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  Call to Arms
  Call to Arms
  Fireworks & Primitive Firearms
  Written by: Lucus Palosaari 
  Art & Design by: Rick Hershey
  Edited by: Rick Hershey 
  Published by: Fat Goblin Games
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinder-
  RPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo 
  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  ©2013 Fat Goblin Games. All rights reserved. www.fatgoblingames.com - Open Game Content: All material — including but not limited to art, place and char-
  acter names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content.
   Call to Arms is a book line for players and gamemasters alike. Each book focuses on a different type of item, expanding rules for those 
  items and adding everything from new mundane and magical examples of the item to new character options related to the item. Call to 
  Arms: Fireworks and Primitive Firearms focuses on the earliest uses of gunpowder and the many different weapons of war made to use 
  it. Starting with a general discussion of how the powder was made and improved, to how to integrate these facts into your 
  own setting, the book moves on to introducing advanced rules for the creation of explosives and fireworks that either function 
  as single-use firearms or simple, controlled explosions of fire and light. The capstone primitive firearm from the time period 
  this book focuses on is the introduction of various handgonnes which were the first weapons a modern gun-owner would 
  recognize as a true firearm. Finally, in addition to new rules for firearms in general an entire collection of magical explosives 
  and fireworks is detailed, along with new magical wondrous items, cursed explosive powder, a mythic boomstick, an artifact 
  of impressive destructive power and much more.
  
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   The cadence of  the horse’s gallop felt like a drummer beating a tattoo into the steel of  Reginald’s plate mail. He internalized the motion, steadying 
  the metal pole against his chest and aiming it squarely at his target. One – two – three - four, one – two – three - four, the tempo of  the hooves hitting 
  the ground were a familiar rhythm that helped him focus.
   As the opposing knight charged, Reginald breathed in one calming lung full of  air and regretted not having a shield in case he missed. Closer now, 
  the opposing knight was mere seconds away, his lance point dipping toward Reginald’s throat and chest perfectly on target. But it would never meet its 
  mark.
   Just as the knight closed within the final few feet of  his target, Reginald’s right hand reached a burning slow match to the touchhole of  the petronel 
  against his chest and fire was born into the world, propelling a one inch ball of  metal straight into his target, through his shield, his armor and his 
  flesh. The opposing knight wasn’t even jarred from his steed, instead his lance simply fell limp and his body crumpled to the side being held in position 
  by his charger’s saddle. 
   As Reginald reigned in his horse and surveyed his fellow knights-errant that had watched the impromptu “joust,” he doubted any would dare to 
  question his new “hobby” in exploding powders ever again..
  Editorializing on the “Invention of 
  Gunpowder”
   The earliest uses of what we popularly call 
  gunpowder (or black powder, though there was 
  no need to refer to its color until significantly 
  later when various types of powder that were 
  something other than blackish-brown were intro-
  duced) are often ascribed to the Chinese of the 
  mid-9th century. As is generally the case with 
  anything from a time period so far flung, debate 
  rages over what was made, the veracity of written 
  accounts, how to understand odd illustrations 
  of “possible” fireworks or firearms 
  being used in myths and legend, 
  etc. There are some that debate that 
  the earliest weapons we could see as 
  “firearms” would likely have been as effective in 
  combat against armored combatants as shouting 
  “BOOM!” and throwing a handful of pellets – but 
  in a game that allows for archers to launch a half-
  dozen arrows in six seconds at raging hell-spawn 
  and frost-breathing dragons or allows you to 
  wield two oversized blades of impractical weight 
  into battle without being your automatic death 
  – in this text we’re going assume that “Yes” these
  weapons would work.
   Significantly more important than historical 
  accuracy, I feel, is the progression of the weapons 
  as they will often need to be introduced into an 
  entirely fictional world. Whether it was dwarves 
  who first invented an “explosive powder” to aid 
  them in mining or Oriental-inspired elves that 
  discovered the first “earth-that-burns” on the 
  quest for the philosopher’s stone is a matter left to 
   The introduction of firearms into a traditional fantasy campaign setting can open many doors that gamemasters can be 
  reluctant to consider allowing. With guns comes gunpowder, a mundane source of power that anyone can access and use. 
  The Pathfinder Roleplaying Game, even as it introduces rules and mechanics that allow wizards to summon fire at will 
  or clerics to heal wounds instantaneously, inherently restricts who has access to certain types of power and seeks to balance 
  classes against one another so that no single class or player is inherently more powerful than others. Firearms level the playing 
  field of combat, as a simple farmhand can be given a keg full of powder and blow up a sorcerer’s ancient stronghold. While 
  this may be true, many gamers want to over simplify their approach to firearms and explosives in general. They ignore a long 
  and rich history of how and why explosive powders came into existence and the baby steps that took often centuries before 
  culminating in something as singularly powerful as the musket, let alone more advanced firearms like rifles and revolvers.
   This book is designed with the expectation that you have access to the firearms rules published in Pathfinder 
  Roleplaying Game: Ultimate Combat or Pathfinder Roleplaying Game: Ultimate Equipment. Many of the 
  core rules for firearms have not been reproduced here and references are written assuming you can access these rules. Versions 
  of the rules are available online through either Paizo Publishing’s main website or websites like d20pfsrd.com..
  
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  your gamemaster, who shouldn’t worry whether 
  it was a 9th century Chinese invention or a 12th 
  century European revolution. What is more often 
  the trouble is that the introduction of the simplest 
  forms of gunpowder generally lead to characters 
  wielding six-shooters and automatic rifles that are 
  a few hundred years of development away.
   Returning to real-world history for a moment, 
  and assuming that it was around the 950’s AD 
  that the first “explosive powder” was being intro-
  duced, it was over 500 years later that the first 
  true “muskets” were being introduced in Europe 
  of the 1450’s or so (for a detailed look into that 
  time and beyond see Call to Arms: Pistols and 
  Muskets). That 500 year span could be consider-
  ably more condensed in your own fantasy world, 
  but there are some inventions to come out of the 
  era that are the practical considerations of this 
  book.
  A Brief History of Fireworks and 
  Primitive Firearms
   Fire in some form has been used in combat 
  since time immemorial, but most scholars believe 
  the first people to discover that the combina-
  tion of charcoal, brimstone (sulfur) and saltpeter 
  (niter) could create explosions were likely alche-
  mists trying to create the philosopher’s stone to 
  prolong their lives. A reason often given for why 
  the Chinese did not develop firearms the way 
  the West did relates to the fact that if the original 
  inspiration was to extend life, not end it, then 
  those early Chinese alchemists were more likely 
  to be designing medicine and flashy tricks than 
  weapons. Others like to point out how rock-
  ets were reportedly used to fend off invading 
  Mongols before there was a Great Wall of China. 
  Regardless, before you can have guns, you need 
  an exploding powder, like gunpowder. 
  Gunpowder
   The three key ingredients of real world 
  gunpowder are charcoal, saltpeter and sulfur. 
  Various other chemicals can be used to make 
  an explosive powder of varying effectiveness, 
  but these three chemicals are considered the 
  go-to choice to make what is used in firearms. 
  Historically in the West, the creation and study 
  of gunpowder was viewed as investigating “dark 
  arts” which isn’t helped by specifically needing 
  to add brimstone (sulfur). Exact recipes were 
  often jealously guarded or only recorded in coded 
  forms. In the East on the other hand, the methods 
  and exact recipe for gunpowder was considered a 
  state secret by most governments and death was 
  the only way to punish those that would share 
  such powerful knowledge.
   At the same time, perfectly made charcoal has 
  been known to be a much better fuel source for 
  hot fires used in places like blacksmith foundries 
  for as long as we have done metal working and 
  anyone that has experimented with burning 
  things (read “alchemists”) would know that 
  adding even naturally occurring and unrefined 
  saltpeter to any organic fuel source (like wood 
  or charcoal) makes it burn hotter. The effects of 
  sulfur in a fire are numerous but mostly noxious 
  smoke useful for fumigation.
   This is all to say that how to make gunpowder, 
  especially in the early days, was a secret that 
  few knew. In part this secrecy also lead to 
  the problem that many different “recipes” 
  for gunpowder existed, each with varying 
  effectiveness. Even in modern times however 
  there is no single “perfect” recipe especially as the 
  amounts of each of the main ingredients should 
  be adjusted depending upon what other processes 
  are used as well as the purpose of the powder. 
  The quality of the ingredients can also vary 
  wildly. For instance, some scholars question if the 
  primary source of saltpeter in China (naturally 
  occurring formations that could be mined) were 
  of too poor a quality as to make the improved 
  explosive powders that the West 
  (which lacking minable saltpeter 
  invented processes that created 
  it from human and animal waste 
  products) needed to use in firearms.
  
  4
   Regardless of when and where it was first 
  produced, it was in Europe that some important 
  discoveries about how best to process gunpow-
  der were discovered, often on accident. Corning 
  black powder for instance is considered to have 
  accidently been discovered while the producers 
  of the powder were trying to find safer and more 
  practical methods of storing and shipping large 
  amounts of an explosive substance. By adding 
  water and packing the powder into tight disks 
  after the three key ingredients were pulverized to 
  dust and mixed adequately allowed small nuggets 
  or grains of the combined powder to form. These 
  had a better surface area for ignition of the pow-
  der and also kept the various ingredients of the 
  powder from separating, which would also reduce 
  their effectiveness. 
   Processes like corning are represented below in 
  the form of having three “qualities” of explosive 
  powder (an alternative name used in this text to 
  account for all dry powders that could act as gun-
  powder in a campaign setting, both realistic and 
  fantastic). Simple explosive powder represents 
  the earliest forms of gunpowder or what you 
  would produce if you tried to make black pow-
  der yourself at home with simple tools. Common 
  explosive powder is an alternate name for what is 
  termed either gunpowder or black powder in the 
  Pathfinder Roleplaying Game: Ultimate Combat 
  book. It would be effective gunpowder or as an 
  explosive. Superior explosive powder is a catch-all 
  term for a number of both real world and fantasy 
  methods of processing a powder like gunpow-
  der to be even more effective and efficient, for 
  instance reducing the amount of smoke produced 
  when used or the speed at which it burns.
  Fireworks
   The first fireworks are again attributed to the 
  Chinese. Depending upon if you are talking 
  about simple firecrackers or 
  complicated spinning flare wheels to 
  even potentially military rockets, an 
  explosive powder like gunpowder is 
  often the beginning. While alternate 
  materials are commonly used for effect in 
  fireworks, like flash powder which actually has a 
  completely different composition from explosive 
  gunpowder, those same alchemists whom first 
  discovered the explosive combination of charcoal, 
  saltpeter and brimstone are likely to be the ones 
  to realize the many ways to use them.
   The actual purpose and use of fireworks is 
  many fold. In Chinese history for instance, 
  fireworks were as likely to be used by commoners 
  as nobility to celebrate festivals in even the 
  most far-flung corners of their empire. While 
  commonly used for celebration, both in the 
  past and today, it also wasn’t unexpected to find 
  various versions of rocket-powered projectiles 
  on the battlefield in the form of mass rocket-
  powered arrow launchers like the hwacha or to 
  have large rockets carrying siege ballista-sized 
  arrows as fire arrows.
   While of course numerous types and styles 
  of fireworks have existed throughout time, this 
  book focuses on rules for making fireworks 
  to be used specifically in combat situations. If 
  your adventures are in a more festive mood, the 
  firework rules as presented can be a starting 
  point for them to create many large and beautiful 
  displays of Catherine wheels, star-bursts, Chinese 
  flowers and salutes. While it isn’t specifically 
  covered in these rules, the additions of many 
  elements like lithium, calcium, sodium, copper, 
  cesium, potassium, iron or magnesium can lead 
  to every color of the rainbow being displayed in a 
  firework.
  Primitive Firearms
   Exact historical dates are almost impossible 
  to settle on when it comes to the most primitive 
  of firearms. In fact, debate rages on what should 
  even be classified as a “firearm” instead of some 
  other type of explosion-powered weapon, like a 
  Roman candle style firework. While the fire lance 
  is included in the Pathfinder Roleplaying Game: 
  Ultimate Combat as a firearm, it realistically 
  falls into a small and overlooked category of 
  projectile-firing fireworks. These were things 
  
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  like the fire arrow or fire lance which used a 
  small charge of gunpowder to project an arrow 
  or javelin out of a wood or metal tube. While 
  some designs could be reloaded, the process even 
  used to pack these projectiles was more similar to 
  creating a firework than loading a musket.
   As a weapon historically, fire arrows and fire 
  lances were of questionable value, at least as 
  personal weapons. The most famous accounts 
  of early fireworks as weapons talk about things 
  like massive anti-fortified wall rockets or mass-
  firing hwachas that could simultaneously release 
  hundreds of explosive fire arrows in a single 
  attack. These early weapons were often hard to 
  aim and required knowledge to load and fire 
  that might be considered too secret to let many 
  know their construction. Another reason to 
  consider fire lances and other firework-firearms 
  as inherently different from most firearms is that 
  they do not count as a ranged touch attack for 
  any range increment like other firearms, even 
  within the first. A slightly later development can 
  be considered the first true firearm.
   Although often overlooked by most historians 
  of firearms, a type of weapon popularly 
  referred to as a “handgonne” filled a crucial 
  developmental step from simple metal tubes filled 
  with gunpowder and a projectile to the refined 
  matchlock musket of the mid-15th century. Much 
  larger bombards and cannons primarily used for 
  castle siege warfare are considered by most to be 
  the first purpose-built all-metal firearm, but it 
  rarely took long for someone to miniaturize these 
  huge metal cannons to a man-portable size like 
  the culverin presented in Pathfinder’s firearm 
  rules. While the earliest of the handgonnes were 
  likely only used by defensive troops fending off 
  sieges, it didn’t take long for methods of crafting 
  to improve on the design to the point that even 
  armored knights were trotting on horseback 
  with and firing handgonnes at one another. As 
  opposed to those earliest firework-firearms, 
  handgonnes started off large enough to penetrate 
  armor at close range and were always made to 
  keep this quality.
  The Cost of Explosives, Fireworks 
  and Firearms
  Explosives
   In our own world’s history, the creation of 
  explosive powders was often considered a secret 
  of either the individual alchemist or possibly 
  even the government. Additionally, control of 
  the amount and who had access to explosive 
  powder has almost always been tightly controlled 
  regardless of era. Whether or not you want that 
  to be the case in your own game-world is up to 
  you, but prices listed for all explosives assume 
  that at least the price of even base materials of 
  gunpowder are kept artificially high to reduce 
  who can afford access to them. If you are playing 
  in a world where firearms, explosives and similar 
  items are more readily available, you should 
  reduce to price to as little as 25% or even 10% the 
  price listed. Lower quality substances, like simple 
  explosive powder compared to superior explosive 
  powder could be more drastically represented by 
  having one cost the price as listed but the other 
  be reduced to just one-tenth its original price.
  Fireworks
   Unlike directly purchasing explosive powders 
  or firearms in general, fireworks and firework-
  firearm prices are more accurately represented 
  compared to their material costs. While these 
  prices are still slightly inflated compared to what 
  actual materials should be considered included in 
  them, they are priced to match similar alchemical 
  weapons like acid and alchemist’s fire. As such, 
  the price to both purchase and craft these objects 
  should only be adjusted if the gamemaster feels 
  that they should be more common than other 
  alchemical tools.
  Firearms
   Unlike most firearms as presented 
  in Pathfinder Roleplaying Game: 
  Ultimate Combat, the most primitive 
  of firework-firearms are so simple 
  
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  as to allow for their price to not be artificially 
  inflated to account for their increases rarity 
  (as with all fireworks, see above). Handgonnes 
  on the other hand, including the culverin as 
  presented originally in the Pathfinder Roleplaying 
  Game: Ultimate Combat section on firearms, 
  do have increased costs to account for a level 
  of their rarity. These increases are generally 
  modest because the actual materials used and 
  skill needed for most handgonne designs is 
  comparable to more complicated melee weapons 
  of their time. When exceptions seem to exist, 
  like the hand bombard (the original culverin in 
  Ultimate Combat), it is often a combination of 
  rare casting technique (the first cannons were 
  made by bell makers, the only metalworkers used 
  to working in such volumes of molten metal) and 
  raw material needed (hand bombards were heavy 
  for a reason).
   If you are playing in a world where firearms 
  are more common, or that includes significantly 
  more advanced firearms, the prices for these 
  primitive firearms should be drastically reduced. 
  The skills and processes needed to create a proper 
  musket or rifle barrel are similar enough to all 
  handgonnes, if not more advanced, that any 
  gunsmith of either of those could likely quickly 
  and easily craft a handgonne. Reductions in price 
  to 25% the listed price or even just 10% of the 
  listed price should not be unheard of if other 
  firearms are more common than these.
   Likewise, when using the option crafting 
  rules presented in the Rules Appendix to create 
  firearms, reduce the costs of all firearms except 
  firework-firearms. The exact amount to reduce 
  a firearm by is left to gamemaster discretion 
  though it is recommended that at maximum you 
  use only 25% of the cost of the weapon as listed. 
  To actually account for the cost of materials, not 
  the skill needed to craft them, 10% of the listed 
  price is likely a more accurate materials cost.
  New Explosive Weapons
   Numerous chemical compositions 
  can be combined to produce an 
  explosive result, and that’s just when you are 
  talking about real-world chemistry. Add in the 
  potential qualities found in red dragon blood or 
  the ashes of a phoenix and only your gamemaster 
  can decide what is going to happen. With that in 
  mind, rather than trying to provide an incredibly 
  long list of both real and fantasy explosives, 
  this book introduces types of explosives with 
  generic rules to be applied by you to innumerable 
  devices, substances and objects that produce 
  explosions. While at time very specific devices 
  are named, reading the individual entry will 
  often illuminate alternative examples that would 
  produce similar effects.
   This book focuses on explosives made from an 
  exploding powder, like gunpowder. Explosives 
  are often categorized in a number of different 
  schemas: low versus high explosives, primary, 
  secondary or tertiary explosives, etc. While 
  each method has its merits, it often would prove 
  unimportant for the sake of game mechanics 
  between these specific types. Rules, for instance, 
  for “high explosives” are not actually included 
  at all in this text as the first true high explosive, 
  nitroglycerin, wasn’t even first invented until 
  the mid-1800’s, which would typically be 
  “outside” the normal gameplay concerns of most 
  Pathfinder Roleplaying Game campaigns. The 
  real-world difference between a low explosive 
  and a high explosive is that low explosives like 
  gunpowder “deflagrate” or burn up at a subsonic 
  speed, while true high explosives “detonate” at 
  a supersonic speed creating as shockwave and a 
  fiery burst. To simulate effects of high explosives 
  in your game, assuming some modern C-4 
  magically is teleported across time and space for 
  instance to your game setting, it is recommended 
  you increase the damage and area of effect of a 
  listed explosive by two to three times or more 
  depending upon circumstance.
   Explosives are designed to produce light, 
  heat, sound and pressure for various effects. As 
  gunpowder, shoved down a barrel, the “explosive” 
  is being used to mostly make pressure to act as 
  a propellant. In a flare, a bright flash of light is 
  
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  purposely made. While only a few base explosives 
  are introduced, optional rules and add-ons, both 
  realistic and fantastic, are included to modify 
  your explosive to their specific use and need as 
  special weapon qualities.
  Fuses and Timing Detonation
   For most explosive devices as presented in the 
  Pathfinder Roleplaying Game, the amount of time 
  a fuse burns for before an explosive or firework 
  is ignited is almost always randomly determined 
  with a die roll. This assumes an average user that 
  is only somewhat familiar with explosive devices 
  and likely didn’t even create the weapon being 
  used. When you are a trained professional and 
  highly experienced with explosives, fireworks 
  and firearms, you can often learn to time fuses, 
  especially those you made yourself, down to the 
  millisecond. Use the following guidelines when 
  trying to calculate how long until a fuse ignites a 
  weapon.
  For a normal user: Your average adventurer is 
  likely only familiar with explosives in passing. As 
  such, they are unable to guesstimate the accurate 
  fuse length for any explosive or firework they 
  did not personally make. In such cases, always 
  roll randomly to determine how long a fuse will 
  burn before igniting a device. Unless otherwise 
  specified, roll a 1d4 and reduce the roll by 1, with 
  the result of a 0 meaning the device explodes at 
  the end of the round it was lit and a 1-3 meaning 
  the device explodes on your turn in the next 
  round, the round after that or the third round 
  after being lit respectively.
  For the crafter of the explosives: If you are 
  familiar enough with explosives and alchemy 
  to have crafted your own explosive or firework, 
  then you are assumed to be familiar enough with 
  those fireworks you created to accurately time 
  them. At the time of the explosives creation, you 
  can set how long you want the fuse to be, with 0 
  rounds meaning the object explodes at the end 
  of the round it is lit and on to almost any length 
  measured in rounds. Adjusting the fuse of a 
  device, even one you crafted personally, after it 
  has been created is treated as the rules below (see 
  “For experts in explosives” below).
  For experts in explosives: People that work with 
  explosives all the time are much better at timing 
  them. Hard rock miners, farmers with stubborn 
  tree stumps, alchemists and gunslingers are all 
  familiar enough with explosive powder and fuses 
  to be able to attempt to either guess the length 
  of time of a fuse or to adjust it themselves. To 
  estimate how long a fuse would burn, you must 
  inspect the explosive device visually for one 
  round. At the end of the round, you can make 
  a Craft (alchemy) check DC 20 to estimate the 
  length of time of a fuse. For every 5 points you 
  are short of the DC, add one round up or down 
  (gamemaster’s choice). 
   To shorten the length of time of any fuse, you 
  can make a Craft (alchemy) check against a DC 
  20 as a standard action. Success means you can 
  choose how many rounds less you want to make 
  a fuse burn. Missing the DC by 5 points or more 
  means you over or underestimated and the length 
  of time of the fuse is off by one round per 5 
  points you missed the DC (fewer or more rounds 
  is left to the gamemaster’s choice).
   There is no mundane method to increase 
  the length of a fuse, but you can replace a fuse 
  on any device with a new longer fuse. This is a 
  Craft (alchemy) check against the normal DC 
  of crafting the explosive that takes a full-round 
  action to complete. Missing the DC by 5 points 
  or more means you over or underestimated and 
  the length of time of the fuse is off by one round 
  per 5 points you missed the DC (fewer or more 
  rounds is left to the gamemaster’s choice).
   Shortening the length of a fuse is a standard 
  action, though it can be done using the rules 
  above as part of the same full-round action used 
  to ignite a fuse and either throw 
  or place an explosive or firework 
  assuming you have a reliable ignition 
  source like a burning slow match.
  
  8
  Qualities of Explosive Powder
  Simple: The earliest explosive powders, as 
  well as those made the most primitive of ways 
  (dry-compounded, with little to no post-creation 
  refinement like corning), are represented 
  in-game as being simple explosive powder. The 
  most common form of simple explosive powder 
  is referred to as “serpentine powder” and was 
  popular during the early 1400’s in Europe. It was 
  known for needing to be remixed in the field 
  just before use as the various components would 
  separate in transit.
   The specific difference between simple and 
  common powders is the speed at which the 
  powder burns. If a small trail of each powder 
  were laid out next to one another over a few feet 
  on the floor, simple powder could take up to 
  ten times as long to burn from one end to the 
  other as opposed to common powder taking a 
  second or two. Simple powder then is the powder 
  being used to ignite the barrels of gunpowder 
  in all those pirate movies, where the fire moves 
  slow enough for the camera to watch. Common 
  powder would have made the transit in less than 
  one round even it were over 100 feet long. This 
  difference in speed of ignition also translates into 
  the amount of force released when used as an 
  explosive or in firearms.
  Game mechanics: Reduce the damage die of 
  any explosive made using simple powder by one 
  step as if it were a smaller weapon (for instance, 
  1d6 becomes 1d4). Additionally, reduce the area 
  of effect of any explosive using simple powder 
  by half. If used in a firearm, reduce the range 
  increment of the firearm in half and reduce 
  the total number of range increments it can be 
  fired by two. Also, reduce the damage dealt by a 
  firearm loaded with simple powder by one step 
  as if it were a smaller weapon. Additionally, an 
  attack from a firearm loaded with simple powder 
  never counts as a ranged touch 
  attack. 
   A loose pile in a line of simple 
  powder can be used as a fuse, and 
  for ease of game mechanics assume one-foot of 
  the powder burns in one second.
  Cost: Simple explosive powder is significantly 
  cheaper to make than common or superior 
  powders. Unless you are playing in a game setting 
  where it is the only powder in existence (in which 
  case, keep the prices of weapons as listed), assume 
  that making an explosive with simple powder or 
  to load a firearm is only 25% of the normal cost 
  of the item.
  Common: Gunpowder as presented in the 
  Pathfinder Roleplaying Game: Ultimate Combat 
  book should be assumed to be a common 
  explosive powder. While other common explosive 
  powders can and do exist, the first explosive 
  powders were actually quite a bit less effective 
  and were not developed for hundreds of years 
  after the earliest discoveries. Common explosive 
  powder has undergone some basic processing 
  to make it a more effective powder explosive. 
  Whether this is purely a process (like corning) or 
  a special ingredient (like adding powdered red 
  dragon gizzard) is left to gamemaster discretion. 
  Historically, the major process applied to improve 
  explosive powders was known as corning, and it 
  involved processing the ingredients together wet, 
  compressing them into uniform cakes or discs 
  and then breaking them up before use. These 
  processing methods helped to create uniform 
  grain sizes (called corns, hence corning) that 
  would burn more rapidly and with greater force. 
  Game mechanics: Assume the rules-as-written 
  apply to common explosive powder. A loose 
  pile in a line of common powder can be used as 
  a fuse, and for ease of game mechanics assume 
  25-feet of the powder burns in one second.
   Cost: Assume all explosives, fireworks and 
  firearms are created, loaded or otherwise using 
  common explosive powder unless otherwise 
  specified. Only adjust the price if a superior form 
  of explosive is now commonplace, in which case, 
  making any explosive or powder to load a firearm 
  is reduced by at least 50% of the normal cost of 
  the item.
  
