
Kor - Orc Scrollkeeper |

I have a few Pathfinder books, however I have seen no mention of Firearms in Golarion. I noticed though that a Pathfinder Chronicals mini of a dwarf is carrying a firearm.
- Does anyone know if firearms are a part of the Golarion setting?
- Does anyone know of any stats for the firearms?
- If firearms do exist, I'm guessing there should also be a Craft - Firearms skill?

Blood stained Sunday's best |

I've looked through a few more sourcebooks, but I still can't find any information on firearms. Does anyone have any information about them for the Pathfinder setting?
There is a thread on this somewhere but I couldn't tell you where.... There will be firearms in the game...they will be rare and expensive. They will not be appearing in any of the modules or adventure paths in the near future. I believe the rules for them will appear in the Hardcover Pathfinder Setting book. Hope this helps.

Rathendar |

Kor - Orc Scrollkeeper wrote:There is a thread on this somewhere but I couldn't tell you where.... There will be firearms in the game...they will be rare and expensive. They will not be appearing in any of the modules or adventure paths in the near future. I believe the rules for them will appear in the Hardcover Pathfinder Setting book. Hope this helps.I've looked through a few more sourcebooks, but I still can't find any information on firearms. Does anyone have any information about them for the Pathfinder setting?
the further south you travel, the more you will encounter them, if i recall. they're made statements that freeport would fit perfectly in one area of the world, and freeport uses firearms in its mini-setting. one of the blog artworks showed explorers with guns being attacked by apes, which is what touched off the firearms discussion recently, try looking for something related to that.

![]() |

Also, the miniature you noticed is not listed as carrying a gun but instead a 'Wand Rifle". The basic idea being that a magic wand is placed in a rifle like contraption and then used to 'fire' spells at the enemy. I'm not sure how it works, but would love to know where I could find more information. I seem to recall it being in a module. Anybody know which one?

![]() |

the further south you travel, the more you will encounter them, if i recall. they're made statements that freeport would fit perfectly in one area of the world, and freeport uses firearms in its mini-setting. one of the blog artworks showed explorers with guns being attacked by apes, which is what touched off the firearms discussion recently, try looking for something related to that.
Although we decided to pull that particular illustration out of the Hardcover (more because the explorers were dressed in turn of the century clothing than because of the rifle), there are indeed firearms in Golarion. The hardcover Campaign Setting presents some rules for them, but beyond that, don't expect TOO much about them in the adventures. We're including them for those groups that might enjoy adding firearms to their game, but as a whole, firearms (and items like wand rifles, to be honest) don't really fit the world "theme" for most of Golarion.
SO: They're there... they're just not common.

![]() |

We've got Ptolus rules guns in our version of CotCT (hope I got the acronym right) and it's been fun. The city high guard have muskets and a few cannons for sinking plague ships and the like. ;)
My character is built around a pistolier concept and has been a blast to play (literally) without being unbalancing. Even with Rapid Reload and Weapons Training houseruled to apply to firearms, the damage output is no better than a composite longbow, and a lot more expensive to operate. Right now, with Point Blank Shot, Weapon Focus, Rapid Shot, Rapid Reload and Weapon Specialization my attack output at level 4 is only +9/+9 to hit and 1d10+3 damage with a MW double pistol. Not at all out of line IMO.
The biggest downside for me is that you don't find a lot of magic firearms in the treasure piles. :(

![]() |

The hardcover Campaign Setting presents some rules for them, but beyond that, don't expect TOO much about them in the adventures. We're including them for those groups that might enjoy adding firearms to their game, but as a whole, firearms (and items like wand rifles, to be honest) don't really fit the world "theme" for most of Golarion.SO: They're there... they're just not common.
That works just fine for me. I like the idea of using something like a Wand Rifle as a special bit of treasure that the party finds only one of during their adventuring careers. Surely not something you would buy on the market since the only ones who could use them would be mid to high level wizards and sorcerers and they certainly wouldn't sell them to anyone. I'm thinking of tweaking the item from Pharaohs to make it slightly more powerful, but also extremely difficult and expensive to make. Maybe I'll post it somewhere when I finish, if there is an interest for that sort of thing anyway.

