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Rules Index | GM Screen | Player's Guide


Guns Equipment

Classic Firearms

Source Guns & Gears pg. 150
The following rules cover the use of firearms and includes the firearms and ammunition types available. All firearms are subject to misfires if they're not properly maintained, as described in the sidebar.

The clan pistol and dwarven scattergun have the dwarf trait, the mithral tree has the elf trait, and the flingflenser has the goblin trait. However, feats such as Dwarven Weapon Familiarity, which normally grants access to all uncommon weapons with the dwarf trait, don't grant access to firearms with the listed traits unless the character separately has access to firearms. For instance, dwarves who've never seen a firearm and then train in traditional dwarven weapons don't have access to clan pistols and dwarven scatterguns. You can find more information on this and other firearm access details on page 148.

Ammunition

Source Guns & Gears pg. 150
Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.

Related Rules

Weapons (Source Core Rulebook pg. 278 2.0)