Firearms in PFS double check


Pathfinder Society

Scarab Sages

Do I have to have Weapon proficency in the firearm, to purchase it in PFS? I understand the Fame and the Gunsmithing Feat requirements, I'm just wondering if I require actual proficency in order to possess/purchase a firearm in PFS?

I'm planning a bayonet user that sometimes fires a gun, so I'm looking into options like using the brawler's Martial Training to use firearms when I do, rather than actually obtaining the proficency. Just exploring options with this question.

Grand Lodge 3/5

Gunslinger ONLY class that is legally able to use Firearms.

If you want to use Firearms as any other class, you'll have to dip into a level of Gunslinger at the least.

Scarab Sages

Selvaxri wrote:

Gunslinger ONLY class that is legally able to use Firearms.

If you want to use Firearms as any other class, you'll have to dip into a level of Gunslinger at the least.

Pretty sure you need to re-read some things. This is not true anymore, as I understand it.

Grand Lodge 4/5 * Venture-Agent, Texas—Houston

You need only the gunsmithing feat and sufficient fame to afford the gun you want.

Gunslingers get gunsmithing and a starter gun for free, which is why a 1-level dip is popular, but it is not required if you have feats and fame to spare.

Just remember that in addition to the -4 on attack rolls for being non-proficient, your misfire value also goes up by 4 unless you have someone with firearm proficiency load the thing for you. (Ultimate Combat pg 135)

Scarab Sages

Kelly Youngblood wrote:

You need only the gunsmithing feat and sufficient fame to afford the gun you want.

Gunslingers get gunsmithing and a starter gun for free, which is why a 1-level dip is popular, but it is not required if you have feats and fame to spare.

Just remember that in addition to the -4 on attack rolls for being non-proficient, your misfire value also goes up by 4 unless you have someone with firearm proficiency load the thing for you. (Ultimate Combat pg 135)

Thanks. That's how I read it too, I just wanted to double check.

Grand Lodge 3/5

Then way are classes that get Firearms, or features that grant access to fire arms, banned?

Wizard Spellslinger
Cavalier Musketeer

and others.

If this is for PFS, tell your GM when you play the character. I don't know where, but i recall that only Gunslinger are allowed to use Firearms. Sure, take EWP (Firearms)- see if GM's let it fly.

I could be wrong, of course- i'm more or less sure that's the case.

Additional Resources says: wrote:


No character may purchase a firearm unless she possesses the Gunsmithing feat and firearms are never considered Always Available; a character must possess enough Fame to purchase any firearm not found on a Chronicle sheet or granted by a class feature.

Depending on what you want to put the Bayonet on, you'll have to wait to be able to afford it.

You could instead, avoid the hassle, and just stick the Bayonet on the end of a crossbow.

Shadow Lodge

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I'm sorry, Selvaxri, but you are wrong, and you quoted the proof yourself.

Additional Resources wrote:
No character may purchase a firearm unless she possesses the Gunsmithing feat and firearms are never considered Always Available; a character must possess enough Fame to purchase any firearm not found on a Chronicle sheet or granted by a class feature.

Quoted an important word; true, gunslingers get the feat for free (from the class feature of a very similar name), but nothing stops characters from taking the Gunsmithing feat without taking a level of gunslinger, nor are characters restricted in any way from taking Exotic Weapon Proficiency (firearm).

Anyone with the Gunsmithing feat can purchase a firearm (provided they have enough fame), and anyone who can get their hands on a firearm may use it (whether they get it because they could buy it, borrow it from someone else, or find it during play), provided they handle proficiency (either by taking the feat or the penalties) as normal. The most popular way to handle all of that is to take a one level dip in gunslinger, but nothing stops a fighter from picking up the right feats and buying one once his fame is high enough.

Scarab Sages

Selvaxri wrote:

Then why are classes that get Firearms, or features that grant access to fire arms, banned?

Wizard Spellslinger
Cavalier Musketeer

and others.

It isn't all of them, just most of them that are banned. Spellscar Drifter (Inner Sea Combat) is a Cavalier archetype and starts with a gun same as the gunslinger. Savage Technologist (Technology Guide) is a barbarian archetype which gains firearm proficency, though lacks a starting gun. There are a few others, I think.

