Guns and gears errata


Pathfinder Second Edition General Discussion

51 to 100 of 176 << first < prev | 1 | 2 | 3 | 4 | next > last >>

aobst128 wrote:
Sagiam wrote:
Slinger's Reflexes doesn't work. It doesn't let you reload your gun so the only gunslinger reaction you could use more than once is Instant Return. (Which is extremely situational at best.)

Plus hit the dirt and fake out.

Edit: hit the dirt makes you prone, so couldn't use it more than once. Yeah, it's pretty much just fake out.

I thought so at first too. But Slinger's reflexes only gives you extra reactions during an enemies turn. It doesn't give you any more reactions than normal during your ally's turn. Theoretically, I suppose, you could use it to use Fake Out during one of your ally's reactions on an enemy's turn but that's it.


3 people marked this as a favorite.
Sagiam wrote:
aobst128 wrote:
Sagiam wrote:
Slinger's Reflexes doesn't work. It doesn't let you reload your gun so the only gunslinger reaction you could use more than once is Instant Return. (Which is extremely situational at best.)

Plus hit the dirt and fake out.

Edit: hit the dirt makes you prone, so couldn't use it more than once. Yeah, it's pretty much just fake out.

I thought so at first too. But Slinger's reflexes only gives you extra reactions during an enemies turn. It doesn't give you any more reactions than normal during your ally's turn. Theoretically, I suppose, you could use it to use Fake Out during one of your ally's reactions on an enemy's turn but that's it.

Man, those 20th level feats just aren't all that great in general. Even the Quickened one is kinda underwhelming since it's just a generic Reload, which you already get to combine with other actions anyways, plus Step.


Golurkcanfly wrote:
Sagiam wrote:
aobst128 wrote:
Sagiam wrote:
Slinger's Reflexes doesn't work. It doesn't let you reload your gun so the only gunslinger reaction you could use more than once is Instant Return. (Which is extremely situational at best.)

Plus hit the dirt and fake out.

Edit: hit the dirt makes you prone, so couldn't use it more than once. Yeah, it's pretty much just fake out.

I thought so at first too. But Slinger's reflexes only gives you extra reactions during an enemies turn. It doesn't give you any more reactions than normal during your ally's turn. Theoretically, I suppose, you could use it to use Fake Out during one of your ally's reactions on an enemy's turn but that's it.
Man, those 20th level feats just aren't all that great in general. Even the Quickened one is kinda underwhelming since it's just a generic Reload, which you already get to combine with other actions anyways, plus Step.

I very much agree, although I don't want to derail this thread. (I could. I could go on and on about underwhelming 20th level feats, but this isn't the place for it.) Still this seems to be the only 20th level feat that's actually broken and largely unusable.


1 person marked this as a favorite.

Good point about fake out. I forgot how initiative works. I guess you could use fake out, hit the dirt, grit and tenacity, and your choice of reaction using your bullet, but not 2 of the same reaction.

Dataphiles

2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Slinger’s reflexes works with repeating weapons, but it’s largely not great.


I noticed that both eroding bullet and glue bullet don't mention anywhere in the text that they have to be activated, unlike any other ammunition that requires it, yet they still have the activate line (at least in AoN), is this an error?


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition Subscriber

The Munitions Crafter feat says, "You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items," which is different from the Alchemist class feature: You gain the Alchemical Crafting feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat.

Is this intentional for the Gunslinger to gain eight 1st level Formulae (four from MC and four from AC)?


4 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Xethik wrote:
Michael Sayre wrote:
dmerceless wrote:
We could also get some clarification on whether or not you are meant to be able to slide the barrel of a Capacity weapon as part of a special reload action like Slinger's Reload.
The interact action to swap barrels on a capacity weapon is supposed to be the same interact action as the one you use to Reload. Looks like it might have gotten cleaned up in a way that made that unclear, so I've logged it for errata.

For my understanding, anytime you have a subordinate Interaction to reload, you can instead change the barrel? Should this require a free hand like a reload action normally takes? I am assuming not but good to clarify.

Thanks, Mr. Sayre. Love the content.

The Capacity trait specifically calls out that it does not require a free hand.


6 people marked this as a favorite.

made a separate thread about this but:

gadget: Magnetic suit:

a)doesnt have a duration
b)the way it is worded (give +1 item bonus ac (to you or to your allies depending how you activate it) it doesnt stack with armor, making basically do nothing 99% of the time (i mean, it could be a bonus if you want to give +1 ac to some peasants or something...)

gadget: Ablative (armor/shield) plating

those items dont have an activation. So unless the idea is to spend 10 minutes to have 1 minute of an effect, where the effect starts immediately after those 10 minutes, it probably needs one.

