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Ranged Weapons (Steampunk)

Simple

PriceDamageRangeReloadBulkWieldingGroupTags
Bola2 sp1d4 B20 ftL1SlingNonlethal, Thrown, Trip
Cane Pistol250 sp1d6 P150 ft112FirearmHidden, Secondary (Cane)

Martial

PriceDamageRangeReloadBulkWieldingGroupTags
Blunderbuss †(1)250 sp1d8 P70 feet122FirearmBullets, Duel Load, Misfire (2)
Dragon Pistol †(2)200 sp1d8 P60 feet111FirearmBullets, Duel Load, Misfire (1)
Flintlock Musket175 sp1d10 P120 feet122FirearmBullets, Fatal d12, Misfire (3)
Flintlock Pistol125 sp1d8 P90 feet111FirearmBullets, Fatal d10, Misfire (3)
Gunaxe350 sp1d8 P70 feet111FirearmBullets, Misfire (1), Secondary (Hatchet)
Gunblade350 sp1d8 P70 feet111FirearmBullets, Misfire (1), Secondary (Shortsword)
Hand Cannon †(3)250 sp2d6 P80 feet232FirearmBullets, Duel Load, Misfire (1)
Hellfire Musket500 sp1d10 P70 feet332FirearmBullets (8), Fatal d12, Misfire (2)
Long Musket175 sp1d10 P240 feet122FirearmBullets, Fatal d12, Misfire (2)
Quad Pistol350 sp1d8 P70 feet311FirearmBullets (4), Misfire (1)
†(1) Blunderbuss: This can either be fired normally or make a scatter shot in a 15 foot cone. The decision for this is made when loading the pistol. If making a scatter shot, it deals 1d6 P damage and all creatures in the area gain a Reflex save for half against your attack roll. Using scatter shot requires pellet ammunition and one handful is used for each shot.

†(2) Dragon Pistol: This can either be fired normally or make a scatter shot in a 15 foot cone. The decision for this is made when loading the pistol. If making a scatter shot, it deals 1d4 P damage and all creatures in the area gain a Reflex save for half against your attack roll. Using scatter shot requires pellet ammunition and one handful is used for each shot.

†(3) Hand Cannon: This can either be fired normally or make a scatter shot in a 15 foot cone. The decision for this is made when loading the pistol. If making a scatter shot, it deals 1d8 P damage and all creatures in the area gain a Reflex save for half against your attack roll. Using scatter shot requires pellet ammunition and one handful is used for each shot.

Exotic

PriceDamageRangeReloadBulkWieldingGroupTags
Twin Musket250 sp1d10 P120 feet222FirearmBullets (2), Fatal d12, Misfire (2)
Twin Pistol250 sp1d8 P70 feet211FirearmBullets (2), Misfire (1)

Ammunition

TypePriceBulk
Lead Bullets (40)5 spL
Lightning Bullets (5) †(4)100 spL
Pellets (40 handfuls)10 spL
Silver Bullets (5) †(5)25 spL
†(4) Lightning Bullets deal an additional 1d6 lightning damage on a successful hit.

†(5) Silver Bullets count as silver.

Note: while there is a 50% chance of retrieving used ammunition, the following types are destroyed once used: Lead Bullets, Lightning Bullets, Pellets, and Silver Bullets.