Firearms and gunslingers are not for every campaign, and even if you're excited about introducing them, you should decide how commonplace they are. Pathfinder’s world of Golarion uses the rules for emerging guns.
If you do not want guns in your campaign, simply don’t allow the rules that follow.
Early firearms are rare; advanced firearms and the Gunslinger Edge don't exist in this type of campaign. Firearms are treated more like magic items rather than like things that are mass-produced.
Firearms are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The rules and prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Advanced firearms may exist, but only as rare and wondrous items— the stuff of legendary treasure troves.
While still expensive and tricky to wield, early firearms are readily available. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are rare and cost the full price.
Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter.
Firearms work differently from other ranged weapons—they use the following rules.
All firearms have Reload 2 and the Rapid Reload Edge works with advanced firearms.
Early Firearms: Early firearms' Extreme Range is only 2× the weapon's Long Range.
Advanced Firearms: Advanced firearms' Extreme Range is only 3× the weapon's Long Range.
A character with a gunsmith's kit can spend downtime crafting ammunition. Black powder can be crafted with Alchemy and ammunition with Repair. Crafting shots in this way costs only 10% of the normal price.
Anyone without the Gunslinger Edge suffers a -2 penalty to the roll.
When anyone Critically Fails a Shooting roll while using a firearm, the weapon misfires, becoming damaged. Subsequent uses of the firearm suffer a -2 penalty on Shooting rolls until the gun is repaired.
Early Firearms: If a damaged early firearm misfires again, it explodes. When a non magical firearm explodes, the weapon is destroyed. Magical firearms can’t fire until they are fully repaired. When a gun explodes, center a Medium Blast Template over the character. Creatures under this template take damage as if it had been hit by the weapon.
Advanced Firearms: Advanced firearms do not blow up when misfiring while broken.
Ammunition: Firearm ammunition takes two forms: black powder and shot (bullets or pellets) or cartridges. Unlike other types of ammunition, firearm ammunition is destroyed when it's used and has no chance of being retrieved.
Firearms, Black Powder, and Water: Black powder becomes useless when exposed to water, but powder horns and cartridges protect black powder from exposure. Early firearms cannot be loaded underwater or fired while underwater without magical aid.
Item Cost Weight Notes
Black powder (dose) 10 gp —
Black powder (keg) 1,000 gp 5 lbs.
Powder horn 3 gp 1 lb. Notes: Protects 10 doses of black powder.
Type Range Damage AP RoF Shots Min Str. Weight Cost Notes
Blunderbuss 3/6/12 2d6+1 1 1 1 d6 8 lbs. 2,000 gp Notes: Scatter.
Buckler gun 3/6/12 2d4 2 1 2 d4 6 lbs. 750 gp Notes: Must be unequipped to be reloaded. Always applies an off-hand penalty to shoot, Parry +1.
Culverin 10/20/40 3d6 1 1 1 d8 40 lbs. 4,000 gp Notes: This smoothbore tube is sealed at one end except for a small hole used to ignite a gunpowder charge. A wooden stock partially encases the barrel, allowing the wielder to hold it under his arm. Firing a culverin without support suffers a –2 penalty on the Shooting rolls.
Double hackbut 12/24/48 3d8 - 1 2 d6 18 lbs. 4,000 gp Notes: This double-length rifle uses a pair of trunnions to mount its barrel into a swiveling mechanism fastened to a lightweight, two-wheeled carriage with a mount. Anyone firing an unmounted double hackbut suffers a –2 penalty on Shooting rolls and is knocked down.
Musket 10/20/40 2d10 2 1 1 d6 9 lbs. 1,500 gp
Musket, axe/warhammer 8/16/32 2d6+1 1 1 1 d6 6 lbs. 1,600 gp Notes: This musket features either an axe blade or warhammer head at the end of its barrel. When used as a melee weapon, it uses the corresponding stats. If the musket misfires, the wielder also suffers a –1 penalty on Fighting rolls with this weapon until it is repaired.
Musket, double-barreled 10/20/40 2d8+1 2 1 2 d6 11 lbs. 2,500 gp Notes: Double-barreled.
Pepperbox 5/10/20 2d6+1 1 1 6 d4 5 lbs. 3,000 gp
Pistol 5/10/20 2d6+1 1 1 1 d4 4 lbs. 1,000 gp
Pistol, coat 3/6/12 2d4+1 1 1 1 d4 1 lb. 750 gp
Pistol, double-barreled 5/10/20 2d6+1 1 1 2 d6 5 lbs. 1,750 gp Notes: Double-barreled.
Pistol, dragon 5/10/20 2d6+1 1 1 1 d4 3 lbs. 1,000 gp Notes: Scatter.
Pistol, sword cane 3/6/12 2d4+1 1 1 1 d4 1 lb. 775 gp Notes: A Notice check is required to realize the sword cane pistol is more than a walking stick.
Type Range Damage AP RoF Shots Min Str. Weight Cost Notes
Revolver 5/10/20 2d6+1 1 1 6 d4 4 lbs. 4,000 gp
Rifle 20/40/80 2d8+1 1 1 1 d6 12 lbs. 5,000 gp
Rifle, pepperbox 20/40/80 2d8+1 1 1 4 d6 15 lbs. 7,000 gp
Shotgun 5/10/20 2d6+1 1 1 1 d6 12 lbs. 5,000 gp Notes: Scatter.
Shotgun-double-barreled 5/10/20 2d6+1 1 1 2 d6 15 lbs. 7,000 gp Notes: Double-barreled, Scatter.
Ammunition Cost Weight Notes
Bullet (firearm) 1 gp/1 bullet 1/2 lb./30 bullets
Bullet, pitted (firearm) 5 gp/1 bullet 1/2 lb./30 bullets Specially crafted bullets that can have poison applied to them. Can't be used with alchemical cartridges.
Pellets 1 gp/handful 1/2 lb./30 handfuls A handful of pellets, is used for firearms with the Scatter trait. Pebbles and other debris may be used instead but impart a –1 penalty on Shooting rolls.
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added.
Ammunition Cost Weight Notes
Dragon's breath 40 gp — Instead of rolling to hit the target, everyone under the template makes an Evasion roll to avoid damage. The nonmagical flame deals 2d6 fire damage to all targets within the Small Cone Template. These cartridges can only be loaded into a scatter weapon. This attack Critically Fails if both damage dice are 1.
Entangling shot 40 gp — This mix of black powder and an alchemically treated resin can only be loaded into a scatter weapon. It lowers the weapon damage one die type when using an SCT, but any creature hit by the shot must make an Evasion roll or become Entangled. Flare 10 gp — Reduce the weapon damage by one die type, but a creature struck is blinded for one round. Flare cartridges are also useful for sending up signal flares. Flares can only be used to attack single creatures.
Metal cartridge 15 gp — This cartridge makes any bullet and black powder loaded waterproof.
Salt shot 12 gp 1/2 lb./30 bullets This can be loaded into scatter weapons. It deals nonlethal damage.