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Gunsmith's Guide

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0% found this document useful (0 votes)
12 views30 pages

Gunsmith's Guide

Uploaded by

deathbelick
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Gu nsmith’s

Guide
Credits
Author Allen Ross
Editor Natalie Thompson
Art by Christina Kritikou / Catilus
Design & Layout Craig Judd
Publisher Alearis Games

Compatibility with Pathfinder Second Product Identity: The following items


Edition requires Pathfinder Second Edition are hereby identified as Product Identity,
from Paizo Inc. See paizo.com/pathfinder as defined in the Open Game License 1.0a,
to learn more about Pathfinder. Paizo Inc. Section 1(e), and are not Open Content: All
does not guarantee compatibility and does trademarks, registered trademarks, proper
not endorse this product. names (characters, deities, etc.), dialogue,
Pathfinder is a registered trademark of plots, storylines, locations, characters,
Paizo Inc. Pathfinder Second Edition and the artworks, and trade dress. (Elements that
Pathfinder Second Edition Compatibility have previously been designated as Open
Logo are trademarks of Paizo Inc. The Game Content are not included in this
Pathfinder-Icons font is © 2019 Paizo Inc. declaration.)
These trademarks and copyrighted works Open Content: Except for material
are used under the Pathfinder Second designated as Product Identity (see
Edition Compatibility License. See paizo. above), the game mechanics of this Paizo
com/pathfinder/compatibility for more Publishing game product are Open Game
information on this license. Content, as defined in the Open Game
License version 1.0a Section 1(d). No
portion of this work other than the material
designated as Open Game Content may be
reproduced in any form without written
permission.

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

Open Game License 27

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.

ROLEPLAYING THE MASTER


GUNSMITH

During Combat Encounters…


You pick the right tool for the job and
engage your enemies from range. Your
specialized equipment allows you to come
up with solutions to adversaries that might
not be available to your party otherwise.

During Social Encounters...


You provide knowledge about mechanical
and engineered devices and structures. • Tout yourself as a master of
destruction as well as invention,
While Exploring... since you can easily find the
You analyze dangers and weaknesses in weakness of structures and exploit
the structures and fortifications you come them with an appropriate application
across, while using a variety to tools such of explosives.
as your Grappling Hook Gun to make • Be disdainful of magic users because
exploration easier for your party. they do not embrace technology as
readily as you.
In Downtime...
You experiment in your shop, crafting new Others Probably...
inventions and furthering your knowledge. • Think you are an eccentric inventor
that will probably blow yourself up
You M ight... someday.
• Enjoy exploring ruins for strange • Don’t appreciate the details of
and forgotten devices, pausing to perfection you strive for in your work.
admire every bit of architecture and • Can’t figure out exactly whether you
engineering. are an artisan or some kind of wizard.

4
The Master Gunsmith

Proficiencies & A bilities Your


Level Class Features
KEY ABILITY 1 Ancestry and background, initial
Dexterity proficiencies, schematic book,
arcane training, firearm crafting,
HIT POINTS gunsmith feat
6 plus your Constitution modifier
2 Gunsmith feat, skill feat,
alchemical munitions
Initial Proficiencies
At 1st level, you gain the listed proficiency 3 General feat, skill increase
ranks in the following statistics. You are 4 Gunsmith feat, skill feat
untrained in anything not listed unless you 5 Ability boosts, ancestry feat, skill
gain a better proficiency rank in some other increase, alertness
way. 6 Gunsmith feat, skill feat
PERCEPTION 7 General feat, skill increase, field
Trained in Perception expertise, lightning reflexes
8 Gunsmith feat, skill feat
SAVING THROWS 9 Ancestry feat, general feat, skill
Trained in Fortitude increase, signature weapon,
Trained in Reflex gunsmith expertise
Expert in Will 10 Ability boosts, gunsmith feat, skill
feat
SKILLS
Trained in Crafting 11 General feat, skill increase, great
Trained in Lore Engineering fortitude
Trained in a number of additional skills equal 12 Gunsmith feat, skill feat
to 5 plus your Intelligence modifier 13 Ancestry feat, general feat,
skill increase, greater signature
ATTACKS weapon, light armor expertise
Trained in firearms 14 Gunsmith feat, skill feat
Trained in simple weapons
15 Ability boosts, general feat, skill
Trained in unarmed attacks
increase, firearm mastery
DEFENSES 16 Gunsmith feat, skill feat
Trained in light armor 17 Ancestry feat, general feat, skill
Trained in unarmored defense increase, master signature weapon,
gunsmith mastery
CLASS DC 18 Gunsmith feat, skill feat
Trained in Gunsmith class DC
19 General feat, skill increase, finely
tuned prototype
20 Ability boosts, gunsmith feat, skill
feat

