[Flying Pincushion Games] What Kind of Gun Do YOU Want to Shoot?


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Dark Archive

The gungineer’s named gun does not misfire. Also I think shooting in a line because of the automatic quality would be good in confined areas. Unless you had something else in mind?


YuenglingDragon wrote:
The gungineer’s named gun does not misfire. Also I think shooting in a line because of the automatic quality would be good in confined areas. Unless you had something else in mind?

I like an automatic to have a spray effect--like a cone--in a confined area. Reduce the to-hit or damage but everyone or make it a reflex save like an area effect spell.


Wide Lines would be nice, rather. corridors of death would be a nice compromise between "just another line" and "wideass cone", allowing for good range. You can get a lot more mileage out of those 3-wide MAPWs than the teeniest ones or just one line often enough.

Dark Archive

I didn't write the automatic quality. Paizo did.

I'm not comfortable giving automatic weapons two different qualities depending on whose book you're using.

Cones are possible, though. There's a dragon's head for your bottom rail or the thermodynamic water chamber that does some ice stuff and a cone on superheated steam, too.

Jamie Charlan wrote:
Wide Lines would be nice, rather. corridors of death would be a nice compromise between "just another line" and "wideass cone", allowing for good range. You can get a lot more mileage out of those 3-wide MAPWs than the teeniest ones or just one line often enough.

The automatic quality allows you to make more than one attack with it with feats or iteratives. So you can make a nice wide line with the 20 or 30 round mags available to a gungineer.


Gunslinger - Pepperbox
Tinkering Gunslinger - Dragon Pistol
Gungineer - Bolter

Speaking of bolters, have you got something where every boolet does modest splash damage yet?

Dark Archive

I have not done a bolter or something that deals splash damage other than the bomb launcher.


Napalm? Short duration fire ground effect?


White phosphorous (evil stuff) rounds?

"Sunder"/breecher slug rounds for blasting open chests, locks, and visible traps?

HESH/spalling rounds for armored targets?

Paint/ink/faerie fire rounds for marking targets?


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Bullets that are, in fact, tiny aberrations that are little more than a ball with a mouth?

RPG Superstar Season 9 Top 32

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Interjection Games wrote:
Bullets that are, in fact, tiny aberrations that are little more than a ball with a mouth?

I think I've seen those bullets before...

Grand Lodge

Either the Breathing Guns from the Hellstorm series or the Saint of Killers' Walker-Colt revolvers.

They would have to be artifacts considering their power.

SM


Definitely some energy Arm-Cannons.
Not enough of those.


Let's see.

Dubstep gun. Kills with the power of Dubstep.

Reverse Gun: instead of shooting projectiles out, it teleports a projectile away and then pulls it in, potentially through a target.

Scroll-Gun: Load a scroll, spell comes out the barrel.

Equipment Failure gun: Whether it's rust monster-blood bullets or oddly-targeted disintegration spells, making a target's stuff go "foof" can be hilarious.

The Tooth Gun

Dark Archive

Jamie Charlan wrote:

Definitely some energy Arm-Cannons.

Not enough of those.

I wouldn't let mega-man escape my notice. The 5 point high level grip mod integrates your 1 handed firearm into your hand/arm.

boring7 wrote:
Dubstep gun. Kills with the power of Dubstep.

It has killed me just thinking about it. I am now dead.

boring7 wrote:
Reverse Gun: instead of shooting projectiles out, it teleports a projectile away and then pulls it in, potentially through a target.

Zombie YD here. This bad because no braaaaaains

boring7 wrote:
Scroll-Gun: Load a scroll, spell comes out the barrel.

This is actually a super neat idea. I have no idea how to implement it in a balanced way yet.

boring7 wrote:
Equipment Failure gun: Whether it's rust monster-blood bullets or oddly-targeted disintegration spells, making a target's stuff go "foof" can be hilarious.

