Showing posts with label Kiel Howell. Show all posts
Showing posts with label Kiel Howell. Show all posts

Tuesday, June 23, 2015

Questions about Class: the Alchemist





Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the alchemist. As you may (or may not) know, Flying Pincushion Games is about to release its next book, Into the Breach: The Alchemist.  So we thought it was a good time that I, Jeff Harris, sit down with fellow Pincushioneer Kiel Howell to talk about the class.

JH: First of all, thank you for taking the time to sit down and answer these questions!

KH: Thank you for having me! It is a pleasure to be on this side of the questions!

JH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

KH: Sure! I'm Kiel Howell, I typically go by theheadkase online (PSN too!). I've been contributing classes/archetypes/alternate classes/items/spells/feats/everything to The Flying Pincushion products since the first Into the Breach book (Into the Breach: The Summoner, stay tuned to the website for updates on that book). I hesitate to call myself senior staff, because I don't really think like that and what we do at Flying Pincushion is a super unique and collaborative environment.
JH: So what exactly is an alchemist? Isn’t he traditionally just some guy that turns lead into gold, and hunts after the philosopher's stone?  

KH: That is a common trope of alchemists, making gold from any other less expensive materials and searching for how to make/find the philosopher's stone. That stone, by the way, has its own branch of tropes that are varied and worth looking into! I won't get into it here, but it is not always about life everlasting with the philosopher's stone.
Alchemist's are so much more than just money-making, long life searching, amoral scientists. Their powers and mindsets are varied depending on which world or even genre you are in. Some are straight potion makers, some are scientist/wizards that replicate magic, some are volatile chemical makers. Still others are poisoners, people resurrecting lost arts, herb sellers, and tinkerers. There are quite a few versions of alchemists across the planes of literature/film that it is really hard to peg down one "supposed to be" description. Heck, in the show Full Metal Alchemist, they bend the natural world to whatever shape/composition they want with equal exchange, with surprisingly little focus on turning every day dirt into gold.

JH: Do you think that the Pathfinder version of the Alchemist, bombs and all, still fits with the model that is put forth in traditional fantasy and medieval history?

KH: Medieval history is so hard to accurately represent and still make it fun. An alchemist in the Dark Ages would literally have been a person who was more likely to be a swindler than any real sort scientist or magician. Often, what we would refer to as an alchemist from that time would really be more akin to an apothecary, if they were a good one. The Pathfinder Alchemist can indeed fulfill this role, but again, I'm not so sure it would be super fun to only make medicines that are dubiously effective or to build a character who makes small amounts of coin selling snake oil (if the GM even has NPC's you can sell to).
As far as traditional fantasy goes, with the wide ranging types of alchemists there are, I would say yes, Pathfinder does a pretty excellent job representing the tropes. Especially with archetypes and Discoveries. My personal favourite, though, would be in our upcoming release Into the Breach: The Alchemist. Mark Nordheim put together the Academician archetype, and without giving too much away, I'm super excited for the Insightogen and trapping abilities he wrote.

JH: Do you think that an Alchemist is still a viable character, and still serving his role if he does not have bombs?  There are several archetypes that replaces bombs, do these still fall into the realm of an Alchemist as you see them?

KH: Bombs are fun. Especially with some of the Discoveries (dispelling bomb, precise bomb, and stink bomb) they are a supportive force to be reckoned with. I think that is the true power of the Alchemist class, support. There are builds for tanky mutagen based alchemists and bomb chuckers, but there's some powerful support options with the infuse and combine discoveries (and the discoveries we have in our book) for a group to really benefit from. Archetypes that give up bombs for more support focus tickle my fancy and I absolutely play that kind of character far more than the mad bomber.

JH: How do you feel about the extracts class feature, as they are “spells” that are not really spells, do they make sense to you, or does it stretch immersion when the magic but not magic issue arises?

KH: Speaking earlier about the wide range of "what an alchemist is" in literature/film, it doesn't break immersion for me nor the tables I've ran. It is definitely one of the lesser chosen classes I've seen but those that have brought characters have typically had a blast (with or without bombs) with those characters and it is, to some degree, because of extracts. The alchemist gets up to 6th level spells in extracts, can learn new formulae from a wizard's spellbook, and they are an intensely personal creation for the alchemist as can be seen by the fact they are made by using a part of one's own magical aura and become inert if they leave the alchemist's hands. There are discoveries that allow you to share extracts with teammates, and true strike is a 1st level formula. That's a personal favorite combo of mine.
But, the extracts are not spells, and thus can't be used to qualify for magic item crafting. This is a whole can of worms that I won't tackle here, because this facet of extracts DOES bring me out of immersion. An alchemist in Pathfinder is set up to be an item crafting genius, they create extracts by using bits of their own magical aura, but those extracts can't be used to make wands, armors, rings, weapons, or insert-favorite-magic-item-type-here. I can see the side that Paizo wants to represent, that they aren't magic spells and thus can't be used as magic spells, but I still want to have my cake and eat it too!

