Gunslinger
For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.
Gunslingers are a bold and mysterious lot. While there are those treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.
Role: Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 5d6 x 10 gp (average 175 gp) In addition, each character begins play with an outfit worth 10 gp or less, and the gunslinger begins with her starting firearm.
Starting Age: Self-Taught.
Class Skills
The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Dex), Sleight of Hand (Dex), Survival (Wis), Stealth (Dex), and Swim (Str). Skill Ranks per Level: 6 + Int modifier.Table: Gunslinger
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +2 | +0 | Deeds, grit, gunsmith, gun training |
| 2nd | +1 | +3 | +3 | +0 | Eagle eyes, gun mastery, slinger’s quirk |
| 3rd | +2 | +3 | +3 | +1 | Deeds, uncanny dodge |
| 4th | +3 | +4 | +4 | +1 | Combat grit, nimble +1 |
| 5th | +3 | +4 | +4 | +1 | Gritty offense +1, gun mastery |
| 6th | +4 | +5 | +5 | +2 | Gunner’s style, steely resolve |
| 7th | +5 | +5 | +5 | +2 | Deeds, evasion |
| 8th | +6/+1 | +6 | +6 | +2 | Gun mastery, nimble +2 |
| 9th | +6/+1 | +6 | +6 | +3 | Combat grit |
| 10th | +7/+2 | +7 | +7 | +3 | Gritty offense +2 |
| 11th | +8/+3 | +7 | +7 | +3 | Deeds, gun mastery |
| 12th | +9/+4 | +8 | +8 | +4 | Gunner’s style, nimble +3 |
| 13th | +9/+4 | +8 | +8 | +4 | Improved uncanny dodge |
| 14th | +10/+5 | +9 | +9 | +4 | Combat grit, gun mastery |
| 15th | +11/+6/+1 | +9 | +9 | +5 | Deeds, gritty offense +3 |
| 16th | +12/+7/+2 | +10 | +10 | +5 | Improved evasion, nimble +4 |
| 17th | +12/+7/+2 | +10 | +10 | +5 | Gun mastery, skilled resolve |
| 18th | +13/+8/+3 | +11 | +11 | +6 | Gunner’s style |
| 19th | +14/+9/+4 | +11 | +11 | +6 | Combat grit, deeds |
| 20th | +15/+10/+5 | +12 | +12 | +6 | Gritty offense +4, gun mastery, nimble +5, true grit |
Class Features
The following are class features of the gunslinger.Weapon and Armor Proficiency
Gunslingers are proficient with simple and martial weapons, and with all firearms. They are proficient with light armor.Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat, although she can craft bullets, pellets, and black powder for a cost in raw materials equal to 1% of the price rather than 10%.Gun Training (Ex)
Starting at 1st level, a gunslinger gains a bonus equal to her Dexterity modifier on damage rolls when firing a firearm; this bonus to damage cannot exceed her class level until she reaches 5th level. Furthermore, she reduces the misfire value of firearms by 1 (minimum 0) and when she fires a broken firearm, the misfire value of that firearm increases by 2 instead of 4.Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point if her weapon has a critical multiplier of x2 or x3, or 2 grit points if her weapon has a x4 or higher critical multiplier. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Finishing Blow with a Firearm: When the gunslinger causes a creature to lose consciousness due to hit point damage, she regains 1 grit point. Destroying an unattended object, causing a helpless or unaware creature to lose consciousness due to hit point damage, or causing a creature to lose consciousness that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Successful Saving Throw: Whenever the gunslinger makes a successful saving throw against a non-harmless spell, spell-like ability, supernatural ability, or extraordinary ability originating from a hostile creature, she regains 1 grit point. Making a successful saving throw against the effect of a hostile creature that has fewer Hit Dice than half the gunslinger’s character level does not restore any grit.Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. In addition, a gunslinger gains additional deeds from her personage. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. The DC for the save against a deed is equal to 10 + 1/2 the gunslinger’s level + her Wisdom modifier. All deeds are extraordinary abilities unless otherwise noted. Deeds
Deadeye: At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Reflexes: At 1st level, the gunslinger gains an uncanny knack for knowing how to avoid attacks. As long as the gunslinger has at least 1 grit point, she does not provoke attacks of opportunity for firing or reloading a firearm.
Quick Clear: At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move action instead of a standard action.
