Guns & Gears AMA


Pathfinder Second Edition General Discussion

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Xasper wrote:

I'm really curious about the Demolitionist Archetype. There's barely any info on it that I can find so far (aside from the Collapse Wall reaction that's been spoiled), and I've got a Gun Cleric of Lubaiko that might like to branch out into the rather less metaphorical sort of blowing things up.

What sorts of things can you do with it? Is it a Crafting-related archetype like Alchemist/Snarecrafter/Poisoner/etc?

It's not like Alchemist or Snarecrafter, you don't get reagents. The arhcetype is mostly about setting bombs to explode in a certain place. It does have some bomb feats like calculated splash and directional bombs, but gives none of them for free.

WWHsmackdown wrote:
what are some good archetypes for the sniper way?

Sniper Duo archetype is good with it and is also fitting, have a spotter to help give you more shots as reactions when they crit or miss an attack.

Unexpected Sharpshooter is also fun for the advantage on damage and hit.

Anything that helps to give you flatfooted at distance or make you hidden is great.

Legenderic wrote:

what are Gunslinger's class features level 1-3?

Singluar expertise - +1 circumstance damage to crossbows and guns, also don't let you gain proficiency increase in other weapons with archetypes like mauler or archer.

Gunslinger Way - Subclass, gives a deed that is the same as the playtests ones, and a way specific reload.

Stubborn lvl 3 - Will to expert, gives somes bonus against being controlled.


Is the Alchemical Launcher an actual weapon that can be inscribed with runes, and if so, can the alchemist use it?

Or is it more like the alchemical atomizer?


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

Do Inventors still only get three Breakthroughs, or are there more? Is there an Order Explorer style option that allows for branching out?


could confirm something different from playtest was added on levels 2, 4 and 5 for Gunslinger Class?

Dark Archive

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Pathfinder Rulebook Subscriber
Legenderic wrote:
what are Gunslinger's class features level 1-3?

1 - Normal stuff, your way initial dead, class feat, and singular expertise which gives +1 circumstance bonus to firearm and crossbow damage and prevents you from advancing other weapon proficiency to your firearm level

3 - Normal stuff, Stubborn to increase Will to expert and reroll saves against controlling affects on your next turn.

Xavier_x wrote:
How does the Long Air Repeater weapon work, I mean, how does the weapon trait repeating work?

Repeating weapons are loaded with a magazine containing the amount of rounds appropriate for the weapon. You can then fire those without having to reload until the magazine is empty at which point it needs reloaded with 3 interact actions (can be non-consecutive). In the Long Air Repeater's case, it has 8 pellets per magazine.

Alchemic_Genius wrote:

Is the Alchemical Launcher an actual weapon that can be inscribed with runes, and if so, can the alchemist use it?

Or is it more like the alchemical atomizer?

The Bomb Launcher is a lvl 1 item anybody can use, not a weapon

Evan Tarlton wrote:
Do Inventors still only get three Breakthroughs, or are there more? Is there an Order Explorer style option that allows for branching out? ​

They still only get three, but you get each of them 2 levels earlier than the playtest. No "order explorer" style option that I can see.

AZendar_wd wrote:

Icould confirm something different from playtest was added on levels 2, 4 and 5 for Gunslinger Class?

I don't have the playtest in front of me, but you just get the typical skill feat and class feat at 2nd and 4th, then the typical stuff at level 5 along with Weapon Mastery.


Kyrone wrote:


It's not like Alchemist or Snarecrafter, you don't get reagents. The arhcetype is mostly about setting bombs to explode in a certain place. It does have some bomb feats like calculated splash and directional bombs, but gives none of them for free.

Huh. That's very interesting. So it uses the existing alchemical bombs for its effects? Does the dedication require something like Alchemical Crafting in order to be taken?


I would like to know if there is a Way of the Sniper, if so, what are the Features of this Way?


For you, what are the best level 1, 2 and 3 Feats for gunslinger? and what do they do?


