"This is my BOOMSTICK!" - Gunslinger FAQ


Pathfinder Society

Grand Lodge 1/5

This thread is dedicated to common questions associated with the Gunslinger class, as well as the various archtypes (including the Musket Master, Pistolero, and Gun Tank). Questions that are asked later i will do my best to provide an answer to, and will also allow others to answer as well.
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Q: I am not a Gunslinger. Can I still use a firearm in Pathfinder Society?

A: No. Pathfinder Society does not allow you to buy firearms, ammunition, black powder, or alchemical cartirdges unless you possess the Gunsmithing feat.
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Q: Pathfinder Society strictly forbids crafting traits and feats from being used. What is the point of Gunsmithing?

A: Gunsmithing is important because it serves three purposes, and all three tend to be rather important.

1.) It allows us to upgrade our initial "battered" weapon into a Masterwork weapon for 300g. This is the only time the Gunsmithing feat allows us to modify our weapon.

2.) It allows us to provide repairs in the field. It is necessary to do so because if the weapon ever became broken, we'd be gimped for the rest of the scenario until we made it back to Absalom and were able to seek out an armorer to fix our weapon.

3.) It allows us to purchase new firearms, as well as ammunition, powder, and cartridges. We do not get a discount on buying a new weapon, but we do get discounts on ammunition and cartridges.
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Q: How do I resolve my attacks?

A: Firearms resolve attacks against an opponent's TOUCH AC, so long as it is with-in the first range increment. Keep in mind this is NOT considered a "ranged touch attack" for the purposes of feats and abilities, such as Deadly Aim, so these feats and abilities do work as normal with a firearm. Past that first range increment, if you do not have the ability to resolve your attack against the targets touch AC (such as a grit ability or an item such as the Far-reaching Sight), you resolve the attack against the normal AC of the target, incurring all the normal penalties for attacking a target outside that range increment. Touch AC for most creatures is generally lower, making your attack more likely to hit.
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Q: What is a misfire?

A: A misfire occurs when the natural roll of the d20 is with-in the weapon's "misfire range". For example, a musket has a misfire range of 1-2. If I were to make a roll on a d20 and it came up as either number, the weapon immediately "misfires", the shot missing the target even if it would have made the hit after modifiers are applied. The weapon now has the "broken" condition, increasing he misfire range by two (in this case, my new misfire range is 1-4). If the weapon has the broken condition, is nonmagical and misfires again then the weapon explodes. When the weapon explodes, you choose a corner (in general, your GM will probably make you choose the corner closest to the target you were engaging) and a burst occurs with a range of what is found in the weapon's "misfire" category (for instance, the musket has a range of 5 ft.). Anyone caught in that burst (including you) must make a DC 12 Reflex save for damage against the explosion. A weapon that explodes is no longer usable and gains the "destroyed" condition. Damage is calculated based on the weapon's damage rolls (the musket in this case is 1d12). Do not add any other modifiers, such as Deadly Aim or your training ability.

If you have a magical firearm, this does not apply. Your firearm is only "wrecked" condition, meaning the weapon cannot fire until you repair it. There is nothing I have been able to find (if someone else has, please add that here!) that tells you what the rules are to repair it, but based on the vehicle description it takes a day's worth of work and 10g worth of materials to repair 10 HP on the vehicle, so I would make the assumption that this applies to Society as well for firearms.

In general, as a level 1 Gunslinger you have access to the deed Quick Clear, which allows you to clear the broken condition from your firearm if it was gained through a misfire as a standard action.
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Q: What is grit?

A: Grit is a resource similar to the monk's "ki". It is used to activate many deeds, though others also are more "passive". Passive deeds are, "If you have at least 1 grit point" abilities. When using active grit abilities, you subtract 1 grit from your starting total and use the ability.

Gunslingers start each day with Grit equal to their Wisdom modifier (or Charisma in the case of the Mysterious Stranger), plus any other abilities (such as items or spells/abilities). The minimum you can start with is 1 (so if you have 8 wisdom, you still have 1 grit).

Your grit cannot be more than your Wisdom modifier unless an item or ability says otherwise.

You can regain grit in one of two (or three) ways.

