Pathfinder - Gunslinger vs Musket Master - Can you combine them?


Rules Questions


Well as the title says, what are the difference in advantages and disadvantages between the two. I use a musket atm, on my dwarf character. But I am not sure I ready to give up on the gunslingers many different firearm types, cause I like some variation. But is it very bad not to go musket master, if my main is musket?

And is it even possiable to combine the two? Level 5 here, though of three levels in musket master then gunslinger 2 levels. Is it any good? :)

Liberty's Edge

Musket master is an archetype of Gunslinger, you cannot take both. When you take levels of Musket Master you also take gunslinger with the changes that musket master has.


I think you might be confused.

Musket Master is a Gunslinger archetype, not its own class.

You can't take some levels with the archetype and some without. It's all or nothing.


I see nice to know! :)

Now I just need to choose between the two! :)


Muskets aren't really a viable weapon without the Musket Master archetype due to their load time. Two handed firearms require a full round action to load normally and can only be reduced down to a move action if you combine both alchemical cartridges and Rapid Reload; that means you can only ever fire your musket once in a single round. The archetype fixes that as it allows you to treat two handed firearms as one handed, which means that with cartridges and Rapid Reload (which you get for free with Musket Master too) you can instead reload as a free action so you can take all of your attacks.

Really there is very little reason to use base Gunslinger. Muskets are bad without a special archetype and if you aren't going to be using them because of that then you might as well go for the pistol archetype. Diversity isn't really something a gunslinger can do well.


Is Gunslinger vanilla viable at all then? If I go musket master I am really thinking of still getting the feat one handed firearms, for backup and flavor. Even though I can't add dex damge to them, it would be great to have for backup. Again roleplay flavor too, makes good sense for a marksman with rifles to have a backup pistol :)


Greenfeuer wrote:
Is Gunslinger vanilla viable at all then? If I go musket master I am really thinking of still getting the feat one handed firearms, for backup and flavor. Even though I can't add dex damge to them, it would be great to have for backup. Again roleplay flavor too, makes good sense for a marksman with rifles to have a backup pistol :)

Don't get me wrong, vanilla Gunslinger is totally viable. It's just that since it is bad for muskets and most people plan on specializing in a certain firearm type anyway then it is mostly redundant in the face of Musket Master or Pistolero. Most people just see vanilla and think "why bother."

That said, you really can't be good with both pistols and muskets with vanilla, Musket Master, or Pistolero. If you go vanilla you get dex to dam for both but muskets reload at best as a move action. Musket Master can reload properly but can't get dex to dam for pistols. Pistolero can't reload muskets in a timely fashion or get dex to dam with them. Really you have to make a choice about what you see your primary weapon being; if it is musket then you are stuck with Musket Master, but if it is pistol then vanilla or Pistolero work.

All that aside, if you want a backup pistol for flavor then by all means take it. Unfortunately though it will be much weaker than your primary.


I see, I wondered about this too.

Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines. -

Does this mean I need two or a single feat to get both one handed firearms and siege engines?


chaoseffect wrote:
Exotic Weapon Proficiency gives you proficiency with one particular weapon, not a weapon category. For instance if you wanted to be proficient pistol, a double barreled pistol, and a pepperbox then you would need to spend a feat on each.

It just seemse to suggest that its the whole one-handed firearm group, due to its way of explaining it. :/


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Firearm Proficiency wrote:

The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.


Avoron wrote:
Firearm Proficiency wrote:

The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.

I was wrong, listen to this dude.


I think the feat applies to all firearms-- it's not EWP (One-handed firearms), after all.

http://www.giantitp.com/forums/showthread.php?443838-Pathfinder-Gunslinger- vs-Musket-Master-Can-you-combinen-them&p=19845810#post19845810

I am abit confused! xD


Concerning siege weapons as you mentioned them:

"Proficiency: Siege engines are exotic weapons. A creature with the Siege Engineer feat is proficient with all siege engines, including siege firearms. A creature that is proficient in firearms is also proficient in siege firearms, but not other siege engines."

So taking Exotic Weapon Proficiency for firearms should grant you the use of siege firearms too but not other siege weapons.


Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.


Flagged to move over to advice forums. This is an advice question, not a rules question.

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