User:Foxwarrior/Guns

This here is an attempt at making guns which don't upset the game balance too much.

Damage: While most people seem to think that guns should do a lot of damage, consider that few people have ever gotten any limbs chopped off by a rifle, and many (supposedly level 1) creatures have been hit by a bullet and not fallen unconscious. It's still true that there are a lot of places one can be shot and die quite quickly, so the critical hits of guns are appropriately powerful.

Range: Assault rifles may be able to shoot for miles, but that doesn't mean they have to be very accurate at short distances.

Proficiency: Guns are probably easier to use than crossbows, so they are Simple weapons.

Long Range: Beyond the first three increments, the length of each increment is increased to 1000'.

Automatic Fire: Whenever the Assault Rifle could be used to make an attack, it can instead be used to make two attacks, at a -6 penalty to each.

Spray and Pray: As a full-round action, you can scatter a full clip of bullets in a 200' cone. Any creature in that cone must make a DC 0 Reflex save or get hit by a bullet and take the Assault Rifle's damage.

High Tech: The price to enchant an Assault Rifle is doubled.

Masterwork: The stats above are for a non-masterwork Assault Rifle, such as an AK-47. Fancier Assault Rifles are masterwork. Unfortunately, this makes them delicate, reducing their HP by 2 and Hardness by 1, and making them instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear an Assault Rifle being fired is -20.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing an Assault Rifle.

Clips: Each clip costs 50 gp, weighs 2 pounds, and contains 30 shots. Reloading the Assault Rifle is a move action which provokes attacks of opportunity.

Long Range: Beyond the first three increments, the length of each increment is increased to 500'.

Automatic Fire: Whenever the Machine Gun could be used to make an attack, it can instead be used to make three attacks, at a -6 penalty to each.

Spray and Pray: As a full-round action, you can scatter a full clip of bullets in a 300' cone. Any creature in that cone must make a DC 3 Reflex save or get hit by a bullet and take the Machine Gun's damage.

High Tech: The price to enchant a Machine Gun is doubled.

Masterwork: The exacting autofire requirements of a Machine Gun mean that all Machine Guns are masterwork. Machine Guns are instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear a Machine Gun being fired is -20.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing a Machine Gun.

Clips: Each clip costs 300 gp, weighs 6 pounds, and contains 100 shots. Reloading the Machine Gun is a full-round action which provokes attacks of opportunity.

Long Range: Beyond the first three increments, the length of each increment is increased to 300'.

Automatic Fire: Whenever the Submachine Gun could be used to make an attack, it can instead be used to make two attacks, at a -6 penalty to each.

Spray and Pray: As a full-round action, you can scatter a full clip of bullets in a 200' cone. Any creature in that cone must make a DC 0 Reflex save or get hit by a bullet and take the Submachine Gun's damage.

High Tech: The price to enchant a Submachine Gun is doubled.

Masterwork: The stats above are for a non-masterwork Submachine Gun. Fancier Submachine Guns are masterwork. Unfortunately, this makes them delicate, reducing their HP by 1 and Hardness by 1, and making them instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear a Submachine Gun being fired is -15.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing an Submachine Gun.

Clips: Each clip costs 30 gp, weighs 1 pound, and contains 30 shots. Reloading the Submachine Gun is a move action which provokes attacks of opportunity.

Long Range: Beyond the first three increments, the length of each increment is increased to 350'.

High Tech: The price to enchant a Pistol is doubled.

Masterwork: The stats above are for a non-masterwork Pistol. Fancier Pistols are masterwork. Unfortunately, this makes them delicate, reducing their HP by 1 and Hardness by 1, and making them instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear a pistol being fired is -15.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing a Pistol.

Clips: Each clip costs 10 gp, weighs 0.5 pounds, and contains 12 shots. Reloading the Pistol is a move action which provokes attacks of opportunity.

Long Range: Beyond the first three increments, the length of each increment is increased to 2000'.

High Tech: The price to enchant a Sniper Rifle is doubled.

Masterwork: The exacting precision requirements of a Sniper Rifle mean that all Sniper Rifles are masterwork. Sniper Rifles are instantly destroyed by immersion in salt water, mud, sand, or similar dirty things.

Noisy: The Listen check DC to hear a sniper rifle being fired is -30.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing a Sniper Rifle.

Clips: Each clip costs 50 gp, weighs 2 pounds, and contains 10 shots. Reloading the Sniper Rifle is a full-round action which provokes attacks of opportunity.