Forts & Fusiliers cost 50% of their base price, and the misfire rates of all are reduced by New 1 (to a minimum of 0). Rules The Deadeye A new firearms rarity setting, Role: Deadeyes are hard-fighting designed to capture the feel of a world skirmishers that know to treat combat as a where firearms are more well-known and serious affair. They utilize the power of more common than in Emerging , but firearms to great effect, blasting their way not quite as easily available as through any problem they might encounter Commonplace Guns. with a stoic demeanor. They know to respect their weapons, and it pays them Looming Guns dividends. Firearms are becoming more and Alignment: Any. more integrated into the military Hit Die: d10. campaigns of the world. While the age of Starting Wealth: 5d6 x 10gp (average sword and spear is not over, the wind is 175gp). In addition, each character begins blowing that way as advancements have play with an outfit worth 10 gp or less, and made them more accessible - and more the deadeye begins with her starting reliable. Early firearms and ammunition firearm.

Table 1-1: The Deadeye

Base Attack Level Fort Save Ref Save Will Save Special Bonus 1st +0 +2 +2 +0 Focus, Way of the 2nd +1 +3 +3 +0 Technique Careful Maintenance, Sight 3rd +2 +3 +3 +1 Adjustment 4th +3 +4 +4 +1 Technique 5th +3 +4 +4 +1 Marksmanship training 6th +4 +5 +5 +2 Technique 7th +5 +5 +5 +2 Improved Focus 8th +6/+1 +6 +6 +2 Technique 9th +7/+2 +6 +6 +3 Marksmanship training 10th +8/+3 +7 +7 +3 Technique 11th +9/+4 +7 +7 +3 Stalwart 12th +9/+4 +8 +8 +4 Technique 13th +10/+5 +8 +8 +4 Marksmanship training 14th +11/+6/+1 +9 +9 +4 Technique 15th +12/+7/+2 +9 +9 +5 Greater Focus 16th +12/+7/+2 +10 +10 +5 Technique 17th +12/+8/+3 +10 +10 +5 Marksmanship training 18th +13/+8/+3 +11 +11 +6 Technique 19th +14/+9/+4 +11 +11 +6 Master Focus 20th +15/+10/+5 +12 +12 +6 Legendary Technique, Technique worth 4d10 gp when sold). The deadeye Class Skills also gains Gunsmithing as a bonus feat. The deadeye’s class skills are Acrobatics At 1st level, the deadeye can spend a (Dex), Bluff (Cha), Climb (Str), Craft (Int), point from her focus pool to make a Heal (Wis), Intimidate (Cha), Knowledge focused attack with a firearm as a (engineering) (Int), Knowledge (local) (Int), standard action. A focused attack deals Perception (Wis), Profession (Wis), Ride normal damage, plus an amount equal to (Dex), Sleight of Hand (Dex), Stealth 1/2 the deadeye's Wisdom modifier (Dex), Survival (Wis), and Swim (Str). (minimum 1). Skill Ranks Per Level: 4 + Int modifier. every four levels after that.

