Guns and gears errata


Pathfinder Second Edition General Discussion

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This is probably way to early but I got my copy yesterday surprisingly. Those of you who have a copy or PDF Know what to do. I'll start.

Gunslinger weapon legend incorrectly increases martial weapons and advanced firearms and crossbows to "expert" instead of master.


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Pathfinder Lost Omens, Rulebook Subscriber
aobst128 wrote:

This is probably way to early but I got my copy yesterday surprisingly. Those of you who have a copy or PDF Know what to do. I'll start.

Gunslinger weapon legend incorrectly increases martial weapons and advanced firearms and crossbows to "expert" instead of master.

I'm pretty sure this is intentional. At level 5 you get master in firearms and crossbows while upgrading martial weapons from trained -> expert and advanced firearms from trained -> expert.

The progression seems normal for the proficiencies you get at level 1.


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Pathfinder Rulebook Subscriber
StarlingSweeter wrote:

I'm pretty sure this is intentional. At level 5 you get master in firearms and crossbows while upgrading martial weapons from trained -> expert and advanced firearms from trained -> expert.

The progression seems normal for the proficiencies you get at level 1.

Yeah but they are talking about the level 13 feature, which also says it gives you expert in martial weapons (which you already have from the level 5 feature). Obvious typo.


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This isn't at 5th, but at 13th.

You're already an expert, and have been since 5th level.

It explicitly makes Drifters and Vanguards worse, since RAW they're stuck at expert for their melee strikes.


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The map at the beginning of the rotating gear gazetteer is wrong in several ways. At the very least, Dongun Hold/ Quantium and the Shackles are marked in the wrong place, and apparently a lot of the other locations are wrong as well.


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Pathfinder Rulebook Subscriber

No mention is made about the fact Reload 0 Repeating weapons DON'T need a free hand in-between rounds. Without the mention, you're still expected to have a hand free even when your gun is auto-reloading in-between shots. Either an errata to the Repeating trait needs to be done, or a FAQ entry explaining you don't need a free hand would be appreciated. Otherwise, it'll be hard to have any dual-wielding guns builds.

Capacity weapons' Interact action to switch barrels also doesn't seem to Interact with Dual-Weapon Reload or any of the Gunslinger Reloads, which seems to defeat a lot of their purpose. If they were meant to Interact, making that clear in a FAQ entry would be nice as well.

Knuckle Dusters and Black Powder Knuckle Dusters seem to be lacking... something to them. Regular KDs are 1d4 B weapons with Agile, Monk, and Free-Hand traits. But if they're meant to be Monk weapons, it's hard to see how they play when the Fist traits are almost identical and a Monk's Powerful Fist ability makes their Fist better as a 1d6 B Strike.

Black Powder KD lack the Monk trait, so it's curious why they were removed for this Combination Weapon. Makes sense for them to exist as a Gauntlet + Gun combo, but the regular KD's Monk trait throws a lot of the expectations of both the weapons off for me and some others who read up on them.

Liberty's Edge

Reload 0 weapons require 0 Interact action to reload. Why would they require a free hand except for attacking ?

Shuriken are such a weapon and AFAIK they only need a free hand available when attacking.


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The Raven Black wrote:

Reload 0 weapons require 0 Interact action to reload. Why would they require a free hand except for attacking ?

Shuriken are such a weapon and AFAIK they only need a free hand available when attacking.

From the reload rules: "While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. [...] Reloading a ranged weapon [...] require[s] a free hand."

Drawing the ammo as part of the attack still requires a free hand, as you still reload your weapon. Reload 0 only means that this doesn't require actions.


Ezekieru wrote:

No mention is made about the fact Reload 0 Repeating weapons DON'T need a free hand in-between rounds. Without the mention, you're still expected to have a hand free even when your gun is auto-reloading in-between shots. Either an errata to the Repeating trait needs to be done, or a FAQ entry explaining you don't need a free hand would be appreciated. Otherwise, it'll be hard to have any dual-wielding guns builds.

Capacity weapons' Interact action to switch barrels also doesn't seem to Interact with Dual-Weapon Reload or any of the Gunslinger Reloads, which seems to defeat a lot of their purpose. If they were meant to Interact, making that clear in a FAQ entry would be nice as well.

These are the most obvious issues with the way guns work right now and need to be fixed ASAP.