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Does Drifter still get rebounding assault? Found that specific skill rather silly tbh


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Legenderic wrote:
I would like to know if there is a Way of the Sniper, if so, what are the Features of this Way?

Proficiency in Stealth

One action Reload + Take Cover or Hide.

Initial Deed: If you roll stealth for initiative, draw a gun as a free action and deal extra precision damage on your first strike on your first turn.

9th: Two action strike that deals extra damage and bleed if the target is flat footed (it's just a regular strike if they aren't)

15: 1-action strike that adds the bonus damage from your first level deed if you're hidden or undetected by the target.


Squiggit wrote:
Legenderic wrote:
I would like to know if there is a Way of the Sniper, if so, what are the Features of this Way?

Proficiency in Stealth

One action Reload + Take Cover or Hide.

Initial Deed: If you roll stealth for initiative, draw a gun as a free action and deal extra precision damage on your first strike on your first turn.

9th: Two action strike that deals extra damage and bleed if the target is flat footed (it's just a regular strike if they aren't)

15: 1-action strike that adds the bonus damage from your first level deed if you're hidden or undetected by the target.

So the precision damage is just for the first shot?


Kyrone wrote:
Singluar expertise - +1 circumstance damage to crossbows and guns, also don't let you gain proficiency increase in other weapons with archetypes like mauler or archer.

Can gunslingers still be legendary using firearms/crossbows?


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Seisho wrote:
So the precision damage is just for the first shot?

The first shot of your first turn (if you can't make an attack on your first turn you don't get the precision damage at all).

Until level 15.

YuriP wrote:


Gunslinguers stills can be legendary using firearms/crossbows?

Yes.


Squiggit wrote:
Seisho wrote:
So the precision damage is just for the first shot?

The first shot of your first turn (if you can't make an attack on your first turn you don't get the precision damage at all).

Until level 15.

YuriP wrote:


Gunslinguers stills can be legendary using firearms/crossbows?
Yes.

sorry I didn't understand, what would be the damage? and in your opinion, what are the best feats for sniper, from level 1 to 5?


Seisho wrote:
Does Drifter still get rebounding assault? Found that specific skill rather silly tbh

I don't have the book, so someone correct me if I'm wrong, but from what I've heard Drifters no longer get Rebounding Assault by default but it still exists as a feat.


Zendar_wd wrote:


sorry I didn't understand, what would be the damage? and in your opinion, what are the best feats for sniper, from level 1 to 5?

1d6, 2d6 at 9, 3d6 at 15.


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Salamileg wrote:
Seisho wrote:
Does Drifter still get rebounding assault? Found that specific skill rather silly tbh
I don't have the book, so someone correct me if I'm wrong, but from what I've heard Drifters no longer get Rebounding Assault by default but it still exists as a feat.

Correct, they now have Finish the Job, if you missed your last firearm attack you can use another action to do a strike with the melee weapon using the same MAP.


Does the splash damage from scatterguns affect the main target too or just the splash area?

Scarab Sages Designer

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aobst128 wrote:
Does the splash damage from scatterguns affect the main target too or just the splash area?

Main target too, just like in the playtest and standard splash weapons like bombs.


Michael Sayre wrote:
aobst128 wrote:
Does the splash damage from scatterguns affect the main target too or just the splash area?
Main target too, just like in the playtest and standard splash weapons like bombs.

Nice, effectively increases their die size for their main target.


Have to say in general I really like this book. The lore especially is really fun and I'm a fan of all the secondary items.

I do wish there was more cross-pollination in the inventor. Some sort of order-explorer or ability to pick up extra/alternate innovation breakthroughs via a higher level feat would have felt really neat.

And pre-release I was really interested in seeing how well the idea of a gunblade drifter worked, but it seems like that Way is specifically written to not work with combination weapons.

All in all I'm a fan though, especially the lore sections and the various items. I love that there's an air conditioner in the book...

