Firearm ammunition and black powder and munitions crafter


Rules Discussion


1. What is the difference between regular firearm ammo, a dose of black powder, and the black powder charges/doses that you can make with the Munitions Crafter class feat, if anything?

2. What do you need (if you don't have Munitions Crafter) to turn a dose of black powder into firearm ammo?

Trying to wrap my head around this, so any explanations would be appreciated.


This question actually has some rules developer input on it. here

My current understanding is that you need Alchemical Crafting in order to craft black powder items including the firearm ammunition - which is the same as the Black Powder round (or dose). Munitions Crafter also works (it creates the same items), but is more specific. Much like there are other feats from archetypes that let you craft a subset of alchemical or magical items.


breithauptclan wrote:

This question actually has some rules developer input on it. here

My current understanding is that you need Alchemical Crafting in order to craft black powder items including the firearm ammunition - which is the same as the Black Powder round (or dose). Munitions Crafter also works (it creates the same items), but is more specific. Much like there are other feats from archetypes that let you craft a subset of alchemical or magical items.

That does make everything surrounding Munitions Crafter a lot clearer. Thank you. Although I do have additional questions for if you don't have that feat...

Let's say that you don't have Munitions Crafter. How much ammunition can you craft from a single dose of black powder? I would guess one, but I'm not sure.
Also, do you have to pay extra for the bullet/pellet or is that somehow included free of charge?

Basically, can someone tell me all the steps for turning (purchased) black powder into ammunition? I'm guessing there's a Crafting check involved, but I'm not sure. (I would like to not have to take Munitions Crafter, but if it's going to be a pain to make ammo, then I might just have to)


The way I read it, a Black Powder round (usable as ammunition), dose, or dose with fuse are all mechanically equivalent. They could be converted from one to the other during exploration with negligible time and no skill check.

You could flavor that to be a crafting task to make it look better and make more story sense.

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Is part of your character that they make their own ammo? Is that needed for plot or story reasons? Most games with firearms the characters just buy their ammo - if mundane ammo is being tracked at all.

It almost feels like you are wanting something that the GM doesn't and need to find a way to force your plans through.

And that isn't something that can really be fixed with game rules and mechanics.


breithauptclan wrote:

The way I read it, a Black Powder round (usable as ammunition), dose, or dose with fuse are all mechanically equivalent. They could be converted from one to the other during exploration with negligible time and no skill check.

You could flavor that to be a crafting task to make it look better and make more story sense.

------

Is part of your character that they make their own ammo? Is that needed for plot or story reasons? Most games with firearms the characters just buy their ammo - if mundane ammo is being tracked at all.

It almost feels like you are wanting something that the GM doesn't and need to find a way to force your plans through.

And that isn't something that can really be fixed with game rules and mechanics.

No, nothing that bad. The whole group is trying out PF2 for the first time and I'm trying to figure out how everything works. (I just like knowing my class so that I'm not wasting everyone elses time trying to look stuff up)

Although, your questions do make me think it's a good idea to check with the gm and see how easy/hard it will be to purchase ammo. (They're fine with the class, I'm just not sure where the game will be headed - we still haven't had session 0 yet)

Thank you for all your help. ^_^


No problem.

Yes, the big draw and main benefit of Munitions Crafter is the ability to make a few bombs and alchemical ammunition rounds for free each day.

It can also be used for mundane ammunition in a campaign setting where one of the themes is resource scarcity - living off the land, scrounging, or low-tech only and firearms and their ammo is nearly unheard of.

If the campaign doesn't have those themes and you aren't interested in making special ammunition, it's probably best to just buy or handwave your ammo.

Dark Archive

imthedci wrote:


Let's say that you don't have Munitions Crafter. How much ammunition can you craft from a single dose of black powder? I would guess one, but I'm not sure.
Also, do you have to pay extra for the bullet/pellet or is that somehow included free of charge?

In terms of the mechanics of it, there is no meaningful distinction between the these things. You don't need to create the black powder and the thing that that powder launches separately, when we are talking about mundane / basic alchemical ammo. These subcomponents are all contained within the Craft check or ability used to create the items.

There is no conversion of X doses of Black Powder can be used to craft Y number of rounds.

When you make ammunition to make it in batches, with the number of rounds made equal to the number listed in the craft table. For Firearm ammunition this is typically 10.

Both the Gunslinger class and the alchemical formula for black powder are uncommon, so your GM might well restrict access to them. In which case, you don't really have a recourse.

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