Guns & Gears AMA


Pathfinder Second Edition General Discussion

251 to 300 of 366 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Is there anything similar to the Spellslinger archetype from PF1? An archetype for spellcasters that allow them to combine their spellcasting abilities with guns? Either a more efficient way to use Spellstrike ammunition or an ability where they don’t need the ammo to do that?


3 people marked this as a favorite.
BretI wrote:
Is there anything similar to the Spellslinger archetype from PF1? An archetype for spellcasters that allow them to combine their spellcasting abilities with guns? Either a more efficient way to use Spellstrike ammunition or an ability where they don’t need the ammo to do that?

There’s the Spellshot class archetype for Gunslingers, and guns also work with Starlit Span Magi.


3 people marked this as a favorite.
BretI wrote:
Is there anything similar to the Spellslinger archetype from PF1? An archetype for spellcasters that allow them to combine their spellcasting abilities with guns? Either a more efficient way to use Spellstrike ammunition or an ability where they don’t need the ammo to do that?

Have the Beast Gunner archetype that gives something like Eldritch Shot, 3 actions if you hit the strike you use the same result for the spell attack.


Could someone tell me what the book has to say on Tian Xia locales? I think I heard the book has sections on Dtang Ma and Xa Hoi.


3 people marked this as a favorite.

Dtang Ma and Xa Hoi are mentioned briefly, but it doesn't really have anything specific on Tian Xia, just an overview of the history of gunpowder and firearms in the region.

It's in a split section with Vudra that compares and contrasts their gun laws.


Are there new 1st level feats for the Gunslinger that weren't in the playtest?


4 people marked this as a favorite.
GameDesignerDM wrote:
Are there new 1st level feats for the Gunslinger that weren't in the playtest?

Crossbow Crackshot - When you reload a crossbow increases the circumstance damage to +2 and if it's a simple one increases the die size.

Dual Weapon Reload - Same as dual weapon warrior.

Munition Crafter - You gain reagents equal to your level to create bombs or simple/alchemical ammunition, the level of the item is 1 and don't increase, at lvl 6 have another feat to scale it to your lvl -3.


Kyrone wrote:
GameDesignerDM wrote:
Are there new 1st level feats for the Gunslinger that weren't in the playtest?

Crossbow Crackshot - When you reload a crossbow increases the circumstance damage to +2 and if it's a simple one increases the die size.

Dual Weapon Reload - Same as dual weapon warrior.

Munition Crafter - You gain reagents equal to your level to create bombs or simple/alchemical ammunition, the level of the item is 1 and don't increase, at lvl 6 have another feat to scale it to your lvl -3.

Oh, Munition Crafter is awesome and fits my Gunslinger character concept so well. Thanks!


Do the special reload actions from the subclasses conflict with reload feats like dual weapon reload? Would kind of stink if you can't use your class abilities if you're dual wielding.


2 people marked this as a favorite.

All of the reload abilities are activities so they don't interact with each other at all. They're completely separate.


Dang. I wonder who twin shot is for then. I guess you could build a pistolero that isn't built for charisma. Or a drifter with twin bayonet pistols.

Scarab Sages

3 people marked this as a favorite.

Am I missing something? Guns are sounding weak, reload is still a major hindrance, and Unstable sounds like it got worse.


6 people marked this as a favorite.

Unstable is better, imo. The playtest version had you roll when you took the action and you lost the action if you failed the check.

The final version has you make the check when you take the first action and failure only prevents you from doing it again rather than costing you actions outright.

The damage on a crit failure doesn't really feel super necessary to me, but it's a pretty small amount of damage.


aobst128 wrote:
Dang. I wonder who twin shot is for then. I guess you could build a pistolero that isn't built for charisma. Or a drifter with twin bayonet pistols.

All paths works with dual wielding (vanguard have some feats that requires two-handed weapons, but as they are feats they are optional).


3 people marked this as a favorite.

I am quite foolish, and was not calculating the fatal damage right.

