GunslingerSource Ultimate Combat pg. 9 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 Die: d10. Starting Wealth: 5d6 x 10 gp (average 175 gp).Class SkillsThe Gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.Class FeaturesLevel | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | +1 | +2 | +2 | +0 | Deeds, grit, gunsmith | 2nd | +2 | +3 | +3 | +0 | Nimble +1 | 3rd | +3 | +3 | +3 | +1 | Deeds | 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 | Deeds | 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 | Deeds | 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 | Deeds | 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 | Deeds | 20th | +20/+15/+10/+5 | +12 | +12 | +6 | Bonus feat, true grit |
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all 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. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a 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 gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
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 grit 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 grit 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.
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. 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.
All gunslinger deeds can be found here.
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).
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 type of firearm (such as an axe musket, blunderbuss, musket, or pistol). 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.
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. Optional Rule: Daring ActThe following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.
Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.
Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what's considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies. Alternate CapstonesSource Chronicle of Legends pg. 28 When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Old Dog, New Tricks (Ex)Source Chronicle of Legends pg. 31 At 20th level, the character shows that a true warrior always has one more surprise the enemy hasn’t seen. The character gains four combat feats. This capstone is available to characters of any class that gains at least four bonus combat feats.
Perfect Body, Flawless Mind (Ex)Source Chronicle of Legends pg. 31 At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.
Personal Armory (Ex)Source Chronicle of Legends pg. 28 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.
The Boss (Ex)Source Chronicle of Legends pg. 30 At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.
With This Sword (Ex)Source Chronicle of Legends pg. 31 At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.
Won’t Stay Dead (Ex)Source Chronicle of Legends pg. 31 At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.
Favored Class Options Dwarf (Advanced Race Guide pg. 13): Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1. Elf (Advanced Race Guide pg. 23): Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus. Fetchling (Blood of Shadows pg. 7): Add 1/4 point to the gunslinger’s grit. Gnome (Advanced Race Guide pg. 33): The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes). Goblin (Advanced Race Guide pg. 115, Goblins of Golarion pg. 31): Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus. Grippli (Advanced Race Guide pg. 190): Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot. Half-Elf (Advanced Race Guide pg. 43): Add +1/4 to the number of grit points in the gunslinger's grit pool. Halfling (Advanced Race Guide pg. 63): Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger’s dodge deed. Half-Orc (Advanced Race Guide pg. 53): Add a +1/3 bonus on attack rolls when using the pistol whip deed. Hobgoblin (Advanced Race Guide pg. 121): Add +1/4 to the gunslinger’s grit points. Human (Advanced Race Guide pg. 73): Add +1/4 point to the gunslinger’s grit points. Ifrit (Advanced Race Guide pg. 127): Add +1/2 to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed. Kitsune (Blood of the Beast pg. 12): Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class. Kobold (Advanced Race Guide pg. 133): Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4). Ratfolk (Advanced Race Guide pg. 151): Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.
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