One of my players just built himself a Double Hackbut The rules on it are not so much vague as non-existent though. You need a full round action to set it up - that's clear. You can "wheel it ...
Does the Reloading Hands spell refill the entirety of a ranged weapon's ammunition capacity, or only one shot's worth?
Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, ...
Do you need to spend 1 grit point for each attack made as part of a full-attack action when using the Pistolero Deed up Close and Deadly? The Deed says: Up Close and Deadly (Ex) At 1st level, ...
I am thinking about running a side campaign in which firearms play a major part in combat. I have read the advice in the Dungeon Masters Guide but that doesn't seem realistic and it seems to be ...
A friend of mine is planning for a campaign in a colonial/pirate setting, and is planning on re-skinning crossbows as firearms, (i.e. light crossbow = musket, hand crossbow = flintlock), but I was ...
I've been flipping through Ultimate Combat, and I'm really interesting in the addition of early and advanced firearms. I've been interested in building a musketeer at a higher level than first, but ...