Firearms

Overview

Firearms are common at this time. Masterwork firearms are available and ammunition can be found in most large cities. At this point no one as managed to successfully enchant a firearm, so magic firearms do not exist. Other than changed here firearms follow the rules in Ultimate Combat.

Rifles

Rifle Cost Dmg Critical Range Miss Fire Capacity Weight Type
Rifle-Bolt Action 200 gpe 1d10 x4 80’ 1 1 12 lbs. B&P
Rifle-Carbine 150 gpe 1d8 x4 70’ 1 1 10 lbs. B&P
Rifle-Repeating 300 gpe 1d8 x4 60’ 2 10 10 lbs. B&P

Rifle: The rifle is a more powerful longer ranged firearm. It requires two hands to operate.

Rifle-Carbine: The carbine is a shorter barreled version of the standard rifle. It trades longer range for the ability to use the rifle in confined areas and from horseback.

Rifle-Repeating: The repeating rifle is the most advanced firearm currently available in Teluria. The repeating rifle uses a lever action to allow a high rate of fire. It has only recently started to appear in Telious and is still considered a myth by most people.

Shotguns

Shotgun Cost Dmg Critical Range Miss Fire Capacity Weight Type
Shotgun 100 gpe 1d8 x2 20’ 1-2 1 12 lbs. B&P
Shotgun-Double Barreled 200 gpe 1d8 x2 20’ 1-2 2 15 lbs. B&P
Shotgun-Repeating 300 gpe 1d8 x2 20’ 2 6 15 lbs. B&P

Shotgun: The shotgun fires in a 30-foot cone when firing pellets, and has a 20-foot range increment when firing a bullet (often called a slug). A shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition.

Shotgun, Double-Barreled: The twin-barreled shotgun can be shot either one barrel at a time, or both together as one attack. A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 points.

Shotgun-Repeating: The repeating shotgun fires in a 30-foot cone when firing pellets, and has a 20-foot range increment when firing a bullet (often called a slug). The repeating shotgun uses the action from the repeating rifle that allows a higher rate of fire.

Pistols

Pistol Cost Dmg Critical Range Miss Fire Capacity Weight Type
Single Action Heavy Revolver 150 gpe 1d10 x4 20’ 1 5 5 lbs. B&P
Single Action Revolver 100 gpe 1d8 x4 20’ 1 6 4 lbs. B&P
Double Action Revolver 200 gpe 1d6 x3 30’ 1 6 3 lbs. B&P
Derringer 75 gpe 1d4 x3 10’ 1 2 1 lbs. B&P

Sinlge Action Revolver: This is the most common firearm in Teluria. The wielder must pull the hammer back before each shot. This limits the firearms rate of fire, but makes it more accurate.

Single Action Heavy Revolver: The single action heavy revolver is the most powerful handgun yet seen in Teluria. The recoil of this weapon is so strong that anyone firing it with less than 12 strength can only fire this revolver every other round.

Double Action Revolver: This is the newest revolver in Teluria. The trigger both pulls the hammer back and releases it. This gives the weapon a higher rate of fire, but it can be less accurate and uses less powerful rounds then other revolvers. It is still rare and has not spread far from Telious.

Derringer: A small concealable handgun. The Derringer is a single action firearm that holds two rounds. It provides a +4 bonus to Sleight of Hand checks to conceal a Derringer.

Rules

Firearms

  • Single action firearms can be used to make one attack per round with a standard or full attack action.
  • Double action firearms can be used to make one attack per round with a standard action and a number of attacks equal to the number of attacks the character gets or the number of rounds loaded in the firearm.
  • Lever action firearms can be used to make one attack per round with a standard action and a number of attacks equal to the number of attacks the character gets or the number of rounds loaded in the firearm. A character gets 1/2 his normal attacks when prone as it takes more time to operate the lever action.
  • Firearms are considered Martial Weapons.

Feats

Double Tap

You can make two quick shots with a firearm as a single attack.

Prerequisites: Dexterity 13, Point Blank Shot or Fanning
Description: When using a double action firearm with at least two bullets loaded, you may fire two bullets as a single attack against a single target. You receive a -2 penalty on the attack, but you deal +1 die of damage with a successful hit. When using a single action firearm with the Fanning feat the player can use one attack to make a double tap instead of the normal fanning attacks.

Fanning

Using two hands a player can make multiple attacks with a single action firearm.

Prerequisites: Dexterity 13, Point Blank Shot, Both Hands Free, Grit
Description: By using two hands, a player can fire all the rounds in a revolver as a full attack action. The player makes an attack roll for each attack at his full base attack bonus, but takes a cumulative -2 for each attack. The player is considered to be wielding a two handed weapon when making this attack. If the player uses this feat to make a Double Tap attack then he can only fire two rounds and follows the rules for the Double Tap.

For example a player with a single action revolver with 6 shots, can fire all six shots in one round as a full attack. The first shot is normal, the second is at -2, the third is at -4, and so on until the player stops or runs out of ammo.

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Firearms

Teluria- The Fractured World berdman