
Tridus |

I'm quite surprised Munitions wasn't nerfed into the ground. Now if only you didn't have to spend an action to activate alchemical ammunition for some reason...
I think you answered why it wasn't nerfed into the ground. :)
The munition feat line is fun, but the action cost means you have to really think about when you use it. I had a Sniper Gunslinger in Ruby Phoenix who got a lot of mileage out of it because they would set up for a big shot with Greater Elemental Ammo over multiple turns. They'd do something like a normal turn, but the reload on that turn would be to load the elemental ammo.
On the next turn they can start by activating it an then use a special shot like Vital Shot (if they meet the conditions) and it was extremely effective.
But that requires both feat investment and a significant amount of setup work, so I don't think its overpowered. It rewarded the player for thinking ahead in terms of when they wanted to try to do it.

thenobledrake |
1 person marked this as a favorite. |
Didnt I write just that?
No, because your statement was backed with a meaning that supported your other statement "He has a point" where as what I was saying is there's no valid point to be found in the territory of treating lack of redundant mention of a general rule as being the same thing as presence of an explicit specific rule.

benwilsher18 |
4 people marked this as a favorite. |
I'm quite surprised Munitions wasn't nerfed into the ground. Now if only you didn't have to spend an action to activate alchemical ammunition for some reason...
The reason for the action tax is so that there is a reason to not use alchemical ammunition on every single shot, besides resource management. It means that Munitions Crafter is is just an option that gives you a way to hit weaknesses or apply debuffs that you might otherwise not be able to, while generally you will be using standard ammo most of the time.
If alchemical ammunition was superior to standard ammunition in every way, Munitions Crafter would become a feat tax for everyone that wanted to wield a firearm as it would effectively be providing quite a lot of "free" damage every single day.

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Powers128 wrote:That Mace Multipistol change happened with the last big errata and wasn't part of this Remaster. It's funny how a little change can make a combination weapon go from terrible to better than the best finesse combo weapon. I would probably still use the Triggerbrand for style points though.Perpdepog wrote:Yeah, although the mace multipistol is just a better triggerbrand rn. They only updated the combo weapons in guns and gears which did not include the triggerbrand unfortunately. I'm looking forward to the changes to the one's in TV since they're remastering that too.Powers128 wrote:Or the triggerbrand. You could also use the other one-handed weapons, as long as you don't mind being maybe a point lower depending on how high your strength is.Really happy with the gunslinger changes. Singular expertise didn't do anything with the changes to archer and mauler and other similar abilities. Are there any left that I haven't thought of? Or is it just combination weapons that can reach legendary?
In any case, drifter and triggerbrand are a lot more appealing now, even if drifter is kinda stuck with piercing wind or dagger pistol
Just because of the capacity trait? I feel like 2H a piercing wind will be better for the damage/fatal dice sizes. You can always drop a hand for free and regrip it as part of reloading to meet drifter requirements so long as you have a bow gauntlet on. You can even get it to two handed 1d8 with a L8 feat in the Inventor MC.
It does feel like the triggerbrand should get something more unique but what can you give it that is different than the mace or piercing wind. Feels like maybe a deadly d6 or backstabber on melee could work although I'd prefer it was the d6/fatal d10 to avoid the hand shenanigans.

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Powers128 wrote:The funny thing about the three peaked tree build now is you can use your melee for your ranged attacks and your firearm for your melee attacks with salvo lol.What do you mean?
Best I can come up with is using the piercing wind in 2H. You can stab and blast, drop a hand, reload strike (from drifter and using a gauntlet bow in the other hand), regripping it in 2H for the next round.
You can always free hand drop a hand to toss a bomb with quick draw.
Long term you could even take inventor with a weapon innovation to get the 2H trait to make it a 1D8 finesse weapon in two hands.
I mean you can throw the trident with your firearm proficiency and rely on salvo for melee. Just pointing out the ironic role reversal. Making thrown attacks won't give you your precision damage though