So actually guns are in a decent spot mathematically, because Paired Shots benefits more from fatal because of the all-around higher accuracy.

I think the bandolier gives you the option to drop a gun, do a special reload, and draw another gun twice per combat as an alternative to all reloads being stand-still, reload w/o free hand.

It's a bit clunkier in trade off for good damage, which is fair and in line with two weapon fighting generally.


Angel Hunter D wrote:
Am I missing something? Guns are sounding weak, reload is still a major hindrance, and Unstable sounds like it got worse.

The gun addons if I had to guess. Depending on what traits you can add to them it can make up for the power/utility gap.

On that note what's the limit on gun and crossbow modifications? Does it increase their weapon category when you use them?


4 people marked this as a favorite.
Angel Hunter D wrote:
Am I missing something? Guns are sounding weak, reload is still a major hindrance, and Unstable sounds like it got worse.

Unstable is actually much better. You get the effect THEN roll, vs the rolling and then getting the effect from the playtest, not to mention many unstables got a safe mode


5 people marked this as a favorite.

Just a note, but you get the unstable roll the first time that you use an action with it instead of the second in the playtest.

So it's still 1 unstable action per battle, but now you know immediately if you can use another.


4 people marked this as a favorite.

You don't get the free one, but I'd MUCH rather fail the first use than spend two actions and lose them when attempting the roll.

At least for me, the issue with unstable wasnt the uses per fight, in was the potential for wasting two actions on a gamble with bad odds

Scarab Sages

4 people marked this as a favorite.

Ah, ok. That makes Unstable sound a little better. Still seems like a lot of work for a martial focus mechanic when there's, ya know, focus.


Just to make sure: Can you still use the save version of you unstable abilities even if you're locked out of the unstable version?

And on a different matter, would Inventor Multiclass add anything useful to a Wizard?


3 people marked this as a favorite.
Blave wrote:

Just to make sure: Can you still use the save version of you unstable abilities even if you're locked out of the unstable version?

And on a different matter, would Inventor Multiclass add anything useful to a Wizard?

Sorry I didn't really understand completely.

But you can still use the stable part of activity if it have even if you used the unstable version already.

So if you used unstable 3d12 mega volt and don't have anymore, you still can use the stable 3d4 one.

For the Wizard part, have some stuff like tamper, gadgets, searing restoration, scaling crafting proficiency and some modifications that might be interesting for the Wizard.


That's exactly what I wanted to know. Thanks!


Kyrone wrote:
aobst128 wrote:
Dang. I wonder who twin shot is for then. I guess you could build a pistolero that isn't built for charisma. Or a drifter with twin bayonet pistols.
All paths works with dual wielding (vanguard have some feats that requires two-handed weapons, but as they are feats they are optional).

I guess all you would be missing out on is your slingers reload. None of them support dual wielding, unless slide pistols could work? Does it count as reloading?


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

What new vehicles are introduced in this book? Any new rules of interest for naval campaigns?


1 person marked this as a favorite.
aobst128 wrote:
Kyrone wrote:
aobst128 wrote:
Dang. I wonder who twin shot is for then. I guess you could build a pistolero that isn't built for charisma. Or a drifter with twin bayonet pistols.
All paths works with dual wielding (vanguard have some feats that requires two-handed weapons, but as they are feats they are optional).
I guess all you would be missing out on is your slingers reload. None of them support dual wielding, unless slide pistols could work? Does it count as reloading?

Apparently capacity doesn't interact with reloads. It's its own type of interact.


Do the Sniper Gunslinger Way only work with two-handed firearms or could one use a pistol for that?


1 person marked this as a favorite.
vagrant-poet wrote:
aobst128 wrote:
Kyrone wrote:
aobst128 wrote:
Dang. I wonder who twin shot is for then. I guess you could build a pistolero that isn't built for charisma. Or a drifter with twin bayonet pistols.
All paths works with dual wielding (vanguard have some feats that requires two-handed weapons, but as they are feats they are optional).
I guess all you would be missing out on is your slingers reload. None of them support dual wielding, unless slide pistols could work? Does it count as reloading?
Apparently capacity doesn't interact with reloads. It's its own type of interact.

