Guns & Gears: How To Playtest

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The key takeaways are that this playtest introduces rules for two new classes (gunslinger and inventor), firearms, siege engines, and vehicles. Feedback is being solicited on the new classes until February 2021.

The two new classes introduced are the gunslinger, which specializes in firearms and crossbows, and the inventor, which combines technological gadgets with combat abilities.

The gunslinger is skilled with firearms and crossbows and can perform trick shots, precision sniping, or blend melee combat with ranged weapons. They have a signature weapon that is their focus.

Guns & Gears

CLASS PLAYTEST

Welcome to the playtest for Pathfinder Guns & Gears! This upcoming sourcebook, scheduled UNCOMMON CLASSES?
for late fall of 2021, brings you rules for siege engines, new vehicles, firearms, and more. This The inventor and the gunslinger represent
content includes two classes that are the focus of this playtest: the gunslinger and the inventor. something we haven’t seen in Pathfinder
• The gunslinger is a class for players who love pulling off cool tricks with a unique Second Edition yet: uncommon classes.
signature weapon. Skilled in firearms and crossbows, gunslingers can perform powerful Just like with other character options, the
trick shots, precision sniping, or wade into melee with a sword in one hand and a pistol uncommon rarity indicates that these
in the other. classes are relatively rare in Pathfinder’s
• The inventor is for players who want to combine their wits with unusual technological default setting, so you should speak with
gimmicks. Each inventor has a special innovation that represents the culmination of your GM if you’re interested in playing one.
their crafting skills: a powerful suit of armor, an unusual weapon, or even a clockwork In the world of Golarion, the technology
companion to accompany them on their adventures! used by the inventor and gunslinger
The playtest document also includes rules for guns so that you can playtest the gunslinger remains largely limited to specific regions.
class, play an inventor with a firearm, or even throw in some guns for PCs from other classes In Avistan, reckless scientists and
and playtest them separately (see Firearms Rules on page 12). innovative undead hunters in the nation of
Ustalav have championed a technological
How to Playtest renaissance. The pirates of the Shackles
The playtest will run until February 5, 2021. We’re looking for your feedback, comments, have begun arming their ships with cannons
and criticisms regarding these classes, but we’re focusing our attention on feedback from and stolen guns, while Alkenstar boasts the
play (both online through play-by-post campaigns and VTTs) and at home tables for those of premier gunsmiths of the entire planet. In
you who can play such games safely. Make new characters, use them as PCs or adversaries, Tian Xia, the nations of Goka, Ling Shen, Po
and run a few game sessions or encounters using them! Li, and Quain have long worked with black
Anything can change based on the results of the playtest! These are early iterations of the powder, using it to spur other technological
new classes; some abilities might be a bit extreme or stretch some assumptions of the game, advancements. The continent of Arcadia has
and the best way to find out if we’ve gone too far (or in the wrong direction) is for us to seen decades of relatively uninterrupted
deliver these classes into your hands. We don’t expect to release any changes to these classes peace, and might contain more gunslingers
during the playtest itself, only in the final version of the book. and inventors than the rest of Golarion
Once you’ve had a chance to try these classes, you can submit your feedback in the combined. Characters from these regions
following ways. have access to both the inventor and
• Surveys: Head to https://www.surveymonkey.com/r/GGClassSurvey and https://www. gunslinger classes as well as firearms.
surveymonkey.com/r/GGOpenResponse to take surveys that will allow us to gather your Some regions in Golarion are familiar
responses. These surveys will be available starting January 5, 2021, and they will remain with clockwork but not gunpowder. The
open until the end of the playtest. city of Absalom, naturally, has access to
• Forums: On paizo.com, you’ll find a Guns & Gears playtest subforum with threads for engineering techniques from across the
discussion and announcements, plus threads for each of the two new classes. When you world. Further to the north, the nation
post to the forums, look for existing threads on your topic before starting a new one. of New Thassilon has the combined
Remember that every poster is trying to make the game better for everyone, so please be clockwork knowledge of multiple historical
polite and respectful. eras. Near the border between Osirion and
the Mwangi Expanse, the Uomoto people
We’d like to thank you for participating in the Guns & Gears playtest. We look forward to scavenge rare technological wonders from
seeing what you think and using your feedback to make these classes the best they can be! the ruins of the Shory Empire. Characters
from these regions have access to the
Sincerely, inventor class but not the gunslinger.
Pathfinder Design Team

©2021 Paizo Inc. 1


Guns & Gears

©2021 Paizo Inc. 2


Guns & Gears

Gunslinger
A searing flash, the cloying stench of black smoke, and the wild kick of a roaring firearm—
these sensations propel you forward. Wielding an unusual and deadly weapon, you’re
prepared to wade into any fray, trusting your sharpened reflexes to help you evade any
threats that make it inside your range of fire. Always alert, you stay on the lookout for the
next threat or opportunity, keeping your gun within reach and at the ready.

Key Ability Hit Points RARITY


Uncommon
DEXTERITY 8 plus your Constitution modifier
At 1st level, your class gives you an You increase your maximum number of INITIAL PROFICIENCIES
ability boost to Dexterity. HP by this number at 1st level and every
At 1st level, you gain the listed
level thereafter.
proficiency ranks in the following
statistics. You’re untrained in
anything not listed unless you
During Combat Encounters... gain a better proficiency rank in
You strike from range with your firearms, seeking to defeat your opponents before some other way.
they get close enough to pose a true threat. Depending on your choice of weapon,
you might prefer to strike your opponent from a hidden position before they ever PERCEPTION
realize you’re there, to dash through a frenzied melee with pistols blazing, or to glide Expert in Perception
effortlessly across the battlefield while waiting for the perfect moment to end the
conflict with a single, well-placed shot. SAVING THROWS
Expert in Fortitude
During Social Encounters... Expert in Reflex
You have a keen eye and can see things coming from farther away than most. You Trained in Will
might not be the life of the party, but your companions know to pay attention when
your subtle nod or concerned grunt indicates that something is amiss. SKILLS
Trained in Crafting
While Exploring... Trained in one or more skills
You scout around the group’s position for incoming threats and help search for determined by your way.
secret doors and hidden passages, keeping a sharp eye out for unexpected threats. Trained in a number of additional
skills equal to 3 plus your
In Downtime... Intelligence modifier
You might craft ammunition or keep your complex weapons clean and maintained.
You might also look for jobs that match your unique talents, such as working as a ATTACKS
blacksmith, engineer, or part of the local watch. You might even wander from town Expert in simple firearms and
to town, or stay put for a spell to enjoy the silence that falls between the reports of crossbows
gunshots. Expert in martial firearms and
crossbows
You Might... Trained in advanced firearms and
• Seek out areas of great conflict where your unique choice of weaponry can help crossbows
you build your reputation. Trained in simple weapons
• Explore new horizons, trusting your deadly weapon to keep you safe. Trained in martial weapons
• Demonstrate extensive knowledge about various types of guns and ammunition, Trained in unarmed attacks
along with a boundless curiosity about the latest in gun technology.
DEFENSES
Others Probably... Trained in light armor
• Assume that since you know how your gun works, you must also understand Trained in unarmored defense
other mechanical challenges.
• Underestimate you at first glance as just someone who fights with a gun. CLASS DC
• Respect your constant vigilance, unyielding grit, and excellent aim. Trained in gunslinger class DC

©2021 Paizo Inc. 3


Guns & Gears
TABLE 1–1: GUNSLINGER ADVANCEMENT
Your KEY TERMS
Level Class Features You’ll see the following key terms in many gunslinger  abilities.
1 Ancestry and background, initial proficiencies, Flourish: Flourish actions are actions that require too
gunslinger feat, gunslinger’s way, initial deed much exertion to perform a large number in a row. You can
2 Gunslinger feat, skill feat use only 1 action with the flourish trait per turn.
3 General feat, skill increase, stubborn Misfire: Firearms that have been improperly cared for
4 Gunslinger feat, skill feat or subjected to unusual strain can misfire. If you attempt
5 Ability boosts, ancestry feat, gunslinger weapon to fire a firearm that was used the previous day and that
mastery, skill increase hasn’t been cleaned and maintained since then, attempt
6 Gunslinger feat, skill feat a DC 5 flat check before making your attack roll. If you
7 General feat, skill increase, vigilant senses, fail this misfire check, the weapon misfires and jams. The
weapon specialization attack also becomes a critical failure, and you must use
8 Gunslinger feat, skill feat an Interact action to clear the jam before you can reload
9 Ancestry feat, advanced deed, gunslinger and fire the weapon again. Once you’ve spent at least an
expertise, skill increase hour cleaning and maintaining a weapon, you don’t need
10 Ability boosts, gunslinger feat, skill feat to roll for a misfire until the next day unless an effect says
11 Evasion, general feat, skill increase otherwise. A weapon can also misfire as a result of using
12 Gunslinger feat, skill feat a specific ability.
13 Ancestry feat, gunslinging legend, light armor Press: Actions with this trait allow you to follow up earlier
expertise, skill increase attacks. An action with the press trait can be used only if
14 Gunslinger feat, skill feat you’re currently affected by a multiple attack penalty. You
15 Ability boosts, general feat, greater deed, greater can’t use a press action when it isn’t your turn, even if you
weapon specialization, skill increase use the Ready activity.
16 Gunslinger feat, skill feat
17 Ancestry feat, juggernaut, shootist’s edge, skill
increase and unique actions, such as an initial deed gained at 1st
18 Gunslinger feat, skill feat level (as described on pages 5–7).
19 General feat, incredible senses, light armor The following gunslinger ways are presented in
mastery, skill increase this playtest.
20 Ability boosts, gunslinger feat, skill feat Way of the Drifter: You wander across the battlefield,
equally at home in and out of the fray.
Way of the Pistolero: You carefully maintain your
Class Features distance at a duelist’s ten paces with pistol in hand.
You gain these abilities as a gunslinger. Abilities gained at Way of the Sniper: You practice a methodical style of
higher levels list the level at which you gain them next to shooting, striking from far cover.
the features’ names.
Skill Feats 2nd
Ancestry and Background At 2nd level and every even-numbered level, you
In addition to what you get from your class at 1st level, you gain a skill feat. You must be trained or better in the
have the benefits of your selected ancestry and background. corresponding skill to select a skill feat.

Initial Proficiencies General Feats 3rd


At 1st level, you gain a number of proficiencies that At 3rd level and every 4 levels thereafter, you gain a
represent your basic training. These proficiencies are general feat.
noted at the start of this class.
Skill Increases 3rd
Gunslinger Feats Like most classes, a gunslinger’s ability to use skills increases
At 1st level and every even-numbered level, you gain a as they gain levels. At 3rd level and every 2 levels thereafter,
gunslinger class feat. you gain a skill increase. You can use this increase to either
become trained in one skill you’re untrained in, or become
Gunslinger’s Way an expert in one skill in which you’re already trained.
All gunslingers have a particular way they follow, a At 7th level, you can use skill increases to become a
combination of philosophy and combat style that defines master in a skill in which you’re already an expert, and
both how they fight and the weapons they excel with. at 15th level, you can use them to become legendary in a
Your way grants you proficiency with a particular skill skill in which you’re already a master.

