Deep within the bowels of Mazer, the Dwarves of Clan Durunga churn out a strange mixture of rock in their ancient siege workshops. Known to the world above as “Black Powder” this substance is beheld to swiftly ignite and detonate in the presence of fire. Capitalizing on the use of black powder as a propellant for missiles, the People’s Kingdom of Dorohst has recently completely restructured their military around the use of newly developed “firearms”. The indentured Tieflings who rebelled against Dorohst for their freedom brought these cutting edge weapons to their newly founded Nation of Nihilan, and have since improved upon their original design. While no doubt a bold new take on ranged combat, most Mazerines still cling to their javelins and bow weapons, fearful of the dangerous accidents prone to black powder weaponry.
Close Blast 4
Reload Full Round
Offhand, Defensive, Dangerous
1d8 + 1d6
High Crit, Dangerous
Rules considering black powder weapons
Weapons with the Dangerous property have the following rules applied to them concerning attack rolls.
3: The weapon jams. The attack misses and a minor action must be spent to unjam the weapon.
2: The weapon misfires. The attack misses and a standard action must be taken to clear the weapon.
1: The weapon explodes in your hands. 1d8 damage save avoids and the weapon is destroyed beyond character repair.
Weapons with the Adaptive property may use other sources of ammunition to change the type of damage they inflict ie fire, poison, necrotic, etc.