-Firearms-

Firearms Adapted by: Christopher Delvo Guns are no strangers to fantasy. Whether it’s iconic pirates swashbuckling with sword-and-pistol or legendary, Dark Tower-esque gunslingers throwing lead from ancient, legendary firearms, guns definitely get around. In lieu of the current Pathfinder RPG firearm rules (located on pages 135-143 of Ultimate Combat), I have decided to instigate my own firearm rules. Some may not find this necessary, and may enjoy the official rules as they are presented in the book. If that is how you feel, then this document is not for you. However, if you are like me, and you feel that the firearms in Ultimate Combat could use some re-working and re-tweaking, then I implore you to take a glance at this document. The goal of this adapted rules-system is to create more simplistic firearms that can potentially compete with other ranged weapons in the game. While the infamous misfire rules do return in this document, they are presented as completely optional, and are accompanied by both an easy method of remedying the broken status of a misfired gun (as well as a quick-and-dirty fix for the “explosion” rule), and an exploding dice mechanic intended to balance the potential for catastrophic failure by adding a chance for catastrophic success. You will also note that the “guns attack touch AC” mechanic is not in this document. I felt that adding in extra rules-systems under the excuse of “because they’re guns!” was poor design, and chose to err on the side of simplicity. Also re-balanced in this document are the prices of the firearms and their ammo. They have been reduced to be closer to weapon prices presented in other books. These prices can be modified to fit your game as necessary. As presented in this document, however, firearms are priced as if they were as common as any other weapon found in the world. Finally, you will likely note that there are three sets of firearms presented in this book: Early, Advanced, and Modern firearms. These groups each represent an era of time, and are not necessarily intended to be used in the same game. If you do so, price the more advanced weapons accordingly (multiplying higher-era weapon prices by 10 or 20 is an easy way to figure it out). Proficiency with firearms should be left up to the GM, but a good general rule is to instigate the “Exotic Weapon Proficiency (Firearms)” feat, which gives proficiency with all firearms.

General Firearm Rules Misfires and Exploding Dice: Normally, guns can be used as they are written above, without any modification. However, if one wants to have a more “realistic” feel to their firearms, consider the following additions. Note that misfires and exploding dice are intended to be utilized together. Misfires: When an early or advanced firearm rolls a natural 1 (or higher, if in conjunction with certain cartridges) it misfires. The attack goes off without dealing damage to the enemy, and the weapon is given the broken condition. The gun can still fire at this point, but its barrel is fouled and its misfire chance is increased by 4 when broken. The wielder can, however, clear the fouled barrel as a full-round action, removing this broken quality. If it misfires again while broken, however, it explodes, dealing its damage to the wielder. The weapon is destroyed in this event. Magic firearms with a +1 enhancement bonus or more cannot explode due to a second misfire. Modern firearms do not misfire, but can jam by rolling a natural 1. A jammed weapon cannot fire until the jam is cleared as a standard action. Exploding Dice: When rolling damage, if you roll the maximum number on the damage die, re-roll the die and add that number to the damage total for that attack. This effect stacks, and if you continue to roll the maximum number on the damage die, you continue adding damage dice. Two-Weapon Fighting: Weapons that can be wielded in one hand can be used in conjunction with two-weapon fighting, taking penalties as if they were one-handed weapons. Coat pistols and snub-nose revolvers are instead treated as light weapons instead. Scatter: Weapons with the scatter quality can be fired in a cone, making a separate attack roll against all creatures caught in the cone. The size of the cone is equivalent to the range of the weapon. Scatter weapons cannot fire in a cone beyond the first range increment. Burst: Modern firearms may be able to fire multiple shots-per-second, allowing for incredible volleys of bullets. These weapons will have the burst quality. Weapons with the burst quality can fire 10 bullets with a single attack, targeting a 10-foot radius burst somewhere within the weapon’s first range increment, and making a separate attack against each creature within the burst.

