Mysterious Stranger and Jammed Gun


Pathfinder Society

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

(Posted on the Rules Board, but I feel like I actually need to post it here again, because of PFS' ban on Crafting)

How does a Mysterious Stranger Gunslinger fix their gun in battle? This archetype looks really cool, but that seems to be a rather significant drawback (that if you Critically fail just once, your gun is useless for the rest of the battle).

Given that you can't craft, how do you use a Gunsmith's kit to fix their gun at all, come to think of it?

Grand Lodge 4/5

Ultimate Combat:
Gunsmithing

You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks!

Scarab Sages

Pathfinder Lost Omens Subscriber
zean wrote:
Given that you can't craft, how do you use a Gunsmith's kit to fix their gun at all, come to think of it?

Zean, I'd refer you to the Additional Resources page, specifically, where it tells you how the Gunsmithing feat works in Pathfinder Society.

Shadow Lodge 5/5

Alex Greenshields wrote:
zean wrote:
Given that you can't craft, how do you use a Gunsmith's kit to fix their gun at all, come to think of it?
Zean, I'd refer you to the Additional Resources page, specifically, where it tells you how the Gunsmithing feat works in Pathfinder Society.

that doesnt answer his question

Zean this was the one question I asked myself when looking at the Archtype since they loose Quick Clear - Granted I am not schooled in Gunslingers but the "In battle " Provision of your question + my limited knowledge of the class says if you misfire once .... Pray you dont misfire again

Sczarni 5/5

Is there any reason the mend spell would not work to remove the broken condition from a firearm? I had the question come up and could not think of any reason it wouldn't and figured this would be a good time to ask.

2/5

Kyshkumen wrote:
Is there any reason the mend spell would not work to remove the broken condition from a firearm? I had the question come up and could not think of any reason it wouldn't and figured this would be a good time to ask.

Mending would work just fine. Just remember it has a 10 minute casting time, and cannot repair magic items with a CL higher than the spell's. Still, 10 minutes can be a significant improvement over 1 hour.

Grand Lodge 4/5 5/55/5 **

I recommend carrying a bow for backup until you can afford a backup gun. At low levels you will be almost as good with a bow as you are with a gun.

I realize whipping out a bow after your gun jams isn't going to add much to your 'mysterious' mistique, but its going to take you a few levels before starting looking like a character from a Sergio Leone movie.

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

Light Crossbow is another good backup. If weight is an issue, a sling is cheap/weighs-zero and some GMs might let you use a firearm bullet like a sling bullet if you lose your gun mid-combat.

Grand Lodge 4/5

CanisDirus wrote:
Light Crossbow is another good backup. If weight is an issue, a sling is cheap/weighs-zero and some GMs might let you use a firearm bullet like a sling bullet if you lose your gun mid-combat.

A 2/3-inch musket ball in the Napoleonic era weighed about 1/14 of a pound, and a pistol bullet is even smaller (about 1/2-inch). Sling bullets are traditionally 2 ounces (or about 1/8 pound) at the smallest.

Musket and pistol ammo would make really poor sling bullets as a sling can't impart sufficient velocity to that small a round to make it a reliable weapon.

Grand Lodge 4/5 5/5 *

I play a musket master/grenadier as my main option. And given that I have only the one fire arm at the moment (just got enough Prestige to look into a MW pepperbox) I
would say that my choice of magic equipment leading up would help out a bit.. An Efficeint Quiver could hold several ranged weapons (Xbow, Long Bow) and a handful of ammo.

But I also have been quite lucky in my rolls and never had more than a misfire in a fight.. and keep 2 Make Whole scrolls on me now. :D

That being said, it seems a delightful idea to keep a few things on hand in the quiver for 'found' magical ammo that will get 'lost' at the end of the adventure..

4/5 *** Venture-Captain, Arizona—Tucson

Sean H wrote:
Mending would work just fine. Just remember it has a 10 minute casting time, and cannot repair magic items with a CL higher than the spell's. Still, 10 minutes can be a significant improvement over 1 hour.

I was thinking of mending as an option for my daughter's mysterious stranger/bard, but it only works on objects of 1 lb. per level. The lengthy casting time is also an issue, also making an oil of mending impossible.

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