Gunsmithing and Magic Boomsticks


Rules Questions


Heyas all, first time posting. A question came up at the table during a downtime today. The Gunsmithing allows anyone to craft firearms and ammo with no Craft(X) checks as long as they had they have a gunsmith's kit and pay for the materials, right? The issue was that no where does it say that it's limited to only making mundane weapons and ammunition. Logic dictates, to me at least, that it can't solely be used to make magic boomsticks. However RAW, would a person with Gunsmithing be able to craft magical firearms and ammunition without the Craft Magical Arms and Armor feat?

Second Question:If they had both Gunsmithing and Craft Magical Arms and Armor, would they still need to make a Spellcraft/Craft(X) check, or would the Gunsmithing feat kick in and not require a check?


They would need Craft Magic Arms and Armor. Gunsmithing doesn't specify it can create magic items, and that feat can create magic weapons, so logically they need that feat.

Sczarni

Gunsmithing would allow a masterwork mundane weapon. And then MA&A would be required for magic-ing it. Or Mythic Crafting (I think, it might me the other mythic feat).


First question, a more general guide: For anything fairly important, unless the rules specifically say you can do a given thing, you cannot. Reflavoring is fine, but what you describe isn't.

Second question: You still need to make the check.


I just compared the books, and Ipslore is right. They need to make the check.


Thank yas. I think I have one last question on the subject of Magic Boomsticks. Does each barrel of a Double-Barreled Pistol have to be enchanted separately like a double weapon, or is it all treated as being 1 weapon?


It doesn't have the "double" special quality that other double weapons have, so no, it's one weapon.


Ipslore the Red wrote:
It doesn't have the "double" special quality that other double weapons have, so no, it's one weapon.

This is how my current GM rules it too, but I wouldn't have a problem if he'd ruled it as 2 separate weapons either.


Huh, could have sworn it has that. Well, you learn a new thing every day I guess.


It'd be ridiculous if you had to and you were running an experimental gunslinger who got a double barreled pistol and added an extra barrel. Three barrels with three seperate enhancments would be annoying if one was higher, plus the amount you'd have to pay... On the bright side, you can always sell experimental guns to people, then wait until they come to you to fix it because of the accruing negatives. The experimental gunslinger: modifications don't come cheap, but repairing for others doesn't have to be either.


*Edit: Doh >.< There was an answer already in the FAQ for the first part of this question.

Heyas folks another question on this subject came up at our table. Now, as I understand it, it's generally a common practice to allow Spell Like Abilities to serve as prerequisites for things like Arcane Strike and Prestige Classes. What about Craft Magic Item feats though? Technically they would have a Caster Level for their SLA. Sure, they wouldn't be able to craft spell completion/trigger items by themselves but they could take the +5 hit to DC to ignore a spell prereq.

Heyas folks new question, on this subejct. What are some good DIY basic upgrades for a Gunslinger who jimmied their way into crafting magic weapons/armor based off of SLA's?


Blackpowder Witch wrote:
Heyas folks new question, on this subejct. What are some good DIY basic upgrades for a Gunslinger who jimmied their way into crafting magic weapons/armor based off of SLA's?

Are you gearing up for a a particular AP, or is it a home-brewed campaign? Also do you know if they'll be other casters in the party to provide spells so you won't have to eat that +5 DC check?

Dark Archive

Gunsmithing says

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.

Since specific over rides general, doesn't RAW let them restore any firearm, magic or not


Name Violation wrote:

Gunsmithing says

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.

Since specific over rides general, doesn't RAW let them restore any firearm, magic or not

Yes they can repair any broken firearm, but not create a magic gun in the first place.


Blackpowder Witch wrote:
Heyas folks new question, on this subejct. What are some good DIY basic upgrades for a Gunslinger who jimmied their way into crafting magic weapons/armor based off of SLA's?

Designating is excellent, particularly if you might otherwise overshadow any melee types.


Thank yas for the advice. Just finished up a campaign with one of my favorite characters yet. My awesome GM let me get away with a loophole for my Spellslinger(Wizard)1/Soul Forger(Magus) X to use Spell Combat and Spellstrike with my arcane bonded pistol. Not quite my original idea of a mundane Gunslinger with a nack for crafting special pistols but I had fun with my gishy crafter with a Magic Boomstick.

For our next campaign our GM is pitching the idea of mostly Urban based intrigue. From what I've read of the Advance Class Guide, this seems like the perfect chance to try out the Investigator, but I'm not quite ready to leave my gunplay wheelhouse. Does anyone have any tips on how to stat out and gear a Steel Hound Investigator?


Blackpowder Witch wrote:

Thank yas for the advice. Just finished up a campaign with one of my favorite characters yet. My awesome GM let me get away with a loophole for my Spellslinger(Wizard)1/Soul Forger(Magus) X to use Spell Combat and Spellstrike with my arcane bonded pistol. Not quite my original idea of a mundane Gunslinger with a nack for crafting special pistols but I had fun with my gishy crafter with a Magic Boomstick.

For our next campaign our GM is pitching the idea of mostly Urban based intrigue. From what I've read of the Advance Class Guide, this seems like the perfect chance to try out the Investigator, but I'm not quite ready to leave my gunplay wheelhouse. Does anyone have any tips on how to stat out and gear a Steel Hound Investigator?

Ah I see, I suppose that line saying SoulForgers can only use their arcane bonded weapon for Spell Combat/Strike does leave some wiggle room for a lenient GM. Have you read N. Jolly's Investigator's Guide yet? It's a great place to start looking for information about the quirks of Investigators. If you want some extra credit points I'd also suggest reading over N Jolly's Alchemist and Gunslinger guides since both classes are very relevant to playing a Steel Hound

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