JH:Do you think that poison and poison use is a reasonable class feature for all Alchemists to gain, even if they are of a good alignment, as traditionally poison is not a tool of the righteous?

KH: This is a very good point to bring up, but I won't be getting into my views on what Alignment constitutes. I do believe poison use is a great class feature for the alchemist as it makes the most sense as a class to put it with them. A good character can choose not to use poisons, and while I understand that you basically are wasting a class feature slot, there are also plenty of archetypes that do away with poisons as a class feature. There are interesting character concepts to play as well that are both good and poisoners. I have one long running character (e.g. hasn't died in 10 levels!) who is NG aligned by the name of Mardruth. Mardruth's family was killed by raiders led by the story's antagonist (before becoming the BBEG of course). Mardruth has a dagger coated with various poisons that he re-applies on a consistent basis which he plans to use on the antagonist...the very same poisons used to kill the different members of his family.
So, while it may not be traditionally called righteous to poison...history is written by the victors :)

JH: If there was one new ability you could give to the Alchemist, what would it be and why?.

KH: (Shameless plug) Oh geez, it would have to be Edward Elric's ability to transmute objects without a transmutation circle, which I've tried to represent in the Natural Transmuter archetype in the upcoming book. There's so many possibilities and character fluff that kind of ability can provide. I just want to be able to idly transmute toys as a teenager while sitting around a campfire with grizzled adventurers.
JH:Paizo has provided the Alchemist a way to share extracts, ala the infusion discovery, do you think that mutagens should have a similar ability?

KH: I'm a big fan of the infusion discovery. Mutagens, on the surface, make sense to allow it to be shared with companions. Looking at it a little further though, it makes far more sense to not allow it to be shareable. The classic image of a mutagen can arguably be derived from Robert Louis Stevenson's book, The Strange Case of Dr Jekyll and Mr Hyde. Drinking a potion that morphs one's self into a physical different person (which in this case is a terrible person) is exactly what a mutagen does. Enhancing and changing physical characteristics while also penalizing or changing mental characteristics. The Strange Case of Dr Jekyll and Mr Hyde doesn't exactly explore the possibility, but it certainly makes sense that the mutagen (or serum in the book) was made to interact specifically with Jekyll's body composition. Unless another party had his exact physiological makeup, that party would probably die or become seriously ill if imbibing the mutagen (or serum). Keeping in line with that, the alchemist in Pathfinder makes the mutagen with his own magical essence and tailors the ingredients to his own body chemistry. He wouldn't be able to share his mutagen, but perhaps someday there will be an archetype that creates mutagens specifically for his teammates (why didn't we think of that?!)
I do believe the Botanist from our upcoming book allows the character to use the mutagen on the plant companion, but that isn't exactly sharing with other team members and is a special case.

JH: Discoveries, are there too many, not enough, and what sort of new discoveries would you want to see if you had your way?

KH: Discoveries are the lynch-pin to alchemist abilities, so there can never be enough! They really do allow for almost any type of character to be made and be different from any other alchemist around.
The kinds of discoveries I'd like to see would focus more on healing (which we have in this book!), necromancy, and magic item crafting.

JH: In your opinion, how well do you see the Alchemist stacking up against full spellcasting classes such as the wizard, sorcerer, oracle, and cleric?  Are they on par, or do bombs and poison in your opinion still fall short of qualifying the Alchemist as a true “blaster.”

KH: I'm a little biased against spellcasters, so take this with a grain of salt. In a pure numbers game, full spellcasters will always win. Period. A level 20 wizard will always have metamagic feats and a huge array of spells that can literally erase you from existence. Alchemists only get access to 6th level spells and bombs, while great, are more supportive and situational. So in that sense, no a garden variety Alchemist will never be a true "blaster" compared to a garden variety wizard.

