Revised+(slash)+Recalibrated+Gunpowder

Equipment
Simple weapons:
 * Weapon Type ||Damage ||Range Increment || Critical || Weight || Cost ||
 * Pistol ||1d12 ||30 ft. || x2 || 6 lb. || 80 gp ||
 * Carbine ||1d10||60 ft. || x2 || 9 lb. || 80 gp ||
 * Musket ||1d20 ||50 ft. || x2 || 14 lb || 50 gp ||
 * Blunderbuss ||Special|| special || special || 16 lb. || 40 gp ||
 * Special: a blunderbuss deals 4d4/reflex half (DC: special initiative check result of firer) in a 15ft cone. A blunderbuss fires a pound of metal bits and takes a double charge of powder.


 * See Thoughts page for further musing.

When fired, creates smoke in the square of the muzzle (20% conceal); a musket does the same for the next square downwind. In rain, a 1-5 results in an automatic miss as the powder is wet/water in the pan.
 * Note: only classes that get a blanket 'all simple weapons' proficiency recieve proficiency.**

Smokepowder: this costs 25 gp to create a pound and a DC 20 Craft (alchemy check) A 'powder charge' is 1 oz., so there are 16 shots to the pound. With an assistant and skill focus, it can be created by a first level NPC (slowly).

Shot: Shot is relatively light but is made of lead or small rocks and so its weight does add up. For play purposes 10 shots, powder and ball, weigh 1 lb. The cost of shot is negligible (2 cp)

Rules
Reloading a firearm takes a base 10 rounds. The knowledge and proficiency to accomplish this is a two-point 'skill trick.' When beginning a reload, make a check vs Craft (armory) or Profession(soldier) (untrained possible) DC 10. Failure means the reload takes 10 rounds plus however many the check failed by.
 * firearm operation**

If reloading with a penalty, roll a will save DC=10+(sqrt of penalty) when firing. If this is a fail, a misfire occurs, as you lost your concentration, put in too much charge, etc.

(the following section only applies to combat reloads and is unlikely to come into play for PCs)

To reduce the time for a reload, decide on a penalty to this check. The reload time is reduced by the square root of this penalty, //e.g.// a penalty of 1=reload 9 rounds, penalty of 4 = reload 8 rounds, penalty of 9, reload 7 rounds, etc.

The quick-draw and rapid reload (firearm) feats reduce load time by one each, AND add one each to the reductioned gained from any penalty. It is possible, with both feats and a penalty of 16, to reload in only 2 full-round actions (base 8-4(sqrt of penalty)+2(penalty+2)

summarized in table, reload times:


 * Craft(armory) DC**||Base ||1 feat ||2 feats ||
 * 10 ||10 || 9|| 8||
 * 11 || 9|| 7|| 5||
 * 14 || 8|| 6|| 4||
 * 19 || 7|| 5|| 3||
 * 26 || 6|| 4|| 2||
 * 35 || 5|| 3|| 1||

Spend an action point: reduce damage from a gunpowder weapon to 1 point. This may be spent after the attack is determined a success and damage is rolled.

(WIP; more added later)

Feats
Req's: Proficiency with crossbow or firearm, point blank shot, weapon focus with crossbow or firearm, weapon specialization with crossbow or firearm.
 * Calm fire**

Effect: if you have the initiative over an opponent, decide on a penalty to your attack and then delay until that foe acts. If that foe is within one range increment when you fire, you may add twice the penalty to your damage roll.

Special: if you have the far shot feat, it applies to this feat.

Req: Point blank shot, Precise Shot, weapon focus with any ranged weapon. If you take a move action with a reduced speed of 10ft before you fire, you may choose to roll a different combination of damage dice that totals an equal or lesser amount than the base damage. //e.g// you may roll 2d4 for a longbow, or 5d4 with a musket.
 * Aimed fire**


 * weapon base damage||alternate damage choices... || ||
 * 1d8 ||2d4 ||1d6 ||
 * 1d12 ||3d4 ||2d6 ||
 * 1d20 ||5d4 ||2d10 ||

Req: PB shot, WFocus with any ranged weapon, WSpec with that weapon yield: when using the aimed fire feat, you may use the pinning, disarming, or sundering shot feats in conjunction with your shot. In addition, you gain a +2 to the use of these feats when doing so, either to damage or the success check.
 * Improved Aimed fire**

Req: calm fire, Improved weapon focus with selected weapon. When you use the Calm fire feat, the threat range of your weapon becomes the penalty you take. ie, a -8 penalty will mean a crit on 13-20
 * Precision Shooting**

Req: Versatile combatant, powerful charge, Mounted combat If you succeed at a ranged attack as part of a double move of your mount, you may overrun the same foe with your mount without an attack of opportunity being provoked. The foe must succeed at a reflex DC 10+damage to avoid your overrun if they choose to avoid. Special: if used in conjunction with the mounted overrun feat, you may overrun one foe in the first half of your move, fire, and overrun a second foe. Special: if used in conjunction with the hurling charge feat, an opponent other than the charge target may be fired on and overrun before reaching the target.
 * Ride them down**

Proficiency with one or more pairs of weapons from the following table (1 from column A, one from column B)... You do not provoke attacks of opportunity from missile fire while armed with this pair of weapons. Special: you may attack with either weapon in the pair when applying the benefit of the cleave feat. For example, if you reduce a foe to 0 hp with your missile weapon, you may attack with your rapier, or vice versa. (with rapid reload you could also fire a hand crossbow tiwce, or throw a dart a second time.)
 * Versatile Combatant**
 * Saber|| Hand Crossbow||
 * Shortsword|| Dart ||
 * Rapier|| Pistol||