Gunslinger (Apath)

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Unofficial rules compendium

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.

Why Unchained?

Why bother with an unchained gunslinger? Well, the original gunslinger is lacking several things, meaningful career choices most of all. All gunslingers get the same deeds, and many feel there is little reason to advance in the class past level 7. But more than that, there are several deeds that are not worth their salt, and the class as a whole is very back-loaded, starting out weak and becoming a damage dealer against which there basically is no defense at higher levels. This version tries to spread the goodness out and put in some brakes at the higher levels.

Class Information

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 175gp) In addition, each character begins play with an outfit worth 10 gp or less, and the gunslinger begins with her starting firearm (see gunsmith, below).

Class Skills

The 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 Ranks per Level: 4 + Int modifier.

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. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites.

Class Features

The following are class features of the gunslinger.

Weapon and Armor Proficiency

Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light and medium armor and with bucklers.

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 grit points equal to half the firearm's critical hit multiplier. Confirming a critical hit on a helpless 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.

Dares: Learned abilities similar to deeds in that they grant a gunslinger extra abilities based on grit, but unlike deeds, dares become active when the gunslinger runs out of grit, and become inactive once the character regains any points of grit. They grant the gunslinger a benefit and a new ability to regain or increase the ability to regain either grit or panache. See dares below.

Daring Act: The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule. 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 be in doubt. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player may 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.

Examples of daring acts are moving out of cover to get into point-blank range, preventing one or more opponents from acting in a round through clever stunts, and stealing an opponent's weapon to use it against them.

Deeds (Ex)

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 gunslinger deeds. 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. Unless noted, all deeds are extraordinary abilities.

The gunslinger gains 3 deeds at first level, selected among the level 1 deeds. At level 3, and every four levels thereafter, she gains another three deeds, selected among the deeds listed for her level or lower. Additional deeds are available by taking the Additional Deed feat.

Upon reaching 3rd level, and every four levels thereafter, a gunslinger can choose to learn a new deed in place of a deed he has already learned. The new deed must be of the same level. The gunslinger loses the old deed in exchange for the new one. A gunslinger can only change one deed at any given level and must choose whether or not to swap the deed at the time he gains new deeds for the level.

Deeds are described in their own section, below.

Fog of War

A gunslinger's position quickly becomes covered in the thick smoke of black powder. At the end of each round, total the number of firearms attacks the gunslinger made (dead shot counts as a single attack for this purpose). Add any fog of war from the round before and subtract the gunslinger's Wisdom modifier (minimum 1). The result is the gunslinger's fog of war rating. The fog of war rating can never be less than zero.

The gunslinger suffers a penalty on Perception checks and on ranged attack rolls equal to her fog of war rating.

Moving 10 ft. or more in a turn removes all the gunslingers fog of war rating, resetting it to zero.

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.

Nimble (Ex)

Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor and not using a shield. 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. A gunslinger cannot take a grit feat and a deed with the same name, but deeds with the same name as a grit feat counts as that feet as a prerequisite.

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.

Table: Gunslinger

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +0 Deeds (deadeye, gunslinger’s dodge, quick clear), grit, gunsmith, fog of war
2nd +2 +3 +3 +0 Nimble +1
3rd +3 +3 +3 +1 Deeds (gunslinger initiative, pistol-whip, utility shot)
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 (dead Shot, startling Shot, targeting)
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 (bleeding wound, expert loading, lightning reload)
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 (evasive , menacing shot, slinger’s luck)
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 (cheat death, death’s shot, stunning shot)
20th +20/ +15/ +10/ +5 +12 +12 +6 Bonus feat, true grit

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Dwarf : Reduce the misfire chance for one type of firearm by ¼. You cannot reduce the misfire chance of a firearm below 1.
  • Elf : Add +⅓ on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
  • Gnome : 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).
  • Half-Elf : Add +¼ point to the gunslinger’s grit points.
  • Half-Orc : Add a +⅓ bonus on attack rolls when using the pistol whip deed.
  • Halfling : Add +¼ to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +¼ to the AC bonus gained when using the gunslinger’s dodge deed.
  • Human : Add +¼ point to the gunslinger’s grit points.
  • Goblin : Add +⅓ on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
  • Grippli : Add a +¼ bonus on attack rolls when making a utility shot or a dead shot.
  • Hobgoblin : Add +¼ to the gunslinger’s grit points.
  • Ifrit : Add +½ to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.
  • Kobold : Add +¼ to the dodge bonus to AC granted by the nimble class feature (maximum +4).
  • Ratfolk : Add a +½ bonus on initiative checks when the gunslinger has at least 1 grit point.