Although the wording on those make me suspect that this was indeed the intention, making the low level ones extremely circumstantial (the high level ones, with duration up to an hour are still usable even with this interpetation i guess)


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
nephandys wrote:
Xethik wrote:
Michael Sayre wrote:
dmerceless wrote:
We could also get some clarification on whether or not you are meant to be able to slide the barrel of a Capacity weapon as part of a special reload action like Slinger's Reload.
The interact action to swap barrels on a capacity weapon is supposed to be the same interact action as the one you use to Reload. Looks like it might have gotten cleaned up in a way that made that unclear, so I've logged it for errata.

For my understanding, anytime you have a subordinate Interaction to reload, you can instead change the barrel? Should this require a free hand like a reload action normally takes? I am assuming not but good to clarify.

Thanks, Mr. Sayre. Love the content.
The Capacity trait specifically calls out that it does not require a free hand.

Ah - righto. Thanks, I think this makes capacity weapons much more usable with Gunslinger and related feats. Excited to give a shield + pepperbox character a go without needing something like Nimble Shield Hand.


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Xethik wrote:
nephandys wrote:
Xethik wrote:
Michael Sayre wrote:
dmerceless wrote:
We could also get some clarification on whether or not you are meant to be able to slide the barrel of a Capacity weapon as part of a special reload action like Slinger's Reload.
The interact action to swap barrels on a capacity weapon is supposed to be the same interact action as the one you use to Reload. Looks like it might have gotten cleaned up in a way that made that unclear, so I've logged it for errata.

For my understanding, anytime you have a subordinate Interaction to reload, you can instead change the barrel? Should this require a free hand like a reload action normally takes? I am assuming not but good to clarify.

Thanks, Mr. Sayre. Love the content.
The Capacity trait specifically calls out that it does not require a free hand.
Ah - righto. Thanks, I think this makes capacity weapons much more usable with Gunslinger and related feats. Excited to give a shield + pepperbox character a go without needing something like Nimble Shield Hand.

That sounds pretty cool!


3 people marked this as a favorite.

it is not very clear how does alchemical shot interacts with two handed weapons. Do you automatically put the hand back on the weapon to make the strike or is it for one handed weapons only?


RaptorJesues wrote:
it is not very clear how does alchemical shot interacts with two handed weapons. Do you automatically put the hand back on the weapon to make the strike or is it for one handed weapons only?

Look at the requirements: "You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other." Not holding "a firearm or crossbow" but wielding it in one hand. As such, it doesn't interact at all with 2 handed weapons.


Some of the gunslinger feats use the wording "1-handed weapon" rather than "wields a weapon in 1 hand" which creates some ambiguity with the jezail.


graystone wrote:
RaptorJesues wrote:
it is not very clear how does alchemical shot interacts with two handed weapons. Do you automatically put the hand back on the weapon to make the strike or is it for one handed weapons only?
Look at the requirements: "You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other." Not holding "a firearm or crossbow" but wielding it in one hand. As such, it doesn't interact at all with 2 handed weapons.

so you just have to free action release one of the hands from your arquebuse and all is fine?


2 people marked this as a favorite.
graystone wrote:
RaptorJesues wrote:
it is not very clear how does alchemical shot interacts with two handed weapons. Do you automatically put the hand back on the weapon to make the strike or is it for one handed weapons only?
Look at the requirements: "You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other." Not holding "a firearm or crossbow" but wielding it in one hand. As such, it doesn't interact at all with 2 handed weapons.

Given that the sniper example in the book recommends Alchemical Shot on pg 118, even if you're reading is correct, I suspect that it needs errata to be clear it does work with two handed firearms (and is intended to).


10 people marked this as a favorite.

Both guns and crossbows still take a -2 penalty while the user is prone, which is very much not how they work. I feel at the very least there should be a small passage/sidebar to the effect of "generally they don't take the penalty, but in the end it is up to the GM".


1 person marked this as a favorite.
RaptorJesues wrote:
graystone wrote:
RaptorJesues wrote:
it is not very clear how does alchemical shot interacts with two handed weapons. Do you automatically put the hand back on the weapon to make the strike or is it for one handed weapons only?
Look at the requirements: "You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other." Not holding "a firearm or crossbow" but wielding it in one hand. As such, it doesn't interact at all with 2 handed weapons.
so you just have to free action release one of the hands from your arquebuse and all is fine?

