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I play a gunslinger and I just wanted to check my math to see if I have the right prices for different types of ammo. I'm going to assume the 1/2 cost that Gunsmithing grants in PFS.
Adamantite Paper Cartridge would be 36gp
Alchemical Silver Paper Cartridge would be 7gp
Blood Crystal Paper Cartridge would be 21gp
Cold Iron Paper Cartridge would be 12gp
Elysian Bronze Paper Cartridge would be 16gp
Mithral Paper Cartridge would 10.5gp? [No weight listed makes this hard, and probably not able to be bought.]
Viridium Paper Cartridge would be 16gp
Also I wouldn't be able to use Ghost Salts because it requires the item being put over a hot flame right? Which means if I want ghost salted ammo I have to stick with non-alchemical ammo. Which kinda sucks because it prevents full attacking with ghost salted ammo.
Thanks.

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I asked something like this awhile back - I don't think there are rules for special-materials-in-alchemical-cartridges in PFS, which makes them a custom item and thus, not PFS-legal (much to my own dismay as I also play a gunslinger).
This. It also makes the lightning reload deed slightly more powerful, as sometimes you need to rely on special material bullets and black powder.

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I asked something like this awhile back - I don't think there are rules for special-materials-in-alchemical-cartridges in PFS, which makes them a custom item and thus, not PFS-legal (much to my own dismay as I also play a gunslinger).
See I don't see how that can be true. Because that would make a adamantite sling bullet a custom item, or an cold iron arrow even. By RAW a paper cartridge is ammo, and by RAW for example adding adamantite to ammo cost 60 gp.
Mithral is probably a grey area because of the lack of weight on a paper cartridge, but the bullet part does have a weight. But I can see that being unavailable in PFS since it requires more math than usual.
Anyone have a rules quote or reference to where paper cartridges don't count as ammo for special materials, and does that apply to enchanting? Seems a weird ruling.
As for the ghost blanch, I figured I was out of luck with them. Kinda sucks that Alchemical Cartridges are the only types of ammo that can't be weapon blanched.

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Those numbers can't be right. Just a adamantite bullet alone costs 61g.
Wow, gunslinging is really expensive. When I GM a gunslinger in the future, I'm definitely going to help them keep track of their ammo. :)

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Those numbers can't be right. Just a adamantite bullet alone costs 61g.
Wow, gunslinging is really expensive. When I GM a gunslinger in the future, I'm definitely going to help them keep track of their ammo. :)
Adamantite Bullet cost 6.1gp after gunsmithing discount is added in. And every gun owner in PFS must have Gunsmithing so the gunsmithing price reductions are factored in to the list above.

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Those numbers can't be right. Just a adamantite bullet alone costs 61g.
Wow, gunslinging is really expensive. When I GM a gunslinger in the future, I'm definitely going to help them keep track of their ammo. :)
And yes, you have to make sure they actually purchase all that ammo - it can add up, and it is the only significant limitation on the class to offset all of the benefits.

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Jason S wrote:Adamantite Bullet cost 6.1gp after gunsmithing discount is added in. And every gun owner in PFS must have Gunsmithing so the gunsmithing price reductions are factored in to the list above.Those numbers can't be right. Just a adamantite bullet alone costs 61g.
Wow, gunslinging is really expensive. When I GM a gunslinger in the future, I'm definitely going to help them keep track of their ammo. :)
You forgot one thing Jeffery, you need a rank in Craft:Alchemy.

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Jeffrey Fox wrote:You forgot one thing Jeffery, you need a rank in Craft:Alchemy.Jason S wrote:Adamantite Bullet cost 6.1gp after gunsmithing discount is added in. And every gun owner in PFS must have Gunsmithing so the gunsmithing price reductions are factored in to the list above.Those numbers can't be right. Just a adamantite bullet alone costs 61g.
Wow, gunslinging is really expensive. When I GM a gunslinger in the future, I'm definitely going to help them keep track of their ammo. :)
I did forget to mention that, thanks.

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Scott Young wrote:And yes, you have to make sure they actually purchase all that ammo - it can add up, and it is the only significant limitation on the class to offset all of the benefits.Tell that to my frequently misfiring pistolero...
I feel yer pain Brudder..
Musket has misfired ONCE and I know I live a charmed life thus far. (Now.. my attacks with my SWORD.. I've rolled like six 1's)
Excuse me.. got to go knock on wood.