Deeds

These deeds are available to gunslingers.

Level 1

Covet Technology

At 1st level, the gunslinger 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 one more time.

Dazzling Gunplay

At 3rd level, as long as the gunslinger has at least 1 grit point, she can fire a firearm into the air as a standard action and make an Intimidate check to demoralize all foes within 30 feet who can hear the sound of the gun. By spending 1 point of grit, she can make one attack with the firearm when she uses this deed. This counts as Dazzling Display for learning and using other feats.

Dragoon

A dragoon is a gunslinger combining mounted and foot tactics. As long as the gunslinger has at least 1 grit point, she can take a reload action while her mount is taking a full move action. She automatically succeeds at control mount in battle checks (see the Ride skill) as long as her mount is not in melee. She can try to perform the fast mount or dismount action (see the Ride skill) even if she lacks a move action; on a failure she simply fails to mount or dismount. When failing a Ride check, the dragoon can spend one point of grit to reroll.

Fabulist

The gunslinger enjoys telling tall tales and gain confidence when others believe them. Perform becomes a class skill. In addition, each time the gunslinger makes a successful Bluff check to convince someone of a far-fetched or impossible story, she regains 1 grit point. Successfully lying to a helpful creature, or a creature that has fewer Hit Dice than half her character level, doesn't restore grit. She also regains 1 grit when she spends one minute performing and makes a successful Acrobatics, Perform (act, comedy, dance, or oratory), or Sleight of Hand check (DC 15) to impress a crowd of at least one creature per gunslinger level, regardless of their Hit Dice.

Flash and Shock

At 1st level, the gunslinger can take advantage of the flash and sound of a firearm to throw off an attacker's aim at close range. When she makes an attack against a foe within her firearm's first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn.

Gunslinger’s Dodge

At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger and she has at least 1 grit remaining, she can take a 5 ft. step as an immediate action; doing so grants the gunslinger a +2 bonus to AC against that attacker this round. This movement doesn't negate the attack, which is still resolved as if the gunslinger had not moved from the original square. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load. She can pay 1 panache to perform this deed as a free action, but can only move or fall prone once per round; later uses of the ability only gives a +2 bonus against AC against one specific attacker.

Gunslinger's Gait

At 1st level, the gunslinger gains Sea Legs as a bonus feat. If she spends 1 grit point, she can ignore difficult terrain until the end of her turn. The gunslinger cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

Lightning Reload

At 1st level, as long as the gunslinger has 1 grit point, she gains the benefits of the Rapid Reload feat and can reload a single barrel of a firearm as a swift action.

Melee Shooter

At 1st level, as long as the gunslinger has 1 grit point and is wielding both a light or one-handed melee weapon and a one-handed firearm, the gunslinger can avoid provoking attacks of opportunity with ranged attacks made by firearms.

Munitions Master

At 1st level, as a swift action, the gunslinger can spend 1 grit point to reduce the number of full-round actions (or move actions, if the gunslinger has the Master Siege Engineer feat) required to load a siege engine by 1.

On Your Feet!

At 1st level, while the gunslinger has at least 1 point of grit, she can stand up from prone as a swift action. She can stand up as a free action that doesn't provoke an attack of opportunity by spending 1 point of grit.

Powder Burns

At 1st rd level, the gunslinger learns to maximize the damage dealt by a firearm at extremely close range. When the gunslinger successfully hits an adjacent foe with a ranged firearm attack, she deals an additional 1d6 points of fire damage from the muzzle flash of her weapon as long as she has one point of grit. If she spends one point of grit, the target must also make a Reflex save (DC 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier) or catch on fire. Hit or miss, the target of this attack does not get an attack of opportunity against the gunslinger.

