Firearms
Firearms
Conventional Firearms
In the world of Loretan, firearms are identical to their Renaissance counterparts. Where they differ is the ammunition. Rather than spending upwards of 10 rounds cleaning, loading, priming, and locking a flintlock, a firearm user simply loads a quasi-magical projectile into a chamber and fires. They bear far more similarity in function to hammer-operated firearms of the late 19th century, though their appearance, rifling characteristics, and secondary uses (i.e. improvised bludgeons) resemble Renaissance weaponry.
All bullets are magic items (Craft Magic Arms and Armor) with a market value of 5 gp.
{{Weapon |Name=Pistol |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=One-handed |Damage=1d10 |Critical=20/x3 |RangeIncrement=50 ft |MaxRange=500 ft |Reload=1 action |Cost=250 gp |Text=Rapid Reload shortens reload time to free action.}} |
{{Weapon |Name=Musket |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=Two-handed |Damage=1d12 |Critical=20/x3 |RangeIncrement=150 ft |MaxRange=1500 ft |Reload=1 action |Cost=500 gp |Text=Rapid Reload shortens reload time to free action.}} |
{{Weapon |Name=Blunderbuss |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=Two-handed |Damage=3d10 |Critical=20/x3 |RangeIncrement=10 ft |MaxRange=30 ft |Reload=2 full rounds |Cost=750 gp |Text=Rapid Reload shortens reload time to 1 full round. Requires 3 bullets. Damage decreases by 1d10 per range increment.}} |
Quasi-Magical Firearms
These are mundane weapons with magical attachments to aid the reloading process. The weapon itself can be made masterwork or magical as if it were independent of the attachments.
{{Weapon |Name=Repeating Pistol |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=One-handed |Damage=1d10 |Critical=20/x3 |RangeIncrement=50 ft |MaxRange=500 ft |Reload=1 full round (per clip) |Cost=3,250 gp |Text=Semi-automatic. Clip holds 8 bullets. Rapid Reload shortens clip reload time to move action.}} |
{{Weapon |Name=Musket |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=Two-handed |Damage=1d12 |Critical=20/x3 |RangeIncrement=150 ft |MaxRange=1500 ft |Reload=1 full round (per clip) |Cost=4,500 gp |Text=Semi-automatic. Clip holds 12 bullets. Rapid Reload shortens clip reload time to move action.}} |
{{Weapon |Name=Blunderbuss |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=Two-handed |Damage=3d10 |Critical=20/x3 |RangeIncrement=10 ft |MaxRange=30 ft |Reload=1 full round (per clip) |Cost=5,750 gp |Text=Clip holds 3 sets of 3 bullets (for a total of 3 shots per clip). Rapid Reload shortens clip reload time to move action.}} |
Fully-Magical Firearms
These are magic weapons in the style of firearms, which fully replace the ammunition and firing mechanism of mundane firearms. The weapon itself can be made masterwork or magical as if it were independent of these qualities.
{{Weapon |Name=Arcane Pistol |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=One-handed |Damage=2d10 arcane |Critical=20/x3 |RangeIncrement=100 ft |MaxRange=1000 ft |Reload=None |Cost=32,500 gp |Text=}} |
{{Weapon |Name=Arcane Musket |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=Two-handed |Damage=2d12 arcane |Critical=20/x3 |RangeIncrement=300 ft |MaxRange=3000 ft |Reload=None |Cost=45,000 gp |Text=}} |
{{Weapon |Name=Arcane Blunderbuss |Type=Ranged |Feat=Martial Weapon Group Proficiency (firearms) |Hand=Two-handed |Damage=6d10 |Critical=20/x3 |RangeIncrement=20 ft |MaxRange=60 ft |Reload=None |Cost=57,500 gp |Text=}} |