TEXT: 1
  7 Magic FirearM ProPerties
  #1 With a Bullet Point
  	
  One	Idea.	One	Page.	One	Dollar
   
  Sometimes rules supplements read like the world-
  setting	 bible	 of	 frustrated	 novelists.	 While	 solid	
  world-building	is	a	useful	skill,	you	don’t	always	
  need	 four	 paragraphs	 of	 flavor	 text	 to	 tell	 you	
  swords	are	cool,	magic	is	power,	shadows	are	
  scary,	and	orcs	are	savage.	Sometimes	a	GM	
  doesn’t	have	time	to	slog	through	a	page	of	
  history	for	every	magic	weapon.	Sometimes	
  all	that’s	needed	are	a	few	cool	ideas,	with	
  just	enough	information	to	use	them	in	a	game.	
  Sometimes,	all	you	need	are	bullet	points.
   
  #1 With A Bullet Point is	 a	 line	 of	 very	
  short,	cheap	PDFs	each	of	which	gives	the	bare	
  bones	of	a	set	of	related	options.	It	may	be	five	
  spells,	 six	 feats,	 eight	 magic	 weapon	 special	
  abilities,	or	any	other	short	set	of	related	rules	
  we	can	cram	into	about	a	page.	Short	and	simple,	
  these	PDFs	are	for	GMs	and	players	who	know	
  how	to	integrate	new	ideas	into	their	campaigns	
  without	any	hand-holding,	and	just	need	fresh	ideas	
  and	the	rules	to	support	them.	No	in-character	fiction	
  setting	the	game	world.	No	charts	and	tables.	
  No	 sidebars	 of	 explanations	 and	 optional	 rules.	
  Just	one	sentence	of	explanation	for	the	High	Concept	
  of	the	PDF,	then	bullet	points.
  