Quick Clear

At 1st level, as a standard 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 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a free action instead of a standard action.

Pavise

At 1st level the gunslinger gains proficiency with tower shields. As long as the gunslinger has 1 or more points of grit, she can position a tower shield in her square. An emplaced tower shield is called a pavise. Picking up the tower shield again is a move action. If she moves to another square without first picking up the pavise, it falls flat and is counted as a normal dropped object. Another creature adjacent to the pavise can pick it up or cause it to fall flat as a move action. If the gunslinger is outflanked while using pavise, the tower shield falls flat automatically. By spending one point of grit, the gunslinger can either place or pick up the pavise as a swift action.

Secret Stash Deed

At 1st level the gunslinger becomes so skilled at stashing small packets of firearm ammunition and black powder on her person that she sometimes surprise herself when she find them. She can spend 1 grit point to recover either 1d12 bullets and loads of black powder or 1d6 alchemical cartridges from a hidden stash on her person that she had, until now, forgotten about. The gunslinger must pay for the ammunition with gold pieces from her character’s wealth. The gunslinger also gain a +4 bonus on Sleight of Hand checks.

Sneak Shot

At 1st level, the gunslinger with at least 1 grit point deals 1d6 points of extra damage when using her firearm to attack opponents denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage increases by 1d6 at level 3 and every 4 levels after level 3. Except for the requirement that she must use a firearm and must have at least 1 grit point to use it, this deed otherwise works identically to a rogue's sneak attack class feature (including the requirement that she must be within 30 feet of her target to deal this extra damage), and the extra damage stacks with and sneak attack and similar abilities.

Stand and Deliver

At 1st level, as long as the gunslinger has at least one point of grit, she can take a full-round action to make a single firearms attack. She adds additional damage equal to her Wisdom modifier (if positive). She automatically confirms a critical threat when using stand and deliver. At a cost of 2 points of grit she can make the stand and deliver attack an automatic critical threat if it hits, but she must then roll to verify critical hit. If this succeeds, she gains grit from the critical normally.

Steady Aim

At 1st level, as long as the gunslinger has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet until the end of her turn. This stacks with other abilities that increase her range increment. She can spend one point of grit to do this as a free action.

Level 3

Back Shield

At 3rd level the gunslinger gains proficiency with tower shields. The gunslinger can wear a tower shield strapped to his back. By turning her back while reloading, she gains a significant amount of protection at little cost. As long as she has at least one point of grit, she can use a tower shield without needing to use a hand to wield it. She gains all the normal advantages and disadvantages of a tower shield. By spending one point of grit at the end of her turn, she can take cover behind the tower shield as noted in its description, except that it is a free action. She retains this cover until the beginning of her next turn. She cannot use this deed and wield a melee weapon; if she does, she suffers the penalties of the tower shield but gains none of the bonuses.

Clipping Shot

At 3rd level, when the gunslinger misses with a firearm attack, she can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). She can decide to use this deed and spend the grit point after making the attack. If used with the dead shot deed, clipping shot can only be used if the attack misses completely. She can use clipping shot if she misses because of cover or concealment, but not if she is attacking an empty space. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

Fast Musket

At 3rd level, as long as the gunslinger has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. She can reload any firearm as a free action by spending one point of grit.

Gunslinger Initiative

At 3rd level, 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 her hands are free and unrestrained, and the firearm is not hidden, she can draw a firearm as part of the initiative check. The gunslinger cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

No Name

At 3rd level the gunslinger no longer needs an elaborate disguise to keep her identity under wraps. She often relies on surprise and misdirection in her social dealings. The gunslinger gain a +2 bonus on Bluff checks, and the gunslinger can spend 1 grit point to gain a +10 bonus on Disguise checks for 10 minutes per her gunslinger level (minimum 10 minutes). The gunslinger can make herself inconspicuous and nondescript as a standard action without actually adopting a disguise.

Pistol-Whip

At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. 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 (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, 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 that does not trigger an attack of opportunity. Performing this deed costs 1 grit point.