5
The Master Gunsmith

Class Features A lchemical Munitions Level 2


You gain the following abilities as a Master You gain the Craft Alchemical Munitions
Gunsmith. Abilities list the level at which feat for free.
they are gained next to the feature’s name.
Skill Increases Level 3
A ncestry and Background Level 1 At 3rd level and every 2 levels thereafter,
In addition to the abilities provided by this you gain a skill increase. You can use this
class, you have the benefits of your selected increase either to increase your proficiency
ancestry and background. rank to trained in one skill you’re untrained
in or increase your proficiency rank in one
Initial Proficiencies Level 1 skill in which you’re already trained to
At 1st level you gain the proficiencies in expert.
skills and equipment which represent your At 7th level, you can use skill increases
basic training. These proficiencies are laid to increase your proficiency rank to master
out at the start of the class section. in a skill in which you’re already an expert,
and at 15th level, you can use them to
Schematic Book Level 1 increase your proficiency rank to legendary
You begin play with a formula book for in a skill in which you’re already a master.
free, additionally you begin play with the
Early Matchlock Arquebus formula in your A bility Boosts Level 5
formula book. At 5th level and every 5 levels thereafter,
You will need to craft most of your weapons you boost four different ability scores. You
yourself due to their relative difficulty for the can use these ability boosts to increase
common smith. You will gain the formulas to your ability scores above 18. Boosting an
craft them over the course of your career by ability score increases it by 1 if it’s already
leveling up, which represents your continued 18 or above, or by 2 if it starts out below 18.
research and field testing.
Every even level, you can add the A ncestry Feats Level 5
formula for a single common firearm to In addition to the ancestry feat you started
your formula book for free. These new with, you gain an ancestry feat at 5th level
formulas can be for any level of item and every 4 levels thereafter. The list of
you can create. You learn these formulas ancestry feats available to you can be found
automatically, but it’s also possible to find in your ancestry’s entry in Chapter 2 of the
or buy additional formulas or to invent Pathfinder: Second Edition Core Rulebook.
them with the Inventor feat.
A lertness Level 5
A rcane Training Level 1 You remain alert to threats around you.
You gain knowledge of 2 arcane cantrips Your proficiency rank for Perception
using your Intelligence as your primary increases to expert.
casting stat.
Field Expertise Level 7
Firearm Crafting Level 1 Your proficiency rank in unarmed, simple
You can use the Craft activity to create weapons, and firearms increases to expert.
firearms and ammunitions from formulas
you know.

6
The Master Gunsmith

Lightning R eflexes Level 7 Gunsmith Expertise Level 9


Your work with explosive substances means Your proficiency rank in Gunsmith class
you need to quickly react. Your proficiency DC increases to expert.
rank for Reflex saves increases to expert.
Great Fortitude Level 11
Signature Weapon Level 9 Working with noxious chemicals has made
You designate one firearm in your possession you able to shrug off most foul things.
as the pride of your collection and can choose Your proficiency rank for Fortitude saves
to upgrade it to be a masterful prototype. increases to expert.
If you are a master in the Craft activity,
you automatically succeed this check and Greater Signature Weapon level 13
only need to spend 4 days assembling your You may modify your Signature Weapon
prototype weapon. To upgrade the firearm, with an additional trait listed under the
you must attempt a Crafting check at the Signature Weapon feat that has not already
item’s level. The cost of materials to upgrade been chosen.
the weapon is free (assume for narrative
purposes you are using spare parts or Light A rmor Expertise Level 15
reconfiguring an existing firearm). Upon You’ve learned how to dodge while
completion of the Crafting check choose wearing medium, light or no armor. Your
one of the following traits: proficiency ranks for medium armor, light
• Modified Barrel – Increase the base armor, and unarmored defense increase to
range of the firearm by 30 feet expert.
• Efficient Firing Chamber – Increase
the damage die of the firearm by one M aster Signature Weapon Level 17
step (e.g. d4 to d6, d6 to d8, d8 to d10, You may modify your Signature Weapon
d10 to d12) with an additional trait listed in the
• Lightweight Design – Decrease the Signature Weapon feat that has not already
Bulk of this firearm by one. been chosen.
• Arcane Reservoir – During your daily
preparation, you charge an Arcane Gunsmith M astery Level 17
Reservoir on your weapon, choosing Your proficiency in the Gunsmith class DC
an energy type. Once per day, you increases to master.
may change the damage type of your
firearm to the energy you charged it Finely Tuned Prototype Level 19
with for a duration of 1 minute. Your Signature Weapon gains the ability to
If your Signature Weapon is ever destroyed critical on a 19 as long as the 19 would be a
or lost, you may create a new one after a successful hit.
week of in-game, which reflects the time
spent during downtime to draft a new
prototype. Additionally, you may choose
to make a new weapon into your Signature
Weapon. When you do this, the previous
Signature Weapon loses all special traits
because you cannot properly maintain
more than one prototype at a time.

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

During Combat Encounters…


You are likely the one who started the fight
and as a result be on the frontlines. You
have many tricks in your bag to outpace
your enemy and you excel at dealing
damage to single targets while keeping
others at bay with intimidating flourishes. You M ight...
• Play up your reputation, whether that
During Social Encounters... means fame or infamy.
Your keen wit and flashy equipment might • Always look for a challenge to
get the attention of the room, whether or your abilities or an opportunity to
not that is a good thing is another matter showcase your skill.
entirely. • Have a strong wanderlust and become
uncomfortable if in the same locale
While Exploring... for too long.
You lead from the front, ready to leap to the
defense of your comrades and challenge Others Probably...
any foe. • Admire your determination and skill.
• Are wary of how quickly and
In Downtime... efficiently you wield your pistol.
You might challenge people to a friendly • Approach you with a request to take
duel to hone your skills, tell tales to a revenge on someone who wronged
captive audience at the local taverns, or sit them or protect their village from
in peace and maintain your fine equipment. seemingly insurmountable odds.

