Gunsmithing Expanded


Homebrew and House Rules


This homebrew attempts to make firearms more fun and immersive by offering new options to players when playing a gunslinger, swashbuckler or any class proficient with firearms. They must possess the Gunsmithing feat to be able to modify firearms and craft these new specialized ammunitions.

Link: Gunsmithing Expanded


Flared Muzzle seems pretty circumstantial, since most weapons that already have the Scatter quality already have the same or better range increment. Although I can see some cases where one would add that anyway, just for the increased options without having to use a separate weapon. If Flared Muzzle is compatible with Adjusted Sights then that would ramp it up a significant amount by allowing the option of a 45-foot cone attack.

Bayonet Holsters I could potentially see coming into play at very low levels, though I note they aren't restricted to two-handed firearms, potentially enabling some form of TWFing that switched between stabbing and shooting.

All in all, the price increases look like they make more basic weapons, like Pistols and Muskets, cost relatively modest amounts, around what one would pay for basic magic weapons, and thus be affordable to be purchased before the PC could have enough ranks in Craft (Firearms) in order to make them. Whereas something more expensive, like a fully-kitted-out Pepperbox Pistol or Revolver would cost in the 12,000 to 20,000 gp range, and thus be something that more characters would prefer to wait until they could craft them themselves, especially when it comes to pairs of Lightweight Pepperbox Pistols or Lightweight Revolvers.

Larger Capacity and Speed Loader don't have enough of an explanation provided for them to be usable in their current state.

Quote:

Larger Capacity - (increases base cost by 20% per upgrade, Craft Firearms: 4 ranks)

Increases the ammo capacity of one type of firearm by 1. For every upgrade which doubles the original capacity of the firearm, the time required reloading the firearm is increased.
Quote:

Speed Loader - (increases base cost by 50%, , Craft Firearms: 10 ranks)

By implementing automatic mechanisms in the chamber of one type of firearm, the time required reloading the firearm is reduced.

Increased by what? Reduced by what?

Larger Capacity also has a bit of a funny interaction with Air Repeaters, since the limitation on the number of shots they can fire comes from having to switch out air cannisters every 6 shots in addition to the ammunition capacity of the weapon itself. Other than that, though, Air Repeaters are ideal candidates for tricking out due to their low base price.

A Musket, for example, could get tricked out as such:

3 ranks of Reinforced Feed = +15% cost to eliminate the increase to misfire chance from breaking as much as is possible. (gun training would reduce this to only needing 1 rank for a 5% increase)
3 ranks of Adjusted Sights = +45% cost and adds +30 feet to range increment
3 ranks of Improved Rifling = +60% cost (cancels out Adjusted Sights)
Expanded Bore = +30% cost
2 ranks of Improved Rifling = +40% cost (cancels out Expanded Bore)
Threaded Barrel = +50% cost
2 ranks of Improved Rifing = +40% cost (cancels out baseline misfire chance

That's +280% or +270% on the base price depending upon whether the intended wielder has gun training.

So that's between 3.7 and 3.8 times the base price of 1500. Then the MW cost of 300 gp would be added on top 1500 * 3.7 + 300 = 5850 gp. 1500 * 3.8 + 300 = 6000 gp. Either way would take 6 days to make using the Gunsmithing feat and cost 600 gp or less in raw materials, and that's if you did it all in one go.

So buying a tricked out Musket and enchanting it to a +1 weapon will cost a little less than a +2 weapon (7850 to 8000 gp vs 8300+ gp).

For reference, that tricked out Musket deals 3d6 damage with a 19-20/x4 critical, a range increment of 70 feet and a max range of 350 feet, and a misfire chance of 0, which becomes 1 if the musket somehow acquires the Broken condition through something other than a misfire (most likely magic or a sundering enemy).

It would only be 75 gp to add on a bayonet holster so that they can seamlessly switch between attacking with the bayonet and shooting unlike standard bayonets, which block the muzzle.


Coidzor wrote:

Flared Muzzle seems pretty circumstantial, since most weapons that already have the Scatter quality already have the same or better range increment. Although I can see some cases where one would add that anyway, just for the increased options without having to use a separate weapon. If Flared Muzzle is compatible with Adjusted Sights then that would ramp it up a significant amount by allowing the option of a 45-foot cone attack.

Bayonet Holsters I could potentially see coming into play at very low levels, though I note they aren't restricted to two-handed firearms, potentially enabling some form of TWFing that switched between stabbing and shooting.

