Firearm Equipment

Variant Rules

Weapon stat blocks, ammunition, and magic items for firearms. All prices assume Emerging Guns rarity — the Golarion default. See Firearm Rules for proficiency, misfire, range, and loading rules.

Scatter Weapon Quality. A scatter weapon fires either normal bullets (targeting one creature) or makes a scattering shot attacking all creatures within a cone. Each target gets a separate attack roll at −2; precision damage and damage-boosting feats don't apply to cone attacks. Concealment effects (fog, blur, invisibility, mirror image) do not foil scatter attacks. Confirm criticals per individual target. The weapon misfires only if all attack rolls misfire. If it explodes, it deals triple damage to all creatures within the misfire radius.

Early Firearms

Matchlock, wheellock, and flintlock weapons — muzzle-loaded, requiring powder and shot to be rammed down the barrel before each shot. Attack within the first range increment resolves against touch AC (max 5 increments).

Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire (Burst) Capacity Weight Type Special
One-Handed Firearms
Buckler gun750 gp1d41d6×410 ft.1 (5 ft.)26 lbs.B and P
Pepperbox3,000 gp1d61d8×420 ft.1–2 (5 ft.)65 lbs.B and P
Pistol1,000 gp1d61d8×420 ft.1 (5 ft.)14 lbs.B and P
Pistol, coat750 gp1d31d4×310 ft.1 (5 ft.)11 lb.B and P
Pistol, dagger740 gp1d31d4×310 ft.1 (5 ft.)11 lb.B and P
Pistol, double-barreled1,750 gp1d61d8×420 ft.1–2 (5 ft.)25 lbs.B and P
Pistol, dragon1,000 gp1d41d6×420 ft.1–2 (5 ft.)13 lbs.B and Pscatter
Pistol, sword cane775 gp1d31d4×310 ft.1 (5 ft.)11 lb.B and P
Two-Handed Firearms
Blunderbuss2,000 gp1d61d8×21–2 (10 ft.)18 lbs.B and Pscatter
Culverin4,000 gp2d62d8×420 ft.1–2 (20 ft.)140 lbs.B and P
Double hackbut4,000 gp2d102d12×450 ft.1–2 (15 ft.)218 lbs.B and P
Fire lance25 gp1d41d6×41–4 (10 ft.)14 lbs.B and Pscatter
Musket1,500 gp1d101d12×440 ft.1–2 (10 ft.)19 lbs.B and P
Musket, axe1,600 gp1d101d12×440 ft.1–2 (10 ft.)110 lbs.B and P
Musket, double-barreled2,500 gp1d101d12×440 ft.1–4 (10 ft.)211 lbs.B and P
Musket, warhammer1,600 gp1d101d12×440 ft.1–2 (10 ft.)110 lbs.B and P
Pepperbox3,000 gp1d61d8×420 ft.1–2 (5 ft.)65 lbs.B and P
Weight figures for Medium weapons. Small = half; Large = double.

Fires pellets or a bullet from its trumpet-shaped barrel. Fires in a 15-foot cone when using pellets; 10-foot range increment when firing a bullet. Uses a bullet or pellets and a single dose of black powder, or a single alchemical cartridge.

The front of this buckler has a small double-barreled gun. You can only shoot one barrel at a time and must remove the buckler to reload. Each barrel uses a bullet and 1 dose of black powder, or a single alchemical cartridge. Always considered an off-handed weapon due to its awkward construction.

A simple smoothbore tube sealed at one end, with a wooden stock to hold it under the arm. Firing without support (a wall, window, or stand) imparts a −4 penalty and knocks the wielder prone. Uses 4 doses of black powder and grapeshot.

A double-length rifle mounted on a swiveling two-wheeled carriage. Takes a full-round action to set up. Must be fired while mounted or the wielder takes −4 to attack and is knocked prone. A Large or larger creature may fire one size smaller as a two-handed weapon (with −4 for improper sizing) without risking being knocked prone.

A tube that propels a gout of flame and a javelin. Unlike other firearms, the fire lance targets AC rather than touch AC due to its imprecision. Always treated as having the broken condition for misfire purposes. Uses a javelin and 2 doses of black powder.

A long-barreled firearm with greater range than a pistol. Uses a bullet and a single dose of black powder, or an alchemical cartridge.

A musket with an axe blade at the end of its barrel, usable as both a musket and a battleaxe. Considered a double weapon for masterwork and magical purposes. If it gains the broken condition, both components are broken. Uses a bullet and black powder, or an alchemical cartridge.

Two parallel barrels, each fired independently or simultaneously as the same attack. If both barrels are fired together, they must target the same creature or object and the gun takes −4 to each shot. Each barrel uses a bullet and black powder, or an alchemical cartridge.

A musket with a warhammer head at the barrel end, usable as both weapons. Considered a double weapon for masterwork and magical purposes. If it gains the broken condition, both components are broken. Uses a bullet and black powder, or an alchemical cartridge.

