| Magus Black |
You may be recalling the earlier firearm rules within the Pathfinder Campaign Setting.
Cant be there are no such rules in the Pathfinder Chronicles (and misfire is a completely optional rule, you could have even have exploding dice rule without the chance of misfire). My memory is a little fuzzy about Iron Kingdom but I may recall that Masterwork firearms in that game lower the chances of misfire… could be mistaken though.
There are enchantments that lower misfire chances but they are rather expensive. I take it that you are also a Player not the DM, you may be able to convince them that for the extra cost (perhaps doubling or tripling the masterwork price) to allow the masterwork trait to lower the chance of misfire by 1; but that depends on what your DM thinks (firearms are a pretty controversial weapons especially now with their bizarre and ridiculous rules).
Your Mileage May Vary However.
Kyras147
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I have a couple questions about Gunslingers and their gunsmithing abilities in Pathfinder Society.
1) Can I masterwork my starting musket for 300gp and 1 day of work, or do I have to buy a masterworked musket at full market price?
2) Do I still qualify for the gunsmith discount to mundane and alchemical ammo (%10 and %50 respectively)? Note: I have ranks in Craft Alchem.
3) Can I make a new musket for half price if my old one is destroyed?
4) Do I need a gunsmithing kit attached to my Pathfinder society character in order to have access to these benefits?
5) Do I need to reload after a misfire or can I just fix the broken condition and shoot?
MrRetsej
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For the sake of PFS,
1) Yes you can masterwork your starting firearm for only 300gp between scenarios and it does not count against your one persistant Masterwork Transformation via the spell.
2) Yes to both. For the 50% discount towards alchemical cartridges all you ever need is one rank in Craft: Alchemy. Unles you are an Alchemist also more ranks do not benefit you in any way.
3) No. If your starting firearm is destroyed and you don't pay an NPC spellcaster to cast Make Whole by the end of the adventure, you lose the gun and must pay full price for a new one and only if your Fame is high enough to afford it. Dont let your starting gun blow up!
4) Yes.
5) I believe that yes you need to reload.