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12

The 3.5e Dungeon Master's Guide has some rules for firearms in the Building a Different World section (p144). Page 145 provides details for Renaissance weapons: pistol, musket, bomb and smokebomb. It also provides some details and considerations for how gunpowder and firearms work. They're stronger or as strong as a heavy crossbow, but have some different ...


9

As written, you’re right: extra damage only to that attack. Spend more Grit to apply it to more attacks. Now, Pathfinder firearms are extremely weak, and the gunslinger class only partially remedies their many failings. You could make a very good case that a bit more damage isn’t unreasonable, particularly considering just how precious Grit is. I would ...


6

You only get 1 bullet/projectile loaded per turn. (1 load 'action') 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, but is the standard for its type (a normal bullet or pellets and black powder in ...


6

Depending on what you mean by "realistic" it probably isn't possible. I don't just mean the damage aspect (for that, see CatLord's answer), I mean that the existence of modern firearms changes society and also implies a lot of preconditions. Where do they come from? / The Preconditions Modern firearms require precision machining. If they are being ...


5

Pre-existing sources of d20-compatible blackpowder weaponry include (just what I can remember right now): Dungeon Master's Guide (p. 144 and on) Pathfinder d20 Modern system Iron Heroes campaign setting Frankly speaking, for a setting you describe the DMG rules are more than enough. You will have to work a bit if you want more detail, and you will ...


5

By RAW, your second option is the correct one: a musketeer who wants to use a firearm other than the musket/pistol given by his order can only do so by ignoring his ability to focus with his gifted weapon. There's nothing that I can find that replaces a cavalier's gifted weapon with an advanced firearm. However, you should probably talk to your DM about ...


2

I like DuckTapeals answer however: Break your weapon and request your order craft you an advanced firearm. If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls. The cited text ...


2

I introduced WWI-era weaponry into a 3.5 game I ran once. The way I made them 'realistic' (to a degree) was to have them run off touch attacks to represent the way they cut through armour and the weapons did Constitution damage, not HP damage. This made them a lot more deadly. They also required the Exotic Weapon feat to use as well, meaning most characters ...


2

Short of clues I'm missing in other parts of the rules: "Ammunition" being ambiguous as to singularity or plurality, the best clue here is the parenthetical example... "a normal bullet," singular. Breaking down the rules bits: The spell reloads every round for the duration of the spell. An advanced firearm takes a move action to reload, early firearms ...


1

The text is quite clear that it is one grit per attack and that is how we play it. Strange we found Gunslinger if anything over powered (DM might have made a mistake in allowing modern weapons) and pistolero especially so and I would not give them any more damage. May be a way off but Signature Deed with Up Close and Personal is quite good.


1

Besides the DMG (see previous answers by others), issue #321 of Dragon Magazine dealt with guns. You should try and get a copy of it (see my link, but you might want to run a google search as well for other options / sellers.)



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