Ring Side Report-RPG Review of Guns and Gears

Product-Guns and Gears

Originally posted at www.throatpunchgames.com, a new idea every day! 

Product-Guns and Gears

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $14.99 here https://paizo.com/products/btq029xk?Pathfinder-Guns-Gears

TL; DR– Solid new Pathfinder toys and toy based characters! 95%

Basics–  BRING THE BOOM!  Guns and Gears brings solid steampunk and introductory industrialization to the Pathfinder setting with new technology and themes, two new classes, a new race, and countless new character options and items. 

Mechanics or Crunch– Paizo knows their system the best and they bring the best new materials for their toys.  The new classes are fun parts of an ever expanding world. The Inventor is the steampunk inventor you may be searching for, with no magical background or ties like the alchemist. The Gunslinger brings pure boom to any encounter.  The new race the Automaton is an interesting, but well supported addition to the world of Golarion.  There is just a TON of materials with all kinds of new toys such as new guns, tools, and magic items that can help turn the tide of battle.  My only complaints are that the Gunslinger feels a bit under-powered.  It is an absolute crit machine, but guns can fall flat if a character spends a day hitting but not critting. That said, what Paizo has here is a FANTASTIC addition to the crunch of Pathfinder.  4.75/5

Theme or Fluff–  Guns and Gears is not a small book and there is just an absolute TON of new stuff here.  Now in a tool book you would think its just item lists, and there is that, but there is also a bunch of fluff to bring the new stuff into the old game.  Pathfinder 1st ed is about 10 years ago in the world of Golarion, so this helps advance the world as the fantasy world gets a bit more pre-industrial.  All that said, one thing sticks out and this may just be a me-problem: automatons.  I always hate new races in old parts of the world as if we just magically found them in the same places we were.  That and they feel out of place and honestly more like a warforged in PF2.  Not a game breaker, but something I don’t think I would have wanted in my game.  Another nitpick is there are no new spells here, and I feel that’s a reasonable, but somewhat annoying choice.  If you want some gun spells, look elsewhere.  The writers wanted to focus more on mechanics and less on magic, so while I might want some spells, it’s ok they are not here. 4.5/5

Execution–  It’s Paizo- they know solid book production.  Good layout, art, font, hyperlinking, and all the pieces I expect from a AAA RPG company.  It’s a 50 buck book, but as an evil millennial, I mostly like PDFs, so the 14 bucks for a digital file is extremely worth it.  5/5

Summary-I honestly love Pathfinder 2nd Ed.  It’s all the pieces of 4th, 3rd, and 5th Edition DnD I want.  And differentiating itself from DnD by moving to a more steampunk and pre-industrial culture will help it grow by further making its own path.  Guns and Gears is a solid step in that direction with amazing classes, items, and class options.  The missteps I see are maybe more opinion; even if they are not my favorite things, they are done well.  If you want less magic and more mechanics mayhem in your Pathfinder 2nd Ed, you need this book now! 95%

Daily Punch 7-4-22 Clear Round Gunslinger feat for Pathfinder 2nd Ed

Ever fire a round to clear the way?

Clear Round reaction Feat 4

Flourish Gunslinger
Trigger Your attack with a firearm misfires.

Sometimes you just need to clear the barrel of all the smoke to make it fire. When you misfire, you can spend a round and fire to clear the chamber. This removes the jam as an interact action and cant be used on the same gun until you take an hour to fully clean the gun fully.


Daily Punch 6-27-22 Take 5 feat for Pathfinder 2nd Ed.

Turns out a reroll is equivalent to adding five to a roll. Sometimes let’s just exclude the randomness.

Take 5 Feat 1


Focus on the goal! When you use a hero point, you can elect to either reroll the die or add +5 to the dice value. If the new value would instead cause a critical either as a natural 20 result or the total result being 10 over the DC, treat it as if it was a critical . Dice values over 20 do not cause a critical result unless the total is 10 over the DC as normal.


Ring Side Report-RPG Review of Pathfinder Society Intro: Year of Shattered Sanctuaries

Product– Pathfinder Society Intro: Year of Shattered Sanctuaries

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $5.99 here https://paizo.com/products/btq027s9/reviews&page=2?Pathfinder-Society-Intro-Year-of-Shattered-Sanctuaries#tabs

TL; DR-A simple and solid adventure 86%

Basics–  YOU ARE NEEDED PATHFINDERS!  This is an intro scenario for new pathfinders and players of all ages.  From a mushroom man trying to sort letters to uncovering a simple mystery can you, a new agent, help the Society in a time of need?

