Guns & Gears AMA


Pathfinder Second Edition General Discussion

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Doesn't seem to be a thread for this yet, so I'll start one.

I just got my PDF and am browsing through it. Such great art and looks like a whopping 14 architypes. Looks like 19 new vehicles too...wow. Including the APPARATUS OF THE OCTOPUS which is basically a 2 man submarine that can also crawl slowly on land!

Bravo Paizo!


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What is your favorite part?

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Dave2 wrote:

What is your favorite part?

So far the artwork as I've not read much into it quite yet. I also like that the armor innovation for the Inventor has much more options, and it can be medium or light armor to accommodate builds that want to invest in dexterity rather than strength. I'll probably change my mind as I read more though.

That said, I also REALLY like that the Inventor with a construct can make it large at LVL 1!

Can you tell I'm an Inventor fan?


Could you tell us about siege and combination weapons? :D


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Do the steam powered prosthetic limbs and any stat bonuses to Strength or Dexterity like cybernetics


Are there any new class-specific options such as subclasses and class archetypes? If so, what are they?

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RaptorJesues wrote:
Could you tell us about siege and combination weapons? :D

Siege weapons have a min/max number of "crew" to operate it. This crew then uses actions to Aim, Load, Launch, and possibly Move the weapons. Each weapon also has it's own AC and Fort/Ref. saves (no will saves listed) An example is:

Ballista (lvl 5) - takes 2 crew members, 1 action to aim, 2 actions to load, 1 action to launch. It has a minimum range of 25 feet and a maximum of 35 feet. It does 4d12 piercing to a single target with a DC 19 reflex save

Combination weapons are both melee and firearms and you can choose which way to use it with an interact action. If you critical hit with the melee portion you can also choose to pull the trigger to do extra damage from the firearm part. I've counted 12 of these weapons, all uncommon with 11 Martial and 1 Advanced (explosive dogslicer).


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Can a Tiny PC Sprite Inventor use medium sized armor like a gundam?


Any cool non-magical single-shot guns? The multi-shot ones seem rather meh based on the (admittedly incomplete) info from reddit.

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What's the beast gunner archetype like?


Invictus Fatum wrote:
Ballista (lvl 5) - takes 2 crew members, 1 action to aim, 2 actions to load, 1 action to launch. It has a minimum range of 25 feet and a maximum of 35 feet. It does 4d12 piercing to a single target with a DC 19 reflex save

I'm guessing the maximum is 350 feet or something and that is a typo?

And is there any way to increase that DC, say, with the Artillerist?

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Dave2 wrote:
Do the steam powered prosthetic limbs and any stat bonuses to Strength or Dexterity like cybernetics

There is also an archetype "Sterling Dynamo" that specializes in their prosthetics. That said, looks like most of the advanced prosthetics are actually in the Grand Bazaar book (which I don't have).

Golurkcanfly wrote:
Are there any new class-specific options such as subclasses and class archetypes? If so, what are they?

Not that I've seen and no section on excising classes that I can find. Pity, I was hoping at least for some Alchemist stuff. But there is a lot of universal gear that can be used.

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John R. wrote:
What's the beast gunner archetype like?

It is a level 6 dedication and must be an expert in at least one firearm, trained in Arcana or Crafting, and you own a beast gun as well as had to have slain that type of beast in a fair hunt.

All beast guns are martial and you can unlock their hidden potential

You get some spells from arcane or primal and can use a 3 action activity called Spellsling. This is basically like a ranged spellstrike from the magus but for 3 actions.

Feats are Basic beast gunner spellcasting 8

Drain Vitality 10 (1 action for temp HP and chance to remove persistant damage

Expert spellcasting 12

Controlled Bullet 16

Master spellcasting 18

Overall it seems similar to the Eldrich Archer


Can you cover how the (if I'm remembering the name right) overload trait works for inventor now? I remember it got a pretty negative reaction during the playtest and the devs said they were going to rework it for the full release.


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Those gunblades sounds very hot to me. I so want to use one with a Magus ! xD
Got one example, just one that sounds like a good picture in your head ?


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Invictus Fatum wrote:
Dave2 wrote:
Do the steam powered prosthetic limbs and any stat bonuses to Strength or Dexterity like cybernetics

There is also an archetype "Sterling Dynamo" that specializes in their prosthetics. That said, looks like most of the advanced prosthetics are actually in the Grand Bazaar book (which I don't have).

