Keeper of Construct (Inquisitor Archetype)
(art by nolan192 on DeviantArt)
It’s time for another archetype geared around killing and disabling constructs… but this one isn’t from construct handbook this time! So I am only halfway reminded of the biggest disappointment in First Edition for me!
In any case, this archetype is tied to the Goddess Brigh (and occasionally Torag), who presides over invention and machines. While the Whisper in Bronze is normally content to let inventors create in peace, sometimes it becomes clear that those that devote themselves to creating mechanical servitors and other wondrous inventions do so without the common benefit in mind. Those that use such constructs as vengeful assassins and tools of revenge, or that sic them on civilians as acts of terror and cruelty are her enemies.
Emulating her wishes and the powers of her herald: the Latten Mechanism, some of her priests take up arms against such violent and cruel creators, seeking to either free their constructed creations from them, or barring that, putting them down s they can no longer cause harm.
Such keepers are found both in Numeria and Alkenstar, where the worship of Brigh and the crafting of constructs is common, but they might be anywhere where constructs are found in great numbers, and their creators need policing, both in and outside the Lost Omens setting.
Divinely guided by their patron, these construct hunters are able to aim for the weak spots of constructed foes, bypassing the durability of most and at least somewhat piercing those that cannot be pierced by adamantine alone.
Their presence and knowledge of construct behavior allows them to make constructs hesitate, almost as if they were afraid.
Additionally, there are few that are more knowledgeable about construct strengths and weaknesses than them.
More powerful individuals can even command constructs that do not belong to them, even wresting them away from the direct control of their master, though this is limited in what they can command and how often they can do so.
This is a pretty solid construct-hunting archetype, though some of the abilities raise questions. Most constructs have DR bypassed by adamantine, so having limited ability to pierce other types of DR on constructs is a bit niche. Furthermore, while the ability to implant suggestions in constructs is nice, it does not say whether this bypasses the magic immunity of golems and golem-like constructs, which I feel is definitely a needed clarification. In any case, this archetype is a bit niche, but not so much so that they’re powerless outside of fights with constructs, but they can really excel in campaigns with lots of robots, clockworks, and other constructs about.
As written, these inquisitors seem to be focused on the preservation of mechanical life that can be saved, so if you’re looking for an archetype for a villain that seeks to destroy sapient machines for whatever reason, such as because they have gained sapience, this might not be what you’re looking for unless you outright change the flavor of the class, which could be fun if you want to apply it to a less benevolent god or philosophy.
The Brass Key clan of dwarves are famous for their clockwork marvels, which range from automatic mechanisms for running public works to full-fledged constructs. However, not all who create these wonders do so peacefully, so in the name of The Maker, there are sects of priests dedicated to putting a stop to such villainy and blasphemy.
The world of the Shattered Tower has been wiped nearly clean of life, leaving behind the relics of civilization and horribly monstrous wildlife alongside the automatons that survived their creators. Most machines try to live peacefully and find new meaning in this ruined world, but others still bear the programming of death and war that brought this ruin, forcing the others to take up arms to protect themselves and the last bastions of life.
The party needs a construct breaker to help handle the guardians of the tomb of Hakshesu, and they find one in Lova Windercoil, who is tasked with handling any automaton guardians while the party deals with mummies and other guardians. However, Lova cannot help but question the application of her divine gifts towards destroying constructs that are no danger to anyone but interlopers.
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I know it shouldn't surprise me, but it's frustrating af to step outside the fandom and read about OFMD's cancellation on more general entertainment sites and see the majority of reactions be along the lines of "oh well it was probably Taika being over it, he always gave me the ick anyway so, whatever," and then often devolving into comments about his personal life, or conspiracy theories that can be disproven if you use your brains for 30 seconds or maybe step outside and touch grass idk idk.
And this isn't me saying "omg how could you dislike Taika" bc truly unless you're being racist or antisemitic (which, let's be real, many are), I don't give a fuck what you think about him.
But the point remains that if you have a show that is all about celebrating queer joy and finding yourself later in life, that has a diverse cast of characters in terms of race, ethnicity, sexuality, and body type, that was WRITTEN by a diverse group of writers, that is receiving praise from critics and fans alike, that from all reports was one of Max's most successful shows despite them doing next to no promotion the first season, that had two successful seasons and the creator is on the record saying he had a plan to tell the entire story in three, and it gets CANCELED.