  2
  The high ConCepT: Seven magic properties 
  designed specifically for firearm weapons (from 
  early firearms – such as those highwaymen, 
  musketeers, and pirates use –  to more advanced 
  weapons appropriate in western or pulp-era 
  campaigns).
  BoomsTiCk
  Aura:	Moderate	conjuration;	CL:	8th;	Craft	Magic	
  Arms	and	Armor,	Gunsmithing,	sound burst;	Price:	+1	
  bonus
  DesCripTion
  As	 a	 standard	 action,	 a	 boomstick	 firearm	 can	
  make	 a	 single	 ranged	 touch	 attack	 against	 a	 target	
  within	 its	 first	 range	 increment.	 If	 the	 attack	 hits,	
  rather	than	deal	damage	it	forces	the	target	to	make	a	
  Fortitude	save	(DC	10	+1/2	wielder’s	base	attack	bonus	
  +	wielder’s	Dexterity	modifier)	or	be	deafened	for	1d4	
  rounds,	 +1d4	 rounds	 per	 point	 of	 the	 boomstick’s	
  enhancement	bonus.
  Burrowing
  Aura:	Strong	transmutation;	CL:	15th;	Craft	Magic	
  Arms	and	Armor,	Gunsmithing,	animate objects;	Price:	
  +3	bonus
  DesCripTion
  The	 bullet	 from	 a	 burrowing	 firearm	 continues	
  to	work	its	way	into	a	target	after	it	hits,	dealing	1d4	
  damage	a	round	for	3	rounds	after	its	initial	attack.	
  Removing	a	burrowing	round	is	a	full-round	action	
  that	 requires	 a	 DC	 20	 Heal	 check.	 If	 a	 burrowing	
  weapon is somehow used to attack more than one 
  target	with	a	single	piece	of	ammunition	(such	as	if	it	
  is	also	a	ricochet	weapon),	the	burrowing	quality	only	
  applies	to	the	last	target	attacked.
  DepenDaBle
  Aura:	 Moderate	 transmutation;	 CL:	 7th;	 Craft	
  Magic	 Arms	 and	 Armor,	 Gunsmithing,	 make whole;	
  Price:	+1	bonus
  DesCripTion
  The	 misfire	 value	 of	 a	 dependable	 firearm	 is	 2	
  lower	than	normal	(minimum	0).	Additionally	if	the	
  firearm	gains	the	broken	condition,	it	repairs	itself	(to	
  no	longer	have	the	broken	condition)	after	2d4	hours	
  of	not	being	used	for	attacks.
  Dimensional CapaCiTy
  Aura:	Moderate	conjuration;	CL:	9th;	Craft	Magic	
  Arms	and	Armor,	Gunsmithing,	secret chest;	Price:	+1	
  bonus
  DesCripTion
  A	firearm	of	dimensional	capacity	can	be	loaded	
  several	times	in	a	row	without	being	fired,	the	additional	
  bullets	loaded	being	kept	in	a	nondimensional	space	
  similar to a bag of holding.	The	capacity	of	a	firearm	
  of	dimensional	capacity	is	triple	the	weapon’s	normal	
  capacity.	Additionally,	 if	 the	 firearm	 is	 loaded	 with	
  different	kinds	of	bullets	(for	example,	a	musket	with	
  one	 normal	 bullet,	 one	 alchemcial	 silver	 bullet,	 and	
  one	+1	flaming	bullet),	the	wielder	may	choose	what	
  order	to	use	the	ammunition.
  Reloading	 each	 round	 (or	 magazine,	 for	 more	
  advanced	firearms)	requires	the	normal	reload	time,	
  the	firearm	can	just	be	loaded	with	extra	ammunition.
  enTangling
  Aura:	Moderate	conjuration;	CL:	8th;	Craft	Magic	
  Arms	 and	 Armor,	 Gunsmithing,	 entangle;	 Price:	 +1	
  bonus
  DesCripTion
  As	a	standard	action,	an	entangling	firearm	can	
  make	 a	 single	 ranged	 touch	 attack	 against	 a	 target	
  within	 its	 first	 range	 increment.	 If	 the	 attack	 hits,	
  rather	than	deal	damage	it	forces	the	target	to	make	
  a	Reflex	save	(DC	10	+1/2	wielder’s	base	attack	bonus	
  +	wielder’s	Dexterity	modifier)	or	be	entangled	as	by	
  a	tanglefoot	bag.	The	target	must	also	make	a	DC	15	
  Reflex	save	or	be	glued	to	the	floor,	unable	to	move	
  (flying	creatures	fall).	Even	on	a	successful	save,	the	
  target	can	move	only	at	half	speed.	Creatures	escape	
  this	effect	the	same	way	they	escape	a	tanglefoot	bag.
  A	one-handed	entangle	firearm	can	affect	creatures	
  up	to	one	size	category	bigger	than	it	(a	Medium	one-
  handed	firearm	can	affect	up	to	Large	targets).	A	two-
  handed	 entangle	 firearm	 can	 affect	 creatures	 up	 to	
  two	size	categories	bigger	than	it.	Larger	targets	are	
  unaffected.
  hoT leaD
  Aura:	 Moderate	 evocation;	 CL:	 8th;	 Craft	 Magic	
  Arms	and	Armor,	Gunsmithing,	scorching ray;	Price:	
  +2	bonus
  DesCripTion
  A	 hot	 lead	 firearm	 does	 not	 shoot	 ammunition	
  (and	cannot	use	special	ammunition,	even	if	it	is	loaded	
  with	 such	 items).	 Instead	 when	 the	 wielder	 attacks	
  with	 it,	 it	 deals	 fire	 damage	 (equal	 to	 its	 damage	 if	
  it	were	loaded	and	firing	normal	bullets).	A	hot	lead	
  weapon	does	not	need	to	be	reloaded	between	attacks,	
  but	can	be	used	to	make	a	maximum	number	of	attacks	
  per	round	equal	to	1	+	it’s	enhancement	bonus.	Thus	a	
  +1 hit lead musket	does	not	need	to	be	reloaded,	but	can	
  be	used	to	make	at	most	2	attacks	per	round.
  Similar	cold	iron	weapons	exist,	that	instead	deal	
  cold	damage.
  riCoCheT
  Aura:	Strong	transmutation;	CL:	7th;	Craft	Magic	
  Arms	 and	Armor,	 Gunsmithing,	 telekinesis;	 Price:	 +4	
  bonus
  DesCripTion
  The	first	attack	made	each	round	with	a	ricochet	
  firearm	 rebounds	 off	 its	 initial	 target	 (after	 dealing	
  damage	normally)	to	strike	at	a	second	target	(making	
  a	 separate	 attack	 roll).	 The	 distance	 between	 the	
  first	and	second	target	adds	to	the	total	range	of	the	
  second	attack,	and	range	penalties	apply.	The	bullet	
  can	 only	 ricochet	 if	 it	 successfully	 hits	 a	 target;	 if	 it	
  misses,	it	stops	ricocheting	and	has	no	further	attacks	
  that	 round.	 Because	 ricocheting	 attacks	 are	 treated	
  as	separate	attacks,	modifiers	that	only	apply	to	one	
  attack	roll	(such	as	true strike)	only	apply	to	the	first	
  attack	and	not	the	others.	
  
  3
  3
  We err on the side oF aWesoMe!
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  #1 With a Bullet Point: 7 Magic Firearm Properties.	©	2012,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
  Designer:
  Owen	K.C.	Stephens
  Proofreader:
  The	Geniuses
  Art:
  OWC
  Creative Director:
  Stan!
  Graphic Design and Typesetting:
  R.	Hyrum	Savage	and	Lj	Stephens	
  Produced By:
  Super	Genius	Games
  www.supergeniusgames.com
  Contents	©2012	Owen	K.C.	Stephens
  Used	with	permission.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Bulletpoints/#1 with a Bullet Point - 7 Magic Firearm Properties.pdf