  9
  Superior: In the real world, many methods 
  exist to improve standard gunpowder. From using 
  graphite to keep particles separate to changing 
  which chemicals are included or even just their 
  ratio, almost every aspect of gunpowder can be 
  improved upon. In a fantasy setting, numerous 
  additional qualities could be added to powder 
  as well as numerous additional methods of 
  improving its basic properties. Superior explosive 
  powder is a catch-all term for any form of 
  “improved” powder. Certain qualities can only be 
  made possible if superior powder is used, either 
  because it needs to be a more powerful explosive 
  or because some magical quality needs to be 
  imparted to the powder.
  Game mechanics: Every superior explosive 
  powder has unique properties, sometimes more 
  than one. To see an example of these kinds of 
  improvements see New Ammunition below. A 
  loose pile in a line of superior powder can be 
  used as a fuse, and for ease of game mechanics 
  assume 50-feet of the powder burns in one 
  second. Additionally, an attack from a firearm 
  loaded with superior powder counts as a ranged 
  touch attack for an additional range increment, 
  even in weapons that normally are not ranged 
  touch attacks (like fire lances).
  Cost: Superior powders always cost significantly 
  more. Depending on what additional qualities the 
  gamemaster will set for their inclusion, always 
  at least double the normal price of an explosive 
  device using a superior explosive powder.
  New Special Weapon Qualities for 
  Explosives and Fireworks
  The following weapon qualities can be added 
  to both explosives and fireworks used as 
  weapons, but only at the time of their creation. 
  Most could not be added as an “after-market” 
  addition without gamemaster approval. The 
  costs presented generally assume the price of 
  purchasing the weapon, not crafting it. See the 
  Rule Appendix for new rules about crafting 
  explosives and fireworks. Saving throws to 
  reduce the damage from the primary weapon 
  also reduces any additional damage from special 
  weapon qualities, and if a second saving throw is 
  needed to negate an effect, it uses the same DC as 
  the primary weapon.
  Stacking Costs: When designing a weapon with 
  more than one cost increase or decrease, apply 
  each price change in the order that makes the 
  most sense to you and your gamemaster. For 
  example, the use of superior explosive powder 
  affects the entire weapon, regardless of if it also 
  produces fire or not, so those values should be 
  applied last. If you would need to double the cost 
  of the base item two or more times, instead add 
  to the multiplier (i.e. rather than double it twice, 
  multiply the cost by three). All increases to the 
  DC to craft a weapon stack.
  * Weapon qualities marked with an asterisk
  (*) can only be added to a weapon if a superior 
  explosive powder is used. The cost 
  listed does not include the required 
  doubling of the cost of the weapon 
  (so add that after adding the effect 
  as well) for using a superior powder. 
  Dealing with the Many Varieties of 
  Explosive Powder
   In the real-world, there are innumerable 
  variations at different times and places to 
  gunpowder. After the introduction of the 
  corning process, it was found that cannons 
  fired most effectively with larger grains, while 
  the faster burning small grains were ideal for 
  small arms like the pistol and musket. Armies 
  began stockpiling different types and grades of 
  gunpowder. The base assumption of the original 
  firearm game mechanics ignore that there is 
  “gunpowder for cannons” and “gunpowder for 
  pistols.” One quick method to represent the 
  effects of using “the wrong type” of explosive 
  powder in a weapon is to treat the weapon as if 
  it were loaded with a simple powder instead of 
  common powder.
  
  10
  The additional cost generally accounts for the 
  addition of “rare ingredients” like white dragon 
  gizzard or alchemical ice to add the freezing 
  special weapon quality.
  Caustic: This weapon also sprays a caustic
  material out over its primary area of effect, 
  dealing 1d6 acid damage in addition to its normal 
  damage.
  Cost: Adding the caustic special weapon quality 
  costs an additional 20 gp. Increase the Craft 
  (alchemy) DC by +5.
  Concussive*: This weapon explodes with
  such force, it releases a natural sonic affect in its 
  primary area of effect, dealing 1d4 sonic damage 
  in addition to its normal damage.
  Cost: Adding the concussive special weapon 
  quality costs an additional 70 gp. Increase the 
  Craft (alchemy) DC by +10.
  Dazing*: This weapon explodes with such
  force that any creature in its primary area of 
  effect is also dazed for 1 round. This effect only 
  applies if the creature took damage from the 
  weapon.
  Cost: Adding the dazing special weapon quality 
  costs an additional 500 gp. Increase the Craft 
  (alchemy) DC by +10.
  Dazzling*: This weapon explodes with
  such brilliant light that any creature caught in 
  its primary area of effect is also dazzled for 1d4 
  round. This effect only applies if the creature was 
  able to see the explosion and if they took damage 
  from the weapon.
  Cost: Adding the dazzling special weapon quality 
  costs an additional 10 gp. Increase the Craft 
  (alchemy) DC by +5.
  Deafening: This weapon explodes with
  such a cacophony of sound that it temporarily 
  deafens for 1d3 rounds (Fortitude negates) any 
  creature in its primary area of effect. This effect 
  only applies if the creature took damage from the 
  weapon.
  Cost: Adding the deafening special weapon 
  quality costs an additional 200 gp. Increase the 
  Craft (alchemy) DC by +5.
  Disguised: This special weapon quality
  affects only the appearance of the weapon 
  before it is used, not any of its game mechanics. 
  The weapon can be made to look like some 
  other object of equal or greater size. Common, 
  everyday items are typically made though specific 
  objects can be precisely replicated with time and 
  skill.
  Cost: Add the base cost of crafting the item it is 
  being disguised to look like to the cost of making 
  the weapon. For instance, to make the explosive 
  look like a common chair worth 1 gold piece, it 
  would cost an additional 5 silver pieces. To make 
  it look like a 10,000 gold piece throne, it would 
  cost an additional 5,000 gold pieces. Certain 
  costly affects, like the appearance of being made 
  out of solid gold, can be faked for significantly 
  less (like using gold foil over solid objects), but 
  the gamemaster will need to mitigate the required 
  costs and skill checks. The designer of the 
  explosive needs to succeed at all associated Craft 
  skill checks for creating the item the explosive 
  needs to look like, though they can be aided by 
  others.
  Electrifying*: This weapon also releases a
  static charge in its primary area of effect, dealing 
  1d6 electricity damage in addition to its normal 
  damage.
  Cost: Adding the electrifying special weapon 
  quality costs an additional 80 gp. Increase the 
  Craft (alchemy) DC by +10.
  
  11
  Entangling*: This weapon also projects an
  effect similar to a tanglefoot bag over its primary 
  area of effect. Use the rules presented for the 
  tanglefoot bag alchemical weapon to mitigate 
  secondary effects. This effect only applies if the 
  creature took damage from the weapon.
  Cost: Adding the entangling special weapon 
  quality costs an additional 150 gp. Increase the 
  Craft (alchemy) DC by +10.
  Fiery: This weapon also releases a wave of fire
  over its primary area of effect, dealing 1d6 fire 
  damage in addition to its normal damage. If the 
  weapon normally deals fire damage, double the 
  amount of fire damage dealt (by rolling more dice 
  or just doubling the damage rolled) instead of 
  adding additional die.
  Cost: Adding the fiery special weapon quality 
  costs an additional 40 gp. Increase the Craft 
  (alchemy) DC by +5.
  Flashing: This weapon explodes with
  such intense light that any creature caught in 
  its primary area of effect is also blinded for 
  1d3 rounds (Fortitude negates). This effect 
  only applies if the creature was able to see the 
  explosion and if they took damage from the 
  weapon.
  Cost: Adding the flashing special weapon quality 
  costs an additional 200 gp. Increase the Craft 
  (alchemy) DC by +5.
  Forceful*: This weapon also releases a spray
  of shards made of force energy in its primary area 
  of effect, dealing 1d4 force damage in addition to 
  its normal damage.
  Cost: Adding the forceful special weapon quality 
  costs an additional 500 gp. Increase the Craft 
  (alchemy) DC by +10.
  Fragmentation: This weapon also sprays
  metal shards and fragments to deadly effect in its 
  primary area of effect. Damage from this weapon 
  counts as both bludgeoning and piercing.
  Cost: There is no cost to adding the 
  fragmentation special weapon quality to a 
  weapon. The Craft (alchemy) DC to include this 
  special weapon quality does not increase.
  Freezing*: This weapon also releases a
  cloud of freezing gas in its primary area of effect, 
  dealing 1d6 cold damage in addition to its normal 
  damage.
  Cost: Adding the freezing special weapon quality 
  costs an additional 80 gp. Increase the Craft 
  (alchemy) DC by +5.
  Larger: This weapon is a larger, more
  powerful version of itself. Increase the size and 
  weight of the device by double. Increase the area 
  of effect of the weapon by 1.5 times. Increase the 
  damage die of all damage dealt as if they were 
  weapons one size larger than normal (i.e. 1d6 
  becomes 1d8).
  Cost: Adding the larger special weapon quality 
  doubles all associated costs of the weapon. You 
  can add this special weapon quality any number 
  of times, doubling the cost each time. Increase 
  the Craft (alchemy) DC by +10.
  Noxious: This weapon also releases a cloud
  of noxious gas in its primary area of effect. Any 
  creature that takes damage from the weapon 
  makes a Fortitude save or becomes nauseated 
  for 1d3 rounds. A successfu save still sickens the 
  creature for 1d3 rounds. 
  Cost: Adding the noxious special weapon quality 
  costs an additional 250 gp. Increase the Craft 
  (alchemy) DC by +5.
  Smaller: This weapon is a
  smaller, weaker version of itself. 
  Decrease the size to one-quarter in 
  
  12
  dimensions and its weight by half. Decrease the 
  area of effect of the by half. Decrease the damage 
  die of all damage dealt as if they were weapons 
  two sizes smaller than normal (i.e. 1d8 becomes 
  1d4).
  Cost: Adding the smaller special weapon quality 
  doubles all associated costs of the weapon. You 
  can add this special weapon quality any number 
  of times, doubling the cost each time. Increase 
  the Craft (alchemy) DC by +10.
  Spreading: This weapon has a secondary
  area of effect beyond its primary. This secondary 
  area typically extends the area by double, for 
  instance, making a bomb with a 10-foot radius 
  burst have a second radius of a 20-foot radius 
  burst. Any creatures caught in this secondary area 
  of effect (between 10 and 20 feet 
  from the radius in the example), 
  are subject to half the normal 
  damage with a DC decreased by 
  5 to reduce or negate an effect. 
  Cost: Adding the spreading special weapon 
  quality triples the cost of a weapon. Most other 
  special weapon qualities only modify a primary 
  area of effect, but a secondary area can be 
  modified by doubling the cost of the modification 
  before calculating the triple cost of the weapon 
  for adding the spreading quality. Increase the 
  Craft (alchemy) DC by +15. 
  Smoking: This weapon also releases a
  cloud of heavy smoke in its primary area of 
  effect. A creature who breathes smoke for a full 
  round must make a Fortitude save (DC 10, +1 
  per previous check) or spend the next round 
  choking and coughing. A creature who chokes 
  for 2 consecutive rounds takes 1d6 points of 
  nonlethal damage. Smoke obscures all sight, 
  including darkvision, beyond 5 feet. A creature 
  within 5 feet has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total 
  concealment (50% miss chance, and the attacker 
  can’t use sight to locate the target). The smoke 
  Explosive Weapons
  Weapons
  Price
   Dmg
  Critical
  Range
  Weight
  Type
  Special
  Bomb
  1,500 gp
  3d6/3d6
  x3
  30-ft. burst
  6 lb.
  B/fire
  Area, see 
  text
  Dust explosion
  -
  1d6
  -
  5-ft. burst
  --
  Fire
  Area, see 
  text
  Firecracker
  10 gp
  1/1
  x2
  10 ft.
  --
  B/fire
  See text
  Grenade
  100 gp
  2d6/1d6
  x2
  10 ft.
  1 lb.
  B/fire
  Area, see 
  text
  Powder dose
  10 gp
  1
  x2
  --
  --
  Fire
  Area, see 
  text
  Powder flask
  103 gp
  1d4/1d6
  x2
  10 ft.
  1 lb.
  P/fire
  Area, see 
  text
  Powder keg
  1,000 gp
  5d6
  x2
  20 ft. burst
  5 lbs.
  Fire
  Area, see 
  text
  Makeshift explosive
  varies
  varies
  x3
  varies
  varies
  B/fire
  Area, see 
  text
  Mine
  500 gp
  2d6/2d6
  x3
  10 ft. burst
  5 lbs.
  B/fire
  Area, see 
  text
  
  13
  effect dissipates after five rounds in still air, three 
  rounds in a light wind, one round in a moderate 
  wind and instantly in a stronger wind. Reduce 
  the time in half if used outdoors or in an open 
  area with good ventilation. Double the time if 
  used indoors or in a confined space like a narrow 
  hallway or small room. For fireworks with a 
  duration that possess this special weapon quality, 
  the smoke effect exists while the firework is active 
  and lasts the normal amount of time afterwards.
  Cost: Adding the smoking special weapon quality 
  costs an additional 50 gp. Increase the Craft 
  (alchemy) DC by +5.
  Bomb: As opposed to just igniting a barrel
  full of explosive powder, a bomb uses that same 
  100 doses of black powder to create a purpose 
  made weapon. Often bombs are made with a 
  specific area of effect in mind, for instance, 
  a metal box directing the blast toward a wall 
  or structural support or a round bomb made 
  to burst in all directions. This later bomb is 
  represented by the statistics above, but that same 
  30-foot burst can be redirected into a 60-foot 
  cone or even a concentrated to affect a single 
  5-foot by 5-foot square. As a cone weapon, a 
  bomb still deals damage normally, but count a 
  bomb made to affect a single square as dealing a 
  critical hit on that space and anything contained 
  within it. When a bomb explodes, it deals 3d6 
  points of bludgeoning damage and 3d6 points 
  of fire damage in a 30-foot burst (Reflex DC 
  20 halves). A bomb is normally placed, not 
  thrown (it counts as an improvised weapon when 
  thrown). Crafting this item is a DC 30 Craft 
  (alchemy) check.
  Dust explosion: Any number of types
  of ultra-fine particles when tossed in the air, 
  especially in an enclosed area, from coal dust 
  and sawdust to the dust from grains, flour, sugar, 
  pollen or even just plain dust can accidently be 
  ignited to cause a fairly destructive blast. In farm 
  country, grain silos regularly blow apart and 
  the cramped confines of a coal mine make ideal 
  conditions to explode. The larger an area affected 
  by dust, the more damaging it is. Each 5-foot 
  by 5-foot (by 5-foot area if all three dimensions 
  matter) adds 1d6 fire damage to the resulting 
  explosion. This damage is cumulative, so that a 
  creature inside a 10-foot x 10-foot dust explosion 
  would actually take 4d6 fire damage as the cloud 
  of dust bursts into flame. Double this damage if 
  the dust cloud perfectly fills a confined area like 
  inside a room. A number of natural effects can 
  create a dust cloud like this, but a character can 
  use both hands to throw up a cloud of dust in one 
  5-foot by 5-foot area as a full-round action. The 
  dust settles in one round enough to no longer 
  be dangerous so a single person can rarely fill a 
  larger space and ignite it in time. An explosive 
  powder can also be used this way, in which case 
  it takes at least 3 doses to affect one area. Dust 
  explosions can only be modified with special 
  weapon qualities at gamemaster’s discretion.
  Firecracker: A firecracker is a small, self-
  contained explosive with either a small amount 
  of explosive powder or even flash powder in a 
  disposable container made of bamboo, paper or 
  even waxed cloth. The fuse of a firecracker is 
  traditionally very short and the main purpose 
  of a firecracker is to make a loud and startling 
  noise. If used in rapid succession with many 
  firecrackers going off one after another (use the 
  rules for multiple explosives below), all sound 
  based Perception checks suffer a -10 penalty due 
  to noise. A firecracker is rarely used offensively as 
  it only deals damage when contained, for instance 
  in someone’s hand or tucked into their armor. 
  The damage from a firecracker can be negated 
  with a Reflex save DC 5. Crafting this item is a 
  DC 15 Craft (alchemy) check.
  Grenade: This entry is the
  same as the fuse grenade found in 
  the Pathfinder Roleplaying Game: 
  Ultimate Equipment, and included to 
  
  14
  act as a base that can be modified by the various 
  special weapon qualities above. Any explosive 
  weapon that uses explosive powder contained 
  within a semi-hard shell (like clay or tin) counts 
  as a grenade. When a grenade explodes, it deals 
  2d6 points of bludgeoning damage and 1d6 
  points of fire damage in a 10-foot-radius burst 
  (Reflex DC 15 halves). You throw a grenade as 
  if it were a splash weapon. Crafting this item 
  is a DC 25 Craft (alchemy) check. A grenade 
  is typically made using 30 doses of explosive 
  powder.
  Powder dose: This entry is the same
  as a single dose of black powder in Pathfinder 
  Roleplaying Game: Ultimate Combat, which had 
  no entry as a weapon in that book. Loose powder 
  in a pile or a line will just burn rapidly as a flash, 
  dealing little to no actual damage (hence 1 point 
  of fire damage is listed). If contained within some 
  object, a dose will deal a little more damage but 
  not significantly in most cases. In rare situations 
  however even a single dose of black powder 
  contained in something like a paper tube or while 
  contained in an object like the lock of a door, 
  it can deal a small amount of damage to weak 
  objects (like the delicate tumblers of a lock). Add 
  1 point of fire or bludgeoning damage per dose 
  added up to the first five doses. At the point that 
  you are dealing with five or more doses, use the 
  makeshift explosive rules below. When explosive 
  powder explodes, it deals 1 point of fire (if 
  open) or bludgeoning (if contained) damage to 
  whatever objects it currently touches. Throwing 
  loose powder follows the rules of a dust explosion 
  (see above).  Use standard rules for creating 
  exploding powder, just creating at least 1 dose, for 
  crafting a powder dose (see Rules Appendix).
  Powder flask: This entry
  is the same as the powder horn 
  found in Pathfinder Roleplaying 
  Game: Ultimate Combat, which 
  under normal conditions will not 
  spontaneously explode even if exposed directly 
  to a heat source. Instead, this represents when, 
  in desperation, a powder flask is rigged to be 
  used an explosive either by sticking a fuse in 
  past safety mechanisms or disabling those same 
  mechanisms. While not nearly as effective as an 
  actual grenade, a prepared powder flask can still 
  deal a certain amount of damage as an explosive. 
  When a powder flask explodes, it deals 1d4 
  points of bludgeoning damage and 1d6 points 
  of fire damage in a 5-foot burst (Reflex DC 10 
  halves). You throw a powder flask as if it were a 
  splash weapon. Use standard rules for creating 
  exploding powder, just creating at least 10 doses 
  worth, for crafting a flask of powder (see Rules 
  Appendix).
  Powder keg: This entry is the same as the
  black powder keg found in Pathfinder Roleplaying 
  Game: Ultimate Combat, and is included to act 
  as a base that can be modified by the various 
  special weapon qualities above. Use this entry 
  for any collection of around 100 (a standard full 
  5 lb. powder keg) doses of explosive powder 
  loosely contained in some sort of container. 
  When a powder keg explodes, it deals 5d6 points 
  of fire damage in a 20-foot burst (DC 15 Reflex 
  half). A powder keg is normally made to break 
  apart on explosion and reduce the amount of 
  fragmentation in the hopes that it won’t destroy 
  other containers of powder, etc. If an object 
  that is unlikely to explode is used to contain the 
  powder (say a heavy iron cauldron), change the 
  area of effect from a 20-foot burst to a 30-foot 
  cone originating at the object. Use standard rules 
  for creating exploding powder, just creating 
  at least 100 doses worth, for crafting a keg of 
  powder (see Rules Appendix).
  Makeshift explosive: Any number of
  doses of explosive powder brought together in 
  a single container and ignited will produce an 
  explosion. Various situations should be covered 
  by the devices listed above, but in the event that 
  
  15
  someone is hastily constructing an explosive from 
  a pile of powder or breaking apart cartridges, use 
  the rules presented here. Explosive powder works 
  best when contained, either inside of a semi-hard 
  object or inside of a structure being attacked (for 
  instance, drilling holes into a rock wall and filling 
  them with powder). If the exploding powder 
  has some easy means of escaping the object 
  containing it (like a powder keg) then it deals its 
  damage as just fire. Contained the damage counts 
  as bludgeoning, unless the fragmentation special 
  weapon quality is being added (in the case of 
  makeshift explosives this would be adding nails 
  and bits of metal to the weapon). Damage from 
  an explosive accumulates when ignited together 
  up to the maximum size of explosive powder 
  able to be ignited before its rate of ignition is 
  beaten by the explosion happening (roughly 
  400 doses worth of explosive powder, or about 
  16 pounds worth). For every 20 doses worth of 
  powder used in the weapon, add 1d6 damage 
  (fire or bludgeoning). If between 5 and 10 doses 
  are used, the weapon only deals 1d4 points of 
  damage (for smaller amounts, see powder dose 
  above). If 10 to 20 doses are used, count it as 
  a powder flask. If a full 400 or more doses are 
  being used, the maximum damage dealt from 
  one makeshift explosive is 25d6. To deal more 
  damage than this, multiple explosives need to be 
  timed to work together (see side bar). The area 
  of effect for a makeshift explosive begins as a 
  5-foot burst and increases by 5 feet for every 75 
  doses used to a maximum size of a 30-foot burst 
  when 375 doses or more are used. Damage can 
  be reduced by half from a makeshift explosive 
  with a successful Reflex save (DC = 15 + 1 
  per 50 doses used).  Assuming the amount of 
  powder required is on-hand, crafting a makeshift 
  explosive is a special DC 15 + 1 per 50 doses 
  used Craft (alchemy) check that takes one minute 
  to complete per 50 doses used (minimum 1 
  minute). Likewise, some special weapon qualities 
  can still be added (gamemasters discretion), 
  each extending the time needed by one minute 
  assuming any required materials are on hand.
  Mine: Popularly referred to as a “land mine,” 
  this device is not the very modern idea of a self-
  contained land mine activated by stepping on it. 
  Instead, this is entry is supposed to represent a 
  special-purpose bomb made to be hidden in the 
  ground and lit by a long distance fuse. It would 
  normally be smaller and flat, even occasionally 
  being built on a board or in a metal bowl so that 
  the force of the blast is directed up, getting more 
  bang for less explosive powder (a typical mine 
  uses 50 doses of black powder). Mines use a type 
  of fuse that can safely be buried and still burn 
  because of the addition of an oxidizer in the fuse 
  itself. Use the rules presented above in Fuses and 
  Timing Detonation to mitigate most uses of 
  these types of mines as surprise attack weapon. 
  Self-activating forms of mines can exist with 
  gamemaster approval that relies on wheellock 
  firing mechanisms connected to pressure plates 
  or tripwires that ignite a fuse. These types of 
  mines count as mechanical traps that can be 
  setup in 1 minute with a successful Craft (traps) 
  check against a DC 20 and have a Perception and 
  Disable Device DC of 20. They typically trigger 
  by touch, cannot be reset and count as an attack 
  (+10 ranged attack, on the roll of a 1-3 they do 
  not trigger). This type of self-activating mine 
  costs at least twice as much as a typical mine as 
  listed.
  
  16
  New Firework Weapons
   Though the term “firework” is used in this 
  text, a more technically accurate term should 
  be pyrotechnic. Pyrotechnics are any mixture of 
  substances designed to produce one or more of 
  the following effects: heat, light, sound, gas, or 
  smoke. To these standard effects of pyrotechnics 
  you could add any number of fantasy effects, 
  which are represented by the new special 
  weapon qualities found above and below. What 
  differentiates a pyrotechnic from an explosive 
  is largely academic, but relates to the fact 
  that pyrotechnics (and thus fireworks) never 
  “detonate” like a true explosive. Gunpowder is 
  actually a good example of a pyrotechnic, in that 
  the purpose of igniting the exploding powder is 
  to create a large amount of gas to push a bullet 
  down the barrel of a firearm at a target. Firearms 
  however are handled elsewhere, just as explosives 
  are detailed above.
  Duration
   In the Pathfinder Roleplaying Game: Ultimate 
  Equipment book, fireworks have variable 
  durations. Just like the base assumption for 
  timing these devices (see Fuses and Timing 
  Detonation above), the variable nature of 
  fireworks is because of an expectation of a lack 
  of experience with them. When a character is 
  crafting a firework, they can automatically choose 
  the duration that a firework will burn for when 
  ignited within the range provided in the Duration 
  entry on the table below. At gamemaster 
  discretion, one way to handle failed Craft checks 
  to create fireworks with a duration is to have the 
  player assume the firework will function for a 
  set amount of time when in fact the gamemaster 
  will set or randomly determine how long the 
  firework will activate for. Have the time vary by 
  about 1 to 2 rounds shorter or longer, for each 5 
  points the crafter misses the DC by. An expert 
  in fireworks can attempt to guess how long a 
  firework will activate for that they did not craft 
  themselves with a Craft (alchemy) check against 
  Multiple Explosives
   The rules as presented represent basically 
  one unit of an explosive. If the bomb could be 
  thought as dynamite, each bomb would be a 
  single stick. Adding more bombs, grenades, or 
  makeshift explosives together does increase the 
  damage of the unified weapon, but only when 
  properly timed to go off together. If instead a 
  single explosive were lit and thrown into a pile 
  of other explosives, the fire of the device would 
  likely ignite the other bombs but each bomb 
  would release its potential as it goes off rather 
  than simultaneously. As such, any object or 
  creature standing too close to the pile would 
  suffer multiple explosions rather than a single 
  large explosion (even if they are all occurring 
  with the same few seconds). Damage would be 
  dealt, reduced, etc. for each explosive going off 
  individually rather than as a single amount of 
  damage all together.
  Alternately, multiple explosives can be set 
  to explode simultaneously, dealing all of their 
  damage as a single attack. For this to work, a 
  single fuse or ignition system must connect to 
  all explosives. Creating and timing such a fuse 
  mostly takes just time, requiring one move action 
  per additional explosive being linked together. 
  This additional time is after the standard action 
  needed to prepare a fuse for an explosive, 
  meaning that in one round two explosives can 
  be linked together. After that first round, an 
  additional round can be spent to add two more 
  explosive devices, with two more being added per 
  additional round. If an attack roll is needed, treat 
  the roll of a 1 as the fuse being mistimed and thus 
  not simultaneous. 
  
