Firearms were invented by the dwarves of Alkenstar and Dongun Hold. Until recently, knowledge and use of these violent weapons were limited to these dwarves. Within the last century or so, however, firearms have slowly begun to spread throughout the Inner Sea region.

The firearms of Golarion run the gamut of matchlocks to flintlocks, depending on the time they were manufactured. Most have been modified to the most modern design available, however (the flintlock), so for game purposes all firearms work the same way.

See: How flintlocks work

Typical firearms available in Magnimar

Type Range Damage RoF Cost Weight Min Str
Blunderbuss 10/20/40 1–3d6 1 300 12 d6
Flintlock Pistol (.60) 5/10/20 2d6+1 1 150 3 -
Musket (.75) 10/20/40 2d8 1 300 15 d6
Musketoon 5/10/20 2d8 1 200 8 d6
Pocket Pistol 3/6/12 2d6+1 1 250 2

Blunderbuss’ damage is 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range.
All black powder weapons require two actions to reload unless otherwise noted.

Blunderbuss: This heavy firearm has a short, large caliber barrel, which is flared at the muzzle and frequently throughout the entire bore, and used with shot and other projectiles of relevant quantity and/or caliber. A blunderbuss must be loaded with three pistol shots at once to gain its full effect—otherwise its statistics are the same as a pistol. When fully loaded, the blunderbuss acts as a shotgun so the attacker may add +2 to his Shooting roll.

Musketoon: The musketoon is a shorter barrelled version of the musket and it is most common in naval use, and pirates in particular, though it also serves in a carbine role with cavalry. The musketoon requires two hands to use, is fired like a musket, and can be used in close combat (also as a club).

Pocket pistol: Pocket pistols are small, easily concealed firearms. The lock mechanism is located centrally to allow them to be drawn quickly (no action penalty) but prevents accurate sighting along the barrel.

More on firearms

Moisture: Water is the enemy of gunpowder. Any time powder gets wet, roll 1d6 per shot. On a roll of 4–6 for damp conditions (drizzling rain, wading through a deep stream), the shot is ruined. If the powder was soaked (heavy rain, swimming), each shot is ruined on a d6 roll of 2–6.

Powder as Explosive: Gunpowder can also be used as a low-powered explosive. A standard bomb requires 10 rounds of shot and powder.
To make a powder bomb, the user bundles the shot and powder into a leather sack, pot, or other container, then sets a small fuse into it. The fuse can be set to any delay with a Smarts roll. Failure means the bomb detonates 10–40% earlier or later than expected.
Every 10 shots of gunpowder causes 2d6 damage in a standard Medium Burst Template. A cask of gunpowder causes 5d6 damage in a Large Burst Template. If additional bombs are rigged to explode at the same time, roll their damage separately.

Shrapnel Bomb: A “shrapnel bomb” is an early form of hand grenade comprising a charge of gunpowder encased in a shell designed to fragment on detonation. They cause 3d6 damage to everything within a Medium Burst Template and can be thrown to a range of 3/6/9.
Shrapnel bombs can be made by anyone with the Gunsmith Edge; creation requires two pounds of metal, a hot fire, Gunsmith tools, 10 shots of black powder, and a Repair roll to make one per hour, or one every half hour with a raise.


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