Gunsmith's Guide
Gunsmith's Guide
Guide
Credits
Author Allen Ross
Editor Natalie Thompson
Art by Christina Kritikou / Catilus
Design & Layout Craig Judd
Publisher Alearis Games
1
Contents
Introduction 3 Feats 16
What’s In This Book? 3 1st Level 16
Class Overview 3 2nd Level 17
4th Level 17
The Master Gunsmith 4 6th Level 18
Proficiencies & Abilities 5 8th Level 18
Initial Proficiencies 5 10th Level 19
Class Features 6 12th Level 20
14th Level 20
The Firebrand 8 16th Level 21
Proficiencies & Abilities 9 18th Level 21
Initial Proficiencies 9 20th Level 22
Class Features 10
Equipment 23
The Sharpshooter 12 A Note on Crafting for GMs 23
Proficiencies & Abilities 13 Weapons 23
Initial Proficiencies 13 Special Weapons 25
Class Features 14 Weapon Traits 25
Critical Specialization Effects 25
Ammunition 26
Gear 26
2
I ntroduction
Although we often omit early firearms from Class Overview
our imaginations of traditional fantasy, In the following sections you will find three
they were used alongside knights in classes based on the idea of a high fantasy
shining armor in many famous encounters. gunsmith, each offering a unique playstyle.
Several illuminated manuscripts from the The Master Gunsmith reflects a
15th century show us that cannons were a knowledgeable inventor who is always
likely adversary in any castle siege of the seeking to improve themselves and their
time and texts from all over the world creations. They are the most flexible because
show us that explosive weaponry was they can acquire a larger number of recipes
experimented with throughout history. We and choose a particular weapon to enhance
have examples dating back to antiquity of and make their prized creation. This class is
cunning inventors finding ways to harness the best option if you wish to be a true master
volatile substances to propel arrows, light who can come up with an explosive solution
ships aflame, and generally turn the tide for any problem in front of them or doesn’t
of battle. want to be tied down to a particular style. It
Most of these inventions would prove as may also benefit from being combined with
terrifying and dangerous to the inventor another class’s archetype.
and their allies as they were to the enemy, so The gunslinging Firebrand is a smith
only the most dedicated craftsmen forged who sees the usefulness of firearms –
and operated them. A fantasy gunsmith particularly pistols – but knows their
would be a versatile class, just like their limitations and supplements their use
real-life counterparts who had to be well with knowing how to fight in melee. As
versed in blacksmithing, woodworking, a Firebrand, you know how to use your
alchemy, and mathematics to construct weapons in close quarters to great effect,
and utilize their inventions in the late dealing both damage and terror to your
middle ages. An archetype reflecting this enemies. This class is the best option if you
level of mastery and ingenuity would feel want to be in the thick of the battle and
right at home in any setting that allowed make a name for yourself by triumphing in
master alchemists and magi. even the most chaotic situations.
The Sharpshooter is a smith who knows
What’s In This Book? that the advantage of firearms is their
This book contains three classes based on range. As a sharpshooter you will know
different iterations and backgrounds of a how to navigate the terrain and use it to
gunsmith, each with their own playstyle your advantage, remaining hidden while
and a list of weapons and items inspired by you engage your enemies from extreme
historical sources. distance. This is the best class option if
you want to be able to make legendary
shots and support your allies from afar.
3
The Master Gu nsmith
You live for the thrill of discovery and
testing your inventions. You tinker and
perfect the tools of your trade to ensure
you and your party have the best
chances of surviving any adventure.
4
The Master Gunsmith
5
The Master Gunsmith
6
The Master Gunsmith
7
The Firebrand
Your reputation precedes you. There
are few who’d cross you and many who
wish to hire you. You wield a sword and
pistol in the name of justice, revenge,
or perhaps just treasure.
ROLEPLAYING THE
FIREBRAND
8
The Firebrand
CLASS DC
Trained in Firebrand class DC
9
The Firebrand
10
The Firebrand
11
The Sharpshooter
You oversee the battlefield from a
hidden position, calmly observing
and waiting for the perfect moment to
strike.
