Gun prices and crafting


Gunslinger Class


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A thought occurred to me. Martial guns are pretty expensive, particularly for a first level character. It's impossible to buy two dueling pistols, and even buying one plus an adventurer's kit only leaves 15 sp for armor, ammo, and other gear.

Now, don't get me wrong, guns are relatively advanced tech, and it makes sense to make them expensive. You could also treat them like composite bows — you start out with a so-so item (regular bow or flintlock pistol) and once you get some money, you upgrade to the good stuff (composite bow or dueling pistol). But there is an issue here.

If you're going to be a gunslinger in Golarion, you're likely to be from the Shackles, Alkenstar, Ustalav, or farther away. That's also where guns are easily available. But those aren't where most adventures are happening. So in many campaigns, the gunslinger will be an outsider. That means they're likely to be stuck with their starting gun, so they'd better get whatever gun they're planning to use right away.

In 1e, this was handled by giving gunslingers both a free starting firearm and the ability (via the Gunsmithing feat) to build and upgrade firearms and ammunition at half cost. I think the 2e class could use something similar.

A second thought then showed up in my mind. This could also open up room for a fourth Way: Way of the Gunsmith. Where other gunslinger Ways have basic crafting skills (enough to get by in foreign places) but mainly focuses on shooting, the Gunsmith could be like the Investigator with the Alchemical Sciences methodology — they build cool special ammo, and maybe upgrade their weapon with science stuff bordering on what the Inventor does, instead of cool shooting tricks. This could also be a good place for some of the more outlandish feats — some might think that shooting a regular bullet in order to assist a jump with the recoil is weird, but if you load some special rocket juice into the barrel that's a different story.


Staffan Johansson wrote:
A second thought then showed up in my mind. This could also open up room for a fourth Way: Way of the Gunsmith. Where other gunslinger Ways have basic crafting skills (enough to get by in foreign places) but mainly focuses on shooting, the Gunsmith could be like the Investigator with the Alchemical Sciences methodology — they build cool special ammo, and maybe upgrade their weapon with science stuff bordering on what the Inventor does, instead of cool shooting tricks. This could also be a good place for some of the more outlandish feats — some might think that shooting a regular bullet in order to assist a jump with the recoil is weird, but if you load some special rocket juice into the barrel that's a different story.

I have two thoughts on Gunsmith path suggestion. First, this is an excellent idea that I fully support. Second, why is the first thing that I thought of after reading the bolded text a goblin taking a swig of 'rocket juice' and then pouring the rest directly into the barrel of a handcannon?

As to the crafting issue, I think that would be a good option to include in a sidebar so that it's available to gun focused gunslingers at the DM's discretion, but isn't a baked in part of the class for situations where the DM would rather keep guns out of their games (and the Gunslinger is effectively relegated to a "X-bowslinger").

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