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Pathfinder RPG Guns & Gears Special Edition (P2)

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It’s definitely inspired me to try my hand at coming up with rules for modelling Age of Sail ship combat—and, inevitably, how to abstract that down so players don’t have to worry about two hundred NPCs taking three actions each to fire forty cannons in a round, and how those numbers change once the arm-sized splinters start flying. And differentiating itself from DnD by moving to a more steampunk and pre-industrial culture will help it grow by further making its own path. As with other classes that have different paths, an Inventor character differentiates themselves through the creation of a signature item, their “innovation”, which can be either a custom weapon, a suit of armor, or a construct minion. The players can invent anti-guns magic, for example illusory magic for effects as smoke-grenades, summoning swarmns or bulletproof creatures (for example a psionic astral construc), or a little piece of ectoplams to block canons and mechanic pieces of gears or to water the gunpowder+explosives. Currently, we are playing through Pathfinder: The Fall of Plaguestone and the Starfinder: Dead Suns Adventure Path.

Come down the travelators, exit Sainsbury's, turn right and follow the pedestrianised walkway to Crown Walk and turn right - and Coles will be right in front of you. Pathfinder 1st ed is about 10 years ago in the world of Golarion, so this helps advance the world as the fantasy world gets a bit more pre-industrial.

They also have both mundane and exotic wheelchairs, because there’s been a sense in the community that players with disabilities still ought to be able to see themselves as heroes and play heroic versions of themselves as well. Before I start digging in, I wanted to comment a little bit on the layout of this book, as Paizo went in a slightly different direction this time around. Other interesting Archetypes include the Trick Driver and Vehicle Mechanic, the implementation of which requires the implementation of vehicles to your campaign, a prospect which is disruptive enough that it merits not one but TWO sidebars. In fact, I once played a hunter in World of Warcraft where I literally sold off every firearm I came across because bows were the weapon of a TRUE hunter. So if you want a gun made from a dragon’s trachea that shoots the dragon’s former breath weapon attack, or if you want a gun that shoots squid tentacles to entangle people, Paizo’s got you covered.

But reading through Guns And Gears, I may be changing my tune, and not just because playing a leshy gunslinger whose nickname is “The Salad Shooter” would be Dad-Joke hilarious. Gears equipment seems mostly focused on sprucing up repeating crossbows or other ammunition-based weapons, but there’s a few delightful paragraphs dedicated to explaining the development of technology in different prominent regions in Golarion. Fwiw I would want to emphasize the "guide" part of that by being less a list of guns and more a "tech level table" thing for GMs to build equipment of multiple different kinds. Should be noted, *none* of the disappointment is toward the loss of touch ac; this actually made my players relieved so they don't have to choose to "be less optimal" to not trivialize encounters and I don't have to over compensate for it in encounter strength. My longest 2e campaign was done using the green "Mighty Fortress" historical setting rules in a home brew world.And, of course, gear- and steam-based vehicles mean exactly one thing in my mind (even if it isn’t explicit in the book): TRAINS. One thing I did not expect: Gunslingers are given medium armor proficiency, and some of their builds incorporate melee and are expected to be right in the thick of combat. One of the pages was folded in, and 1 cm longer than the other pages when unfolded WITH THE TEST COLOURS still on the page. Guns will always be a controversy in a fantasy game, but my lizard brain will never get sick of imagining explosions and gun battles in a tabletop game.

This energy courses throughout an automaton’s body, powering the construct and completing an internal connection that allows the individual automaton’s consciousness to remain active. As you would expect, both the Guns and Gears sections of the books also present backgrounds and archetypes you can use to add a sprinkle of technological flavor to your more conventional characters. But I don’t want to waste too much time on the cover when all the fun stuff is on the inside, so take this as a reason to consider the special edition, and let’s move on! Furthermore, Michael Sayre already mentioned a few posts above that the Automaton ancestry in this book can be used to play Jistkan Automatons, which are quite different from the Androffan Androids to seem to be referencing. There’s a bit of disparity lingering in my mind between the image of a pistolero using a gun-twirling fast-shooting fighting style and the mechanics of reloading in Pathfinder 2E, but I imagine that will settle one way or another once it comes in contact with the enemy—I MEAN, your players.As for other equipment—beast guns are GROSS and BIOLOGICAL and WONDERFUL and please keep them away from me. That having been said, I got the same initial reaction to the massive world map that I did when I first realized Golarion had 10,000 years of recorded history: it’s … a bit much, isn’t it? I also was hoping for a tech book last June, and became increasingly certain we would see one as more Lost Omens stuff came out. When sword and spell just won’t be enough to win the day, it’s time to power up your game with clockwork gears, lightning coils, and black powder! And it’s true that SOME of the ancestry feats are tied to a specific build (the hunter can get a camouflage that’s only available to them, for instance).

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