Gunslinger starting gold and ammo


Gunslinger Discussion: Round 2


Just curious about a change from round 1 to round 2: originally, the firearm class feature mentioned that the gunslinger starts with a firearm of his choice, and 50 doses of black powder and 50 bullets. In round 2, the gunsmith class feature notes the possession and quality of a firearm, but says nothing about black powder nor shots. In fact, nowhere in the document is a starting amount of ammo noted. This would pose no problem, except that no starting gold amount is given. In round 1, this was also not a problem since the gunslinger was a fighter sub-class, and could use that amount.

I'm just looking for clarification here. Does he start with ammo, or must he purchase it, and if so, how much money does he have?


So, the doc doesn't mention starting gold or the previous round's free powder and shot.

Where does it say that the class isn't a fighter class still? So shouldn't you continue to use the fighter's starting gold?

Shadow Lodge

On Page 2 of the Ultimate Combat Playtest Round 2: Gunslinger, in the opening paragraph by Jason and Stephen it states "It was also instrumental in the evolution of the Gunslinger as a full class." Paragraph 2, last sentence. Sadly, there is no mention of starting gold.

Paizo Employee Creative Director

Go with a starting gold equal to a fighter's for now. Even if we do end up having the gunslinger be its own new base class, it'll probably keep the same starting gold as a fighter.


James Jacobs wrote:
Go with a starting gold equal to a fighter's for now. Even if we do end up having the gunslinger be its own new base class, it'll probably keep the same starting gold as a fighter.

Question here then, does the gunslinger start with ammo like he did in round one? Make it something like the broken gun so he can't sell it?

Paizo Employee Creative Director

Mr Jade wrote:
James Jacobs wrote:
Go with a starting gold equal to a fighter's for now. Even if we do end up having the gunslinger be its own new base class, it'll probably keep the same starting gold as a fighter.
Question here then, does the gunslinger start with ammo like he did in round one? Make it something like the broken gun so he can't sell it?

The gunslinger class itself addresses the cost of ammo. He needs to buy it, in other words.


James Jacobs wrote:
The gunslinger class itself addresses the cost of ammo. He needs to buy it, in other words.

Alright, cool. I was just unsure if the Round 1 free ammo carried over to here. Thanks for the speedy answer.


Also, in round one you had the option of two pistols OR a musket with 50 shots of ammo. Ammo wasn't necessarily guaranteed even in round 1.

The fact that you can make ammo at 10% the normal cost though (automatic gunsmith feat) kind of alleviates this mostly.


Kaisoku wrote:

Also, in round one you had the option of two pistols OR a musket with 50 shots of ammo. Ammo wasn't necessarily guaranteed even in round 1.

The fact that you can make ammo at 10% the normal cost though (automatic gunsmith feat) kind of alleviates this mostly.

I have a player interested in playing the Gunslinger class, I'm basing this off of Round 2, but I think he's still pulling elements from Round 1 *(two pistols) Should I allocate him starting ammo or incorporate that into his bought equipment? He's a long way from home in the Mana Wastes, so he's probably not going to be able to buy anything other than basic materials fit to make ammunition out of.

First, what would you think of letting the player start with two pistols (perhaps with one using the Heirloom Weapon trait) having to buy at least one of them and how much ammo?

I suppose we can roleplay or settle this in the town. He's going to start the game in Kaer Maga, so if he can buy materials anywhere outside of Alkenstar, it'd be there where' there's at least a curious rogue blacksmith.

As it is still in playtest, I added the stipulation that I'll determine what goes until Ultimate Combat comes out. Are there any KNOWN changes from Round 2 to print that I should know about? And how much of Round 1 should I acknowledge?


punkassjoe wrote:
Kaisoku wrote:

Also, in round one you had the option of two pistols OR a musket with 50 shots of ammo. Ammo wasn't necessarily guaranteed even in round 1.

The fact that you can make ammo at 10% the normal cost though (automatic gunsmith feat) kind of alleviates this mostly.

I have a player interested in playing the Gunslinger class, I'm basing this off of Round 2, but I think he's still pulling elements from Round 1 *(two pistols) Should I allocate him starting ammo or incorporate that into his bought equipment? He's a long way from home in the Mana Wastes, so he's probably not going to be able to buy anything other than basic materials fit to make ammunition out of.