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Guns & Gears
Stubborn 3rd Reflex saves increases to master. When you roll a success
You don’t like being told what to do, and you don’t on a Reflex save, you get a critical success instead.
give up easily. Your proficiency rank for Will saves
increases to expert. Whenever you fail, but not critically Gunslinging Legend 13th
fail, a Will save against an effect that would give you You’ve learned unique techniques for wielding firearms
the controlled condition, you can attempt a new save that give you unmatched skill in their use. Your
against the effect at the start of your next turn. On a proficiency rank increases to legendary with simple
successful save, the controlled condition ends, though and martial firearms and crossbows and to master with
any other effects remain. advanced firearms and crossbows. In addition, choose
one additional weapon group, such as bombs or swords.
Ability Boosts 5th Your proficiency with simple and martial weapons from
At 5th level and every 5 levels thereafter, you boost four this group increases to master.
different ability scores. You can use these ability boosts to
increase your ability scores above 18. Boosting an ability Light Armor Expertise 13th
score increases it by 1 if it’s already 18 or above or by 2 if You’ve learned how to dodge while wearing light or
it starts out below 18. no armor. Your proficiency ranks for light armor and
unarmored defense increase to expert.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you Greater Deed 15th
gain an ancestry feat at 5th level and every 4 levels You’ve mastered the pinnacle technique of your chosen
thereafter. way. Your gain the greater deed ability of the way you
chose at 1st level.
Gunslinger Weapon Mastery 5th
You fully understand the best way to utilize your unique Greater Weapon Specialization 15th
weapons. Your proficiency rank increases to master Your damage from weapon specialization increases to 4
with simple and martial firearms and crossbows. Your with weapons and unarmed attacks in which you’re an
proficiency rank for advanced firearms and crossbows, expert, 6 if you’re a master, and 8 if you’re legendary.
simple weapons, martial weapons, and unarmed attacks
increases to expert. You gain access to the critical Juggernaut 17th
specialization effects for firearms. Your body has become accustomed to physical hazards and
resistant to ailments. Your proficiency rank for Fortitude
Vigilant Senses 7th saves increases to master. When you roll a success on a
Through your adventures, you’ve developed keen Fortitude save, you get a critical success instead.
awareness and attention to detail. Your proficiency rank
in Perception increases to master. Shootist’s Edge 17th
You can make shots that others would consider
Weapon Specialization 7th impossible. Your proficiency rank for your gunslinger
You’ve learned how to inflict greater injuries with the class DC increases to master. When using a ranged
weapons you know best. You deal 2 additional damage weapon in which you have master or greater proficiency,
with weapons and unarmed attacks in which you are an you can ignore the penalty for attacking within the
expert. This damage increases to 3 if you’re a master and weapon’s second and third range increments.
4 if you’re legendary.
Incredible Senses 19th
Advanced Deed 9th You notice things most ordinary people can’t detect. Your
You’ve learned a powerful new technique of your chosen proficiency rank for Perception increases to legendary.
way. You gain the advanced deed ability of the way you
chose at 1st level. Light Armor Mastery 19th
Your skill with light armor improves, increasing your
Gunslinger Expertise 9th ability to dodge blows. Your proficiency ranks for light
Your special shots are harder for opponents to predict or armor and unarmored defense increase to master.
resist. Your proficiency rank for your gunslinger class DC
increases to expert. Gunslinger Ways
You learn a particular style of shooting and fighting
Evasion 11th known as a way. Your way grants you training in a
You’ve learned to move quickly to avoid explosions, particular skill and a unique ability. Your chosen way also
dragon breath, and worse. Your proficiency rank for affects your ability to choose certain feats.

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Guns & Gears
Way of the Drifter
You’re a wanderer traveling from land to land with DUAL-WIELDING DESPERADOS
your gun and a melee weapon as company. Whether you Several gunslinger abilities work best if you dual-wield
learned to fight with a cutlass and pistol as a Shackles two ranged weapons or one ranged weapon and a melee
pirate, mastered the hand cannon and katana in Minkai, weapon. For the purposes of the playtest, you can buy
or practiced with a clan dagger and dueling pistol in a special set of doubling rings that works in a slightly
Dongun Hold, movement and flexible use of your different way to share runes between two firearms. Instead
weapons help you win battles. of affecting all melee weapons, when you invest the rings
Way Skill Acrobatics you must choose a one-handed weapon you own as the
Deeds Initial Into the Fray; Advanced Rebounding Assault; primary weapon and a second one-handed weapon as the
Greater Drifter’s Wake secondary weapon. These weapons can be either melee
weapons or ranged weapons. As long as you’re wielding
Initial Deed both the primary weapon and the secondary weapon,
the secondary weapon gains the benefit of the runes on
INTO THE FRAY [free-action] the primary weapon (either the fundamental runes or the
GUNSLINGER fundamental and property runes, as determined by which
Trigger You roll initiative. variant doubling rings you have—standard or greater).
You know trouble can lurk around every corner and your hands
never stray far from your holsters. You can Interact to draw a
ranged weapon and can then Interact to draw a one-handed movement. Each attack must target a different enemy, and
melee weapon. As your first action on your next turn, you can must be made with a firearm, crossbow, one-handed melee
Stride toward an enemy you can perceive as a free action. If weapon, or unarmed attack. Each attack counts toward your
you can’t perceive any enemies or can’t end your movement multiple attack penalty, but your multiple attack penalty
closer to one, you can’t Stride in this way. doesn’t increase until you have made all your attacks.

Advanced Deed 9th Way of the Pistolero


Whether you’re a professional duelist or a pistol-twirling
REBOUNDING ASSAULT [two-actions] entertainer, you have quick feet and quicker hands that
GUNSLINGER never seem to let you down. You might leave a hand
Requirements You’re wielding both a loaded firearm or free, fight with twin pistols, or duel at any range like a
crossbow and a one-handed melee weapon. musketeer with pistol and blade.
You hurl your melee weapon at an opponent then fire a Way Skill Deception or Intimidation
projectile into the weapon, causing it to deal additional Deeds Initial Ten Paces; Advanced Pistolero’s Retort; Greater
damage and bounce back to your grasp. Make a thrown Finish the Job
ranged Strike with the melee weapon, then a ranged Strike
with your firearm. Both Strikes use the same multiple attack Initial Deed
penalty. If the melee weapon doesn’t have the thrown trait, it
gains the thrown 10 feet trait during a Rebounding Assault. TEN PACES [free-action]
If both attacks are successful, the bullet hits the thrown GUNSLINGER
melee weapon instead of your target, adding its force into a Trigger You roll initiative.
single attack. Combine the damage from both Strikes, using You react to trouble with lightning speed, positioning yourself
the thrown weapon’s damage type, and add an additional 1d6 just right. You gain a +2 circumstance bonus to your initiative
precision damage. The rebound also causes the melee weapon roll, and you can Interact to draw a crossbow, firearm, or
to return to your hand. one-handed melee weapon. As your first action on your next
In any circumstance other than both attacks hitting, carry turn, you can Step up to 10 feet as a free action.
out the individual Strikes normally. The thrown weapon
doesn’t rebound and remains in the target’s space as normal Advanced Deed 9th
for thrown weapons.
PISTOLERO’S RETORT [reaction]
Greater Deed 15th GUNSLINGER
Trigger A foe within either your reach or your weapon’s first
DRIFTER’S WAKE [three-actions] range increment critically fails an attack roll against you.
GUNSLINGER You punish your foe’s failure. Make a Strike against the
You drift across the battlefield, striking down foes as triggering foe with a firearm, crossbow, one-handed melee
you go. You Stride; this movement doesn’t trigger reactions. weapon, or unarmed attack; if you make a ranged Strike, the
You can Strike up to three times at any points during your foe must be within that weapon’s first range increment.

©2021 Paizo Inc. 6


Guns & Gears
Greater Deed 15th select one of the following feats. You must satisfy any
prerequisites before selecting the feat.
FINISH THE JOB [one-action]
GUNSLINGER 1ST LEVEL
Requirements Your last action was a failed Strike with a
firearm or crossbow held in one hand. COVER FIRE [one-action] FEAT 1
Though your last attack failed, it set you up for another. Make GUNSLINGER
a Strike with your other hand, using a second loaded firearm Requirements You’re wielding a loaded firearm or crossbow,
or crossbow, a one-handed melee weapon, or an unarmed and a foe you can see within the weapon’s maximum range
attack. Your multiple attack penalty doesn’t apply to this has cover.
Strike. You can’t make this Strike if you’re holding something You lay down suppressive fire to protect your allies and pin
in your second hand other than one of the listed options. down your opponents. You make a firearm or crossbow Strike
targeting the foe, who must decide whether to duck behind
Way of the Sniper cover (no action required) or not before you roll your attack
You practice a style of shooting that seeks to ensure that roll. If the target ducks, it Takes Cover against your attack,
your first shot is perfectly placed. You keep hidden or at gaining a +4 circumstance bonus to AC from greater cover, but
a distance, staying out of the fray and bringing unseen also takes a –2 circumstance penalty to ranged attacks until
death to your foes. the end of its next turn. This greater cover applies only against
Way Skill Stealth your Strike, not to future attacks. If the target chooses not to
Deeds Initial One Shot, One Kill; Advanced Vital Shot; Greater duck, the Strike functions normally.
Ghost Shot
FIREARM ACE FEAT 1
Initial Deed GUNSLINGER
You have a practiced understanding of firearms’ workings,
ONE SHOT, ONE KILL [free-action] their mechanisms, and the best way to utilize them. When
GUNSLINGER you’re wielding a firearm and Interact to reload it, you gain a
Trigger You roll Stealth for initiative. +2 circumstance bonus to the damage roll on your next Strike
Your first shot is the deadliest. You Interact to draw a firearm with that firearm. If the firearm is a simple firearm, increase
or crossbow. On your first turn of this encounter, the first the damage die size for that attack by one step. You must
Strike you make with that weapon that hits deals an additional make the attack before the end of your turn or these benefits
1d6 precision damage. are lost.
This bonus damage increases to 2d6 at 9th level and 3d6
at 15th level. HIT THE DIRT! [reaction] FEAT 1
GUNSLINGER
Advanced Deed 9th Trigger A creature you can see attempts a ranged Strike
against you.
VITAL SHOT [two-actions] You fling yourself out of harm’s way, perhaps through quick
GUNSLINGER thinking or pure instinct. You Leap to avoid harm, gaining a
Your careful shot against an unsuspecting opponent pierces a +2 circumstance bonus to AC against the triggering attack.
vital organ. Make a ranged Strike. If the target is flat-footed, Regardless of whether or not the triggering attack hits, you
the Strike deals an extra die of weapon damage, and the foe land prone after completing your Leap.
takes persistent bleed damage equal to the amount of bonus
damage listed for One Shot, One Kill. SWORD AND PISTOL FEAT 1
GUNSLINGER
Greater Deed 15th You’re experienced in combining melee attacks with shots from
a firearm or crossbow, quickly adapting your range and style
GHOST SHOT [one-action] to the current situation. When you make a successful ranged
FLOURISH GUNSLINGER Strike against an opponent within your melee reach using
Make a firearm or crossbow Strike. If you’re hidden, a firearm or crossbow, that opponent becomes flat-footed
undetected, or unobserved by the target, the Strike against your next melee attack. When you successfully Strike
deals additional precision damage equal to the precision an opponent with a melee weapon, the next ranged Strike you
damage from One Shot, One Kill. After the Strike, you don’t make against that opponent doesn’t trigger reactions that
automatically become observed. would trigger only on a ranged attack but not a melee attack,
such as Attack of Opportunity.
Gunslinger Feats The benefit on your next Strike from either use of Sword
At every level that you gain a gunslinger feat, you can and Pistol is lost if not used by the end of your next turn.

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Guns & Gears
2ND LEVEL WARNING SHOT [one-action] FEAT 2
GUNSLINGER
ASSISTING SHOT [one-action] FEAT 2 Prerequisites trained in Intimidation
GUNSLINGER PRESS Requirements You’re wielding a loaded firearm.
With a quick shot, you interfere with a foe during combat. Who needs words when the roar of a gun is so much more
Make a Strike with a firearm or crossbow. If the Strike hits, succinct? You attempt to Demoralize a foe by firing your
the next creature other than you to attack the same target weapon into the air, using the firearm’s maximum range rather
before the start of your next turn gains a +1 circumstance than the usual range of 30 feet. This check doesn’t take the
bonus to their roll, or a +2 circumstance bonus if your Strike –4 circumstance penalty if the target doesn’t share a language
was a critical hit. with you.