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Powers128 wrote:That Mace Multipistol change happened with the last big errata and wasn't part of this Remaster. It's funny how a little change can make a combination weapon go from terrible to better than the best finesse combo weapon. I would probably still use the Triggerbrand for style points though.Perpdepog wrote:Yeah, although the mace multipistol is just a better triggerbrand rn. They only updated the combo weapons in guns and gears which did not include the triggerbrand unfortunately. I'm looking forward to the changes to the one's in TV since they're remastering that too.Powers128 wrote:Or the triggerbrand. You could also use the other one-handed weapons, as long as you don't mind being maybe a point lower depending on how high your strength is.Really happy with the gunslinger changes. Singular expertise didn't do anything with the changes to archer and mauler and other similar abilities. Are there any left that I haven't thought of? Or is it just combination weapons that can reach legendary?
In any case, drifter and triggerbrand are a lot more appealing now, even if drifter is kinda stuck with piercing wind or dagger pistol
Yeah I know it was part of an errata a while back. I'm not sure if they'll get around to updating the triggerbrand since it was in impossible lands. I was kinda hoping it would show up in this remaster.

kaid |

Wait Treasure Vault is getting Remastered!?
Makes sense for it to get a remaster. It is a big book of gear so when they need to reprint pretty easy lift compared to other remaster books to go through and get everything especially the alchemy stuff up to remaster standards.

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Red Griffyn wrote:I mean you can throw the trident with your firearm proficiency and rely on salvo for melee. Just pointing out the ironic role reversal. Making thrown attacks won't give you your precision damage thoughPowers128 wrote:The funny thing about the three peaked tree build now is you can use your melee for your ranged attacks and your firearm for your melee attacks with salvo lol.What do you mean?
Best I can come up with is using the piercing wind in 2H. You can stab and blast, drop a hand, reload strike (from drifter and using a gauntlet bow in the other hand), regripping it in 2H for the next round.
You can always free hand drop a hand to toss a bomb with quick draw.
Long term you could even take inventor with a weapon innovation to get the 2H trait to make it a 1D8 finesse weapon in two hands.
Yeah, but a big reason you want a combination weapon is for Triggerbrand Salvo/Stab and Blast. Those both specify melee strikes so you aren't about to throw your weapon and then shoot. As well it means you need a returning rune on your weapon, which is just more DPR drop unless you are now spending actions to reload your tethered thrown weapon. At that point 1D6/Fatal D10 is more damaging on a gunslinger vs. a 1D8 thrown weapon (not to mention you can get a better weapon if you just cut the combination part out entirely with an Arquebus/Taw Launcher/Similar top gun or crossbow meta option).
You need the finesse property on the melee portion of the weapon if you want to cap your STR at an 18 and avoid downstream STR boost delays/apex item conflicts. Its +2 with a 1D6 finesse weapon so you're not going to be the worlds greatest DPR, but you're definitely in the realm of DPR, especially with triggerbrand salvo/stab and blast giving you an immediate strike with your gun side at +2.
I'm trying to find a way to also keep my second hand open for quickdraw for bombs since a lightning bomb/dread ampoule are easy ways to inflict debuffs. Also in the rare case you want to activate ammunition you still need that free hand. But realistically if you just give up on easy bomb access you can always carry the mace and a slide pistol which gives you 8 rounds of stab and blast before you ever need a free hand (without the feat taxes of course).
Triggerbrand Salvo/Stab and Blast really improve the gunslinger's action economy by giving you two weapon strikes (1 action), 1 action to reload, and a free action to move or do w/e. Think of it like a 2x1 action double slice since you need that second action to reload (but you will have action compression options available for that reload like move + reload, strike + reload, etc.).

TheFinish |
1 person marked this as a favorite. |

'm trying to find a way to also keep my second hand open for quickdraw for bombs since a lightning bomb/dread ampoule are easy ways to inflict debuffs. Also in the rare case you want to activate ammunition you still need that free hand. But realistically if you just give up on easy bomb access you can always carry the mace and a slide pistol which gives you 8 rounds of stab and blast before you ever need a free hand (without the feat taxes of course).
Keep in mind you can Regrip for free when you Reload weapons, so as long as you Release your gun after you shoot you're not losing any actions at all and you have a free hand basically every time you'd realistically want one, the one exception being Fatal Aim weapons.

