What firearms-related G&G content are you missing?


Pathfinder Second Edition General Discussion


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The book obviously doesn't have infinite space and we still got a quite well-rounded bunch of content, but there are a couple of things I'm missing. The Alkenstar AP will probably have a bunch of stuff and the LO Impossible Lands another, but that's still a ways off.

Here is some stuff I want and will probably homebrew for now:

- an extradimensional holster that allows you to stow bigger firearms and a bunch of ammo; bonus points if it also has a neat activation effect
- a reload feat that combines activate an item (ammunition only) and an Interact to reload to make using special ammunition more feasible (especially with two-action-activities)
- a proper magical suppressor that actually [i]stays on]/i]
- energy-damage firearms that aren't specific weapons
- custom firearms of the Inner Sea Region (Chelish devil guns, anyone?)

So what else would you want? Remember, only G&G-themed stuff, so no modern or Numeria equipment.


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Proper blackpowder grenades (the classic black sphere with a fuse coming out the top)would be nice, as would throwable dynamite for your western style stories.

Additionally, the siege weapons could use the addition of swivel guns (small cannons usually mounted on the upper decks of ships for the purpose of shooting at personnel) and puckle guns (essentially the earliest predecessor to machine guns - it was a flintlock weapon mounted on a tripod with a rotating revolver style cylinder that let it fire off 6-11 shots before reloading).

I think there would be a lot of support from people for a gatling gun, but I think the puckle gun fills that role while being a bit more technologically conservative.

Some kind of steam tank (there are steam wagons in guns and gears, just slap armour on it and mount a cannon on it somewhere) would be pretty cool, and steam powered ships are another thing (early steam ships where just your classic wooden age of sail ships retrofitted with steam engines that they could switch to using when they needed to). With dwarves being a thing, an ironclad/river monitor wouldn't be out of the question either.


I kinda wish they would have expanded on the gun parry idea. For the vanguard slingers reload, could have had reload + shove or parry and maybe had a 10th level stance feat to always be parrying. Right now it's just the vanguards weird initial deed and defensive armaments, which are kinda lame.


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I’d like more gun modifications like the scopes and stock. Large bore is cool but what about a sawed off barrel for scatter weapons. Shorter range but higher scatter radius. Or a long barrel to improve range. Or an axe and hammer version of the bayonet so we can have alternate versions of the axe musket and hammer gun. Or attach a shield to a gun to grant it the parry trait for the vanguards out there.

Also one more for the black powder bomb, I really like that idea too

And a ‘vehicle’ innovation for the inventor, or a ‘siege weapon’ innovation.


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Karmagator wrote:
- energy-damage firearms that aren't specific weapons

I have a feeling that if/when we get Numerian high-tech weaponry they are going to fill this niche. They'll also probably come with a bevy of new traits, I could easily see Battery-Powered and Laser being traits, for example, but "gun that does energy damage" is kind of a big part of their identity.

Karmagator wrote:
- custom firearms of the Inner Sea Region (Chelish devil guns, anyone?)

Well, we do already have the Pact-Bound Pistol for devil-gunnery needs.

I'd definitely be down for more, though. I really like the idea behind Beast Guns and think they'd be a good springboard for designing weapons like this that are blessed by/cursed by/made of things like fiends and celestials and monitors, or are thematically tied to a region like Reaper's Grasp is for Galt.

I'd also like an option for the Inventor to be able to turn their armor or companion innovation into a mech of some kind. You can sort of do it now with the companion, but some dedicated abilities would be great.

Also would love to see old-timey grenados make it into the game.

Also also, more combination weapons would be great. I was surprised we didn't have a combination clan dagger and clan pistol, for example.

Grand Lodge

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A Rocket Launcher.
I want to be like Buffy and blow up an overconfident demon with a Rocket Launcher.


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I miss few things, honestly (besides the obvious "more stuff of what we already got"). The book is great.

A magus focus spell to reload and recharge spellstrike in a single action. Would be even better if it allowed you to conjure the ammo too.

More special ammo that does not require an activation and gunslinger feats that interacts with activated ammo.

More weapon mods that change how a weapon works, like the bore. Things to add more barrels in exchange of something else (like reducing the base and fatal damage dice or increasing the required proficiency to wield the weapon by one step) or ways to upgrade scatter damage in exchange of die damage.

More feats like rogue's Bullseye for the gunslinger and the inventor. I want feats that interact with one another and modularity in the actions used in combat (variable action activities are the best), not picking my flavor of attack.


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It does sting a little that we saw a revolver in art back in one of the early Lost Omens books and didn’t get them here.