  17
  a pyrotechnics’ Craft DC -10. Failing this check 
  means the player assumes the firework will last 
  for longer or short (gamemaster’s choice) for each 
  5 points they miss the DC by. A duration on the 
  table below of “Instantaneous” is never longer or 
  shorter and cannot be modified by any special 
  qualities that extend its duration. Assume all 
  explosives have a duration of “Instantaneous” if it 
  matters.
   In addition to the special weapon qualities 
  from explosive weapons above, firework 
  pyrotechnics can also have the following special 
  weapon qualities added.
  Colorful: Though adding various mundane
  or semi-magical substances, almost any color of 
  the rainbow can be added to a firework. Only in 
  rare circumstances will this have any in-game 
  effect. With the addition of certain special 
  substances, light that is either like daylight or 
  blacklight-like are even possible (gamemaster’s 
  discretion). The color of other aspects of a 
  firework can be altered as well, for instance, the 
  color of the smoke produced.
  Cost: The substances used to add color are rarely 
  more expensive than any other substance being 
  added and only add 1 gold piece per color being 
  added to the cost of a firework. If special color 
  effects are allowed, they may cost significantly 
  more expensive depending on what substances 
  need to be added. Increase the Craft (alchemy) 
  DC by +5.
  Shaped:  While straight explosives can be
  “shaped” to burst in a different fashion, purely 
  mundane methods can be used on the flares and 
  sparklers of a firework to create various simple 
  shapes and designs. Depending on if you are 
  talking about a skyrocket or a fountain on the 
  ground, the shape can be one of simple geometric 
  shapes or more complicated multi-bursts of color 
  and light. This can take the form also of altering 
  the area of effect of a firework, converting each 
  
  18
  5-feet of a burst into 5-feet of cone (maximum 60 
  feet) or 10-feet line effect (maximum 100 feet). 
  Cost: Adding a simple shape to a firework doubles 
  the cost of the firework as does changing the 
  shape of a firework from one (a burst, cone or 
  line) into a different one. Increase the Craft 
  (alchemy) DC by +5. 
  Screaming: This firework is designed
  to create a high-pitched whistle or screaming 
  noise during the duration of its time ignited. 
  This sound effectively deafens any creatures that 
  remain within the firework’s area of effect and 
  within 5 feet of the device as the even the loudest 
  sounds they could make are drowned out by the 
  piercing sound.
  Cost: This special weapon quality can only be 
  added to pyrotechnics that burn for a duration. 
  Adding the screaming special weapon quality 
  costs an additional 150 gp. Increase the Craft 
  (alchemy) DC by +5.
  Extended: A pyrotechnic with the extended
  special weapon quality is designed to be activated 
  for longer than the duration listed. The crafter of 
  the firework can have the device last up to twice 
  as long as the typical duration listed, though this 
  quality can be added to a firework multiple times. 
  This special quality cannot be added to weapons 
  with a duration of instantaneous.
  Cost: This special weapon quality doubles the cost 
  of the firework each time it is added. Increase the 
  Craft (alchemy) DC by +5 each time it is added 
  to a firework. Increase the weight of the firework 
  by half each time it is added to a firework.
  Carrier skyrocket: A carrier skyrocket
  is a self-propelled projectile designed to carry 
  an object weighting up to one pound. Typically, 
  additional alchemical or explosive 
  weapons are used as the object being 
  carried, though nothing prevents 
  someone from using this as a rapid 
  method of getting a healing potion or message 
  across a battle field. When loaded and fired, a 
  carrier rocket moves at a speed of 50 feet per 
  round in a straight line, redirecting if they hit an 
  object. At the end of their duration, the carrier 
  skyrocket stops moving letting gravity and 
  physics dictate what happens to the object being 
  carried. For instance, if it were still in the air, 
  it begins to fall out of the sky with momentum 
  dictating direction. Alternately, if the object being 
  carried is in a fragile container like glass, it might 
  burst open upon impact with an object or at the 
  end of its flight. Accurately directing a carrier 
  skyrocket to land on a target after its flight is 
  treated as a an indirect-fire ranged siege weapon 
  attack (see full rules in the Pathfinder Roleplaying 
  Game: Ultimate Combat book) with a targeting 
  DC of 20.
  Exploding arrow: This entry is actually
  a stand-in for any type of projectile with an 
  attached explosive. The greatest difficulty in 
  effectively using an exploding arrow is that they 
  still require a fuse. Typically fuses are timed to 
  last three rounds, so that they can be lit in one 
  round, fired from a weapon in the second round, 
  and explode in the third round after having hit 
  their target (assuming the target left the arrow 
  attached to whatever it struck). Some prefer only 
  having fuses last for two rounds, where the arrow 
  will explode at the end of the second round but 
  to get this timing to work the archer needs to 
  trust their ability to fire the arrow in the second 
  round. An exploding arrow counts as normal 
  projectile fired from the weapon of choice with a 
  reduced range increment (half, round down). The 
  explosion is a separate attack that effects a single 
  5-foot by 5-foot square and any creatures inside 
  it. Crafting this item is a DC 20 Craft (alchemy) 
  check. An exploding arrow is typically made 
  using 2 doses of explosive powder.
  
  19
  Exploding skyrocket: This entry is
  actually a stand-in for any type of self-propelled 
  projectile with an attached explosive. The greatest 
  difficulty in effectively using an exploding 
  skyrocket is that they still require a fuse. Once 
  ignited, the exploding skyrocket moves at a speed 
  of 75 feet per round in a straight line, dealing its 
  piercing damage to any creature or object struck. 
  At the end of the duration of the skyrocket it 
  explodes. The explosion is a separate attack that 
  affects a single 5-foot by 5-foot square and any 
  creatures inside it. Exploding skyrockets that 
  strike a target are assumed to “stick to” their 
  target unless removed, which if the skyrocket still 
  has a duration it will continue to try to move. 
  Crafting this item is a DC 20 Craft (alchemy) 
  check. An exploding skyrocket is typically made 
  using 3 doses of explosive powder.
  Flaming arrow: This entry is actually a
  stand-in for any type of projectile covered in a 
  special alchemical solution (typically including an 
  exploding powder) and fired from a traditional 
  ranged weapon (crossbow, longbow, etc.). The 
  damaged listed is specifically the fire damage 
  that occurs in addition to the normal damage 
  of the arrow being fired. These specially coated 
  arrows typically weigh more, reducing their range 
  increment by 10 feet, but otherwise count as the 
  respected projectile in almost every other way. 
  They are designed to burn hot and long, and 
  are ideal for setting fire to objects (they count 
  as kindling when using the rules in 
  the Lighting Fires sidebar below). 
  Typically only the front few inches of 
  a projectile are coated in the flaming 
  material to prevent accidental 
  Alchemical Weapons
  Weapons
  Price
   Dmg (S)
  Dmg(M)
  Critical
  Range
  Weight
  Type
  Duration
  Special
  One-handed Melee Weapons
  Fusee
  50 gp
  1d2
  1d3
  x2
  --
  1/2 lb.
  Fire
  10 minutes
  See text
  Handheld fountain
  100 gp
  1d6
  1d8
  x2
  --
  1/2 lb.
  Fire
  1 minute
  See text
  Sparkler
  5 gp
  1
  1d2
  x2
  --
  --
  Fire
  5 rounds
  See text
  Ranged Weapons
  Carrier skyrocket
  100 gp
  --
  --
  --
  50 ft.
  3 lbs.
  --
  Varies
  See text
  Exploding arrow
  11 gp
  1d3/1d3
  1d4/1d4
  x3/x2
  Varies
  --
  B/fire
  Instantaneous
  See text
  Exploding skyrocket
  15 gp
  1d4/1d4
  1d6/1d6
  x3/x2
  75 ft.
  1 lb.
  B/fire
  Instantaneous
  See text
  Flaming arrow
  5 gp
  1d3
  1d4
  x2
  Varies
  --
  Fire
  1 minute
  See text
  Flare
  25 gp
  --
  1d4
  --
  10 ft.
  1/2 lb.
  Fire
   6 rounds
  See text
  Flash powder
  50 gp
  --
  --
  10 ft.
  --
  Light
  Instantaneous
  Area, see text
  Ground fountain
  50 gp
  --
  1d6
  Blindness
  5 ft.
  cone
  1 lb.
  Fire
  1 minute
  Area, see text
  Heat pellet
  50 gp
  -
  See text
  --
  10 ft.
  Fire
  1 hour
  See text
  Skyrocket arrow
  20 gp
  1d6/1d3
  1d8/1d4
  x3/x2
  50 ft.
  1 lb.
  P/fire
  1 minute
  See text
  Skyrocket
  50 gp
  --
  2d6
  --
  90 ft.
  1 lb.
  Fire
  6 rounds
  Area, see text
  Smoke bomb
  20 gp
  --
  --
  --
  10 ft.
  1/2 lb.
  Smoke 1 
  minute
  Area, see text
  Salute
  25 gp
  --
  1
  x2
  10 ft.
  1/2 lb.
  Sonic
  1 round
  See text
  Thermite
  500 gp
  --
  3d6
  --
  1 lb.
  Fire
  1 minute
  See text
  Whistler
  75 gp
  --
  --
  --
  1 lb.
  Sonic
  1 minute
  See text
  
  20
  burning of the range weapon used to fire the 
  flaming arrow. A flaming arrow must be ignited 
  before it can be used in an attack. Crafting this 
  item is a DC 20 Craft (alchemy) check. A flaming 
  arrow is typically made using 1 dose of explosive 
  powder.
  Flare: This entry represents a firework
  designed for the sole purpose of creating a long 
  lasting light source. The flare itself is relatively 
  small, but once its fuse has burned down it 
  produces a brilliant ball of light that burns for 
  the fireworks duration. It sheds normal light 
  in a 60-foot radius and increases the light level 
  by one step for an additional 60 feet beyond 
  that area (darkness becomes dim light and dim 
  light becomes normal light). A flare does not 
  increase the light level in normal light or bright 
  light. A flare only produces this light effect while 
  actively burning, fading once the duration of 
  the firework is spent. While not designed to be 
  used offensively, a flare does burn hot enough to 
  injure creatures and it can be used to ignite fires 
  (counts as kindling if the Lighting Fires rules are 
  being used, see sidebar below). Flares work best 
  when launched into the air by a carrier skyrocket, 
  especially if a small parachute is added to slow 
  the flares decent (add 5 gp to the cost). Crafting 
  this item is a DC 25 Craft (alchemy) check.
  Flash powder: This entry is the same
  as the flash powder found in the Pathfinder 
  Roleplaying Game: Ultimate Equipment book, and 
  is included to act as a base that can be modified 
  by the various special weapon qualities above. 
  Flash powder can be composed of a wide range 
  of alchemical substances, including lycopodium 
  spore, a type of clubmoss. Flash powder 
  epitomizes pyrotechnics that produce light. In the 
  case of flash powder, exposure to any 
  source of ignition, even significant 
  friction or being thrown violently 
  against a hard surface (as a standard 
  action) creates a blast of light that 
  blinds creatures within a 10-foot radius burst 
  for 1 round (Fortitude DC 13 negates). Flash 
  powder can be used as a simple explosive powder 
  (see above for specific rules) in explosives and 
  in firearms. Crafting this item is a DC 20 Craft 
  (alchemy) check. Flash powder cannot have the 
  flashing special weapon quality added to it.
  Fusee: A fusee is a type of handheld flare, used 
  either for signaling or as a high power light 
  source. It sheds normal light in a 60-foot radius 
  and increases the light level by one step for an 
  additional 60 feet beyond that area (darkness 
  becomes dim light and dim light becomes normal 
  light). A fusee does not increase the light level 
  in normal light or bright light. A fusee only 
  produces this light effect while actively burning, 
  fading once the duration of the firework is spent. 
  While not designed to be used offensively, a fusee 
  does burn hot enough to injure creatures and it 
  can be used to ignite fires (counts as kindling 
  if the Lighting Fires rules are being used, see 
  sidebar below). Crafting this item is a DC 20 
  Craft (alchemy) check.
  Ground fountain: This entry represents
  a firework designed to stream a gout of fire 
  and sparks in a cone-shape into the air, though 
  if directed horizontally it can easily be used 
  offensively. Once ignited, a ground fountain 
  produces a 5-foot cone fired from the firework as 
  its point of origin with sparks from the fountain 
  falling to the ground within a 5-foot radius of the 
  firework (see Lighting Fires below). The length 
  of the cone and radius of the sparks effect can 
  be doubled by doubling the cost of the firework, 
  adding +5 to its Craft DC as well. Creatures 
  standing in the area of the firework during its 
  duration are effective blinded because of the 
  bright fire effects. Crafting this item is a DC 25 
  Craft (alchemy) check.
  Handheld fountain: This entry is the
  same as the flame fountain firework found in the 
  Pathfinder Roleplaying Game: Ultimate Equipment 
  
  21
  book, and is included to act as a base that can be 
  modified by the various special weapon qualities 
  above. While not a ranged weapon, handheld 
  fountains count as firework-firearms when 
  considering if they are reloadable (see sidebar). 
  A handheld fountain sheds light as a torch. Using 
  the Lighting Fires rules (see sidebar below), a 
  handheld fountain counts as fuel and can ignite 
  fuel as a move action or kindling and tinder as a 
  swift action. Crafting this item is a DC 25 Craft 
  (alchemy) check.
  Heat pellet: This entry represents a
  firework designed for the sole purpose of creating 
  a powerful heating source over an extended 
  period of time. This pellet is roughly the size 
  of a small stone but when ignited burns with 
  the heat and intensity of a medium campfire 
  for its duration. A burning heat pellet produces 
  the same smoke, smell and light as embers of a 
  dying campfire. It is hard to use a lit heat pellet 
  offensively, though it does count as a burning log 
  if thrown or otherwise used against a creature 
  of object. A heat pellet can be lit and will burn 
  in almost any weather except total down pour, 
  requiring kindling to get it going fully and 
  counting as coals if using the Lighting Fires 
  rules in the sidebar below. Any method used to 
  extinguish a normal fire can be used to extinguish 
  a heat pellet. Crafting this item is a DC 20 Craft 
  (alchemy) check.
  Skyrocket: This entry is the same as the
  skyrocket firework found in the Pathfinder 
  Roleplaying Game: Ultimate Equipment book, and 
  is included to act as a base that can be modified 
  by the various special weapon qualities above. 
  Skyrockets are self-propelled projectiles that 
  explode in a fiery ball at the end of their duration. 
  Once ignited, a skyrocket moves at a speed of 
  90 feet per round in a straight line, redirecting 
  if they hit an object. At the end of their last 
  round, they explode in a burst of light and sound, 
  dealing 2d6 fire damage in a 10-foot radius burst 
  (Reflex DC 15 halves). Anyone who takes damage 
  from the explosion is either blinded or deafened 
  (50% chance of either) for 1 round. Crafting this 
  item is a DC 25 Craft (alchemy) check. 
  Skyrocket arrow: The skyrocket arrow is a 
  self-propelled projectile that uses an exploding 
  powder as its propellant. Aiming a skyrocket 
  arrow is difficult, with a -4 nonproficiency 
  penalty on all attacks made with the firework. 
  Once their fuse has burned up, a skyrocket moves 
  at a speed of 75 feet per round in a straight line, 
  generally “sticking in” and dealing damage if they 
  hit an object.  Crafting this item is a DC 25 Craft 
  (alchemy) check.
  Smoke bomb: The smoke bomb releases
  a cloud of heavy smoke in a 10-foot cube once 
  ignited. A creature who breathes smoke for a 
  full round must make a Fortitude save (DC 10, 
  +1 per previous check) or spend the next round 
  choking and coughing. A creature who chokes 
  for 2 consecutive rounds takes 1d6 points of 
  nonlethal damage. Smoke obscures all sight, 
  including darkvision, beyond 5 feet. A creature 
  within 5 feet has concealment (attacks have a 
  20% miss chance). Creatures farther away have 
  total concealment (50% miss chance, and the 
  attacker can’t use sight to locate the target). The 
  smoke effect is replenished for the duration of the 
  smoke bomb but dissipates after five rounds in 
  still air, three rounds in a light wind, one round 
  in a moderate wind and instantly in a stronger 
  wind. Reduce the time in half if used outdoors or 
  in an open area with good ventilation. Double the 
  time if used indoors or in a confined space like a 
  narrow hallway or small room. Crafting this item 
  is a DC 20 Craft (alchemy) check.
  Sparkler: This entry represents
  a long burning firework designed to 
  be held in the hand and produce a 
  light effect. It sheds normal light in a 
  30-foot radius and increases the light 
  
  22
  level by one step for an additional 30 feet beyond 
  that area (darkness becomes dim light and dim 
  light becomes normal light). A sparkler does not 
  increase the light level in normal light or bright 
  light. A sparkler only produces this light effect 
  while actively burning, fading once the duration 
  of the firework is spent. While not designed to be 
  used offensively, a sparkler does burn hot enough 
  to injure creatures but it can be used to ignite 
  fires (counts as tinder if the Lighting Fires rules 
  are being used, see sidebar below). Crafting this 
  item is a DC 15 Craft (alchemy) check.
  Salute: This entry represents a firework
  designed for the sole purpose of creating a loud 
  banging noise when it explodes. Unless additional 
  special weapon qualities are added, the majority 
  of the power of a salute is focused on creating 
  a sonic effect that only affects creatures and 
  objects immediately sharing the same space as 
  the salute. If enclosed inside an small object, 
  increase the damage caused to 1d6 sonic damage 
  and reduce the object’s hardness by half. Salutes 
  are incredibly loud and can be heard from great 
  distances. A standard salute can be heard for half 
  a mile, with the option to increase this distance 
  by increasing the size of the salute (doubling the 
  size triples the distance, etc.) Crafting this item is 
  a DC 25 Craft (alchemy) check.
  Thermite: This entry is not meant to
  represent only specifically the chemical known as 
  thermite but instead any number of alchemical 
  powders that when ignited burn superhot. 
  Thermite burns with such intensity it can be 
  used to melt metal and even burn straight 
  through stone. Thermite however only works 
  when concentrated to small areas and the entry 
  as presented assumes one pound of material is 
  being placed on a space less than one 
  cubic foot in area. It is hard to use this 
  powder attack against creatures unless 
  then are helpless, but against objects 
  that are not moving too much, the 
  thermite deals all of its fire damage completely 
  ignoring any mundane hardness of the object 
  (but not any ability of the object to resist fire or 
  magical bonuses to hardness). Creatures coming 
  with a 5-foot radius of burning thermite take 1 
  point of fire damage due to its intensity. Igniting 
  thermite is very difficult, it is treated as fuel if 
  using the Lighting Fires rules below and is best 
  accomplished with the intense fire of a flare. 
  Crafting this item is a DC 35 Craft (alchemy) 
  check.
  Whistler: This entry is the same as
  the banshee ballerina firework found in the 
  Pathfinder Roleplaying Game: Ultimate Equipment 
  book, and is included to act as a base that can be 
  modified by the various special weapon qualities 
  above. The whistler represents a firework 
  designed for the sole purpose of creating a long 
  and incredibly loud noise over the duration of its 
  use. It can be thrown to target an intersection as a 
  splash weapon. Any creatures within 5 feet of the 
  noise are effectively deafened while they remain 
  in the area, as even the loudest sounds they make 
  are drowned out by the piercing sound. Crafting 
  this item is a DC 30 Craft (alchemy) check.
  New Firearm Options
  Realistic Explosive Powder Firearms (Optional 
  Rules)
   There are a number of real-world aspects of 
  especially early firearms that are glossed over in 
  the rules for firearms as presented in Pathfinder 
  Roleplaying Game: Ultimate Combat. For one, 
  gunpowder weapons produce enormous amounts 
  of acridic smoke that blinds the gunner as much 
  as their enemy. It was easy to spot in well lit 
  conditions where a shot was fired from, and in 
  darkness the muzzle flash of a black powder 
  weapon would be even more noticeable. Also, the 
  intense sound of an explosive powder weapon 
  could be almost deafening, and mounts and 
  soldiers alike would run in fear of the sight, 
  sound and smell of a firearm unless they were 
  
  23
  accustomed to it. Additionally, explosive powder 
  in particular was made from mostly solid fuel 
  sources and as such left a lot of residue after each 
  shot being fired. Most of these optional rules 
  are presented at the end of this text in the Rules 
  Appendix to address some of these issues and 
  more.
  Primitive Firearms (Optional Rule)
   The rules as written for early firearms like 
  the fire lance and culverin lump all the different 
  possible weapons into a few assumptions and 
  choices. The rules are also made to try to keep 
  firearms balanced, exchanging real-world reload 
  times with usable game mechanics that don’t put 
  the gunslinger at a disadvantage to other classes. 
  Some gamers can find even early firearms as 
  presented to be too powerful for their game. 
  These gamemasters may want to allow firearms 
  with greater restrictions, for instance to only 
  allow primitive handgonne firearms. 
  Firework-Firearms
   In the original firearms rules published in the 
  Pathfinder Roleplaying Game: Ultimate Combat 
  book, the fire lance is a type of early firearm that 
  is basically a javelin launched via gunpowder. 
  Numerous similar weapons existed that launched 
  everything from single balls of glass, porcelain, 
  clay or stone to arrows and crossbow bolts to 
  things as large as javelins or even as varied as 
  pellets of clay, shards of porcelain or metal filings 
  and even handfuls of stones and gravel. These 
  weapons are included here as firework-firearms 
  because unlike most firearms they behave slightly 
  differently. First off, none are powerful enough 
  to penetrate armor the way later firearms were 
  able to, so they always resolve ranged attacks as 
  normal attacks (never touch attacks, even in the 
  first range increment) unless otherwise specified. 
  All firework-firearms count as already possessing 
  the broken condition when determining the 
  effects of a misfire, meaning they always explode 
  to create a burst effect the size noted in the 
  misfire column, dealing damage to anyone in the 
  area as if they were hit by the weapon (Reflex 
  save DC 12 halves damage).
   Reloading them is also handled differently, as 
  they always count as two-handed early firearms 
  requiring a full-round action to reload a single 
  shot. Not all firework-firearms can even be 
  reloaded either, as they often consist of little more 
  than a wooden tube (bamboo where available) 
  that can become useless even with normal use 
  (gamemaster discretion if the design of your 
  firework-firearm is reloadable or not). Others are 
  specifically cast of bronze or forged of iron and 
  are made to be reloadable.
   All firework-firearms count 
  as having fuses as their firing 
  mechanisms (see below for additional 
  rules). All firework-firearms with the 
  “Realistic” Loading Times
   Most of the time when searching “how long does 
  it take to reload a handgonne” or some similar 
  phrase online, you’ll find three types of answers. 
  The first are people repeating what they think 
  they’ve heard or read, generally with no backing 
  or using nothing but personal experience. 
  The next are people who fire modern black 
  powder weapons, as hobbyists or reenactors. 
  Finally you find historians or people referring 
  to contemporary reports and accounts. What 
  you will find most often though are drastic 
  oversimplifications of the concept and trolling 
  flame-wars -- what you won’t find are good 
  answers.
   As an aside related to whether the loading times 
  as presented are “accurate” or at least “better”, 
  keep in mind that rules governing other ranged 
  weapons – like the longbow, sling or crossbow 
  – can also often be picked apart. Additionally,
  professional handgonnners who would spend 
  eight or more hours a day exclusively practicing 
  with sword and gonne may be better at 
  something than your modern-day hobbyist.
  
  24
  scatter weapon quality can only be used for firing 
  scatter attacks, as they are not properly built to 
  fit other types of ammunition. Firearm-fireworks 
  are not as versatile as most firearms. Neither 
  firearm special weapon qualities nor firework and 
  explosive special weapon qualities be applied to 
  firearm-fireworks without gamemaster approval. 
  New Special Weapon Qualities for 
  Firework-Firearms
   All of the following new firework-firearm 
  weapon qualities must be added at the time of the 
  crafting of the firearm. Most could not be added 
  as an “after-market” addition without gamemaster 
  approval. The costs presented generally assume 
  the price of purchasing the weapon, not crafting 
  it. See the Rule Appendix for new rules about 
  crafting firearms for more information on having 
  players craft firearms with these weapon qualities.
   Stacking Costs: When designing a weapon 
  with more than one cost increase or decrease, 
  apply each price change in the order that makes 
  the most sense to you and your gamemaster. For 
  example, size changes affect the entire weapon, 
  regardless of how many barrels it has or how it is 
  loaded, so those values should be applied last. 
  Combined firearm: A combined
  firearm is any combination of a melee weapon 
  and a firearm. These were particular popular in 
  the early days of firearms when one good shot 
  was all most people were able to get off. After the 
  invention of the flintlock mechanism, it was more 
  common for people to combine flintlock firearms 
  with mundane items like walking sticks, jailor’s 
  keys or even dinning ware. Any object long and 
  large enough to either act as a barrel (in the case 
  of polearms or hafted weapons) or to be designed 
  in-line with a barrel (in the case of swords and 
  daggers) can be used as a combined firearm.
   Melee weapons with combined firearms 
  typically are made to have a “safety” engaged 
  while the weapon is used in melee. Engaging or 
  disengaging this safety is a swift action. Melee 
  weapons designed to be fired after a blade is dug 
  in or once a spear has found purchase will not 
  include this kind of safety mechanism. In these 
  cases, treat any roll of a natural 1 as a misfire for 
  the combined firearm. 
  Cost: First double the price (200%) of the base 
  item, including doubling the price of the cost to 
  create it as a masterwork weapon or tool. Add 
  this price to 125% of the price of the firearm. 
  This accounts for increased difficultly of 
  integrating the mechanisms into a weapon. When 
  crafting a combined firearm, you must provide 
  half this final price as raw materials (see Rules 
  Appendix below).
  Volley gun: The volley gun weapon quality
  can be added to any firearm design except those 
  with the “pepperbox” weapon quality, increasing 
  the number of barrels it has. Volley guns differ 
  from pepperbox designs because all barrels 
  are fired at the same time using a single firing 
  mechanism. All the barrels of a volley gun must 
  focus on the same target. Adding one barrel to a 
  firearm applies a -4 recoil penalty on each attack. 
  Each additional barrel of a volley gun increases 
  the penalty by -2 recoil penalty cumulatively to 
  each attack. For instance, a seven barreled gun 
  takes a -14 recoil penalty to each of the weapon’s 
  seven attacks against a single target. Each 
  additional barrel added to a volley gun increases 
  the weight of the weapon by one-fifth the base 
  weapons total weight. If a one-handed firearm 
  design weighs more than twice what its base 
  weapon weighs, it becomes a two-handed firearm. 
  If a two-handed firearm weighs more than three 
  times what its base weapon weighs, it must be 
  mounted to fire or the recoil possibly knocks the 
  wielder prone (Strength check DC 10, +1 per 
  additional barrel) and doubles the recoil penalty 
  when fired (see Rules Appendix below). Misfires 
  are handled per-barrel, with individual barrels 
  being able to gain the broken condition and even 
  explode if used after having the broken condition. 
  Unloaded barrels at the time the trigger is pulled 
  just do not fire without any penalty or chance of 
  a misfire.
  
