Into the Breach: Gunslinger (PFRPG) PDF

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For the fifth book in our Into the Breach line we are focusing on the Gunslinger. For some mixing guns and fantasy is like adding peanut butter to chocolate to others its like adding processed cheese to fish. Like it or not the lid to Pandora's box has been opened and The Gunslinger is here to stay, but left in the box after all the evils of the world escaped was hope. In that spirit we hope you like our offering.

With 8 new archetypes, an alternate base class, three prestige classes, 3 new feats, and 7 new gear items you will have a wealth of new choices. Here is a sampling of what you'll find...

  • New Archetypes:
    • Black Powder Knight: Nobility isn’t just about swords anymore, and selfless bravery is not the sole province of a paladin.
    • Boltslinger: Want to play the gunslinger but can’t have the guns? Boltslinger is there to fill that void.
    • Bombard Blade: Want the power of black powder but love to mix up melee, bombard blade is a weapon that explodes in your foe!
    • Cunning Scoundrel: One part rogue one part gunslinger, sometimes the right tool for the trade is a gun.
    • Frogman: It takes a unique hero to bring firearms underwater.
    • Powderman: Guns? Some people just like to blow things up!
    • Wyrd Hunter: Hot lead becomes cold iron, lets face it sometimes the fey simply deserve it.
    • Trick Shot: Sometimes the importance isn’t what you shoot at but where you hit them.
  • New Alternate Class:
    • Gungineer: Guns evolve, gungineers are modders at heart looking to customize and improve their weapons into something more.
  • New Prestige Classes:
    • Grey Eye: Dead eye shooter controlling the undead, ‘nuff said.
    • Hex Gunner: is there anything more spiteful then a witch with a gun? Find out.
    • Qiang Seng: Beware of those who practice gunkata.
  • Plus 3 new grit feats and 7 new gear items!

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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3.70/5 (based on 3 ratings)

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Dont buy this pdf

2/5

It blows the art work sucks mostly archtypes ,the feats are ok , not worth your time, the gunslinger class needs a better to be fleshed out more, but this book doesn't do it, dont listen to the reviews giving it 5 stars, those reviwers are probably only into archtypes and game mechanics(which suck badly in this book) move on find another pdf.


Well crafted expansion

4/5

The third Into The Breach Published by Flying Pincushion Games. With 29 pages of content 8 new archetypes, 3 prestige classes and an alternate class we have a lot of content to cover.

First up are the archetypes, starting with the Black Powder Knight. This archetype gains proficiency with all armors, all shields and adds Diplomacy and Knowledge (Nobility) as skill to their class lists. You have to be good alignment to play this as well. Pretty much this is a Gunslinger Paladin. At level 2 you get the ability to intercept and deflect ranged attacks against allies for reduced damage. You get grit at level 3 which isn’t based of charisma like all of the archetypes class features which strikes me as odd. Also fluff wise I think that makes some sense. You get a new deed which allows you to make an opponent reduce their cover (From Full cover to Partial, from partial cover to none) and aggro’s the enemy for 1d4 rounds afterwards. You get Lay on hands at 4th level, the Paladin’s Divine bond at 8th though you can only use the bonded weapon effects. At 12 level if an ally goes down as an immediate action you can attack their attacker and on a failed will save they must attack you for 1d4 rounds. At 16th level Paladins can make a sacrifice and willingly misfire in order to stabilize all dying allies in 30 feet you deal 1d6 damage per 2 points dealt to yourself in the misfire and your gun becomes broken. Finally at 17th level the Black powder knight becomes immune to fear and for a grit point her can make allies immune to fear for a few rounds as well. I assume it’s a standard/swift action, because there is a lack of action economy listed.

I love all of the aggro and defensive abilities it’s something really unique to the archetype. I’m not the biggest fan of adding the Paladin class features (or maybe I just don’t enjoy the fluff involved) it seems like we have added divinity for class features sake. Yet if you want to play a fun class with actual aggro abilities or a working Paladin Gunslinger this is for you.