8
The Firebrand

Proficiencies & A bilities Your


Level Class Features
KEY ABILITY 1 Ancestry and background, initial
Dexterity proficiencies, gunsmith feat,
schematic book, firearm crafting,
HIT POINTS point blank stance
10 plus your Constitution modifier 2 Gunsmith feat, skill feat
3 General feat, skill increase,
Initial Proficiencies intimidating shot
At 1st level, you gain the listed proficiency 4 Gunsmith feat, skill feat
ranks in the following statistics. You are Ability boosts, ancestry feat, skill
5
untrained in anything not listed unless you increase, weapon expertise
gain a better proficiency rank in some other Gunsmith feat, skill feat
6
way.
7 General feat, skill increase, evasion
PERCEPTION 8 Gunsmith feat, skill feat
Trained in Perception 9 Ancestry feat, general feat,
skill increase, practiced duelist,
SAVING THROWS gunsmith expertise
Trained in Fortitude 10 Ability boosts, gunsmith feat, skill
Expert in Reflex feat
Expert in Will 11 General feat, skill increase,
devastating shot
SKILLS 12 Gunsmith feat, skill feat
Trained in Crafting 13 Ancestry feat, general feat, skill
Trained in Intimidation increase, weapon mastery
Trained in a number of additional skills equal 14 Gunsmith feat, skill feat
to 4 plus your Intelligence modifier Ability boosts, general feat, skill
15
increase, light armor expertise
ATTACKS Gunsmith feat, skill feat
16
Trained in firearms
17 Ancestry feat, general feat, skill
Trained in martial weapons
increase, resolve
Trained in simple weapons
18 Gunsmith feat, skill feat
Trained in unarmed attacks
19 General feat, skill increase, deadeye
DEFENSES shot
Trained in light armor 20 Ability boosts, gunsmith feat, skill
Trained in unarmored defense feat

CLASS DC
Trained in Firebrand class DC

9
The Firebrand

Class Features Point Blank Stance  Level 1


You gain the following abilities as a GUNSMITH FIREBR AND STANCE
Firebrand. Abilities list the level at which While in this stance, when an opponent
they are gained next to the feature’s targets you with a melee attack, you may
name. use your reaction to gain the benefit of the
Parry trait of any weapon you wield.
A ncestry and Background Level 1
In addition to the abilities provided by this Close Quarters Drill Level 1
class, you have the benefits of your selected GUNSMITH FIREBR AND
ancestry and background. When you make a melee Strike with your
firearm you may use your skill in simple
Initial Proficiencies Level 1 weapons to calculate proficiency bonus.
At 1st level you gain the proficiencies in
skills and equipment which represent your Skill Increases Level 3
basic training. These proficiencies are laid At 3rd level and every 2 levels thereafter,
out at the start of the class section. you gain a skill increase. You can use this
increase either to increase your proficiency
Schematic Book Level 1 rank to trained in one skill you’re untrained
You begin play with a formula book for in, or to increase your proficiency rank in
free, additionally you begin play with the one skill in which you’re already trained to
Early Matchlock Pistol formula in your free expert.
formula book. At 7th level, you can use skill increases
You will need to craft most of your to increase your proficiency rank to master
weapons yourself due to their relative in a skill in which you’re already an expert,
difficulty for the common smith, You will and at 15th level, you can use them to
gain the formulas to craft them over the increase your proficiency rank to legendary
course of your career by leveling up, which in a skill in which you’re already a master.
represents your continued research and
field testing. A bility Boosts Level 5
Every odd level, you can add the At 5th level and every 5 levels thereafter,
formula for a single common firearm to you boost four different ability scores. You
your formula book for free. These new can use these ability boosts to increase
formulas can be for any level of item your ability scores above 18. Boosting an
you can create. You learn these formulas ability score increases it by 1 if it’s already
automatically, but it’s also possible to find 18 or above, or by 2 if it starts out below 18.
or buy additional formulas, or to invent
them with the Inventor feat. A ncestry Feats Level 5
In addition to the ancestry feat you started
Firearm Crafting Level 1 with, you gain an ancestry feat at 5th level
You can use the Craft activity to create and every 4 levels thereafter. The list of
firearms and ammunitions from formulas ancestry feats available to you can be found
you know. in your ancestry’s entry in Chapter 2 of the
Pathfinder: Second Edition Core Rulebook.

10
The Firebrand

Weapon Expertise Level 5 R esolve Level 17


You’ve dedicated yourself to learning You’ve steeled your mind with resolve. Your
the intricacies of your weapons. Your proficiency rank for Will saves increases to
proficiency ranks for simple weapons, master. When you roll a success on a Will
martial weapons, unarmed attacks, and save, you get a critical success instead.
firearms increase to expert. You gain
access to the critical specialization effects Gunsmith M astery Level 17
of all weapons for which you have expert Your proficiency in the Gunsmith class DC
proficiency. increases to master.

