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PF2e Guns & Gears Remastered Guide
pathfinder 2e

PF2e Guns & Gears Remastered Guide

14 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >Guns Gears

The short answer

Pathfinder 2e Guns & Gears Remastered adds the Inventor and Gunslinger classes, Automaton ancestry, firearms, gadgets, combination weapons, vehicles, siege equipment, and technology-focused archetypes. Use it by choosing the campaign's technology access first, then direct each player to the class, ancestry, equipment, or archetype guide that fits their concept. The book works best when Reload, Crafting, Repair, rarity, hands, ammunition, downtime, and regional access matter at the table.

Introduction

Guns & Gears Remastered is the Pathfinder 2e book for black powder, clockwork, weird machinery, and the kind of equipment that makes a GM quietly ask, "How many hands are you using right now?"

On this page

  • Introduction
  • Guns & Gears Guide Index
  • What Guns & Gears Adds
  • Who Should Care
  • Guns, Gears, Or Both
  • Player Options Review
  • Inventor
  • Gunslinger
  • Automaton
  • Archetypes
  • Equipment Review
  • Firearms
  • Combination Weapons
  • Gadgets
  • Vehicles And Siege Weapons
  • GM Options Review
  • Technology Access
  • Regional Tone
  • Encounter Design
  • Core Book Context
  • Best Starting Paths
  • What To Skip Or Delay
  • Common Mistakes
  • Hot Takes
  • Final Notes

It adds the Inventor, Gunslinger, Automaton, firearms, gadgets, combination weapons, vehicles, siege weapons, technology archetypes, and a setting framework for deciding where any of that actually belongs.

An inventor repairs a clockwork device while a gunslinger maintains a firearm in a Pathfinder workshop.

This hub is the review and routing page. Use it with the broader PF2e guide hub, classes, ancestry guides, archetypes, equipment, combat, rules, skills, GM guidance, and monster guidance.

Guns & Gears Guide Index

GuideUse it for
Inventor Class GuideInnovations, Overdrive, unstable actions, Crafting, gadgets, construct companions, armor innovation, and weapon innovation
Gunslinger Class GuideFirearms, crossbows, reload economy, ways, range, critical hits, ammunition, and class feat planning
Automaton Ancestry GuideConstruct-bodied PCs, ancient technology identity, rare ancestry access, ancestry feats, and campaign permission
Inventor Feat GuideInnovation support, unstable actions, construct play, gadget support, and action-economy planning
Gunslinger Feat GuideReload fixes, firearm stance play, crossbow support, reaction timing, and feat chains
Firearms Equipment GuideClassic firearms, fantasy firearms, ammunition, fatal crit profile, Reload pressure, and access
Combination Weapons GuideFirearm-melee hybrid weapons, mode switching, hand economy, runes, and class fit
Gadgets GuideConsumable technology, formulas, Crafting, action costs, treasure placement, and table expectations
Guns & Gears ArchetypesInventor multiclass, Gunslinger multiclass, Artillerist, Beast Gunner, Overwatch, Sterling Dynamo, Trapsmith, Trick Driver, and Vehicle Mechanic
Technology In CampaignsDeciding whether guns, gears, vehicles, automatons, gadgets, and clockwork tech fit your table
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What Guns & Gears Adds

LayerWhat it addsWhy it matters
ClassesInventor and GunslingerOne turns a personal invention into a build engine; the other makes Reload, firearm traits, and crossbow rhythm worth building around.
AncestryAutomatonA living construct ancestry with ancient technology themes and a strong need for GM buy-in.
EquipmentFirearms, combination weapons, beast guns, cobbled firearms, accessories, gadgets, vehicles, and siege weaponsThis is the equipment book for action costs, hands, ammunition, repairs, and table-facing logistics.
ArchetypesGun, gear, artillery, beast gun, trap, overwatch, vehicle, and clockwork body optionsNon-Inventors and non-Gunslingers can borrow the book's themes without changing class.
SettingThe Rotating Gear and regional technology guidanceGives GMs reasons for technology to be common, uncommon, rare, controversial, illegal, sacred, or just expensive enough to make players blink.

