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Honestly guns are if anything underpowered and considering that they generally cost 1000-2000gp that hurts. If you plan on using guns in this AP I suggest using the commonplace guns rule. This will allow you players to buy a gun and then not be destitute afterwards. However, I do believe that guns can fit into this setting. It will require a bit of work on your part, but that is to be expected

SnowHeart |

I have a player running a gunslinger in my jade regent campaign. It's been fine. It's pretty well balanced.
Edit/ps: If it provides additional context, the rest of party consists of:
* Kensai Magus
* Zen Archer Monk
* Alchemist
* Flame Oracle
Party is at 4th or 5th level right now, and nobody has really outshown anyone else. They've all had moments in the spotlight but nobody's character has been stuck in the shadows.

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I actually had my players make characters for Skull and Shackles last night and I included firearms (Commonplace). One of the players is planning to exclusivly use firearms, while the other three want to stick with bows and crossbows.
The reason of course is due to ammo, my player group are big conservators, they always try to retrieve spent ammo, so they don't like that firearm ammo is destroyed on use.

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Normally, for reasons of personal taste, I don't like guns in my fantasy games, and when i run a home pathfinder Golarion game, the guns remain in Alkenstar....out of the PCs hands, and out of my hair.
However, this is a "pirate" campaign, and guns and cannons are part of a "pirate" campaign..
Pirates of the Caribean........Anyways, if i were running a skulls and shackles campaign, and my players wanted to use guns i would say go for it.
As for it being over powered? I have played along side of, and GMed players who have gunslingers in Pathfinder Society Organized play. Now i am not extremely familiar with all of the subtleties of grit quick clearing etc......the gun slinger didn't seem to be "over powered" when compared to the other classes.
I hope this helps.

wargamer |

I have a gunslinger in my Skull and Shackles campaign and I'm worried about the number of possible ways for him to get his ammunition destroyed by water damage.
At least half the combat encounters in the first book happen on or around large bodies of water just waiting to be fallen into rendering any firearms user useless for at least 1 full turn whilst they reload their dampened weapon.