Scarab Sages Designer

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Squiggit wrote:


And pre-release I was really interested in seeing how well the idea of a gunblade drifter worked, but it seems like that Way is specifically written to not work with combination weapons.

More that it's built around dual-wielding and balanced under the expectation that it's got a one-handed weapon in each hand rather than a two-hander. So you could dual wield pistols with bayonets, or a dagger pistol and rapier pistol, but it won't have synergy with a gun sword or other two-handed combination weapon.


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Yeah I totally get that. It makes sense in practice, though I hope there might be more support for gunsword gunslingers somewhere down the line.

Like I said, I'm still really happy with the product overall. I've already started playing my first Inventor and she's been incredibly fun.

Scarab Sages Designer

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aobst128 wrote:
Michael Sayre wrote:
aobst128 wrote:
Does the splash damage from scatterguns affect the main target too or just the splash area?
Main target too, just like in the playtest and standard splash weapons like bombs.
Nice, effectively increases their die size for their main target.

Yup. If you're using a dwarven scattergun that has both kickback and scatter, you're picking up an extra 6 damage per shot on the main target by the time you have large bore modifications and a major striking weapon.

Squiggit wrote:
Yeah I totally get that. It makes sense in practice, though I hope there might be more support for gunsword gunslingers somewhere down the line.

I expect the future will be kind to you.

Quote:
Like I said, I'm still really happy with the product overall. I've already started playing my first Inventor and she's been incredibly fun.

I'm glad! I'm hoping to run our next One Shot, Head-Shot the Rot, for some of my coworkers soon and a few of them are already eyeballing the pregens and deciding which one they plan on playing (I think Leo is going to be grabbing Zakzak, a goblin gunslinger with a flingflenser). my favorite part of the product's cycle is when everyone finally gets to start playing with it!


Where will this leave 2H combination weapons then? I guess Rangers could use them, also Fighters if they archetype into something with some reload synergy.

Scarab Sages Designer

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roquepo wrote:
Where will this leave 2H combination weapons then? I guess Rangers could use them, also Fighters if they archetype into something with some reload synergy.

Vanguards can get some solid mileage out of a gunsword if they want, particularly since they're already incentivized towards heavier strength. It's also good "spice" for a lot of builds that might only occasionally actually want to pull the trigger (it's a great backup for a fighter who's primarily melee but wants a ranged weapon at the ready or the occasional explosive crit.)


What's the vanguard like?


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aobst128 wrote:
What's the vanguard like?

Specialises in two-handed firearms and crossbows at close range.

Slinger's Reload is Clear a Path, which enables you to shove with your weapon and then interact to reload. If your last action was a strike, you delay MAP on the Shove, using the same MAP as the strike.

Initial Deed is Living Fortification. When you roll initiative, you can draw your weapon and basically parry with it (+1 AC, or +2 if it has parry, which one of the elf guns does).

Advanced Deed is Spinning Crush. Three actions, wallop everyone adjacent with your gun, basic Reflex to resist. Pushes if they fail.

Greater Deed is Siegebreaker. (Requires a kickback or scatter weapon if performed with a gun.) Two actions; leap or stride, then strike an adjacent target. You deal 3d8 extra bludgeoning damage and bypass 10 hardness. You then become immobilized, gain the parry bonus to AC, and are harder to move, all until your next turn.


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Posting this in the hopes that a designer replies (in relation to my earlier question about conventional explosives).

Are we likely to get regular grenades at some point? Just grenades that are a conventional explosive? (probably dealing bludgeoning or piercing damage depending on if they fragment or not), and things like dynamite?

It seems odd to me that there isn't something to represent the classic "black sphere with a fuse on top" bomb that grenadiers used in the gunpowder era, or dynamite you can throw around recklessly for wild west type stories.

Liberty's Edge

Dargath wrote:

If one was playing a long ranged Ranger to be a Sniper Assassin is there anything within the Gunslinger that supports hunting a specific target and eliminating it from long range?