  25
  Cost: The price of each barrel added to a weapon 
  is equal to one-half the price (50%) of the base 
  weapon. For instance, a triple barreled volley gun 
  fire arrow would cost 70 gp instead of 35 gp (and 
  and have a -6 recoil penalty to each shot when all 
  3 barrels were fired simultaneously). 
  Fire arrow: The fire arrow represents
  those firework-firearms designed to launch 
  an arrow or crossbow bolt out of a tube made 
  of wood, bronze or iron and at a target. It 
  can be considered the most effective form of 
  firearm-firework and has the most number of 
  refinements.  Like all firework-firearms, a fire 
  arrow is imprecise, targeting AC rather than 
  touch AC and always is treated as having the 
  broken condition for purpose of determining the 
  effects of a misfire. Crafting this item is a DC 
  25 Craft (alchemy) or a DC 20 Craft (firearms) 
  check (see Rules Appendix). A fire arrow uses 
  an arrow, bolt or garros (see New Ammunition 
  below) and a single dose of explosive powder as 
  its ammunition.
  Fire blade: The fire blade represents those
  firework-firearms designed to launch a dagger-
  like blade out of a tube made of wood, bronze or 
  iron and at a target.  Like all firework-firearms, a 
  fire blade is imprecise, targeting AC rather than 
  touch AC and always is treated as having the 
  broken condition for purpose of determining the 
  effects of a misfire. Crafting this item is a DC 
  25 Craft (alchemy) or a DC 20 Craft (firearms) 
  check (see Rules Appendix). A fire blade uses 
  a dagger and 2 doses of explosive powder as its 
  ammunition.
  Fire dart: The fire dart represents those
  firework-firearms designed to launch a dart or 
  sling bullet out of a tube made of wood, bronze 
  or iron and at a target.  Like all firework-firearms, 
  a fire dart is imprecise, targeting AC rather than 
  touch AC and always is treated as having the 
  broken condition for purpose of determining the 
  effects of a misfire. Crafting this item is a DC 
  20 Craft (alchemy) or a DC 15 Craft (firearms) 
  check (see Rules Appendix). A fire dart uses 
  a dart, sling bullet or crossbow bullet (see 
  New Ammunition below) and a single dose of 
  explosive powder as its ammunition.
  Fire gourd: The fire gourd,
  also called a fire vase, is a single-
  shot scatter weapon made to fire 
  Alchemical Weapons
  Firework-Firearms
  Price
  Dmg(S)
  Dmg(M)
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  Fire arrow
  35 gp
  1d6
  1d8
  x4
  15 ft.
  1-3 (5 ft.)
  1
  3 lbs.
  P
  --
  Fire blade
  25 gp
  1d4
  1d6
  x4
  10 ft.
  1-3 (5 ft.)
  1
  2 lbs.
  P
  --
  Fire dart
  20 gp
  1d3
  1d4
  x4
  20 ft.
  1-3 (5 ft.)
  1
  2 lbs.
  P
  --
  Fire gourd
  25 gp
  1d4
  1d6
  x3
  15 ft. 
  cone
  1-4 (5 ft.)
  1
  5 lbs.
  B and P
  Scatter
  Fire lance
  25 gp
  1d4
  1d6
  x4
  10 ft.
  1-4 (5 ft.)
  1
  4 lbs.
  P
  --
  Makeshift firearm
  --
  1d6
  1d8
  x3
  15 ft.
  1-4 (5 ft.)
  1
  5 lbs.
  B and P
  --
  Pyrotechnic bullet 
  launcher
  25 gp
  1d2
  1d3
  x3
  10 ft.
  1-3 (5 ft.)
  See text
  2 lbs.
  P
  See text
  Pyrotechnic candle 
  launcher
  5 gp
  --
  1/1
  Blindness
  5 ft.
  1 (5 ft.) 
  See text
  --
  Fire/
  nonlethal
  See text
  Pyrotechnic star 
  launcher
  25 gp
  --
  1d4/1d4
  Blindness/
  x2
  10 ft.
  1-2 (10 
  ft.)
  See text
  1 lb.
  Fire/B
  See text
  
  26
  stones, pellets or other ammunition as a scatter 
  weapon. Those made of wood or dried gourds 
  are generally single-use and can be made into 
  improvised fragmentation weapons by plugging 
  the top or even sticking the weapon upside down 
  in the ground. Other types are made of bronze 
  or iron with an almost vase-like shape. Like all 
  firework-firearms, a fire gourd is imprecise, 
  targeting AC rather than touch AC and always 
  is treated as having the broken condition for 
  purpose of determining the effects of a misfire. 
  Crafting this item is a DC 20 Craft (alchemy) 
  or a DC 18 Craft (firearms) check (see Rules 
  Appendix). A fire gourd uses a handful of 
  marbles, small stones or pellets and 2 doses of 
  explosive powder as its ammunition.
  Fire lance: This entry is the same as the fire
  lance found in the Pathfinder Roleplaying Game: 
  Ultimate Combat book, and is included to act as 
  a base that can be modified by the various special 
  weapon qualities above. The fire lance represents 
  those firework-firearms designed to launch a 
  javelin or shortspear out of a tube made of wood, 
  bronze or iron and at a target.  Like all firework-
  firearms, a fire lance is imprecise, targeting AC 
  rather than touch AC and always is treated as 
  having the broken condition for purpose of 
  determining the effects of a misfire. Crafting 
  this item is a DC 20 Craft (alchemy) or a DC 18 
  Craft (firearms) check (see Rules Appendix). A 
  fire lance uses a javelin and 2 doses of explosive 
  powder as its ammunition.
  Makeshift firearm: Any sturdy enough
  tube-like object could be made into a quick and 
  dirty firearm. Loading a dose of explosive powder 
  with a ball on the other end makes for a simple 
  firearm weapon and only requires some method 
  of igniting the powder once loaded 
  ( a small crack, touchhole or vent). 
  Using such a weapon however is 
  highly dangerous and any misfire 
  counts as if the weapon already 
  had the broken condition. Crafting this item 
  is a specail DC 20 Craft (alchemy) or a DC 10 
  Craft (firearms) check (see Rules Appendix) 
  that requires one minute, assuming an adequate 
  material for a “barrel” is readily available. A 
  makeshift firearm uses a bullet and a single dose 
  of explosive powder as ammunition.
  Pyrotechnic bullet launcher: 
  This entry uses a similar firing mechanism to the 
  pyrotechnic candle and star launchers, where a 
  series of shots are prepared and each is fired in 
  succession one round after the other by use of a 
  long burning fuse. In the case of a bullet launcher, 
  solid shots are fired. Traditionally these would 
  be ceramic bullets (clay, glass or even porcelain), 
  but later they became stone and even metal shots. 
  Attacking with a pyrotechnic bullet launcher is a 
  normal ranged attack and has a -4 nonproficiency 
  penalty. On a misfire, the bullet does not leave 
  the launcher and explodes, dealing the damage of 
  all remaining bullets to the user of the firework-
  firearm. A pyrotechnic bullet launcher can be 
  made to have any number of bullets, though 
  after six, the nonproficiency penalty increases by 
  -2 per additional bullet due to the additionally 
  awkward size and shape of the firework. Once 
  started, a pyrotechnic launcher can only be 
  extinguished, otherwise each shot will continue 
  to be fired regardless of where it is aimed. A 
  pyrotechnic launcher uses a candle firework and 
  a dose of explosive powder per shot to be fired. 
  The cost of the firework-firearm assumes it is 
  loaded with four bullets, and increases by +5 gp 
  per additional bullet. Crafting this item is a DC 
  20 Craft (alchemy) check, with the DC increasing 
  by +1 per shot after the first 4 bullets.
  Pyrotechnic candle launcher:
  This entry is the same as the star candle firework 
  found in Pathfinder Roleplaying Game: Ultimate 
  Equipment, and is included to act as a base that 
  can be modified by the various special weapon 
  qualities above. Each round this firework 
  
  27
  burns for, a special type of pyrotechnic called a 
  “candle” is launched. This candle deals 1 point 
  of nonlethal damage and 1 point of fire damage 
  if they hit a target; on a critical hit, the target 
  is also blinded for 1 round. The candles shed 
  light as a candle for 1 round and have a range 
  increment of 5 feet. Attacking with a pyrotechnic 
  candle launcher is a ranged touch attack and has 
  a -4 nonproficiency penalty. On a misfire, the 
  candle does not leave the launcher and explodes, 
  dealing the damage of all remaining candles to 
  the user of the firework-firearm. A pyrotechnic 
  candle launcher can be made to have any number 
  of candles, though after six, the nonproficiency 
  penalty increases by -2 per additional candle due 
  to the additionally awkward size and shape of the 
  firework. Once started, a pyrotechnic launcher 
  can only be extinguished, otherwise each shot 
  will continue to be fired regardless of where it 
  is aimed. A pyrotechnic launcher uses a candle 
  firework and a dose of explosive powder per 
  shot to be fired. The cost of the firework-firearm 
  assumes it is loaded with four candles, and 
  increases by +1 gp per additional candle. Crafting 
  this item is a DC 20 Craft (alchemy) check, with 
  the DC increasing by +1 per shot after the first 4 
  candles.
  Pyrotechnic star launcher: This
  entry is a larger version of the star candle 
  firework found in Pathfinder Roleplaying Game: 
  Ultimate Equipment, and is included to act 
  as a base that can be modified by the various 
  special weapon qualities above. Each round this 
  firework burns for, a special type of pyrotechnic 
  called a “star” is launched. This star deals 1d4 
  point of bludgeoning damage and 1d4 point 
  of fire damage if they hit a target; on a critical 
  hit, the target is also blinded for 1 round. The 
  stars shed light as a torch for 1 round and have 
  a range increment of 10 feet. Attacking with a 
  pyrotechnic star launcher is a ranged touch attack 
  and has a -4 nonproficiency penalty. On a misfire, 
  the star does not leave the launcher and explodes, 
  dealing the damage of all remaining candles to 
  the user of the firework-firearm. A pyrotechnic 
  star launcher can be made to have any number 
  of stars, though after six, the nonproficiency 
  penalty increases by -2 per additional star due to 
  the additionally awkward size and shape of the 
  firework. Once started, a pyrotechnic launcher 
  can only be extinguished, otherwise each shot 
  will continue to be fired regardless of where it 
  is aimed. A pyrotechnic launcher uses a star 
  firework and a dose of explosive powder per shot 
  to be fired. . The cost of the firework-firearm 
  assumes it is loaded with four stars, and increases 
  by +5 gp per additional star. Crafting this item 
  is a DC 30 Craft (alchemy) check, with the DC 
  increasing by +1 per shot after the first 4 stars.
  
  28
  Handgonnes
   Throughout this book, the term “handgonne” 
  is used as a catch-all for a number of primitive 
  firearms that pre-date the pistols and muskets 
  normally considered as “early firearms.” 
  Historically the terms applied to the weapons 
  I am describing varied by location and time 
  period; in Asia, you could find the chongtong 
  and huochong, while in Europe they were the 
  baton a feu, couleuvrine a main or faustbuche. 
  Likewise in this book I differentiate between 
  “hand bombards” and “hand cannons,” though 
  to a 15th century soldier they may have even 
  used the terms interchangeably. It is a matter 
  of convenience differentiating these terms, to 
  account for some of the variation possible with 
  these weapons. While the “hand gonne” also 
  appears as specific weapon on the list, I will use 
  the term handgonne in general to refer to all the 
  firearms of this style (ex. hand bombards, hand 
  cannons, hand culverins, hand gonnes, etc.).
   As a quick reference to the possible sizes and 
  measurements of handgonnes, here are some 
  statistics.
  Barrel lengths: 3 inches – 20 inches, average 12 
  inches
   Pole lengths: 12 inches – 8 feet, average 3 feet
   Weights: 1 lb – 25 lbs, average 8 lbs
   Caliber: .50 to 1.50 caliber, average 1.0 caliber
  When you read the descriptive text you will 
  realize I am certainly not just misspelling the 
  word “handgun” as the “hand” in these refers 
  more to the idea that these are cannons that can 
  be held in a single user’s hands rather than being 
  mounted on a wall, wheels or ship deck.
   One final difference between handgonnes and 
  other early firearms is that their simple design 
  (a heavy metal barrel on the end of a pole) was 
  almost always made to be resilient enough to 
  function as a melee weapon in combat. Gonners 
  particularly concerned with needing to use 
  their weapons in melee combat were known 
  to combine them into a basic polearm’s design 
  (see combined firearm special weapon quality 
  below). Treat the firearm as a melee weapon and 
  as a firearm as two separate weapons for rules 
  concerning magically enhancing them.
  Reloading and Firing Handgonnes
   The simple design of various handgonnes may 
  seem like they would make reloading times 
  significantly faster than other firearms but they 
  generally had awkward shapes and were not 
  properly made to be easily reloaded. Their overly 
  simple designs also required some care to pack 
  a barrel correctly as powder could either fall out 
  the touchhole or be too packed to allow proper 
  ignition. Additionally, loading the early clay or 
  glass balls was slower than loading metal bullets 
  as they required more care to not break them 
  before firing, let alone loading pellets or other 
  improvised shrapnel into the barrel. 
  Optional rule: Increase reloading times by 1 full-
  round when loading ammunition fragile ceramic 
  ammunition (clay, glass, etc.) or any form of 
  pellets for scatter attacks.
   Even more surprising might be that the 
  weapons actually took a long time to fire 
  accurately. The way a handgonne is held, either 
  under the arm at mid-waist level or over the 
  shoulder, as well as their very short, smoothbore 
  barrel made accurate aiming with a handgonne 
  impossible by today’s standards. Instead, 
  handgonners fired the weapons with both eyes 
  open, letting themselves “feel” if the target was 
  on rather than trying to precision aim the way 
  we might think to with one eye open, the other 
  closed looking down the length of the barrel. 
  Most gonners wouldn’t want to put their eyes that 
  close to the touchhole/vent of the handgonne 
  either as backfire was problematic to say the least 
  (part of why it was kept an arms length away on 
  a pole in the first place). This style of shooting 
  required longer to aim and is accounted for in 
  each weapon below. These firing times can be 
  modified by using different firing mechanisms 
  (see below).
  
  29
   Firing a primitive firearm is then typically a 
  full-round action. This is due in part to the slow 
  methods of igniting the explosive powder in 
  the weapon.  Firing a primitive firearm with a 
  full-round action imparts a -4 penalty to attack 
  rolls against any target that is not inanimate and 
  unmoving due to the delay between lighting the 
  powder and the shot. Firearms with a standard 
  action as their firing time only suffer a -2 penalty 
  to attack rolls in these conditions.
  Fuse
  Description: A direct adoption from early cannons 
  and still common to all fireworks and firework-
  firearms, the use of a fuse in a firearm is actually 
  quite beneficial – if time isn’t important to you. 
  A short fuse is inserted into a touchhole, lit by 
  hand, and then the firearm is held in both hands 
  and readied to be fired. This made it significantly 
  easier to steady the weapon and brace against the 
  recoil. Assume all firework-firearms use a fuse 
  ignition system unless otherwise specified.
  History: This was the first likely type of firing 
  mechanism, though it was quickly replaced by 
  just direct hand ignition.
  Game mechanics: A fuse must be long enough to 
  give a gonner time to lift a weapon and aim. This 
  means the shortest a fuse would be set to burn 
  for is 1 full-round, after having already spent 
  a round lighting the fuse. A fuse can be even 
  longer than that though. The extra time spent 
  preparing for the shot does impart some practical 
  benefits. First, reduce all recoil penalties by 2, 
  because the gonner is able to hold the weapon 
  more securely in two hands. Secondly, the longer 
  aim time imparts a +1 attack bonus for taking the 
  time to aim. Wise gonners would even take that 
  extra time to brace the weapon fully (see Rules 
  Appendix below).
  Cost: Any weapon designed for hand ignition 
  via touchhole (the base assumption of most 
  handgonnes) can instead be fired using a fuse just 
  by using one (see New Adventuring Gear below). 
  Hand ignition
  Description: Direct hand ignition is a firing 
  mechanism from cannons that was common 
  in primitive firearms like handgonnes. A small 
  touchhole or vent would exist at the bottom of a 
  barrel, into which a burning ember, hot wire from 
  a brazier, or slow match would be placed igniting 
  the powder. This method has a drawback in the 
  form of needing one hand completely free to hold 
  the igniter and the user must look at the weapon, 
  not where they are aiming while doing it.
  History: In primitive firearms, this was the 
  most common method. While later methods 
  developed, they were more for sophisticated 
  weapons like the arquebus and musket, not just 
  simple handgonnes. Assume all handgonnes use a 
  hand ignition system unless otherwise specified.
  Game mechanics: As the base assumption of 
  handgonnes, the rules presented above for the 
  time to reload and fire a handgonne is based on 
  the assumption it uses this firing mechanism. If a 
  firearm-firework or other weapon that normally 
  uses a fuse is instead replaced with 
  direct hand ignition, reduce the firing 
  time to a single full-round action.
  Cost: Any early firearm can 
  The High Cost of Handgonnes
   Compared to other, more advanced early 
  firearms, the cost of handgonnes is significantly 
  worse despite their simple designs and lesser 
  quality. The cost as listed should be considered 
  the cost only in a world where firearms are 
  almost non-existent. In a world where even the 
  simplest matchlock musket or wheellock pistol 
  is available, any gunsmith worth their salt could 
  quickly and easily produce a handgonne. In this 
  case, reduce the cost to 10% of the price as listed 
  for handgonnes. Ammunition prices and the cost 
  of explosive powder should remain consistent to 
  their contemporaries as few major changes are 
  occurring in that department.
  
  30
  automatically be made to be fired by hand, from 
  tearing the fuse out of a firearm-firework and 
  pushing an igniter into the hole to manually 
  opening a flintlock musket’s flashpan and placing 
  an igniter into the powder there.
  Serpentine
  Description: With the introduction of a flashpan 
  (a small indentation above a touchhole that can 
  hold a small amount of powder) on a firearm, 
  you increase the size of the area that a lit match 
  needs to strike. Once that is common practice, 
  the serpentine becomes a clear option. This is by 
  far the simplest mechanical firing mechanism, 
  in that it is a simple S-curve piece of metal that 
  is hinged to a firearm and allows the user to pull 
  up or down on one end of the curve to lower 
  a slow match clamped into place on the other 
  end into the flashpan, igniting the firearm. The 
  biggest advantage of this method is that it can 
  be used while both hands are on the firearm at 
  the same time and without needing to take your 
  eyes off your target to be sure you are hitting the 
  touchhole. 
  History: By the 1400’s firearms were becoming 
  more commonplace and simple solutions like 
  this were being introduced. The serpentine itself 
  was the basis of later firearm firing mechanism 
  designs like the matchlock, and so was short lived 
  as an option itself.
  Game mechanics: The primary benefit of using a 
  serpentine is that the slow match is held by the 
  firearm securely, freeing your other 
  hand to still steady the weapon for 
  firing. The serpentine still had to be 
  lowered by hand and was thus very 
  slow to use, meaning firing handgonnes with a 
  serpentine still takes just as long as listed above, 
  only reduce all recoil penalties by half.
   See the matchlock entry below for some of the 
  other effects of keeping a burning match attached 
  to a weapon at all times.
   Serpentine firearms have an uncovered open 
  flashpan, meaning that the weapon must remain 
  in an upright position once prepared for fire 
  or the primer could fall out leaving nothing 
  for the match to ignite. Moving with a firearm 
  that has been primed in most situations is 
  not difficult, but if the wielder crosses uneven 
  terrain or makes any sudden movements, they 
  must make an Acrobatics check, DC 15 or risk 
  spilling the primer. Anytime a character is rocked 
  by movement, struck in combat or otherwise 
  violently shaken with a lit slow match, they need 
  to make a Reflex save DC 14 or risk lighting 
  the primer on fire. On the roll of a natural 1 on 
  this Reflex save, assume the weapon was fired 
  accidentally and treat it as a misfire. Adding 
  primer to a prepared gun is a move action to 
  perform safely with a burning match or a swift 
  action with the Rapid Reload feat. 
  Cost: The serpentine is a very simple mechanical 
  device. The S-curved piece of metal could be 
  fashioned fairly quickly out of almost any metal 
  and the hinge is a simple addition to the firearm. 
  The actual cost of adding a serpentine should 
  only be 1 gold piece, though it can only be added 
  to handgonnes in a world where the idea has 
  been first thought of.
  Reloading and Firing Times of Handgonnes
  Handgonne Type
  Normal Reload Time
  Reload with Rapid Reload Feat
  Firing Time
  Hand bombard, hand mortar
  2 full-rounds
  1 full-round + 1 move action
   1 full-round
  Hand cannon
  1 full-round + 1 move action
  1 full-round
  1 full-round
  Hand culverin
  1 full-round + 1 move action
   1 full-round
   1 full-round
  Hand gonne, gonnette, petronel
  1 full-round
   1 standard action
   1 standard action
  
  31
  Matchlock
  Description: The matchlock was the first true 
  firing “mechanism.” The difference between a 
  serpentine and a matchlock is the addition of 
  a trigger and a spring. When the trigger was 
  pulled, a spring attached to the serpentine would 
  curl down and ignite the primer in the pan 
  sending flames down a vent to ignite the powder 
  charge in the barrel. This simple addition is a 
  necessary development to making true muskets 
  however and opened up an entirely new area of 
  development and ways to improve firearms (for 
  more on the development of firing mechanisms, 
  see the book Call to Arms: Pistols and Muskets).
  History: First produced in Europe by the 1440’s, 
  the matchlock firearm remained popular as a 
  cheap and easy to use firearm until the true 
  flintlock came into dominance around 1720. 
  Matchlocks remained popular in Asian countries 
  like Japan until significantly later, almost at the 
  time of the introduction of actual cartridge-firing 
  rifles (an advanced firearm). 
  Game mechanics: There is risk when working 
  around a lit slow match, and either stowing it 
  safely while handling gunpowder or dousing 
  the match and relighting it between shots. Use a 
  weapons normal reloading time unless reloaded 
  when the slow match is either not actively lit or 
  not attached to the firearm, in which case reduce 
  the time needed by one step (2 full-round actions 
  to 1 full-round action + 1 move action, 1 full-
  round action + 1 move action to 1 full-round 
  action, 1 full-round action to 1 standard action, 
  etc.). Lighting a slow match is typically a standard 
  action itself and it was not uncommon for a slow 
  match to have both ends lit incase wind or water 
  extinguished one. 
   A burning slow match presented numerous 
  problems. It had a strong odor when burning 
  that was easy to detect and the end would glow 
  in the dark, giving any attempt at concealing a 
  matchlock firearm or hiding with a prepared 
  firearm a -10 to all related skill checks. In 
  addition, the slow match could ignite other 
  easily flammable substances like paper, oil or 
  gunpowder if mishandled. A slow match was also 
  almost impossible to keep lit in wet and windy 
  weather (see New Adventuring Gear: Slow 
  match below). 
   Matchlock firearms have an uncovered open 
  flash pan, meaning that the weapon must remain 
  in an upright position once prepared for fire 
  or the primer could fall out leaving nothing for 
  the match to ignite. Moving with a matchlock 
  that has been primed in most situations is 
  not difficult, but if the wielder crosses uneven 
  terrain or makes any sudden movements, they 
  must make an Acrobatics check, DC 15 or risk 
  spilling the primer. Anytime a character is rocked 
  by movement, struck in combat or otherwise 
  violently shaken with a lit slow match, they need 
  to make a Reflex save DC 14 or risk lighting 
  the primer on fire. On the roll of a natural 1 on 
  this Reflex save, assume the weapon was fired 
  accidentally and treat it as a misfire. Adding 
  primer to a prepared gun is a move action to 
  perform safely with a burning match or a swift 
  action with the Rapid Reload feat. 
  Cost: When first introduced, the matchlock was 
  an expensive addition to the relatively simple 
  design of handgonnes. Increase the cost of 
  any primitive firearm with a matchlock firing 
  mechanism by an additional 25%, 
  unless matchlocks are commonplace 
  on other firearms like the musket, or 
  more advanced mechanisms exist (see 
  sidebar). If even more advanced firing 
  Additional Firing Mechanisms
   The matchlock was only the first of many firing 
  mechanisms invented for use on early firearms. 
  Though more commonly associated with pistols 
  and muskets, wheellocks, snaplocks, snaphance, 
  flintlocks, and caplock mechanisms could in 
  theory be added to a primitive firearm like a 
  handgonne. Explicit rules detailing these locks 
  and much else can be found in Call to Arms: 
  Pistols and Muskets.
  