Figures. Maybe they'll have a dual firearm way in the future.


2 people marked this as a favorite.
Seisho wrote:
Do the Sniper Gunslinger Way only work with two-handed firearms or could one use a pistol for that?

It wouldn't be great, but nothing outright requires you to use an arquebus or Harmona Gun as a Sniper.

A pistol would work fine.


aobst128 wrote:
Figures. Maybe they'll have a dual firearm way in the future.

Right now I think the best dual firearm way is actually Drifter.

Reinforced stocks are melee weapons that are attached to firearms. So the initiative skill that lets you draw a melee and ranged weapon should let you draw both your guns if they also have reinforced stocks.

Reloading Strike gives you a way to keep dealing damage on your downtime turn too by moving up and making melee attacks (a dual weapon gunslinger can paired shots + reload round 1, reload + paired shots round 2, but round 3 you start with two unloaded firearms which makes it fairly awkward).


Squiggit wrote:
aobst128 wrote:
Figures. Maybe they'll have a dual firearm way in the future.

Right now I think the best dual firearm way is actually Drifter.

Reinforced stocks are melee weapons that are attached to firearms. So the initiative skill that lets you draw a melee and ranged weapon should let you draw both your guns if they also have reinforced stocks.

Reloading Strike gives you a way to keep dealing damage on your downtime turn too by moving up and making melee attacks (a dual weapon gunslinger can paired shots + reload round 1, reload + paired shots round 2, but round 3 you start with two unloaded firearms which makes it fairly awkward).

Reinforced stocks can be put on one handed firearms?

Dark Archive

Pathfinder Rulebook Subscriber
aobst128 wrote:
Squiggit wrote:
aobst128 wrote:
Figures. Maybe they'll have a dual firearm way in the future.

Right now I think the best dual firearm way is actually Drifter.

Reinforced stocks are melee weapons that are attached to firearms. So the initiative skill that lets you draw a melee and ranged weapon should let you draw both your guns if they also have reinforced stocks.

Reloading Strike gives you a way to keep dealing damage on your downtime turn too by moving up and making melee attacks (a dual weapon gunslinger can paired shots + reload round 1, reload + paired shots round 2, but round 3 you start with two unloaded firearms which makes it fairly awkward).

Reinforced stocks can be put on one handed firearms?

Yes. It even calls out that weilding the stock requires the same amount of hands as the weapon on which it is attached.


Can bayonets and reinforced stocks both be put on the same gun?


4 people marked this as a favorite.
aobst128 wrote:
Squiggit wrote:
aobst128 wrote:
Figures. Maybe they'll have a dual firearm way in the future.

Right now I think the best dual firearm way is actually Drifter.

Reinforced stocks are melee weapons that are attached to firearms. So the initiative skill that lets you draw a melee and ranged weapon should let you draw both your guns if they also have reinforced stocks.

Reloading Strike gives you a way to keep dealing damage on your downtime turn too by moving up and making melee attacks (a dual weapon gunslinger can paired shots + reload round 1, reload + paired shots round 2, but round 3 you start with two unloaded firearms which makes it fairly awkward).

Reinforced stocks can be put on one handed firearms?

Sticking a big rifle stock on a handgun/pistol is actually a time honoured tradition dating back to flintlocks and still in use today.

Civil War Flintlock Stock
WW1 Mauser Stock

You don't see them much in movies or other media because they look so silly, but they have always been a thing.


1 person marked this as a favorite.
Tender Tendrils wrote:
aobst128 wrote:
Squiggit wrote:
aobst128 wrote:
Figures. Maybe they'll have a dual firearm way in the future.

Right now I think the best dual firearm way is actually Drifter.

