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   Elves With Shotguns 2 
   
   
  ©Michel Martín del Campo, 2012 
   
  Writer and Editor 
  Michel Martín del Campo 
   
  Artwork 
  Xochitl Muñoz and Michel Martín del Campo 
   
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  Legal Disclaimer 
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  www.wizards.com/d20. 
   
  DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, 
  Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and 
  MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; 
  PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt; 
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  D&D 4E Game System License ©2008, 2009 Wizards of the Coast page 3 of 7 written by Logan 
  Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of the Coast. All rights 
  reserved. 
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A big “Thank you” to the following freaks and nerds…  
   
  To Mary Muñoz for standing by me while I wrote this and for keeping me sane. I love you, Honey 
  Bunny! 
   
  To Xochitl Muñoz for working on the art for the book and being a great player. She grew into 
  her bard and proved to be badass.  
   
  To John Haas for getting me hooked on D&D back in college and for being an awesome DM and 
  player (Go, Sigma Nu!). 
   
  To Wes Dearinger for insisting he be given a “boom stick” for his dark elf and for showing the 
  lethality of sheer common sense at the table.  
   
  To Alan Reck and Jian Zhao for showing me the wisdom (and insanity) of power-gaming and 
  being a munchkin.  
   
  To Aaron Gamble and Ed Vogt for showing me that a little historical research goes a long way.  
   
  And to all my players and GMs throughout the years. This is for you guys. And gals. And the 
  hedgehog who took over the board that one time.  
   
  It makes sense in context… 
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 4 
   
   
   
   Introduction  
  5 
   Chapter 1: Using Firearms 
  7 
  o Era 1 
  7 
   Breakdown 
  7 
   Weapon descriptions 
  9 
  o Era 2 
  11 
   Breakdown 
  11 
   Weapons 
  12 
  o Era 3 
  13 
   Breakdown 
  13 
   Weapons 
  14 
  o Weapon Chart 
  15 
  o Equipment 
  16 
   Chapter 2: Magic Items 
  17 
  o Alchemical Items 
  17 
  o Armor 
  21 
   
  o Weapons 
  21 
  o Ammunition 
  26 
  o Totem 
  28 
  o Hands Slot Item 
  28 
  o Head Slot Item 
  29 
  o Neck Slot Item 
  29 
  o Waist Slot Item 
  30 
  o Wondrous Item 
  30 
  o Tattoo 
  30 
  o Artifacts 
  31 
   The Acolyte’s Bandolier 
  31 
   The Acolyte’s Bullet 
  33 
   The Acolyte’s Pistol 
  35 
   Chapter 3: Character Options 
  38 
  o Alternate Class Features 
  39 
   Barbarian 
  39 
   Fighter 
  39 
   Paladin 
  39 
   Ranger 
  40 
   Rogue 
  40 
   Warlord 
  40 
  o Feats  
  41 
   Chapter 4: Alternate Rules 
  43 
   Conclusion 
  44
  
   Elves With Shotguns 5 
   
   
  Lia wiped the blood from her dagger. The 
  orc’s last futile swing with his warhammer 
  dazed her. She had trouble standing up 
  straight but was more than curious about 
  the chest he had guarded with his life. It was 
  enough to let her ignore the bruises 
  covering her body.  
   
  Behind her, Arie closed his eyes and chanted 
  while he tried to sense any magic in the 
  room. He pointed his staff to the crate and 
  said, “I do believe there’s something of 
  value inside. Faintly magical… I’ve never 
  felt something like it before, though.”  
   
  Grinning and ignoring the tilting room, Lia 
  checked the ornate chest. It wasn’t booby-
  trapped in any way she could find, and the 
  lock was a joke. When she opened it, she 
  thought she’d found a new hand crossbow… 
  but the weapon had no bow. There were no 
  bolts, either, just a small box with a dozen 
  or so metal balls.  
   
  “These can’t be sling bullets” she said. 
  “They seem kind of small.”  
   
  Arie inspected one of them and said, “There 
  are markings on this one. I believe they are 
  enchanted.”  
   
  “Magical orbs for pixies?”  
   
  “I don’t think so…”  
   
  “Well, who stores a bunch of metal balls 
  and a broken crossbow?”  
   
  Something clicked at the cavern entrance. 
  Lia kicked herself for missing the three 
  kobolds that snuck into the chamber. Each 
  of them carried one of the bowless 
  crossbows and laughed.  
   
  Lia drew her daggers while Arie readied a 
  spell. The kobolds laughed.  
   
  Something was wrong. Lia tried to act in-
  control and asked, “What’s so funny?”  
   
  The kobolds’ weapons exploded. Arie’s 
  shield spell exploded as three projectiles 
  bounced off and hit the walls around him. 
  Bent and twisted lead scratched Lia’s face 
  and arms. The smell of something burnt and 
  noxious filled the room. Lia couldn’t believe 
  something that small could be so loud… And 
  she wasn’t going to give them time to 
  reload.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 6 
   
  Fantasy role-playing games has standard 
  archetypes.  
   
  The staff-wielding wizard.  
   
  The cunning rogue.  
   
  The gunslinging fighter. 
   
  …Wait, what?  
   
  Many fantasy RPGs assume a medieval 
  technological period. The bow is the 
  supreme ranged weapon. If magic is present, 
  sorcery can also fill a role similar to siege 
  weaponry and deliver devastating attacks. 
  However, some players and GMs want 
  something a little more modern.  
   
  Modern, of course, being a relative term.  
   
  Some players want flintlocks for a high-seas 
  pirate game. Others want musketeers and 
  other similar swashbucklers to make an 
  appearance. Even others want to have elves 
  and dwarves in an Old West-style setting or 
  maybe even have airships duke it out with 
  black powder cannons.  
   
  Whatever the case may be, there are several 
  questions every GM and player must ask 
  and consider before adding firearms to a 
  fantasy game. That’s the aim of this book. 
  There is no one “correct” way to introduce a 
  new mechanics. This book offers different 
  types of firearms, different rules options, as 
  well as new feats, items, and options should 
  you decide to include firearms in your 
  campaign.  
   
  Yes, guns are a lot more complex than point 
  and shoot. They have to be maintained, 
  cleaned, and parts need to be swapped out if 
  they get damaged. It takes way more than 
  three seconds to reload a revolver if you 
  don’t have a speedloader. The sheer number 
  of gun designs and their subtleties could fill 
  volumes.  
   
  But this is a game.  
   
  Using guns in a fantasy setting should be 
  fun. We could spend hours debating the 
  finer points of different calibers, the 
  historical precedents for this and that, or we 
  could just try to capture the FLAVOR of 
  bringing firearms into a fantasy setting.  
   
  Think of it this way. We don’t spend hours 
  debating how a fighter swinging a 30-pound 
  mace might be off-balance for a moment 
  and could incur an opportunity attack from 
  an enemy who never readied an action, do 
  we? We don’t discuss how an arrow hits a 
  skeleton minion when said skeleton is 
  probably 60% air.  
   
  We just accept the flavor text and go with it. 
  Most fighter powers, for example, are 
  summed up as “Hit with hammer.” Or 
  sword. Whatever. A wizard’s spells are no 
  more than “Make goblin go boom.”  
   
  The imagination does the rest.  
   
  That d8 damage is a fireball exploding in the 
  battlefield. It’s a hammer smashing the 
  dragon’s scales. It’s a longsword cutting 
  through an orc’s defenses.  
   
  This book is just a way to bring new flavor 
  into your game. If you want to debate real 
  firearms, then debate real firearms.  
   
  Out of game, please. 
   
   
  
   Elves With Shotguns 7 
   
   
  Introducing black powder and firearms into 
  a fantasy game is not something to be taken 
  lightly. Like introducing any new element 
  into a game, you must weigh the pros and 
  cons and be sure of what you are doing. It’s 
  very hard to “take back” a new feat, item, or 
  technological aspect of your world if you 
  decide you don’t like it after your players 
  get a taste of it.  
   
  The first thing to decide is what kind of 
  firearms you want. In the real world, guns, 
  muskets, rifles, shotguns, and even 
  automatic weapons are the result of 
  centuries of innovation. If you’re just 
  starting your campaign, who’s to say your 
  world hasn’t had fully-developed revolvers 
  and shotguns alongside wands and staffs for 
  centuries? You might decide you want to 
  keep things old school and the most 
  advanced weapon in your world is a double-
  barreled shotgun or a blunderbuss. Maybe 
  you want revolvers or semi-automatic 
  pistols. That’s up to you.  
   
  If you’re introducing guns into a campaign 
  in progress, you have to be more careful and 
  mindful of the changes you’ll create. You 
  might decide you want to follow historical 
  precedent and introduce firearms 
  reminiscent of Medieval or Renaissance 
  weapons. This could be the inevitable result 
  of alchemical research in your campaign. 
  It’s not difficult to imagine that some 
  inventive alchemist figured out that 
  explosive powders found in all manner of 
  alchemical items could be used to launch a 
  projectile.  
   
  If you want more advanced firearms, 
  introducing them is trickier. Perhaps the 
  weapons come from another civilization 
  where magic is not as prevalent and 
  technology has had to develop powerful 
  weapons to keep up. Maybe these advanced 
  firearms are long-lost relics of another time. 
  Said time could the past or the future. 
  Remember that although firearms have 
  existed for hundreds of years in the real 
  world, modern firearms developed over a 
  few decades of innovation that gave us the 
  cartridge, repeating firearms, and smokeless 
  powder. For most of their history, firearms 
  were only slightly more advanced than a 
  metal tube with a handle.  
   
  Whatever the case, be mindful of what 
  you’re doing.  
   
  But let’s say you’ve already done that and 
  know what you want. There are three 
  general Eras. Each describes a broad-strokes 
  level of technology and the weapons you 
  can find there.  
   
   
  Melek could feel the thundering hobgoblin 
  gangs as they rushed the keep. He looked 
  back and saw the last of the villagers as they 
  evacuated and headed for the mountains, 
  hopefully making it to Harbor and its much 
  more defensible walls and structures. He 
  prayed it wouldn’t come to that.  
   
  Hopefully, this wouldn’t be a last stand.   
   
  
   Elves With Shotguns 8 
   
  His troops numbered twenty or so. The 
  waves of hobgoblins heading over the plain 
  numbered ten, maybe twenty times that 
  much. Their snarls and howls filled the 
  plain. He blocked it out and instead focused 
  on his soldiers. They were strong, a mix of 
  elves, humans, and the odd halfling. They 
  would hold the line.  
   
  He raised his sword and yelled, “Riflemen! 
  Prepare to fire!” 
   
  The soldiers on the wall raised their rifles 
  and steadied themselves. The hobgoblins 
  kept rushing forward. In seconds, they 
  would be at the walls.  
   
  Melek checked the distance. The wind was in 
  their favor. He had to give the order.  
   
  “Fire!”  
   
  The first wave pulled their triggers and 
  instantly dropped to allow the troops behind 
  them a clean field of fire. In less than twelve 
  seconds, a dozen hobgoblins dropped dead 
  and the others tumbled over the corpses. The 
  rest kept coming. The second group dropped 
  and started reloading. The first group 
  moved back to the wall and fired again. 
  Their shots hit, but the hobgoblins would get 
  to the wall before the next rifle volley fired.  
   
  Melek saw the looks of despair on his 
  troops’ faces and double-checked his 
  blunderbuss. It was going to be a close-
  range fight after all, but he was going to 
  make sure he got at least one good shot in.  
   
  “Pistols and blades! Here they come!” 
   
   
   
   
   
   
  Perhaps, in your campaign, black powder or 
  its equivalent is a recent invention. Firearms 
  would be a new weapon. Early firearms in 
  the real world had to be loaded with a bullet 
  and powder separately, often requiring up to 
  twenty seconds per shot. While these early 
  guns were much larger caliber than modern 
  guns and inflicted serious damage, they had 
  two major drawbacks: they were unreliable 
  and inaccurate. Gunpowder could easily get 
  wet and percussion caps might not go off 
  properly. Still, the fact that anyone could 
  fire a gun and inflict massive damage was 
  appealing.  
   
  In Era 1, it’s assumed that, while someone 
  could reload a gun in the middle of a fight, it 
  would take several rounds. These firearms 
  can be built by anyone with the Alchemist 
  feat and proper alchemical formula. The 
  pistol, musket, and blunderbuss are all 
  general stats for flintlocks, wheel-locks, 
  snap-locks, and other early firearms. The 
  varying levels of enhancement are meant to 
  simulate guns that are more robustly built 
  and can better channel energy. These 
  weapons cannot be enchanted or destroyed 
  with the Disenchant Magic Item ritual, but 
  you can take weapon-based feats for them.  
   
  The move actions required to load these 
  guns are representative of the process of 
  loading shot and gunpowder into the gun. 
  Historically, such guns required a long time 
  to load, so many soldiers, pirates, and others 
  tended to have two or three loaded guns 
  handy.  
   
  This Era requires little to no alteration of 
  your GMing strategy. Firearms are generally 
  one-shot items during an encounter and, like 
  real firearms, are not very accurate. Expect 
  your players to use them in the beginning of 
  battle and then discard them for more 
  traditional weapons. Some bolder 
  individuals like rogues, rangers, or others 
  
   Elves With Shotguns 9 
   
  with ranged powers might save their 
  firearms for a devastating ranged attack with 
  a daily or encounter power. If they have 
  enough gold, expect them to get their 
  resident alchemist to make a few spares, just 
  in case. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pistol 
  Level: 1 
  Category: Other 
  Time: 8 hours 
  Component Cost: See below 
  Market Price: 500 gp 
  Key Skill: Arcana or Thievery (no check) 
   
  Pistol  
  Level 1+ Rare 
  A wooden handle and a steel barrel hide a nasty 
  surprise.  
  Lvl 1  +1  360 gp  
  Lvl 16  +4  45,000 gp 
  Lvl 6  +2  1,800 gp  
  Lvl 21  +5  225,000 gp 
  Lvl 11  +3  9,000 gp  
  Lvl 26  +6  1,125,000 
  gp 
  Item Slot: One-Handed Weapon 
  Enhancement: Attacks and damage 
  Critical: +1d8 per plus 
  Properties 
   
  A pistol functions as a ranged weapon 
  from the firearms group with no 
  proficiency requirements.  
   
