TEXT: Septentrionalis Reference Tables
  Loading and Firing
  Schedule for Guns
  Wheellocks and Snaphances
  1
  Load Powder (full-round action)
  2
  Load Shot (full-round action)
  3
  Fire (standard action)
  ...with Rapid Shot Feat
  1 
  Load Powder & Shot (full-round)
  2
  Fire (standard action)
  Matchlocks
  1
  Prime Match (full-round action)
  2
  Load Powder (full-round action)
  3
  Load Shot (full-round action)
  4
  Fire (standard action)
  ...with Rapid Shot Feat
  1 
  Prime Match (full-round)
  2
  Load Powder & Shot  (full-round)
  3
  Fire (standard action)
  Gun Misfires 
  Condition
  Matchlocks
  Other 
  Light Rain/Spray 1-3
  1-2
  Heavy Rain
  1-6
  1-4
  Damp Powder
  1-8
  1-10
  High Wind
  1-6
  1
  Muzzle Flash, Smoke, & Noise
  Muzzle Flash: Reflex save at DC 15 or 1d2
  points of damage to target adjacent to muzzle.
  Smoke: Heavy guns create 5’ smoke cloud for
  one round, providing 20% concealment.
  Noise: -3 to Listen checks for 1 hour for tar-
  gets within 5’.
  Grenades
  Cost:1 gp
  Damage: 3d6(Direct Hit), 1d6 (5’)
  Range Increment: 10’ (as thrown weapon)
  Dex Check at DC 3 to light
  Dex Check at DC 10 to snuff short fuse
  Misfires as Matchlock Gun (see above)
  Gunpowder Kegs
  Cost:5 gp per 5 lb. keg
  Damage: 5d6(Direct Hit), 3d6 (5’), 1d6 (10’)
  Armor 
  Armor
  Max
  Check
  Spell
  Speed
  Name
  Cost
  Bonus
  Dex+
  Penalty Failure
  (30/20) Weight
  Light Armor:
  Padded Coat
  6 gp
  +1
  +5
  -1
  10%
  30/20
  6 lb.
  Buff Coat
  10 gp
  +2
  +6
  0
  10%
  30/20
  10 lb.
  Medium Armor:
  Breastplate
  100 gp
  +5
  +4
  -2
  25%
  25/15
  15 lb.
  Heavy Armor:
  Cuirass
  150 gp
  +6
  +3
  -3
  30%
  25/15
  20 lb.
  with Tassets
  200 gp
  +7
  +2
  -4
  30%
  25/15
  25 lb.
  3/4 Plate
  300 gp +8
  +2
  -4
  35%
  20/15
  35 lb.
  Full Plate 
  500 gp
  +9
  +1
  -6
  40%
  20/15
  50 lb.
  Weapons
  Name 
  Cost
  Size
  Damage Critical
  Range Inc. Max 
  Matchlocks:
  Arquebus
  40 gp
  Lg
  1d10
  18-20/x2
  40 ft.
  400 ft.
  Caliver
  30 gp
  Lg
  1d8
  18-20/x2
  50 ft.
  500 ft.
  Musket w/Rest
  50 gp
  Lg
  1d12
  17-20/x2
  60 ft.
  600 ft.
  Snaphances:
  Musket
  100 gp
  Lg
  1d12
  17-20/x2
  60 ft.
  600 ft.
  Musketoon
  75 gp
  Med
  1d10
  18-20/x2
  50 ft
  500 ft.
  Pistol
  60 gp
  Sm
  1d8
  18-20/x2
  40 ft.
  200 ft.
  Wheelocks:
  Belt Pistol
  75 gp
  Sm
  1d8
  18-20/x2
  40 ft.
  200 ft.
  Horse Pistol
  90 gp
  Med
  1d10
  18-20/x2
  50 ft.
  250 ft.
  Double Pistol
  200 gp
  Med
  1d8
  18-20/x2
  40 ft.
  200 ft.
  Swords:
  Broadsword
  20 gp
  Med
  1d8
  x3
  -
  Cutlass
  10 gp
  Med
  1d6
  x3
  -
  Rapier
  35 gp
  Med
  1d6
  19-20/x2
  -
  Rapier, Long
  40 gp
  Med
  2d4
  19-20/x2
  -
  Saber
  30 gp
  Med
  1d6
  19-20/x2
  -
  Smallsword
  40 gp
  Sm
  1d4
  18-20/x2
  Unusual Weapons:
  Wall Gun
  150gp
  Huge
  2d12
  17-20/x2
  80ft.
  800 ft.
  Hand Mortar
  90 gp
  Lg
  see Grenades, right
  30 ft.
  300 ft.
  
  Artillery 
  Culverins
  Length
  Bore
  Wt.
  Shot
  Range
  Mount
  Cost
  Crew
  Rabbinet
  3 ft.
  2”
  50
  1 lb.
  100
  Swivel
  125 
  1
  Falconet
  4 ft.
  2”
  75
  1 lb.
  200
  Swivel
  175 
  1
  Falcon
  6 ft.
  2”
  125
  1 lb.
