Showing posts with label TFPC. Show all posts
Showing posts with label TFPC. Show all posts

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 (/ˌkævəˈlɪər/) 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.

Friday, October 10, 2014

Celtris Tales: Small Packages Chapter 5 Slaver's Galley







Small Packages: Slaver’s Galley

Having activated Defiance’s larger form Valen managed to whirl the double mace like a bo staff to simultaneously block a coordinated number two (high left) strike and number ten (low right) strike, and side step the follow up number 8 (deep lunge) but not the rapid roundhouse kick follow up Jared loaded a cold punching snowball spell strike that rocked him back on his heels. The old man was serious today. Valen recovered his wits in time to see Jared complete a spell that created a half dozen illusionary doubles of the famed hero.

“You fight well my son, but you seem to think that matters. Your enemies will not wait to see if you’re ready to fight, they will simply look for the most expedient way to kill you.”

Valen spun Defiance again like a bo-staff and launched into a spinning assault that would offer him many strikes at the price of true momentum, it cleared all but one of the illusions solidly connecting with his father’s  shoulder with perhaps too hard a clip. Jared vanished in that moment to reappear with the tip of his rapier two inches deep under Valen’s floating rib.

Unapologetically, Jared withdrew his blade and flicked of his foster son’s blood. “Take a healing potion and fetch one for me while you’re at it. You need to stop relying on your eyes so much my son, or some clever spire mage will kill you one day.”

The words were a gentle but serious rebuke. Valen realized two things in that moment, it was the first time he had ever hit his adoptive father in a sparring match, and that his father had was pushing him harder today with a purpose.

“Something is wrong?” Valen had never been a man of many words, words came awkwardly to his lips. He preferred silent action, monks in his order rarely spoke.

Jared nodded. Before he could explain a messenger burst into the practice courtyard.

“General Ambassador, pardon my interruption but there’s a slaver ship on its way to the harbor.”

Jared’s face darkened, with deadly swift grace that Valen had heard tales of but never witnessed from his father, the half elf half goblin sheathed his blade into his walking cane, made a number of practiced arcane somatic motions and ran out toward the harbor casting spells as he moved.

Valen had seen his father shirtless enough times to know the brutal lash marks on his back, the brand on his ribs, and the deadly serious glint in his father’s eyes when the subject of slavery was broached. Jared had been a slave early in his life and few things infuriated him more thoroughly.

The bards told tales of Jared freeing himself from the southern slavers. His full elf wife was a former slave the hero had freed. Many of his men were once slave troops or caravan guards effectively stuck in a cycle of debt akin to slavery. He had fled north and begged sanctuary in Briar Hills for the price slaver’s had put on his head. Jared was worth six figures to those men, it would end up being the low bid compared to what the Imperium was willing to pay.

Jared became Briar Hill’s greatest hero. He was the high general of their armies and chief ambassador. At one point a mercenary company form the southern cities came to collect the reward on Jared’s head and their ships were burned in the harbor of Briar Hills. Since then no slave ship had dared enter halfling territory.

Valen raced after his father. No slaver would dare try to dock in the harbor, Jared was famous for what he did to slavers as he was for anything else. Valen fished a potion out of the pack he carried, it would lend him speed. He would likely have to fight his own father in more earnest if he was to prevent a terrible mistake. There was only one reason a slaver ship would harbor in Briar Hills, that reason being it wasn’t piloted by slavers.

Valen watched his adoptive father’s mental decline with silent distress. In the moment the man was deadly and sharp and with a little coaxing he could match wits with any foe, but his short term memory was declining and sometimes he acted rashly to cover for his deficiencies. Today that could mean the death of innocents, Valen buckled down and ran faster.

Thursday, October 2, 2014

Celtris Tales: Small Packages Chapter 4 Stones and Bones


Small Packages: Stones and Bones

Jared’s left knee thudded with a dull ache that usually indicated an approaching storm. The throbbing pain of that knee would act as a baseline, a lifetime of battles had made his body a symphony of aches and pains when the weather was about to turn. Each note was a reminder of a battle won, some by a minute detail and a little luck. The pains served as reminders of the best and worst moments in his heroic life.

Jared’s star-stone rapier was now sheathed in a cane, serving double duty, weapon and support. His boot still housed to his returning dagger won off a gnoll assassin, he could summon it to hand as an act of will. Defiance, his signature mace, was slung across the belt of his squire, along with his pack and most of his wands and potions.

The boy was a mixed blood, human and halfling, and the lad and had all of his father’s strength, but little to no cunning. What Jared found troubling was that he had trouble remembering the boy’s name. No the lad was half human and a genius next to his true father, Jared admonished himself for getting forgetful.

