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Firearms

Overview

Description

The experimental firearms crafted by the House of Fabrication are masterpieces of innovation and ingenuity. Unlike traditional weapons of the realm, these firearms do not rely on magic for their operation. Instead, they utilize alchemical substances, notably gunpowder, to propel projectiles at high velocities. Each firearm, from the more manageable pistols to the heftier rifles, is a testament to the potential of combining mechanical design with alchemical reactions. The barrels of these weapons, forged from the finest metals, are designed to withstand the explosive force generated by gunpowder ignition, while intricate mechanisms ensure reliability and precision.

The Renaissance of Weaponry

Firearms mark the beginning of a revolutionary shift in the art of combat within the Outer Planes. Their introduction signifies a departure from reliance on purely magical or melee means of warfare, opening up new possibilities and strategies for both offense and defense. This renaissance of weaponry is characterized by its experimental nature, as the House of Fabrication continues to explore and refine the capabilities of these arms, pushing the boundaries of what is possible on the battlefield.

Outlawing and Restrictions

Despite their innovative potential, the use of firearms has been met with strict restrictions within the Prime Material Plane. Concerns over their power and the ease with which they can bring about destruction have led to their outlawing. The prevailing belief is that the inhabitants of the Prime, with their history of conflict and aggression, are not ready to wield such technology responsibly. It is feared that the introduction of firearms could escalate violence to unprecedented levels, as they offer a means of causing harm that is both efficient and indiscriminate.

Anyone caught on the Prime Material Plane in possession of a firearm is usually arrested and put on trial, which usually results in either lifetime imprisonment or execution, based on the severity.

The Accord

To prevent the widespread dissemination of firearm technology and the knowledge thereof, an accord has been secretly established by a select few who are aware of their existence. This agreement ensures that knowledge of firearms remains tightly controlled, preventing their use from becoming commonplace across the Prime Material Plane. The signatories of this accord—comprised of influential leaders, scholars, and warriors—are charged with safeguarding this potent technology, fully aware of the transformative and potentially perilous impact it could have on society.

Current State

Firearms remain at the forefront of experimental weaponry, their development cloaked in secrecy by the House of Fabrication. As the architects of this renaissance in arms continue their work, the multiverse watches and waits, uncertain of what the future holds for this next step in warfare.

Using Firearms

Gunpowder: While gunpowder burns (1 ounce consumes itself in 1 round and illuminates like a sunrod) or even explodes in the right conditions, it is chiefly used to propel a bullet out of the barrel of a pistol or a rifle. An ounce of gunpowder is needed to propel a bullet. Gunpowder is sold in small kegs (15-pound capacity, 20 lbs total weight, 250 gp each) and in water-resistant powder horns (2-pound capacity and total weight, 35 gp for a full powder horn). If gunpowder gets wet, it cannot be used to fire a bullet.

Bullets: These large, round, lead projectiles are sold in bags of 10 for 3 gp. A bag of bullets weighs 2 lbs. Once fired, a bullet is destroyed and cannot be retrieved, whether it hits its intended target or not.

Attacking With Firearms: Firearms are ranged weapons and follow all of the rules for using such arms. As they have a sturdiness not seen in less advanced ranged weapons, characters can use firearms as improvised melee weapons, striking targets with the weapons' butts (see one-handed weapons on the Firearms table). Using a loaded firearm in this fashion is extremely dangerous, as the weapon has a 50% chance of firing after each successful attack, hitting its wielder and dealing its normal damage.

Loading: In addition to having to be reloaded after each shot, firearms also require 1 ounce of gunpowder to fire. Adding readily available gunpowder (such as that held in a powderhorn) so a firearm is considered in the time it takes to reload a weapon, but it is nevertheless an element characters must have to reload their weapons. Drawing gunpowder from a powderkeg or other source can significantly increase the time it takes to reload, so nearly all characters that use firearms should keep at least one powderhorn on hand at all times. More information on gunpowder can be found on page 145 of the Dungeon Master's Guide.

Skills and Feats: PC's who plan on using firearms should take the Exotic Weapon Proficiency (firearms) fear, to avoid the -4 penalty to attack rolls for using weapons they are not proficient with. Unlike other proficiencies in exotic weapons, Exotic Weapon Proficiency (firearms) applies to all firearms, not just a single type (see page 144 of the Dungeon Master's Guide). Other feats like Point Blank Shot or Precise Shot can also greatly increase accuracy. Having a few ranks in Craft (alchemy) might also aid in dealing with and creating gunpowder. Repairing firearms costs one-quarter of the weapon's total price and requires a successful DC 15 Craft (gunsmithing) check.

The Blunderbuss

The blunderbuss, also known as the "thunder gun", is a product of the experimental endeavors of the House of Fabrication. The blunderbuss harnesses the volatile power of gunpowder to unleash a broad spread of projectiles, making it devastatingly effective at close range. Crafted with a keen eye for the balance between alchemical potency and mechanical reliability, the blunderbuss is designed to withstand the explosive pressures of firing, ensuring its structural integrity even in the heat of battle.

