comrade raoul
Explorer
The following are a list of new and modified weapons, including my version of firearm rules.
Bullets: These large, round, lead bullets are sold in bags of 30 and can be fired from either a pistol or a rifle. The bag has negligible weight.
Club, Dire: A dire club is an almost impossibly large bludgeoning weapon, so heavy as to be only usable by the strongest warriors. Generally, dire clubs are iron-shod, and their ends are covered with brutal spikes. A Large-size or larger creature can use a dire club two-handed as a martial weapon. A dire club is much too heavy to use without special training; thus, it is an exotic weapon. With Exotic Weapon Proficiency (dire club), a Medium-size creature can use it with two hands, or a Large-size creature can use it with one hand. A Medium character must have a Strength score of at least 19 in order to be proficient with the dire club.
Crossbow, Heavy: The heavy crossbow is now classed as a Martial weapon, and its damage is increased to 2d6. The other properties of the weapon are unchanged.
Gunpowder: This is a water-resistant powder horn that contains almost two pounds of gunpowder; enough for thirty shots. While gunpowder burns (with an ounce consuming itself in 1 round and illuminating as much as a sunrod) or even explodes in the right conditions, it is chiefly used to propel a bullet out of the barrel of a pistol or rifle. An ounce of gunpowder is needed to propel a bullet. If gunpowder gets wet, it cannot be used to fire a bullet.
If characters wish to buy other quantities of gunpowder, it costs 1 gp per ounce.
Katana: The katana is a masterfully wrought, slightly curved sword that can hold a razor edge. All katanas are masterwork weapons and as such grant their wielder a +1 bonus to attack rolls. Medium-size or larger characters may use the Weapon Finesse feat to use their Dexterity modifier instead of their Strength modifier when attacking with a katana. A katana is balanced to be used with both hands, regardless of the wielder's size, and cannot be used with one hand without special training; thus, it is an exotic weapon. A Medium-size or larger creature can use a katana two-handed as a martial weapon. With Exotic Weapon Proficiency (katana), a Medium-size or larger creature can use it with one hand, or a Small-size creature can use it with two hands. A character must have a Strength score of at least 13 in order to be proficient with the katana as an exotic weapon. Note that a masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Maul, War: The heavier cousin of the warhammer, a war maul is a large, two-handed hammer with a sturdy shaft, usually about five feet long. It is a popular weapon among dwarven warriors.
Musket: A musket is a powerful, long-ranged gunpowder weapon with a long barrel made of wood and metal, usually about five or six feet long. Muskets are gunpowder weapons and as such subject to special rules. See the section below for more information.
Pistol: A pistol is a small, easily concealable gunpowder weapon designed to be used with one hand. Pistols are gunpowder weapons and as such subject to special rules. See the section below for more information.
Shuriken: Shurikens are small, easily concealable ranged weapons that can be thrown very quickly by a skilled user. If you're proficient with the shuriken, you can get one extra attack per round with a shuriken at your highest base attack bonus, but if you choose to take advantage of this feature, each attack (the extra one and the normal ones) suffers a –2 penalty. You must use the full attack action to use this ability. This benefit stacks with the Rapid Shot feat.
Sword, Executioner: An executioner sword is an unusually large and imposing greatsword typically reserved for ceremonial beheadings. It is much heavier and more unwieldy than other swords, but can deliver devastating critical hits. An executioner sword is not designed for ease of use in combat and cannot be wielded effectively without special training; thus, it is an exotic weapon. A character must have a Strength score of at least 15 in order to be proficient with the executioner sword.
Whip, Razor: A razor whip is a whip with countless tiny blades (usually made of glass or mithril) worked into the leather. It deals normal damage and can harm armored characters normally. Except for its improved ability to cause damage, treat a razor whip as a normal whip. All special rules that apply to whip also apply to the razor whip, any character proficient in the whip is also proficient in the razor whip (and vice versa), and any feats that a character has taken with the whip, such as Weapon Focus, also apply to the razor whip.
Special Rules for Gunpowder Weapons
Pistols and muskets are specialized weapons that require additional rules. Gunpowder weapons are powerful, long-ranged, and very good at punching through armor (see below), but they are also dangerous and unpredictable, and prone to mishaps.
Strength Bonuses: Gunpowder weapons are like crossbows in that a character never adds his Strength bonus to damage rolls with one. There is no such thing as a mighty firearm.
Reloading Gunpowder Weapons: Pistols and muskets both hold only a single shot. Reloading a gunpowder weapon is a standard action, although characters with the Rapid Reload feat can do so as a move-equivalent action instead. In order to reload a gunpowder weapon, you must be proficient with it.