  A pistol requires 5 move actions to 
  reload. Unlike other weapons, it cannot 
  be used to make multiple attacks with a 
  single power. The shooter must use 1 sp 
  worth of black powder and one bullet to 
  reload it. 
   
  Properties: range 5/10, 1d12 damage, 
  brutal 3, off-hand.  
  Power – Daily (Free Action) 
   
  Trigger: You hit an enemy.  
   
  Effect: Ongoing 5 damage (save ends) 
  Level 11 or 16: Ongoing 10 damage 
  (save ends) 
  Level 21 or 26: Ongoing 15 damage 
  (save ends) 
   
   
   
   
   
   
   
   
   
   
  Some players and GMs might balk at the 
  idea of using firearms in a fantasy 
  setting, but it’s really a matter of flavor 
  text. Talk with everyone involved and 
  see if you can come up with something 
  that’s less modern, less technological, to 
  fit your campaign if someone is dead-set 
  on something going bang during your 
  dungeon crawl.  
   
  For a more fantasy-based approach, you 
  could describe firearms as alchemical 
  creations that fire energy bolts instead of 
  bullets. The required black powder and 
  bullet could easily be substituted for 
  alchemical reagents. Specific guns might 
  cause fire, cold, thunder, or even psychic 
  damage. The time needed to reload could 
  be described as calibrating various dials 
  and mixtures within the gun as opposed 
  to loading shot. Basically, you turn them 
  into technomagical wands or staffs.  
   
  You could also describe each as a 
  clockwork contraption that must be 
  wound and lubricated with reagents to 
  function, making it a steampunk 
  crossbow of sorts.  
   
   
  
   Elves With Shotguns 10 
   
  Musket 
  Level: 2 
  Category: Other 
  Time: 8 hours 
  Component Cost: See below 
  Market Price: 650 gp 
  Key Skill: Arcana or Thievery (no check) 
   
  Musket 
  Level 2+ Rare 
  Longer than a pistol, this weapon delivers death 
  from long range.  
  Lvl 2  +1  520 gp  
  Lvl 17  +4  65,000 gp 
  Lvl 7  +2  2,600 gp  
  Lvl 22  +5  325,000 gp 
  Lvl 12  +3  13,000 gp  Lvl 27  +6  1,625,000 
  gp 
  Item Slot: Two-Handed Weapon 
  Enhancement: Attacks and damage 
  Critical: +1d10 per plus 
  Property 
   
  A musket functions as a ranged weapon 
  from the firearms group with no 
  proficiency requirements.  
   
  A musket requires 5 move actions to 
  reload. Unlike other weapons, it cannot 
  be used to make multiple attacks with a 
  single power. The shooter must use 1 sp 
  worth of black powder and one bullet to 
  reload it. 
   
  Properties: range 15/30, 2d8 damage, 
  brutal 3.  
  Power – Daily (Free Action) 
  Effect: Your next attack with the musket 
  grants combat advantage against a single 
  enemy.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blunderbuss 
  Level: 2 
  Category: Other 
  Time: 8 hours 
  Component Cost: See below 
  Market Price: 700 gp 
  Key Skill: Arcana or Thievery (no check) 
   
  Blunderbuss 
  Level 2+ Rare 
  A stumpy barrel hides a swarm of shot that can 
  rip an enemy in half.  
  Lvl 2  +1  520 gp  
  Lvl 17  +4  65,000 gp 
  Lvl 7  +2  2,600 gp  
  Lvl 22  +5  325,000 gp 
  Lvl 12  +3  13,000 gp  Lvl 27  +6  1,625,000 
  gp 
  Item Slot: Two-Handed Weapon 
  Enhancement: Attacks and damage 
  Critical: +1d12 per plus 
  Property 
   
  A blunderbuss functions as a ranged 
  weapon from the firearms group with no 
  proficiency requirements.  
   
  A blunderbuss requires 5 move actions 
  to reload. Unlike other weapons, it 
  cannot be used to make multiple attacks 
  with a single power. The shooter must 
  use 5 sp worth of black powder and five 
  bullets to reload it  
   
  Properties: Close burst 3, 2d10 damage, 
  brutal 4 
  Power – Daily (Free Action) 
  Effect: The blunderbuss’ attack becomes 
  close burst 5. Allies in the burst receive a +2 
  to AC against this one attack.  
   
   
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 11 
   
   
   
  Vittoria used her sword to move the spider 
  web out of the way as she exited the tunnel 
  into the next cavern. She spit and brushed 
  the dust and bits of insect off of her tapered 
  ears. Her dragonborn companion, Kali, 
  looked back while casually moving debris 
  out of the way.  
   
  “If you can’t take a few bugs,” said Kali, 
  “you’re in the wrong business.”  
   
  After carefully picking the last of the 
  cobwebs out of her hair, Vittoria perked up 
  and looked around the tunnel. Only Kali’s 
  sunrod gave any illumination. Everything 
  was bathed in golden light. It might have 
  been peaceful, so quiet… 
   
  Something wasn’t right… 
   
  “Kali,” Vittoria said, “have we seen a 
  single spider? Or rat?”  
   
  The sudden realization made Kali reach for 
  her sword, but she was flung to the far wall 
  by something that, one second earlier, was 
  hanging from the ceiling. She hit the stone 
  wall with enough force to crack it. Vittoria 
  saw her companion was alive but in no 
  condition to fight. The horse-sized spider 
  hanging from a single, thick thread turned 
  its eyes to the elf. Its maw opened to reveal 
  teeth and pincers, an impossible anatomy of 
  horror.  
   
  Vittoria drew her shotgun and fired. Green 
  goo that might have been blood sprayed the 
  far wall. Wounded but alive, the spider 
  dropped to the floor and scuttled over the 
  rock. Vittoria fired her second barrel but 
  missed. She tried to reload, but the spider 
  jumped at her. It knocked her to the ground 
  and tried to bite down on the elf’s face, but 
  Vittoria kept the shotgun between herself 
  and the monster’s dripping teeth.  
   
  A bullet ripped one of the creature’s legs off. 
  It screeched in pain and turned. Kali had 
  drawn her pistol and was preparing to 
  reload even though her left arm looked 
  useless. The spider jumped off Vittoria and 
  ran to the injured dragonborn.  
   
  “Hey!” 
   
  The spider turned around as Vittoria closed 
  the newly reloaded shotgun. She fired and 
  the spider’s head exploded. Green blood 
  oozed out of the wound and the air stunk of 
  burnt gunpowder, hair, and carapace.  
   
  Kali cracked her shoulder back into its 
  socket. She stood as Vittoria loaded another 
  shell into her gun. She cast a simple healing 
  spell and mended the dragonborn’s injuries.  
   
  “I hate spiders,” Vittoria said.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 12 
   
  Instead of treating guns like rare, 
  alchemical, or even magical items, you may 
  want to treat them like regular weapons. In 
  this case, they can be enchanted like bows, 
  swords, or any other weapon.  
   
  These types of firearms use cartridges, what 
  most people simply call a “bullet” in the real 
  world. The brass casing, propellant, primer, 
  and actual bullet (the metal slug that fires 
  from the gun) are properly called a 
  “cartridge” or a “round.” However, since 
  “round” already means something in this 
  gaming system, we’ll stick with “cartridge.” 
  In the real world, cartridges allowed 
  shooters to quickly reload their firearms. 
  Paper cartridges have been in use since the 
  13th century, but the modern cartridge, one 
  with a brass case, is less than two hundred 
  years old.  
   
  Guns that use metal-cased bullets are what 
  are depicted in Era 2.  
   
  You’ll notice that these guns deal less 
  damage than their counterparts in Era 1. 
  This is purely a balance issue. While guns 
  do have more range than bows and have the 
  brutal property, they are still primitive. 
  Being simple weapons, however, almost 
  anyone can use them. They are faster to load 
  and represent an age where cartridges have 
  become common place, but single-shot 
  weapons are still the norm.  
   
  Double-pistol: This is basically a 
  normal pistol with twin barrels. It requires 
  one move action to reload each one. In the 
  heat of battle, though, most warriors only 
  have time to reload a single barrel at a time.  
  Dragon Pistol: So named because of 
  its fearsome roar, a dragon pistol fires 
  shotgun cartridges.  
  Dwarfgun: This over-sized gun uses 
  rifle cartridges instead of regular pistol 
  cartridges. However, the short barrel 
  sacrifices distance. The dwarves were the 
  first to develop these strange guns and often 
  used them in underground environments 
  where the longer rifles would get in the way.  
  Pistol: The pistol is a top-break 
  loading weapon that holds a single cartridge. 
  It is simple to use and does considerable 
  damage, but it’s quite loud. Pistols take 
  standard cartridges.  
  Rifle: A longer version of a 
  handgun, a rifle can be accurate to incredible 
  distances, but such distances are often 
  academic in a dungeon environment. A rifle 
  takes rifle cartridges.  
  Shotgun: Similar to a rifle, this 
  thick-barreled gun actually fires a dozen or 
  so pellets in a thick spray pattern. Just the 
  sound of the break-action closing is enough 
  to intimidate some into surrendering… but 
  they might have shotguns of their own. A 
  shotgun can hold two shotgun cartridges in 
  twin barrels.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Era 1 is a straightforward approach to 
  firearms. They are functionally 
  equivalent to encounter powers (unless 
  your players take the time to reload the 
  guns) and are simple enough to not 
  warrant much alteration to your plans. 
  However, perhaps you WANT to be able 
  to enchant flintlocks and blunderbusses. 
  You can use the weapons in Era 2, but 
  just increase their reload times 
  accordingly and describe them as wheel-
  locks, flintlocks, or whatever else you 
  wish and increase their damage. 
  Remember that they can only target a 
  single creature before reloading, even 
  with powers that target multiple 
  creatures.  
  
   Elves With Shotguns 13 
   
   
  Calorous kept his hood up. His contact 
  insisted on meeting someplace public, 
  someplace out of the way of the regular 
  haunts for the Black Arrow Guild, and the 
  tavern he now found himself in was as low-
  key and decrepit as any he’d seen.   
   
  A man with a distinct long white pipe sat in 
  the corner. Calorous recognized the sign 
  and sat with the man. The stranger 
  continued to puff on his pipe until Calorous 
  said, “Well, I’m here. Do you know where 
  they’re going to take the slaves?”  
   
  The man put his pipe down and said, 
  “You’re the ranger, aren’t you? The one 
  from upriver?”  
   
  “Yes, that’s me. Now, tell me where they’re 
  going to take the slaves, I’ll pay you, and we 
  can both get out of here.”  
   
  The stranger smiled and countless clicks 
  filled the room. Half the patrons were 
  already out the door when Calorous saw the 
  fifteen men at various tables holding 
  revolvers and carbines. The stranger said, 
  “I wish I could tell you how much your 
  activities have cost us these last few weeks. 
  Shipments, weapons, personnel… But just 
  let it slip someone has information on a new 
  batch of poor slaves and you come running. 
  I can’t believe so many fell under your 
  blades.”  
   
  Calorous kept his hands on the table and 
  said, “Can I just say one thing?”  
   
  “What?” said the stranger.  
   
  “Heads up.”  
   
  Calorous ripped his belt pouch off and flung 
  it at the three closest assassins. By the time 
  they reacted and opened fire, he drew his 
  twin pistols and shot the pouch. Flaming 
  bullets ripped through the three black 
  powder bombs inside and embedded 
  shrapnel into most of the assassins in the 
  room. The remaining mercenaries fired, but 
  Calorous dropped behind a heavy table and 
  flipped it over to give himself cover.  
   
  As soon as the assassins started to reload, 
  he stood and ran towards the back door, 
  emptying his magazines along the way and 
  killing another six assassins. The flaming 
  barrels on his guns fizzled as soon as he was 
  out of bullets. He put the pistols away and 
  counted at least another four assassins out 
  there. One of them had very heavy armor. 
  Calorous could take out the others with his 
  swords if he got close enough.  
   
  He reached into his pack and drew Big 
  Sally. The over-sized revolver used to 
  belong to a barbazu he killed a year ago. 
  The old devil used the gun to hunt wyrms. 
  Calorous figured it would do the job against 
  some thug with a hundred pounds of armor.  
   
   
  Maybe you don’t want firearms to be 
  musketeer-era weapons. Maybe you want 
  rogues to quick-draw six-shooters. Maybe 
  you want ogres to guard their caves with 
  shotguns the size of small trees. Maybe an 
  elven ranger uses a repeater to blast her way 
  through orc raiders as they descend on her 
  forest home.  
   
  In this Era, firearms have advanced to the 
  point where semi-automatic handguns, 
  revolvers, and other similar weapons are 
  common-place. Almost anyone can buy a 
  revolver and ammunition is not a luxury. 
  
   Elves With Shotguns 14 
   
  The bow and crossbow are almost replaced 
  except in cases where stealth is important. 
  Many battles tend to be at longer ranges and 
  melee weapons are secondary to a gun at 
  your side. If you don’t mind most battles 
  beginning and staying at long range, this is 
  the Era for you. At this level, guns have 
  become the great equalizer.  
   
  At the same time, these weapons could 
  represent rare or even cutting edge 
  technology for Era 2. While most people are 
  still using single-shot pistols, someone 
  armed with a revolver would be at a distinct 
  advantage.  
   
  In the real world, such weapons really 
  became commonplace in the 19th century. 
  Early models used internal tube magazines 
  to hold ammunition. After each firing, a new 
  cartridge would be chambered by pulling a 
  lever or a bolt. These kinds of weapons are 
  still popular today. Firearms that use 
  magazines are one of the more recent 
  inventions, having only become viable in the 
  last hundred years or so.  
   
  Carbine: A carbine is a shortened 
  version of a rifle. It can be fired one-handed, 
  but both hands are required to use the lever-
  action and load another round to be fired. 
  Carbines have an internal magazine that 
  holds 8 rifle cartridges.  
   