  32
  mechanisms exist, adding a matchlock to an 
  primitive firearm should cost little to nothing.
  New Special Weapon Qualities for 
  Handgonnes
   All of the following new firearm weapon 
  qualities must be added at the time of the crafting 
  of the firearm. Most could not be added as an 
  “after-market” addition without gamemaster 
  approval. The costs presented generally assume 
  the price of purchasing the weapon, not crafting 
  it. See the Rule Appendix for new rules about 
  crafting firearms for more information on having 
  players craft firearms with these weapon qualities.
   Stacking Costs: When designing a weapon with 
  more than one cost increase or decrease, apply 
  each price change in the order that makes the 
  most sense to you and your gamemaster. For 
  example, size changes affect the entire weapon, 
  regardless of how many barrels it has or how it is 
  loaded, so those values should be applied last. 
  Combined firearm: A combined firearm is any 
  combination of a melee weapon and a firearm. 
  These were particular popular in the early days 
  of firearms when one good shot was all most 
  people were able to get off. After the invention of 
  the flintlock mechanism, it was more common 
  for people to combine flintlock firearms with 
  mundane items like walking sticks, jailor’s keys 
  or even dinning ware. In rare cases, two or more 
  firearms may even have been built into a weapon. 
  Any object long and large enough to either act 
  as a barrel (in the case of polearms or hafted 
  weapons) or to be designed in-line with a barrel 
  (in the case of swords and daggers) can be used 
  as a combined firearm.
   Melee weapons with combined firearms 
  typically are made to have a “safety” engaged 
  while the weapon is used in melee. Engaging or 
  disengaging this safety is a swift action. 
  Melee weapons designed to be fired 
  after a blade is dug in or once a spear 
  has found purchase will not include 
  this kind of safety mechanism. In these cases, 
  treat any roll of a natural 1 as a misfire for the 
  combined firearm. Treat creating any combined 
  weapon and firearm as two separate weapons for 
  rules concerning magically enhancing them.
  Cost: First double the price (200%) of the base 
  item, including doubling the price of the cost to 
  create it as a masterwork weapon or tool. Add 
  this price to 125% of the price of the firearm. 
  This accounts for increased difficultly of 
  integrating the mechanisms into a weapon. When 
  crafting a combined firearm, you must provide 
  half this final price as raw materials (see Rules 
  Appendix below). 
  High/Low Caliber: Caliber is a standard measure 
  of the size of the internal diameter of a barrel. 
  Generally speaking, the ball or bullet fired from 
  a barrel matched or was slightly smaller than the 
  caliber of the weapon. Though subtle changes in 
  caliber often existed, mechanically there is little 
  difference between a .95 caliber handgonne and 
  a 1.10 caliber handgonne. Though most gonne 
  calibers were right around 1.0 (as in 1 inch 
  barrel diameter), an impressive figure compared 
  to modern firearms, the low speed at which 
  exposive powder fired balls made them less 
  powerful than a similarly sized modern cartridge 
  fired weapon. A low caliber weapon is one that 
  has a smaller enough of a bullet that it deals less 
  damage. Decrease the damage die used by one 
  size step, for instance from 1d10 to 1d8. A high 
  caliber weapon is one that has a larger enough of 
  a bullet that it deals more damage. Increase the 
  damage die used by one size step, for instance 
  from 1d10 to 1d12.
  Cost: The caliber of the barrel is ultimately 
  immaterial to base cost as presented for the 
  firearms, so the cost of a lower or higher caliber 
  weapon does not increase or decrease the cost of 
  the weapon. Ammunition however is significantly 
  affected. Decrease the cost of any ammunition 
  for a low caliber firearm by half (50%). Increase 
  the cost of any ammunition for a high caliber 
  firearm by half (50%). Unless deemed so by 
  
  33
  the gamemaster, additionally assume that all 
  ammunition for the weapon must be custom cast 
  as the size is non-standard to the most common 
  weapons made. Is using the ammunition rules 
  presented below (see New Ammunition), 
  increase or decrease the multiplier by one instead 
  of doubling or halving the cost when appropriate.
  Hooked: Handgonnes can be fitted with a hook 
  that allows them to be more easily braced against 
  an object by digging the hook into a log or crack 
  in a stone wall. Normally this is a standard action 
  (see Rules Appendix below), but masterwork 
  hooks can be added that are effective in combat 
  and make bracing the handgonne a move action. 
  Cost: Including a standard hook into a 
  handgonne is relatively inexpensive, costing an 
  additional 5 gp. Crafting a masterwork hook into 
  a handgonne costs 100 gp, but a handgonne with 
  a proper hook can be wielded as a light pick in 
  melee combat. On the roll of a natural 1 when 
  fighting with a hooked handgonne as a pick 
  that is loaded to fire the ball and powder loosen 
  becoming useless. A discharged handgonne can 
  be used as a melee weapon without harm coming 
  to the weapon.
  Superposed load: This firearm is capable of 
  having multiple shots prepared to be fired from 
  a single barrel, each stacked in front of another 
  and having their own firing mechanism making 
  them able to be fired independently. If a shot 
  is fired from further down the line than the 
  one closest to the end of the barrel, the firearm 
  suffers an automatic misfiring as if already had 
  the broken condition, dealing damage for each 
  shot still loaded. Each successive shot fired after 
  the first takes cumulative a -2 penalty from the 
  fouling of the barrel. Cleaning the barrel between 
  shots removes this penalty (see Rules Appendix 
  below). The weight of a superposed weapon 
  only increases by one-fifth (20%) of the weapons 
  normal weight for each additional shot added. 
  The superposed load is more likely to misfire due 
  to large number of shots being prepared on one 
  another, increase the misfire chance by +1.
  Cost: Increase the cost of the firearm by half 
  (50%) of the base firearms cost per additional 
  superposed load. For instance, a hand gonne 
  capable of firing 3 total shots superposed on one 
  another would cost 4,000 gp instead of 2,000 gp.
  Volley gun: The volley gun weapon quality can 
  be added to any firearm design except those with 
  the “pepperbox” weapon quality, increasing the 
  number of barrels it has. Volley guns differ from 
  pepperbox designs because all barrels are fired 
  at the same time using a single trigger. All the 
  barrels of a volley gun must focus on the same 
  target. Adding one barrel to a firearm applies a 
  -4 recoil penalty on each attack. Each additional 
  barrel of a volley gun increases the penalty by 
  -2 recoil penalty cumulatively to each attack. 
  For instance, a seven barreled nock gun takes a 
  -14 recoil penalty to each of the weapon’s seven 
  attacks against a single target. Each additional 
  barrel added to a volley gun increases the weight 
  of the weapon by one-fifth the base weapons total 
  weight. If a one-handed firearm design weighs 
  more than twice what its base weapon weighs, it 
  becomes a two-handed firearm. If a two-handed 
  firearm weighs more than three times what its 
  base weapon weighs, it must be mounted to fire 
  or the recoil possibly knocks the wielder prone 
  (Strength check DC 10, +1 per additional barrel) 
  and doubles the recoil penalty when fired (see 
  Rules Appendix below). Misfires are handled 
  per-barrel, with individual barrels being able to 
  gain the broken condition and even explode if 
  used after having the broken condition. Unloaded 
  barrels at the time the trigger is pulled just do not 
  fire without any penalty or chance of a misfire.
  Cost: The price of each barrel added to a weapon 
  is equal to one-half the price (50%) of the base 
  weapon. For instance, a quadruple barreled volley 
  gun hand gonne would cost 5,000 
  gp instead of 2,000 gp (and have a -8 
  recoil penalty to each shot when all 
  4 barrels were fired simultaneously).
  
  34
  Wall gun: Essentially oversized versions of a 
  standard firearm, wall guns are designed to 
  be braced or fired from a tripod (see Rules 
  Appendix below). Firearms with the wall gun 
  weapon quality are always two-handed firearms. 
  Firing a wall gun without first bracing the 
  weapon or using a mount imparts a -4 recoil 
  penalty on attack rolls and the recoil possibly 
  knocks the wielder prone (Strength check DC 
  20). A Large or larger creature can fire a wall 
  gun one size smaller than it is without mounting 
  it as a normal two-handed weapon and without 
  the danger of being knocked prone, but takes 
  the normal penalty for firing an inappropriately 
  sized weapon and the recoil penalty. Wall guns 
  often have hooks, lugs and other attachments 
  built right into the basic design of the weapon to 
  make for easy bracing and mounting. Increase the 
  weight of the base weapon by one-half. Double 
  the number of damage dice the weapon deals, for 
  instance 1d12 becomes 2d12. The longer barrel of 
  a wall gun increases the distance it can be fired, 
  increasing the range increment of the firearm by 
  10 feet. 
  Cost: Increase the cost of the firearm by two and a 
  half times the normal price (250%). For instance, 
  a wall gun hand culverin would cost 7,500 gp 
  instead of 3,000 gp.
  Gonnette: The “small gonne” or “petit 
  gonne” was almost as much a toy or 
  amusement as a weapon. It consists 
  of a miniaturized version of a handgonne, with 
  a  barrel only a few inches long and a short but 
  sturdy handle about 12 to 18 inches and able to 
  be held in one hand (though it still counts as a 
  two handed firearm because the second hand 
  needs to be used to ignite it). The gonnette uses 
  1 dose of explosive powder and a firearm bullet 
  as ammunition. The gonnette counts as a club if 
  used in melee.
  Hand bombard: This entry is the same as the 
  culverin found in the Pathfinder Roleplaying 
  Game: Ultimate Combat book, and is included to 
  act as a base that can be modified by the various 
  special weapon qualities above. More akin to an 
  early form of the blunderbuss or a miniaturized 
  version of the standard bombard, this firearm 
  has a relatively short barrel that is wide in 
  caliber to allow for easy loading of powder and 
  grapeshot (represent in-game as two handfuls 
  of standard firearm bullets, or roughly 25 for 
  simple mechanics) and often includes a vase-like 
  shape attached to the end of a 6 to 7 foot pole. 
  Firing a hand bombard without bracing it against 
  a support (such as a wall, a window, or a stand) 
  imparts a -4 recoil penalty on the attack rolls, 
  and the wielder is knocked prone (see Rules 
  Appendix below). The hand bombard is too 
  heavy to wield adequately as a melee weapon (use 
  improvised weapon rules). A hand bombard uses 
  4 doses of explosive powder and grapeshot as 
  ammunition. The hand bombard is only a scatter 
  Firearms
  Two-Handed Firearms
  Price
  Dmg(S)
  Dmg(M)
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  Gonnette
  1,500 gp
  1d6
  1d8
  x3
  15 ft.
  1-2 (5 ft.) 
  1
  4 lbs.
  B and P
  --
  Hand bombard
  4,000 gp
  2d6
  2d8
  x4
  30 ft.
  cone
  1 (10 ft.)
  1
  40 lbs.
  B and P
  Scatter, indirect
  fire
  Hand cannon
  4,000 gp
  2d8
  2d10
  x4
  30 ft.
  1 (10 ft.)
  1
  40 lbs.
  B and P
  Indirect fire
  Hand culverin
  3,000 gp
  1d10
  1d12
  x4
  30 ft.
  1-2 (5 ft.) 
  1
  12 lbs.
  B and P
  --
  Hand gonne
  2,000 gp
  1d8
  1d10
  x4
  20 ft.
  1-2 (5 ft.)
  1
  8 lbs.
  B and P
  --
  Hand mortar
  3,000 gp
  Varies
  Varies
  Varies
  25 ft.
  1-3 (10
  ft.) 
  1
  15 lb.
  Special
  See text
  Petronel
  2,500 gp
  1d8
  1d10
  x4
  20 ft.
  1-3 (5 ft.)
  1
  7 lbs.
  B and P
  --
  
  35
  weapon, the hand cannon represents a similar 
  weapon loaded with a single cannonball.
  Hand cannon: The single ball-shot design of 
  the hand bombard, the hand cannon is really a 
  cannon just barely small enough to be carried 
  and fired by as single gonner. Firing a hand 
  cannon without bracing it against a support (such 
  as a wall, a window, or a stand) imparts a -4 recoil 
  penalty on the attack rolls, and the wielder is 
  knocked prone (see Rules Appendix below). The 
  hand bombard is too heavy to wield adequately as 
  a melee weapon (use improvised weapon rules). 
  A hand cannon uses 4 doses of explosive powder 
  and a small cannonball as ammunition. The hand 
  cannon is only a single bullet weapon, the hand 
  bombard represents a similar weapon loaded with 
  grapeshot for a scatter effect. 
  Hand culverin: The hand culverin is a refinement 
  of the hand cannon and designed to fire a ball 
  attached to the end of a 3 or 4-foot pole. The 
  hand culverin is designed to be fired with the 
  pole under the user’s arm or over their shoulder, 
  steadying the pole and barrel with one hand and 
  using the other to ignite the touchhole. This 
  was still not perfect, as the kick of the weapon 
  was strong – imparting a -2 recoil penalty on 
  attack rolls unless braced (see Rules Appendix 
  below) but no longer threatened to knock a 
  gonner prone. The hand culverin uses two doses 
  of explosive powder and a larger-than-average 
  firearm bullet as ammunition. The hand culverin 
  counts as a greatclub when used in melee. A hand 
  culverin uses 3 doses of explosive powder and a 
  firearm bullet as ammunition.
  Hand gonne: The hand gonne was a true 
  refinement of earlier handgonnes into a weapon 
  for a single footsoldier. The weapon was balanced 
  and able to be fired without assistance or bracing 
  by a single gonner by tucking the weapon under 
  the gonner’s arm or over their shoulder. The 
  hand gonne counts as a heavy mace when used 
  in melee. A hand gonne uses 2 doses of explosive 
  powder and a larger-than-average firearm bullet 
  as ammunition.
  Hand mortar: Not too long after the 
  development of handgonnes in general did 
  someone begin experimenting with launching 
  grenades and other explosive weapons with a 
  cannon. The hand mortar is actually an attempt 
  at that small enough to be used by a single user 
  and launched by bracing the firearm against 
  the shoulder. Hand mortars count as indirect 
  fire weapons (see “Indirect-Fire Ranged Siege 
  Engines” in the Pathfinder Roleplaying Game: 
  Ultimate Combat for full rules) with a range 
  increment of 25 feet (no minimum), a targeting 
  DC of 20, and 10 maximum range increments 
  requiring a crew of 1. The greatest difficulty when 
  using a hand mortar is timing the grenade being 
  launched. There were no impact-based triggers; 
  instead a grenade must use a timed 
  fuse. The fuse could reliably be 
  ignited upon triggering the hand 
  mortar, but the fuse needs to be 
  long enough for the shot to reach 
  Indirect Fire with a Hand Bombard 
  or Hand Cannon
   Similar to a full-size siege engine bombard, the 
  hand bombard and hand cannon can be used as 
  indirect fire weapons. The statistics presented 
  above represent using them as direct fire 
  weapons. As an indirect fire weapon, they both 
  have a range increment of 50 feet (minimum 25 
  ft.), and a targeting DC of 15 with a crew of 1 
  (see “Indirect-Fire Ranged Siege Engines” in the 
  Pathfinder Roleplaying Game: Ultimate Combat 
  book for full rules). Treat the area affected 
  by a hand bombards scatter shot as a 10-foot 
  radius burst rather than a cone shape, otherwise 
  functioning exactly like a normal scatter shot 
  from a firearm. The maximum number of range 
  increments for both using indirect fire is 10 
  increments. 
  
  36
  its destination before exploding unless the user 
  wanted to create an air burst. This often gave 
  opponents time to move away from launched 
  grenades. Hand mortars are not designed for use 
  as weapons in melee (use improvised weapon 
  rules). A hand mortar uses 3 doses of explosive 
  powder and a grenade as ammunition.
  Petronel: While most handgonnes are attached 
  to a long pole to more easily control the weapon 
  when fired, the petronel was instead made to 
  be used by knights from horseback with only 
  a short typically metal pole attached to the 
  barrel. The difference in stability is made up for 
  by having the base of the petronel held tightly 
  or even mounted directly onto the chestpiece 
  of their armor, generally with a strap keeping 
  the gonne close if dropped while riding. Used 
  with a saddle mount, the petronel allows a 
  mounted warrior to effectively aim, fire and 
  reload a handgonne without leaving the saddle. 
  A petronel is effectively a hand gonne except 
  when specifically used on a mount with a saddle 
  mount. The firearm then counts as fully braced 
  (see Rules Appendix) with all penalties for using 
  a ranged weapon while mounted halved (this 
  can be further reduced again by feats, spells and 
  other abilities). A petronel counts as a heavy 
  mace when used in melee. A petronel uses 2 
  doses of explosive powder and a firearm bullet as 
  ammunition.
  Bullet-shooting crossbow: A natural 
  development of the traditional 
  crossbow, the bullet-shooting 
  crossbow was actually first used to 
  hunt small game and birds. Bullet-
  shooting crossbows were first made 
  to fire ceramic bullets but later adopted half 
  ounce or greater lead bullets. The relatively low 
  velocity and non-piercing shape of a bullet actual 
  decreases the lethality of shots fired from the 
  crossbow. Ceramic shots deal non-lethal damage 
  at any range. Stone and lead shots deal lethal 
  damage only within the first range increment, 
  dealing non-lethal damage for any other distance. 
  Bullet-shooting crossbows always deal lethal 
  damage on critical hits. Any standard sling bullet 
  or early firearm bullet can be fired from the 
  pouch of a bullet-shooting crossbow, typically 
  dealing lethal damage within only the first range 
  increment unless magical in nature. Magical sling 
  bullets fired from a bullet-shooting crossbow 
  function normally unless otherwise specified. 
  New Ammunition
   For ease of game mechanics, firearm 
  ammunition is portrayed as being almost 
  universal. A bullet for any firearm seems to be 
  able to fit in any other firearm. While in later 
  times, standard caliber (the origin of the word) 
  weapons were mass produced for use in standing 
  armies it was much more common for soldiers 
  to need to cast their own balls for each firearm 
  they owned. Bullets in early firearms, especially 
  primitive ones like the firework-firearms and 
  handgonnes, were never perfect fits always 
  needing to be slightly smaller than the barrel 
  they were being used in to allow for proper 
  use. That being the case, using the wrong sized 
  bullet in a firearm could be quite dangerous and 
  is represented below as new ammunition type 
  “loose-fitting shot.” 
   The varying sizes of bullets and balls can 
  become particularly important for handgonnes 
  as essentially each type is firing a significantly 
  New Mundane Weapons
  Simple Weapons
  Ranged Weapons
  Price
  Dmg(S)
   Dmg(M)
  Critical
  Range
  Weight
  Type
  Special
  Bullet-shooting 
  crossbow
  50 gp
  1d4
  1d6
  19-20/x2
  75 ft.
  4 lbs.
  B
  Nonlethal, see text
  
  37
  different sized ball that requires different amounts 
  of explosive powder (which comparatively 
  can easily be represented as units of powder 
  needed for a standard firearm). Rather than list 
  prices for every firearm’s design per bullet or 
  cannonball plus material, use the following table 
  to find a cost multiplier to apply to any type of 
  firearm bullet here or elsewhere (for instance, 
  a adamantine firearm bullet for a hand cannon 
  would cost X gp instead of 61 gp).
  Common explosive powder: This entry 
  represents standard gunpowder or black powder 
  from the Pathfinder Roleplaying Game: Ultimate 
  Combat book. A more thorough discussion of 
  the differences between explosive powders can be 
  found above in the section on Explosives above. 
  A loose pile in a line of common powder can be 
  used as a fuse, and for ease of game mechanics 
  assume 25-feet of the powder burns in one 
  second.
  Ammunition Costs
  Firearm
  Cost Multiplier
  Gonnette
  1x
  Hand bombard
  See text
  Hand cannon
  3x
  Hand culverin
  2x
  Hand gonne
  1.5x
  Petronel
  1x
  Item
  Cost
  Weight
  Ceramic bullet (1)
  -
  -
  Ceramic bullet (50)
  1 sp
  l lb.
  Ceramic pellets (1 handful) 
  -
  -
  Ceramic pellets (50 handfuls) 
  1 cp
  1 lb.
  Common explosive powder (1 dose)
  10 gp
  --
  Common explosive powder (keg of 100 doses)
  1,000 gp
  5 lbs.
  Garros (1)
  2 sp
  --
  Garros (5)
  1 gp
  1 lb.
  Lead bullet (for crossbow) (1)
  1 sp
  --
  Lead bullet (for crossbow) (30)
  3 gp
  1 lb.
  Loose-fitting shot
  See text
  See text
  Simple explosive powder (1 dose)
  1 gp
  --
  Simple explosive powder (keg of 100 doses)
  10 gp
  --
  Stone bullet (1)
  -
  --
  Stone bullet (40)
  1 sp
  l lb.
  Stone pellets (1 handful)
  -
  -
  Stone pellets (40 handfuls)
  1 sp
  1 lb.
  Superior explosive powder, dazzling (1 dose)
  22 gp
  --
  Superior explosive powder, quieted
  (1 dose) 25 gp
  --
  Superior explosive powder, smokeless (1 dose)
  20 gp
  --
  Superior explosive powder, sulfur-free (1 dose)
  20 gp
  --
  
  38
  Ceramic bullet (firearm or crossbow): Clay, 
  porcelain and glass bullets were some of the 
  earliest projectiles used in firearms because of 
  how easy it was to craft them into round shapes. 
  The main disadvantage of ceramic bullets is that 
  they lack the penetrating power of other bullets, 
  meaning the firearm always resolves as normal 
  ranged attack, even in the first range increment. 
  Additionally, beyond the first range increment 
  ceramic bullets deal non-lethal damage breaking 
  on impact with even flesh except in the case 
  of the roll of a critical hit (resolved normally). 
  Rules specific to using ceramic bullets in a bullet-
  shooting crossbow are detailed in that weapons 
  description.
  Ceramic pellets (firearm): Ceramic pellets 
  always resolve attacks as normal ranged attacks, 
  not touch attacks and always deal their damage as 
  non-lethal except when they roll a critical hit. See 
  ceramic bullets above for more information.
  Garros: Also known as “musket arrows” these 
  are an all-metal crossbow-style bolt with metal 
  fins designed to be fired from a smoothbore 
  early firearm. They were expensive to make 
  and though they had further range increments, 
  they were not any better at penetrating armor 
  at significantly greater distances. Increase the 
  range increment of any firearm they are used 
  in by an additional 10 feet, but only resolve as 
  touch attacks in the normal range increment of 
  the firearm. Garros are typically only made to 
  be fired from early firearms and have a wad of 
  leather or hemp in the middle of the arrow to 
  keep a tight seal for use in firearms. Without this 
  wadding, they can be fired as crossbow bolts in 
  most crossbows suffering a -2 to attacks because 
  of design differences. When a garros is used in 
  a fire arrow, resolve attacks in the first range 
  increment as ranged touch attacks using normal 
  early firearm rules.
  Lead bullet (crossbow): Weighing at least a 
  half ounce each, lead bullets for bullet-shooting 
  crossbows work effectively in small slings but 
  are often loose-fitting shots for firearms because 
  they don’t typically have the more rounded shape 
  desired in firearms bullets.
  Loose-fitting shot: The exact caliber of a firearm 
  varies from maker to maker. Firearms before 
  the musket, like the handgonne, are even more 
  prone to having odd sizes. Though most firearms 
  were loaded with shot slightly smaller than their 
  actual barrel for ease of loading, balls loaded into 
  smoothbore firearms that are too loose-fitting are 
  not as effective. Firing a loose-fitting ball from 
  an explosive powder firearm takes a -2 penalty 
  on your attack roll. The total number of range 
  increments possible is also reduced by 1. The 
  chance of a misfire slightly increase by 1. Rifled 
  firearms that fire loose-fitting shots gain no 
  bonus from the rifling as the spin is not imparted 
  onto the shot. Loose-fitting shot typically costs as 
  much as the ammunition normally does.
  Simple explosive powder: This entry is given 
  only as a go-to price to assume for simple 
  explosive powder. A more thorough discussion of 
  the differences between explosive powders can be 
  found above in the section on Explosives above. 
  A loose pile in a line of simple powder can be 
  used as a fuse, and for ease of game mechanics 
  assume one-foot of the powder burns in one 
  second.
  Stone bullet (firearm or crossbow): Before the 
  use of lead or other metal types of bullets, stones 
  were shaped and fitted to be fired out of early 
  firearms and cannons. While stone is not as 
  hard as metal, it still retained a decent amount 
  of penetration until more powerful firearms 
  began to be used and the loss of penetration over 
  distance become a bigger concern. Stone bullets 
  when shot from a firearm only resolve attacks 
  in the first range increment as touch attacks, 
  regardless of what other qualities the weapon 
  
  39
  has. Properly fitting stones also takes a long time, 
  requiring 10 minutes per stone bullet to properly 
  shape the bullet to a specific firearm. Various 
  Craft skills can make the DC 10 check with access 
  to artisan tools, but any failure means that stone 
  is useless for the firearm and can only be used in 
  the firearm as loose-fitting shot if at all.
  Stone pellets: Stone pellets are basically just 
  handfuls of small pebbles and gravel. They are 
  harder than ceramic pellets but lack any ability to 
  pierce armor. When used in scatter weapons, they 
  count as normal shot except that they never count 
  as ranged touch attacks, resolving as normal 
  ranged attacks instead.
  Superior explosive powder: These entries are 
  only included to give examples of some superior 
  explosive powders that can exist. When adding 
  an explosive or firework quality to a superior 
  powder, assume the cost listed to add the quality 
  is for 50 doses of powder. A loose pile in a line 
  of superior powder can be used as a fuse, and for 
  ease of game mechanics assume 50-feet of the 
  powder burns in one second.
   
  Dazzling: When used in a firearm, 
  dazzling powder produces an effect that will 
  dazzle for 1 round any creature standing within a 
  10-foot burst centered on the end of the barrel of 
  the firearm used (Fortitude save DC 15 negates). 
  The wielder of the firearm can also be affected by 
  this effect if they do not shield their eyes.
   
  Quieted: This superior explosive powder 
  has a significantly quieter report than common 
  explosive powder. While far from completely 
  silent, quieted powder halves the distance at 
  which an explosion or shot can be heard and 
  doubles the difficulty of hearing-based Perception 
  checks to locate it. Otherwise, this powder 
  functions normally.
   
