
Squiggit |
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Drake Rifle is level 4, Spider Gun and Spike Launcher (manticore) at 6. Incidentally, all three of those are unique weapons too instead of magic versions of existing firearms.
Basilisk, Manticore and Spider guns are fairly specific about where they come from. Other options like the Growth Gun or Breath Blaster can come with anything with regeneration or an appropriate breath weapon.
Finally there's a tentacle cannon from anything with tentacles and ink.

Kyrone |
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Could you tell us what do the jezzail and harmona gun look like based on the description? I also would like to renew my request for info about armor and weapon runes :3
Don't have any new rune in this book, though have a few in the Grand Bazaar
Harmona Gun - Large-Bore long gun, the projectiles makes a buzzing sound.
Jezail - Long gun with a custom stock and flintlock firing mechanism.

RaptorJesues |

RaptorJesues wrote:Could you tell us what do the jezzail and harmona gun look like based on the description? I also would like to renew my request for info about armor and weapon runes :3Don't have any new rune in this book, though have a few in the Grand Bazaar
Harmona Gun - Large-Bore long gun, the projectiles makes a buzzing sound.
Jezail - Long gun with a custom stock and flintlock firing mechanism.
Uh, as i supposed the jezzail does really not sound like a one handed weapon, go figure xD
Bit of a shame about the runes but at least the grand bazaar ones are very cool on firearms, expecially the crushing one
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Are there many pretty pictures of the numerous weird guns? :D
(Are ther maybe even more guns in the grand bazaar?)
We've got art of fair number of the guns and weapons featured in the book, but the real comprehensive art treasure trove is the Guns Deck and Gears Deck accessories, which have art for almost every piece of equipment in the book ("almost" because there's so much gear that even with two card deck products a couple items just didn't fit in the space available.)

kaid |

aobst128 wrote:Squiggit wrote:Reinforced stocks can be put on one handed firearms?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).
Sticking a big rifle stock on a handgun/pistol is actually a time honoured tradition dating back to flintlocks and still in use today.
You don't see them much in movies or other media because they look so silly, but they have always been a thing.
Yup when your gun is a single shot and is not spectacular accuracy with that one shot the ability to flip it around and brain somebody with the butt of your gun that's functionally a club/mace it means even if you missed you are not disarmed.

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I've read that Goblin firearms interact with missfire differently, how does that work?
Also, the Dwarf shotgun is looking cool, how much range does it have? 20ft?
It's cobbled weapons that are more likely to misfire, not all goblin weapons (though the overlap is notable). The flingflenser is not a cobbled weapon.
Cobbled weapons require you to roll a misfire chance for every failed attack roll and occasionally have particularly disastrous crit failure effects.
The dwarven scattergun has a range increment of 50 feet.

roquepo |

roquepo wrote:Cobbled weapons require you to roll a misfire chance for every failed attack roll and occasionally have particularly disastrous crit failure effects.I've read that Goblin firearms interact with missfire differently, how does that work?
Also, the Dwarf shotgun is looking cool, how much range does it have? 20ft?
Those can be really cool for certain campaigns, i can see myself running a prision break with those kinds of weapons (I like shoddy items in general).
The dwarven scattergun has a range increment of 50 feet.
That's impressive for a scatter weapon, could be really fun to try out.

WWHsmackdown |
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WWHsmackdown wrote:I hate to repost but could anyone tell me how the final version of the inventor mechanical companion shaped up? what lvls can it increase proficiencies? what kind of innovations can you slap on it?4/8/14.
Have stuff like turrets, skill increases, movement types and so on.
Druid/beast master progression is a welcome sight. I'm excited play an inventor that creates a battle mech with a shoulder mounted turret.

keftiu |

Are the Tengu in the Halana Theocracy meant to replace the lore of the Syrinx in Arcadia? The felt somewhat similar to me in reading.
The Syrinx believe themselves to be superior to all other peoples and want to enslave them; the Halana are power-hungry theocrats with a sky theme.
Just because they’re both antagonist factions comprised of avian Ancestries doesn’t mean one replaces the other - just the same as we can have lots of different demon cultists or necromancers and the like.

