Two Questions involving the "Guns Everywhere" Ruleset


Rules Questions


Our group is gearing up to do a campaign in a western fantasy setting - taking place in an alternate US timeline - with guns and magic and all the fantasy creatures/races, and we ran into a few questions involving the guns everywhere setting rules as they specifically apply to the Gunslinger class.

1) The Guns Everywhere setting says it replaces a Gunslinger's "Gunsmithing" ability - which grants them their starting gun - with "Gun Training" instead, however - even with the new 10% reduced purchase prices - the group's gunslinger couldn't even afford to start off with a gun at all (because Gunsmithing explicitly said it was what gave them access to their starting gun). Is this a misreading of the rules, or is it deliberately intended that a Gunslinger - under the Guns Everywhere Rule - doesn't even get to have the entire point of their class until 2-3 fights in (or more, depending on how things go)?

2) The Mysterious Stranger archetype claims to replace a Gunslinger's first "Gun Training" with "Stranger's Fortune". However, it was assuming that the player wouldn't get their first "Gun Training" until level 5, when they now actually receive it at level 1. Would a player with the Mysterious Stranger archetype receive "Gun Training" at level 1 and "Stranger's Fortune" at level 5, or would they receive "Stranger's Fortune" at level 1 - because that's where their first "Gun Training" comes into play - and then get their first "Gun Training" (that they get to keep) later on at level 5?

For anyone wondering, this is the rest of the group:

Half-Elf Rogue
Gnome Bard
Halfing Ranger
Tiefling Barbarian
Kitsune Cleric


Okay, so with the guns everywhere, you're going to have to settle with an early firearm to begin with. You should have enough to afford a simple pistol (100 gold) and then you buy a weapon when you have the money. On the plus side, it's a regular, proper working firearm. If you roll for starting cash, just ask your GM nicely if you don't have enough.

Second, Stranger's fortune would pop in at level 5, as usual. No need to mess with progression of the character because of a rare corner case.

Dark Archive

1)RAW you are right, gunslinger wouldn't get a gun at first level. However this is clearly an oversight and as a GM I'd rule that they get a gun at first level but still lose the Gunsmithing feat (what I think they meant to say). Alternatively a budding gunslinger could take a level of Holy Gun paladin archetype to still get his free gun.

2) They would receive Stranger's fortune at level 5 still because that's when the archetype says you gain it. The features archetypes lose don 't always coincide when the archetype gains it's new features.

Edit: Ninja'd

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