But, with discoveries and the Alchemist's ability to force the corner cases with his status effect bombs, that's a different story. Precise, stink bombs are extremely useful and can shut down casters and melee attackers alike. Mix together feats that allow 2 bombs to be thrown in a round, and the alchemist can stink and dispel bomb the heck out of a full caster. It really comes down to how creative the player wants to be with their alchemist.

JH:It could be said that the Alchemist is an equipment dependent class, and they inherently have the ability to craft a number of unique alchemical items with greater speed and skill than those who simply have the Craft (alchemy) skill, do you feel this is an undervalued, overvalued, or a balanced ability?

KH: I wouldn't say the Alchemist is any more equipment dependent than a fighter or barbarian, and certainly not more than a Monk. Pathfinder is a magical equipment heavy game. As far as the value of quickly crafting, I think it is balanced from a development perspective—at least with respect to current crafting rules—but it is undervalued from a player/GM perspective. Without getting spoilery, I was playing a certain famous adventure path from Paizo. In the particular session, the party wizard couldn't make it to the game. There's a puzzle requiring all different schools of magic, and my alchemist was able to use his extracts to solve it. It really does depend on how outside the box the player/GM can think.

JH: Have you ever had to ban or have you seen the class banned at a table?

KH: I haven't banned it, but I ran a lot of Core Rulebook only games in the past which excluded the class. I've read stories on Paizo's forums of folks banning certain archetypes or nerfing the stink bomb discovery...but no outright bans on the base class itself.

JH: What is your advice for building a successful Alchemist?

KH: Go crazy and be inventive, just like the spirit of the class. My favourite character I've ever played was a Gnome Alchemist who specialized in Dirty Tricks. He would shrink himself to Tiny sized, carry a bag of iron spikes and a regular hammer, drink a true strike extract, and go around nailing people's shoes to the floor. It was so much fun and still was helpful to the team. That's the other bit of advice, Alchemists are inherently supportive, don't be afraid to exploit that trait.

JH: Thank you for taking the time to have this chat, Kiel!

KH: Thank YOU for the wonderful questions, and don't forget readers, check out Into the Breach: The Alchemist when it is available!

Tuesday, March 24, 2015

Questions about Class: the Cavalier

Image taken from www.deviantart.com and by biotechbob

Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the Cavalier. As you may (or may not) know, Flying Pincushion Games is about to released its next book, Into the Breach: The Cavalier.  So we thought it was a good time that I, Kiel Howell, sit down with fellow Pincushioneer Jeffery Harris to talk about the class.

KH: First of all, thank you for taking the time to sit down and answer these questions!

JH: My pleasure Kiel, thank you for taking the time to lay down some excellent questions about the cavalier class!

KH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

JH: Well sure, I am of course Jeff Harris, co-owner, CFO, sometimes editor and lead designer here at The Flying Pincushion.  I have been gaming for more than 24 years, but have only been in the industry officially for about two and a half years.  I am married to a lovely wife and live in a house with as many cats as there are core classes.

KH: So what exactly is a cavalier? Isn’t it just a Paladin on a horse? Minus the curatives?

JH: For those who are not aware, the word cavalier in our real world actually means: Cavalier (/ËŒkævəˈlɪər/) was the name used by Parliamentarians for a supporter of King Charles I and his son Charles II during the English Civil War, the Interregnum, and the Restoration (1642 – c. 1679). Cavaliers were also known as Royalists.

But for our discussion purposes here, the cavalier is much more than just a magicless paladin with looser ethics.  To me a cavalier in Pathfinder is something of the quintessential hero, or villain.  Charging, challenging, holding the front line, or bolstering allies with tactics, are all things that great heroes and villains do in fantasy literature, and the cavalier does on the battle matt.  While paladins gain power from divine sources, a cavalier draws inspiration and power from dedicating themselves to an ideal, except that ideal need not be honorable or goodly.  In short cavaliers gain their power by belief in the tenants of their Order.

KH: Why does this stand as a whole class to you? Would it have been better as an archetype of the Fighter?

JH: The cavalier is to me a very different animal from the fighter.  Fighters are martial characters, just like cavaliers, but the main difference to me comes back to motivation.  Fighters can certainly have a number of motivations for fighting, but there is no inherent code or motivating factor built into the class, players usually decide why their fighter fights.  A cavalier however comes with a built in ethical and moral compass, which a fighter does not.  Because of the edicts of conduct attached to each order, cavaliers automatically come with some type of ethical motivation, be it personal glory for the Order of the Cockatrice, all the way to defending the common people as with the Order of the Land.  Basically cavaliers take the great role play and ethical/moral aspect of paladins, add all the shades of gray that lie between black and white, and put the end result on a war mount and say “once more unto the breach!”

