Gunslinger firearm upgrade.


Pathfinder Society


According to the gunsmithing feat, my gunslinger should be able to spend 300 gp and upgrade his battered pistol into a masterwork one, but am I allowed to do such with a PFS character? I've searched the site, but didn't really find any explanation...


Yes, you can

1/5

The additional resources page lists the adjustments to the rules for Gunslingers for PFS play. Anything beyond what's specifically mentioned there works "as written".

Grand Lodge 1/5

You can spend the 300 GP to upgrade your weapon to a masterwork-quality weapon, as the feat says. Just note it on your first Chronicle sheet under "Items Gained".

Liberty's Edge 2/5 *

THe majority of gunslinger players normally try to do this after a first session. Any extra plus's to hit at level 1 are greatly appreciated. Also Masterwork is one step towards enchantment...

Grand Lodge 1/5

While the +1 to hit is nice, it's more or less to decrease the likelihood of our weapon suddenly going, "You know what? No!" after a bad roll.

Sovereign Court 1/5

Do Gunslingers have to have tools to craft/restore weapons? What tools are these?

Grand Lodge 4/5 *

Erosthenes wrote:
Do Gunslingers have to have tools to craft/restore weapons? What tools are these?

They need a Gunsmith's Kit, yes.

Sczarni 5/5 5/55/5 ***

You need a Gunsmith's kit.

EDIT: OMG ninja'd by ONE second! Lol.

Grand Lodge 4/5 5/5 *

I'm curious to hear what higher level gunslingers get on their guns? I've got 'Ol Painless' my musket up to +1 Distance and am waffling between a +2 or reliable for the next upgrade.

Grand Lodge 1/5

My own weapon is +1 right now and I am shooting for Distance (pun intended). I think after that I'll let my group's playstyle dictate what we do, but I might actually buy a scope instead.

Sczarni 5/5 5/55/5 ***

I'll be level 4 after tonight, and my musket is just +1 right now. I'm thinking of doing reliable next. A misfire of 1-3 when using paper cartridges is rough.

Silver Crusade 5/5

Thomas Graham wrote:
I'm curious to hear what higher level gunslingers get on their guns? I've got 'Ol Painless' my musket up to +1 Distance and am waffling between a +2 or reliable for the next upgrade.

I like lucky over reliable (reroll any misfire once per day essentially) unless reliable will get you to a 0 misfire chance.

Sczarni 5/5 5/55/5 ***

...oh, and I'm totally considering thundering, too. Just for flavor's sake.

Liberty's Edge 4/5 5/5

My 5th level pistolero has a +1 pistol at the moment. Distance looks too good to pass up.

Grand Lodge 4/5 5/5 *

Nefreet wrote:
I'll be level 4 after tonight, and my musket is just +1 right now. I'm thinking of doing reliable next. A misfire of 1-3 when using paper cartridges is rough.

Musket Master gets Musket Training and Reliable helps with that a lot. I tend to hold my grit for quick clears. I've been fairly lucky with my fail rolls, but after dropping nearly a grand on paper cartridges after my latest chronicle, I'm watching for that too.

Some of the options I was considering.
-Thundering. (like Nefreet it seems.. flavorful)
-Lucky (cause more grit.. is well more grit)
-Bane

Liberty's Edge 2/5 *

My Musket Master has a +1 Corrosive Musket known as 'Bearington'. Named after a fellow characters Animal companion who died horribly. I would have liked to have put the incorporeal bypassing ability on it but sadly its not available to ranged weapons. I have been thinking about picking up possibly shock or seeking (to avoid pesky miss chances). Distance Ive never ever considered because at level 8 I dont miss that often and combat seems to often occur in that first range increment.

I had been thinking about saving up for Holy.

Grand Lodge 4/5 5/5 *

I've had a few incidents where the target would run, usually for cover but after one or two truly epic hits-maybe just running. I also try to be a mobile person who moves about the battle field putting the enemy off balance with things like tanglefoot bag/ghast stench flasks and other options.

I'm not the hardest hitter in the group..though that will change with Vital Strike coming into play.. but I can hit and disable folks or impede them easily.

Lantern Lodge 3/5

My PFS group's gunslinger is 15th level now, ane he runs around with a +2 distance phase locking double-barrel pistol. We've had one to many ice devils (we've faced so many now we have jokes about their continued recurrence) teleport away on us mid-combat, and he decided that would never happen again. With a completely stupid +20 initiative modifier, he is pretty well right. :p

Grand Lodge 4/5 5/5 *

I WOULD get a double barrel musket but till the bug in distance is fixed I'll simply stay with 'Ol' Painless'. 10' for a musket is sucktastic.

I think I shall look into phase locking though. Running into a conjurer or ice devil might definitely need a lock down effect in work.