Who Should Care

ReaderBest use
Players who want a tech-forward classStart with Inventor or Gunslinger.
Players who want a single gun or gadgetStart with firearms, ranged weapons, gadgets, or dedication feats.
GMs running Alkenstar-style techRead this hub, then technology in campaigns, session zero, and treasure by level.
GMs running classic fantasyUse the book selectively for rare NPCs, treasure, siege scenes, ruins, automatons, and specialist villains.
OptimizersStudy Reload, hands, item activation, Crafting, and three-action economy before buying the fanciest nonsense in the catalog.

Guns, Gears, Or Both

The most useful thing in Guns & Gears is not any single firearm. It is the permission model.

Table modelWhat it means
Guns onlyFirearms, black powder, Gunslinger, firearm accessories, artillery, and gun archetypes are available.
Gears onlyInventor, Automaton, gadgets, clockworks, vehicles, traps, and invention-facing archetypes are available.
BothThe campaign supports black powder and clockwork technology together. This works best when the world has visible infrastructure for both.
Regional technologyOptions are tied to origin, training, patronage, treasure, downtime contacts, or travel.
Rare story technologyTechnology appears as special treasure, NPC gear, ancient ruins, faction secrets, or campaign set pieces.

Hot take: "Everything is available at every shop" is the dullest possible version of this book. Guns & Gears gets better when access says something about the world.

Player Options Review

Inventor

Inventor is the book's cleanest "gears" class. It is not a Wizard in goggles. It is a martial problem-solver whose identity comes from an innovation, Overdrive, unstable actions, Crafting, and a tolerance for occasionally discovering that science has consequences.

Build axisWhat to watch
Armor innovationDurable and self-contained. Great for players who want tech flavor without managing a companion.
Construct innovationStrong table presence, but it adds positioning, commands, repairs, and companion planning. Check companions and familiars.
Weapon innovationThe most direct offense path, but it asks you to understand weapon traits, runes, and action flow. Pair it with weapons and runes.
Crafting supportCrafting is not optional flavor. It is the skill that keeps the concept feeling real.
GadgetsGadgets are best when the campaign gives you formulas, downtime, and reasons to prepare tools before a scene.

Best links: Inventor class, Inventor feats, Crafting, gadgets, adventuring gear and tools, and construct traits.

Gunslinger

Gunslinger is the book's "guns" class, but the actual class lesson is action economy. Firearms and crossbows can hit hard, especially on crits, but Reload is a bill that comes due every round unless your build plans around it.

Build axisWhat to watch
FirearmsStrong crit identity, real reload pressure, and a very different rhythm from bows.
CrossbowsLess flashy than guns, but more campaign-friendly when black powder access is limited.
WaysYour way shapes how you move, reload, threaten space, talk, snipe, or fight up close.
Range and coverGunslingers need maps that care about distance, cover, doors, elevation, and sight lines.
ReactionsFirearm builds often care about timing, triggers, and whether the GM runs enemies intelligently.

Best links: Gunslinger class, Gunslinger feats, firearms, ranged weapons, reactions, and action compression feats.

Automaton

Automaton is not just "robot person." It is a rare, story-facing ancestry built around an artificial body and a living soul. That means it works best when the campaign has room for ancient technology, lost civilizations, unusual origins, or a GM who wants ancestry choice to matter.

QuestionWhy it matters
Where did the automaton come from?The ancestry implies history, not just a body type.
How does the setting react?Some regions treat walking ancient technology as a miracle, weapon, relic, or problem.
Are construct themes common?Automaton feels different in a tech campaign than in a rural goblin-and-ghoul crawl.
What does the ancestry do for the class?Automaton pairs naturally with Inventor, but it can also give any class a strong visual and narrative hook.