moosher12 |
1 person marked this as a favorite. |
Not sure if this is deep lore or something but Instant Spy says it has the same mechanism as a "clockwork spy (Monster Core 2 70)." (P71)... The original Clockwork Spy listing is Bestiary 3, page 48, so ... is there a Monster Core 2 partially lain out somewhere in the depths of Paizo with Clockwork Spy on page 70? That makes for almost twice as many A-C entries as Bestiary 3 to push it to page 70... hmmm ... exciting
During Paizo's January stream, they announced we'll be getting cinder dragons which will be replacing red dragons toward the end of the year. Back when I heard this, it felt like a hint toward a Monster Core 2. I just checked the page on my Guns and Gears and looks like this is a more solid announcement of it. I left some quotes from Luis Loza on the matter.
This is the cover for Shining Kingdoms. Next big regional book. And that is a cinder dragon on the cover there. It's a dragon that happens to be red because it's related to fire. It happens to be related to fire but it isn't necessarily a red dragon. It's red, it does fire stuff. It messes with a lot of cool fire things, and happens to fill a similar niche to what red dragons used to, but it's a little Pathfinder twist. Our own take on the classical dragon.
...
I can give a spoiler before we go. Can we go back to the cover art there? Hey, I mentioned a cinder dragon, right? And I'm talking about the cinder dragon as if I know what the cinder dragon does, because I know what the cinder dragon does. And I'm just going to say, by the end of the year, you too will know the stats for the cinder dragon and get a chance to learn what the cinder dragon does. Where that will come up, I don't know. I mean I do know I will not say. I don't know when you'll learn about that. I'm just excited to tell people, hey, cinder dragon's coming. Look forward to that by the end of the year you'll have your cinder dragon stats for those who want to use them. But in the meantime feel free to use a red dragon.
If this is the case, I'm guessing we'll probably get Monster Core 2 either October, November, or December.

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Powers128 wrote:Red Griffyn wrote:I mean you can throw the trident with your firearm proficiency and rely on salvo for melee. Just pointing out the ironic role reversal. Making thrown attacks won't give you your precision damage thoughPowers128 wrote:The funny thing about the three peaked tree build now is you can use your melee for your ranged attacks and your firearm for your melee attacks with salvo lol.What do you mean?
Best I can come up with is using the piercing wind in 2H. You can stab and blast, drop a hand, reload strike (from drifter and using a gauntlet bow in the other hand), regripping it in 2H for the next round.
You can always free hand drop a hand to toss a bomb with quick draw.
Long term you could even take inventor with a weapon innovation to get the 2H trait to make it a 1D8 finesse weapon in two hands.
Yeah, but a big reason you want a combination weapon is for Triggerbrand Salvo/Stab and Blast. Those both specify melee strikes so you aren't about to throw your weapon and then shoot. As well it means you need a returning rune on your weapon, which is just more DPR drop unless you are now spending actions to reload your tethered thrown weapon. At that point 1D6/Fatal D10 is more damaging on a gunslinger vs. a 1D8 thrown weapon (not to mention you can get a better weapon if you just cut the combination part out entirely with an Arquebus/Taw Launcher/Similar top gun or crossbow meta option).
You need the finesse property on the melee portion of the weapon if you want to cap your STR at an 18 and avoid downstream STR boost delays/apex item conflicts. Its +2 with a 1D6 finesse weapon so you're not going to be the worlds greatest DPR, but you're definitely in the realm of DPR, especially with triggerbrand salvo/stab and blast giving you an immediate strike with your gun side at +2.
I'm trying to find a way to also keep my second hand open for quickdraw for bombs since a lightning bomb/dread ampoule are easy ways to inflict...
I'm just saying it's a possibility and reasonable use case for the three peaked tree which was really hard to use well before the remaster.
It's another way to be a switch hitter with a bit more efficiency since you have access to a decent ranged attack while in melee mode.

Perpdepog |
Red Griffyn wrote:'m trying to find a way to also keep my second hand open for quickdraw for bombs since a lightning bomb/dread ampoule are easy ways to inflict debuffs. Also in the rare case you want to activate ammunition you still need that free hand. But realistically if you just give up on easy bomb access you can always carry the mace and a slide pistol which gives you 8 rounds of stab and blast before you ever need a free hand (without the feat taxes of course).Keep in mind you can Regrip for free when you Reload weapons, so as long as you Release your gun after you shoot you're not losing any actions at all and you have a free hand basically every time you'd realistically want one, the one exception being Fatal Aim weapons.
You can? You learn something new every day. Sadly my guy is using a piercing wind, though I think I can still make it work. I've still got a rapier pistol rattling around somewhere I can also use if I gotta.