Evasion Level 7 Deadeye Shot Level 19


Your proficiency rank for reflex saves Once per encounter, if a target hasn’t acted
increases to master. When you roll a yet, you may make a ranged attack in with
success on a reflex save, you get a critical your pistol, if the target takes damage they
success instead. must roll a fortitude save using your class
DC with the following effects:
Practiced Duelist Level 9 Critical Success The target is unaffected.
You gain a +2 bonus to Initiative. Success The target is Stunned 1.
Failure The target is Stunned 2 and takes
Gunsmith Expertise Level 9 2d6 persistent bleed damage.
Your proficiency rank in Gunsmith class Critical Failure The target is killed.
DC increases to expert.

Devastating Shot  Level 11


GUNSMITH FIREBR AND FLOURISH
You take aim at any target within 15ft range
and make a basic attack with any equipped
pistol. This attack deals an extra 1d6
precision damage. This damage increases
by 1d6 at every odd level hereafter.

Weapon M astery Level 13


You fully understand your weapons. Your
proficiency ranks for simple weapons,
martial weapons, unarmed attacks, and
firearms increase to expert increase to
master.

Light A rmor Expertise Level 15


You’ve learned how to dodge while wearing
light or no armor. Your proficiency ranks
for light armor and unarmored defense
increase to expert.

11
The Sharpshooter
You oversee the battlefield from a
hidden position, calmly observing
and waiting for the perfect moment to
strike.

ROLEPLAYING THE
SHARPSHOOTER

During Combat encounters


You take aim at dangerous targets in the
enemy’s back lines and support your allies
by controlling the battlefield from afar.

During Social Encounters...


Just as in the field, you mostly stay back and
observe. When you do speak, others can’t You M ight...
help but respect your practical knowledge. • Advise your allies to use the terrain to
their advantage when facing danger.
While Exploring... • Enjoy patiently surveilling an area.
You may scout ahead for your allies and • Obsessively clean and prepare your
keep an eye out for any danger or plan your equipment.
own ambush.
Others Probably...
In Downtime... • Look to you for dangerous scouting
You make sure your equipment and allies missions.
are ready for the next fight. Additionally, • Think there is something mysterious
you might spend time in the wilderness and unpredictable about you.
familiarizing yourself with the area. • Admire your skill at ranged combat.

12
The Sharpshooter

Proficiencies & A bilities Your


Level Class Features
KEY ABILITY 1 Ancestry and background, initial
Dexterity proficiencies, gunsmith feat,
schematic book, firearm crafting,
HIT POINTS obscuring shot
8 plus your Constitution modifier 2 Gunsmith feat, skill feat
3 General feat, skill increase, prone
Initial Proficiencies shooter, iron will
At 1st level, you gain the listed proficiency 4 Gunsmith feat, skill feat
ranks in the following statistics. You are Ability boosts, ancestry feat, skill
5
untrained in anything not listed unless you increase, sharpshooter weapon
gain a better proficiency rank in some other expertise
way. Gunsmith feat, skill feat
6
PERCEPTION 7 General feat, skill increase,
skirmisher’s eye, weapon
Expert in Perception
specialization
SAVING THROWS 8 Gunsmith feat, skill feat
Expert in Fortitude 9 Ancestry feat, general feat, skill
Expert in Reflex increase, longshot expert, gunsmith
Trained in Will expertise
10 Ability boosts, gunsmith feat, skill
SKILLS feat
Trained in Crafting 11 General feat, skill increase,
Trained in Survival sharpshooter weapon mastery, light
Trained in a number of additional skills equal armor expertise
to 3 plus your Intelligence modifier 12 Gunsmith feat, skill feat
13 Ancestry feat, general feat, skill
ATTACKS increase, rugged constitution
Trained in firearms 14 Gunsmith feat, skill feat
Trained in simple weapons 15 Ability boosts, general feat, skill
Trained in unarmed attacks increase, recon maneuvers
16 Gunsmith feat, skill feat
DEFENSES Ancestry feat, general feat, skill
17
Trained in light armor increase, gunsmith mastery
Trained in unarmored defense 18 Gunsmith feat, skill feat
19 General feat, skill increase,
CLASS DC
legendary gunfighter, focused Shot
Trained in Sharpshooter class DC Ability boosts, gunsmith feat, skill
20
feat

13
The Sharpshooter

Class Features Skill Increases Level 3


You gain the following abilities as a At 3rd level and every 2 levels thereafter,
Sharpshooter. Abilities list the level at you gain a skill increase. You can use this
which they are gained next to the feature’s increase either to increase your proficiency
name. rank to trained in one skill you’re untrained
in, or to increase your proficiency rank in
A ncestry and Background Level 1 one skill in which you’re already trained to
In addition to the abilities provided by this expert.
class, you have the benefits of your selected At 7th level, you can use skill increases
ancestry and background. to increase your proficiency rank to master
in a skill in which you’re already an expert,
Initial Proficiencies Level 1 and at 15th level, you can use them to
At 1st level you gain the proficiencies in increase your proficiency rank to legendary
skills and equipment which represent your in a skill in which you’re already a master.
basic training. These proficiencies are laid
out at the start of the class section. Prone Shooter Level 3
When making a ranged Strike with a
Schematic Book Level 1 firearm while prone, you no longer take
You begin play with a formula book for penalties to the attack roll for being prone.
free, additionally you begin play with the
Early Matchlock Arquebus formula in your Iron Will Level 3
free formula book. Your training has hardened your resolve.
You will need to craft most of your Your proficiency rank for Will saves
weapons yourself due to their relative increases to expert.
difficulty for the common smith. You will
gain the formulas to craft them over the A bility Boosts Level 5
course of your career by leveling up, which At 5th level and every 5 levels thereafter,
represents your continued research and you boost four different ability scores. You
field testing. can use these ability boosts to increase
Every odd level, you can add the your ability scores above 18. Boosting an
formula for a single common firearm to ability score increases it by 1 if it’s already
your formula book for free. These new 18 or above, or by 2 if it starts out below 18.
formulas can be for any level of item
you can create. You learn these formulas A ncestry Feats Level 5
automatically, but it’s also possible to find In addition to the ancestry feat you started
or buy additional formulas, or to invent with, you gain an ancestry feat at 5th level
them with the Inventor feat. and every 4 levels thereafter. The list of
ancestry feats available to you can be found
Firearm Crafting Level 1 in your ancestry’s entry in Chapter 2 of the
You can use the Craft activity to create Pathfinder: Second Edition Core Rulebook.
firearms and ammunitions from formulas
you know.

