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Pathfinder RPG Guns & Gears Special Edition (P2)

£31.495£62.99Clearance
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About this deal

Ashram Tyrilit 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. It’s not QUITE as epic an undertaking… maybe because magic is everywhere while technology is still a bit more of a niche thing… but it’s still a solid book that adds a lot of new content to the Second Edition world (some of which will be familiar to First Edition ex-pats). 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.

Automatons will be very different, more like magitek constructs who can modify their bodies by doing things like slotting a sword into their elbow instead of their forearm and hand. A gazetteer of Golarion revealing how firearms and technology fit into the Age of Lost Omens, including a look at the technology of the continents of Arcadia and Tian Xia and never-before-revealed secrets of the rough-and-tumble, gritty city of Alkenstar. It's a 50 buck book, but as an evil millennial, I mostly like PDFs, so the 14 bucks for a digital file is extremely worth it.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. 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.

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. So you have a wide variety of firearms, the most exotic of which are “beast guns”, which are a fusion of magic and creature parts. 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. 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.

Not undead, but also not 100% alive either, which manifests in negative healing – responding “backward” to positive and negative energy, as undead do. Of course, they’re going to have some tech that duplicates the function of magic items, but they also have gadgets – single-use items that fill a similar role to consumables. When conventional weaponry won't cut it, supercharge your gameplay with clockwork wonders, electrifying coils, and potent black powder! 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.

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