I'll also add that I think it would make a lot of sense to make Dual Weapon Reload work with your special Slinger's Reload. Otherwise, you are just incentivizing players to pick up Juggler and Focused Juggler to use their Slinger's Reload while dual wielding, which shouldn't be a thing.

The same works for dual Air Repeaters, by the way - you can dodge the whole Reload 0 thing just by juggling one of them in the air, which is just dumb.


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StarlingSweeter wrote:
aobst128 wrote:

This is probably way to early but I got my copy yesterday surprisingly. Those of you who have a copy or PDF Know what to do. I'll start.

Gunslinger weapon legend incorrectly increases martial weapons and advanced firearms and crossbows to "expert" instead of master.

I'm pretty sure this is intentional. At level 5 you get master in firearms and crossbows while upgrading martial weapons from trained -> expert and advanced firearms from trained -> expert.

The progression seems normal for the proficiencies you get at level 1.

The devs are already aware of this and it is definitely not intentional. It should be the regular martial progression.

Liberty's Edge

Karmagator wrote:
The Raven Black wrote:

Reload 0 weapons require 0 Interact action to reload. Why would they require a free hand except for attacking ?

Shuriken are such a weapon and AFAIK they only need a free hand available when attacking.

From the reload rules: "While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. [...] Reloading a ranged weapon [...] require[s] a free hand."

Drawing the ammo as part of the attack still requires a free hand, as you still reload your weapon. Reload 0 only means that this doesn't require actions.

There is zero reloading taking place though, so no free hand required to reload. The drawing ammunition does not require a free hand, since the Repeating mechanism takes care of that. You just need the hand that wields the weapon when attacking.

I sincerely believe no specific text is missing, simply because no specific text was deemed necessary.

Liberty's Edge

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BendKing wrote:
Ezekieru wrote:

No mention is made about the fact Reload 0 Repeating weapons DON'T need a free hand in-between rounds. Without the mention, you're still expected to have a hand free even when your gun is auto-reloading in-between shots. Either an errata to the Repeating trait needs to be done, or a FAQ entry explaining you don't need a free hand would be appreciated. Otherwise, it'll be hard to have any dual-wielding guns builds.

Capacity weapons' Interact action to switch barrels also doesn't seem to Interact with Dual-Weapon Reload or any of the Gunslinger Reloads, which seems to defeat a lot of their purpose. If they were meant to Interact, making that clear in a FAQ entry would be nice as well.

These are the most obvious issues with the way guns work right now and need to be fixed ASAP.

I'll also add that I think it would make a lot of sense to make Dual Weapon Reload work with your special Slinger's Reload. Otherwise, you are just incentivizing players to pick up Juggler and Focused Juggler to use their Slinger's Reload while dual wielding, which shouldn't be a thing.

The same works for dual Air Repeaters, by the way - you can dodge the whole Reload 0 thing just by juggling one of them in the air, which is just dumb.

Juggler is far too OP. It is also required for Thaumaturge. Is there a devs' challenge of requiring Juggler in as many builds as possible ? ;-P


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The Raven Black wrote:
Karmagator wrote:
The Raven Black wrote:

Reload 0 weapons require 0 Interact action to reload. Why would they require a free hand except for attacking ?

Shuriken are such a weapon and AFAIK they only need a free hand available when attacking.

From the reload rules: "While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. [...] Reloading a ranged weapon [...] require[s] a free hand."

Drawing the ammo as part of the attack still requires a free hand, as you still reload your weapon. Reload 0 only means that this doesn't require actions.

There is zero reloading taking place though, so no free hand required to reload. The drawing ammunition does not require a free hand, since the Repeating mechanism takes care of that. You just need the hand that wields the weapon when attacking.

I sincerely believe no specific text is missing, simply because no specific text was deemed necessary.

I'm sorry, my answer was rather unclear, as it only related to reload 0 on its own.

Though one could be really, really technical and say it also applies to the modifications made by the repeating trait, if it wasn't changed. The text reads "[...] the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0).". While reload 0 technically requires a free hand, this is obviously a case of taking things too literally, missing the obvious intent and creating internal inconsistencies.

I agree that there is no true need for a clarification here. One could rephrase things a bit, but this is good enough.

