Firearms (D&D 3.5)

Firearms are all kind of weapons, equipment and tools that involve black powder in some way.
==Background==
Firearms are only carried by selected Dwarven regiments. Gunpowder technology is very rare in Tanais, many have never seen such a weapon and even fewer have seen them in action. Just a few Dwarfs know how to use or craft firearms.
==Rules on firearms==
Normally, operating a firearm requires two hands. However, you can shoot, but not load, one with one hand at a –8 penalty on attack rolls.
Loading a firearm is a full round action that provokes attacks of opportunity. You have to succeed on a Craft(Firearms) check with a DC of 15 to successfully reload a firearm. If you fail by 5 or less, you waste one charge of black powder and you have to start again. If it fails by 5 or more, your firearm malfunctions (see Malfunction) (You can critically fail) and you wasted a charge of black powder.
You can also try to quickly recharge a firearm , in which case it takes a standard action, however the Craft(Firearms) check increased to DC 25.
Every time a firearm is fired, there is a 20% chance it will malfunction (see Malfunction).
You can use the firearm as a club that deals 1d6 of damage, but it immediately makes the firearm malfunction. Or you can use the butt of your rifle to deal 1d4 of non-lethal damage without making it malfunction.
If easily accessible, drawing ammunition is part of the reloading action. However, if ammo is stored away, it takes a move action to retrieve it (such as any item does).
===Malfunction===
If the firearm malfunctions, the next time you want to use your firearm, you need to quickly fix it, which requires a standard action that provokes an attack of opportunity and a successful DC 15 Craft(Gunsmithing) check or a DC 20 Craft(Firearms). If it succeeds, the rifle is ready for use, again. If it fails by 5 or less, you need to repeat it. If the gun is being fixed outside combat it only takes a DC 10. Taking damage requires a Concentration check with the damage as DC. If you fail, the attack interrupts this action and it requires to be repeated.
If the check fails by 5 or more, you damaged your firearm and it takes a day (8h) and a successful DC 20 Craft(Gunsmithing) check to repair it.
==Ammunition==
Ammunition for a firearm is split into the ammunition itself (the bullets) and the powder charge.
Enough powder can be made for 10 shots using a Craft(Gunsmithing) with DC 15 and 20gp.
You might find Dwarven merchants that sell firearm ammunition (especially the special kind of bullets) and black powder are not readily available, since firearms are a extreme rarity. Dwarf outfitters should usually have firearm-related equipment and they might be ready to part with it, but I wouldn't count on it.
As an adventuring Gunner, ammunition has to be self-made in most cases.
Ammunition
 	Cost per Shot	Craft DC
Black Powder 	Varies 	-
Bullets 	3 gp1 	10
Incindiary 	30 gp 	20
Silver Shot 	9 gp 	15
Adamantine Shot	60 gp 	25
Grapeshot 	20 gp 	20
Explosive Shot 	30 gp 	30
1For 10 bullets
===Black powder===
While black powder burns (with an ounce consuming itself in one round and illuminating as much as a sunrod) or even explodes in the right conditions, it is chiefly used to propel a bullet out of the barrel of a firearm or is formed into a bomb. An ounce of black powder is needed to propel a bullet. Black powder is sold in small kegs (15-pound capacity and 20 pounds total weight), in small travel-kegs (5-pound capacity and 6 pound total weight) and in water-resistant powder horns (2-pound capacity and total weight). If black powder becomes wet, it is rendered useless. If a character fails a Reflex save against a firebased attack, any black powder she is carrying ignites, inflicting 1 point of damage per ounce carried to the carrier and anything within a 5-foot blast radius. Everyone (but the carrier) caught within the blast radius can make a Reflex save (DC 20) to take half damage.
Black Powder comes in three containers:
Small Kegs that weight 20 lb. which is enough for 240 shots (or big explosions), cost; 250 gp.
Travel-kegs that weight 6 lb. which is enough for 80 shots, cost; 80 gp.
Horns that weight 2 lb. which is enough for 32 shots, cost; 35 gp.
Black powder
Name 	Weight	Charge	Cost
Keg 	20 lb 	240 	250 gp
Travel-Keg 	6 lb 	80 	80 gp
Powder Horn	2 lb 	32 	35 gp
===Bullets===
Normal ammunition costs 3gp per 10 shot.
It can also be made by using some scrap metal and DC 10 Craft(Gunsmithing) check for 1gp.
