Legendary 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 legendary 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.

Legendary Class: While the legendary gunslinger does share some similarities with the gunslinger, the largest changes to the class are in its 3/4th base attack bonus progression and the addition of gun masteries. The result is a gunslinger that is far more easily able to differentiate itself from others while avoiding the issues of extreme damage. Gun masteries allow a gunslinger to customize their experience far more than they could previously, while the limited base attack bonus allows the class to better fit its narrative as an agile shooter whose mobility is as important as their firepower.

Alignment: Any.

Hit Dice: d8.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less, and the legendary gunslinger begins with her starting firearm.

Class Skills

The legendary cavalier’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 (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

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 +9 +9 +5 Deeds, gritty offense +3
16th +12/+7 +10 +10 +5 Improved evasion, nimble +4
17th +12/+7 +10 +10 +5 Gun mastery, skilled resolve
18th +13/+8/ +11 +11 +6 Gunner’s style
19th +14/+9/ +11 +11 +6 Combat grit, deeds
20th +15/+10 +12 +12 +6 Gritty offense +4, gun mastery, nimble +5, true grit

Class Features

The following are class features of the legendary gunslinger.

Weapon and Armor Proficiency

Legendary gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with light armor.

Gunsmith

At 1st level, a legendary 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 legendary 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 legendary 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 legendary gunslinger makes her mark upon the world with daring deeds. Some legendary 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 legendary gunslingers have grit. In game terms, grit is a fluctuating measure of a legendary gunslinger’s ability to perform amazing actions in combat. At the start of each day, a legendary 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 legendary gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

  • Critical Hit with a Firearm: Each time the legendary 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 legendary gunslinger’s character level does not restore grit.
  • Finishing Blow with a Firearm: When the legendary 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 legendary gunslinger’s character level to 0 or fewer hit points does not restore any grit.
  • Successful Saving Throw: Whenever the legendary 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 legendary gunslinger’s character level does not restore any grit.

Deeds

Legendary gunslingers spend grit points to accomplish deeds. Most deeds grant the legendary gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the legendary gunslinger has at least 1 grit point. The following is the list of base legendary gunslinger deeds. A legendary gunslinger can only perform deeds of her level or lower. In addition, a legendary 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 legendary gunslinger’s level + her Wisdom modifier. All deeds are extraordinary abilities unless otherwise noted.