Paizo Employee Designer

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Ezekieru wrote:

No mention is made about the fact Reload 0 Repeating weapons DON'T need a free hand in-between rounds. Without the mention, you're still expected to have a hand free even when your gun is auto-reloading in-between shots. Either an errata to the Repeating trait needs to be done, or a FAQ entry explaining you don't need a free hand would be appreciated. Otherwise, it'll be hard to have any dual-wielding guns builds.

Reload:

Reload
While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.

An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.

***

Repeating:

"Repeating: Repeating weapons can’t be loaded with individual bolts or bullets like other crossbows and firearms can; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once the magazine is in place, the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0)."

You are not taking any actions to reload with most repeating weapons, so the rules for needing a hand free to reload don't apply.

The ammunition is automatically loaded as described in the repeating trait, so unless a further action is required like with the martial repeating crossbow, the rules for reloading don't apply (because you are not reloading the weapon) and you don't need a free hand until you swap cartridges. We'll look at adding clarifying text to the trait if possible.


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Page 158, dagger pistols melee damage is listed as piercing and has versatile P. Probably supposed to be versatile S


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The bayonet is in the "blade" weapon group. As far as I know that doesn't exist.

Paizo Employee Designer

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aobst128 wrote:
The bayonet is in the "blade" weapon group. As far as I know that doesn't exist.

We caught this right after the book shipped to print, so while it's incorrect in first printings, it should correctly list "knife" in the PDFs and digital content from our licensed partners.


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. It would be really lame if you're just meant to lose one of your core features entirely by choosing to dual wield, but it seems like the current RAW (and Dual Weapon Reload doesn't help either since it's its own action).

Dataphiles

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Pathfinder Rulebook Subscriber

Combination weapons could use some clarification

Can you reload them while they’re in melee form? What kind of weapon do they count as (are they melee while in melee form and ranged in ranged form, or do they just count as both at all times?)


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Pathfinder Rulebook Subscriber

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.


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Deadeye (gunslinger feat 12) is six levels higher than Visual Fidelity (inventor feat 6), costs an action and does less. That seems a bit odd.


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Pathfinder Rulebook Subscriber

The second level Inventor feat Reverse Engineer can never actually be taken at second level because it requires Expert in Crafting. Feels like a typo maybe?

Especially since as a result it means Searing Restoration is the only second level feat weapon inventors qualify for.

Dark Archive

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Squiggit wrote:

The second level Inventor feat Reverse Engineer can never actually be taken at second level because it requires Expert in Crafting. Feels like a typo maybe?

Especially since as a result it means Searing Restoration is the only second level feat weapon inventors qualify for.

Not never!

Sure it requires you to be playing with Free Archetypes AND Pick Pathfinder Agent as your dedication feat at 2nd.

But not never!


Rain of Bolts (automation ancestry feat 9) lists no save or other way to avoid the damage.


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

Liberty's Edge

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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 ;-)

Paizo Employee Designer

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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.)


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Superscriber

Cheliax controls the only sea passage to Alkenstar that's been actually mentioned in the sourcebooks, through Corentyn and Khari. Nothing goes in or out of the Inner Sea to the Arcadian Ocean without them getting a cut. It even says on the same page that their privateers harass Vidrian shipping. How are they getting through the Hespereth Strait unharassed with their cargo of firearms? And why would Geb or Nex be intimidated by a navy that can't pass through the strait because Cheliax hates them?

I assume that Vidrian ships go south around the horn of Garund to reach Alkenstar on the other side instead. That's the only way it makes sense, but would have been nice to have a single sentence mentioning it. Otherwise the "politically savvy" alliance mentioned on page 198 makes no sense whatsoever.

Paizo Employee Designer

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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.


Pathfinder Rulebook Subscriber

I might be wrong, but I don't think Bullet Dancer really works. I wrote a whole google doc on it

https://docs.google.com/document/d/1tSKFr2o1iIbVp9mcskwgCn3JtlQemEfSY1LqSjU iwiI/edit?usp=sharing

but TLDR:
Can't repeatedly FoB at range with Black Powder Guns because can't reload with hands full, can't use Gunner's Bandolier here because you need two shots to FoB with them

Wielding two guns and needing an attached weapon as well is a huge amount of things you need to buy. Would really only be feasible with ABP. Blazons would only help either one gun and an attached or two guns, but not all three things.