A pistol with six barrels. The barrel housing can be rotated by hand between shots (free action, requires one free hand), allowing all six bullets to be fired before reloading. Each barrel uses a bullet and black powder, or a single alchemical cartridge.

The single-shot pistol is one of the most common firearms, though still rare enough to be an object of envy or curiosity to most. Uses a bullet and a single dose of black powder, or an alchemical cartridge.

Less powerful than other firearms, this small pistol is easily concealed in a jacket or coat. Grants a +2 bonus on Sleight of Hand checks to conceal it. Uses a bullet and black powder, or an alchemical cartridge.

A combination coat pistol and blade, usable as both weapons. The awkward configuration means neither the pistol nor the dagger's concealment bonuses apply. Considered a double weapon for masterwork and magical purposes. If it gains the broken condition, both components are broken. Uses a bullet and black powder, or an alchemical cartridge.

Two parallel barrels, each fired independently or simultaneously. If both are shot at once, they must target the same creature or object and the pistol takes −4 to each shot.

Like a miniature blunderbuss, this pistol fires pellets or a bullet from a flared barrel. Fires in a 15-foot cone with pellets; 10-foot range increment with a bullet. Uses a bullet or pellets and black powder, or a single alchemical cartridge.

A coat pistol combined with a sword cane. Considered a double weapon. An observer must make a DC 15 Perception check to realize it's a weapon rather than a walking stick (DC 5 if handled). The sword must be drawn to load the pistol. Uses a bullet and black powder, or an alchemical cartridge.

Advanced Firearms

More reliable and accurate than early firearms. Ammunition takes the form of metal cartridges loaded into a chamber rather than rammed down the muzzle. Attack within the first five range increments resolves against touch AC (max 10 increments).

Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special
One-Handed Firearms
Revolver4,000 gp1d61d8×420 ft.164 lbs.B and P
Two-Handed Firearms
Rifle5,000 gp1d81d10×480 ft.1112 lbs.B and P
Rifle, pepperbox7,000 gp1d81d10×480 ft.1–2415 lbs.B and P
Shotgun5,000 gp1d61d8×220 ft.1–2112 lbs.B and Pscatter
Shotgun, double-barreled7,000 gp1d61d8×220 ft.1–2215 lbs.B and Pscatter
Weight figures for Medium weapons. Small = half; Large = double.

A pistol with a revolving cylinder containing six chambers, each holding a metal cartridge. When one cartridge is fired, the cylinder automatically rotates (no extra hand or action required), readying the next chamber. Uses metal cartridges.

An improvement on the musket with grooved barrels, able to fire farther and more accurately than early long-bore firearms. Uses metal cartridges.

Four barrels set into a turnable housing that can be quickly rotated by hand (free action) between shots. Uses metal cartridges.

An advanced blunderbuss that fires in a 30-foot cone with pellets, or has a 20-foot range increment when firing a bullet (slug). Uses metal cartridges loaded with either a bullet or pellets.

Can be fired one barrel at a time or both together as one attack. A double shot with bullets takes −4 to both attacks and targets only one creature, but increases damage to 2d6 (S) or 2d8 (M) per barrel (total 4d6 or 4d8). Uses metal cartridges loaded with bullets or pellets.

Ammunition & Adventuring Gear

Gunslingers rely on a steady supply of powder, shot, and specialty cartridges.

ItemCostWeight
Alchemical cartridge, dragon's breath40 gp
Alchemical cartridge, entangling shot40 gp
Alchemical cartridge, flare10 gp
Alchemical cartridge, paper (bullet or pellet)12 gp
Alchemical cartridge, salt shot12 gp
Black powder, dose10 gp
Black powder, keg (100 doses)1,000 gp5 lbs.
Bullet, 11 gp
Bullet, 3030 gp½ lb.
Bullet, adamantine61 gp
Bullet, pitted5 gp 1
Bullet, silver25 gp
Gunsmith's kit15 gp2 lbs.
Metal cartridge15 gp
Pellets, handful1 gp
Pellets, 30 handfuls30 gp½ lb.
Powder horn3 gp1 lb.
1 Does not include the cost of poison compound.

A prepared bundle of black powder with a bullet or pellets (sometimes with exotic material), wrapped in paper or cloth and sealed with beeswax or tallow. Alchemical cartridges reduce loading time by one step (full-round → standard → move → free), but increase the firearm's misfire value as noted below.