TheFinish |
1 person marked this as a favorite. |

TheFinish wrote:You can? You learn something new every day. Sadly my guy is using a piercing wind, though I think I can still make it work. I've still got a rapier pistol rattling around somewhere I can also use if I gotta.Red Griffyn wrote:'m trying to find a way to also keep my second hand open for quickdraw for bombs since a lightning bomb/dread ampoule are easy ways to inflict debuffs. Also in the rare case you want to activate ammunition you still need that free hand. But realistically if you just give up on easy bomb access you can always carry the mace and a slide pistol which gives you 8 rounds of stab and blast before you ever need a free hand (without the feat taxes of course).Keep in mind you can Regrip for free when you Reload weapons, so as long as you Release your gun after you shoot you're not losing any actions at all and you have a free hand basically every time you'd realistically want one, the one exception being Fatal Aim weapons.
Ayup. It took a while for me to learn it too, but the Reload section in the Equipment chapter says:
"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."

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Perpdepog wrote:TheFinish wrote:You can? You learn something new every day. Sadly my guy is using a piercing wind, though I think I can still make it work. I've still got a rapier pistol rattling around somewhere I can also use if I gotta.Red Griffyn wrote:'m trying to find a way to also keep my second hand open for quickdraw for bombs since a lightning bomb/dread ampoule are easy ways to inflict debuffs. Also in the rare case you want to activate ammunition you still need that free hand. But realistically if you just give up on easy bomb access you can always carry the mace and a slide pistol which gives you 8 rounds of stab and blast before you ever need a free hand (without the feat taxes of course).Keep in mind you can Regrip for free when you Reload weapons, so as long as you Release your gun after you shoot you're not losing any actions at all and you have a free hand basically every time you'd realistically want one, the one exception being Fatal Aim weapons.
Ayup. It took a while for me to learn it too, but the Reload section in the Equipment chapter says:
"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."
Right, thats why the piercing wind is better than the mace pistol or triggerbrand. You want two hands on it for triggerbrand salvo/stab and blast so your ranged attack is 1D6/Fatal D10. Then you drop a hand for quickdraw bombs as necessary and can use your drifter reload (strike + reload) to regrip it for a 2H strike the next round.
There are only a few finesse combination weapons and the best are the mace/triggerbrand/piercing wind.
You just need to be aware of your hands since drifter needs a 1H weapon melee and 1H ranged option (i.e., bow gauntlet).

dirkdragonslayer |

mace multipistol sound far more stylish than triggerbrand
or even bad one
I don't know how to share photos on this forum, but Google the landsneckt mace handcannon. It's this wooden mace with spiked iron banding holding it together, with 4 barrels embedded in the center of it. Also a metal cap to cover and protect the barrels. I figure that's what the Mace Multipistol looks like.

dirkdragonslayer |

And I just wanted to say, which the gunslinger proficiency now applying to combination weapons, strength-based ones aren't even bad on gunslingers anymore, especially as the backup option for a Vanguard or something. With Strength (+2) and expert proficiency, you are just as accurate with the gunsword's or hammer gun's melee mode as normal martials (rangers, barbarians, rogues) with a (+4) strength and trained proficiency. If you build to have (+3) strength, you are more accurate than non-fighters/gunslingers.
I think the Gunsword, Hammer Gun, Axe Musket, and Three-Peaked Tree seem like pretty viable options now for Triggerbrands and Vanguards.

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Yeah that really does help the strength combo weapons a lot. Gunsword was already a good option for triggerbrand thanks to the buff it got. It's even better now.
I think the Lancer has some potential with the upcoming TV remaster too. I'm hoping it gets capacity 4 if they really want to keep it as a reload 2 weapon.

TheFinish |

One thing that I am kinda bummed with is crossbow crack shot is now redundant with your regular precision damage.
Why would it be? The damage stacks, since both of them are untyped and are coming from different sources.
A level 1 Gunslinger with Crossbow Crackshot and an Arbalest deals d10 piercing + 3 precision damage; or d10 + 4 if the target is off-guard.

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Powers128 wrote:One thing that I am kinda bummed with is crossbow crack shot is now redundant with your regular precision damage.Why would it be? The damage stacks, since both of them are untyped and are coming from different sources.
A level 1 Gunslinger with Crossbow Crackshot and an Arbalest deals d10 piercing + 3 precision damage; or d10 + 4 if the target is off-guard.
For some reason I thought you couldn't stack precision damage. You're right

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Cool, now where is our Secrets of Magic Remasted/Rework? Paizo has basically remastered everything else. Watch as the new Academy book will have Remastered Magus and Summoner.
I suspect SoM won't get a remaster and parts of it will be folded into other books. We've already seen the start of that with runelord being in the next lost omens book. Same with dark archives getting minor reprints like the witch patrons in war of immortals.
Secrets of magic especially are ill-suited for what guns and gears got because a decent chunk of the flavour text is tied to spell schools and other parts of magic that aren't available anymore.