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-FirearmsTable 1-1: Early Firearms Weapon Buckler-Gun Blunderbuss Musket Musket, double-barrel Musket, turret Pistol Pistol, coat Pistol, double-barrel Pistol, dragon Pistol, turret

Cost 50 gp 100 gp 75 gp 110 gp 225 gp 50 gp 25 gp 75 gp 75 gp 150 gp

Dmg (s) 1d4 1d8 1d10 1d10 1d10 1d6 1d4 1d6 1d4 1d6

Dmg (m) 1d6 1d10 1d12 1d12 1d12 1d8 1d6 1d8 1d6 1d8

Critical x4 x2 x4 x4 x4 x4 x4 x4 x2 x4

Range 40 ft. 15 ft. 90 ft. 90 ft. 90 ft. 60 ft. 50 ft. 60 ft. 10 ft. 60 ft.

Weight 6 lbs. 9 lbs. 9 lbs. 11 lbs. 14 lbs. 4 lbs. 2 lbs. 5 lbs. 4 lbs. 6 lbs.

Type B&P B&P B&P B&P B&P B&P B&P B&P B&P B&P

Special

Dmg (s) 1d10 1d6 1d6 1d4 1d10 1d10 1d8 1d8 1d6

Dmg (m) 1d12 1d8 1d8 1d6 1d12 1d12 1d10 1d10 1d8

Critical x2 x4 x4 x4 x4 x4 x2 x2 x2

Range 100 ft 70 ft. 80 ft. 60 ft. 120 ft. 110 ft. 20 ft. 20 ft. 15 ft.

Weight 12 lbs. 4 lbs. 5 lbs. 2 lbs. 9 lbs. 9 lbs. 9 lbs. 10 lbs 6 lbs.

Type B&P B&P B&P B&P B&P B&P B&P B&P B&P

Special Burst

Dmg (s) 1d10 1d8 1d6 1d4 1d6 1d8 1d10 1d12 1d8

Dmg (m) 1d12 1d10 1d8 1d6 1d8 1d10 1d12 2d8 1d10

Critical x2 x2 x2 x4 x2 x2 x4 x4 x2

Range 100 ft. 100 ft. 90 ft. 80 ft. 90 ft. 110 ft. 150 ft. 250 ft. 30 ft.

Weight 20 lbs. 10 lbs. 5 lbs. 3 lbs. 3 lbs. 8 lbs. 8 lbs. 12 lbs. 8 lbs.

Type B&P B&P B&P B&P B&P B&P B&P B&P B&P

Special Burst Burst Burst Burst

Scatter

Scatter

Table 1-2: Advanced Firearms Weapon Heavy Repeater Pistol, magazine Revolver Revolver, snub-nose Rifle Rifle, lever-action Shotgun Shotgun, double-barrel Shotgun, sawed-off *: same as base shotgun

Cost 500 gp 75 gp 50 gp 25 gp 75 gp 150 gp 100 gp 200 gp Varies*

Scatter Scatter Scatter

Table 1-3: Modern Firearms Weapon Machine gun, heavy Machine gun, light Machine gun, small Pistol, automatic Pistol, semi-auto Rifle, automatic Rifle, semi-auto Rifle, sniper Shotgun, pump

Cost 500 gp 250 gp 150 gp 100 gp 50 gp 200 gp 75 gp 200 gp 100 gp

Burst

Scatter

must remove the buckler to reload the gun. A buckler gun has a capacity of 2. Buckler-guns are wielded with one hand Blunderbuss: This weapon fires pellets or a bullet from its trumpet-shaped barrel. This makes it a very effective weapon for close-range attacks and attacking group of enemies. A blunderbuss is wielded with two hands. Musket: This large firearm fires large-caliber bullets that have a much greater range than those of smaller weapons. Muskets are wielded with two hands.

