With the invention of gunpowder and firearms, the face of Riltar has begun to change thanks to these new inventions of steel and explosion. Firearms fall under Emerging Firearms save for this change: All firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action. Unless otherwise noted, firearms use metal cartridges which cost a total of 2 gp and firearms only target touch AC within the first range increment.

Emerging Guns: Firearms become more common. 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. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves. It also includes the changes to these classes:

• A fighter who specializes with a specific firearm (by applying the Weapon Specialization feat) is specially trained with that weapon, and that weapon only.
• A gunslinger is specially trained with his starting weapon. Upon reaching 5th level (and again at every 4 levels beyond 5th), a gunslinger may apply his gun training class feature to a number of firearms equal to his Wisdom modifier. He gains special firearm training with each of these specific weapons.
• A ranger that selects the rifle combat style is specially trained with a single rifle, chosen at the time he selects the combat style.
• Any class can gain special firearms training by taking the Special Firearms Training feat.

Special Firearms Training
After years of training, you've mastered a single firearm.
Prerequisites BAB +8, Weapon Focus
Benefit: Select a single firearm with which you are proficient and focused. Whenever you attack a target, you resolve all attacks against the target's touch armor class when that target is within the first two range increment of this firearm. Attacks made against targets beyond the first two range increment are resolved against the target's normal AC unless other abilities grant a special exception (like the deed Dead Eye).

Characters without special firearm training follow these rules: the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Weapon Special Properties:
Some weapons posses inherent special properties. A weapons' special properties are listed in the special column entry in its corresponding weapon table. Details of those special properties appears below.

Automatic – In addition to making ranged attacks normally, a weapon with this special property can fire in a fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode. 

When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough
ammunition to attack another target, you stop making attacks.

For example, if you were using a Slayer's Choice with 6 rounds remaining, you would target the nearest 3 creatures in the cone and up all 6 rounds. 

If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.

Blast—When a weapon with the blast weapon quality is fired, an attack roll is made against the individual target. If that attack hits, additional attack rolls are made against all targets within the blast radius, dealing ½ damage to everyone hit. If the shot is missed, blast damage is dealt to the original target and ¼ to all adjacent targets.

Charged—When a firearm with the charged weapon quality is fired, the recoil produced is transferred to a special kinetic battery that causes the weapon to deliver more damaging blows when used in melee combat. While kinetic energy is stored in this fashion, the weapon begins to vibrate slightly, imposing a -1 penalty to ranged attacks for every charge stored (up to a maximum of 3 charges). As a swift action, these charges can be released (as part of a melee attack) to deal an additional 2 points of damage her charge stored (up to a maximum of 3 charges).

Line—This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as Vital Strike or the rogue's sneak attack).

Scatter—This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range. 

For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once. Attacks with scatter weapons ignore concealment. A scatter weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the rogue's sneak attack or vital strike). Ammunition for blast weapons is designed for scatter attacks, so you spend the usage amount only once for each cone of attacks.

Sniper - Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment as well as applying . You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

Small—A weapon with the small weapon quality is compact and light. It is treated as a light weapon and grants a +4 competence bonus to Sleight of Hand checks to conceal it.

Unwieldy - Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

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Sellsword Pistol: A classic for the adventuring sellsword, this simply pistol is on hand for any sellsword with his salt.

Gunblade: A newer weapon, a short sword with a pistol forged right into the stock. It holds three charges, and is quickly becoming a favorite of sellswords everywhere. With every swing of its blade the kinetic charge within the weapon grow stronger. Treated as a double weapon for purposes of two-weapon fighting, and enchantments or augments. Gun-weapons have a higher then average misfire rate, any attacks that fall within 1-5 on the weapon itself misalign the firearm and on minute needs to be spent realigning the weapon.

Gun-Glaive: Appearing around the same time as the gunblade, the gun-glaive is very much the same idea; a rifle forged right into the stock of a glaive. With greater aim, it sacrifices ammo for its range and reach. Treated as a double weapon for purposes of two-weapon fighting, and enchantments or augments. Gun-weapons have a higher then average misfire rate, any attacks that fall within 1-5 on the weapon itself misalign the firearm and on minute needs to be spent realigning the weapon.

Troll Breaker: An incredibly stocky hammer and scattergun combo, the troll breaker was meant to subdue trolls, giants, and other larger then average creatures. Somewhat unwieldy, it is favored by dwarves and other stronger then average sellswords. Treated as a double weapon for purposes of two-weapon fighting, and enchantments or augments. Gun-weapons have a higher then average misfire rate, any attacks that fall within 1-5 on the weapon itself misalign the firearm and on minute needs to be spent realigning the weapon.

Dwarven Great Pistol: A larger pistol then the standard sellsword, these pistols are often engraved with dwarven runes and sayings, and carried by those who journey from the Spine of the World.

Dwarven Stoutrifle: A rifle built with as much punch as dwarven stout, this rifle packs quite the punch and has the range to boot. A favorite of dwarven huntsmen.

Gnome Lyric: A small pistol meant to be concealed, and created by gnomes, these often boast fanciful gear combinations within the pistol itself.

Hunter's Half-Rifle: Favored by the Jaeger Lodge, the hunter's half-rifle boasts excellent damage and decent range. A perfect midrange to short range rifle.

Dwarven Field Breaker: Hardly seen in the wilds of Riltar, the field breaker is meant to smash through large constructs and well armored enemies. Packing an incredible punch, this rifle is far too heavy to wield for those wandering throughout Riltar.

Dwarven Field Carbine: Like the field breaker, the carbine is not often seen outside of the Spine of the World, few dwarves will sell it to a non-dwarven individual. One of the few repeating rifles out there, the carbine brings excellent range and damage wherever it goes.