  Revolver: Built much more heavily 
  than a regular semi-auto, a revolver can use 
  heavier ammunition. More importantly, a 
  revolver can house different kinds of special 
  ammunition (see Magic Items) and cycle 
  through them at the shooter’s choice. 
  Moving between different cartridges is a 
  minor action if not firing. Revolvers are 
  more common in low-tech areas since they 
  are easier to build and maintain. They hold 6 
  heavy cartridges in a cylinder.  
  Repeater Rifle: Favored by scouts 
  and many city guards, this rifle has very 
  long range and packs a punch. In a dungeon 
  environment, such a long range is usually 
  arbitrary. A repeater uses 8 rifle cartridges in 
  a detachable magazine.  
   
  Semi-Auto: A semi-auto is a fairly 
  standard firearm found throughout many 
  civilized lands. While it can hold much more 
  ammunition than a revolver, its lower 
  damage potential makes some shy away 
  from it.  A semi-auto holds 10 standard 
  cartridges in a detachable magazine.  
   
  Pump-Action Shotgun: This 
  shotgun is similar to a carbine. It holds five 
  shotgun cartridges in an internal magazine 
  and requires two hands to pump a new round 
  to be fired. Some say that just the sound of 
  this weapon being cocked is enough for your 
  enemies to reconsider their actions. 
   
   
   
   
   
   
  The guns from Era 2 and 3 do not have to 
  exist separately. A dwarf gun makes a 
  good secondary weapon in any era. So 
  does a dragon pistol. A single-shot pistol 
  might be a smaller, more concealable 
  weapon for spies. 
   
  If you decide to include battles on the 
  high seas, just make these medium 
  weapons Large or even Huge size and let 
  your players have some fun with them. A 
  black powder cannon might be slower to 
  load than a cannon armed with cartridges 
  the size of a small child, but it’s more 
  dramatic.  
  
   Elves With Shotguns 15 
   
  Simple Ranged Weapons 
  One Handed 
  Weapon 
  Prof 
  Dmg 
  Range 
  Price 
  Wt 
  Group 
  Properties 
  Double Pistol 
  +2 
  1d8 
  15/30 
  40 gp 
  3 lb 
  Firearms 
  Load move, brutal 2 
  Dragon Pistol 
  +2 
  2d8 
  3/6 
  35 gp 
  3 lb 
  Firearms 
  Load 2 move, brutal 3 
  Dwarfgun 
  +2 
  1d12 
  5/10 
  50 gp 
  3 lb 
  Firearms 
  Load move, brutal 3 
  Pistol 
  +2 
  1d8 
  15/30 
  25 gp 
  2 lb 
  Firearms 
  Load move, off-hand, brutal 2 
  Revolver 
  +2 
  1d10 
  10/20 
  20 gp 
  3 lb 
  Firearms 
  Load move, off-hand, brutal 3 
  Semi-auto 
  +2 
  1d8 
  15/30 
  40 gp 
  2 lb 
  Firearms 
  Load minor, off-hand, brutal 2 
   
  Simple Ranged Weapons 
  Two-Handed 
  Weapon 
  Prof 
  Dmg 
  Range 
  Price 
  Wt 
  Group 
  Properties 
  Carbine 
  +2 
  1d12 
  15/30 
  30 gp 
  8 lb 
  Firearms 
  Load minor, brutal 3 
  Pump-Action 
  Shotgun 
  +2 
  2d8 
  10/20 
  30 gp 
  8 lb 
  Firearms 
  Load 3 move, brutal 3 
  Repeater Rifle 
  +2 
  1d12 
  20/40 
  60 gp 
  10 lb 
  Firearms 
  Load minor, brutal 3 
  Rifle 
  +2 
  1d12 
  20/40 
  40 gp 
  10 lb 
  Firearms 
  Load move, brutal 3 
  Shotgun 
  +2 
  2d8 
  10/20 
  20 gp 
  8 lb 
  Firearms 
  Load move, brutal 3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 16 
   
  Most of this equipment is universal, though 
  some is clearly not. For example, if you’re 
  using Era 1, you wouldn’t be able to find 
  anyone to sell you cartridges.  
   
  Adventuring Gear 
  Ammo Box: An ammo box is made 
  of steel, protects cartridges from moisture, 
  has all defenses at 8, and has 30 HP. It has 
  Resist 5. Removing a cartridge from an 
  ammo box is a move action. Cartridges 
  exposed to the elements for prolonged 
  periods of time become unreliable and will 
  not fire if a d20 rolls on an odd number.   
  Ammo boxes are designed to store 
  specific types of cartridges. A box meant to 
  store standard cartridges will not hold rifle 
  cartridges, for example. Boxes come in 20, 
  50, or 100 count.  
  Bandolier: A bandolier is a leather 
  belt that holds firearm ammunition for easy 
  reloading during a fight. It can be worn 
  around the waist or over the shoulders and 
  across the chest. When wearing a bandolier, 
  you can draw ammunition as a free action. 
  Bandoliers can hold 20 bullets or cartridges 
  of a specific type. A rifle bandolier won’t 
  hold pistol cartridges, for example.  
  Black Powder: This grainy 
  substance is the key to making firearms 
  work. It usually comes in air and water-tight 
  powder horns and is sold by the silver piece. 
  In Era 2 or 3, it might also come in metal 
  tins. See Alchemical Items for how to make 
  black powder (in-game, of course).  
  Bullets: These lead balls are cheap to 
  make. They are sold in packs of ten and are 
  usable in all firearms in Era 1. They are not 
  used in Eras 2 and 3 since those firearms use 
  more refined ammunition that combines the 
  bullet with the casing. However, characters 
  who like to load their own ammunition 
  might buy these to combine them with 
  alchemical gun powder and casings. Specific 
  bullets must be used for specific firearms, as 
  noted in their descriptions in Eras 2 and 3.  
  Bullet Loading Kit: As shown in 
  the Magic Items section “Alchemy,” 
  different bullets can be combined with 
  different black powders to create unique 
  effects. In order to combine the proper bullet 
  with the right bullet casing and gunpowder, 
  you need a set of scales, presses, dies, 
  lubricant, and other assorted tools. A 
  character proficient with firearms can hand-
  load one cartridge with four move actions if 
  the supplies are available.   
  Cartridge: Bullets in Eras 2 and 3 
  come in a brass case with gunpowder and a 
  primer, so all the shooter has to do is insert 
  the cartridge in the gun, fire, then replace 
  with a fresh cartridge to fire again. 
  Cartridges come in varying sizes. A 
  cartridge designed for a pistol is not the 
  same as a cartridge designed for a 
  blunderbuss or a rifle. Each weapon 
  description notes what kind of cartridge the 
  weapon can fire: standard, heavy, rifle, or 
  shotgun.  
  Cartridge Casings: If you hand-load 
  your own ammunition, you need to buy 
  casings. They include primers. Different 
  types of cartridges use different casings.  
  Gun Cleaning Kit: A gun cleaning 
  kit contains brushes, oil, and other tools for 
  keeping guns clean. Firearms tend to foul 
  and become unreliable as they fire. Black 
  powder build-up and even lead can make a 
  barrel ineffective. Using a gun-cleaning kit 
  takes 10 minutes and makes a gun much 
  more effective, giving a gun a +1 bonus on 
  its next weapon attack.  
  Holster: A holster is a good way to 
  keep a gun close. Some adventurers new to 
  firearms call it a “gun scabbard.”  
  Magazine: A magazine is a 
  container for semi-auto or rifle cartridges. It 
  takes 5 move actions to load a magazine full 
  
   Elves With Shotguns 17 
   
  of cartridges. Magazines for rifles and semi-
  autos are not interchangeable.  
  Magazine Pouch: A magazine 
  pouch can be fitted to a belt and holds a 
  single magazine for a firearm. Drawing a 
  magazine from this pouch is a free action.  
  Reloading kit: This kit is required to 
  reload any of the firearms in Era 1. It 
  contains ramrods, flasks, primer, and 
  cleaning supplies.  
   
  Item 
  Price Weight  
  Ammo Box (20 count) 
  1 gp 
  1 lb 
  Ammo Box (50 count) 
  2 gp 
  2 lb  
  Ammo Box (100 count) 5 gp 
  5 lb 
  Bandolier 
  1 gp 
  0.5 lb 
  Black powder 
  1 gp 
  0.1 lb 
   
  Bullets (10) 
  5 sp 
  1.25 lb  
  Bullet Loading Kit 
  5 gp 
  10 lb 
  Cartridges (10) 
  1 gp 
  1.5 lb 
   
  Cartridge Casings (10) 5 sp 
  0.05 lb 
  Gun Cleaning Kit 
  5 gp 
  3 lb 
  Holster 
  5 sp 
  0.5 lb 
  Magazine 
  5 sp 
  0.2 lb 
  Magazine Pouch 
  2 sp 
  0.1 lb 
  Reloading kit 
  2 gp 
  1 lb 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  With new equipment and weapons comes 
  the inevitable mage who will tinker with 
  these new toys until something wonderful 
  happens. Creative minds quickly took 
  firearms, bullets, and other items and created 
  an arsenal of weapons and equipment to 
  supplement the new breed of adventurer just 
  as likely to wield a sword and shield or a 
  shotgun and bandolier.  
   
   
  The bullet is the actual projectile fired from 
  a gun. The black powder is the explosive 
  substance that makes the bullet move. These 
  can be mixed together to form unique 
  cartridges, or only one may be used. In Era 
  1, the black powder is poured directly into 
  the firearm. A flintlock pistol loaded with 
  cold-iron bullets and concealment 
  gunpowder is just as valid as a semi-auto 
  loaded with cartridges with the same 
  mixture.  
   
  For example, an adventurer might carry 
  regular, run-of-the-mill cartridges for her 
  magic rifle for everyday use and monster 
  slaying, but she might also keep a small 
  stash of anti-lycanthrope cartridges tipped 
  with silver bullets. At the same time, she 
  might also have a few specially-made 
  cartridges that combine adamantine bullets 
  and troll powder, her so-called “god-killers,” 
  giving her the option to attack heavily 
  resilient foes and impart massive damage on 
  creatures that routinely make livestock look 
  like mice.  
   
   
  
   Elves With Shotguns 18 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Black Powder  
  Level: 1 
  Category: Volatile 
  Time: 5 minutes 
  Component Cost: 1 gp 
  Market Price: 25 gp 
  Key Skill: Arcana or Thievery (no check) 
   
  Black powder is relatively easy to make 
  once you know the steps. Anyone who 
  wishes to make any of the other alchemical 
  powders for use in a firearm must first learn 
  how to make black powder.  
   
  Black Powder 
  Level 1 Common 
  This fine powder is the cornerstone of 
  firearms-based warfare.  
  Alchemical Item: Volatile  
  Properties 
   You make 1 gp of black powder, 
  which is typically enough for ten 
  shots. If spread out, it lightly covers 
  1 square.  
   If black powder takes fire, radiant, or 
  lightning damage, anything it is 
  touching acts as thought it took fire 
  and thunder damage.  The black 
  powder itself is destroyed 
   
  Black Powder Bomb 
  Level: 4 
  Category: Volatile 
  Time: 1 hour 
  Component Cost: See below 
  Market Price: 120 gp 
  Key Skill: Arcana or Thievery (no check) 
   
  Black powder was originally a simple 
  explosive. Before anyone thought to use it in 
  a ranged weapon as propellant, these one-
  pound explosives were the intended goal. 
  With a little clockwork engineering, they 
  became potent tools, too. More advanced 
  versions use better shells and detonators for 
  a bigger bang.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Black powder damage by itself doesn’t 
  really count as damage; it simply triggers 
  any effects that might occur due to fire or 
  thunder damage. In-game, black powder 
  would cause burns and discomfort, but 
  isn’t enough to really kill on its own. This 
  is to prevent players from buying or 
  making a lot of black powder, laying it 
  out, and just igniting the whole thing to 
  take out every minion on the field. Little 
  things like that can break a game. Like 
  cats that can kill commoners…  
   
  On the other hand, a barrel of the stuff 
  could be a hazard to avoid all on its own. 
  Fire or radiant damage might set it off and 
  cause an explosion not unlike a large 
  black powder bomb.  
   
  Suddenly, finding that stash of black 
  powder gets a lot more dangerous… 
   
  
   Elves With Shotguns 19 
   
  Black Powder Bomb 
  Level 4+ Common 
  Instead of focusing black powder’s energy 
  towards accelerating a bullet, this fist-sized 
  ceramic container contains a fuse and a 
  small amount of black powder and metal 
  pellets to create a devastating explosion.  
  Lvl 4  40 gp  
  Lvl 19  4,200 gp 
  Lvl 9  160 gp  
  Lvl 24  21,000 gp 
  Lvl 14  800 gp  
  Lvl 29  105,000 gp 
  Alchemical Item: Volatile  
  Special 
   You must know how to make black 
  powder before you can learn how to 
  make a black powder bomb.  
  Properties 
   When you create black powder 
  bomb, you designate its detonation 
  source. Once this choice is made, it 
  cannot be changed.  
  o Proximity: You flick a switch 
  as a free action. Beginning at 
  the start of your next turn, 
  any creature larger than 
  Small-size who enters within 
  close burst 1 of the bomb’s 
  square sets it off instantly.  
  o Fuse: You flick a switch as a 
  free action. The bomb goes 
  off at the beginning of your 
  next turn.  
   If a black powder bomb takes fire or 
  lightning damage equal to its level, it 
  goes off instantly.  
   You can throw the bomb as a 
  standard action.  
   Attack: Area burst 1, +7 vs. Reflex; 
  1d12 fire and thunder damage; Miss: 
  half damage on a miss; Critical Hit: 
  target is dazed.  
  Level 9: +12 vs Reflex, 2d12 
  fire and thunder 
  Level 14: +17 vs Reflex, 
  3d12 fire and thunder 
  Level 19: +22 vs Reflex, 
  4d12 fire and thunder 
  Level 24: +27 vs Reflex, 
  4d12 fire and thunder 
  Level 29: +32 vs Reflex, 
  5d12 fire and thunder 
   
  Concealment Powder 
  Level: 3 
  Category: Other 
  Time: 1 hour 
  Component Cost: 30 gp 
  Market Price: 50 gp 
  Key Skill: Arcana or Thievery (no check) 
   
  Concealment powder is much thicker than 
  regular gunpowder. It smells faintly like rust 
  and creates thick, black smoke.  
   
