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Items

Magic Items

All magic items that have a spell as a prerequisite that is greater than 4th level on the sorcerer/wizard, cleric, druid, paladin, or ranger spell list are always tainted. As are items which require psionic powers beyond the 6th level. Other items may or may not be tainted. A tainted item has an Item Taint score equal to the caster level of the item’s creator.

Tainted items are not generally available for sale in most locations outside of the Voodoo Coast. They are considered “black market” purchases.

Jade Talisman

  • Cost: 100 gp
  • Weight:

A Jade talisman can absorb up to 10 points of Acquired Taint, if the talisman is on the person of the character when he/she first acquires said taint. After this, the talisman disintegrates. This does not protect against Item Taint (or acquired taint gained after divesting of a tainted item). Multiple jade talismans on the same character do not give the character additional benefit, but “charges” on all of the pieces of jade are used. Use of extradimensional spaces (e.g. Bag of Holding) does not bypass this effect.

Glove of the Pistollero

  • Cost: 315 + enchantment
  • Weight: 1lb

The Glove of the Pistollero is a magic glove that can be cratfed and enchanted as if it was a weapon. The wearer of a Glove may choose to use the enchantment bonus of the Glove instead of the enchantment bonuses of any gun (s)he fires in that hand. This includes both the bonuses to attack/damage as well as any other magical effects (e.g. added elemental damage). Weapon crystals may also be attached to the Glove, with the regular requirements considered. One Glove can be worn on each hand, but those are separate items and must be enchanted separately.


Weapons

All firearms follow a few rules:

  • The size of a firearm never affects how many hands you need to use to shoot it.
  • There is no penalty for using a gun with a Buckler.
  • Firearms cannot be loaded or fired underwater (without magic).
  • Like crossbows, firearms can be fired while Prone.
  • A Critical Failure renders the gun “jammed” and inoperable. It takes a Full-Round Action to clear a jam.
  • 20 shots of pistol/musket ammunition weight 0.5(s)/1(m) lbs.
  • 10 shots of blunderbuss ammunition weight 0.5(s)/1(m) lbs.

Any feat, class feature, special ability, or spell that is written to only work with bows, crossbows, arrows, or crossbow bolts are modified to also work with firearms and slings, e.g. arrowsplit, Manyshot, Splitting, etc.

Bayonet

  • Cost: 15 gp
  • Weight: 1.5 lb
  • Size: Simple 2H
  • Damage: 1d4(s)/1d6(m)
  • Type: Piercing
  • Crit: 20
  • Proficiency: Simple Weapon Proficiency (Musket)

A bayonet can be affixed to a musket as a standard action and removed as a move action. A bayonet and does not block firing or reloading of a musket if affixed. The wielder of a musket with a bayonet threatens any squares within his/her reach.

For purposes of weapon proficiency and similar feats, a bayonet is treated as if it were a musket.

A unattached bayonet can be used in melee. It then does 1d3(s) or 1d4(m) damage and can be wielded one-handed.

Blunderbuss

  • Cost: 300 gp
  • Weight: 3 lb
  • Size: Simple Ranged 2H
  • Type: Bludgeoning and piercing
  • Cone: (area attack)
    • Damage: 1d10(s)/2d8(m)
    • Range: 15’ cone
    • Special: Reflex save half DC 15
      • +500 gp to increase the DC by +1 (can stack)
  • Direct:
    • Damage: 2d8(s)/3d8(m)
    • Crit: 18-20
    • Range: 5 ft., max 10 ft.
    • Special: Uses defenders touch AC
  • Reload: 3 full rounds actions that provoke attacks of opportunity (1 round if assisted by another person).
  • Ammunition: Musket Pellets & Powder 1sp / shot

Lasso

  • Cost: 1 gp
  • Weight: 3 lbs
  • Size: Martial Ranged 1H
  • Type: -
  • Range: 30’ max

A lasso is an entangling weapon that deals no damage, but it entangles only parts of an opponent’s body. When you use a lasso to entangle your opponent’s arms, you make a ranged touch attack against your target. A lasso’s maximum range is 30 feet. If you hit, the target is partially entangled, taking a –2 on attack rolls and a –4 penalty on effective Dexterity. The creature’s speed is not reduced, and it can still charge or run, but if you control the trailing rope by succeeding at an opposed Strength check while holding it, the lassoed creature can only move within the limits that the rope allows. If the lassoed creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or be unable to cast the spell.

The lassoed creature can escape with a DC 20 Escape Artist check as a full-round action. The lasso has 2 hp and can be broken with a DC 23 Strength check—also a full-round action.

Alternatively, you can use a lasso to make trip attacks. If you are tripped during your own trip attempt, you can drop the lasso to avoid being tripped.

Musket

  • Cost: 150 gp
  • Weight: 3 lb
  • Size: Simple Ranged 2H
  • Damage: 1d10(s)/1d12(m)
  • Type: Bludgeoning and piercing
  • Crit: 18-20
  • Range: 50 ft. increments
  • Reload: Two full round actions that provoke attacks of opportunity.
  • Ammunition: Musket Cartridge 1sp / shot

All ranged attacks with a musket within the first range increment uses the defender’s Touch AC.

