Alchemical Gunpowder

Alchemical gunpowders are fantastic mixtures created through the melding of magic and science.

Category:
potion/oil/substance
Description:

Alchemical powder can be used in any black powder firearm.

Powder Type Cost
Burning 5 gp/shot
Charging 5 gp/shot
Deathbane 10 gp/shot
Merfolk’s 3 gp/shot
Outsiders +1 5 gp/shot
Outsiders +2 10 gp/shot
Outsiders +3 20 gp/shot
Outsiders +4 40 gp/shot
Outsiders +5 80 gp/shot

Burning Powder: +1d4 points of fire damage

Charging Powder: +1d4 points of electricity damage

Deathbane Powder: Grants bullets the ghost touch ability

Merfolk’s Revenge: Allows firearms to be used in damp weather, or even under water, without any chance of the powder becoming useless.

Outsider’s Dust: Each type of dust acts as a weapon of the appropriate type for purposes of determining if damage bypasses DR only; the powder does not grant any bonuses to hit or to damage.

Bio:

Burning Powder: Phosphorus, dried fire elemental blood, and ground volcanic rocks are added to this mixture. The powder causes lead bullets to ignite into flame when fired. The bullets do an additional 1d4 points of fire damage when they strike their target.

Charging Powder: Ground amber, lightningscarred wood, and powdered truecopper (see the School of Evocation) are combined to create this powder, in addition to the required sulfur, saltpeter, and charcoal. When used, the bullets fired acquire a powerful electrical charge, doing 1d4 points of electricity damage when they strike their target.

Deathbane Powder: This powder is concocted from normal gunpowder, the powdered bones of once-animated skeletons, and the remnants of wraiths and wights that have been dispatched to their final rest. The result is a powder that coats the bullets it propels with a fine necromantically active dust, allowing them to impact incorporeal undead as if they were solid. This powder grants bullets the ghost touch ability.

Merfolk’s Revenge: It seems bizarre that, when most firearms have trouble firing even in a light drizzle, some communities of merfolk have devised firearms they can use while underwater! The secret is in this powder, which burns in water as normal gunpowder burns in air. This allows firearms to be used even in damp weather, or even pouring rain, without any chance of the powder becoming useless. Races who dwell in rainy areas of the world pay dearly for this powder.

Outsider’s Dust: This powder is enhanced by a blend of the powdered bones of celestial and infernal creatures. When used in a firearm, any bullet fired by that gun is capable of overcoming the innate damage reduction of any outsider. Different mixes of the powder are needed to overcome progressively greater ratings, as noted in the table below. Each type of dust acts as a weapon of the appropriate type for purposes of determining if damage bypasses DR only; the powder does not grant any bonuses to hit or to damage.

Alchemical Gunpowder

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