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Firearms

Firearms:
NameCostAmmoDamageRangeProperties
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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