Scattergun: Few like it, the scattergun uses special ammunition to blast those in a 15 ft cone before them. Great for clearing rooms of enemies or blasting to pieces smaller foes.

Scattergun, Double Barreled: Much like its brother the regular scattergun, this weapon boasts an extra barrel so one can keep firing without the need to reload.

Hawkeye Driver: Superior to the half-rifle, the hawkeye driver boasts a greater damage then the half-rifle while still keeping the same ranger. A superior hunter's weapon.

Goblin Master Exploder: This weapon of destruction was built for one purpose and one purpose alone; to destroy everything its range and set the world ablaze. Usable by only the strongest of sellswords or marksman, the master exploder shoots out great combustion style bombs that explode on impact.

DreadGuard Enforcer: A rifle used only by the Dreadguard of Trenton, it is illegal to own this weapon and those that do are arrested on sight. Uses the latest in Trenton technology, and often Dreadguard customize them further.

Trenton Noble: An exceptional sniper rifle, the noble was said to be created by Roderick Trenton himself. While not the strongest of firearms, its range more then makes up for it.

Gnome Jest: The jest, much like the lyric, often comes with gear customizations and other fanciful designs and can easily be hidden within the confines of a armor or clothing.

Gnome Razor Taunter: One of the stranger gnomish weapons, this rifle does not shoot standard bullets but instead shoots small, compact saw blades at high velocity. Created using a combination of gear power and gunpowder, the razor taunter can shred people and wooden objects to shred. It can also be 'wound up' using a full-round action, ensuring that the next shot goes through nearly any material outside of mithral.

Goblin Boom Launcher: Sibling to the master exploder, this grenade launcher shoots small spherical metal orbs that explode once they come into contact with its target. If the attack misses, the grenade will simply bounce within a random adjacent square and explode one round later. In addition, the user can shoot the ground directly beneath them and ascend themselves 10 ft into the air for the price of taking half dmg from the blast. One can also buy special equipment to ensure they take no damage from such an explosion. Alchemists, in addition, may add their own bombs as ammo instead.


With firearms coming into Riltar, so too does a number of ammunition. While there are many different types of ammo made to work with firearms, there are crossbow and arrow versions of all of them, each alchemically treated to function virtually the same way and listed at the same pricing. These are located on the same page of listed firearms.

Barbed—Ammunition with the barbed quality is crafted to restrict removal. Unlike normal rounds, tiny patterns are etched into the bullet, just behind the crimp, that causes the bullet to flare upon impact. When anyone tries to remove barbed bullets, they must make a successful Heal skill check (DC 17) or deal another 1d3 points of damage to the target as the barbs tear open the wound further.

Bleed—Ammunition with the bleed quality is alchemically treated to aggravate the wounds they create. Wounds created by ammunition with the bleed quality do the listed amount of damage, each round, until either a successful Heal skill check is made (DC 15) or magical healing is applied to the wound.

Element (any)—Ammunition with a listed elemental type is alchemically treated to deal an additional amount of damage of the listed elemental type once, when the initial damage is calculated. For example, a smoke slug deals the damage listed for the firearm (rifle or pistol) plus 2 additional points of acid damage when it hits. It then continues to deal 1 point of bleed damage every round until the bleed damage is stopped. 

Hollowpoint—Ammunition with the hollowpoint quality is designed to splinter upon entering the body, causing as much internal damage as possible. This ammunition deals the additional listed impact damage when damage is first rolled.

Weeping—Ammunition with the weeping quality has a magical nature which aggravates the wounds they create and hinder these wounds from being healed. Wounds created by ammunition with the weeping quality do the listed amount of damage as Bleed damage, each round, until the wounded individual receives magical healing. The caster must succeed in a DC 15 Caster Level check (d20 + caster level) for the healing to be successful, otherwise the spell is wasted.

Bullet, Blackstone – Extremely rare ammunition, a blackstone bullet is crafted by a member of the Blackstone family, family of dwarves who craft these bullets somewhere within the Spine of the World. Rothbert Blackstone is said to be only Blackstone alive currently, so he personally must be met to craft the bullet or someone who knows him personally. This ammunition has the Weeping 3 qualiity, indicating it causes bleed 3 damage and erquires magical healing to stop the bleed damage. Damage from tehse wounds cannot be healed without a successful DC 15 Caster Level check, or the healing magic is ineffective. A successful DC 20 Heal check (requiring 10 uninterrupted minutes) allows a blackstone bullet to be retrieved from a body and reused.

Greystone Powder – The cheaper, smokier greystone powder doesn't burn appropriately in brass cartridges, requiring shots using it to be packed in paper cartridges. This renders them vulnerable to moisture, humiity, and precipitation. It otherwise works as standard powder, but when wet, it fails to fire and the misfire chance increases to 1-4 in areas of fog. They're nicknamed greys due to the white smoke they produce when fired.

Drowshot - These rare ammunition are tipped with an alchemically prepared, long-lasting gelatin infused with spider venom. When these bullets strike, they inflict non-lethal damage and require the target to make a DC 18 Fortitude save. Failure indicates the target also suffers
1d3 Strength damage. The poison requires two successive saves to cure and the target may save each turn after being shot. Successive rounds hitting a target already poisoned by
drowshot increase the DC to save by 1.

Drow Weavershot —These uncommon rounds are packed with a specially prepared extract of giant spider webbing. When these bullets strike, they inflict non-lethal damage and require the target to make a DC 18 Reflex save. Failure indicates the target is also entangled for 1d6 rounds. Successive shots at a target entangled by Weavershot add to the duration entangled. Weavershot rounds are often nicknamed “snatchers.”


The Terror of Riltar King_Justice