My +1 musket done gone and blew up! How do I fix It?


Rules Questions


I rolled 2 mis fires in a row and now my +1 musket is kaput I have a few questions most have been answered here.

but I still have a few questions

1. What is the official condition of my firearm after 2 misfires in a row I read it as broken but not able to fire bullets.

2. How do I repair it? how long does it take?
I see I can use the make whole spell and gunsmithing

the relevant text is here:

Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves


any body?

RPG Superstar 2015 Top 8

As per the other thread, your musket is wrecked, which means it can't be used and is basically destroyed, but unlike non-magical destroyed things, it can be fixed with a 'make whole' spell cast by a spell caster of a level equal to or greater than the caster level of the magic musket.


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moon glum wrote:
As per the other thread, your musket is wrecked, which means it can't be used and is basically destroyed, but unlike non-magical destroyed things, it can be fixed with a 'make whole' spell cast by a spell caster of a level equal to or greater than the caster level of the magic musket.

Twice the caster level of the magic musket.

Which would actually make a great tavern name: The Magic Musket.


Wrecked not broken.

You can repair it via gunsmithing or make whole but the rules as I read them mean you have to spend the crafting cost to fix it if using Gunsmithing but it isn't entirely clear.

If using gunsmithing the way I think it works it takes however long to craft at 1000gp per day so for a +1 weapon 1 day and 1kgp I'd assume.


gnomersy wrote:

Wrecked not broken.

You can repair it via gunsmithing or make whole but the rules as I read them mean you have to spend the crafting cost to fix it if using Gunsmithing but it isn't entirely clear.

If using gunsmithing the way I think it works it takes however long to craft at 1000gp per day so for a +1 weapon 1 day and 1kgp I'd assume.

A +1 MW musket costs 1800 (base)+2000(enhancement), so you would be looking at 3 days and 1900 gp in crafting costs. But that would mean you paying for the enhancement twice which is what the clause in the wrecked condition seems to try to avoid.

As in the other thread I would say 1 day of repairs and 900gp to cover the cost of the weapon that was wrecked (MW musket) and you get to keep the magical enhancements. Fluff read: replacing parts of the wrecked gun with new ones and rebuilding the physical item leaving the magical properties intact.

RPG Superstar 2015 Top 8

Abraham spalding wrote:


Twice the caster level of the magic musket.

Which would actually make a great tavern name: The Magic Musket.

Yes, 2x caster level.

I am totally going to use The Magic Musket as a tavern name...


Skylancer4 wrote:


A +1 MW musket costs 1800 (base)+2000(enhancement), so you would be looking at 3 days and 1900 gp in crafting costs. But that would mean you paying for the enhancement twice which is what the clause in the wrecked condition seems to try to avoid.

As in the other thread I would say 1 day of repairs and 900gp to cover the cost of the weapon that was wrecked (MW musket) and you get to keep the magical enhancements. Fluff read: replacing parts of the wrecked gun with new ones and rebuilding the physical item leaving the magical properties intact.

Ah fair I was ignoring the cost of the weapon which doesn't really work so well with guns since they're obscenely expensive for mundane equipment but even so shouldn't it be 1900gp and 2 days of work? Unless of course I'm missing something on crafting.


gnomersy wrote:

Ah fair I was ignoring the cost of the weapon which doesn't really work so well with guns since they're obscenely expensive for mundane equipment but even so shouldn't it be 1900gp and 2 days of work? Unless of course I'm missing something on crafting.

Typically the advantage of crafting is being able to make things at 1/2 cost (1900gp) and amount of time is based on cost (3800gp). So looking over it my post before should have been 4 days and 2 days for the second part actually, sorry. (Posting from the phone, tiny keys)

Again that is worst case, I don't believe that it should be that steep of a price. The second part of my post is where I think it should be (900gp and 2 days). The fact that a magical firearm is specifically called out to not be destroyed and salvageable makes me want to say you shouldn't be charged for rebuilding the entire weapon, enhancement costs and all. As you've pointed out the firearms are very expensive normally, that cost is probably penalty enough if you don't have access to the spell, which is much cheaper and faster a resolution. A second level cleric spell should be available at any sizable location, the only limiting facter is the caster level required. The cost as per the CRB would be 20gp multiplied by the caster level, so it starts at 60gp.


Skylancer4 wrote:
gnomersy wrote:

Ah fair I was ignoring the cost of the weapon which doesn't really work so well with guns since they're obscenely expensive for mundane equipment but even so shouldn't it be 1900gp and 2 days of work? Unless of course I'm missing something on crafting.

Typically the advantage of crafting is being able to make things at 1/2 cost (1900gp) and amount of time is based on cost (3800gp). So looking over it my post before should have been 4 days and 2 days for the second part actually, sorry. (Posting from the phone, tiny keys)

Again that is worst case, I don't believe that it should be that steep of a price. The second part of my post is where I think it should be (900gp and 2 days). The fact that a magical firearm is specifically called out to not be destroyed and salvageable makes me want to say you shouldn't be charged for rebuilding the entire weapon, enhancement costs and all. As you've pointed out the firearms are very expensive normally, that cost is probably penalty enough if you don't have access to the spell, which is much cheaper and faster a resolution. A second level cleric spell should be available at any sizable location, the only limiting facter is the caster level required. The cost as per the CRB would be 20gp multiplied by the caster level, so it starts at 60gp.

Its a good thing I am in the middle of the Frickign Mwangi Expanse in a hidden ancient city with monsters as citizens....Serpents skull!!!!!(shakes fist at James Jacobs)


Crafting a gun isn't 1/2 store cost. It's 1/3rd cost. PF changed that. So, it's not 900gp for the gun to craft it/repair it, it's 600gp (3x600gp = 1800gp).


Except not MDT. It specifies the cost as 1/2 in the gunsmithing feat it also is the only craft with no craft skill checks required because the feat doesn't say you make them. It's a weird set up like everything about the gun rules one of the main reasons I'm not really a fan.


I hate exception handling.... :(

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