Additional Standard Equipment
Additional Equipment Options
Weaponry
Firearms
| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Musket | 75 gp | 1d12 Piercing | 10 lb. | Ammunition (range 40/120), loading, two-handed |
| Pistol | 75 gp | 1d10 Piercing | 3 lb. | Ammunition (range 30/90), light, loading |
| Rifle | 100 gp | 2d4 Piercing | 10 lb. | Ammunition (range 80/240), loading, two-handed |
Simple Weapons
| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Bayonet | 3 gp | 1d4 Piercing | 1 lb. | Light, Special |
Martial Weapons
| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Flyssa | 25 gp | 1d6 Slashing | 3 lb. | Finesse, Light |
Special Weapons
Bayonet. When fixed to a musket, the bayonet loses the light property. The musket can then be used for melee attacks, taking the stats of a spear.

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