Briar Hills had spared no expense in keeping their most famous hero propped up. Jared wore a belt that enhanced all of his physical attributes and a circlet for his mind. He had a magical hat that could make him look however he pleased, and several magical protective items. What they couldn’t do for Jared was restore the arrogant confidence of his youth or bring back the brave men he once led.

The Starstone mercenary company lived on and had grown to two hundred irregulars and fifty auxiliaries. Jared had seen to each recruitment and subsequent training. Each was trained in precision striking and had a weapon made from the meteor. They were an elite force but their true mettle had never been tested these past thirty years.

Jared would trade the lot of them for the heroic bakers dozen spearmen he once led. Those men were the kind of warriors that would challenge hell with a smile and come out better for it.  But they were gone, just like their sergeant, Sergan Daine.

Orcs began training at age seven and one in three of them never lived to adulthood and military service which was mandatory for five years on reaching their majority. They then policed a population that largely despised and occasionally tried to murder them. They had conquered all but three far flung corners of the northern continent, and they held those three nations to the stalemate of a long siege.

If the orcs training was all there was to them, Jared Swift was confident he’d have ended their empire thirty years ago. For the second time in twenty years the orc empire sent a true invasion force to conquer Briar Hills, using Red Keel across the bay as a staging point. Jared beat them in the air by using a rusting grasp spell channeled through bird familiars to rust open their bomb bays early and bolts of magical lightning to ignite the sky ships’ alchemical payloads. They then tried landing forces onto the famous black sand beaches. Jared had spent the previous evening mixing tar into those sands, the screams of the landing parties still haunted his dreams at times.

The battles while costly to the orcs were not the true campaign though. Jared had sown the seeds of a hundred revolutions with spies, instigating bards, hidden weapon and supply caches, and a variety of safe havens all networked with a secret mail service. Every attempt to keep their invasion forces supplied was either robbed or destroyed. The wild fire plan predicted the orcs would remain stubborn and start rationing their empire’s citizenry to keep their invasion on. Such an action would have set in motion a series of revolts, riots, protests, and assassination attempts. The orcs would have had to scramble troops everywhere and their entire house of cards would have crashed. In the end they backed out the invasion force and actually started increasing social aid programs.

An entire human generation has grown up as a permanent merchant class, well fed, educated, and with steady work. Jared suspected the orcs could invade now without risking anything, the embers of revolution had all but died out to cold ash. Only the humans had the population numbers to challenge orc rule, and they were a complacent bunch at best.

The boy’s name came back to Jared in that moment, along with a terrifying realization. The boy was named Valen after Jared’s older brother who died a slave. He was a bastard boy from one of the men he dismissed from the mercenary company on the grounds that he was too stupid to follow orders. Jared adopted the boy and he was the third  he had adopted. The boy wasn’t exactly a genius but wise beyond his years and a fair monk.

Forgetting his adoptive son was troubling indeed, if he were to lose his mind then Briar Hills was about to be without it’s general. If Jared was right about the reports he was reading, Briar Hills was going to need a general again and soon. More importantly Briar Hills was in desperate need of more allies that only the southern continent could provide.

Jared began his stretching routine. He’d put Valen through his paces today, pain or no. The very thought made Jared smile a smile his enemies had grown to fear, it was a smile he only wore when he was properly motivated to fight.

Thursday, September 18, 2014

Celtris Tales: Small Packages Chapter 2 Marius


Small Packages: Marius

Marius didn’t like the idea of stopping over to trade at Fort Furthest. Most orcs found the sight of Luca bonded to Iz unsettling and while both brothers had a charming manner, a nervous orcs on the edge of a warzone could mean trouble. A low whine from Kane his riding wolf echoed the sentiment.

“They don’t like short folk in that Fort Luca,” Marius argued again.

“We don’t look like Halflings, Marius and I want to know what they know of the road ahead,” Luca replied again.

Marius thought about it again. Luca was wearing Iz at the moment and Iz made him about the size of a muscular human, excepting for the fact that Iz also had razor sharp claws, gills, and a crocodilian head. Iz was also translucent so Luca wore his large winter wolf pelt covering most of his body despite the heat. Luca chose Winter so he radiated a low degree of cold and his hair was a shocking mix of snow white, ice blue and hints of a deep purple. The clothing he wore under Iz was all about hiding the shape of his thin sickly body under folds of fabric.

Marius in contrast to his brother had orange hair as wild and bright as a fire. He was short but clearly muscular with wide shoulders and a nice tan. He wore heavy mail and an array of weapon handles jutted from various angles from his back and his belt.