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Anyone have a rules quote or reference to where paper cartridges don't count as ammo for special materials, and does that apply to enchanting? Seems a weird ruling.
I wholeheartedly agree, but the RAW for the cartridges always gives me pause, since PCs can't craft their own ammo, and there's no "easy conversion" for the special materials like there is for straight-up-bullets:
A regular bullet costs 1sp for a Gunslinger. Cold Iron is original cost x2, so that's 2sp per bullet. That's easy.
A paper cartridge is 6gp for a Gunslinger. However, that's a mix of a bullet, powder, and other "materials", so would it simply be 12gp per Cold Iron cartridge, or would the cost only go up by the price-difference for the bullet in said cartridge (6gp 1sp)?
Now, back when I asked the original question (thanks Paz for linking to it), that was before I had my hands on Ultimate Equipment, but for me it still seems to be a gray-area question (although I'd love to learn that it's totally legal so my gunslinger can prepare for an upcoming scenario in a few days...)

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Special Materials for ammo doesn't vary based on how much of the ammo is actually made from the material. [Except maybe mithral]
For example it's not cheaper to buy a adamantite arrow just because only the tip is adamantite compared to an adamantite sling bullet which is completely metal. So I think the same would fall in line for firearm ammo.
So an adamantite paper cartridge cost 60gp more than and normal paper cartridge, and a adamantite firearm bullet cost 60gp more than a normal firearm bullet.
The real question is how is the price reduced by gunsmithing. And the adamantite paper cartridge would be 1/2 price, and the adamantite firearm bullet would be 1/10 price.
Now this means that you do have the odd position that the adamantite part of a adamantite paper cartridge cost 30gp and the adamantite part of the adamantite firearm bullet only cost 6gp even though they are probably the same bullet. Which seems unfair, but gunslingers are getting special materials for a whole lot cheaper then other ammo users. But this is the way the rules are currently written
The only way for the system to work fairly would be that special materials cost not be reduced by Gunsmithing. So an adamantite firearm bullet would be 60.1gp and a adamantite paper cartridge would be 66gp. That would be the fairest and most common sense answer. But it's not the way the rules are currently written. But it wouldn't give gunslinger access to cheaper special materials than other ammo users.
Hmm. I wouldn't mind having to pay full price for my special materials with paper cartridges if I could also use weapon blanches on my ammo. That could be the best route is Mike and Mark wanted to make ammo cost and special materials fair for everyone in a FAQ.

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Special Materials for ammo doesn't vary based on how much of the ammo is actually made from the material. [Except maybe mithral]
Well, I'm not sure what advantage there is for Mithral, since for weapons it acts just like silver, right?
So an adamantite paper cartridge cost 60gp more than and normal paper cartridge, and a adamantite firearm bullet cost 60gp more than a normal firearm bullet.
The real question is how is the price reduced by gunsmithing. And the adamantite paper cartridge would be 1/2 price, and the adamantite firearm bullet would be 1/10 price.
Now this means that you do have the odd position that the adamantite part of a adamantite paper cartridge cost 30gp and the adamantite part of the adamantite firearm bullet only cost 6gp even though they are probably the same bullet. Which seems unfair, but gunslingers are getting special materials for a whole lot cheaper then other ammo users. But this is the way the rules are currently written
Yea, if this is right in that it can be done this way in PFS, I'd guess the "Gunsmithing discount" comes last - so an adamantine paper cartridge would be 12+60 = 72gp, reduced down to 36gp (which I guess is the same as taking a 1/2 price cartridge and adding 1/2 of adamantine cost to it...). Very high cost-wise, but for the ability to "speed load" adamantine/cold iron/silver ammo, that's literally worth its weight in gold, methinks.
Hmm. I wouldn't mind having to pay full price for my special materials with paper cartridges if I could also use weapon blanches on my ammo. That could be the best route is Mike and Mark wanted to make ammo cost and special materials fair for everyone in a FAQ.
For me, weapon blanches are so-so since unless they can be put into the cartridges "pre-game" (or at least in advance of a scenario's first combat) you might as well be taking a move action to load bullet-and-powder (lots cheaper too).
I'm still wary (I never want to assume the answer is "yes" and have to ret-con my sheet later), but I think we're on the same general page here :)

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Gun costs are definitely an issue with Gunslingers.. aside from your starting gun.. it costs a ton.
For a second gun it costs from 700 gp to 3000 gp depending on what you want. Mundane. Add in MW and pluses and it gets cringe worth. My 'backup' piece for close in work and (later on) explosive Missile, is looking to cost me 3,300 gp (MW Pepperbox.) For that price I can get a plus to a MW Weapon AND a plus to MW armor.
I knew it going in though. I would like some formula on the special materials for paper cartridges though (though the only ones a musket master uses are mundane paper cartridges)

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Kyrie Ebonblade wrote:My 'backup' piece for close in work and (later on) explosive Missile, is looking to cost me 3,300 gp (MW Pepperbox.)Bear in mind that the musket master archetype is not proficient with one-handed firearms, including the pepperbox.
Which is why I got EWP: 1 Handed Firearms..

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Paz wrote:Which is why I got EWP: 1 Handed Firearms..Kyrie Ebonblade wrote:My 'backup' piece for close in work and (later on) explosive Missile, is looking to cost me 3,300 gp (MW Pepperbox.)Bear in mind that the musket master archetype is not proficient with one-handed firearms, including the pepperbox.
I'm fairly damn certain that that feat choice is not legal. You cannot pick up EWP for a group of weapons.

