Just like with non-firearms, a creature cannot wield a weapon that’s far too big or small for it. In that case, the misfire value increases by 2 instead of 4. The -4 penalty will stop mattering, and doubling your damage is likely worth the penalty. Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. ... As a Full-Round Action, a pale stranger can take careful aim with one of its firearms and take a single, ruinous shot. Downloads This special ability can only be applied to alchemical or metal firearm cartridges. Advanced firearms are more reliable and accurate than early firearms. This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. In most cases, a Large or larger creature can use a siege firearm as a two-handed firearm, but the creature takes a –4 penalty for using it this way because of its awkwardness. Early Levels (1–7) … It is the most recently written and most complete. Firearms and gunslingers are not for every campaign, and even if you are excited about introducing firearms into your campaign, you should still make a decision about how commonplace they are. Combined with rapid reload, you can reload one-handed firearms as a free action, and you can reload two-handed firearms as a move action. Though their damage isn't that much better than normal weapons, firearms can be used against touch AC, but without technically being touch attacks. It reduces the misfire value of the affected firearm by 4 (minimum 0). About us Advanced Firearms: Advanced firearms are chamber-loaded. | d20HeroSRD However, the Shotgun's 30 foot cone is enormous, and can be used to great effect. This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC. This section presents an anachronistic collection of hand-held black powder weapons. Advanced Firearms: Advanced 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. I support a limited subset of Pathfinder's rules content. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry. BOOM! Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. Deadly Aim works with firearms. This special ability can only be placed on one-handed or two-handed firearms. The rifle, despite doing very slightly less damage than the musket, has double the range, allowing the user to make touch attacks at a stunning 80 foot range. Off the top of my head, these could include: Rapid Reload, Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim (in no particular order). | Starjammer SRD A greater lucky firearm is nearly identical to a lucky gun, but its reservoir holds 3 grit points instead of 1. Those who wield guns have a number of options when it comes to loading their weapons, and often need gunsmith’s kits to provide proper care and upkeep for their firearms. This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. take a Standard Action, and two-handed weapons (muskets, etc.) Very Rare Guns: Early firearms are rare; advanced firearms, the gunslinger class, the Amateur Gunslinger feat, and archetypes that use the firearm rules do not exist in this type of campaign. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. There are two general categories of firearms: early and advanced. Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. This ability protects the cartridge’s contents as it is being loaded and creates a residual bubble of air that surrounds the firearm, further protecting the ammunition and allowing the firearm with this ammunition to be fired in an airless environment. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. This statuette of a spider with stubby legs can be used once per day for 1 minute. Whether or not the wielder of a lucky firearm has any deeds, she can always spend 1 grit point from the lucky firearm to reroll an attack from it that would result in a misfire. Double-barreled weapons are generally overlooked, but startlingly powerful. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. I'm making a new Pathfinder Society character to be played for the first time later today. Feats Craft Magic Arms and Armor; Spells faerie fire; Cost 50 gp. Feats Craft Magic Arms and Armor; Spells air bubble. This site may earn affiliate commissions from the links on this page. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). We have a gunslinger in our Pathfinder campaign. If you roll a misfire when attempting to confirm a critical hit, just treat it as a normal result of the die (which might confirm the crit or fail to do so). Advanced Firearms: Advanced firearms can misfire, but when they do, they only gain the broken condition. Greater burrowing bullets take longer to pass though the bodies of living creatures (the staggered effect lasts 1d3+2 rounds) and are harder to remove (DC 20 Heal check as a standard action). These authors likely included guns because they are exciting, but also because the guns they chose were primitive ones—relatively unpredictable weapons, prone to misfire and malfunction. Character Sheets The following are broad categories of firearm rarity and the rules that govern them. Early Firearms: If an early firearm with the broken condition misfires again, it explodes. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. Do the inappropriately sized firearms rules allow a Medium or smaller creature to use larger firearms of any size? Any class or archetype which depends on firearms will provide this feat for free. Pistol users can load and make a single attack in a turn, and Musket users can reload and move in the same turn. This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature’s flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. Yeah, I’m gonna go ahead and say that human is pretty awesome for this build, and I’m not really a fan of humans. You cannot misfire on a critical hit confirmation roll. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Feats Craft Wondrous Item; Spells divine favor, creator’s caster level must be at least three times the amulet’s bonus; Cost 750 gp (+1), 3,000 gp (+2), 6,750 gp (+3), 12,000 gp (+4), 18,7500 gp (+5). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Only NPCs can take the Gunsmithing feat. Fire while Prone: Firearms, like crossbows, can be fired while their wielders are prone. This limitation will generally restrict you to a single weapon unless you decide to invest enough feats to train in a second weapon type. Capacity is one of the early limitations on damage output for gun users. Though their damage isn't that much better than normal weapons, firearms can be used against touch AC, but without technically being touch attacks. 9 Deadly Aim; 11 Greater Two Weapon Fighting; 12 Improved Vital Strike; 13 Hammer the Gap; 15 Two Weapon Defense; 16 Greater Vital Strike; 17 Far Shot; 19 Hawkeye; 20 Clustered Shots; Traits. Still, a firearm remains an ominous and terrible weapon in the hands of a skilled gunman. Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect. Unless you knew the creatures you were going to be fighting, your main class feature would be wasted until you picked up the spell Instant Enemy at 10th or 11th level. This reservoir holds 1 grit point, which is refreshed at the start of each day. 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