All in all, the price increases look like they make more basic weapons, like Pistols and Muskets, cost relatively modest amounts, around what one would pay for basic magic weapons, and thus be affordable to be purchased before the PC could have enough ranks in Craft (Firearms) in order to make them. Whereas something more expensive, like a fully-kitted-out Pepperbox Pistol or Revolver would cost in the 12,000 to 20,000 gp range, and thus be something that more characters would prefer to wait until they could craft them themselves, especially when it comes to pairs of Lightweight Pepperbox Pistols or Lightweight Revolvers.

Larger Capacity and Speed Loader don't have enough of an explanation provided for them to be usable in their current state.

Quote:

Larger Capacity - (increases base cost by 20% per upgrade, Craft Firearms: 4 ranks)

Increases the ammo capacity of one type of firearm by 1. For every upgrade which doubles the original capacity of the firearm, the time required reloading the firearm is increased.
Quote:

Speed Loader - (increases base cost by 50%, , Craft Firearms: 10 ranks)

By implementing automatic mechanisms in the chamber of one type of firearm, the time required reloading the firearm is reduced.

Increased by what? Reduced by what?

Larger Capacity...

Thanks for the feedback, highly appreciated!

As for the Flared Muzzle, it only grants a Scatter weapon quality of 15ft. I will specify that it does not stack with Adjusted Sights.

As for the possibility of having a heavilly modified firearm, I decided to place limitations to the number of times a weapon modification can be applied to a firearm. I have also rebalanced the Improved Rifling modification, having the absolute minimum misfire chance of 1 instead of 0 (thus still requiring a gunslinger to slap the reliable enchantment on their firearm).

In the case Air Repeaters, while their base cost is lower, it is still an unwieldy weapon that takes at a long time to reload and cannot take certain modifications such as specialized gunpowders, thus reducing their versatility in combat.


One nifty thing I forgot to mention earlier is how this allows for triple-barreled shotguns to be a thing readily enough without any real penalty by slapping the Larger Capacity modification on a double-barreled shotgun. I appreciate that.

Being able to make it a quad-barrel for a reload speed penalty that can be off-set along with the potential ability to unload all barrels simultaneously is also pretty neat, especially in conjunction with Expanded Bore and Threaded Barrel.

Speed Loader wrote:

Speed Loader - (increases base cost by 50%, , Craft Firearms: 10 ranks)

By implementing automatic mechanisms in the chamber of one type of firearm, the time required reloading the firearm is reduced by one step (from swift action, to move action, to standard action, to full round action). This modification can only be taken once.

The order of that should be reversed, so that it's reduced froma full round action to a standard action, from a standard action to a move action, or from a move action to a swift action. It should probably also be called out that the swift action reload is the minimum that it can be reduced to.

Although by default I believe only Modern firearms feature Swift action reload times for firearms with external magazines, and external magazines may or may not be something you would want to consider or that would be folded into the Larger Capacity modification.

Decided to look at a modern firearm as an example case of how the modifications can interact with an unusual firearm.

Lawrence 1917 Flamethrower:

Lawrence 1917 Flamethrower

Base price: 800 gp (8000 gp in other settings where they're rarer)

Compatible with:
Bayonet Holster +5%
Larger Capacity +20% each (5x = +100%, 11x = +220%)
Expanded Bore(?) +30% (4d6 > 6d6 Medium)
Speed Loader(?) +50% (counteracts raising capacity to 12-17)

Incompatible with:
Reinforced Feed (no misfire chance to decrease)
Adjusted Sights (no range value, no misfire chance to increase)
Improved Rifling (no misfire chance to decrease)
Flared Muzzle (flamethrower, though could be interesting to make it a cone instead of a line)
Lightweight Frame (two-handed, not one-handed)
Threaded Barrel (no crit chance to modify)

Subtotals: +185% (2.85x) OR +305% (4.05x)
Totals: 2280 gp (11 capacity) OR 3240 gp (17 capacity) [add another 0 for settings where they're rarer]

For a weapon that deals 6d6 fire damage in a 60' line, has 11 or 17 shots, can be used as a Dagger, and either reloads as a Swift action or Move action. Has no misfire by default, so the modifications don't add any, I believe.

With the Gunsmithing Feat it would take 3-4 days to make either variant flamethrower outright. In rarer settings that would be 23 days or 33 days.

