Gunslinger gun blows up


Pathfinder Society

Silver Crusade 1/5

now that my gun is none existant because it blew up does that give me promission to buy a new one

Liberty's Edge 4/5

d`artagnan wrote:
now that my gun is none existant because it blew up does that give me promission to buy a new one.

As a Gunslinger, you should have, as a class feature, the Gunslinger Feat, which is what unlocks being able to purchase guns in PFS.

However, bear in mind that you will have to buy that replacement gun at full price, as crafting is not allowed, except in very special circumstances, in PFS.

Of course, other than the explosive Fire Lance, you are talking 740 gp or more for a PFS legal firearm...

If you don't have that kind of money, maybe you can talk one of your local GMs into running one of the Pathfinder Society-legal Modules, to get the money while not having to run an ineffective Gunslinger...

Silver Crusade 1/5

i wasn't sure how common guns were in pathfinder and which ones i could buy

Liberty's Edge 4/5

d`artagnan wrote:
i wasn't sure how common guns were in pathfinder and which ones i could buy

Not common, see here for the rules on Gunslingers, guns and PFS.

Extracted, in part:

Quote:

Pathfinder RPG Ultimate Combat

The playtest versions of the gunslinger, ninja, and samurai are no longer legal for play as of 8/4/11. Anyone playing the playtest version must have updated his or her character as of 8/4/11. Updating your character means adjusting only the things that have changed, but not rebuilding the character.
All material from this book is legal for play except as noted below. Some rules elements are legal but function differently in Pathfinder Society Organized Play, as described.

Gunslinger: A gunslinger’s starting gun (granted by the gunsmith class feature) is worth 22 gp if sold (the average of 4d10).
A gunslinger begins each scenario with her Wisdom modifier in grit (or her maximum grit if she has the Extra Grit feat). Any additional grit earned above her starting grit does not carry over past the scenario’s conclusion.
The Daring Act optional rule is not used in the Pathfinder Society Organized Play campaign.

Quote:

The following two feats function differently in Pathfinder Society Organized Play than they do in regular games:

Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed reduced price, but does not grant a discount on the purchase of any firearm. Resold items gained through this feat are worth half the actual cost paid, not half the regular market value for the item. No PC can purchase a gun without this feat, even if they possess the Amateur Gunslinger or Exotic Weapon Proficiency (firearm) feats.
Quote:
Equipment: Advanced firearms on Table 3–5 are not permitted in Pathfinder Society Organized Play. No character may purchase a firearm unless he possesses the Gunsmithing feat. All ammunition except metal cartridges may be purchased in Pathfinder Society Organized Play.

Hope that helps.

Silver Crusade 1/5

so im not limited to buying just pistoles i can re buy my musket at full market value nice and if i have 1800 gold i can buy it as master worked wich is even better


Assuming your gun is not magical, I would suggest getting an NPC caster to cast Make Whole on the pieces of your gun. That should cost you 150 gp.

Paizo Employee Director of Brand Strategy

hogarth wrote:
Assuming your gun is not magical, I would suggest getting an NPC caster to cast Make Whole on the pieces of your gun. That should cost you 150 gp.

Note that make whole must be cast before the end of the scenario, the same as if you were paying for a raise dead, as there's no record of broken equipment from past scenarios carried to future adventures.

Grand Lodge 3/5 5/5

Mark Moreland wrote:
hogarth wrote:
Assuming your gun is not magical, I would suggest getting an NPC caster to cast Make Whole on the pieces of your gun. That should cost you 150 gp.
Note that make whole must be cast before the end of the scenario, the same as if you were paying for a raise dead, as there's no record of broken equipment from past scenarios carried to future adventures.

Nooooooooooooooooooooooooooooooooo!

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber
Fumihasa wrote:


Nooooooooooooooooooooooooooooooooo!

Yes

Grand Lodge 3/5 5/5

Michael Brock wrote:
Fumihasa wrote:


Nooooooooooooooooooooooooooooooooo!

Yes

ok

Silver Crusade 1/5

i just baught a master worked musket but i will keep that in mind next time

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