They banned the classes that don't make sense to the setting, and the broken ones. Guns are part of the setting, yes, but they aren't everywhere. Though if you find one that fits the setting and isn't broken, you could petition it.

In terms of getting a gun early on, with PP ignoring fame requirements, you can get a non-masterwork Pistol, Coat Pistol, or Buckler Gun for 2 PP at 1st level (still needs the gunsmithing feat to purchase with PP). Without the Gunslinger class, however, the guns really aren't that potent. And a pistol really isn't better than a Wand of Magic Missile.

And as mentioned above, the non-proficency penalty for firearms is much more harsh than it is for other weapons. I'm still debating if it's worth it, to go the gun route without being being a dedicated gun user.

Dark Archive 4/5

Pistol is 1000 gp so I don't think you could get one of those but the other two you could.

Scarab Sages

Todd Morgan wrote:
Pistol is 1000 gp so I don't think you could get one of those but the other two you could.

Hmmm...ah, it's the Dagger Pistol, the Coat Pistol, and the Buckler gun.

Yeah, was wrong about the regular pistol.

Dark Archive 4/5

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It may be easier in the long run to dip a level of gunslinger to avoid having to take a cheaper gun option.

Grand Lodge

I just had my first PFS game last night (it was fun, but would have been more so had my poor hearing and inflexibility on thoroughly unwise activities not met up with a guy on the autism spectrum with a speech impediment) and probably goofed up on at least one count: I identified my character as an investigator when she was really a steel hound (I know it said so on the several versions of the character sheet I printed, but I am not certain what I wrote on the PFS paperwork.

    * In the likely event that I wrote "investigator"--a not unreasonable error because a first level steel hound is just an investigator with bad poison management, and if you look up info on how it is played, you consult "investigator"--is it a big deal to walk it back?

    * Was "steel hound" even an option, given that I did not consult the GM about it ahead of time? (My good intentions to consult with people ahead of time were foiled by posting in the wrong places, logistical problems and not understanding that the posted start time was an hour after a GM would be available. C'est la vie.) Is it ever an option in PFS?

    * The blunderbuss I want is supposed to be free at level 2 under the archetype

    Advanced Class Guide, p. 103, "Packing Heat" wrote:

    At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to

    the one gained by the gunslinger.
    Does this mean I can get it without worrying about fame or gold?

Thanks in advance,
Kenneth

Grand Lodge 4/5 **

Steel Hound archetype is not legal for play in PFS. Make sure to download the Guide to Organized Play and check the additional resources page for what is legal or not.

As per addition resources page:

Archetypes: all archetypes on pages 75-133 are legal for play, except forgepriest, musketeer, packmaster, primalist, spirit summoner, and steel hound.

The Exchange 4/5 5/5

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Steel Hound is not PFS legal.

Check the Additional Resources page to find out if an item you wish to use is PFS legal.

Since you are first level you can "Freely Rebuild" your character as described in the RPG Guild Guide. That means you can change to whatever legal class/archetype you want and change anything else including feats, race, traits, and even money spent.

LOL. This goes for 2 and a half hours with no reply, then Christian and I post within 45 seconds of each other :)

Liberty's Edge 4/5 5/55/55/5 ****

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Selvaxri wrote:

Then way are classes that get Firearms, or features that grant access to fire arms, banned?

Wizard Spellslinger

The Spellslinger is made legal with a chronicle.

Leadership does that, exclude something so they can put it on a chronicle.

Shadow Lodge

Gary Bush wrote:
Selvaxri wrote:

Then way are classes that get Firearms, or features that grant access to fire arms, banned?

Wizard Spellslinger

The Spellslinger is made legal with a chronicle.

Leadership does that, exclude something so they can put it on a chronicle.

Preeeeeetty sure that question has been settled for a bit over two years now...

Liberty's Edge 4/5 5/55/55/5 ****

1 person marked this as a favorite.
SCPRedMage wrote:
Gary Bush wrote:
Selvaxri wrote:

Then way are classes that get Firearms, or features that grant access to fire arms, banned?

Wizard Spellslinger

The Spellslinger is made legal with a chronicle.

Leadership does that, exclude something so they can put it on a chronicle.

Preeeeeetty sure that question has been settled for a bit over two years now...

Yep it has. Just providing information in case it was needed.

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