Armor Penetration: Any AC bonuses due to armor or natural armor are considered to be two points lower against attacks by gunpowder weapons (if a character has both armor and natural armor bonuses to his AC, subtract 2 only from the sum of the two bonuses, not each bonus individually). Thus, a chain shirt has an armor bonus of only +2 against gunpowder weapons, and a suit of full plate has an armor bonus of +6.
Weapon Mishaps: If you roll a natural "1" when attacking with a gunpowder weapon such as a pistol or musket, the weapon has a chance to jam or even explode. Roll a d10 and consult the table below (the results vary depending on whether the weapon is normal, masterwork, or magical).
Jammed firearms cannot be used again until they are repaired. A character may fix a jammed firearm by making a successful DC 20 Craft (Gunsmith) check; attempting to do so in combat is a full-round action that provokes an attack of opportunity. If your weapon explodes, you suffer 2d6 points of damage (but may make a DC 15 Reflex save for half damage). Once a gunpowder weapon has exploded, it is completely unusable and cannot be repaired.
Magical Gunpowder Weapons: Magical gunpowder weapons are very rare, and are difficult and expensive to create. When determining the market price and cost to create of a magical gunpowder weapon, price it as though it were an item with a bonus equivalent of +1 higher than it actually is. When creating such a weapon, adjust experience costs accordingly. Thus, a +4 musket should be priced as a +5 weapon (at 50,800 gp) rather than a +4 weapon (as the abilities would normally indicate).
Modern Firearms: Modern firearms are more advanced and reliable than pistols or muskets. Though they are not described here, a modern pistol or rifle is treated as a magical weapon for purposes of assessing weapon mishaps, and is subject to different rules for reloading (since they are typically loaded with magazines that can hold multiple shots).
Code:
[font=courier][color=white][size=1] Range
Weapon Size Cost Damage Critical Increment Weight Type
------ ---- ---- ------ -------- --------- ------ ----
[b]Martial Weapons - Melee[/b]
War Maul Large 50 gp 1d12 x3 -- 15 lb. Bludgeoning
[b]Martial Weapons - Ranged[/b]
Heavy Crossbow Medium 50 gp 2d6 19-20/x2 120 ft. 9 lb. Piercing
[b]Exotic Weapons - Melee[/b]
Katana Medium 400 gp 1d8 18-20/x2 -- 4 lb. Slashing
Dire Club Large 35 gp 2d8 x2 -- 35 lb. Bludgeoning
Executioner Sword Large 85 gp 2d6 x4 -- 21 lb. Slashing
[b]Exotic Weapons - Ranged[/b]
Shuriken Tiny 1 gp 1d4 x2 10 ft. 1/10 lb. Piercing
Pistol Small 250 gp 1d12 x4 50 ft. 3 lb. Piercing
Razor Whip Small 50 gp 1d6 19-20/x2 15 ft. 3 lb. Slashing
Musket Large 500 gp 1d20 x4 150 ft. 10 lb. Piercing
[b]Ammunition[/b]
Bullets (30) -- 10 gp -- -- -- 5 lb. --
Gunpowder -- 35 gp -- -- -- 2 lb. --[/font][/size][/color]
Club, Dire: A dire club is an almost impossibly large bludgeoning weapon, so heavy as to be only usable by the strongest warriors. Generally, dire clubs are iron-shod, and their ends are covered with brutal spikes. A Large-size or larger creature can use a dire club two-handed as a martial weapon. A dire club is much too heavy to use without special training; thus, it is an exotic weapon. With Exotic Weapon Proficiency (dire club), a Medium-size creature can use it with two hands, or a Large-size creature can use it with one hand. A Medium character must have a Strength score of at least 19 in order to be proficient with the dire club.
Crossbow, Heavy: The heavy crossbow is now classed as a Martial weapon, and its damage is increased to 2d6. The other properties of the weapon are unchanged.
Gunpowder: This is a water-resistant powder horn that contains almost two pounds of gunpowder; enough for thirty shots. While gunpowder burns (with an ounce consuming itself in 1 round and illuminating as much as a sunrod) or even explodes in the right conditions, it is chiefly used to propel a bullet out of the barrel of a pistol or rifle. An ounce of gunpowder is needed to propel a bullet. If gunpowder gets wet, it cannot be used to fire a bullet.
If characters wish to buy other quantities of gunpowder, it costs 1 gp per ounce.
