Whats stopping someone from buying a broken firearm at level 1?


Pathfinder First Edition General Discussion

Silver Crusade

Why would one do this?
The logic behind it is getting some broken scrap of a gun together which i estimated would cost around 22 gold or so, Using either the amateur gunslinger feat or the mending spell and patch it up to the point where it would actually be usable from the get go. It would be rather makeshift but still usable.

Why would this not be allowed?


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Usually, the sheer cost of a firearm, given that your estimate is rather off the mark...if the broken condition is so easy to cure, it's not going to turn a 1000 gp weapon into a 22gp item. There's a reason why getting a broken firearm at lvl 1 is a class feature and not an equipment option.

Silver Crusade

Klorox wrote:
Usually, the sheer cost of a firearm, given that your estimate is rather off the mark...if the broken condition is so easy to cure, it's not going to turn a 1000 gp weapon into a 22gp item. There's a reason why getting a broken firearm at lvl 1 is a class feature and not an equipment option.

Sorry i should have said battered not broken


A gunslinger's battered firearm isn't broken. It's treated 'as if it had the broken condition'. You can't fix that with a mending spell or otherwise.

Also you need to find a gunslinger who is willing to sell their class feature which might take a while.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Malik Gyan Daumantas wrote:

Why would one do this?

The logic behind it is getting some broken scrap of a gun together which i estimated would cost around 22 gold or so, Using either the amateur gunslinger feat or the mending spell and patch it up to the point where it would actually be usable from the get go. It would be rather makeshift but still usable.

Why would this not be allowed?

1. If the GM pointedly doesn't want it to happen, then sorry, nobody has any of those things, tough luck, we thought it was some kind of plumbing fixture... a "fire-arm"? Izzat some kinda magic mace?

2. If the GM wants every Tom, Dick, and Harry to have guns... the workaround really isn't required.

3. If you take a level in Gunslinger, you get a gun and some relevant class bennies without any mucking about... and if you intend to be slinging guns, is that really such a terrible idea?


Well, first off, that you can't actually sell a battered weapon.

Gunsmith wrote:
This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold).

When you sell it it becomes scrap metal... somehow. Apparently gunslingers are fairies, their guns only work because they believe. And nobody else believes hard enough.

Second, if you want to buy a broken gun to repair it, it's at least 750 gp.

Broken wrote:
Items with the broken condition, regardless of type, are worth 75% of their normal value.
Third, Amateur Gunslinger gives you grit and deeds. You want Gunsmithing if you actually want to patch up a gun. But that only works for gunslingers, because:
Gunsmithing wrote:
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.

Gunslingers only on fixing a battered firearm. And even then it doesn't say it loses the battered condition. You can use Gunsmithing to craft firearms. You can repair firearms. But those will all cost waaaaaaay more than you're apparently willing to pay.

As for why it would be disallowed, because it's attempting to game the system to gain something for much less than it costs. Like wishing for more wishes. That's like, wish rule number two.


Malik Gyan Daumantas wrote:
Why would this not be allowed?

Pathfinder is not an economics game.

Other classes could pull a similiar trick. A player wants 600-gp half-plate armor for his 1st-level fighter, but cannot afford it with the fighter's starting gold of 175 gp. Thus, he tries to claim that the fighter has been working in town for several years at 1 gp per day, saving up for his armor. Right?

Saying that a character found a gunslinger willing to sell his battered starting firearm for 22 gold is just like the fighter saying he found a well-paying safe job long before the adventure started.

First-level characters start with first-level gear. That is how the game is played. Some rules, such as the Rich Parents trait, modify this at the expense of using up other resources, such as a trait.

To obtain a gun at first-level without using a class ability, take the Rich Parents trait and the Gunsmithing feat. Rich Parents changes the starting gold to 900 gp. Spend 15 gp for a Gunsmith's Kit and 500 gp on raw materials. With Gunsmithing, the character can make a pistol with those resources in 1 day. Bride the rest of the party with 100 gp shopping money each so that they don't go off adventuring without your character on that first day. That leaves 85 gp for the rest of the non-gunslinger's gear.

