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THE GUNSLINGER
With a crack of man-made thunder and a burst of black smoke, the gunslinger leaves her mark on the world by combining the man-made magic of black powder and the deadly precision of a perfectly timed shot.
Gunslingers wield the exotic firearms known as pistols, muskets, rifles, and scatterguns, and learn to perform amazing trick shots which are as showy as they are deadly. From mysterious strangers who walk into town with an unusual weapon at their side, to the expert marksmen of the most industrialized nation, all gunslingers are terrors when the lead starts flying.
While some see her as cold and fearless, or a lost stranger in a world not yet ready for her, adventure stirs in her heart, and her finger itches to pull the trigger.
Role: Gunslingers are a versatile lot. Generally on the forefront of combat, the gunslinger is a mobile fighter that fights at close to moderate range. Depending on the gunslinger, their jobs may be to drop enemies as quickly as possible by filling them with hot death sprayed from a smoking barrel; while some gunslingers prefer to disable opponents with carefully practiced techniques that give them and their allies an edge. Some gunslingers still find more strength in a cold hard stare and their unbreakable resolve.
Alignment: Any
Hit Die: 1d10
Starting Gold: 3d6 x 10 gp (105 gp average)
Class Skills
The gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Engineering), Knowledge (Local), Perception (Wis), Profession (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int Modifier.
Class Features
The following are class features of the Gunslinger.
Weapon and Armor Proficiency: Gunslingers are proficient with all simple weapons and all firearms (as if they possessed the exotic weapon proficiency feat). They are proficient with light armor.
Firearm: At 1st level, a gunslinger begins play with either 1 musket, or 2 revolvers, or 1 blunderbuss, as well as 5 gold pieces worth of ammunition.
Grit (Ex): Gunslingers are most renown for their ability to perform incredible feats of daring when the chips are down; the result of an unseen strength of hardened resolve and spirit. All gunslingers have this determination and daring, and no true name exists for it, but most call it “Grit”.
Each gunslinger has a pool of grit points which can be spent to perform powerful actions. A gunslinger begins play with 2 grit, and has a maximum grit equal to 2 + ½ her level (rounded down).
A gunslinger may spend grit to use certain abilities she gains as she advances in level. Likewise, some of her abilities allow her to recover grit when she uses them, allowing her the build herself up for the next difficult ability she plans to use. Spent grit is regained automatically if the gunslinger rests for 8 hours.
Finally, a gunslinger can never spend an amount of grit greater than her gunslinger level at once (thus a 1st level gunslinger using the Called Shot ability cannot spend more than 1 grit on the deed's effects).
Deeds (Ex): A gunslinger has a series of abilities known as “deeds”. These are special actions they can take when fighting their enemies or performing other actions. At 1st level, a gunslinger gains either the deadeye shot or the rolling shot automatically, and may choose one additional deed. At every odd level (3rd, 5th, 7th, etc), the gunslinger may select an additional deed to add to her list of abilities.
Blinding Shots (Ex): As long as the gunslinger has at least 1 grit remaining, every enemy within one range increment that she targets with a firearm attack gains the dazzled condition for 1 round. Additionally, each time she confirms a critical hit, she gains 1 grit.
Burst Fire (Ex): As a standard action that provokes attacks of opportunity, the gunslinger expends 5 shots from her firearm and creates a 30ft radius burst within her first range increment. Enemies caught within this burst take 2d6 points of weapon damage for every point of grit she spends with a Reflex save (DC 10 + ½ level + Dexterity modifier) for half-damage. A gunslinger cannot attempt this deed unless she has at least 5 total shots remaining between any firearms she is currently wielding.
Called Shot (Ex): As a full-round action, the gunslinger makes a single attack roll, and may attempt to shoot a specific area of a target's body. Creatures immune to critical hits are immune to called shots. The effect of the called shot depends on the location you decide to shoot. Some fantastic creatures may not have the appropriate body parts; but you may choose any of the following options regardless, as it's assumed the gunslinger will choose a location that would provide a similar effect. The gunslinger may choose one of the following effects if the attack succeeds.
Headshot: You deal damage as appropriate for your weapon and may deal extra damage by spending grit. For each point of grit you spend you deal an extra 2d6 points of precision damage.