KH: What is a class that is so dependant on a mount supposed to do when they can’t have their mount?

JH: That is a great question Kiel, as just such an issue often arises for those playing a cavalier in dungeon or narrow terrain heavy games.  The Flying Pincushion deals with this issue in the forthcoming Into the Breach: the Cavalier by providing cavalier archetypes that trade out or alter the mount class feature.  For instance one of our new archetypes trades your mount for an animal companion that you cannot ride, but who makes an excellent combat partner, while another trades your normal horse for a ghostly one, which narrow walls bother not a bit.

However, that answer does not address all of the cavaliers who have a large sized horse or mount, but really want to get into that narrow dungeon.  I suspect this is where clever thinking or a little help from your parties wizard comes in handy here.  A quick casting of carry companion or similar magic can help keep your mount with the party.  Also small sized cavaliers on medium sized mounts are not only interesting to play, but work just fine in most dungeons, I highly recommend trying one out, I happen to know from personal game experience that they can be very fun.

KH: Can you explain Cavalier Orders a bit?

JH: The best way to think of a cavalier Order is as an ethical or moral stance from which all cavaliers of that order work.  They may do things a little differently from person to person, but their strong belief in the tenants of their order make cavaliers what they are and influence how the character interacts with the game world.  

KH: This class seems to suffer from what I’ll call GM arbitration issues. As in, judging when a cavalier character is keeping to his Order’s edicts. Yet there are no rules for “fallen” cavaliers. What do you think?

JH:  On one side, this open area is role play opportunity and wiggle room for the player, but for GM’s it boils down to a judgement call.  If I were GMing a player whose cavalier has very clearly and often violated their Orders edicts, I would have that player lose their Order abilities until he or she undertook making reparations or returns to following more closely the edicts of their Order.  Falling further out of line with ones edicts could well also cause an alignment change or invoke the wrath of that Order, again, it falls to the GM to deal with such an issue as they deem appropriate.  However it does pay to remember that cavaliers are not paladins, and as such likely do not need a “fallen” template.  Also, if a player cannot or does not follow the edicts of their current Order, the GM and player may well just want to sit down and perhaps find an Order whose edicts are more in line with the players style.  This is a spot where communication is likely key to keeping the game fun for all while keeping with the spirit of the cavalier’s Orders.

KH: The way the class itself reads, there isn’t much flexibility for what type of character you can play...

JH: At first glance, that looks very true, as on the surface the cavalier seems very much a “challenge BBEG, charge BBEG.  However, not only have we attempted to broaden the horizons of the cavalier class with our offerings in Into the Breach: the Cavalier by reimagining what the scope of a cavalier is, but just like any other class, how you build and play it define it.  Sure you can just go with the change on a mount basic build and optimize that all day, but taking time to really imagine a unique and personal take on the cavalier is likely more satisfying.  Being size Small opens up quite a few interesting options, as does experimenting with styles that may not be perfect, but that are interesting and flavorful.  As with any class, a cavalier is only what you make of it.

KH: Should the Cavalier get some sort of Weapon Training ala the Fighter?

JH: From a strict balance perspective, I would say no, simply because there is a plethora of feats, traits, and other options that are just as good as Weapon Training that the cavalier can already obtain.  From the theme perspective the cavalier is more than just a fighter on a horse, he can be a general, an outrider, a robber knight, and much more, all just by using the features that class already has.  The answer is not always giving a class something more, it is making what they already have go further.

KH: Challenges are interesting enough, but they seem limited in both number of uses and number of creatures affected. Your thoughts on the mechanic?

JH: I cannot speak for the Paizo design staff, but the limits to challenge make sense to me.  In keeping with the flavor of the cavalier, challenge is likely very much limited in target scope to further play up the heroic and brave/egotistical and brash aspects of a cavalier.  Challenging the BBEG or BLGG (big lawful good guy) and going at him one on one, is cavalier in the extreme (as in, having a cavalier attitude).  Limiting the number of challenges a cavalier gets per day, just like limited spells, or limited channel bursts, is just that, a balance factor, as in the end, Pathfinder is still a game that needs balance to its rules in order to function, and here we see just that.