Next up we have the Boltslinger. Now Ive read/ talked to a lot of people who wanted to replace or modify all of the gunslinger’s class features to work with crossbows to give it a more fantasy feel. Well here ya go an actual archetype devoted to it.

That rant aside the first thing the Boltslinger gets is proficiency with all crossbows, as written in addition to all of their other proficiencies. Hopefully this will replace firearm proficiencies in the future. You start off with a light ,hand or heavy repeating crossbow of your choice and effectively has rapid reload for crossbows. We are going to get some new deeds, one which allows you to take action in a surprise round if your crossbow is loaded and you have grit. You get the ability to make stepping stones into walls by shooting them with bolts, which replaces utility shot. At 5th level you get weapon focus in a specific crossbow, at 9th you can gain weapon focus with another type of crossbow or gain weapon specialization with your previously selected crossbow. At 13 and 17th level respectively you gain greater weapon focus and greater weapon specialization. At 11 you gain poison use and at 15th level you gain this archetype’s equivalent to menacing shot.

That being said I really enjoy the organic way you actually get better and better with a specific crossbow, or having the choice to use a few crossbows well. I feel like 11th level is an odd place for poison use since poisons don’t generally scale well and that maybe too late for using poisons effectively.
And most of the essential firearm specific deeds have been released with crossbow equivalent ones. I like it and overall this is a fun option to take the “guns out of gunslingers”.

If you ever wanted to be Squall from Final fantasy 8 or Leon as he is known in the Kingdom Hearts universe here you go I present the Bombard blade AKA The Gunblade. First things first you get proficiency with the Bombard blade. Second thing is you can take any bladed melee weapon and make a DC 18 craft check to transform it into a Bombard Blade. Doing so allows you to make a chamber to house ammunition which can be detonated during any successful attack or combat maneuver. At 3rd level we gain evasion at 7th you can use two uses of your ammunition on one attack, or attempt to blind someone. At 15th level we gain improved evasion and a deed which allows us to riposte an enemy’s attack for grit. We also get weapon training at 5, the ability to use one half of our “chamber’s” ammunition per attack. At 20th level you can spend use 2 grit points and some ammunition to propel your self 30feet into an enemy. If you manage to hit the enemy you can use your explosion mechanism as a free action.

So my only grip about the Bombard blade is I have no chamber rules. I don’t know how many sets of ammunition it has. I have no way to upgrade my chamber to hold more shots. This class is good enough to be its own variant class and I would love to see a small book dedicated to it and making it awesome. I just need to know more information about the bombard blade itself. Also Legendary Bombard blades need to be a thing.

Next up we have the cunning scoundrel. This archetype focuses on using weapons like the Axe musket or the sword cane pistol. They gain Stealth as a class skill, a late sneak attack and a few handy tricks. The first thing the scoundrel receives is a new deed, if you hit someone with a successful melee attack using a combination weapon you can spend a grit point to make a ranged attack with a +4 to his normal AC if you hit you deal 1 ½ normal damage. That’s awesome. At 8th level when you make a successful melee sneak attack and don’t choose to fire the target takes a negative ½ your wis mod to AC for wis mod number of rounds. At 13th level we can set up our firearm to fire remotely using the enemy’s flatfooted AC. At 17th level if your remote attack is successful you can spend grit to make another an immediate action while they are flat footed.

Overall super fun, interesting archetype.

Next up is the Frogman. The Frogman is your niche water archetype. Adept at fighting on ships or in water, navel combat and sabotage. They even get their own spear gun. At 20th level they become experts of navel combat. Nothing super interesting here. Though if you’re going to be in water or on ships this archetype is worth looking into.

