Firearms:
Name | Cost | Ammo | Damage | Range | Properties |
Palm Pistol |
100 gp |
3 gp (10) |
1d8 Piercing |
30/90 |
loading, reload 1, misfire 1 |
Flint lock pistol |
150 gp |
3 gp (10) |
1d10 Piercing |
30/120 |
loading, reload 1, misfire 1 |
Revolver |
800 gp |
50 gp (10) |
1d10 Piercing |
40/120 |
loading, reload 6, misfire 1 |
Musket |
300 gp |
3 gp (10) |
1d12 Piercing |
120/300 |
two-handed, loading, reload 1, misfire 1 |
Pepperbox |
250 gp |
5 gp (20) |
1d10 Piercing |
30/90 |
two-handed, loading, reload 4, misfire 2 |
Blunderbuss |
300 gp |
5 gp (5) |
2d8 Piercing |
15/60 |
two-handed, loading, reload 1, misfire 2 |
Sharpshooter Rifle |
1500 gp |
100 gp (10) |
2d12 Piercing |
150/600 |
two-handed, reload 5, misfire 1 |
Misfire:
If a firearm misfires, it does not shoot but jams instead. The wielder can choose to try and clear the chamber by using an action. The wielder must succeed a DC12 check with tinker tools, on a failed check the firearm breaks and must be repaired by spening 1 minute using half of the cost of the weapon to restore the weapon.
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