KH: Should the cavalier be a full BAB class?  Most cavalier type stories I can think of don’t revolve around being able to attack a whole bunch of times...

JH: Here again the choice of making the cavalier a full BAB class is a balance choice in my opinion.  Fiction tells tales of one great charge, hundreds of horses hooves churning the ground and their riders in gleaming plate lowering lances in unison to devastate a massed foe on foot.  However fiction does not have a complex system of rules, which must balance out against each other.  As a martial class the cavalier falls in line with all other martial classes, which means a full BAB.  Sometimes reality needs to be ignored in order to retain balance.

KH: What would you change about the base class if you were given free reign?

JH: I would expand the available mount options for cavaliers, especially for Small sized characters.  However as it sits, cavalier is near the top of my list for favorite martial class to play.

KH: Have you ever had to ban or have you seen the class banned at a table?

JH: At least from personal experience I have never had an issue with a cavalier character at my table, and have not seen any sort of article alluding to there being a ban.  That is not to say it has not happened, but as a martial character, the cavalier lacks many of the “game breaker” factors of certain other classes that will remain nameless.  The GM may feel differently when a cavalier impales his four hours worth of work BBEG with a lance using Spirited Charge, but generally that just means you doing something right.

KH: What is your advice for building a successful Cavalier?

JH: The best advice I can give is be flexible, build smart, and pick a few things you want your cavalier to do well, and build towards those.  The cavalier has plenty of class features that work fine when not mounted, and there are plenty of ways to work with or around the limiting factor of mount size and dungeon/tight space areas.  While mounted charging does lots of damage, I urge people to explore and play with the other features of the class, like Tactician and challenge.  And of course, if you want new and interesting options for the cavalier, pick up a copy of Into the Breach: the Cavalier, as it has lots of new twists and takes on the vanella jump on a horse with a big sharp stick cavalier.  Cavalier is an attitude along with a class, and the The Flying Pincushion writers have really put some ‘tude into their work on the Cavalier.

KH: Thank you for taking the time to have this chat, Jeff!

JH: Not a problem, as it has been an honor to respond to your insightful and interesting set of Questions about Class this time around.  And I hope this discussion helps folk better understand a great class and that its just not for horse fans anymore.  If you like playing a martial character with a reason for being that has nothing to do with gods and lots of attitude, the cavalier is most definitely for you.

Thursday, July 17, 2014

Questions about Class: The Gunslinger

Image by Frederic Remington

Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the Gunslinger. As you may (or may not) know, Flying Pincushion Games has released the next book, Into the Breach: The Gunslinger so we thought it was a good time that I, Kiel Howell, sit down with fellow Pincushioneer Jason Linker to talk about the class.

KH: First of all, thank you for taking the time to sit down and answer these questions!

JL: Happy to help, as always.

KH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

JL: I’m the balance and mechanics editor, I write when ideas strike me, and I was the lead developer for our gunslinger book. I’m also a husband, father, and have some shiney degrees but that’s boring.

KH: It’s time to get to the tough stuff. The Gunslinger. I’m not sure there’s a more heated debate than guns and fantasy...except maybe the Eastern vs. Western thing. What is this class and what is your stance on guns in the fantasy world?

JL: The gunslinger is the consummate firearms professional with a big splash of spaghetti western tossed in, anachronistic though it may be. I’m not at all hacked off about guns in my fantasy like some people are. Looking at it from a societal point of view, it had to happen. Certainly in a society with magic scientific research is going to be stifled somewhat but it won’t be eliminated. There are bound to be those who don’t have access to magic because of geography (mana wastes and other magical dead zones) or because of a lack of aptitude but that doesn’t mean that they’ll be stupid or lack initiative or skill. Guns are bound to be created even in a fantasy world for the same reasons there were created in our world.

KH: Why does it require a new class to make this work? Would it have been better to make stats for guns and an archetype of the fighter (complete with grit feature) rather than a whole new class?

JL: That’s like saying why have a ranger when you can make a fighter archetype with a pet dog. But it is interesting because gunslinger was almost an alternate class of fighter. For those that weren’t around during playtesting, that’s how it was first presented. There’s a certain point when you’ve replaced so many abilities with an archetype that it’s a new class and a certain point where you’ve replaced so much that you can’t even call it an alternate class anymore. I think this is one of those instances.

KH: What exactly is the grit pool?

