A gun that can be wielded by an individual.

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3
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1answer
123 views

Rules on moving a double hackbut

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 ...
6
votes
2answers
186 views

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, ...
6
votes
2answers
341 views

Up Close and Deadly and Full-Attack Actions

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, ...
5
votes
3answers
308 views

What is a realistic way to incorporate firearms into D&D 3.5

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 ...
10
votes
4answers
4k views

Does D&D 3.5e have rules for firearms?

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 ...
5
votes
2answers
481 views

How to start a musketeer with advanced firearms

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 ...