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pathfinder 2e firearms

by Mallory Reichert Published 4 years ago Updated 3 years ago

What kind of weapons do Pathfinder Characters carry?

Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9, but they’re summarized here, followed by the rules for weapons and dozens of weapon choices.

Should you have guns in your Pathfinder game?

No Guns: If you do not want guns in your campaign, simply don’t allow the rules that follow. The Pathfinder Roleplaying Game plays perfectly well without them.

What is the default category of gun rarity in Pathfinder?

Pathfinder’s campaign setting uses the rules for emerging guns, which is also the default category of gun rarity. No Guns: If you do not want guns in your campaign, simply don’t allow the rules that follow.

Are there guns in Pathfinder 2E?

Pathfinder 2E has announced a brand new sourcebook that will add two new classes and rules for a variety of new concepts. Paizo announced that it would publish Pathfinder Guns & Gears, a brand new sourcebook containing rules for siege engines, firearms, clockwork inventions, and new vehicles.06-Jan-2021

How much is a masterwork weapon Pathfinder?

The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

What does masterwork weapon Do Pathfinder?

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

Who used Estocs?

Bullfighting. Estoc is also the name given for the sword used by a matador in the Spanish sport of bullfighting, also known as espada de matar toros ('sword for killing bulls'). The matador's estoc is typically a shorter (88 cm), one-handed sword used for thrusting.

Introduction

Ultimate Combat introduced firearms alongside the Gunslinger class. The Ultimate Equipment Guide includes rules for new firearms. With the sizable list of weapons, feats, and class archetypes which support firearms, many classes and characters can make use of these potent weapons.

Disclaimer

I support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.

Proficiency

Unlike most exotic weapons, firearms all use one feat for proficiency. This means that anyone can come along and learn to use every firearm with a single feat. Any class or archetype which depends on firearms will provide this feat for free. Rogues who want to dabble in firearms can take the Firearm Training talent.

Capacity

Capacity is one of the early limitations on damage output for gun users. Additional barrels allows you make additional attacks before needing to reload, which can help give you an advantage early in a fight.

Range and Penetration

Penetration is what sets firearms apart from other ranged weapons. Though their damage isn’t that much better than normal weapons, firearms can be used against touch AC, but without technically being touch attacks.

Loading a Firearm

Loading your weapon is the hardest part of using a gun. One-handed weapons (pistols, etc.) take a Standard Action, and two-handed weapons (muskets, etc.) take a Full Round Action, and that’s just for a single barrel.

Misfires

Misfires are a pain. The first will break your weapon, and the second will destroy it unless it is magical or advanced. This limitation can’t really be overcome, but the Gunslinger gets some options to recover from misfires.

What is the difference between a one handed and two handed firearm?

As the category’s name implies, one-handed firearms need only one hand to wield and shoot. Two-handed firearms work best when you use two-hands while shooting them.

What happens if a scatter weapon explodes on a misfire?

If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

What is the rule for loading a firearm?

Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm. Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately.

What happens when a gun misfires?

When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger ). In that case, the misfire value increases by 2 instead of 4.

How many grit points can a lucky gun use?

Whether or not the wielder of a lucky firearm has any deeds, she can always spend 1 grit point from the lucky firearm to reroll an attack from it that would result in a misfire. When the wielder does so, she must take the second result, even if that attack roll also results in a misfire. CONSTRUCTION REQUIREMENTS.

What is an early firearm?

Early Firearms. Early firearms are typically matchlock, wheellock, or flintlock weapons, and require more finesse and care to use than advanced fire arms. Early firearms are muzzle-loaded, requiring a bullet and powder (or other special alchemical substances) to be shoved down the barrel before the weapon is fired.

How much black powder can a powder horn hold?

Typically crafted from animal horn, but increasingly crafted from metal in a wide variety of shapes, a powder horn can hold up to 10 doses of black powder. A powder horn protects black powder stored within in it from exposure to fire, electricity, firearm misfires, and water.

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