ROLEPLAYING THE
SHARPSHOOTER
12
The Sharpshooter
13
The Sharpshooter
14
The Sharpshooter
15
Feats
This section contains all the Gunsmith M atchlock M aster Level 1
feats in this book. All have the main class GUNSMITH
tag for Gunsmith and some have specific When you’re wielding a firearm and you use
tags restricting them to one a particular Interact to reload your weapon, you gain
subclass. a +2 circumstance bonus to the attack roll
Remember that feats and class abilities on your next Strike with that firearm. If the
in the Pathfinder: Second Edition Core firearm is a type of Matchlock Arquebus, also
Rulebook are not meant to be permanent increase the damage die size for that attack
choices, and Retraining is encouraged. by one step. You must make the attack
As a Gunsmith, you may find this useful before the end of your next turn or these
because feats that are good in one situation benefits are lost.
may not be the best in another.
Obscuring Shot Level 1
1st Level GUNSMITH FLOURISH
You quickly put an additive in your
Craft A lchemical Munitions Level 1 gunpowder that makes your rifle produce
GUNSMITH a billowing cloud of smoke after this shot.
You can use the Craft activity to make Resolve a basic attack as normal, then you
magical and alchemical ammunition. You gain concealment from enemies, though
learn the recipe for 4 common ammunitions they are also concealed from you until either
and may convert any special or mundane you move away or until the start of your
ammunition into ammunition for your next turn.
firearm during downtime (e.g. if you loot a
magical crossbow bolt you may recraft it Stock Strike Level 1
into a bullet). GUNSMITH
Using the weight of your firearm, you daze
Echoing Wilderness Level 1 your foe and knock them off balance. You
GUNSMITH SHARPSHOOTER may make a melee Strike against a target,
You’ve learned to take up positions that treating your firearm as a club. If your Strike
confuse your enemies and use your successfully deals damage the target gains
environment to your advantage. Clumsy 1.
Creatures have difficulty tracking you
via the sound of your firearm. Whenever R icochet Level 1
something would make a Seek check to GUNSMITH FLOURISH
locate you via sound from more than 100ft You learn a trick that helps you hit enemies
away they get a -4 modifier. behind cover. You may shoot a solid surface
nearby a target and attempt to ricochet the
bullet itself or pieces of it into the target.
Downgrade the weapon damage dice one
step (1d12 to 1d10, 1d10 to 1d8, 1d8 to 1d6,
1d6 to 1d4) and resolve the attack as normal.
16
Feats
17
Feats
18
Feats
19
Feats
20
Feats
Name Category Level Price Damage Range Reload Bulk Hands Group Weapon Traits
Attached Firearms 8 400 1d8 15 ft. 1 1 – Pistol Uncommon,
Pistol Attached
21
Feats
22
Equipment
A Note on Crafting for GMs FIREARMS
This book makes extensive use of crafting, Slow loading but powerful - mechanically
and it is important that this is an enriching they function similar to crossbows, except
and flavorful part of the campaign, not overly initially a user of firearms will be burdened
cumbersome for you or the player. Remember by the hurdle of how slow loading the
the first rule in any RPG is that fun is more earliest firearms are. This does reduce
important than the rules and communication damage output for early levels and a
is key. If your campaign is a bit faster paced Gunsmith may find themselves relying on
or if your table agrees that crafting won’t other weapons or items to make up the gap,
be a featured mechanic, there is nothing but this reflects the reality of using such a
wrong with the Gunsmith working with a weapon. A gunsmith, however, will quickly
skilled NPC to create their items just as any outpace other ranged damaged dealers
other character would. Also remember to given experience and upgraded weapons
incorporate loot and rival Gunsmiths, as this since nearly every firearm features a Trait
would help your table’s Gunsmith immensely. which scales with Weapon Striking Runes
If your party doesn’t mind crafting, make sure to reflect their devastating nature.
