Musket as improvised Weapon


Rules Questions


Hi everybody.
By RAW i can use a musket as an improvised weapon with a -4 penalty on attack rolls. The damage should be 1d10 like a greatclub and thats it.

Do i miss something? Is there no chance to damage the musket etc.?

Please dont discuss the DPR or effectiveness of this idea/question :)

Grand Lodge

Have you considered just using the Musket axe, or Musket warhammer?


Eridan wrote:

Hi everybody.

By RAW i can use a musket as an improvised weapon with a -4 penalty on attack rolls. The damage should be 1d10 like a greatclub and thats it.

Do i miss something? Is there no chance to damage the musket etc.?

Please dont discuss the DPR or effectiveness of this idea/question :)

It would probably be more like a quarterstaff damage (1d8) as outline in the Monk of the Empty Hand class description in the APG. Technically you can use anything as an improvised weapon, but there's no real rules text on "switching grips" or switching combat modes of weapons.

The short answer is yes, but there are a few more complex factors that the rules don't cover and you'd have to discuss with your GM.

Grand Lodge

I vote for club stats damage. If your intent is to do this often, I would say grab a Musket axe, or Musket warhammer.


We are planing a new campaign with something between "very rare guns" and "emerging guns". We start at 1st level so axe or warhammer muskets are not available. The availability of guns is unclear too. So i have to stick on my starting gun a long time or build a new one by my own.

Why do i play a gunslinger under such bad circumstances ? I have a nice character idea and i like the class :)

Thanks for your answers.

Grand Lodge

If you take Eldritch Heritage, choose the Arcane Bloodline, and BAM, Arcane Bond gives you a masterwork firearm of your choice.

Sovereign Court

Stynkk wrote:
It would probably be more like a quarterstaff damage (1d8) as outline in the Monk of the Empty Hand class description in the APG

Quarterstaffs for medium-sized creatures are 1d6. The Monk of the Empty Hand could reasonably use the musket as a double weapon (1d6/1d6).


If you want to do that take a look at the rough and ready trait.
Perhaps you can think of some profession (perhaps hunter) that uses a Musket as tool.

Grand Lodge

Profession(Marksmen) perhaps.


Attach a bayonet. That's what muskets are designed to use at close quarters.


You don't even have to take the -4 with catch off guard feat and if they are unarmed you hit flat footed. Also gunslinger can upgrade there starting gun to a masterwork weapon for 300 gp. I think a musket as an improvised weapon would have to be used two handed. How about does damage as a mace but has to be used two handed. Yes you can do this. There is no chance to damage the musket. You have gunsmithing so you could repair it anyway. IF you want to make this it is discuss with GM time. Another question is do you gain back grit when you kill an enemy with the butt of the musket.

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