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  #1  
Old Jan 16th, 2012, 07:27 PM
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Mechanics Discussion

This is the place where you should come to ask questions about any mechanics presented in this section, or to ask for DM rulings on Pathfinder rules questions generally.

Please refrain from using it for general discussion, that is not its purpose and there is at least one thread for that sort of thing in this game.
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Old Mar 13th, 2012, 10:43 AM
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Can I clarify: Tory starts with a 3-point firearm (I chose pistol) and Craft (Gunsmithing), as well as the Gunsmithing feat per Musketeer class feature. At level 1 the DC is 18/19/20 for the craft level's upgrade option (she has 3 points of Wisdom modifier, so that's not an issue), or is that at level 2, when she actually gains a point of Crafting?
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Gunsmithing
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Since this PF definition negates the need to make the craft check... do I have to make it? Or are you super-ceding that with your week-long three-roll process?
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Originally Posted by Aeternis
This process requires a workbench and toolkit valued at 1000gp (many of which are rented out by enterprising Agarthans at a fee of seventy-five gold chits per week), materials valued at half of the gun's price (for firearms with odd point values, use the value of the gun as if it had one more point than it does), and a series of three Craft(Gunsmithing) rolls - one at the beginning of the week, one in the middle, and one at the end.
This toolkit is clearly neither the "Gunsmith's Tools" nor the "Gunsmith's Tools, MW" listed on your Gear spreadsheet. I had intended to buy the MW version, but if upgrading weapons requires something else, I don't know if I should.

Lastly, Tory would have upgraded/created as many guns and as much ammunition as she had access to, in order to prefect her skills. This would be from Directorate stock (while training) and then party supplies (while Binding). Is there a way I could determine if she made money doing this, or what weapons she would have worked on? If it's entirely up to me then I'll have at least two other personal/party weapons to be upgrading at each level, and will need to make effective rolls for those as well. I've been toying with the idea of a mounted gun of some kind, but I don't know how relevant that'll be (yet).

EDIT: Now that I'm "upgrading" guns, I'm curious how the enchantments stack. If I buy a +1 enhancement early on, then want to move up to +2... do I have to pay the full +2 cost, or can I subtract the cost of the +1? I don't think I'd put more than a +2 on a gun early on (especially given cost), but if I wanted to later take "Banishing" for the same gun without losing the enhancement, I'd have to upgrade to +4 first...
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Old Mar 13th, 2012, 09:15 PM
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Quote:
Originally Posted by Aethera View Post
Can I clarify: Tory starts with a 3-point firearm (I chose pistol) and Craft (Gunsmithing), as well as the Gunsmithing feat per Musketeer class feature. At level 1 the DC is 18/19/20 for the craft level's upgrade option (she has 3 points of Wisdom modifier, so that's not an issue), or is that at level 2, when she actually gains a point of Crafting?

Since this PF definition negates the need to make the craft check... do I have to make it? Or are you super-ceding that with your week-long three-roll process?
Yes. You do. You don't need to make a craft check to create firearms that can be created without the feat, or technically to upgrade firearms as high as 2 points. You also need no check to craft ammo that is considered "simple". I should put that in the "feats" listing to clarify, and will.

Quote:
Originally Posted by Aethera View Post
This toolkit is clearly neither the "Gunsmith's Tools" nor the "Gunsmith's Tools, MW" listed on your Gear spreadsheet. I had intended to buy the MW version, but if upgrading weapons requires something else, I don't know if I should.
It does, but renting it (75gp per week) is the way I had assumed the party would want to go. The workbench and toolset for upgrade functions as MW tools as well, but it is large, taking up a small room or chamber. If you're going to start with a large airship (Cutter or larger), you could house the thing inside it, otherwise you'll have to rent or buy property to store this toolset on. It certainly cannot be carried around - it's over the weight limit of a portable hole.

Quote:
Originally Posted by Aethera View Post
Lastly, Tory would have upgraded/created as many guns and as much ammunition as she had access to, in order to prefect her skills. This would be from Directorate stock (while training) and then party supplies (while Binding). Is there a way I could determine if she made money doing this, or what weapons she would have worked on? If it's entirely up to me then I'll have at least two other personal/party weapons to be upgrading at each level, and will need to make effective rolls for those as well. I've been toying with the idea of a mounted gun of some kind, but I don't know how relevant that'll be (yet).
It is assumed that the characters made money for themselves during their careers - this is reflected in the 75,000gp personal starting wealth. How your character came about starting money might make an interesting backstory point (and cause you to have links to NPCs), but there is no starting money bonus for this.

As for determining the weapons the character worked on, you can make backstory about upgrading specific peoples' gear (I can help with that), or you could leave that to me. I will assume that your character recognizes any gun she's crafted or upgraded - most gunsmiths of any caliber have a sigil they apply to their work.

Quote:
Originally Posted by Aethera View Post
EDIT: Now that I'm "upgrading" guns, I'm curious how the enchantments stack. If I buy a +1 enhancement early on, then want to move up to +2... do I have to pay the full +2 cost, or can I subtract the cost of the +1? I don't think I'd put more than a +2 on a gun early on (especially given cost), but if I wanted to later take "Banishing" for the same gun without losing the enhancement, I'd have to upgrade to +4 first...
Magical enhancement is outside the upgrade process, and is handled as it is for any other magical weapon (though for modern guns in Agartha it's a bit more expensive). The upgrade procedure I added only applies to the nonmagical properties of the firearm.
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