The only RAW way to really use this is to have a a non-black powder Air Repeater with a Blazon to combine it with an attached.


The Fake Out Gunslinger Feat requires you to have a weapon loaded, but it doesn't actually say anything about discharging the weapon. In fact, it's rather unclear what it's supposed to be in general. Is it an intentional miss to assist the ally? Brandishing the gun to distract the opponent?

The Pistol Twirl also requires a loaded weapon, but has a description which has a notable absence of actually discharging the weapon.


Golurkcanfly wrote:
The Fake Out Gunslinger Feat requires you to have a weapon loaded, but it doesn't actually say anything about discharging the weapon. In fact, it's rather unclear what it's supposed to be in general. Is it an intentional miss to assist the ally? Brandishing the gun to distract the opponent?

You make an attack roll, but not a strike. You're aiming like you're about to shoot the opponent, aiding your Ally from the distraction. You don't discharge your firearm because it doesn't say you do unlike something like warning shot.


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aobst128 wrote:
Golurkcanfly wrote:
The Fake Out Gunslinger Feat requires you to have a weapon loaded, but it doesn't actually say anything about discharging the weapon. In fact, it's rather unclear what it's supposed to be in general. Is it an intentional miss to assist the ally? Brandishing the gun to distract the opponent?
You make an attack roll, but not a strike. You're aiming like you're about to shoot the opponent, aiding your Ally from the distraction. You don't discharge your firearm because it doesn't say you do unlike something like warning shot.

It's unclear, and the fact that it requires a loaded weapon makes it more unclear. Especially when you can't really tell when a gun is loaded or not at a glance, especially in a tense situation like combat.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Golurkcanfly wrote:
aobst128 wrote:
Golurkcanfly wrote:
The Fake Out Gunslinger Feat requires you to have a weapon loaded, but it doesn't actually say anything about discharging the weapon. In fact, it's rather unclear what it's supposed to be in general. Is it an intentional miss to assist the ally? Brandishing the gun to distract the opponent?
You make an attack roll, but not a strike. You're aiming like you're about to shoot the opponent, aiding your Ally from the distraction. You don't discharge your firearm because it doesn't say you do unlike something like warning shot.
It's unclear, and the fact that it requires a loaded weapon makes it more unclear. Especially when you can't really tell when a gun is loaded or not at a glance, especially in a tense situation like combat.

Actually, it is very clear. At no point in its description does it state, "Strike". That is how you know there is no discharge of the weapon. Furthermore, it has the Visual trait, which "...can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM."

So, in effect, as you put it, the Gunslinger is, "...Brandishing the gun to distract the opponent..."


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Ashanderai wrote:
Golurkcanfly wrote:
aobst128 wrote:
Golurkcanfly wrote:
The Fake Out Gunslinger Feat requires you to have a weapon loaded, but it doesn't actually say anything about discharging the weapon. In fact, it's rather unclear what it's supposed to be in general. Is it an intentional miss to assist the ally? Brandishing the gun to distract the opponent?
You make an attack roll, but not a strike. You're aiming like you're about to shoot the opponent, aiding your Ally from the distraction. You don't discharge your firearm because it doesn't say you do unlike something like warning shot.
It's unclear, and the fact that it requires a loaded weapon makes it more unclear. Especially when you can't really tell when a gun is loaded or not at a glance, especially in a tense situation like combat.
Actually, it is very clear. At no point in its description does it state, "Strike". That is how you know there is no discharge of the weapon. Furthermore, it has the Visual trait, which "...can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM."

The fact that this conversation is happening showcases that it is unclear. It's a question that will come up because the feat requires a loaded weapon, but unlike the grand majority of feats that require that, doesn't explicitly fire it. It also doesn't describe how you're forcing an enemy to acknowledge you as a threat. It's a blank space.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
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.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Leon Aquilla wrote:

Cheliax controls the only sea passage to Alkenstar that's been actually mentioned in the sourcebooks, through Corentyn and Khari. Nothing goes in or out of the Inner Sea to the Arcadian Ocean without them getting a cut. It even says on the same page that their privateers harass Vidrian shipping. How are they getting through the Hespereth Strait unharassed with their cargo of firearms? And why would Geb or Nex be intimidated by a navy that can't pass through the strait because Cheliax hates them?