One had to look carefully at the gnome brothers’ faces to see the resemblance. While Luca rarely smiled, when he did those who knew Marius would recognize it. Marius was always smiling. They both had dominant noses that anchored the face and ensured their potency to gnomish women. They shared sharp cheekbones and solidly proportioned chins. Marius chose to allow mutton chops while Luca remained more conservative and cleaned shaven.

On his chest, Marius wore a tabard with the canine face that was the symbol of loyalty, clasped hands echoed that sentiment as a symbol around his neck, and his sword arm had an armband with a rose symbol for beauty. Like all paladins he was open about his convictions and shared them publically, being an example.

Luca took care of Marius growing up when they were orphaned by a fire. Later Marius had to take Luca to different healers when the wasting sickness started robbing his brother of vitality. Luca was fierce and enriched his mind, with Marius’ aid he searched library after library seeking answers on his disease, and the type of magics that could cure it.

There was nothing Marius would not do for Luca. No challenge he would not overcome, short of betraying the Summer court. Keeping loyal to both was not easy, but convictions weren’t meant to be. Being a Paladin wasn’t meant to be easy either. Luca was frequently bitter and difficult, he resented needing Marius, and at times the feeling was mutual. Marius believed that the core of love was loyalty, of staying with someone through the hard times and being there even when they push you away. That within everyone there was beauty.

To Marius, his brother Luca had a beautiful mind. His brother had such a will that he made a better body for himself on sheer will and an innate talent for magic. He read dozens of languages and absorbed facts like a thirsty man drinks.

It was hard for others to understand why a paladin consorted with someone who used warlock magic and who called on an otherworldly Eidolon. Or why a summer gnome served and protected a winter gnome. Marius usually answered such inquiries with a smile and said: “when I was a child and I cried for my dead mother, Luca always read me my favorite story no matter how sick of it he got.”

In his reverie, Marius almost bumped into Luca who had stopped. His hand had reflexively landed on the handle of his re-hilted legion blade, as Marius looked for the threat. There was an acrid burnt smell that hung in the air.

“What, brother?” Marius inquired.

Luca pointed ahead, the orcs had burned a swath around their fort a half mile wide. The tall grasses that had straddled either side of the road abruptly ended and the earth was blackened with ash. The smell was that of a drowned fire, it was purposeful.

A hot fire of anger burned inside of Marius at the thought. The fort was a menacing mound of stone surrounded by a scar burned into the grassland. It spoke of something ugly about those that resided within those walls and offended the appreciation of beauty that ran deep to Marius’ core.

Marius was running with his weapon drawn before he realized he had spotted an orc with a torch.

With an act of will his own fire sprouted from the blade.


Thursday, September 11, 2014

Celtris Tales: Small Packages Chapter 1 Luca




Small Packages: Luca

Luca awoke with a familiar sickening panic. His eyes scanned the area for Marius on reflex to see if the fool had fallen asleep on watch again. Sometimes his eyes would meet his dutiful brother’s and Luca would feel a pang of fleeting remorse, then the routine would take over.This time his eyes found Marius' back which was just as well. Luca kept to his rituals and ran a mental inventory, confirming that he could still feel and move all his extremities.  The wasting sickness stalked him like a thief, halted but never cured. If it returned he’d typically lose grip first, then his limbs, his ability to eat, to speak, and ultimately to breathe. His mind would remain sharp as his body became an inert prison. It was a terrifying sickness.

On an intellectual level Luca knew his brother would never fall asleep on watch again, it simply was not in Marius’ character to be so careless. The paladin had not tried dwarven spirits before that night and he only had a normal tankard full. Not only had Marius apologized, he had sworn off drinking all together. Luca just couldn’t help resenting his dependence on Marius.

The healer's amulet had halted the wasting sickness seven years ago, Luca’s slow appointment with invalidity and death had been forestalled, but his brother knew as well as he did that without more potent magic, Luca was living on borrowed time. The disease was still inside of him and could be triggered by any number of environmental factors.

A magic belt lent Luca the strength to move without assistance, though not without pain, and he was clumsy. Another magic trinket reduced Luca’s need to sleep and entirely removed the need to eat. It meant that once he merged with his Eidolon, he need not dismiss it to take a meal, or take a trip to the jakes. It meant that the amount of time a child could overpower him was reduced to two hours and a little over a minute every day.

A silent act of will and a single murmur of Iz’s name, would summon the otherworldly being that Luca wore like armor. When joined with Iz’s body his mind was no longer locked into a prison of weakness, ruin, and pain. Despite its fragile appearing translucence, Iz’s body moved with speed and power. It was almost enough.