Redeploy

At 3rd level, if the gunslinger has at least 1 grit point, she can move at full speed in medium armor or while carrying a medium load. She can spend 1 grit point to move three times her speed as a full-round action without suffering the disadvantages of the run action. The gunslinger cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

Reliable Technology

At 3rd level, the gunslinger can spend 1 grit point as a free action to prevent a timeworn technological firearm from glitching.

Rope Swing

At 3rd level, as long as the gunslinger has at least 1 grit point, she gains a bonus on Acrobatics and Climb checks equal to her gunslinger level and keeps her Dexterity bonus to Armor Class when climbing or swinging on a rope. If she spends 1 grit point, her move while climbing or swinging on a rope does not provoke attacks of opportunity. The gunslinger cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

Salt Shot

At 3rd level, as long as she has at least one point o grit, the gunslinger can choose to inflict nonlethal damage with a firearm without taking the usual -4 attack penalty to do so. By paying 1 grit, any target taking lethal or nonlethal damage from the gunslinger's firearms this round have their speed cut in half and cannot take a 5 ft. step for one round. This effect does not stack.

Scattershot

At 3rd level, if the gunslinger has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the gunslinger possesses (to a maximum of 30 feet at 18th level).

Shell Shock

At 3rd level, when a gunslinger attacks a target with a firearm, she can spend one point of grit to render the target deaf and mute. On the initial hit and each later round on the soldier's turn, the target is allowed a Fortitude save (DC 10 + 1/2 the gunslinger's class level + the gunslinger's Wisdom modifier) to throw off the effect. A mute creature cannot speak, use language-dependent effects or verbal components, or use command words.

Side By Side

At 3rd level, when reloading an early firearm with multiple barrels or shots, the gunslinger with this feat can reload a number of barrels equal to her Dexterity modifier (minimum 1) with a single reload action. The gunslinger with the spit bullet deed or equipped with alchemical cartridges (see Ultimate Equipment) can reload multiple firearms at once, dividing the number of barrels she's able to reload among the firearms she is carrying however she wishes, even if this would mean stowing and retrieving multiple firearms from her equipment with one action. The gunslinger can spend 1 grit point to perform a reload action as a free action.

Skeleton Crew

At 3rd level, as long as the gunslinger has at least 1 grit point, she treats all siege engines as requiring a crew of one fewer than normal to operate (minimum 1).

Smokey

At 3rd level, after shooting a firearm, the gunslinger can spend one point of grit to gain concealment from gun smoke until the beginning of his next turn or until he moves, whichever comes first. A moderate or stronger wind blows the smoke away.

Twin Shot Knockdown

At 3rd level, when the gunslinger hits a single target with two or more firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made. The target is allowed a Reflex save (DC 10 + 1/2 the gunslinger's class level + the gunslinger's Wisdom modifier) to avoid being knocked prone.

Utility Shot

At 3rd level, if the 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 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 lock has an AC equal to the DC of the Disable Device check needed to open it; a simple lock has AC 20, an average lock has AC 25, a good lock has AC 30, and a superior lock has AC 40. 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. This deed, a key, combination, or similar mechanical method of unlocking the lock no longer works, but other means such as knock and Disable device still work.
  • 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. On a natural attack roll of 1, the gunslinger must expend one grit or cause damage to the object.
  • Stop Bleeding As a standard action the gunslinger makes a firearm attack. She can attack an empty point in space or a creature. She then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. This ends a single bleed condition affecting the creature.

Level 7

Caracole

A mounted deed where the gunslinger advances, fires, and then retreats. At a cost of one point of grit, the gunslinger can have the mount move up to it's speed, make a full attack using firearms at no penalty, and then have her mount move a second time, often back to the position she started.

Change Out

At 7th level, as a full-round 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. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; or increases the firearm's range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform a change out, she can either perform the change out as a move action instead of a full-round action, or perform the change out on a firearm that isn't broken.

Clear My Head

At 7th 5th level, when the gunslinger is affected by a mind-affecting effect and fires a firearm, she can spend one point of grit to make a Will saving throw to shake off that effect. The DC of this check is the original saving throw DC or 10 +1/2 the user's Hit Dice + the effect user's Charisma modifier if no DC is given. On a success the effect is negated, tough any damage inflicted still remains. The gunslinger with this deed always decides when to spend grit, regardless of any mind-affecting effects she might be under.