If Larger Capacity isn't on the table due to the fuel tanks and such, then the cost would be +85% for 1.85x or 1480 gp for a faster reload, 2 more dice of damage, and a melee attack.
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Oh, one thing I just realized. You'll want to consider how increasing the reload time due to using the Larger Capacity modification many times will interact with the Rapid Reload feat.

Also, how Rapid Reloard will interact with reducing the reload time with Speed Loader.


Another thing, it might be worth considering putting a cap on Larger Capacity, so that it can't increase reloading time past a full round action. That, or specify that each time it would raise the reloading time after hitting a Full round action, it just adds another full round action. On the other hand, past a certain point, extra ammo capacity really isn't that meaningful for 99.99% of fights, and it does get increasingly expensive with each additional point of capacity.

I also just realized that the wording on Reinforced Feed currently could be used to allow a gun with a misfire chance that is higher than can be reduced with Improved Rifling to have a lower misfire chance when it has the Broken Condition due to the lack of a cap on how much Reinforced Feed can reduce misfire chance and no limitation on Reinforced Feed only applying to the increase to misfire chance that comes from the Broken condition.


Good observations, I'll consider more thought placed into the homebrew.

As for modern and unusual firearms as well as even technological weapons, the best solution may as well be "let the DM decide on it".

The purpose of this homebrew was initially limited to early and emerging firearms in mind.


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Some thoughts on Double-barreled Pistols/Muskets combined with the Flared Muzzle and Larger Capacity modifications:

Flared Muzzle could combine to an interesting effect with Double-barreled Pistols as well as the Double-Barreled Musket, especially in conjunction with Larger Capacity, since they have the ability to fire both/all barrels simultaneously.

(Would need it verified if it's a standard action to fire both barrels at once, though.)

Adding double the original capacity once takes it from 2 to 4. That would take things from a standard action to load each barrel up to a full round action. A Speed Loader modification would lower that back down to a standard action, which could then cancel out adding another 2 to the capacity with Larger Capacity, for a total capacity of 6 and full round action reload times without any further factors, such as alchemical cartridges.

6 total barrels from Larger Capacity would mean that using the scatter property, that would be 6 attacks (at a total of -6) on each creature in a 15' cone as a standard action. While if it doesn't add extra barrels, or the barrels can still only be fired two at a time, it instead allows for 3 such salvos from a single weapon without needing to reload, which will generally cover most combats.

The use of the scatter quality/attack from Flared Muzzle also conveniently gives extra protection against misfires, at least when used to attack several enemies or many enemies at once, since all the attack rolls of a single scatter shot have to misfire in order to provoke an actual misfire.

Flared Muzzle + 4x of Larger Capacity (+105%) would increase the price of the Double-Barreled Pistol from 1750 gp to 3587.5 gp. MW requirement will take that up to 3887.5 gp.

The Double-Barreled Musket would increase from 2500 to 5125 gp. MW requirement will take that up to 5425 gp.

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Looking at tricking out the Buckler Gun:

Buckler Gun has a base price of 750 gp and seems to be fairly ideal as an off-hand weapon/shield.

It's always considered to be an off-handed weapon anyway, so the Lightweight Frame modification just makes sense. With only basic TWFing in play, firing one shot per round means that it can last 2 rounds by default, or 3 rounds of combat with a single Larger Capacity modification, which won't increase the reload time.

On the other hand, given the buckler has to be removed in order to reload it, reload time isn't a factor at all, so raising it up to the amount of capacity one would want for a standard combat of however many rounds would probably be the way to go.

Adding a Bayonet Holster makes it a marvelous contraption that is simultaneously a shield, a gun, and a dagger. Although I think there are general rules that would mean the buckler's armor bonus to AC is lost if the dagger attachment were to be used. On the other hand, hey, it's a way to attack with a buckler that isn't using it as an improvised weapon, so that's at least somewhat neat.

Flared Muzzle could add in an interesting potential defensive option to it, too, allowing one to shoot

Used modifications:
Bayonet Holster: +5%
Reinforced Feed (4x): +20%; broken misfire -4
Adjusted Sights (3x): +45%; misfire +3
Improved Rifling (5x): +120%; misfire -5
Larger Capacity (4x): +80%
Flared Muzzle: +25%; scatter misfire +2
Lightweight Frame: +30%
Expanded Bore: +30%; misfire +2
Threaded Barrel: +50%; misfire +1

Ignored modifications:
Speed Loader - reload speed largely irrelevant since it will generally only be loaded once between combats. If Larger Capacity gets a reload-speed based cap, then if Speed Loader can increase that cap a bit, then it would be more relevant.

