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Firearms rules: (Feats, Items, and Powers)
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<blockquote data-quote="GMforPowergamers" data-source="post: 5386160" data-attributes="member: 67338"><p>Hey guys, I know it is hardly orginal, but I have a game that we want to use firearms for. The world has alot of things going for it, and I want teh guns to make it unque and intresting. Could you guys help me see about these thing?</p><p></p><p></p><p>thanks in advance for any feedback...</p><p></p><p></p><p></p><p></p><p>Feats:</p><p></p><p>Mystic Shots:</p><p>Prerequisite: Immortal Origin</p><p>Benefit: You may treat a pistol as a rod for the purpose of casting.</p><p></p><p>Maverick</p><p>Prerequisite: Proficiency with a firearm, sneak attack class feature.</p><p>Benefit: You may choose to apply your sneak attack damage to successful</p><p>attacks made with firearm weapons</p><p></p><p>Hurried Reload</p><p>Prerequisite: Dexterity 13, proficiency with a firearm.</p><p>Benefit: Once per encounter you can reload a flintlock as a move action instead of a standard</p><p>action.</p><p>Special: at 11th level increase this to twice per encounter, and at 21st level increase to three times per encounter</p><p></p><p>Firearms Expertise</p><p>Benefit: You gain a +1 to hit with all firearms, this increase to +2 at 11th level, and +3 at 21st level.</p><p>Special: You do not provoke opp attacks from the target of any of your ranged attacks with guns.</p><p></p><p>Mystic gunslinger</p><p>Prerequisite: Mystic shots, Immortal Origin, and warlock curse feature.</p><p>Benefit: You can apply your warlocks curse to any target you have hit with a basic attack with a pistol as a minor action.</p><p></p><p>Deadly Firearms:</p><p>Prerequisite: 11th level</p><p>Benefit: all firearms work as a high crit weapon.</p><p></p><p>Two Gun Kid</p><p>Prerequisite: 11th level Proficient with pistols</p><p>Benefit: When you wield two pistols of the same type you may reload them both as part of the same action.</p><p></p><p>Weapons:</p><p></p><p>Flint lock pistol Simple Weapon One handed 15 gp</p><p>+2 prof range 10/20 2d6 brutal 1 load standard</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p> A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. </p><p></p><p>Flint Lock Musket Military Weapon Two Handed 20 gp</p><p>+2 prof range 20/40 2d8 brutal 1 load standard</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p> A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. </p><p></p><p></p><p>Blunderbuss Military Weapon Two handed 25 gp</p><p>+2 prof range 5/10 2d10 brutal 2 load standard</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p> A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. </p><p></p><p></p><p>Pepper box pistol Military Weapon One handed 25 gp</p><p>+2 prof 1d8 range 10/20 brutal 1 4 shots reload short rest</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p> A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.</p><p></p><p>Pepper box Musket Military Weapon Two handed 35 gp</p><p>+2 prof 1d10 range 15/30 brutal 2 5 shots reload short rest</p><p></p><p></p><p></p><p></p><p></p><p>A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.</p><p></p><p></p><p></p><p></p><p>Rifle Superior weapon two handed 35 gp</p><p>+3 prof 3d4 range 20/40 brutal 1 reload minor</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>A much more complex gun, the barrel opens and cartage and cap are placed in, then slammed ****. It takes a quick hand, and a trained eye to properly use this system, however it allows the rifling of the barrel to make it much more accurate at range. </p><p></p><p>Alchemy:</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>Cartages and caps are both made from an alchemy formula for dark powder… it costs</p><p></p><p></p><p></p><p></p><p>Enchantments:</p><p></p><p>Rifle of Accuracy Level 2+ Common</p><p>This weapon contains special counterweights to help keep it steady while aiming.</p><p>Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp</p><p>Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp</p><p>Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp</p><p>Weapon: Any musket or rifle.</p><p>Enhancement: Attack and damage rolls.</p><p>Critical: +1d8 damage per plus</p><p>Property: You gain a +1 bonus to attack rolls against targets that are 10 squares away</p><p>or further.</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>Seeker powers:</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>Loaded with Bear Seeker Attack 1</p><p>You call apon the spirits of the bear to add power to your shot</p><p>_______________________</p><p>At-Will ✦ Primal, weapon</p><p>Standard Action </p><p>Requirements: must use a firearm</p><p>Target: 1 creature</p><p>Attack: Wisdom vs. AC</p><p>_______________________</p><p>Hit: 2[w] increase to 4[w] at 21st level</p><p>Special: this can be used as a basic attack</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>Argent Agony Seeker Attack 7</p><p>The spirits make any weapon you fire into just the right attack</p><p>_______________________</p><p>Encounter ✦ Primal, weapon</p><p>Standard Action </p><p>Requirements: must use a firearm</p><p>Target: 1 creature</p><p>Attack: Wisdom vs. Reflex</p><p>_______________________</p><p>Hit: 1[w}+1d8+Wis mod. If the target is vulnerable to any damage types, your attack instead deals damage of that type. If the target has more than one vulnerability, you choose which damage type to deal.