Kinetic Gunslinger (Apath)

From Action
Revision as of 19:23, 2 February 2016 by Starfox (talk | contribs) (first)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

A kinetic gunslinger is really a very specialized kineticist. Rather than telekinetically throwing objects, or using gunpowder to propel bullets, the kinetic gunslinger uses the power of her mind to propel bullets from her guns.

Class Information

This is a gunslinger archetype using occult power to power her guns.

Hit Die: d10.

Class Features

The gunfighter has all gunslinger class features, except as follows:


Grit (Su)

The kinetic gunslinger's grit is a supernatural ability. Her initial and maximum grit is equal to her Constitution score. This is a modification to the grit ability.

Deeds (Su)

All a kinetic gunslinger's deeds are supernatural abilities.

At first level, the kinetic gunslinger gains the kinetic gunpower deed. As long as she has any grit points remaining, she can reload and fire a firearm without using any gunpowder. This avoids any chance of misfire. She can reload a single round into any firearm without needing a free hand to do so as a free action at the cost of one point of grit. This replaces the quick clear deed.

At 3rd level the kinetic gunslinger gains the kinetic ward deed. As an immediate action that costs one point of grit, she surround herself with a ward of force for ten minutes or until all the temporary hit points have been expended. She gains a number of temporary hit points equal to her kinetic gunslinger level. These temporary hit points can only be used to absorb damage from ranged and energy attacks . Any melee attack or psychic attack bypasses the bullet ward entirely. If an attack deals less damage than her remaining temporary hit points (she still has temporary hit points from force ward after the attack), it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. She can dismiss the ward as an immediate action. This replaces the utility shot deed.

At 11th level, the kinetic gunslinger gains the animate weapon deed. This functions as the kinetic gunslinger was wielding the weapon, except as noted. An animated melee weapon can attack any target within 30 ft., using the kinetic gunslinger's Constitution modifier instead of Strength modifier to alter attack and damage. An animated ranged weapon must still be aimed, but the kinetic gunslinger can fire it while exposing herself less to hostile attacks; if the kinetic gunslinger is prone or has cover, she gains a +4 Dodge bonus to armor class, a +2 Dodge bonus to Reflex saves, and the evasion rogue ability. Activating this ability is a swift action that lasts until the end of the kinetic gunslinger's current turn. It is a free action to draw a weapon and a move action to pick up a weapon from the ground using this ability. Any weapon used with animate weapon deed ends up in the kinetic gunslinger's hand (or on the ground in her space) when the ability ends. This replaces the expert loading deed.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Grit
  • Deeds:
    • Quick Clear (lvl 1)
    • Utility Shot (lvl 3)
    • Expert Reloading (lvl 11)
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.