The Powderman is part sapper part alchemist. Powdermen start off by using their Intelligence as their grit resource and regain grit when they damage an object with an explosion. Their deeds include making traps, setting off their trap with a gunshot (no attack roll needed) and detonating one of their bombs to dazzle foes. At 2nd level they can make a breaching charge once per day. They gain bombs at 4th level and a few discoveries.

This archetype is really weak. Its not the demolition man you would expect. I think getting its own thrown weapons (sticks of dynamite?) a few unique gunpowder traps, and a faster way to create breaching charges/more uses per day would have aided this archetype greatly.

Next we have The Wyrd hunter a fey/supernatural hunting archetype who eventually becomes fey themselves. The essentially get fearie fire bullets, a dazing fear effect, and an additional will save for unique deeds. At later levels you get DR/ Cold Iron. Their capstone is that when they die they are reborn 1d4 days later as Fey.

The Trickshot allow you to preform Dirty Tricks with firearms, and can use dirty trick with the targeted shot deed.

Now we have the Gungineer. This is the gunslinger alternate class and it is awesome. Essentially you get your own bonded weapon that you can upgrade over time similar to the eidolon’s evolution pool. Each gun has Gungineers use brilliance instead of grit that scales off of their intelligence instead of wisdom.
The meat of the class is this bonded weapon that works, for no one but the Gungineer, this weapon can’t be enchanted by anyone nor is it subject to spells like greater magic weapon. There are 5 mandatory slots to upgrade, the barrel, chamber, top rail , bottom rail and the grip. You can have one of upgrade in each slot and when you level you get to redistribute your points There are also two power sources that are required for specific upgrades. Though If I can have a plasma blaster infused into my arm (which is an option) I’ll be happy any day. The Gungineer also has their standard gunslinger deeds (renamed brilliances) nimble, Dex to damage albeit later than other gunslingers.

This Alternate class deserves its own book. After the Technology guide is released this needs to be worked on. We need new modifications, rules for using two bonded weapons and what happens if they break. I’m in love with this class and I want more!

Finally we have the prestige classes The Grey eye has a metal necromantic eye, which allows them to control and upgrade recently slain enemies for 24 hours. It also allows her to cast a few spells from the Necromancy school and various gaze attacks. Over all very cool! I just wish we could upgrade undead permanently

The Hex gunner is yet another witch shooting hexes idea. There are so many of these I wish we could have something like a Bullet hell character ala the titular Bullet Witch. That would be a really cool idea. Though with this we get hexes at every level and can shoot them for fun!

Finally the Gunkata a Monk Gunslinger prestige class who shares Ki and grit pools. You choose a style of gun kata which determines your fighting style. From being able to slow fall and reload like John Woo or flurrying with your guns like Bayonetta and Dante to redirecting attacks like an assassin from Wanted the Gunkata is fantastic solid gunfu at its finest.

I would love to see more styles and even a base class.

All in all this supplement is filled with its ups and downs. The first four archetypes are amazing and add new and unique options that feel powerful and specialized. Some even needing their own base class in my own opinion. While others fail to live up to their potential or are too niche to use in most settings. The Gungineer is amazing and needs its own supplement and 2 out of 3 of the prestige classes are fresh new ideas executed well. I have to give this a solid 4 out of 5 stars. While this is easily the best supplement yet, rich with unique ideas and strong mechanics, half of its archetypes are lack luster and there are some missing details that keep me from giving this 5 stars.

So if you’re looking for new gunslinger options or a good crossbow conversion this is a great supplement to pick up.


5/5

I think this is the third ‘Into the Breach’ by Flying Pincushion. Into the Breach is a series of books expanding on paizo’s base classes with new Archetypes, Class options, Alternate Classes and Prestige Classes, This one focusing on the Gunslinger. The 34 page document kicks in with the crunch on page 5 and the last page is legal information leaving 29 pages of content.

