Fighter, Barbarian, Champion, Ranger Trigger A creature within your reach makes a melee attack targeting you.
You slash at your foes blade to knock it aside. Make a melee Strike against the triggering creature. If your attack is equal to a higher value to the triggering attack, you knock the blow aside and the attack does not hit you. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
There are no items to boost your spell attack rolls in Pathfinder 2e. I have a caster who wants them. LET’S MAKE THEM!
Spell Force Foci are crafted by gifted casters in each tradition, and their appearance and abilities are tied to that tradition. Arcane foci are built into tomes. Divine foci are built into prayer beads. Occult foci are made from fetishes. Primal foci are built from wood carvings. And, elemental foci are clay bottles with elements inside of them. These foci increase the potency of your spell attack rolls. These items are held in one hand when you cast a spell and does not imped somatic components of a spell but are integrated into them.
Spell Force Foci (+1) Item 2
Price 35 gp
Usage held in 1 hand
The item bonus to spell attack rolls is +1.
Spell Force Foci (+2) Item 10
Price 935 gp
Usage held in 1 hand The item bonus to spell attack rolls is +2.
Weapon Potency (+3) Item 16
Price 8,935 gp
Usage held in 1 hand The item bonus to spell attack rolls is +3.
These thick, burnt plastic gloves are worn by those who often are covered in burns themselves. When you throw a grenade, each die of the grenade gains +1 item bonus to the damage roll.
Bombardier’s Gloves, greater Item 16
EnchantmentMagical Price 9,500 gp Usage worn gloves
These thick, burnt plastic gloves are worn by those who often are covered in burns themselves. When you throw a grenade, each die of the grenade gains +2 item bonus to the damage roll.
When you cast this spell you create three balls of force the size of a pebble that float around you head. For the duration of the spell or until all the pebbles are expended, when an enemy enters within 10 feet of you, as a reaction, make a ranged spell attack against the targets AC. On a success, you deal 1d6 force damage and the target must make a basic Fortitude saving throw. On a failure, the target is pushed back 10 feet. On a critical failure, the target is pushed back 10 feet and knocked prone. You determine the direction the target is pushed, and the pebble is expended regardless if the enemy is hit or missed.
Heightened (+1) The number of pebbles increases by 1.
You can build up yourself, but what if you want to build up your toy?
Extra Innovation Feat 1
Inventor
You focus on build up your inventions instead of yourself. Gain an additional innovation. This feat can be taken multiple times. If taken at level 7 or higher, you can choose a breakthrough innovation. If taken at level 15 or higher, you can choose a revolutionary innovation.
There are items that let you see magic. Why not some fun toys for the constructs and themselves?
construct innovation
Metaphysical Vision: You’ve worked to allow your creation to see the arcane. Using two actions, the construct can see magic as per the detect magic spell for as long as the spell would normally last.
armor innovation
Metaphysical Vision: Your work now allows you visons of the fantastic. Using two actions, while in your armor you can see magic as per the detect magic spell for as long as the spell would normally last.
If you hit hard enough in round one, there is no round two. You gain a +2 circumstance bonus to attack rolls and skill checks in your first round of combat. This starts at the start of your turn and end at the end of your turn.
You always are a boon to those around you! When you or another creature within 30 feet of you spend an hero point, that reroll gains a +2 status bonus.
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%
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.