Advanced Weapon Technology
(from the d20pfsrd website)
Early Firearms
Use of a firearm requires the Martial Weapons Feat
Early One-Handed Firearms Cost Damage (S) Damage (M) Critical Range Misfire Capacity Weight Type Special Source
Buckler gun 750 cr 1d4 1d6 x4 10' 1 (5') 2 6 lbs. B and P --- Ultimate Combat
Pepperbox 3,000 cr 1d6 1d8 x4 20' 1–2 (5') 6 5 lbs. B and P --- Ultimate Combat
Pistol 1,000 cr 1d6 1d8 x4 20' 1 (5') 1 4 lbs. B and P --- Ultimate Combat
Pistol, coat 750 cr 1d3 1d4 x3 10' 1 (5') 1 1 lbs. B and P --- Ultimate Combat
Pistol, dagger 740 cr 1d3 1d4 x3 10' 1 (5') 1 1 lbs. B and P --- Ultimate Combat
Pistol, double-barreled 1,750 cr 1d6 1d8 x4 20' 1–2 (5') 2 5 lbs. B and P --- Ultimate Combat
Pistol, dragon 1,000 cr 1d4 1d6 x4 20' 1–2 (5') 1 3 lbs. B and P scatter Ultimate Combat
Pistol, sword cane 775 cr 1d3 1d4 x3 10' 1 (5') 1 1 lbs. B and P --- Ultimate Combat
                       
Early Two-Handed Firearms Cost Damage (S) Damage (M) Critical Range Misfire Capacity Weight Type Special Source

Blunderbuss (rare)

3,000 cr 1d6 1d8 x2 special 1–2 (10') 1 8 lbs. B and P scatter Ultimate Combat
Culverin (replaced by cannon) 4,000 cr 2d6 2d8 ×4 30' 1 (10 ft.) 1 40 lbs. B and P scatter Ultimate Combat
Double hackbut (replaced by cannon) 4,000 cr 2d10 2d12 ×4 50' 1–2 (5 ft.) 2 18 lbs. B and P --- Ultimate Combat
Fire lance 25 cr 1d4 1d6 ×4 10' 1–4 (5 ft.) 1 4 lbs. P --- Ultimate Combat
Musket/Flintlock 1,500 cr 1d10 1d12 x4 40' 1–2 (5 ft.) 1 9 lbs. B and P --- Ultimate Combat
Musket, Axe 1,600 cr 1d6 1d8 x4 30' 1–2 (5 ft.) 1 6 lbs. B and P --- Ultimate Combat
Musket, double-barreled 2,500 cr 1d10 1d12 x4 10' 1–3 (5 ft.) 2 11 lbs. B and P --- Ultimate Combat
Musket, warhammer 1,600 cr 1d6 1d8 x4 30' 1–2 (5 ft.) 1 6 lbs. B and P --- Ultimate Combat
 
Firearm Gear
Item Cost Weight Source
Alchemical cartridge, dragon’s breath (creates a cone of normal fire) 40 cr --- Ultimate Combat
Alchemical cartridge, entangling shot (only used in scatter weapons) 40 cr --- Ultimate Combat
Alchemical cartridge, flare (adds +1 or +2 to misfire chance, see text) 10 cr --- Ultimate Combat
Alchemical cartridge, paper (bullet or pellet) (+1 to missfire chance, standard military load) 12 cr --- Ultimate Combat
Alchemical cartridge, salt shot (deals nonlethal damage and increases missfire chance by +1) 12 cr --- Ultimate Combat
Black powder (dose) 10 cr --- Ultimate Combat
Black powder (keg) (100 doses or one cannon dose) 1,000 cr 5 lbs. Ultimate Combat
Firearm bullet (1) (standard load) 1 cr --- Ultimate Combat
Firearm bullet (30) (standard load) 30 cr 1/2 lbs Ultimate Combat
Bullet, adamantine 61 cr --- Ultimate Combat
Firearm bullet, pitted (used to administer poison) 5 cr --- Ultimate Combat
Firearm bullet, silver 25 cr --- Ultimate Combat
Gunsmith’s kit 15 cr --- Ultimate Combat
Metal cartridge 15 cr --- Ultimate Combat
Pellets (handful) (for use in archic weapons, scatter weapons, or shotguns) 1 cr --- Ultimate Combat
Pellets (30 handfuls) (for use in archic weapons, scatter weapons, or shotguns) 30 cr 1/2 lbs. Ultimate Combat
Powder horn (normally bullets are packaged with powder and projectile in one cartridge) 3 cr 1 lbs. Ultimate Combat
NOTE:      
For further items; like lucky bullets, magical powder horns, and burrowing bullets read the description below the table.
 
