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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 gunslinger.

Gunslingers are a bold and mysterious lot. While many 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.

Alignment: Any.

Hit Points: 10 per level

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

Class Skills

The gunslinger receives 1 rank in the following; Acrobatics, Artisan, Awareness, Bluff, Endurance, Handle Animal, Heal, Intimidate, Knowledge (Engineering and Local), Ride, Stealth, and Survival.

Skill Ranks per Level: 4 + Int modifier.

Table: Gunslinger
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 First blood, grit, gunsmith
2nd +2 +3 +3 +0 Nimble +1
3rd +3 +3 +3 +1 Apprentice sharpshooter
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1 Gun training 1
6th +6/+1 +5 +5 +2 Nimble +2
7th +7/+2 +5 +5 +2 Blood and steel
8th +8/+3 +6 +6 +2 Bonus feat
9th +9/+4 +6 +6 +3 Gun training 2
10th +10/+5 +7 +7 +3 Nimble +3
11th +11/+6/+1 +7 +7 +3 Hardened for battle
12th +12/+7/+2 +8 +8 +4 Bonus feat
13th +13/+8/+3 +8 +8 +4 Gun training 3
14th +14/+9/+4 +9 +9 +4 Nimble +4
15th +15/+10/+5 +9 +9 +5 Expert marksman
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat
17th +17/+12/+7/+2 +10 +10 +5 Gun training 4
18th +18/+13/+8/+3 +11 +11 +6 Nimble +5
19th +19/+14/+9/+4 +11 +11 +6 Master Gunslinger
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, true grit, personal armory

Class Features

The following are class features of the gunslinger.

Weapon and Armor Proficiency

Gunslinger receive proficiency with Simple weapons as well as Pistols, Rifles, Shotguns, and Bows, and receive proficiency with light armor.

Gunsmith

At 1st level, a 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 gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex)

A gunslinger makes her mark upon the world with daring deeds. Some 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.

Gunslingers add their Wisdom in place of Constitution if higher for Stamina Points. They gain special talents as they level up which they can spend their Stamina Points on.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 stamina point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 stamina point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Grit, Luck, and Panache

Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats, all of which are combined into their stamina pool. For characters with a mix of grit, luck, and panache, they add appropriate stats to their stamina pool as needed. (Those who use panache and luck gain twice their Charisma bonus to stamina, meanwhile a gunslinger who also gains panache from swashbuckler adds Wisdom and Charisma to stamina).

First Blood (Ex)

With their first steps the Gunslinger learns techniques which can help them in the middle of combat at 1st level.

Deadeye: Gunslingers can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Doing this costs 1 stamina point per range increment beyond the first. The gunslinger takes no penalty on attack rolls.

Gunslinger’s Dodge: The gunslinger gains an uncanny knack for getting out of the way of ranged attacks. Gunslingers gain a Dodge bonus to AC versus ranged attacks equal to Wisdom modifier. While prone this bonus doubles.

Quick Clear: At 1st level, as a move action, the 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 gunslinger must have at least 1 stamina point to perform this deed. Alternatively, if the gunslinger spends 1 stamina point to perform this deed, she can perform quick clear as a swift action instead of a move action.

Nimble (Ex)

Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Apprentice Sharpshooter (Ex)

With their first steps the Gunslinger learns techniques which can help them in the middle of combat at 1st level.

Gunslinger Initiative: As long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip: Gunslingers can make a surprise melee attack with the butt or handle of her firearm. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage and two-handed firearms deal 1d10 points of damage. The critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action.

Utility Shot: If the gunslinger has at least 1 stamina 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 gunslinger must declare the utility shot she is using before firing the shot.

  • Blast Lock: The 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 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 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. This can also be used to activate pressure sensing traps or levers.
  • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when doing this; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Bonus Feats

At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Gun Training (Ex)

Starting at 5th level, a gunslinger can select one specific group of firearm (pistols, rifles, shotguns, or siege engines). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

Blood and Steel (Ex)

Gunslingers gain the following new abilities at 7th level.

Dead Shot: As a full-round action, the 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. 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 gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level 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. 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 gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot do this with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 stamina point to perform this.

Startling Shot: A gunslinger with least 1 stamina point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn. Alternatively 1 stamina point can be spent to make this into a free action which consumes no ammo.

Targeting: As a full-round action, the 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. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 stamina point to perform no matter which part of the creature she targets. Creatures that are immune to precision damage are immune to these effects.

  • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit but the gauntlet is instead broken.
  • Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
  • Legs: On a hit, the target is damaged normally and 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 threatens a critical on a 19–20.
  • Wings: On a hit, the target is damaged normally, and must make a DC 10 + (attack result) Fly check or fall 20 ft.

Hardened for Battle (Ex)

Gunslingers gain the following new abilities at 11th level.

Bleeding Wound: When the gunslinger hits a living creature with a firearm attack, she can spend 1 stamina point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 stamina points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to precision damage are also immune to this attack.

Expert Loading: Whenever the gunslinger rolls a misfire with a gun, so long as she has at least 1 stamina point remaining, the firearm cannot become broken.

Lightning Reload: As long as the gunslinger has at least 1 stamina point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Doing so does not provoke attacks of opportunity.

Expert Marksman (Ex)

Gunslingers gain the following new abilities at 15th level.

Evasive: When the gunslinger has at least 1 stamina point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.

Menacing Shot: Gunslingers can spend 1 stamina point, shoot a firearm into the air, and affect all enemies within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier.

Slinger’s Luck: So long as the Gunslinger has at least 1 stamina point, she can reroll Reflex saves, Awareness, and Stealth and take the better result. Alternatively she can spend 1 stamina point to reroll any saving throw or skill check and take the better result.

Master Gunslinger (Ex)

Gunslingers gain the following new abilities at 19th level.

Cheat Death: Whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining stamina points (minimum 1) to instead be reduced to 1 hit point and then heals 5d8 + Wisdom modifier points of HP afterwards.

Death’s Shot: When the gunslinger scores a critical hit, she can spend 1 stamina point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this does not allow the gunslinger to regain stamina from confirming a critical hit or making a killing blow.

Stunning Shot: When a gunslinger hits a creature, she can spend 2 stamina points to stun the creature for 3 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier). If the creature fails, it is stunned for 3 round, and on a successful save they are instead staggered for 1 round. Creatures that are immune to critical hits are also immune to this effect.

True Grit (Ex)

At 20th level, a gunslinger picks two class abilities or Weapon Techniques that she has access to and that she must spend stamina to perform. She can perform these for 1 stamina point fewer (minimum 0) than usual. If the number of stamina points to perform a deed is reduced to 0, the gunslinger can perform this as long as she has at least 1 stamina point. If an ability could already be performed as long as she had at least 1 stamina point, she can now perform it even when she has no stamina points.

Personal Armory (Ex)

At 20th level, there is not a gun in the world that the gunslinger can’t fire. The gunslinger applies her gun training to all firearms, and her damage bonus from gun training increases to 1-1/2 times her Dexterity bonus.