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Gunslinger Handbook (3.5e Sourcebook)/How to Use Guns

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How to Use Gun
== How to Use Gun Guns ==
This chapter will present the rules for firing and reloading a firearms weaponfirearm weapons, as well as variant rules for multiple some different weaponsweapon types.
=== Firing and Reloading ===
Firing a firearm is not unlike attacking with another any other ranged weapon weapon. Many firearms tend to be extremely accurate , however , and often ridicule most armors. When firing a firearm, if the targeted creature is within half of your first increment you gain a +2 bonus on your attack roll and damage roll. As long as you are in the first increment, you add your [[SRD:Dexterity|dexterity]] modifier to damage (note that this . This effect does not stack with similar) any other effect that adds your Dexterity modifier to damage rolls, but does stack with the bonus damage from being within half of your first range increment.
Reloading a firearm is based on your base attack bonus. The higher it is, the easier it is to reload. A firearm usually need to be reloaded after every single shot. A character without proficiency with the firearm he is trying to reload count counts as having a base attack bonus 4 points lower. * A character with a base attack bonus of +0 reload reloads a firearm as a full-round action that provoke provokes attack of opportunity.. * A character with a base attack bonus of +1 reload reloads a fire arm as a move action that provoke provokes attack of opportunity. * A character with a base attack bonus of +3 no longer provoke provokes an attack of opportunity for reloading.
* A character with a base attack bonus of +6 may reload a fire arm as a swift action or as an attack action (reloader's choice).
* A character with a base attack bonus of +11 may reload a firearm as a part of an attack action.
Some gun are slow and tedious to reload, these weapons are denoted as 'slow' and are one action slower to reload (up to a maximum of full-round).
=== Revolvers, Lever and Bolt Action ===
Many more advanced firearms have much more sophisticated reloading mechanism mechanisms and/or fire multiple times before requiring to be reloaded.
A weapon like a revolver may fire a great number of shot before being reloaded, the number of time times it can be fired before being reloaded is noted on the particular firearm entry.
A weapon with a lever-action or bolt action mechanism is much easier to reload and may chamber many shots, these weapon are denoted as 'rapid'. To represent the sheer superiority and simplicity of these mechanism mechanisms, the following rules apply for any of such weapons:
* Remove any penalties associated with the lack of proficiency when reloading.
* Reloading with proficiency is one action faster (full-round to move, move to swift/attack a swift/attack to part of an attack action to free action).
Some weapons are incredibly accurate, allowing the firer to place critical shot shots easier. Such weapon will be denoted as 'accurate' and deal 1.5x [[SRD:Dexterity|dexterity]] modifier damage instead of normal [[SRD:Dexterity|dexterity]] modifier to damagewithin the first range increment.
=== Shotgun Fun ===
Some weapons are not know known for their accuracy, but are incredibly devastating in close combat. Such weapons , like shotguns , do not gain the normal +2 attack and damage bonus within half of the first increment. Instead , they deal twice weapon damage (but do not multiply any . No other damage modifier)is multiplied, including extra damage from critical hits. So a weapon with the 'shotgun' property that deal deals 1d8 damage would deal 2d8 damage within the first increment.
=== Magic Firearms ===
For all intent intents and purposepurposes, a firearm is enchanted like any other ranged weaponsweapon. However , I took the liberties of doing adding a few unique enhancement enhancements for all of our aspiring gunslingers:
====Crackshot====
The enchanted gun gain gains the accurate rulequality.
Faint divination; CL 1; [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], [[SRD:True Strike|''true strike'']] Price: Cost: +1.
====Precise====
Enchanted gun add it adds the half first increment bonus to all shoot shots within the first increment.
Faint divination; CL 4; [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], Price: Cost:+1.
====Self-Reloading====
After each shot, your firearm reload reloads itself. Slow weapon lose this quality instead.
Faint transmutation; CL 1; [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]], Price: Cost: 2000 gp.
=== Cleanup your Tube! ===
Some weapons in many setting have an incredibly unrealistic failure rate, failing or breaking with a 5% chance each shot is unforgivable. The following variant rule will emulate a much less hassling missfire misfire rule.
* When you roll a natural 1, there is 10% chance that the gun jamjams. To unjam a gun it require requires the same action as it would require you to reload your weapon. * When you roll a natural 1, there is a 5% chance that it deal deals a single point of damage to your weapon. * A weapon that is not at full hit point is more dangerous, this thus it 'missfire' misfires on a 1 and 2 instead of simply natural 1.
* If you clean and maintain your gun frequently with a good quality gun cleaning kit, reroll any gun jam and gun damage misfire. Keep the best roll.
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