Guns

(NOTE: I added in the Guns in case some were in need of this. I didn’t edit it so this is just raw. Interestingly enough, the table below worked well! -Dan)
=Guns:=

~ Name ~ Prof ~ Damage ~ Range ~ Load ~ Capacity ~ Special
One Handed Military
Single-Shot Pistol +2 1d8 15/30 Minor 1 Shot Tinkerable
Revolver +2 1d8 15/30 Move* 5 Shots Tinkerable, Revolver
Hand Cannon +2 1d12 10/20 Move 1 Shot Unstable 1
Two Handed Military
Musket +2 1d10 15/30 Move 1 Shot Tinkerable
Double Barrel Gun +2 1d12 15/30 Move* 2 Shots Tinkerable, Unstable 1
Long Gun +3 1d10 15/30 Move* 5 Shots
Breach Loader +3 1d10 15/30 Minor 1 Shot
Sharpshooter Rifle +3 1d8 25/50 Move 1 Shot Tinkerable
Two Handed Superior
Repeater +3 1d8 20/40 Minor* 10 Shots Tinkerable
Superior Sharpshooter Rifle +3 1d10 25/50 Move 1 Shot Tinkerable
//*See Reloading Guns below//

==**Unstable:** Any attack rolls equal to or less than the unstable number will cause a critical malfunction in the firearm. Instead of the attack that triggered the malfunction's effects, do the following: For each shot still in the gun's capacity (before firing) make an attack Against every creature (including yourself) in a close burst 1. On hit, do normal gun damage plus any special effects given by the ammunition. Each of these attacks expends that shot until there are no shots left in the gun and the power that triggered the malfunction remains expended. A gun that has malfunctioned may only be used again after an extended rest.==

==**Tinkerable:** During an extended rest with appropriate tools, the range, damage, or capacity may be raised or lowered by one stage. Raising any of these stats raises the Unstable value of the gun by 1, or gives it Unstable 1 if it does not already posses the trait. Lowering range, damage, or capacity will likewise result in a lowering of the Unstable Property by 1. Unstable values less than or equal to zero cause the gun to act as if it does not have the trait.==

~ Damage ~ Range ~ Capacity*
1d6 10/20 1
1d8 15/30 2
1d10 20/40 5
1d12 25/50 10

*Raising a weapon’s capacity above 1 causes it’s load action to go up one step (Minor→Move→Std)
Lowering a weapon’s capacity down to 1 causes it’s load action to go down one step (Standard→Move→Minor)

A gun may be modified a number of steps away from it’s default settings equal to half your Int modifier rounded down.

====Revolver: A minor action may be used in order to rotate the current bullet to be fired from the order of bullets currently loaded. This will only change the current starting point, the order of the bullets themselves cannot be changed.====

====Reloading Guns: Some guns posses capacities greater than one shot. With these guns some special rules to reloading apply. ====

=//Capacity Remaining//: So long as there are bullets left in the gun, reloading is a free action.=
= =
=//Reloading Without Magazine/Quick-Loader//: If the capacity is empty, then bullets must be put in the gun before it may be used again. To begin reloading, you must spend the listed action doing so. This will begin reloading and put one bullet back in the gun. After reloading is begun, additional bullets may be loaded one stage faster (Standard→Move→Minor) so long as the reload actions are consecutive. Any action taken other than putting a bullet in the gun ends this effect and the full reload action must be taken before any additional ammunition may be loaded.=

=//Reloading With Magazine/Quick-Loader:// Magazines and Quick-Loaders exist for some weapons, either in consumable or permanent forms. If you posses one for your specific kind of gun that is currently loaded, you may reload the entire gun with one use of the Load action for that gun.=

=//Loading Different Bullets//: Some methods exist for crafting bullets that behave differently than the norm. If any of these bullets are in use, the order of bullets loaded into the gun determines the order in which they are fired. Removing the current bullet to be fired from a gun requires the same action as loading it. Revolver weapons may have their order rotated (but not rearranged) as a minor action=


Weapon/Implement "Enchantments"

Alsohagan Weapon/Implement (One Handed)

//Level 3: +1 Level 18: +4//
//Level 8: +2 Level 23: +5//
//Level 13: +3 Level 28 +6//

//Any One Handed Weapon Or Implement//
//Enhancement: Attack Rolls and Damage Rolls//
//Critical: +1d6 damage per plus//