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Dragonborn3 wrote:I'm quite surprised Munitions wasn't nerfed into the ground. Now if only you didn't have to spend an action to activate alchemical ammunition for some reason...I think you answered why it wasn't nerfed into the ground. :)
My expectation was Versatile Vials that don't renew throughout the day, and only being able to make 1 piece of ammo per use, because batches seem to be gone from Alchemist (since they don't exactly need a lot of items anymore, even if it does make buffing your party tougher.)

lemuelmassa |
1 person marked this as a favorite. |

lemuelmassa wrote:Not sure if this is deep lore or something but Instant Spy says it has the same mechanism as a "clockwork spy (Monster Core 2 70)." (P71)... The original Clockwork Spy listing is Bestiary 3, page 48, so ... is there a Monster Core 2 partially lain out somewhere in the depths of Paizo with Clockwork Spy on page 70? That makes for almost twice as many A-C entries as Bestiary 3 to push it to page 70... hmmm ... excitingDuring Paizo's January stream, they announced we'll be getting cinder dragons which will be replacing red dragons toward the end of the year. Back when I heard this, it felt like a hint toward a Monster Core 2. I just checked the page on my Guns and Gears and looks like this is a more solid announcement of it. I left some quotes from Luis Loza on the matter.
Luis Loza wrote:This is the cover for Shining Kingdoms. Next big regional book. And that is a cinder dragon on the cover there. It's a dragon that happens to be red because it's related to fire. It happens to be related to fire but it isn't necessarily a red dragon. It's red, it does fire stuff. It messes with a lot of cool fire things, and happens to fill a similar niche to what red dragons used to, but it's a little Pathfinder twist. Our own take on the classical dragon.
...
I can give a spoiler before we go. Can we go back to the cover art there? Hey, I mentioned a cinder dragon, right? And I'm talking about the cinder dragon as if I know what the cinder dragon does, because I know what the cinder dragon does. And I'm just going to say, by the end of the year, you too will know the stats for the cinder dragon and get a chance to learn what the cinder dragon does. Where that will come up, I don't know. I mean I do know I will not say. I don't know when you'll learn about that. I'm just excited to tell people, hey, cinder dragon's coming. Look forward to that by the end of the year you'll have your cinder dragon stats for those who want to use them. But in the meantime feel free to use a red dragon.
If this is the case, I'm guessing we'll probably get Monster Core 2 either October, November, or December.
Cool. Another friend I mentioned this to speculated that the additional page count for creatures A-C probably indicates that Monster Core 2 will combine Bestiary 2 and Bestiary 3 with new additions.
There's a second reference to the same "clockwork spy (Monster Core 2 70)" on page 98 with the entry for Ambling Survivor so it's almost certainly not a mistake.

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They fixed bullet dancer. Hallelujah. Martial firearms and combination weapons are usable now. Makes the archetype far more appealing.
Still lacks dual weapon reload though. At least we have access to capacity guns now.
Yes, very happy with the changes, even though my Bullet Dancer is level 11 and won't really benefit from any of it because my gear is all locked in. (Dual Pistols, Bayonet, Stock and 2 Blazons of Shared Power. Ugh.)
Dual Weapon Reload would be nice, but Bullet Dancer doesn't really need it. It isn't a stand back and shoot playstyle. Two shots are the opener, and after that it's a Flurry shoot/stab at melee range playstyle -- with Monk defenses you want the enemy targeting you, so it's more of a mobile tank then a turret. With capacity guns you'll be sacrificing damage when you do crit.

moosher12 |
Cool. Another friend I mentioned this to speculated that the additional page count for creatures A-C probably indicates that Monster Core 2 will combine Bestiary 2 and Bestiary 3 with new additions.
There's a second reference to the same "clockwork spy (Monster Core 2 70)" on page 98 with the entry for Ambling Survivor so it's almost certainly not a mistake.
That and I'm pretty sure we'll likely get replacements for chromatic and metallic dragons, as well as a replacement for the owlbear, as people noticed a winged bear in the Rival Academies art.