Early Firearms All early firearms have a capacity of 1 unless otherwise noted. They do not utilize metal cartridges, but rather use a metal ball and a single dose of black powder (or alchemical cartridges). Each barrel of an early firearm wielded in one hand is reloaded as a move-equivalent action, while each barrel of an early firearm wielded in two hands is reloaded as a standard action. Buckler-Gun: The front of this buckler is fitted with a small, double-barrel gun that can be shot while wearing the buckler. Unlike the double-barrel pistol, you can only fire one barrel at a time. You

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-FirearmsMusket, turret: This musket has four barrels on a rotating swivel. The entire housing can be rotated by hand between shots, allowing all four bullets to be fired before the weapon needs to be reloaded. A turret musket has a capacity of four. Turret muskets are wielded with two hands. Musket, double-barrel: This musket is similar to the standard version, except it possesses two barrels, which can either be fired separately as their own independent actions, or at the same time for extra damage. If both barrels are fired at the same time, they must target the same creature, and both attack rolls take a -4 penalty. Double-Barrel muskets are wielded with two hands. Pistol: This firearm is the most common and basic, firing a single, medium-caliber shot. Pistols are wielded in one hand. Pistol, coat: This pistol is smaller than the standard variety, dealing less damage at a shorter range. However, they are much lighter and can be concealed as a dagger. Coat pistols are wielded in one hand, but are treated as light weapons for the purpose of two-weapon fighting. Pistol, double-barrel: This pistol is similar to the standard version, except it possesses two barrels, which can either be fired separately as their own independent actions, or at the same time for extra damage. If both barrels are fired at the same time, they must target the same creature, and both attack rolls take a -4 penalty. Double-Barrel pistols are wielded with one hand. Pistol, dragon: Like a miniature blunderbuss, the dragon pistol can fire pellets from its flared barrel. Dragon pistols are wielded with one hand. Pistol, turret: This pistol has six barrels on a rotating swivel. The entire housing can be rotated by hand between shots, allowing all six bullets to be fired before the weapon needs to be reloaded. A turret pistol has a capacity of six. Turret pistols are wielded with one hand.

and can be fired successively up to 10 times before it needs to be reloaded. With each shot, it automatically ejects the last bullet from the chamber, allowing for quick firing and reloading. Magazine pistols are wielded with one hand. When reloading, you eject the magazine and load each new bullet into the magazine. Alternatively, you can load an entirely new magazine into the pistol as a standard action. Revolver: A revolver is a pistol that utilizes a revolving cylinder with six chambers. Each chamber can hold a single metal cartridge. Every time the gun is fired, the cylinder revolves, preparing the next bullet to be fired, and allowing it to be fired six times before it needs to be reloaded. Revolvers are wielded in one hand. Instead of reloading normally, the entire cylinder can be swapped out for a new one as a standard action. Revolver, snub-nose: A snub-nose revolver is much more compact than its cousin. It still has six chambers, but fires lower-caliber bullets. However, they are much lighter and can be concealed as a dagger. They are wielded with one hand, but are treated as light weapons for the purpose of twoweapon fighting. Alternately, the entire cylinder can be swapped out for a new one as a standard action. Rifle: A rifle is similar to a musket, but with a sturdier frame and a longer, rifled barrel, allowing it to fire farther. It uses metal cartridges and holds a single shot at a time using a bolt-action mechanism. Rifles are wielded in two hands. Rifle, lever-action: This rifle uses a lever-action mechanic to fire up to 5 successive shots before reloading, pumping the lever between each shot to eject the spent cartridge. Lever-action rifles have a capacity of 10. They are wielded in two hands and use metal cartridges loaded into a magazine. When reloading, you eject the magazine and load each new bullet into the magazine. Alternately, you can load an entirely new magazine into the rifle as a standard action. Shotgun: A shotgun is similar to a blunderbuss, able to fire pellets over a large area. Shotguns have a capacity of 1. They are wielded with two hands. Shotgun, double-barrel: A double-barrel shotgun is similar to the shotgun, except it has two barrels that can either be fired separately as their own, independent actions, or simultaneously for extra damage. If both barrels are fired at the same time, they must target the same creature (or the same area, in the case of a cone) and both attack rolls take a -4 penalty. Double-barrel shotguns are wielded with two hands. Shotgun, sawed-off: A sawed-off shotgun is literally a shotgun whose barrel has been sawed off

