Guns...Bang!


Pathfinder First Edition General Discussion


Are there rules published for using guns in pathfinder, and if so where can i find them?


Michael Wadden wrote:
Are there rules published for using guns in pathfinder, and if so where can i find them?

I have blackpowder weapon rules in this PDF. I wouldn't, however, pay money for just those rules. They're the smaller section of the PDF. Shoot me an email (mark at spesmagna dot com), and I'll shoot you just the firearms section of the PDF for free.

RPG Superstar 2015 Top 8

Michael Wadden wrote:
Are there rules published for using guns in pathfinder, and if so where can i find them?

I use the guns from Monte Cooke's excellent 'Harnessing the Natural Laws', which he generously makes available for free here:

http://www.montecook.com/images/Technology.pdf

They work great with pathfinder.


I've got a pdf that I pieced together from the various rules that I could find, which weren't much. The Spes Magna is pretty good, but I prefer the firearm rules in "Tome of Secrets".

Liberty's Edge

For Golarion-specific setting firearms there's Pathfinder Chronicles: Campaign Setting which is OGL apparently. Look around the Alkenstar section (couple feats IIRC) and the equipment section.
A rehash/revamp of the Campaign Setting is due out soon, of course, and Paizo seems to have cooled on the idea of firearms (which is a pity, I think, particularly since they've embraced robot scorpions and ray guns in the same breath), so I'm not sure if this iteration of firearms will make its way into future material.

RPG Superstar 2009 Top 32

If they don't keep the PF: Campaign Setting rendition of firearms, that will be satisfying indeed. That interpretation was atrocious.

Paizo Employee Creative Director

Apethae wrote:

For Golarion-specific setting firearms there's Pathfinder Chronicles: Campaign Setting which is OGL apparently. Look around the Alkenstar section (couple feats IIRC) and the equipment section.

A rehash/revamp of the Campaign Setting is due out soon, of course, and Paizo seems to have cooled on the idea of firearms (which is a pity, I think, particularly since they've embraced robot scorpions and ray guns in the same breath), so I'm not sure if this iteration of firearms will make its way into future material.

We have not cooled on the idea of firearms at all.

We've cooled on the concept that firearms have been a part of Golarion for more than 4,000 years. They're still in the world, and the Inner Sea World Guide will still have rules for them. I like to think they're better rules than the current book's, in fact. Because they're (hopefully) more balanced and more fun.

But we no longer have a 4,000+ year tradition of guns being time-stopped at the renisance-era of technology. THAT'S the part of Alkenstar that's always annoyed me.

Guns have been a part of Golarion from the start. They're going to remain a part of Golarion. And in 2011, they'll be more a part of Pathfinder than ever before.


James Jacobs wrote:

We have not cooled on the idea of firearms at all.

We've cooled on the concept that firearms have been a part of Golarion for more than 4,000 years. They're still in the world, and the Inner Sea World Guide will still have rules for them. I like to think they're better rules than the current book's, in fact. Because they're (hopefully) more balanced and more fun.

But we no longer have a 4,000+ year tradition of guns being time-stopped at the renisance-era of technology. THAT'S the part of Alkenstar that's always annoyed me.

Guns have been a part of Golarion from the start. They're going to remain a part of Golarion. And in 2011, they'll be more a part of Pathfinder than ever before.

Hooray for guns! I'm glad to hear there will still be rules for these.


here come the cowboys riding t rexes ...

now all we need are laser eyes...

Paizo Employee Creative Director

BigNorseWolf wrote:

here come the cowboys riding t rexes ...

now all we need are laser eyes...

Got those already; check out the retriever in the Bestiary! :)

Dark Archive

Michael Wadden wrote:
Are there rules published for using guns in pathfinder, and if so where can i find them?

I used these for the spelljammer game I ran under Pathfinder. They worked just fine.

==
AKA 8one6

Contributor

Last week my players found a Gem of Brightness. The alchemist claimed it and affixed it to his gun as the barrel-mounted flashlight.

Liberty's Edge

James Jacobs wrote:


We have not cooled on the idea of firearms at all.

We've cooled on the concept that firearms have been a part of Golarion for more than 4,000 years. They're still in the world, and the Inner Sea World Guide will still have rules for them. I like to think they're better rules than the current book's, in fact. Because they're (hopefully) more balanced and more fun.

Glad to hear I misinterpreted some of your earlier statements on this subject, JJ. I love the gritty kind-of-Swiss feel of Alkenstar and its standout oddness, which I think in part is due to their firearms. I think they have a lot of potential as mercenary wildcards outside of their immediate area, maybe as a kind of analog to the Papal Guards in their heydey, perhaps a counterweight (employed by Cheliax? Absalom?) to the Varangian-esque Ulfen Guard of Taldor.

Anyways, thanks for correcting me. :)


And perhaps we will see stats for old school muzzle-loaders, like the arquebus in its various forms, rather then the generic "Flintlock, musket, blunderbus" that is the standard of later colonial period stuff.