A bullet is treated as if it weights 0.1 lb.
(Although a real bullet only weights 0.07 pounds, I use this rule because I'm using weight for storage sizes.)
===Incendiary===
Incendiary ammo adds 1d6 points of fire damage with a successful hit.
Unfortunately, this tends to heat-soften the linen of the gun's barrel and makes the firearm malfunction.
1 shot cots 30gp. DC 20.
===Silver===
A complex process involving metallurgy and alchemy can bond silver to a bullet so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage).
You need some silver to craft this.
1 shot costs 9gp. DC 15
===Adamantine Shot===
This shot is fashioned from adamantine and has a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
You need some adamantine to craft this.
1 shot costs 60gp. DC 25
===Grapeshot===
This bullet hit's everything in front of the firearm, yet becomes less devastating the further away enemies are.
The firearm's attack is transformed into a cone. The further away a target is away from the firearm, the less damage it takes. Use the table below to calculate the damage and roll for every hit individually. A successful reflex save by the target halves the damage so does a shield (bucklers are excluded). The shrapnels are being blocked by a hit target and other possible targets behind the first one are not effected. To figure out if someone is covered, draw a line between the shooter and the first target, and extend it further behind it; everyone that this line crosses is spared.
A grapeshot uses a special kind of charge. Crafting a grapeshot uses up the same amount of black powder that one normal shot uses up.
Grapeshot Damage
Distance in feet	Damage
5 or less 	3d6
10 	2d8
15 	2d6
20 	1d8
25 	1d4
30 	1d2
30 or more 	0
1 shot costs 20gp, DC 20
===Explosive Shot===
This shot only does 1d8 points of impact damage, though it explodes in a 10 ft. radius at its point of impact and does 2d6 points of damage to all targets.
You need two charges of black powder to craft this bullet.
1 shot costs 30gp. DC 30
==Weapon Modification==
===Sight===
This device comes in two parts: an eyepiece that attaches to the stock of a firearm and a sight that is affixed to the end of the weapon. When calibrated properly, the sights allow the user to focus more carefully on a target. The user treats targets as if they were two range increments closer. It has no effect on targets within the first two range increments.
Weight: 1 lb.
Price: 150 gp.
Craft DC: 20
===Bayonet===
Bayonets come in two kinds: knife and sword.
A knife bayonet attached to a firearm functions as a shortspear, while a sword bayonet attached to a firearm is treated as a spear. A firearm with an attached bayonet cannot be thrown as a true spear can be, though it can be set against a charge.
Bayonets
 	Cost 	Weight	Craft DC	Damage
Bayonet, Knife	15 gp	1 lb 	10 	1d6
Bayonet, sword	20 gp	2 lb 	15 	1d8
It takes a move action to attach or remove a knife bayonet, and a standard action for a sword bayonet.
You can also hold and use the bayonet on it's own, though you take a -4 penalty to attack rolls.
Bayonets are melee weapons in its own regard and can be improved and enchanted like normal weapons.
Crafting: To craft a Bayonet, you have to have either a dagger (for knife bayonet) or shortspear (for sword bayonet). And then modify it. The prices give are that modifications.
===Sheathable Bayonet===
A sheathable bayonet is sheathed inside the firearm, but can slide out with the press of a button. Attaching and Detaching a bayonet becomes an immediate action. However, completely detaching and attaching it takes a full round-action. It also increases the search DC to find the blade by 15.
Weight: 1 lb.
Price: 300 gp.
Craft DC: 25
===Hollow Stock===
A hollow stock can be unscrewed like a lid. It can hold an object no larger than fine size (such as a dagger or a potion). The search DC for it is 15. By paying double the normal price, you can increase the indicated DC by 5; doubling the price again (to four times the normal price) adds another 5, to a maximum DC increase of 10. The Craft DC to manufacture a hidden space is equal to the Search DC to find it.
Price: 20 gp.
===Double Barrel===
This modification adds a secondary barrel to the firearm. This second barrel works just like the first one and is independent of it in regard of malfunctions and such.
Weight: +4 lb.
Price: 300 gp.
Craft DC: 20
===Poisoner===
This small attachment let's the wielder apply poison to a bullet. As part of reloading a gun, the user can apply a vial of poison to the bullet.
Weight: +1 lb.
Price: 50 gp.
Craft DC: 10
Category:D&D 3.5
Category:D&D 3.5 Rules
Category:D&D 3.5 Firearms
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