14
The Sharpshooter

Sharpshooter Weapon Expertise Level 5 Rugged Constitution Level 13


You’re practiced in taking precise shots Your body is accustomed to physical
and using your equipment in the harsh hardship and resistant to ailments. Your
wilderness. Your proficiency ranks for proficiency rank for Fortitude saves
simple weapons, firearms, and unarmed increases to master. When you roll a
attacks increases to expert. You gain access success on a Fortitude save, you get a
to the critical specialization effects of any critical success instead.
firearms you use.
R econ M aneuvers Level 15
Skirmisher’s Eye Level 7 You move quickly through obstacles,
Through your adventures, you’ve whether they’re tumbled stone, tangled
developed keen awareness and attention to undergrowth, or sucking mud. You can
detail. Your proficiency rank for Perception ignore the effects of non-magical difficult
increases to master. terrain. As normal for ignoring difficult
terrain, this also lets you treat the
Weapon Specialization Level 7 hindrances of greater difficult terrain as
You’ve learned how to inflict greater those of difficult terrain.
injuries with the weapons you know
best. You deal 2 additional damage with Gunsmith M astery Level 17
weapons and unarmed attacks in which Your proficiency in the Gunsmith class DC
you are an expert. This damage increases increases to master.
to 3 if you’re a master, and to 4 if you’re
legendary. Legendary Gunfighter Level 19
Your proficiency rank in firearms increases
Longshot Expert Level 9 to legendary.
While prone or otherwise able to use a
surface to brace your rifle (e.g. behind a Focused Shot Level 19
short wall or barrel), increase that rifle’s You take the time to prep your shot. You
base range by 20 feet. use 3 actions to check wind, study your
target, and line up the shot. Doing so
Gunsmith Expertise Level 9 allows you to ignore the penalties for the
Your proficiency rank in Gunsmith class first five range increments for firing with
DC increases to expert. any rifle.

Sharpshooter Weapon M astery Level 11


You master the art of shooting over
distances. Your proficiency rank with
firearms increases to master.

Light A rmor Expertise Level 11


You’ve learned how to dodge while
wearing medium, light or no armor. Your
proficiency ranks for medium armor, light
armor, and unarmored defense increase to
expert.

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

2nd Level R efining the Design Level 2


GUNSMITH MA STER GUNSMITH
Guarded Gun Technique Level 2 If you know the formula of an item, you
GUNSMITH FIREBR AND can effortlessly break it down into its raw
When you Parry, your AC bonus from the materials. You can disassemble your item
Parry action increases to +2. It increases by an into raw materials equal to its value without
additional +1 if you have master proficiency needing to make a check. Additionally, when
in the weapon you are parrying with and an using components from an old item for
additional +1 at legendary proficiency. constructing a new item of the same type,
you may reduce the time needed to craft the
Hampering Shot  Level 2 new item by half. You must still make up the
GUNSMITH SHARPSHOOTER FLOURISH difference in cost, if any, between your old
Your shot damages the mobility of the target. item and the new one.
The target makes a Reflex save against your
class DC. On a failure the target’s movement 4th Level
speed is reduced 10ft, critical failure they
are Immobilized. Cautious Stalker Level 4
GUNSMITH SHARPSHOOTER
Hasty R eload  Level 2 You gain a +1 circumstance bonus to
GUNSMITH Perception checks to find traps and hazards,
Requirement Wielding an Unloaded Firearm to AC against their attacks, and to saves
Use your reaction to count towards the against their effects. You can find hazards
number of manipulate actions you must take that would normally require you to Search
to Reload. Doing this pushes your abilities even if you aren’t Searching.
and leaves you unprepared to steady your
weapon for an attack. Until the end of your Dragoon R ider Level 4
next turn, the first ranged Strike you make GUNSMITH
has a -2 circumstance penalty to attack. You may make a free Command an Animal
action whenever you are mounted and use
Hellish Visage  Level 2 the Reload action.
GUNSMITH FIREBR AND VISUAL
During your daily preparations, you line your Pneumatic Gunner Level 4
armor with slow burning fuses. When you use GUNSMITH SHARPSHOOTER
this action, you ignite all the fuses and they You gain the ability to craft the Pneumatic
smolder on your armor for a duration of 10 Rifle, a unique weapon which uses blowgun
minutes, giving you a frightening appearance darts.
and strong smell of fire and chemicals. While
this effect is active, Demoralize gains the Quick Fire  Level 4
visual trait and you gain a +1 on all checks GUNSMITH
to Demoralize enemies if they can see you. You draw your firearm and attack with the
Additionally, you don’t take penalties if the same action. You Interact to draw a weapon
creature doesn’t understand your language. from the firearm weapon group that is loaded
You can only use this ability once a day. or has reload 0, then Strike with that weapon.