  • Dragon's Breath: Scatter weapons only. Produces a cone of nonmagical flame dealing 2d6 fire damage (DC 15 Reflex half). Misfires if either damage die rolls a 1.
  • Entangling Shot: Scatter weapons only. Deals half damage; targets hit must succeed at a DC 15 Reflex save or become entangled for 2d4 rounds. +2 misfire.
  • Flare: Deals half damage; target is blinded for 1 round (Fort DC 15: dazzled). Creatures within a 20-foot burst are dazzled 1 round (Fort DC 15 negates). Useful for signal flares. Cannot be used for cone scatter attacks. +2 misfire (or +1 from blunderbuss/dragon pistol).
  • Paper: Simple mix of black powder and shot. +1 misfire.
  • Salt Shot: Scatter weapons only. Deals nonlethal damage. Cone attacks only. +1 misfire.

The key explosive component of a firearm. A single dose powers one shot from most one-handed or two-handed firearms; 10 doses fire a cannon. Stored in kegs (100 doses) for transport, but keg quantities are dangerous — exposure to fire, electricity, or a misfire explosion causes a keg to explode, dealing 5d6 fire damage in a 20-foot burst (DC 15 Reflex half). Storing black powder in a powder horn protects it from explosion.

  • Standard: Small balls of lead or other metal.
  • Adamantine: Ignore hardness 20 or less when attacking objects.
  • Pitted: Pocked with a pattern that holds a poison compound (Craft (poison) DC = poison DC + 4 to prepare; or purchase at cost + 20 gp). Delivers poison on impact, but the poison's DC is reduced by 2. Cannot be used with an alchemical cartridge.
  • Silver: Nonmagical but automatically confirms critical threats against lycanthropes. Takes −1 penalty to damage (minimum 1).

  • Gunsmith's Kit: Required to create, repair, and restore firearms. Without it, you cannot construct or provide proper upkeep for firearms.
  • Metal Cartridge: Sturdier versions of alchemical cartridges; ammunition for advanced firearms. Can hold bullets or pellets.
  • Pellets: Used with scatter weapons. Using non-standard materials (rocks, etc.) for a cone attack increases the weapon's misfire range by 1.
  • Powder Horn: Holds up to 10 doses of black powder. Protects the powder from fire, electricity, firearm misfires, and water.

Firearm Magic Items

Magic items and special abilities for firearms — most enhance the gunslinger's effectiveness or protect against firearms' unique hazards.

Ammunition Special Ability

Dry Load — Ammunition Special Ability

Applied to alchemical or metal cartridges. Dry load cartridges allow loading guns underwater or in airless environments (such as a vacuum). After loading, a residual bubble of air surrounds the firearm for 3 minutes or until fired. Firing underwater still incurs the normal −2 penalty per 5 feet of water. A misfire explosion in such environments occurs normally.

Specific Firearm Ammunition

Burrowing Bullet (+1)

Deals normal damage, but burrows into a living creature's flesh on a hit, causing wracking pain. The creature is staggered for 1d3 rounds or until removed (DC 15 Heal, standard action). Greater burrowing bullets last 1d3+2 rounds and require DC 20 Heal to remove.

Tracer Bullet (+1)

Deals no damage but outlines the target with a pale glow, granting the effect of faerie fire and imposing a −2 penalty to AC against ranged attacks. Both effects last 1d4 rounds.

Magic Firearm Special Abilities

Lucky

One-handed or two-handed firearms only. The firearm has a magical reservoir holding 1 grit point, refreshed each day. The wielder can always spend this point to reroll an attack that would misfire (must take the second result).

Lucky, Greater

As lucky, but the reservoir holds 3 grit points. Cannot be combined with lucky.

Reliable

Any firearm. Reduces the firearm's misfire value by 1 (minimum 0). This reduction is applied after any increases from the broken condition or other effects.

Reliable, Greater

One-handed or two-handed firearms only. Reduces misfire value by 4 (minimum 0). Cannot be combined with reliable.

Wondrous Items

Usually crafted from the splintered remains of spent firearm bullets shaped into a holy symbol or clover. Grants the wearer a luck bonus to AC against firearm attacks that target touch AC.

Holds 20 doses of black powder. When a firearm is loaded from this horn, it creates a small pocket of air allowing the shot to be fired underwater or in an airless environment. The air pocket lasts 10 minutes or until the firearm is fired. Normal underwater attack penalties still apply; misfire explosions occur normally.

Attached to a two-handed firearm (removable with a full-round action). By spending a full-round action to make a single shot, the wielder may resolve the attack against the target's touch AC regardless of range increment.

Usable once per day for 1 minute. Activated, it sprouts segmented legs and cleans the activator's gear. If commanded (free action), it perches on a firearm barrel, travels down it after firing, and cleans it — the next shot has no chance of misfiring. Animated, it has 1 hit point and is an attended object.

Applied to a one-handed or two-handed firearm, renders it silent for 1 hour. Five vials silence a Large siege engine; 10 silence a Huge siege engine. Does not work on firearm siege engines larger than Huge.

Attached to a two-handed firearm (removable with a full-round action). By spending a full-round action, the wielder may either locate an invisible creature within line of sight, or make a single shot that ignores the invisibility of a creature she knows is in the area.