Technological Shootist (Legendary Gunslinger Archetype)

Firearms tend to be more dangerous weapons, although this isn’t the case. For those who have access to them, technological firearms offer far more reliability, but they still require the same grit to use to their full potential. Technological shootists are those who take the chance with such weapons, wielding them like extensions of their body.

Tech Training (Ex)

Starting at 1st level, a technological shootist 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 treats all detrimental glitches of timeworn firearms as a result of no glitch. (She can retain the effects of beneficial glitches if she wishes.)

This ability alters gun training.

Technologist (Ex)

At 1st level, a technological shootist gains one of the following firearms of her choice: arc pistol, laser pistol, sonic pistol, zero pistol, arc rifle, laser rifle, sonic rifle, or zero rifle. 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 technological shootist also gains Technologist as a bonus feat, although she can craft batteries for a cost in raw materials equal to 10% of the price; batteries created in this fashion can only be used to recover charges with a firearm. A technological shootist can also create batteries without a production lab, and can spend gold equal to half of the cost of a timeworn firearm to remove that condition from it.

This ability replaces gunsmith.

Tech Deeds (Ex)

A technological shootist gains the following deeds:

Covet Charge (Ex): At 1st level, a technological shootist can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once.

Reliable (Ex): At 1st level, a technological shootist can spend 1 grit point as a free action to prevent a timeworn firearm from glitching.

Speed Battery (Ex): At 3rd level, once per round, a technological shootist can insert or eject a battery from a firearm as a free action.

This ability replaces the deadeye, quick clear, and speedloader deeds.

Section 15: Copyright Notice

Legendary Gunslinger, © 2017, Legendary Games. Authors: Dave Nelson and Hal Kennette.

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