Armshot: You deal damage as appropriate for your weapon and may make a special combat maneuver check to disarm the target. This functions as a normal combat maneuver check except you apply your Dexterity modifier to the check instead of your Strength modifier, and you ignore bonuses or penalties based on your size (but not the target's). If the check succeeds, the target drops a held item of your choice as though they were disarmed. You may spend grit to gain a bonus on your combat maneuver check. For each point of grit you spend, you gain a +2 bonus on your combat maneuver check.
Body Shot: You deal damage as appropriate for your weapon, and you may spend grit to inflict bleed damage on your target. For each point of grit spent, you inflict 2 points of bleed damage on the target. Alternatively, you may choose to instead inflict 1 point of Constitution bleed for every 2 grit points you spend.
Leg Shot: You deal damage as appropriate for your weapon and may make a special combat maneuver check to trip the target. This functions as a normal combat maneuver check except you apply your Dexterity modifier to the check instead of your Strength modifier, and you ignore bonuses or penalties based on your size (but not the target's). If the check succeeds, the target drops prone as if tripped. You may spend grit to gain a bonus on your combat maneuver check. For each point of grit you spend, you gain a +2 bonus on your combat maneuver check. Creatures immune to being tripped are immune to this ability.
Wing Clip: You deal damage as appropriate for your weapon and may cause enemies to fall out of the air. If the target of the attack has a flight speed, you may inflict a penalty on their Fly checks by spending grit. For each point of grit you spend, the target suffers a -2 penalty to Fly skill checks. This penalty lasts until the target receives a DC 15 heal check or is healed of hit point damage.
Close Wound (Ex): As a standard action, the gunslinger can hold her gun across a bleeding wound and fire, burning the wound closed. She expends one shot from a firearm she wields and ends a bleed effect on a creature she can touch (including herself). In addition the gunslinger gains 2 grit points when she uses this ability. At 8th and 16th level, the gunslinger increases the amount of grit gained by this ability by 1.
Deadeye Shot (Ex): As a standard action, the gunslinger makes a single attack with a firearm against a target within one range increment of the weapon she's attacking with. This attack is resolved as a touch attack within this distance. In addition, the gunslinger deals an extra 1d6 precision damage on the shot for every 2 levels of gunslinger she has (+1d6 at 2nd level, +2d6 at 4th level, etc). If the attack succeeds, the gunslinger regains 1 grit. At 8th and 16th level, the gunslinger increases grit gained by this ability by 1.
Desperado (Ex): As a full-round action, the gunslinger can expend grit and fire shots all around her in a blazing storm of smoke and fire. This deed can only be performed while dual-wielding revolvers or short-scatterguns. The gunslinger must expend a total of 10 shots (if wielding revolvers) or 4 shots (if short-scatterguns). Enemies within one range increment of her weapons suffers 2d6 points of weapon damage per point of grit spent if used with revolvers, or 4d6 weapon damage per point used with short-scatterguns, with a Reflex save (DC 10 + ½ level + Dexterity modifier) for half damage.
Dive for Cover (Ex): Whenever the gunslinger is the target of a ranged attack, the gunslinger may expend 1 grit to move up to one-half her speed to get behind an object that would provide cover (such as a tree, a tavern bar, or an overturned table), gaining the benefits of the cover against the attack. If no cover is available within the appropriate distance, she instead may drop prone (gaining the +4 bonus to armor class for being prone against the attack). If she drops prone in this fashion, she may spend 1 grit on her turn to stand up as a swift action. Movement from this ability provokes attacks as normal, but standing up again does not.
Lock and Load (Ex): The gunslinger gains the Rapid Reload feat even if she doesn't meet the prerequisites. In addition, she may spend 1 grit to reload an additional shot in the same action.
Piercing Shot (Ex): As a standard action, the gunslinger may make a single shot with a firearm she's wielding to target all enemies in a line. The length of the line is the first range increment of the weapon the gunslinger wields. Make a single attack roll and compare it to the armor class of each creature in the line. Each creature after the first gains a +2 bonus to their armor class for each creature before them against the attack (so the 2nd creature in the line gets a +2 bonus, while the 3rd gets a +4, and so on). Each creature that is struck takes damage normally and an additional 1d6 damage for every 2 points of grit the gunslinger currently has.