Deadeye: At 1st level, the legendary 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 legendary 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 legendary gunslinger gains an uncanny knack for knowing how to avoid attacks. As long as the legendary 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 legendary 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 legendary gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the legendary 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 legendary 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 legendary gunslinger’s own square to determine the effects of concealment. The legendary 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 legendary gunslinger must choose to spend the grit point before she makes the attack roll.
  • Speedloader: At 3rd level, as long as the legendary 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 legendary 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 legendary gunslinger must declare the utility shot she is using before firing the shot.
    • Blast Lock: The legendary 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 legendary 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 legendary 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 legendary 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 legendary 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.
  • Dead Shot: At 7th level, as a full-round action, the legendary gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus; for attacks made with this deed, she treats her class level as her base attack bonus to determine how many attacks she can make. If she possesses the Rapid Shot feat or Twin Shot gun mastery, she can make an additional attack, although all attack rolls she makes suffer a -2 penalty. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the legendary gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the legendary gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level legendary gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The legendary gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The legendary gunslinger must spend 1 grit point to perform this deed.
  • Interrogation Shot: At 7th level, as a standard action, the legendary gunslinger can spend 1 grit point to shoot a firearm past a creature’s body, causing that creature to suffer a -10 penalty on Bluff checks while the legendary gunslinger gains a circumstance bonus on Intimidate checks made against that creature equal to 1/2 her class level; both of these effects last for 1 minute. The creature cannot benefit from any bonuses to Bluff checks, nor can they reroll a bluff check while under the effects of this deed. A creature must be aware of the attack to be affected by this deed.
  • Targeting: At 7th level, as an attack action, the legendary gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted, damaging the creature as normal. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to attacks are immune to these effects.
    • Arms: On a hit, the target drops one carried item of the legendary 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.
  • Bleeding Wound: At 11th level, when the legendary gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the legendary gunslinger’s Dexterity modifier. Alternatively, the legendary gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (legendary gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
  • Dead Man’s Trigger: At 11th level, if a legendary gunslinger is reduced to 0 or fewer hit points without dying, she can spend 2 grit points to make an attack against a single hostile creature as an immediate action; if this attack is successful, it deals damage as normal and she heals an amount of hit points equal to her class level. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
  • Lightning Reflexes: At 11th level, as long as the legendary gunslinger has at least 1 grit point, she threatens all squares within 5 ft. of herself while wielding a firearm. If the legendary gunslinger would already threaten while wielding a ranged weapon, such as due to possessing the Snap Shot feat, this deed increases that range by 5 ft.
  • Anti-Magic Shot: At 15th level, when a legendary gunslinger hits a creature, she can spend 1 grit point as a free action to make it an anti-magic shot. A creature damaged by an antimagic shot must make a successful Will saving throw or be unable to cast spells or use any spell-like abilities it possesses for 1 round.
  • Perfect Aim: At 15th level, the legendary gunslinger can spend 1 grit point and select a single creature of which she is aware, ignoring any miss chance that creature possesses until the beginning of her next turn. In addition, all firearms the legendary gunslinger wields are treated as though they had the ghost touch property as long as she has at least 1 grit point.
  • Slinger’s Luck: At 15th level, the legendary gunslinger can spend 2 grit points to reroll a saving throw. The legendary gunslinger must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
  • Destructive Shot: At 19th level, when a legendary gunslinger hits a creature, she can spend 2 grit points to make it a destructive shot. A creature damaged by a destructive shot takes normal hit point damage and also takes 1d6 points each of Strength, Constitution, and Dexterity damage; a successful Fortitude save halves this ability damage. On a critical hit, this ability damage is doubled; it is not affected by the weapon’s critical multiplier.
  • Magic Bullet: At 19th level, a legendary gunslinger can spend 1 grit point to cause all of her attacks made with a firearm to ignore all damage reduction a creature possesses until the beginning of her next turn. In addition, if the legendary gunslinger deals damage to a creature that possesses regeneration (except for creatures whose regeneration cannot be suppressed, such as the tarrasque) while this deed’s effect is active, it must make a successful Fortitude saving throw or have that regeneration suppressed for a number of rounds equal to the legendary gunslinger’s Wisdom modifier.
  • Stunning Shot: At 19th level, when a legendary gunslinger hits a creature, she can spend 2 grit points to stun the target for 1 round (Fort negates). Creatures that are immune to critical hits are also immune to this effect.

Eagle Eyes (Ex)

Legendary gunslingers rely on their keen sight to land precise shots. At 2nd level, a legendary gunslinger receives a morale bonus on Perception checks equal to 1/2 her class level.

Slinger’s Quirk (Ex)

At 2nd level, a legendary 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 legendary gunslinger gains one of the following masteries; some masteries allow you to gain additional deeds, being marked with the (deeds) tag:

  • Aquatic Slinger: The legendary gunslinger is able to load firearms and fire normally while underwater.
  • Bonus Feat: The legendary 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 legendary 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 legendary 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 legendary 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 legendary gunslinger must be 5th level or higher to select this mastery.
  • Close Quarters Gunner: Whenever the legendary 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 legendary 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 legendary gunslinger must be 5th level or higher to select this mastery.
  • Critical Gunner: The legendary 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 legendary gunslinger must be 5th level or higher to select this mastery a second time.
  • Dead Aim: Whenever the legendary 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 legendary gunslinger must be 8th level or higher to select this mastery.
  • Dead Runner: Whenever the legendary 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 legendary gunslinger must be 8th level or higher to select this mastery.
  • Drill Shot (Deed): As long as the legendary 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 legendary 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 legendary gunslinger level + her Wisdom modifier.
  • Expanded Targeting: Whenever the legendary 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.
  • Flash Draw (Deed): Whenever the legendary gunslinger rolls initiative, she can spend 2 grit points as a swift action to draw a loaded firearm and make a single attack with it. If more than one legendary gunslinger has this deed or the quick shot advanced unchained rogue talent, their initiative check results determine the order in which they make their attacks. After these attacks are resolved, the round proceeds as normal. A legendary gunslinger must be 8th level or higher to select this mastery. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
  • Frightening Shot: Whenever a legendary gunslinger hits a creature with a firearm within its first range increment, she can spend 1 grit point to make an Intimidate check against that creature to demoralize it as a free action.
  • Improved Targeting: Whenever the legendary gunslinger uses the targeting deed, it also forces the opponent to make a saving throw or suffer the following effects:
    • Arms: On a failed Reflex save, the target is unable to hold objects in that hand for a number of rounds equal to the legendary 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 legendary 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 legendary gunslinger’s Wisdom modifier.
    • Torso: On a failed Fortitude save, the target is sickened for a number of rounds equal to the legendary gunslinger’s Wisdom modifier. If the legendary 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 legendary gunslinger’s Wisdom modifier. If the legendary gunslinger has the expanded targeting mastery, she also gains the following options:
    • 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 legendary gunslinger must be 8th level or higher to select this deed.
  • Joint Mastery: Whenever the legendary gunslinger wields an axe musket, warhammer musket, or other double weapon which is composed of a firearm, if one end of that weapon has an enhancement bonus to attack and damage rolls, she can apply that enhancement bonus to both ends of that weapon, allowing her to bypass damage reduction as appropriate for the enhancement bonus.
  • Jury-Rig: The legendary gunslinger ignores any penalty a firearm has for being broken. In addition, whenever she uses the quick clear deed, she reduces the action needed by 1 step, requiring a move action to clear the barrel and being able to spend 1 grit point to instead clear the barrel as a swift action.
  • Local Legend: The legendary gunslinger is well known in a specific community in which she gains the benefits of renown. She gains the renown vigilante social talent. This community can be an entire settlement or portions of a settlement (such as a particular district or neighborhood), depending on the population as allowed by the renown social talent. Anytime she could select another gun mastery, the legendary gunslinger can also select from the following list of social talents, using her legendary gunslinger level as her vigilante level for the purpose meeting of prerequisites: celebrity discount, celebrity perks, gossip collector, great renown, incredible renown, loyal aid, and safe house. For the purposes of vigilante social talents, the legendary gunslinger does not have a vigilante identity and is always considered to be in her social identity.
  • Long Shot: The legendary gunslinger increases the range increment of firearms she wields by 1/2 its base range increment (minimum 10 ft.). This mastery can be selected multiple times, its effects stack.
  • Lucky Ricochet (Deed): Whenever a legendary gunslinger misses an attack made with a firearm, she can spend 1 grit point as a free action to reroll that attack. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
  • Powerful Targeting: Whenever the legendary gunslinger uses her targeting deed, she can roll her weapon’s damage die a second time, adding it to her total damage. At 13th level and again at 18th, she can roll her weapon’s damage die an additional time, adding it to her total damage. A legendary gunslinger must be 8th level or higher to select this mastery.
  • Professional Killer: The legendary gunslinger can perform a coup de grace with a firearm as long as she targets a creature within the weapon’s first range increment. If she performs a coup de grace with a firearm, she regains 1 grit point. Using a coup de grace on a creature that has fewer Hit Dice than half the legendary gunslinger’s character level does not restore grit. A legendary gunslinger must be 8th level or higher to select this mastery.
  • Quick Draw: The legendary gunslinger can draw or sheathe a firearm as a free action once per round. In addition, she can load a one-handed firearm as a part of drawing it (if she has the smooth reload mastery, she can also load a two-handed firearm).
  • Reactive Shot (Deed): Whenever a legendary gunslinger is the target of a ranged attack being made by a target within her firearm’s first range increment, she can spend 1 grit to make an attack against that target as an immediate action. If this attack is successful, she gains a dodge bonus to her armor class equal to her Wisdom modifier for 1 round against ranged attacks made by the target, although the target can choose to attack a different creature. A legendary gunslinger must be 11th level or higher to select this mastery. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
  • Reliable Shot: The legendary gunslinger reduces the misfire rate of a firearm she is wielding by 2 (minimum 0); this reduction is applied after all increases to misfire rate (such as using alchemical ammunition). This mastery can be selected multiple times, its effects stack.
  • Retreating Gunner: The legendary gunslinger gains the Parting Shot feat without having to meet the prerequisites, although she must spend 1 grit point to use it and can only make an attack with a firearm she is currently wielding. She can choose to use it more than once per encounter. A legendary gunslinger must be 8th level or higher to select this mastery.
  • Scale Breaker (Deed): When a legendary gunslinger hits a creature, she can spend 1 grit point to inflict a penalty to that creature’s natural armor equal to 1/3 her class level; this penalty does not stack with itself. This penalty can be removed with a Heal check equal to 10 + 1/2 the legendary gunslinger’s class level + her Wisdom modifier or by receiving 1 or more points of magical healing, otherwise lasting 24 hours. A legendary gunslinger must be 5th level or higher to select this mastery.
  • Scatter Dead Shot: The legendary gunslinger can use the dead shot deed with a scatter weapon, selecting a single creature within the area of her scatter range. A legendary gunslinger must be 8th level or higher to select this mastery.
  • Scatter Specialist: The legendary gunslinger can increase the scatter range of a firearm they are wielding by 5 feet.
  • Smooth Reload: The legendary gunslinger treats two handed firearms as though they were one-handed firearms when determining the action needed to reload them.
  • Sniper Shot: The legendary gunslinger can use the dead shot deed while using the Stealth skill to snipe. A legendary gunslinger must be 8th level or higher to select this mastery.
  • Sniping Expert: While using the Stealth skill to snipe, the legendary gunslinger reduces the penalty from sniping by 10 (to a minimum of 0). A legendary gunslinger must be 5th level or higher to select this mastery.
  • Targeting Follow-Up: Whenever the legendary gunslinger uses the targeting deed, she can make an additional attack with a -5 penalty. A legendary gunslinger must be 11th level or higher to select this mastery.
  • Twin Shot (Deed): As long as the legendary gunslinger has at least 1 grit point, as a standard action she can make an attack with up to two different firearms she is wielding, taking penalties for dual wielding as normal. If she has the charging shot deed, she can use this deed while using the charging shot deed, although she cannot spend an additional grit point to make a second attack with that deed.
  • Wind Cutter (Deed): As long as the legendary gunslinger has at least 1 grit point, she treats the condition of wind as though it was two stages lower, to a minimum of light. She can spend 1 grit point as a free action to ignore the effects of magical winds (such as wind wall) on her attacks made with firearms for a number of rounds equal to her Wisdom modifier (minimum 1). A legendary gunslinger must be 5th level or higher to select this mastery.