Bayonet Holster adds the Dagger attack. 4 ranks of Reinforced Feed eliminates the increased misfire chance from the Broken condition (reduce by 2 ranks for Gun Training, which will decrease the final cost of the weapon by 75 gp).

Adjusted Sights and Flared Muzzle could be taken as in competition with one another, and a character that preferred to be in closer quarters probably wouldn't need or want Adjusted Sights, and so would have a cheaper weapon(337.5 gp lower price) and a lower misfire chance.

Threaded Barrel and Expanded Bore aren't as desirable as they would be on a more primary weapon or one that started with a 1d8 damage die or better.

Total misfire chance is +1 base, +3 when using Scatter. +1 rank of Reinforced Feed(37.5 gp) will have it, when broken, +0 base, +2 when using Scatter. +3 ranks of Reinforced Feed(112.5 gp) will have it, when broken, -2 base(min 1), +0 when using Scatter.

Total gun will cost +420% with the extra 3 ranks of Reinforced Feed to make it actually better when Broken. 5.2x 750 gp is 3900 gp. MW requirement makes that 4200 gp.

The weapon will look like 1d8 damage, 19-20/x4 critical, 15' Scatter range/40' range increment (200' max range), 6 capacity. Misfire will be 2 when firing normally, 4 when firing a Scatter shot. When Broken, Misfire chance will be 1 when firing normally and 1 when firing a Scatter shot.

That's +405% without the extra ranks of Reinforced Feed. 5.05x 750 gp is 3787.5 gp. MW requirement makes that 4087.5 gp.

The weapon will look like 1d8 damage, 19-20/x4 critical, 15' Scatter range/40' range increment (200' max range), 6 capacity. Misfire will be 2 when firing normally, 4 when firing a Scatter shot. When Broken, Misfire chance would be the same.

Without Adjusted Sights, the total misfire chance is -2 base, +0 base when using Scatter.

The base gun has a Misfire value of 1 anyway, so trying to reduce it past that is impossible using modifications.

This total gun will cost +360% or 4.6x normal or 3450 gp instead of 750 gp. MW requirement makes that 3750 gp.

The weapon will look like 1d8 damage, 19-20/x4 critical, 15' scatter range, 10' range increment (50' max range), 6 capacity. Misfire will be 1 when firing normally or when firing a Scatter Shot. When broken, Misfire chance would be the same.

.

If most fights in a campaign last for fewer than 6 rounds, including mop-up, then the capacity could be lower. If they last for longer, or more feats are invested into the TWFing line in order to get more off-hand attacks per turn, the capacity could be higher.

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.

I don't think it needs to be considered with much scrutiny for balance purposes, but it's also worth noting that the spell Stabilize Powder will combine nicely with many of the options that increase misfire chance in this batch of homebrew and already worked quite nicely with higher capacity firearms such as Cylinder Rifles, Pepperbox Pistols, and Paddlefoot Pistols.


Went through and looked at the current prices for modifications for Early Firearms.

Early Firearms (One-Handed)

Breech-Loader:

Breech-loader
base price 3000 gp

Compatible modifications
Bayonet Holster(5%): +150 gp
Reinforced Feed(5%): +150 gp per rank
Adjusted Sights(15%): +450 gp per rank
Improved Rifling(20%): +600 gp per rank
Larger Capacity(20%): +600 gp per rank
Flared Muzzle(25%): +750 gp
Lightweight Frame(30%): +900 gp
Expanded Bore(30%): +900 gp
Speed Loader(50%): +1500 gp
Threaded Barrel(50%): +1500 gp

Incompatible modifications
None

Note: Can have 1 rank of Larger Capacity before increasing reload time. Fires barrels one at a time, avoiding the some of questions that come from combining Double-Barreled Pistols and Larger Capacity.