Class Features Marksmanship Training (Ex): Starting at All of the following are class features of 5th level, a deadeye can select one the deadeye. specific type of firearm (such as an axe- , , musket, or ). Weapon and Armor Proficiency: She gains a +1 bonus on attack and Deadeyes are proficient with all simple damage rolls when using this weapon, in and martial weapons, and all firearms. addition to a bonus equal to her Dexterity They are proficient with all light armor. modifier on damage rolls. This ability counts as a fighter’s Weapon Training for Focus (Ex): Deadeyes know from prerequisites. experience that the unpredictable nature Improved Focus (Ex): At 7th level, when of their weapons of choice means that making a focused attack, a deadeye adds combat is not something to be treated her full Wisdom modifier instead of only flippantly. Concentration and focus in half. battle are the keys to success. The focus Stalwart (Ex): At 11th level, a deadeye pool has a number of points equal to ½ can use mental and physical resiliency to her deadeye level (minimum 1) + her avoid certain attacks. If she makes a Wisdom modifier. Fortitude or Will saving throw against an attack that has a reduced effect on a Way of the Gun (Ex): At 1st level, a successful save, she instead avoids the deadeye gains one of the following effect entirely. firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is This ability can only be used if the battered, and only she knows how to use deadeye is wearing light armor or no it properly. All other creatures treat her armor. A helpless deadeye does not gain gun as if it had the broken condition. the benefit of the stalwart ability. If the weapon already has the broken Greater Focus (Ex): At 15th level, a condition, it does not work at all for deadeye can, as a swift action, spend 2 anyone else trying to use it. This starting focus points and treat all her attacks with weapon can only be sold for scrap (it’s firearms as focused attacks until the attack bonus and your Dexterity modifier beginning of her next turn. in place of your Strength modifier. If you Master Focus (Ex): At 19th level, when a fail this attempt by 10 or more, you do not deadeye uses Greater Focus, its effects drop your weapon.. persist for a number of rounds equal to Bayonet Charge (Ex): When taking her Wisdom modifier (minimum 1). a Charge action with a bayonet, you may Legendary Technique(Ex): A limited few use your Dexterity modifier in place of deadeyes have truly transcended how your Strength modifier when calculating most people understand firearms, your attack and damage rolls. In addition, developing signature techniques forever by spending a focus point before charging, associated with them. At 20th level, they you may make a free Intimidate check to may select one legendary technique, in demoralize your opponent. A deadeye addition to the technique normally gained must have the fix bayonets technique at that level. before choosing this technique. Black Magic Down (Ex): When an enemy casts a spell requiring a ranged Techniques touch attack, as an immediate action you Adrenaline Rush (Ex): In critical may spend a focus point and an attack of moments, the world can seem to move opportunity to make an attack targeting slower than it does. As an immediate the spell. The spell is considered to have action, a deadeye can spend a focus point an AC of 15 + its caster level. If your and gain a dodge bonus to AC equal to attack is successful, the spell is disrupted her wisdom modifier against one attack. and has no effect. A deadeye must have Alkenstar Made Them Equal (Ex): the no fly zone technique before choosing An inescapable fact of life is that some are this technique. born weaker than others. A firearm in the Black Powder Cloud (Ex): By using hand makes this fact irrelevant. A an excessive amount of powder, the deadeye with this technique ignores all deadeye can create a dense cloud of size penalties to intimidate, and enemies gunsmoke. This acts as obscuring mist, treat her as a size larger when trying to using your deadeye level as your caster intimidate her. level, but the cloud cannot be burned And Stay Back (Ex): When making away and is always centered around the an attack, you may spend a focus point to deadeye. instead use the get back technique. A Bullet Time (Ex): By spending a deadeye must have the get back focus point, you may make one extra technique before choosing this technique. attack with a firearm at your full base Ballistic Disarm (Ex): As a standard attack bonus when making a full attack action, you may attempt to make a disarm action. In addition, you gain a +1 bonus on combat maneuver against someone within attack rolls and a +1 bonus to AC and the first range increment of your firearm, Reflex saves. Any condition that makes using your level in place of your base you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge themselves. A deadeye with this bonuses. These bonuses last 1 round per technique can craft several unique types level. These bonuses do not stack with of ammunition. haste or any similar effects. A deadeye Hot Guns (Ex): You can spend a must be at least level 8 before selecting focus point to gain a +2 bonus to this technique. acrobatics and move up to your speed as Combat Training (Ex): A deadeye a full