First lets look at the Archetypes…

The Black Powder knight comes out as kind of a merger between Gunslinger and Paladin. It gets Lay on Hands and a gun variant on Divine Bond. I wish the Divine Bond thing was rewritten because there are a few ambiguities, like what effective Paladin level the BP Knight has or whether or not he can take a steed. The other abilities are general protection things although one ability seems weird. Essentially you purposely misfire to deal damage to all enemies in 30 ft and stabilize all allies in 30 ft. Why it does both of these things I don’t understand, I guess because of Paladin powers. Overall I’m not excited. As an archetype of a mundane weapon-based class it seems to be dipping too far into a class with magical abilities. Not to mention that Paladin has a Gun-wielding archetype.

The Boltslinger seems to be a Crossbow Gunslinger. It does mostly what it’s supposed to do, although I’m not sure if it makes crossbows viable. (probably not) The odd abilities out of the bunch: Bolt Ladder lets you ignore hardness to walls when making footholds for climbing. Seems as oddly specific and compares to the Monk’s Slow Fall ability in usefulness. Poison use is also Weird but not really bad in any way.

Bombard Blades get a free melee weapon that is also a gun. Well not a real gun. Its more that it uses ammunition to explode on whatever you struck. The wording explaining it feels very clunky with some redundant language but seems to function once you read everything. In the end it looks like a fun class and comes with a new weapon for everyone else.

Cunning Scoundrel is funny and looks fun. Basically a Gunslinger with Sneak attack and some tricks involving weapons that are hybrid gun/melee weapons like Axe Muskets.

Frogman is an Underwater Gunslinger slinging spear guns. It mostly does what it says on the tin but it has a few oddballs. One ability adds to the Frogman’s Swim Speed when it should probably grant a swim speed if the creature doesn’t already have one. The frogman has two abilities that are weirdly specific. One works if the enemy could fall off of something and into water and apparently summons predatory aquatic creatures. As a class ability this is just nonsensical.

Powderman is pretty much Bomberman. It has one ability that is very unclear about how it works but otherwise functions as one would expect. Gains the Alchemist Bomb Class feature at a lvl 4.

The Wyrd Hunter is some sort of anti-supernatural serial killer I guess. Honestly it looks pretty weak despite looking like it functions properly

The Trickshot is a bit more exciting. It can make ranged Dirty Tricks with guns and gets bonuses to it. In some ways this may be too strong because it gets sort-of called shots per attack. Looks good and fun.

Now onto the Alternate Class: The Gungineer.

The Gungineer has some different deeds and grit (they are named differently) and really they seem very Gunslinger-ish. Nothing terribly off beat or anything. It does get a special named weapon that cannot be enchanted (no word on what to do if it gets lost) This named gun can get abilities based on a pool of modification points much like an Eidolon’s Evolution points. Its about as cool as it sounds but at such a short book it leaves you feeling like the concept alone could have been a 100 page book.

Now the Prestige Classes:

Theres the Grey Eye, a necromancer Gunslinger. Basically the Gunslinger has to get his eye popped out and replaced by some kind of necromancer eye, capable of storing grit and giving some some necromancy themed abilities and spells. I like it well enough, although BAB and HD aren’t tied.

The Hex gunner is a Witch x Gunslinger prestige class and really does what you’d expect. Shoot hexes. Honestly nothing is going to make me like this. Its written well enough but I’ve seen three archetypes for Gunslinger that shoot Hexes and I think there’s a Witch archetype as well. Witchslinging as a prestige class does not appeal to me.

The Qiang Seng is a Monk x Gunslinger. Like the Witch based PC its an idea I’ve seen a lot but this one has Ki-Grit so I like it a lot more. It gets ‘katas’ which are sort of Gun-fu talents as well as deeds/ki powers that use ki or grit interchangeably. This looks very fun.

After that are three new grit feats which aren’t very exciting save for Cleaving Shot which does what it sounds like it does.

Then there are new gun/weapons which look fun.

Overall there are some bumps in the road. A few abilities from some classes are ambiguous or goofy but nothing came out to me as being pure garbage and a few options are pure gold. I only noticed one actual typo.

