Gun Fighter

Sidebar: Isn’t There Already A Gun Fighter?

This fighter archetype is not intended to compete with the gunslinger. You may notice that reloading a firearm isn’t made any easier with this archetype, nor do you have all the deeds and tricks that the gunslinger class has. In fact this is meant to be a slightly more realistic take on early firearms where the fighter more than likely only fires any individual firearm once in a combat and reloads all that he carries afterwards. If you use this archetype, it is highly recommended that the standard gunslinger class is not also used in the same campaign. Instead, treat this as an alternative to the gunslinger class when you don’t want the full-on gunslinger but still want to use early firearms.

With a flash of gunpowder and a loud retort, some fighters know how to use firearms as highly effective weapons in a battle. Often only firing the weapon once in an opening volley, they are masters of shock and awe, removing a foe with a single shot or at the very least seriously wounding them.

Class Features

A gun fighter has the following class features.

Weapon and Armor Proficiencies

Gun fighters are not proficient with medium armor, heavy armor or tower shields. Gun fighters gain Exotic Weapons Proficiency (firearms) as a bonus feat.

A beast hunter’s prey is often as dangerous as she is.

Gunsmith (Ex)

This functions as the gunslinger class ability of the same name.

This ability replaces the 1st level bonus feat.

Shoot Fast (Ex)

At 2nd level, a gun fighter gains a +1 bonus to initiative. This bonus increases by +1 for every four levels beyond 2nd.

This ability replaces bravery.

Gun Training (Ex)

This functions as the gunslinger class ability of the same name, except a gun fighter gains it at 3rd level instead of 5th level, and only once for one type of firearm.

This ability replaces armor training 1.

Dead shot (Ex)

At 7th level, a gun fighter is able to use the gunslinger dead shot deed. They are only able to do so in a surprise round, or anytime a target is denied their Dexterity bonus to AC.

This ability replaces armor training 2.

Opening Volley (Ex)

At 11th level, when using the dead shot deed the critical threat range increases to 19-20. This stacks with Improved Critical, but only increases the range to 18-20 when doing so. Additionally, when using dead shot, modifiers to damage are multiplied by the number of successful attack rolls made.

This ability replaces armor training 3.

Put Them Down (Ex)

At 15th level, when using dead shot, a gun fighter deals 1d4 bleed damage for each successful attack made.

This ability replaces armor training 4.

Knock Them Down (Ex)

At 19th level, when using dead shot, a gun fighter is allowed a ranged trip combat maneuver attempt anytime they use the dead shot ability. They gain a +2 circumstance bonus to this attempt for each successful hit with the attack, and cannot be tripped themselves if they fail the trip attempt.

This ability replaces armor mastery.

Section 15: Copyright Notice

Blood & Steel, Book 1: The Fighter. Copyright 2014, d20pfsrd.com Publishing; Author: Taylor Hubler.

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