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*Pathfinder & Starfinder
New Alchemic Guns (revolver and double barrel rifle)
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<blockquote data-quote="Blackmage" data-source="post: 3486648" data-attributes="member: 50149"><p>I was making a slightly above standard tech campaign with some Eberon tech included. One of my player asked if he could have an alchemic based gun. So I decide to make guns for the game but make so the guns would only generally be for the rich and so they are very rare and only made by a few people around the world which is why they are so expensive. So I decide to post it to get your opinion on the price and to see if you thought every thing was balanced. Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> . </p><p></p><p>Weapon | Cost | Damage | Critical | Range | Weight | Type</p><p></p><p>*Exotic Light Range Weapons*</p><p>Revolver, light (maybe 300 gp) 1d6 18-20/x2 50 ft. 3 lb. Piercing</p><p>Pistol Ammunition (5 rounds) 1 gp -- -- -- -- 1 lb.</p><p>Pistol Explosion Chamber 25gp-- -- -- --1 lb.</p><p></p><p>*Exotic One-handed Range Weapons*</p><p>Revolver (maybe 400 gp) 1d8 18-20/x2 80 ft. 4 lb. Piercing</p><p>Pistol Ammunition (5 rounds) 1 gp -- -- -- -- 1 lb.</p><p>Pistol Explosion Chamber 25gp-- -- -- --1 lb.</p><p></p><p>A revolver holds 5 rounds. As long as it holds a round, you can reload it by pulling the hammer (a free action). Loading a revolver (whether you load one or all five rounds) is a full-round action that provokes attacks of opportunity. You can fire and pull the hammer of a revolver with one hand. However, you must use two hands to load the revolver.</p><p> Like all guns, revolvers fire bullets with curved tails. They come in the form of pouches of five half-inch, for a normal revolver, or 3 eighths-inch, for a light revolver, in diameter metal bullets. These projectiles are propelled by an explosion creating chamber which is the handle/grip of the revolver. These chambers last for 250 shots and cost 25 gp each. It takes a move equivelant action to replace a chamber. </p><p> All guns are already assumed as masterwork and the price of masterwork is already included but they don't get any bonuses to being masterworks. Any non-masterwork quality gun gets a -1 penalty on attack.</p><p></p><p></p><p> *Exotic Two-handed Range Weapons* </p><p>Rifle (maybe 600gp) 2d10 18-20/x3 150 ft. 8 lb. Piercing</p><p>Rifle, double barrel (maybe 800gp) 2d10/2d10 18-20/x3 150 ft. 12 lb. Piercing</p><p>Bayonet +5gp 1d8 x3 --- 2 lb. Piercing</p><p>Rifle Ammunition (10 rounds) 2 gp -- -- -- -- 2 lb.</p><p>Rifle Explosion Chamber 25gp-- -- -- --4 lb. (price and weight include with gun’s price and weight)</p><p> </p><p> A rifle holds one round in each of its barrels. Loading a rifle takes three full round actions, for each barrel, that provokes attacks of opportunity. Normally, firing a rifle requires two hands. However, you can shoot, but not load, a rifle with one hand at a –4 penalty on attack rolls. You can also shoot a rifle in each hand but the penalties are cumulative. Double barrelled rifles do not count as double weapons because they can only fire one barrel at a time and therefore are the same as having a rifle that shoots twice, except for the fact that you have to load each barrel individually. </p><p> Like all guns, rifles fire bullets with curved tails. They come in the form of pouches of ten 1 inch in diameter metal bullets. These projectiles are propelled by an explosion creating chamber which is the butt of the rifle. These chambers last for 250 shots and cost 25 gp each. It takes a move equivelant action to replace a chamber.</p><p> Rifles can be modified to include bayonets. Rilfes with bayonets require proficiency in both spears and rifles to use properly. </p><p> All guns are already assumed as masterwork and the price of masterwork is already included but they don't get any bonuses to being masterworks. Any non-masterwork quality gun gets a -1 penalty on attack.</p><p> The Rapid Reload feat reduces the time to load a rifle to two full-round actions, while the Muzzleloader feat (which does not affect crossbows like Rapid Reload) allows you to reload a rifle with one full-round action.</p><p></p><p>Oh and I was inspired by an old post by Jack Daniel. If he asks for this to be delete even though it isn't that close (except for rifle damage and rifle reloading speed) then I will get rid of it if I see the message.</p></blockquote><p></p>