BLAST LOCK [one-action] FEAT 2 4TH LEVEL


ATTACK GUNSLINGER
Requirements You’re wielding a loaded firearm. ALCHEMICAL SHOT [two-actions] FEAT 4
Sometimes taking the shortest distance between two points GUNSLINGER
involves removing an obstacle or two. You shoot the required Requirements You have an alchemical bomb worn or in one
firearm at a lock within 10 feet. Make your attack roll against hand, and are wielding a loaded firearm.
the DC required to Pick the Lock. You’ve practiced a technique for mixing alchemical bombs
Critical Success You open the lock, or you achieve two with your loaded shot. You Interact to retrieve the bomb (if it’s
successes toward opening a complex lock. not already in your hand) and pour it onto your ammunition,
Success You open the lock, or you achieve one success toward consuming the bomb. Then Strike with your weapon. The Strike
opening a complex lock. deals damage of the same type as the bomb (for instance, fire
Failure You fail to open the lock, and your shot makes it damage for alchemist’s fire), and it deals an additional 1d6
harder to open. Future attempts to Pick the Lock take a –2 persistent damage of the same type as the bomb. If the Strike
circumstance penalty. fails, you take 1d6 damage of the same type as the bomb you
Critical Failure You fail to open the lock, and your shot makes used, and the firearm misfires.
it much harder to open. Future attempts to Pick the Lock The persistent damage increases to 2d6 if the bomb is level
take a –4 circumstance penalty. 11 or higher, or 3d6 if it’s level 17 or higher.

PISTOL TWIRL [one-action] FEAT 2 BLACK POWDER BOOST [reaction] FEAT 4


GUNSLINGER GUNSLINGER
Prerequisites trained in Deception Requirements You’re wielding a loaded firearm.
Requirements You’re wielding a loaded, one-handed ranged Trigger You Leap.
weapon. While dashing into position, you fire your weapon behind
Your quick gestures and performative flair distract an you to speed yourself along. You fire your weapon beneath
opponent, leaving them vulnerable to your attack. You Feint or behind you, adding 10 feet to either the horizontal or
against an opponent within the required weapon’s first range vertical distance you travel. If your Leap required a roll (such
increment, rather than an opponent within melee reach. On as a High Jump or Long Jump), you can use this reaction after
a success or critical success, the foe is flat-footed against determining the result.
your melee and ranged attacks, rather than only your melee
attacks. On a critical failure, you’re flat-footed against both RUNNING RELOAD [one-action] FEAT 4
the target’s melee and ranged attacks, rather than only its GUNSLINGER
melee attacks. You can reload your weapon on the move. You Stride, Step, or
Sneak, then Interact to reload.
QUICK DRAW [one-action] FEAT 2
GUNSLINGER 6TH LEVEL
You draw your weapon and attack with the same motion. You
Interact to draw a weapon, then Strike with that weapon. CAUTERIZE [one-action] FEAT 6
GUNSLINGER
RISKY RELOAD [one-action] FEAT 2 Requirements You’re wielding a firearm that you’ve fired
FLOURISH GUNSLINGER this turn, and you or an adjacent ally are taking persistent
Requirements You’re wielding a firearm. bleed damage.
You’ve practiced a technique for rapidly reloading your firearm, You press your gun’s heated barrel to your wounds or those of
but it’s a dangerous gamble with your firearm’s functionality. an ally, instantly granting a flat check to end the bleed with a
Interact to reload a firearm, then make a Strike with that lower DC for particularly effective assistance (Pathfinder Core
firearm. If the Strike fails, the firearm misfires. Rulebook 621).

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Guns & Gears
PISTOLERO’S CHALLENGE [one-action] FEAT 6 bomb to the corner of a square within your firearm’s first
FLOURISH GUNSLINGER LINGUISTIC range increment and shoot it with your firearm. All creatures
Prerequisites way of the pistolero in a 15-foot burst of the bomb take splash damage equal to
With a stern callout, a carefully chosen barb, or some other the amount of precision damage One Shot, One Kill deals. The
challenging declaration, you demand your foe’s attention in a damage type is the same as the bomb would deal.
duel. Choose an opponent within 30 feet who you can perceive
and can hear you, and make your choice of a Deception or 8TH LEVEL
Intimidation check. No matter the result of the check, the
foe is temporarily immune to your Pistolero’s Challenge until GRIT AND TENACITY [reaction] FEAT 8
noon the next day. You can have only one challenge in effect GUNSLINGER FORTUNE
at a time; challenging a new opponent ends this effect on any Frequency once per hour
current target. Otherwise, the effect lasts until one of you is Trigger You fail a Fortitude or Will save.
defeated or flees or the encounter ends. You call upon deep reserves of toughness and mental fortitude
Success Both you and the opponent gain a +2 status bonus to power through an otherwise debilitating effect. Reroll the
to damage rolls with Strikes made against each other. triggering save with a +2 circumstance bonus.
If you’re a master in the skill you used for the check, the
status bonus to damage rolls increases to +3, and if you’re PAIRED SHOTS [two-actions] FEAT 8
legendary, it increases to +4. GUNSLINGER
Critical Failure You become frightened 1 and can’t use this Requirements You’re wielding two loaded one-handed
ability again for 1 minute. crossbows or firearms.
Your shots strike their target almost simultaneously. Make
RELOADING STRIKE [one-action] FEAT 6 two Strikes, one with each of your two ranged weapons and
FLOURISH GUNSLINGER each using your current multiple attack penalty. Both Strikes
Prerequisites way of the drifter must have the same target.
Requirements You’re wielding a firearm or crossbow and If both attacks hit, combine their damage and then add
your other hand either wields a one-handed melee weapon any applicable effects from both weapons. You add any
or is empty. precision damage only once to the attack of your choice.
You attack and then reload your gun in one fluid movement. Combine the damage from both Strikes and apply resistances
Strike an opponent within reach with your melee weapon or and weaknesses only once. This counts as two attacks when
an unarmed attack, and then Interact to reload. You don’t need calculating your multiple attack penalty.
a free hand to reload in this way.
RETURN FIRE FEAT 8
SCATTER BLAST [two-actions] FEAT 6 GUNSLINGER
GUNSLINGER Prerequisites Hit the Dirt!
Requirements You’re wielding a loaded firearm that has the You’re quick enough to line up a shot even while diving to the
scatter trait. ground. When you use your Hit the Dirt! reaction, at any point
You pack your weapon with additional shot and powder, during your Leap, you can also make a ranged Strike with a
creating a risky but devastating arc of destruction. Make a loaded firearm or crossbow against the creature whose attack
ranged Strike with the required weapon. The range of your triggered the reaction.
weapon increases from 15 feet to 30 feet, or 30 feet to 60 feet.
If the weapon’s range is already 60 feet or greater, this ability SHOOTER’S AIM [two-actions] FEAT 8
has no effect. The Strike gains the following failure conditions. CONCENTRATE GUNSLINGER
Failure The firearm misfires. You take an extra moment to carefully align your aim and
Critical Failure The firearm explodes, becoming broken, and breathing. Make a ranged weapon Strike. You gain a +2
deals its normal weapon damage (including fundamental circumstance bonus to this Strike’s attack roll and ignore
and property runes) to all creatures in a 20-foot burst with the target’s concealment. If you’re using a firearm with the
a basic Reflex save against your class DC. unsteady trait, you don’t take the normal circumstance
penalty for firing without using a tripod or Interact action to
SHATTERING SHOT [one-action] FEAT 6 aim on this Strike.
FLOURISH GUNSLINGER
Prerequisites way of the sniper SMOKE CURTAIN [two-actions] FEAT 8
Requirements You’re wielding a loaded firearm or crossbow GUNSLINGER
and have a worn or wielded bomb that has the splash trait. Requirements You’re wielding a loaded firearm.
You fling a bomb into the air and then shoot it, causing a You load an extra dose of black powder into your shot,
damaging rain over a wide area. If necessary, you Interact causing it to belch out a roiling cloud of smoke. Make a Strike
to draw the bomb and re-grip your weapon. You throw your with your firearm to create a cloud of smoke in a 20-foot

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burst centered on your location. Creatures are concealed TRICK SHOT [two-actions] FEAT 10
while within the smoke, and creatures outside the area GUNSLINGER
are concealed to creatures within the smoke. The smoke Requirements You’re wielding a loaded firearm.
dissipates in 1 round. The Strike gains the following critical You shoot not at your foe, but at an object nearby. Make a
failure effect. Strike with your firearm against an AC of 25, or a different AC
Critical Failure The firearm misfires (see sidebar on page 4). at the GM’s discretion. Instead of hitting your foe, your attack
hits an object behind or to the side of your target, creating one
10TH LEVEL of the following effects. The GM might determine a particular
effect isn’t a valid option, such as using explosive barrel when
CALLED SHOT [two-actions] FEAT 10 there’s no such object on the battlefield. The GM determines
FLOURISH GUNSLINGER such cases and should inform you before you spend the
You target a specific part of your foe’s body, damaging the actions for a Trick Shot.
chosen limb or body part in a way that hinders your foe’s • Dislodge Object Your attack knocks an unattended object
ability to move, fight, or think. Declare a portion of your foe’s of no more than 2 Bulk out of position, moving it up to
anatomy to target and make a ranged weapon Strike. If you 10 feet in a direction of your choice. For example, the
hit and deal damage, apply one of the following effects to the weapon could knock a wizard’s crystal ball off a table.
target until the end of your next turn, based on the body part • Explosive Barrel Your attack strikes a barrel of expensive
you targeted. rum, a vial of volatile alchemical fluids, an erupting
• Arms (or another limb used for attacks, such as a demonic pustule, or some other explosive object. The
tentacle) The target is enfeebled 2. On a critical hit, it’s object explodes in a 20-foot burst and all creatures in the
also enfeebled 1 for 1 minute. area take 6d6 damage with a basic Reflex save against
• Head The target is stupefied 2. On a critical hit, it’s also your class DC. The damage type is chosen by the GM
stupefied 1 for 1 minute. based on the exploding object. Increase the damage by
• Legs (or tail on a legless creature) The target takes a 1d6 for every 2 levels you have above 10th.
–10-foot status penalty to its Speeds. On a critical hit, it
also takes –5-foot penalty to its Speeds for 1 minute. 12TH LEVEL
• Wings If the target is flying using its wings, it immediately
falls 20 feet, or 40 feet on a critical hit. The fall is gradual GLANCING SHOT [one-action] FEAT 12
enough that if it causes the target to hit the ground, the GUNSLINGER PRESS
target takes no damage from the fall. Even when your shots don’t land cleanly, they still land close
enough to inflict some damage. Make a ranged Strike. It gains
DEFLECTING SHOT [reaction] FEAT 10 the following failure effect.
GUNSLINGER Failure Your attack deals any damage it would have dealt
Requirements You’re wielding a loaded firearm or crossbow. on a hit, excluding all damage dice (this removes damage
Trigger An ally within the first range increment of your dice from weapons, runes, spells, and special abilities, in
firearm or crossbow is hit by an attack, and you can see addition to weapon damage dice).
the attacker.
When your weapon is loaded, you’re always ready to fire INCREDIBLE RICOCHET [one-action] FEAT 12
it to deflect an attack against your ally. The ally gains a +2 CONCENTRATE GUNSLINGER PRESS
circumstance bonus to their AC against the triggering attack. After your first shot singles out your opponent’s position,
You use this reaction after the result of the attack roll is you direct another shot that ricochets around obstacles and
revealed, so you know whether the +2 will make a sufficient strikes unerringly. Make a ranged weapon Strike against a
difference (for example, whether it will turn a success into a creature you previously attacked this turn. You ignore the
failure or a critical success into a success). target’s concealed condition and all cover.