  Concealment Powder Level 3 Uncommon  
  This thick gunpowder does not burn as 
  cleanly as others, but the extra smoke offers 
  a brief advantage. 
  Alchemical Item 30 gp 
  Special: You must know how to make black 
  powder before you can learn how to make 
  concealment powder.  
  Property: When you use concealment 
  powder to launch a bullet, you create a zone 
  centered on you, close burst 1, until the 
  beginning of your next turn.  Anyone inside 
  has concealment, but creatures inside also 
  take a -2 penalty to attacks.   
   
  Drake Powder 
  Level: 4 
  Category: Volatile 
  Time: 1 hour 
  Component Cost: See below 
  Market Price: 80 gp 
  Key Skill: Arcana or Thievery (no check) 
   
  Drake powder burns differently from normal 
  black powder. It creates flames and isn’t as 
  energetic as other propellants. If it is stored 
  in a cartridge, said cartridges usually have a 
  very visible flame drawn on the surface.  
   
  
   Elves With Shotguns 20 
   
   
  Drake Powder 
  Level 1 Uncommon 
  This rust-colored gunpowder is an 
  alchemical mixture that explodes into a 
  small fireball.   
  Lvl 1  20 gp  
  Lvl 16  1,800 gp 
  Lvl 6  75 gp  
  Lvl 21  9,000 gp 
  Lvl 11  375 gp  
  Lvl 26  45,000 gp 
  Alchemical Item 
  Special 
   This powder is usable only with a 
  blunderbuss, pump-action shotgun, 
  shotgun, or dragon pistol.  
   You must know how to make black 
  powder before you can learn how to 
  make drake powder.  
  Property: When you use drake powder to 
  fire blunderbuss, shotgun, pump-action 
  shotgun, or dragon pistol, you take a -2 
  penalty to the firearm attack, but make a 
  secondary attack against all targets within 
  close blast 3.  
  Attack: Item’s level +3 vs. Reflex 
  Hit: 1d8 fire damage 
  Level 11 or 16: Item’s level +4 vs 
  Reflex, 2d8 fire damage 
  Level 21 or 26: item’s level +5 vs. 
  Reflex, 3d8 fire damage 
   
  Sunburst Powder 
  Level: 10 
  Category: Volatile 
  Time: 1 hour 
  Component Cost: See below 
  Market Price: 300 gp 
  Key Skill: Religion (no check) 
   
  This rare powder is typically held in 
  temples, usually within powder horns 
  emblazoned with a sunburst symbol.  
   
   
   
   
   
   
   
  Sunburst Powder  
  Level 10 Rare 
  Silvered dust mixed with this powder hides a 
  nasty surprise for undead creatures. 
  Alchemical Item 200 gp 
  Special: You must know how to make black 
  powder before you can learn how to make 
  sunburst powder.  
  Property: When you use sunburst powder to 
  fire a bullet, every creature within close 
  blast 3 acts as though exposed to radiant 
  damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Troll Powder 
  Level: 5 
  Category: Volatile 
  Time: 1 hour 
  Component Cost: See below 
  Market Price: 100 gp 
  Key Skill: Arcana or Thievery (no check) 
   
  Troll powder was discovered by accident 
  when an eager gunsmith created a batch of 
  black powder more powerful, yet more 
  dangerous, than the normal variety. Troll 
  powder is clearly marked since it can pose a 
  hazard to the shooter as well as the target.  
  Several of the items in this document 
  include a description similar to sunburst 
  powder. The creature acts as though it took 
  a certain amount of damage. Doesn’t this 
  mean the target TOOK that damage? Not 
  quite. If taking the specified damage would 
  trigger an effect, that’s what happens. For 
  example, sunburst powder makes creatures 
  in the area act as though they took radiant 
  damage. Certain undead vulnerable to 
  radiant energy would take that vulnerability 
  in damage, for example. A vampire would 
  lose the ability to regenerate for one round 
  and might also take some damage.  
  
   Elves With Shotguns 21 
   
   
  Troll Powder  
  Level 5 Common 
  A much more volatile and explosive type of 
  black powder, troll powder is designed to hit 
  harder than a troll’s hammer.  
  Alchemical Item 50 gp 
  Special: You must know how to make black 
  powder before you can learn how to make 
  troll powder.  
  Property: When you fire a firearm with troll 
  powder, you can score a critical hit between 
  18-20, but if you roll between 1-5 when 
  using troll powder, the powder explodes 
  catastrophically and deals the firearm’s [W] 
  damage to you. You cannot negate this 
  damage in any way. Your firearm is 
  unusable until you take two move actions to 
  clean out the exploded bullet. This requires a 
  gun-cleaning kit and two hands.  
   
  Bullets and firearms changed the battlefield, 
  but spellcasters found a way to take some of 
  that advantage away.  
   
  Anti-Projectile Armor  
  Level 3+ Common 
  Made from alternating layers of various 
  materials, this armor is designed to stop 
  high-velocity projectiles. The enchantment 
  that warps ranged attacks is nice, too.  
  Lvl 3  +1  680 gp  
  Lvl 18  +4  85,000 gp 
  Lvl 8  +2  3,400 gp  Lvl 23  +5  425,000 gp 
  Lvl 13  +3  17,000 gp  Lvl 28  +6  2,125,000 gp 
  Armor: Any  
  Enhancement Bonus: AC 
  Power (Encounter) – Minor Action 
  Until the beginning of your next turn, you 
  gain +2 AC and Reflex and Resist 5 against 
  ranged attacks.  
  Level 13 or 18: Resist 10  
  Level 23 or 28: Resist 15  
   
   
   
  A magical firearm is a newer invention in 
  modern fantasy, but this section provides 
  more than a few unique magical properties 
  to make one revolver different from another. 
  The following new magic item properties 
  can be applied to firearms in Era 2 or 3.  
   
  Dwarven Firearm 
  Level 1+ Uncommon 
  This weapon is rugged and reinforced to 
  deliver devastating shots and hammering 
  blows.  
  Lvl 1  +1  360 gp  
  Lvl 16  +4  45,000 gp 
  Lvl 6  +2  1,800 gp  Lvl 21  +5  225,000 gp 
  Lvl 11  +3  9,000 gp  Lvl 26  +6  1,125,000 gp 
  Weapon: One-handed firearms 
  Enhancement: attack rolls and damage rolls 
  Critical: +Con modifier per plus 
  Property: You can use the firearm as a 
  melee weapon with a +2 proficiency bonus 
  that deals 1d8 damage. It counts as a 
  hammer for the purpose of class features, 
  feats, or powers that require hammers. The 
  firearm’s enhancement bonus applies to 
  melee attack and damage.   
  Power (Daily) – Free action 
  Trigger: You score a critical hit with 
  this firearm.  
   
  Effect: The target is pushed 1 square.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 22 
   
  Eladrin Firearm 
  Level +1 Uncommon  
  The barrel on this firearm ends in a tapered 
  blade as sharp and dangerous as any 
  eladrin weapon.  
  Lvl 1  +1  360 gp  
  Lvl 16  +4  45,000 gp 
  Lvl 6  +2  1,800 gp  Lvl 21  +5  225,000 gp 
  Lvl 11  +3  9,000 gp  Lvl 26  +6  1,125,000 gp 
  Weapon: Two-handed firearms 
  Enhancement: attack rolls and damage rolls 
  Critical: +Int modifier per plus 
  Property: You can use the firearm as a 
  melee weapon with a +2 proficiency bonus 
  that deals 1d10 damage. It counts as a 
  polearm for the purpose of class features, 
  feats, or powers that require polearms. The 
  firearm’s enhancement bonus applies to 
  melee attack and damage.   
  Power (Daily) – Immediate Reaction 
  Trigger: You hit an enemy with a 
  ranged attack using this firearm.  
  Effect: You teleport a number of 
  squares equal to the weapon’s 
  enhancement bonus.  
   
   
   
   
  Elven Firearm 
  Level 1+ Uncommon 
  Sleek and inlaid with mithral, this delicate-
  looking firearm is a favorite anyone who 
  appreciates keeping a blade ready.  
  Lvl 1  +1  360 gp  
  Lvl 16  +4  45,000 gp 
  Lvl 6  +2  1,800 gp  Lvl 21  +5  225,000 gp 
  Lvl 11  +3  9,000 gp  Lvl 26  +6  1,125,000 gp 
  Weapon: One-handed firearms 
  Enhancement: attack rolls and damage rolls 
  Critical: +Dex modifier per plus 
  Property: You can use the firearm as a 
  melee weapon with a +3 proficiency bonus 
  that deals 1d4 damage. It counts as a light 
  blade for the purpose of class features, feats, 
  or powers that require light blades. The 
  firearm’s enhancement bonus applies to 
  melee attack and damage.   
  Power (Daily) – Immediate Reaction 
  Trigger: You make an attack that 
  would normally target AC.  
  Effect: You target Reflex instead.  
   
  Mage’s Gun 
   Level 10+ Rare 
  Burning runes adorn this intricate handgun.  
  Lvl 10  +2  5,000 gp Lvl 25  +5  625,000 gp 
  Lvl 15  +3  25,000 gp Lvl 30  +6  3,125,000 gp 
  Lvl 20  +4  125,000 gp 
   
   
   
  Weapon: One-handed firearms 
  Enhancement: attack rolls and damage rolls 
  Critical: +1d6 per plus 
  Property: This firearm may be used an 
  arcane implement for powers, feats, and 
  features that require a wand or dagger.  
  Power (Daily) – Immediate Reaction 
  Prerequisite: This firearm must be 
  loaded with at least one bullet.  
  Trigger: You make an arcane attack 
  against Reflex, Fortitude, or Will.  
  Effect: By firing a bullet, the attack 
  instead targets AC and gains a bonus 
  to the attack equal to your Dexterity 
  modifier plus the gun’s proficiency 
  bonus. The target also takes the 
  gun’s [W] plus its enhancement 
  bonus damage on a hit in addition to 
  any of the arcane power’s other 
  effects.   
  The idea to put a knife or some other 
  melee weapon on the tip of a firearm is 
  not new. Soldiers affixed daggers to the 
  fronts of their rifles and muskets for a 
  long time. Such an approach, though, 
  meant that any soldier who could afford 
  a magical weapon had to choose which 
  to enchant. However, the eladrin, 
  seeking elegance and simplicity, decided 
  on a magical approach to the problem. 
  The first eladrin firearms were single-
  shot rifles enchanted so whatever magic 
  coursed through the gun would transfer 
  to the pike at the end. The dwarves and 
  the elves later applied similar techniques 
  to their own firearms, creating what are 
  now called dwarven and elven firearms.  
  
   Elves With Shotguns 23 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Necromancer Pistol 
  Level 10+ Rare 
  The handle on this handgun looks like it’s 
  made out of bone, and the barrel is blood-
  red steel.  
  Lvl 10  +2  5,000 gp Lvl 25  +5  625,000 gp 
  Lvl 15  +3  25,000 gp Lvl 30  +6  3,125,000 gp 
  Lvl 20  +4  125,000 gp 
   
   
   
  Weapon: One-handed firearms 
  Enhancement: attack rolls and damage rolls 
  Critical: +1d6 necrotic per plus 
  Property 
   Whenever you kill a non-minion 
  creature, this pistol gains a bonus 
  equal to its enhancement bonus to 
  the next attack it makes.   
  Power (Encounter) – Immediate Reaction 
  Trigger: You kill or bloody a non-
  minion creature with this pistol.  
  Effect: You regain hit points equal to 
  the damage you dealt plus this 
  weapon’s enhancement bonus.  
   
  Pact Gun 
  Level 1+ Uncommon 
  The runes carved into the barrel of this 
  weapon crackle with power when the 
  wielder is wounded.  
  Lvl 1  +1  360 gp  
  Lvl 16  +4  45,000 gp 
  Lvl 6  +2  1,800 gp  Lvl 21  +5  225,000 gp 
  Lvl 11  +3  9,000 gp  Lvl 26  +6  1,125,000 gp 
  Weapon: One-handed firearms 
  Enhancement: attack rolls and damage rolls 
  Critical: +1d6 per plus 
  Property 
  This firearm functions as a warlock 
  implement, but do not add its proficiency 
  bonus to attacks when used as an arcane 
  implement.     
  Power (Encounter) – Immediate Reaction 
  Trigger: A creature marked by your 
  Warlock’s Curse hits you.   
  Effect: Make a ranged basic attack 
  with this weapon as an immediate 
  reaction against your Warlock’s 
  Curse target.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Nine magic weapon properties might not 
  seem like a lot, but these are only to 
  supplement the magic weapons already 
  available in the Player’s Handbook, and 
  Adventurer’s Vault. These weapons are 
  designed to give guns a unique feel, not 
  show the full spectrum of firearms 
  enchantment.  
   
  Many magic weapon properties in the 
  core books are perfectly suitable for 
  firearms. A thundering shotgun, for 
  example, is just as believable as a vicious 
  revolver or even a dragonslayer rifle. A 
  point-blank pistol would be a much 
  sought-after weapon, too. Most weapon 
  properties applicable to crossbows might 
  also work for firearms at the GM’s 
  discretion.  
   
