Ok, warning up-front, what you're about to see has about as much to do with reality as the rest of D&D. Ye be warned. I'm only posting them for easy access later, and so I can say I'm still active with brew.
Now, with that out of the way, I've been working on a few firearms for an upcoming pen-and-paper D&D 3.5 game I'm running. These are meant to fill in a specific ranged weapon niche beside crossbows and bows. Crossbows at Simple, Bows at Martial, Firearms at Exotic; Crossbows are easy to use, have the largest crit range, and reasonable damage (though no stats get added); Bows have the best range, easiest reload, and add Strength with ease; Firearms have short range and are tough to use, but deal great damage with a good crit range. They're not perfectly balanced, but they should be good enough to bother with a feat for.
The firearm reload rules are as follows:
-Single-shot firearms are a standard action to reload. The Firearm Proficiency feat and the Rapid Reload feat each reduce the reload time by one step (from standard to move to free).
Firearms Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type One-Handed Firearms Pistol 200 gp 1d10 1d12 x3 50 ft 3 lbs. Piercing Revolver 300 gp 1d10 1d12 x3 60 ft 4 lbs. Piercing Two-Handed Firearms Bolt-Action Rifle 800 gp 2d10 2d12 x3 120 ft 8 lbs. Piercing Long Distance Rifle 1200 gp 1d12 2d8 x3 300 ft 12 lbs. Piercing Siege Weaponry Repeating Rifle 2000 gp 1d8 1d10 x3 120 ft 80 lbs. Piercing Ammunition Pistol Round 1 sp - - - - 1/2 lbs. - Rifle Round 5 sp - - - - 1/2 lbs. - Melee Weaponry Gun Butt - 1d4 1d6 x2 - As gun Bludgeoning Bayonet 5 gp 1d6 1d8 19-20/x2 - As gun Piercing
Pistol: The basic one-handed percussion cap firearm, the pistol is the default sidearm weapon of anyone who uses firearms. A pistol holds one shot.
Revolver: An experimental weapon developed by a singular dwarven clan, the revolver is a pistol with a rotating clip of 5 shots, permitting it to engage in iterative attacks. Reloading the clip is a full-round action, standard with Rapid Reload.
Bolt-Action Rifle: The standard two-handed firearm, the bolt-action rifle provides power at range, at the cost of reloading time. The bolt-action rifle holds one shot.
Long Distance Rifle: Much like the revolver, the long distance rifle (LDR) is an experimental rifle variant that uses a lighter round that flies farther than normal firearms. The LDR holds one shot.
Repeating Rifle: Not a handheld weapon, the repeating rifle is 6 bolt-action rifles strapped to a rotating mechanism and gravity fed rounds from a 3-ft long magazine. A repeating rifle is the size of a small catapult and requires a crew of three to operate. However, it fire 6 times per attack and can burn the entire magazine in a few minutes of sustained fire. Repeating rifles are large and are mounted on fortification walls or on wheels for transportation. Reloading a repeating rifle takes two people and 1 minute. A repeating rifle magazine holds 180 rounds, and costs 90 gp.
Gun Butt: Just the handle or stock of a firearm, the gun butt is a handy secondary weapon, in the case of someone closing to melee range. The gun butt deals the same damage, no matter the weapon. The gun butt of a pistol or revolver is a one-handed weapon for purposes of Strength to damage, and the gun butt of a rifle or LDR is a two-handed weapon for purposes of Strength to damage. Gun butts benefit from the enhancement bonus of the firearm, but not any other magical enhancements (ie. when using a +2 flaming revolver for a gun butt attack, you gain the +2 bonus to attacks and damage, but not the +1d6 fire damage). Gun butts benefit from the Weapon Focus feat for the firearm they're attached to.
Bayonet: Functionally a dagger hung from the barrel of a rifle weapon, the bayonet makes a fine melee weapon for the rifle user in a hurry to just stab someone after shooting them. A bayonet can only be attached to a rifle, and counts as a two-handed weapon for purposes of Strength to damage. Attaching or detaching a bayonet takes a standard action. Bayonets are enchanted separately from the firearm they're attached to. Bayonets benefit from the Weapon Focus feat for the firearm they're attached to.
Eyes of the Sniper [Tactical]
You gain abilities of stealth and movement that allow you kill your enemies most efficiently.
Prerequisites: Far Shot, Hide 9 ranks, Spot 9 ranks, Base Attack Bonus +6; Exotic Weapon Proficiency (Firearms) or Weapon Focus with a type of Bow or ranged weapon
Benefits: You gain new maneuvers
Keen Eyes: As a standard action, you may study your enemy. You may make a spot check, with a DC equal to your enemy’s Hit Dice. If you make the check, you deal an extra 1d6 per four hit dice you possess on all ranged attacks made against that opponent for the rest of the encounter (minimum 1d6). You also may ignore any cover besides full cover that that target has, and you may ignore any damage reduction they possess.
