Grousing about Gunslingers and Surmising about Swashbucklers


Pathfinder Second Edition General Discussion

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Touch AC is gone, but it is possible, though I am sure how likely, that guns will be reflex-save based, with the standard no, half, full, double damage model.

The DC could be the gun's base DC plus dex minus a set amount for range increments.

Or maybe they will just be crossbows++.


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Leotamer wrote:

Touch AC is gone, but it is possible, though I am sure how likely, that guns will be reflex-save based, with the standard no, half, full, double damage model.

The DC could be the gun's base DC plus dex minus a set amount for range increments.

Or maybe they will just be crossbows++.

I hope they get treated as crossbows with weapon traits. There was way too much of a love/hate relationship with them in 1e.


Pumpkinhead11 wrote:
[The only details i remember hearing about is they’re going more in the ‘Alchemically made’ direction for the weapons; that came about because of the Mana Wastes.

Glad to hear, really it only makes sense to me to tie into Alchemy given emphasis on integrating Alchemy into standard world mechanics. I feel like Gunslinger name and it's modern era expectations was accidental choice in a way, in that it was obvious & recognizable trope for gun-centered class, given there isn't any equally recognizable tropes for medieval-era primitive guns, but it inherently feels disruptive bringing that into crypto-medieval game setting.

But with 'weapon-as-class-concept' angle removed, there is no obvious need for "Gunslinger" anything, so Crypto-Medieval Alchemy angle possibly more focused on older tech like Arquebuses can be more than legit direction for 2E Guns.

And of course a panache/grit/luck martial, with options for self-inspiration/tricks (or Inquisitor style Solo Tactics*) and group inspiration (ala Cavalier/Marshall/Starfinder Envoy) isn't weapon specific at all, it can be done as Sword & Board as well as Guns. I actually think "skillsy" is just as appropriate to such a class as Rogue, so I wouldn't oppose it having similar or even identical 2x Skill Feats like Rogue... They would still have very different ability sets, and multiclassing them would still make just as much sense, that the "direction" of multiclassing may not affect # of Skill Feats isn't inherent problem IMHO, it just reinforces need to differentiate them elsewhere.

* "more martial divine" niche of Inquisitor already seems covered by Cleric sub-path in 2E, but the skillsy/tricksy angle of Inquisitor remains to be covered... IMHO a Cleric multiclassing with "Maverick"/"Challenger" would be great approach for that niche, and should be considered in establishing the ability set such a Class would offer (including in it's multiclass). Ranger/Maverick might also be interesting angle to approach, perhaps reprising some "Ranger Trick" niche, and possibly good route for "Urban Ranger" trope? (or Robin Hood leader type)


I was in the opinion that grit/panache should just be built in to the martial classes, but the ship has sailed. Still, I would rather have a class that uses panache/grit than have it be a feat/archetype, because it would turn those abilities into either something to be ignored or a "mandatory" feat for all builds.


MongrelHorde wrote:
What do guns look like in Second Edition? Especially now that touch AC is no longer a thing. Probably Deadly, reloading takes an action? Higher Die size than bow?

My initial thought is double damage dice compared to a longbow, but also a two action reload and a rare rating for access.


Let's be honest guns are much better than crossbows or longbows, specially as we improved them over the years.

So I, personally, would split guns into 3 types: Beginning, Early, and Modern.

Beginning would be 2 action reload, deals damage as a longbow, and has bypass pierce resistance 1.

Early would have 1 action reload, same damage as longbow, and bypass pierce resistance 2.

Modern would have 1 or free action reload (depending on wether it has the automatic trait), it would deal 2* longbow damage, and bypass pierce resistance 4.

Obviously each type of gun would vary so you could get more or less damage, range, crit, concealment, etc. But yeah, trying to make guns without making them the absolute best ranged weapon is very difficult and rules intensive.


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Garretmander wrote:
MongrelHorde wrote:
What do guns look like in Second Edition? Especially now that touch AC is no longer a thing. Probably Deadly, reloading takes an action? Higher Die size than bow?
My initial thought is double damage dice compared to a longbow, but also a two action reload and a rare rating for access.

A friend and i were thinking of trying to give them both Fatal and Deadly critical specialization; keeping them Exotic/Advanced; one handed(1d6 [Deadly/Fatal 1d8]) with a 1-action reload and two handed(1d10 [Deadly/Fatal 1d12]) with 2-action reload; and just keep them reliant on alchemical cartridges.


Pumpkinhead11 wrote:


The Envoy in Starfinder is kinda like a Swashbuckling Bard w/o the spells. From what i remember they can recharge some of their Teammates Stamina, Inspire their allies, Taunt their enemies, ridicule their enemies and so on.

This sounds like Starlord!

I keep putting off playing Starfinder but I’ve heard nothing but good things, my sisters even run a few games for a group.


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Midnightoker wrote:
Pumpkinhead11 wrote:


The Envoy in Starfinder is kinda like a Swashbuckling Bard w/o the spells. From what i remember they can recharge some of their Teammates Stamina, Inspire their allies, Taunt their enemies, ridicule their enemies and so on.

This sounds like Starlord!

I keep putting off playing Starfinder but I’ve heard nothing but good things, my sisters even run a few games for a group.

It's like they took pathfinder, set it in space, but then fixed the major class disparity issues as well as a lot of other major problems inherent to 3.5 based systems.

And then added more, of course. Most of those additional issues are minor thankfully.

For the swashbuckler/maverick, you could do worse than taking a look at the starfinder envoy and solarian for some inspiration.


kitmehsu wrote:
I could see it done via a condition, making it binary instead of a pool. So assuming that they combine into a single class, you could have the Daring condition, which many feats and features key off of, then choose a daring drive which adds some basic features to the daring condition and links it to a mental stat (Wis for a grit drive, Charisma for Panache). Maybe even make a special Dare action that makes you daring in exchange for a short term penalty, like taking extra damage or penalties to certain checks until the start of your next turn, so you aren't at the risk of not being able to become daring but still need to weigh the cost to use abilities that require you to lose the condition.

I said my piece in other threads, but I wanted to say I quite like this idea. I could even see the Daring condition allowing you interesting reactions, and some of your class feats built around letting you “spend” that condition for different reactions and gain it for different stimuli.

Like the base crossbow/gun reaction would be, on a crit, you get a reload as a reaction. Later you unlock the ability to shove or trip at range, and get the Daring condition when you take damage or crit succeed a perform check. Wouldn’t want to give even conditional AoO until VERY high level; this is already stepping on the fighter pretty hard.

I’ve no need to wed the class to any particular fighting style. For me, the grit/panache system would be the thing. And the Daring condition, if that worked out without making fighters sad.

Edit: forgot to mention, but the only gun specific fighting feat I want to see is a skill feat letting you repair your gun mid combat.

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