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Guns and Gears Playtest General Discussion

Scarab Sages Designer

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I set up a thread on Reddit for people to post and talk about their playtest characters, or you can just talk about them here! Either way, I thought it would be fun to have some centralized repositories for people to talk about the characters they're playing.

Liberty's Edge

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MATRIN LENK GUNSLINGER 5
(N, Medium, Human, Humanoid)
Perception +11E
Languages Common plus 5 more
Skills Acrobatics +11, Athletics +7, Crafting +13E, Deception +7, Diplomacy +7, Intimidation +7, Medicine +9, Society +11, Stealth +13E, Survival +9, Thievery +14E, Underworld Lore +11
Str 10 (+0), Dex 19 (+4), Con 14 (+2), Int 18 (+4), Wis 14 (+2), Cha 10 (+0)
Items +1 striking musket and 30 rounds, +1 rapier, dagger, leather armor, adventurer’s pack, climbing kit, infiltrator thieves’ tools, lesser alchemist’s fire (x2), lesser quicksilver mutagen, minor elixir of life (x2), Bulk 5.9
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AC 22, Fort +11E, Ref +13E, Will +11E
HP 58
One Shot, One Kill <F> Trigger You roll Stealth for initiative. Effect Interact to draw a firearm or crossbow. Your first successful Strike with that weapon on the first turn deals an additional 1d6 precision.
--------------------------------------------------------------------------- ---------------------------------------
Speed 30 ft
Melee <A> +1 rapier +14E (deadly d8, disarm, finesse), Damage 1d6 piercing
Melee <A> dagger +13E (agile, finesse, versatile S), Damage 1d4 piercing
Ranged <A> +1 striking musket +16M (fatal d10, versatile B), Damage 2d6 piercing, Range 40 ft.
Ranged <A> thrown dagger +13E (agile, finesse, thrown, versatile S), Damage 1d4 piercing, Range 10 ft.
Alchemical Crafting You can use the Craft activity to make alchemical items.
Experienced Smuggler When you hide a small object on your person, the GM uses the number rolled or 10 (whichever is higher) before adding your Stealth modifier. This has no effect on active searches. You can find smuggling jobs easier when using Underworld Lore to Earn Income.
Firearm Ace When you Interact to reload a firearm, the next shot this turn deals +2 damage; if it’s a simple firearm, it also increases its damage die one step.
Fleet
General Training
Risky Reload <A> (flourish) Requirement You’re wielding a firearm. Effect You Interact to reload the firearm, then Strike with it. If it misses, it misfires.
Running Reload <A> Stride, Step, or Sneak, then Interact to reload.
Shadow Mark When you Avoid Notice to follow a specific creature, they have a -2 Perception DC. The -2 also applies to their Perception for initiative if you start an encounter.
Steady Balance If you succeed on a check to Balance, you crit succeed instead. You’re not flat-footed while Balancing. You can use Acrobatics to Grab an Edge.
Stubborn When you fail but not crit fail a check against being controlled, you get another attempt at the start of your next turn.

The idea is to Avoid Notice everywhere I possibly can, then stick and move, sniping and using Running Reload to move around behind cover. Should be playtesting this in a PFS mod a week from Saturday.


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As someone who (mostly) exclusively GMs, I may not get a chance to play with my tanky little medic, but here we go.

Ancestry: Dwarf (Elemental Heart)
Background: Field Medic
Class: Inventor (Armor Innovation)

Str 10, Dex 12, Con 14, Int 18, Wis 16, Cha 8

Ancestry Feat: Unburdened Iron
Class Feat: Built-In Tools

Quickly noting that I use my skill training to pick up every Int and Wis skill that I can (and Athletics for later on), because we're going to be Recall Knowledge a lot. Starting gear isn't super important, but we've got the clan dagger, hand crossbow, and a steel shield along with a set of healer's tools.

In combat, he supports allies with Aid actions (now usable from range, thanks to recent errata) and Recall Knowledge. Of course, he's also on hand for Battle Medicine. He can even let loose his Energy Emanation or Explode from time to time for a little boost of damage.

At later levels, he can specialize further into helping out and getting into the frey a lot more. Level 2 brings us the Medic Dedication and Assurance (Medicine) to make sure that we're keeping our allies in tip top shape (or better yet, Godless Healing to set ourselves up later!). Level 3 brings us expert in one ouf our "Knowledge" skills and a general feat (either Toughness or Hefty Hauler if our low Str is starting to hurt us, which I believe it is). Level 4 actually brings us to the a point that I wasn't ready for, looking at getting Searing Restoration and comparing it unfavorably to Doctor's Visitation, but it still might be something I want to pick up later, though that Unstable tag hurts! We can also grab either Godless Healing now or Mortal Healing. We could also get Ward Medic to speed things along.

Eventually, grabbing feats like Electrify Armor, Overdrive Ally, Shared Overdrive, and the ever lovely Negate Damage, we can turn our walking pile of steel into a force of perpetual, unkillable aid standing in the middle of a battlefield, untouched as bolts of lightning crackle off his armor and out through his ancestral might.