TheGentlemanDM |
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Anyone else suspicious that Constructs' ability modifiers increase by TWO when they become Incredible? (G&G page 33)
I think that must be typo...
It's strong, but needed in the long run. It means their accuracy and AC are within bounds that they can fight comfortably in the front lines.
And they're on the Inventor class, which is a martial class which doesn't quite match up to other martials in terms of attack accuracy or damage. So them being strong isn't a bad thing.
They start at +3 STR/DEX and trained (+5 to hit, +5 AC).
A martial character at that point is at +4 and trained (+6 to hit, +7 AC).
At 4th level, they can climb to +4, still trained (+6 to hit, +6 AC).
A martial character has +1 to hit from items and now has striking runes (+7 to AC, +7 AC). They're also about to jump ahead next level.
At 8th level, they can climb to +6, still trained (+8 to hit, +8 AC).
A martial character is still at +4 but is an expert in attacks, and has item bonuses (+9 to hit, +8 AC).
At 14th level, they climb to +7, and become Experts in attacks and AC (+11 to hit, +11 AC.
At this point, a martial is at +5, a master in attacks with +2 weapons, and at least an expert in defense with +2 potency (+13 to hit, +11 AC).
As martial characters pull further ahead with +3 weapons and Apex items, the construct loses offensive presence, at which point its main benefit is utility and being quite bulky for a companion.

TheGentlemanDM |

+1 to everything at mature.
+2 to DEX, +1 to everything at Nimble, and gains expert defense.
+1 to DEX, +2 INT at specialized, and can get more on top of that.
A Nimble companion ends up with better accuracy and AC.
The construct basically competes by having a lot more HP and a bit more flat damage.

HeHateMe |

The Rot Grub wrote:Anyone else suspicious that Constructs' ability modifiers increase by TWO when they become Incredible? (G&G page 33)
I think that must be typo...It's strong, but needed in the long run. It means their accuracy and AC are within bounds that they can fight comfortably in the front lines.
And they're on the Inventor class, which is a martial class which doesn't quite match up to other martials in terms of attack accuracy or damage. So them being strong isn't a bad thing.
They start at +3 STR/DEX and trained (+5 to hit, +5 AC).
A martial character at that point is at +4 and trained (+6 to hit, +7 AC).At 4th level, they can climb to +4, still trained (+6 to hit, +6 AC).
A martial character has +1 to hit from items and now has striking runes (+7 to AC, +7 AC). They're also about to jump ahead next level.At 8th level, they can climb to +6, still trained (+8 to hit, +8 AC).
A martial character is still at +4 but is an expert in attacks, and has item bonuses (+9 to hit, +8 AC).At 14th level, they climb to +7, and become Experts in attacks and AC (+11 to hit, +11 AC.
At this point, a martial is at +5, a master in attacks with +2 weapons, and at least an expert in defense with +2 potency (+13 to hit, +11 AC).As martial characters pull further ahead with +3 weapons and Apex items, the construct loses offensive presence, at which point its main benefit is utility and being quite bulky for a companion.
I don't understand the point of a martial class that can't attack with its key ability. Is it different for the weapon/armor Inventor? How are they supposed to compete with other martials?

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IIRC the Inventor gets an oversized damage bonus based on an intelligence (crafting?) check, so you're catching up with barbarian logic. That's the idea at any rate, not sure if the damage mathed out to make up for being -1 to hit compared to other martials.
This has been my major hangup as well and I just haven't been able to get over that. On a similar note, one of the armor innovations is to give a +1 circumstance bonus to athletics checks which made me think of making a grappler. Then I lost interest there because A) that only has an effect when in overdrive and B) all it does is make up for being 1 down compared to other martials.

Squiggit |

It's not really an oversized bonus, it's half int on a success +1 at 3/7/15. Full int on a critical success but that's not reliable and still not super high.
It can be better than a +1 to hit, but it doesn't 'compensate' relative to most martials.
You're going to be behind anyone with a real damage mechanic, but a little bit ahead of the martials that don't have one.

HeHateMe |

IIRC the Inventor gets an oversized damage bonus based on an intelligence (crafting?) check, so you're catching up with barbarian logic. That's the idea at any rate, not sure if the damage mathed out to make up for being -1 to hit compared to other martials.
Barbarians have Strength as their key ability though, so they don't suffer an accuracy penalty AND they get extra damage. I must be missing something, how is the Inventor even playable as a martial class that's worse at hitting things than any other martial class?

Squiggit |
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I mean, you're -1 to hit but only sometimes.
"How is it even playable" seems like a melodramatic take from that.
Yeah, the Inventor is a little on the weak side as a martial, especially compared to the CRB classes... but that's not news, that's just Paizo's design direction for PF2.
But at the same time, idk, it's a -1 and not even at every level it's not really the end of the world.