Ricochet Shot: At 3rd level, the gunslinger can make a surprise attack, being able fire a shot at a wall or piece of solid terrain, and have it ricochet off. When she does, she uses the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack, although her attack roll takes a -2 penalty. The attack uses that square to determine the effects of cover, and the gunslinger’s own square to determine the effects of concealment. The gunslinger can make this shot as long as she has at least 1 grit point. When making this shot, she can spend 1 grit point to ignore the effects of all cover or concealment. The gunslinger must choose to spend the grit point before she makes the attack roll.
Speedloader: At 3rd level, as long as the gunslinger has at least 1 grit point, she reduces the action needed to load a firearm as long as it would be able to be loaded as a full action or quicker; from a full round to a standard, standard to move, and move to free action.
Utility Shot: At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
- Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
- Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
- Trap Springer: The gunslinger can make an attack roll against a trap within the first range increment of her firearm as long as she is able to target its triggering mechanism (such as a floor plate), treating the Disable Device check of the trap as its AC for this attack. If this attack is successful, the trap is automatically activated. If the gunslinger targets a trap she or one of her allies created (she must have observed the creation of the trap), she gains a +5 circumstance to her attack roll while using this deed.
- Arms: On a hit, the target drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
- Head: On a hit, the target is also confused for 1 round. This is a mind-affecting effect.
- Legs: On a hit, the target is knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
- Torso: Targeting the torso increases the critical threat range of your attack by 1 (this stacks with the Improved Critical feat and keen but is applied last).
- Wings: On a hit, the target falls 20 feet if they are currently in the air.
Eagle Eyes (Ex)
Gunslingers rely on their keen sight to land precise shots. At 2nd level, a gunslinger receives a morale bonus on Perception checks equal to 1/2 her class level.Slinger’s Quirk (Ex)
At 2nd level, a gunslinger selects two Charisma or Intelligence based skills; she may choose to use her Wisdom modifier in place of her Charisma or Intelligence when determining her bonus for those skills.Gun Mastery (Ex)
At 2nd level and every three levels thereafter, a gunslinger gains one of the following masteries; some masteries allow you to gain additional deeds, being marked with the (deeds) tag: Gun Mastery
Aquatic Slinger: The gunslinger is able to load firearms and fire normally while underwater.
Bonus Feat: The gunslinger gains a bonus combat feat of her choice, treating her class level as her base attack bonus for the purpose of meeting prerequisites for this bonus feat. This mastery can be selected multiple times.
Bullet Juggler (Ex): As long as the gunslinger has at least 1 grit point, she does not require a free hand to reload a firearm.
Charging Shot (Deed): As long as the gunslinger has at least 1 grit point, as a full round action, she can move up to her speed and make a single attack with a firearm she wields at any point during this movement. She can spend 1 grit point when using this deed to instead move up to two times her speed, making a second shot with a -5 penalty; this second attack may be made at a different point during her movement. If the gunslinger possess the Shot on the Run feat, she can always move up to two times her speed and can use the targeting deed with the attack granted by this deed, although she cannot spend grit to make an additional attack. A gunslinger must be 5th level or higher to select this mastery.
Close Quarters Gunner: Whenever the gunslinger is grappled, she can still wield a two-handed firearm, and if she makes a successful attack against a creature grappling her, it suffers a -5 penalty on its next grapple check against her.
Counter Shot (Deed): As long as the gunslinger has at least 1 grit point, whenever a ranged attack is made against her, she can make an opposed attack roll as an immediate action. If her attack roll is higher, the ranged attack is deflected harmlessly. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected, although she can spend 1 grit point to be able to deflect these types of ranged attacks. A gunslinger must be 5th level or higher to select this mastery.
Critical Gunner: The gunslinger may treat the critical threat range of any non-broken firearm she wields as 19-20/x2. This mastery can be selected a second time, instead treating the critical threat range of firearms she wields as 18-20/x2. A gunslinger must be 5th level or higher to select this mastery a second time.
Dead Aim: Whenever the gunslinger uses the dead shot deed, for each successful attack she makes beyond the first, she deals additional damage equal to her Dexterity modifier. A gunslinger must be 8th level or higher to select this mastery.
Dead Runner: Whenever the gunslinger uses the dead shot deed, as long as she has at least 1 grit point, she can move up to half her speed; this movement provokes attacks of opportunity and can be used while using the Stealth skill to snipe. She can spend 1 grit point to instead move her full speed, her movement not provoking attacks of opportunity. A gunslinger must be 8th level or higher to select this mastery.