  300
  Swivel
  300 
  2
  Minion
  8 ft.
  3”
  250
  4 lbs.
  300
  Wheel
  600 
  3
  Saker
  9 ft.
  3”
  400
  4  lbs.
  400
  Wheel
  1000 
  3
  Demi-Culverin
  11 ft.
  4”
  700
  10 lbs.
  400
  Wheel
  1400 
  4
  Culverin
  12 ft.
  5”
  800
  18 lbs.
  400
  Wheel
  2000 
  5
  Long Culverin
  16 ft.
  4.75”
  850
  16 lbs.
  600
  Wheel
  2100 
  5
  Cannon
  Length
  Bore
  Wt.
  Shot
  Range
  Mount
  Cost
  Crew
  Demi-Cannon
  11 ft.
  6”
  900
  32 lbs.
  300
  Wheel
  2200 
  6
  Cannon
  12 ft.
  7”
  1000
  50 lbs.
  300
  Wheel
  2400 
  7
  Periers
  Length
  Bore
  Wt.
  Shot
  Range
  Mount
  Cost
  Crew
  Perier
  5 ft.
  8”
  500
  76 lbs.
  200
  Wheel
  1200 
  7
  Mortars
  Length
  Bore
  Wt.
  Shot
  Range
  Mount
  Cost
  Crew
  Deck Mortar
  1 ft.
  6”
  75
  32
  25
  Sled
  175
  2
  Howitzer
  2 ft.
  8”
  300
  76
  50
  Sled
  600
  8
  Bombard
  3 ft.
  12”
  1200
  200
  75
  Sled
  1600
  12
  Fencing Moves
  Beat  (Attack roll modifier: -2)
  Attacker knocks defender’s main weapon aside, giving  defender a -2 modifier to attack with main weapon on
  next attack, and negating the defender’s fencing bonus to AC for this round.
  Bind  (Attack roll modifier: -3)
  Defender cannot use main weapon until freed at the cost of one attack, or cancelled by attacker.
  Corps a Corps  (Attack roll modifier: -4)
  Attacker enters defender’s square without provoking an attack of opportunity; may try to grapple.
  Hilt Smash  (Attack roll modifier: -4)
  Attacker inflicts additional damage equal to her Strength ability modifier.
  Lunge  (Attack roll modifier: -4)
  The normal critical threat range for the attacker’s weapon is doubled for this attack, but if the defender sur-
  vives, he makes a free attack of opportunity against the attacker.
  Pass  (Attack roll modifier: -8)
  Attacker moves through defender’s square without provoking an attack of opportunity, does normal damage,
  and ends up in the square on the opposite side of her starting position. Defender flanked for this attack only.
  Rondo   (Attack roll modifier: -4)
  Attacker switches squares with defender, still facing one another, without provoking AoO. 
  Spring & Fly Out   (Attack roll modifier: -6)
  Attacker attacks and retreats, giving main weapon a 10’ reach.
  Touch   (Attack roll modifier: -4)
  Attacker only does 1 hp of damage, giving defender one point of temporary ability damage to Dexterity. 
  Loading and Firing Schedule
  for Artillery
  Below 32-pounder:
  1
  Sponge out (full-round action)
  2
  Load Powder (full-round action)
  3
  Load Shot (full-round action)
  4
  Sight Gun (full-round action)
  5
  Prime Vent (full-round action)
  6
  Fire (standard action)
  32-pounder:
  1
  Sponge out (full-round action)
  2-3
  Load Powder (full-round action)
  4-5
  Load Shot (full-round action)
  6-7
  Sight Gun (full-round action)
  8
  Prime Vent (full-round action)
  9
  Fire (standard action)
  Above 32-pounder:
  1
  Sponge out (full-round action)
  2-3
  Load Powder (full-round action)
  4-6
  Load Shot (full-round action)
  7-10
  Sight Gun (full-round action)
  11
  Prime Vent (full-round action)
  12
  Fire (standard action)
  Summary of Roundshot
  Damage
  Base Damage: 10
  Additional Damage: 1d10 per pound
  Fortitude Save reduces damage to 1/2
  Save DC: 10 + weight of shot.
  Reflex save reduces damage to 1/2, or to zero if
  the PC has the Evasion class feature.
  Save DC: 20, minus 1 for every 50 feet of dis-
  tance between the gun and the target, to a mini-
  mum of DC 10.
  Excess damage from first target is applied to
  subsequent targets up to 30’ beyond first target,
  until all damage is absorbed.
  Fencing Moves
  Move
  Attack Roll Modifier
  Beat
  -2
  Bind
  -3
  Corps a Corps
  -4
  Hilt Smash
  -4
  Lunge
  -4
  Pass
  -8
  Rondo
  -4
  Spring & Fly Out
  -6
  Touch
  -4
  Off-Hand Defenses
  Defense
  AC Bonus
  Hat
  +1
  Improvised
  +1
  Leather Gauntlet
  +1
  Rolled Cloak
  +2
  Small Weapon
  +3
  Tiny Weapon
  +2
  
SOURCE: textdata/thevault/Septentrionalis/Septentrionalis Reference Tables.pdf