Weapons & Weapon Modifications

While swords and bows are still popular in the world of Lumora, weapons technology has advanced enough that firearms are becoming prevalent for those who can afford them.

Guns are categorized into four broad types within New Eilinore:

* Handguns are Simple weapons usable even by untrained mages, may be reloaded as a move action and generally only requiring one hand to fire comfortably (though common practice is to brace another hand around the grip if you have one free).
* Shoulder weapons are Martial weapons preferred by trained soldiers and other specialists. These require two hands to wield due to their length, require a standard action to reload, and often pack better capacities and a heavier punch than the smaller calibers preferred for handguns.
* Heavy weapons are Exotic weapons that by and large require two hands, take a full-round action to reload, and need specialized training to wield. They excel in nonstandard roles, such as providing covering fire, or deploying gas or other explosive payloads.
* Special weapons are small-production run, boutique weapons that often require nonstandard ammo types and are too diverse to categorize.

**Anti-Troll Handgun:** Incredibly high-caliber single shot handguns made for putting a troll down long enough to bring fire or acid to bear. The sheer size required for these weapons to be effective prevents them from being manufactured for small characters. Anti-Troll Handguns deal 2d12 damage to creatures sized Large or larger.

**Complex Reload:** Weapons with this special rule cannot be reloaded faster than a swift action, regardless of any abilities or modifications that might reduce it further.

**Heavy:** Reduces the speed of the creature wielding the weapon by 5 ft.

**Flamethrower:** One of the most infamous devices to evolve as a result of a need to bring greater force to bear in the new world, the flamethrower is still in its infancy. The device consists of a cumbersome backpack of two tanks and a swivel-mounted handheld projection unit known as a "lance." When the device is aimed and a small hand lever depressed, a small gas burner ignites the oil, which is propelled forth in a blazing stream of intense flame. A flamethrower with full tanks is capable of unleashing up to 6 charges of ignited oil, to devastating effect.

When using a flamethrower, the wielder projects a 60-foot-long line of fire, attempting a separate attack roll against each creature within the line. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil this line attack. If any of the rolls threatens a critical hit, the wielder confirms the critical for that roll alone.

All affected creatures take 4d6 points of damage, and any creature hit by the flaming stream must also succeed at a DC 20 Reflex save or catch fire, taking an additional 2d6 points of damage at the start of each of their turns until the flames are extinguished. A burning creature can attempt a new save as a full-round action, and dropping and rolling on the ground grants a +2 bonus on this save.

The device’s tanks and backpacks are awkward, and the wielder takes a –4 armor check penalty when wearing the cumbersome device. In addition, the tanks have hardness 10 and 5 hit points, and if the tank is ruptured in the presence of any adjacent flame (including the device’s own gas igniter), a mighty conflagration erupts, the wielder takes 6d6 points of fire damage, and all creatures within a 20-foot radius take 3d6 points of fire damage (Reflex DC 20 for half). Any creatures who take damage must succeed at a DC 20 Reflex save or catch on fire.

**Semi Automatic:** A semi-automatic weapon normally fires one shot as an attack. However, the user can take a special attack action to fire twice, as if using the Barrage sphere's barrage ability (including taking a -2 penalty on all attacks), except using the Barrage sphere this way does not allow the user to expend martial focus for additional attacks. If the wielder has the Barrage sphere's barrage ability, they can instead count their base attack bonus as five points higher exclusively for the purposes of qualifying for additional attacks when martial focus is expended.

**Unwieldy:** This weapon has a -4 penalty on attack rolls against creatures within 40 ft of the shooter.

**AM:** An anti material weapon may be used to fire through 1 foot of steel or concrete, and up to 5 feet of wood or similar material. This weapon fires upon the touch AC of creatures within its first range band, even if those creatures possess an ability that would prevent such a thing.

**Alchemical cartridge, dragon's breath**: This cartridge contains alchemical compounds that, when fired, produce a cone of fire instead of the normal attack of a one-handed or two-handed firearm with the scatter weapon quality. The nonmagical flame deals 2d6 points of fire damage to all targets within the cone of the scatter firearm (DC 15 Reflex save for half). These cartridges cannot be used in firearms that don’t have the scatter weapon quality. Because this ammunition forces a saving throw instead of making an attack roll, the misfire rules are slightly different. If you roll a 1 with either of the damage dice, the firearm misfires.

**Alchemical cartridge, entangling shot**: This mix of black powder and an alchemically treated resin strong enough to survive the shot can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals half damage to those hit by a cone attack made with this weapon, but any creature hit by the shot must succeed at a DC 15 Reflex saving throw or become entangled for 2d4 rounds. An entangling shot cartridge increases the firearm’s misfire value by 2.

**Alchemical cartridge, flare**: When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack.

**Alchemical cartridge, salt shot**: This mix of black powder and rock salt can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals nonlethal instead of lethal damage, and increases the misfire value by 1. You can only use it with a scatter weapon’s cone attack.

**Alchemical cartridge, shatter shot**: A shatter shot is a special type of alchemical cartridge designed to hold a single dose of a contact poison, inhaled poison, formulae, liquid alchemical item, potion, oil, or dust. The shatter shot is designed to shatter upon impact, releasing its content on or centered on the target. A shatter shot deals no weapon damage. Filling the vial requires a full-round action. This type of ammunition targets touch AC.

**Alchemical cartridge, splatter shot**: A splatter shot is a special type of alchemical cartridge designed for firearms with the scatter weapon quality. A splatter shot is designed to hold 2 doses of a contact or injury poison; if only loaded with one dose or a dose from 2 different poisons, it is ineffective. When fired, every target damaged by the scatter shot are also affected by the included poison. Filling a splatter shot requires a full-round action. This type of ammunition targets touch AC.

**Bullet, adamantine**: These expensive bullets are crafted from adamantine. They ignore hardness 20 or less when attacking objects.

**Bullet, silver**: This ammunition is specifically crafted from silver, and though nonmagical, it is particularly detrimental to lycanthropes, automatically confirming any critical threats against such creatures. A firearm that is shooting a silver bullet takes a –1 penalty on damage rolls (with a minimum of 1 point of damage).