round action. During your movement, that selects this dead gains a bonus you can attempt to break down any doors combat feat. or windows as a free action, gaining a +4 Concealed Carry (Ex): A deadeye bonus on strength checks related to this. that selects this technique gains a bonus At any point in your movement, you can equal to her class level on sleight of hand make attacks at your highest base attack checks made to conceal firearms or bonus with any firearms you are currently ammunition. wielding. If you are wielding multiple Curve Bullet (Ex): By spending a firearms, you can make your attacks at focus point, all your firearm attacks this different points in your movement. At the round ignore cover. In addition, you no end of your movement, you fall prone. longer require line of sight to attack, as Improved Ballistic Disarm (Ex): long as you would have line of sight When making an attack, you may spend a anywhere in your movement range. If you focus point to instead use ballistic disarm. do not have line of sight, the enemy is A deadeye must have the ballistic disarm treated as having full cover; this cover can technique before choosing this technique. not be negated. Improved Suppressive Fire (Ex): Execution (Ex): By spending a When using the suppressive fire focus point, you may make a coup de technique, the target is Shaken for the grace with a firearm within the first range duration unless they succeed on a will increment of your firearm. save. A deadeye must have the Fix Bayonets (Ex): You can attach suppressive fire technique before or remove a bayonet from a firearm as a choosing this technique. Swift action. Kind Word and a Gun (Ex): You Get Back (Ex): As a standard can spend a focus point to gain a bonus action, you may attempt a bull rush equal to ½ your class level on diplomacy combat maneuver against someone within checks and on intimidate checks made to the first range increment of your firearm, force a creature to cooperate. This effect using your level in place of your base lasts for a number of minutes equal to attack bonus and your Dexterity modifier your class level. in place of your Strength modifier. You Kneecap (Ex): As a standard cannot move with the target. action, you can spend a focus point to Handloader (Ex): The best take a -2 to hit and attack a single enemy. deadeyes know that the only ammunition If this attack is successful, the target is they can trust is that which they make staggered and takes a -1 penalty to attack rolls, AC, and reflex saves. In addition, the ammunition, but doing so expends the target moves at half its normal speed already loaded round. (round down to the nearest 5-foot Powder Burn (Ex): When making a increment), which affects the creature’s firearm attack against an adjacent enemy, jumping distance as normal for decreased you deal an additional amount of fire speed. This effect does not stack with damage equal to your level. slow or similar effects. A deadeye must be Powder Monkey (Ex): You gain the at least level 8 before selecting this service of an animal companion. You must technique. choose a monkey. Your effective druid Muzzle Flash (Ex): By adjusting the level for this animal companion is equal to amount of powder in the barrel, a deadeye your deadeye level - 3. The animal can create a blinding flash. As a standard companion is proficient with one firearm of action, you can spend a focus point to the deadeye’s choice, and is inclined to attempt to blind those in front of you. All utilize firearms of that type in combat over living creatures in a 30-foot cone must other weapons, including natural make a fortitude save or be blinded for 1 weapons. A deadeye must be at least round. On a successful save, the creature level 6 before selecting this technique. is dazzled for 1 round. A deadeye must be Steady Shot (Ex): When making an at least level 4 before choosing this attack on a single target at a range technique. beyond your first range increment, you Nimble (Ex): While wearing light or can activate this technique to target touch no armor, the deadeye gains a +1 dodge AC. Activating this technique costs one bonus to AC. Anything that causes the focus point per range increment beyond deadeye to lose her Dexterity bonus to AC the first, and affects all attacks against that also causes the deadeye to lose this target until the end of your turn. dodge bonus. This bonus increases by +1 Suppressive Fire (Ex): As a at level 6, and for every four levels beyond standard action, you can spend a focus that. point to designate a single target within No Fly Zone (Ex): As a standard Close range. That enemy is considered action, you may make a single firearm flatfooted until the beginning of your next attack against a flying enemy. On a hit, turn. If the enemy moves, this effect the target must make a Fly check (DC 10 immediately ends, but you may make an + ½ the deadeye’s level + the deadeye’s attack of opportunity against them at a +2 Dex modifier) or immediately fall 20 feet. bonus. One in the Chamber (Ex): If your Thousand Yard Stare (Ex): Some firearm would otherwise be unloaded, it is deadeyes are capable of a stare that truly considered loaded with a single round of earns them that name. A deadeye with mundane ammunition at the start of every this technique gains a +1 bonus on saves