| cranewings |
This isn't the whole thing. There are some more rules and about 20 ranged weapons over all. This is the skinny of it though. I'd love a little feed back.
War Bow
Range Increment: 200'
Damage: 2d6
Critical: 20 (x3)
Special: Armor Piercing - Greater
Type: Martial
Percussion Cap Rifle
Range Increment: 50'
Damage: 2d8
Critical: 19+ (x2)
Special: Armor Piercing - Greater
Reload Time: 12 Rounds (without rapid reload)
Type: Simple
Pocket Pistol
Range Increment: 15'
Payload: 2
Damage: 1d8
Critical: 20 (x2)
Special: Inaccurate, Dangerous
Reload Time: 10 Rounds (without rapid reload)
Type: Simple
Special Ability Rules
Armor Piercing - Greater - ignore all armor in their first range increment, though bows and crossbows never ignore shields. These weapons also ignore armor (excluding plate steel) in their second range increment.
Inaccurate - suffers -4 to strike past its first range increment.
Dangerous - Explodes on a natural 1 confirmed with another natural 1 - resulting in 1d4 rounds of nausea and the depletion of 90% of maximum HP.
Changes to Feats
Rapid Shot requires +4 BAB.
Many Shot is not allowed.
Rapid Reload or Weapon Focus War Bow must be taken as a prerequisite for Quick Draw.
Special Rules Changes
Aimed Shot
Characters that are not threatened and have not been shot at sense their last turn gain a +4 to strike with ranged weapons when making a full attack.
Cover
Increase the bonuses for cover to +4 / +8 / +12 respectively.
Shields
Characters with large shields are always considered to have partial cover, gaining an additional +4 AC vs. Ranged Weapons. Shields naturally impart a +1 on reflex saves against area of effect attacks.
As a standard action, characters with large shields can “take cover,” gaining a +8 AC vs. Ranged Weapons. While taking cover, the character gains +2 to all reflex saves against area of effect attacks and is considered to have Evasion.
All shields are effective against arrows and bolts. Only the heavy steel shield is effective against bullets.
These bonuses are in addition to the normal bonuses to AC granted by the shield.
Characters taking cover are not able to make attacks of opportunity.
While taking cover, a character using a shield can advance towards a shooter.