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Pathfinder 2e Firearms

Types:
Musket – Single or double barrel firearms using a side-mounted gearlock
mechanism. Muskets are smooth-bore weapons and come in pistol and rifle forms.
Blunderbuss/ Shotguns – A large, smooth bore, short barrel hand cannon, the
blunderbuss is a side-mounted gearlock weapon designed to fire a spreadshot that can hit
multiple targets. Shotguns can also be loaded to fire a single large slug. The shot can hit
2 adjacent targets. On a reflex save, the primary target takes half damage. The adjacent
target automatically takes half damage.
Military – Single, double or tri-barrel firearms using a side-mounted or internal
gearlock mechanism for each barrel. Military firearms have rifled barrels, and come in
pistol or rifle forms. The gearlock mechanisms either have individual triggers or fire in
sequence as the trigger is pulled. If multiple barrels are fired in one trigger pull, use the
multi-shot group rules.
Revolver – A multi-shot pistol or rifle, the revolver has multiple chambers that
revolve around a central pivot. The chambers may be full length barrels, or they may be
designed to align with a longer barrel. More primative revolvers must be turned by
hand, but most modern revolvers use a mechanism to rotate the chambers and cock the
gearlock at the same time. The gearlock mechanism in internal, and most have a
hammer. Revolvers have rifled barrels.
Multi-shot – Multi-barreled firearms designed to fire all barrels at once. The
barrels may be designed to fire in a cone-shaped spread pattern, or in a group at 1 target.
If the cone pattern is fired, a single attack roll is made, and may hit a number of targets
in the cone up to the number of barrels. At point blank range, multiple barrels may hit 1
target, using the rules for a group hitting 1 target. If a group of bullets is fired at 1
target, make1 attack roll. The die size for the bullet is reduced by 1 size (d6 to d4), but a
number of dice equal to the number of barrels is rolled. The total damage is combined
for purposes of overcoming resistance and other factors.

Flash Powder – Alchemical mixture of various chemicals that, when ignited, burns
quickly. When contained, this reaction causes an explosion. Flash Powder is often used
in firearms and explosives. Because the powder is alchemical, dispel magic makes it
unusable for 1d4 rounds, and it cannot ignite in a dead magic zone. Firearms and some
bombs use a gearlock mechanism with a spark-stone to ignite the powder.

Damage and Range – Damage is determined by the size of the bullet and how much
powder is used. Range is determined by the powder charge and barrel length. Pistols
usually have a smaller powder charge than a rifle of the same caliber. The range
increment is the range at which the weapon is accurate. Attacks beyond the range
increment suffer a -2 to attack rolls per multiple of the range increment. Firearms are
ineffective beyond the 6th range increment. Rifled barrels provide the deadly weapon
trait, and are accurate at longer ranges. Smooth-bore barrels do not have the deadly
weapon trait (firing shot being the exception), and are accurate at shorter ranges (½ the
range increment).
Small pistol (.39 or smaller) – 1d6, Deadly d8, Range 40’
Medium pistol (.40 to .50) – 1d8, Deadly d10, Range 60’
Large pistol (.51 or larger) – 1d10, Deadly d12, Range 80’
Small rifle (.39 or smaller) – 1d8, Deadly d10, Range 120’
Medium rifle (.40 to .50) – 1d10, Deadly d12, Range 160’
Large rifle (.51 or larger) – 1d12, Deadly d12+2, Range 200’
Medium shot (.50) – 3d6, Deadly d6, Range 30’
Medium slug (.50) – 2d6, Range 50’
Large shot (.75 or larger) – 3d8, Deadly d8, Range 30’
Large slug (.75 or larger) – 2d8, Range 50’

Holdout pistols have a range increment of 20’ no matter what caliber and reduce the
damage and Deadly dice by I step, and have the weapon trait Agile, and are easily
concealed (+2 Stealth or Thievery).
Short barreled firearms (such as belly guns and carbines) reduce their ranges by 25%,
but gain the weapon trait Agile.

Long barreled firearms increase their ranges by 25%, but require a greater strength to
control.
Multi-shot firearms have a range increment of 20’ for pistols, and 30’ for rifles.

Reloading – Reloading firearms takes time. First, the powder is poured in the barrel,
then the bullet or shot is placed in the barrel. Finally, a piece of cloth is rammed down
the barrel with a rod to pack the charge. A trained person can reload a single barrel in 3
actions. An untrained person takes 4 actions to reload a single barrel. If a prepackaged
load is used, the load time is reduced by 1. Some weapons, specifically those with
detachable chambers, usually revolvers, can be fully reloaded with preloaded chambers
in 1 action or 2 actions.

Shoddy or flawed Firearms – Some firearms are flawed, badly designed, or in poor
condition. A shoddy or flawed firearm suffers a -2 on attack rolls and may suffer a
malfunction when used (IK 184). A firearm in poor condition may explode when fired
(roll d20 when fired, explodes on 1 doing 2d4 dmg to wielder).
Specialty Firearms – Some firearms are very rare specially designed weapons, or are
custom made (IK 188). They may have traits that differ from standard firearms.

Strength – some firearms have a minimum strength requirement. Small caliber firearms
require a strength of 8. Medium firearms require strength of 10 to use comfortably.
Heavy weapons requires a strength of 12. The strength required for long barrel firearms
is increased by 1. Holdout firearms reduce the strength requirement by 2. If the person
does not have the strength to control the weapon, they suffer a -2 to attack rolls unless
the weapon is braced somehow.

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