17
Feats

Quick Loading Cartridges Level 4 Intimidating Shot  Level 6


GUNSMITH GUNSMITH FIREBR AND FLOURISH AUDITORY
You can craft a device or use some arcane You configure your gun to fire a particularly
power which aids in loading your weapon such loud and terrifying shot. Make an attack against
as wooden loading tubes, paper cartridges, a target within a range of 30ft. If the hit is
or something more unique. Using cartridges successful, then you may make a Demoralize
reduces the reload trait of any firearm by 1 to check against any target within range with a
a minimum of 1 unless otherwise specified. +2 modifier. This Demoralize action doesn’t get
penalties from language. If you are legendary
6th Level in Intimidation increase this bonus to +4.

Covering Fire  Level 6 R ake’s Concealable Pistol Level 6


GUNSMITH FLOURISH GUNSMITH
Use an action to designate an ally you are Using a Crafting check based on the weapon’s
covering; you may use this action as part of level, you may upgrade an existing pistol
a reload action. If any creature that you can to be more compact. The pistol gains the
see within 60 ft of your ally would attempt CONCEAL ABLE weapon trait. Upgrading a pistol
to move toward that ally you may use a in this way reduces the pistol’s range by half.
reaction to fire a shot towards that creature’s
square in order to stall its advance. That Scatter Choke Level 6
creature must make a DC 15 Reflex save GUNSMITH
with the following results: You design a way to reconfigure any weapon
Critical Success: No effect. with the Scatter trait. You can now make
Success: The creature gains -5 movement a Crafting check based on the level of the
speed until the end of its turn. item and spend 10 gold in raw materials to
Failure: The creature gains -10 to its reconfigure a weapon with the Scatter property
movement speed until the end of its turn. in your possession. If the Crafting check is
Critical Failure: The creature gains -10 to its successful, choose one of the following:
movement speed until the end of its turn double that weapon’s range or double the
and takes your weapon’s damage. Scatter effect’s area of effect from 5ft to 10ft.

Focused A im  Level 6 8th Level


CONCENTR ATE GUNSMITH SHARPSHOOTER
By spending a moment to assess the A dvanced Powder M ixtures Level 8
conditions and observe your target, you can GUNSMITH MA STER GUNSMITH
make sure your shot lands. Make a ranged Prerequisites Craft Alchemical Munitions
Strike with an equipped firearm. On this You infuse your black powder with alchemical
Strike, you gain a +2 circumstance bonus to reagents that allow it to be completely
the attack roll. waterproof.
You may also make a number of
Increased Pressure Tanks Level 6 ammunitions equal to half your level (rounded
GUNSMITH SHARPSHOOTER down) plus your Intelligence modifier each
Prerequisite Pneumatic Gunnery day, the alchemical ammunitions made in
Increase the range of the Pneumatic Rifle by this way become inert the next time you
20ft and increase the damage to 1d6. would do your daily preparations.

18
Feats

Backstep Shot  Level 8 10th Level


GUNSMITH FLOURISH FIREBR AND
You nimbly step backwards while still making Bayonet Training Level 10
a deadly shot. Make a ranged Strike with an GUNSMITH
equipped pistol then move up to half your You become adept at using your weapons in
speed. This attack does not provoke Attacks melee with a bayonet. You may treat rifles
of Opportunity. you have affixed a bayonet to as longspears.

Double-Barrel Level 8 Braced Shot  Level 10


GUNSMITH GUNSMITH
With a Crafting check based on the weapon’s Requirement: In Cover
level +2 you can add a 2nd barrel to any While in cover you can brace your firearm
single shot firearm. This gives the weapon against the cover and make a ranged Strike
Capacity 2 and adds 1 additional Bulk. with a +2 circumstance bonus to the attack roll.

Gambler’s Shot  Level 8 Eagle Eyes Level 10


GUNSMITH GUNSMITH FIREBR AND SHARPSHOOTER
You make a more challenging shot at a weak You gain a +2 bonus to Search checks and
spot on your target. Make a ranged Strike Tracking.
at a -3 penalty and gain a +3 circumstance
bonus to damage on that Strike. This bonus Gunslinger’s R eload  Level 10
increases to +6 at 11th level and +8 at 15th GUNSMITH FIREBR AND
level. Prerequisite: Quick Loading Cartridges
Requirement: Wielding Two Items, Each in a
Quelling Shot  Level 8 Different Hand, At Least One of Which is
GUNSMITH FLOURISH a Ranged Weapon with Reload 1 or Less.
You are practiced at controlling the Whether by a fancy trick or clever holster,
battlefield and making attacks which cause you are able to reload a one-handed firearm
foes to recoil. Make a ranged Strike against while holding a weapon or object in both
a target. If the Strike deals damage, then hands. You Interact to reload a one-handed
that target cannot flank other creatures or ranged weapon you’re holding. Unlike most
provide a flanking bonus until the end of Interact actions, you don’t need a free hand
your next turn. to reload your ranged weapon in this way.