Only if it's temporary. I know my players are pissed when disintigration robs them of sweet loot.

boring7 wrote:
The Tooth Gun

What did I just read? I'll never get that image out of my head. Uh, and they even specify that it doesn't have reproductive organs which is something to be thankful about, I guess, but still foul beyond measure.

OSW is doing a class with biologically grown weapons and this is probably right up his alley. I'm going to so somewhere and try not to close my eyes. The inner workings of that gun now reside in my eyelids.


Sorry.

Moving beyond the silly game that first spawned the dubstep gun, sonic as a damage type can come in any number of musical or shouty formats.

A gun that shoots chickens. Bu-CAW!

The Boner. It shoots demon bones, we are incredibly immature.

And I should probably stop before someone hurts me, let's move on to specialty holsters!

Stardrive had bio-holsters which were actually mechanical, but were keyed to recognize when you were moving to draw your weapon and would "throw" the gun into your hand, reducing draw speed by a step.

Any holster which magically oils, repairs, and *FELLATIO JOKE REDACTED* can be useful.

An animated object which lets you quick-holster your gun, so you don't have to drop it or reload it when rapidly drawing fresh guns from your holster vest.

Dark Archive

I actually did write an Inquisitor archetype that uses carved bones as ammunition. I'm fairly certain I didn't call anything a boner though because I pretend to still care about the respect of my peers.


Well, it *has* been said I am a monster.

Sczarni

The Six-Summoner. A pepperbox with six barrels, but each barrel is keyed to a different summoning spell and summons the appropriate monster. Your attack roll isn't aiming the shot, it's commanding the summon to attack the target you aim at, and if you "miss" the monster chooses its own target. You also can't choose which one to summon; you either fire and the next monster in the rotation appears, or you can spin the barrel as a swift action and roll 1d6 to determine what you've summoned. ;)

The Rock-It Launcher. A hopper in the back can be loaded with any item size Tiny or smaller. Bags of caltrops or marbles, rocks, fistfuls of nails, chalk, candles, empty bottles, you name it. For an added bonus, any item under the effect of a Shrink Item spell is automatically re-enlarged after firing.

The Ballistazooka. Somewhere between firearm, crossbow, and siege weapon, this massive gun is supported on the weilder's shoulder as well as several self-contained Floating Disk spells, and fires steel harpoons with enough force to punch through a redwood and take down a moose behind it. Made impractical by long reload times and the weight of the ammo (one "bolt" weighs at least thirty pounds) but useful for sundering obstacles and hitting the creatures using them for cover.


Having just picked up Into the Breach Gunslinger and Gadgeteer: Mother of invention at the same time, and our game runs gestalt...

I really am toying with the idea of supercheese and gestalt the Gungineer with the Gadgeteer.

So Brad, how would Custom Weapon Gadgets interact with the Named Weapon. *Evil Grin*

I figure you would have to cover it in SP like an enchanted weapon.. but the concept just appeals.


Lord Mhoram wrote:

Having just picked up Into the Breach Gunslinger and Gadgeteer: Mother of invention at the same time, and our game runs gestalt...

I really am toying with the idea of supercheese and gestalt the Gungineer with the Gadgeteer.

So Brad, how would Custom Weapon Gadgets interact with the Named Weapon. *Evil Grin*

I figure you would have to cover it in SP like an enchanted weapon.. but the concept just appeals.

Whew, that there's a divide by zero moment that I really never considered. How WOULD that work? As written, those gungineer abilities that are extraordinary, untyped, or supernatural would not be suppressed by the gadgeteer's custom weapon production process, while I would posit that spell-like gungineer abilities would be. Since they are magical, like weapon special abilities, but add nothing to the base cost modifier of the weapon, I would also posit that they cannot be unsuppressed by any means.

The upshot?

If you pick your gungineer addons in a careful fashion, you can get the two to stack and be a psychopath gunslinger with an army of parrots and a fishing pole.


YuenglingDragon wrote:


boring7 wrote:
The Tooth Gun

What did I just read? I'll never get that image out of my head. Uh, and they even specify that it doesn't have reproductive organs which is something to be thankful about, I guess, but still foul beyond measure.