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Buckler Gun:

Buckler Gun
base price 750 gp

Compatible modifications
Bayonet Holster(5%): +37.5 gp
Reinforced Feed(5%): +37.5 gp per rank
Adjusted Sights(15%): +112.5 gp per rank
Improved Rifling(20%): +150 gp per rank
Larger Capacity(20%): +150 gp per rank
Flared Muzzle(25%): +187.5 gp
Lightweight Frame(30%): +225 gp
Expanded Bore(30%): +225 gp
Speed Loader(50%): +375 gp
Threaded Barrel(50%): +375 gp

Incompatible modifications
None

Note: Comes with a built-in buckler as a shield, which may or may not lead to awkward interactions with using the dagger attachment from a Bayonet Holster modification. Can have 1 rank of Larger Capacity before increasing reload time.

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Coat Pistol:

Coat Pistol
base price 750 gp

Compatible modifications
Bayonet Holster(5%): +37.5 gp
Reinforced Feed(5%): +37.5 gp per rank
Adjusted Sights(15%): +112.5 gp per rank
Improved Rifling(20%): +150 gp per rank
Larger Capacity(20%): +150 gp per rank
Flared Muzzle(25%): +187.5 gp
Lightweight Frame(30%): +225 gp
Expanded Bore(30%): +225 gp
Speed Loader(50%): +375 gp
Threaded Barrel(50%): +375 gp

Incompatible modifications
None

Note: Dagger Pistols are already combinations of Coat Pistols and a Dagger, and are cheaper than vanilla Coat Pistols as well as Coat Pistols with the Bayonet Holster modification. They are otherwise identical, save for the coat pistol's bonus to concealment.

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Dagger Pistol:

Dagger Pistol
base price 740 gp

Compatible modifications
Reinforced Feed(5%): +37 gp per rank
Adjusted Sights(15%): +111 gp per rank
Improved Rifling(20%): +148 gp per rank
Larger Capacity(20%): +148 gp per rank
Flared Muzzle(25%): +185 gp
Lightweight Frame(30%): +222 gp
Expanded Bore(30%): +222 gp
Speed Loader(50%): +370 gp
Threaded Barrel(50%): +370 gp

Incompatible modifications
Bayonet Holster(5%): Incompatible or at least redundant due to the already built-in dagger.

Note: Dagger Pistols are already combinations of Coat Pistols and a Dagger, and are cheaper than vanilla Coat Pistols as well as Coat Pistols with the Bayonet Holster modification. They are otherwise identical, save for the coat pistol's bonus to concealment. The dagger pistol's lower price makes it a more ideal base for modification.

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Double-Barreled Pistol:

Double-Barreled Pistol
base price 1750 gp

Compatible modifications
Bayonet Holster(5%): +87.5 gp
Reinforced Feed(5%): +87.5 gp per rank
Adjusted Sights(15%): +262.5 gp per rank
Improved Rifling(20%): +350 gp per rank
Larger Capacity(20%): +350 gp per rank
Flared Muzzle(25%): +437.5 gp
Lightweight Frame(30%): +525 gp
Expanded Bore(30%): +525 gp
Speed Loader(50%): +875 gp
Threaded Barrel(50%): +875 gp

Incompatible modifications
None

Note: Can fire both barrels as an action, which may require adjudication for how it interacts with Larger Capacity. Can have 1 rank of Larger Capacity before increasing reload time.

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Dragon Pistol:

Dragon Pistol
base price 1000 gp

Compatible modifications
Bayonet Holster(5%): +50 gp
Reinforced Feed(5%): +50 gp per rank
Adjusted Sights(15%): +150 gp per rank
Improved Rifling(20%): +200 gp per rank
Larger Capacity(20%): +200 gp per rank
Lightweight Frame(30%): +300 gp
Expanded Bore(30%): +300 gp
Speed Loader(50%): +500 gp
Threaded Barrel(50%): +500 gp

Incompatible modifications
Flared Muzzle(25%): Redundant due to already having the Scatter quality for 15' range.

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Dragoon Pistol:

Dragoon Pistol
base price 1500 gp

Compatible modifications
Bayonet Holster(5%): +75 gp
Reinforced Feed(5%): +75 gp per rank
Adjusted Sights(15%): +225 gp per rank
Improved Rifling(20%): +300 gp per rank
Larger Capacity(20%): +300 gp per rank
Flared Muzzle(25%): +375 gp
Lightweight Frame(30%): +450 gp
Expanded Bore(30%): +450 gp
Speed Loader(50%): +750 gp
Threaded Barrel(50%): +750 gp

Incompatible modifications
None?