Best links: Automaton ancestry, ancestry guides, heritage guide, character creation, and session zero.

Archetypes

Guns & Gears archetypes are at their best when they solve a specific campaign problem instead of simply adding a costume.

Archetype familyBest use
Inventor and Gunslinger multiclassBorrow the class engine without changing your whole character plan.
Artillerist and siege optionsCampaigns with fortifications, vehicles, ship fights, battlefield weapons, or military objectives.
Beast GunnerA weird magic-firearm lane that wants explicit GM approval and a campaign that enjoys rare weapons.
OverwatchTactical support for scouting, coordination, and team positioning.
Sterling DynamoA clockwork body-part fantasy for characters who want the tech to be physically obvious.
TrapsmithGreat when hazards, preparation, and battlefield setup are real parts of play.
Trick Driver and Vehicle MechanicOnly worth it when vehicles are more than background props.

Start with Guns & Gears archetypes, free archetype, archetype combinations, hazards, and subsystems.

Equipment Review

Firearms

Firearms are not modern weapons. They are early black powder and fantasy firearms balanced around Reload, traits, access, and critical hit identity. They feel best when maps reward range and cover but punish standing still forever.

StrengthCost
Big crit profileYou still need accuracy, teamwork, and setup.
Distinct weapon identityYou pay in Reload, hands, ammunition, and access.
Strong cinematic flavorThe GM has to decide how common black powder is.
Good class supportGunslinger gets more from them than a random character with one pistol and a dream.

Hot take: firearms are not overpowered by default. Bad encounter maps make them look better or worse than they are.

Combination Weapons

Combination weapons are for players who enjoy mode management. They can be stylish, but they make you care about which form you are using, whether you need to reload, how your runes apply, and how many actions your turn actually has.

Use them when the table enjoys tactical equipment. Avoid them when a player already struggles with basic actions and activities. The coolest weapon in the room is still bad if it takes three actions to explain.

Gadgets

Gadgets are consumable technology. They are strongest when the campaign rewards preparation, Crafting, formulas, workshops, scouting, and gear planning.

They are weaker in tables that hand-wave inventory, downtime, and shopping. That is not a moral failure. It just means gadgets may become expensive confetti.

Vehicles And Siege Weapons

Siege weapons and battle vehicles are scene tools, not casual shopping items. Use them for fort assaults, ship battles, road chases, military campaigns, boss set pieces, and large-scale objectives. If the party never has space, crew, targets, or routes, a vehicle is just an expensive paragraph.

For war-facing play, cross-link this with Battlecry, encounter building, movement actions, and flanking and positioning.

GM Options Review

Technology Access

Guns & Gears needs a better answer than "sure, buy whatever." Use GM Core rarity and access tools to decide what characters can start with, buy later, craft, earn from factions, or find as treasure.

Access styleBest for
Common campaign techAlkenstar-style games, military technology campaigns, or full tech-fantasy parties.
Uncommon regional techMost campaigns. The option exists, but origin and story matter.
Rare story techAncient automatons, beast guns, prototype weapons, strange vehicles, and faction secrets.
NPC-only techVillains, elite guards, monster hunters, inventors, battlefield set pieces, and treasure hooks.

Regional Tone

The book gives many examples of technology living in specific places instead of floating around the setting like a universal shopping app. Alkenstar and Dongun Hold explain why firearms are prominent in the Mana Wastes. Other regions use black powder, clockwork, artillery, and invention in different cultural, legal, military, or occult ways. Numeria-style science fantasy is a different lane from the clockwork and black powder focus here.

Review-level takeaway: decide whether technology is industrial, military, ceremonial, illegal, experimental, inherited, factional, or weird. That choice does more for the campaign than listing every gun.

Encounter Design

Technology changes encounters when the GM builds scenes for it.