REDIRECTING SHOT [reaction] FEAT 10 PENETRATING FIRE [two-actions] FEAT 12


FORTUNE GUNSLINGER GUNSLINGER
Trigger An ally misses with a ranged attack that uses a thrown Requirements You’re wielding a loaded firearm or crossbow.
weapon or ammunition. You blast a bullet through one foe and into another. Choose
Requirements You’re wielding a loaded firearm or crossbow. two targets, one of which would give the other lesser cover
Seeing your ally’s attack about to go astray, you fire your against your ranged attacks. Make a single ranged Strike
weapon to right its course. Make an attack roll with your with the required weapon against both targets. This attack
firearm or crossbow against the target of the triggering attack, ignores any lesser cover the nearer target provides the other.
ignoring any bonus the target would gain against you from Roll damage only once, and apply it to each creature you
lesser or standard cover. Your ally’s attack uses your attack hit. Penetrating Fire counts as two attacks for your multiple
roll instead of their attack roll. attack penalty.

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SHOOTER’S CAMOUFLAGE FEAT 12 has the fatal trait, you deal an additional die of the appropriate
GUNSLINGER size and damage type for that trait after doubling the
You specialize in blending into a particular type of weapon’s damage. For example, after a critical hit with a fatal
environment, allowing you to disappear from sight after d12 weapon, you add an additional 1d12 damage to the attack
taking your shot. Choose either natural or urban terrain. In after doubling its damage.
the chosen terrain, you can Hide and Sneak even without
cover or being concealed. HAIR TRIGGER FEAT 16
GUNSLINGER
TRUE GRIT FEAT 12 Prerequisite initial deed that allows you to Interact to draw
GUNSLINGER a weapon
Prerequisites Grit and Tenacity Whether a duel to the death or getting the jump on your
Hardened by conflict, you possess an intractable stubbornness. foe, no one can react faster than you can pull your trigger.
If the reroll granted by your Grit and Tenacity reaction is a When using your initial deed, instead of Interacting to
success, you get a critical success instead; if it’s a critical draw a weapon, you can Strike with a firearm or crossbow
failure, you get a failure instead. you’re already wielding. If this Strike hits, the target is also
flat-footed until the end of your first turn of the encounter.
14TH LEVEL Special If your initial deed allows you to Interact to draw
a weapon more than once, this feat allows you to replace
DANCE OF THUNDER [three-actions] FEAT 14 one of these Interact actions and use the other one to draw
CONCENTRATE GUNSLINGER a weapon. You can’t replace both Interact actions with
Frequency once per minute Strikes, but you can draw a loaded firearm or crossbow and
Requirements You’re wielding a loaded firearm or crossbow immediately shoot it.
and not fatigued.
Your steps echo with the thunderous retort of exploding INSTANT RETURN [reaction] FEAT 16
black powder as you dance a dance of death. Use any of the GUNSLINGER
following actions you choose in any order: Step, Strike against Trigger An enemy misses you with a ranged attack using
a target within your firearm’s first range increment, and a type of ammunition appropriate to your weapon (for
Interact to reload. If you attempted a Strike and it succeeds, instance, a bullet if you’re wielding a firearm).
you can repeat these three actions again in any order. If you Requirements You’re wielding an unloaded firearm or crossbow.
attempted a Strike in the second set and succeed, you can With a single fluid gesture, you catch a projectile out of the
repeat the actions one last time. After using Dance of Thunder, air, load it in your weapon, and fire it back at the attacker.
you become fatigued for 1 minute. Interact to load the projectile into your weapon and then
make a Strike with the required weapon against the triggering
SHOWSTOPPER FEAT 14 opponent. Since you’re using the foe’s ammunition, this Strike
GUNSLINGER applies any special effects that ammunition would have (for
Prerequisites Pistol Twirl, expert in Deception instance, if it was explosive ammunition, it would explode in
Your twirling weapons create a distracting dance that your a burst of fire).
enemies find difficult to look away from. When using Pistol
Twirl to Feint, you can target all enemies within your weapon’s 18TH LEVEL
first range increment who you can perceive and who can see
you. You roll one Deception check and compare it against each PIERCING CRITICAL FEAT 18
target’s Perception DC. GUNSLINGER
Your attacks with your preferred weapons deal especially
TWO-WEAPON FLURRY [one-action] FEAT 14 devastating wounds. When you Strike with a firearm or
FLOURISH GUNSLINGER PRESS crossbow for which you have legendary proficiency, you
Requirements You’re wielding two weapons, each in a different critically succeed if you roll a 19 on the die as long as that
hand. result is a success. This has no effect on a 19 if the result
You attack with both your weapons in a furious barrage. Strike would be a failure.
twice, once with each weapon.
UNERRING SHOT FEAT 18
16TH LEVEL GUNSLINGER
Your senses are finely tuned to the slightest variations in
FATAL BULLET FEAT 16 the air, allowing you to place your shot exactly where you
GUNSLINGER intend from any range. When attacking with a ranged weapon
You’re especially talented at striking your enemies’ most in which you have master or greater proficiency, ignore the
vulnerable areas. When you critically hit with a firearm that penalty from its range increment (its maximum range is

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unchanged). Additionally, if your target has cover against your requires you to be able to craft both alchemical and
attack with such a weapon, it doesn’t gain the bonus to AC if it magical items.
has lesser cover, gets only the benefits of lesser cover if it has
standard cover, or gains only the benefits of standard cover if Weapon Traits
it has greater cover. These weapons include the following traits, in addition to
any described in the Core Rulebook.
20TH LEVEL Concealable: This weapon is designed to be
inconspicuous or easily concealed. You gain a +2
PERFECT READINESS FEAT 20 circumstance bonus to Stealth checks and DCs to hide or
GUNSLINGER conceal a weapon with this trait.
You prepare to fire with an instinctive speed that surpasses Modular: The weapon has multiple configurations
thought. You’re permanently quickened. You can use your that you can switch between using an Interact action.
extra action only to Step or Interact to reload. Typically, switching between configurations of a modular
weapon allows it to deal different types of damage (listed
SLINGER’S REFLEXES FEAT 20 in the trait, such as “modular B, P, or S”), though it’s
GUNSLINGER possible for a modular weapon’s description to list more
Your have a preternaturally sharp ability to react to unexpected complicated configurations.
circumstances. At the start of each enemy’s turn, you gain an Scatter: This weapon fires a spray of small bullets in a
additional reaction you can use on only that turn to take a cone that has a size equal to the weapon’s listed range (for
gunslinger reaction. example, a scatter weapon with a range of 15 feet fires in
a 15-foot cone). When attacking with a scatter weapon,
Firearm Rules choose one target within the cone to be the primary target;
The following rules cover the use of firearms and includes this creature is targeted and damaged based on the results
the firearms and ammunition types available. All firearms of your attack roll as normal. In addition, all creatures
are subject to misfires, as described in the sidebar on page 4. within the cone, including the primary target, take splash
Firearms require ammunition consisting of projectiles damage equal to the number of weapon damage dice.
and black powder. Though a round of ammo can vary This damage is of the same type dealt by the attack.
in its composition, it is typically either a prepackaged Sniper: When you hit a flat-footed creature, this
paper cartridge including wadding, bullet, and black weapon deals 1 precision damage in addition to its
powder or loose shot that has been packed into a normal damage. The precision damage increases to 2 if
cartridge manually. Some weapons, like hand cannons the weapon is a +3 weapon.
and blunderbusses, can fire other material, but their Unsteady: This weapon is difficult to aim without
ammunition has the same Price due to the cost of taking measures to stabilize it. Firing this weapon has a
the black powder. Because making rounds of firearm –2 circumstance penalty unless the weapon is attached to
ammunition requires creating black powder, you need a deployed tripod or the wielder takes an Interact action
the Alchemical Crafting skill feat to make them. Firearm to aim before firing. A tripod is uncommon adventuring
rounds are a valid type for magical ammunition, just like gear with a Price of 4 sp and 1 Bulk. It can be set up with
arrows or bolts. Crafting magical firearm ammunition an Interact action using two hands.

TABLE 1–2: UNCOMMON RANGED WEAPONS


Uncommon Simple Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Flintlock musket 7 gp 1d6 P 40 ft. 1 1 2 Firearm Fatal d10, versatile B
10 rounds 1 sp L
Flintlock pistol 6 gp 1d4 P 20 ft. 1 1 1 Firearm Fatal d8, versatile B
10 rounds 1 sp L
Hand cannon 5 gp 1d4 modular 10 ft. 1 1 1 Firearm Fatal d8, modular B, P, or S
10 rounds 1 sp L
Uncommon Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Arquebus (1st level) 10 gp 1d8 P 80 ft. 1 2 2 Firearm Fatal d12, sniper, unsteady,
versatile B
10 rounds 1 sp L
Blunderbuss 8 gp 1d8 P 15 ft. 1 2 2 Firearm Scatter, versatile B
10 rounds 1 sp L
Dueling pistol (1st level) 12 gp 1d6 P 30 ft. 1 L 1 Firearm Concealable, fatal d10,
versatile B
10 rounds 1 sp L

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Firearms Critical Specialization brush fowl or dealing damage in a short but broad area.
This playtest introduces the firearm weapon group, which Dueling Pistol: Made for the settling disputes when
has the following critical specialization effect. diplomacy fails, dueling pistols fit easily into a holster
Firearm: The target must succeed at a Fortitude save or pocket.
against your class DC or be stunned 1. Flintlock Musket: The gold standard of firearms in
Alkenstar, the flintlock musket includes an external firing
Weapon Descriptions mechanism while boasting an efficient and relatively
Each of the weapons listed in Table 1–2: Uncommon compact frame.
Ranged Weapons are detailed below. Flintlock Pistol: Though less accurate and powerful
Arquebus: This long rifle offers more range than than a flintlock musket, the flintlock pistol is the preferred
the average firearm, though the long barrel makes the weapon of privateers thanks to its more compact size.
weapon particularly unsteady unless a tripod or other Hand Cannon: Little more than a hardened tube with
stand is used to stabilize it. a handle and external ignition attached, a hand cannon
Blunderbuss: This weapon fires pellets from a trumpet can be used to fire almost anything that can be packed
shaped barrel, making it an excellent choice for hunting into its barrel.

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Inventor
Any tinkerer can follow directions to construct a device, but you invent the impossible!
Every contraption you dream up challenges the definition of possibility, even if it only works
for you. Driven by innovation, you’re always on the verge of the next great breakthrough.

Key Ability Hit Points RARITY


Uncommon
INTELLIGENCE 8 plus your Constitution modifier.
At 1st level, your class gives you an You increase your maximum number of HP INITIAL PROFICIENCIES
ability boost to Intelligence. by this number at 1st level and every level
At 1st level, you gain the listed
thereafter.
proficiency ranks in the following
statistics. You’re untrained in
anything not listed unless you
During Combat Encounters... gain a better proficiency rank in
You use your inventions as much as possible, trying them out under a variety of some other way.
conditions. You’re not after something as banal as simply winning a fight, you’re
collecting valuable data to improve your creations! PERCEPTION
Trained in Perception
During Social Encounters...
You provide useful context in a variety of academic topics, particularly those related SAVING THROWS
to crafting and invention. You might look for opportunities to acquire patronage to Expert in Fortitude
fund some of your more expensive or unorthodox experiments. Trained in Reflex
Expert in Will
While Exploring...
You ardently study the construction of your surroundings, taking note of any clever SKILLS
traps, ingenious mechanisms, or especially keen architecture you come across. Trained in Crafting
Trained in a number of additional
In Downtime... skills equal to 3 plus your
You conceptualize new ideas, bring them to fruition through careful crafting, and Intelligence modifier
revise previous inventions according to data you’ve received in the field. You might
work as a local smith or tinkerer where your skills are needed, or you might keep ATTACKS
a workshop at the edge of town, where the clanks and clatters of your experiments Trained in simple weapons
attract less attention. Trained in martial weapons
Trained in unarmed attacks
You Might...
• Enjoy creating new things the world has never seen before. DEFENSES
• Be willing to take a chance on a theory and test it to see if it works. And if it Trained in light armor
doesn’t, stay determined to discover what you need to adjust for next time. Trained in medium armor
• Wear clothing covered in oil stains and grime, or have a tendency to dive into Trained in unarmored defense
excited and technical tangents.
CLASS DC
Others Probably... Trained in inventor class DC
• Marvel at your inventions and the wondrous effects they can manifest.
• Believe that you’re a genius whose work goes beyond understanding.
• Worry that your inventions might backfire or explode.