I don't want to see Andoran infantry carrying Brown Besses everywhere, however, the thought of an Alchemist lugging around this impractically heavy, stick-mounted muzzle-loader that was as likely to blow up in his face as fire a powerful shot, all the while lecturing his friends about how this is "THE FUTURE OF WARFARE!" amuses me greatly, and strikes me as thematically fitting Golarion's vaguely 15th century feel.

Paizo Employee Creative Director

TheWarriorPoet519 wrote:
And perhaps we will see stats for old school muzzle-loaders, like the arquebus in its various forms, rather then the generic "Flintlock, musket, blunderbus" that is the standard of later colonial period stuff.

Perhaps... but not in the Inner Sea World Guide. There's simply no room to present all sorts of gun options... there's basically room for about 4 different firearms, at which point going generic is the only option.

If firearms had a more significant role in Golarion—say, something on the level of magic—then we could justify spending more time on them in print in The Inner Sea World Guide.

Liberty's Edge

Just wanted to throw this out there ... I completely respect that there are those that like guns in their fantasty but please put me down on the the side that pretty much hates the idea of guns in D&D


i am always in favor of more material than less, it is a lot easier to just house rule material out than to try and come up with your own stuff.


Put me in as someone who loves guns in his fantasy and especially in his D&D.

If we can have anachronistic castles and dragons, we can have firearms ;p


Dunno where this came or why, aside from the guns in fantasy subject.

But I thought you guys might find it amusing.

Spoiler:
The old man listened to the halfling trying to convince him to purchase one of the new longguns that held several rounds instead of having muzzle load each round, then inhaled deeply on his pipe before blowing the smoke in the young pup's face.

"Aye, lad, I know that this old flintlock of mine is getting old. But old don't mean worthless. Can any of your new fangled long guns put a round through a dragonscale at 100'? Ol' Longtooth here has done. And killed many an orc."

The halfling coughed as he waved the smoke away, "Well sir, I can understand sentimental attachment, but to be quite honest, the new guns are made from better steel, can fire many more rounds before reloading, and the cartridges both have more powder and are easier to load."

The old man snorted, waving his pipe around, "Better? Lad, do you know what hell I had to go through to get this weapon made? The barrel is made of adamantine that I myself mined! Damn dwarves and their deals. It was also one of the first barrels to be rifled, over fifty years ago! The wooden stock is iron wood from Kyonin, which was a pain and a half to get, literally. Damn elves and their tree worshiping ways. And lad, with enough experience, I can load this old friend of mine fast enough to fire four rounds in six seconds and hit my target each time."

The old man smirked, "Can your new fangled equipment say that? That, my short little annoyance, is what a rifleman used to be. Now get the hell off my farm before I decide to start target practice!"


Here's a free PDF of Pathfinder black powder weapons rules I wrote, LPJ picked them up to use in Pirates of the Bronze Sky. We've playtested them a lot in our pirate-based Second Darkness plus much more campaign.

Shadow Lodge

James Jacobs wrote:
Perhaps... but not in the Inner Sea World Guide. There's simply no room to present all sorts of gun options... there's basically room for about 4 different firearms, at which point going generic is the only option.

Sounds like Alkenstar should get a Player's Companion book at some point in the future, then.

Grand Lodge

Kthulhu wrote:
Sounds like Alkenstar should get a Player's Companion book at some point in the future, then.

Ooooooooh... Yes please! Especially if we could get some steampunk-esque stuff with it! *drool*


Kthulhu wrote:
Sounds like Alkenstar should get a Player's Companion book at some point in the future, then.

That's one Golarion book I would buy.


James Jacobs wrote:

We have not cooled on the idea of firearms at all.

We've cooled on the concept that firearms have been a part of Golarion for more than 4,000 years. They're still in the world, and the Inner Sea World Guide will still have rules for them. I like to think they're better rules than the current book's, in fact. Because they're (hopefully) more balanced and more fun.

But we no longer have a 4,000+ year tradition of guns being time-stopped at the renisance-era of technology. THAT'S the part of Alkenstar that's always annoyed me.

Guns have been a part of Golarion from the start. They're going to remain a part of Golarion. And in 2011, they'll be more a part of Pathfinder than ever before.

This is all good to know, as I like the idea behind Alkenstar's guns. But I thought that even in the original world book, they were a recent development?

And for the OP, I think that Kobold Quarterly #13 has some rules on gunslinging class specifically for Pathfinder.

The Exchange

Marc Radle wrote:
Just wanted to throw this out there ... I completely respect that there are those that like guns in their fantasy but please put me down on the the side that pretty much hates the idea of guns in D&D

That's where I am, too.

Some folks like blondes, some like redheads.

Paizo Employee Creative Director

Eric Hinkle wrote:

This is all good to know, as I like the idea behind Alkenstar's guns. But I thought that even in the original world book, they were a recent development?

And for the OP, I think that Kobold Quarterly #13 has some rules on gunslinging class specifically for Pathfinder.

The intention all along was to have them be a recent development, but poor quality control led to events taking place 4000 years ago involving guns in the timeline. Those events have been fixed.

Liberty's Edge

Thomas Austin wrote:
Marc Radle wrote:
Just wanted to throw this out there ... I completely respect that there are those that like guns in their fantasy but please put me down on the the side that pretty much hates the idea of guns in D&D

That's where I am, too.