Perpdepog |
Powers128 wrote:They fixed bullet dancer. Hallelujah. Martial firearms and combination weapons are usable now. Makes the archetype far more appealing.
Still lacks dual weapon reload though. At least we have access to capacity guns now.
Yes, very happy with the changes, even though my Bullet Dancer is level 11 and won't really benefit from any of it because my gear is all locked in. (Dual Pistols, Bayonet, Stock and 2 Blazons of Shared Power. Ugh.)
Dual Weapon Reload would be nice, but Bullet Dancer doesn't really need it. It isn't a stand back and shoot playstyle. Two shots are the opener, and after that it's a Flurry shoot/stab at melee range playstyle -- with Monk defenses you want the enemy targeting you, so it's more of a mobile tank then a turret. With capacity guns you'll be sacrificing damage when you do crit.
This pre-emptively answered the question I was about to post, lol. So I am correct in assuming that all martial firearms get treated as simple, meaning you can use them with your flurry and similar.

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It's just weird that the idea seems to be dual wielding guns and it lacks the obvious thing to support that play style.
Bullet dancer reload tries to support dual wielding but it doesn't help you once both your guns are empty. It only really works in tandem with fob with the double barrel pistols now.

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Combination weapons for bullet dancer seem rough now that I think about it. The ability to make a ranged strike after a melee strike without swapping modes doesn't apply to FOB since it's it's own specific action. You'd only be able to flurry with the melee mode. Makes utilizing bullet dancer burn difficult.
Perhaps not a bad deal for the hammer gun, which is a d10 that can be boosted with critical fusion. Pretty high for a monk.

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It's just weird that the idea seems to be dual wielding guns and it lacks the obvious thing to support that play style.
Bullet dancer reload tries to support dual wielding but it doesn't help you once both your guns are empty. It only really works in tandem with fob with the double barrel pistols now.
Dual wielding guns isn't as good as it seems because with the -5 on the second shot you probably won't crit, and when you aren't critting bullets do less damage than melee. The most important thing is to Flurry every turn to force Stunning Fist saves. Failed (or crit failed!) Stunning Fist saves are what turn the battle -- and if you Flurry every turn they happen way more often then you might think.

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Powers128 wrote:Dual wielding guns isn't as good as it seems because with the -5 on the second shot you probably won't crit, and when you aren't critting bullets do less damage than melee. The most important thing is to Flurry every turn to force Stunning Fist saves. Failed (or crit failed!) Stunning Fist saves are what turn the battle -- and if you Flurry every turn they happen way more often then you might think.It's just weird that the idea seems to be dual wielding guns and it lacks the obvious thing to support that play style.
Bullet dancer reload tries to support dual wielding but it doesn't help you once both your guns are empty. It only really works in tandem with fob with the double barrel pistols now.
It's especially not good if you can't reload them.
The only means of reloading is by stowing or dropping guns which is really awkward. The archetype would be smoother with dual weapon reload as an option. Capacity works now though. Just gotta deal with 15 feet of range with slide pistols lol.

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Well darn, doesn't look like Gunner's Bandolier was changed at all, meaning you still can't really make use of it with feats like Quick Draw or anything.
Well the point of the bandoliers seemed to be a means of expanding your ranged options and alleviating needing a hand to reload rather than giving you an action compressor.

dirkdragonslayer |

The biggest fix that Bulletdancer needed; Change the art from a orc monk with dual pistols to a monk with a rifle or single pistol, lol. I think (especially with the buff) it's an archetype that works, but differently from the art/expectation. Arquebus/Dueling Pistol for ranged attacks and using a bayonet or reinforced stock to flurry in melee, seems like how it's intended to work. One guy using one gun really well like an old movie hitman, and not necessarily someone with a flurry of bullets. He fires his gun when he needs at range, and then performs stylish martial art strikes hitting ghouls with his gun.
Speaking of art that could have used a change, the basilisk Beast Gun still looks like the D&D basilisk. It's a handsome gun, but I got a little chuckle seeing it and thinking "isn't that supposed to be a snake now?"