Advanced Firearms All advanced firearms use metal cartridges. Each bullet can be reloaded as a move-equivalent action, regardless of whether it is wielded in one or two hands. Heavy Repeater: This massive two-handed firearm uses a giant clip that holds up to 20 bullets, and uses either a crank or a specialized trigger to fire multiple rounds per second. A creature wielding a heavy repeater without a special stabilizing stand takes a -4 penalty on attack rolls. Pistol, Magazine: This special pistol uses a spring-loaded magazine that holds up to 10 bullets,

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-Firearmsto allow it to be wielded in one hand. It functions as a shotgun or a double-barrel shotgun, except that it is wielded in one hand.

gun at once. It possesses a pumping mechanism that can be used to load a new shell into place after each shot, allowing it to shoot up to 8 times before it needs to be reloaded.

Modern Firearms Unless otherwise noted, all modern firearms use magazines (as the magazine pistol). Each bullet can be loaded into a magazine as a move-equivalent action. Alternately, a new magazine can be loaded into a firearm as a standard action. Machine gun, heavy: This massive machine gun, often called a minigun, has six rotating barrels and can unleash multiple bullets per second. This weapon is fed by a belt of bullets, as opposed to a magazine. A creature wielding this weapon without a stabilizing stand takes a -4 penalty on attack rolls. A heavy machine gun is wielded in two hands and takes a full-round action to load a new belt into the gun. Machine gun, light: This two-handed machine gun can be either fed by a belt of bullets or with a 30-bullet magazine (but each weapon must be one or the other). If belt-fed, it takes a full-round action to load a new belt. Machine gun, small: This weapon is often called a sub-machine gun. It is a one-handed machine gun is fed by a 20-bullet magazine. Pistol, automatic: This pistol has a special mechanism and magazine, allowing it to fire multiple shots per second. Automatic pistols have a capacity of 20. They are wielded with one hand. Pistol, semi-auto: This pistol uses a 10-bullet magazine, and can be fired successively up to 10 times before it needs to be reloaded. They are wielded with one hand. Rifle, automatic: This rifle has a special mechanism and magazine, allowing it to fire multiple shots per second. Automatic rifles have a capacity of 30. They are wielded with two hands. Rifle, semi-auto: This rifle uses a 10-bullet magazine, and can be fired successively up to 10 times before it needs to be reloaded. They are wielded with two hands. Rifle, sniper: This rifle is extremely powerful, and has a very long range using a telescopic lens, but it can only hold a single bullet at a time. It uses metal cartridges, and can be reloaded as a moveequivalent action. Sniper rifles are so large that a wielder takes a -4 penalty on attack rolls when firing it unless he is firing it from a prone position (negating the normal penalty for firing prone) or uses some kind of balancing terrain or stand. Shotgun, pump: This shotgun does not have a magazine, but up to 8 shots can be loaded into the