Reinforced stocks are melee weapons that are attached to firearms. So the initiative skill that lets you draw a melee and ranged weapon should let you draw both your guns if they also have reinforced stocks.

Reloading Strike gives you a way to keep dealing damage on your downtime turn too by moving up and making melee attacks (a dual weapon gunslinger can paired shots + reload round 1, reload + paired shots round 2, but round 3 you start with two unloaded firearms which makes it fairly awkward).

Reinforced stocks can be put on one handed firearms?

Sticking a big rifle stock on a handgun/pistol is actually a time honoured tradition dating back to flintlocks and still in use today.

Civil War Flintlock Stock
WW1 Mauser Stock

You don't see them much in movies or other media because they look so silly, but they have always been a thing.

Don't forget the 'Artillery Luger' Lange Pistole 08 with 32-round Trommel-Magazin 08 and removable stock. The snail drum magazine look unusual enough on it's own then you slap the stock on too. there are also companies that produce custom aftermarket for just about any handgun to turn it into a "Short-barreled rifle (SBR)" or "pistol carbine": I've seen a S&W 629 with one on it [the stock helps a lot with the recoil from .44 magnum rounds].


EDIT- Nevermind, i found the answer on the thread


Are there some new weapon and armor runes in the book? Could you share the ones you find sexier?


Since everyone is asking about guns, let me ask about Inventor!

Does he have any sort of feat or feature to interact with Recall Knowledge?


Pathfinder Roleplaying Game Superscriber

I have my pdf and know how I will run it but do Double Barrel weapons allows you to shoot the barrels separately thus allowing two attavk before reload? The only thing the trait says is that you MAY discharge both barrels to increase the die one step.

I am the forever GM and will allow them to be shot separately as that is how guns of the time were having separate triggers. But since the book doesn't spell it out I can see some tables having variance.

Scarab Sages Designer

16 people marked this as a favorite.
Nicolas Paradise wrote:

I have my pdf and know how I will run it but do Double Barrel weapons allows you to shoot the barrels separately thus allowing two attavk before reload? The only thing the trait says is that you MAY discharge both barrels to increase the die one step.

I am the forever GM and will allow them to be shot separately as that is how guns of the time were having separate triggers. But since the book doesn't spell it out I can see some tables having variance.

The word "may" does not appear in the mechanics entry. We actively try to avoid using may because it's ambiguous and almost always what is actually meant is "can".

So the text is-

"Double Barrel: This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single Strike to increase the size of the weapon damage die by one step. If the weapon has the fatal trait, this increases the size of the fatal die by one step as well."

The default state is that you can fire them separately with the listed weapon stats and the optional effect is that you can fire them both together for a more powerful single strike with a higher base damage die and higher fatal die.


2 people marked this as a favorite.

Does the book have some special ammo that does not require an activation? Something like Shining ammunition or Ghost ammunition.


What does the Inventor's first few levels look like? Can they make free gadget thingies that got added this book? How does EXPLOSION!!! work now that there are stable versions of unstable actions?


2 people marked this as a favorite.
roquepo wrote:
Does the book have some special ammo that does not require an activation? Something like Shining ammunition or Ghost ammunition.

Yes, like an acid one that deals persistent damage when you hit (remember that property runes don't apply on special ammo though).

nick1wasd wrote:
What does the Inventor's first few levels look like? Can they make free gadget thingies that got added this book? How does EXPLOSION!!! work now that there are stable versions of unstable actions?

Explosion only have the unstable version, so if you get the fail you can't use it again. Have a feat to change the type of damage of explosion to either acid, cold or electricity.

The first activity that have a stable version is megaton strike at lvl 4.

It looks pretty similar to the playtest, but with more options of modifications and feats, automatic crafting increase and a lvl 4 gadget feat for people that want.


Pathfinder Rulebook Subscriber
Kyrone wrote:
RaptorJesues wrote:
What is a slide pistol though? Is it a semi automatic gun loke say a mauser HSc?