  
   Elves With Shotguns 24 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Priest’s Firearm 
  Level 3+ Common 
  Emblazoned with the signs of order, this 
  weapon is turns pesky undead into 
  dissipating clouds of golden light.   
  Lvl 3  +1  680 gp  
  Lvl 18  +4  85,000 gp 
  Lvl 8  +2  3,400 gp  Lvl 23  +5  425,000 gp 
  Lvl 13  +3  17,000 gp  Lvl 28  +6  2,125,000 gp 
  Weapon: Dragon pistol, pump-action 
  shotgun, or shotgun 
  Enhancement: attack rolls and damage rolls 
  Critical: +1d6 radiant per plus, +1d10 
  radiant per plus against undead 
  Property 
   This firearm deals 5 extra damage 
  against undead.  
  o Level 13 or 18: 10 extra 
  damage against undead 
  o Level 23 or 28: 15 extra 
  damage against undead 
  Power (Daily) – Free Action 
  Trigger: You kill an undead creature.  
  Effect: This firearm’s next attack 
  deals radiant damage.   
   
  Titan’s Firearm 
  Level 3+ Rare  
  Heavy and bulky, only the mightiest heroes 
  can even hope to use this weapon.  
  Lvl 3  +1  680 gp  
  Lvl 18  +4  85,000 gp 
  Lvl 8  +2  3,400 gp  Lvl 23  +5  425,000 gp 
  Lvl 13  +3  17,000 gp  Lvl 28  +6  2,125,000 gp 
  Weapon: Any one-handed firearm 
  Enhancement: attack rolls and damage rolls 
  Critical: +1d10 per plus 
  Property 
   Anyone with a Strength score lower 
  than 18 takes a -2 penalty to use this 
  firearm.  
   Anyone with a Strength score equal 
  to or greater than 18 uses Strength 
  instead of Dexterity for basic attacks 
  and damage with this weapon.  
  Power (Daily) – Free Action 
  Trigger: You score a critical hit with 
  this firearm.  
  Effect: The target is pushed a number 
  of squares equal to this weapon’s 
  enhancement bonus.  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Titans did not create the first titan 
  firearms. In fact, that honor goes to a 
  band of orcs. Lacking the technical know-
  how to build firearms, they often pillaged 
  nearby villages and assaulted travelers for 
  their weapons and equipment. The orc 
  chief, being quite fond of a dwarfgun he 
  stole, had his shamans enchant it so his 
  weaker enemies would not be able to use 
  it. When the chief was slain during a raid 
  on a dwarven caravan, the victorious 
  dwarves recovered the firearm and falsely 
  concluded it must have belonged to a titan 
  of some sort. The enchantment was 
  copied and titan’s firearms are now well-
  known. The orc chief’s name? Not so 
  much.  
   
  
   Elves With Shotguns 25 
   
  Witch Hunter’s Gun 
  Level 3+ Uncommon 
  Made from living wood, animal totems, and 
  other charms, this gun renders spellcasters 
  unable to sustain the simplest spells.  
  Lvl 3  +1  680 gp  
  Lvl 18  +4  85,000 gp 
  Lvl 8  +2  3,400 gp  Lvl 23  +5  425,000 gp 
  Lvl 13  +3  17,000 gp  Lvl 28  +6  2,125,000 gp 
  Weapon: Firearm 
  Enhancement: attack rolls and damage rolls 
  Critical: +1d6 per plus 
  Property 
  A target hit with this firearm cannot create 
  zone effects until the beginning of the 
  shooter’s next turn. Any active zones that 
  must be sustained have their sustain action 
  increased by one until the end of the 
  encounter. For example, a zone that would 
  normally take a minor action to sustain 
  would instead take a move action. The effect 
  is cumulative from multiple impacts until 
  the sustaining action becomes a standard 
  action.  
  Power (Daily) – Free Action 
  Use this power when you hit with the 
  weapon. The attack deals an extra 1d4 
  damage. If the target can use wand, dagger, 
  staff, orb, rod, or tome implements, the 
  attack deals an extra 1d20 damage instead. 
  Level 13 or 18: 2d4 damage. 
  Level 23 or 28: 3d4 damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An astute reader will note that many of 
  the items here have their basis in 
  popular culture. The dwarven firearm 
  enchantment, for example, would give 
  you a gun not unlike Hellboy’s bashing 
  revolver, the Samaritan. The priest’s 
  firearm grants the classic zombie-
  killing weapon, the shotgun, a little 
  D&D twist. Even later items like salt 
  rounds and the cloak of armory cloak 
  are obvious call-backs to Supernatural 
  and The Matrix, respectably.  
   
  Some of these items also have real-
  world parallels. Drake powder, for 
  example, is similar to real-life shotgun 
  ammunition called dragon rounds that 
  launch fire. Even the anti-projectile 
  armor enchantment is based on real-
  life bullet-resistant materials: use 
  alternating layers of different materials 
  to deflect bullets. Of course, the armor 
  in this book has a magical deflection 
  field, too.  
   
   
   
   
  
   Elves With Shotguns 26 
   
  Magical bullets can be created like other 
  magical ammunition. As outlined in the 
  Alchemy section, these bullets can be 
  combined with exotic black powders to 
  create unique effects.  
   
  Adamantine Ammunition  
  Level 8+ Rare 
  This dark metallic bullet can pierce even a 
  dragon’s thick hide.  
  Lvl 8  +2 125 gp 
  Lvl 18  +4 3,400 gp 
  Lvl 13  +3 650 gp 
  Lvl 23  +5 17,000 gp 
   
   
   
  Lvl 28  +6 85,000 gp 
  Ammunition: Any  
  Enhancement: Attack rolls and damage 
  rolls 
  Property: Adamantine ammunition acts as 
  though it deals 5 more points of damage for 
  the purpose of bypassing resistance.   
   
  Level 13: 10 more points of damage.   
   
  Level 18: 15 more points of damage.   
  Level 23: 20 more points of damage.   
  Level 28: 25 more points of damage.   
   
  Blessed Ammunition 
  Level 2+ Common 
  This ammunition is forged in blessed fires 
  and cooled in holy water.  
  Lvl 2  +1  25 gp  
  Lvl 17  +4  2,600 gp 
  Lvl 7  +2  100 gp  
  Lvl 22  +5  13,000 gp 
  Lvl 12  +3  500 gp  
  Lvl 27  +6  65,000 gp 
  Ammunition: Any  
  Enhancement: Attack rolls and damage 
  rolls 
  Property: Blessed ammunition grant a +1 
  bonus against undead creatures.  
  Level 12 or 17: +2 bonus against 
  undead creatures.  
  Level 22 or 27: +3 bonus against 
  undead creatures  
   
   
   
   
   
   
  Cold Iron Ammunition 
  Level 2+ Uncommon 
  Though appearing dull and unpolished, this 
  ammunition is the bane of fey everywhere.  
  Lvl 2  +1  25 gp  
  Lvl 17  +4  2,600 gp 
  Lvl 7  +2  100 gp  
  Lvl 22  +5  13,000 gp 
  Lvl 12  +3  500 gp  
  Lvl 27  +6  65,000 gp 
  Ammunition: Any  
  Enhancement: Attack rolls and damage 
  rolls 
  Property: On a hit, creatures with the fey 
  keyword take ongoing 5 damage (save 
  ends). 
  Level 12 or 17: Ongoing 10 damage 
  (save ends) 
  Level 22 or 27: Ongoing 15 damage 
  (save ends) 
   
  Golden Ammunition 
  Level 2+ Rare 
  Immortal creatures often have little to fear, 
  but this golden ammunition imbued with 
  chaotic energy gives them pause.  
  Lvl 2  +1  25 gp  
  Lvl 17  +4  2,600 gp 
  Lvl 7  +2  100 gp  
  Lvl 22  +5  13,000 gp 
  Lvl 12  +3  500 gp  
  Lvl 27  +6  65,000 gp 
  Ammunition: Any  
  Enhancement: Attack rolls and damage 
  rolls 
  Property: On a hit, creatures with the 
  immortal keyword take ongoing 5 damage 
  (save ends). 
  Level 12 or 17: Ongoing 10 damage 
  (save ends) 
  Level 22 or 26: Ongoing 15 damage 
  (save ends) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 27 
   
  Prayer Bead Bullets  
  Level 2+ Uncommon 
  These seemingly ornamental beads are 
  inscribed with prayers to the gods and are 
  specially prepared to cause damage to the 
  enemies of divinity: the elementals.  
  Lvl 3  +1  30 gp  
  Lvl 18  +4  3,400 gp 
  Lvl 8  +2  125 gp  
  Lvl 23  +5  17,000 gp 
  Lvl 13  +3  650 gp  
  Lvl 28  +6  85,000 gp 
  Ammunition: Bullet 
  Property 
   This ammunition may only be used 
  in a blunderbuss, pump-action 
  shotgun, shotgun, or dragon pistol.  
   On a hit, creatures with the elemental 
  keyword take ongoing 5 damage 
  (save ends). 
  o Level 13 or 18: Ongoing 10 
  damage 
  o Level 23 or 28: Ongoing 15 
  damage 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Salt Round 
  Level 5+ Uncommon 
  Rock salt shaped into bullets forces ghostly 
  creatures to become solid again, if only for 
  a moment. However, salt is not as effective 
  against other beings.  
  Lvl 5  +1  50 gp  
  Lvl 20  +4  5,000 gp 
  Lvl 10  +2  200 gp  
  Lvl 25  +5  25,000 gp 
  Lvl 15  +3  1,000 gp  
  Lvl 30  +6  125,000 gp 
  Ammunition: Bullet  
  Property 
   This ammunition can only be used in 
  a blunderbuss, dragon pistol, 
  shotgun, or pump-action shotgun.  
   Insubstantial creatures take full 
  damage (not half damage) from salt 
  rounds.  
   Non-insubstantial targets take only 
  half damage from salt rounds.  
   On a critical hit, an insubstantial 
  creature becomes substantial until 
  the beginning of the shooter’s next 
  turn.   
   
  Shiftbane Ammunition 
  Level 2+ Rare 
  The bane of werewolves and other 
  shapeshifters, shiftbane ammunition is 
  expensive but worth the cost.  
  Lvl 2  +1  25 gp  
  Lvl 17  +4  2,600 gp 
  Lvl 7  +2  100 gp  
  Lvl 22  +5  13,000 gp 
  Lvl 12  +3  500 gp  
  Lvl 27  +6  65,000 gp 
  Ammunition: Any  
  Property 
   The target is immune to powers with 
  the polymorph keyword until the 
  beginning of the shooter’s next turn.  
   This ammunition counts as a silvered 
  weapon. 
   On a hit, creatures with the 
  shapechanger keyword take ongoing 
  5 damage (save ends). 
  o Level 12 or 17: Ongoing 10 
  damage (save ends) 
  o Level 22 or 27: Ongoing 15 
  damage (save ends) 
   
  At first, the choice to fill a firearm with 
  prayer beads, a religious icon in many 
  faiths, might seem blasphemous. 
  However, one story claims that priests to a 
  god of order (different versions list 
  different gods) were besieged by 
  elemental cultists. With only a small set of 
  hunting firearms at their disposal, they 
  used anything and everything they could 
  find to load their weapons. Some say their 
  deity blessed the prayer beads one 
  desperate priest stuffed into an old 
  blunderbuss. Whatever the case, the 
  priests later developed the first true prayer 
  bead bullets and freely gave them to 
  enemies of the elementals. Though not 
  true prayer beads, the finished 
  ammunition does bear a resemblance.  
  
   Elves With Shotguns 28 
   
  A totem is the implement of nature. It would 
  seem that such tools would have little to do 
  with firearms, but the primal spirits have a 
  lot to say about this new technology and the 
  power it grants mere mortals.  
   
  Nature’s Vengeance 
  Level 4+ Uncommon 
  Primal spirits see the encroachment of 
  firearms and want to make sure the natural 
  world remains untouched by the weapons of 
  technology. This totem is a piece of dense 
  wood topped with a loadstone.  
  Lvl 4  +1  840 gp  
  Lvl 19  +4  105,000 gp 
  Lvl 9  +2  4,200 gp  
  Lvl 24  +5  525,000 gp 
  Lvl 14  +3  21,000 gp  Lvl 29  +6  2,625,000 
  gp 
  Implement: Totem  
  Enhancement: Attack rolls and damage 
  rolls 
  Critical: +1d6 per plus 
  Property: Anyone within 2 squares of you 
  attacking with a firearm takes a -2 penalty to 
  the attack. You can turn this property on an 
  off as a minor action.  
  Power (Daily) – Standard Action 
  Target: Anyone wielding a firearm 
  Attack: Close burst 3, Wisdom + 
  enhancement bonus vs. Will 
  Hit: The target takes a -2 penalty to 
  attacks and is weakened (save ends 
  both) 
  Miss: The target takes a -2 penalty to 
  attacks until the beginning of your 
  next turn.  
   
  A set of gloves should do more than look 
  good. For many adventurers, gloves are a 
  great way to hide items or otherwise 
  enhance their abilities.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Duelist’s Gloves  
  Level 11+ Rare  
  With a flick of the wrist, a ghostly firearm 
  appears.  
  Lvl 11  9,000 gp  
  Lvl 21  225,000 gp 
  Lvl 16  45,000 gp 
  Lvl 26  1,125,000 gp 
  Hands Slot  
  Property: As a minor action, these gloves 
  summon one +3 revolver that can be 
  dismissed with another minor action. The 
  revolver disappears if it moves more than 2 
  squares from the gloves. The revolver does 
  not make its own ammunition and must be 
  loaded by the shooter before being 
  dismissed so it can be fully loaded when it is 
  summoned again.    
  Level 16: +4 revolver 
  Level 21: +5 revolver 
  Level 26: +6 revolver 
  Special: In Era 1, this item summons a 
  pistol of the appropriate level instead of a 
  revolver.  
  
   Elves With Shotguns 29 
   
  A good set of eyes is a great asset to any 
  ranged warrior. With firearms and the 
  increased range they bring to combat, this 
  has never been truer.  
   
