
LMPjr007 |

i seem to be having some problems finding all the info on guns in pathafinder.
could some one tell me how reloading works and how enhancing works?
what feats are there for guns?
what rules are there for guns?
You might want to check out Black Power Weaponry. The rules were built specifically for Pathfinder and the PDF is free.

Ernest Mueller |

google lead me to this
Heh that's me, and those rules got expanded and published as the link LPJ provided above (which he neglected to mention is a FREE pdf download from RPGnow).
So to answer at more length.
There are rules for guns in the Pathfinder Campaign Setting book (p.212). But they are a) a little weak - "1d6 damage, whether you need it or not!" and b) go all the way to revolvers and rifles and stuff which is way too anachronistic for me. There are no feats or additional rules backing those up.
Adamant Entertainment's Tome of Secrets published some gun rules too, p.181, "Flintlocks & Fantasy". I like them a lot better than the PFCS rules. They weren't detailed enough for me; since I was running a pirate campaign I needed more than a couple kinds of cannon for example. It does have more in the way of gun feats, spells, and magical enhancements.
So I did some guns and cannon, you can find them on my blog, but they were then adapted to the LPJ gun PDF, which is much more nicely illustrated if nothing else :-) I wanted to do more detail work especially on cannon. And I combined the "exploding damage" concept the PFCS book had with a better base damage, similar to Adamant's it turns out.
Playtesting has verified that I achieved my goal, which was to make guns a nice side option. I didn't want PCs to be complete gun guys - at this tech level, if you are a missile character, bows are better due to the slower reload time of guns. But they pack a potentially big punch if they hit. So a fighter might keep a pistol in his belt and use it in the opening round, or to take out a fleeing wounded opponent, or for other stuff like that. A lot of characters end up carrying a bow around even though they never use it, only for that one time in 10 combats when they really need to do a round of ranged attack. And we have a cleric who keeps a bunch of guns - most rounds he's casting or channeling or whatnot, but when he doesn't want/need to cast, he has a blunderbuss and a couple pistols to unload with. We've been very happy with it so far.