Mechanics or Crunch– This is a simple adventure that gets players rolling dice fairly quickly, but has a slightly slow start.  It’s not a super risk taking adventure like the 2-01 intro, but it does introduce many society elements and grander plots.  After learning about different adventures around the world, the game is a series of battles. Good for intro fun with some basic elements.  It’s not crazy-advanced crunch, but it’s solid fun for new players.  4.5/5

Theme or Fluff–  Much like the crunch, the adventure doesn’t take risks, has a slow start, but is a decent intro to the world of Pathfinder society.  Reading letters at the start is a bit slow, but it does introduce the wider world quickly.  The fights are fun if a little standard for 1st level.  This isn’t an adventure to push the envelope, but it also doesn’t aim to be.  4/5

Execution–  Paizo knows adventures, but they are also the most pricey.  I like this one.  It has a solid layout, pictures, and design, but it’s also an adventure that will only take about three hours, even with an uninitiated adventuring party.  It’s a bit expensive considering what other comparably priced adventures do.  Not bad, but short. 4.5/5

Summary– The first adventure of a season is always a contentious adventure.  Push the envelope too much and people get a bit lost as new players.  Don’t do enough and you end up with just four smaller adventures showing off factions.  This strikes a decent balance, but in doing so it doesn’t take risks in terms of scope or being adventurous.  It’s also a Paizo product and they put out well done, if expensive adventures.  It works well, though it is a bit simple.  86%

Daily Punch 6-13-22 Electric Slap cantrip for Pathfinder 2e

I have some casters who are far enough back to not need to move and happy casing one spell. Let’s give them a toy for when they are board with that last actions.

Electric Slap 1 action Cantrip 1

Cantrip Electricity Evocation Flourish
Traditions arcane, primal
Mystery tempest
Cast somatic
Range 30 feet; Targets 1 creatures
Saving Throw basic Reflex

You snap a small spark at a creature. You deal electricity damage equal to your spellcasting ability modifier

Heightened (+1) The damage increases by 1


Daily Punch 6-2-22 Force of Faith cantrip for Pathfinder 2e

Saw a simple combo from a wizard and felt my cleric should be able to do it too! Swing and spell. AC and reflex save is a solid combo in a turn.

Force of Faith Cantrip 1

Force Cantrip Evocation
Traditions  divine, occult
Cast  somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw basic Reflex

You punish an enemy with the portion of divine will. You deal force damage equal to 1d4 plus your spellcasting ability modifier.

Heightened (+1) The damage increases by 1d4.

Daily Punch 5-30-22 Spirit Strike spell for Pathfinder 2nd Ed.

Spirit Strike Cantrip

Attack Cantrip Evocation
Traditions divine
Cast  somatic, verbal
Range Touch; Targets 1 creature

You summon and swing a weapon made of divine force. Make a melee spell attack roll against your target’s AC. On a success, you deal 1d6 force damage plus your spellcasting ability modifier. On a critical success, the target takes double damage.

Heightened (+1) Increase the damage by 1d6.

Daily Punch 5-24-22 Home Cooked Meal ritual for Pathfinder 2nd Ed

Let’s port this idea to PF2 as well!

Home Cooked Meal Ritual 5

Common Conjuration
Cast 1 hour; Cost 10 gp; Secondary Casters 1
Primary Check Nature or Religion; Secondary Checks Diplomacy or Society
Range 100 feet

You spend an hour working to bring the flavors and feelings of home to your allies for a meal. At the meal’s end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the ritual is disrupted, but you still count as having eaten.

Critical Success The feast is feeds your soul. The magical food is affected by enhance victuals. Each guest also recovers 20 Hit Points and gains 10 temporary Hit Points for the next 12 hours. Guests also gain a +1 status bonus to saves against fear and poison effects for the next 12 hours.
Success As critical success, except guests recover only 10 Hit Points, gain only 5 temporary Hit Points, and don’t gain the status bonus to saves.
Failure Your food tastes bad and you feel sad your friends do not enjoy hour home cooking.
Critical Failure The strangeness of your homelands food poisons your friends and they become sickened 1 and can’t reduce the condition for 12 hours.

Heightened (+1) Increase the Hit Points recovered by 5 and the temporary Hit Points by 1 (or twice each amount on a critical success).


Daily Punch 5-18-22 Master Magic I-III feat for Pathfinder 2nd Ed.

How about our idea in Pathfinder?

Master Magic I Feat 12

Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic

Your good at what you do! Choose a 1st level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.

Master Magic II Feat 14

Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic
Prerequisites Master Magic I

The best get better! Choose a 2nd level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.

Master Magic II Feat 16

Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic
Prerequisites Master Magic II Your the best! Choose a 3rd level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.