Dead Shot

At 7th level, 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 with a full-round action. She can only use a single firearm, and only uses a single round of ammunition and gunpowder. 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 rolls damage again and adds it. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she rolls 1d12 twice and adds twice her damage bonuses (just as if she had scored a critical hit with a x2 critical multiple). 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 any of the attack rolls are critical hits, only the base damage is multiplied; the extra damage from dead shot is added on top of the critical damage but not multiplied. The 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 gunslinger must spend 1 grit point to perform this deed.

Deadeye

At 7th level, the 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 gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Deft Shootist

At 7th level the gunslinger can use her firearm without losing focus on the enemy, allowing her to avoid attacks while shooting and reloading firearms. As long as the gunslinger has at least 1 grit point, she does not provoke attacks of opportunity when shooting or reloading a firearm.

Derring-Do

At 7th level, a gunslinger can spend 1 grit point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check and the result is revealed.. She can continue to do this as long as she has grit, up to a number of times equal to her Dexterity modifier (minimum 1). If the result of the d6 roll is a natural 6, she recovers the point of grit spent.

Double Load

At 7th level, when the gunslinger has at least 1 grit point, she can spend a full-round action to load a single barrel of an early firearm with twice as many bullets or shot and twice as much gunpowder. This adds extra damage equal to the weapon's original damage; this extra damage is not multiplied on a critical hit. If the gunslinger does not have any grit when firing a double load, add 4 to the weapons misfire value. By expending one point of grit, the gunslinger can double load with a normal reload action this round. This deed cannot be used with alchemical cartridges.

Gun Twirling

At 7th level the gunslinger can spin and juggle a small firearm, making it difficult to predict where she will shoot. The gunslinger can spend 1 grit point to make a feint attempt using a one-handed firearm (instead of a melee weapon). The target of this feint must be within 30 feet of her and be able to see her. If the gunslinger has the Quick Draw feat, she can holster a one-handed firearm as a free action as long as the gunslinger has at least 1 grit point.

Gunslinger's Resolve

At 7th level, the gunslinger can shrug off the most serious of attacks. When the gunslinger is wearing medium or heavy armor and is subject to a critical hit or sneak attack (or another effect a target immune to these would be immune to) she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 7th level, she has a 25% chance of doing so. At 11th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While the gunslinger's resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.

Heavy Weaponry

At 7th level, as long as the gunslinger has at least 1 grit point, she can treat a heavy weapon as a firearm for the purpose of using deeds.

Leaping Shot

At 7th level the gunslinger can leap through the air, guns blazing. As long as the gunslinger has at least one point of grit she can make standing jumps without penalty in a round and can take a leaping shot. A leaping shot is a move up to her speed a full-round action, and make firearm attacks at her highest base attack bonus with each loaded firearm she is wielding. The gunslinger can make these attacks at any point during her movement, and if she is wielding two firearms, she can make the attacks at different points during the movement. At the end of this movement, she falls prone. She has two options to spend grit on this deed; she can move double her speed when making the leaping shot or not fall prone at the end at the cost of one point of grit each.

Smoke Eye

At 7th level, whenever she has at least 1 grit point, a gunslinger can see thee times as far through visual obscurement. In fog and other conditions that works like fog, she can see normally for 10 feet; after that, creatures and objects have concealment for the next 10 feet and total concealment thereafter.

Spit Bullet

At 7th level, the gunslinger can keep bullets in her mouth and spit a bullet down the barrel as she reloads, shaking the gunpowder down without a ramrod. Spit bullet allows reloading without a free hand and makes loading a firearm faster as long as she has at least one point of grit, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action). This benefit does not stack with that of alchemical cartridges. At the cost of one point of grit, the gunslinger can reload as a free action.

Startling Shot

At 7th level, the gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she would normally have hit with a firearm attack. Make an attack roll; if the attack would have hit, that creature is denied its Dexterity bonus to AC until the start of the gunslinger's next turn. This is a mind-affecting fear effect. The gunslinger can pay 1 grit to have the effect extend to the end of her next turn.

