Firearms for Pathfinder 2nd Edition
Since their inception firearms have been a deciding factor on the fields of battle. Though not without their faults, slow to load and prone to misfire these contentious weapons can bring the most heavy armored of foes to their knees. The explosion propelled rounds can pierce armor and hide alike.
For obvious reasons Firearms should be considered both Uncommon and Advanced in terms of Profiency and availability. Though if the GM is playing in a setting that allows for it required Profiency, availability, and cost will of course also change. The table below represents firearms at the default level for a campaign.
Table 1 - Firearm Stats
| Exotic Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |
|---|---|---|---|---|---|---|---|---|
| Pistol | 50 gp | 1d8 | 20 ft. | 2 | L | 1+ | Firearms | Armor Piercing, Lethal d10, Misfire 1 |
| Musket | 75 gp | 1d10 | 40 ft. | 3 | 2 | 2 | Firearms | Armor Piercing, Lethal d12, Misfire 1-2 |
| 10 Bullets | 1 cp | - | - | - | L | - | - | - |
Weapon Descriptions
Pistol: Slow to load and lacking the range of it’s ranged counterparts the pistol regardless makes up for this with sheer power in a relatively small package. Able to be fired with one hand and with enough force to pierce most armors at close range the pistol is a popular choice amongst individuals who want a weapon that’s easier and less unwieldy than a light crossbow.
Musket: One of the earliest examples of long range weaponry within the scope of firearms the Musket makes up for its lack of speed in use and loading but doubling the range of the Pistol while simultaneously increasing the sheer power behind it. In the hands of the wise and canny the Musket can be the deciding factor in any battle.
New Traits
Armor Piercing: Weapons with the Armor Piercing trait resolve attacks against touch armor within the first range increment of the weapon in question.
Misfire: Weapons with the Misfire trait explode on an attack roll of the listed number dealing the damage die of the weapon to the wielder and to all adjacent creatures.
Firearm Equipment
Despite having a Firearm that's not all that is required to use a firearm effectively. You need blackpowder and a kit to repair and clean the firearm after use. Though mostly innocous black powder can be difficult and unstable to deal with and in most case beyond the standard abilities of regular tradesman and an Alchemist or Alchemical training is usually required.
Table 2 - Other Equipment
| Item | Cost | Weight |
|---|---|---|
| Barrel of Blackpowder | 50 gp | 2 |
| Dose of Blackpowder | 5 sp | - |
| Powder Horn | 15 sp | L |
Barrel of Blackpowder: This dangerous and sometimes considered necessary piece of equipment is a small wooden barrel packed with 100 doses of Blackpowder. Not as protective of it's contents than a horn most who use firearms don't carry such a barrel on their person but stow it near by. Regardless the barrel itself can be used as an explosive device if prepared properly or exposed to the elements dealing 5d6 damage to everyone within 20ft (Reflex 15 for half)
Dose of Blackpowder: Enough black powder to fire a single bullet when packed properly into a firearm
Powder Horn: A protective encasement for blackpowder protecting it from the elements and misfires that may happen. Can hold 10 Doses of Blackpowder
Future Plans
- Feats using guns, in particular a Gunsmithing feat that will enable profiency
- Moar gun!
- Archetypes for both the Alchemist, Fighter and Swashbuckler that will make use of firearms. In particular the Gunsmith and the Gunslinger
- Magic items that go along with guns. Including a Bulletproof Rune for armor and a Lucky Trinket.