combat round. You can choose to load against fear effects, and against spells your firearm with a different type of with the emotion descriptor. This bonus increases by +1 for every four deadeye Gnome: Add +1 on Craft(Alchemy) levels beyond 2. and Knowledge(Engineering) checks. Thunderous Roar (Ex): When Human: Gain +⅙ of a new deadeye making a full attack with a firearm, any technique. unintelligent creatures within the first Kobold: Add 1 foot to the effects of range increment are shaken for a round. Careful Maintenance. In combat this has Too Many Guns (Su): A deadeye no effect unless the deadeye has selected with this technique gains a small amount this reward five times (or another of extradimensional space where she can increment of five). store up to 20 pounds of firearms and ammunition. She can access this space by reaching into her coat, behind her back, or any other place on her person. This space Archetypes cannot be accessed by others. Retrieving any specific item is a move action that Alchemist does not provoke attacks of opportunity. A deadeye can spend a focus point to Anarchist instead retrieve an item as a free action. A few alchemists, chafing under the authority of others, put their skills to more Legendary political use. Alignment: Any chaotic. Techniques Weapon and Armor Proficiency: Anarchists are proficient with all simple Forever Focused (Ex): Select one weapons, boms, and all one-handed and technique. Any focus point costs light firearms. They are also proficient with associated with that technique are all light armor, but not with shields. reduced to zero. Revolutionary Spirit (Ex): At 1st level, True Focus (Ex): All attacks with the anarchist gains a focus pool as the firearms are considered to be focused deadeye's focus class feature, using his attacks, and the bonus damage increases alchemist level as his deadeye level and to twice your Wisdom modifier. his Charisma modifier instead of Deadeye Favored Intelligence. In addition, whenever an alchemist class feature would call for Class Bonuses Intelligence, the anarchist instead substitutes his Charisma. An anarchist Aasimar: Add +½ to damage rolls who becomes nonchaotic cannot gain new when making a focused attack. levels as an anarchist but retains all Dwarf: Add +½ on Intimidate and anarchist abilities. This ability replaces Perception checks. Mutagen. Elf: Add +⅙ to the deadeye’s focus pool. Diminished Alchemy: An anarchist Some deadeyes choose to turn their possesses 1 less extract per day at each combat expertise into an opportunity to formulae level. An anarchist who would teach others the ways of battle. These drill receive 0 extracts per day only receives instructors are masters at taking untrained bonus extracts earned as a result of a and unfit men and turning them into a high Charisma score. disciplined force. Hellish Machines (Su): An anarchist must Disciplinarian (Ex): Starting at 2nd level, spend a point from his focus pool to use a a drill instructor can issue orders during bomb. This ability modifies Bombs. combat that improve the fighting ability of Propaganda of the Deed (Ex): At 2nd his allies. By spending a focus point to level, an anarchist must select the activate this ability as a standard action, explosive bombs discovery. all allies who can hear the drill instructor Revolutionary Zeal (Ex): At 2nd level, the receive a +1 morale bonus on saving anarchist gains a +1 bonus on will saves throws against charm and fear effects and against fear and mind-affecting effects. a +1 competence bonus on attack and This bonus increases by 1 for every 4 weapon damage rolls. At 6th level, and levels beyond 2nd. This ability replaces every six levels after that, the bonus poison resistance and persistent mutagen. increases by +1. This ability lasts for three Guerilla (Ex): At 4th level, the anarchist rounds, but ends immediately if the drill can select one specific type of firearm instructor is killed, knocked unconscious, (such as an axe musket, blunderbuss, or is otherwise unable to speak. This musket, or pistol). He gains a bonus equal ability replaces the techniques gained at to his Charisma modifier on damage rolls. 2nd and 12th levels. This replaces the discovery gained at 4th Military Drill (Ex): Starting at 7th level, a level. drill instructor can train others to use a Revolutionary Technique: Starting at 8th firearm. By training with an ally for one level, an anarchist can select a deadeye hour, a drill instructor can grant proficiency technique in place of a discovery with a single firearm that the drill instructor whenever he would gain a discovery, has chosen for his marksmanship training using his alchemist level as place of his class feature. The drill instructor can train deadeye level and his Charisma modifier multiple people at once, but can only give in place of his Intelligence. the effects of training to a number of people equal to his Wisdom modifier. This proficiency lasts for a number of days equal to his Wisdom modifier. This ability replaces the deed gained at 8th level. Deadeye Improved Communication (Ex): At 9th level, a drill instructor can activate Drill Instructor Disciplinarian as a move action instead of a standard action. At 13th level, a drill instructor can activate it as a swift. This ability replaces Marksmanship