Note: Larger Capacity may or may not require a bit of adjustment to smooth over making it work with the nature of Dragoon Cartridges . The nature of Dragoon Cartridges may also complicate Speed Loader. Can have 2 ranks of Larger Capacity before increasing reload time, if they're ultimately compatible, for a total of 5 capacity. [My suggestion would probably be that the Larger Capacity +20% cost increase per rank would apply to dragoon cartridges for the weapon, too.]

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Paddle-Foot Pistol:

Paddle-Foot Pistol
base price 2500 gp

Compatible modifications
Bayonet Holster(5%): +125 gp
Reinforced Feed(5%): +125 gp per rank
Adjusted Sights(15%): +375 gp per rank
Improved Rifling(20%): +500 gp per rank
Larger Capacity(20%): +500 gp per rank
Lightweight Frame(30%): +750 gp
Expanded Bore(30%): +750 gp
Speed Loader(50%): +1250 gp
Threaded Barrel(50%): +1250 gp

Incompatible modifications
Flared Muzzle(25%): Already has the Scatter quality and with better range(20' vs 15').

Note: Has a max range of 3 range increments. (150 max with 3 ranks of Adjusted Sights) Can have 3 ranks of Larger Capacity before increasing reload time for 7 total capacity.

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Pepperbox:

Pepperbox (Pistol)
base price 3000 gp

Compatible modifications
Bayonet Holster(5%): +150 gp
Reinforced Feed(5%): +150 gp per rank
Adjusted Sights(15%): +450 gp per rank
Improved Rifling(20%): +600 gp per rank
Larger Capacity(20%): +600 gp per rank
Flared Muzzle(25%): +750 gp
Lightweight Frame(30%): +900 gp
Expanded Bore(30%): +900 gp
Speed Loader(50%): +1500 gp
Threaded Barrel(50%): +1500 gp

Incompatible modifications
None

Note: Can have 5 ranks of Larger Capacity before increasing reload time, for a total capacity of 11.

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Pistol:

Pistol
base price 1000 gp

Compatible modifications
Bayonet Holster(5%): +50 gp
Reinforced Feed(5%): +50 gp per rank
Adjusted Sights(15%): +150 gp per rank
Improved Rifling(20%): +200 gp per rank
Larger Capacity(20%): +200 gp per rank
Flared Muzzle(25%): +250 gp
Lightweight Frame(30%): +300 gp
Expanded Bore(30%): +300 gp
Speed Loader(50%): +500 gp
Threaded Barrel(50%): +500 gp

Incompatible modifications
None

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Sword Cane Pistol:

Sword Cane Pistol
base price 775 gp

Compatible modifications
Reinforced Feed(5%): +38.75 gp per rank
Adjusted Sights(15%): +116.25 gp per rank
Improved Rifling(20%): +155 gp per rank
Larger Capacity(20%): +155 gp per rank
Flared Muzzle(25%): +193.75 gp
Lightweight Frame(30%): +232.5 gp
Expanded Bore(30%): +232.5 gp
Speed Loader(50%): +387.5 gp
Threaded Barrel(50%): +387.5 gp

Incompatible modifications
Bayonet Holster(5%): Redundant due to already being a firearm built into a weapon.

Note: Lightweight Frame may be incompatible or something that would want to be ruled as incompatible due to the effect of comibning it with the sword cane component of the weapon.

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Early Firearms (Two-Handed)

Air Repeater:

Air Repeater
base price 600 gp

Compatible modifications
Bayonet Holster(5%): +30 gp
Reinforced Feed(5%): +30 gp per rank
Adjusted Sights(15%): +90 gp per rank
Improved Rifling(20%): +120 gp per rank
Larger Capacity(20%): +120 gp per rank
Flared Muzzle(25%): +150 gp
Expanded Bore(30%): +180 gp
Speed Loader(50%): +300 gp
Threaded Barrel(50%): +300 gp

Incompatible modifications
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

Note: One of the cheapest early firearms to modify and thus afford buying in modified form as opposed to having to modify it for one's self. Though it is unable to benefit from specialized gunpowders. Has a similar issue to the Dragoon Pistol and Dragoon Musket when it comes to its compatibility with Larger Capactiy. [A similar solution of increasing the cost of Air Resevoirs seems best to me. Although it could also be hand-waved, of course]

If compatible, can have 5 ranks of Larger Capacity before increasing reload time, giving a capacity of 11.