Ammunition and Adventuring Gear Those who wield guns have a number of options when it comes to loading their weapons, as well as when it comes to what accessories they carry with them, whether it be a gunsmith’s kit to create ammunition or a set of bayonets to deal damage at close range. Bayonet: A bayonet is a bladed weapon affixed to the end of a gun barrel (or, in some cases, the butt) that allows a wielder to deal damage up close to his enemies. When attacking with a firearm that has a bayonet, you must choose whether you are making melee attacks or ranged attacks that round. Once decided, you cannot make the other type of attack until your next round (including attacks of opportunity). Wielding a bayonet takes the same number of hands that wielding the firearm in question takes (so a dagger bayonet on a pistol only requires one hand, but on a musket it requires two). The bayonet must be the same size category as the firearm it’s being placed on. Bayonets come in many flavors and styles: Battle-Axe: An axe bayonet can only be placed on the barrel of a two-handed firearm. It deals damage as a battle axe. Dagger: A dagger bayonet can be placed on the end of any firearm, and deals damage as a dagger. Hand Axe: A hand axe bayonet can only be placed on a one-handed firearm, and deals damage as a hand axe. Longsword: A longsword bayonet can only be placed on the barrel of a one-handed firearm except a coat pistol or snub-nose revolver, and deals damage as a longsword. However, a longsword bayonet is quite heavy, and all ranged attack rolls made with that firearm take a -1 penalty. Rapier: A rapier bayonet can be placed on the barrel of any firearm except a coat pistol or a snubnose revolver, and deals damage as a rapier. Black Powder: Black powder is the key explosive component within a firearm that enables it to function, but in larger amounts this alchemical material can be quite destructive on its own as well. A single dose of black powder is enough to power a single shot from most one-handed and two-handed firearms, while 10 doses are required to fire a cannon. Black powder is often stored and transported in small barrels (which hold 20 doses) or large kegs (which hold 100 doses), but in this

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-Firearmsquantity, the powder itself becomes quite dangerous. Exposure to fire, electricity or a misfire explosion causes the black powder to explode. A barrel of black powder deals 2d6 fire damage to anyone within a 5-foot radius burst (DC 12 13 reflex for half). A single keg deals 5d6 fire damage to anyone within a 20-foot radius burst (DC 18 reflex for half). Storing black powder in a powder horn protects the powder from explosion. Bullet: The ammunition of most firearms, bullets typically take the form of small balls of lead or steel, though they can be made from other metals. Bullets in advanced and modern firearms typically have a more aerodynamic shape. Bullet Belt: These belts are composed of hundred of metal cartridges connected to each other. They can range from holding 100 to 500 bullets, and cost 10 gp for every 100 bullets in the belt. They weigh the same amount as bullets. Bullet, Pitted: This ammunition is pitted with a pattern of small pocks into which poison compounds can be applied. Upon application, the bullet can be fired from an appropriate firearm, releasing the poison compound into its target upon impact, but the posion’s DC is reduced by 2. Cartridges: A cartridge is a prepared bundle of black powder with a bullet or pellets, and sometimes with other materials added. There are either alchemical cartridges, which are wrapped in paper or cloth and then sealed with wax or tallow; or metal cartridges, which are forged and formed for advanced and modern firearms. Alchemical cartridges increase the loading speed of early firearms by one step (a standard action becoming a move action, etc.), but they tend to be unstable. They increase the misfire chance of early firearms by 1. Dragon’s Breath: This cartridge contains alchemical compounds similar to alchemist’s fire along with pellets, creating a deadly combination. Dragon’s breath can only be loaded into firearms that have the scatter quality. When fired, they release a gout of fire in a cone along with the pellets. Creatures hit take half the damage dealt as bludgeoning and piercing damage and half as fire damage. Additionally, anyone hit by dragon’s breath must make a reflex save (DC 15) or catch fire. Creatures caught on fire by dragon’s breath take 1d6 fire damage each round unless they take a standard action to put themselves out. Dragon’s breath is accessible as both an alchemical cartridge and a metal cartridge. Entangling Shot: This mix of black powder and an alchemically treated resin can only be loaded into

