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<blockquote data-quote="Brutalskars" data-source="post: 5399259" data-attributes="member: 95324"><p>Alright. I found my groups stats for the following weapons. If it means anything.</p><p></p><p>Flintlock Rifle: 2d6(4-12) ballistic(or piercing depending on what you want), range 45ft, Brutal 1, Fumble 3, Reload 2 move actions</p><p>Cost 45 gold</p><p></p><p>Flintlock Pistol: 1d10(3-10) ballistic(*^*) range 30 ft, brutal 2, fumble 3, reload 1 move action</p><p>Cost 30 gold</p><p></p><p>Small Bomb: 2d6 fire, blast radius 10ft, range thrown of some sort or placed.</p><p>Cost 20 gold</p><p></p><p>Blunderbuss: 2d8(4-16) ballistic(*^*), range 15ft cone, reflex 15 for half, reload 2 move actions, allies are effected, brutal 1, fumble 3(Your attack roll is simply to see if you fumble)</p><p>Cost 40 gold</p><p></p><p>Ammunition for flintlocks is about 5 bullets for 2 gold, and a powder horn is 1 gold, enough powder for the horn to fuel 20 shots is 15 gold.</p><p></p><p>Refined powder for 20 shots is 30 gold, but reduces fumble from 3 down to 2, and adds 5ft onto the range increment. It also makes blunderbuss DC go up to 17.</p><p></p><p>Imbued Powder for 20 shots is 45 gold, but has the same effects as refined powder, but this powder was alchemically and magically imbued to fire even when wet.</p><p></p><p></p><p>A keg of basic gunpowder, or enough fuel for 200 shots of flintlocks costs 1,500 gold. Refined costs 2,200 and Imbued costs 3,000.</p><p></p><p></p><p></p><p></p><p></p><p>Feats for the weapons are here.</p><p>Flintlock Knack - reduce reload time by one move action on all flintlock weapons</p><p>Prerequisites: Dex 13, Int or Wis 13</p><p></p><p>Blunderbuss Accuracy- Increase DC for half damage by 1, this may only be taken once</p><p>Prerequisites: Int or Wis 13</p><p></p><p>Pistol Whip/Rifle Combat- You may use flintlock weapons as melee weapons without damaging them. Pistol, 1d4 bludgeoning. Rifle/blunderbuss, 1d8 bludgeoning. </p><p>Prerequisites: None</p><p></p><p>It is important to remember, crossbows and bows are much more quiet than guns, the sound of these weapons is extremely hard to conceal unless using magic.</p><p></p><p></p><p>Other possible weapons you may make from this list are things like double barreled weapons, so you can fire two shots, but reloading both barrels takes the reload time of a single barreled weapon x2. So Flintlock Pistols would take 2 move actions for example for both barrels.</p><p></p><p>Or perhaps get real creative and make a grenade launcher, like a spring loaded mechanism, or make them able to be used in slings.</p><p></p><p></p><p>But yeah. These are just some homebrew basics.</p></blockquote><p></p>
[QUOTE="Brutalskars, post: 5399259, member: 95324"] Alright. I found my groups stats for the following weapons. If it means anything. Flintlock Rifle: 2d6(4-12) ballistic(or piercing depending on what you want), range 45ft, Brutal 1, Fumble 3, Reload 2 move actions Cost 45 gold Flintlock Pistol: 1d10(3-10) ballistic(*^*) range 30 ft, brutal 2, fumble 3, reload 1 move action Cost 30 gold Small Bomb: 2d6 fire, blast radius 10ft, range thrown of some sort or placed. Cost 20 gold Blunderbuss: 2d8(4-16) ballistic(*^*), range 15ft cone, reflex 15 for half, reload 2 move actions, allies are effected, brutal 1, fumble 3(Your attack roll is simply to see if you fumble) Cost 40 gold Ammunition for flintlocks is about 5 bullets for 2 gold, and a powder horn is 1 gold, enough powder for the horn to fuel 20 shots is 15 gold. Refined powder for 20 shots is 30 gold, but reduces fumble from 3 down to 2, and adds 5ft onto the range increment. It also makes blunderbuss DC go up to 17. Imbued Powder for 20 shots is 45 gold, but has the same effects as refined powder, but this powder was alchemically and magically imbued to fire even when wet. A keg of basic gunpowder, or enough fuel for 200 shots of flintlocks costs 1,500 gold. Refined costs 2,200 and Imbued costs 3,000. Feats for the weapons are here. Flintlock Knack - reduce reload time by one move action on all flintlock weapons Prerequisites: Dex 13, Int or Wis 13 Blunderbuss Accuracy- Increase DC for half damage by 1, this may only be taken once Prerequisites: Int or Wis 13 Pistol Whip/Rifle Combat- You may use flintlock weapons as melee weapons without damaging them. Pistol, 1d4 bludgeoning. Rifle/blunderbuss, 1d8 bludgeoning. Prerequisites: None It is important to remember, crossbows and bows are much more quiet than guns, the sound of these weapons is extremely hard to conceal unless using magic. Other possible weapons you may make from this list are things like double barreled weapons, so you can fire two shots, but reloading both barrels takes the reload time of a single barreled weapon x2. So Flintlock Pistols would take 2 move actions for example for both barrels. Or perhaps get real creative and make a grenade launcher, like a spring loaded mechanism, or make them able to be used in slings. But yeah. These are just some homebrew basics. [/QUOTE]
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