Golurkcanfly wrote:
Are there any new class-specific options such as subclasses and class archetypes? If so, what are they?

Not that I've seen and no section on excising classes that I can find. Pity, I was hoping at least for some Alchemist stuff. But there is a lot of universal gear that can be used.

Really? I'm surprised there isn't a "Gritslinger" Swashbuckler Class Archetype. Feels like a missed opportunity for people who liked 1e Gunslinger.

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Invictus Fatum wrote:
John R. wrote:
What's the beast gunner archetype like?

It is a level 6 dedication and must be an expert in at least one firearm, trained in Arcana or Crafting, and you own a beast gun as well as had to have slain that type of beast in a fair hunt.

All beast guns are martial and you can unlock their hidden potential

You get some spells from arcane or primal and can use a 3 action activity called Spellsling. This is basically like a ranged spellstrike from the magus but for 3 actions.

Feats are Basic beast gunner spellcasting 8

Drain Vitality 10 (1 action for temp HP and chance to remove persistant damage

Expert spellcasting 12

Controlled Bullet 16

Master spellcasting 18

Overall it seems similar to the Eldrich Archer

Oh wow! That's awesome. Thanks.


What other kind of vehicles stood out to you? I remember reading that there was a clockwork castle of sorts. What is it, exactly?

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The Inheritor wrote:
Can a Tiny PC Sprite Inventor use medium sized armor like a gundam?

Not that I can tell. There are some mobile items like a battle wheelchair they could use, but nothing specific that makes me think the sprite can do anything special with equipment.

On that note though, I will say I'm disappointed that the "explode" feature of the inventor wasn't changed to not hit the inventor if they are riding their construct. So if you choose to ride or "wear" your construct, everytime you use your explode class feature you will take damage. EDIT: I stand somewhat corrected. There is a lvl 6 feat called CONSTRUCT SHELL that makes it so you don't take the explode damage if you ride your construct. It also gives you automatic lesser cover. Not bad, just don't like the idea of blowing myself up for 5 levels before getting this.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

What is spell shot and what does it do?


How are Inventor "Breakthroughs" (playtest name)? Both power level, and are they still only getting a few of them from level 1-20, or are they coming more often? Do you have a favorite?


Are there new alchemical stuff in the book, or only mechanical?

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Sauce987654321 wrote:
What other kind of vehicles stood out to you? I remember reading that there was a clockwork castle of sorts. What is it, exactly?

Frog chair is just cool. It's a lvl 8 item that serves as a wheelchair, but can use 1 action once per hour to hop 30 feet for 1 minute straight. It is the Leap spell in your chair! It even comes with a once per minute tongue to grab unattended items up to 15 feet away!

There is also a "Mobile Inn" which does exactly what you would expect, basically it is a fold out camper.

Clockwork Castle is a lvl 16 vehicle that moves on spiderlike legs. It functions like a small moving castle (probably with a man named Howl in it) and it can use three actions to step on all creatures under or adjacent to it for 7d8 piercing damage.

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Kekkres wrote:
What is spell shot and what does it do?

It is a class archetype for the Gunslinger class (so taken at level 1 and eats your level 2 class feat)

It replaces your normal gunslinger way

You get Thoughtful reload. Basically one action to recall knowledge and reload at the same time

You get a free 1 energy damage (acid, cold, fire, or electricity) to your first three strikes per encounter

Free feats are:

Recall Ammuniction 9th (reaction to bring back the ammunition of a missed attack)

Dispelling Bullet 15th

Regular feats:

SPELLSHOT DEDICATION - comes with a 1 per round Conjur Bullet ability that that gives free amunition and reload together

Fulminating Shot 6th - deals extra 1d6 of elemental damage for 1 action

Call Gun 6th - call your firearm or crossbow to your hand from anywhere on the same plane

Phase Bullet 14th

Black Powder Emodiment 18th

Pretty much what I expected. Versatile elemental damage and some nice magical tricks. Not sure why it just isn't a gunslinger way though rather than class archetype.

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shroudb wrote:
Are there new alchemical stuff in the book, or only mechanical?

There are a number of items that let you use alchemical items better (mostly fire, throw, or augment them), but I don't see any actual alchemical items from my first glance. May be some I missed though.

Bomb Launcher is an example of a lvl 1 item that basically let's you launch a bomb up to 60 feet.


How does the inventor dedication work?