Training 2 treating his deadeye level as his cavalier and 3. level. A reiter cannot select the powder monkey technique. With Fire and Sword (Ex): Starting at 2nd Gentleman Ranker level, a reiter wielding a one-handed Some men are born to the life of the weapon and a firearm treats his firearm as deadeye. Others have the way of the gun a light weapon for the purposes of two thrust upon them. Whether through weapon fighting. This replaces the dishonor or misfortune, these men still technique gained at 2nd level. keep their wits about them, and bring a Cavalry Training (Ex): Whenever a reiter different point of view to the table and gains a technique, he may instead choose different set of skills than that usually to take a feat from the following list: found in deadeyes. Greater Two-Weapon Fighting, Improved Class Skills: A Gentleman Ranker adds Two-Weapon Fighting, Mounted Combat, Diplomacy, Appraise, and all Knowledge Ride-By Attack, Spring Attack, and To- skills to his class skills, but does not gain Weapon Fighting. He must meet the Intimidate or Survival as class skills. prerequisites for this feat. Modern Major-General (Ex): Gentleman Sword and Pistol (Ex): At 6th level, a Rankers gain 2 additional skill ranks per reiter gains the benefits of the Sword and level. These ranks must be spent on Pistol feat, even if he does not meet the Knowledge skills. This ability replaces the prerequisites. This replaces the technique technique gained at 2nd level. gained at 6th level. Reiter On the battlefield, momentum can be the difference between life and death. Those that understand that best are cavalry troopers, fighting atop their mount. Some New Feats deadeyes see these lessons play out on Dervish [Combat] the battlefield, and combine their firearms You know how to effortlessly follow with steel and a proud mount. up a slash from a blade with a blast to the Weapon and Armor Proficiency: Reiters face. are proficient with all simple and martial Prerequisites: Dex 13, Point-Blank weapons, and with all one handed Shot, Two-Weapon Fighting, proficiency firearms. They are proficient with all light with . and medium armor. Benefit: When you use the Two- Up Close and Personal: A reiter does not Weapon Fighting feat while wielding a receive the sight adjustment class feature. melee weapon in one hand and a Mount (Ex): A reiter receives the mount derringer in the other, your attacks with ability as the cavalier class feature, the derringer provoke no attacks of opportunity from foes you threaten with Strength modifier (minimum 1) to a single your melee weapon. target within 10 feet.

Extra Technique Gun Kata Style [Combat, Style] You have learned a new technique Long hours of training have taught with a firearm. you how to blend firearms into your martial Prerequisites: Deadeye technique arts forms. class feature. Prerequisites: Wis 15, proficiency Benefit: You gain one additional with firearms, BAB +5 or monk 5. technique. You must meet all of the Benefit: While using this style, you prerequisites for this technique. can treat light and one-handed firearms as Special: You can gain Extra if they had the monk special weapon Technique multiple times. quality.

Gun Kata Leap [Combat] Mysterious Stranger You can mix your firearm-based Some deadeyes seem to appear martial arts forms with even more and disappear in implausible or impossible acrobatics. ways. Prerequisites: Wis 19, Gun Kata Prerequisites: Wis 16, Focus class Reload, Gun Kata Style, BAB +13 or monk feature, Stealth 5 ranks, deadeye level 11. 10th. Benefit: While using Gun Kata Benefit: By spending two focus Style, you can use the Curve Bullet and points, you can teleport. Using this ability Hot Guns techniques as if you were a is a move action and you cannot take deadeye, spending a ki point instead of a others with you, but functions in all other focus point. ways as the spell dimension door, using your deadeye level as your caster level. Gun Kata Reload [Combat] For a sufficiently skilled practitioner, One Shot [Combat] even the act of reloading can be deadly to One shot is all it takes. others. Prerequisites: Sniper Shot, sneak Prerequisites: Wis 17, Gun Kata attack +7d6, stealth 12 ranks, Vital Strike. Style, BAB + 11 or monk 9. Benefit: Once per day, when using Benefit: The reload time for the Sniper Shot feat, you can choose to firearms drops one step. While using Gun treat your attack as an automatic critical Kata Style, you do not need to have a free threat. hand to reload any firearms you are wielding. Whenever you reload, you can Opportune Shot [Combat] choose to kick the remaining parts of the When deflecting a blow, you can cartridge, dealing damage equal to ½ your counter with a swift gunshot. Prerequisites: Opportune Parry Benefit: When using a firearm and and Riposte class feature making an attack against an unaware or Benefit: After successfully parrying helpless enemy, you gain a +4 an attack, a swashbuckler can forgo the circumstance bonus to the attack roll and normal riposte to instead make an attack your firearm’s range increment is treated with a firearm they are wielding. The as 20 feet longer. swashbuckler receives a +2 circumstance bonus on the attack roll, and adds her Charisma modifier to the damage roll. This attack does not provoke attacks of Wondrous opportunity.