to allow common raw materials to be widely A low-level Gunsmith who feels like
available, set any crafting DCs to be level they might need an edge in a particular
appropriate, and use Rarity to modify a DC battle should look to circumvent how
only when a weapon is truly deserving of it. long firearms take to reload with creative
The base firearm of any given level should solutions. Some common historical ways
always be treated as Common for the purposes to do this might be simply having multiple
of calculating the crafting DC, even if they feel firearms and preloading them or paying
unique to the character/rare in the setting. See a Hireling to be your battlefield loader.
the “Level-Based DC” section in Chapter 10 of Keep in mind that in Pathfinder 2nd Edition
the Pathfinder Second Edition Core Rulebook. the manipulate actions spent to reload a
weapon do not need to be consecutive nor
Weapons do they all need to occur on your turn. An
In order to make the Gunsmith unique, example of this in play:
Firearms are nestled in their own Category Turn 1: The Gunsmith makes a ranged
and only Gunsmiths gain training in this Strike and reloads for their remaining 2
category. This makes them distinct from actions.
Simple, Martial, and Advanced weapons. Turn 2: The Gunsmith finishes
However, if you desire firearms to be much reloading with a single action and makes
more common and also accessible to other another ranged Strike.
classes in your campaign, you may include
them in the Advanced weapons category.
23
Equipment
Name Category Level Price Damage Range Reload Bulk Hands Group Weapon Traits
Early Matchlock Firearms 1 10 gp 1d8 P 40 ft 3 2 2 Arquebus Deadly 1d8
Arquebus
Early Matchlock Firearms 1 8 gp 1d6 P 15 ft 2 1 1 Pistol Deadly 1d6
Pistol
Early Matchlock Firearms 1 12 gp 1d6 P 15 ft 3 2 2 Blunderbuss Scatter 1d6
Blunderbuss
Snap-Matchlock Firearms 5 30 gp 1d8 P 60 ft 2 1 2 Arquebus Deadly d10
Arquebus
Snap-Matchlock Firearms 5 20 gp 1d6 P 30 ft 2 1 1 Pistol Deadly 1d8
Pistol
Snap-Matchlock Firearms 5 25 gp 1d6 P 15 ft 3 1 2 Blunderbuss Scatter 1d6
Blunderbuss
Wheellock Pistol Firearms 8 80 gp 1d8 P 40 ft 2 1 1 Pistol Deadly 1d8
Wheellock Firearms 8 85 gp 1d10 P 80 ft 3 2 2 Arquebus Deadly 1d12
Arquebus
Wheellock Rifle Firearms 8 100 gp 1d8 P 120 ft 3 2 2 Rifle Fatal 1d10
Wheellock Firearms 8 90 gp 1d8 P 20 ft 3 2 2 Blunderbuss Scatter 1d8
Blunderbuss
Dragon Pistol Firearms 8 300 gp 1d6 Fire 15 ft 2 1 1 Blunderbuss Deadly 1d6,
Scatter 1d4
Pepperbox Pistol Firearms 10 165 gp 1d6 P 30 ft 3 1 1 Pistol Deadly 1d6,
Capacity 6
Pepperbox Firearms 10 200 gp 1d8 P 60 ft 3 2 2 Arquebus Deadly 1d8,
Capacity 6
Great Barrel Firearms 10 120 gp 1d12 B 100 ft 4 3 2 Arquebus Volley 50 ft,
Deadly 1d12,
Siege
Repeating Firearms 14 950 gp 1d8 P 30 ft 3 1 1 Pistol Deadly 1d8,
Wheellock Pistol Capacity 8
Repeating Firearms 14 900 gp 1d10 P 80 ft 3 2 2 Arquebus Deadly 1d12,
Wheellock Capacity 8
Arquebus
Repeating Firearms 14 1000 1d8 P 120 ft 3 2 2 Rifle Fatal 1d10,
Wheellock Rifle gp Capacity 8
Revolver Firearms 18 3000 1d6 P 60 ft 2 1 1 Pistol Deadly 1d8
gp Capacity 6
Breechloading Firearms 18 3500 1d10 P 150 ft 1 2 2 Rifle Deadly 1d10
Rifle gp
Repeating shotgun Firearms 18 4000 1d10 P 30 ft 3 2 2 Blunderbuss Scatter 1d10,
gp Capacity 5
24
Equipment
Special Weapons
GRAPPLING HOOK GUN
This small blunderbuss-looking weapon functions the same as a normal Grappling
fires a grappling hook via a small Hook, except that your firearms proficiency
blackpowder charge. This weapon is used to resolve the secret attack roll.