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The biggest fix that Bulletdancer needed; Change the art from a orc monk with dual pistols to a monk with a rifle or single pistol, lol. I think (especially with the buff) it's an archetype that works, but differently from the art/expectation. Arquebus/Dueling Pistol for ranged attacks and using a bayonet or reinforced stock to flurry in melee, seems like how it's intended to work. One guy using one gun really well like an old movie hitman, and not necessarily someone with a flurry of bullets. He fires his gun when he needs at range, and then performs stylish martial art strikes hitting ghouls with his gun.
Speaking of art that could have used a change, the basilisk Beast Gun still looks like the D&D basilisk. It's a handsome gun, but I got a little chuckle seeing it and thinking "isn't that supposed to be a snake now?"
The funny thing is if we want to fob at range, a double barrel musket now is just plain better than any combination of one handed guns. So yeah they should be using a rifle lol
Unless you really want to use pistol twirl

dirkdragonslayer |
1 person marked this as a favorite. |

One funny thing I didn't think about; with Bullet Dancer stance you can One Inch Punch with your firearm. With your arquebus or double barrel, spend 3 actions to add 4 extra damage dice. Just fire a proverbial golden bullet and pray for one crazy crit.
Is it an efficient use of your time? Not certain, i'm still experimenting with builds. But it seems funny.
The Mithril Tree Dawnsilver Tree might also be a decent weapon option. It has the parry trait if you need the defensive bonus. Monks are already weirdly good with shields/bucklers due to their expert unarmored defense.
I wish there was a double barrel blunderbuss.

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lemuelmassa wrote:Not sure if this is deep lore or something but Instant Spy says it has the same mechanism as a "clockwork spy (Monster Core 2 70)." (P71)... The original Clockwork Spy listing is Bestiary 3, page 48, so ... is there a Monster Core 2 partially lain out somewhere in the depths of Paizo with Clockwork Spy on page 70? That makes for almost twice as many A-C entries as Bestiary 3 to push it to page 70... hmmm ... excitingDuring Paizo's January stream, they announced we'll be getting cinder dragons which will be replacing red dragons toward the end of the year. Back when I heard this, it felt like a hint toward a Monster Core 2. I just checked the page on my Guns and Gears and looks like this is a more solid announcement of it. I left some quotes from Luis Loza on the matter.
Luis Loza wrote:...This is the cover for Shining Kingdoms. Next big regional book. And that is a cinder dragon on the cover there. It's a dragon that happens to be red because it's related to fire. It happens to be related to fire but it isn't necessarily a red dragon. It's red, it does fire stuff. It messes with a lot of cool fire things, and happens to fill a similar niche to what red dragons used to, but it's a little Pathfinder twist. Our own take on the classical dragon.
...
I can give a spoiler before we go. Can we go back to the cover art there? Hey, I mentioned a cinder dragon, right? And I'm talking about the cinder dragon as if I know what the cinder dragon does, because I know what the cinder dragon does. And I'm just going to say, by the end of the year, you too will know the stats for the cinder dragon and get a chance to learn what the cinder dragon does. Where that will come up, I don't know. I mean I do know I will not say. I don't know when you'll learn about that. I'm just excited to tell people, hey, cinder dragon's coming. Look forward to that by the end of the year you'll have your cinder dragon stats for those who want to use them. But in the meantime feel free to use a
I think its stronger evidence of dragon themed book tbh

moosher12 |
Monster Core 2 is certainly confirmed by Guns and Gears at this point. I'd be surprised if cinder dragon appeared anywhere else.
But I don't think dragon book is possible this year, as nice as it would be. While it can be formatted like a Howl of the Wild style core book, we are already getting Battlecry! and Monster Core 2 this year. I'd go out and say that leaves room for two more books, but I think Galaxy Guide and Starfinder Player Core might fill those slots. And I doubt it'd be a Lost Omens book this year, because frankly my money is either on a metropolis guide (Like Absalom/High Helm, given the story coming up, Egorian or Almas would probably be pretty apt, but since we had Spore War bringing focus to elves Iadara might be apt as Highhelm focused on dwarves), a faction guide (like Firebrands, Knights of Lastwall, I know a lot of hope for Hellknights has been mentioned by players, though Rival Academies might count as a faction guide?), or a continental guide, particularly Casmaron, with an upcoming adventure path in Iblydos on the horizon. There's also the notion of a reprint of the World Guide, Ancestry Guide or Character Guide, but I question if that's important enough for a Gen Con announcement.
Personally, my money is on a metropolis guide for one of either the capitals of Cheliax, Andoran, or Kyonin. This is because I'd be tempted to consider Rival Academies a faction guide, and we just got a continental guide last year with the Tian Xia books. While I'd like the Casmaron World Guide, I get a feeling that'd probably be next year.

