Gunslinger
Gunslingers are a bold and mysterious lot. They treat the secrets of black powder with the same care that a wizard reserves for his/her spellbook.
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 to take down their foes. They are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.
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 to take down their foes. They are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.
Basic Stats
HP @ level 1 = 8 + CON Bonus
HP per level gained = 5 + CON Bonus
Skill Ranks per level = 5 + INT Bonus
HP per level gained = 5 + CON Bonus
Skill Ranks per level = 5 + INT Bonus
Weapon & Armor Proficiency = Simple Weapons, Martial Weapons, Firearms, and Light Armor.
Class Skills: (+3 to these skills) Acrobatics, Bluff, Climb, Craft, Heal, Intimidate, Knowledge (Engineering, Local, Survival), Perception, Profession, Sleight of Hand, Swim
Combat Abilities: Disarm, Trip, Bull Rush, Grapple, Unarmed Strike, Shield Bash.
Class Skills: (+3 to these skills) Acrobatics, Bluff, Climb, Craft, Heal, Intimidate, Knowledge (Engineering, Local, Survival), Perception, Profession, Sleight of Hand, Swim
Combat Abilities: Disarm, Trip, Bull Rush, Grapple, Unarmed Strike, Shield Bash.
Class Abilities
Feats (@ lvl 1): +1 feat at every odd level.
Armor Piercing (@ lvl 1): All guns, when fired, hit a target’s Touch AC instead of their normal AC assuming it’s within range. Gunsmith (@ lvl 1): The Gunslinger starts with a firearm of his/her choice: Blunderbuss, musket, or pistol. Only the Gunslinger knows how to use this weapon. It can be sold for 4d10 gp. Grit (@ lvl 1): A Gunslinger makes his/her mark upon the world with daring deeds. Grit points are gained by doing one of two things: Critical Hit with a Firearm, or Killing Blow with a Firearm. # of Grit points / day = WIS Bonus (minimum of 1) |
Deeds (@ lvl 1): Gunslingers spend Grit points to accomplish deeds. These deeds are learned through once the level requirements are met. They are:
Deadeye (@ lvl 1): Using 1 Grit, the Gunslinger can double the range of his/her firearm and still allow it to attack his/her opponents Touch AC. There is a -2 penalty to hit however.
Gunslinger Dodge (@ lvl 1): When a ranged attack is made against the Gunslinger, he/she can spend 1 Grit to move 5 ft (1 sq), gaining +2 AC against the attack but provoking a possible attack of opportunity. Alternatively, the Gunslinger can drop prone, gaining a +4 AC bonus against the attack. This can only be done when wearing Medium, Light or no armor.
Quick Clear (@ lvl 1): As a standard action, the Gunslinger can remove the broken condition from a single firearm currently being used by spending 1 Grit.
Gunslinger Initiative (@ lvl 3): As long as the Gunslinger has at least 1 grit point, he/she gains a +2 to Initiative checks.
Pistol Whip (@ lvl 3): This is a surprise melee attack using the butt or handle of a firearm as a standard action. The damage dealt is of the bludgeoning type. One-handed firearms deal 1d6 (1d4 if by Small creatures), and two-handed firearms deal 1d10 (1d8 if by Small creatures). Critical hits are 20/x2. This action costs 1 Grit and uses the Gunslinger’s normal attack bonus.
Stop Bleeding (@ lvl 5): Using 1 Grit point, the Gunslinger fires a shot into the air or at a target, then presses the hot barrel against a wound, curing a target from the bleed condition.
Targeting (@ lvl 7): As a full round action, the Gunslinger can target a specific part of a creature’s body. If the creature does not have a specific body part, then it cannot be targeted. Creatures who are immune to sneak attacks are also immune to this. This deed costs one grit point.
Arms – On a hit, the target takes no damage from the hit, but drops one carried item of the Gunslinger’s choice, even if it is a 2-handed weapon. Weapons in a locked gauntlet are not dropped.
Head – On a hit, the target takes normal damage, and is also confused for 1 round, this is a mind-affecting effect.
Legs – On a hit, the target takes normal damage, and is also knocked prone. Creatures that are immune to trip or have more than 4 legs are immune to this.
Torso – Targeting the torso inflicts a critical on a 19-20 instead of a 20.
Wings – On a hit, the target takes normal damage, but must make a FORT/REF save (whichever is better) of DC 20 or fall 20ft from the air (assuming that it’s flying).
Evasion (@ lvl 15): If the Gunslinger succeeds on a REFLEX save, he/she takes no damage instead of ½.
Gunslinger’s Luck (@ lvl 15): By using 1 Grit point, the Gunslinger can reroll a saving throw or a skill check. The 2nd roll MUST be taken, even if lower.
Cheat Death (@ lvl 19): Whenever the Gunslinger is reduced to 0 or less HP, he/she can spend ALL remaining Grit points (minimum 1) to instead be reduced to 1 HP.
Death’s Shot (@ lvl 19): Whenever the Gunslinger scores a Critical hit, he/she can spend 1 Grit to deal normal damage and possibly kill the target instantly. The target must make a FORT save. DC = 10 + ½ Gunslinger Level + DEX Bonus. This deed does NOT allow the Gunslinger to regain a Grit point should the target fail it’s FORT save.
