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Pathfinder RPG Guns & Gears Special Edition (P2)

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There’s a brief mention here on the way different regions of Golarion have developed the various technologies, but that gets a full chapter at the end of the book, so we’ll get to that later. 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. Guns Equipment is largely devoted to (you guessed it) firearms, and the quite lengthy section before the personal firearms where the devs try to cut off at the pass any arguments about making guns more automatic or modern.

On the other hand, if you’re building your own campaigns, or if you’re just really into the lore of the Pathfinder world, this section is where the worldbuilding happens. However, the 2E Gunslinger is a little more straightforward, doing away with grit, and just relying on class feats and special abilities, known as “deeds”. But whoever they are, they’re enough of a high-roller that they had the resources to commission a clone at some point, right? I saw plenty of gunslinger guesses, but nobody started guessing "inventor" until we got a couple more crumbs. If you notify us of a fault after the 30 day period, but within six months we will offer to repair or replace the item in the first instance, and will only issue a refund if we are unable to do either (as per Consumer Rights Act 2015).It also, I have no doubt, will be the source of an incredible number of arguments about whether or not guns have a place in your game. Ashanderai wrote: All I have to say, is that I'm desperately hoping the automaton ancestry is more "Pathfinder warforged" than a redo of PF1's androids. 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.

Also, the constructs we see in it are clockwork automatons, coming as monsters in Bestiary 3, and as an ancestry in this book! Read more about the condition New: A new, unread, unused book in perfect condition with no missing or damaged pages. So for a class that sounded like it would run the danger of being one-note, it seems like there are a lot of different feels you can aim for. Leap and Fire, Lesser Augmentation, Live Ammunition, Lock On, Lucky Escape, Magical Resistance, Manifold Modifications, Master Beast Gunner Spellcasting, Master Siege Engineer, Master Spotter, Megaton Strike, Megavolt, Miraculous Flight, Modular Dynamo, Munitions Crafter, Munitions Machinist, Named Artillery, Negate Damage, No Hard Feelings, No!S., Brent Holtsberry, Jason Keeley, Dustin Knight, Luis Loza, Ron Lundeen, Chris Mastey, Liane Merciel, Jacob W. 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. 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! Are you old enough to remember those commercials for Reese’s Peanut Butter Cups where someone would actually get offended that someone “got chocolate in my peanut butter” and the other person got offended that the first person “got peanut butter in my chocolate” (and then they’d both pull their heads out of their asses and realize “peanut butter + chocolate” is a fundamental building block of civilized society)?

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. The most interesting one here is the Spellshot, which is a full-class archetype for the Gunslinger, fusing magic and guns to create interesting effects like re-summoning ammunition from shots that miss.In addition to new classes, a plethora of archetypes, backgrounds, vehicles, siege engines, gadgets, and the new automaton ancestry are all ready to expand your game with options for battlefields large and small. Very disappointed with the absence of support for much of my pf1 gunslinger weapons; this has created extremely problematic continuity issues in two of my campaigns—both currently put on hiatus due to player disappointment. Now, unlike the Inventor, there WAS a Gunslinger class in First Edition, but this version’s been reworked and simplified a little. Even though it’s jumping ahead in the book, I’m going to finish up with classes and discuss the Gunslinger.

It's even more heavily themed than Secrets of Magic, and if it indicates what is coming in the future, I CANNOT WAIT. It will probably not come as much of a surprise to learn that dwarves invented this style of fighting. Guns and Gears brings solid steampunk and introductory industrialization to the Pathfinder setting with new technology and themes, two new classes, a new race, and countless new character options and items. Though I did assume the focus would be on items overall, not just tech, so I'll take only partial credit there. So much so that I’ve already contemplated building a Pathfinder version of Tuttle Blacktail and CHDRR.

For those who homebrew, it's not a problem in the first place, but since I play Society most of the time, I foresee it being a big problem over time.

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