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Kekkres wrote:
What is spell shot and what does it do?

Gunslinger Class Archetype that replaces your Way (class path). Reload skill allows you to recall knowledge and reload as one action. At level 9 you get a reaction to reload if you miss. The dedication feat lets you create mundane ammo and reload with an action. There's a feat to spend an action to add energy damage to your next attack, one to summon your gun to your hand, one that's the Eldritch Archer's Phase Arrow (2 levels sooner though) and one that lets you shoot and then teleport near the person you shot.

No actual spellcasting.


How Misfire is working now?

How is reloading working?

And mostly important Have we REVOLVERS!?


What can you tell me about Tazuni?

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YuriP wrote:

How Misfire is working now?

How is reloading working?

And mostly important Have we REVOLVERS!?

Misfire: must be cleaned daily or you get a DC 5 flatcheck on every shot. Failure means you critically miss the attack and the firearm jams until you spend an interact action to clean it. Some attacks have this trait, meaning you have the DC 5 flatcheck when you use that ability.

Reloading works like...reloading. Gunslingers have a lot of ways to make this easier as do some archetypes

Revolvers: yes and no. There is a specific section about revolvers that says that extremely rare cases exist because they were brought to Golarion from other realms (such as WW1 erra earth), but because it is beyond the technology level of the world they are not statted out. However it does give guidelines to create them for your world if you want.

However I did see a "Long Aire Repeater" that has 8 pellet magazines.

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keftiu wrote:
What can you tell me about Tazuni?

Western desert that meets up on southern border with a salty Lake Tapipallati. Wild and dusty land of hardy people. Basically it is described as the wild west of the movies with hard lawmakers, but the "law doesn't extend further than a rifle's shot"

Nomadic ranchers and people throughout the land to find food and water enough to keep their livilhood. There is also a strong story telling tradition and strangers are expected to tell stories to the locals of their travels and exploits in far off lands.

There is apparently also a bandit leader / necromancer who has gathered up a lot of different gangs causing trouble. Goes by the name of Headstone Rolsk and is a stone giant who collects tombstones to throw at people.


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Invictus Fatum wrote:

Pretty much what I expected. Versatile elemental damage and some nice magical tricks. Not sure why it just isn't a gunslinger way though rather than class archetype.

Probably to keep it away from multiclass borrowing.

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Riddlyn wrote:
How does the inventor dedication work?

Prereq. 14 INT (no surprise)

Dedication gives you trained in crafting, the "inventor" skill feat, and an innovation, but you don't get explode or any modifications yet

Feats are:

Basic Breakthrough 4 - lvl 1 or 2 class feat

Brilliant Crafter 4

Advanced Breakthrough 6

Explosion 6

Basic Modification 8 - sad you have to wait this long just to get the basic modification

I also don't see anyway to get Overdrive in the dedication. I'm not a fan of this dedication personally.


Are there any new innovations beyond weapon, armour and companion ?

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Lanathar wrote:
Are there any new innovations beyond weapon, armour and companion ?

No, though the wording is expansive so they can add more in the future.


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Invictus Fatum wrote:


There is apparently also a bandit leader / necromancer who has gathered up a lot of different gangs causing trouble. Goes by the name of Headstone Rolsk and is a stone giant who collects tombstones to throw at people.

This is absolutely incredible.

Does it say anything about which Ancestries are in the Deadshot Lands?


There were talks about a gun brace/bandoleer. How does the final version work?

Btw, thanks for doing this ^^

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Puna'chong wrote:
How are Inventor "Breakthroughs" (playtest name)? Both power level, and are they still only getting a few of them from level 1-20, or are they coming more often? Do you have a favorite?

They come sooner than the playtest vesrion. You get them at lvl 7 (playtest 9) & 15 (playtest 17). There are also more to choose from as expected. Unfortunately I haven't had the time to read the details in length so don't have a favorite yet. But just to give an interesting one, here you go:

Armor - 15th level - Multisensory Mask - distorts you from other creatures giving you concealment while you where your armor. Best part is, even special senses don't get past the concealment so echolocation and motionsense can't even get past the concealment. Love it!

One other thing I noticed, it seems the earlier breakthroughs also pushed the Offensive Boost class ability back to level 9 (playtest 7). I think it is still worth the trade-off though.


