Firearms and Gunpowder
Firearms are still uncommon in Darkon, but they are available. Usually imported from Lamordia, firearm dealers can sometimes be found in the major cities of western Darkon.
No class has proficient with firearms, however they can be picked up and used by anyone without the proficiency bonus. Proficiency can be gained by one of the following methods:
- Proficiency with Pistols and Muskets can be taken in place of a Fighting Style. (Fighter, Ranger, Paladin)
- Proficiency with Pistols and Muskets can be taken in place of an Expertise skill. (Bard, Rogue)
- Proficiency with Pistols or Muskets can be chosen as weapons for the Weapon Master feat. (Any)
An additional benefit of proficiency for firearms is a notable improvement in the speed of reload. Without proficiency, a firearm cannot be reloaded in combat. (Reloading takes 1 minute out of combat.) With proficiency a firearm can be loaded as a standard action.
Firearms use gunpowder which can be highly dangerous to adventurers. A critical failure can result in a backfire, or worse, a powder horn can catch a spark. The potential punch of a firearm is alluring, but know that it comes with a risk.
|Pistol||250 gp||1d10 P||3 lb.||Ammunition (Range 30/90), Loading, Slow Reload|
|Musket||500 gp||2d6 P||10 lb.||Ammunition (Range 40/120), Loading, Slow Reload, Two-Handed|
|Bullets (10)||1 gp||2 lb.||Projectile and wadding, no gunpowder.|
|Powder Horn (10)||35 gp||2 lb.||Explosive|
|Powder Keg (100)||250 gp||20 lb.||Very Explosive|