Luca didn’t like to think about women, or more specifically one woman. There was no point in pursuing something that is so far out of reach, and she had married a few years ago. Nothing is more haunting than a kiss. Even one given out of pity.

Luca banished that line of thinking and focused on the body he had shaped with the force of his will and the bond with an otherworldly presence. When he was one with Iz he could feel the faint glimmer of a mind that was somehow distant yet content to be joined. To be whole was joy for both.

Luca rose, “get some rest Marius, tomorrow we leave this easy road for a war zone.”

Marius hunkered down with the wolves. Barely articulating a “thanks brother” before falling into a deep slumber. Like many traits Marius took for granted, Luca envied him for his ability to simply carelessly sleep. Luca’s mind was usually too loud and it took a good half hour to quietly sort his thoughts. He loved his brother, needed his brother, envied his brother, and hated his brother all at once. Cold reason battered away a deadly urge. It would be so easy.

Luca fled that line of thinking and got moving to check his trap lines. Luca left little to chance and set an elaborate series of warning and snare traps. The snares usually caught small game and served a secondary function in that they could trip up a stealthy approach if they went unnoticed. Then there were the dagger rakes, step on one of them and a dagger rose rapidly to stab the victim in the leg, they were outlaid in a secondary circle. Marius learned the pattern the hard way after a couple incidents.

On an intellectual level Luca knew that his brother was actually of about the average intelligence level, but he could not help finding fault in his brother’s mental abilities. Both brothers had their mother’s charm and looks, but Luca seemed to inherit all of his father’s magus wit while Marius just had his physical grace.

Luca avoided the subject of their parent’s death. Marius remembered the fire if not the cause. The failed rebellion of Lesh didn’t have a right side and telling Marius what happened would just repurpose him from useful to a creature of vengeance.

The snares yielded four rabbits, Luca would skin and cook one for Marius before dawn, he casually tossed the wolves one each raw. Less time wasted that way.


Monday, September 8, 2014

Tales from the Back Room: Into the Breach the Cavalier

The next offering of TFPC is nearly complete, Into the Breach: the Cavalier.  Stay tuned to the TFPC blog for things like discussions and sneak previews of the upcoming book.

Friday, July 25, 2014

New Mods for the Gungineer!





First of all, let me say that I'm genuinely humbled by the overwhelmingly positive response to the Gungineer alternate class. It was fun to make and I hope it will be equally fun for all of you to play. In response to the requests of two reviewers, I've decided to make a number of new mods for your gun freely available here on the blog. This is the first of two planned installments. Have a mod you wish existed? Talk to us over here or in the comments. Don't know what I'm talking about? Buy a copy of Into the Breach: Gunslinger at Paizo, d20PFSRD, or DriveThru.

Edit: I wasn't happy with the balance of harness mount or moderately self aware and flash-bang launcher was missing a pair of sentences. These have been edited since original publication.

1-Point Mods

Net Launcher (bottom rail): This launcher works as the net exotic weapon, except that the launcher propels it 20 feet and it always takes 4 rounds to refold and reload the net launcher.
Smoke Launcher (bottom rail): You may fire a small black bomb which erupts in opaque smoke as a standard action at a point designated within 30 feet. The smoke spread to fill a 10 foot radius area and obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). The smoke persists for 1 minute but a moderate wind disperses the fog in 1 round. The gungineer may fire a number of smoke bombs per day equal to 1 + her Intelligence modifier. This modification may be selected if the named gun has the bomb launcher modification even though they occupy the same slot.

2-Point Mods

Bayonet Launcher (bottom rail): This modification can hold a single dagger. The dagger may be used in melee as though it is being currently wielded. In addition, you may launch it in place of a ranged attack with the named gun with a range of 30 feet. This works as a normal thrown weapon attack except that you add your dexterity bonus to damage instead of strength. Reloading the bayonet launcher is a standard action that provokes attacks of opportunity.
Taser (bottom rail): As a standard action, you may fire a sharp, pronged lead as a ranged touch attack with a range of 15 feet. On a successful hit, you deal d8 non-lethal electric damage. If the target takes any damage from the attack it is staggered until the end of your next turn. The leads must be carefully rewound inside the launcher, which takes a full round action that provokes attacks of opportunity.