  Smokeless: Smokeless superior explosive 
  powder produces little to no smoke effect when 
  used in a firearm (see the Rules Appendix for 
  additional rules).
   
  Non-fouling: While still producing smoke, 
  this sulfur-less superior explosive powder does 
  not foul a firearm like normal powders (see the 
  Rules Appendix for additional rules).
  New Armor and Shields
  Proofed Breastplate: In the earliest ages of the 
  introduction of firearms like the handgonne to 
  the battlefield, armorers would often test the new 
  breastplates of a man-at-arm’s plate armor against 
  an actual firearm. The small dent was often 
  encircled as proof of this test. These breastplates 
  were typically heavier than the standard of that 
  time and more angular helping to deflect rather 
  than absorb a gunshot. Treat creatures wearing a 
  proofed breastplate as having DR 3/- against any 
  ranged attack that deals 1d10 or less as its damage 
  die that occurs beyond its first range increment. 
  Weapons of a larger caliber like the heavy 
  arquebus and musket were better able to defeat 
  this armor even at range but smaller firearms and 
  pistols could possibly be stopped as could most 
  bows and crossbows.
   Proofed breastplates can be worn as part of 
  breastplate armor, half-plate or full-plate armor 
  (i.e. any armor with a large metal plate as its chest 
  piece). It does not increase the armor bonus of 
  the armor, but it does increase the weight by 
  5 lbs. Additionally, increase the armor check 
  penalty by -1 and the arcane spell failure chance 
  by 10% and decrease the maximum Dexterity 
  bonus by 1 (minimum 0).
  Cost: Proofing increases the cost of the armor by 
  +150 gp.
  Mantlet
   A generic term for a number of forms of portable 
  shield-walls, the mantlet was essentially mobile 
  cover. From a simple wooden wall with staked 
  legs and a stand to a proper steel reinforced wall 
  on wheels, a mantlet was designed for stopping 
  arrows, bolts and firearm bullets. When using 
  any of the mantlets described below, a creature 
  always chooses one edge of their space to have 
  the mantlet set up on and that edge is treated as a 
  solid wall for deciding which attacks the types of 
  cover provided affect.
  
  40
  Simple Mantlet
   The simplest form of mantlet was a wooden 
  wall, either lashed or woven together and held in 
  place by a set of stakes and standing legs or by 
  a person. This would normally be designed to 
  be large enough for an archer, crossbowman or 
  handgonnner to be able to hide behind and gain 
  total cover while reloading a weapon. The very 
  simple design of this kind of object doesn’t have 
  the finesse that improved designs below do, so 
  rarely could a creature easily fight from behind 
  a simple mantlet. At gamemaster discretion, a 
  character may gain partial or normal cover by 
  fighting from behind a mantlet. Likewise, a sturdy 
  door or other large wooden object like a table 
  can be considered to act as an improvised simple 
  mantlet. Setting up a simple mantlet is typically 
  a full-round action and requires a standard 
  action to take back down. A simple mantlet has a 
  hardness of 5 (wood) and 20 hit points per 5-foot 
  section.
  Cost: 10 gp per 5-foot section
  Improved Mantlet
   Purpose made for open warfare, an improved 
  mantlet was generally some form of wheeled wall 
  that was often made for a single person to use, 
  typically in siege warfare. Traditionally set on 
  wheels with a built-in angled stand, an improved 
  mantlet could be wheeled into place, dropped 
  to the ground and provided improved or total 
  cover depending on if the user were attacking or 
  reloading. A Medium creature with a well made 
  improved mantlet can move at base speed of 20 
  with a well-made mantlet. Once set up, a creature 
  can attack through an arrow slit or rounded 
  corner of the mantlet gaining improved cover (+8 
  to AC and a +4 bonus on Reflex saving throws, 
  in addition to temporarily gaining improved 
  evasion). Even against attacks not perfectly lined 
  up with a mantlet, a creature can gain normal 
  or partial cover while fighting from behind 
  the mantlet. Dropping an improved mantlet to 
  the ground is a standard action and it is only 
  a move action to prepare it to be moved again. 
  When not dropped to the ground an improved 
  mantlet leaves a creatures feet exposed to attack. 
  
  41
  An improved mantlet has a hardness of 7 (wood 
  reinforced with metal strapping) and 30 hit points 
  per 5-foot section.
  Cost: 100 gp per 5-foot section
  Pavise
   Essentially a tower shield made to stand on its 
  own, they were originally intended to protect 
  archers and crossbowmen during sieges, but 
  strongly adopted by early gonners as the only 
  safe way to always have a way to reload your 
  handgonne in the field and protect yourself 
  from incoming fire. A pavise can be held up 
  by someone else or it can be staked into the 
  ground or otherwise held up by supports. In 
  well equipped armies with an abundance of 
  soldiers, the pavise is likely to have a dedicated 
  groom or extra archer known as the pavisier 
  who is in charge of carrying and setting up the 
  pavise. Pavises historically have been elaborately 
  decorated with saints or a town’s coat of arms. 
   You do not need to be proficient in tower shields 
  to be able to set up and take cover behind a 
  pavise. Setting up a pavise is a full-round action, 
  after which it can grant a bonus to your AC in 
  one of two ways. Actively fighting from behind a 
  pavise with a ranged attack against creatures not 
  in melee with you grants you partial cover (+2 
  to AC and a +1 bonus on Reflex saving throws). 
  This bonus does apply to even magical ranged 
  touch attacks since the pavise is not connected 
  to you and cannot be targeted and still effect 
  you. You can also choose to take cover behind a 
  pavise (+4 to AC and a +2 bonus on Reflex saving 
  throws). A wooden pavise has a hardness of 5 and 
  20 hit points, but a steel pavise has a hardness of 
  10 and 25 hit points. A pavise can be used as a 
  tower shield by characters proficient with them. 
  Unstaking or otherwise taking down a pavise is 
  standard action.
  Cost: 60 gp
  New Adventuring Gear
  Item
  Price
  Weight
  Amadou
  5 cp
  1 lb.
  Burning glass
  10 gp
  --
  Charcloth
  1 sp
  --
  Custom bullet-casting tools
  5 gp
  2 lbs.
  Driptorch
  15 gp
  3 lbs.
  Fire piston
  5 gp
  --
  Fire steel
  2 gp
  --
  Fuse (1 foot)
  1 gp
  --
  Fuse (50 feet)
  50 gp
  2 lbs.
  Punk (1)
  1 cp
  --
  Punks (100)
  1 gp
  1 lb.
  Saddle mount
  50 gp
  30 lb.
  Saltpeter (niter)
  1 gp
  1 lb.
  Shooting stick (monopod, 
  musket fork)
  2 gp
  1 lbs.
  Shooting sticks (bipod)
  4 gp
  2 lbs.
  Shooting sticks (tripod)
  6 gp
  4 lbs.
  Slow match (1 foot)
  1 cp
  --
  Amadou: Made from the top portion of various 
  types of fungus, amadou is a highly flammable 
  spongy substance that works as a natural tinder 
  for starting fires. Using amadou with any form of 
  igniter (ex. flint and steel) makes getting a flame 
  going much faster, reducing the time it takes to 
  get a tinder burning by one step (see Lighting 
  Fires sidebar). Only a few ounces of amadou are 
  needed to start most fires, though it is often sold 
  as whole dried fungus pieces by the pound.
  Burning glass: Whether a lens designed to 
  focus sunlight or concave mirrors angled to 
  reflect many beams of sunlight to a single point, 
  a burning glass takes advantage of ambient 
  sunlight to produce an intense point of light 
  that can ignite highly flammable substances like 
  tinder with 5 rounds of continuous exposure 
  (see Lighting Fires sidebar). The usefulness of a 
  burning glass is so dependent on the 
  presence of clear, sunny skies that it 
  is rarely used for purposes that are 
  dire or time-dependent. Whether a 
  burning glass can take advantage of 
  
  42
  the light produced by magic like the daylight spell 
  to ignite fires is left to gamemaster discretion. 
  Charcloth: This cotton or linen fabric has 
  been slowly charred in a controlled fire so 
  that it is ideal tinder for lighting a fire. Using 
  charcloth with any form of igniter (ex. flint and 
  steel) makes getting a flame going much faster, 
  reducing the time it takes to get a tinder burning 
  by one step (see Lighting Fires sidebar).  The 
  price above assumes the charcloth is either a 
  10-foot roll of 1 inch wide cloth or a square patch 
  1-foot by 1-foot.
  Custom bullet-casting tools: Many early 
  firearms required custom-made bullets, either 
  to account for their unique caliber as is the case 
  for handgonnes or to design specific shapes to 
  gain the benefits of rifling. Lead has such a low 
  melting point that a properly made campfire can 
  be used to melt it down. Assume it takes one 
  hour of work to cast a set of ten new balls using 
  this method per set of tools you have. Alternately, 
  singular balls can be cast in 10 minutes of work 
  per set used. These times can be reduced to 
  ten minutes and 1 minute if you have access 
  to a controlled flame source like a blacksmith’s 
  furnace. Using a different metal requires the use 
  of the Craft (firearms) skill or the Gunsmithing 
  feat (see Rules Appendix below). Ceramics are 
  made using a similar tool that requires a third of 
  the time to cast lead bullets.
  Driptorch: A driptorch is the name for a number 
  of different tools designed to have a continuously 
  burning flame on the tip of a watering-can style 
  device that can be tipped to pour a fuel onto 
  objects with the purpose of igniting them. While 
  first used as a forest management tool and to 
  start multiple fires in a large army’s camp, the 
  device is so simple a design that any firebug 
  with determination could improvise 
  one from a container with a spout a 
  burning rag and a liquid fuel. Using 
  the Lighting Fires rules (see sidebar), 
  a driptorch counts as kindling that can ignite fuel 
  as a move action. 
  Fire piston: A fire piston, also called a slam 
  rod, is a unique method of igniting tinder using 
  a piston to rapidly compress air so fast that it 
  ignites. This method was likely first developed 
  as an adaptation of blowpipe weapons and was 
  historically popular in the real-world in South 
  East Asia. Using the Lighting Fires rules (see 
  sidebar), a fire piston creates sparks, igniting 
  tinder as a swift action.
  Fire steel: Also called a fire striker, is a simple 
  steel tool that is some form of stylized metal 
  shape curled around on itself so that a steel edge 
  can be easily pressed against a piece of flint chert 
  held in place by the fire steel. This makes creating 
  sparks to light a fire a simple matter of depressing 
  or flexing the steel edge against the flint being 
  held in place. Fire steels are typically made well 
  enough to consistently produce sparks and are 
  small enough to fit in tinder boxes or a small 
  pouch or pocket. Using the Lighting Fires rules 
  (see sidebar), a fire steel creates sparks and can 
  ignite tinder as a swift action.
  Fuse: A fuse is the most common method of 
  igniting an explosive, firework or even some 
  firearms. Fuses can take many forms; from paper 
  tubes filled with explosive powder to cotton 
  string treated in a slurry of flammable products 
  like explosive powder (this is commonly called 
  a “black match”). Fuses can also be designed 
  to be “quick match” or “piped” to burn rapidly, 
  covering hundreds of feet in mere seconds using 
  a superior explosive powder, or it can be used as 
  a timing device or “delayed fuse” that burns at 
  a set rate (typically 1 inch per second). Assume 
  all devices that use a fuse come with a short 
  fuse attached as part of the cost of the device. 
  This entry is specifically for those that wish to 
  have an abundance of additional feet of fuse 
  for either longer fuse times or being able to be 
  further from a device when it is ignited. Most 
  
  43
  pyrotechnicians will have many different fuse 
  types and lengths on hand for whatever purpose 
  they need. Particularly large fuses made for siege 
  warfare and called “saucissons” cost significantly 
  more than the relatively thin fuse presented 
  here (ex. use the price per foot to calculate the 
  price per inch). See the rules under Explosives 
  above titled Fuses and Timing Detonation for 
  how to use fuses. Using the Lighting Fires rules 
  (see sidebar), a fuse counts as tinder and can be 
  ignited with sparks.
  Punks: Punks are thin pieces of wood or other 
  stiff but flammable material covered in a slow 
  burning alchemical substance (like manure or 
  treated sawdust) designed for the purpose of 
  easily igniting fireworks and explosives. Punks 
  are difficult to accidently extinguish from passive 
  rain or wind, though they easily are put out if 
  ground into a hard surface or stuck into sand, 
  water, etc. Punks typically come 12 inches long, 
  though significantly larger and longer versions 
  are purpose-made for use with cannons, large 
  fireworks, or in situations where someone wants 
  a little more distance between themselves and a 
  pyrotechnic. Assume a punk burns at the rate of 1 
  foot per hour. Using the Lighting Fires rules (see 
  sidebar), a punk counts as tinder and can ignite 
  kindling as a standard action or tinder as a swift 
  action.
  Saddle mount: The saddle mount is an 
  attachment for your typical saddle that was often 
  employed by mounted soldiers to help them 
  steady their early firearms. Saddle mounts are as 
  effective in general as other monopod shooting 
  sticks, reducing recoil penalties by 1 for all attacks 
  with a firearm using the mount. The penalty 
  for using a firearm while mounted for being a 
  ranged weapon is also reduced by 1 overall as it 
  offers some stability, but isn’t as good as bracing 
  the firearm against a solid, unmoving object. 
  A saddle mount can be added to any type of 
  saddle for the price listed. The petronel is a type 
  of handgonne made specifically to work with a 
  saddle mount. Rules for their combined effect are 
  detailed under that weapons description above.
  Saltpeter (niter): The effects of saltpeter, also 
  called niter, have been known since ancient times. 
  While not particularly combustible by itself, 
  when added to a fire that uses an organic fuel 
  source (like wood or charcoal), the saltpeter acts 
  as a powerful oxidizer, causing the flame to burn 
  three times as fast but also twice as hot. While 
  it can be used to aid in activities like arson and 
  the destruction of objects, it was historically used 
  more often as tool to produce fires hot enough 
  to melt certain metals and create substances 
  like gunpowder. If an adequate amount of niter 
  is present in a flame (assume one pound per 5 
  foot by 5 foot square or 50 pounds of fuel using 
  the rules in the Lighting Fires sidebar), then 
  decrease the duration the fuel will burn in by 
  two thirds and double all fire damage dealt. 
  This fire burns so hot it can even ignore the first 
  two points of hardness of most materials that 
  are not specifically heat resistant. In addition to 
  significantly more intense flame, large amounts 
  of smoke are produced (double the area of any 
  smoke effects). Saltpeter counts as fuel when 
  trying to ignite it (see Lighting Fires sidebar).
  Shooting stick: Holding a firearm steady is 
  one of the surest ways to hit targets at a greater 
  distance. Shooting sticks come in different 
  varieties, some attaching to a firearm directly 
  others being independent. Shooting sticks come 
  in many forms, but can be grouped into how 
  many legs they have and how stable they are. 
   Monopods, often called a musket fork, are a 
  single stick, generally with a groove or metal fork 
  for balancing a firearm in. Bipods generally are 
  attached to a firearm and extend two legs down. 
  Tripods are most likely to be independent and 
  could be anything from a bundle of 
  sticks to a purpose-made mount for 
  a firearm. 
   Monopods reduce recoil penalties 
  by 1 for all attacks with that firearm. 
  
  44
  Lighting Fires
   Almost all of the weapons presented in this 
  book rely upon igniting a flammable substance. 
  The rules as written for firestarting in the 
  Pathfinder Roleplaying Game are relatively 
  limited because it normally isn’t a vital aspect 
  of combat. In the case of devices like simple 
  firearms and fireworks however it is important 
  to know if it took you one or several seconds to 
  ignite the fuse because it means the difference 
  between an attack occurring in one round or the 
  next.
   The arguably best text in the Pathfinder 
  Roleplaying Game Core Rulebook concerning the 
  starting of fires comes from the flint and steel 
  entry, “Lighting a torch with a flint and steel is 
  a full-round action. Lighting any other fire with 
  them takes at least that long.” The alchemical 
  tindertwig, which is a stand-in for the real world 
  strike-anywhere match, breaks down the lighting 
  of a torch into two different actions: the first a 
  move action to ignite a tindertwig on a rough 
  surface, the second a standard action to ignite a 
  torch. 
   To anyone accustomed to working with fire 
  in the real world, there are many stages to the 
  “life cycle” of a fire. Simplified for our purposes, 
  simple sparks from an object like flint and 
  steel are used to ignite highly flammable tinder 
  which is then used to ignite kindling which will 
  hopefully ignite the proper fuel, be it wood logs, 
  cow pies or pieces of dry sod, producing bright 
  flames that will eventually die down to coals that 
  often are hotter than the flames they gave off 
  before. 
   Sparks for these rules can actually be almost 
  any source of heat that is hot enough, even the 
  change of gas under pressure (see fire piston) 
  or by being in the presence of a heating source 
  like active lava. Tinder is any highly flammable 
  object that will burn for longer than a few 
  seconds (so it would normally exclude explosive 
  powder), like dry leaves, grass, twine, paper, 
  bark, small twigs, or almost anything soaked in 
  a flammable substance like oil. Kindling for lack 
  of a better definition is any product that couldn’t 
  be ignited by sparks alone, requiring tinder to 
  ignite it and would include small sticks, book 
  covers, most cloth, etc. Fuel for a fire can only be 
  ignited by tinder if it is covered in a flammable 
  substance like oil, otherwise at least a full-round 
  of exposure to the fire produced by kindling is 
  necessary. Fuel would include everything from 
  thick logs and boards to books and furniture 
  to even dead bodies. Coals from a fire count as 
  kindling when trying to ignite any other object 
  from tinder to fuel as they burn hot enough to 
  make most things ignite.
   Creating sparks by themselves is a swift action 
  with most igniters (ex. flint and steel), though 
  sparks are only likely to ignite tinder in ideal 
  conditions on the first try, so consider igniting a 
  tinder a move action. All lit tinders shed light as 
  a candle and can ignite kindling or other highly 
  flammable objects like a torch as a standard 
  action, dealing 1 point of fire damage when 
  held against a person or object. An object that 
  burns as kindling can be used to ignite a fuel 
  by holding the flame to the fuel as a full-round 
  action, dealing 1d3 fire damage in the process. 
  Burning fuel counts as an object that has caught 
  fire (see “Catching on Fire” under Heat Dangers 
  in Chapter 13 Environments of the Pathfinder 
  Roleplaying Game Core Rulebook for more 
  information.) Coals deal at least 1d6 fire damage 
  if held against an object or creature as a full-
  round action.
  
  45
  Bipods reduce recoil penalties by half for all 
  attacks with that firearm. Tripods reduce recoil 
  penalties to -2 total (or less if applicable) and 
  the firearm counts as being braced (see Rules 
  Appendix below). 
  Slow match: A slow match is normally made 
  out of hemp twine alchemically treated to burn 
  slowly, typically at a rate of 1 foot per hour. 
  Slow matches are used to ignite early firearms 
  and cannons. A slow match smolders rather 
  than burns but can easily be extinguished if any 
  amount of water hits it or if blown on strongly. 
  Using the Lighting Fires rules (see sidebar), 
  a slow match counts as tinder and can ignite 
  kindling as a standard action or tinder as a swift 
  action. Slow match is often wrapped around a 
  short, forked stick known as a “linstock,” to allow 
  for handgonners and cannoneers to not need to 
  hold the burning match in their hand. 
  New Magic Items
  Special abilities denoted with a “UE” can be found in 
  Paizo Publishing’s Pathfinder Roleplaying Game: Ultimate 
  Equipment. Spells denoted with “APG” , “UC” and “UM” can be 
  found in Paizo Publishing’s Pathfinder Roleplaying Game: 
  Advanced Player’s Guide , Ultimate Combat or Ultimate 
  Magic respectively.
  New Weapon Special Abilities for Explosives and Fireworks
  Special Ability
  Base Price Modifier1
  Blinding
  +1 bonus
  Deconstructive
  +1 bonus
  Captivating
  +1 bonus
  Lancinating
  +2 bonus
  Shaped
  +1 bonus
  Smoking
  +1 bonus
  1Add to enhancement bonus to determine total market price.
  Blinding
  Price +1 bonus; Aura faint transmutation; CL 
  3rd; Weight --
   This ability can be added to any explosive 
  weapon or firework. A weapon with this ability 
  explodes with a particularly powerful flash of 
  light that can blind any creature with 120 feet 
  with line of sight of the weapon when it explodes 
  (Will save DC 14 negates). 
  CONSTRUCTION 
  Requirements
  Cost +1 bonus
  Craft Magic Arms and Armor, pyrotechnics
  Captivating
  Price +1 bonus; Aura faint illusion; CL 3rd; 
  Weight --
   This ability can be added to any explosive 
  weapon or firework. A weapon with this ability 
  naturally grabs the attention of anyone within a 
  60-foot radius of the weapon when it ignites. For 
  the duration of the weapon plus one additional 
  round an affected creature is fascinated (Will save 
  DC 13 negates). Creatures with 5 HD or more are 
  unaffected by this effect as if they automatically 
  succeeded on their Will saving throws.
  CONSTRUCTION 
  Requirements
  Cost +1 bonus
  Craft Magic Arms and Armor, hypnotic pattern
  Lancinating
  Price +2 bonus; Aura moderate transmutation; 
  CL 6th; Weight --
   This ability can be added to any explosive weapon, 
  firework or firearm projectiles used to produce 
  a scatter effect. A weapon with this ability is 
  especially vicious when dealing damage, tearing 
  through armor, objects and flesh with equal 
  ferocity. If the weapon makes an attack roll, treat 
  it as a ranged touch attack. Regardless of if an 
  attack roll is needed, piercing damage dealt by 
  the weapon ignores the first 5 points of damage 
  reduction of creatures or 3 points of the hardness 
  of objects.
  CONSTRUCTION 
  Requirements
  Cost +2 bonus
  Craft Magic Arms and Armor, keen 
  edge
  
  46
  Shaped
  Price +1 bonus; Aura minor transmutation; CL 
  3rd; Weight –
   This ability can be added to any explosive 
  weapon or firework. A weapon with this ability 
  is able to take on some fanciful shape or design. 
  Some crafters set a specific shape at the time 
  of crafting but others leave a small blank space 
  on the device that an artist can draw any shape 
  or design. The total volume of any weapon’s 
  area of effect remains unchanged and any 
  continuous shape is possible. Calculate the total 
  possible volume of an effect in cubic feet and use 
  these as building blocks to create any possible 
  combination as long as at least one cubic-foot 
  connects to each other. Shaped effects can even 
  bend around blind corners, but the artist or 
  crafter needs to accurately scale their drawing. 
  If an incredibly simple shape like a line, square 
  or circle is drawn, the explosion creates as large 
  of an effect that shape as possible, for instance, 
  as many 1-foot cubes in a row for a single 
  straight line or a perfect sphere effect for a circle. 
  Gamemasters may require an appropriate Craft 
  skill or related check to create especially elaborate 
  shapes or designs.
  CONSTRUCTION 
  Requirements
  Cost +1 bonus
  Craft Magic Arms and Armor, pyrotechnics
  Smoking
  Price +1 bonus; Aura minor transmutation; CL 
  3rd; Weight --
   This ability can be added to any explosive 
  weapon or firework. A weapon with this ability 
  explodes with a particularly large amount of 
  thick, dense smoke lingering long after the 
  explosive goes off. The smoke effect fills a 20-foot 
  spread centered on the weapon and lasts for 5 
  rounds. All sight, even darkvision is ineffective in 
  or through the smoke. All creatures in 
  the cloud become fatigued (Fortitude 
  save DC 14 negates) while in the 
  smoke and for 1d6 rounds after exposure from 
  chocking and coughing.
  CONSTRUCTION 
  Requirements
  Cost +1 bonus
  Craft Magic Arms and Armor, pyrotechnics
  Weapon Special Abilities for 
  Firearms
  Special Ability
  Base Price Modifier1
  Armor-piercing
  +4 bonus
  1Add to enhancement bonus to determine total market price.
  Armor-piercing
  Price +4 bonus; Aura strong transmutation; CL 
  12th; Weight --
   This ability can only be place on firearms. Unlike 
  most magical ranged weapons, firearms with 
  the armor-piercing quality always impart this 
  effect onto ammunition fired from the weapon, 
  stacking with the effects of the ammunition fired. 
  Bullets fired from a firearm with the armor-
  piercing quality treat attacks to their maximum 
  range as touch attacks rather than just those 
  within the first range increment for early firearms 
  or first five for advanced firearms. Penalties from 
  range and other sources still apply. This effect 
  cannot apply to firearms with the scatter weapon 
  quality.
  CONSTRUCTION
  Requirements
  Cost +4 bonus
  Craft Magic Arms and Armor, disintegrate
  