It requires you WIELD the gun in one hand: an arquebus held in one hand isn't wielded.

vagrant-poet wrote:
Given that the sniper example in the book recommends Alchemical Shot on pg 118, even if you're reading is correct, I suspect that it needs errata to be clear it does work with two handed firearms (and is intended to).

Or that the example on 118 is wrong/misleading and that it's not intended to work on 2 handed weapons. Remember, nothing about sniper requires a 2 handed weapon after all. For instance, they could take a Jezail [1 handed, 90' range, 1d8 damage] and use each and every feat listed in that example.


6 people marked this as a favorite.

I'm glad I'm not the only one really confused by Ablative Plating. I feel like it should have a Reaction to activate or something. Otherwise, 10 minutes of work for 1 minute of use is basically useless.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Variable Core:

"When you choose this feat, select acid, cold, or electricity. Your innovation's core runs on that power source. When using the Explode action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose."

I find this odd that it doesn't all change the damage type of the fire damage you take from a critically failed Overdrive, nor does it change the type of your Weapon Innovation's alternative fire Overdrive damage.


Sleepy laReef wrote:
I'm glad I'm not the only one really confused by Ablative Plating. I feel like it should have a Reaction to activate or something. Otherwise, 10 minutes of work for 1 minute of use is basically useless.

reaction would be too strong.

compared to the mutagen, they offer the same amount of temp hp with the same duration.
mutagen has the added penalties on it as well, and some minor bonuses.

given that you can drink a mutagen in 2 actions, i'd say 3 actions to activate the suit would be good enough.


2 people marked this as a favorite.

The Rowan rifle has the concussive trait. Since it is incapable of dealing physical damage - it only deals various types of energy damage - that trait is entirely superfluous.


The Kickback trait provides additional damage. Large bore modifications incorrectly states this is a circumstance bonus to damage instead - it wouldn't stack with the circumstance bonus provided by Singular Expertise and a number of feats.


Michael Sayre wrote:
The Raven Black wrote:
rayous brightblade wrote:
Michael Sayre wrote:


the ammunition is automatically loaded each time the weapon is cocked to fire

Cocking a crossbow uses a hand because cocking a crossbow requires you to use said hand to pull back the rope. As soon as you do so the bolt falls into position and is loaded. At least that is how every single old style repeating crossbow ive seen works.

edit: here is an example of a repeating crossbow https://www.youtube.com/watch?v=drQnaLXkifo

Youtube does not qualify as RAW though ;-)
(Also why we specifically took the time to talk about how Golarion's technology diverged from Earth's technology to offer explanations and justifications for the game QOL mechanical differences. Firearms in Golarion are breech-loaded flintlocks even though that particular combination of features only appeared on Earth a couple times, like the Hall rifle; that's because firing one shot and then spending 5 full rounds reloading just isn't fun, even though the majority of people wanted reloads to be part of the fantasy. Golarion has a lot of technology that iterated at a point where in Earth's history it was instead replaced.)

It also made sense to me in that the really primative guns simply would be novelty items in a world where actual magic exists. It has to get to a base level of usefulness before it would be anything more than a curiosity.


3 people marked this as a favorite.
Sleepy laReef wrote:
I'm glad I'm not the only one really confused by Ablative Plating. I feel like it should have a Reaction to activate or something. Otherwise, 10 minutes of work for 1 minute of use is basically useless.

The later ones seem okay but the first version boggles my mind. So you busily hammer this thing onto your armor for 10 minutes and then to use it have to immediately engage the target???


It would also be appreciated if there was a clarification on the interaction between the magazine "reload" interact actions of repeating weapons and the various reload feats.


4 people marked this as a favorite.

Sniper's Bead (p. 185) requires master proficiency in the affixed weapon, but the base version is level 4, which makes it impossible to use at that level.

Liberty's Edge

graystone wrote:
Oops. I see this is Guns and gears errata and I asked some questions about the grand bazaar. My bad. Do we have a thread for grand bazaar questions/errata?

Official Lost Omens errata thread IIRC.


2 people marked this as a favorite.

Page 134

The Expert Fireworks Crafter feat of the Fireworks Technician Archetype currently does nothing. Because unless I missed something fireworks do not exist as a category of alchemical items and are only available through the Archetype's Display feats.