OSW is doing a class with biologically grown weapons and this is probably right up his alley. I'm going to so somewhere and try not to close my eyes. The inner workings of that gun now reside in my eyelids.

Huh. Definitely eyeball-searing stuff. Thanks for the support YD.


Silent Saturn wrote:
The Six-Summoner. A pepperbox with six barrels, but each barrel is keyed to a different summoning spell and summons the appropriate monster. Your attack roll isn't aiming the shot, it's commanding the summon to attack the target you aim at, and if you "miss" the monster chooses its own target. You also can't choose which one to summon; you either fire and the next monster in the rotation appears, or you can spin the barrel as a swift action and roll 1d6 to determine what you've summoned. ;)

As Yuengling Dragon mentioned upthread, the Symbiont Bio-Munitioneer participle fires "live" ammunition. The Bio-munitioneer's "ammunition" has its own mechanic for resolving hits and pinpointing where misses land.

Silent Saturn wrote:
The Ballistazooka. Somewhere between firearm, crossbow, and siege weapon, this massive gun is supported on the weilder's shoulder as well as several self-contained Floating Disk spells, and fires steel harpoons with enough force to punch through a redwood and take down a moose behind it. Made impractical by long reload times and the weight of the ammo (one "bolt" weighs at least thirty pounds) but useful for sundering obstacles and hitting the creatures using them for cover.

This reminds me of wieldable mini-ballistas I use for Large creatures, though it is really just an overgrown crossbow held in two hands. Nothing better than firing a spear/trident/harpoon at foes.

Dark Archive

Lord Mhoram wrote:

Having just picked up Into the Breach Gunslinger and Gadgeteer: Mother of invention at the same time, and our game runs gestalt...

I really am toying with the idea of supercheese and gestalt the Gungineer with the Gadgeteer.

So Brad, how would Custom Weapon Gadgets interact with the Named Weapon. *Evil Grin*

I figure you would have to cover it in SP like an enchanted weapon.. but the concept just appeals.

I really want to write a prestige class that makes a gadgeteer melee weapon and a gungineer’s pistol and does amazing dual wielding stuff. I love Brad's gadgeteer and the combination of the two is utterly appealing.


Interjection Games wrote:
Lord Mhoram wrote:

Having just picked up Into the Breach Gunslinger and Gadgeteer: Mother of invention at the same time, and our game runs gestalt...

I really am toying with the idea of supercheese and gestalt the Gungineer with the Gadgeteer.

So Brad, how would Custom Weapon Gadgets interact with the Named Weapon. *Evil Grin*

I figure you would have to cover it in SP like an enchanted weapon.. but the concept just appeals.

Whew, that there's a divide by zero moment that I really never considered.

Yeah. That was about my reaction.

Silver Crusade

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Don't know if you ever seen Who Framed Roger Rabbit but the anthropomorphic bullets at the end were pretty cool.

Maybe a gun that collects imprints of the people it kills so as a special ability instead of a bullet you fire the spectral remnant of a raging charging Berserker.

Bullets/pitons that magnetize on impact, dragging the full plate wearing Tower Shield towing maniac away from you.

"Heavy" bullets that calcify matter on impact, shoot someone and there not running so fast anymore.

Silver Crusade

Sturdy bullets with Explosive Runes inscribed on them, someone inspects the bullet to determine cause of death or track the killer and BOOM! no more investigator.

Silver Crusade

Gun with drill attachments surrounding the barrel so you can impale someone then unload on their organs.

Silver Crusade

Bullets that freeze or turn to glass whatever they hit, making stuff very brittle.

Silver Crusade

BOKTAI!!!!!!!

RPG Superstar Season 9 Top 32

Angel Arm Cannon from Trigun? But that would have to be like a 10 point mod... :)


How about a little red laser pointer?

*NUCLEAR LAUNCH DETECTED*


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theheadkase wrote:
Interjection Games wrote:
Bullets that are, in fact, tiny aberrations that are little more than a ball with a mouth?
I think I've seen those bullets before...