Name Category Level Price Damage Range Reload Bulk Hands Group Weapon Traits
Grappling Hook Gun Firearms 3 10 gp n/a 50ft 3 2 2 Sling -
PNEUMATIC RIFLE
An air powered rifle which fires blowgun ranged Strikes, after the weapon’s capacity
darts. It has an internal tank which you is depleted you can spend 10 minutes
pressurize during your daily preparations recharging the internal air tank.
and contains enough air for making 30
Name Category Level Price Damage Range Reload Bulk Hands Group Weapon Traits
Pneumatic Rifle Firearms 4 35 gp 1d4 P 50 ft 0 1 2 Dart Capacity 30
CAPACITY PISTOL
When reloading this weapon, you fill its The target is affected by 1d6 persistent
capacity and the weapon counts as having bleed damage.
reload 0 for a number of shots equal to With Grievous property rune: The
the Capacity rating (E.g. a weapon with target is also clumsy 2 for 1 round.
Capacity 6, has 6 shots). After firing the
indicated number of shots, you will need to BLUNDERBUSS
reload again to refill the weapon’s Capacity. Creatures affected by Scatter take a -4
circumstance penalty to the DC.
SIEGE With Grievous property rune: In
When targeting a structure or part of a addition to the penalty, increase Scatter
structure, ignore the first 10 Hardness. burst by 5ft.
RIFLE
The shot does devastating damage and
the target takes 3 additional damage per
weapon damage die.
25
Equipment
A mmunition Gear
BASIC AMMUNITION GUNSMITH CLASS KIT
Firearms require a powderhorn and a type Price 10 gp; Bulk 4; Money left over 5 gp
of ammunition which works with their Armor Leather armor
type. Lead ball for all Arquebuses and Weapon Dagger
Pistols, Lead bullet for all Rifles, and Lead Gear Adventurer’s Pack, Artisan’s Tools
shot for all Blunderbuss weapons. (Gunsmith’s Tools), Powder Horn, Ammunition
pouch containing 20 Lead balls
MAGIC AMMUNITION Options Early Matchlock Arquebus or Early
Any ammunition which can be crafted for Matchlock Pistol
a bow or crossbow can also be crafted for
a firearm. Magic ammunition for firearms BRACE OF PISTOLS
can be purchased. If the Gunsmith loots Price 5 gp Bulk L
special ammunition, they can convert it The brace of pistols functions like a
into ammunition for their firearm during bandolier except that it is crafted to hold
their daily preparations if they know the any weapon of the Pistol group. It can hold
formula. up to 5 Pistols loaded and ready to fire.
Name Category Level Price Damage Range Reload Bulk Hands Group Weapon Traits
Lead ball Ammunition — 5 cp — — — L — Arquebus, —
(price Pistol
for 10)
Lead bullet Ammunition — 1 sp — — — L — Rifle —
(price
for 10)
Lead shot Ammunition — 5 cp — — — L — Blunderbuss —
(price
for 10)
Powderhorn Ammunition — 5 sp — — — L — — —
Vulcan Shot Ammunition 9 100 gp — — — L — Arquebus, —
Rifle, Pistol
26
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27
Gu nsmith’s Guide
A learis Games