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One funny thing I didn't think about; with Bullet Dancer stance you can One Inch Punch with your firearm. With your arquebus or double barrel, spend 3 actions to add 4 extra damage dice. Just fire a proverbial golden bullet and pray for one crazy crit.
Is it an efficient use of your time? Not certain, i'm still experimenting with builds. But it seems funny.
The
Mithril TreeDawnsilver Tree might also be a decent weapon option. It has the parry trait if you need the defensive bonus. Monks are already weirdly good with shields/bucklers due to their expert unarmored defense.I wish there was a double barrel blunderbuss.
I *love* the idea of One Inch Punch with your gun. No idea if it's any good, but it is awesome.

Gorgo Primus |

Surprised they didn’t change Alchemical Shot to specify that the wielded firearm or crossbow must be loaded. It’s pretty clear that it works that way from a ton of context clues, but it’d be nice to add that one word in to clear up any misunderstandings - especially since other activities like it do go out of their way to say it needs to be loaded separately first.

HammerJack |

Stating that the gun or crossbow is loaded is only actually necessary for things like Fake Out or Black Powder Boost that don't make a subordinate Strike. On things like Paired Shots it's redundant text, since the weapon being loaded is already a requirement for the Strike, so there's no room for confusion anyway.

Perpdepog |
The biggest fix that Bulletdancer needed; Change the art from a orc monk with dual pistols to a monk with a rifle or single pistol, lol. I think (especially with the buff) it's an archetype that works, but differently from the art/expectation. Arquebus/Dueling Pistol for ranged attacks and using a bayonet or reinforced stock to flurry in melee, seems like how it's intended to work. One guy using one gun really well like an old movie hitman, and not necessarily someone with a flurry of bullets. He fires his gun when he needs at range, and then performs stylish martial art strikes hitting ghouls with his gun.
Speaking of art that could have used a change, the basilisk Beast Gun still looks like the D&D basilisk. It's a handsome gun, but I got a little chuckle seeing it and thinking "isn't that supposed to be a snake now?"
Premaster references crop up here and there throughout the book, I've noticed, particularly in the flavor text and quotations. There's a reference to a bag of holding in the quotation for the Pistol Phenom, for example.

YuriP |

Probably these core books that they was talking about was just Player Cores. We won't get a Player Core 3 instead books like Gods and Magic and Guns & Gears that is being remastered sometimes changing the name.
Probably the Monster Core 2 is in the same situation. It is just like a Bestiary 2 new print but just like the Monster Core got monsters from other bestiary book not only the Bestiary 1 (because even with tem creating new monsters, many of old ones was locked in OGL licence) the same will happen to Monster Core 2, that probably will come with most of Bestiary 2 content but with many monsters removed due licence and some new ones added in its place and some others coming from Bestiary 3.
I won't be surprised if we got a Monster Core 3 later.

Tridus |
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I think it's just simple economics that a monster core 2 will happen. They have the content and the demand exists.
Probably the same way these other remaster books are happening: if they run out of copies of Bestiary 2 and do a new print run, it'll be updated in some way or another.

ElementalofCuteness |
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Just Remaster Secrets of Magic, no really with the update to Dragon Bloodline Sorcerer, Dragon Eidolon and just most Eidolon in general need updates. We all know Magus needs an update because like no one uses Arcane Cascade class feature, it is just one of those odd power budget class features, almost as odd as Necromancer getting additional Lore for Undead Lore which is either super useful or not at all, unless you take the Class feat that lets you use Undead Lore on anyone who has a skeleton. Also Inventor got the minimal change to make it more functional, would been nice to either get rid of Unstable, make it a focus point like system or make them like the Kineticist, no resource period. Also I'd like to have seen Inventor personally have gone to 10 hit points as a martial but that is because I don't value Inventor & Gunslinger like I do Investigator,Rogue & Thauamturge, as skill related classes.

NorrKnekten |
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NorrKnekten wrote:Didnt I write just that?No, because your statement was backed with a meaning that supported your other statement "He has a point" where as what I was saying is there's no valid point to be found in the territory of treating lack of redundant mention of a general rule as being the same thing as presence of an explicit specific rule.
Read the entire post again and you will see me making the exact same argument you are now.
Because the point wasnt that you get to ignore rarity being defacto rules, it was that the two systems are compatible and the GM can give you access to ANY SF2E or PF2E weapon, Why else would I include this following line with my argument?
Though as said just because it omits the text about rarity doesn't mean you actually get to ignore the rarity trait