  47
  New Specific Magic Weapons
  Specific Weapon
  Market Price
  Anit-invisibility fountain
  750 gp
  Anti-magic fountain
  6,750 gp
  Cloud bomb
  Varies
  Distracting firecrackers
  750 gp
  Elemental arrow
  1,500 gp
  Elemental explosive
  1,500 gp
  Fireless fragmentation grenade
  750 gp
  Ignus Fatuus
  750 gp
  Pyrotechnic mote launcher
  1,400 gp
  Sonorous whistler
  Varies
  Anti-invisibility fountain
  Price 750 gp; Aura faint evocation; CL 5th; 
  Weight 1 lb.
   This ground fountain appears to spray no flares 
  or lights into the air, but the transparent medium 
  being sprayed into the air creates a 10-foot radius 
  spread hemi-sphere centered on the firework 
  where magical invisibility is negated and even 
  extraordinary invisibility is suppressed as the 
  creature creates a disturbance in the flow of the 
  medium. An anti-invisibility fountain will burn 
  and produce the invisibility negating effect for 1 
  minute once ignited. Extinguishing the ground 
  fountain or otherwise containing it through 
  mundane means removes this items magical 
  properties. Activating this weapon requires 
  igniting its fuse as a standard action.
  CONSTRUCTION 
  Requirements
  Cost 375 gp
  Craft Magic Arms and Armor, invisibility purge
  Anti-magic fountain
  Price 6,750 gp; Aura moderate abjuration; CL 
  11th; Weight 1 lb.
   This ground fountain sprays a colorful stream 
  of lights that rise in the air falling to the ground, 
  creating a 5-foot radius spread hemi-sphere 
  centered on the firework where most magic 
  effects are suppressed. An anti-magic fountain 
  acts as an anti-magic field (as the spell) but only 
  against spells of 4th level or lower. Higher level 
  spells function normally in the area and on 
  creatures standing in the fountain. An anti-magic 
  fountain will burn and produce the anti-magic 
  light effects (which shed light as the daylight 
  spell) for 5 rounds once ignited. Extinguishing 
  the ground fountain or otherwise containing 
  it through mundane means removes this items 
  magical properties. Activating this weapon 
  requires igniting its fuse as a standard action.
  CONSTRUCTION 
  Requirements
  Cost 3,375 gp
  Craft Magic Arms and Armor, anti-magic field
  Cloud Bomb
  Price varies; Aura varies; CL varies; Weight 1 lb.
  Ash cloud bomb 6,000 gp; Caustic cloud bomb 
  3,300 gp; Cloud bomb 300 gp; Choking cloud 
  bomb 750 gp; Glittering cloud bomb 500 gp; 
  Killing cloud bomb 2,250 gp; Thick cloud bomb 
  1400 gp.
   Each of the many different cloud bombs are built 
  from a similar design, releasing different noxious 
  or harmful gases into their area of effect. Though 
  mundane smoke bombs can produce similar 
  effects through alchemical methods, it is only by 
  infusing the standard smoke bomb design with 
  magical potency that these weapons move from 
  mere distractions to offensive weapons.
   Unless otherwise specified, a cloud bomb once 
  ignited billows forth a 10-foot radius spread 
  fog effect that obscures all sight, including 
  darkvision, beyond 5 feet. A creature within 5 
  feet has concealment (attacks have a 20% miss 
  chance). Creatures further away have total 
  concealment (50% miss chance, and the attacker 
  can’t use sight to locate the target). A moderate 
  wind (11+ mph) disperses the fog in 4 rounds; 
  a strong wind (21+ mph) disperses the fog in 1 
  round. These effects do not work underwater 
  unless otherwise specified.
   A typical cloud bomb is command-word 
  activated and detonates in as many rounds as 
  
  48
  the creature activating the weapon chooses 
  (minimum end of round, maximum 10 rounds). 
  Once activated, a cloud bomb produces its fog 
  effect for 1 minute or until the firework is either 
  destroyed or contained. The fog effect remains 
  stationary around the explosive, though moving 
  the bomb also moves the effect.
  Ash cloud bomb: The fog of an ash cloud bomb 
  is grey with burning embers. Creatures in or 
  later entering the fog are affected as if by the 
  incendiary cloud spell for as long as they are in 
  the fog. The Reflex save to halve damage is DC 
  22. Strong conjuration; CL 15th; Craft Magic
  Arms and Armor, fog cloud, incendiary cloud.
  Caustic cloud bomb: The fog of a caustic cloud 
  bomb burns with acrid vapors. Creatures in or 
  later entering the fog are affected as if by the 
  acid fog spell for as long as they are in the fog.  
  Moderate conjuration; CL 11th; Craft Magic 
  Arms and Armor, fog cloud, acid fog.
  Cloud bomb: The standard cloud bomb has no 
  additional effects besides those listed above. 
  Faint conjuration; CL 3rd; Craft Magic Arms 
  and Armor, fog cloud. 
  Choking cloud bomb: The choking cloud bomb 
  fills its fog effect with a noxious toxin. 
  Creatures in or later entering the fog are 
  affected as if by the stinking cloud spell 
  for as long as they are in the fog and 1d3 
  rounds after leaving it. The Fortitude save to 
  negate becoming nauseated is DC 14. Minor 
  conjuration; CL 7th; Craft Magic Arms and 
  Armor, fog cloud, stinking cloud.
  Glittering cloud bomb: The fog of a glittering 
  cloud bomb seems to shimmer with a golden 
  metallic hue as if filled with gold flecks. 
  Creatures in or later entering the fog are 
  affected as if by the glitterdust spell for as long 
  as they are in the fog and 1d3 rounds after 
  leaving it. The Will save to negate blindness is 
  DC 13. Moderate conjuration; CL 10th; Craft 
  Magic Arms and Armor, fog cloud, 
  glitterdust.
  Killing cloud bomb: The fog of a 
  killing cloud bomb is deadly. Creatures 
  in or later entering the fog are affected as if by 
  the cloudkill spell for as long as they are in the 
  fog. Unlike the cloudkill spell, the fog effect 
  does not move instead remaining centered 
  on the bomb. The Fortitude save is DC 17. 
  Moderate conjuration; CL 9th; Craft Magic 
  Arms and Armor, fog cloud, cloudkill.
  Thick cloud bomb: The fog of a thick cloud bomb 
  is particularly thick, hampering movement 
  and combat. Creatures in or later entering the 
  fog are affected as if by the solid fog spell for as 
  long as they are in the fog and 1d3 rounds after 
  leaving it. Moderate conjuration; CL 7th; Craft 
  Magic Arms and Armor, fog cloud, solid fog.
  CONSTRUCTION 
  Requirements
  Ash cloud bomb 3,000 gp; Caustic cloud bomb 
  1,650 gp; Cloud bomb 150 gp; Choking cloud 
  bomb 375 gp; Glittering cloud bomb 250 gp; 
  Killing cloud bomb 1,125 gp; Thick cloud bomb 
  700 gp.
  Craft Magic Arms and Armor, fog cloud, 
  additional spells (see text)
  Distracting firecrackers
  Price 750 gp; Aura faint evocation; CL 5th; 
  Weight --
   A chain of distracting firecrackers is a particularly 
  loud and obnoxious series of explosive pops 
  and cracks. The sound is so disruptive, any 
  creature attempting a concentration check has 
  the DC increased by 5 (casting a spell requires a 
  concentration check DC 15 + the level of the spell 
  being cast). Hearing-based Perception checks 
  also have their DC increased by 5. Distracting 
  firecrackers are activated by igniting their fuse. 
  Once activated, the firecrackers pop and crackle 
  for 3 rounds.
  CONSTRUCTION 
  Requirements
  Cost 375 gp
  Craft Magic Arms and Armor, distracting 
  cacophonyUM
  
  49
  Elemental Arrow
  Price 500 gp; Aura faint evocation; CL 3rd; 
  Weight 1 lb.
   This firearm-firework weapon has been 
  magically-enhanced to deal all of its damage as 
  a single form of energy of the creator’s choice: 
  acid, cold, electricity or fire. The weapon fires an 
  arrow of pure energy with a command word as a 
  standard action. The weapon acts as a mundane 
  fire arrow firework-firearm for all other game 
  mechanics, except it deals all of its damage as 2d6 
  points of the chosen energy type and attacks as a 
  ranged touch attack to its maximum range. As the 
  weapon is magically powered, it is able to work 
  underwater and in airless environments.
  CONSTRUCTION 
  Requirements
  Cost 250 gp
  Craft Magic Arms and Armor, elemental touchAPG
  Elemental Explosive
  Price 1,500 gp; Aura moderate evocation; CL 7th; 
  Weight 1 lb.
   This explosive weapon has been magically-
  enhanced to deal all of its damage as a single 
  form of energy of the creator’s choice: acid, cold, 
  electricity or fire. The explosive is activated with a 
  command word and detonates in as many rounds 
  as the creature activating the weapon chooses 
  (minimum end of round, maximum 10 rounds). 
  When the device explodes it releases a 20-foot 
  burst of the chosen energy, dealing 5d6 damage 
  of that type (Reflex save DC 16 halves). As the 
  weapon is magically powered, it is able to work 
  underwater and in airless environments.
  CONSTRUCTION 
  Requirements
  Cost 750 gp
  Craft Magic Arms and Armor, detonateAPG
  Fireless fragmentation grenade
  Price 750 gp; Aura faint evocation; CL 5th; 
  Weight 1 lb.
   This grenade uses magical energy instead of 
  explosive powder to create an explosion that 
  projects pellets, shards of metal and glass or 
  other projectiles. The item looks like a completely 
  normal grenade only in place of a fuse there will 
  typically be a small button with a safety cover 
  to prevent accidental detonation. Activating a 
  fireless fragmentation grenade is a swift action 
  and it detonates at the end of that round, dealing 
  3d6 piercing damage in a 20-foot burst (Reflex 
  save DC 14 halves). As the weapon is magically 
  powered, it is able to work underwater and in 
  airless environments. 
  CONSTRUCTION 
  Requirements
  Cost 375 gp
  Craft Magic Arms and Armor, pellet blastUC
  Ignus Fatuus
  Price 750 gp; Aura faint illusion; CL 5th; Weight 
  1 lb.
   The ignus fatuus or “foolish fire” is more a class 
  of firework than a specific item. It is a firework 
  that once ignited produces an impressive 
  fireworks display, taking on any possible shape, 
  size or style. The effects however are completely 
  illusionary. More often than not, tricksters or 
  party-goers use ignus fatuus fireworks to distract 
  and amuse crowds than do any real harm. The 
  exact effects of the firework mimic the spell 
  major image except that the show lasts for 1 
  minute once ignited and the Will save DC to 
  disbelieve the illusion is DC 14.
  CONSTRUCTION 
  Requirements
  Cost 375 gp
  Craft Magic Arms and Armor, major image
  Pyrotechnic mote launcher
  Price 1,400 gp; Aura moderate illusion; CL 7th; 
  Weight 1 lb.
   This weapon functions similar 
  to a pyrotechnic candle launcher, 
  except launching harmless motes 
  of iridescent light rather than 
  
  50
  pyrotechnic candles. On a successful ranged 
  touch attack, the creature takes no damage but 
  is surrounded by a mote of multi-color radiance 
  that sheds light as if it were a sunrod, negating 
  any concealment for the target (Will save DC 16 
  negates) regardless of source. Each mote launched 
  from the firework-firearm lasts for 6 rounds, 
  revealing creature that fail their Will saving 
  throws. The pyrotechnic mote launcher is loaded 
  with four motes, which each count as their own 
  attack and require their own save to negate and 
  dismiss. A creature can be surrounded by more 
  than one mote and each can be resisted one time. 
  Motes launched from a pyrotechnic launcher are 
  particularly well attuned to magical invisibility, 
  and the wielder gains a bonus +4 to attack against 
  magically invisible creatures.
  CONSTRUCTION 
  Requirements
  Cost 700 gp
  Craft Magic Arms and Armor, wandering star 
  motesAPG
  Sonorous Whistler
  Price varies; Aura varies; CL varies; Weight 1 lb.
  Mesmerizing whistler 300 gp; Message whistler 
  300 gp; Mimic whistler 25 gp;  Musical whistler 
  30 gp; Shattering salute 500 gp; Silencing 
  whistler 300 gp; Sonorous whistler 25 gp
   Each of the many different sonorous whistlers 
  are built from a similar design, producing special 
  sound effects once ignited. Though mundane 
  fireworks can produce similar effects through 
  alchemical methods, it is only by infusing the 
  standard whistler design with magical potency 
  that truly remarkable effects are possible. The 
  standard sonorous whistler creates a sound equal 
  to or less than about 12 humans. The exact sound 
  needs to be set at the time of the creation of the 
  firework. A whistler remains active for 1 minute 
  once ignited, either repeating the sound 
  if short enough or running through 
  the whole series of noises if a full 
  minutes worth as specified. Whistlers 
  can be heard for much further, but special effects 
  generally only affect creatures within a 30-foot 
  radius of the active firework. As the fireworks 
  are magically powered, they are able to work 
  underwater and in airless environments though 
  they do produce actual sound waves and will be 
  affected by their medium.
  Mesmerizing whistler: A mesmerizing whistler 
  sounds different to each creature that hears 
  it, but creatures in the fireworks area of effect 
  are affected by the enthrall spell. The Will save 
  to negate the effect is DC 13. This is a mind-
  effect. Faint enchantment; CL 3rd; Craft Magic 
  Arms and Armor, ghost sound, enthrall. 
  Message whistler: A message whistler has a blank 
  area where a short message can be written. 
  Once ignited, a message whistler repeats the 
  words in the voice of the person that wrote the 
  words on the firework. The message must be 
  fairly short, typically 25 words or less. Faint 
  illusion; CL 3rd; Craft Magic Arms and Armor, 
  ghost sound, magic mouth. 
  Mimic whistler: A mimic whistler actually has 
  two fuses. When the first is ignited, the mimic 
  whistler essentially records all sounds that 
  occur around it. When the second fuse is 
  ignited, the mimic whistler repeats the sounds 
  verbatim. Faint illusion; CL 1st; Craft Magic 
  Arms and Armor, ghost sound.
  Musical whistler: A musical whistler is just a 
  standard sonorous whistler that specifically 
  will make music and has no additional effects 
  besides those listed above. Faint illusion; CL 
  1st; Craft Magic Arms and Armor, ghost sound.
  Shattering salute: A shattering salute is salute 
  rather than a whistler, meaning its duration 
  is instantaneous. When ignited, a shattering 
  salute releases a 5-foot radius spread of sonic 
  energy. A shatter salute can act as a shatter 
  spell for any objects in its radius, otherwise 
  dealing 1d6 sonic damage to any creature 
  or objects in the salutes area of effect. Faint 
  evocation; CL 3rd; Craft Magic Arms and 
  Armor, ghost sound, ear-piercing screamUM, and 
  shatter.
  
  51
  Silencing whistler: A silencing whistler actually 
  projects a small area where in sound is negated 
  as if by the silence spell. The area of effect for a 
  silencing whistler is a 10-foot radius emanation 
  centered on the firework. Faint illusion; CL 
  3rd; Craft Magic Arms and Armor, ghost 
  sound, silence. 
  Sonorous whistler: The standard sonorous 
  whistler has no additional effects besides those 
  listed above. Faint illusion; CL 1st; Craft Magic 
  Arms and Armor, ghost sound.
  CONSTRUCTION 
  Requirements
  Mesmerizing whistler 150 gp; Message whistler 
  150 gp; Mimic whistler 14 gp;  Musical whistler 
  15 gp; Shattering salute 250 gp; Silencing 
  whistler 150 gp; Sonorous whistler 14 gp
  Craft Magic Arms and Armor, ghost sound, 
  additional spells (see text)
  New Armor Special Abilities
  Armor Special Abilities
  Base Price Modifier1
  Impenetrable, Light
  +1 bonus
  Impenetrable, Moderate 
  +3 bonus
  Impenetrable, Heavy
  +5 bonus
  1Add to enhancement bonus to determine total market price.
  Impenetrable
  Price varies; Aura strong abjuration; CL 13th; 
  Weight –
  Lightly +1 bonus; Moderately +3 bonus; Heavily 
  +5 bonus
   This suit of armor reinforces its ability to 
  deflect bullets using magical force. When being 
  attacked by a firearm, reduce the number of 
  range increments that the weapon can be resolved 
  as a touch attack depending on the strength 
  of the effect. Reduce the number of range 
  increments resolved as a touch attack by 1 for 
  lightly impenetrable armor (minimum 1 range 
  increment), by 3 for moderately impenetrable 
  armor (minimum 1 range increment), and by 
  5 for heavily impenetrable armor (no minimum 
  number). Firearms fired at any impenetrable 
  armor can still be resolved as a touch attack if 
  made within 5 feet of the wearer of the armor. 
  CONSTRUCTION 
  Requirements
  Lightly +1 bonus; Moderately +3 bonus; Heavily 
  +5 bonus
  Craft Magic Arms and Armor, bullet shieldUC, 
  limited wish or miracle
  New Wondrous Items
  Item
  Market Price
  Everburning slow match
  100 gp
  Fireless fuse
  50 gp
  Magical Explosive Powder
  Varies
  Everburning slow match
  Slot none; Price 100 gp; Aura faint evocation; CL 
  1st; Weight --
   This slow match has been enchanted to always 
  smolder, just hot enough to ignite highly 
  flammable substances like oil, gunpowder 
  or perfectly dry paper but can be kept safely 
  wrapped in damp cloth without igniting it 
  or going out. Wind, rain and even complete 
  submersion will not inhibit the igniting power 
  of this slow match, though firing a matchlock 
  underwater still requires additional protections of 
  the powder to be lit.
  CONSTRUCTION 
  Requirements
  Cost 50 gp
  Craft Wondrous Items, sparkAPG
  Fireless fuse
  Slot none; Price 50 gp; Aura faint transmutation 
  CL 1st; Weight --
   This magically prepared fuse is imbued with 
  power so that it can be ignited without needing a 
  source of fire. Instead the fuse can be lit as a swift 
  action as a mental command for anyone holding 
  or touching a weapon prepared 
  with a fireless fuse. The fuse also 
  burns down as quickly as the user 
  desires and can function in anything 
  
  52
  except total submersion in water. A fireless fuse is 
  completely destroyed once used.
  CONSTRUCTION 
  Requirements
  Cost 25 gp
  Craft Wondrous Items, sparkAPG
  Magical Explosive Powder
   While most magic weapon qualities are 
  applied to either the launcher or the projectile 
  for firearms, some enterprising crafters began 
  adding enhancements directly to the explosive 
  powder used in their firearms. This can have 
  various effects, from just improving the quality 
  of the powder, to adding interesting secondary 
  effects. Treat explosive powder as ammunition 
  for the purpose of enhancing it, meaning you can 
  empower 50 doses of powder for the costs listed. 
  Like other forms of magic weapon, all enchanted 
  explosive powders need a minimum of a +1 
  bonus, and all count as at least improved explosive 
  powder. The following list is set by what effects 
  occur by adding various special weapon qualities. 
  Unlike other types of ammunition, bonuses 
  from enchanted explosive powders stack with 
  enhancement bonuses from the use of special 
  bullets or firearms.
  Improved: All enchanted explosive powder counts 
  as having been “improved.” If simple explosive 
  powder is enchanted with at least a +1 bonus, 
  it functions as common explosive powder. If 
  common explosive powder is empowered with 
  at least a +1 bonus, it functions as a superior 
  explosive powder and gains some inherent 
  benefit like being smokeless or non-fouling. 
  Superior explosive powder that is empowered 
  with at least a +1 bonus gains additional 
  qualities of other types of superior powders. See 
  Qualities of Explosive Powders above for more 
  information.
  Conductive: Using this powder in an 
  explosive, firework or firearm allows 
  the wielder to use the conductiveUE 
  magic weapon quality with the weapon.
  Corrosive: When used in a firearm that shoots 
  a single projectile, this powder has no special 
  effect beyond projecting a short 5-foot line of 
  acid out the end of the barrel after each shot is 
  fired. When used in firearms with the scatter 
  weapon quality it deals an additional 1d4 acid 
  damage to all creatures in the weapons area of 
  effect damaged by the pellets fired.
  Cruel: A frightened, shaken or panicked creature 
  struck by an attack from this weapon is 
  sickened for 1 round.
  Dry load: Explosive powder with the dry loadUC  
  special ability functions just like dry load 
  cartridges once a weapon has been loaded or 
  prepared, potentially functioning underwater or 
  in an airless environment.
  Flaming: When used in a firearm that shoots a 
  single projectile, this powder has no special 
  effect beyond projecting a short 5-foot gout of 
  flame out the end of the barrel after each shot 
  is fired. When used in firearms with the scatter 
  weapon quality it deals an additional 1d4 fire 
  damage to all creatures in the weapons area of 
  effect damaged by the pellets fired.
  Frost: When used in a firearm that shoots a single 
  projectile, this powder has no special effect 
  beyond projecting a short 6-inch icicle out the 
  end of the barrel after each shot is fired. When 
  used in firearms with the scatter weapon quality 
  it deals an additional 1d4 cold damage to all 
  creatures in the weapons area of effect damaged 
  by the pellets fired.
  Ghost touch: Any incorporeal creature the target 
  of or in the area of effect of a weapon loaded 
  with this enhanced powder is affected as if the 
  weapon had the ghost touch weapon quality.
  LimningUE: All creatures, including those affected 
  by a means of magical concealment, that are 
  the target of or in the area of effect of a weapon 
  loaded with this magic powder outlines the 
  creature in faerie fire (as the spell) for 1 round.
  Phase lockingUE: All creatures damaged by a 
  weapon loaded with this magical powder is 
  affected as though by the dimensional anchor 
  spell for 1 round.
  
  53
  Shock: When used in a firearm that shoots a 
  single projectile, this powder has no special 
  effect beyond projecting a short 6-inch spark 
  out the end of the barrel after each shot is fired. 
  When used in firearms with the scatter weapon 
  quality it deals an additional 1d4 electricity 
  damage to all creatures in the weapons area of 
  effect damaged by the pellets fired.
  Thundering: Explosives and fireworks loaded 
  with this magical powder deal an additional 
  amount of damage equal to their bludgeoning 
  damage in sonic energy. All weapons loaded 
  with this powder are ten times as loud when 
  ignited and can be heard for over a mile away. 
  (See Rules Appendix below for additional rules 
  concerning the sound of gunfire).
  New Cursed Item
  Bad Powder
  Slot none; Aura moderate transmutation; 
  CL 10th; Weight --
   Especially in the early days of the creation of 
  explosive powder, it was not uncommon for 
  soldiers to be on the battlefield and realize they 
  had “bad powder” which could be caused by 
  anything from a bad recipe, bad ingredients, 
  separation while being transported as well as a 
  host of other methods. Even after processes were 
  refined however, some unlucky soldiers would 
  suffer similar problems and blame it on “bad 
  powder” with it being sometimes a handful to 
  even a whole kegs worth. True bad powder has 
  a hint of chaotic energies coursing through it 
  and can have unpredictable results when used 
  in explosive powder weapons. When used in 
  firearms, increase the firearm’s misfire chance 
  by 4 points and treat any firearm loaded with 
  bad powder as if it already possessed the broken 
  condition. Otherwise consult the table below:
  New Intelligent Item
  Huolongjing (The Fire-Drake Manual)
  Price 47,515 gp; Slot none; Aura strong 
  divination; CL 11th; Weight 3 lbs.
  Alignment lawful neutral; Senses 120 ft., 
  blindsense
  Intelligence 20; Wisdom 10; Charisma 10; Ego 16
  Language Speech and read language (Common, 
  Abyssal, Celestial, Draconic, Ignan and Infernal); 
  read magic
   Thought to be the formula book of the first 
  alchemist to discover the use of 
  explosive powders, the Huolongjing 
  now possess the intellect and 
  strategic mind of a once legendary 
  1d8 Roll
  % Roll
  Effect
  1
  1-14
  Misfire, the weapon explodes 
  immediately upon being handled or 
  set by the user
  2
  15-29
  Dead powder, the powder won’t 
  ignite and the weapon is useless until 
  cleaned out
  3
  30-44
  Damp powder, treat the weapon as if 
  it were loaded with damp explosive 
  powder
  4
  45-59
  Flash powder, the weapon ignites but 
  just as a bright but ineffective flash 
  dealing no damage
  5
  60-74
  Simple powder, the weapon ignites 
  normally, but treat it as if it were 
  loaded with simple explosive powder
  6
  75-89
  Explosion, the weapon ignites 
  normally, but also suffers a misfire 
  dealing half the normal damage to 
  the person using the weapon, even if 
  they are not near the weapon when 
  it goes off
  7
  90-94
  Common powder, the weapon
  functions normally
  8
  95-100
  Superior powder, the weapon ignites 
  normally, but treat it as if it were 
  loaded with a random superior 
  explosive powder (gamemaster’s 
  choice)
  
  54
  general of a far off land who devised every 
  possibly use and stratagem for using explosives, 
  fireworks and firearms in war – though the 
  knowledge of what is actually contained in the 
  pages focuses mostly on primitive firearms and 
  explosives having been written so long ago. 
  General Fire-Drake, as the book prefers to be 
  called in Common, will always give his opinion 
  of the “right” course of action in any situation, 
  and it will almost always include heavy reliance 
  on an explosion or two. The skills the General 
  possess can be used either to aid in the crafting of 
  battle plans or weapons, or the Manual includes 
  the complete instructions necessary to teach the 
  use of explosives, fireworks and firearms with no 
  other teacher. When making checks concerning 
  these kinds of weapons, treat General Fire-
  Drake as possessing Craft (alchemy) +15, Craft 
  (firearms) +15 and Knowledge (engineering) 
  +15. Spending one month reading and working 
  the Huolongjing makes you an expert in explosive 
  weapons and you gain proficiency in firearms.
  CONSTRUCTION 
  Requirements
  Cost 23,758 gp
  Craft Magic Arms and Armor, must possess the 
  alchemist’s bomb ability, read magic
  New Mythic Item
  This item uses rules found in Paizo Publishing’s 
  Pathfinder Roleplaying Game: Mythic Adventures.
  Fury of the Gods
  Price 3,500 gp; Aura moderate necromancy; CL 
  7th; Weight 5 lbs.
   The first soldiers that faced an enemy armed 
  with firearms believed their opponents had 
  captured the power of the gods in their weapons. 
  The awe and fear of those warriors which ran 
  in terror were captured in these weapons and 
  can be activated when wielded by a 
  mythic character. The Fury of the Gods 
  functions as +1 fire gourd normally, but 
  when used by a creature possessing at 
  least one mythic tier, the weapon also produces 
  a 120-foot cone effect that counts as the spell 
  fear (Will save DC 20 + 1 per mythic tier) when 
  used to attack. The wielder of the fury of the 
  god can also expend one use of mythic power to 
  automatically reform and reload the weapon after 
  it has been used to attack.
  CONSTRUCTION 
  Requirements
  Cost 1,750 gp
  Craft Magic Arms and Armor, Mythic Crafter, 
  fear
  New Minor Artifact
  The Devil’s Barrel (XXX)
  Slot none; Aura strong conjuration; CL 20th; 
  Weight 5 lbs.
   The barrel seems to appear out of nowhere, 
  mixed in with any number of other barrels of 
  explosive powder. Its only adornment is a simple 
  “XXX” burned into the wood of the otherwise 
  unremarkable barrel. The only clue most have 
  that something about this particular batch of 
  powder is “different” comes from its stronger 
  than normal smell of brimstone. Commonly 
  referred to as “The Devil’s Barrel” or “The Devil’s 
  Brand,” this particular barrel of magical  explosive 
  powder is a hazard as much as a boon.
   The Devil’s Barrel is an enchanted powder keg 
  of superior powder that changes properties 
  depending on how it is used. If used to load 
  firearms, the powder acts as improved fiery 
  explosive powder that never fouls a barrel 
  and produces no smoke, but fills the air with 
  a noxious sulfur smell. When loaded into 
  explosives or fireworks, it adds twice as many 
  damage die as the explosive would normally 
  deal (all forms) in fire damage. For example, a 
  standard grenade made using explosive powder 
  from the Barrel would deal 2d6 bludgeoning 
  and 1d6 fire damage plus an additional 6d6 fire 
  damage. If a whole barrel of The Devil’s Brand 
  is ignited as a powder keg explosive, it deals 
  