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Here are some pictures of the stuff I suggested

Swivel Gun

Puckle Gun

River Monitor/Ironclad

and I forgot to mention hand mortars (the bomb launcher sort of covers this, but there could be room for that to coexist with these)

Hand Mortars

and here are two bits of warhammer art showing what a steam tank and a dwarvish ironclad look like in that setting;

Steam Tank

Dwarven Ironclad


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keftiu wrote:
It does sting a little that we saw a revolver in art back in one of the early Lost Omens books and didn’t get them here.

Yeah. I'm glad they gave us the reasoning for that in the book, though. I really appreciate touches and insights like that.


Alchemy Blasters. Full on non magical elemental guns. Like Final Fantasy Tactics~

There is the gunslinger feat for allowing for elemental shots to an extent. Doing slight damage mainly to trigger wweaknesses.
This would be fun with the firearm types that allow you to chose the barrel. and would be very fun with a Revolver if it ever shows up.


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Perpdepog wrote:
Karmagator wrote:
- custom firearms of the Inner Sea Region (Chelish devil guns, anyone?)

Well, we do already have the Pact-Bound Pistol for devil-gunnery needs.

I'd definitely be down for more, though. I really like the idea behind Beast Guns and think they'd be a good springboard for designing weapons like this that are blessed by/cursed by/made of things like fiends and celestials and monitors, or are thematically tied to a region like Reaper's Grasp is for Galt.

Oh wow, how did I miss this beauty? Thanks, that is exactly the kind of thing I'm talking about. That looks like an amazing template to throw on whatever you want D:


I want a punt gun!


Reverse gun: A tricky gun meant to make the opponent shot himself.

For example, you place your gun on the table, playing cards with other people. At some point, someone who's loosing the game gets mad and after grabbin the weapon, calling liars his opponents and screaming a lot, he decides to make things fair and shot everybody to claim the booty.

But surprise, the gun shots towards the owner instead.

Bang-Erang: A gun than also has the throwing 10/15/20 ( whatever ) trait. It can also be hetched with the returning rune.

Given the trait, it can be thrown at your opponent without penalties.

This one comes up because of "Cops: in Springfield"

Nonlethal Cannon A 2handed gun using rubber ammunition ( Non lethal damage + Shove 5 feet. 10 feet on a critical hit )


I want a portable cannon that's basically a heavy crossbow version of a gun.


More Star Guns would be cool. They're hyped up as the best guns ever made in Arcadia, but right now we only know about the Rowan Rifle and no others.


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Perpdepog wrote:
keftiu wrote:
It does sting a little that we saw a revolver in art back in one of the early Lost Omens books and didn’t get them here.
Yeah. I'm glad they gave us the reasoning for that in the book, though. I really appreciate touches and insights like that.

I will note that despite the reasonings they gave, they did nonetheless include a one-handed, six-shot Repeating firearm, and they even labeled it Simple. The Air Repeater IMO is a much better starting point for building a functional Revolver than the Dueling Pistol.

Grand Lodge

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I'd like more information on how to adjust loading times to make revolvers and magazine fed firearms work. I'm not really all that concerned with absolute balance against other weapons.

And off the top of my head:
Turn-over pistols.
Pepperbox weapons with more barrels.
Pepperbox muskets.
Alchemical guns like in Dishonored but using refined alchemical reagents instead of refined whale oil.
Rifling.
Actual scopes and accessories based on real world examples.
Magitech guns that use magic. Not necessarily energy damage either.
Give the hobgoblins firearms. >:)


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StarMartyr365 wrote:
I'd like more information on how to adjust loading times to make revolvers and magazine fed firearms work. I'm not really all that concerned with absolute balance against other weapons.

Honestly the Repeating quality does fit magazine-fed guns and speed-loader-reloaded revolvers pretty well. Fire however many shots there are, then spend 3 actions to change the Mag. Functionally makes it a Reload 0 weapon (except for the Heavy Repeating Crossbow because Heavy Crossbow) and according to Developer comment doesn't even need a free hand until you do the mag swap.

StarMartyr365 wrote:

And off the top of my head:

Turn-over pistols.

From what my google-fu is telling me, actually a pretty good fit for the new Capacity trait. A standard Turn-over probably being Capacity 2.

StarMartyr365 wrote:

Pepperbox weapons with more barrels.

Pepperbox muskets.

The former is easy enough to do with increasing the Capacity (and considering the Slide Pistol exists with 2 more slots *and* a higher damage die in exchange for half the range and 4gp increased cost, you can probably get away with a fair bit if you bump it to Advanced). For the latter there's a bit more consideration of trade-offs involved, but comparing the Flintlock Pistol to the basic Pepperbox I'd probably start with the basic Musket, put Capacity 3 on it, adjust the price, maybe adjust the range, and call it Martial.