3-Point Mods

Flash-Bang Launcher (bottom rail): The gungineer may fire a bomb which detonates brightly as a ranged touch attack at a target within 30 feet. Creatures that are struck are blinded for 1 minute unless they succeed at a Fortitude save (DC = 10 + 1/2 the gungineer’s level + her Intelligence modifier). Creatures within 10 feet of the target are dazzled for 1 minute unless they, too, pass a fortitude save. This is a light effect. The gungineer may fire a number of flash-bangs per day equal to 1 + her Intelligence modifier. This modification may be selected if the named gun has the bomb launcher modification even though they occupy the same slot.
Harness Mount (grip): The named gun is mounted on your shoulder, attached to a harness worn over clothes and armor. You may fire your named weapon with one hand as the harness takes care of the rest. It also provides a +10 bonus to your Combat Maneuver Defense against attempts to disarm you of your named gun, though its position is somewhat vulnerable and sunder attempts against the named gun gain a +2 bonus on the CMB check. Removing and putting on the harness is a full-round action that provokes attacks of opportunity. Attacks with the named gun are now resolved against touch AC in the first and second range increments. This modification is only available for two-handed named guns.
Spiked Net (bottom rail): This launcher fires a net made of cruelly spiked steel chains. It works as the net launcher 1-point modification except that a target struck takes 2d6 piercing damage when struck and an additional d6 piercing damage for each round it is entangled. If the target escapes the net, the chains remain on the ground adjacent to the target taking up a 10 foot by 10 foot area which counts as being covered in caltrops.

4-Point Mods

Gravity Distortion Ray (bottom rail): This intricately fluted attachment alters the gravity experienced by a target as a standard action ranged touch attack with a range of 30 feet. The mod has a number of charges equal to the Gungineer’s Intelligence modifier. For 1 charge you may cause a struck creature to be staggered under his own increased mass for d6 rounds when the effect fades. For three charges, the target is pinned, finding it difficult to move under the extreme gravitational forces being exerted upon it. For five charges, you may force a creature 100 feet into the air before reversing the gravity again to pull them down. This deals 10d6 damage. flying creatures are not immune to the effect, nor do abilities such as the monk’s slow fall class feature or featherfall overcome the relentless pull of gravity. You must have the Magical Power modification to use this modification.
Saw Blade Launcher (barrel and chamber): Replacing the traditional barrel with a wide chute and the chamber with a stack of circular saw blades, yields a bizarre but deadly weapon. The named gun deals slashing damage and has a critical threat range of 19-20 and a critical modifier of x3. You must have the Steam Power or Alchemical Power modification to use this modification.

5-Point Mods

Moderately Self Aware (grip): A crystalline memory cortex is mounted atop the named gun and a number of grasping legs replace the grip. This makes the named gun an intelligent item with an Intelligence score of 10 and the Speech and Senses (60 ft.) abilities. Although it lacks a traditional grip, the legs constrict around your wrist allowing you to fire it as normal. You may also place it as a sentry. It cannot move on its own or reload itself but can shoot with an attack bonus of +5. It does not have a Dexterity score nor does it have any feats. If someone else attempts to hold the named gun without your permission, autonomous defenses activate, which may be a small shock, extruded spikes or something else, and the person holding it must succeed on a Reflex save (DC = 10 + 1/2 the gungineer’s level + her Intelligence modifier) or drop the named gun immediately. The named guns sense also warns you of danger granting you uncanny dodge. If you already have uncanny dodge from another class, you automatically get improved uncanny dodge instead.
Thermodynamic Water Chamber (Chamber): This chamber forms metastable, high pressure bullets of ice that deal half cold and half piercing damage. Additionally, it has a number of charges equal to twice the gungineer’s Intelligence modifier. These charges are replenished once per day. For one charge, you may spray a multitude of icy filaments in a 30-foot cone as a standard action. Creatures caught in the cone take normal damage from the named gun and gain the entangled condition. A successful reflex save (DC = 10 + 1/2 the gungineer’s level + her Intelligence modifier) negates the entangled condition but not the damage. For two charges, you can create a sheet of ice as the Ice Plane version of wall of ice using your gungineer level as your effective caster level. For three charges, you may fire a blast of super-heated steam in a 60- foot cone as a full round action. The steam deals 10d6 fire damage. The resulting cloud of steam remains for 3 rounds dealing 5d6 fire damage to anything inside, though it may be harmlessly dispersed by a strong wind. Although it deals fire damage, the steam cannot light objects on fire. For four charges and as a full-round action, you may encase a target within 30 feet in a solid block of ice with a successful ranged touch attack. The target takes 5d6 points of cold damage (Fortitude DC= 1/2 the gungineer’s level + her Intelligence modifier halves the damage). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released.

Wednesday, July 23, 2014

The Hex Gunner Bundle




Times are tough, so we at the Flying Pincushion will help where we can by providing bundles.

Here's a link to what we are calling the hex gunner bundle which includes our witch and gunslinger books!

http://rpg.drivethrustuff.com/product/132924/The-Hex-Gunner-Bundle-BUNDLE