<strong><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: times new roman;">Technology</span></span></strong><br/><em>Guns</em>: All guns are exotic weapons, and are alchemically created. They are somewhat hard to come-by, and there are laws regulating them. Guns are harder to enchant (and can only get a +6 total enchantment), but can gain modifications. In most cases, someone can exchange crossbows for guns when referring to Class Features; in this case, the character does not gain the benefits to crossbows.<br/><br/>(OOC Note: For those of you in that camp of how deadly guns are, remember that a crossbow can kill a person in real life as well, and all things considered, translating real people in DnD, we’re all low-level characters who probably have 10-20 hit points at most. So guns, particularly the low-tech sort, aren’t terribly more powerful weapons than any other, especially in the hands of a skilled warrior.)<br/><br/><em>One-Handed Guns</em><br/>Light Pistol (200gp) – 1d8 damage, Range 50ft., x3 Critical, Piercing damage (Weight: 3lb.)<br/>--Requires a Move Action to Reload, Light Pistol Bullets (5) for 5gp, counts as a Light Weapon<br/><br/>Heavy Pistol (300gp) – 1d10 damage, Range 60ft., x3 Critical, Piercing damage (Weight: 5lb.)<br/>--Requires a Move Action to Reload, Heavy Pistol Bullets (5) for 10gp<br/><br/><em>Two-Handed Guns</em><br/>Rifle (500gp) – 2d6 damage, Range 140ft., x3 Critical, Piercing damage (Weight: 12lb.)<br/>--Requires a Move Action to Reload, Rifle Bullet (5) for 20gp<br/><br/>All guns make a notable amount of noise when fired, and will force the wielder to make a Stealth check at -30 to remain hidden while firing (including the Stealth penalty already incurred). This sound is also likely to be heard clearly (with a Perception DC modifier of -12) by people nearby.<br/><br/><em>Rapid Reload</em>: Causes all guns to reload as a Swift Action.<br/><br/><em>Gun Modifications</em><br/><em>Gun Modifications are supplements to the fact that guns cannot be fully enchanted. However, guns are powerful weapons in their own right, and modifications are cheaper and require only a skilled craftsman, not a magic user. A gun modification only works for the type of gun it was created for, so if a silencer is found on a rifle, it cannot be attached to a heavy pistol.</em><br/><br/><em>All Gun Modifications are semi-permanent, and take a few hours to attach or detach as well as having a Craft (Firearms) DC (though the crafter can Take 20 under most circumstances, Take 10 when rushed, and must only roll if required to modify a gun during a stressful situation (which still takes at least 5-10 minutes or up to an hour)).</em><br/><br/><em>When using a modification that increases the number of shots, the user may fire the shots multiple times as part of a full-round action (through Rapid Shot or high Base Attack Bonus) as long as there are sufficient bullets loaded. If the user fires this way when not enough bullets are available, they will fire until there are no bullets left in the clip/cylinder/magazine, at which point, the action ends.</em><br/><br/>Accurizing Modifications – Iron sights, grip improvements, stock improvements, and specially designed parts reduce recoil and improve grip to increase accuracy, granting a +1 or +2 bonus to attack rolls with the gun, this modification is permanent (Cost: +2,500gp for a +1 bonus, +5,000gp for a +2 bonus; Craft DC 25 for +1, DC 35 for +2)<br/><br/>Master-crafted Barrel – Barrel Modification, this modification is permanent, the barrel is crafted with skill (and usually some magical alterations) and lengthened to make shots more precise, which gives the gun a 19-20 critical range (Cost: +4,000gp; Craft DC 30 to attach)<br/><br/>Pistol Clip – Light Pistol only, the gun holds a number of shots that can be fired before needing to be reloaded, reloading a clip is a Standard Action (Move with Rapid Reload), the gun can still be reloaded normally, and reloading a full clip with individual bullets takes longer than a Full-Round Action (Cost: 8-shot Clip, +1,000gp; 10-shot Clip, +1,250gp; Craft DC 25 to attach; an 8-shot Clip costs 40gp, and a 10-shot Clip costs 50gp)<br/><br/>Revolver Cylinder – Heavy Pistol only, the gun holds a number of shots that can be fired before needing to be reloaded, reloading a cylinder is a Full-Round action (Standard with Rapid Reload) (Cost: 5-shot Cylinder, +1,000gp; 6-shot Cylinder, +1,200gp; Craft DC 25 to attach; once cylinder is attached, Moon Clips can be bought to reduce the reload time to a Move Action (Swift with Rapid Reload), a 5-shot Moon clip costs 50gp, and a 6-shot Moon clip costs 60gp)<br/><br/>Rifle Magazine – Rifle Only, the gun holds a number of shots that can be fired before needing to be reloaded, reloading a magazine is a Standard Action (Move with Rapid Reload), the gun can still be reloaded normally, and reloading a full Rifle Magazine with individual bullets takes longer than a Full-Round Action for a 5-Shot Magazine (Cost: 3-shot Magazine, +800gp; 5-shot Magazine, +1,250gp; a 3-shot Magazine costs 30gp, and a 5-shot Magazine costs 50gp; Craft DC 25 to attach)<br/><br/>Scope – Rifle only, as long as a character has a chance to line up a shot (make a single shot as a full-round action), the character has only a -1 penalty per range increment (Cost: +250gp; Craft DC 15 to attach)<br/><br/>Silencer – Barrel Modification (magical), the gun reduces the penalty while Sniping to -10 or -5 (Cost: +1,200gp for a -10 penalty, +2,000gp for a -5 penalty; Craft DC 20 to attach)