Pistol Whip (Ex): A gunslinger with this deed can attack with her firearms as though they were clubs (for pistols, revolvers and short-scatterguns) or greatclubs (for muskets, rifles and scatterguns), and is treated as having proficiency with those weapons. Additionally, as long as she has at least 1 grit remaining, she may apply the enhancement bonus and special abilities of her firearms to these melee attacks (so a +3 flaming revolver is treated as a +3 flaming club). If the gunslinger's firearm is equipped with a bayonet, the gunslinger may deal damage as if the club was one size category larger, and may choose to deal bludgeoning or slashing damage.
Rapid Firing (Ex): The gunslinger gains the Rapid Shot feat even if she doesn't meet the prerequisites. In addition, she may ignore the -2 attack penalty for using the feat if she spends 1 grit when declaring she is using Rapid Shot.
Rolling Shot (Ex): As a full-round action, the gunslinger may move up to half her speed without provoking attacks of opportunity; and she may make a single attack with a firearm she's wielding during any part of this movement. Additionally, she gains a dodge bonus to her Reflex saves and to armor class equal to ½ her gunslinger level (minimum 0) until the end of her next turn. If the attack succeeds, the gunslinger regains 1 grit. At 6th level, if the gunslinger is wielding two firearms when she uses rolling shot, she may attack with both weapons (incurring penalties for fighting with two weapons as normal), but only regains grit if both attacks succeed.
Shotgun Nightmare (Ex): The gunslinger has learned to wield a shotgun at the closest ranges and turn enemies into puddles of bloody meat. As long as the gunslinger has at least 1 grit remaining, she can fire any shotgun weapon in melee without provoking attacks of opportunity. In addition, each shot deals an additional 1d6 points of precision damage, plus an additional 1d6 damage at 4th level and every 4 levels thereafter (8th, 12th, 16th, and 20th). While wielding scatterguns in this way, she is treated as threatening opponents within her reach with the scatterguns, and may even make attacks of opportunity and flank using her scatterguns.
Shotgun Opera (Ex): When making an attack with a shotgun weapon, the gunslinger can expend 1 grit to expend 2 shots at once. If the attack hits, the gunslinger deals double damage (or triple on a critical hit).
Silver Bullet (Su): As a swift action, the gunslinger can expend 1 grit to treat her attacks as though they were made of a special material (such as silver or adamantine) for 1 round, allowing her to overcome certain damage reductions. This doesn't actually grant any other benefits of the special material (such as adamantine's ability to ignore hardness).
Trick Shot (Ex): When making an attack with a firearm, the gunslinger may expend 1 grit to shoot an object that would be considered solid cover (such as a wall, ceiling, overturned table, etc) with a hardness of 5 or greater without hurting the object. She may then immediately choose a different target to treat as the target of the attack, except she treats the origin of the attack as the location of the object she originally fired on for purposes of determining line of effect and line of sight (thus allowing the gunslinger to shoot around obstacles or even at enemies she herself doesn't have line of sight to; though she may suffer miss chances due to concealment as normal).
Sixth Sense (Ex): At 2nd level, the gunslinger adds one-half her gunslinger level to initiative checks. In addition, she gains the Quick Draw feat as a bonus feat, even if she does not meet the prerequisites.
Cold Stare (Ex): At 4th level, the gunslinger adds a bonus to all Intimidate checks equal to her current grit. Additionally, as long as she has at least 1 grit remaining, she may use Intimidate to demoralize an opponent as a move action (instead of a standard).
Greater Deeds: At 6th level, a gunslinger may choose deeds from a wider array. She may now choose any of the following deeds, and immediately gains one of her choosing.
Blind Shot (Ex): The gunslinger gains the Blind-Fight feat even if she does not meet the prerequisites. In addition, as long as she has at least 2 grit remaining, her firearms are treated as if they had the seeking weapon property.
Double Action (Ex): The gunslinger can fire two shots at once when she fires a revolver or rifle. This functions as the Manyshot feat, except that it functions for revolvers and rifles.
Eagle Eyes (Ex): The gunslinger treats the base range increment of all firearms she wields as if they were 50% longer (so 50 ft. becomes 75 ft.). This ability functions as long as she has at least 1 grit remaining. She also gains a +1 insight bonus on attack rolls equal to ½ her remaining grit. Apply this ability before other effects that increase range (such as the distance weapon enhancement).