Katana: The katana is a masterfully wrought, slightly curved sword that can hold a razor edge. All katanas are masterwork weapons and as such grant their wielder a +1 bonus to attack rolls. Medium-size or larger characters may use the Weapon Finesse feat to use their Dexterity modifier instead of their Strength modifier when attacking with a katana. A katana is balanced to be used with both hands, regardless of the wielder's size, and cannot be used with one hand without special training; thus, it is an exotic weapon. A Medium-size or larger creature can use a katana two-handed as a martial weapon. With Exotic Weapon Proficiency (katana), a Medium-size or larger creature can use it with one hand, or a Small-size creature can use it with two hands. A character must have a Strength score of at least 13 in order to be proficient with the katana as an exotic weapon. Note that a masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Maul, War: The heavier cousin of the warhammer, a war maul is a large, two-handed hammer with a sturdy shaft, usually about five feet long. It is a popular weapon among dwarven warriors.
Musket: A musket is a powerful, long-ranged gunpowder weapon with a long barrel made of wood and metal, usually about five or six feet long. Muskets are gunpowder weapons and as such subject to special rules. See the section below for more information.
Pistol: A pistol is a small, easily concealable gunpowder weapon designed to be used with one hand. Pistols are gunpowder weapons and as such subject to special rules. See the section below for more information.
Shuriken: Shurikens are small, easily concealable ranged weapons that can be thrown very quickly by a skilled user. If you're proficient with the shuriken, you can get one extra attack per round with a shuriken at your highest base attack bonus, but if you choose to take advantage of this feature, each attack (the extra one and the normal ones) suffers a –2 penalty. You must use the full attack action to use this ability. This benefit stacks with the Rapid Shot feat.
Sword, Executioner: An executioner sword is an unusually large and imposing greatsword typically reserved for ceremonial beheadings. It is much heavier and more unwieldy than other swords, but can deliver devastating critical hits. An executioner sword is not designed for ease of use in combat and cannot be wielded effectively without special training; thus, it is an exotic weapon. A character must have a Strength score of at least 15 in order to be proficient with the executioner sword.
Whip, Razor: A razor whip is a whip with countless tiny blades (usually made of glass or mithril) worked into the leather. It deals normal damage and can harm armored characters normally. Except for its improved ability to cause damage, treat a razor whip as a normal whip. All special rules that apply to whip also apply to the razor whip, any character proficient in the whip is also proficient in the razor whip (and vice versa), and any feats that a character has taken with the whip, such as Weapon Focus, also apply to the razor whip.
Special Rules for Gunpowder Weapons
Pistols and muskets are specialized weapons that require additional rules. Gunpowder weapons are powerful, long-ranged, and very good at punching through armor (see below), but they are also dangerous and unpredictable, and prone to mishaps.
Strength Bonuses: Gunpowder weapons are like crossbows in that a character never adds his Strength bonus to damage rolls with one. There is no such thing as a mighty firearm.
Reloading Gunpowder Weapons: Pistols and muskets both hold only a single shot. Reloading a gunpowder weapon is a standard action, although characters with the Rapid Reload feat can do so as a move-equivalent action instead. In order to reload a gunpowder weapon, you must be proficient with it.
Armor Penetration: Any AC bonuses due to armor or natural armor are considered to be two points lower against attacks by gunpowder weapons (if a character has both armor and natural armor bonuses to his AC, subtract 2 only from the sum of the two bonuses, not each bonus individually). Thus, a chain shirt has an armor bonus of only +2 against gunpowder weapons, and a suit of full plate has an armor bonus of +6.
Weapon Mishaps: If you roll a natural "1" when attacking with a gunpowder weapon such as a pistol or musket, the weapon has a chance to jam or even explode. Roll a d10 and consult the table below (the results vary depending on whether the weapon is normal, masterwork, or magical).
Code:
[font=courier][color=white] Die -- Weapon Type --
Result Normal Masterwork Magical
------ ------ ---------- -------
1-5 -- -- --
6 Jams -- --
7 Jams -- --
8 Jams Jams --
9 Explodes Jams --
10 Explodes Explodes Jams[/font][/color]
Magical Gunpowder Weapons: Magical gunpowder weapons are very rare, and are difficult and expensive to create. When determining the market price and cost to create of a magical gunpowder weapon, price it as though it were an item with a bonus equivalent of +1 higher than it actually is. When creating such a weapon, adjust experience costs accordingly. Thus, a +4 musket should be priced as a +5 weapon (at 50,800 gp) rather than a +4 weapon (as the abilities would normally indicate).
Modern Firearms: Modern firearms are more advanced and reliable than pistols or muskets. Though they are not described here, a modern pistol or rifle is treated as a magical weapon for purposes of assessing weapon mishaps, and is subject to different rules for reloading (since they are typically loaded with magazines that can hold multiple shots).
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