The price of firearms is 500gp higher than listed in the DMG, but are all automatically made masterwork quality. The extra cost on top of masterwork is to account for the rarity of the weapons and their restricted access to all except high ranking soldiers in the king’s army. Ammo for the weapon is a part of its cost.
Exotic One-Handed Weapon
Pistol – Cost 750gp, Dmg (S) 1d8, Dmg (M) 1d10, Crit x3, Range Increment 50ft, Weight 3lbs, Dmg Type P
Holds one shot and requires a move action to reload
Hexagun – Cost 1700gp, Dmg (S) 1d6, Dmg (M) 1d8, Crit x3, Range Increment 60ft, Weight 4lbs, Dmg Type P
Created by a mixture of science and magic, the hexagun is a unique and very expensive type of pistol. Every hexagun is given at least a +1 Weapon Bonus at creation.
A hexagun allows a person to fire multiple gunshots (6) without having to reload. When using a hexagun as a part of a full-round attack the wielder can choose to to make one additional attack per round, giving each attack in the round a -2 penalty to hit (so one attack at a normal +10 becomes two attacks at +8). This ability stacks with the Rapid Shot Feat, but this incurs an additional -2 penalty (one +10 becomes three +6).
Reloading a hexagun is a standard action that incurs an attack of opportunity.
Exotic Two-Handed Weapon
Musket/Rifle – Cost 1000gp, Dmg (S) 1d10, Dmg (M) 2d6, Crit x3, Range Increment 150ft, Weight 10lbs, Dmg Type P
Holds one shot and requires a standard action to reload
No proficiency required for explosives
Glenshiel (bomb) – Cost 250gp, Dmg 2d6/1d6 (see below), Blast Radius 10ft (See below), Range Increment 10ft, Weight 1lbs, Dmg Type Fire
This round gunpowder bomb must be lit (move action) before it is thrown (standard action/ranged touch attack aimed at a square) and will explode on the next round. The explosive deals 2d6 fire dmg to any creature occupying its space, and 1d6 fire to any creature adjacent (reflex DC 15 half). Furthermore, any creature sharing the space must also make a Fort save DC 15 or be stunned for 1 round and deafened for 2 rounds and those adjacent make Fort DC 10 or be deafened for 2 rounds.
Smokebomb – cost 120gp, Dmg Smoke (see below), Blast Radius (See below), Range Increment 10ft, Weight 1lbs, Dmg Type —
This cylindrical bomb must be lit (move action) before it is thrown (standard action/ranged touch attack aimed at a square) and will activate two rounds later. This explosive emits a cloud of smoke (as a fog cloud spell) in a 20ft radius. Creatures within the smoke cloud must make a Fort save DC 15 or be nauseated while in the cloud. Failure by 5 or more leaves creatures sickened.