TheGentlemanDM |
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Major Strengths of the Inventor:
- the Unstable actions give them some decent burst (for example, while the area isn't a lot, Explode scales better than any AOE focus spell)
- their innovation gives them either extra resistances and defenses, an uncommonly strong and durable companion, or a weapon that effectively scales past what an advanced weapon can do
Minor Strengths of the Inventor
- This is the only class since the CRB to have Shield Block built in
- Reconfigure enables them to retrain into specific niches with very little downtime
- Having the Inventor feat and auto-scaling crafting means they never have to worry about availability

TheGentlemanDM |

There's no limit on use and it doesn't say you can't apply both. An opponent would need to use the interact actions separately.
Tamper can be really good, but it is also very situational. Depending on your campaign, most foes won't use weapons, and very few will actually wear armour. For the foes that are susceptible to it, a large number of them will have Attack of Opportunity to punish the tampering.

keftiu |
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What is the Inventor's niche? They must be good at something, but from what I'm reading, it just seems like they're worse than every other martial. I'm sure they must have a strength though, what are they good at?
They offer a unique class fantasy. That’s enough for most players, who are not terribly plugged into optimization.

HeHateMe |
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HeHateMe wrote:What is the Inventor's niche? They must be good at something, but from what I'm reading, it just seems like they're worse than every other martial. I'm sure they must have a strength though, what are they good at?They offer a unique class fantasy. That’s enough for most players, who are not terribly plugged into optimization.
I don't see how that's relevant. Just because a class is "unique" doesn't mean it can't be balanced with other classes.

Kyrone |
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About Inventor damage bonus, it caps at 16.5 on weapon innovation, that is higher than the damage bonus that stuff like Rogue and Ranger have at around 14, but that are limited to a type of low damage die weapon or the first hit in a round, as the inventor stuff works on all strikes.
As about their niche, they are a martial capable of customize their weapon, armor or animal companion more than the others and have an easier time picking AoE than other martials (explosion, megavolt, deep freeze) even their Whirlwind Strike is better as it's on a 30ft area that only target foes.

graystone |
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There's no limit on use and it doesn't say you can't apply both. An opponent would need to use the interact actions separately.
Tamper can be really good, but it is also very situational. Depending on your campaign, most foes won't use weapons, and very few will actually wear armour. For the foes that are susceptible to it, a large number of them will have Attack of Opportunity to punish the tampering.
I was pretty sure you could do both [just making sure] but I was less sure on the enemy action to remove. Thanks for the reply.
What is the Inventor's niche?
Seems like a non-magic swiss army knife: need your weapon to do any damage type, energy type and/or metal type? You can do that. Want to wear a suit or armor that can make you disappear like you're a predator? You can do that. Want to ride a transformer? Yep, that too. And you can switch up your specialty abilities during downtime. I don't think it does anything better than other classes but it can be the jack of all trade that can quickly fit the niche you need.

Ashanderai |
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Inventors have a couple of AoE attacks with Explode and Megavolt (which can also be used by their construct companion innovation) and can apply their INT to the DC of those attacks, as well applying it to using with Tamper as a good debuff on enemy armor and weapons. These abilities are even better when you consider that they can be used by their construct companion while still using your Inventor's INT for the DC. Personally, I tend to think of them as martial casters.
Also, I haven't done the math, but I think that, with the definite exception of the Champion, the Armor Innovation Inventor may well possibly be one of the best tanks in the game, but with way more utility than a Champion even though the Champion will outclass them when it comes to the Champion's proficiency bonus with heavy armor. The Armor Innovation Inventor will definitely fall behind some until they can get Heavy Armor Proficiency at 7th level, and even then they will not catch up until 11th level just to fall behind again at 13th. But, the Inventor can still be pretty decent at tanking in the long run.
To be a tank, in addition to the Shield Block granted as a class feature, the Armor Innovation Inventor will need to take Power Suit for their Armor Innovation and use the Heavy Construction (for the Heavy Armor Proficiency and Bulwark) and Automated Impediments Mods, and, depending on your tastes, the Speed Boosters or one of the Mods that grant resistance bonuses. Then, they will need stuff like Haphazard Repair and Unstable Redundancies to get more out of their Unstable abilities, either Clockwork Celerity or Megavolt (depending on if you want strong ranged attack or more actions), and Electrify Armor. To maximize their tankiness and utility at controlling movement on the battlefield they will need to take as many of the Gadget feats they can to create and use gadgets like Ablative Armor Plating, Ablative Shield Plating, Cryomister (for the difficult terrain), Electromuscular Stimulator, Etheric Essence Disruptor, Material Essence Disruptor, Explosive Mine, Magnetic Suit, and maybe Impact Foam Chassis. Also, at 10th level, they can take Distracting Explosion for that Attack of Opportunity if they don't get it from an archetype.
Furthermore, The Inventor will also grow in utility and effectiveness, I think, as we get more Inventor feats and Gadgets, which appear likely to already be earmarked for the Outlaws of Alkenstar: "This adventure also includes [...] new feats, items, and rules options perfect for gunslingers, gearheads, and grenadiers..." We also know that the Impossible Lands book is coming down the road and there is a possibility of getting a little more stuff in that book. Grand Bazaar already has 3 new gadgets in that book, alone - I like the Clockwork Spider Bombs.