Editing
Pathfinder Second Edition
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Guns & Gears=== *'''[[Gunslinger]]''' **Crossbow proficiency is now built into the class, yay! ***Guns as a whole are a lot less jankily integrated into the system. Misfires aren't so catastrophically common and they don't need to only hit Touch AC. They also aren't their own weird proficiency bracket but are more just considered Uncommon and only available in certain areas. While they aren't quite as powerful as they were in 1E, they rely more on crits to score the Fatal trait. ***Also present are "Beast Guns", weird magical guns crafted using the parts of certain monsters (Hi, Monster Hunter!) and other cobbled-together firearms that could misfire on any hit. Of course, there's an archetype to specialize in them. ***Speaking of misfires, they only happen on specific situations like firing a poorly-maintained gun or as a result of a specific feat. For the former, you also need to make a simple flat DC 5 check or else it just jams, no weird "counts as broken and a second misfire blows it up" deal. **Pretty poor armor proficiency progression, but you're already very dependent on dexterity for AC. **The only other class to get Legendary proficiency in weapons besides fighters. However, this only applies to firearms and crossbows. ***The gunslinger has limited proficiency in other weapons, only capping out at Expert proficiency, which hurts the value of the Drifter especially. **A lot of the panache tricks return as feats ***Also prevalent are feats that capitalize on enemy attacks (deflecting attacks or striking back on misses) **One chain of feats not only provides the feat necessary for you to make ammo (Alchemical Crafting, the cornerstone for the Alchemist), but also gives you a lesser version of the Alchemist's Infused Reagents feature including the ability to make bombs and alchemical ammo. Later feats let you turn bombs into ammo and craft ammo from rare metals. **Your subclasses have special actions, including a thematic special action that integrates to your reload. ***'''Drifter''' (''Guns & Gears'') -- The most direct and mobile style, focusing on sword & gun combat. The unique reload lets you smack someone and reload at the same time. ***'''Pistolero''' (''Guns & Gears'') -- Focusing more on swagger, providing training in either Intimidation or Deception. You have the ability to reload and then distract or demoralize an enemy in the same action. ***'''Sniper''' (''Guns & Gears'') -- The sneaky one, focused more on firing from a distance than getting up close and personal, scoring precision damage while hidden. Your reload lets you hide from the enemy as well, though you'll need to find ways to hide. ***'''Spellshot''' (''Guns & Gears'') -- Oddly more an archetype than an actual subclass, as it locks you into the Spellshot archetype. Contrary to the name, you don't actually gain spellcasting from it, but some spell-like effects such as infusing bullets with typed damage or teleporting the moment you shoot someone. Your reload action lets you recall knowledge as you do it. ***'''Vanguard''' (''Guns & Gears'') -- The siege engineer's choice, made for lugging big guns. Your reload lets you use your gun to shove someone back so you can have room to reload. *'''Inventor''' **Pretty much a port of the Mechanic from Starfinder rather than an Artificer. A mechanic with more than a little inspiration from some mad scientist from a b-movie(they can even get a feat called "No! No! I Created You!"). ***You have three options for "subclasses", which are the forms your special invention can take: Special armor (either a bulky suit of [[Power Armor]] or something stealthier), Special weapons, or a clockwork drone (also present via feats, but the feats you have will kinda force you into either using the drone or your other innovation). All of these have a set of mods available that expands with level progression. ****These mods are independent from mods provided by certain feats, though they can be retrained all the same when you gain the ability to remake your invention ****While not exactly a pet, taking a construct as your invention does have its own chain of feats that improve the thing with better attacks, improved skill proficiencies and a size change. ****Have a class feature that lets you change your invention's damage to being typed. **Have an action that pushes your invention past its limit, adding your Intelligence (half or full if you crit succeed the check necessary) to your damage. Crit Fail just makes it overheat, burning you as well. **Several feats grant actions that push your invention to their limits, leading to a chance that it'll pop and be unable to use such taxing actions. The one you get by default...makes the invention go kaboom. Fortunately, this explosion won't hurt you.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information