1.) Confirming a critical hit with a firearm. This does not happen if the creature is incapacitated, helpless, or is otherwise unaware of your presence. Also, if the critical strike is made against a target that has fewer hit dice than your Gunslinger level, you do not restore the grit.

2.) Making a killing blow against a hostile target.

3.) This is an optional rule, and Society does not appear to prevent GMs from using it. If you are to make a Daring Act (a Daring Act is considered a stunt that has little probability of success and is dangerous) and succeed, you restore a grit point.

In general, it is best to maintain 1 grit in your pool, unless the final grit is critical (such as clearing a misfire) or will restore it with the shot.
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More questions are always welcome, and I will gladly answer them as I can!

Happy hunting, Gunslingers!

1/5

Quendishir wrote:

A: Gunsmithing is important because it serves three purposes, and all three tend to be rather important.

-snip-

We do not get discounts like it would normaly provide; we buy all this stuff at the cost in the handbook.

This last bit isn't accurate, as I understand it. As per the Additional Resources listing:

"Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed reduced price, but does not grant a discount on the purchase of any firearm. "

Grand Lodge 1/5

Mike Mistele wrote:
Quendishir wrote:

A: Gunsmithing is important because it serves three purposes, and all three tend to be rather important.

-snip-

We do not get discounts like it would normaly provide; we buy all this stuff at the cost in the handbook.

This last bit isn't accurate, as I understand it. While you can't craft ammo with Gunsmithing in PFS, it does allow you to purchase ammo at the same "discounted" price for which you'd normally be able to craft it (including alchemical ammo, if you have at least 1 rank in Alchemy.)

You are correct. This is big, this means I'm not completely broke! I will fix this immediately.

Shadow Lodge

Quendishir wrote:

Q: I am not a Gunslinger. Can I still use a firearm in Pathfinder Society?

A: No. Pathfinder Society does not allow you to buy firearms, ammunition, black powder, or alchemical cartirdges unless you possess the Gunsmithing feat.

Sorry, this answer is wrong, it should read.

A: Yes. You may use guns even if you are not proficient, just like any other weapon, however you must have the Gunsmithing feat (a legal choice for any character) in order to purchase a firearm, ammunition, black powder, and alchemical cartridges. Additionally, firearms are not considered always available, and non-gunslingers may have a difficult time affording a gun a low levels, since unlike the gunslinger they do not get a gun handed to them at level 1. However, the cheapest guns can be purchased with 2 Prestige Points.

Grand Lodge 1/5

Dylos wrote:
Quendishir wrote:

Q: I am not a Gunslinger. Can I still use a firearm in Pathfinder Society?

A: No. Pathfinder Society does not allow you to buy firearms, ammunition, black powder, or alchemical cartirdges unless you possess the Gunsmithing feat.

Sorry, this answer is wrong, it should read.

A: Yes. You may use guns even if you are not proficient, just like any other weapon, however you must have the Gunsmithing feat (a legal choice for any character) in order to purchase a firearm, ammunition, black powder, and alchemical cartridges. Additionally, firearms are not considered always available, and non-gunslingers may have a difficult time affording a gun a low levels, since unlike the gunslinger they do not get a gun handed to them at level 1. However, the cheapest guns can be purchased with 2 Prestige Points.

And this is why I should not do this kind of thing when I am tired! Updating!

Dark Archive 4/5

The Daring Act optional rule is not part of PFS play, as stated in Additional Resources.

Shadow Lodge

Quendishir wrote:

If you have a magical firearm, this does not apply. Your firearm is only "wrecked" condition, meaning the weapon cannot fire until you repair it. There is nothing I have been able to find (if someone else has, please add that here!) that tells you what the rules are to repair it, but based on the vehicle description it takes a day's worth of work and 10g worth of materials to repair 10 HP on the vehicle, so I would make the assumption that this applies to Society as well for firearms./QUOTE]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).

The answer you missed was in the link you posted.

So, it's either casting 1 spell - Make Whole, if your caster level is high enough (or hiring someone whose CL is high enough) or using the gunsmithing feat, which would take 1 hour (or less if you are a Gnome Gunslinger).

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