I assume that Vidrian ships go south around the horn of Garund to reach Alkenstar on the other side instead. That's the only way it makes sense, but would have been nice to have a single sentence mentioning it. Otherwise the "politically savvy" alliance mentioned on page 198 makes no sense whatsoever.

The down side is that there is much more of Garund south of Vidrian than north of it, so going around the southern end of Garund can be quite a long voyage. But if Cheliax is creating enough problems for Vidrian shipping into the Inner Sea, I suppose they would do it.


Golurkcanfly wrote:
Ashanderai wrote:
Golurkcanfly wrote:
aobst128 wrote:
Golurkcanfly wrote:
The Fake Out Gunslinger Feat requires you to have a weapon loaded, but it doesn't actually say anything about discharging the weapon. In fact, it's rather unclear what it's supposed to be in general. Is it an intentional miss to assist the ally? Brandishing the gun to distract the opponent?
You make an attack roll, but not a strike. You're aiming like you're about to shoot the opponent, aiding your Ally from the distraction. You don't discharge your firearm because it doesn't say you do unlike something like warning shot.
It's unclear, and the fact that it requires a loaded weapon makes it more unclear. Especially when you can't really tell when a gun is loaded or not at a glance, especially in a tense situation like combat.
Actually, it is very clear. At no point in its description does it state, "Strike". That is how you know there is no discharge of the weapon. Furthermore, it has the Visual trait, which "...can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM."
The fact that this conversation is happening showcases that it is unclear. It's a question that will come up because the feat requires a loaded weapon, but unlike the grand majority of feats that require that, doesn't explicitly fire it. It also doesn't describe how you're forcing an enemy to acknowledge you as a threat. It's a blank space.

Well, this conversation in a vacuum just shows that it's unclear to you specifically to be fair. I think you're hung up on the requirement unnecessarily. The requirement is just a requirement and doesn't effect the texts mechanics in this instance. I'm positive this is the what is intended, as it works with raw and doesn't need any extra interpretations. It's a bluff with a loaded firearm, same with pistol twirl. You just can't bluff with an empty gun.


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aobst128 wrote:
You just can't bluff with an empty gun.

You just gotta ask yourself one question. "Do I feel lucky?" Well, do ya, punk?


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aobst128 wrote:
Golurkcanfly wrote:
Ashanderai wrote:
Golurkcanfly wrote:
aobst128 wrote:
Golurkcanfly wrote:
The Fake Out Gunslinger Feat requires you to have a weapon loaded, but it doesn't actually say anything about discharging the weapon. In fact, it's rather unclear what it's supposed to be in general. Is it an intentional miss to assist the ally? Brandishing the gun to distract the opponent?
You make an attack roll, but not a strike. You're aiming like you're about to shoot the opponent, aiding your Ally from the distraction. You don't discharge your firearm because it doesn't say you do unlike something like warning shot.
It's unclear, and the fact that it requires a loaded weapon makes it more unclear. Especially when you can't really tell when a gun is loaded or not at a glance, especially in a tense situation like combat.
Actually, it is very clear. At no point in its description does it state, "Strike". That is how you know there is no discharge of the weapon. Furthermore, it has the Visual trait, which "...can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM."
The fact that this conversation is happening showcases that it is unclear. It's a question that will come up because the feat requires a loaded weapon, but unlike the grand majority of feats that require that, doesn't explicitly fire it. It also doesn't describe how you're forcing an enemy to acknowledge you as a threat. It's a blank space.
Well, this conversation in a vacuum just shows that it's unclear to you specifically to be fair. I think you're hung up on the requirement unnecessarily. The requirement is just a requirement and doesn't effect the texts mechanics in this instance. I'm positive this is the what is intended, as it works with raw and doesn't need any extra interpretations. It's a bluff with a loaded firearm, same with pistol twirl. You just can't bluff with an empty gun.

To be fair, the other feats that require a loaded gun actually do state that it's fired, not as part of a formatted block of mechanics or any keywords, but just via description.

And I've also seen this question pop up elsewhere on the Pathfinder Discord server.

And there's no situation where this wouldn't benefit from a clarification. Especially since, if the feat does not involve discharging a weapon, it shouldn't need to be loaded.

Pistol Twirl is the same way. It requires it to be loaded despite not actually discharging the firearm.