![]() |

We've got Ptolus rules guns in our version of CotCT (hope I got the acronym right) and it's been fun. The city high guard have muskets and a few cannons for sinking plague ships and the like. ;)
My character is built around a pistolier concept and has been a blast to play (literally) without being unbalancing. Even with Rapid Reload and Weapons Training houseruled to apply to firearms, the damage output is no better than a composite longbow, and a lot more expensive to operate. Right now, with Point Blank Shot, Weapon Focus, Rapid Shot, Rapid Reload and Weapon Specialization my attack output at level 4 is only +9/+9 to hit and 1d10+3 damage with a MW double pistol. Not at all out of line IMO.
The biggest downside for me is that you don't find a lot of magic firearms in the treasure piles. :(
Druid Steam Pistols using Heat Metal? Still no sign of them in Alpha 3. Maybe the Beta? The fact is that Druids will be the crafter of both the non-magical pistol used with spells and the magical steam pistol usable by everyone. And the Druid can craft either version of Pistol at third level.

![]() |

Firearms aren't a matter of game balance at all. They're a matter of game FLAVOR. You can create a 30 foot tall talking pineapple who fights with a stale baguette and suffers from explosive acidic, diarrhea. The game rules are flexible enough to accommodate something like that, but once you put something like that into a game... the flavor of your entire game world changes immediately.
Now obviously, firearms are a lot less childish and silly and goofy than the above example, but the point is that they change the flavor of the world away from what we're aiming for, at least in the Inner Sea region. Like Lovecraftian monsters or technological crashed spaceships, firearms constitute a POWERFUL SPICE. You can sprinkle them into your world, but it doesn't take many to overwhelm the world's flavor and change it from a delicately balanced symphony of complimentarily taste sensations into something that a few people find delicious but which the majority of the people are allergic to.

![]() |

Druid Steam Pistols using Heat Metal? Still no sign of them in Alpha 3. Maybe the Beta? The fact is that Druids will be the crafter of both the non-magical pistol used with spells and the magical steam pistol usable by everyone. And the Druid can craft either version of Pistol at third level.
Druids and technology don't mix. If a druid loses her powers by wearing forged metal armor... I suspect if she picked up a gun and shot someone with it she'd turn into a commoner.

Cainus |

We've got Ptolus rules guns in our version of CotCT (hope I got the acronym right) and it's been fun. The city high guard have muskets and a few cannons for sinking plague ships and the like. ;)
My character is built around a pistolier concept and has been a blast to play (literally) without being unbalancing. Even with Rapid Reload and Weapons Training houseruled to apply to firearms, the damage output is no better than a composite longbow, and a lot more expensive to operate. Right now, with Point Blank Shot, Weapon Focus, Rapid Shot, Rapid Reload and Weapon Specialization my attack output at level 4 is only +9/+9 to hit and 1d10+3 damage with a MW double pistol. Not at all out of line IMO.
The biggest downside for me is that you don't find a lot of magic firearms in the treasure piles. :(
//Threadjack//
If you want to up your number of attacks take quickdraw, two-weapon fighting, and rapid shot. Gives you three attacks (shoot, drop, draw, shoot, offhand shoot, though with a -2/-4) that keeps climbing as your number of attacks goes up, you just need to carry multiple loaded pistols on yourself.
And magic ammo is the way to go, especially if you use multiple weapons. You get a lot of attacks early until your supply of weapons runs out.
Picture this, your guy, fully kitted up with two pistols at your sides (primaries), 4-8 on your chest in a bandolier, two handles poking over each shoulder, and one in each sleeve (though probably smaller). Now just make certain the bandoliers are enchanted against misfires, otherwise it could be ugly.

![]() |

Also, the miniature you noticed is not listed as carrying a gun but instead a 'Wand Rifle". The basic idea being that a magic wand is placed in a rifle like contraption and then used to 'fire' spells at the enemy. I'm not sure how it works, but would love to know where I could find more information. I seem to recall it being in a module. Anybody know which one?
Here is the wiki on wand rifles Wiglaf provided you with the basic info, but this is a little more detailed into how they work

thelesuit |

//Threadjack//If you want to up your number of attacks take quickdraw, two-weapon fighting, and rapid shot. Gives you three attacks (shoot, drop, draw, shoot, offhand shoot, though with a -2/-4) that keeps climbing as your number of attacks goes up, you just need to carry multiple loaded pistols on yourself.
And magic ammo is the way to go, especially if you use multiple weapons. You get a lot of attacks early until your supply of weapons runs out.
Picture this, your guy, fully kitted up with two pistols at your sides (primaries), 4-8 on your chest in a bandolier, two handles poking over each shoulder, and one in each sleeve (though probably smaller). Now just make certain the bandoliers are enchanted against misfires, otherwise it could be ugly.
//Further Threadjack//
There are some really interesting rules set forth in Atlas Games Northern Crown. I have used them--with some adjustments to great effect. Reload rate was the biggest factor. After that noise and obscurement rules due to firing into enclosed and poorly ventilated spaces played a factor.
It was good fun. And the Northern Crown firearms rules are OGL.
CJ

