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With PaizoCon starting tomorrow we're loading up the teasers and hints at what's to come for products like Guns & Gears! We'll be talking a bit about this in the Ask the Experts panel on Sunday and I'll be taking a few questions in my AMA thread.
So to get the ball rolling - Yes, there will be cannons in Guns & Gears!
What other questions do you have or what kind of things are you curious about? If they're on my Secret List of Pre-approved Questions or seem like a good pick-up for Mike's Limited Discretionary Fund of Spoilers, tomorrow through Monday is your chance to get them answered! The juiciest ones are going to get answered on the Ask the Experts Panel, so if you want to be the first to know, tune in there if you can!

Gaulin |
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Honestly this could fit into the grand bazaar book too, but I've been wondering if there might be artificial limbs you could attach weapons too? Sword arms, battlefists, gun arms, that sort of thing. Unless you're looking more for lore type questions, in which case I wouldn't even know what to ask! I'm looking forward to reading about that part in the book.

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What is the single biggest change since the Playtest?
What, if anything, was a last minute add to the book that the authors felt strongly should be included?
Any archetype previews?
Being so close on release dates, did Secrets of Magic influence any decisions made for Guns & Gears? What about vice-versa?

The-Magic-Sword |
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I've got some final fantasy fans who are interested in hearing what Gunblades are like.
I'm interested in knowing more about the previously mentioned "GunMage" which it was mentioned that those two words appeared somewhere in the book.

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Will the book feature Water and Grandfather Clocks? If so, how much Bulk are they?
We know that we have a Sword that shoots Bullets but did you make the good old-fashioned "Gun that shoots Swords" or will we have to homebrew that?
Will there be support for more mechanical Snares so that Rangers and Snarecrafters can expand their tiny formula book to more options?

Paradozen |
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I'm most interested in the new lore in the gazetteer, and specifically the never-before-revealed secrets of Alkenstar. Which of the Alkenstar lore drops has the biggest impact on the setting? What is a recent event (within about the last 10 years) related to firearms in Golarion that has not been mentioned on-screen as of yet? Is there any development in the Gazetteer that you are especially excited to have enter the Lost Omens campaign setting?

Ezekieru |

Guns & Gears related:
Anything about the Automaton ancestry would be amazing to find out. That's my top priority right now.
How will Unstable actually play out in the full release?
How were the guns' stats adjusted, if at all.
Did the Armor Innovation get any adjustments?
Secrets of Magic related:
What's your favorite magic item in the book? Favorite new spell?
Is there a way in this book to make some of the other missing classes from PF1E, similar to how Flexible Preparation is essentially adding the Arcanist in? Such as something for Bloodragers, or Skalds?
What are the new subclass options for Summoner and Magus? How have their core abilities been adjusted?

Alchemic_Genius |

My biggest, burning questions!
-Will we see any class archetypes or new research fields for the alchemist?
-Are there alchemical bullets?
-Is there an alchemical bomb grenade launcher?
-Does the Alchemist get any support for guns, perhaps a feat similar to.monastic weapons that puts martial firearms onto the alchemist's weapon list? (Let's play guess alchemic genius' favorite class!)
-what does unstable look like now?
-how have the gunslinger ways changed?
-did the gunslinger keep the "shoot a barrel of gunpowder/oil lamp/that alchemical grenade my wizard ally telekinetic projectiled to make and elemental explosion" feat, that I toooooootally did not plan a character duo around?

belgrath9344 |
really interested in siege engines especially anything with black powder rockets. also is thier going to be poison gas grenades?
viechles /tech will we get ww1 tech from Rasputin must die?
will thier be pepperbox pistols?
what is the limit on how much black powder you can blow up at once ? & how much damage does it do?
will we be able to have different types of ammo? fire frost necrotic bleed?
this book is the one I'm more hyped for than any other

WWHsmackdown |
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I want to know if you can tell us how prosthetics will function. Will they require investiture? How modular will they be?
For that matter, can you tease or explain how things like firearm accessories will function?
I'm gonna bet that prosthetics would be more of a flavor thing that doesn't require any investiture. Inspector gadget ad ons on top of the prosthetic would probably require investiture though.

