Firearms: any character who is proficient with the crossbow is proficient at firing a pistol or rifle. However, only characters who are proficient with martial weapons or who take a Martial Weapon Proficiency (firearms) feat are capable of reloading a firearm. It takes two hands and a full-round action to load a pistol or rifle.
| Firearm |
Damage (S)
|
Damage (M)
|
Critical
|
Range
|
Category | Type |
| derringer |
1d4
|
1d6
|
20/x2
|
10ft
|
Light | Piercing |
| light pistol |
1d6
|
1d8
|
20/x3
|
30ft
|
Light | Piercing |
| heavy pistol |
1d8
|
1d10
|
20/x3
|
60ft
|
One-Handed | Piercing |
| rifle |
1d10
|
1d12
|
20/x3
|
120ft
|
Two-Handed | Piercing |
Derringer: characters gain a +2 bonus on Sleight of Hand checks to conceal a derringer on their body.
Cannons: any character who has the Profession (siege engineer) skill can use a cannon. Firing a cannon requires a standard action that provokes an attack of opportunity. Loading a cannon requires a series of full-round actions.
Bombard: a bombard is a large object with a 10-foot space, usually made of iron. A typical bombard costs 12P. It is fired indirectly at the target square, which must be at least 100 ft away. Aiming a bombard takes 4 full-round actions (multiple people can perform these actions in the same round, so a team of four can aim a bombard in 1 round). The user makes a special check against DC 15 using only BAB, Int modifier, range increment penalties (range increment is 200 ft), and any appropriate modifiers from the Catapult Attack Modifiers table (such as wind speed).
Field Gun: a field gun is a medium object with a 5-foot space, usually made of bronze. A typical field gun costs 8P. It fires a cannonball through a 500 ft long, 5 ft wide line directly in front of it, dealing 6d6 damage (Reflex DC 15 halves) to all creatures and objects in that line. Aiming a field gun takes 2 full-round actions (multiple people can perform these actions in the same round, so a team of two can aim a field gun in 1 round).