11/26/2023 0 Comments A real scatter gun![]() ![]() Early firearms are seen as antiques, and advanced firearms are widespread. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Advanced firearms may exist, but only as rare and wondrous items-the stuff of high-level treasure troves.Ĭommonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Early firearms are available, but are relatively rare. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two-the secret is slipping out, and the occasional rare adventurer uses guns. Only NPCs can take the Gunsmithing feat.Įmerging Guns: Firearms become more common. ![]() Few know the strange secrets of firearm creation. Firearms are treated more like magic items-things of wonder and mystery-rather than like things that are mass-produced. Very Rare Guns: Early firearms are rare advanced firearms, the gunslinger class, the Amateur Gunslinger feat, and archetypes that use the firearm rules do not exist in this type of campaign. The Pathfinder Roleplaying Game plays perfectly well without them. No Guns: If you do not want guns in your campaign, simply don’t allow the rules that follow. Pathfinder’s campaign setting uses the rules for emerging guns, which is also the default category of gun rarity. The following are broad categories of firearm rarity and the rules that govern them. Firearms in Your Campaignįirearms and gunslingers are not for every campaign, and even if you are excited about introducing firearms into your campaign, you should still make a decision about how commonplace they are. If you like your fantasy to be of the more traditional variety, stand clear. If you are interested in letting such weapons in your game, do so with the following warning: Advanced guns can substantially change the assumptions of your game world, in the same way that they changed the face of warfare in the real world. More advanced firearms are also presented for those brave enough to mix their fantasy with a technology much closer to that of the Old West than the slow and unstable weapons that gave musketeers their name. Most of them are single-shot muzzle-loaders with highly inefficient triggering mechanisms-traditional sword and sorcery firearms. This section presents an anachronistic collection of hand-held black powder weapons. Still, a firearm remains an ominous and terrible weapon in the hands of a skilled gunman. Such weapons could cause hero or villain to falter or triumph, changing the action within the tale in a flash or a fizzle. This made firearms excellent storytelling devices. These authors likely included guns because they are exciting, but also because the guns they chose were primitive ones-relatively unpredictable weapons, prone to misfire and malfunction. Heroes like Burroughs’s John Carter or Howard’s Solomon Kane carried pistols alongside their swords, and it’s hard to imagine a pirate ship without cannons blazing. The earliest authors of fantasy and weird fiction often included guns in their stories. Figurine of Wondrous Power (Slate Spider).Firearm Ammunition and Adventuring Gear. ![]()
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