R epositioning  Level 8 Pepperboxes Level 10


GUNSMITH SHARPSHOOTER GUNSMITH
Prerequisite Quick Loading Cartridges You gain access to one pepperbox recipe of
Requirement Wielding a Weapon with level 10 or lower.
Reload 2 or Less
You can reload your rifle on the move. You Scattergun M aster Level 10
Stride, Step, or Sneak, at half speed and then GUNSMITH
Interact to reload your current weapon. Use your Gunsmith class DC instead of the
normal Scatter DC 15 Reflex.

19
Feats

Shoot First Level 10 14th Level


GUNSMITH FIREBR AND
You gain a +2 circumstance bonus to your Doubletap  Level 14
Initiative Roll when you use Deception or GUNSMITH
Intimidation for Initiative. Requirement: Wielding a Weapon with
Reload 0
12th Level Using two actions, you may make two Strikes
with the same firearm, obeying the rules for
Felling Shot  Level 12 multiple attack penalty. Both Strikes must
GUNSMITH SHARPSHOOTER have the same target and if they both deal
Your ranged attacks can shoot an unprepared damage, add that damage together for the
foe right out of the air. Make a Strike with a purposes of overcoming Resistances.
ranged weapon against a flying creature. If
the Strike is a success and deals damage, the Great Barrel A rtillerist Level 14
target falls up to 120 feet. The fall is gradual GUNSMITH
so if it hits the ground, it takes no damage You understand how to use the Great Barrel
from the fall. Additionally, the target can’t to great effect, understanding that it is
fly, jump, levitate, or otherwise leave the more like a small artillery piece than a true
ground until the end of your next turn. handgun. You gain the following Stance
with it:
Focused Scatter Level 12 Braced shots  (stance) You crouch and use
GUNSMITH the Great Barrel like a small siege mortar;
You learn how to cover your allies with the Great Barrel’s base range is extended
precision while using imprecise weapons, by 100ft and its reload time reduced by
or perhaps it’s that your allies are simply 1. While in this stance you move at half
accustomed to ducking when you take aim. your speed.
Scatter no longer affects your allies
caught in the burst. Guarded Shot Level 14
GUNSMITH FIREBR AND
Follow-up Shot  Level 12 Prerequisites: Guarded Gun Technique
GUNSMITH Requirements: Point Blank Stance Active
Requirement: Wielding a Weapon with While using Point Blank Stance, if an
Reload 0. Previous Action was a Ranged opponent misses you on their turn, your
Strike that Missed. next ranged Strike does not provoke Attacks
Make another Strike with a firearm using of Opportunity.
the same multiple attack penalty as for the
missed Strike.

20
Feats

16th Level Splinter the Timbers  Level 16


GUNSMITH
Coordinate Shot  Level 16 Requirement: Making a Ranged Strike with a
GUNSMITH Great Barrel
You communicate with an ally and prepare You make a particularly destructive aimed
a Readied Shot. You may count these two shot. When you target an object of solid
actions as part of a Reload action. (E.g. you wood or a similar surface, it turns a 5 foot
may fully reload a weapon with reload 2 cube of whatever object or surface into a
while using this feat) deadly 15ft cone of splinters. In addition to
Readied Shot  When the ally chosen destroying the 5 foot cube, any creatures on
above by Coordinate Shot declares they the other side of the wooden object must
will make a Strike you can also make a make a DC 15 Reflex save with the following
ranged Strike. If your Strike hits, the target effects:
becomes flatfooted to your ally’s Strike. Any Success: No damage.
Readied Shot is affected by multiple Failure: Creatures caught in the cone take
attack penalty. 1d6 persistent bleed damage.
Critical Failure: Creatures caught in the cone
Dragon’s Breath  Level 16 take 2d6 persistent bleed damage.
GUNSMITH
You modify a Dragon Pistol’s powder charge 18th Level
to be extra volatile. After selecting this feat,
every time you would make a ranged Strike Disarming Shot  Level 18
with a Dragon Pistol, it ignites all flammable GUNSMITH
objects in a 15 foot cone. Additionally, Prerequisites: Quick Draw, Attack of
creatures who take weapon damage from Opportunity
the Dragon Pistol are lit on fire for the When an opponent within 30ft uses a
Scatter damage. manipulate action, you may use an Attack
of Opportunity to make a Disarming Shot
Gun-Sword Level 16 against the creature and try to disrupt the
GUNSMITH triggering action.
You get the inspiration in your travels to Disarming Shot  Make a ranged Strike
build a weapon that is a wild combination of with an equipped firearm at an enemy.
two weapons you are proficient with. This shot deals no damage, but on a hit
When you select this feat, you gain the the target must succeed at a Reflex save
Attached Pistol formula. When you craft the using your class DC as the DC with the
Attached Pistol, you must choose what following effects:
weapon group the Attached trait will work Any Success: No effect.
with (E.g. ‘Attached to swords’ or ‘Attached Failure: You weaken your target’s grasp on
to axes’). The final result will enable you to the item. Until the start of that creature’s
craft the Attached Pistol (see below). turn, attempts to Disarm the target of