Targeting

At 7th level, 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 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks 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.
  • 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 The target is staggered for 1 round.
  • Wings On a hit, the target is damaged normally, and a flying target loses altitude equal to its fly speed. If this causes the target to land, it takes no damage but falls prone.

Test Shooter

At 7th level, as a move action at a cost of one point of grit, the gunslinger can analyze a firearm (including a technological firearm). For the next 5 minutes, the gunslinger is considered proficient with this firearm and can use it with his gun training ability.

Level 11

Bleeding Wound

At 11th level, when the 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 gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Bleed damage doesn't stack, but a creature can suffer several different kinds of bleed at the same time. Creatures that are immune to sneak attacks are also immune to this deed.

Clandestine Expertise

At 11th level, the gunslinger gains a +2 bonus on Disguise and Stealth checks. Also, as long as she has at least 1 grit point, when she successfully aids another with a Disguise or Stealth check, she grants the subject a +4 bonus on the skill check instead of the normal +2.

Charge Technology

At 11th level, by spending 1 grit point, the gunslinger can grant 1 temporary charge to a technological firearm, even if the firearm normally can no longer be recharged. This charge must be used within 1 hour or it fades. The gunslinger can grant temporary charges to multiple firearms as long as she has enough grit, but temporary charges do not stack with themselves in the same firearm. At 15th level, the gunslinger can grant 2 temporary charges when she uses this deed, and at 19th level, she can grant 3 temporary charges.

Deadly Aim

At 11th level, she can pay one point of grit to double the first range increment of her firearm for one round. This stacks with other abilities that increase her range increment, but has no effect at ranges longer than twice the range increment. This extends the range of all abilities that work in the first range increment. A gunslinger using the steady aim and deadly aim deeds together first adds the steady aim bonus and then doubles the total.

Evasive

At 11th level, when the gunslinger has at least 1 grit 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.

Expert Loading

At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, the gun will not explode as long as she has one point of grit , though it retains the broken condition. If she pays one point of grit, the shot jostles the weapon to work again, removing the broken condition. In either case, the misfire ends the duration of the change out deed.

Gunslinger's Resilience

At 11th level, when the gunslinger has at least 1 grit point and makes a successful Fortitude saving throw against an attack that would deal half damage or have a partial effect, she takes no damage or other effects from that attack.

Long Range Sneak Shot

At 11th level, the gunslinger can double the range at which she deals extra damage from a sneak attack or sneak shot (from 30 feet to 60 feet) with a firearm by spending 1 grit point. When she spends this grit point, she must still have at least 1 grit point left to deal extra damage from sneak shot if she is using that deed.

Opportunity Shot

At 11th level, as long as the gunslinger has at least one point of grit and a firearm loaded and ready, she can make an opportunity attack with her firearm as if it was a melee weapon with a reach of 30 ft. Each opportunity shot costs one point of grit and uses one of her available attacks of opportunity.

Spotter

At 11th level, as a standard action, the gunslinger can spend 1 grit point to automatically pinpoint a target within her line of sight and inform adjacent allies of the target's exact location. Even an invisible target can be pinpointed as long as the gunslinger has a line of effect. Until the gunslinger's next turn, if the gunslinger or an ally makes an attack against the pinpointed target and would take a penalty on his attack roll due to range or cover, he can ignore any concealment miss chance and may reduce this penalty by an amount equal to the gunslinger's Wisdom modifier (to a minimum penalty of 0). The gunslinger must be adjacent to an ally and able to communicate to give that ally the benefit of this deed, though the ally may move away from the gunslinger during his turn and still gain the benefits of this deed.

Up Close and Deadly

At 11th level, when she hits an adjacent target with an attack from firearm, the gunslinger can spend 1 grit point to add 1d6 points of extra damage. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 7th level, to 3d6 at 11th level, to 4d6 at 15th level, and to 5d6 at 19th level. This precision damage stacks with sneak attack and other forms of precision damage.

The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

Wing Clip

At 11th level, as a full-round action, the gunslinger can make a single firearm attack against a flying creature to cause it to crash at a cost of one point of grit. A winged creature that takes damage form this attack has one wing disabled. The creature falls to the ground, taking the appropriate amount of falling damage as a result. It. A creature with magical flight or at least one functioning wing may attempt a DC 20 Fly check to avoid taking damage. In either case, the creature must succeed at a Reflex save (DC 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier) or fall prone when reaching the ground. A creature with magical flight can take off again as soon as it stands up. A winged creature that has at least one functioning wing can take off again, but needs to spend a full-round action each round to move at it's fly speed. Creatures that are immune to sneak attacks are immune to these effects.

