Ace Gunslinger (Apath)
|Unofficial rules compendium|
A showman and performance gunfighter, the ace gunslinger lives to show off with her dangerous weapons. The ace gunslinger is a practitioner of way of life martial arts.
[Holding a card deck] This is a very special pack.
See, I put an ace in every time I kill a man.
Ace Hanlon, The Quick and the Dead, 1995.
This is a martial arts archetype, a gunslinger with presence and showmanship.
Starting Money: 3d6 × 10 gp (average 105 gp)
Hit Die: d10.
The ace gunslinger has all the class abilities of the gunslinger, except as noted below.
Weapon and Armor Proficiency
An ace is proficient with all simple and martial weapons, and with all firearms. They are not proficient with any armor or shields.
The ace gunslinger's initial and maximum grit are based on Charisma instead of wisdom.
Way of Life Armor Bonus (Ex)
When unarmored and unencumbered, the ace gunslinger adds her Charisma bonus (if positive) as a dodge modifier to armor class and CMD. She loses this bonus when she wears any armor, when she uses a shield, when she carries a medium or heavy load, or when she is denied her Dexterity bonus to armor class. At level 6 and 14, this bonus increases by one. This replaces nimble.
Deeds that have an effect based on Wisdom are instead based on Charisma when used by an ace gunslinger.
At first level, the ace gunslinger gains Deft Shootist Deed as a bonus feat. This replaces the gunslinger's dodge deed.
At third level, the ace gunslinger gains Gun Twirling as a bonus feat. The ace gunslinger doesn't need Weapon Focus to use Gun Twirling with a firearm. This replaces the pistol whip deed.
At 11th level, the ace gunslinger gains Leaping Shot Deed as a bonus feat. This replaces the bleeding wound deed.
At 2nd level, 4th level, and every 4 levels thereafter, the ace gunslinger gains bonus feats. She need not fulfill the prerequisites of these bonus feats. This replaces the gunslinger's bonus feats. The ace gunslinger can choose from the following list whenever she gains a trickshot feat: Dazzling Display*, Fabulist, Improved Initiative, Lob Shot, Mounted Archery, Precise Shot, Ranged Disarm, Ranged Trip, Ricochet Shot, Trick Shooter, and Warning Shot*.
At 6th level the ace gunslinger adds Bullseye Shot, Disheartening Display*, Greater feint, Improved Critical*, Killing Flourish*, Relentless Shot, and Second Chance.
At 10th level the ace gunslinger adds Crippling Critical, Deadly Finish*, Named Bullet, and Stunning Critical.
Feats marked * can be used with any firearm.
Gun Training (Ex)
The ace gunfighter gets to select an additional type of firearm to use with gun training at level 10. At level 18, the ace gunslinger's gun training applies to all firearms.
Table: Ace Gunslinger
|1st||+1||+2||+2||+0||Deeds (deadeye, deft shootist deed, quick clear), grit, gunsmith, way of life armor bonus|
|3rd||+3||+3||+3||+1||Deeds (gun twirling, gunslinger's initiative, utility shot)|
|5th||+5||+4||+4||+1||Gun training 1|
|7th||+7/ +2||+5||+5||+2||Deeds (dead shot, startling shot, targeting)|
|8th||+8/ +3||+6||+6||+2||Trickshot feat|
|9th||+9/ +4||+6||+6||+3||Gun training 2|
|11th||+11/ +6/ +1||+7||+7||+3||Deeds (expert loading, leaping shot deed, lightning reload)|
|12th||+12/ +7/ +2||+8||+8||+4||Trickshot feat|
|13th||+13/ +8/ +3||+8||+8||+4||Gun training 3|
|14th||+14/ +9/ +4||+9||+9||+4||—|
|15th||+15/ +10/ +5||+9||+9||+5||Deeds (evasive, menacing shot, slinger's luck)|
|16th||+16/ +11/ +6/ +1||+10||+10||+5||Trickshot feat|
|17th||+17/ +12/ +7/ +2||+10||+10||+5||Gun training 4|
|18th||+18/ +13/ +8/ +3||+11||+11||+6||—|
|19th||+19/ +14/ +9/ +4||+11||+11||+6||Deeds (cheat death, death's shot, stunning shot)|
|20th||+20/ +15/ +10/ +5||+12||+12||+6||Trickshot feat, true grit|
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Armor Proficiency
- Deeds (level 1 gunslinger's dodge deed, level 3 pistol whip deed, level 11 bleeding wound deed)
- Bonus Feats (all)
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