StarMartyr365 wrote:
Alchemical guns like in Dishonored but using refined alchemical reagents instead of refined whale oil.

While I've not played Dishonored, yeah, this sounds awesome.

StarMartyr365 wrote:
Rifling.

Seems like it would be a good alternative modification for increased range, though they probably went with the Magnifying Scope for the added benefit of the Perception bonus. Also because scopes are iconic.

StarMartyr365 wrote:
Actual scopes and accessories based on real world examples.

I mean the Magnifying Scope is an actual scope. They also included the Darkvision scope as a magic alternative to the Night Vision scope found IRL, because Golarion isn't that level of technologically advanced. And then there's a couple other magic scopes added for fun. Not sure what other scope types you could be looking for. Other types of rail accessories could be quite cool though, ye.

StarMartyr365 wrote:
Magitech guns that use magic. Not necessarily energy damage either.

Three words: Magic. Rail. Gun.

StarMartyr365 wrote:
Give the hobgoblins firearms. >:)

No comment on this one, Hobgoblins aren't my thing but if they're yours go for it.

Grand Lodge

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Those are all excellent suggestions. I suspect we'll see some of them in the game sooner than later.

The Eberron setting had spell guns or wand guns that were essentially wands in a gun shaped holder. (Wands don't work like that in PF2E though.) I also don't see a need to keep everything gun shaped but don't want to go into the overwrought flanges and spikes on ALL THE THINGS like most fantasy weaponry tends to have. I was thinking more of something shaped like a Star Trek: TNG phaser or the staffs Ra's troops used in the original Stargate movie, less gun-like in shape but still "guns." I'd have them still do kinetic damage but use "magic" instead of bullets and gunpowder.

I like the idea of magic rail guns! Something like the HV Penetrator from the FEAR games. It launches big bolts that can pin the target to walls. A magic gun that does something similar would be awesome.

The hobgoblins of Oprak are heavily invested in alchemy so guns of all stripes would be a perfect fit for them.

The cool thing about pepperboxes is that they existed for every type of firearm from matchlock to flintlock. I think they'd be a great part of Pathfinder iconic look.

As an aside, The Dishonored series are a lot of fun if you like sneaky, stealthy games. You are rewarded for not killing everything but you and there are many ways to go through the levels. You can usually catch them on sale on Steam. Play the first one and all of the DLC or parts of the second one won't make sense. The Death of the Outsider DLC wraps up the series perfectly. The world-building, especially the magic system, is what really sells it. The games are a few years old but they still hold up well on modern systems.

Happy gaming!


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More guns and more crossbows. Especially ones with capacity and repeating.

Personally i found it kinda weird that air repeater is a simple weapon and when you remove agile and up the dice just one step it becomes advanced (repeating crossbow). I feel like there could have been a martial one handed repeating weapon.

Same with capacity. I love the idea of dual wielding pistols, as do artists it seems because there is a lot of that in the book. I'd personally love for some simple capacity weapons. Maybe simply so that i can dual wield guns from character creation on because damn pepperbox and slide pistol are expensive. One handed weapon with kickback would have been cool too.

Aside from that "close range guns" would have been nice for vanguard. I love the idea of the subclass of stepping into close range with a shotgun and blasting foes from up close but there is actually no real weapon that fits this style well and the only feats for it come online at level 14/15. So i guess: more close range shotgun style guns and more close range feats for vanguard.


Speaking of close range, I have noticed that using the Scatter Guns as a shotgun can be quite dangerous now. Since Scatter is now a burst rather than a cone if you use it on an enemy that's close to you then you are in the burst radius. As such, I think it would've been nice to have something (a feat, a Mod, maybe even a weapon rune) that would've allowed Scatter guns to still fire a Cone rather than the burst.

And as a complete counter point to that, going off of some of the "Elemental damage guns" ideas thrown around, is it just me or is Scatter a great ability for something like a Mortar, or other explosive round firearm? Moderate-to-long range firearm, Scatter, Fire damage, instant explosive shell artillery. Heck, I could see someone sticking Flaming on, say, a Dwarven Scattergun and flavoring it as shooting explosive shells rather than the usual pellet cartridge.

EDIT: Formatting a bit


Something the would be great for 2-handed gun/crossbow characters would be a pavise - we do have tower shields, but they lack the primary function of a pavise shield, which is that you can set it down and use it as cover while firing a crossbow or gun (and hide behind it while reloading).


Tender Tendrils wrote:
Something the would be great for 2-handed gun/crossbow characters would be a pavise - we do have tower shields, but they lack the primary function of a pavise shield, which is that you can set it down and use it as cover while firing a crossbow or gun (and hide behind it while reloading).

Sounds like a Tripod Shielded Portable Weapon Mount to me.

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