I think I’ll give this 4.5 out of 5 stars. niggling problems aside some of the concepts or and mechanics feel like they really NEED to be there so I’ll float it to a low 5 star when partial stars aren’t available.


Webstore Gninja Minion

Now available!

Dark Archive

Thanks, Liz.

That's some product description, Frank. Reading about processed cheese and fish before breakfast does not create win.

Anyway, I hope everyone likes this book. It was my first go as lead developer and I really like the expansion of gunslinger into new avenues that we've created here.

Dark Archive

For a free look at the kind of stuff we're doing, check out the Shankslinger on out blog! Bring a knife to a gunfight!

RPG Superstar Season 9 Top 32

@Jason hey, that was pure marketing gold!

RPG Superstar Season 9 Top 32

Woo! Thanks Liz!

And..yeah...fish 'n cheese...


At least he didn't say lamb & tuna...

Edit: That shankslinger archetype looks awesome. I think I'm going to use that to inflict as much stabbity death as possible on my group's PCs. I'm either going to add the suggested Knife Master dip or bust out Talented Rogue, depending on how badly I feel like punishing them.

RPG Superstar Season 9 Top 32

Thanks for the prompt review Malwing!

As the author of the Bombard Blade, the Trickshot, and the Grey Eye I'm glad there wasn't anything terrible about them :)

I'd love to have a chat with you on what you found clunky in the Bombard Blade...anything I can do to tighten up my skills!

Thanks again!

Dark Archive

Thanks, Malwing! If there's interest there are lots of other modd I could make for the gungineer. Maybe I'll write some for the blog.


theheadkase wrote:

Thanks for the prompt review Malwing!

As the author of the Bombard Blade, the Trickshot, and the Grey Eye I'm glad there wasn't anything terrible about them :)

I'd love to have a chat with you on what you found clunky in the Bombard Blade...anything I can do to tighten up my skills!

Thanks again!

With the Bombard Blade:

The rules for the Bombard Blade and the bombard blades are somewhat intermingled making the reader have to sort out what rules are exclusive to the Bombard Blade and which ones are for bombard blades.

I was not sure what Explosion Mechanism does at first. It looks like it's describing how bombard blades work rather than a class feature until I noticed that it allowed you to trigger an explosion on combat maneuvers involving the blade.

I'm not sure if the DC for the reflex saves to avoid being hit by the explosion when you're not proficient is increased by the total bonus or enhancement bonus. I'm also not sure if this goes for the Bombard Blade's bombard blade or all bombard blades.

I'm not entirely sure how criticals work with bombard blades. I assume that they deal x4 damage when critting on the weapon's crit range AND the explosion triggered. Speaking of which I'm not sure whether to rule that you can trigger the explosion before or after seeing the attack roll. If it's after that blade is ALWAYS going to be a scimitar.

RPG Superstar Season 9 Top 32

Great questions for errata!

As for the reflex save increasing, it is the total bonus.

The crits deserved their own line or two. If you trigger the explosion (which is supposed to be decided before the attack roll resolves) then you apply x4 as your critical multiplier. If you do not trigger the explosion then it is the weapons base crit multiplier.

You are spot on about the bombard blade weapon's placement and we actually had a discussion on that internally, at one point having the bombard blade weapon in the weapon/gear section. We ultimately decided to follow the Black Blade magus example and put the special weapon with the archetype.

You are dead on about explosion mechanism. I wrestled with that but I wanted to have a description for the action as well as the triggering part. I can totally see in retrospect how I could have written it clearer.

Again, thanks for the prompt review!

RPG Superstar Season 9 Top 32

Thanks for the review Malwing, we will continue with out efforts to improve the line.


Review is up great job as usual guys.

RPG Superstar Season 9 Top 32

Thanks for the review SACplayin! I'm on my phone right now, but a quick reply on the chambers question: the table for the bombard blade does have a capacity column, those would be the chambers.