Shot on the Run: As a full round action, you may move up to your base land speed and make a full attack action, with all attacks in the round made at a -2 penalty. You may make a Hide check while moving in this way even if you do not have cover, as if you had Hide-in-Plain-Sight ability, at no penalty.
Camouflage: As a move action, you may camouflage yourself. As long as you do not move more than 5 feet per round, you gain a +5 bonus to all hide checks while camouflaged. If you make a ranged attack against an enemy, they take a -5 penalty to the spot check in order to locate you. If you do move, you lose these benefits, and can regain them as a move action.
Long Arm of the Law [Tactical]
Your training with rifles, guns, and other ranged guns has given you new combat maneuvers.
Prerequisites: Point-Blank Shot, Exotic Weapon Proficiency (Firearms), Base Attack Bonus +6
Benefits: You gain new combat maneuvers
Sparrow Shot: As a standard action, you may make a ranged touch attack against an opponent within range with a firearm. If you hit, you deal half of the damage you would have done normally, and that target's movement speed is reduced by 5 feet. If the attack is a critical hit, the movement speed reduction is multiplied by the critical hit multiplier. This ability stacks with itself, but the target's movement speeds cannot ever be reduced lower than 5 feet in this way.
Eyes of the Just: As a move action, you may stare down your target. You may make an Intimidate check, opposed by his opponent's modified level check (as detailed in the Intimidate entry of the SRD, or the player's handbook). If you beat the opponents opposed check, you may make a ranged attack against that opponent, with a +5 bonus to the shot.
Silver's Charge: While mounted, you may, as a full round action, have you mount charge in any direction, moving a distance of up to twice its base land speed. While moving, you may make a full attack against a single opponent as a swift action.
Fancy Shootin' [Tactical]:
You have learned, at the cost of a large number of bottles, to shoot in some rather odd ways.
Prerequisites: BAB +4, Point Blank Shot, Precise Shot
Decription: You gain the following abilities, all of which are Fear effects:
Buzzing Insects [Strike]: As a Standard action, you may fire a shot at your target that doesn't hit but goes so close to their ear as to hurt and disorient them. Make a touch attack against the target; if it hits, the target must make a Fortitude save or be Deafened for 5 rounds and Stunned for one round. Deaf targets are immune to this trick.
Dance Pardner [Strike]: As a Standard or Full action, you may fire several shots into the ground around the feet of a target within one range category. The target must make a Will save, DC 5 + BAB or move 5ft in a direction of your choice. If you are able to fire multiple shots via a special ability or high level, you gain a +2 bonus to the save DC per additional shot fired.
Riccochets [Strike]: As a Standard or Full action, you can fire bullets at targets in cover to keep them there. Targets in a 10ft square must make a Will save, DC 5 + BAB or be unable to move or stand up if prone for one round. If you can make multiple attacks via a feat, ability or high BAB, each additional shot increases the DC by +2.
Firearm Knockback [Fighter, Firearm]
You've managed a technique that's deemed suicidally insane by most, that of the knockback and fire.
Prerequisites: Firearm Proficiency, Weapon Focus (any firearm), Improved Bull Rush
Benefits: As a standard action, you can perform a firearm knockback. You make a single attack at your highest attack bonus with the gun butt of the firearm for which you have Weapon Focus. If you hit the target, you make a bull rush attempt against them. If you succeed in pushing them back at least 5-ft, you can then make a single attack with your firearm at your highest attack bonus. If you fail to push them back, the firearm knockback fails.
Normal: You can't do the above.
Focus Fire [Fighter, Firearm]
Your ability to aim is incredible, far surpassing your peers.
Prerequisites: Firearm Proficiency, Weapon Focus (any two-handed firearm), Far Shot, BAB +6
Benefits: As a full-round action, you may take aim at an opponent. For each round that you aim in this way, you gain a cumulative +1 circumstance bonus to your next attack (so +1 total in the first round, +2 total in the second, +3 total in the third, etc). You may aim in this way for up to your character level/two rounds. At the end of any round in which you are aiming, you can fire as part of that action.
Superior Focus Fire [Fighter, Firearm]
Your aim is legendary, and you can hit targets with pinpoint accuracy.
Prerequisites: Firearm Proficiency, Weapon Focus (any two-handed firearm), Far Shot, Focus Fire, BAB +11
Benefits: When you use Focus Fire, you instead gain a scaling bonus to your next attack (so +1 total in the first round, +3 total in the second, +6 total in the third, etc). However, you can only aim for up to your character level/three rounds now.