[QUOTE="Blackmage, post: 3486648, member: 50149"] I was making a slightly above standard tech campaign with some Eberon tech included. One of my player asked if he could have an alchemic based gun. So I decide to make guns for the game but make so the guns would only generally be for the rich and so they are very rare and only made by a few people around the world which is why they are so expensive. So I decide to post it to get your opinion on the price and to see if you thought every thing was balanced. Thanks :) . Weapon | Cost | Damage | Critical | Range | Weight | Type *Exotic Light Range Weapons* Revolver, light (maybe 300 gp) 1d6 18-20/x2 50 ft. 3 lb. Piercing Pistol Ammunition (5 rounds) 1 gp -- -- -- -- 1 lb. Pistol Explosion Chamber 25gp-- -- -- --1 lb. *Exotic One-handed Range Weapons* Revolver (maybe 400 gp) 1d8 18-20/x2 80 ft. 4 lb. Piercing Pistol Ammunition (5 rounds) 1 gp -- -- -- -- 1 lb. Pistol Explosion Chamber 25gp-- -- -- --1 lb. A revolver holds 5 rounds. As long as it holds a round, you can reload it by pulling the hammer (a free action). Loading a revolver (whether you load one or all five rounds) is a full-round action that provokes attacks of opportunity. You can fire and pull the hammer of a revolver with one hand. However, you must use two hands to load the revolver. Like all guns, revolvers fire bullets with curved tails. They come in the form of pouches of five half-inch, for a normal revolver, or 3 eighths-inch, for a light revolver, in diameter metal bullets. These projectiles are propelled by an explosion creating chamber which is the handle/grip of the revolver. These chambers last for 250 shots and cost 25 gp each. It takes a move equivelant action to replace a chamber. All guns are already assumed as masterwork and the price of masterwork is already included but they don't get any bonuses to being masterworks. Any non-masterwork quality gun gets a -1 penalty on attack. *Exotic Two-handed Range Weapons* Rifle (maybe 600gp) 2d10 18-20/x3 150 ft. 8 lb. Piercing Rifle, double barrel (maybe 800gp) 2d10/2d10 18-20/x3 150 ft. 12 lb. Piercing Bayonet +5gp 1d8 x3 --- 2 lb. Piercing Rifle Ammunition (10 rounds) 2 gp -- -- -- -- 2 lb. Rifle Explosion Chamber 25gp-- -- -- --4 lb. (price and weight include with gun’s price and weight) A rifle holds one round in each of its barrels. Loading a rifle takes three full round actions, for each barrel, that provokes attacks of opportunity. Normally, firing a rifle requires two hands. However, you can shoot, but not load, a rifle with one hand at a –4 penalty on attack rolls. You can also shoot a rifle in each hand but the penalties are cumulative. Double barrelled rifles do not count as double weapons because they can only fire one barrel at a time and therefore are the same as having a rifle that shoots twice, except for the fact that you have to load each barrel individually. Like all guns, rifles fire bullets with curved tails. They come in the form of pouches of ten 1 inch in diameter metal bullets. These projectiles are propelled by an explosion creating chamber which is the butt of the rifle. These chambers last for 250 shots and cost 25 gp each. It takes a move equivelant action to replace a chamber. Rifles can be modified to include bayonets. Rilfes with bayonets require proficiency in both spears and rifles to use properly. All guns are already assumed as masterwork and the price of masterwork is already included but they don't get any bonuses to being masterworks. Any non-masterwork quality gun gets a -1 penalty on attack. The Rapid Reload feat reduces the time to load a rifle to two full-round actions, while the Muzzleloader feat (which does not affect crossbows like Rapid Reload) allows you to reload a rifle with one full-round action. Oh and I was inspired by an old post by Jack Daniel. If he asks for this to be delete even though it isn't that close (except for rifle damage and rifle reloading speed) then I will get rid of it if I see the message. [/QUOTE]
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