//Property: This item may be used as a gun with the following stats://
//1: +2 Prof; 1d6 Damage; 10/20; Cap 1; Load Standard; Tinkerable//
//
2: 2 Prof; 1d6 Damage; 10/20; Cap 1; Load Move; Tinkerable//
//
3: 2 Prof; 1d8 Damage; 10/20; Cap 1; Load Move; Tinkerable//
//
4: 2 Prof; 1d8 Damage; 15/30; Cap 1; Load Move; Tinkerable//
//
5: 3 Prof; 1d8 Damage; 15/30; Cap 1; Load Move; Tinkerable//
//
6: +3 Prof; 1d10 Damage; 15/30; Cap 1; Load Move; Tinkerable//

//Power (Daily): Immediate Reaction. Trigger: You hit with an attack using this item while not using it as a gun. Make a Basic Ranged Attack against the target with a +5 bonus to the attack roll. This attack does not provoke attacks of opportunity. You must have a shot loaded in the gun to use this power.//

Alsohagan Weapon/Implement (Two Handed)

//Level 3: +1 Level 18: +4//
//Level 8: +2 Level 23: +5//
//Level 13: +3 Level 28 +6//

//Any Two Handed Weapon Or Implement//
//Enhancement: Attack Rolls and Damage Rolls//
//Critical: +1d8 damage per plus//

//Property: This item may be used as a gun with the following stats://
//1: +2 Prof; 1d6 Damage; 10/20; Cap 1; Load Move; Tinkerable//
//
2: 2 Prof; 1d8 Damage; 10/20; Cap 1; Load Move; Tinkerable//
//
3: 2 Prof; 1d8 Damage; 15/30; Cap 1; Load Move; Tinkerable//
//
4: 3 Prof; 1d8 Damage; 15/30; Cap 1; Load Move; Tinkerable//
//
5: 3 Prof; 1d10 Damage; 15/30; Cap 1; Load Move; Tinkerable//
//
6: +3 Prof; 1d10 Damage; 20/40; Cap 1; Load Move; Tinkerable//

//Power (Daily): Immediate Reaction. Trigger: You hit with an attack using this item while not using it as a gun. Make a Basic Ranged Attack against the target with a +5 bonus to the attack roll. This attack does not provoke attacks of opportunity. You must have a shot loaded in the gun to use this power.//


**Ammo**

Normal Rounds //(////30 pack)//: This attack does normal weapon damage.

Improvised Rounds: This attack does normal weapon damage -2 per [W]. If the gun has the Unstable property, raise it by 1 when firing these rounds.

Tranquilizer Rounds //(10 pack)//: [W] for gun becomes 1d4 for this attack. On hit, target becomes slowed and takes ongoing 5 poison, save ends. If a target would be taken to 0HP or fewer while under the effect from this attack, the attacker can choose to have them knocked unconscious until the end of an Extended Rest or a Short Rest if given medical attention. Damage done from the Tranquilizer Round itself cannot kill.

Scatter Rounds //(15 pack)//: This attack does half damage, however the area for this bullet becomes a blast 2 including the target. Roll an attack against each creature in this area you have line of effect to.

Experimental Rounds //(10 pack)//: This attack does an additional 1[W] damage, however the gun gains the //Unstable 2// property for the attack. If the gun already possesses the //Unstable// property, instead increase the Unstable property by 2 for the attack.

Flare Rounds //(15 pack)//: [W] for gun becomes 1d6 Fire for this attack. After the attack, the targeted square lights the surrounding squares in a Burst 5 until end of encounter. A creatures standing in the origin square may end the light effect as a minor action. If this round is fired into the air, it will drop to the ground below the target square after damage is done.

Paint Rounds //(30 pack)//: Gun does no damage for this attack. Any target hit by this attack is marked with paint until after an extended rest.


**Feats**

Heroic:

Hasty Loader: When loading a gun with a capacity greater than 1, you may choose to load d4 rounds instead. If you do this, you may not load additional rounds with minor actions as if you had begun reloading normally. The rounds loaded must all be of the same type.
Level 11: Load d6 rounds
Level 21: Load d8 rounds

Deft Spin: You may use the Revolver property of a gun as a free action.

Disarming Shot: When you make a basic ranged attack with a gun or crossbow, choose a number between 0 and 5. Subtract that number from your attack roll. If you hit, that creature subtracts that number from their attack rolls until end of your next turn.

Gun Familiarity – //Requirement: proficiency with crossbows// – You gain proficiency with Guns up to Military. In addition, you may treat guns like crossbows for all purposes except reloading.

Paragon:

Return Fire: When you are missed with a ranged attack, you may make a basic ranged attack with an equipped gun at the attacking creature as an Immediate Reaction.

Guns

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