Silver Crusade

Mathmuse wrote:
Malik Gyan Daumantas wrote:
Why would this not be allowed?

Pathfinder is not an economics game.

Other classes could pull a similiar trick. A player wants 600-gp half-plate armor for his 1st-level fighter, but cannot afford it with the fighter's starting gold of 175 gp. Thus, he tries to claim that the fighter has been working in town for several years at 1 gp per day, saving up for his armor. Right?

Saying that a character found a gunslinger willing to sell his battered starting firearm for 22 gold is just like the fighter saying he found a well-paying safe job long before the adventure started.

First-level characters start with first-level gear. That is how the game is played. Some rules, such as the Rich Parents trait, modify this at the expense of using up other resources, such as a trait.

To obtain a gun at first-level without using a class ability, take the Rich Parents trait and the Gunsmithing feat. Rich Parents changes the starting gold to 900 gp. Spend 15 gp for a Gunsmith's Kit and 500 gp on raw materials. With Gunsmithing, the character can make a pistol with those resources in 1 day. Bride the rest of the party with 100 gp shopping money each so that they don't go off adventuring without your character on that first day. That leaves 85 gp for the rest of the non-gunslinger's gear.

Ok then will something like this work?

"My "Caretaker" was rich....I never said he gave the money to me willingly" Would this be a valid reason to take it?


Malik Gyan Daumantas wrote:

Ok then will something like this work?

"My "Caretaker" was rich....I never said he gave the money to me willingly" Would this be a valid reason to take it?

If you don't arrange this story in advance with your GM and instead use it to gain an advantage outside the rules, then I predict your GM will react to the story by having the constable catch your character and throw him in prison before the adventure begins. Roll up a new character.

You could take the Rich Parents trait and use the robbery story as an exciting backstory. That would be okay with most GMs.

Why all the work for a firearm for a class that does not start with one? Early firearms are inferior to bows, and few classes start with Weapon Proficiency in firearms, so they cost another feat. I created my own archetype for a gunslinging bloodrager, and that archetype did not start with a firearm. She obtained her pistol at 2nd level by a standard method, finding it on a dead body when that value of treasure would be appropriate.


Malik Gyan Daumantas wrote:

Why would one do this?

The logic behind it is getting some broken scrap of a gun together which i estimated would cost around 22 gold or so, Using either the amateur gunslinger feat or the mending spell and patch it up to the point where it would actually be usable from the get go. It would be rather makeshift but still usable.

Why would this not be allowed?

The Broken Condition reduces things to 75% of their cost, unless I missed an update somewhere. Which makes it nice for cutting some costs with cheap, light things if you have someone with Mending at 1st level or you need to stock up on mundane supplies, but it's not going to make something super expensive suddenly become super cheap.

Aside from the single-shot Fire Lance, which is 25 gp, the cheapest firearm is the 740 gp Pistol Dagger by standard prices. 75% of that is still 555 gp.

If you have Commonplace Guns pricing in effect, 25% of 740 is 185 gp and 75% of that is 138.75 gp. That's still a significant expenditure at 1st level. You could afford it and decent equipment if you basically rolled max starting wealth as a Fighter, I suppose.

If you're going with Guns Everywhere, then, yeah, of course a level 1 character could probably afford one. That's 100 gp for a regular pistol, 75 gp for a broken one. So they could instead start with a Cold Iron Greatsword or the like. Fire Lances would be super disposable as 2.5 gp standardly and 1.87 gp for a Broken one.

Destroyed items, on the other hand... Don't really have a price and IIRC, technically by RAW you can't actually fix them while you can fix destroyed magical ones, and even that requires Make Whole or more powerful repair magic.

Bob Bob Bob wrote:
Well, first off, that you can't actually sell a battered weapon.
Gunsmith wrote:
This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold).
When you sell it it becomes scrap metal... somehow.

Do you have a citation for that? Because otherwise selling something for scrap generally means you sell an item to someone else who will then break it down into its constituent parts and sell or make use of them as possible. It's possible that someone could do the work of scrapping the object themselves before selling it, but it's not intrinsically the case.