Paizo Employee Designer

9 people marked this as a favorite.
graystone wrote:
RaptorJesues wrote:
it is not very clear how does alchemical shot interacts with two handed weapons. Do you automatically put the hand back on the weapon to make the strike or is it for one handed weapons only?
Look at the requirements: "You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other." Not holding "a firearm or crossbow" but wielding it in one hand. As such, it doesn't interact at all with 2 handed weapons.

If you are wearing a bomb and wielding a two-handed firearm or crossbow, you meet the qualifications for this feat because the weapon is still being wielded in the other hand.


3 people marked this as a favorite.
Michael Sayre wrote:
graystone wrote:
RaptorJesues wrote:
it is not very clear how does alchemical shot interacts with two handed weapons. Do you automatically put the hand back on the weapon to make the strike or is it for one handed weapons only?
Look at the requirements: "You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other." Not holding "a firearm or crossbow" but wielding it in one hand. As such, it doesn't interact at all with 2 handed weapons.
If you are wearing a bomb and wielding a two-handed firearm or crossbow, you meet the qualifications for this feat because the weapon is still being wielded in the other hand.

Hmmm... I never would have come to that conclusion from those requirements. Ok then.


3 people marked this as a favorite.

Reverse Engineer is a second level feat, but requites Expert in crafting, something you gain automatically at 3rd level. You can't get that feat at it's appropriate level unless you're playing gestalt as a Rogue or Investigator as your second class, or you have Free Archetype and pick Rogue Dedication. Is it level 2 just got the sake of the "pick a 1st or 2nd level class feat" multiclass feat, or should it say "requires Trained in crafting"?


Michael Sayre wrote:
graystone wrote:
RaptorJesues wrote:
it is not very clear how does alchemical shot interacts with two handed weapons. Do you automatically put the hand back on the weapon to make the strike or is it for one handed weapons only?
Look at the requirements: "You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other." Not holding "a firearm or crossbow" but wielding it in one hand. As such, it doesn't interact at all with 2 handed weapons.
If you are wearing a bomb and wielding a two-handed firearm or crossbow, you meet the qualifications for this feat because the weapon is still being wielded in the other hand.

Hell yeah, fire away baby


Pathfinder Lost Omens, Rulebook Subscriber

Which mode does a combination weapon have to be in to Stab and Blast
does it have to be in melee mode or can you do it from gun mode as well

https://2e.aonprd.com/Feats.aspx?ID=3181


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Also, the rules never specify whether or not you can reload a combination weapon while it is in its melee mode.

Silver Crusade

2 people marked this as a favorite.

Guns & Gears Page 25

Reverse Engineer
Lvl 2 class feat

Requires Expert Crafting, the Inventor only gets that at lvl 3, making this a viable option for lvl 4 class feat, not lvl 2.

Probably a typo, because it's identical to the Scrounger Archetype lvl 4 feat.


1 person marked this as a favorite.

Scatter Blast as written seems really bad?

Increasing your scatter radius by 20 feet is cool, a 25' burst on a weapon! Except... it's 1 damage per weapon die. So basically you're just going to tickle everything in the area.

I find the critical failure outcome to almost be more desirable on this one - doing full weapon damage in an explosion centered on yourself.

It feels like this feat should be actually increasing the damage somehow and it just doesn't? It just lets you do negligible damage to a large area.

The scatter trait works because it boosts the main target damage, the splash is just thematic gravy. But a level 6 feat that does nothing except make that splash go over a gigantic area seems lacking to where I wonder if something got lost in development.

Liberty's Edge

1 person marked this as a favorite.

If the damage triggers opponents' weaknesses, it seems great to use in an open melee where your friends will also get hit.


It also gives some pretty nice range on the base attack.

But can't really fault a 20ft burst that deals like 2-4 damage when bombs pretty much give around that much in a 5ft burst.


1 person marked this as a favorite.

On the scatter weakness idea, you could go the full munitions crafter feat line with alchemical shot to change the damage type of your splash damage plus make standard attacks cold iron, silver, and adamantine by 10th level.


Can't use Alchemical Shot with Scatter Blast though. I agree that scatter weapons with Alchemical Shot work out nicely for applying weakness and such.

But a 10' emanation from a blunderbuss is probably enough there already, boosting it to 30' is a ridiculous area... but as a practical matter how many extra enemies will it catch? And of course not being able to set it to fire or good or such then.

So I stand by Scatter Blast being a completely dead feat as printed.


Two things I noticed:

1) Is the Aquarium Lamp 100 times larger than it should be?

