question about crafting / repairing guns


Advice

Grand Archive

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

A player has found a broken pistol and he is a gunsling. He is trying to argue that he can repair said gun for free and I am saying he still needs to pay for the materials to fix the gun. Can anyone give me a quick ruling on this topic?

We are not debating the craft checks just about weather or not he has to pay for the mats.


jquest716 wrote:
A player has found a broken pistol and he is a gunsling. He is trying to argue that he can repair said gun for free and I am saying he still needs to pay for the materials to fix the gun. Can anyone give me a quick ruling on this topic?

Here's the text of the Gunsmithing feat:

Gunsmithing wrote:


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.

I see no evidence of costs to repair in there. Furthermore, the mending cantrip would do it for a single casting of a level 0 spell (which he could get any village hedge-magician to cast for him for 5 gp).

So I'd say your player is right, he can do it for free by spending an hour around the campfire.

Grand Archive

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I assumed that since the rules say: Repair Items
You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price. -

We would remove the checks but he would still need to pay for the cost of repairing and item.


Why are you assuming the feat trumps one part of the standard rules (the checks) but not the other (the costs)?

Especially since the other uses of the feat explicitly list that they do still have costs, the omission of costs in the repair clause seems significant to me.


Orfamay Quest wrote:
jquest716 wrote:
A player has found a broken pistol and he is a gunsling. He is trying to argue that he can repair said gun for free and I am saying he still needs to pay for the materials to fix the gun. Can anyone give me a quick ruling on this topic?

Here's the text of the Gunsmithing feat:

Gunsmithing wrote:


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.
I see no...

Make Whole is a second level spell.

Per the rules, he still needs to have access to a Gunsmithing Kit, that should be all the cost he has to pay.


Yeah, I meant mending and have updated accordingly.

Grand Archive

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Because it clearly states first line: 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.

Following that I would believe that we can say that it negates the first line in Repairing items but would follow the rest. They also tell us that when crafting firearms and how much that would cost so why wouldn't it still cost you something to repair items. Since they already had rules in place about repairing

No where in the Restoring a Broken Firearm does it say that this cost the player nothing to do. It simply explain how long it will take.


Pathfinder Rulebook Subscriber

The cost is associated with the Repair Item use of the Craft skill.

Repairing a broken firearm by using the Gunsmithing feat does not use the Craft skill -- you use the Restoring a Broken Firearm use of the Gunsmithing feat.

Any wording in the Craft skill is completely irrelevant here.

Grand Archive

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Ok I see what everyone is saying....so that brings up a question since Gunsmith isn't part of the "crafting" rules then the only gun that a player can make masterworked is the starting gun because no where in Crafting Firearms does it tell you the price to masterwork the item. But they can only masterworker the starting item for 300gp. So that means no gun except for the starting gun can be enchanted into a magical item. Or am I missing something?


Are you suggesting that any early firearm really means "any early firearm that isn't masterwork"?

Or are you suggesting that ordinary firearms use the prices listed in the rest of the rulebook but that masterwork firearms don't?


I don't see anything about restrictions on enchanting. Plus, the time it takes to repair an item is greater than the time it takes for the gunslinger to repair a broken firearm. I see it as having no cost as written, as the rule obviously replaces the general time and specific trumps general.

Grand Archive

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

No what I am saying is according to what everyone is arguing about the crafting and restoring that these rules are outside the normal crafting rules. Hence it is completely free to fix a broken firearm and since following the rules a player can craft a fire arm but not masterwork it because there is no price listed in the text as to how much it would be to masterwork. Also it clearly states that the only gun able to be masterworked is the gunslinger's starting firearm according to the gunsmithing feat. Or are we saying that "Gunsmith" are amendments to the rules but follow the crafting list. Example if my gunslinger crafts a pistol and he wants to masterwork said pistol while making it that Masterwork would be 300gp. Since it is 300gp that would follow the general rule of crafting right [masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).]

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