Gunslingers start with a gun at first level.
--------------------------------------------

This is granted by the [Gunsmith][1] class feature:

> **Gunsmith**
>
> At 1st level, **a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol**. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Plus, she can craft her own firearms and *ammunition* using the [Gunsmithing][2] feat gained for free.

> Crafting Firearms: You can craft any early firearm for a **cost in raw materials equal to half the price** of the firearm.
>
> Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in **raw materials equal to 10% of the price**.

Guns Everywhere
---------------

If the *Guns Everywhere* alternate [firearms rule][3] is defined by the GM, then crafting them is much cheaper, going for 10% of the value listed on the tables:

> **Guns Everywhere**: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and **early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter**. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.


  [1]: http://www.d20pfsrd.com/classes/base-classes/gunslinger#TOC-Gunsmith
  [2]: http://www.d20pfsrd.com/feats/general-feats/gunsmithing
  [3]: http://www.d20pfsrd.com/equipment/weapons/firearms/