Drill Shot (Deed): As long as the gunslinger has at least 1 grit point, as a standard action she can make an attack against an object, ignoring an amount of hardness equal to 1/2 her gunslinger level + her Wisdom modifier. She can spend 1 grit point when using this deed to instead ignore an amount of hardness equal to her gunslinger level + her Wisdom modifier.
Expanded Targeting: Whenever the gunslinger uses the targeting deed, they can target the following additional areas:
- Ears: On a hit, the target is deafened for 1 minute.
- Eyes: On a hit, the target takes treats all creatures as though they had concealment for 1 round.
- Throat: On a hit, the target is unable to breathe for 1 minute or until they receive 1 or more points of magical healing or regeneration.
- Arms: On a failed Reflex save, the target is unable to hold objects in that hand for a number of rounds equal to the gunslinger’s Wisdom modifier (minimum 1 objects which are held in place such as bucklers or gauntlets are not affected.
- Head: On a failed Will save, the target is confused for an additional number of rounds equal to the gunslingers Wisdom modifier (minimum 1).
- Legs: On a failed Reflex save, the target’s base land speed is reduced by 1/2 for a number of rounds equal to the gunslinger’s Wisdom modifier.
- Torso: On a failed Fortitude save, the target is sickened for a number of rounds equal to the gunslinger’s Wisdom modifier. If the gunslinger successfully confirms a critical hit while targeting a creature’s torso, that creature is instead nauseated for 1 round upon failing this saving throw.
- Wings: On a failed Reflex save, the target is unable to fly for a number of rounds equal to the gunslinger’s Wisdom modifier.
- Ears: On a failed Reflex save, the target is permanently deafened.
- Eyes: On a failed Reflex save, the target is blinded for 1 minute or until they receive 1 or more points of magical healing or regeneration.
- Throat: On a failed Fortitude save, the target begins to suffocate for 1 minute or until they receive 1 or more points of magical healing or regeneration, and the DC to avoid suffocation increases by +3 per round rather than +1. A gunslinger must be 8th level or higher to select this deed.
Uncanny Dodge (Ex)
At 3rd level, a gunslinger gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A gunslinger with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. If a gunslinger already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.Combat Grit (Ex)
At 4th level, whenever a gunslinger rolls initiative, she gains 1 temporary grit point in addition to her normal grit pool. Temporary grit points are spent first and last for 1 minute or until spent. Once a gunslinger has gained temporary grit from this class feature, she cannot do so again for 5 minutes. At 9th level and every five levels thereafter, this ability grants an additional temporary grit point upon rolling initiative.Nimble (Ex)
Starting at 4th level, a gunslinger gains a +1 dodge bonus to AC and a +1 competence bonus to her initiative while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose these bonuses. These bonuses increase by +1 for every four levels beyond 4th level (to a maximum of +5 at 20th level).Gritty Offense (Ex)
At 5th level, a gunslinger can spend 1 grit point as a swift action to gain a +1 bonus to attack and damage rolls on attacks made with firearms for 1 minute. At 10th level and every five levels afterwards, this bonus increases by +1 to a maximum of +4 at 20th level.Gunner’s Style (Ex)
At 6th level and every six levels thereafter, a gunslinger selects a Dexterity or Wisdom based skill (including ones she has selected with slinger’s quirk), gaining the skill unlockPU powers for that skill as appropriate for her number of ranks in that skill.Steely Resolve (Ex)
At 6th level, whenever a gunslinger fails a Dexterity or Wisdom based skill check (including skills selected with slinger’s quirk), she can spend 1 grit point to reroll that check.Evasion (Ex)
At 7th level and higher, a gunslinger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the gunslinger is wearing light armor or no armor. A helpless gunslinger does not gain the benefit of evasion.Improved Uncanny Dodge (Ex)
A gunslinger of 13th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the gunslinger does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.Improved Evasion (Ex)
At 16th level, a gunslinger’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless gunslinger does not gain the benefit of improved evasion.Skilled Resolve (Ex)
At 17th level, whenever a gunslinger would use her steely resolve class feature, her reroll gains a bonus equal to her Wisdom modifier (minimum 1).True Grit (Ex)
At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.Section 15: Copyright Notice
Legendary Gunslingers. Copyright 2017, Legendary Games; Authors N. Jolly, Jason Nelson, Clinton J. Boomer, Robert Brookes, and Alex Augunas.Remove these ads. Join the Worldbuilders Guild

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