
Ughbash |
I realize that they can get the gunsmithing feat which lets them make or repair guns and ammo. But should there not be a skill?
That way they could also take master Craftsman and effectivel enchant their guns. Not something everyone would want but for the Dwarven Gunsmith who has spent time lovingly crafting his weapon so that it is at perfect it should be an option.
The gunsmithing ability is fine for most cases but there should be a skill for those who want to be able to make the masterwork weapons and more.

Damian Magecraft |

Glutton wrote:you can. gunsmith feat only increases the speed of making them and decreasing the costsBut should there not be a skill check involved? Does one not needs skill in Crafting Guns, or they just need to pick up a single feat and never have to worry about rolling to craft the weapon?
ok I am a bit new to the system but is not the craft skill one where you have to select what type of crafting it covers? so Craft: gunsmithing is a valid skill yes?

![]() |

As I mentioned in another thread:
==================================================
Stephen, Dirlaise has a few good points... couldn't UC include guidelines on "Craft: Gunsmithing" (with Craft DCs for regular and MW firearms, and craft mechanics similar to existing ones, i.e. 1/3 of the price not half?)
Gunsmithing feat could be turned into a feat similar to a *combined* "master craftsman" and "craft arms and armor" feat (i.e. allows the feat user to craft magic guns even if he does not have spellcaster levels, using his ranks in Craft: Gunsmithing instead of caster levels. You can even). You can even have a short blurb under the magic item section that magical firearms can be created by non-spellcasters that both have "master craftsman" and "craft arms and armor" feats OR non-spellcasters that have the Gunsmithing feat. Of course, spellcasters with "craft magic arms and armor" can just craft magic guns as they do any other kind of weapons.
Then, finally, the Gunsmith gunslinger ability could, for example, read like this: (the added text follows the format of the rogue's trapfinding ability)
Gunsmith: At 1st level, a gunslinger gains one of the
following firearms of her choice: blunderbuss, musket,
or pistol. Her starting weapon is battered, and only she
knows how to use it properly. All other creatures treat her
gun as if it had the broken condition. If it already has
the broken condition, it does not work at all for others.
This starting weapon can only be sold for scrap (it’s worth
4d10 gold pieces when sold).
In addition, a gunslinger adds 1/2 her level to Craft: Gunsmithing
skill checks (minimum +1). The gunslinger also gains
Gunsmithing as a bonus feat.
Finally, a gunslinger gains the following benefits when using
Craft gunsmithing:
If you have access to a gunsmith kit, you can
create and restore firearms, craft bullets, and mix black
powder for all types of firearms.
Crafting Firearms: You can craft any early firearm for a
cost in raw materials equal to half the price of the firearm
at an accelerated rate instead of the usual one third price
described in the PRPG Craft rules. Crafting a firearm in
this way takes 1 day of work for every 1,000 gp of the firearm’s
price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and
black powder for a cost in raw materials equal to 10% of
the price. If you have at least 1 rank in Craft (alchemy), you
can craft alchemical cartridges at an accelerated rate instead
of the usual one third price described in the PRPG Craft rules
for a cost in raw materials equal to half the price of the
cartridge. At your GM’s
discretion, you can craft metal cartridges for a cost in raw
materials equal to half the cost of the cartridge. Crafting
bullets, black powder, or cartridges takes 1 day of work for
every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth
of work, you can use Craft gunsmithing to repair a single firearm
with the broken condition. You can take time during a rest
to restore a broken firearm with this feat.

Dhai |

Craft_Firearms would be most appropriate. The same skill could be used to craft bullets, by which I mean the actually bullets, the lead pellets, same as sling bullets. The actual cartridge would, as stated, be Craft_Alchemy.
I think that would probably be most appropriate. The Gunsmith feat is required to keep your firearm in good repair. Truthfully, I would further say that either Gunsmith should be a prerequisite to having the Craft_firearms skill or vice-versa. Synergistic, like.