When fired, a blunderbuss does not require the user to make an attack roll. Rather, all creatures in a 20-foot cone must make a DC 15 Reflex save or be struck by shot. Those who make their save suffer only half damage. Because no attack roll is made using this weapon, a blunderbuss cannot cause critical hits. Blunderbuss shot consists of scrap metal, stones, or other improvised bullets. However, the sizable cone expelled by a blunderbuss requires that 4 ounces of gunpowder be used in loading and reloading the weapon, instead of the standard 1 ounce. Loading and reloading a blunderbuss is a standard action.

The Pistol

Crafted with meticulous precision by the House of Fabrication, these firearms embody the marriage of alchemical genius and mechanical engineering. Utilizing gunpowder, an alchemical substance, for propulsion, these pistols are capable of launching projectiles at velocities previously unattainable through traditional means. The design of these pistols combines robust metal barrels and intricate firing mechanisms to ensure both the durability to withstand the explosive forces generated and the precision needed for accuracy. This firearm holds a single bullet and requires a move action to reload.

Pistols count as Hand Crossbows in terms of being affected by feats such as Hand Crossbow Focus or Rapid Reload.

The Carbine

Specifically designed for ranged combat from horseback, these firearms blend the agility required for mounted use with the lethal precision of gunpowder weaponry. The House of Fabrication has meticulously engineered these carbines to be lighter and more compact than their rifle counterparts, ensuring that they can be easily handled and fired with one hand while managing the reins of a mount with the other. The integration of alchemical substances like gunpowder allows for a powerful discharge capable of striking distant targets, a feature that significantly enhances the tactical mobility and versatility of cavalry units.

Carbines have a +2 bonus on attack rolls during mounted combat. In effect, you can use carbines while your mount is taking a double move, but at a –2 penalty on the attack roll. You can use carbines while your mount is running (quadruple speed), at a –6 penalty. Carbines count as Light Crossbows in terms of being affected by feats such as Rapid Reload.

The Rifle

Unlike their shorter counterparts, rifles are equipped with longer barrels, allowing for a more stabilized projectile flight and a consequent increase in accuracy and range. The incorporation of rifling within the barrel—spiral grooves that impart a stabilizing spin to the bullet—further enhances their lethality and precision. This allows troops to hit individual targets at long range, rather than relying on mass firepower. For this reason, they quickly became popular with snipers and irregular troops such as skirmishers who fought away from the main battle lines.

Rifles count as Heavy Crossbows in terms of being affected by feats such as Rapid Reload.

Weapon Attachments

Bayonet, Fixed: To allay the difficulties of loading and firing past an obtrusive blade, the fixed bayonet is a daggerlike point with a curved elbow affixed directly to the muzzle of a firearm. Although they cannot be removed, fixed bayonets are fashioned in such a way that they don't impede the use or loading of the weapon. A weapon augmented with a fixed bayonet can be used in melee, just as any other bayonet, but it does not take additional time to draw or affix and does not impede the loading or firing of the weapon.

Bayonet, Plug: The first bayonets were little more than daggers, their hilts jammed into the barrels of firearms and generally only used in emergencies. Plug bayonets can be attached to any firearm as a move action, but this prevents the weapon from being loaded or fired for as long as it remains attached. When fitted to a one-handed firearm, bayonets create a dagger, while bayonets on two-handed weapons are treated as shortspears. A plug bayonet must be drawn like a weapon in addition to the time it takes to affix one to a firearm.

Bayonet, Spring: A spring-loaded hinge attached to a firearm's muzzle keeps these bayonets out of the way while firing and loading, yet still allows them to be deployed swiftly. With only a simple adjustment, these bayonets make a firearm melee-ready in a moment. Spring bayonets can be added to any firearm and can be set into place (or withdrawn) as a move action. As the blade extends above the muzzle of a firearm it can still be fired while the bayonet is fixed, although at a -2 penalty on attack rolls.

Gunpowder Weapons

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Light Melee Weapons
Bayonet, Fixed +30 gp 1d3 1d4 19–20/×2 1 lbs Piercing
Bayonet, Plug 10 gp 1d3 1d4 19–20/×2 2 lbs Piercing
Bayonet, Spring +35 gp 1d3 1d4 19–20/×2 1 lbs Piercing
Pistol Butt 1d3 1d4 ×2 Bludgeoning
Rifle/Carbine Butt 1d4 1d6 ×2 Bludgeoning
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Ranged Weapons
Blunderbuss 200 gp 1d8 1d10 special 10 lbs Piercing
Shot * 1 lbs
Pistol 250 gp 1d3 1d4 19–20/×3 30 ft 3 lbs Piercing
Bullets, firearm (10) 3 gp 2 lbs
Carbine 300 gp 1d6 1d8 19–20/×3 80 ft 7 lbs Piercing
Bullets, firearm (10) 3 gp 2 lbs
Rifle 600 gp 1d8 1d10 19–20/×3 120 ft 12 lbs Piercing
Bullets, firearm (10) 3 gp 2 lbs

* Blunderbuss shot consists of 1 pound of nearly any form of scrap metal, stones, or other improvised bullets.