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TABLE 2–1: INVENTOR ADVANCEMENT
Your KEY TERMS
Level Class Features You’ll see the following key terms in many inventor abilities.
1 Ancestry and background, initial proficiencies, Modification: A feat with this trait alters the construction
explode, innovation, inventor feat, overdrive, of your innovation. If you have the reconfigure class feature
peerless inventor (page 18), you can retrain these feats more easily.
2 Inventor feat, skill feat Unstable: Unstable actions rely on experimental functions
3 General feat, reconfigure, skill increase of your innovation that even you can’t fully predict. After an
4 Inventor feat, skill feat unstable action is used on an innovation, using another one
5 Ability boosts, ancestry feat, skill increase, is dangerous. If you attempt to use another unstable action
weapon innovator on it, you must attempt a DC 17 flat check. On a failure,
6 Inventor feat, skill feat the innovation malfunctions in a spectacular fashion, such
7 General feat, lightning reflexes, offensive boost, as an explosion or shower of sparks, wasting the actions
skill increase, weapon specialization and making the innovation incapable of handling further
8 Inventor feat, skill feat unstable actions. An innovation’s creator can spend 10
9 Ancestry feat, breakthrough innovation, inventive minutes retuning their innovation and making adjustments
expertise, skill increase, to return it to functionality, making it safe to use an unstable
10 Ability boosts, inventor feat, skill feat ability on that innovation again.
11 General feat, medium armor expertise, resolve, To use an unstable action, you must be using your
skill increase innovation (for example, wearing an armor innovation
12 Inventor feat, skill feat or wielding a weapon innovation). If you have a minion
13 Alertness, ancestry feat, skill increase, weapon innovation, some unstable actions are taken by the minion
mastery instead of you. In these cases, only the minion can take
14 Inventor feat, skill feat that action—you can’t—and the minion needs to have been
15 Ability boosts, complete reconfiguration, general Commanded that turn to take the action.
feat, greater weapon specialization, juggernaut,
skill increase Furthermore, your inventor abilities might grant your
16 Inventor feat, skill feat equipment the following traits, which are reprinted here
17 Ancestry feat, inventive mastery, skill increase, for convenience.
revolutionary innovation Ranged Trip: The weapon can be used to Trip with the
18 Inventor feat, skill feat Athletics skill at a distance up to the weapon’s first range
19 General feat, infinite invention, medium armor increment. The skill check takes a –2 circumstance penalty.
mastery, skill increase You can add the weapon’s item bonus to attack rolls as a
20 Ability boosts, inventor feat, skill feat bonus to the check. As with using a melee weapon to Trip,
a ranged trip weapon doesn’t deal any damage when used
Class Features to Trip. This trait usually appears only on a thrown weapon.
You gain these abilities as an inventor. Abilities gained at Tethered: If you have a free hand while wielding this
higher levels list the level at which you gain them next to weapon, you can use an Interact action to pull the weapon
the features’ names. back into your grasp after you’ve thrown it as a ranged
attack or after it has been disarmed (unless it’s being held
Ancestry and Background by another creature).
In addition to what you get from your class at 1st
level, you have the benefits of your selected ancestry
and background. for the definition of the unstable trait and how it affects
your innovation.
Initial Proficiencies While inventors can learn various unstable actions
At 1st level, you gain a number of proficiencies that over their career, all at least know how to make their
represent your basic training. These proficiencies are innovation Explode.
noted at the start of this class.
EXPLODE [two-actions]
Explode FIRE INVENTOR MANIPULATE UNSTABLE
Your innovation is a unique creation barely held together You cause your innovation to blow up, damaging nearby creatures
by your own creativity and engineering; it’s always on without damaging the innovation... hopefully. The explosion deals
the edge of completely falling apart, though you can 2d6 fire damage in a 5-foot emanation around you (if you’re
coax it to perform far beyond its design specifications wearing or holding the innovation) or your innovation (if your
using unstable actions. See the Key Terms sidebar above innovation is a minion) with a basic Reflex save.

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As your inventor level increases, so does the power of your instance, you can take evil damage only if you’re of
explosions. At 5th level, and every two levels thereafter, your good alignment).
explosion deals an additional 1d6 damage. If you have the • Thermal Insulation (cold, fire) A layer of insulation
breakthrough innovation class feature, you can choose either within your armor protects you from rapid
a 5-foot or 10-foot emanation for the area; if you also have the temperature fluctuations.
revolutionary innovation class feature, you can additionally
choose a 5-foot, 10-foot, or 15-foot emanation. Construct
Your innovation is a clockwork construct of cogs
Innovation and gears. This innovation is a prototype construct
While you always create various minor inventions, companion (page 26), and you can adjust most of its
there’s one in particular that represents your preeminent base statistics by taking feats at higher levels, such as
work, the one that you hope eventually—with iterative Advanced Companion. If you have the Overdrive action
experimentation and refinement—might change the (page 18) and use it after you’ve already Commanded
world. Choose one of the innovations from the list your construct during the same turn, your construct also
below. Your innovation’s level is equal to your level. An gains the same Overdrive benefits you do.
innovation only works due to your constant maintenance Choose one initial construct modification to apply to
and tinkering and, therefore, has no market Price. If your innovation, either from the following or from other
your innovation is destroyed, you can spend 1 day of initial construct modifications to which you have access.
downtime and attempt a Crafting check with a high DC These modifications alter the construct’s abilities or form.
for your level; on a success, you rebuild it. • Amphibious Construction Increased buoyancy,
rudders, and a means of propulsion—like an
Armor articulated tail with flukes or a powerful propeller—
Your innovation is a cutting-edge suit of medium armor allow your construct to travel in water. Your
with a variety of attached gizmos and devices. Your innovation gains a swim Speed of 25 feet.
innovation armor has the following statistics: AC Bonus • Sensory Array Additional sensory devices grant your
+4; Dex Cap +1; Check Penalty –2; Speed Penalty –5 feet; innovation low-light vision and darkvision as well as
Strength 16; Bulk 2; Group composite; Armor Traits —. imprecise tremorsense out to a range of 30 feet.
Your innovation armor can have fundamental and property • Accelerated Mobility Actuated legs, efficient gears
runes added to it in the same way as ordinary armor. Because in the wheels or treads, or add-on boosters make
of the unique features of your innovation, everyone except your construct move faster. Your innovation’s Speed
you is untrained in it, even if they’re normally trained (or increases to 40 feet.
better) in medium armor. • Projectile Launcher Your construct has a mounted
Choose one initial armor modification to apply to your dart launcher, embedded cannon, or similar
innovation, either from the following or from other initial armament. Your innovation gains a ranged
armor modifications to which you have access. The initial unarmed attack that deals 1d4 bludgeoning or
modification grants you resistance equal to 2 + half your piercing damage (you choose when you pick this
level to a number of damage types while you wear the modification). It has the propulsive trait and a
armor. The damage types are listed in parentheses after range increment of 30 feet.
the modification’s name. • Upgraded Cortex You map specialized skills into
• Harmonic Oscillator (force, sonic) You designed your your construct’s crude intelligence. Your innovation
armor to inaudibly thrum at just the right frequency becomes trained in Intimidation, Stealth, and Survival.
to create interference against force and sound waves.
• Metallic Reactance (acid, electricity) The metals Weapon
in your armor are carefully alloyed to ground out Your innovation is an impossible-looking weapon
electricity and protect from acidic chemical reactions. augmented by numerous unusual gadgets. It begins with
• Otherworldly Protection (see text) Using science the same statistics as a level-0 common simple or martial
instead of magic, you build your armor with weapon of your choice or another level-0 simple or
carefully chosen materials and gadgets to protect martial weapon to which you have access. An innovation
yourself against otherworldly attacks. One of weapon can have fundamental and property runes added
your types of resistance is to negative damage, or to it in the same way as ordinary weapons. Because of
to positive damage if you have negative healing the unique features of your innovation, everyone except
(such as if you’re a dhampir). Your resistance also you is untrained in it, even if they’re normally trained (or
applies to any types of alignment damage (good, better) in simple or martial weapons.
evil, chaotic, lawful) that can damage you (note that Choose one initial weapon modification to apply to
creatures are immune to a given type of alignment your innovation, either from the following or from other
damage unless they’re of the opposing alignment; for initial weapon modifications to which you have access.

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These modifications grant additional weapon traits, of small gadgets and gizmos into overdrive. Attempt a Crafting
sometimes with extra abilities. check with a standard DC for your level.
• Complex Simplicity (simple weapon only) Increase Critical Success You gadgets whir with overwhelming
your innovation’s weapon damage die by one step power. Your Strikes deal additional damage equal to
(d4 to d6, d6 to d8, d8 to d10, d10 to d12). In your Intelligence modifier for 1 minute. You can’t use
addition, it gains one of the following traits of your Overdrive again until 1 minute after the effect expires.
choice: versatile B, versatile P, or versatile S. Success You successfully throw your gadgets into
• Entangling Form (melee only) You’ve altered your overdrive. As critical success, except the additional
weapon to including tangling wires or straps or to damage is equal to half your Intelligence modifier.
have a flexible construction. Your innovation gains Failure You make a miscalculation and fail to power up
the grapple and trip traits. your devices, but you can try again.
• Hefty Composition (melee only) Blunt surfaces and Critical Failure Whoops! Something explodes. You take
sturdy construction make your weapon hefty and fire damage equal to your level. You can’t use Overdrive
mace-like. Your innovation gains the shove and again for 1 minute.
versatile B traits. Special If you have a construct innovation, its Strikes also
• Modular Head You’ve constructed a multi-purpose, gain the additional damage, and if you critically fail your
adjustable striking surface for your weapon, or Crafting check, it also takes the fire damage.
you’ve made special ammunition you can swiftly
alter. Your innovation gains the modular trait for Peerless Inventor
bludgeoning, piercing, and slashing (page 12). When You constantly invent new technologies, rendering your
you Interact to use the modular trait, you can also skill at crafting unimpeachable. You gain the Inventor
choose to give the weapon the nonlethal trait if it skill feat even if you don’t meet its prerequisites.
doesn’t currently have it or to remove that trait if the
weapon is currently nonlethal. Skill Feats 2nd
• Pacification Tools (melee only) Softer materials make At 2nd level and every 2 levels thereafter, you gain a skill
your weapon suited to render foes unconscious feat. You must be trained or better in the corresponding
instead of kill, and special protrusions let you catch skill to select a skill feat.
weapons and disarm your foes. Your innovation
gains the disarm and nonlethal traits. General Feats 3rd
• Razor Prongs (melee only) Adding sharp, curved At 3rd level and every 4 levels thereafter, you gain a
blades to your weapon allows you to knock down general feat.
and slash foes. Your innovation gains the trip and
versatile S traits. Reconfigure 3rd
• Segmented Frame Hinges, clamps, and telescoping You’ve become an expert in all crafts and always adjust
parts make your innovation collapsible and your inventions to achieve the perfect configurations.
adjustable. It gains the modular trait for bludgeoning, You can attempt to change the modifications on your
piercing, and slashing (page 12). You can Interact to innovation by spending 1 day of downtime tinkering
collapse the item down to light Bulk or to return it with it and attempting a Crafting check with a high
to its normal form. When it’s collapsed to light Bulk, DC for your level. On a success, you can change one
it has the concealable trait, which grants you a +2 modification you’ve chosen for your innovation to
circumstance bonus to Stealth checks and DCs to a different modification of the same kind (initial,
hide or conceal the weapon. breakthrough, or revolutionary).
If you have any modification feats, on a successful
Inventor Feats check, you can choose to instead retrain a modification
At 1st level and every even-numbered level, you gain an feat to a different modification feat. The new feat has to
inventor class feat. meet the standard restrictions for retraining.