They still wouldn't sell it for scrap, though, barring some extremely bizarre situation, and they certainly wouldn't sell it for scrap to someone who wanted to repair it and use it, so it'd require being in the right place at the right time with the right lie after basically everything wrong could happen to someone else did happen.

You'd probably be more likely to discover a dead low level Gunslinger with an intact weapon.


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Why would I need a citation? It literally says "can only be sold for scrap". That means that when you sell it, it can only be used as scrap. Not repaired. I know it's a pedantic reading but the whole point of the class feature is to give gunslingers a gun without blowing WBL out of the water. That it spontaneously falls apart once it leaves the gunslinger's possession makes perfect sense in that situation. It's also a pretty explicit statement, probably exactly because of situations like this.


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Also, as I noted above, a battered firearm is not broken. It is treated as broken when someone not the original owner uses it. 'treated as if it had the broken condition' can't be fixed by mending, craft, etc.


The HUGE problem with the whole battered or broken firearm, other than the possibility that the GM may not want fire-arms at all or outside of niche slots, is that that firearms with problems are rather hard to diagnose. A magical mending might just return it to the flawed state it was in before it blew up when fired. There is actually some reasonableness that PFS has the requirement to have the gunsmith requirement to purchase a usable firearm. I w old require a gunsmith roll to have a clue whether there is something useful, and the odds being solidly against finding something useful.


clearly this falls into the GM's lap... Guns and explosives of a non-alchemical nature are part of the technology level of the setting.
So ask your GM.


Bob Bob Bob wrote:
Why would I need a citation?

So that it's clear you're discussing the actual rules instead of suggesting a house rule. This is especially important when you suggest something automagically happens and even more so when it's nonsensical.

avr's observation suggests that it's an unnecessary ruling too, even if you somehow run into a situation where a gunslinger is so broke at low levels that they'll sell off their firearm.


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It helps if you pretend that gunslingers are all gnomes.

They can fix anything with a bit of string and a tuft of bellybutton lint.


Coidzor wrote:
Bob Bob Bob wrote:
Why would I need a citation?

So that it's clear you're discussing the actual rules instead of suggesting a house rule. This is especially important when you suggest something automagically happens and even more so when it's nonsensical.

avr's observation suggests that it's an unnecessary ruling too, even if you somehow run into a situation where a gunslinger is so broke at low levels that they'll sell off their firearm.

Alright, fully annotated. From the Gunslinger class feature Gunsmith:
Gunsmith wrote:
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Bolding mine. That is an exhaustive list of under what circumstances the weapon can be sold. Specifically, "for scrap". Since no Pathfinder specific definition exists we default to the standard language definition:
Scrap wrote:

noun

noun: scrap; plural noun: scraps; noun: scrap metal; plural noun: scrap metals

1.
a small piece or amount of something, especially one that is left over after the greater part has been used.

2.
discarded metal for reprocessing.

verb
verb: scrap; 3rd person present: scraps; past tense: scrapped; past participle: scrapped; gerund or present participle: scrapping

1.
discard or remove from service (a retired, old, or inoperative vehicle, vessel, or machine), especially so as to convert it to scrap metal.

Both the noun and verb might work (though I think "scrapping" would be more appropriate). Noun 1 makes no sense: sold for "a small, leftover part of a larger whole". Noun 2 fits perfectly: sold for "discarded metal for reprocessing". Verb 1 is similar to noun 2: sold for "removing from service, especially so as to convert to scrap metal".

So while you could potentially argue for selling a gun that someone wants to mount on their wall (or otherwise remove from service) there is no definition of scrap that would allow "sold for scrap" to mean "sell to someone else so they can fix it up and reuse it". Since the Gunsmith class feature says the only thing a gunslinger may sell their gun for is "for scrap", then a gunslinger may not sell their gun to someone who is going to fix it up and reuse it.

