Can a Gunslinger take a revolver as her starting gun?


Rules Questions


Assuming a world that is primarily emerging guns but where several nations have commonplace guns, could/should a Gunslinger be allowed to take a revolver as her starting gun? I would think that this goes against the intent of the rules; however, a Gunslinger can take a blundebuss, musket or pistol as a starting gun, and the first line of the revolver description clearly states that a revolver is a pistol.

I know that the ultimate decision rests with the GM, but please help the GM make a fair ruling with thoughts and comments.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

That's the GM's call. Emerging guns means just that, it's the beginning of gun technology and revolvers aren't common, even among gunslingers.


The revolver is an 'advanced' firearm and should only be available to gunslingers if guns are commonplace everywhere. A pepper box would be the best starting pistol you could probably get with only emerging guns.


what about a musket ax, is that an ok option instead of just a musket or are you supposed to chose a basic musketor pistol


posternutbag wrote:

Assuming a world that is primarily emerging guns but where several nations have commonplace guns, could/should a Gunslinger be allowed to take a revolver as her starting gun? I would think that this goes against the intent of the rules; however, a Gunslinger can take a blundebuss, musket or pistol as a starting gun, and the first line of the revolver description clearly states that a revolver is a pistol.

I know that the ultimate decision rests with the GM, but please help the GM make a fair ruling with thoughts and comments.

No, you have to buy it. Impossible in most gun settings (2K).

You need Guns Everywhere setting to craft it with just Rich Parents (cost 400 gp to craft in that setting).


posternutbag wrote:
...could/should a Gunslinger be allowed to take a revolver as her starting gun? I would think that this goes against the intent of the rules; however, a Gunslinger can take a blundebuss, musket or pistol as a starting gun, and the first line of the revolver description clearly states that a revolver is a pistol.

Not trying to be a smartass, but if you know it goes against the intent of the rules, why do it? To me, that answers the question right there. But, to play it out a bit more, here's how I would look at it...

Quote:
Gunsmith: At 1st level, a gunslinger gians one of the following firearms of her choice: blunderbuss, musket, or pistol...

Now, let's look at the list of firearms...

Quote:

Early Firearms

One-Handed Firearms
Buckler gun
Pepperbox
Pistol
Pistol, coat
Pistol, dagger
...

Two-Handed Firearms
Blunderbuss
Culverin
Double hackbut
Fire lance
Musket
Musket, axe
Musket, double-barrelled
...

Advanced Firearms
One-Handed Firearms
Revolver
...

There are various items with the word "pistol" in their name, but there is one specifically named "pistol". A revolver isn't even called a "pistol" under its actual name. Given how easy it is for a Gunslinger to repair the item back into a masterwork condition, you're also looking at really breaking the wealth by level concept where a mwk pistol is only 1,300 but a mwk revolver is 4,300. I'd never let that fly at my table unless I was giving the other PC's something of equally incredible value (actual or potential) at first level.

I think you or your player is really looking to stretch the rules here. Obviously the GM can do whatever he/she likes, but I really don't see much ambiguity here. IMO, the gunslinger class as written, regardless of the state of firearms in the campaign setting, clearly states you get a blunderbuss, a pistol or a musket. And when you look at the chart, there is only one item called a "pistol". You might be able to make an argument on the "coat", "dagger" and other variants, but still just the pistol.


No, I agree with you, point by point. Its for my character; I have been GM, but we are transitioning to a new GM so I can play for a while. I would probably let it fly if it were my game; I'm pretty lenient. I have been GMing a long time and tend to let players play the character that they want. I would just adjust the treasure I give out so that the other players caught up after a game or two. But that would probably be putting to much strain on a new GM, the firearms rules are probably more than enough.

Thanks to everyone who helped give me a consensus.

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