Also, you absolutely can bluff with an empty gun. That's what makes it a bluff and not a threat. You cannot tell whether a firearm is loaded or not from it's external appearance. Wave an unloaded gun around and people will treat it as being loaded.


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The Inventor class feat 'Gadget Specialist' (pg. 27-28) does not list the level of the gadgets that the inventor gets for free each day, just that they must have the formula. As it stands, it seems that a 4th level inventor can make a 19th level temporary gadget, and acquire valuable high level formula. The text should probably be changed to something like the following:

"You gain the formulas for three common or uncommon gadgets of your level or lower (page 66). Each day during your daily preparations, you can create two temporary gadgets of your level or lower from your formula book. Gadgets prepared in this way don’t cost you any resources to Craft and don’t have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven’t already used them.


Golurkcanfly wrote:
aobst128 wrote:
Golurkcanfly wrote:
Ashanderai wrote:
Golurkcanfly wrote:
aobst128 wrote:
Golurkcanfly wrote:
The Fake Out Gunslinger Feat requires you to have a weapon loaded, but it doesn't actually say anything about discharging the weapon. In fact, it's rather unclear what it's supposed to be in general. Is it an intentional miss to assist the ally? Brandishing the gun to distract the opponent?
You make an attack roll, but not a strike. You're aiming like you're about to shoot the opponent, aiding your Ally from the distraction. You don't discharge your firearm because it doesn't say you do unlike something like warning shot.
It's unclear, and the fact that it requires a loaded weapon makes it more unclear. Especially when you can't really tell when a gun is loaded or not at a glance, especially in a tense situation like combat.
Actually, it is very clear. At no point in its description does it state, "Strike". That is how you know there is no discharge of the weapon. Furthermore, it has the Visual trait, which "...can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM."
The fact that this conversation is happening showcases that it is unclear. It's a question that will come up because the feat requires a loaded weapon, but unlike the grand majority of feats that require that, doesn't explicitly fire it. It also doesn't describe how you're forcing an enemy to acknowledge you as a threat. It's a blank space.
Well, this conversation in a vacuum just shows that it's unclear to you specifically to be fair. I think you're hung up on the requirement unnecessarily. The requirement is just a requirement and doesn't effect the texts mechanics in this instance. I'm positive this is the what is intended, as it works with raw and doesn't need any extra interpretations. It's a bluff with a loaded firearm, same with pistol twirl. You just can't bluff with an empty
...

I meant that you can't use these feats with an empty gun as written, not in real life. It's likely a balance choice.


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The Immolation Clan Pistol, pg. 161-2, is often referred to as an "Immolation Hand Cannon" in its rules text, and actually seems to transform from a clan pistol into a hand cannon if its curse is removed.


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Feels like an unnecessary restriction at that point, especially for Pistol Twirl which you already have reason to have it loaded before using it, or will just reload and fire after it.

Fake Out is strong enough that I can understand wanting to put a balance mechanism on it, but at that point it doesn't really feel like it does anything since it's so easy to work around. At that point, some other balance mechanism would probably work better.


Golurkcanfly wrote:

Feels like an unnecessary restriction at that point, especially for Pistol Twirl which you already have reason to have it loaded before using it, or will just reload and fire after it.

Fake Out is strong enough that I can understand wanting to put a balance mechanism on it, but at that point it doesn't really feel like it does anything since it's so easy to work around. At that point, some other balance mechanism would probably work better.

Both feats are very good imo. You're definitely encouraged to end your turn with a loaded firearm, but with risky reload and 2 action strikes, some turns will end with an empty chamber. It would have been interesting if you could use these feats with an empty gun with a penalty to the check or something. But yeah, humans with cooperative nature and fake out are gonna be critting on a 10 or above by 5th level and getting a +3 for that aid check.


Waverider Barding: what kind of barding is it? Any? If so, that means you could get large heavy barding [50 gp] included in the 130gp cost. Or is it an add-on cost?


Magical Prosthesis [Shifter Prosthesis]: Prosthesis allows for a variant of the prosthesis that fits over the existing body part so my question is what happens when the Shifter Prosthesis' second ability is used, reshaping into the form of a weapon? Does this take up a hand, either in worn over form or limb replacement?


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?


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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.)


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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.

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