Pepperbox Pistol

  • Cost: 100 gp + 100 gp for each additional barrel to a maximum of 6 barrels.
  • Weight: 1.0(s)/2(m) lbs
  • Size: Simple Ranged 1H
  • Damage: 1d6(s)/1d8(m)
  • Type: Bludgeoning and piercing
  • Crit: 18-20
  • Range: 15 ft. increments
  • Reload: Two full actions that provoke attacks of opportunity to reload all barrels simultaneously. Rapid Reload (pistol) reduces this to a full action to reload all barrels.
  • Ammunition: Pistol Cartridge 1sp / shot

All attacks with a pepperbox pistol within the first range increment uses the defender’s Touch AC.

For purposes of weapon proficiency and similar feats, a pepperbox pistol is treated as if it were a pistol.

Pistol

  • Cost: 60 gp
  • Weight: 0.5(s)/1(m) lb
  • Size: Simple Ranged 1H
  • Damage: 1d6(s)/1d8(m)
  • Type: Bludgeoning and piercing
  • Crit: 18-20
  • Range: 15 ft. increments
  • Reload: Full round action that provokes attacks of opportunity.
  • Ammunition: Pistol Cartridge 1sp / shot

All attacks with a pistol within the first range increment uses the defender’s Touch AC.

Rope Dart, Meteor Hammer, Scorpion Chain

Exact same stat block as a spiked chain, except the damage type for a rope dart is piercing, a meteor hammer is bludgeoning, and a scorpion chain is slashing.

Shield Spikes

  • +10 gold to the cost of the shield

When added to your shield, these spikes turn it into a martial piercing and bludgeoning weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. Otherwise, attacking with a spiked shield is like making a shield bash attack.

Shield Spikes (razored)

  • +10 gold to the cost of the shield

When added to your shield, these spikes turn it into a martial slashing and bludgeoning weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. Otherwise, attacking with a spiked shield is like making a shield bash attack.

War Sling

As described in Races of the Wild, p. 166.

For purposes of weapon proficiency and similar feats, a war sling is treated as if it were a sling.


Weapon Modifications

Dwarven Pistol-Club

Modification of the elvencraft bow.

One of the biggest problems facing any gunman is deciding what to do when a foe gets within melee reach. Does one stand fast and take the consequences (which can prove painful if not deadly), fall back (not always practical), or drop the gun and draw a melee weapon (inconvenient at best). Dwarfs have made the choice somewhat less difficult by crafting pistols that can stand up to melee combat. Thanks to dwarven ingenuity, these weapons work just as well as melee weapons as they do as ranged weapons.

A pistol-club is slightly thicker and heavier than a normal pistol and functions as a light club [1d3(s)/1d4(m)] when wielded as a melee weapon. The wielder incurs no penalty on attack rolls when using a pistol-club as a melee weapon.

A character wielding an pistol can freely interchange melee and ranged attacks during the same round. When wielding a pistol-club, the user threatens the squares around him no matter how he last used the weapon.

Magical enhancements to an pistol-club only affect its use as a club. Enhancements to the melee capabilities of the weapon must be added separately.

A pistol-club costs +100 gp more than a normal pistol.

Sling Flail

You can make melee attacks using your loaded sling, using that weapon’s normal statistics but treating it as a flail. Using a sling in this way does not expend mundane ammunition, but magical or masterwork ammunition loses its special properties after a single hit.

A sling flail costs +100 gp more than a normal sling.


Special Ammunition

Blunderbuss

Blessed Salt (Alchemical)

  • Cost: 5 gp / shot

Bypasses any DR possessed by undead, evil outsiders and aberrations. Damage dealt is unchanged. Other creatures take non-lethal damage from the round instead.

Dragon’s Breath (Alchemical)

  • Cost: 4 gp / shot

When fired, switch the damage type of a Blunderbuss to Fire.

Entangling Shot (Alchemical)

  • Cost: 4 gp / shot

Can only be fired in Cone Mode. Targets in Cone become entangled for 2d4 rounds unless they pass a Reflex save (min DC 15).

Pistol/Musket

Flare (Alchemical)

  • Cost: 5 gp / shot

Damage dealt is halved. Creature struck must make a Fort DC 15 or be blinded for 1 round. All creatures w/i a 20’ burst of the target [including the gunner, if that’s the case] must make a Fort DC 15 or be dazzled for 1 round.

Silver Bullet (Alchemical)

  • Cost: 2 gp / shot

Does 1 point less damage; is considered silver for overcoming DR.

Tracer Bullet (Magic)

  • Cost: 25 gp / shot
  • Aura: faint evocation; CL 2nd
  • Crafting: Craft Magic Arms and Armor; light

These +1 bullets do no damage, but grant the effect of a faerie fire spell on the target for 2d4 rounds.

All

Dry Load (Magic)

  • Cost: 30 gp / shot
  • Aura: faint abjuration; CL 3nd
  • Crafting: Craft Magic Arms and Armor

Dry Load ammunition can be loaded and fired underwater or in an airless environment.


Magical Sights

Far-Reaching Sight (Musket)

  • Aura: faint divination; CL 3rd;
  • Slot: none (see below);
  • Cost: 4,000 gp
  • Weight: 1 lb.
  • Crafting: Craft Wondrous Item; true strike; 2,000 gp

This sight can be attached to a musket. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment.

See Invisibility Sight (Musket)

  • Aura: moderate divination; CL 8rd;
  • Slot: none (see below);
  • Cost: 12,000 gp
  • Weight: 1 lb.
  • Crafting: Craft Wondrous Item; see invisibility; 6,000 gp

This sight can be attached to a musket. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder using a firearm that has this sight can choose to spend a full-round action to either locate an invisible creature within line of sight or make a single shot that ignores the invisibility of a creature that she knows is in the area.