Overdrive Skill Increases 3rd


You have a bevy of smaller devices affixed to your body At 3rd level and every 2 levels thereafter, you gain a
and gear, from muscle stimulators to concussive pistons. skill increase. You can use this increase to either become
When necessary, you can throw them into overdrive to trained in one skill you’re untrained in or become an
assist you in combat. expert in one skill in which you’re already trained.
At 7th level, you can use skill increases to become a
OVERDRIVE [one-action] master in a skill in which you’re already an expert, and
INVENTOR MANIPULATE at 15th level, you can use them to become legendary in a
You add greater power to your attacks by throwing an array skill in which you’re already a master.

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Guns & Gears
Ability Boosts 5th Breakthrough Innovation 9th
At 5th level and every 5 levels thereafter, you boost four You’ve made a breakthrough in your field of study
different ability scores. You can use these ability boosts to and discovered a powerful new way to enhance your
increase your ability scores above 18. Boosting an ability innovation. Choose a breakthrough modification for the
score increases it by 1 if it’s already 18 or above or by 2 if appropriate type of innovation to apply. You can choose
it starts out below 18. an initial modification for the same innovation type
instead if you prefer.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain Breakthrough Armor Modifications
an ancestry feat at 5th level and every 4 levels thereafter. • Dense Plating You’ve encased your armor with
incredible plating. While wearing your armor, you
Weapon Innovator 5th gain resistance to slashing damage equal to 2 + half
You develop tricks for using your weapons more your level.
effectively. Your proficiency ranks for simple and martial • Enhanced Resistance You’ve improved upon your
weapons and unarmed attacks increase to expert. initial modification’s ability to resist damage. The
If you have a weapon innovation, you gain access to resistance from your initial armor modification
the critical specialization effect with your innovation. increases to 2 + your level. If you have more than
one initial modification, choose one to apply this
Lightning Reflexes 7th modification to.
Your reflexes are lightning fast. Your proficiency rank for • Heavy Construction You’ve expanded your
Reflex saves increases to expert. innovation into a heavy bulwark while taking none
of the drawbacks for doing so. Your innovation
Offensive Boost 7th becomes heavy armor, and your proficiency in
You’ve made additions to your innovation to upgrade your your innovation armor (but no other heavy armor)
offensive capabilities. Strikes that rely on your innovation advances to equal to your proficiency in medium
deal an additional 1d6 damage with a type determined armor. If your Strength score is at least 16, you
by the boost you choose. If your innovation is armor, remove the Speed penalty entirely instead of reducing
the boost applies to your melee unarmed Strikes and to it to –5 feet. The armor’s statistics are: AC Bonus +5;
your melee Strikes with one weapon you choose during Dex Cap +1; Check Penalty –2 Speed Penalty –10
daily preparations; if your innovation is a construct, the feet; Strength 16; Bulk 3; Group composite; Armor
boost applies to your construct companion’s Strikes; and Traits bulwark.
if your innovation is a weapon, the boost applies to your • Layered Mesh You’ve woven an incredibly powerful
Strikes with your innovation. You can spend downtime to network of interlocking mesh around your armor,
switch to a different boost in the same way as switching catching piercing attacks and diffusing them. While
your modification with Reconfigure. wearing your armor, you gain resistance to piercing
• Chill (cold) Your innovation rapidly absorbs heat, damage equal to 2 + half your level.
creating an intense chill. • Tensile Absorption You’ve enhanced the tensile
• Ignition (fire) Your innovation shoots out jets capabilities of your armor, allowing it to bend with
of flame. bludgeoning attacks. While wearing your armor, you
• Jolt (electricity) Your innovation jolts foes gain resistance to bludgeoning damage equal to 2 +
with electricity. half your level.
• Momentum (bludgeoning) Your innovation slams
into foes with added momentum. Breakthrough Construct Modifications
• Saw (slashing) Your innovation (or its ammunition) • Advanced Weaponry You’ve upgraded your
employs spinning sawblades during your attacks. construct’s weaponry. Choose one of your
• Spike (piercing) Your innovation (or its ammunition) construct’s unarmed attacks to gain your choice
employs wicked spikes during your attacks. of one initial weapon modification, chosen from
• Vitriol (acid) Your innovation releases spurts of the list on page 17 or from other initial weapon
caustic acid. modifications to which you have access. The
unarmed attack must meet any requirements for
Weapon Specialization 7th the chosen traits (such as being a melee attack for
You’ve learned how to inflict greater injuries with the entangling form).
weapons you know best. You deal 2 additional damage • Climbing Limbs With appendages that can claw or
with weapons and unarmed attacks in which you’re an create suction, your construct becomes a capable
expert. This damage increases to 3 if you’re a master, and climber. Your innovation gains a climb Speed equal
4 if you’re legendary. to half its land Speed.

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Guns & Gears
• Durable Construction Your innovation is solidly Medium Armor Expertise 11th
built and can take more punishment before being You’ve learned to defend yourself better against attacks.
destroyed. Increase its maximum Hit Points by Your proficiency ranks for light armor, medium armor,
your level. and unarmored defense increase to expert.
• Refined Cortex Your innovation gains expert
proficiency in Intimidation, Stealth, and Survival. For Resolve 11th
any of these skills in which it was already an expert You’ve steeled your mind with resolve. Your proficiency
(because of being an advanced construct companion, rank for Will saves increases to master. When you roll a
for example), it gains master proficiency instead. If success on a Will save, you get a critical success instead.
you have the revolutionary innovation class feature,
these proficiencies improve to master, or legendary Alertness 13th
if your innovation was already an expert. You must You remain alert to threats around you. Your proficiency
have the upgraded cortex modification to select this rank for Perception increases to expert.
modification.
Weapon Mastery 13th
Breakthrough Weapon Modifications You fully understand your weapons. Your proficiency
• Inconspicuous Appearance (melee only) Your ranks for simple and martial weapons and unarmed
innovation is built for easy concealment and surprise attacks increase to master.
attacks. It gains the backstabber and versatile P
traits. If the weapon has light Bulk, it also gains the Complete Reconfiguration 15th
concealable trait. When it comes to crafting and tinkering, you’ve become
• Advanced Rangefinder (ranged only) A carefully incredibly adept at changing modifications. When
tuned scope or targeting device makes your you spend downtime to reconfigure your innovation
innovation especially good at hitting weak points. and succeed at your Crafting check, you can swap any
Your innovation gains the sniper trait (page 12) and number of modifications, swap your offensive boost, or
increases its range increment by 10 feet. retrain any number of modification feats. You must swap
• Aerodynamic Construction (melee only) You a modification only with one of the same type (initial,
carefully engineer the shape of your weapon to breakthrough, or revolutionary).
maintain its momentum in attacks against successive
targets. Your innovation gains the sweep trait and Greater Weapon Specialization 15th
the versatile S trait. Your damage from weapon specialization increases to 4
• Integrated Gauntlet (one-handed weapon only; can’t with weapons and unarmed attacks in which you’re an
have the two-hand trait) Combining your weapon expert, 6 if you’re a master, and 8 if you’re legendary.
with a gauntlet, you make it so that you can quickly
switch between attacking with your weapon and Juggernaut 15th
tinkering using your hands. Your innovation gains Your body is accustomed to physical hardship and
the free-hand trait. resistant to ailments. Your proficiency rank for Fortitude
• Manifold Alloy You’ve devised several alloys saves increases to master. When you roll a success on a
containing the best properties of various metals, Fortitude save, you get a critical success instead.
replacing parts of your weapon or its ammunition
with pieces from these alloys. Your weapon Inventive Mastery 17th
innovation is cold iron and silver, allowing you to Your inventions are incredibly effective. Your proficiency
deal more damage to some supernatural creatures, rank for your inventor class DC increases to master.
such as demons, devils, and fey.
• Tangle Line (thrown only) Your weapon has an Revolutionary Innovation 17th
extendable line that can be used to knock your You’re an unparalleled genius and have discovered a
enemies over and allow you to quickly recall the technique that will revolutionize your chosen field—
weapon. Your innovation gains the ranged trip or, for the time being, your innovation! Choose a
trait and the tethered trait (see the Key Terms revolutionary modification for the appropriate type
sidebar on page 16). of innovation to apply. You can choose an initial or
breakthrough modification for the same innovation type
Inventive Expertise 9th instead if you prefer.
Through innovation and experimentation, you’ve
made your inventions more effective and reliable. Your Revolutionary Armor Modifications
proficiency rank for your inventor class DC increases • Energy Barrier Your armor’s defenses ablate any
to expert. kind of energy coming your way. While wearing

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Guns & Gears
your armor, you gain resistance to all energy damage emplacement. As a 2-action activity that has the
(acid, cold, electricity, fire, force, negative, positive, manipulate trait, your construct unfolds from its
and sonic damage) equal to 2 + half your level. usual form into a thin, straight wall of metal and
You must have the harmonic oscillator, metallic gears up to 10 feet tall and up to 30 feet long.
reactance, or thermal insulation modification to The wall must extend through your innovation’s
select this modification. original space. While your construct is a wall, it
• Incredible Resistance You’ve improved upon can’t take any actions except to use the same activity
your breakthrough modification’s ability to resist to transform back, and it can’t defend itself easily,
damage. Choose one of the following breakthrough which makes it flat-footed and gives it an additional
modifications your innovation has: dense plating, –2 status penalty to its AC. The wall blocks line of
layered mesh, or tensile absorption. The resistance you sight and effect unless your innovation has half its
gain from that modification increases to 2 + your level. maximum Hit Points or fewer, at which point holes
• Physical Protections Your armor has so many in the wall allow creatures to see through and attack
adjustments and precautions that it can guard with standard cover and Tiny creatures to slip past.
against all physical damage. While wearing your
armor, you gain resistance to all physical damage Revolutionary Weapon Modifications
(bludgeoning, piercing, and slashing damage as well • Attack Refiner Your weapon makes minute
as bleed damage) equal to 2 + half your level. You recalibrations after every missed attack to ensure the
must have the dense plating, layered mesh, or tensile next lands true. Your innovation gains the backswing
absorption breakthrough modification to select and shove traits.
this modification. • Deadly Strike Through precise calculation,
• Rune Capacity Whether you’ve dabbled in you’ve found the perfect shape for your weapon
orichalcum or found another engineering solution, to deal extreme damage on a well-placed strike.
you’ve built your innovation in such a way that it can Your innovation gains the deadly d8 trait. If your
hold an additional property rune. Your innovation innovation already had the deadly trait, it increases
can have one more property rune than a normal item its deadly die to d12 instead of gaining deadly d8.
of its kind (to a maximum of four property runes • Enhanced Damage Your innovation is more powerful
with a +3 potency armor). than other weapons of its kind. Increase your
innovation’s weapon damage die by one step (d4 to
Revolutionary Construct Modifications d6, d6 to d8, d8 to d10, d10 to d12). As normal,
• Flight Chassis You fit your construct with a means you can’t increase your die by more than one size,
of flight, such as adding rotors or rebuilding it so this modification isn’t cumulative with complex
with wings and a lightweight construction. Your simplicity.
innovation gains a fly Speed of 25 feet. • Momentum Retainer (melee only) A special,
• Runic Keystone By incorporating a runestone-like weighted device lets your weapon retain more of its
device into your innovation, you allow it to hold momentum when you attack. Your innovation gains
a property rune even though it isn’t a weapon or the forceful trait.
suit of armor. An armor property rune affects your • Extensible Weapon (melee only) Somehow, you’ve
innovation as if it would affect the wearer of the found a way to construct your weapon so that it
armor. A weapon property rune grants whatever can extend while leaving its balance unchanged.
properties it would normally grant to a weapon to Your innovation gains the reach trait. If the weapon
your innovation’s unarmed attacks, following all the already had the reach trait, it increases your reach by
requirements as normal (for instance, a vorpal rune an additional 10 feet, instead of the usual additional
only applies to slashing melee unarmed attacks); if 5 feet.
the rune affects only ranged attacks, it has no effect • Impossible Alloy Other inventors claim it’s not even
unless your innovation has a built-in ranged attack technically possible, but you’ve managed to create
(from the projectile launcher initial modification, several metal alloys that seem to work for only you,
for example). If the rune would affect the physical allowing you to damage opponents vulnerable to
shape or appearance of the weapon or armor, like every one of the seven skymetals. Your innovation is
glamered, the rune has no effect when etched into treated as all seven skymetals (abysium, adamantine,
your construct. djezet, inubrix, noqual, orichalcum, and siccatite).
• Resistant Coating Your innovation is resilient to This allows you to deal more damage to a variety of
damage by any means. It gains resistance 5 to all creatures, though you don’t apply any of the other
damage (except adamantine). special effects for weapons made of those skymetals.
• Wall Configuration Your innovation can transform • Rune Capacity Whether you’ve dabbled in
from a mobile construct to a stationary battlefield orichalcum or found another engineering solution,