It's not houserules. It's what the rules say. Yes, it's bizarre and gamist. Lots of mechanics are. And avr's post doesn't really make it unnecessary. Yes, you can't fix up a gunslinger's starting weapon. If you could buy a battered weapon then it's still probably more cost efficient to buy battered weapons (at 22 gp) and treat them as consumables since you can buy 34 battered pistols for the price of one broken. What, 4 uses before it explodes (misfire 1-5), 136 total, 13 fights a level, 10 shots a fight. So... cover you through the first two levels easy (at 5 shots every fight). Maybe longer. Especially if you can repair them with mending. So I'd say it's still relevant that gunslingers cannot sell their weapons to be used by others.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

So what you’re all saying is, you need to convince the gunslinger to give up their battered gun for free. That way they aren’t selling it, and you can use the battered weapon for something other than scrap. :)


You can also steal it or kill them and take it. They just can't sell it.


Or steal it. Or kill them and take it. Just as long as they're not selling it.


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I think we finished responding to Malik Gyan Daumantas' original post, but this thread highlights how weird the battered condition is.

1) Battered is found only on the 1st-level starting firearm of a gunslinger or gunslinger-like archetype.
2) Battered firearms function as normal in the hands of their original, but act broken in other hands.
3) Item 2 implies battered is better than broken, but a battered pistol sells for 22 gp and a broken pistol sells for 250 gp.
4) If a battered firearm is sold, it becomes scrap and totally unusable as a firearm.
5) The Gunsmithing feat explains that for 300 gp, the gunslinger can upgrade his battered firearm to masterwork firearm. The wording says "repair and restore", so this removes the battered condition.
6) Therefore, instead of selling his original battered pistol for 22 gp, a gunslinger should borrow 300 gp to upgrade it to masterwork and sell it for 650 gp, net profit 350 gp. The numbers are even better for a musket or blunderbuss.
7) Many people assume that since battered is like broken, then battered can be fixed by the same methods that fix broken, such as a Mending spell. The rules do not say this, but since "battered" is defined by a class ability published after most rulebooks, the core and advanced rules won't mention battered directly.


actually a broken pistol sells for 750 gp, 325 if sold from a non merchant to a professional merchant, a broken weapon is worth 3/4 normal price


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The 'Battered' Firearm for a 1st level Gunslinger is very simple. Without this class feature a Gunslinger cannot have his firearm until about 4th level.
The rest of the rules are to prevent any abuse by selling of the gun at half it's normal price and getting more money than a 1st level character should have.

Any attempt to make use of this as something other than a way for low level gunslingers to function is just silly cheese. If you really want a firearm at 1st level because your character concept needs it there are 3 choices
1) take a level of Gunslinger
2) Hope common firearm rules are in effect
3) Tell your GM and ask him to make an exception for you.


Mathmuse wrote:
4) If a battered firearm is sold, it becomes scrap and totally unusable as a firearm.

We have not actually determined that, that is still just something that Bob Bob Bob has come up with as a house rule to cover a potential exploit which wouldn't actually occur without the GM deciding to just give them an underpriced firearm anyway.

Selling something for scrap is not the same thing as having already reduced something to scrap and then sold it, except by individual GM adjudication, which will vary from table to table. It's far, far more likely that the reasonable conclusion here is that the rules say that by default, a Gunslinger can only sell their battered firearm to someone who will then break it down for scrap.

Generally speaking, automagical things shouldn't happen without there actually being magic involved.

Additionally, as you observe, the questionable nature of being able to remove the battered condition without being a gunslinger or being that particular gunslinger presents another gamist but less nonsensical and more elegant solution than automagical scrap transformation.

Although the more I think about it, if you wanted to introduce some flavor into your setting like the Sparks from the webcomic Girl Genius and you wanted to make Gunslingers' initial weapon relate to this, that could work to explain something blowing to pieces after it leaves their possession.


Coidzor wrote:
Mathmuse wrote:
4) If a battered firearm is sold, it becomes scrap and totally unusable as a firearm.

We have not actually determined that, that is still just something that Bob Bob Bob has come up with as a house rule to cover a potential exploit which wouldn't actually occur without the GM deciding to just give them an underpriced firearm anyway.

