
Riddlyn |
Marros56 wrote:Don't start with any modification in the dedication, and does not grant proficiency.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.
So all you get is crafting and the inventor skill feat?

Kyrone |

Kyrone wrote:So all you get is crafting and the inventor skill feat?Marros56 wrote:Don't start with any modification in the dedication, and does not grant proficiency.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.
Yes

Kalaam |

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.
Damn that sounds cool.

Kyrone |
1 person marked this as a favorite. |

What are the stats for the automaton heritage? Any cool stand-out automaton heritage feats?
8 HP, STR/Free low-light vision
Don't have construct immunities and can recover HP as normal with spells, but you don't need to eat or drink and only need to sleep 2 hours (standby mode).
As feat have rain of bolts (lvl9) for the sharpshooter heritage, 6d6 damage no save in a 30ft cone and gain +1d6 every 3 lvls for a maximum of 9d6. If you enhance it with the lvl 17 feat becomes 12d6 and then 13d6 at lvl 20.

Ashanderai |

Inventor MC
Overwatch
Sterling Dynamo
Trapsmith
Trick Driver
Vehicle Mechanic
Gunslinger MC
Artillerist
Beast Gunner
Bullet Dancer
Demolitionist
Fireworks Technician
Pistol Phenom
Sniping Duo
Spellshot
Unexpected Sharpshooter
We have known these since GenCon.

Squiggit |

Do combination weapons lose anything over their regular counterpart? or is a gunsword just longsword+?
They're uncommon and also a step down from other martial weapons, more comparable to simple ones in terms of their numbers.
Gunsword for instance in ranged form is similar to the arquebus, except it has one-third of the range and no fatal property. In melee form it's a greatsword with the die size dropped to d8.

Squiggit |

How's the shotgun support? IIRC they added a new way that's specifically for close range shotgun play, would def be interested in learning about that.
Way of the Vanguard. Its reload action lets you Shove and Reload and that Shove is at your previous attack's MAP if you shoot right before using that reload. At level 9 a 3-action ability that deals damage (basic reflex) to everyone adjacent to you.
At level 15 a 2-action attack that lets you stride/leap then strike with a scatter or kickback gun and deal bonus damage.Also curious if there was any solution to melee 'slingers wanting a weapon archetype for legendary prof in their melee weapon.
I was wrong, see below.

Squiggit |

Kyrone wrote:Does that include combination weapons?Oh they did put something for that.
The singular expertise feature just say: No.
That feature basically outright says that you can't gain increased proficiency on anything but guns and crossbows.
Each half of the combination weapon belongs to a different weapon group.
Combination weapons don't seem to work with the melee gunslinger path anyways though (although there's a feat that works with combination weapons at level 8).

Ashanderai |

Are there any gadgets that deal damage directly to a target by attacking AC, as part of a trap, by making the target do a saving throw as part of an area attack, or maybe inflicts a condition or penalty as a debuff?
Examples of what I mean might be something like a grenade, throwing down a mechanical jaw trap, or maybe even a defensive item that causes damage to a melee attacker as a reaction (like making your armor/shield/invention into something like an electrified fence - insulated for you, of course). Or even something as simple as throwing down marbles for the enemy to slip on or a fake flower on lapel to shoot liquid into the eyes of my enemies, like Home Alone, cartoons, or the Joker.
I'm hoping for a gadget that will take advantage of my Inventor's Intelligence to attack with, instead of Strength or Dexterity, or to use as a saving throw DC.

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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.
Please tell me the bomb-launcher isn't a consumable item.

Ashanderai |

Is there a gadget-focused archetype similar to the other temporary item based archeytpes like Poisoner or Talisman Dabbler?
I don't have the PDF yet. But, the gear-focused archetypes are:
Overwatch
Sterling Dynamo
Trapsmith
Trick Driver
Vehicle Mechanic
I have learned that Overwatch is more similar to the Marshal, the Sterling Dynamo is all about integrated weaponry and prosthetics, and I don't think that the Trick Driver or Vehicle Mechanic are as focused on gadgets as what you are hoping for (if at all). So, maybe the Trapsmith might be what you want... I haven't really heard anything about that one. But, if there is an archetype in this book that is focused on gadgets, Trapsmith would be my guess.

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Are there any gadgets that deal damage directly to a target by attacking AC, as part of a trap, by making the target do a saving throw as part of an area attack, or maybe inflicts a condition or penalty as a debuff?
Examples of what I mean might be something like a grenade, throwing down a mechanical jaw trap, or maybe even a defensive item that causes damage to a melee attacker as a reaction (like making your armor/shield/invention into something like an electrified fence - insulated for you, of course). Or even something as simple as throwing down marbles for the enemy to slip on or a fake flower on lapel to shoot liquid into the eyes of my enemies, like Home Alone, cartoons, or the Joker.
I'm hoping for a gadget that will take advantage of my Inventor's Intelligence to attack with, instead of Strength or Dexterity, or to use as a saving throw DC.
There are landmines. They go from 2d6 dmg at lvl 1 to 18d6 at its highest lvl.