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

that item gain a +2 circumstance bonus 20th Level


and the target takes a –2 circumstance
penalty to attacks with the item or other Gunslinger’s Volley  Level 20
checks requiring a firm grasp on the item. GUNSMITH FLOURISH OPEN
Critical Failure: You knock the item out of Requirements: Wielding a Weapon with
the target’s grasp. It falls to the ground in Reload 0
the target’s space. Make one Strike with a –2 penalty against
each enemy within a 10-foot-radius burst
Great Barrel Skipshot  Level 18 centered on a target point. Roll the damage
GUNSMITH FLOURISH only once for all targets.
You can take two actions to aim and fire the Each attack counts toward your multiple
Great Barrel and make a shot at the ground, attack penalty, but do not increase your
which skips across the ground and damages penalty until you have made all your
all enemies and structures with in a line. attacks. You may make as many attacks as
The shot bounces along a 150ft line; there are enemies, your only limit is your
targets in the way must make a Basic Reflex weapon’s Capacity score or your amount of
save using your class DC or they take the ammunition if it is reload 0.
weapon’s damage. The shot stops if it hits
an object with hardness more than 10. R icochet Trickshot  Level 20
GUNSMITH FLOURISH CONCENTR ATE
Improved R evolvers Level 18 Prerequisites: Ricochet
GUNSMITH You learn a trick that helps you still hit
Prerequisites: Pepperboxes enemies behind cover or out of sight. As
Upgrade the damage dice of any revolver long as you know what square the target
pistol you use. Additionally, reduce the occupies, you may shoot a solid surface
reload time of any revolver pistol by 1. nearby a target and attempt to ricochet the
bullet itself or pieces of it into the target.
Rocket A mmunition Level 18 Resolve the attack as normal ignoring
GUNSMITH concealment and cover.
You make your firearms able to freely use
both Vulcan Shot and normal ammunitions
without a Crafting check. Additionally, you
learn the recipe for Vulcan Shot if you did
not already know it and may make a number
of Vulcan Shot equal your level plus your
Intelligence modifier each day. Vulcan Shot
made in this way become inert the next time
you would do your daily preparations.

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

Weapon Traits Critical Specialization


Effects
SCATTER
Creatures and objects in a 5 ft burst around ARQUEBUS
the target (including the target) make a The target is knocked prone by the sheer
DC15 Reflex save or take the listed damage, force of the heavy shot.
behaves like the Deadly trait and increases With Grievous property rune: The
with Striking runes. target also takes 2d6 persistent bleed.

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

With Grievous property rune: The Converting a weapon to use Vulcan


target instead takes 5 additional damage Shot requires a Crafting check based on
per weapon damage die. the firearm’s level.

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.

VULCAN SHOT TELESCOPIC SIGHT


Vulcan Shot is a highly volatile and Price 25 gp; Bulk L
experimental type of shot where the bullet A thin brass telescope approximately 2 feet
is hollowed out and filled with a propellant long made to be fitted to a rifle. Equipping it
so it behaves like a small rocket. Using to a rifle lets you see twice as far as normal
Vulcan Shot in a weapon that is specially even while making a ranged Strike.
configured for it lets you treat the weapon
as if it had the Grievous property rune.

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
Open Game License
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means the logos, names, mark, sign, motto, designs that are 12. Inability to Comply: If it is impossible for You to
used by a Contributor to identify itself or its products or the comply with any of the terms of this License with respect to
associated products contributed to the Open Game License some or all of the Open Game Content due to statute, judicial
by the Contributor (g) “Use”, “Used” or “Using” means to use, order, or governmental regulation then You may not Use any
Distribute, copy, edit, format, modify, translate and otherwise Open Game Material so affected.
create Derivative Material of Open Game Content. (h) “You” or 13. Termination: This License will terminate automatically
“Your” means the licensee in terms of this agreement. if You fail to comply with all terms herein and fail to cure such
2. The License: This License applies to any Open Game breach within 30 days of becoming aware of the breach. All
Content that contains a notice indicating that the Open Game sublicenses shall survive the termination of this License.
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You must affix such a notice to any Open Game Content that be unenforceable, such provision shall be reformed only to the
you Use. No terms may be added to or subtracted from this extent necessary to make it enforceable.
License except as described by the License itself. No other 15. COPYRIGHT NOTICE
terms or conditions may be applied to any Open Game Content Open Game License v 1.0 Copyright 2000, Wizards of the
distributed using this License. Coast, Inc.
3. Offer and Acceptance: By Using the Open Game Content System Reference Document. Copyright 2000. Wizards
You indicate Your acceptance of the terms of this License. of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook,
4. Grant and Consideration: In consideration for agreeing Skip Williams, based on material by E. Gary Gygax and Dave
to use this License, the Contributors grant You a perpetual, Arneson.
worldwide, royalty-free, non-exclusive license with the exact Pathfinder Core Rulebook (Second Edition) © 2019,
terms of this License to Use, the Open Game Content. Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen
5. Representation of Authority to Contribute: If You Radney-MacFarland, and Mark Seifter.
are contributing original material as Open Game Content, You Gunsmith’s Guide © 2021, Alearis Games; Author: Allen
represent that Your Contributions are Your original creation Ross.

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