![]() |

I am a HUGE fan of Privateer Press's Warmachine and its Iron Kingdom setting (though I like Golarion better). While I have no intention of introducing Warmachines into Golarion, I think Pistol Mages and such are a great flavor add. I have alaways like the idea of elite dwarven patrols with musket-rifles, pirate gnomes with bombs, and orc invaders with massive intimidating cannons.
The trick is not to let reality interfere with the fantasy. That massive cannon does regular canon damage (it's BIG for flavor) and Shield still works against it, and magic enchantments on city walls make the canon balls bounce off.

Kor - Orc Scrollkeeper |

Thanks for all the information. That one dwarf mini with the "wand" rifle really confused me. I sort of prefer non-gunpowder campaigns, without the steriotypical musket toting dwarves, so I am happy to hear firearms will not play a large part in the world. Next thing you know there will gnome engineers tinkering and altering those guns into better weapons... and then soon we will find ourselves fighting a heavy pitched war between the Alliance and the Horde. I definately don't want that for Pathfinder :)

![]() |

yellowdingo wrote:Druid Steam Pistols using Heat Metal? Still no sign of them in Alpha 3. Maybe the Beta? The fact is that Druids will be the crafter of both the non-magical pistol used with spells and the magical steam pistol usable by everyone. And the Druid can craft either version of Pistol at third level.Druids and technology don't mix. If a druid loses her powers by wearing forged metal armor... I suspect if she picked up a gun and shot someone with it she'd turn into a commoner.
And a Scimitar or a silver shot in a sling isnt?

![]() |

yellowdingo wrote:Druid Steam Pistols using Heat Metal? Still no sign of them in Alpha 3. Maybe the Beta? The fact is that Druids will be the crafter of both the non-magical pistol used with spells and the magical steam pistol usable by everyone. And the Druid can craft either version of Pistol at third level.Druids and technology don't mix. If a druid loses her powers by wearing forged metal armor... I suspect if she picked up a gun and shot someone with it she'd turn into a commoner.
Druids, Metal, and Guns
Druids are restricted to small amounts of worked metal - something that limits them to their Iron Scimitar. If they were to take up a steam pistol they would have to give up their Scimitar.
The Low Tech Druid is why I restrict my Steam Pistols to Wardens (Druids who work to protect forest on order of the King - and thus have access to a higher level of tech).
But OK, Perhaps a Flintlock tech level steam Pistol is too technologically advanced for the setting. Fine - lets go back further to the KOLBEN.
The KOLBEN is an Amphora carved (rather than worked) from Meteorite iron and mounted in a Wooden Stock. This pressure vessel is filled with water and plugged with a meteorite Iron spike projectile.
A simple heat metal spell available to any 3rd level druid providing a primitive firearm. This steam Piston weighs about 50LB, can be reloaded and used at a fire rate of about 2 rounds.

apotheon |

Regardless of what Paizo's doing for firearms in Pathfinder, I've got a Duelist prestige class and rules for paper cartridge firearms that I've created for a gameworld I invented about a year ago (called Midian) when I started GMing my current campaign. There's a player in my group whose character has actually opted for the Duelist prestige class with the most recent level-up, and has had a pistol for pretty much the entire adventuring career. This character has performed well within game balance, and firearms are such generally rare pieces of military technology that they contribute only a touch of "spice" to the flavor of the game.
I'm looking forward to the Golarion-specific firearms rules, which I'll read and mine for ideas, I'm sure -- but probably won't adopt wholesale for my Midian gameworld.
Then . . . there's the Velesh gameworld, which I'm co-developing with another GM who's also running games in that setting. No guns at all in that one so far. That's the gameworld we decided to create specifically for Pathfinder playtesting -- we figured it needed to be a bit more "traditional" in some ways than other gameworlds we've used (no psionics, no guns, no steam tech, not alternate magic systems, et cetera).