  Sniper’s Goggles 
  Level 5+ Uncommon 
  These opaque lenses seem to block sight, but 
  they grant the wearer an uncanny ability to 
  hit a target.  
  Lvl 5  1,000 gp  
  Lvl 20  125,000 gp 
  Lvl 10  5,000 gp  
  Lvl 25  625,000 gp 
  Lvl 15  25,000 gp  
  Lvl 30  3,125,000 gp 
  Head Slot 
  Property: Gain +1 power bonus to 
  Perception.  
  Level 10: +2 power bonus to 
  Perception. 
  Level 15: +3 power bonus to 
  Perception. 
  Level 20: +4 power bonus to 
  Perception. 
  Level 25: +5 power bonus to 
  Perception. 
  Level 30: +6 power bonus to 
  Perception. 
  Power (Encounter) – Free Action 
  Effect: Add Your Wisdom modifier 
  to the next ranged attack you make.  
  Power (Daily) – Minor Action 
  Effect: Gain darkvision until the 
  beginning of your next turn.  
  Sustain Move: You can maintain the 
  power a maximum of five minutes.    
   
   
   
   
   
   
   
   
   
   
  Amulets, cloaks, and similar items offer 
  protection. Some items, though, offer a little 
  more with some magical help.  
   
  Armory Cloak 
  Level 6+ Rare 
  This long cloak is thick and unassuming… 
  until you dramatically reach for the armory 
  hidden inside.  
  Lvl 6  +2  1,800 gp  
  Lvl 26  +6  1,125,000 
  gp 
  Lvl 11  +3  9,000 gp  
  Lvl 21  +5  225,000 gp 
  Lvl 16  +4  45,000 gp  
  Neck Slot 
  Enhancement Bonus: Fortitude, Reflex, 
  and Will 
  Property:  
   The owner must spend at least one 
  hour wearing the coat before the 
  magical properties may be used by 
  him or her. The cloak has a single 
  user at a time. If someone else 
  becomes attuned to it, the original 
  wearer must re-attune with it.  
   The owner can store up to eight one-
  handed weapons within this cloak. 
  You can instead store one two-
  handed weapon at the cost of two 
  one-handed weapon slots, storing up 
  to four two-handed weapons instead. 
  Once you are attuned to the cloak’s 
  magic, you may draw weapons 
  normally.  
   The coat’s weight remains constant 
  at 2 pounds.  
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 30 
   
  Waits items typically provide protection of 
  some sort. A gunslinger, though, is typically 
  more concerned with ammunition.  
   
  Gunfighter’s Belt 
  Level 8+ Common 
  This dull leather belt has studs that almost 
  resemble bullets… 
  Waist Slot 3,400 gp 
  Property:  
   This belt acts like a bandolier that 
  can hold ammunition of any size. In 
  addition, it can store 6 magazines of 
  any size. Only the person wearing 
  the belt can draw this ammunition.  
  Power (Daily): Minor action 
  If the belt holds the appropriate ammunition, 
  you can reload one firearm you are holding.  
   
  Wondrous items are a catch-all term for any 
  number of knickknacks and oddities that can 
  help an adventurer in the field.  
   
  Portable Forge  
  Level 8 Rare 
  This set of casts, weights, and carefully 
  calibrated equipment weigh as much as 
  plate armor, but they allow you to make the 
  kind of ammunition a masker marksman 
  desires.  
  Wondrous Item 3,400 gp 
  Property: While using this equipment, you 
  can create magical bullets and magical 
  firearms of your level +2 if you know the 
  Enchant Magic Item ritual or have a scroll. 
  You can also make alchemical black powder 
  items of your level +2 if you know the 
  formulas. These items, regardless of level, 
  take half the time to make.  
   
   
   
   
  Powder Horn of Plenty 
  Level 4+ Rare 
  Adorned with gold leaf and supple leather, 
  this horn is a boon to those who travel for 
  days outside civilization.  
  Lvl 4  840 gp  
  Wondrous Item  
  Property: After an extended rest, this horn 
  creates 20 non-magical cartridges of a type 
  determined at the time of its creation. Any 
  cartridges not used by the time of another 
  extended rest disappear. These cartridges 
  cannot be disassembled for parts or they 
  disappear.  
  Special: For Era 1, this item can instead 
  create enough bullets and enough black 
  powder to fire ten shots.   
   
  A tattoo is a special reminder of good times, 
  bad times, or decisions best forgotten. This 
  tattoo, however, has a more cunning 
  purpose.  
   
  Crossed Pistols Tattoo 
  Level 11 Rare  
  An image of two ancient dueling pistols 
  grants wearers the ability quickly retaliate 
  against those who wrong them.  
  Wondrous Item 9,000 gp 
  Power (Daily) – Immediate Reaction 
  Trigger: You are bloodied by an 
  attack. 
  Effect: Make a ranged basic attack 
  against the creature that bloodied 
  you. You do not provoke an 
  opportunity attack. If you use a 
  pistol, you gain a +2 on the attack. 
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 31 
   
  Even though they are new, firearms are not 
  above counting a handful of artifacts among 
  their lot. The Acolyte’s Regalia is made up 
  of three artifacts suitable for multiple tiers of 
  play 
   
  When a group of demons found a portal into 
  the world, they overran a village near the 
  southernmost mountains. The beasts 
  ravaged the land and eventually 
  congregated near a dwarven temple. The 
  priests inside asked for guidance and help. 
  They fought against the demons through the 
  night, but their efforts were in vain. They 
  were killed and the temple desecrated… 
   
  Except for one acolyte. 
   
  The Acolyte, his name long forgotten, had 
  no real weapons training. It’s not even 
  certain if he was a dwarf. He had been out 
  on pilgrimage and was on his way back 
  when his brothers and sisters were slain. He 
  knew a few prayers and was not good with 
  armor or weapons, but he was good with 
  alchemy. The acolyte fashioned what we 
  would today call a crude firearm. He used 
  the remains of holy symbols and weapons to 
  craft his ammunition and equipment. It was 
  not much, but his faith let him go forth and 
  try to warn the villages of the demonic 
  horde.  
   
  No one is quite sure what happened during 
  the battle, but the demons were stopped. All 
  anyone knows is that the Acolyte walked into 
  a village, demon blood covering his crude 
  armor, and he told his tale before dying of 
  his wounds. His pistol was lost, as was his 
  bandolier and the single bullet he had left.  
   
  Over the years, some have claimed to have 
  wielded the Acolyte’s weapons. The truth of 
  these tales is questionable, but it hasn’t 
  stopped some from looking… 
   
  The Acolyte’s Bandolier is appropriate for 
  mid-heroic-level characters.  
   
  Acolyte’s Bandolier  
  Heroic Level 
  Most would dismiss the beaten leather belt 
  as nothing more than a used bandolier, but 
  a keen eye would find the metal parts are 
  fashioned from holy symbols.  
  Artifact: Wondrous Item 
  Property 
   You gain a +1 bonus to saving 
  throws.  
   You gain +2 to Arcana and 
  Endurance checks.  
   The Acolyte’s Bandolier can hold 30 
  pieces of firearms ammunition. It 
  resizes itself to fit individual bullets 
  or cartridges.  
  Power (Encounter) – Minor Action: Any 
  allies holding firearms have their weapons 
  reloaded from ammunition in the Bandolier. 
  Even if the ammunition was not originally 
  meant for that firearm (shotgun cartridges 
  for pistols, for example), the ammunition is 
  still used up and transforms into an 
  appropriate type for your allies’ weapons.  
   
  Acolyte’s Bandolier Lore 
   
  History or Religion DC 16: The 
  Bandolier once belonged to a pilgrim who 
  gave his life to defend a village from 
  marauding elementals. It seeks to create 
  order and shield those who champion that 
  ideal.  
   
  History or Religion DC 21: The 
  Acolyte, though his name is now forgotten, 
  was a promising alchemist. His 
  resourcefulness and willingness to do battle 
  are traits the Bandolier now looks for in an 
  owner.  
   
   
  
   Elves With Shotguns 32 
   
  Goals of the Acolyte’s Bandolier 
   Slay the primordial forces 
  threatening the world.  
   Aid gunfighters in becoming 
  renowned.  
   Defend its owner.  
   
  Roleplaying the Acolyte’s Bandolier 
  The Acolyte’s Bandolier doesn’t verbally 
  communicate with its wearer. It sends subtle 
  emotional messages through telepathy. It 
  wants to be used. It demands it be kept full 
  at all times. It courses with satisfaction when 
  elementals are slain, but it is not 
  bloodthirsty. If anything, it acts like a pushy 
  though determined servant, but it knows its 
  power and its role.  
   
  CONCORDANCE 
  Starting Score  
  5 
  Owner gains a level 
  +1d10 
  Owner slays an elemental  
  +2 
   
  (max 1/day)  
   
  Owner kills with a firearm in combat +1 
  Owner slays a divine servant 
  -2 
  Owner willingly aids an elemental 
  -2 
   
  Pleased (16-20) 
  “I know what I have to do. I have the tools 
  to defeat the primordials.”  
  The Bandolier is fully committed to 
  helping its owner. It trusts him or her 
  completely. In fact, the Bandolier is willing 
  to listen to suggestions at this point. It shows 
  a sense of humor and laughs, if mentally, at 
  jokes or other funny situations. While it 
  doesn’t display sadistic joy in killing 
  elementals, it does show extreme 
  satisfaction.  
   
  Property: The Bandolier’s bonus to Arcana 
  and Endurance increase to +4. 
  Property: The Bandolier’s wearer regains 
  2d8 hit points whenever he or she spends a 
  healing surge.  
  Power (Daily) – Minor Action: Gain a +4 
  bonus to all defenses until the beginning of 
  your next turn.  
   
  Satisfied (12-15) 
  “Something stirs within the bandolier. It 
  wants to keep going.” 
  The Bandolier is more than willing 
  to help out. It knows its owner is of the 
  proper mindset to fight the primordials and 
  their servants. To this end, the Bandolier 
  starts urging its owner to take more risks and 
  keep going.  
   
  Property: The Bandolier’s bonus to Arcana 
  and Endurance increase to +3. 
  Power (Encounter * Healing) – Minor 
  Action: You or one ally you can see can 
  spend a healing surge.  
   
  Normal (5-11) 
  “This belt is quite handy…” 
  The Acolyte’s Bandolier doesn’t act 
  or direct its user much at first. It wants to 
  know its new owner is committed to the 
  fight. The Bandolier is cautious.  
   
  Unsatisfied (1-4) 
  “Okay, this thing feels a little tight. And I 
  think it’s growling at me.”  
  Whether the Bandolier’s owner is 
  helping elementals or not taking the 
  Bandolier seriously, things are not looking 
  well. The Bandolier may in fact try to find 
  another person willing to use it.  
   
  Property: The Bandolier only holds 20 
  pieces of ammunition.  
  Property: You take a -2 penalty to Arcana 
  and Endurance checks whether you are 
  wearing the Bandolier or not.  
  Property: The bonus to saving throws is 
  negated.  
   
   
   
  
   Elves With Shotguns 33 
   
  Angered (0 or lower) 
  “I swear I put new bullets in this thing.” 
  You ignored the Bandolier, slew a 
  great servant of a primal power, pretty much 
  angered the essence that created this artifact. 
  The Bandolier will refuse to communicate 
  with its owner until Concordance improves.  
   
  Property: Your ammunition, whether stored 
  on the Bandolier or not, may vanish when 
  you try to load a firearm with it. When 
  loading a piece of ammunition into a 
  firearm, roll a d6. On a roll of 1, the 
  ammunition is simply not there.  
  Property: You take a -4 penalty to Arcana 
  and Endurance checks whether you are 
  wearing the Bandolier or not.  
  Property: You take a -2 penalty to saving 
  throws checks whether you are wearing the 
  Bandolier or not.  
   
  Moving On 
  “Others will need this aid.”  
   
  The Acolyte’s Bandolier knows it 
  can help others in the fight against the 
  elementals. If it is at least satisfied, the next 
  time the owner gains a level, the Acolyte’s 
  Bandolier simply vanishes. If the owner 
  willingly gives the artifact to someone else 
  who may use it elsewhere, the Bandolier 
  leaves behind a gunfighter’s belt (see 
  Chapter 2: Magic Items) filled with 30 
  adamantine bullets of a level no higher than 
  the owner’s level. These may be a 
  combination of different calibers for 
  different firearms.  
   
  If unsatisfied or worse, the Bandolier 
  leaves the owner with a permanent -2 
  penalty to Initiative.  
    
   
   
   
   
   
   
  The Acolyte’s Bullet is appropriate for 
  paragon-level characters.  
   
  Acolyte’s Bullet   
  Paragon Level 
  This single bullet has no casing and seems 
  to be made from some unknown, almost 
  bluish metal. It does, however, smell like 
  blood and black powder. And it won’t break. 
  Ever.  
  Artifact: Ammunition 
  Special: The Acolyte’s Bullet has no casing 
  or powder of its own. It resizes itself to 
  whatever firearm it’s used in. For firearms 
  that use cartridges, it must be loaded into a 
  cartridge to be effective.  
  Property 
   The Acolyte’s Bullet ignores 10 
  points of resistance.  
   Owner gains a +2 bonus to monster 
  knowledge checks against creatures 
  with the elemental keyword.  
   After it is fired and strikes, the Bullet 
  disappears, then reappears in the 
  shooter’s possession after a short 
  rest.   
  Power (Daily) – Free Action: The next 
  attack with the Acolyte’s Bullet gains 
  combat advantage and, on a hit, the target 
  takes 10 ongoing damage (save ends).  
   
  Acolyte’s Bullet Lore 
   
  History or Religion DC 22: This 
  bullet was hand-crafted by the Acolyte using 
  a mixture of materials he found within a 
  temple. It contains parts of one former holy 
  symbol and some adamantine.  
   
  History or Religion DC 27: The 
  Acolyte’s Bullet is more than just steel. It is 
  blessed by the powers of order and law and 
  made from a unique combination of 
  adamantine, iron, and one metal even 
  dwarven smiths cannot identify.  
   
   
   
  
   Elves With Shotguns 34 
   
  Goals of the Acolyte’s Bullet 
   Slay the divine and primordial forces 
  threatening the world.  
   Be used in flashy displays of true 
  gunfighting skill.  
   Show off.  
   
