Pirates of Antilia
A Brass Encased Pistol of Excellent Workmanship.
While the wheelock is an older design than the more common and modern flintlock, finely made wheelock’s are prized for firing speed and thus accuracy. This Pistol was the treasured possession of William picket during his tenure as Quartermaster of the Bonne Lass. It’s trademark brass encrusted pommel bears a grinning skull.
Deadly Masterwork Pistol (medium)
estimated worth: 15,000 GP
Crit: X4 on 1 or 20
Range: 20ft (5 increment maximum -2 per increment)
Misfire: 1 (5 feet)
Ammo: Ball and Powder
When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
*Misfires: (See FAQ at right) If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4.
Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.