I could totally do a book on just this as a new class. I had other abilities that I ultimately cut before presenting to Frank and the gang.

I also want to do a book or line someday dedicated to converting FF characters/jobs/classes to Pathfinder.

Thanks again for the review!


I assumed that the Bombard Blade's capacity described how many chambers it had but I can see how that isn't obvious.

That's two reviews saying that Gungineer should have been it's own book. Your move.

Personally I think Bombard Blades and Gungineer guns should just be a new type of weapon enhancement as an alternate to magical enhancements but I don't know how popular that would be.


Nice review, Malwing! Looking forward to this one! (and dreading the work comparing the archetypes with the existing ones... *laughs*) :)


Malwing wrote:

I assumed that the Bombard Blade's capacity described how many chambers it had but I can see how that isn't obvious.

That's two reviews saying that Gungineer should have been it's own book. Your move.

Personally I think Bombard Blades and Gungineer guns should just be a new type of weapon enhancement as an alternate to magical enhancements but I don't know how popular that would be.

I looked over that table 8 or so times and didn't even see the capacity column. I must of just missed it, I suppose I was blinded by my idea of a bombard blade eventually using gunkata.


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theheadkase wrote:

Thanks for the review SACplayin! I'm on my phone right now, but a quick reply on the chambers question: the table for the bombard blade does have a capacity column, those would be the chambers.

I could totally do a book on just this as a new class. I had other abilities that I ultimately cut before presenting to Frank and the gang.

I also want to do a book or line someday dedicated to converting FF characters/jobs/classes to Pathfinder.

Thanks again for the review!

Well we have Squall and can make a Barret esq character with the Gungineer. So you're off to a good start. Just don't forget about other great JRPG's like legend of the dragoon. I would love to make a rounds/day dragoon form centric class.

RPG Superstar Season 9 Top 32

We considered the idea particularly with bombard blade of just doing it as a separate weapon. There was quite the debate and 2 versions made, we ultimately ended up with the call that the weapon was intrinsically a part of what made the archetype cool.

As to the alternate classes being split out as micro lines- I'm going to try it with our Warlock and maybe Gungineer will be the second. What we'd do is simply represent ti on it's own and add feat and option support. Possibly even an archetype or two if it makes sense. There's a cavalier option coming in the next book that would be really sweet to mix with gungineer so perhaps we'll have to do a prestige class that elevates both.


GM_Solspiral wrote:

We considered the idea particularly with bombard blade of just doing it as a separate weapon. There was quite the debate and 2 versions made, we ultimately ended up with the call that the weapon was intrinsically a part of what made the archetype cool.

As to the alternate classes being split out as micro lines- I'm going to try it with our Warlock and maybe Gungineer will be the second. What we'd do is simply represent ti on it's own and add feat and option support. Possibly even an archetype or two if it makes sense. There's a cavalier option coming in the next book that would be really sweet to mix with gungineer so perhaps we'll have to do a prestige class that elevates both.

Warlock getting love. yay.

Dark Archive

Malwing wrote:
That's two reviews saying that Gungineer should have been it's own book. Your move.

We're listening. Frank Gori and I are discussing options. One of our challenges is layout. We're lucky in that my brother is a graphic designer for a Fortune 500 company and InDesign is his b**ch. but it's time consuming because he has a full time job and three kids and I drag him off to play Reign of Winter with me. Chris is working on a template that may allow us to do this kind of thing more rapidly but the last thing I want is for what I believe to be really high quality layout and art direction to suffer. So we'll have to see. I'm going to do a free web expansion with all those new mods we've been talking about, though

Note: If you're reading this and have ideas about new mods you'd like to see we're talking about it over here

Malwing wrote:
Personally I think Bombard Blades and Gungineer guns should just be a new type of weapon enhancement as an alternate to magical enhancements but I don't know how popular that would be.

