Firearms

Standard Weapons Price Type Damage(S) Damage(M) Critical Range Weight
Dragon Pistol 250 gp P 1d10 1d12 x3 50 2 lbs
Double Pistol 300 gp P 1d8 1d10 x3 40 3 lbs
Hand cannon 900 gp P 2d6 3d6 x3 60 5
Sting(pistol) 120 gp P 1d6 1d8 x3 30 1 lbs
Dragon rifle 500 gp P 2d6 2d8 x3 150 5 lbs
Spyglass rifle 700 gp P 2d6 2d8 x3 150 6 lbs
Hydra rifle 1,200 gp P 1d10 1d12 x3 120 7 lbs
Repeater rifle 2,000 gp P 1d10 1d12 x3 100 6 lbs
Flame Weapons
Chimera rifle 1,200 gp varies va va va va 10 lbs
Hellsbreath gun 1000 gp fire 2d4 2d6 N/A 20 ft line 7 lbs
Bombs
Powder Bomb 150 gp 2d6 3d6 N/A 10 1 lb
Smoke bomb 30 gp N/A N/A N/A 10 1 lb

Chimera Rifle: This strange deviation of the hydra rifle (see next page) has three barrels. One is a standard rifle barrel, one launches a small dart (usually drugged or poisoned), and one emits a very short-range blast of alchemist’s fire. The dart inflicts only 1d4 points of damage and has a mod- erate range (it is purposely not very powerful so as not to unduly harm a target to be drugged and captured). The blast of alchemist’s fire has a range of only ten feet but, as with a hellsbreath gun (see below), it fires in a line, damaging all within the affected area with alchemist’s fire unless they suc- ceed at a Reflex saving throw (DC 15). Those who successfully save still suffer 1 point of fire damage. (Unlike the hellsbreath gun, the smaller amount of alchemist’s fire stored within the chimera rifle and the smaller powder charge—and thus the shorter range—make it relatively safe to use.)

A chimera rifle, unlike a hydra rifle, cannot be fitted with a master trigger. It takes a full round to load the standard rifle and the dart launcher and two full rounds to load the alchemist’s fire blaster.

A person needs two hands to load and fire a chimera rifle. However, for a cost of 100 gp, it can be refitted with a larger trigger mechanism that allows a character one size bigger than the weapon’s normal size to fire it in one hand at a –2 penalty (+2 to the targets’ saves against the alchemist’s fire blast). Such a character could even fire one chimera rifle in each hand, using the rules for two-weapon fighting as if attacking with two one-handed weapons. The penalty for doing so stacks with the penalty for firing the rifle in one hand.

Double Pistol: This pistol has two barrels, so it can be fired twice before reloading (one move action for each barrel). A double pistol requires two hands to load, but only one hand to fire.

Dragon Pistol: The most common firearm, this weapon has an iron dragon’s head around its muzzle so that its shot comes from the dragon’s mouth. Reloading the pistol takes a move action. A dragon pistol requires two hands to load, but only one hand to fire.

Dragon Rifle: This firearm is a larger, longer- barreled version of the dragon pistol with better range and greater damage. Reloading the rifle takes a full-round action.

A dragon rifle requires two hands to load and fire. A person could attempt to fire, but not load, the weapon in one hand at a –4 penalty. Such a character could even fire one dragon rifle in each hand, using the rules for two-weapon fighting as if attacking with two one-handed weapons. The penalty for doing so stacks with the penalty for firing the rifle in one hand.

For a cost of 100 gp, a dragon rifle can be refitted with a larger trigger mechanism that allows a character one size bigger than the weapon’s normal size to fire it in one hand at no penalty.

Hand Cannon: This short, wide pistol is a Large weapon, so despite its shape—unless used by an ogre or similar creature—a person needs both hands to use it. It has a very short range but packs an amazing punch. Adventurers often use hand cannons to blast down doors or through wooden walls. Reloading the weapon takes a move action.

A hand cannon requires two hands to load and fire. However, for a cost of 100 gp, it can be refitted with a larger trigger mechanism that allows a character one size bigger than the weapon’s normal size to fire it in one hand at a –2 penalty. Such a character could even fire one hand cannon in each hand, using the rules for two-weapon fight- ing as if attacking with two one-handed weapons. The penalty for doing so stacks with the penalty for firing the hand cannon in one hand.

Hellsbreath Gun: This device consists of a pow- erful pump activated by a blast of powder that sprays a reservoir of alchemist’s fire in a line up to twenty feet long. Anyone in the line must make a Reflex saving throw (DC 15) or suffer damage as if struck by a flask. Even after a successful save, the attack still inflicts 1 point of fire damage.

Those with no skill at firearms tend to favor this weapon. However, it is dangerous to use. Each time someone fires the weapon, roll a d20. On a roll of 1, the reservoir of alchemist’s fire within the weapon ignites and explodes, destroying the gun and inflicting 2d6 points of fire damage on the user (Reflex save, DC 20, for half damage).

A hellsbreath gun requires two full rounds to reload. One must use two hands to load and fire it.

Hydra Rifle: This variant dragon rifle gets its name from the fact that it has three barrels. Each barrel has a separate trigger and thus one can fire the weapon three times without loading—it’s like carrying three loaded rifles at once. However, for an extra 250 gp, a weaponsmith can fit it with a master trigger to allow the user to fire all three at once. A character must roll all three attacks independently, and all three must share the same tar- get. It is not possible to fire only two barrels at once; you either fire one or all three when the weapon is fitted with a master trigger.

Each barrel must be loaded separately, taking a full round per barrel.

A person needs two hands to load and fire a hydra rifle. One could attempt to fire, but not load, the weapon in one hand at a –4 penalty. Such a character could even fire one hydra rifle in each hand, using the rules for two-weapon fight- ing as if attacking with two one-handed weapons. The penalty for doing so stacks with the penalty for firing the rifle in one hand.

For a cost of 100 gp, the hydra rifle can be refitted with a larger trigger mechanism that allows a character one size bigger than the weapon’s normal size to fire it in one hand at no penalty.

Repeater Rifle: This weapon can fire six rounds before requiring a reload. Reloading is a full-round action. Repeater rifles are fairly uncommon.

A repeater rifle requires two hands to load and fire. One could attempt to fire, but not load, the weapon in one hand at a –4 penalty. Such a character could even fire a repeater rifle in each hand, using the rules for two-weapon fighting as if attacking with two one-handed weapons. The penalty for doing so stacks with the penalty for firing the rifle in one hand.
For a cost of 100 gp, the repeater rifle can be refitted with a larger trigger mechanism that allows a character one size bigger than the weapon’s nor- mal size to fire it in one hand at no penalty.

Powder Bomb: This gunpowder explosive has a blast radius of five feet. The user lights the fuse as a move action, then throws the bomb as a stan- dard action. Alternatively, it can be fitted with a match cord fuse to use as a set charge.

Smokebomb: This nondamaging explosive cre- ates a cloud of smoke in a twenty-foot radius. The cloud persists in still conditions for 1d3+6 rounds and in windy conditions for only 1d3+1 rounds. Visibility within the smoke is limited to two feet. Everything within has 90 percent concealment.

Spyglass Rifle: As a dragon rifle, except with a spyglass mounted atop it to help at range. Because this weapon ignores its first range increment, penalties for range begin at three hundred feet.

Sting: This small and concealable pistol requires a move action to reload. One needs to use two hands to load a sting pistol, but only one hand to fire it.

Firearms

House of the Magus TheNeonKnight