Pistolier [Combat] Items Long experience with has taught you to compensate for their weight and balance. Choose one type of one- Body Slot handed firearm. Prerequisites: Weapon focus with selected weapon. Wondrous Items Benefit: You gain a +1 bonus on all Desperado's Duster attack rolls you make using the selected This thick but loose-fitting coat goes down firearm, and that firearm is now treated as to the wearer’s ankles and grants a +1 a light weapon for the purposes of two- luck bonus to initiative. If the wearer has a weapon fighting. focus pool, this coat increases the maximum size of the focus pool by 1. Signature Technique When the wearer makes a focused attack, Some deadeyes spend their time they do an additional 2 points of damage. practicing one specific technique, trying to If the wearer is not a deadeye, he may perfect it. make a focused attack once per day. Prerequisites: Deadeye level 7. Benefit: Select one deadeye Construction Requirements technique you know. Your deadeye level Craft Wondrous Item, anticipate peril, is treated as two higher when you use it. creator must have a focus pool; Cost ? GP Sniper Shot [Combat] You know that lining up the perfect Sleuth Coat shot is easier when the target doesn’t This long, light brown coat falls to the know you’re there. wearer’s knees. When equipped, this coat Prerequisites: Sneak attack +3d6, grants proficiency with all light and one- stealth 5 ranks. handed firearms, as well as a +2 insight bonus on sleight of hand checks made to in any knowledge skills, they receive a +1 conceal a firearm. insight bonus on those and may make Construction Requirements knowledge checks untrained. Once per Craft Wondrous Item, bestow weapon day, when making a knowledge check, proficiency, creator must be proficient with they may choose to roll twice and take the one-handed firearms; Cost ? GP higher result. The user must choose to use this ability before rolling. Construction Requirements Hand Slot Craft Wondrous Item, investigative mind; Cost 4,000 GP Wondrous Items Gunslinger's Gloves - These gloves can be activated or Weapons deactivated as a swift action. While deactivated, the gloves have no effect and Ammunition appear to be mundane, well-worn gloves. Alchemically Treated Cartridge When active, a softly-glowing insignia Most paper cartridges are composed of a depicting two crossed pistols appears on simple paper container, filled with the back of the hand. and a musket ball. This paper is used for wadding, and is greased in These gloves can be enchanted as if they order to ensure smoother firing and to were a firearm, though the process costs keep the container waterproof. Grease, 50% more. When active, the however, can build up in the barrel, enchantments of any firearms the user is causing potential problems. Alchemically currently wielding are suppressed as if in treated cartridges are coated in a an antimagic field. The enchantments of waterproof solution with the same the gloves are used instead. benefits, but which evaporates instantly in Construction Requirements the heat of the powder going off, leaving Craft Wondrous Item, antimagic field, the barrel much cleaner. Like all greater magic weapon; Cost ? GP alchemical cartridges, alchemically treated cartridges reduce reload time by one step, Head Slot but they do not increase the misfire rate. Eternal Ice Bullet Wondrous Items Ice has been proposed as a potential material for firearm ammunition for many Sleuth Hat years, particularly for less scrupulous This light brown deerstalker cap grants a purposes. The thinking was that an ice +3 insight bonus on perception and sense bullet would melt after it was fired, leaving motive checks. If the wearer has no ranks no trace at all. Ice proved too unwieldy value by 1. You can only use it with a though, being prone to melting in the scatter weapon’s cone attack. barrel when the round is fired. Alchemical research along those lines eventually Superheated Bullet stumbled upon eternal ice, which though Some bullets are coated in a special able to be used as a bullet, persisted too solution that can heat up to incredible long to fulfill the original criteria. temperatures extraordinarily quickly, but Nonetheless, eternal ice bullets are still cool slowly. When exposed to the flash of highly useful. A firearm using an eternal gunpowder, these bullets become ice bullet takes a -2 to attack and deals scorching hot and remain so for several half its damage as piercing and half as minutes. A superheated bullet deals half cold. its damage as piercing and half as fire. Superheated bullets can also be crafted in Expanding Bullet pellet form, allowing them to be used in Expanding bullets are designed in such a scatter weapons. way that they deform and expand when making contact at high velocity. While this causes a great deal of tissue damage, it also dramatically reduces penetration. An expanding bullet is treated as one size category larger, but never targets touch AC.