Uncanny Dodge (Ex)

At 3rd level, a legendary 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 legendary 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 legendary 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 legendary 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 legendary 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 legendary 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 legendary 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 legendary gunslinger selects a Dexterity or Wisdom based skill (including ones she has selected with slinger’s quirk), gaining the skill unlock powers for that skill as appropriate for her number of ranks in that skill.

Steely Resolve (Ex)

At 6th level, whenever a legendary 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 legendary 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 legendary gunslinger is wearing light armor or no armor. A helpless legendary gunslinger does not gain the benefit of evasion.

Improved Uncanny Dodge (Ex)

A legendary 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 legendary 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 legendary 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 legendary gunslinger does not gain the benefit of improved evasion.

Skilled Resolve (Ex)

At 17th level, whenever a legendary 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.

New Favored Class Bonuses

A legendary gunslinger is able to select any favored class bonus that a gunslinger could. In addition, the following favored class bonuses are open to all characters, regardless of race:

All: +1/6 of a gun mastery

All: +1/5 of a point of combat grit

Table: Archetypes / Alternate Class Features
Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Gunsmith Grit Gun Training Deeds Eagle Eyes Gun Mastery Slinger’s Quirk Uncanny Dodge Combat Grit Nimble Gritty Offense Gunner’s Style Steely Resolve Evasion Improved Uncanny Dodge Improved Evasion Skilled Resolve True Grit
Deadeye Gunslinger’s Reflexes Quick Clear Ricochet Shot Speedloader Utility Shot Dead Shot Interrogation Shot Targeting Bleeding Shot Dead Man’s Trigger Lightning Reflexes Anti-Magic Shot Perfect Aim Slinger’s Luck Destructive Shot Magic Bullet Stunning Shot 4 8 12 16 20
Legendary Games
Alchemical Hotshot       C   X X X X X X X X X X X X X X X X X X   C X                 X X       X  
Anthem Gunner C     C   X     X     X   X     X   X   X       C C               X   C       X  
Black Flag Bandit   C C     X             X                       C                 X              
Bullet Wizard C C   C   X X X X X X X X X X X X X X X X X X   C C X               C C   X   C  
Crossbow Killer   C X   X X X X   X                             C                 X              
Demolition Soldier     C     X           X                         C                 X              
Faded Stranger                                               X C X   X                          
Firearm Striker   C       X     X   X X         X               C     C                          
Living Turret   C C       X       X   X                       C       X X X X X       X   X    
Muzzle Roarer C C                 X                           C       X X X X X       X   X    
Pale Slinger                                                 C       X X X X X       X     X  
Rumslinger       X               X         X                       X X X X X       X   X   X
Sky Rider                                               X   X     C C C C C   C X       X X
Solemn Traveler           X     X     X     X   X   X         X   X X             C       X      
Technological Shootist     C   C X   X   X                                                              
Section 15: Copyright Notice

Legendary Gunslingers © 2017, Legendary Games; Authors: N. Jolly, Jason Nelson, Clinton J. Boomer, Robert Brookes, and Alex Augunas.

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