  55
  25d6 fire damage in as a 40-foot burst. A Barrel, 
  despite always feeling full, can only ever provide 
  a single dose of explosive powder as a full-round 
  action. No matter how many handfuls of powder 
  are taken out at one time, or if it’s poured out 
  into a pile, excess powder from the same round 
  immediately disappears. Any number of doses, 
  one per round, can however be taken out of a 
  barrel over time. 
   Every time a full barrel of The Devil’s Batch 
  explodes, there is a 1% chance that a dimensional 
  rift will open up releasing devils into the world. 
  The chance that a dimensional rift will form 
  increases by 1% every time a dose of powder is 
  taken from the Barrel. Treat the opening of a rift 
  as the summon monsters IX spell for devils, but 
  they count as native outsiders (not as summoned 
  monsters). 
  DESTRUCTION
   The typical use of the Barrel as an explosive 
  inherently destroys the artifact, however it is 
  rumored to merely reappear in a new place with 
  a new war to be used in. Most believe that the 
  only way to take the artifact out once and for all 
  is to empty its contents into a sanctified body 
  of water on a good aligned outer plane, though 
  some claim this is just another lie surrounding 
  the Barrel.
  New Character Options
  New Alchemist Class Options
  Pyrotechnician (Alchemist Archetype)
   The pyrotechnician is an alchemist that is more 
  interested in exploring the world of explosives 
  and fireworks than mutating their own body. By 
  focusing more time and energy on the various 
  explosives, fireworks and even firework-firearms 
  that can be made using alchemical methods, they 
  learn to enhance them with their special ability to 
  make bombs infused with their own essense.
  Firework-firearm Proficiency: Pyrotechnicians 
  are proficient with all firework-firearms as well 
  as any other firearms that they make themselves 
  using the Craft (alchemy) skill.
  Additive Bombs (Su): In addition to being 
  able to create normal alchemist’s bombs, the 
  pyrotechnician is able to add their bomb 
  damage to explosives and fireworks they have 
  crafted with a duration of instantaneous. This 
  functions almost identically to creating bombs, 
  only the damage is added to that of a weapon 
  being used. The addition of the catalyst to an 
  existing weapon acts as igniting the weapon, 
  which will normally then detonate or activate 
  at the end of the round if not sooner. For 
  example, if a 3rd level pyrotechnician possessed 
  a grenade they had crafted they could as a 
  standard action add a catalyst and throw the 
  grenade, dealing 2d6 bludgeoning damage 
  plus 3d6 fire damage (1d6 from the grenade 
  normally plus 2d6 from their bomb class skill). 
  This ability replaces the alchemist’s normal 
  bomb class ability.
  Craft Magic Arms and Armor (Ex): At 5th 
  level, alchemists receive Craft Magic Arms and 
  Armor as a bonus feat. An alchemist can craft 
  any weapon or armor with this feat, but most 
  commonly focus on the crafting of magically-
  enhanced explosives and fireworks. He uses his 
  alchemist level as his caster level and can craft 
  magic arms and armor using any formulae he 
  knows. This ability replaces receiving Brew 
  Potion as a bonus feat at first level.
  Weak Mutagen (Su): Mutagens created by 
  pyrotechnicians are not as potent as those 
  created by other alchemists. When calculating 
  duration and other level dependent affects of a 
  mutagen use the alchemist’s level -3 (minimum 
  1). Otherwise, this ability functions the same 
  as the normal mutagen class ability. 
  This three level penalty also applies 
  when calculating what level the 
  alchemist needs to be to choose a 
  discovery related to their mutagens. 
  
  56
  For instance, an alchemist needs to be 15th 
  level before choosing the greater mutagen 
  discovery instead of 12th level.
  Additional Bomb Discoveries: At 2nd, 5th, 
  8th, and 10th level, a pyrotechnician can gain 
  an additional alchemist discovery so long as it 
  specifically modifies their bomb class ability. Each 
  time this is done, it replaces the poison resistance 
  and poison immunity gained ability gained at 
  that level. Pyrotechnicians are not completely 
  ignorant of poisons, so they gain poison use and 
  swift poisoning at the normal levels and can gain 
  any of these other abilities as well instead of the 
  additional discovery.
  New Fighter Archetype
  Coulevrinier (Fighter Archetype) 
   In the early days of firearm warfare, even soldiers 
  equipped with firework-firearms and handgonnes 
  were still heavily armored and martially trained. 
  The coulevrinier was one such soldier, relying 
  on their armor and a melee weapons as much as 
  their firearms.
  Firearm Proficiency: A coulevrinier is proficient 
  with all firearms available in his game setting. 
  This is generally limited to primitive firearms like 
  the firework-firearm and handgonnes, though 
  some gamemasters may want to include all early 
  firearms or even advanced firearms. 
  Deadshot (Ex): At 1st level, when a coulevrinier 
  attacks with a firearm as a readied action, he 
  may add 1/2 his Dexterity bonus (minimum 
  +1) on his damage roll. This ability replaces 
  bravery.
  Firearm Expert (Ex): At 5th level, a coulevrinier 
  gains a +1 bonus on attack and damage rolls 
  with firearms. This bonus increases by +1 
  per four levels after 5th. This ability 
  replaces weapon training 1.
  Improved Deadshot (Ex): At 9th level, 
  when a coulevrinier attacks with a 
  firearm as a readied action, his target is denied 
  its Dexterity bonus to its AC. This ability 
  replaces weapon training 2.
  Greater Deadshot (Ex): At 13th level, when 
  a coulevrinier attacks with a firearm as a 
  readied action, he may add his Dexterity 
  bonus (minimum +1) on his damage roll. 
  Additionally, a coulevrinier does not provoke 
  attacks of opportunity when making ranged 
  attacks with a firearm. This ability replaces 
  weapon training 3.
  Penetrating Shot (Ex): At 17th level, when 
  a coulevrinier confirms a critical hit with a 
  firearm, the bullet pierces the target and can 
  strike another creature in line behind it. The 
  coulevrinier must be able to trace a line starting 
  at his space and passing through both targets 
  to make this additional attack. The secondary 
  attack is made at a –4 penalty, in addition to 
  any modifiers for added range but can still be 
  treated as a ranged touch attack if close enough. 
  If this attack is also a critical hit, the bullet can 
  continue to hit another target, but the penalties 
  stack. This ability replaces weapon training 4.
  Weapon Mastery (Ex): A coulevrinier must 
  choose a type of firearm.
  Early Gunslingers
   It is difficult to imagine a gunslinger using 
  firework-firearms. Many of their deeds are 
  unable to apply because of the nature of firework-
  firearms. The coulevrinier above would be a 
  better choice for those players that wish to focus 
  on firearms in a setting that only allows firework-
  firearms. With the introduction of handgonnes 
  however, most of the gunslinger class abilities 
  would be able to apply. It is recommended 
  that you use the Gun Tank archetype from the 
  Pathfinder Roleplaying Game: Ultimate Combat 
  book to represent a traditional handgonner, as 
  most still wore at least some armor during those 
  early days of explosive powder. Replace the list 
  of available firearms gained at first level with the 
  various handgonne varieties.
  
  57
  Rules Appendix
  Though this book focuses primarily on early 
  firearms, the following rules are generally written 
  as optional rules to apply to any firearm.
  Bracing a Firearm (New Rules)
   Recoil, the natural knockback of a firearm as it 
  is fired, is a problem in almost any firearm. With 
  single-shot weapons it is less important in general 
  to the initial firing of a weapon, as the bullet 
  is often out of the barrel before the full impact 
  of recoil is affecting the shooter. In either slow 
  velocity firearms or those with particularly large 
  caliber, the recoil can be devastating – knocking 
  the gunner flat on their back or injuring them.
   For this reason, bracing or otherwise securing a 
  firearm to an object is often desirable and reduces 
  not just the recoil but also the unsteadiness 
  of the shooter. Bracing a firearm is a standard 
  action regardless of if it is attaching a firearm to 
  a tripod, resting the weapon properly on a wall 
  or digging a shooting hook into a log. A properly 
  braced firearm reduces all recoil penalties to -2 
  (or lower if applicable) and negates any chance of 
  knocking a wielder prone. In addition, at extreme 
  range the weapon is more accurate. The penalty 
  for shooting a braced firearm beyond the first 
  3 range increments is reduced to -1 per range 
  increment, rather than -2. For instance, shooting 
  at a creature with a braced handgonne that is 5 
  range increments out incurs only a -8 penalty 
  from range (-2 each for the first three range 
  increments and -2 more for the additional two). 
  Crafting Explosives and Fireworks
  Craft (alchemy) Addendum 
   According to the Pathfinder Roleplaying Game: 
  Ultimate Equipment book, explosives and 
  fireworks are created using Craft (alchemy). 
  Many of the earliest forms of firearms are little 
  more than fireworks. Therefore a number of 
  these weapons can be crafted using either Craft 
  (alchemy) or the new skill, Craft (firearms). For 
  someone knowledgeable in firearms, they are 
  easier to craft as firearms due to their primitive 
  designs. Rules are then presented for crafting 
  using either skill though the DCs change. 
  Likewise, explosive powder can be crafted just 
  by the Craft (alchemy) skill or the new Craft 
  (firearms) skill presented below.
  Craft DCs for Exploding Powder
  Item Crafted
  Craft DC
  Simple explosive powder
  18
  Common explosive powder
  20
  Superior explosive powder
  30
  Crafting Firearms
  New Skill: Craft (firearms) (Int) Untrained - No
   Due to the inflated prices listed in the original 
  Pathfinder Roleplaying Game: Ultimate Combat 
  book for firearms, crafting a 2,000 gp hand 
  gonne would be impractical using the standard 
  rules of the Craft skill. In the event that you 
  want to allow characters to craft their own 
  firearms, the standard crafting rules can apply; 
  you just need to adjust the price of the firearms 
  (see The Cost of Explosives, Fireworks and 
  Firearms above).
  Unlike most craft skills however, Craft 
  (firearms) is not something that the untrained 
  can attempt. Without a working understanding 
  of gunpowder, firing mechanisms and the basic 
  principles of a firearm the average commoner 
  has about as much of a chance of crafting a 
  firearm correctly as they do creating a wand or 
  magic potion. The gunslinger is the only class 
  as written that should receive Craft (firearms) 
  as a class skill. Particular archetypes of other 
  classes, like the cavalier’s musketeer, could also 
  receive the class skill for free.
   Makeshift firearms and firework-firearms can 
  be crafted using Craft (alchemy) or Craft 
  (firearm), characters’ choice. 
  
  58
  Gunsmithing Feat: Treat any character with the 
  Gunsmithing feat as if Craft (firearms) was a class 
  skill. A character with the Gunsmithing feat also 
  receives a +2 bonus to Craft (firearms). 
  Masterwork Firearms: Firearms can be made to 
  be masterwork weapons the same as any other. 
  Adding the masterwork quality to a weapon you 
  are crafting is handled the same as any other 
  weapon. In addition to the normal benefits of 
  the masterwork quality, masterwork firearms 
  reduce their misfire chance by 1 (minimum 0). 
  This reduction takes place after any other built in 
  modifications or magical enhancements, but not 
  increases to misfire ranges that occur from use, 
  damage or misfires.
  Crafting Firearms Using Special Materials: 
  Unlike most weapons, crafting firearms out of 
  special materials rarely imparts much benefit 
  to the weapon. Making the stock of a firearm 
  out of darkwood or crafting the barrel of the 
  weapon out of adamantine wont impart many 
  effects, though there are some specific 
  components that those gunsmiths 
  with wealthy patrons may prefer 
  to make for minor boons. Dueling 
  Craft DCs for Various Firearms
  Item Crafted
  Craft DC
  One-handed early firearms (pistol)
  15
  Two-handed early firearms (handgonne, musket, arquebus)
  18
  Hand bombard or hand cannon
  22
  One-handed advanced firearms (revolver)
  20
  Two-handed advanced firearms (rifle, shotgun)
  25
  Simple explosive powder
  15
  Common explosive powder
  18
  Superior explosive powder
  25
  Normal early firearm ammunition (lead ball, pellets)
  10
  Special early firearm ammunition (silver bullet, adamantine bullet) 
  15
  Normal advanced firearm ammunition (metal cartridge)
  12
  Special advanced firearm ammunition (alchemical cartridge) 
  18
  pistols, for instance, may include mithral barrels 
  to keep the weapons light and easier to move or 
  the wooden portions of a firearm used to shoot 
  flaming shots may be wrapped in dragonhide to 
  prevent it from becoming burnt with use.
   Crafting ammunition on the other hand is 
  another story, but one that’s mostly covered by 
  the rules as they are already written in Ultimate 
  Combat.
  Fast Firearm Proficiency Training 
  (Optional Rule)
   Historically, one of the most important aspects 
  of why the early firearm came to dominate 
  war versus the crossbow or longbow was the 
  economics of time related to training a soldier 
  in each weapon. The longbow was arguably the 
  far superior weapon but required at a minimum 
  years worth of training, normally started at a 
  young age. The crossbow, while easier to operate 
  than a longbow, was costly to produce and still 
  required a year or more of dedicated training to 
  be considered truly proficient. 
   The early firearm, on the other hand, required 
  mere weeks to prepare a solider for battle. 
  A commoner could easily be drafted into 
  the military, sent through an intensive six to 
  
  59
  twelve weeks of firearm drilling and they could 
  be marched onto the battlefield. While not 
  crackerjack soldiers at this point, the fact that 
  you could quickly train almost anyone and do 
  it in large groups (rather than the more master-
  apprentice method of say archery) became an 
  important aspect of historical battles. This idea is 
  utterly lost in the rules as presented using exotic 
  weapon proficiencies for instance. Presented 
  below are two optional character backgrounds 
  that supply a limited understanding of firearms 
  for militia-like characters.
  Firearm Militiaman (Combat Trait): You 
  have served as a draftee in a militia that used 
  firearms. You are considered proficient in one 
  or two very specific firearms (for instance, a 
  fire lance or hand bombard and hand cannon). 
  This understanding of how to use firearms helps 
  you when using unfamiliar weapons of a similar 
  design, meaning you only take a -2 penalty when 
  trying to use a different firearm without the 
  proper proficiency. This proficiency rarely can 
  be applied toward siege engines like cannons and 
  bombards.
  Firearm Proficiency (Downtime Retraining 
  Option): Learning to use firearms requires 
  very little direct instruction and time. Choose a 
  single firearm (like a fire lance or hand gonne) 
  you are not proficient in and one weapon you 
  technically are proficient in but rarely use 
  (like light mace or short sword). You become 
  proficient in the firearm and lose proficiency 
  in the selected weapon. This process takes 30 
  days and counts as a form of retraining. See the 
  Pathfinder Roleplaying Game: Ultimate Campaign 
  for more rules on retraining during a character’s 
  downtime.
  Fouling a Firearm (Optional Rule)
   Smoothbore explosive powder firearms tend 
  to collect massive amounts of residue with each 
  shot fired from their barrel. Smoothbore firearms 
  generally fire bullets slightly smaller than their 
  barrel diameter for ease of loading, but any 
  additional grime on the walls of the barrel can 
  impart unexpected changes in direction to a ball. 
  Additionally, the buildup of residue increases the 
  chances of a misfire occurring as a ball becomes 
  jammed or partially burned powder reignites.
   To add a level of realism to your game, you 
  can have it that after each shot fired from an 
  early firearm, the weapon incurs a cumulative 
  -2 penalty to subsequent attacks, so firing a 
  handgonne, then reloading it without first 
  cleaning the barrel leads to a -2 penalty on your 
  next attack and -4 on the attack after that, etc. 
  Cleaning a barrel negates all these penalties. 
  Cleaning a barrel is a standard action unless you 
  have the Rapid Reload feat, which reduces it to a 
  move action. Gunslingers can use their Lighting 
  Reload deed to clean a barrel as a swift action.
   In addition, after every three shots fired, the 
  chance of a misfire increases by 1. This penalty 
  is also cumulative and doubles if the weapon has 
  a misfire occur. Cleaning a barrel negates this 
  penalty as well.
   Advanced firearms and other rifled firearms 
  that use properly fitted bullets have some 
  natural clearing of a barrel occur with each 
  shot. Additionally, loading from a breech rather 
  than the muzzle reduces the chance of knocking 
  residue free or getting it stuck onto a bullet before 
  it is fired. Only add the penalty after the first five 
  shots, though both the misfire and penalty to 
  your attack go up after each additional five shots 
  fired. 
   Gunpowder includes large amounts of sulfur 
  and niter, which are not fully burned off during 
  the firing of the weapon. This residual material if 
  left in the barrel and after it was exposed to any 
  type of moisture could form sulfuric acid, which 
  would corrode the barrel and other components 
  to the point of destroying them. For each week 
  a fouled firearm is left unmaintained 
  after being fired, deal 1d4 acid 
  damage to the weapon, bypassing 
  all hardness. Once the weapon has 
  lost half its hit points this way it is 
  
  60
  broken and needs to be repaired. Once it has 
  lost all its hit points this way it is destroyed and 
  unrecoverable. Magic firearms can be affected by 
  this rule as well at gamemaster discretion. Using 
  paper cartridges in early firearms treats them as 
  if they were advanced firearms as most paper 
  cartridges included lubricants and anti-fouling 
  agents to aid use in battle.
  Magical Maintenance: Magically cleaning a 
  firearm is possible. The most direct spell is the 
  simple prestidigitation, which can clean the barrel 
  of most firearms in one round (the firearm is 
  clean the round after the spell is cast on it). For 
  particularly large weapons, like a bombard or 
  cannon, it can take one round per three foot 
  length of the barrel. An unseen servant can also 
  be commanded to clean a firearm, but it takes 
  a full-round action for the servant to complete. 
  Finally, despite not being a form of writing, many 
  casters have discovered that the spell erase is able 
  to instantaneously clean a firearm’s barrel.
   Just as cleaning a barrel can be done with 
  prestidigitation, so can fouling it. Each time the 
  spell is cast on a firearm, count its barrels as 
  having fired one shot without being cleaned. 
  The spell grease can likewise be used to jam up 
  a firearm, though that spell makes the penalty 
  count as if the firearm has been fired 5 times 
  without being cleaned. 
  Placing Explosive Charges
  Having an understanding of engineering and 
  construction can enable a character to exploit 
  inherent weaknesses of a material or design, 
  given enough time and the proper placement of 
  explosive materials. There a number of in-game 
  effects that proper placement of an explosive can 
  do. Each of the following actions requires one 
  minute per explosive device being used unless 
  otherwise specified in the description.
  Knowledge (engineering) Addendum
  Desired In-game 
  Effect
  Knowledge (engineering) 
  DCs
  Create Fragmentation
  Hardness of Material + 5
  Bypass Hardness
  Hardness of Material + 10
  Create Fragmentation: When using an explosive 
  to create fragmentation, you are purposefully 
  redirecting the energy of the blast to turn 
  debris or material of an object into deadly 
  projectiles. This can occur one of two ways, 
  either loose debris is purposefully mounded 
  over an explosive to be projected when the 
  explosive is set off or an explosive is placed 
  so as to maximize the number of shards and 
  other pieces of an object that was whole before 
  the blast hits it. The DC needed for properly 
  placing loose debris over an explosive is 5, 
  as the hardness of the material being used is 
  immaterial. Reduce the concussive damage 
  (bludgeoning damage die) of the explosive 
  by half, adding as many damage die minus 
  1 as fragmentation that deals bludgeoning 
  and piercing damage. Also reduce the area of 
  effect by half. When trying to create shards 
  using a solid object, use the hardness of the 
  material + 5 and reduce the damage die by two-
  thirds, with only half of those die (round up) 
  becoming fragmentation that deals bludgeoning 
  and piercing damage. Reduce the area of effect 
  by two-thirds as well for this type of explosive.
  Bypass Hardness: Use of this ability requires 
  two separate checks against the same DC, each 
  requiring one minute to perform. You must 
  first inspect the object you wish to bypass the 
  hardness of for one minute. Failing this check 
  means you have found no weaknesses in the 
  object and you cannot try to use this ability 
  (no retry) until your Knowledge (engineering) 
  skill has increased by 1 rank. After a successful 
  inspection check, you must spend one minute 
  placing the explosive to take advantage of 
  any weaknesses found. Once the explosive is 
  properly set, it is able to ignore the first 5 points 
  
  61
  of hardness of the object being blown up. For 
  every five points over the base DC of hardness 
  + 10, you are able to ignore one additional 
  point of hardness (minimum 0 hardness). 
  Assuming a structure or object survived the 
  first explosion, you still need to inspect the area 
  before placing the next set of charges to take 
  advantage of any additional weakness created or 
  made more pronounced from your first attack.
  Vision and Sound Hazards of 
  Gunpowder (Optional Rules)
   Firearms are dangerous even when used 
  properly. Early firearms in particular have a 
  number of hazards associated with them due 
  to the components that make up gunpowder: 
  brimstone (sulfur), charcoal and saltpeter 
  (potassium nitrate). Brimstone causes an acrid 
  stench, charcoal produces dark smoke, and 
  saltpeter is known to build static electricity and 
  ignite. All these solid chemicals combine with 
  heat to produce a large flash, leaving behind 
  about 50% of the mass of the powder as a residue 
  that can be corrosive if exposed to moisture.
  As the Weapon Fires: When fired at night, the 
  muzzle of a barrel will flash (called muzzle-flash) 
  as the explosion of the powder expels the shot 
  out the end of the barrel with an incredibly loud 
  explosion. The sound of a firearm going off can 
  be heard for up to half a mile away (Perception 
  check DC 5, +5 per 1,000 feet from the shot 
  fired, barring additional obstructions) and the 
  muzzle-flash can be seen in the dark nearly as far 
  (Perception check DC 10, +5 per 1,000 feet from 
  the shot fired, barring additional obstructions).
  After the Weapon Fired: In the moment 
  immediately after a firearm goes off, a small 
  smoke effect is created. For one-hand handed 
  firearms, the 5-foot square of the wielder of the 
  firearm fills with a smoke effect. For two-handed 
  firearms, the 5-foot squares of the wielder and 
  immediately in front of the wielder fills with a 
  smoke effect. A character who breathes smoke for 
  a full round must make a Fortitude save (DC 10, 
  +1 per previous check) or spend the next round 
  choking and coughing. A character who chokes 
  for 2 consecutive rounds takes 1d6 points of 
  nonlethal damage. Smoke obscures vision, giving 
  concealment (20% miss chance) to characters 
  within it.
   The smoke effect of a one-handed firearm 
  dissipates after three rounds in still air, two 
  rounds in a light wind, one round in a moderate 
  wind and instantly in a stronger wind. The 
  smoke effect of a two-handed firearm dissipates 
  after five rounds in still air, three rounds in a 
  light wind, one round in a moderate wind and 
  instantly in a stronger wind. Reduce the time 
  in half if used outdoors or in an open area with 
  good ventilation. Double the time if used indoors 
  or in a confined space like a narrow hallway or 
  small room.
   If a second shot is fired before the smoke effect 
  of the first shot completely dissipates, then the 
  duration continues and the DC of the Fortitude 
  save increases (DC 15, +1 per previous check). 
  In situations where many firearms are going off 
  at the same time, increase the durations and the 
  concealment percentage as well.
  Mounts and Morale: Animals, including 
  humanoids, unaccustomed to the raw power of 
  a firearm discharging can easily be frightened 
  or even stunned by the roar and flash of a 
  weapon. For those creatures a gamemaster deems 
  appropriate, make a Will save (DC 13) when 
  first exposed to a firearm. A successful saving 
  throw leaves the creature shaken for 1d3 rounds. 
  A failed saving thrown means the creature is 
  frightened for 1d3 rounds and still shaken for an 
  additional 1d3 rounds. If during the duration of 
  either fear effect a second firearm is used or if 
  the shot taken from the first firearm produced 
  a particularly spectacular effect 
  (like dropping the warband’s leader, 
  destroying an object in one hit, etc.) 
  then the fear effect can stack with an 
  
  62
  additional Will save, with those shaken becoming 
  frightened and those frightened becoming 
  panicked. 
   Creatures, especially humanoids, readily adapt 
  to this effect. It is generally only effective once 
  unless the first time they were exposed a creature 
  failed their save and was panicked. Generally 
  if a creature is the one using the firearm they 
  are unaffected by this fear effect, and most fear 
  effects instantly go away if someone using a 
  firearm is slain. Controlling a frightened mount is 
  a Ride check (DC 22).
  About Fat Goblin Games
  Fat Goblin Games is operated by Rick Hershey as well as the Fat Goblin 
  team! We aim to bring you high end production design and art merged togeth-
  er with exciting rules systems and roleplaying options.
  Join the Fat Goblin Games team on Facebook 
  https://www.facebook.com/FatGoblinGames
  and follow us on Twitter @fatgoblingames.
  
  63
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, 
  Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, 
  F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  CALL to ARMS: Fireworks & Primitive Firearms © 2014 Fat Goblin Games; Authors; Lucus Palosaari
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Call to Arms - Fireworks & Primitive Firearms.pdf