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!
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!