may select a certain bandit band that is tied to a city that you live in or near. This will only apply to bandits of that band.

Urban Tracking - Functions the same as the Ranger ACF.

Combat Style - Typically an outlaw will fall in to one of two categories, the gunslinger or the sharpshooter. An Outlaw that chooses the gunslinger path gains two weapon fighting as a bonus feat, even if she does not have the prerequisites for it. An outlaw that follows the Sharpshooter path gains Precise shot as a bonus feat, even if she does not possess the normal prerequisites.

Endurance - An outlaw gains Endurance as a bonus feat.

Animal Companion - An outlaw usually forms a bond with a dog or wolf that accompanies them along their journey, although sometimes they form a special bond with their horse or riding dog in the case of small outlaws. An Outlaw may select an animal companion from the following list: Dog (riding/attack), Eagle, Hawk, Raven, Wolf, Horse (light/heavy), Pony, Snake (small/medium viper). This ability functions the same as the druid ability of the same name, except that the ranger's effective druid level is one half her ranger level.

Spells - This class feature functions the same as the Ranger class feature of the same name.

Improved Combat Style - An outlaw that is following the gunslinger path gains improved two weapon fighting as a bonus feat, even if she does not possess the prerequisites. An outlaw that is following the sharpshooter path gains Rapid Shot as a bonus feat, even if she does not possess the prerequisites.

Canny Step- Outlaws unfortunately have a tendency to get in to trouble. Fortunately, they also excel at getting out of trouble. An outlaw gets to add her intelligence bonus to tumble, balance, and climb checks.

Swift Tracker - Functions the same as the Ranger class feature.

Evasion - Functions the same as the Ranger class feature.

Combat Style Mastery - An Outlaw that follows the gunslinger path gets Greater Two Weapon Fighting as a bonus feat, even if she does not possess the prerequisites. A practitioner of the sharpshooter style gains improved precise shot as a bonus feat, even if she does not possess the prerequisites.

Camouflage - Functions the same as the Ranger class feature.

Hide in Plain Sight - Functions the same as the Ranger class feature.