TheGentlemanDM |
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Firearms.
How did their stats get improved since the playtest, if at all? How have their traits been changed? Did unsteady get changed, or is it still crippling?
Are they still versatile B/P?
Are repeating firearms going to be restricted to advanced weapons, or will we see martial repeating weapons?
How will bayonets and gunblades work? Will runes applied to a firearm also apply to a melee weapon attached to it? Are they treated as two different weapons for the purpose of proficiency?

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Happy PaizoCon weekend, everyone! And a blessed Memorial Day weekend to my fellow veterans and all of you active duty service members out there.
I was thinking about what the best way to get this PaizoCon kicked off right is and I decided that the thing that makes the most sense is to tell you how many firearms made it into the finished version of Guns & Gears and what all of their traits are! I won't be sharing the definitions for any of those traits (though you'll be familiar with a lot of them, don't assume new traits mean the same thing they did in the playtest!), so if you really want to know what those new traits do, pick the ones that most intrigue you and be sure to ask about them at this Sunday's Ask the Experts panel!
There are a total of 62 firearms and supporting weapons in Guns & Gears, including all the magical firearms but not including any of the siege engines or the non-firearm gears weapons. All of the traits used for all of those firearm weapons are-
Agile
Arcane
Attached
Backstabber
Capacity
Chaotic
CN
Cobbled
Combination
Concealable
Concussive
Critical Fusion
Cursed
Deadly
Disarm
Double Barrel
Dwarf
Elf
Evil
Evocation
Fatal
Fatal Aim
Finesse
Fire
Gnome
Goblin
Illusion
Intelligent
Kickback
LG
LN
Magical
Modular
Necromancy
Occult
Parry
Poison
Primal
Rare
Repeating
Scatter
Shove
Sweep
Tethered
Thrown
Transmutation
Trip
Uncommon
Unique
Versatile P

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Since you're taking requests, I notice you have a few Ancestries in here which suggest that there are Ancestral Firearms of SOME sort in the plans and that has me intrigued.
If I had to ask for just ONE of these to highlighted in detail I'd like to know more about whatever the Dwarven Firearm(?) might LOOK like, even if it's not revealed what they actually do... provided art exists of it.
:D

keftiu |

Since you're taking requests, I notice you have a few Ancestries in here which suggest that there are Ancestral Firearms of SOME sort in the plans and that has me intrigued.
If I had to ask for just ONE of these to highlighted in detail I'd like to know more about whatever the Dwarven Firearm(?) might LOOK like, even if it's not revealed what they actually do... provided art exists of it.
:D
Given that dwarves invented guns, that doesn’t surprise me at all.
Now, this elf firearm…..

graystone |
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There are a total of 62 firearms and supporting weapons in Guns & Gears, including all the magical firearms but not including any of the siege engines or the non-firearm gears weapons. All of the traits used for all of those firearm weapons are-
Thrown
I have to admit, I'm quite curious on the firearm that you have to throw. ;)

Alyran |
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Michael Sayre wrote:There are a total of 62 firearms and supporting weapons in Guns & Gears, including all the magical firearms but not including any of the siege engines or the non-firearm gears weapons. All of the traits used for all of those firearm weapons are-Michael Sayre wrote:ThrownI have to admit, I'm quite curious on the firearm that you have to throw. ;)
Hmmm, maybe....

Ezekieru |
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Michael Sayre wrote:There are a total of 62 firearms and supporting weapons in Guns & Gears, including all the magical firearms but not including any of the siege engines or the non-firearm gears weapons. All of the traits used for all of those firearm weapons are-Michael Sayre wrote:ThrownI have to admit, I'm quite curious on the firearm that you have to throw. ;)
"For those people who hated the Gunslinger feat that threw a melee weapon and shot it for more damage, we present to you a gun you just straight-up throw instead."