Ashanderai |

Ashanderai wrote:There are landmines. They go from 2d6 dmg at lvl 1 to 18d6 at its highest lvl.Are there any gadgets that deal damage directly to a target by attacking AC, as part of a trap, by making the target do a saving throw as part of an area attack, or maybe inflicts a condition or penalty as a debuff?
Examples of what I mean might be something like a grenade, throwing down a mechanical jaw trap, or maybe even a defensive item that causes damage to a melee attacker as a reaction (like making your armor/shield/invention into something like an electrified fence - insulated for you, of course). Or even something as simple as throwing down marbles for the enemy to slip on or a fake flower on lapel to shoot liquid into the eyes of my enemies, like Home Alone, cartoons, or the Joker.
I'm hoping for a gadget that will take advantage of my Inventor's Intelligence to attack with, instead of Strength or Dexterity, or to use as a saving throw DC.
Ooh, that sounds good. I'll have to add that to my repertoire of offensive abilities as I level my Inventor along with Explode, Tamper, Megavolt, and whatever other feats I can find for them to make the most of attacking with INT (or setting up save DCs with) as the most pertinent ability score rather than STR or DEX.
Thanks!

Ryuujin-sama |
2 people marked this as a favorite. |

So one thing I have noticed is that Unstable is still really bad. Used to be you could use one Unstable action with no problem, then roll the straight DC 17 flat check each additional time you try to use an Unstable action with a failure wasting the action and not being able to make any more Unstable actions.
Now you take the Unstable action and then immediately after roll for the DC 17 flat check. That might be an improvement, but definitely not what people were expecting and certainly not enough of a change to make the playtest version not playtestable. Still pretty bad.
Also seems like what a 35% chance to blow up in your face every time you roll that flat check.
Not sure what the purpose of Unstable Repair, or Haphazard Repair in the final version. I assume it is supposed to let you fix your Innovation in combat if you failed the DC 17 flat check. But both versions of the feat were Unstable and unless I missed something you can't take an Unstable action at all if you failed that DC 17 flat check.
On the upside a bunch of abilities/feats that used to be Unstable now have a base ability that is not Unstable with the option to go big with a powered up version that is Unstable.
Like Megaton Strike used to be slightly better than Power Attack but was Unstable, basically doubling damage dice when using two actions to attack. Now the final version basically is Power Attack, or if you make it Unstable it adds an extra die of damage more for the same damage as the Playtest version that was always Unstable.
Megavolt was 3d12 scaling by 1d12 every 2 levels after 6th, 20ft range line that scaled as you leveled to 120ft. Was always Unstable. Final version is reduced down to 3d4, same scaling of dice and length. If you choose to use it Unstable the damage goes up to d12s just like it was in the playtest. Of course some things are still always Unstable.
Looks like there is no longer a feat to give 6 allies your Boost damage. Still have the feats to share Overload.
Kind of sad Soaring Armor and Unstable Redundancies are on the same level. Is there a General Feat or anything that lets you grab a Class Feat?
Looks like Devastating Strike and Engine of Destruction are now Enemies only so you don't hit all your allies. Armor's feat capstone of Negate Damage is a lot more viable now, obviously not as good as the Thaumaturge Playtest's Paragon Amulet. Negate Damage can now reduce the damage you take by 15 without Unstable, and if using it Unstable still reduces damage by 50.
If you go all in on Gadget feats an Inventor knows how to make 9 gadgets, can make 8 temporary gadgets a day and 2 of those 8 don't have to be made in advance but instead you can declare what they are as you pull them out with an Interact action.
On a non Inventor note the Automaton look amazing and I really want to build one to use the artwork, possibly an Automaton Inventor.

Kyrone |

I will go in parts...
Bomb Launcher is not a consumable.
Gun Rapier the part rapier is the same stats as rapier but d4 and critical Fusion, and the pistol d4 with fatal d8.
No gadget archetype.
No powerful alchemy either for gadgets either.
There is indeed an alchemical bullet that gives weakness to bleed, also have one that gives persistent acid damage and a glue bullet that gives penalty to speed.
Elf - Mithral Tree, Three peaked tree
Gnome- Gnome Amalgam Musket
Kobold- none

Candlejake |
Most interested in dual wielding or one handed weapons.
I heard that there is a lvl 1 feat for reloading two weapons at once. Is this compatible with the special reloads the gunslinger ways provide or is it an either or situation?
Are there some feats for using onehanded weapons with a free hand? Like the fighter feat line but for guns i guess.

Ezekieru |
1 person marked this as a favorite. |

Seems like Pistolero Gunslingers need to pick up the capacity guns in order to use their base stuff with two pistols. Being able to reload without a free hand makes those guns more valuable to their playstyle.
Combined with a bandolier to share runes too, but I believe I read the bandolier maxes out at 4 guns, so there's a clear, short-lived upper limit to how far the dual-pistol Pistolero can go.