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Axe Musket:

Axe Musket
base price 1600 gp

Compatible modifications
Reinforced Feed(5%): +80 gp per rank
Adjusted Sights(15%): +240 gp per rank
Improved Rifling(20%): +320 gp per rank
Larger Capacity(20%): +320 gp per rank
Flared Muzzle(25%): +400 gp
Expanded Bore(30%): +480 gp
Speed Loader(50%): +800 gp
Threaded Barrel(50%): +800 gp

Incompatible modifications
Bayonet Holster(5%): Already a melee weapon, so redundant.
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

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Blunderbuss:

Blunderbuss
base price 2000 gp

Compatible modifications
Bayonet Holster(5%): +100 gp
Reinforced Feed(5%): +100 gp per rank
Adjusted Sights(15%): +300 gp per rank
Improved Rifling(20%): +400 gp per rank
Larger Capacity(20%): +400 gp per rank
Expanded Bore(30%): +600 gp
Speed Loader(50%): +1000 gp
Threaded Barrel(50%): +1000 gp

Incompatible modifications
Flared Muzzle(25%): Already has the Scatter property
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

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Culverin:

Culverin
base price 4000 gp

Compatible modifications
Bayonet Holster(5%): +200 gp
Reinforced Feed(5%): +200 gp per rank
Adjusted Sights(15%): +600 gp per rank
Improved Rifling(20%): +800 gp per rank
Larger Capacity(20%): +800 gp per rank
Expanded Bore(30%): +1200 gp
Speed Loader(50%): +2000 gp
Threaded Barrel(50%): +2000 gp

Incompatible modifications
Flared Muzzle(25%): Already has the Scatter property
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

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Cylinder Rifle:

Cylinder Rifle
base price 6000 gp

Compatible modifications
Bayonet Holster(5%): +300 gp
Reinforced Feed(5%): +300 gp per rank
Adjusted Sights(15%): +900 gp per rank
Improved Rifling(20%): +1200 gp per rank
Larger Capacity(20%): +1200 gp per rank
Flared Muzzle(25%): +1500 gp
Expanded Bore(30%): +1800 gp
Speed Loader(50%): +3000 gp
Threaded Barrel(50%): +3000 gp

Incompatible modifications
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

Note: Can have 7 ranks of Larger Capacity before increasing reload time, giving a total capacity of 15.

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Double Hackbut:

Double Hackbutt
base price 4000 gp

Compatible modifications
Bayonet Holster(5%): +200 gp
Reinforced Feed(5%): +200 gp per rank
Adjusted Sights(15%): +600 gp per rank
Improved Rifling(20%): +800 gp per rank
Larger Capacity(20%): +800 gp per rank
Flared Muzzle(25%): +1000 gp
Expanded Bore(30%): +1200 gp
Speed Loader(50%): +2000 gp
Threaded Barrel(50%): +2000 gp

Incompatible modifications
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

Note: Though compatible with Bayonet Holster, it probably shouldn't actually be usable by wielders of the intended size. Can have 1 rank of Larger Capacity before increasing reload time.

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Double-Barreled Musket:

Double-Barreled Musket
base price 2500 gp

Compatible modifications
Bayonet Holster(5%): +125 gp
Reinforced Feed(5%): +125 gp per rank
Adjusted Sights(15%): +375 gp per rank
Improved Rifling(20%): +500 gp per rank
Larger Capacity(20%): +500 gp per rank
Flared Muzzle(25%): +625 gp
Expanded Bore(30%): +750 gp
Speed Loader(50%): +1250 gp
Threaded Barrel(50%): +1250 gp

Incompatible modifications
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

Note: Can have 1 rank of Larger Capacity before increasing reload time.

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Dragoon Musket:

Dragoon Musket
base price 2000 gp

Compatible modifications
Bayonet Holster(5%): +100 gp
Reinforced Feed(5%): +100 gp per rank
Adjusted Sights(15%): +300 gp per rank
Improved Rifling(20%): +400 gp per rank
Larger Capacity(20%): +400 gp per rank
Flared Muzzle(25%): +250 gp
Expanded Bore(30%): +600 gp
Speed Loader(50%): +1000 gp
Threaded Barrel(50%): +1000 gp

Incompatible modifications
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

Note: Has the same issue with Larger Capacity as Dragoon Pistols where there is some awkwardness in reconciling increasing the capacity of the weapon with the 3-round capacity of the Dragoon Cartridge. [Again, I'd suggest either hand-waving it or increasing the price of the Dragoon Cartridges by 20% per rank of Larger Capacity.]

