Game Materials


Firearms


Proficiencies

Alchemy Wizard class Requires 3 slots, Intelligence based, -3 check modifier

An individual skilled in the science of alchemy can perform a wide variety of feats when he has access to a well-stocked laboratory. Given time and the proper materials, the alchemist can create such things as smoke bombs, sleep gas, magical potions, Greek fire, strong glue, various drugs and poisons, and many other substances left up to the player's imagination and the DMís discretion. Furthermore, a character with this proficiency can conduct experiments to determine the properties of unknown substances.
A laboratory, including the specialized equipment and the innumerable chemicals necessary for its operation, costs at least 5,000 gp. For every additional 5,000 gp invested in the laboratory, the alchemist's chances of success in any given project should be modified by + 1 bonus. However, since there is always a chance of failure, any roll of a natural 20 on the ability check indicates that something has gone wrong - though the alchemist may not always be aware of this!
This skill is almost useless outside of the laboratory, and the character's abilities should be limited accordingly when this is the case. Some characters may wish to carry small analysis kits with them while adventuring. The DM should allow this, of course, but the delicate equipment is not likely to stand up to the rigors of normal adventuring, and the chances of success at any project will be much less because of the shortage of materials. The DM should determine the penalties on a project-by-project basis.
Possession of this skill grants a + 1 bonus on all brewing and herbalism skill checks.

Firearms General Requires 1 slot, Intelligence based, 0 check modifier

Allows the character to use firearms. Allows the servicing/repair of firearms and to cast bullets (a weaponsmith can do this also) and to formulate gunpowder (an alchemist can do this also). A nonproficient character takes a –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots they load.

Allowed Classes

Warriors can use any firearm without restriction.

Rogues can use any firearm, likewise without restriction (is there a better class for a scout/sniper?)

Mages are restricted to pistols only. Yes firearms are technical weapons and would seem to be a good "fit" for a mage but they are heavy and require a degree of strength to wield. So no musket-wielding mages!

Clerics are the most restricted. Clerics can't use edged weapons, specifically, clerics may not shed blood. Firearms are classed as piercing weapons, they shed blood so clerics may not use them. An exception exists for laser weapons, since these would inflict radiant damage, but these are extremely rare.

Special Features

Firearms tend to be very noisy! Animals and low intelligence monsters are likely to be scared away, and even high intelligence monsters can be expected to pause and reconsider the situation.

Stealth can only be maintained (with difficulty) until the first shot is fired, so make that one count!

Firearms are technical weapons and can jam and probably don't like getting wet. They won't take a great deal of physical abuse.

Price List

Black Powder - 15-pound keg, 150gp, 1-ounce pouch, 1gp. One ounce of powder is enough to load a firearm, which gives you 15 reloads to the pound. Gunpowder that becomes old or wet is not safe to use; a sealed cask will keep gunpowder fresh for decades. A powder horn will keep it fresh for a year. Gunpowder in the open air or in a loaded weapon will stay fresh only for a day.

Bullets - Casting the bullets is easy and can be done in the field from scrap lead over a simple campfire. 10 bullets weigh one pound and cost a two copper pieces.

Lead Shot - Lead shot consists of many tiny lead balls that are packed into the barrel of the firearm together. Needs to be cast by an experienced blacksmith; 10 "shots" weigh one pound and cost 2 silver pieces.

Matchcord - A one-foot length of standard matchcord would cost around 2 cp. This will burn for 1 hour.

Powder Horn - A watertight powder horn (without gunpowder) costs 5 gp and will keep the powder dry under normal conditions. A masterwork powder horn costs 25 gp and, when sealed, will keep the powder dry even in a jungle or underwater.

Powder Keg - kegs are lead-lined and hermetically sealed. The keg is complimentary with the powder; if purchased separately it costs 2 gp. It keeps powder fresh for many years.


Specific Rules for Muzzle-loaded Weapons

Muzzle-loaded weapons come in three categories:

    Matchlock:
  1. Requires lit matchcord to touch primed gunpowder.
  2. Lit matchcord imposes -2/10% to stealth
  3. Fails to fire in wet conditions
  4. Critical Fail on 1-4

    Flintlock:
  1. Fails to fire in wet conditions
  2. Critical Fail on 1-3

    Caplock:
  1. Requires percussion caps
  2. Critical Fail on 1-2

All these weapons take 3 rounds to prepare to fire:

  1. Pull hammer back, pour powder, tap barrel
  2. Add bullet, ram down the barrel
  3. Prime the flash pan or fix the percussion cap

Firearms must be cleaned every day!

Combat Rules for Muzzle-loaded Weapons

As per missile weapons, roll d20, with adjustment for DEX. Muzzle loaders have +2 attack bonus. The reasoning is that since a bullet flies faster than an arrow, it's harder to dodge, and it probably has more penetrating power than one too so it'd be more likely to puncture armor.

Dumb animals must make a morale check or become frightened (they will try to flee). A critical miss might break the weapon from over-filling the chamber, requiring the firearm is stripped down and repaired before use.

Stats

WeaponCost, gpDamage & TypeWeightRangeNotes
Pistol2502d6 piercing5 lbs50/150/-Loading 1
Musket5002d8 piercing10 lbs150/600/-Loading 1, Two-Handed
Blunderbuss1503d6 piercing10 lbs10/30/50Loading 1, Two-Handed, Scatter

Pistol. The smallest and most compact firearm, and is often used as a self-defense weapon. Due to this, pistol grips often have metal butts that allow them to be used as effective clubs for 1d4 bludgeoning damage.

Musket. A marksman's gun, a musket has long barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy than all other firearms. Firing prone, or propping the weapon gives a further +2 to attack rolls.

Blunderbuss. A blunderbuss only has a barrel around one foot long, sometimes less, which often ends in a flared muzzle.

Loading. The number of shots contained in the weapon before a reload is required.

Scatter. These weapons have advantage at close range. At medium or further range, creatures in a cone in front of the weapon must save vs DEX or death to take 1/2 damage. At long range, this damage is reduced by half.

Two-Handed. These work best when using two hands to fire. Can be shot with one hand at a –4 penalty on the attack roll.

Combat Rules for Automatic Weapons

As per missile weapons, roll d20, with adjustment for DEX. Ranges 50/100/150.

Single Shot: +2 bonus to attack, range is doubled. 2d6 damage.

Semi Auto: Fires 3 bullets, no bonus, range is +50%, 3d6 damage.

Full Auto: Expends what's left in the clip. No bonus or range adjustment. Targetted creatures in a 10' cube suffer 3x (# of bullets) total damage, save vs death for 1/2 damage. At 50-100' range, damage is halved, halved again on a successful save vs death.


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