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Just had our first session with a gunslinger in the campaign, she was formerly a ranger with a homebrew gunslinger archetype. 2nd level with Free Archetype and a modified ABP where you get fundamental runes for free but not everything else ABP normally gives you.

Dawn Morgan

Ancestry Human (Versatile, Incredible Initiative)
Background Legendary Parents, reflavored to fit the campaign. Replaced Genealogy Lore with Yee-haw Lore.
Class Gunslinger (Sniper)

Str 10, Dex 18, Con 12, Int 10, Wis 12, Cha 16

Ancestry Feat: Natural Ambition (Hit the Dirt!)
Class Feat: Firearm Ace

2nd Level
Class Feat: Risky Reload
Skill Feat: Intimidating Glare
Free Archetype: Cavalier Dedication (Horse)

Her primary weapon is an Arquebus (though I have told her that no, she cannot set it up on her horse's head) and she also has her dad's broken old dueling pistol that I'm letting her repair with downtime. We only had one combat encounter against a vampiric mist (immune to precision and resistant to physical, so she wasn't the best against it) but she's already enjoying her a lot. She likes Risky Reload in particular as a feat.


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If we can't get Yee-haw Lore in the full release then I will be forced to write off the class entirely.


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Not fully detailed but mostly there. Weapon innovation + a regular construct via the level 1 class feat. I detailed a construct innovation as an alternative build. Either way the construct could serve as a mount. Idea is to lean heavily into the crafting aspect and also get some of the tanky benefit of being a dwarf, since this build doesn't take the armor innovation.

Focus skills are Crafting (obviously) and Athletics (because melee), and then I went for Society just because it's INT-based and a little dash of flavor. Haven't even considered dedications, but there might be a good one that I could trade some class feats out for. (Suggestions welcome.)

What do you think?

Anvil Dwarf Inventor

STR 16, DEX 12, CON 14, INT 16, WIS 12, CHA 8

Anvil Dwarf Heritage grants Crafting, Specialized Crafting (blacksmithing, woodworking). - This is the Crafting class par excellence, so I guess I'll push that as far as I can.

Background: Laborer – Athletics, Athletics Lore, Hefty Hauler feat (+2 to bulk limits). - Guess I'm the party mule! (I wanted Tinker for Engineering Lore but it overlaps with the ancestry, losing a skill feat. Inventor gets plenty of skills though so I just take Engineering Lore as one of the free choices.)

Additional skills: Acrobatics, Arcana, Engineering Lore, Occultism, Society, Stealth, Thievery. - Obvious picks are the INT and STR skills, with a bit of room for other useful skills.

Innovation: Weapon
I think a Maul would be fun & thematic, but I'm gonna get a construct companion too (a robo-dino or a robo-bear). Starting with 1d12 damage means I can focus on the more stylish modifications:

Level 1: Modular Head or Razor Prongs - Looks like a Maul obviates a couple modifications right off the bat!

Level 9: Aerodynamic or Manifold Alloy

Level 17: Momentum Retainer or Rune Capacity - Both seem like nice boosts.

The innovation modifications for the construct didn't really grab me but some of the base features are nice. I think I could switch this build to a construct innovation without much fuss.

Or Possibly...Innovation: Construct
I could instead do the construct as the innovation instead and have a plain old 1d12 maul. Default modifications:

Level 1: Accelerated Mobility - Good for when it becomes my mount.

Level 9: Advanced Weaponry - Complex Simplicity (bump damage die size) or Razor Prongs (if its Athletics will be enough)

Level 17: Runic Keystone or Resistant Coating.

The innovation modifications for the construct didn't really grab me but some of the base features are nice, and having Overdrive apply to both the construct and the inventor is very nice. I think I could switch this build to a construct innovation without much fuss.

Ancestry & General Feats
Looks like we're going for combat boosts most of the way here. Toughness + Mountain's Stoutness will mean lots more hit points, but given the lack of a peak stat, Heroes' Call has its appeal. Might be nice to fit Canny Acumen in there.

1a) Dwarven Doughtiness (frightened reduces by 2)
5a) Defy the Darkness (gr. darkvision) - Dwarven Reinforcement is thematic but situational, as is Sheltering Slab. Boulder Roll could be fun?
9a) Heroes' Call (heroism spell) •OR• Mountain's Stoutness (+level HP) - Battleforger sounds nice but everybody will probably have runes by then. Right?
13a) Telluric Power •OR• one of the 9a feats
17a) Stonegate •OR• one of the earlier choices

3g) Fleet •OR• Incredible Initiative •OR• Toughness - The big three; it's a question of what order to take them. But for a dwarf with 20' move, Fleet is probably going to be first.
7g) Fleet •OR• Incredible Initiative •OR• Toughness
11g) Fleet •OR• Incredible Initiative •OR• Toughness
15g) ??? - probably a skill feat (Craft Anything?)
19g) ??? - I have no idea

Class Feats
As with an animal companion, feats to upgrade it are essentially required picks, which leaves a few open choices.