If compatible, can have 2 ranks of Larger Capacity for a total capacity of 5.

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Fire Lance:

Fire Lance
base price 25 gp

Compatible modifications
Bayonet Holster(5%): +1.25 gp
Reinforced Feed(5%): +1.25 gp per rank
Adjusted Sights(15%): +3.75 gp per rank
Improved Rifling(20%): +5 gp per rank
Larger Capacity(20%): +5 gp per rank
Flared Muzzle(25%): +6.25 gp
Expanded Bore(30%): +7.5 gp
Speed Loader(50%): +12.5 gp
Threaded Barrel(50%): +12.5 gp

Incompatible modifications
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

Note: The cheapest Firearm, Early or otherwise. Counts as broken for the effects of what happens on a misfire, but not for the purposes of Reinforced Feed, eliminating what would otherwise be a loophole to cut down on its high base misfire chance. Flared Muzzle may or may not be appropriate for it, though it would significantly decrease the risk of getting a misfire and having the weapon explode. Still probably compatible with specialty gunpowders. Great for minions.

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Musket:

Musket
base price 1500 gp

Compatible modifications
Bayonet Holster(5%): +75 gp
Reinforced Feed(5%): +75 gp per rank
Adjusted Sights(15%): +225 gp per rank
Improved Rifling(20%): +300 gp per rank
Larger Capacity(20%): +300 gp per rank
Flared Muzzle(25%): +375 gp
Expanded Bore(30%): +450 gp
Speed Loader(50%): +750 gp
Threaded Barrel(50%): +750 gp

Incompatible modifications
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

Note:

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Warhammer Musket:

Warhammer Musket
base price 1600 gp

Compatible modifications
Reinforced Feed(5%): +80 gp per rank
Adjusted Sights(15%): +240 gp per rank
Improved Rifling(20%): +320 gp per rank
Larger Capacity(20%): +320 gp per rank
Flared Muzzle(25%): +400 gp
Expanded Bore(30%): +480 gp
Speed Loader(50%): +800 gp
Threaded Barrel(50%): +800 gp

Incompatible modifications
Bayonet Holster(5%): Already a melee weapon, so redundant.
Lightweight Frame(30%): Not a One-Handed Weapon, and Lightweight Frame as written does nothing to reduce the penalty for firing a two-handed firearm in one hand.

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I feel like a lot of headaches would go away if I just removed the Larger Capacity modification.

Or maybe rewrite it as follows:

Larger Capacity - Increases the ammunition of the firearm by 1 but increases the reload time by one step.


Anyways, can I also get feedback on the specialized ammunition and gunpowders?


The Green Traveller wrote:
Anyways, can I also get feedback on the specialized ammunition and gunpowders?

That I'm less certain of, but it seems like DC 12 seems like it might be a little bit low for Faerielight Powder, even if it's just one round of non-magical Faerie Fire.

Also, wow, I just realized how that could be extremely useful on a weapon with the Scatter property, since you wouldn't have to know the exact space to target and instead could attack the general vicinity.

I'm curious about how they would interact with alchemical cartridges, or if they do.

Adamantine-tipped Bullets seem cheaper than regular old vanilla Adamantine Bullets as well as being able to do more, or at least, the text seems to indicate that Adamantine-tipped Bullets ignore all hardness and material-based damage reduction, not just stuff that's bypassed by Adamantine. So those are definitely pretty powerful, I would say, at least with the current wording.

All the prices probably all tweaking, but I'm not sure where to go with them, sorry.

Air Crystal Pellets and Alchemical Glue Bullets are pretty nifty with their expansion of the kind of thing that can be done with a firearm.


Bayonet Holster... seems a bit pointless since there's already a bayonet, since Ultimate Equipment. What would be better is if the holster would allow you to attach a bayonet without rendering your firearm useless.

I could see it as having a bayonet without blocking the cannon, but imparting a misfire by 1 due to the increased weight.


JiCi wrote:

Bayonet Holster... seems a bit pointless since there's already a bayonet, since Ultimate Equipment. What would be better is if the holster would allow you to attach a bayonet without rendering your firearm useless.

I could see it as having a bayonet without blocking the cannon, but imparting a misfire by 1 due to the increased weight.

The wording on the homebrew would be to give a bayonet that didn't block the muzzle of the gun.

Instead of making the gun more likely to explode, I would say that firing a gun with a bayonet attached would lower either accuracy or range.

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