Pistol Sword Cane
canepistol.jpg

Pistol, Sword Cane: A combination weapon, this gun mixes a coat pistol with a sword cane The sword cane pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. The pistol attachment makes the nature of the weapon a little more difficult to hide. An observer must make a DC 15 Perception check to realize that an undrawn sword cane pistol is a weapon rather than a walking stick; the DC decreases to 5 if the observer is able to handle the weapon. A sword cane pistol uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. The sword part of the weapon must be drawn in order to load the pistol part of the weapon.

Reload time: Standard action for each barrel or a move action for each barrel with Rapid Reload

Shooting or Throwing into a Melee

If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

Precise Shot: If you have the Precise Shot feat, you don't take this penalty.

Range increment

Range increment is how far this weapon can be fired at the penalty shown is to hit without far shot feat and with far shot feat

Range Without far shot feat with far shot feat
10 ft. 0 0
20 ft. -2 -1
30 ft. -4 -2
40 ft. -6 -3
50 ft. -8 -4

Enhancements

Material Enhancements
Material Average Masterwork 1 Hardness Hit Points Special
Steel and Wood 775 gp 1,075 gp 5 5
Adamantine 3,775 gp 5 6
DarkWood 1,085 gp 5 5 1/2 Weight
1Masterwork weapons have a +1 enhancement bonus on attack rolls.
Weapon Enhancements
Bonus Value Additional Cost 1 Hardness Increase 2 Additional HP 2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6* +72,000 gp 3 +12 +60
+7* +98,000 gp 3 +14 +70
+8* +128,000 gp 3 +16 +80
+9* +162,000 gp 3 +18 +90
+10* +200,000 gp 3 +20 +100
1 Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
2 Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities
3 If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.
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