Elicoor |
graystone wrote:"For those people who hated the Gunslinger feat that threw a melee weapon and shot it for more damage, we present to you a gun you just straight-up throw instead."Michael Sayre wrote:There are a total of 62 firearms and supporting weapons in Guns & Gears, including all the magical firearms but not including any of the siege engines or the non-firearm gears weapons. All of the traits used for all of those firearm weapons are-Michael Sayre wrote:ThrownI have to admit, I'm quite curious on the firearm that you have to throw. ;)
As one of the first authors of that kind of post back during the playtest... Well at least I'm curious to know if it's supposed to be some kind of TORGUE-style reload on a specific magic weapon (in which case I wouldn't find it that farfetch'd :D)

AnimatedPaper |
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Fatal Aim
Concussive
Cobbled
Capacity
KickbackThese appear to be the new ones
And scatter possibly works differently, given the hint by Sayre.
Interesting that there’s two traits I don’t see: sniper and unsteady. I’m curious if fatal aim is sniper renamed? Possibly same for kickback, though someone on Reddit posited that it might be a reverse agile, with MAP at -6 and -12

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Wild guess : basic firearm damage is P, Concussive makes them B and Concussive can have Versatile P.
Questions : what is the theme/ distinctive mechanic of the Gunslinger as a class?
Does the Gunslinger MC Dedication opens its specificity to other Classes (like you can get Devise a Stratagem from Investigator MC) or does it stay Gunslinger-only (like the Wizard Thesis or the Thief's DEX to damage)?

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I have 2, maybe 3, burning questions.
1: have firearms been improved to account for the rather large drawback of Reload the playtest highlighted? Given their performance to other ranged weapons are the ones we saw still where you want a simple or martial firearm to be?
1.5: given that guns are not class bound like they were in 1E, amd given how many of them there are, could you give a high level rationale for testing them alongside Gunslinger, aside from them just being in the same book.
2: what fun stuff can we do with magic and guns?

Ashanderai |

What kind of support will we see for GunMage character concepts? (i.e. archetype, class feats, gear, weapons, alchemical ammo, etc.)
What, if any, Alchemist or Investigator support is in this book?
Have the Gunslinger Ways changed? If so, how? The comment on the Gunslinger slide from Eric Mona's presentation on Friday, "Specialize in your favorite type of gunplay, from twirling pistols to blasting powerful shotguns." with words bolded how they are there makes it appear that the Gunslinger Ways may have changed in name and mechanics.
Have the key ability scores for the Inventor and Gunslinger changed? (In particular, I want to know if I can make a decent Intelligence-based tanky Inventor.)
How have you made small gadgets more important and/or accessible for the Inventor class? (i.e. are they feats or just equipment or some other game mechanic like Talismans)
What kind of changes were made to the Innovation feature of the Inventor class? (i.e. does it advance at the same rate with breakthrough and revolutionary innovations or does it advance faster or slower during level advancement, can we still only get one innovation or can we get multiple innovations now, etc.)
How has Overdrive changed, if at all?
How has Tamper changed, if at all?
Can you tell us anything about the Automaton Ancestry since we know next to nothing? What are their Heritages?
Regarding existing Ancestries that might have an affinity for being inventive, industrious, or are known for having a mechanical aptitude for things like firearms, engineering, or clockwork/steampunk gear (such as Gnomes, Dwarves, Goblins, Ratfolk, Hobgoblins, etc.), does this book have any new options for them, such as ancestry feats, new heritages, or ancestral weapons/gear?

graystone |

graystone wrote:"For those people who hated the Gunslinger feat that threw a melee weapon and shot it for more damage, we present to you a gun you just straight-up throw instead."Michael Sayre wrote:There are a total of 62 firearms and supporting weapons in Guns & Gears, including all the magical firearms but not including any of the siege engines or the non-firearm gears weapons. All of the traits used for all of those firearm weapons are-Michael Sayre wrote:ThrownI have to admit, I'm quite curious on the firearm that you have to throw. ;)
LOL It was the first thing that came to my mind. . ;)
If I had to guess, something with contact-shooting like a bang stick could be a thrown firearm.

roquepo |

I guess combination is the trait for gunblades and similar weapons. Maybe a nice way of having 2 different, separate weapon stats slapped into a single weapon.
I'm so ready for this. Thanks Michael for sharing this, so much to think about.
As for my biggest question, did you decided to go more in the direction of the gunslinger being the "reload class" or keep it in a similar line to the playtest version?

Adam B. 135 |
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Happy PaizoCon weekend, everyone! And a blessed Memorial Day weekend to my fellow veterans and all of you active duty service members out there.
I was thinking about what the best way to get this PaizoCon kicked off right is and I decided that the thing that makes the most sense is to tell you how many firearms made it into the finished version of Guns & Gears and what all of their traits are!
Based on this list of traits, I think it is safe to assume we will be getting a return of firearms combined with melee weapons! Hooray!