Stunning Shot (@ lvl 19): Whenever the Gunslinger hits a creature, he/she can spend 2 Grit points to stun the creature for 1 round. The creature must make a FORT save DC = 10 + ½ Gunslinger Level + WIS Bonus.
Deadeye (@ lvl 1): Using 1 Grit, the Gunslinger can double the range of his/her firearm and still allow it to attack his/her opponents Touch AC. There is a -2 penalty to hit however.
Gunslinger Dodge (@ lvl 1): When a ranged attack is made against the Gunslinger, he/she can spend 1 Grit to move 5 ft (1 sq), gaining +2 AC against the attack but provoking a possible attack of opportunity. Alternatively, the Gunslinger can drop prone, gaining a +4 AC bonus against the attack. This can only be done when wearing Medium, Light or no armor.
Quick Clear (@ lvl 1): As a standard action, the Gunslinger can remove the broken condition from a single firearm currently being used by spending 1 Grit.
Gunslinger Initiative (@ lvl 3): As long as the Gunslinger has at least 1 grit point, he/she gains a +2 to Initiative checks.
Pistol Whip (@ lvl 3): This is a surprise melee attack using the butt or handle of a firearm as a standard action. The damage dealt is of the bludgeoning type. One-handed firearms deal 1d6 (1d4 if by Small creatures), and two-handed firearms deal 1d10 (1d8 if by Small creatures). Critical hits are 20/x2. This action costs 1 Grit and uses the Gunslinger’s normal attack bonus.
Stop Bleeding (@ lvl 5): Using 1 Grit point, the Gunslinger fires a shot into the air or at a target, then presses the hot barrel against a wound, curing a target from the bleed condition.
Targeting (@ lvl 7): As a full round action, the Gunslinger can target a specific part of a creature’s body. If the creature does not have a specific body part, then it cannot be targeted. Creatures who are immune to sneak attacks are also immune to this. This deed costs one grit point.
Arms – On a hit, the target takes no damage from the hit, but drops one carried item of the Gunslinger’s choice, even if it is a 2-handed weapon. Weapons in a locked gauntlet are not dropped.
Head – On a hit, the target takes normal damage, and is also confused for 1 round, this is a mind-affecting effect.
Legs – On a hit, the target takes normal damage, and is also knocked prone. Creatures that are immune to trip or have more than 4 legs are immune to this.
Torso – Targeting the torso inflicts a critical on a 19-20 instead of a 20.
Wings – On a hit, the target takes normal damage, but must make a FORT/REF save (whichever is better) of DC 20 or fall 20ft from the air (assuming that it’s flying).
Evasion (@ lvl 15): If the Gunslinger succeeds on a REFLEX save, he/she takes no damage instead of ½.
Gunslinger’s Luck (@ lvl 15): By using 1 Grit point, the Gunslinger can reroll a saving throw or a skill check. The 2nd roll MUST be taken, even if lower.
Cheat Death (@ lvl 19): Whenever the Gunslinger is reduced to 0 or less HP, he/she can spend ALL remaining Grit points (minimum 1) to instead be reduced to 1 HP.
Death’s Shot (@ lvl 19): Whenever the Gunslinger scores a Critical hit, he/she can spend 1 Grit to deal normal damage and possibly kill the target instantly. The target must make a FORT save. DC = 10 + ½ Gunslinger Level + DEX Bonus. This deed does NOT allow the Gunslinger to regain a Grit point should the target fail it’s FORT save.
Stunning Shot (@ lvl 19): Whenever the Gunslinger hits a creature, he/she can spend 2 Grit points to stun the creature for 1 round. The creature must make a FORT save DC = 10 + ½ Gunslinger Level + WIS Bonus.
Nimble (@ lvl 2): The Gunslinger gains +1 AC as long as he/she is wearing Light or no armor. This bonus increases by +1 every 4 levels (2, 6, 10, 14, 18).
Bonus Feats (@ lvl 4): At every 4th level, the Gunslinger gains a bonus feat. They can be used for Combat or General Feats (4, 8, 12, 16, 20). Gun Training (@ lvl 5): The Gunslinger can select one specific type of firearm to gain a bonus. He/she deals extra damage equal to his/her DEX Bonus. Every 4 levels the Gunslinger can apply this training to another firearm (5, 9, 13, 17). True Grit (@ lvl 20): The Gunslinger picks 2 deeds that he/she has access to and that cost Grit Points. These 2 deeds can now be performed for 1 less Grit point (minimum 0), though if a deed now costs 0, the Gunslinger must still have 1 Grit point saved to use that deed. For advanced players, click the button below for more resources on the gunslinger.
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"Dual pistols is the way to go. Period...and just because they're OP."
~ Bhargav Shriram (2015-2016 Kirbys) |
"Guys! Stop stealing my kills! I'm doing ALL the damage too!"
~ Hari Ayyappa (2019-2021 Legends) |
Sub-Classes
For those who want a different style of gunslinger, two sub classes are available. These modify the basic gunslinger abilities, giving you some new abilities...but by sacrificing old ones. Note: The Techslinger is ONLY available in the Iron Gods Campaign.