Inkshot Bullet Firing an inkshot bullet is a ranged touch attack; a creature struck by an inkshot bullet takes no damage but is splashed with alchemical ink sufficient to coat about 1 square foot.

Shrapnel Shot Unlike other carefully shaped pellets, shrapnel shot is composed of sharp and jagged pieces of metal, often made from whatever scrap the creator has on hand at the time. Shrapnel shot causes irregularly shaped and painful wounds. A firearm with shrapnel shot deals normal damage plus an additional 1 point of bleed each round for 1d6 rounds, and increases the misfire Light Dmg Dmg Firearms Cost (S) (M) Critical Range Misfire Capacity Weight Type Qualities Other 800 B and Derringer gp 1d3 1d4 x2 10 ft. 1 (5 ft.) 1 1 lb. P One- Handed Dmg Dmg Firearms Cost (S) (M) Critical Range Misfire Capacity Weight Type Qualities Other Pistol, 2,000 1-2 (5 B and gp 1d8 1d10 x2 15 ft. ft.) 2 5 lbs. P Two Handed Dmg Dmg Firearms Cost (S) (M) Critical Range Misfire Capacity Weight Type Qualities Other 2,500 1-2 (5 B and Gun gp 2d6 2d8 x4 30 ft. ft.) 1 25 lbs. P 2,000 1-2 (5 B and gp 1d10 2d6 x3 50 ft. ft.) 1 12 lbs. P 1,250 1-2 (5 B and Moukhala gp 1d8 1d10 x3 40 ft. ft.) 1 10 lbs. P

powder or a single alchemical cartridge as ammunition. This is an early firearm. Firearms (Price: 2,000 GP | Type: Exotic) Derringer(Price: 800 GP | Type: Exotic) Howdah pistols are inaccurate, but Tiny, lightweight, and easily concealable, provide all the stopping power you need at derringers are convenient weapons to close quarters. a howdah pistol uses have in a pinch. You gain a +2 bonus on either a bullet and 1 dose of black powder Sleight of Hand checks made to conceal a or a single alchemical cartridge as derringer on your body. A derringer uses ammunition. This is an early firearm. either a bullet and 1 dose of black powder Jezail(Price: 2,000 GP | Type: Exotic) or a single alchemical cartridge as are exquisitely hand-crafted ammunition. This is an early firearm. firearms with a strange shape and (Price: 2,500 GP | Type: unusually long barrels, giving them a Exotic) distinctive appearance and a longer If you had to shoot it more than once, you range. Jezails are frequently decorated by weren’t using an elephant gun. Big, loud, their owner, and usually possess personal and packing a massive punch, elephant significance. A jezail uses either a bullet guns are the heaviest firearm you can get, and 1 dose of black powder or a single short of pieces. An elephant gun alchemical cartridge as ammunition. This uses either a bullet and 1 dose of black is an early firearm. Moukhala(Price: 1,250 GP | Type: Exotic) gunpowder used is less likely to foul up Using a slightly smaller bullet and slightly the barrel. This enchantment reduces the shorter barrel than most , misfire value of the affected firearm by 1 moukhalas are still highly deadly. (minimum 0), and increases the weapon’s Moukhalas are often present in tribal range increment by 10 feet. warfare. A moukhala uses either a bullet Construction Requirements and 1 dose of black powder or a single Craft Magic Arms and Armor, stabilize alchemical cartridge as ammunition. This powder is an early firearm. Weapon Special Abilities Focusing This special ability can only be placed on firearms. A focusing firearm allows the wielder to quickly refocus herself. Once per day, when taking an action that would cost a focus point, the wielder can activate this ability as a free action, reducing the focus point cost of that action by 1. Construction Requirements Craft Magic Arms and Armor, illusion of calm, creator must have a focus pool

Shot This special ability can only be placed on firearms without the scatter quality. A shot firearm has been enchanted in order to allow it to generate a wide spread of bullet fire. Once per day, as a swift action, the affected firearm gains the scatter weapon quality for three rounds. Construction Requirements Craft Magic Arms and Armor, pellet blast

Smokeless This special ability can only be placed on firearms. A smokeless firearm has been enchanted in such a manner that the