  Roleplaying the Acolyte’s Bullet 
  The Bullet speaks Supernal. It is eager and 
  willing to be used, often proposing courses 
  of action that will allow the bearer to come 
  into contact with elemental creatures. It’s 
  not dumb, but it knows it cannot die, so it 
  will always have someone to use it.  
   
  CONCORDANCE 
  Owner gains a level 
  +1d10 
  Owner slays an elemental  
  +2 
   
  (max 1/day)  
   
  Owner kills with the bullet 
  +1 
  Owner slays a servant of  
  -2 
   
  primal power 
   
  Owner willingly aids an elemental 
  -2 
   
  Pleased (16-20) 
  “I am the Acolyte’s hand. I wield his power. 
  This bullet is my will made manifest.”  
  The Acolyte’s Bullet is in a fevered 
  rush to attack and do as much damage as 
  possible. It urges its owner to use it at the 
  first viable target.  
   
  Property: The bonus to attacks when it is 
  used in a firearm increases to +2. 
  Property: The bonus to monster knowledge 
  checks against elementals increases to +4.  
  Property: Against creatures with the 
  elemental keyword, the Acolyte’s bullet 
  deals +1d6 damage.  
   
  Satisfied (12-15) 
  “The Bullet said I was one of the best it had 
  ever seen. I think it’s trying to suck up… but 
  I think it has a point.”  
  The Acolyte’s Bullet emits a warm 
  blue glow when it’s pleased. You can make 
  out some sort of Supernal writing on its 
  surface, and while the Bullet pushes you to 
  go further, it also relishes the death of 
  elementals.  
   
  Property: The bullet grants a +1 bonus to 
  attacks when it is used in a firearm.  
  Property: The bonus to monster knowledge 
  checks against elementals increases to +3.  
  Property: Against creatures with the 
  elemental keyword, the Acolyte’s bullet 
  deals +1d4 damage.  
   
  Normal (5-11) 
  “This bullet could come in handy later. It 
  says it knows the way to treasure.”  
   
  The Acolyte’s Bullet is eager to help 
  and offer suggestions. It isn’t too interested 
  in getting to know its owner, just in doing its 
  job.  
   
  Unsatisfied (1-4) 
  “I think this bullet is kind of heavy. I don’t 
  think it’s the right one for my gun.”  
  The Acolyte’s Bullet doesn’t like the 
  direction it’s taking. The owner hasn’t used 
  it to kill an elemental in some time. Maybe 
  the owner just doesn’t like firearms. 
  Whatever the case, the Bullet is growing 
  impatient.  
   
  Property: The owner takes a -1 penalty to 
  all firearms-based attacks whether or not the 
  bullet is used in the attack.  
  Property: The bonus to monster knowledge 
  checks against elementals becomes a -1 
  penalty instead.  
   
  Angered (0 or lower) 
  “I just… I can’t bring myself to use the 
  Bullet. It’s like it doesn’t like me. Or it 
  wants me dead.”  
   
  The Acolyte’s Bullet doesn’t suffer 
  fools or bad shots. It will not enjoy being a 
  pawn for someone who doesn’t accept its 
  gifts or works with elementals.  
  
   Elves With Shotguns 35 
   
   
  Property: The owner takes a -2 penalty to 
  all firearms-based attacks whether or not the 
  bullet is used in the attack.  
  Property: The bonus to monster knowledge 
  checks against elementals becomes a -2 
  penalty instead.  
  Property: Any firearms-based attack the 
  owner makes counts as weakened.  
   
  Moving On 
  “If I fire it into the air, the Bullet will find its 
  own way. It always does.”  
  The Acolyte’s Bullet remains as long 
  as it is useful in some respect. It may move 
  on normally after having served its owner in 
  a holy mission. It may decide to just leave if 
  it remains angered too long. If it’s used to 
  slay an elemental elite or solo creature of the 
  owner’s level +4 or higher, it will move on 
  after the next extended rest.  
   
  If it leaves satisfied or better, the 
  owner gains a permanent +1 bonus to 
  firearms-based attacks. If the Bullet is 
  unsatisfied or worse, the owner gains a 
  permanent -1 penalty on firearms-based 
  attacks.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Acolyte’s Pistol is appropriate for epic-
  level characters.  
   
  The Acolyte’s Pistol 
  Epic Level 
  This ancient pistol, an early design that had 
  to be loaded with bullet and powder, is 
  made from dark red wood that bears 
  scratches and signs of heavy use. Its barrel 
  appears to be mithral and, though crude, it 
  is a sturdy, reliable design.  
  Artifact: Weapon  
  Property 
   This pistol functions as a +4 ranged 
  weapon from the firearms group with 
  no proficiency requirements.  
   This pistol never needs to be 
  reloaded. It automatically generates 
  ammo and powder and reloads as a 
  free action if the wielder so chooses. 
  It may be used to target multiple 
  creatures with a single power.  
   This pistol does not need black 
  powder, but powder with special 
  properties may be mixed in. If the 
  owner wishes to use a specific bullet 
  and/or powder, the Pistol requires 5 
  move actions to reload. The shooter 
  must use 1 sp worth of black powder 
  and one heavy bullet to reload it. 
   Properties: range 5/10, 1d12 damage, 
  brutal 3, off-hand.  
  Power (Encounter) – Immediate Reaction 
  Trigger: You hit a creature using a 
  ranged attack with the Acolyte’s 
  Pistol.  
  Target: A creature you hit with this 
  pistol.   
  Effect: Deal +2d8 damage or +2d10 
  damage to creatures with the 
  elemental keyword.  
  Secondary Effect: All creatures 
  within close burst 2 of the primary 
  target are pushed 2 squares.  
   
  
   Elves With Shotguns 36 
   
  Acolyte’s Pistol Lore 
   
  History or Religion DC 27: The 
  pistol is crafted from holy symbols, blessed 
  armor, and what appears to be an altar 
  table’s leg. All items were once very 
  powerful on their own.   
   
  History or Religion DC 32: There is 
  no reason the Pistol should work as 
  designed, but it’s infused with the will of the 
  Acolyte. It works because it knows it must 
  work.  
   
  Goals of the Acolyte’s Pistol  
   Slay the primordial forces 
  threatening the world.  
   Shine the light of order and law 
  throughout the planes.  
   Kill the enemies of the primal world.  
   
  Roleplaying the Acolyte’s Pistol 
  The Pistol is the most powerful of the three 
  artifacts the Acolyte. It is wise and knows 
  much, and it will work as a sage guide to its 
  owner. It speaks Supernal and Primordial. 
  While planning an attack, the Pistol is calm. 
  When engaged in battle, it is a crusader that 
  seeks the elimination of its enemies at any 
  cost.  
   
  CONCORDANCE 
  Owner gains a level 
  +1d10 
  Owner kills an elemental  
  +2 
   
  (max 1/day)  
   
  Owner kills with a firearm in combat +1 
  Owner slays a primal servant 
  -2 
  Owner willingly aids an elemental 
  -2 
   
   
   
   
   
   
   
   
   
   
  Pleased 
  “I am the righteous fist of order. I bring 
  control to a chaotic universe. I am the 
  Acolyte.”  
  The Pistol manifests the Acolyte’s 
  spirit and drive to push back the elementals. 
  At this point, the Pistol remains wise, but it 
  takes great pleasure in destroying demons, 
  primordials, and anything else that threatens 
  the world.  
  Properties: 
   The Pistol’s enhancement bonus 
  increases to +6.  
   The pistol’s range changes to 15/30. 
  Power (Daily) – Minor 
  Effect: You heal yourself as though 
  you had spent a healing surge. In 
  addition, you remove any and all 
  conditions affecting you.  
   
  Satisfied 
  “This Pistol is more than a weapon. It’s a 
  promise to end the primordial threat.”  
   
  If the Acolyte’s Pistol feels its owner 
  is worthy, it will become more than a tool of 
  battle. It will encourage greatness. It longs 
  to destroy elementals, but it remains calm… 
  but just barely.  
  Properties: 
   The Pistol’s enhancement bonus 
  increases to +5.  
   The pistol’s range changes to 10/20. 
  Power (Encounter) – Free Action 
  Trigger: A creature damages you.   
  Effect: Gain +4 to all defenses until 
  the beginning of your next turn. You 
  also gain temporary hit points equal 
  to your healing surge value.  
   
  Normal 
  “I know it looks like crap, but this gun is 
  really starting to grow on me.”  
  The Acolyte’s Pistol is a good slow 
  thinker. It doesn’t plan short-term. It will 
  calmly gauge how its new owner acts. It will 
  suggest courses of action that will reap the 
  
   Elves With Shotguns 37 
   
  greatest success in the larger battle. When 
  battle does arrive, it lets itself go just enough 
  for the owner to know it means business.  
   
  Unsatisfied 
  “Can someone lend me their gun? This one 
  keeps jamming.” 
  The Acolyte’s Pistol acts like a 
  disappointed parent. It still has faith in its 
  owner, but it talks to him or her as a though 
  the Pistol knows better. It usually does, but 
  that’s not the point. 
  Property 
   You take a -2 attack penalty against 
  creatures without the elemental 
  keyword, whether or not you use the 
  Pistol.  
   
   
  Angered 
  “I have betrayed the Pistol. It will not help 
  me until I appease it.” 
  At this point, the Pistol is more 
  useful as a weight than anything else. It’s 
  still powerful, but it berates its owner. If 
  things don’t change, the Pistol may move on 
  soon.  
  Property 
   The Pistol’s enhancement bonus 
  drops to +4. 
   You are considered weakened unless 
  you attack creatures with the 
  elemental keyword even if you do 
  not use the Pistol.  
   The Pistol no longer reloads 
  automatically and must be loaded 
  with shot and powder normally. This 
  requires 5 move actions, a reloading 
  kit, and two hands.  
   
  Moving On 
  “Others need this weapon of divinity.”  
  The Pistol knows it’s always needed 
  somewhere else, but it can only be in one 
  place at a time. If it is pleased, it leaves 
  behind a one-handed +6 firearm appropriate 
  to your campaign. This might be a flintlock 
  as in Era 1 or a revolver as in Era 3.  
  If the owner gifts the Acolyte’s 
  Pistol to a worthy successor, the Pistol 
  imparts the owner with a permanent +1 
  bonus to Perception and Arcana checks in 
  addition to the magic firearm. Part of its 
  wisdom and tenacity remains with the owner 
  and it hopes the owner will spread order and 
  law to the world.  
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 38 
   
   
  Malchius knew better than to mess with orcs 
  after a raid. They may have been tired, but 
  they still had the scent of blood fresh in their 
  minds. It meant they were passionate and 
  careless, but it also meant they would jump 
  at the opportunity to tear him to shreds.  
   
  More than usual, anyway.  
   
  In the rock outcropping nearby, he could see 
  Rael steady himself and aim his repeater 
  rifle. The iron-clad brute had his scimitars 
  planted in the ground for easy access. 
  Malchius himself always carried a dragon 
  pistol by his side. He wasn’t a great shot, 
  but he knew a trick or two.  
   
  One of the orcs lifted his nose in the air and 
  sniffed like a bloodhound. His buddies 
  reacted. Malchius kicked himself. He hadn’t 
  cleaned his guns since he and Rael took out 
  the orcs’ advanced scouts. Both warriors 
  probably reeked of burnt black powder.  
   
  Rael didn’t wait for confirmation and 
  opened fire.  
   
  The orcs reached for their pistols. The 
  shorter range on the orc weapons gave Rael 
  and Malchius the initial advantage. Rael 
  pulled the trigger in rapid succession and 
  three orcs were dead within seconds. 
  Malchius did the best he could with his 
  carbine and was about to reload when 
  something stirred behind him. He dropped 
  his gun and went for his ax. The orc had 
  snuck up on him. Its heavy club swung with 
  enough force to split a tree in half.  
   
  The orc’s side exploded in flames before he 
  could connect. Malchius turned and saw 
  Rael had dropped his rifle and drawn his old 
  blunderbuss. The rest of the orcs charged 
  the duo. Rael switched to his revolver and 
  Malchius kept his ax in his off-hand for 
  some close-quarters fighting.  
   
  He prayed he had enough bullets. 
   
   
  Firearms open up the world of ranged 
  combat to many classes. By Era 3, melee 
  combat is secondary to blasting your 
  opponents with bullets. This makes it 
  difficult for melee-based classes (primarily 
  defenders) to stay relevant. Who needs 
  bulky armor and no mobility when you can 
  run around the battlefield with a gun and 
  pick off targets? 
   
  The truth is that even a character whose job 
  entails standing and attracting fire can be an 
  asset in a ranged-combat world. However, 
  since most defenders lack a good Dexterity 
  score, a few alterations can be made (with 
  GM and player approval, of course) to make 
  fighters and paladins and others like them 
  effective with firearms.  
   
  Alterations to other classes are also found 
  here, usually to make sure pseudo-medieval 
  occupations keep up with the times.  
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 39 
   
   
  You can choose the Feral Might option 
  Whirling Scoundrel.  
   
  Whirling Scoundrel works just like Whirling 
  Frenzy, except you can wield an off-hand 
  firearm in your off-hand and reload it while 
  holding a melee weapon in your main hand. 
  Any Barbarian power that would use your 
  off-hand weapon for damage uses the 
  firearm, and you do not incur attacks of 
  opportunity for firing it at an adjacent 
  enemy. Any power that would grant 
  additional benefits with Whirling Frenzy 
  works with Whirling Scoundrel.  
   
  Tips: Barbarians lack proficiency with 
  simple ranged weapons, so firearms are not 
  their strong suit. Any player who wishes to 
  have a gun-wielding barbarian would have 
  to use up one feat slot to gain proficiency. 
  Then again, the option below doesn’t 
  usually use an attack, simply the damage for 
  the firearm, so it’s quite feasible to build a 
  barbarian who shoots into a fight… but 
  probably doesn’t know a blunderbuss from a 
  bunt cake.  
   
  You can choose the Artillery class feature. It 
  replaces proficiency with shields and 
  Combat Challenge.  
   
  You can use Strength for basic attacks with 
  two-handed firearms. In addition, replace 
  Combat Challenge with the following 
  power.  
   