Hand Cannons (Ex): By expending 4 grit, the gunslinger may make attacks with shotgun weapons as though they were cone-effects for 1 round. Each time she would make an attack with a scattergun or short-scattergun, she instead hits everything in a cone for an amount equal to the scattergun's damage, with a Reflex save (DC 10 + ½ level + Dexterity modifier) for half. The cone's length is equal to one range increment of the scattergun. This ability may function with Shotgun Nightmare.
Sniper Shot (Ex): As a swift action, the gunslinger may expend 1 grit to double the range increment and threat-range for all firearms she wields for 1 round. This bonus is applied before other effects that increase range increments, such as the distance weapon enhancement.
Wounding Shot (Ex): As a standard action, the gunslinger can make a single attack with a firearm she wields. If the attack hits, it deals weapon damage normally and 1 point of Strength, Dexterity, or Constitution damage as chosen by the gunslinger. Alternatively, the gunslinger may expend 2 grit to deal this ability damage as part of a normal attack. The grit is expended even if the attack misses.
Double Tap (Ex): At 8th level, whenever the gunslinger confirms a critical hit with a firearm, she may make an additional attack against the same creature at her highest attack bonus. This ability functions as long as she has a least 4 grit remaining. This ability cannot be used more than once per round.
Evasive Action (Ex): At 10th level, the gunslinger gains the Wind Stance feat even if she does not meet the prerequisites. At 14th level, she gains the Lightning Stance feat, even if she does not meet the prerequisites.
One More Bullet (Su): At 12th level, a gunslinger always seems to have fate on her side and bullets in her guns. A gunslinger can continue to fire even when she should be out of ammunition. By expending 1 grit, the gunslinger can act as though her firearm has one extra shot, allowing her to shoot or expend ammunition without actually expending ammunition. This ability functions even if the firearm had no shots left in it. At 16th level, she is treated as having up to 3 bullets in her guns. At 20th level, each time she expends grit in this way, she treats her firearms as fully-loaded.
“I counted each and every shot she fired, and when she was out, I counted some more.”
Legendary Deeds: At 15th level, the gunslinger can perform heroic actions that are the things of legend. She may now choose any of the following deeds, and immediately gains one of her choosing.
Gunslinger's Curse (Su): As a standard action, the gunslinger may expend 4 grit and make an attack with a firearm against a creature within range. If the attack hits, the creature suffers damage normally and must make a Will save (DC 10 + ½ level + gunslinger's charisma modifier) or be cursed as though the gunslinger had cast bestow curse on them with a caster level equal to the gunslinger's level.
Marked for Death (Su): As a full-round action, the gunslinger may expend 8 grit and make an Intimidate check against the target of the attack roll as a free action. If the attack and the Intimidate check succeed, the target suffers no damage, but the gunslinger declares the target to already be dead. Until the beginning of the gunslinger's next turn, every attack made against the target by someone other than the gunslinger automatically threatens a critical hit (but the attack must still hit the target's AC and confirm the critical) and the target suffers a penalty to saving throws equal to the gunslinger's remaining grit (if any).
Sentinel (Ex): A gunslinger with this deed is a deadly protector of her allies. As an immediate action, she may declare one ally she can see to be under her protection. Each time that ally becomes the target of an attack, the gunslinger may spend 1 grit to immediately gain an attack against the creature attacking the protected ally as though she had readied an action to attack the creature attacking her ally. The gunslinger may continue to spend grit for each attack her protected ally is targeted by.
Second Chance (Ex): At 18th level, when the gunslinger would die (by taking damage, a failed saving throw, etc) the gunslinger may instead expend all of her remaining grit to instead drop to -1 hit points and immediately stabilize. After using this ability she cannot gain grit through any means for 24 hours.
Legendary Gunslinger (Ex): At 20th level, the gunslinger is a thing of legend. All of her deeds have their grit cost reduced by 1 (to a minimum of 1) and she increases the grit gained from her deeds by 1. Finally, at the beginning of her turn, she gains a number of temporary hit points equal to the amount of grit she has remaining. These temporary hit points last for 1 round.
THE GUNSLINGER
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