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So the options are really:
...
Option 3: Leave the rules as they are for a bit, and see how things work out in actual game play.
I agree that going back would be the worst solution at this point, but adding in archetypes or opening up purchase options could really be done at any time.
And I think any changes at this point should wait for the campaign administration to settle out.

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Having recently read through Ultimate Combat, I do have a few concerns for PFS play. The number one concern involves arcane bond and its potential usage with guns. A first level wizard could take gunsmithing and choose to bond with, say, a culverin, and start with 4,300 gp weapon. That is a rather painful advantage over anyone else in the party.
Additionally, as to guns in general: what is the logic in letting any class use guns as long as they take gunsmithing, but restricting the archetypes that use them? I have players who took a one level dip of gunslinger just to use a gun, and that was using the Beta version. If you don't want guns in Pathfinder Society, that is entirely ok. If you want guns in Society play, that is fine too. But this half-and-half measure is just puzzling. It doesn't make guns rare, or hard to get, it just makes it convoluted.
is a culverin even pfs legal? i thought the only guns allowed were the pistol, rifle and one other thing. all the other guns aren't on the list of allowed resources for pfs play. i don't have the book with me, but the list of resources say that all advanced guns are not permitted for pfs play.

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Alexander_Damocles wrote:is a culverin even pfs legal? i thought the only guns allowed were the pistol, rifle and one other thing. all the other guns aren't on the list of allowed resources for pfs play. i don't have the book with me, but the list of resources say that all advanced guns are not permitted for pfs play.Having recently read through Ultimate Combat, I do have a few concerns for PFS play. The number one concern involves arcane bond and its potential usage with guns. A first level wizard could take gunsmithing and choose to bond with, say, a culverin, and start with 4,300 gp weapon. That is a rather painful advantage over anyone else in the party.
Additionally, as to guns in general: what is the logic in letting any class use guns as long as they take gunsmithing, but restricting the archetypes that use them? I have players who took a one level dip of gunslinger just to use a gun, and that was using the Beta version. If you don't want guns in Pathfinder Society, that is entirely ok. If you want guns in Society play, that is fine too. But this half-and-half measure is just puzzling. It doesn't make guns rare, or hard to get, it just makes it convoluted.
With the publishing of ultimate combat, all guns except advanced firearms are legal. Advanced firearms are shotgun, rifle, and revolver. All others are legit, ranging from the axe musket to the double hackbut, the pistol to the culverin.