   
  Artillery Taunt  
  Fighter Attack  
  At-Will * Martial, Weapon 
  Free Action  Melee Range 20 
  Effect: You mark an enemy you attack with 
  a melee or a ranged weapon. You can make 
  a basic melee or basic ranged attack against 
  that enemy without provoking an 
  opportunity attack if it makes an attack that 
  does not include you.  
   
  Tips: A fighter is the stereotypical tank, the 
  sword-wielding warrior who rushes into 
  battle and lets the enemy have it up close 
  and personal. If anyone is going to have a 
  hard time adjusting to an age of firearms, 
  it’s probably the fighter. The best way to 
  approach this, though, is to think of the 
  fighter as… well, a tank.  
   
  Tanks draw attention. A multi-ton armored 
  enemy in the battlefield is sure to draw 
  attention, but what good is this ally if he or 
  she can’t fight back at range? The fighter is 
  still best when he or she is at melee range. 
  Closing the distance will still be a challenge.  
  The two-handed weapon talent, though, 
  would also be a boon to a fighter. The 
  feature’s description doesn’t say it applies 
  only to melee weapons, and blade-based 
  fighters do need a good Dexterity score.  
   
  You can choose the Bullet Knight class 
  feature. It replaces Lay on Hands. 
   
  You use Charisma for attacks with two-
  handed firearms. In addition, you do not 
  grant opportunity attacks from firing a 
  ranged weapon while in a threatened square.  
   
  Tips: A paladin actually doesn’t need a lot 
  of tweaking to be good at ranged combat. 
  While they may not have any need for a 
  decent Dexterity score, paladins already 
  have radiant attacks that, while they don’t do 
  
   Elves With Shotguns 40 
   
  as much damage as a firearm, do give them 
  options.  
   
  On the other hand, none of these powers are 
  at-will or use weapons. Carrying a few 
  enchanted heavy thrown weapons is a good 
  way to stay relevant, too.  Barring that, a 
  paladin can make the above-mentioned 
  change.  
   
  Rangers can choose the Musketeer Fighting 
  Style.  
   
  Choose one-handed or two-handed firearms. 
  You gain the Quickdraw feat and get a +1 
  bonus to attacks with your chosen firearm.  
   
  Tips: Rangers are already accomplished 
  ranged combatants. Being strikers, they have 
  good Dexterity scores. There isn’t anything 
  wrong with them sticking to bows, either. A 
  bow is quiet and common enough to find 
  almost anywhere. The Archer Fighting Style 
  fits firearms, too. However, with a slight 
  alteration, they can fully embrace firearms 
  and become one of the great gun and sword 
  archetypes of the real world.  
  Rogues can choose the Gunslinger Talent. 
  This replaces the Rogue Weapon Talent.  
   
  You can use firearms with your rogue 
  powers and sneak attack. In addition, you 
  can wield a one-handed firearm in each hand 
  and still reload normally.  
   
  Tips: The rogue is perhaps the class most 
  ready to embrace firearms. A rogue relies on 
  Dexterity, the key skill for ranged attacks. A 
  rogue, being a striker, wants to inflict as 
  much damage as possible, and a firearm is a 
  great way to do that. Rogues are trained in 
  Thievery, one of the key skills for making 
  different alchemical black powders.  
  Warlords can choose the Combat Shot 
  feature. It replaces proficiency with 
  chainmail and light shields.  
   
  When you make a ranged basic attack, you 
  can use Strength instead of Dexterity for the 
  attack roll. In addition, allies within 10 
  squares of you that can see you gain a +1 
  bonus to ranged attacks if they hold their 
  attack until you make a ranged attack 
  yourself.  
   
  Tip: A warlord’s powers focus on helping 
  others. That’s what leaders do. However, 
  Warlords, like defenders, don’t have ranged 
  powers and don’t rely on Dexterity. While 
  this might turn some of them off to use 
  firearms, the small change in class features 
  as outlined here will make them more likely 
  to use firearms or other ranged weapons.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   Elves With Shotguns 41 
   
  Firearms open the door to several new feats. 
  With their increased damage and range, 
  warriors have discovered new and 
  interesting tricks to use in battle.  
   
  Prerequisites: Dex 15, proficiency 
  with firearms 
  Benefit: When making a ranged 
  attack, you can take a -2 penalty to the 
  attack roll. If the attack hits, you gain a +2 
  bonus to the damage roll (or a +3 bonus to 
  the damage roll with a two-handed weapon). 
  You can only use this feat at short-range.  
  This extra damage increases by level, 
  as shown on the table below, but the attack 
  penalty remains the same. 
   
  Level 
  Extra Damage (Two-Handed 
  Weapon) 
  1st–10th +2 (+3) 
  11th–20th +4 (+6) 
  21th–30th +6 (+9) 
   
  Prerequisites: Dexterity 13, 
  proficiency with firearms 
  Benefit: By expending two bullets 
  instead of one, you gain a +1 bonus to your 
  attack. At 11th level, you can expend 3 shots 
  and gain a +2 bonus on the attack. At 21st 
  level, you can expend 4 shots and gain a +4 
  bonus on the attack.  
  Special: This feat is only usable with 
  firearms that can fire more than one bullet 
  before reloading and have the available 
  shots to spend. For example, even if an 
  adventurer only had one shot remaining in a 
  semi-auto but had a readied magazine, he 
  could not use this feat with the remaining 
  bullet.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Prerequisites: Dexterity 13, Two-
  Weapon Fighting, proficiency with firearms.  
  Benefit: While holding one firearm 
  in each hand, you can expend a shot from 
  each to grant yourself +2 damage on a hit. 
  At 11th level, this goes up to +4 damage, and 
  at 21st level, this goes up to +6 damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If you really want your character to 
  embrace firearms, either the Double-Tap 
  or Called Shot feats can give the extra 
  edge in a fight. You can even combine 
  them, but this only really works in Era 3. 
  For example, you could make a called 
  shot with a semi-auto, then off-set the 
  attack penalty by using two bullets. As 
  you gain levels, you can mix them more 
  often at the expense of more ammunition. 
  Be careful, though. Bullets can go a lot 
  faster than you think.  
   
  
   Elves With Shotguns 42 
   
  Prerequisites: 4th level, Firearms 
  Training 
  Benefit: You can swap one 3rd level 
  or higher attack power for the bullet dance 
  power.   
   
  Bullet Dance  
  Feat Attack 
  Guns loaded, you wade into battle and 
  unleash a storm of firepower.  
  Encounter * Martial, Weapon 
  Standard Action  Ranged weapon 
  Special: You must use a firearm 
  Target: One to three targets, none which 
  can be targeted more than twice.  
  Attack: Dexterity or Wisdom vs. AC 
  Hit: 1[W] + Dexterity or Wisdom 
  modifier damage.  
  Effect: You shift 2 squares after each 
  attack. If you need to draw another firearm 
  or reload to keep firing, you can do so as a 
  free action.  
  Level 13: 2[W] + Dexterity or Wisdom 
  modifier damage.  
  Level 23: 3[W] + Dexterity or Wisdom 
  modifier damage. 
   
   
  Prerequisites: 10th level, Firearms 
  Training, Firearms Novice 
  Benefit: You can swap one 9th level 
  or higher daily attack power for the 
  designated bullet power.   
   
   
   
   
   
   
   
   
  Designated Bullet  Feat Attack 
  You have a bullet with a name on it… 
  Daily * Martial, Weapon 
  Standard Action  Ranged weapon 
  Special: You must use a firearm 
  Target: One creature  
  Attack: Dexterity or Wisdom vs. AC 
  Hit: 3[W] + Dexterity or Wisdom 
  modifier damage and ongoing 5 damage 
  (save ends). On the first failed saving 
  throw, the damage increases to 10 ongoing 
  damage (save ends).  
  Level 13: 4[W] + Dexterity or 
  Wisdom modifier damage.  
  Level 23: 5[W] + Dexterity or 
  Wisdom modifier damage. 
  Miss: If you miss, you can reroll the attack 
  with a -2 penalty. If you hit, you deal an 
  additional [W] damage.   
   
  Prerequisite: Dexterity or Wisdom 
  13 
  Benefit: Gain a +2 feat bonus to 
  attacks with firearms. Once per round, when 
  you hit a target with a firearm, the target 
  suffers a -2 penalty on attacks against you 
  before the start of your next turn.  
   
  Prerequisite: Charisma 13, 
  proficiency with firearms 
  Benefit: During your first round in 
  combat, if you are not surprised, you add 
  your Charisma modifier to any firearm 
  attacks you make.  
   
  Prerequisite: Proficiency with 
  firearms.  
  Benefit: Treat firearms as high-crit 
  weapons.  
  
  Feat 
  Prerequisites 
  Benefit 
  Called Shot 
  Dex 15, proficiency with 
  firearms 
  Take penalty to attack to do more damage.  
  Double-Tap 
  Dex 13, proficiency with 
  firearms 
  Spend multiple bullets to increase your chance to hit.  
  Dual Shots 
  Dex 13, Two-Weapon 
  Fighting, proficiency with 
  firearms 
  Increased damage when wielding a firearm in each 
  hand. 
  Firearms 
  Novice 
  4th level, Firearms Training 
  Gain bullet dance power.  
  Firearms 
  Specialist 
  10th level, Firearms Training, 
  Firearms Novice 
  Gain designated bullet power.  
  Firearms 
  Training 
  Dex 13 or Wis 13 
  +2 bonus to firearms attacks, target takes -2 on attacks 
  against you for 1 round. 
  Pistol Spin 
  Charisma 13 
  Add Cha modifier to firearms attack when not 
  surprised at the start of combat.  
  Sharpshooter 
  Proficiency with firearms 
  Treat firearms as high-crit weapons. 
  Despite the amount of magic items, class 
  feature changes, and optional rules presented 
  here, odds or that you probably want to do 
  some fine-tuning yourself. That’s no 
  problem.  
   
  The Eras and items here are by no means the 
  only ways to introduce firearms. A quick 
  look at any history of the technology and the 
  ways firearms have been incorporated into 
  warfare shows that firearms were not 
  embraced all at once. Sometimes, cultures 
  were introduced to firearms at later stages of 
  technology. Some cultures have taboos 
  against guns while others embrace them. 
  The kind of world you create is entirely up 
  to you.  
   
  At the same time, there are some details you 
  might want to consider.  
   
   
  The default assumption is that guns and 
  bullets can be enchanted just like regular 
  weapons and ammunition, but what if you 
  want a different feel for your game? Maybe 
  only bullets, not guns, can be enchanted. 
  Perhaps enchantment rituals that worked for 
  ages do not work with guns, items more 
  mechanical than swords or bows. This 
  makes magical ammunition more dramatic 
  to find or create.  
   
  Of course, it does mean your players will be 
  much more careful with their ammo if they 
  have to pay 100 gp and spend an hour 
  making a single magical bullet. This might 
  be a good way to make guns powerful but 
  not have them overshadow other weapons, 
  especially in Era 3.  
   
  Making only ammunition magical means 
  players still get to create all sorts of effects, 
  
   Elves With Shotguns 44 
   
  but it means they’ll be much more careful if 
  and when they decide to use a firearm. 
  Expect scenarios similar to post-apocalyptic 
  fiction where survivors must conserve 
  dwindling supplies of bullets. This means 
  that when the guns come out, people mean 
  business. It also means that, in Era and 2, 
  players are more likely to be able to afford 
  multiple guns, much like real-life soldiers 
  centuries ago, and keep them loaded to draw 
  in a fight.  
   
  If you decide that firearms cannot be 
  enchanted, offer the following item in 
  addition to the ammunition in Chapter 2.  
   
  Magic Bullets  
  1+ Common 
  These engraved lead rounds can be 
  purchased in small steel cases.  
  Lvl 1  +1  20 gp  
  Lvl 16  +4  1,800 gp 
  Lvl 6  +2  75 gp  
  Lvl 21  +5  9,000 gp 
  Lvl 11  +3  375 gp  
  Lvl 26  +6  45,000 gp 
  Ammunition 
  Enhancement: Attack rolls and damage 
  rolls 
  Critical: +1d6 per plus 
   
   
  The basic premise for most of this book is 
  that guns are fairly easy to learn once you 
  get the basics. Of course, this is a gross 
  over-simplification. Then again, so is the 
  assumption you could learn multiple 
  languages when you take the Linguist feat.  
   
  If you want firearms to remain in the sphere 
  of trained soldiers, make them exotic ranged 
  weapons that require a feat for anyone to 
  use. This means you shouldn’t give a 
  firearm to every monster who can afford 
  one. This would represent a world where 
  firearms really are fairly new or heavily 
  regulated so it’s difficult to find someone to 
  teach you the basics. The alternate class 
  features might also be a bad idea unless your 
  players decide to take the Weapon 
  Proficiency (pistols) feat.  
   
  It also means only a few players will want to 
  really try and learn firearms. Feats are 
  precious resources, especially at lower 
  levels. Having to take one feat for every 
  type of firearm would be a waste of 
  resources for some. As such, expect players 
  to choose one, maybe two, types of firearms 
  and leave it at that. This is probably the most 
  effective way to limit firearms use while still 
  allowing their use, even if you decide to use 
  Era 3 and allow semi-automatic weapons 
  like revolvers and carbines.  
   
   
  Gaming should be fun. Playing with friends 
  and telling stories of swashbuckling heroes 
  exchanging barbs and bullets should be 
  about… being with friends and telling 
  stories, not worrying about the minutiae of 
  technology and history. The game is not set 
  in a perfect analogue of our world. It’s built 
  on bits and pieces to create a unique fantasy 
  experience.  
   
  Introducing firearms adds that touch of 
  modernity, of action movies and action 
  heroes, that some players and GMs want in 
  their own games. It should be a fun process, 
  not a time for arguments about caliber, 
  reloading times, and other details that really 
  have no relevance to the act of roleplaying 
  and just having a good time.  
   
  Lock and load. Take aim. Use a shotgun to 
  slay a dragon.  
   
  Enjoy the game.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Elves with Shotguns.pdf