Explosives
 
Grenade: Black gunpowder is packed in a small iron sphere with a wax plug holding a fuse. To use the grenade the fuse is lit and the grenade is thrown. When the fuse ignites the gunpowder it explodes. It takes on entire round to use (the fuse must be lit, then it is tossed). Make an attack against AC 10 to hit the proper space where the creature is, if you miss roll 1d8 and use the missed projectile table. If an unmodified 2 is rolled in combat then the fuse has gone out, 50% of the time the fuse may be salvaged. On an unmodified roll of 1 the user fumbles the grenade; 1-2 it fails to go off, 2-3 it goes off in 1d3 rounds, 5-6 it goes off in the user's hand..
  Size Damage Range Blast Radius Cost  
Grenade, Light 1D6* 15' 5' 25 gp
Grenade 3D6* 10' 10' 50 gp
Grenade, Heavy 5D6* 5' 25' 75 gp
 
*Fire and Shrapnel damage hits across the blast radius, doing damage. Creatures caught in the area of effect may make a Reflex Save DC 16 for half damage..
 
Firearms: Use the Early Firearms section on d20pfsrd website (cannons).
 
Siege Weapons
Use of siege weapons requires an Exotic Weapons Feat
Large Weapon Range 100' Hull Damage Personal Damage R.O.F. Crew To Hit Bonus Critical Cost in gp  
Accelerator 6 1d2 1d10 2/1 1 +5 19-20 x3 45,000  
Ballista, Light 6 0 2d6 1/2 1 +8 -- 400  
Ballista, Medium 4 1d2 3d6 1/3 2 +6 20 x2 600  
Ballista, Heavy 2 1d2+2 3d10 1/4 4 +3 19-20 x2 800  
Cannon, 20 lb 2 2d4 2d6 1/5 2 +4 20 x3 900  
Cannon 50 lb 4 3d4 2d6 1/9 3 +6 20 x3 1000  
Cannon 75 lb 6 4d4 4d6 1/12 5 +8 20 x3 1500  
Cannon 100 lb 8 5d4 5d6 1/15 7 +10 20 x3 1800  
Catapult, Light 5 1d2 2d10 1/2 1 +6 20 x2 500  
Catapult, Medium 4 1d3+1 3d10 1/2 3 +5 19-20 x2 700  
Catapult, Heavy 3 2d4 3d10 1/3 5 +4 18-20 x2 1,000  
Alchemist Fire Projector 1 1d3 3d10 1/4 7 +4 18-20 x2 1,000  
Jettison, Light 3 0 1d6 1/2 2 +6 -- 400  
Jettison, Medium 2 0 2d6 1/3 3 +5 -- 600  
Jettison, Heavy 1 0 3d6 1/4 4 +4 -- 800  
Sweeper, Gnomish 3 0 1d8 1/4 3 +4 20 x2 800  
                 
Small Weapons Range 100' Hull Damage Personal Damage R.O.F. Crew To Hit Bonus Critical Cost in gp  
Composite Long Bow 1.1 0 1d8 User 1 User 20 x3 100  
Composite Short Bow 0.7 0 1d6 User 1 User 20 x3 75  
Long Bow 1.0 0 1d8 User 1 User 20 x3 75  
Short Bow 0.6 0 1d6 User 1 User 20 x3 30  
Heavy, Crossbow 1.2 0 1d8 User 1 User 19-20 x2 50  
Light Crossbow 0.8 0 1d6 User 1 User 19-20 x2 35  
Hand Crossbow 0.3 0 1d3 User 1 User 19-20 x2 100  
Heavy Repeat Crossbow 0.3 0 1d8 User 1 User 19-20 x2 400  
Light Repeat Crossbow 1.2 0 1d6 User 1 User 19-20 x2 250  
Javelin 0.3 0 1d4 User 1 User 20 x2 1  
Pistol 0.5 0 1d8 User 1 User 20 x2 75  
Rifle 1.0 0 1d10 User 1 User 20 x2 100  
Sling 0.5 0 1d3 User 1 User 20 x2 --  
Spear 0.2 0 1d6 User 1 User 20 x3 2  
Note: User = As per the Weapon's User

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