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Guns & Gears
you’ve built your innovation in such a way that it can TAMPER [one-action] FEAT 1
hold an additional property rune. Your innovation INVENTOR MANIPULATE
can have one more property rune than a normal item You tamper with a foe’s weapon or armor. Choose either a
of its kind (to a maximum of four property runes weapon held by an enemy in your reach or a suit of armor
with a +3 potency weapon). worn by an enemy in your reach. Attempt a Crafting check
against the enemy’s Reflex DC.
Infinite Invention 19th Critical Success Your tampering is incredibly effective.
Your ability to adjust your innovation has reached If you tampered with a weapon, the enemy takes a –2
impossible heights. During your daily preparations, you circumstance penalty to attack rolls and damage rolls
automatically fix your innovation if it’s destroyed or with that weapon. If you tampered with armor, the armor
broken, and you can change to a different innovation hampers the enemy’s movement, causing them to be flat-
(armor, construct, weapon, or other type you have access footed and take a –10-foot penalty to their Speeds. Either
to) and change your modifications and offensive boost. effect lasts until the enemy Interacts to remove the effect.
If you have any feats that had your previous innovation Success Your tampering is temporarily effective. As critical
as a prerequisite, you can’t use them until you retrain success, but the effect ends after 1 round even if the enemy
the feats as normal. However, it takes only 1 day of hasn’t Interacted to end it.
downtime to retrain such a feat into a feat that has your Critical Failure Your tampering backfires dramatically, causing
new innovation as a prerequisite, instead of 1 week. a small explosion from your own tools or gear. You take fire
damage equal to your level.
Medium Armor Mastery 19th
Your skill with armor improves, helping you avoid more UNSTABLE REPAIR [one-action] FEAT 1
blows. Your proficiency ranks for light and medium armor, INVENTOR
as well as for unarmored defense, increase to master. You quickly fix your innovation, at the cost of its stability. You
Repair your innovation. Repair has the unstable trait when
Inventor Feats used this way. You don’t have to place the innovation on a flat
At every level that you gain an inventor feat, you can surface, but you do need to be adjacent to it (including holding
select one of the following feats. You must satisfy any or wearing it) as well as have a repair kit as normal.
prerequisites before selecting the feat.
2ND LEVEL
1ST LEVEL
KICKBACK STRIKE [two-actions] FEAT 2
BUILT-IN TOOLS FEAT 1 INVENTOR
INVENTOR MODIFICATION Prerequisites weapon innovation
You’ve built tools into your innovation, allowing you to use You activate devices on your innovation, causing your weapon
them easily. When you take this feat, choose a set of tools you to strike with extreme recoil that helps you disengage. Strike
own of 1 Bulk or less, which become part of your innovation a foe and then Stride twice. You must end each Strike further
without increasing its Bulk. As long as you are wielding, from the foe than you began.
wearing, or adjacent to your innovation, you have the same
quick access to these tools as the tools you’re wearing, and NO! NO! I CREATED YOU! [reaction] FEAT 2
they don’t count against the usual limit of tools you can wear. AUDITORY CONCENTRATE INVENTOR
Prerequisites construct companion
EXPLOSIVE LEAP [one-action] FEAT 1 Frequency once per minute
FIRE INVENTOR MOVE UNSTABLE Trigger Your construct companion would become confused or
You aim an explosion downward and directly beneath your controlled.
feet in order to launch yourself into the air. You jump 30 feet You appeal to your construct companion’s bond with its
in any direction without touching the ground. You must land creator to have it break free of a controlling effect. Attempt
on a space of solid ground within 30 feet of you, or else you to counteract the effect that confused or controlled your
fall after using your next action. construct companion using your Crafting modifier for the
Special If your innovation is a minion, it can take this action counteract check and half your level rounded up for the
rather than you. counteract level.

PROTOTYPE COMPANION FEAT 1 SEARING RESTORATION [one-action] FEAT 2


INVENTOR FIRE HEALING INVENTOR MANIPULATE UNSTABLE
You’ve created a construct companion, and while it might not They told you there was no way that explosions could heal
be an innovation, it serves as a trustworthy minion. You gain a people, but they were fools—fools who didn’t understand your
prototype construct companion (page 26). brilliance! You create a minor explosion using your innovation

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Guns & Gears
that cauterizes wounds and vaporizes medicinal herbs, the water, plus mechanical gills that can help you extract
restoring 1d4 Hit Points for each level you have to you or an breathable air from water. While wearing your armor
adjacent living creature. innovation, you can breathe underwater and gain a swim
Special If your innovation is a minion, it can take this action Speed equal to your land Speed.
rather than you. Because it’s not a living creature, it can’t use
the ability on itself. DUAL-FORM WEAPON FEAT 4
INVENTOR MODIFICATION
TRANSFORM ARMOR [one-action] FEAT 2 Prerequisites weapon innovation
INVENTOR MANIPULATE MODIFICATION You’ve built your innovation with replaceable interlocking
Prerequisites armor innovation pieces, allowing you to transform it into another type of
Requirements You’re wearing your armor innovation or weapon entirely. When you select this feat, choose a level-0
holding it in both hands in its compact form (see text). simple or martial weapon: a common weapon or another
You’ve modified your armor to collapse into a much smaller, to which you have access. This weapon becomes your
compact form. In compact form, your armor innovation is innovation’s second configuration.
easier to carry, with a Bulk 1 lower than the Bulk listed for it, Select a new set of weapon modifications for this new
to a minimum of light Bulk (carried armor normally has a Bulk configuration. You can spend two Interact actions to switch
1 higher than listed in the armor entry). your weapon innovation between the two configurations.
You can Transform your Armor into or out of its compact These actions don’t need to be taken consecutively, but if
form to put it on or take it off in an instant. If you’re wearing you’ve provided the first and not the second the weapon is
your armor innovation when you Transform it, you remove it non-functional. Your weapon’s Bulk is always the greater Bulk
instantly, and it collapses into its compact form, which is held of the two configurations, regardless of which configuration
in both of your hands (if you don’t have both hands available, it’s in—if one weapon is smaller than the other, you still need
it falls to the ground in an adjacent space). If you’re holding to keep any weapon parts on hand.
your armor in compact form when you Transform it, it unfolds
back into its armor form onto your body. MEGATON STRIKE [two-actions] FEAT 4
INVENTOR UNSTABLE
TRANSFORM CONSTRUCT [one-action] FEAT 2 You activate gears, explosives, and other hidden gadgets in
INVENTOR MANIPULATE MODIFICATION your innovation to make a powerful attack. If you’re wearing
Prerequisites construct innovation your innovation, make a melee unarmed Strike or a melee
You’ve modified your construct companion and built it out Strike with one weapon you chose during daily preparations;
of light materials, allowing you to collapse it into a carrying if you have a minion innovation, it makes a Strike; and if you
case or another compact and innocuous form. In compact have a weapon innovation, make a Strike with your innovation.
form, your construct is easily carried with a Bulk of 2 if it’s If the Strike hits, it deals double the usual number of weapon
Small, 4 if it’s Medium, or 8 if it’s Large. The compact form damage dice (two for a weapon without a striking rune, four
has wheels, allowing you to easily drag it behind you at half for a striking weapon, six for a greater striking weapon, and
Speed (rather than the usual slower Speed for dragging). eight for a major striking weapon).
Either your construct or you (if adjacent to it) can Transform Special If your innovation is a minion, it can take this action
your Construct. rather than you.

4TH LEVEL 6TH LEVEL

ADVANCED CONSTRUCT COMPANION FEAT 4 CLOCKWORK CELERITY [free-action] FEAT 6


INVENTOR INVENTOR MANIPULATE UNSTABLE
Prerequisites construct companion Prerequisites armor, construct, or weapon innovation
You’ve upgraded your construct companion’s power and Trigger Your turn begins.
decision-making ability. Your construct companion becomes Unstable clockwork devices in your innovation allow you to
an advanced construct companion (page 27). During an push your innovation to act more quickly. You’re quickened
encounter, even if you don’t use the Command a Minion for this turn. How you can use the extra action depends on
action, your construct companion can still use 1 action on your your innovation.
turn that round to Stride or Strike. • Armor You can use the extra action to Step, Stride, or use
another movement action granted by your innovation
DIVING ARMOR FEAT 4 (such as Swim if you have the Diving Armor feat).
INVENTOR MODIFICATION • Construct You can use the extra action to Command your
Prerequisites armor innovation minion.
You’ve modified your armor with features like fins, rotors, • Weapon You can use the extra action to Strike with your
and other gadgets to make it easy for you to move through innovation.

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MEGAVOLT [two-actions] FEAT 6 30 feet. Until the end of their next turn, that ally gains the
ELECTRICITY INVENTOR MANIPULATE UNSTABLE same amount of additional damage to their Strikes as you
You cause your innovation to shoot out a bolt of electricity, currently gain from Overdrive.
damaging creatures in a line. Creatures in a 60-foot line from
you take 3d12 electricity damage with a basic Reflex save 10TH LEVEL
against your class DC.
The electricity damage increases by 1d12 at 8th level and ELECTRIFY ARMOR [one-action] FEAT 10
every 2 levels thereafter. You can choose to increase the line INVENTOR MANIPULATE UNSTABLE
to 90 feet long if you have the breakthrough innovation class Prerequisites armor innovation
feature and to 90 or 120 feet long if you have the revolutionary Requirements You’re wearing your armor innovation.
innovation class feature. You create an unstable chain reaction, causing countless
Special If your innovation is a minion, it can use this action sparks to dance across your armor. For 1 minute, any
rather than you. creature that touches you or that hits you with a melee
unarmed attack or non-reach melee weapon attack takes
VISUAL FIDELITY FEAT 6 1d12 electricity damage.
INVENTOR If you have the revolutionary innovation class feature, the
You’ve found a way to use a hodgepodge combination of damage increases to 2d12.
devices to enhance your visual abilities in every situation.
You gain darkvision and low-light vision, and you can see MANIFOLD MODIFICATIONS FEAT 10
invisible creatures and objects as translucent shapes, though INVENTOR MODIFICATION
these shapes appear indistinct enough to be concealed to Prerequisites initial modification
you. If an effect would give you the blinded condition, the You’ve modified your innovation using several clever
effect must attempt a counteract check against you. On a workarounds and unique adjustments, allowing you to
failed counteract check, you aren’t blinded, as your various include another initial modification. Your innovation gains an
devices are able to compensate. additional initial modification from the list of innovations for
its type.
8TH LEVEL
TINKER’S MEDDLING [one-action] FEAT 10
GIGATON STRIKE FEAT 8 INVENTOR MANIPULATE
INVENTOR Prerequisites offensive boost
Prerequisites Megaton Strike Frequency once per 10 minutes
When you make a Megaton Strike, you can knock your foe You don’t just tinker with your own innovation, you meddle
back, sending them reeling away from the explosive force of with your allies’ weapons as well. Choose an ally in your reach
your blow. On a successful Megaton Strike, your target must and one of their weapons. Attempt a Crafting check against a
attempt a Fortitude save against your class DC. high DC for your level.
Critical Success The target is unaffected. Success For 1 minute, the chosen ally’s Strikes with the
Success The target is pushed back 5 feet. chosen weapon gains the same offensive boost your
Failure The target is pushed back 10 feet. innovation has.
Critical Failure The target is pushed back 20 feet. Critical Failure Your ally takes damage of the type and
Special If your innovation is a minion, this benefit applies amount that your offensive boost normally deals on a
on its Megaton Strikes. successful Strike.