I was thinking... weirder.


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Land Shark Gun

That is all.


The Logan's Run (book) rounds are cool. The one I remember most - Tracers - they curve around things for thier target - maybe a cover negation bonus for that.

People have mentioned non lethal - (and this may already exist) but a Tranq dark that cause a slow effect.


Prince of Knives wrote:

Land Shark Gun

That is all.

I WANT IT.


The weird scifi Earth 2 had auto-burrowing explosive bullets that operate on a timer and require risky surgery to remove before they explode and kill the victim.

That's probably way too dark (and too real) for fantasy violence.

Shadowrun has Capsule rounds which can deliver injectable substances. No big deal on it's own, basically poison arrows, right? Except drugs don't have rules allowing Fortitude saves to resist the "high", even if the drug is K-10, a drug that sends someone into a berserk rage and causes them to attack the closest living target, usually their allies behind the same bit of cover.

Hallucination bullets: the target is affected by illusions and hallucinations which confuse them and make it difficult for them to fight.

The Dirty Harry Special: The thunderous crack of the bullet firing and (if hit) the terrible pain of the injury cause the target to be weaker against intimidation and fear effects produced by the shooter.


boring7 wrote:

The weird scifi Earth 2 had auto-burrowing explosive bullets that operate on a timer and require risky surgery to remove before they explode and kill the victim.

That's probably way too dark (and too real) for fantasy violence.

Shadowrun has Capsule rounds which can deliver injectable substances. No big deal on it's own, basically poison arrows, right? Except drugs don't have rules allowing Fortitude saves to resist the "high", even if the drug is K-10, a drug that sends someone into a berserk rage and causes them to attack the closest living target, usually their allies behind the same bit of cover.

Hallucination bullets: the target is affected by illusions and hallucinations which confuse them and make it difficult for them to fight.

The Dirty Harry Special: The thunderous crack of the bullet firing and (if hit) the terrible pain of the injury cause the target to be weaker against intimidation and fear effects produced by the shooter.

I'd have thought the Dirty Harry Special would increase your capacity by +1, just so you don't have to count in all that excitement.

Dark Archive

I'd sooner make it a die chance where if you were lucky you would get an extra shot from your empty gun.

But in any case, the basic dirty harry special can be made pretty early with a high capacity cylinder and an elongated, wide bore barrel.

The wide bore barrel and its subsequent increases (huge bore and cannon bore) are neat and pretty interesting. You get a bonus to damage but a decrease in attack for attacks after the first to represent the increased recoil. I was proud of that idea for whatever reason.


A [redacted] gun. It [redacts] anything it hits. :)

Sczarni

Shamelessly stolen from Borderlands 2: how about a gun where the last bullet in the gun deals additional damage? How much extra damage depends on how many bullets the gun holds-- the higher the capacity, the more extra damage you get for using them all.

Additionally, a gun where you have a % chance per shot to ADD an additional bullet to the gun instead of using one up. How this would be accomplished is beyond me, but it would be awesome.


Silent Saturn wrote:

Shamelessly stolen from Borderlands 2: how about a gun where the last bullet in the gun deals additional damage? How much extra damage depends on how many bullets the gun holds-- the higher the capacity, the more extra damage you get for using them all.

Additionally, a gun where you have a % chance per shot to ADD an additional bullet to the gun instead of using one up. How this would be accomplished is beyond me, but it would be awesome.

Rolls of a 19 or 20 on your attack roll don't use a boolet!

Alternatively, the speed weapon special ability, but the extra shot per round uses no boolet.

Also, boolet that goes around corners. For those who try to outsmart boolet.

Silver Crusade

Ghost Boolets that become incorporeal for a split second, allowing the shooter to get to targets behind walls and shields.

Silver Crusade

Backbiter Boolets.

You are 30ft in front of target and you shoot.

Instead of firing out of the barrel the boolet teleports 30ft behind the target then shoots torward at them as if you had been behind the target to begin with.

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