First, what would you think of letting the player start with two pistols (perhaps with one using the Heirloom Weapon trait) having to buy at least one of them and how much ammo?

I suppose we can roleplay or settle this in the town. He's going to start the game in Kaer Maga, so if he can buy materials anywhere outside of Alkenstar, it'd be there where' there's at least a curious rogue blacksmith.

As it is still in playtest, I added the stipulation that I'll determine what goes until Ultimate Combat comes out. Are there any KNOWN changes from Round 2 to print that I should know about? And how much of Round 1 should I acknowledge?

Read gun smithing, a gunslinger can make ammo and guns on his own and for half price.

So if he took the Rich Parents trait he could theoretically use that to make another pistol (and have two)


Pendagast wrote:
punkassjoe wrote:
Kaisoku wrote:

Also, in round one you had the option of two pistols OR a musket with 50 shots of ammo. Ammo wasn't necessarily guaranteed even in round 1.

The fact that you can make ammo at 10% the normal cost though (automatic gunsmith feat) kind of alleviates this mostly.

I have a player interested in playing the Gunslinger class, I'm basing this off of Round 2, but I think he's still pulling elements from Round 1 *(two pistols) Should I allocate him starting ammo or incorporate that into his bought equipment? He's a long way from home in the Mana Wastes, so he's probably not going to be able to buy anything other than basic materials fit to make ammunition out of.

First, what would you think of letting the player start with two pistols (perhaps with one using the Heirloom Weapon trait) having to buy at least one of them and how much ammo?

I suppose we can roleplay or settle this in the town. He's going to start the game in Kaer Maga, so if he can buy materials anywhere outside of Alkenstar, it'd be there where' there's at least a curious rogue blacksmith.

As it is still in playtest, I added the stipulation that I'll determine what goes until Ultimate Combat comes out. Are there any KNOWN changes from Round 2 to print that I should know about? And how much of Round 1 should I acknowledge?

Read gun smithing, a gunslinger can make ammo and guns on his own and for half price.

So if he took the Rich Parents trait he could theoretically use that to make another pistol (and have two)

I might prefer that (For his character) to the "Heirloom Weapon" trait.

With the Gunsmithing feat- he can make his own guns, correct? He's established himself as a nobleman's son who is an apprentice gunsmith, we just happen to be coming into an area where guns aren't really around, Kaer Maga (but could be available, particularly components).

Any advice on GMing components (paper, chemicals for powder, cartridge materials, metal for smithing, etc.). Or updating tools or advancing firearms on one's own? I'm thinking of allowing him to modify, create or invent other early firearms, certainly within the realms of what he'd be familiar with from Alkenstar. Particularly curious about how to chart the cost of him upgrading his firearm to the "masterwork" status mentioned in the text from the Battered state.

On the point of upgrading, creating and inventing new firearms, I was thinking of specifically tying any of those sorts of advancements (personal experimentation and refinement by stages of success) to the Gun Training class feature, as the 4th level specifically mentions guns, and guns that aren't mentioned as starting options (by full name at least); axe-musket and I believe pepperbox included if not dragon pistol or double pistol.


I dont think there is any reason as he levels (and gets the cash) that he can't "invent" new guns.

The spellcasters get an "unlimited" supply of spell components in a casters pouch, things like black powder do not require alot of materials to work (like salt peter etc) so it would be reasonable to have him buy a "component pouches worth" (gpv the same) of ingredients for his gunpowder (which is light an unencumbering) and assume he finds other stuff on the trial, Like an alchemist.

Assume component pouch lasts for an adventure, or a leg of it, before it needs to be renewed, and occasionally he could be in an area (like the ocean or locked in a dungeons) where materials he might find components/materials to make ammo (and/or specialty ammo) extremely rare/hard to find. but Id limit it to just furthering the story, essentially it'd be the same as the ranger, who might not be able to find wood to make more arrows, while underground...

He may even want to take master craftsman, to be able to make magical versions of his guns.

Of course a gunslinger (specifically a two weapon gunslinger) already doesn't have enough feats.

I find however, if you can survive the lower levels, without rapid reload, it's not really necessary at higher levels (my 9th level gunslinger has six double barrel. master work pistols he has very rarely needed to reload during combat. (twice i can remember) and he just doesnt lightening reload at all.

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