a weapon that possesses the scatter quality. It deals half damage to those hit by the cone attack of the weapon, but any creature hit by entangling shot must make a reflex save (DC 15) or become entangled for 2d4 rounds. Entangling shot is accessible as both an alchemical cartridge and a metal cartridge. Flare: This alchemical device ignites after it leaves the barrel of the firearm. A creature hit by a flare takes half damage, and is blinded for 1 round (a DC 15 reflex save reduces this to dazzled). Flares are also often used as signals by firing them up into the air. Flares cannot be used in a cone by weapons that possess the scatter quality. Flares are accessible as both alchemical cartridges and a metal cartridges. Incendiary Ammo: An incendiary bullet functions as dragon’s breath, except that it utilizes a bullet instead of pellets and, therefore, can only target one creature at a time. Incendiary ammo is accessible as both an alchemical cartridge and a metal cartridge. Table 1-4: Accessory and Ammo Costs Item Bayonet, battleaxe Bayonet, dagger Bayonet, handaxe Bayonet, longsword Bayonet, rapier Black powder (dose) Black powder (barrel) Black powder (keg) Bullet (1) Bullet (20) Bullet belt Bullet, pitted Cartridge, dragon’s breath Cartridge, entangling shot Cartridge, flare Cartridge, hollow-point Cartridge, incendiary bullet Cartridge, metal Cartridge, metal (10) Cartridge, paper/cloth Cartridge, paper/cloth (10) Cartridge, salt-shot Gunsmith’s kit Machine gun stand Magazine, bullet Pellets (handful) Pellets (20 handfuls) Powder horn (bone) Powder horn (metal)

Cost 13 gp 5 gp 9 gp 18 gp 23 gp 5 sp 10 gp 50 gp 5 cp 1 gp varies 5 sp +20 gp1 +30 gp1 +5 sp1 +50 gp +15 gp1 1 gp 10 gp 5 sp 5 gp +5 sp1 15 gp 10 gp 3 gp 5 cp 1 gp 10 gp 3 gp

1: price added to cost of paper/cloth or metal cartridge

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Weight 6 lbs. 1 lb. 3 lbs. 4 lbs. 2 lbs. — 3 lbs. 10 lbs. — ½ lb. varies — — — — — — — ½ lb. — ½ lb. — 2 lbs. 5 lbs. ½ lb. — — 1 lb. (2 lbs. full) 2 lbs. (3 lbs. full)

-FirearmsHollow-Point ammo: This cartridge contains a bullet with a hollowed-out tip that causes it to shred whatever it hits to pieces. Hollow-point cartridges increase the critical threat range of a gun by 1 (this increase is applied after “improved critical” or similar effects). Hollow-point ammo can only be used in metal cartridges. Metal Cartridge: This is the standard metal cartridge: a combination of black powder and either a bullet or pellets wrapped in a metal casing. Metal cartridges can only be used by advanced and modern firearms. Paper/Cloth Cartridge: This is the standard alchemical cartridge: a combination of black powder and either a bullet or pellets, wrapped in paper or cloth and sealed with wax or tallow. Paper or Cloth Cartridges can only be used as alchemical cartridges. Salt Shot: This mix of black powder and rock salt can only be used by a weapon with the scatter quality, and can only be fired into a cone. It deals nonlethal damage. Salt shot is accessible as both an alchemical cartridge and a metal cartridge. Gunsmith’s Kit: This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you take a -2 penalty on craft (firearms) checks to craft guns and ammo. Machine Gun Stand: This tripod-like stand is built to stabilize heavy repeaters and heavy machine guns. A heavy repeater or heavy machine gun mounted on this stand does not incur a -4 penalty on attack rolls. Magazine: This tall, thin box carries either10, 20, or 30 bullets and is inserted into a magazine-fed firearm. Usually, they are spring-loaded so that the gun automatically loads upon firing. Pellets: A handful of pellets, along with a dose of black powder, is commonly used as ammunition for firearms with the scatter quality, though rocks or other small bits of hard material can be used in the pellets’ place. Using anything other than pellets or cartridges when firing off a cone attack with a scatter weapon increases the weapon’s misfire range by 1 for that shot. Powder Horn: Typically crafted from an animal horn, but increasingly crafted from metal in a wide variety of shapes, a powder horn can hold up to 10 doses of black powder. A powder horn protects black powder stored within it from exposure to fire, electricity, firearm misfire explosions, and water.