I don't give a fuck how you feel about Taika, or how you feel about OFMD. You SHOULD be concerned about that. Because your show is next.
And before you come at me with "it's just a show, have you seen what's happening in the world?" Yeah. I fucking have. And the arts matter. They have always mattered. It's how we've shared stories and fostered communities and passed down what's important to us as a society. And they've brought us joy. And I don't know about you, but I think we could all do with a fuckton more joy in our lives.
This is absolutely a huge loss, and unfortunately it's not going to be the last as streaming services continue to go deeper in crisis. If that doesn't concern you, idk, go enjoy yourself watching season 47 of The Bachelor.
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Gun Smuggler (Rogue Archetype)
(art by FluorineSpark on DeviantArt)
Firearm technology has only just begun to appear in the world of Golarion, most notably in Alkenstar, but also in other lands far away where gunpowder has long been a technology that has been experimented with.
Naturally, given the near-exclusivity of the tech that these nations have, they have a keen interest in regulating their sale and spread, lest they lose that exclusivity as the technology is reverse-engineered, replicated, and possibly even improved upon.
And where you find trade regulations, you’ll find smugglers willing to circumvent them to make a pretty penny on the black market.
Enter the gun smuggler! These roguish sorts are indeed smugglers, but specialize in firearms in particular, not only buying and selling them, but also having a knack for using them as well, and having developed an array of contacts to keep them supplied and in the loop.
While Golarion has a perfect location to integrate these smugglers into the setting, you can use them in any setting where guns are either new tech or heavily regulated.
In any case, we’ll soon see how effective they can be both in a firefight and in the act of acquiring what they want.
These smugglers start out with a trusty firearm, and have the knowledge to repair and supply it. However, unlike a normal gunslinger, they tend to favor small or concealed firearms such as coat pistols, dagger pistols, and sword cane pistols.
Additionally, they are even more adept at hiding weaponry on their bodies, as well as concealing the true nature of disguised weaponry as well.
Their concealed firearms are their favorite weapon, which does mean that their ability to target a foe’s weak points is somewhat reduced when not using that favored implement.
Additionally, the many contacts of these merchants ensures that they can almost always rely on them to get a dead drop of ammunition. At first, these are just ammo, gunpowder, or cartridges, but later on they can ask for magical ammo as well, tailoring the exact enchantments to the situation. However, they cannot get so much ammunition from doing so as to make a profit, only gaining more each day as they expend bullets from previous supply.
So great is their skill with their signature firearm that these would-be gunslingers can maintain accuracy as surprising distance, and deal even more grievous wounds.
While not capable of the daring acts of the regular gunslinger, this archetype is a fun and well-integrated way to blend the rogue and gunplay together. Getting a small supply of free ammo once per day, which you can tailor to what foes you think you’ll be facing is also very useful indeed, even if it is a somewhat limited list of possible enchantments. As a smuggler, you should be maxing out your bluff, sleight of hand, and other deceptive skills, as well as taking rogue talents to improve this further so that you can get away scot-free when moving your goods, as a mix of gunplay and deception are your bread and butter here.
The sort of characters you can get out of smugglers is a pretty varied lot, though it is influenced by the legitimacy of the government forbidding the sale of their wares and what it is. Someone smuggling people over the border to escape an oppressive regime might be a kindly person who refuses to turn a blind eye, for example. A gun runner, however, well, that strikes me as having few scruples, since they are selling powerful weapons, though I suppose it depends on who they are selling them to.
Baalan Firetongue has been in the smuggling business longer than most, and he knows a bad deal when he sees one. The deep one hybrid clan that he agreed to sell an arsenal of weapons to have been acting suspicious ever since they received the first shipment, and he needs a group of well-armed mercenaries for backup when the deal inevitably goes south.
In order to cross the Blight undetected, the party has to sign on with a “merchant” vessel that “conveniently” has a smuggler’s hold. However, the Blight has more than just twisted sea life in it’s waters, for thick tangles of the corrupted sargassum also play host to abyssal vermin like vescavors, which the smuggler captain expects the party to help defend them against.
While no one can prove it, the merchant lord Obelgan is a notorious smuggler, selling cannons and firearms to willing buyers, providing any faction with weaponry in the many conflicts of the Shattered States, oftentimes to both sides. Only a fool would assume he’s defenseless, however. He’s shockingly quick with the pistol concealed in his cane.
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