Also is there a decent sniper rifle type weapon? Hunt Prey makes sense for an Assassin, does Gunslinger have anything similar?

I would base a Sniper Assassin on Investigator. Stay hidden, Devise a Stratagem every round, wait for the crit. With the Assassin archetype.

Maybe Gunslinger (Way of the Sniper) with Investigator MC Dedication and later Assassin archetype would work better. I will check when I get the book.

More of a NPC build IMO. I think adventuring does not usually give PCs opportunities to really do the wait and snipe at your leisure thing

Liberty's Edge

Tender Tendrils wrote:

Posting this in the hopes that a designer replies (in relation to my earlier question about conventional explosives).

Are we likely to get regular grenades at some point? Just grenades that are a conventional explosive? (probably dealing bludgeoning or piercing damage depending on if they fragment or not), and things like dynamite?

It seems odd to me that there isn't something to represent the classic "black sphere with a fuse on top" bomb that grenadiers used in the gunpowder era, or dynamite you can throw around recklessly for wild west type stories.

IIRC there was such a grenade throwing guy in The Water Margin, which is set in medieval China (early 12th century CE, for western reference, approximately 50 years after William the Conqueror became King of England).


The Raven Black wrote:
Dargath wrote:

If one was playing a long ranged Ranger to be a Sniper Assassin is there anything within the Gunslinger that supports hunting a specific target and eliminating it from long range?

Also is there a decent sniper rifle type weapon? Hunt Prey makes sense for an Assassin, does Gunslinger have anything similar?

I would base a Sniper Assassin on Investigator. Stay hidden, Devise a Stratagem every round, wait for the crit. With the Assassin archetype.

Maybe Gunslinger (Way of the Sniper) with Investigator MC Dedication and later Assassin archetype would work better. I will check when I get the book.

More of a NPC build IMO. I think adventuring does not usually give PCs opportunities to really do the wait and snipe at your leisure thing

I'm planning a Way of the Sniper Gunslinger with the Scout Archetype for an upcoming game using the Free Archetype variant. Crazy good synergy with Hide and Stealth.


Is there any support for non-gunslingers to mitigate reloading mechanics?


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TheGentlemanDM wrote:
aobst128 wrote:
What's the vanguard like?

Specialises in two-handed firearms and crossbows at close range.

Slinger's Reload is Clear a Path, which enables...

Any chance you'd share the same info for Pistolero?

Liberty's Edge

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Milo v3 wrote:
Is there any support for non-gunslingers to mitigate reloading mechanics?

I think I saw mention that there are several firearms that you can fire several times before needing to reload. I don't have the book though.


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vagrant-poet wrote:
TheGentlemanDM wrote:
aobst128 wrote:
What's the vanguard like?

Specialises in two-handed firearms and crossbows at close range.

Slinger's Reload is Clear a Path, which enables...

Any chance you'd share the same info for Pistolero?

Probability is in your favour today.

Pistolero is a one-handed firearm specialist who prefers to fight at medium range and supplement with charismatic actions.

Slinger's Reload is Raconteur's Reload, which combines reload with either Create a Diversion or Demoralize.

Initial Deed is Ten Paces. +2 to initiative, free draw of a one-handed weapon, and a free 10 foot step.

Advanced Deed is Pistolero's Retort. It's a riposte within the first range increment of your one-handed gun.

Greater Deed is Grim Swagger. Make an intimidation or deception check against the Will DC of every enemy within 30 feet. On a success, frighten 2. On a crit success, frighten 3 and fleeing if they're weaker.


TheGentlemanDM wrote:


Advanced Deed is Pistolero's Retort. It's a riposte within the first range increment of your one-handed gun.

Is this against any enemy targeting your allies or does this only mean you can riposte against ranged attacks as well?


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Onkonk wrote:
TheGentlemanDM wrote:


Advanced Deed is Pistolero's Retort. It's a riposte within the first range increment of your one-handed gun.
Is this against any enemy targeting your allies or does this only mean you can riposte against ranged attacks as well?