I had considered the possibility for gungineer mods. It's REALLY hard to balance, though, when you can combine these amazing mods with class features that I didn't expect when writing them.


While I was not a fan of the Warlock alternate class it might be worth it to wait for the rest of the Into The Breach series and then release a large book featuring the new alternate classes (since you seem to have one per book) along with new archetypes, feats and other options for each of them.

In regard to whether or not the bombard blades should be exclusive to the class; personally I'm split. On one hand it makes sense that it's exclusive to the archetype, on the other hand Gunslinger is still pretty much a mundane class that specializes in a weapon that anyone can wield. Unless there's a good in-game reason for something to be exclusive I don't like to see things restricted to one class, especially non-magical equipment that should be able to be built by anyone with enough craft skills/Engineering skills. The Gungineer would fall into that but it can be argued that his crazy tinkering makes sense only to him. (Note: I also have a personal agenda where I believe that martial classes should be able to be less reliant on casters for gear generation through extraordinary mundane equipment, so take those opinions with a grain of salt.)

Dark Archive

One of the things that drew me to write gungineer was a martial character whose weapon had nothing to do with wizards and, in fact, could not be enhanced by them. No matter how smart or otherwise powerful a wizard is he can't make this. He probably can't even understand the underlying mechanisms and physics eventually. Nothing else I'm aware of does this. Even a magus' black blade can be essentially recreated by a strong enough wizard.

The gungineer occupies a space of his own. He is unique. If ten of us sat down and made a named gun we'd probably have 10 different guns. That's awesome to me.


That's a good point that looks out for whats best for the Gungineer, which is why I'm split, but I'm always ready to argue that the reliance on magic for extraordinary gear is another link in the shackles of caster oppression.

Dark Archive

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Revolution! Burn all the spell books!


YuenglingDragon wrote:
Revolution! Burn all the spell books!

you can't stop the Clerics from praying. Or the Sorcerers from spell casting I'm afraid.

RPG Superstar Season 9 Top 32

No, but your Trickshot buddy can shoot them in the hands or mouth to stop them casting! Or in sensitive regions


I'll just use my two handed bombard blade's explosive mechanism. Let's seem them make that concentration check.


SACplayin wrote:
I'll just use my two handed bombard blade's explosive mechanism. Let's seem them make that concentration check.

Yeah but at later levels you have to get it enchanted to remain viable meaning that you need a caster for your own weapon that's exclusive to you. If you had technological enhancements available to you, you could just enhance it yourself without needing magic but the caster bourgeoisie wants you dependent on them just to function as a class, siphoning all your precious gp and gaining two to three times the amount of money it took to enchant it.

RPG Superstar Season 9 Top 32

My new goal to write: Caster independent class/archetypes/PrCs.


Can this include means for mundane classes to craft non-magical weapon enhancements? I've been homebrewing an alchemical weapon enhancement system but that requires ME doing work.

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Yes. Either weapons that will mundanely scale without magic or something mundane crafting related (because I'm a huge crafting fan...but it will also require that I probably do an optional crafting system that makes it take less than forever to craft something good).

RPG Superstar Season 9 Top 32

Check out wondrous items 1 and 2 by Kobold Press. Jeff wrote the first one about armors and I co-wrote one about shields and helms we are developing another installment for weapons. The basis is crafting the items from slain monsters and it has a DYI conversion kit.

RPG Superstar Season 9 Top 32

Spoiler alert!

I'm still working on my found items subsystem...


@ androidmojoe,

All of the authors at Flying Pincushion Games appreciate your taking the time to write an honest review of how you felt and thought about our product.

I actually would like to hear more about the specific issues and points that came to influence your final score for this product, and hear more about specific places where you found issue as well as what you as a consumer of RPG products would have rather seen. Knowing where we have fallen short is hugely important in our growth as game designers and writers.

Thank you,

Jeffery B. Harris
Flying Pincushion Games co-founder

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