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Kyrie Ebonblade wrote:I'm fairly damn certain that that feat choice is not legal. You cannot pick up EWP for a group of weapons.Paz wrote:Which is why I got EWP: 1 Handed Firearms..Kyrie Ebonblade wrote:My 'backup' piece for close in work and (later on) explosive Missile, is looking to cost me 3,300 gp (MW Pepperbox.)Bear in mind that the musket master archetype is not proficient with one-handed firearms, including the pepperbox.
And how am I supposed to get 1 handed firearms then? Quick check says I have to get EWP: Firearms to use 1 handed firearms.. I just see it as 1hand Firearsm in Herolab..

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6 people marked this as FAQ candidate. Answered in the FAQ. 29 people marked this as a favorite. |

In short, here is how it works.
You figure out the cost of special material ammunition the normal way (or look it up on the table of page 141). If you have the Gunsmithing feat you can craft non-alchemical cartridge ammunition for 10% of the cost. If you have at least 1 rank in Craft (alchemy) you can craft alchemical cartridges for half the price of the cartridge.

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Ryan Koetsveld wrote:And how am I supposed to get 1 handed firearms then? Quick check says I have to get EWP: Firearms to use 1 handed firearms.. I just see it as 1hand Firearsm in Herolab..Kyrie Ebonblade wrote:I'm fairly damn certain that that feat choice is not legal. You cannot pick up EWP for a group of weapons.Paz wrote:Which is why I got EWP: 1 Handed Firearms..Kyrie Ebonblade wrote:My 'backup' piece for close in work and (later on) explosive Missile, is looking to cost me 3,300 gp (MW Pepperbox.)Bear in mind that the musket master archetype is not proficient with one-handed firearms, including the pepperbox.
Well I stand corrected after looking into this it turns out fire arms are the exception to what I said earlier.
I wouldn't trust Herolab with everything, it get's most things right, most importantly includes things you often forget, but at times does do things wrong.

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Awesome and thanks. Now my gunslinger will be able to get some use out of Elysian Bronze Paper Cartridges and Adamantite Paper Cartridges and not have to worry about table variance.
You're the best.
Sticking with bullets/powder for Adamantine/Elysian might still be good advice for gunslingers at pre-iterative-attacks levels... 6.1 gp per shot as opposed to 36 gp per shot can make a big difference methinks.
+1 on Mike Brock being the best!

Jason Wu |

The "Abundant Ammunition" spell is a workaround to mitigate costs, but you have to either be good at UMDing a wand of it, bothering a party member to cast it every combat, or take a non-gunslinger class level to get it.
Not that taking a level is necessarily a bad thing, a one level dip into a casting class can be darn useful for other stuff too.
-k

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The "Abundant Ammunition" spell is a workaround to mitigate costs, but you have to either be good at UMDing a wand of it, bothering a party member to cast it every combat, or take a non-gunslinger class level to get it.
Not that taking a level is necessarily a bad thing, a one level dip into a casting class can be darn useful for other stuff too.
-k
Or be a half-elf with the Arcane Training alternate trait and choose Bard, Sorcerer, or Wizard as your favored class. This is especially nice in a game that only spans a few low levels, since you'll get a lot a front-loaded benefit versus a lot of longterm benefit.

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In short, here is how it works.
You figure out the cost of special material ammunition the normal way (or look it up on the table of page 141). If you have the Gunsmithing feat you can craft non-alchemical cartridge ammunition for 10% of the cost. If you have at least 1 rank in Craft (alchemy) you can craft alchemical cartridges for half the price of the cartridge.
Sorry to take this to the level of grammar, but when you say "you" in the quoted section, are you saying that the gunslinger is making these items or is it a general "you" where it refers to some unnamed npc who makes this for you?

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In short, here is how it works.
You figure out the cost of special material ammunition the normal way (or look it up on the table of page 141). If you have the Gunsmithing feat you can craft non-alchemical cartridge ammunition for 10% of the cost. If you have at least 1 rank in Craft (alchemy) you can craft alchemical cartridges for half the price of the cartridge.
Mike can you clarify this post?
I originally read it as you first figure out the price special material ammunition (10%) then add it to the price of the alchemical cartridges (50%).
But the second time I read it I noticed it could be read as you add the normal price of special material ammunition + alchemical cartridges and then half it which is a much higher price then my original read.
Which is it?

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But the second time I read it I noticed it could be read as you add the normal price of special material ammunition + alchemical cartridges and then half it which is a much higher price then my original read.
Which is it?
This is correct. When buying a paper cartridge you don't buy the bullet separate from the paper it's all one piece of ammo. Just like when buying arrows you don't buy the head separate from the shaft.