</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>Musketeer windage Seeker Utility 16</p><p>You correct your aim from a missed shot to insure your next hits</p><p>_______________________</p><p>Encounter ✦ Primal</p><p>Free Action </p><p>Trigger: You miss with an attack</p><p>Requirements: must use a firearm</p><p>Target: self</p><p>_______________________</p><p>Effect: You gain a +3 to hit against the same target until the end of your next turn.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 5386160, member: 67338"] Hey guys, I know it is hardly orginal, but I have a game that we want to use firearms for. The world has alot of things going for it, and I want teh guns to make it unque and intresting. Could you guys help me see about these thing? thanks in advance for any feedback... Feats: Mystic Shots: Prerequisite: Immortal Origin Benefit: You may treat a pistol as a rod for the purpose of casting. Maverick Prerequisite: Proficiency with a firearm, sneak attack class feature. Benefit: You may choose to apply your sneak attack damage to successful attacks made with firearm weapons Hurried Reload Prerequisite: Dexterity 13, proficiency with a firearm. Benefit: Once per encounter you can reload a flintlock as a move action instead of a standard action. Special: at 11th level increase this to twice per encounter, and at 21st level increase to three times per encounter Firearms Expertise Benefit: You gain a +1 to hit with all firearms, this increase to +2 at 11th level, and +3 at 21st level. Special: You do not provoke opp attacks from the target of any of your ranged attacks with guns. Mystic gunslinger Prerequisite: Mystic shots, Immortal Origin, and warlock curse feature. Benefit: You can apply your warlocks curse to any target you have hit with a basic attack with a pistol as a minor action. Deadly Firearms: Prerequisite: 11th level Benefit: all firearms work as a high crit weapon. Two Gun Kid Prerequisite: 11th level Proficient with pistols Benefit: When you wield two pistols of the same type you may reload them both as part of the same action. Weapons: Flint lock pistol Simple Weapon One handed 15 gp +2 prof range 10/20 2d6 brutal 1 load standard A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. Flint Lock Musket Military Weapon Two Handed 20 gp +2 prof range 20/40 2d8 brutal 1 load standard A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. Blunderbuss Military Weapon Two handed 25 gp +2 prof range 5/10 2d10 brutal 2 load standard A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire. Pepper box pistol Military Weapon One handed 25 gp +2 prof 1d8 range 10/20 brutal 1 4 shots reload short rest A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though. Pepper box Musket Military Weapon Two handed 35 gp +2 prof 1d10 range 15/30 brutal 2 5 shots reload short rest A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though. Rifle Superior weapon two handed 35 gp +3 prof 3d4 range 20/40 brutal 1 reload minor A much more complex gun, the barrel opens and cartage and cap are placed in, then slammed ****. It takes a quick hand, and a trained eye to properly use this system, however it allows the rifling of the barrel to make it much more accurate at range. Alchemy: Cartages and caps are both made from an alchemy formula for dark powder… it costs Enchantments: Rifle of Accuracy Level 2+ Common This weapon contains special counterweights to help keep it steady while aiming. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Weapon: Any musket or rifle. Enhancement: Attack and damage rolls. Critical: +1d8 damage per plus Property: You gain a +1 bonus to attack rolls against targets that are 10 squares away or further. Seeker powers: Loaded with Bear Seeker Attack 1 You call apon the spirits of the bear to add power to your shot _______________________ At-Will ✦ Primal, weapon Standard Action Requirements: must use a firearm Target: 1 creature Attack: Wisdom vs. AC _______________________ Hit: 2[w] increase to 4[w] at 21st level Special: this can be used as a basic attack Argent Agony Seeker Attack 7 The spirits make any weapon you fire into just the right attack _______________________ Encounter ✦ Primal, weapon Standard Action Requirements: must use a firearm Target: 1 creature Attack: Wisdom vs. Reflex _______________________ Hit: 1[w}+1d8+Wis mod. If the target is vulnerable to any damage types, your attack instead deals damage of that type. If the target has more than one vulnerability, you choose which damage type to deal. Musketeer windage Seeker Utility 16 You correct your aim from a missed shot to insure your next hits _______________________ Encounter ✦ Primal Free Action Trigger: You miss with an attack Requirements: must use a firearm Target: self _______________________ Effect: You gain a +3 to hit against the same target until the end of your next turn. [/QUOTE]
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