Encounter elementWhat to include
FirearmsCover, line of sight, elevation, reload windows, noise, smoke, and enemies who reposition.
InventorsObjects to repair, hazards to disable, devices to improvise around, and enemies who threaten the innovation.
AutomatonsNPC reactions, ancient ruins, construct enemies, and questions about repair, identity, and age.
GadgetsPre-mission information, scouting, downtime, formula access, and reasons preparation pays off.
VehiclesRoutes, crew roles, hazards, chase clocks, repairs, and objectives beyond "kill everything."
Siege weaponsFortifications, distance, crews, cover, collateral, reload time, and battlefield stakes.

Use hazards, custom monsters, creature traits, stat blocks, and encounter use to make these scenes feel like Pathfinder rather than a shopping list.

Core Book Context

SourceWhy it matters here
Player CoreActions, Interact, item use, weapon traits, conditions, Crafting, Repair, and the math assumptions underneath every firearm and gadget.
Player Core 2Alchemist, Investigator, Ranger, Fighter, Monk, Swashbuckler, and other classes help compare item-heavy, action-heavy, and precision-heavy builds.
GM CoreRarity, access, treasure, downtime, DCs, hazards, vehicles, and campaign tone decide whether this book sings or just clanks.
Monster CoreConstructs, clockworks, resistances, weaknesses, encounter roles, and creature traits help technology scenes land cleanly.

Best Starting Paths

GoalStart here
I want to play the tech classInventor, then Inventor feats, Crafting, and gadgets.
I want to play the gun classGunslinger, then Gunslinger feats, firearms, and action compression.
I want a construct ancestryAutomaton, then ancestry guides, heritage guide, and session zero.
I want only a splash of techGuns & Gears archetypes, dedication feats ranked, and equipment.
I am the GMTechnology in campaigns, session zero, treasure by level, and encounter building.

What To Skip Or Delay

OptionDelay it when
Beast gunsThe table has not agreed to rare fantasy firearms or monster-derived weapons.
VehiclesThe adventure has no travel routes, chases, crews, battlefield objectives, or repair pressure.
Siege weaponsThe campaign has no forts, ships, armies, walls, or large-scale targets.
Combination weaponsThe player does not want mode switching, reload management, and rune questions.
Gadget-heavy playThe campaign ignores formulas, downtime, inventory, and preparation.
Full tech accessThe campaign tone is supposed to feel remote, mythic, primal, or low-infrastructure.

Hot take: "Can I buy it?" is the wrong first question. Ask "Will the campaign make this fun after session one?"

Common Mistakes

MistakeBetter approach
Assuming firearms replace bowsTreat them as different weapons with different costs, not straight upgrades.
Forgetting ReloadReload is part of the balance. Do not erase it unless the class or feat explicitly earns that efficiency.
Treating Inventor as pure flavorThe class needs scenes where Crafting, repairs, devices, and problem-solving matter.
Approving Automaton without setting contextRare ancestry permission should include a story answer, not just a character sheet checkbox.
Giving vehicles no vehicle scenesIf the party owns a vehicle, build routes, hazards, crews, enemies, and repairs around it.
Using siege weapons as normal weaponsSiege equipment belongs to battlefield, fortification, ship, and set-piece play.
Making every tech item commonRarity and access are your friends. Let the world have texture.

Hot Takes

Guns & Gears is at its best when it is not just "Pathfinder, but with guns." It is a worldbuilding book disguised as an equipment book.

Inventor is the stronger table test than Gunslinger. A firearm mostly asks whether Reload and access work. Inventor asks whether the campaign actually has room for engineering, repairs, gadgets, and invention-based problem solving.

Combination weapons are cool, but cool is not a build plan. If the player does not enjoy fiddly action economy, hand management, and weapon traits, give them a normal weapon and let them be happy.

Vehicles and siege weapons should be treated like adventure structure. If they are not shaping the scene, they are probably clutter.

Final Notes

Use Guns & Gears when technology should change character options, treasure, maps, and campaign tone. Use it carefully when the campaign only wants a little black powder flavor.

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