I was also considering Limming as well.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

Matthew Pittard wrote:

My Musket Master has a +1 Corrosive Musket known as 'Bearington'. Named after a fellow characters Animal companion who died horribly. I would have liked to have put the incorporeal bypassing ability on it but sadly its not available to ranged weapons. I have been thinking about picking up possibly shock or seeking (to avoid pesky miss chances). Distance Ive never ever considered because at level 8 I dont miss that often and combat seems to often occur in that first range increment.

I had been thinking about saving up for Holy.

**Let's try this again... since my post was eaten the first time...**

You might want to check out Ghost Salt from the PFS Field Guide. Its really nice to have 10-20 pieces of ammunition that can deal with incorporeality.

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

Eric Clingenpeel wrote:
Matthew Pittard wrote:

My Musket Master has a +1 Corrosive Musket known as 'Bearington'. Named after a fellow characters Animal companion who died horribly. I would have liked to have put the incorporeal bypassing ability on it but sadly its not available to ranged weapons. I have been thinking about picking up possibly shock or seeking (to avoid pesky miss chances). Distance Ive never ever considered because at level 8 I dont miss that often and combat seems to often occur in that first range increment.

I had been thinking about saving up for Holy.

**Let's try this again... since my post was eaten the first time...**

You might want to check out Ghost Salt from the PFS Field Guide. Its really nice to have 10-20 pieces of ammunition that can deal with incorporeality.

^ This, very much so. The only problem is the Ghost Salted bullets can't be paper cartridges, since by definition once you put a paper cartridge over flame, it goes off, and that's what you have to do to coat it with weapon blanch. For my 9th level gunslinger, taking the extra time to load ghost salt bullets, though, is worth it when fighting a ghost or something :)

Grand Lodge 1/5

Thomas Graham wrote:

I've had a few incidents where the target would run, usually for cover but after one or two truly epic hits-maybe just running. I also try to be a mobile person who moves about the battle field putting the enemy off balance with things like tanglefoot bag/ghast stench flasks and other options.

I'm not the hardest hitter in the group..though that will change with Vital Strike coming into play.. but I can hit and disable folks or impede them easily.

In my group, I think I'm the hardest-hitting non-caster we have. With a maximum damage potential of 88 damage at level 5 (4d12 +40 on a successful critical), I think the closest is the Barbarian that can do...20 damage on a critical? The Eidolon might be able to come close, but I don't know. Either way, it's not something that is easily ignored.


Quendishir wrote:
Thomas Graham wrote:

I've had a few incidents where the target would run, usually for cover but after one or two truly epic hits-maybe just running. I also try to be a mobile person who moves about the battle field putting the enemy off balance with things like tanglefoot bag/ghast stench flasks and other options.

I'm not the hardest hitter in the group..though that will change with Vital Strike coming into play.. but I can hit and disable folks or impede them easily.

In my group, I think I'm the hardest-hitting non-caster we have. With a maximum damage potential of 88 damage at level 5 (4d12 +40 on a successful critical), I think the closest is the Barbarian that can do...20 damage on a critical? The Eidolon might be able to come close, but I don't know. Either way, it's not something that is easily ignored.

Sorry, but I have to ask. How the hell is a level 5 Barbarian doing only 20 damage on a critical?

I'm at a loss to how you can even do that without actually TRYING to suck.

Grand Lodge 4/5 5/5 *

Quendishir wrote:
Thomas Graham wrote:

I've had a few incidents where the target would run, usually for cover but after one or two truly epic hits-maybe just running. I also try to be a mobile person who moves about the battle field putting the enemy off balance with things like tanglefoot bag/ghast stench flasks and other options.

I'm not the hardest hitter in the group..though that will change with Vital Strike coming into play.. but I can hit and disable folks or impede them easily.

In my group, I think I'm the hardest-hitting non-caster we have. With a maximum damage potential of 88 damage at level 5 (4d12 +40 on a successful critical), I think the closest is the Barbarian that can do...20 damage on a critical? The Eidolon might be able to come close, but I don't know. Either way, it's not something that is easily ignored.

I'm doing okay at something like 2d12+12 without crits now but I usually pair with a pair of beat sticks that do something like 2d8+15 or a rogue running with a curve blade

5/5 5/55/55/5

I'm pretty sure you can ghost salt the bullet and then make the paper cartridge

Liberty's Edge 2/5 *

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Only +10 a shot? What are you doing wrong? :)

I believe last session I was doing + 14 a shot. (this is including deadly aim at -3/+6 and point blank). It has got higher when the bard has done their thing or similar debauchery.

Vital Strike does bring things into focus when Im doing 2d12+14 though (oops add in the +1d6 acid damage). I tend to become the focal point of the fireball or high power damage spell (this sometimes seems to happen before I have even acted.. I guess my fame is getting around :) )

What is actually cool now is that I have fellow high level characters stay close to me now to offer up goodies like Haste and protection spells.

Mike is dead on the shot there. I have been told I cannot Ghost Salt paper rounds. Im not too sad, I still carry bullets and gunpowder for emergencies and an adamantine bullet is sometimes very much worth it.

