Craft (firearms) and Ammunition


Rules Questions


2 people marked this as FAQ candidate.

So, I was looking through the PRD, and noticed Table: New Item Craft DCs (scroll down to Field Repair). This table includes the new weapon types introduced in that book (Ultimate Combat), along with the corresponding craft skills and DCs. What the table is missing are craft skills and DCs for the ammunition of one-handed and two-handed firearms, siege firearms, and siege weapons. I posted this as an omission in the Ultimate Combat errata thread, which generated some discussion as to whether or not it was possible to craft firearms or firearm ammunition through any means other than gunsmithing. I insisted you could, but since it was disputed, I've decided to bring the topic here for discussion.

Question A: Can firearms and firearm ammunition be crafted through use of the craft (firearms) and craft (alchemy) skills? Or is the Gunsmithing feat the only option?
Question B: What are the craft skills and DCs for firearm ammunition and siege weapon ammunition? They don't appear on Table 2-2: New Item Craft DCs.

I think the answer to A is Yes. Below are my reasons, as responses to counter-arguments:

Spoiler:

1)That table is only meant to be referenced when using the Field Repair feat.
Field Repair states that to repair a broken item "you can make a Craft check with the DC it takes to craft that item (see Table 2–2, below)." The table is titled "New Item Craft DCs". I believe the table is intended to expand the craft skill generally, and appears under a relevant feat because the book lacks a "Skills" chapter (due to too few new skills to justify a whole chapter).
2)A character is meant to take gunsmithing if he wants to craft firearms and ammunition. The feat wouldn't exist if you could just use the craft skill instead.
Craft (firearms) at the very least exists as a skill, according to the Feats chapter. Gunsmithing doesn't utilize the craft skill, so it can't exist as a prerequisite. As such, craft (firearms) likely follows the same rules as any craft skill. My feeling is that the purpose of gunsmithing is simply to streamline gun maintenance, due to the frequency of misfires. Also, to avoid requiring all gunslingers to invest in two craft skills.
3) Crafting firearms might be allowed, but ammunition was intentionally omitted.
I suspect ammunition was mistakenly omitted in editing as a result of it having no relevance to the field repair feat. That, and if it's possible to craft a firearm through craft (firearms), it's silly to require a feat to craft the small ball of lead it propels. At any rate, gunsmithing doesn't cover ammunition for siege firearms.
4)The page on firearms references needing Gunsmithing on two occasions to craft and repair firearms. Under Emerging Guns, it states you need the "Craft Firearms feat" to make effective use of guns.
"Craft Firearms" doesn't exist as a feat anywhere I can find, but they might have meant "Gunsmithing". I think this is the best argument. It's possible that after some deliberation, the designers decided you couldn't craft firearms without gunsmithing, but then forget that the craft (firearms) skill existed in another chapter.

At the very least, the table needs craft skills and DCs for siege firearm and siege weapon ammunition, unless I've overlooked it. Apologies in advance if this has been answered or I've made some critical error.


Hmm the way I am now seeing it is that Gunsmithing(Feat) represents one having shortcuts and easier ways of crafting in exchange for more resources needed to craft while the Craft(Firearm) skill is more to represent someone cobbling one together like any other weapon.

I guess you could say where one is time and patience, the skill, the other is more of purchasing pre-made parts custom ordered without the craftsman knowing what it is for.

Though I guess GM discretion is in effect.

I would say the Bullets would be DC15 at the least to craft. It is amazing how easy it is to make a mistake while casting a bullet.

Though IIRC Siege Engines ammunition is handled via the Craft(Siege Engine) skill.


It depends on the format you play in.

If you are in a home game, you can use associated skills at a higher DC to do what the primary skill could do. That kind of plasticity of knowledge and skill falls under the GM purview. In this format I can see needing Craft(firearms) to make masterwork weapons or ammunition.

In Organized Play it is a more structured and controlled format. There you need the Gunsmithing feat. The feat supplants/duplicates the crafting skills for firearms and caveats the craft roll. Since there is no crafting per se in Org Play it works and controls access to these game components.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Craft (firearms) and Ammunition All Messageboards

Want to post a reply? Sign in.