Kalaam |

Marros56 wrote:Do combination weapons lose anything over their regular counterpart? or is a gunsword just longsword+?They're uncommon and also a step down from other martial weapons, more comparable to simple ones in terms of their numbers.
Gunsword for instance in ranged form is similar to the arquebus, except it has one-third of the range and no fatal property. In melee form it's a greatsword with the die size dropped to d8.
Worth it for the cool factor alone.

vagrant-poet |

From the changes I'm hearing about, I don't really see any reason for a pistolero to use a pistol. They don't get anything from having a free hand, and dual wielding doesn't seem particularly worth it (and certainly not pistolero related).
Which is funny. I'm sure I'm missing lots of context though.

Kyrone |
5 people marked this as a favorite. |

Someone on reddit shared that the slide pistol is:
d6, fatal d10. Capacity 5. 1 handed. concussive(the damage type thing).
Not sure of it's cost or range, and I'd guess it's martial.
It's probably the best for dual-wield gunslingers.
Martial, 30ft and 16gp cost, the other is the pepperbox that is 1d4 same traits but fatal d8 and 60ft range.
From the changes I'm hearing about, I don't really see any reason for a pistolero to use a pistol. They don't get anything from having a free hand, and dual wielding doesn't seem particularly worth it (and certainly not pistolero related).
Which is funny. I'm sure I'm missing lots of context though.
Capacity is not a reload so it does not work with the reload abilities of gunslinger, so having a free hand or using 2 handed guns works best for it.
Is Firearm Ace still a thing? (+2 circumstance on damage after you reload?)
No, instead the singular expertize feature gives an always +1 circumstance bonus to guns and crossbows, don't scale. The Crossbow Ace exists though with another name.

vagrant-poet |

Oh. I thought capacity just meant that reloading the gun didn't require a free hand, for x numbers of shots. Like capacity 5 means you don't need a free hand to reload the slide pistol means you reload between shots, but each time it doesn't require any hands that aren't holding the pistol, until you have shot 5 times.
How does it work exactly? If it's incompatible with any other type of reload, then capacity seems uninspiring combined with the gunslinger.

Kyrone |
2 people marked this as a favorite. |

Oh. I thought capacity just meant that reloading the gun didn't require a free hand, for x numbers of shots. Like capacity 5 means you don't need a free hand to reload the slide pistol means you reload between shots, but each time it doesn't require any hands that aren't holding the pistol, until you have shot 5 times.
How does it work exactly? If it's incompatible with any other type of reload, then capacity seems uninspiring combined with the gunslinger.
It's an interact action to change barrels that does not requires a free hand. You can reload normally a barrel but that one requires a free hand.

oholoko |

vagrant-poet wrote:It's an interact action to change barrels that does not requires a free hand. You can reload normally a barrel but that one requires a free hand.Oh. I thought capacity just meant that reloading the gun didn't require a free hand, for x numbers of shots. Like capacity 5 means you don't need a free hand to reload the slide pistol means you reload between shots, but each time it doesn't require any hands that aren't holding the pistol, until you have shot 5 times.
How does it work exactly? If it's incompatible with any other type of reload, then capacity seems uninspiring combined with the gunslinger.
Reload a barrel or reload all barrels? Because if it's a barrel it will be quite hard to use...

Kyrone |

Kyrone wrote:Reload a barrel or reload all barrels? Because if it's a barrel it will be quite hard to use...vagrant-poet wrote:It's an interact action to change barrels that does not requires a free hand. You can reload normally a barrel but that one requires a free hand.Oh. I thought capacity just meant that reloading the gun didn't require a free hand, for x numbers of shots. Like capacity 5 means you don't need a free hand to reload the slide pistol means you reload between shots, but each time it doesn't require any hands that aren't holding the pistol, until you have shot 5 times.
How does it work exactly? If it's incompatible with any other type of reload, then capacity seems uninspiring combined with the gunslinger.
One barrel.

oholoko |

oholoko wrote:One barrel.Kyrone wrote:Reload a barrel or reload all barrels? Because if it's a barrel it will be quite hard to use...vagrant-poet wrote:It's an interact action to change barrels that does not requires a free hand. You can reload normally a barrel but that one requires a free hand.Oh. I thought capacity just meant that reloading the gun didn't require a free hand, for x numbers of shots. Like capacity 5 means you don't need a free hand to reload the slide pistol means you reload between shots, but each time it doesn't require any hands that aren't holding the pistol, until you have shot 5 times.
How does it work exactly? If it's incompatible with any other type of reload, then capacity seems uninspiring combined with the gunslinger.
Wow... That sounds harsh, I mean I heard slide pistol are capacity 5, after you shoot 5 times what can be done in 2-3 turns you will need to stow what you have in your other hand reload and shoot as normal. It's not that bad thank God the new class has a feature to switch your implement so it can have a free hand often enough :D
Any of the weapons that are combination have the capacity trait or repeating?