One Hand
|
Damage (small)
|
Damage (medium)
|
Critical
|
Range
|
Misfire
|
Type
|
Price
|
Dragoon Pistol
|
D6
|
D8
|
X4
|
20 ft.
|
1 (5 ft.)
|
B and P
|
1,000gp
|
Two Hand
|
Damage (small)
|
Damage (medium)
|
Critical
|
Range
|
Misfire
|
Type
|
Price
|
Musket
|
D10
|
D12
|
X4
|
40ft.
|
1-2 (5 ft.)
|
B and P
|
1,500gp
|
Item
|
Cost
|
Bullet
|
1 gp
|
Dose of Black Powder (each dose is one shot)
|
10gp
|
Silver bullet
|
25gp
|
Gunsmith’s Kit
|
15gp
|
Powder Flask or Horn (+5 to dryness rolls, holds 5 doses)
|
30gp
|
Amazing dragoon pistol done by the cool artists at Johnson Arms
Proficiency: Using a firearm well requires training, but many decide to use them anyways. When using a firearm, users suffer a -2 to hit and misfire ranges are doubled (so 1-2 for the dragoon pistol and 1-4 for the musket). Exotic Weapon Proficiency (firearms) removes these penalties.
Armor Penetration and Range: Classical armor is of little use against a firearm. When firing, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon. This type of attack is not consider a touch for purposes of feats and abilities such as Deadly Aim. Outside of that range, use AC as normal and apply range increment penalties. Also note that maximum range for a firearm is five increments.
Misfires and Very Early Firearms: If the dice result on the attack roll with the weapon is within
the numbers of the misfire result, the firearm explodes. Pick a corner of your
square to be the origin of the burst explosion, with the size listed in
parenthesis after the misfire value. Any creature inside this burst (including
the wielder of the firearm) takes damage as if they had been hit by the weapon—a
DC 12 Reflex save halves this damage.
Reloading: From what
I’ve read about the era, preparation takes about 30 seconds from an experienced
shooter for a flintlock pistol or musket. In game terms, that’s five rounds. To
be a little more dynamic, we’ll say that the reload time for a firearm is six
full rounds—three full rounds if you have the Rapid Reload feat for that
weapon.
After Shooting: Given the “shoot once then club” nature of early
firearms, note that each counts as a partially improvised club when used in
melee. The Dragoon Pistol inflicts a d4, the musket a d6. There is a -2 penalty
to using them in this way, but they do not provoke attacks of opportunity like
other improvised weapons. Use the same misfire numbers, if a misfire is rolled
the weapon’s firing is permanently ruined (bent barrel, smashed mechanism,
etc.).
Dryness: Water is an early marksman’s worst foe, and pirate
ships are surrounded by water. Each time that water would contaminate a weapon’s
powder, you must do a dryness check. The check is DC is 10 for incidental contact,
DC 15 for getting doused, and DC 20 for being submerged. The check is a
straight D20 roll, with modifiers for circumstance and a powder flask/horn.
Much of this is taken directly for the Pathfinder SRD ruleset and adjusted to my own game. Seems like fair use via the Open Game License.