Jack Daniel
Legend
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Weapon | Cost | Damage | Type | Critical | Range | Weight[/color][color=skyblue]
Ammunition (10 rounds) 3 gp -- -- -- -- 2 lb.
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*Tiny Firearms*[/color][color=skyblue]
Pistol, Light 30 gp 2d4 P 20/x3 30 ft. 3 lb.
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*Small Firearms*[/color][color=skyblue]
Pistol, Blunderbuss 20 gp 1d8 P 19-20/x2 10 ft.* 6 lb.
Pistol, Heavy 40 gp 2d6 P 20/x3 50 ft. 4 lb.
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*Medium Firearms*[/color][color=skyblue]
Blunderbuss 35 gp 1d10 P 19-20/x2 15 ft.** 10 lb.
Musket, Carbine 65 gp 2d8 P 20/x3 100 ft. 8 lb.
Musket, Long 90 gp 2d10 P 20/x3 150 ft. 10 lb.
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Firearms in most campaigns should be exotic weapons, but if the technology level is high enough, they might be martial weapons. Most flintlocks fire a single bullet (commonly known as a ball) propelled by a charge of gunpowder. Blunderbusses fire spreads of shot that are more likely to critical, but do so for less damage. Blunderbuss attacks should be treated as a spray attack, dealing damage to everything they hit within a path that widens by 5 feet out to five range increments.
Ammunition comes in the form of bags of ten 1-inch diameter lead bullets, or pouches of small lead pellets. These projectiles are propelled by about an ounce of gunpowder, that infamous combination of saltpeter, carbon, and sulfur. Gunpowder is available in 2-pound horns for 35 sp or 20-pound kegs (carrying 15 pounds of gunpowder) for 250 sp each. A powder horn consequentially has enough powder to charge 30 rounds, while a keg will last for 240 shots.
Flintlocks had a tendency to jam in the worst situations. In the event of a critical fumble (a natural 1 followed by a failed Dexterity check vs. DC 10) the weapon misfires. Roll 1d6:
1-3: Jammed Barrel. The weapon is fouled and cannot be fired again until cleaned.
4-5: Hangfire. Poorly measured charge results in the weapon going off 1d4 rounds later.
6: Explosion. The powder wasn't packed tight enough, and an air pocked blew, dealing 2d6 damage to you (Reflex Half; DC 15). Oh, and the remains of your weapon now resemble something Elmer Fudd tried to shoot Bugs Bunny with after the wascally wabbit stuck his finger in the barrel.
Reloading takes three full round actions, as the character must measure the powder, pour the charge into the barrel, either place a bullet on a greased patch or measure shot and pour that down the barrel, and finally pack the powder tightly with a ram-rod. The Rapid Reload feat reduces this time to two full-round actions, while the Muzzleloader Drill feat (which does not affect crossbows like Rapid Reload) allows you to reload a firearm with one full-round action.
Firearms can be modified to include melee weapons such as axe or sword blades. Such combined weapons require proficiency in both weapons to use properly, and cost the same as the sum of both weapons. Likewise, flintlocks other than blunderbusses often come in a double-barreled variety, which can be fired twice before reloading is necessary. Such weapons cost double and weigh one and a half times as much.
* Blunderbuss Pistol Area of Effect
Code:
[color=silver]
x -- character position[/color][color=skyblue]
1
1
222
222
33333
33333
4444444
4444444
555555555
555555555[/color]
** Blunderbuss Area of Effect
Code:
[color=silver]
x -- character position[/color][color=skyblue]
1
1
1
222
222
222
33333
33333
33333
4444444
4444444
4444444
555555555
555555555
555555555
[/color]
Each number represents a 5' square, with the number being the range increment.
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