Well here is what we decided…
We are using Pathfinder fire arms.
Pathfinder Fire-Arms
Paraphrased from the Pathfinder Campaign Setting (Copy-written by Paizo Publishing)
Firearm Basics
You need Martial Weapon Proficiency to wield any of these weapons without penalty. Flintlock guns (bluderbuss and musket) require 1 round to reload per shot. Reloading a percussion cap firearm (pistol, revolver, rifle, scatter-gun) requires 1 move action per shot reloaded. If you use the weapon without the feat you suffer a -4 penalty and twice the mis-fire chances.
Capacity
This is the number of times you can fire the weapon before needing to reload. You can fire one shot per attack in a single round, up to this number (IE - if you have 5 attacks per round due to BAB + Rapid Shot, you may fire up to 5 rounds from a revolver).
Blunderbuss: The explosive mechanism of this weapon give it a misfire chance of 1-2.
Pistol: You gain a +2 bonus to Slight of Hand checks to conceal this weapon.
Revolver: The complicated mechanisms of this weapon give it a misfire chance of 1-2.
Exploding Dice: Whenever a fire-arm rolls the highest value on a die (such as a 6 on a d6), re-roll it at add it to the previous result; repeating as needed. This effect does not extend to any bonus damage dice (such as from sneak attack or the flaming weapon property). The effect applies to each die of the weapon (so 2d6 resulting in 3 and 6 re-rolls the 6 for a 4, resulting in 13 damage).
Misfire: Whenever you roll a natural 1 on an attack roll with with a firearm, you might suffer a misfire. Immediately roll a d20. On a 1 the firearm is damaged and powder explodes dealing its weapon damage to you. A 2-7 results in the weapon being damaged. An 8-18 results in the gun jamming. 19-20 is merely a miss. A damaged firearm cannot be used. Repairing it requires a DC 20 Craft Firearms check and 1 hour of work. A jammed weapon merely requires 1 round to clear the chamber before it can be reloaded to fire again. A jammed revolver can continue to fire the rest of its capacity before needing to be cleared.
Weapon | Cost | Dmg (M) | Critical | Range Inc. | Capacity | Weight | Type |
---|---|---|---|---|---|---|---|
Blunderbuss (1, 3, 4) | 400 gp | 2d6 (5) | x2 | 20 ft | 1 | 5 lb | Bludgeoning and Piercing |
Musket (2, 4) | 800 gp | 1d8 | x3 | 90 ft | 1 | 9 lb | Bludgeoning and Piercing |
Pistol (1) | 400 gp | 1d6 | x2 | 60ft | 1 | 4 lb | Bludgeoning and Piercing |
Revolver (1, 4) | 600 gp | 1d6 | x2 | 60 ft | 5 | 5 lb | Bludgeoning and Piercing |
Rifle (2, 3) | 300 gp | 1d8 | 19-20/x3 | 150 ft | 1 | 8 lb | Bludgeoning and Piercing |
1: This firearm requires only one hand to use.
2: This firearm requires two hands to use.
3: Small creatures take a -2 penalty on attack rolls when using this firearm.
4: This firearm has a misfire chance on a natural 1 or 2.
5: This firearm deals 1 die less damage per range increment beyond the first. It cannot deal precision based damage, such as from a sneak attack or attacking a ranger's favored enemy.