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Firearm Feats[edit]

All firearm feats can be used as "Fighter Feats".


Point Blank Shot, Precise Shot, Far Shot, Shot on the Run, and Improved Precise Shot can count
as firearms feats for the purpose of stacking.
Weapon Proficiency (Firearms): Allows for the usage of pistols, blunderbuss, and muskets by
the character.
Snap Shot: When character is caught flat-footed, if the character has a firearm in his or her
hands, roll a d20. If it's more than 10, the character can actually fire their shot as they are being
struck (counts as one AoO even if the situation wouldn't allow an AoO). Also, if an AoO can be
made, and the player possesses the feat combat reflexes (and has a free AoO), resolve that first,
then the shot can be taken (this counts for two AoO).
Improved Snap Shot: (Pre-Req: Snap Shot) When a character is caught flat footed, if the
character has a firearm in his or her hands, roll a d20. If it's more than 7, a shot can be fired
before being struck (counts as one AoO even if the situation wouldn't allow an AoO). Also, if an
AoO can be made, and the player possesses the feat combat reflexes (and has a free AoO),
resolve that first, then the shot can be taken (this counts for two AoO).
Man and Nature: Character treats deluges as downpours, downpours as showers, showers as
drizzles, and drizzles and snow count as clear weather.
Rifle and Body: On any misfire roll, character immediately rolls again, taking the second result
(note the DM must say that there is a "misfire," not what type.
Strength of Guns: (Pre-Req: INT 17) Character can load 1.5x powder without the risk of the
firearm exploding. Character can load 2x powder and have it treated as if it had the same risk of
exploding as a 1.5x load of powder.
Aimed Shot: (Pre-Req: INT: 15) If character is unengaged in melee combat, the character can
pick out and aim for weak spots in a creature's armor. On a successful hit, add 2 to armor
penetration. 3/Encounter
Stock Attack: (Pre-Req: BAB: 6) Character can use the stock of his or her firearm to attack in
melee. Pistols have the same statistics as clubs, blunderbuss have the same statistics as a flail,
muskets have the same statistics as quarterstaves. Bonuses from firearms feats and stacking
apply. (Armor penetration does not.)
Bleeding Injury: (Pre-Req: Aimed Shot) On a successful Aimed Shot, the target takes bleeding
damage. Damage is 1d4, reroll each turn at a 1d4-(turns spent bleeding) until the result is less
than or equal to 0.
Firearms feats stack. For each two feats a character takes, add a +1 to attack/damage rolls
(alternating, for two feats, +1 attack roll, for four, +1 damage, for six, +1 +1 (+2 total) attack
rolls, etc.) made with the firearms.

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