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FlySkyHigh wrote:
Can you cover how the (if I'm remembering the name right) overload trait works for inventor now? I remember it got a pretty negative reaction during the playtest and the devs said they were going to rework it for the full release.

Do you mean Unstable?

When you perform an Unstable action you make a DC17 flat check. On a Failure, you can't use Unstable actions anymore and on a crit failure you take damage equal to your level.

...Kind of like focus spells except you have a 20% chance to be able to do it again and a 35% chance of taking some damage.

There's no way to reduce the DC but a level 14 feat lets you automatically succeed once (that recharges with that 10 minute downtime activity). Effectively the equivalent of Refocus 2.

Kinda neat, though it's a little bit of a shame the options to recycle them are so limited because you have a lot of potential unstable actions.

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Karmagator wrote:

There were talks about a gun brace/bandoleer. How does the final version work?

Btw, thanks for doing this ^^

Gunners Bandolier - Lvl 3 item - holds up to 4 one handed crossbows or firearms - can be etched with runes that it will grant all weapons holstered in it if attuned:

1 action - give 1 weapon in the bandolier the rune you have etched to it (removing runes from any previously attuned weapon) and draw the weapon at the same time...

3 actions - return all weapons (excluding what you are holding) to the bandolier and one of them is automatically reloaded.

Also, you are very welcome!


I saw on reddit that Gunslingers get up to Medium Armor? Is that way-specific or for all 'slingers?

Also what's the wildest high level feat for both classes?

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Kalaam wrote:

Those gunblades sounds very hot to me. I so want to use one with a Magus ! xD

Got one example, just one that sounds like a good picture in your head ?

The Mace Multipistol sounds cool to me. Doesn't look like the strongest, but it is a one-handed mace that has a three barrel pistal in the head and can fire 3 shots before needing to be reloaded. Has the following traits:

Concussive, fatal d10 on the firearm
Critical Fusion (like all combo weapons) and shove trait on mace.


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Marros56 wrote:

I saw on reddit that Gunslingers get up to Medium Armor? Is that way-specific or for all 'slingers?

Also what's the wildest high level feat for both classes?

It's the default for the class.

The negate damage of Inventor is still great with the 50 damage negation, but now also have reducing 15 as stable.

Gunslinger I like the duelist last deed, as it let you demoralize all foes for frightened 2.


Kyrone wrote:
It's the default for the class.

Awesome.

New questions, What's the way skill for Vanguards?

And what's the wildest magic gun? the wildest Gadget?


Invictus Fatum wrote:
Riddlyn wrote:
How does the inventor dedication work?

Prereq. 14 INT (no surprise)

Dedication gives you trained in crafting, the "inventor" skill feat, and an innovation, but you don't get explode or any modifications yet

Feats are:

Basic Breakthrough 4 - lvl 1 or 2 class feat

Brilliant Crafter 4

Advanced Breakthrough 6

Explosion 6

Basic Modification 8 - sad you have to wait this long just to get the basic modification

I also don't see anyway to get Overdrive in the dedication. I'm not a fan of this dedication personally.

So your innovation doesn't start with any sort of modification?


What does the book say about Arcadian locales? I think Dtang Ma and Xa Hoi got sections.


Riddlyn wrote:
So your innovation doesn't start with any sort of modification?

Should let you cheat into Armor or Weapon Proficiency if you don't have it already.

Edit: or at least it should based on the description in the actual class, but inventors are already proficient and thus scale in everything they could be...

Does the MCD clarify if it grants proficiency in your armor/weapon? does it scale? Could be nice on Wizard/Witch that way.


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Marros56 wrote:
Kyrone wrote:
It's the default for the class.

Awesome.

New questions, What's the way skill for Vanguards?

And what's the wildest magic gun? the wildest Gadget?

Shove plus reload.

And their first deed is is gaining circumstance AC until the start of their first turn.

Have a rare gadget that gives haste.

Growth Gun is a beast gun that shoots flesh into a creature, have a special action that slows the creature when you hit it as flesh form on them.


Marros56 wrote:
Riddlyn wrote:
So your innovation doesn't start with any sort of modification?

Should let you cheat into Armor or Weapon Proficiency if you don't have it already.

Edit: or at least it should based on the description in the actual class, but inventors are already proficient and thus scale in everything they could be...

Does the MCD clarify if it grants proficiency in your armor/weapon? does it scale? Could be nice on Wizard/Witch that way.

Don't start with any modification in the dedication, and does not grant proficiency.

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