JL: The grit pool is a recharging bunch of points that let you do some of the swankiest things in the class. The fact that they recharge when you kill an enemy or score a critical hit means that you don’t have to hoard them all day but you don’t usually have so many that you can nova every fight either. Pool mechanics are a good limiter of powerful abilities and the number of points you get or how they do or do not come back helps to balance particularly powerful abilities.

KH: Deeds are interesting, and I can see what they are. As basically extraordinary abilities...aren’t these a little limiting in the types of Gunslinger characters there can be?

JL: I don’t disagree with that. Mostly we followed Paizo’s lead here and stuck with extraordinary abilities, especially in deeds but just because you’re shooting a gun doesn’t mean you shouldn’t have supernatural or spell-like abilities. The black powder knight has lay on hands and divine bond like a paladin. The wyrd hunter gets some supernatural deeds and two of our three prestige classes are designed to blend spell casting and guns.


KH: I’ll ask the dreaded question, what are your thoughts about targeting touch AC? Would you change it?

JL: It’s not an easy call. Guns are different from bows in fairly fundamental ways and deserve to have their own mechanic. I’m not 100% certain that this mechanic is the best one but I also couldn’t point to another that makes me happy.

KH: I know a lot of folks point to armors as being an important thing in stopping bullets…

JL: I did a substantial amount of research on the force and penetrative power of early guns back when we started this book. Period armor generally maxed out around 2mm thick and half that in some areas of the plate. It couldn’t be thicker without increasing the weight beyond what was comfortable (or at least as comfortable as plate ever got). Wheellock, flintlock, and matchlock weapons all were capable of penetrating 2mm or more of steel from as far away as 30 meters or nearly 100 feet. Some were even capable of piercing 2mm of steel from 100 meters away. Early bulletproof armor from the mid-1600 had to be made from two or more layers of steel.

KH: Would you have added more types of firearms, instead of just having simple and advanced? Aren’t there some in-between steps?

JL: Why didn’t you pitch that idea before we went to print? There are definitely tables out there that accept guns but only the early ones. The number of early guns and the lack of diversity of tech level doesn’t allow for a lot of advancement.

KH: The class in and of itself seems pretty simple. Not very many class abilities aside from deeds, but they are a full BAB progression. Does full BAB make sense for this class?

JL: It garners you more iterative attacks and when you strike against touch AC, even a small bonus gets you dividends. But it’s not a requirement by any stretch. Our alternate class the gungineer has 3/4 BAB and classes like bard and inquisitor can rock a gun pretty nicely, too.

KH: Back to the guns themselves. The Gunslinger starts with a battered gun...but why? What is that supposed to represent?

JL: Balance. It’s so that you don’t start with something you can sell for a bundle of loot. Sort of silly way to go about it but I guess all level 1 characters should be a bit battered at that point.

KH: You have some metallurgic experience in real life, right? How does the class and treatment of guns in Pathfinder sit with you overall?

JL: Not a bit of experience but you don’t get a masters degree without picking up some tricks on good researching. Guns in Pathfinder are not meant to make a simulationist happy. Early firearms were complicated and finicky and frequently quite inaccurate. But that’s not terribly fun. Who wants to hire a guy to stand next to you with a parasol in case it rains? Who wants to spend 50% of their turns missing completely?

If I was going to make any changes I’d probably assess a penalty on shots after the first one to represent recoil and make bullets and gunpowder cheaper.

KH: Have you ever had to ban or have you seen the class banned at a table?

JL: We don’t ban the class at our table but I know it gets banned by other folks. Some people are allergic to peanuts. You can’t blame them for not wanting peanut butter in their chocolate.

KH: What is your advice for building a successful Gunslinger?

JL: Use one the of archetypes or prestige classes in our book! Seriously, though, I’d say not to trust too much in your d10 hit die and make some point buy available for Constitution. The effective range of your gun is also within the effective range of a severe beating so make sure you can weather it. Spend a fortune on Dexterity since it goes to your attacks and damage, not to mention AC and skills. You can get by with just a 14 in Wisdom in a 20 point buy or even a 12 if you’re being raked over the coals in a 15 point buy. But do be sure to snag a headband when you can. Grit has lots of useful functions and it’s fun to shoot the sword out of someone’s hand with the targeting deed or blast your way through a locked door with Utility Shot.

KH: Thank you for taking the time to have this chat, Jason!

JL: My pleasure, Kiel.


You can find our Gunslinger book for sale at Paizo, and it should be up soon on d20 and DrivethruRPG.