Futuristic Firearms Sometimes, whether the party uncovers a longforgotten cache of energy weapons, or alien invaders come down with incredible technology, futuristic firearms are needed. In this case, use the modern firearms rules, as presented, with these additions. Jams and exploding dice: futuristic firearms do not jam, but also do not gain the benefits of exploding dice. Energy Damage: Futuristic firearms often utilizes lasers, plasma, and other such energy-based properties instead of traditional bullets. To reflect this, instead of bludgeoning and piercing damage, futuristic firearms deal either electric or fire damage (GM’s choice). Batteries: Since futuristic firearms do not utilize bullets, they are not reloaded normally. Instead of a magazine, futuristic firearms have a battery which has enough energy for 50 shots and do not need to be reloaded until all 50 shots are spent (even weapons that do not normally have a magazine utilize the battery). Weapons with the scatter quality can choose to fire each shot at a single target or as a cone at their leisure. Each shot of an energy weapon costs 1 gp (making a fully-charged battery 50 gp). You cannot magically enhance individual shots in a battery. You must enhance the battery itself. There can be batteries that bestow specific effects on their energy ammo in a similar fashion to cartridges. If you would like to create batteries like this, add twice the cost of the cartridge to each shot in the battery (so a full battery of entangling shot would cost 250 gp). Price: Futuristic firearms should cost quite a bit more than their counterparts. As a general rule, count futuristic firearms as one era beyond modern, and then double the cost.

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-FirearmsOPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,

independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. The Gunslinger. Author: Christopher Delvo Firearms. Author: Christopher Delvo Christopher Delvo’s ideas © 2011, All Rights Reserved

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Firearms v1.1.pdf

Weapon Cost Dmg (s) Dmg (m) Critical Range Weight Type Special. Buckler-Gun 50 gp 1d4 1d6 x4 40 ft. 6 lbs. B & P. Blunderbuss 100 gp 1d8 1d10 x2 15 ft.

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23 Jun 2016 - FROM: /s/ Jennifer Curtis. Voter Information Guide Program Manager. RE: Initiative: #1756, Related to Firearms – Eligibility for Ballot. Gavin Newsom, the .... 75.9%. 39. SAN JOAQUIN. 05/12/16. 05/23/16 06/15/16. 11,260. 500. 360. 140

GOAL hosts MA Legislators for 4th Annual Firearms Safety and ...
Jun 23, 2012 - ing to the USA for a two year assign- ment, my mother .... In his 12 1/2 years with GOAL, Mr. ...... Schools, the Archery Trade Assn. and local ...

Referendum: 1793, Related to Firearms - State of California
Jul 25, 2016 - (If the Proponent files the petition with the county on a date prior to. 09/29/16, the county has eight working days from the filing of the petition.

Referendum: 1792, Related to Firearms - State of California
Jul 25, 2016 - App.3d 825, 177 Cal.Rptr. 621;. 63 Ops.Cal.Atty.Gen. ... When writing or calling state or county elections officials, provide the official title of the ...

305 Firearms 11-19-12.pdf
There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. 305 Firearms ...

department of fish and game firearms manual
the receiver, as damage to the firing pin and the firing pin safety could result. Warning. Do not put oil inside firing pin channel or magazine tube. Firing pin channel, magazine tube, and breech face should be wiped dry before reassembly. Leaving so

Referendum: 1793, Related to Firearms - State of California
Jul 25, 2016 - App.3d 825, 177 Cal.Rptr. 621;. 63 Ops.Cal.Atty.Gen. ... When writing or calling state or county elections officials, provide the official title of the ...

Referendum: 1792, Related to Firearms - State of California
Jul 25, 2016 - Page 1. ALEX PADILLA | SECRETARY OF STATE | STATE OF CALIFORNIA. ELECTIONS DIVISION. 1500 11th Street, 5th Floor, ...