Only against the gunslinger and you can react against any strike that had critically missed you.


Pistolero specific feat is still the challenge? Does that only work with one-handed firearm/crossbows?


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vagrant-poet wrote:
Pistolero specific feat is still the challenge? Does that only work with one-handed firearm/crossbows?

Yes still the challenge, works with any strike.


Hmm. I personally feel that there's not enough incentive in a free draw at the start of combat, and a situational reaction that requires having loaded gun to actually use pistols with the Pistolero, and that kind of makes me sad.

I'm looking forward to seeing how the bandolier magic item works.

Yes you have a free hand with a pistol compared to a rifle, but because you need one to reload anyway you can't use it for much, and capacity guns abd Dual Weapon Reload don't work with way specific reloads or running reload.

I can't see it see how or even if a gunslinger who isn't the drifter would use a pistol other than for flavor while being objectively weaker.


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vagrant-poet wrote:

Hmm. I personally feel that there's not enough incentive in a free draw at the start of combat, and a situational reaction that requires having loaded gun to actually use pistols with the Pistolero, and that kind of makes me sad.

I'm looking forward to seeing how the bandolier magic item works.

Yes you have a free hand with a pistol compared to a rifle, but because you need one to reload anyway you can't use it for much, and capacity guns abd Dual Weapon Reload don't work with way specific reloads or running reload.

I can't see it see how or even if a gunslinger who isn't the drifter would use a pistol other than for flavor while being objectively weaker.

There's plenty of benefit to the free hand. Wear a buckler and go up to a shield if yo nab nimble shield hand. Start every fight with a consumable in hand, activate it to buff up before you have to reload. Invest in athletics and grab/trip people that enter melee with you. Take advantage of one of the many climbing things that let you climb one handed and get to places where it's heard to reach you while still shooting...

Open hands are great if you're a tactical combatant thats sees the fight as more than just lowering hp to 0


My gut instinct build would be robo companion inventor with the sterling dynamo archetype and then I realized that's basically the iconic. Related question: could I mount a concealed shotgun into the arm of my inventor with sterling dynamo?

Dark Archive

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Pathfinder Rulebook Subscriber
vagrant-poet wrote:

I'm looking forward to seeing how the bandolier magic item works.

I answered this on page 1 of this thread. Here's the link.

Hope that helps


Invictus Fatum wrote:
vagrant-poet wrote:

I'm looking forward to seeing how the bandolier magic item works.

I answered this on page 1 of this thread. Here's the link.

Hope that helps

Oh! Thank you! That helps me try to think about how it all works together.


How many reload actions (besides the slingers reloads) are there?

What to they (or at least some of them) do?


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Seisho wrote:

How many reload actions (besides the slingers reloads) are there?

What to they (or at least some of them) do?

Dual Weapon Reload lvl 1 - Same as the dual weapon warrior

Risky Reload lvl 2- Reload and make a strike, if you miss the weapon missfires.

Running Reload lvl 4- Sames as the ranger one

Slinger Reflexes lvl 20 - Always quickened, can use to step or reload.

Archetype ones

Bullet Dancer reload lvl 12 - Flourish, you strike then reload.

Recall Ammunition - From Spellshot, lvl 9 deed, if you miss a strike you can use a reaction to make the bullet go back to your gun.

Conjure Bullet - Conjure a bullet to your gun.


Kyrone wrote:
Risky Reload lvl 2- Reload and make a strike, if you miss the weapon missfires.

This remember-me a thing how many actions to fix a missfired gun?


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YuriP wrote:
Kyrone wrote:
Risky Reload lvl 2- Reload and make a strike, if you miss the weapon missfires.
This remember-me a thing how many actions to fix a missfired gun?

1 to remove the jam of the weapon, another to reload. So 2 total to be able to fire again.


But now have you to reload or you still spam Risky Reload like playtest?

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