Level 15

Jury-Rig

At 15th level, as a standard action, the gunslinger can adjust a firearm she is currently wielding to fire in an unconventional way. She can spend 1 grit point to grant her firearm one of the following magic weapon enhancements for 1 round per gunslinger level: distance, flaming, glamered, or thundering. If she spends 2 grit points, she can instead grant the firearm flaming burst or stalking. Multiple uses of this ability don't stack with themselves.

Gunslinger's Edge

At 15th level, while the gunslinger has at least 1 grit point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

Gun Feint

At 15th level, the gunslinger can use the ferocious reputation of firearms to her advantage. A gunslinger with at least 1 panache point can feint instead of making one of the attacks with her firearm as part of a full attack. Unless she spends one point of grit, the Bluff check suffers the same iterative action penalty the attack it replaces.

Marksman

At 15th level, when the gunslinger has at least 1 grit point, she is instinctively aware of concealed or invisible opponents. If she misses because of concealment (see Combat), she can reroll the miss chance percentile roll one time to see if she actually hit. An invisible attacker gets no advantages related to hitting the gunslinger; she doesn't lose her Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The gunslinger can spend one point of grit as a free action to automatically pinpoint an opponent she suspects is there but cannot see; if the opponent isn't actually in her line of sight this point is wasted.

Menacing Shot

At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures in a 30-foot cone 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.

Named Bullet

At 15th level the gunslinger can craft ammunition intended to kill specific foes. Whenever the gunslinger crafts ammunition using Gunsmithing, she may inscribe a bullet or alchemical cartridge with the name of its intended target. The ammunition gains the bane weapon special ability against the chosen creature only. If the ammunition is used to attack any other target, the attack roll is instead made with a –2 penalty. Crafting a named bullet costs 1 grit point and reduces her maximum grit points by 1 until the named bullet is fired or destroyed.

Ricochet Shot Deed

At 15th level the gunslinger can ricochet a firearm shot off the wall and still hit her target. The gunslinger can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When she does, use 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. Use that square to determine the effects of cover, and her own square to determine the effects of concealment. The gunslinger can make this shot as long as the gunslinger has at least 1 grit point. When making this shot, the gunslinger can spend 1 grit point to ignore the effects of cover and concealment (but not total cover or full concealment). The gunslinger must choose to spend the grit point before the gunslinger makes the attack roll

Slinger’s Luck

At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The 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.

Staggering Shot

At 15th level, when the gunslinger hits a target with a ranged firearm attack, the target must also make a Fortitude save (DC 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier) or be staggered for 1 round. The gunslinger needs to have at least 1 grit to use staggering shot. Using staggering shot more than once in a round costs one point of grit per shot after the first.

Level 19

At Gunpoint

At 19th level, whenever the gunslinger has a firearm loaded and ready and is not surprised, she can fire a single shot at the beginning of the first round of combat or surprise round at the cost of one point of grit. When competing with the rogue's snap shot talent and other similar abilities that always go first, use their initiative to determine the order in which they act. The gunslinger still gets her normal action when her normal turn comes up.

Authoritative Bluff

At 19th level, a gunslinger can spend 1 grit point to reroll a Bluff check after the roll is made but before the results are revealed. She must take the result of the second roll, even if it is lower. Additionally, the gunslinger can spend 1 grit point make a Bluff check (ignoring all modifiers) to pretend to be someone’s superior (socially or in the military). If she succeeds at the check, the target obeys any reasonable orders she gives as it would those of an actual superior in the situation. A hostile creature cannot be bluffed in this way.

Cheat Death

At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point. Effects that kill the gunslinger outright without dealing hit point damage are not affected by this ability.

Death’s Shot

At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to force the target to make 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.

