Guns
How you die.
Anthologica Universe Atlas / Universes / Bekedzola / Old Pathfinder Mechanics / Guns

Guns



Availability



Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.


Capacity



A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.

Firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Firearms have a maximum range of 10 range increments.


Loading a Firearm



You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other - you only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat). Firearms are chamber-loaded. It is a move action to load a one-handed or two-handed firearm to its full capacity. The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.


Weapon Statistics



Revolver: 40 dollars, 1h, 2d6, x4 crit, 20ft, misfire 1, capacity 6, 4lbs, B&P
Rifle: 50 dollars, 2h, 2d8, x4 crit, 80ft, misfire 1, capacity 1, 12lbs, B&P
Rifle, pepperbox: 70 dollars, 2h, 2d8, x4 crit, 80ft, misfire 1-2, capacity 4, 15lbs, B&P
Shotgun: 50 dollars, 2h, 2d6, x2 crit, 20ft, misfire 1-2, capacity 1, 12lbs, B&P, scatter
Shotgun, double-barreled: 70 dollars, 2h, 2d6, x2 crit, 20ft, misfire 1-2, capacity 2, 15lbs, B&P, scatter

Firearm damage does not differ for small or large creatures. All firearms count as medium weapons, and can be wielded by small or large creatures without penalty. Any creature larger or smaller needs an appropriately-sized firearm, in which case damage does change to the appropriate size.

Ammunition



Firearms use cartriges, which cost 1 royal each. Such a normal cartridge contains gunpowder and a bullet or pellets.

Cartridges of special ammunition have their own costs:
Adamantine Bullet: 6 dollars
Dragon's Breath: 4 dollars
Entangling Shot: 4 dollars
Flare: 1 dollar
Pitted Bullet: 4 royals (Does not include cost of poison.)
Salt Shot: 1 royal
Silver Bullet: 2 dollars

60 units of ammunition weighs 1lb.