Some folks like blondes, some like redheads.

I like blondes and redheads :)

Scarab Sages

Kevin Andrew Murphy wrote:
Last week my players found a Gem of Brightness. The alchemist claimed it and affixed it to his gun as the barrel-mounted flashlight.

Awesome

-Uriel


OK...
I just picked up the kobold quarterly 13 with the arqubusier in it...
It seems a bit.... 3.0-ish? Very lackluster.
No fluff to go with the crunch.
Wassat supposed to be for 3.5 or Pathfinder?

Shadow Lodge

Malagant wrote:
Thomas Austin wrote:
Some folks like blondes, some like redheads.
I like blondes and redheads :)

Everyone knows that brunettes are superior!


James Jacobs wrote:
Guns have been a part of Golarion from the start. They're going to remain a part of Golarion. And in 2011, they'll be more a part of Pathfinder than ever before.

I would be very interested to see if the alchemist could have a variant for his bomb in place for a powerful/interesting/flavorful gun instead with limited bullets that can do something different :)

Guns just rock.

BANG!


Kthulhu wrote:
Malagant wrote:
Thomas Austin wrote:
Some folks like blondes, some like redheads.
I like blondes and redheads :)
Everyone knows that brunettes are superior!

They all look good holding a gun.

Liberty's Edge

Greg Wasson wrote:
Kthulhu wrote:
Malagant wrote:
Thomas Austin wrote:
Some folks like blondes, some like redheads.
I like blondes and redheads :)
Everyone knows that brunettes are superior!
They all look good holding a gun.

Especially when scantily clad in revealing garb :)


I'm one who's all in favor of further developing a base of core rules and expanded (i.e., more optional) rules for firearms in Pathfinder. My ulterior motive being a desire to see work eventually commence on a Modern version of Pathfinder. (wink, wink, nudge, nudge, hint, hint).


Well this is probably going to cause the topic to get moved to homebrew, but here's something i came up with using the pathfinder srd, my playing group, and some tinkering and would like feed back please:

Pistol
One handed weapon
Simple Weapon - Ranged
Cost: 50 gp
Damage: (Small) 1d3; (Medium) 1d6; (Large) 1d8;
Critical: 18-20 x2
Range Increment: 30/60/90 ft.
Weight: 5 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A pistol must be manually loaded with black powder, a bullet, and wadding. Loading a pistol is a full-round action that provokes attacks of opportunity. You must use both hands to load a pistol. A pistol can be fired with one hand with no penalty. You can fire a pistol with each hand, but normal two-weapon fighting rules apply.

Musket
Two Handed Weapon
Simple Weapon - Ranged
Cost: 150 gp
Damage: (Small) 1d6; (Medium) 1d10; (Large) 2d8;
Critical: x3
Range Increment: 40/80/120 ft.
Weight: 12 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A musket must be manually loaded with black powder, a bullet, and wadding. Loading a musket is a full-round action that provokes attacks of opportunity. You must use both hands to load a musket. A musket requires two hands to fire. Musket can only fire one shot before it must be reloaded

Blunderbuss
Two Handed Weapon
Simple Weapon - Ranged
Cost: 125gp
Damage: (Small) 1d6; (Medium) 1d10; (Large) 2d8;
Critical: x4
Range Increment: 5/10/15 ft.
Weight: 7 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A Blunderbuss is most effective at close range; any successful attack, a -1 penalty is applied to the damage roll for each range increment of the attack. It can fire once before it needs reloading (which requires a full round action which provokes attack of opportunity)

Revolver Pistol
One handed weapon
Martial Weapon - Ranged
Cost: 100 gp
Damage: (Small) 1d6; (Medium) 2d4; (Large) 2d6;
Critical: 18-20 x2
Range Increment: 30/60/90 ft.
Weight: 5 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A revolver pistol can hold up to 6 bullets at a time. Loading a Revolver pistol is a full-round action that provokes attacks of opportunity. You must use both hands to load a revolver pistol. A Revolver pistol can be fired with one hand with no penalty. You can fire a pistol with each hand, but normal two-weapon fighting rules apply.

Rifle
Two Handed Weapon
Martial Weapon - Ranged
Cost: 300 gp
Damage: (Small) 1d8; (Medium) 1d12; (Large) 3d6;
Critical: x3
Range Increment: 50/100/150 ft.
Weight: 12 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A musket must be manually loaded with black powder, a bullet, and wadding. Loading a musket is a full-round action that provokes attacks of opportunity. You must use both hands to load a musket. A musket requires two hands to fire. A rifle can fire up to six shots before it must be reloaded.

Shotgun
Two Handed Weapon
Martial Weapon - Ranged
Cost: 250gp
Damage: (Small) 1d8; (Medium) 2d6; (Large) 3d6;
Critical: x4
Range Increment: 10/20/30 ft.
Weight: 7 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A shotgun is most effective at close range; any successful attack, a -1 penalty is applied to the damage roll for each range increment of the attack. It can fire six times before it needs reloading (which requires a full round action which provokes attack of opportunity), a free action to the cock the gun

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