Grand Lodge 1/5

Thefurmonger wrote:
Quendishir wrote:
Thomas Graham wrote:

I've had a few incidents where the target would run, usually for cover but after one or two truly epic hits-maybe just running. I also try to be a mobile person who moves about the battle field putting the enemy off balance with things like tanglefoot bag/ghast stench flasks and other options.

I'm not the hardest hitter in the group..though that will change with Vital Strike coming into play.. but I can hit and disable folks or impede them easily.

In my group, I think I'm the hardest-hitting non-caster we have. With a maximum damage potential of 88 damage at level 5 (4d12 +40 on a successful critical), I think the closest is the Barbarian that can do...20 damage on a critical? The Eidolon might be able to come close, but I don't know. Either way, it's not something that is easily ignored.

Sorry, but I have to ask. How the hell is a level 5 Barbarian doing only 20 damage on a critical?

I'm at a loss to how you can even do that without actually TRYING to suck.

Looking over his character sheet, I messed up the math. He uses a Falchion, so in a rage it's 2d4+15 damage, which means on a critical he can do a maximum of 46 damage. I'm bad at math!

Grand Lodge 1/5

Matthew Pittard wrote:

Only +10 a shot? What are you doing wrong? :)

I believe last session I was doing + 14 a shot. (this is including deadly aim at -3/+6 and point blank). It has got higher when the bard has done their thing or similar debauchery.

Vital Strike does bring things into focus when Im doing 2d12+14 though (oops add in the +1d6 acid damage). I tend to become the focal point of the fireball or high power damage spell (this sometimes seems to happen before I have even acted.. I guess my fame is getting around :) )

What is actually cool now is that I have fellow high level characters stay close to me now to offer up goodies like Haste and protection spells.

Mike is dead on the shot there. I have been told I cannot Ghost Salt paper rounds. Im not too sad, I still carry bullets and gunpowder for emergencies and an adamantine bullet is sometimes very much worth it.

My damage is:

+4 Dexterity
+4 Deadly Aim
+1 Weapon
+1 Point-Blank Shot

Liberty's Edge 2/5 *

Respectable.

At level 8 (Which im guessing you are approaching because you arnt yet -3/+6 for deadly aim), Im +6 from dex (22), +1 from point blank, +1 weapon, +6 deadly. So 14.That would go to +15 at level 9.THe added elemental damage is good too. You should look into that if you can afford it. I picked corrosive simply because I loved the visual concept of a musket dripping acid from the barrel.

My biggest issue currently is getting through DR which is why Im going to pick up Clustered Shot over Extra Grit.

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

Matthew Pittard wrote:


My biggest issue currently is getting through DR which is why Im going to pick up Clustered Shot over Extra Grit.

Spend lots of money on alchemical cartridges with special materials in 'em. I don't even use "Standard" anymore - my "normal" shots are cold iron, just in case *chuckles*

Lantern Lodge 4/5

My gnome oracle/gunslinger carries around a +1 distance blunderbuss and a +1 Holy pepperbox. When she's not casting spells, and gets to use the pepperbox, she just crazily rapid shots every round that it's possible.


Matthew Pittard wrote:
Mike is dead on the shot there. I have been told I cannot Ghost Salt paper rounds. Im not too sad, I still carry bullets and gunpowder for emergencies and an adamantine bullet is sometimes very much worth it.

You would have to Ghost Salt the bullets BEFORE they are put into the paper cartridges.

Because otherwise even if you managed to blanch the paper cartridges without them going off, the coating would be on the paper, not the bullet, and get left behind when fired.

Given that you're already allowed to have special materials added to alchemical cartridges, I don't see why the blanch can't be put on during manufacture.

-j

Grand Lodge 4/5 5/5 *

Jason Wu wrote:
Matthew Pittard wrote:
Mike is dead on the shot there. I have been told I cannot Ghost Salt paper rounds. Im not too sad, I still carry bullets and gunpowder for emergencies and an adamantine bullet is sometimes very much worth it.

You would have to Ghost Salt the bullets BEFORE they are put into the paper cartridges.

Because otherwise even if you managed to blanch the paper cartridges without them going off, the coating would be on the paper, not the bullet, and get left behind when fired.

Given that you're already allowed to have special materials added to alchemical cartridges, I don't see why the blanch can't be put on during manufacture.

-j

Problem is, they are only good for one scenario. Rather jst blach some bullets. I'm about half and half at this point. I am moving towards cartridges but still use a bit of powder and bullets. (Been thinking of 'biting the bullet.' Heh and and buying a lot of bane rounds or such but it is still a bit pricey to do so)

Me? I'd like to see a season 4 or 5 scenario where we can get magic ammo in lots of less than 50. Never going to happen I know, but one can dream.


Mark Moreland has indicated that Blanches should carry over from scenario to scenario.

-j

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