Firearm Equipment
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.
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 gun | 750 gp | 1d4 | 1d6 | ×4 | 10 ft. | 1 (5 ft.) | 2 | 6 lbs. | B and P | — |
| Pepperbox | 3,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1–2 (5 ft.) | 6 | 5 lbs. | B and P | — |
| Pistol | 1,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1 (5 ft.) | 1 | 4 lbs. | B and P | — |
| Pistol, coat | 750 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — |
| Pistol, dagger | 740 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — |
| Pistol, double-barreled | 1,750 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1–2 (5 ft.) | 2 | 5 lbs. | B and P | — |
| Pistol, dragon | 1,000 gp | 1d4 | 1d6 | ×4 | 20 ft. | 1–2 (5 ft.) | 1 | 3 lbs. | B and P | scatter |
| Pistol, sword cane | 775 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — |
| Two-Handed Firearms | ||||||||||
| Blunderbuss | 2,000 gp | 1d6 | 1d8 | ×2 | — | 1–2 (10 ft.) | 1 | 8 lbs. | B and P | scatter |
| Culverin | 4,000 gp | 2d6 | 2d8 | ×4 | 20 ft. | 1–2 (20 ft.) | 1 | 40 lbs. | B and P | — |
| Double hackbut | 4,000 gp | 2d10 | 2d12 | ×4 | 50 ft. | 1–2 (15 ft.) | 2 | 18 lbs. | B and P | — |
| Fire lance | 25 gp | 1d4 | 1d6 | ×4 | — | 1–4 (10 ft.) | 1 | 4 lbs. | B and P | scatter |
| Musket | 1,500 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1–2 (10 ft.) | 1 | 9 lbs. | B and P | — |
| Musket, axe | 1,600 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1–2 (10 ft.) | 1 | 10 lbs. | B and P | — |
| Musket, double-barreled | 2,500 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1–4 (10 ft.) | 2 | 11 lbs. | B and P | — |
| Musket, warhammer | 1,600 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1–2 (10 ft.) | 1 | 10 lbs. | B and P | — |
| Pepperbox | 3,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1–2 (5 ft.) | 6 | 5 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 | ||||||||||
| Revolver | 4,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1 | 6 | 4 lbs. | B and P | — |
| Two-Handed Firearms | ||||||||||
| Rifle | 5,000 gp | 1d8 | 1d10 | ×4 | 80 ft. | 1 | 1 | 12 lbs. | B and P | — |
| Rifle, pepperbox | 7,000 gp | 1d8 | 1d10 | ×4 | 80 ft. | 1–2 | 4 | 15 lbs. | B and P | — |
| Shotgun | 5,000 gp | 1d6 | 1d8 | ×2 | 20 ft. | 1–2 | 1 | 12 lbs. | B and P | scatter |
| Shotgun, double-barreled | 7,000 gp | 1d6 | 1d8 | ×2 | 20 ft. | 1–2 | 2 | 15 lbs. | B and P | scatter |
| 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.
| Item | Cost | Weight |
|---|---|---|
| Alchemical cartridge, dragon's breath | 40 gp | — |
| Alchemical cartridge, entangling shot | 40 gp | — |
| Alchemical cartridge, flare | 10 gp | — |
| Alchemical cartridge, paper (bullet or pellet) | 12 gp | — |
| Alchemical cartridge, salt shot | 12 gp | — |
| Black powder, dose | 10 gp | — |
| Black powder, keg (100 doses) | 1,000 gp | 5 lbs. |
| Bullet, 1 | 1 gp | — |
| Bullet, 30 | 30 gp | ½ lb. |
| Bullet, adamantine | 61 gp | — |
| Bullet, pitted | 5 gp 1 | — |
| Bullet, silver | 25 gp | — |
| Gunsmith's kit | 15 gp | 2 lbs. |
| Metal cartridge | 15 gp | — |
| Pellets, handful | 1 gp | — |
| Pellets, 30 handfuls | 30 gp | ½ lb. |
| Powder horn | 3 gp | 1 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
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
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.
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
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).
As lucky, but the reservoir holds 3 grit points. Cannot be combined with lucky.
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.
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.