1c) Prototype Companion - If I do a construct innovation, I might go with Tamper here, but I'm really not sure about the level 1 feats.
2c) Searing Restoration - I'm already taking all the companion-upgrading feats, and No! No! seems situational. Searing Restoration is goofy enough and will help me take even more punishment as a front-liner.
4c) Advanced Construct Companion - gonna make it Large so I can ride it
6c) Clockwork Celerity - Lightning bolts (Megavolt) are cool but spellcasters do them better. Then again, at level 12, you get to ricochet them around! Might retrain then. Visual Fidelity is good vs. invisibles, compared to Greater Darkvision via the ancestroy feat, and there are some interesting other ancestry feats.
8c) Incredible Construct Companion
10c) Manifold Modifications - Meddling seems poorly rationalized and just doesn't interest me.
12c) Boost Modulation - I can't see myself throwing gadgets willy-nilly, so mucking with my own weapon it is. Unless I want to ricochet lightning around with Gigavolt! If unstable becomes more usable I'll probably go for that.
14c) Paragon Companion - Unstable Redundancies sure would be nice though.
16c) You Failed to Account for...This! - Haven't actually done the math, but if this feat doesn't pan out, then I will get...Unstable Redundancies!
18c) Devastating Weaponry - Since I'm not interested in Meddling, this is what's left me.
20c) Full Automation - Still not interested in lobbing sprockets at my teammates's weapons.

Notably, without knowing exactly how they're going to fix the whole unstable thing, I'm not tempted to pick many feats with the keyword, which is one of the reasons I'm doing a weapon but taking so many companion feats. Many of the unstable class feats seem a bit underwhelming anyhow.

Skill Training & Feats
Obviously as a class based all around Crafting, I'm going to take a lot of Crafting skill feats. Although I've heard elsewhere that the Crafting rules are a mess, so maybe not? That'll still leave room for some other skill feats later on. I really don't know much about Athletics feats but skimming over then none seemed like must-haves. Maybe Cloud Jump? :-P

3t) Expert Crafting - This is going up first, obviously.
5t) Expert Athletics - Good for melee combat moves.
7t) Master Crafting
9t) Master Athletics
11t) Expert Society - Gotta take something! I'd be happy to hear of a better pick.
13t) Master Society
15t) Legendary Crafting
17t) Legendary Athletics
19t) Legendary Society

1s) Specialty Crafting (blacksmithing, woodworking) - from Anvil Dwarf ancestry
1s) Athletics: Hefty Hauler - from Laborer background
1s) Inventor - free with the class, I'll take it

2s) Assurance (Crafting) - seems like an obvious pick
4s) Quick Repair - faster is better, especially without Unstable Repair
6s) Magical Crafting (?) - I'm not a spellcaster but this still works, right?
8s) Impeccable Crafting - In for a penny....
10s) Trick Magic Item - I don't have the skill training but I'm running out of ideas for skill feat picks.
12s) Society: Streetwise
14s) Society: Underground Network
16s) Craft Anything (will probably take as 15g feat)
18s) ??? - Out of ideas....
20s) ???

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

Mossly Gearsprocket (Inventor 1)
Goblin
+6 attack (ranged, blunderbuss, modular head, innovation)
Criminal background.
Prototype companion level 1 feat
Junk Tinkerer ancestral. Charhide goblin.

My prototype companion attacks with his auto-hammer or saw blades.

Essentially he sends his minion in. I load up my blunderbuss and I fire razorblades (for slashing damage) at the target. Razorblade I made using the junker tinkerer ancestral feat.

It's like if Torbjorn and Road Hog had a baby!


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I dont fully know yet but i wanna build a Half orc inventor with a swordspear that functions like ivy's blade from sould calibur.

Halberd with Entangling form, grapple and trip people with reach. That sounds pretty nice.

For the feats id go, prototype companion (natural ambition) explosive leap, Then searing restoration, upgrade the companion.

For the companion id imagine a mechanical spider kind of thing.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Cross posting my characterhere.

The Raven Black wrote:


After all, Alkenstar has had them for centuries now. If they have not spread further, there must be a reason.

Indeed there is. :D

Lantern Lodge

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Was really liking this build...
Human, Gunslinger(Way of the Sniper), Hunter

Maxing Craft[alchemical crafting, Bless toxin], Stealth[swift sneak, foil senses, legendary sneak], Medicine[battle medicine, ward medic], trained survival, acrobatics, Deception

selecting..
1-Firearm Ace
2-Poisoner dedication
4-Running reload
6-Expert poisoner
8-Shooters Aim
10-Called Shot
12-Shooters Camoflauge
14-Pinpoint poisoner
16-Fatal bullet
18-Piercing critical
20-Perfect readiness

Take an Arquebus, but I feel a Crossbow would work just as well assuming final pass gives them a Crossbow Ace equivalent they didnt feel needed playtested.

Takes full advantage of the main benefits of Way of the Sniper in a way that fighter and ranger really cant emulate right now and seems fairly damage competitive while allowing for some interesting turn by turn tactical decisions.

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