Selling something for scrap is not the same thing as having already reduced something to scrap and then sold it, except by individual GM adjudication, which will vary from table to table. It's far, far more likely that the reasonable conclusion here is that the rules say that by default, a Gunslinger can only sell their battered firearm to someone who will then break it down for scrap.

Generally speaking, automagical things shouldn't happen without there actually being magic involved.

Additionally, as you observe, the questionable nature of being able to remove the battered condition without being a gunslinger or being that particular gunslinger presents another gamist but less nonsensical and more elegant solution than automagical scrap transformation.

Although the more I think about it, if you wanted to introduce some flavor into your setting like the Sparks from the webcomic Girl Genius and you wanted to make Gunslingers' initial weapon relate to this, that could work to explain something blowing to pieces after it leaves their possession.

If you're specifically referring to the "turns into scrap metal when they sell it" that's not a houserule, it's a joke about the gamist nature of the mechanic. The sentence after describes all gunslingers as fairies who clap their hands and believe super hard. Did you think I was also arguing that all gunslingers get the Fey type? The explicit rules I covered in much greater detail and say exactly what you say in your second paragraph. Gunslingers can only sell to someone who's going to scrap the gun, not reuse it. Not by default, period. The rules have zero allowance for a gunslinger to sell their gun to someone who will reuse it. They can maybe sell it to someone who wants to mount it on their wall (retire from service) but they absolutely cannot sell it to someone who will use it ever again. No version of the definition of the word "scrap" includes "repair and use again" and the class feature is quite explicit that that is the only circumstances a gunslinger can sell their gun. As always a GM can change that but then we're in houserules territory.


I am the GM in an Iron Gods campaign, and the gunslinging bloodrager I mentioned above is an NPC in that campaign. In the second module, Lords of Rust, the party faces several gangs. In the most loathsome gang, the Smilers, the low-level members are rogue 1/gunslinger 1 characters. The party killed sixteen Smiler gunslingers and looted their gear: soothe potion (price 200 gp), mwk leather armor (160 gp), mwk buckler (155 gp), dagger (2 gp), and gunslinger’s pistol (???) with 10 bullets (10 gp). That is 527 gp of gear per Smiler, not counting their firearms. The typical wealth of a 2nd-level basic NPC is supposed to be 390 gp, so these Smilers were overequipped.

The party members reached 5th level by wiping out the Smiler gang. 4th-level wealth is 6,000 gp per PC and 5th-level wealth is 10,500 gp per PC. The non-firearm loot from the Smiler minions and leaders covered the difference. Suppose each battered pistol could be sold for 375 gp as if they were merely broken. The Smiler's guns would have yielded 1,500 gp per PC, a 14% increase in their wealth.

But wait, one of the party members is a gunslinger. She could repair broken firearms. Another PC could cast Make Whole, too. That would be 2,000 gp more per player instead.

The resale value of battered firearms is not just about the gunslinger voluntarily selling his firearm. They show up in loot, too.

As for the final fate of the Smiler's firearms, well, the party's fighter managed to misplace the NPC bloodrager. The rest of the party was quite upset and rescued the bloodrager. But the bloodrager had lost her pistol during her captivity. She took the battered firearms, used them as raw material (i.e., scrap), boosted her maxed-out Craft(mechanical) skill with magic and masterwork tools, and made one new pistol out of them.


OK, if you are looking for a plausible explanation for why the party doesn't get full price. Battered, in game, can very well mean more than just worn or damaged. It can be flawed, but in a way that a skilled gunsmith can work around, but not correct without significant expense. Thus the poor resale value, "No really, it just looks bad, but as long as you twist the stock just so, and make sure the hammer....." Remember the pawned six-gun in Silverado?


Mathmuse wrote:
Early firearms are inferior to bows, and few classes start with Weapon Proficiency in firearms, so they cost another feat.

They are inferior in range, and you roll against the target's touch AC, not their full AC as guns ignore armor. Perhaps the player just rolls really poorly and ignoring armor seems like a great way to make up for it... until the gun misfires.

To the OP, if you want your non gunslinger character to have a gun, why not ask your GM if you could have one for backstory reasons?

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