2) The immolation clan pistol changes to a hand cannon over the page break.


1 person marked this as a favorite.
Ezekieru wrote:
Something I noticed just now: The descriptions for the Air Repeater and Long Air Repeater either imply or outright say that the Long Air Repeater is a two-handed weapon. However, the actual statblock of the Long Air Repeater says it's a one-handed weapon.

I was gonna bring this up as well.

It seems like there's a mistake, where it should be two-handed and a d6 weapon instead of just trading Agile for extra range, going by the description.

That and it could actually give a mechanical reason for an Inventor to use a gun over a bow (their deadly simplicity equivalent + long air repeater for a d8 weapon without volley), so that'd be neat.


1 person marked this as a favorite.

The harmona gun doesn't say what firing mechanism it uses.

It is frequently used Arcadia, meaning it is basically impossible for it to be a black powder weapon and is likely an air gun. But it is in the classic firearms section and doesn't say it uses air, so a clarification would be good.


Pathfinder Lost Omens, Rulebook Subscriber

If I have a Gun Blade attached to my back, when I interact to draw it, can it be in either Sword or Gun mode? Or does it have to be in the last mode I used it in?


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

What would a turn of loading and launching a Bomb Launcher look like
Do I have to
1. Draw Bomb
2. Load Bomb (which also places hands on bomb launcher like a crossbow)
3. Fire Bomb
Or is it
1. Draw Bomb
2. Load Bomb
3. Put Hands back on Bomb Launcher
4. Fire Bomb
or is it even more crossbow like, being
1. Reload Bomb Launcher (draw "ammo", load ammo, but hands back on it)
2. Fire Bomb
If it's the second thing this item is pointless
but I can see it being the first or third

Dataphiles

Pathfinder Rulebook Subscriber
Golurkcanfly wrote:
Ezekieru wrote:
Something I noticed just now: The descriptions for the Air Repeater and Long Air Repeater either imply or outright say that the Long Air Repeater is a two-handed weapon. However, the actual statblock of the Long Air Repeater says it's a one-handed weapon.

I was gonna bring this up as well.

It seems like there's a mistake, where it should be two-handed and a d6 weapon instead of just trading Agile for extra range, going by the description.

That and it could actually give a mechanical reason for an Inventor to use a gun over a bow (their deadly simplicity equivalent + long air repeater for a d8 weapon without volley), so that'd be neat.

I honestly prefer this version that is d4 and one handed with extra range over a hypothetical 2 handed version.

My cynical view is that two handed is standardly worth 2 damage dice sizes, and if you bump the LAR 2 dice sizes to make it 2h, then it’s a d8 repeating (8) weapon which is suspiciously a lot better than a crossbow, so a last minute adjustment was made.


3 people marked this as a favorite.
Exocist wrote:
Golurkcanfly wrote:
Ezekieru wrote:
Something I noticed just now: The descriptions for the Air Repeater and Long Air Repeater either imply or outright say that the Long Air Repeater is a two-handed weapon. However, the actual statblock of the Long Air Repeater says it's a one-handed weapon.

I was gonna bring this up as well.

It seems like there's a mistake, where it should be two-handed and a d6 weapon instead of just trading Agile for extra range, going by the description.

That and it could actually give a mechanical reason for an Inventor to use a gun over a bow (their deadly simplicity equivalent + long air repeater for a d8 weapon without volley), so that'd be neat.

I honestly prefer this version that is d4 and one handed with extra range over a hypothetical 2 handed version.

My cynical view is that two handed is standardly worth 2 damage dice sizes, and if you bump the LAR 2 dice sizes to make it 2h, then it’s a d8 repeating (8) weapon which is suspiciously a lot better than a crossbow, so a last minute adjustment was made.

Look at cross bow and hands cross bow, two hands is worth just one die for ranged weapons.


1 person marked this as a favorite.

At 5th level, an inventor gains Inventor Weapon Expertise. If you have a weapon innovation, you also gain the critical specialization.
At 11th level, an inventor gains Medium Armor Expertise. If you have an armor innovation, you also gain the... critical specialization again? Should that one be armor specialization?


1 person marked this as a favorite.

In the CRB only covered magical ammunition and how it interacts with property runes and activation, Guns and gears added alchemical ammunition (so not magical) so it goes around the property rune stuff that does not look like was intended to go around that.

As it makes the alchemical ammunition always the right choice to be shooting around.

51 to 100 of 176 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Guns and gears errata All Messageboards

Want to post a reply? Sign in.