It's a gun with 5 barrels, and then you slide the gun to another barrel to shoot.

roquepo wrote:
How does the kickback trait functions exactly? Do different weapons have different STR requirements? Is it 1 damage per weapon damage die or does it scale like Backstabber?
Basically propulsive, gives you +1 damage but you need 14STR to not take the -2 penalty to your attack roll, have a modification that increases it to +2 but requires 18 STR to not take penalty.

So it's not per damage die? That seems quite weak.


lordcirth wrote:
Kyrone wrote:
RaptorJesues wrote:
What is a slide pistol though? Is it a semi automatic gun loke say a mauser HSc?

It's a gun with 5 barrels, and then you slide the gun to another barrel to shoot.

roquepo wrote:
How does the kickback trait functions exactly? Do different weapons have different STR requirements? Is it 1 damage per weapon damage die or does it scale like Backstabber?
Basically propulsive, gives you +1 damage but you need 14STR to not take the -2 penalty to your attack roll, have a modification that increases it to +2 but requires 18 STR to not take penalty.
So it's not per damage die? That seems quite weak.

It's basically a variation on propulsive. It's balanced, but as you note also kind of weak (but then, so is propulsive).


I'm super late to the party, but was Pistolero's Retort (the advanced pistolero deed) changed at all? Previous answers indicate that it hasn't, which necessitates you to taking repeating weapons to get any use out of it. And since none of those seem like particularly attractive options so far...


2 people marked this as a favorite.
Karmagator wrote:
I'm super late to the party, but was Pistolero's Retort (the advanced pistolero deed) changed at all? Previous answers indicate that it hasn't, which necessitates you to taking repeating weapons to get any use out of it. And since none of those seem like particularly attractive options so far...

Needs to have the gun loaded to use it, yes.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Kyrone wrote:
roquepo wrote:
Does the book have some special ammo that does not require an activation? Something like Shining ammunition or Ghost ammunition.

Yes, like an acid one that deals persistent damage when you hit (remember that property runes don't apply on special ammo though).

nick1wasd wrote:
What does the Inventor's first few levels look like? Can they make free gadget thingies that got added this book? How does EXPLOSION!!! work now that there are stable versions of unstable actions?

Explosion only have the unstable version, so if you get the fail you can't use it again. Have a feat to change the type of damage of explosion to either acid, cold or electricity.

The first activity that have a stable version is megaton strike at lvl 4.

It looks pretty similar to the playtest, but with more options of modifications and feats, automatic crafting increase and a lvl 4 gadget feat for people that want.

I had heard somewhere that they get Shield Block now, too. Is that accurate?


Kyrone wrote:
Karmagator wrote:
I'm super late to the party, but was Pistolero's Retort (the advanced pistolero deed) changed at all? Previous answers indicate that it hasn't, which necessitates you to taking repeating weapons to get any use out of it. And since none of those seem like particularly attractive options so far...
Needs to have the gun loaded to use it, yes.

Welp, that's not great news. It will be cool the one time it happens per campaign, I guess?

Thanks for your help ^^


Ashanderai wrote:
Kyrone wrote:
roquepo wrote:
Does the book have some special ammo that does not require an activation? Something like Shining ammunition or Ghost ammunition.

Yes, like an acid one that deals persistent damage when you hit (remember that property runes don't apply on special ammo though).

nick1wasd wrote:
What does the Inventor's first few levels look like? Can they make free gadget thingies that got added this book? How does EXPLOSION!!! work now that there are stable versions of unstable actions?

Explosion only have the unstable version, so if you get the fail you can't use it again. Have a feat to change the type of damage of explosion to either acid, cold or electricity.

The first activity that have a stable version is megaton strike at lvl 4.

It looks pretty similar to the playtest, but with more options of modifications and feats, automatic crafting increase and a lvl 4 gadget feat for people that want.

I had heard somewhere that they get Shield Block now, too. Is that accurate?

True they do have shield block.

251 to 300 of 366 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Guns & Gears AMA All Messageboards

Want to post a reply? Sign in.