Fade to Smoke

At 19th level, after shooting a firearm, the gunslinger can spend two points of grit to disappear in the smoke of his firearm as a free action. The gunslinger can make a Stealth roll as a free action, ignoring all modifiers based on actions earlier in the round. The gunslinger has concealment until the end of his next round.

Invention

At 19th level, she can spend one hour to modify a firearm to do one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; increases the firearm's range increment by 10 feet.; or gain one of one of the following magic weapon enhancements: distance, flaming, glamered, stalking, or thundering.

This deed costs one point of grit to perform, and reduces her maximum grit points by 1 while the invention lasts. Adding a second invention to the same weapon costs 2 grit and reduces maximum grit by two, adding a third costs 3 grit and reduces maximum grit by an additional three, and so on. The invention ends when the firearm gains the broken quality or one hour is spent removing it.

Stunning Shot

At 19th level, when the gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature is allowed a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier) to negate the stun. Creatures that are immune to critical hits are also immune to this effect.

Dares

Dares are similar to deeds in that they grant a gunslinger extra abilities based on grit, but unlike deeds, dares become active when the gunslinger runs out of grit, and become inactive once the character regains any points of grit. They grant the gunslinger a benefit and a new ability to regain or increase the ability to regain either grit or panache.

A dare can be taken in place of a deed at any level. The gunslinger can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit points. Once chosen, the active dare cannot be changed until the gunslinger reaches 0 grit points again.

Desperate Evasion

While this dare is active, the gunslinger gains the rogue's evasion class feature. If she already has this class feature, while this dare is active, roll twice when making a Reflex saving throw and take the higher result. She regains 1 grit or panache point when she succeed at a Reflex saving throw while using this dare.

Gunsmoke

The gunslinger creates a cloud of gunsmoke with a radius of 5 ft. times the gunslinger's Fog of War rating. This functions as obscuring mist centered on the gunslinger. At the beginning of her turn when the gunslinger has no other creature in her line of sight she recovers one point of grit. The cloud of smoke remains after the gunslinger regains grit.

Frantically Nimble

While this dare is active, the gunslinger gains a +2 dodge bonus to AC. She regains 1 grit or panache point when any enemy making an attack against her misses.

Out for Blood

While this dare is active, the gunslinger gains the Improved Critical feat with all weapons. The benefit does not stack with the Improved Critical feat. When this dare is active, any critical hit restores grit or panache, regardless of what weapon she uses.

Run Like Hell

While this dare is active, her speed increases by 10 feet, and she retains her Dexterity bonus to her AC while running. She regains 1 grit or panache point the first time she is more than 100 feet away from her closest enemy.

Feats

The following feats enhance the gunslinger.

Additional Deed (Grit)

You gain an additional deed from the list of deeds available for your class.

Prerequisite(s): Deed class feature with a list of deeds to select from.

Benefit: Select an additional deed available at your class and level.

Special: This feat can be taken several times. Each time, select a new deed you qualify for.

Advanced Deed (Grit)

You focus your development on certain deeds.

Prerequisites: Deed class feature.

Benefits: Select one deed with a level requirement higher than your level in the class the deed belongs to. Reduce the level requirement of this deed by two.

Special: You can take this feat several times, the benefits can stack or you can select different deeds to apply the benefit to. When you have achieved the level required to use the selected deed without this feat, you can select another deed to apply this feat to. At level 19, trade all instances of this feat for Signature Deed.

Multiclass Deeds (Grit)

You learn the deeds of someone of your Hit Dice.

Prerequisites: Deeds class feature, multiclass levels or racial Hit Dice.

Benefit: Increase your effective level in a class that gains deeds by four for the purpose of learning and using deeds. You must have at least one level in the selected class. This increased level can never be higher than your number of Hit Dice. If you have several classes that give deeds, you must choose one of these classes to apply this feat to.

Special: You can take this feat multiple times. The effect does not stack. You must select a different class each time.

Share Grit (Grit)

You can share your grit with allies.

Prerequisite: Grit class feature or feat ability, Sense Motive 3 ranks.

Benefit: As a free action, you can expend a point of grit and give it to an ally within 30 ft. The beneficiary cannot exceed his maximum grit pool this way. Characters that lack a grit (or similar) pool cannot benefit from this.

External Links

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