Revolver
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A revolver is a pistol with a revolving cylinder containing six chambers. Each chamber can hold a metal cartridge, and when one cartridge is shot, the cylinder automatically rotates (no extra hand or action required), readying the next chamber for firing. A revolver uses metal cartridges as ammunition.

Reload time: Move action or free action with the Rapid Reload feat provided you use a cartridge reloading without a cartridge is a full round action or a standard action with the Rapid reload feat.

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
20 ft. 0 0
40 ft. -2 -1
60 ft. -4 -2
80 ft. -6 -3
100 ft. -8 -4
120 ft. -10 -5
140 ft. -12 -6
160 ft. -14 -7
180 ft. -16 -8
200 ft. -18 -9

Enhancements

Material Enhancements
Material Average Masterwork 1 Hardness Hit Points Special
Steel and Wood 4,000gp 4,300 gp 5 5
Adamantine 7,000 gp 5 6
DarkWood 4,340 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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