INCREDIBLE CONSTRUCT COMPANION FEAT 8 12TH LEVEL


INVENTOR
Prerequisites Advanced Construct Companion BOOST MODULATION FEAT 12
Thanks to your continual tinkering, your construct INVENTOR MANIPULATE
companion has advanced to an incredible, new stage of Prerequisites offensive boost
engineering. Your construct companion becomes an incredible You aren’t satisfied with keeping to just one kind of boost
construct companion (page 27). from your constant tinkering. Choose two additional
offensive boosts (page 17). You can use an Interact action to
OVERDRIVE ALLY [one-action] FEAT 8 change the offensive boost currently affecting your weapon,
INVENTOR MANIPULATE choosing between the one you chose for the class feature and
Prerequisites overdrive the two you chose for this modification. If your weapon has
Requirements You’re currently under the effects of Overdrive. the modular trait, when you use an Interact action to change
You quickly fling some of your powered-up gadgets to an ally, the physical damage type, you can swap the offensive boost
sharing your benefits briefly with them. Choose an ally within as well.

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Guns & Gears
GIGAVOLT FEAT 12 until you’ve readjusted your innovation to be safe for using
INVENTOR unstable actions again.
Prerequisites Megavolt
When you unleash electricity from your innovation, you can 16TH LEVEL
cause it to bounce off obstacles, creating a field of electric
death. When you use Megavolt, if your line of electricity hits a SOARING ARMOR FEAT 16
solid barrier, such as a wall, it bounces off at an angle of your INVENTOR MODIFICATION
choice and continues until you have reached the full length of Prerequisites armor innovation
the line. Even if a creature is in the area of multiple bounces, it Whether through releasing jets of flame, propeller blades,
takes the damage only once. magnetic fields, or some combination of the above, you’ve
managed to free your innovation from the bonds of gravity!
SHARED OVERDRIVE FEAT 12 While wearing your innovation, you gain a fly Speed equal to
INVENTOR your land Speed.
Prerequisites Overdrive Ally
You’ve experimented enough on your teammates to allow you YOU FAILED TO ACCOUNT FOR... THIS! [reaction] FEAT 16
to transfer a substantial amount of powered-up gadgets to INVENTOR
them, allowing one of your allies to benefit from the full effects Trigger A creature you can perceive targets you with an attack
of your Overdrive (page 18). The first time you use Overdrive against your AC.
Ally during an Overdrive, the effect lasts for the remainder of When your foes try to attack you, you always seem to have
the duration of your Overdrive, instead of just until the end some outlandish gadget you can pull out at the last second to
of the target’s next turn. Any further uses of Overdrive Ally protect you. Describe a device you attempt to use to protect
during the same Overdrive have their normal duration. yourself from the foe’s attack—for instance, when attacked by
a shocker lizard’s shock Strike, you might pull out a specially
14TH LEVEL grounded lightning rod from that time you tried to power an
invention by harnessing a thunderstorm! Using an invention to
ETERNAL MEDDLER FEAT 14 defend in this way means that the attack roll for the triggering
INVENTOR attack targets your Crafting DC instead of your AC.
Prerequisites Tinker’s Meddling Since you use your Crafting DC instead of your AC, any
Frequency once per day penalties to your AC don’t apply, but this feat doesn’t remove
You meddle with your allies’ equipment so often, the modifications any conditions or other effects causing such penalties. For
you’ve implemented grant them benefits throughout the day. instance, if you were flat-footed and used an invention to
During your daily preparations, you can choose one ally and defend against a sneak attack, the -2 penalty to AC from being
one of their weapons. Attempt a Crafting check against a very flat-footed wouldn’t apply to your Crafting DC. However,
high DC for your level. On a success, your ally’s Strikes with the you’re still flat-footed, so if the attack hits, you’d still take the
chosen weapon gain the same offensive boost you chose for your extra damage.
innovation. This lasts until your next daily preparations. On a
critical failure, your ally takes damage of the type and amount 18TH LEVEL
that your offensive boost normally deals on a successful Strike.
DEVASTATING WEAPONRY [three-actions] FEAT 18
PARAGON COMPANION FEAT 14 INVENTOR
INVENTOR Prerequisites weapon innovation
Prerequisites Incredible Companion You release a volley of projectiles from your weapon or power
Your construct companion has reached the pinnacle of form it to fly about and strike multiple creatures. Make a Strike with
and function. Your construct companion becomes a paragon your weapon innovation against each creature within 30 feet
construct companion (page 27). of you. Don’t increase your multiple attack penalty until after
making all the attacks. If your innovation is a melee weapon
UNSTABLE REDUNDANCIES [free-action] FEAT 14 and any of the attacks are outside your reach, you Release the
INVENTOR weapon before the Strikes, and it returns to your grasp after
Trigger You would attempt the flat check to determine all of them. If your hands are full when the weapon returns, it
whether your innovation is destroyed due to an unstable falls to the ground in your space.
action, but you haven’t rolled yet.
You’ve built in triple redundancies into your innovation and ENGINE OF DESTRUCTION [three-actions] FEAT 18
added all sorts of buffers to protect it from being harmed INVENTOR
by your unstable experiments, at least through the first Prerequisites construct innovation
activation. You automatically succeed at the triggering flat Your construct unleashes a broad swath of devastation
check. You can’t rely on your Unstable Redundancies again by separating its limbs, deploying hidden armaments, or

©2021 Paizo Inc. 25


Guns & Gears
something similar. You Command your innovation, except that intelligence as an animal. Your construct companion has
instead of its normal actions, it Strides once, then makes a the minion trait, and it gains 2 actions during your turn
Strike against each creature within 30 feet of it. The multiple if you use the Command a Minion action to command it.
attack penalty doesn’t increase until after the construct makes If your companion is destroyed, you can spend 1 day of
all the attacks. downtime and attempt a Crafting check with a high DC
for your level. On a successful check, you rebuild your
MULTIFARIOUS MEDDLER FEAT 18 companion. You can have only one construct companion
INVENTOR at a time, and you can have either a construct companion
Prerequisites Eternal Meddler or an animal companion, but not both.
While others wonder how you can possibly find the time to
make so many modifications, you can’t help but meddle with Riding Construct Companions
all your allies’ equipment. After all, how else are they going to You or an ally can ride your construct companion as long
learn? During your daily preparations, you can choose up to as it’s at least one size larger than the rider.
six allies and six of their weapons for Eternal Meddler, instead
of just one. You no longer need to attempt a Crafting check— Prototype Construct Companions
you automatically apply the boost to all of them. The following are the base statistics for a prototype
construct companion, the first construct companion most
NEGATE DAMAGE [reaction] FEAT 18 characters get. A companion has the same level you do.
INVENTOR UNSTABLE As you gain levels, you might make further adjustments
Prerequisites armor innovation as your companion grows more powerful. Construct
Trigger You would take damage. companions calculate their modifiers and DCs like you,
Your innovation activates various devices you prepared ahead but with one difference: the only item bonuses they can
of time, forming an unstable chain reaction to all but negate benefit from are to Speed.
incoming damage. Reduce the damage you would take by 50.
Construct Trait
20TH LEVEL A construct companion has the construct trait. It isn’t a
living creature, nor is it undead.
FULL AUTOMATION FEAT 20
INVENTOR Proficiencies
Prerequisites armor, construct, or weapon innovation Your construct companion is trained in its unarmed
You become so entwined with your innovations that you attacks, unarmored defense, all saving throws, Perception,
can use them without a second thought. You’re permanently Acrobatics, and Athletics. Construct companions can’t use
quickened. How you can use the extra action depends on abilities that require greater Intelligence, such as Coerce
your innovation. or Decipher Writing, even if trained in the appropriate
• Armor You can use the extra action to Stride, Step, or skill, unless they have an ability that specifically allows
use a form of movement provided by your innovation them to do so.
(such as Fly or Swim), for the armor responds to the most
subtle stimulus as long as you wear it. Size
• Construct You can use the extra action to Command your Your construct companion is either Small or Medium,
innovation, as your ability to command your construct chosen by you when you first gain the companion.
becomes instinctive.
• Weapon You can use the extra action to Strike with Strikes
your innovation, as the weapon speeds toward its target Your construct companion has two kinds of melee
effortlessly as long as you hold it. unarmed attack. Its first unarmed attack deals 1d8
bludgeoning damage. Depending on the shape of your
UBIQUITOUS OVERDRIVE FEAT 20 construct, this unarmed attack could be a fist, a tendril,
INVENTOR or other similar form. Its other unarmed attack deals 1d6
Prerequisites Shared Overdrive slashing or piercing damage (which you choose when you
You keep gadgets on every ally, ready to power them up all at first gain the companion) and has the agile and finesse
once. During your daily preparations, select up to six willing allies. traits. Depending on the shape of your construct, this
Whenever you use Overdrive (page 18), you grant the benefits to unarmed attack could be a spine or spike, jaws or fangs,
any of these allies you choose who are within 30 feet of you. retractable blade, or other similar form.

Construct Companions Ability Modifiers


A construct companion is a loyal, semi-sentient construct A construct companion begins with base ability modifiers
who follows your orders; it possesses roughly the same of Str +3, Dex +3, Con +2, Int –4, Wis +1, Cha +0.

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Guns & Gears
Hit Points • Increase its proficiency rank for Perception and all
Your construct companion has 10 Hit Points, plus a saving throws to expert.
number of Hit Points equal to 6 plus its Constitution • Increase its proficiency ranks in Intimidation,
modifier for each level you have. While constructs are Stealth, and Survival to trained. If the construct is
usually immediately destroyed at 0 Hit Points, your your innovation and it was already trained in those
construct companion is broken at 0 Hit Points instead skills from a modification, increase its proficiency
and can be Repaired without spending a day to recreate rank in those skills to expert.
it. If it takes damage again while broken in this way, or if • You can change your companion’s Size to Small,
it becomes broken in this way more than twice within 10 Medium, or Large.
minutes, it’s destroyed.
Incredible Construct Companions
Immunities To improve an advanced construct companion to an
Your construct companion is immune to bleed, death incredible construct companion, make the following
effects, disease, doomed, drained, fatigued, healing, adjustments.
necromancy, nonlethal attacks, paralyzed, poison, • Increase its Strength and Dexterity modifiers by 1
sickened, and unconscious. Because the construct isn’t a and its Constitution and Wisdom modifiers by 2.
living creature, effects that heal living creatures can’t help • It deals 2 additional damage with its unarmed
it recover Hit Points. Restoring Hit Points to it requires attacks. Its attacks become magical.
using the Repair action or other means that can restore • Increase its proficiency ranks in Athletics, Acrobatics,
Hit Points to objects and nonliving creatures. and unarmored defense to expert. Its attacks become
magical, allowing them to get past resistances to
Senses non-magical attacks.
Your construct companion has normal vision, hearing,
and touch, but no sense of smell or taste. Paragon Construct Companions
To improve an incredible construct companion to a
Speed paragon construct companion, make the following
Your construct companion has a Speed of 25 feet. adjustments.
• Increase its Strength, Dexterity, Constitution, and
Advanced Construct Companions Wisdom modifiers by 1.
To improve a prototype construct companion to an • Increase its proficiency rank for unarmed attacks to
advanced construct companion (usually a result of expert.
one of your class feat choices), make the following • Increase its proficiency ranks for unarmored defense,
adjustments. Athletics, Acrobatics, saving throws, and Perception
• Increase its Strength, Dexterity, Constitution, and increase to master.
Wisdom modifiers by 1. • Increase its unarmed attack damage from two dice to
• Increase its unarmed attack damage from one die to three dice, and its additional damage with unarmed
two dice (for instance 1d8 to 2d8). attacks from 2 to 4.

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Guns & Gears
Open Game License Version 1.0a
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