Kyle Linger's page

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In advance, note that this is from theorycrafting and not actual playing, and that many of these things have been noted by other users. These are mostly for how I would fix them.

1. Limited daily injections
As other users have noted, the biohacker is the only non-caster with a daily limit on their primary ability. I'm going to skip the speil about how this promotes the 2-hour adventuring day and just propose a solution: Reduce the total number of injections you can prepare to 1/2 your class level plus your key ability (minimum 1), and have them refresh when you spend resolve to regain stamina points. The later theorems have daily uses, which is alright as they're more powerful, but you could also spend resolve to use them - this gives the class another use for RP and lets you use them more than a few times.

2. Missing with ranged restoratives
The biohacker is, currently, the only class that can miss when applying a buff to an ally. I believe this is intentional, as you're doing it without the aid of magic and the buffs (and injections in general) are usable in melee (with no miss chance), but it still counteracts the class intention. My proposed solution: the AC of a friendly target, with regards to your buffs, is 10 (modified by size, concealment, cover, and your off-target condition). This is higher than the DC to target a grid intersection or (presumably) a square with a grenade (which is 5), but this makes sense as your target is smaller and moving, and still doable as you have a 50% chance to hit at level 1 with 10 dexterity, so even a completely inept biohacker can do it occasionally. Confused or dominated allies retain their normal ACs, naturally.

As a bonus, you can also axe the 'allies count as flat-footed' line and the theorem that gives you a +3 to hit allies.

3. Scientific Method
The choice of key ability is neat, but intelligence is pretty superior to wisdom. Wisdom changes the ability you need for three skills, which is nice, but intelligence changes the ability added to two skills (one of which is Perception, probably the most important skill in the game) as well as your Will save. Add to this that intelligence gives you more skill points to play with in general and it's pretty clear which is superior. Proposed solution: If you use wisdom, then it also determines the number of bonus skill points you get when you gain a biohacker level.

This also affects your spark of ingenuity; wisdom lets you apply new conditions or remove those conditions from allies, while intelligence allows you to apply two-for-one injections. I think that the int version is much better, but applying flat-footed whenever you please is kinda nice I guess. I think the int version is actually too powerful; my proposed change is to allow int biohackers to apply new conditions rather than double the buff/debuff, though I'm not sure what conditions should be included here. I also think you can lose the daily limit - rather than having the new conditions be concurrent with your counteragents, just have them be additional options.

Aside from these, and a few clarifications (can you apply serums with your injection weapons?), I really like the class. The idea of a scientist/alchemist class that can focus on damage, debuffing, buffing, or slight healing, and delivering those debuffs and buffs with a dart rifle is neat (insert picture of Overwatch Ana here).


Introduction and Etc.:
I know I'm not the first person to do this, and I'm sure others have done it better, but here's my crack at a gun-toting Alchemist. I am aware of the Explosive Missile discovery, but it's really kind of underwhelming to me. I would hope this would be a little more focused on firearms rather than the Alchemist's usual tricks. Looking for feedback, will edit this post when changes are made.

-Gun Chemist Archetype-
Weapon and Armor Proficiency: Gun Chemists are not proficient with bombs (unless he takes the Bomb discovery, see below). They are proficient with a single specific firearm (see Gunsmith, below).

Alchemical Shot (Su): A number of times per day equal to his class level + his Intelligence modifier, a Gun Chemist can fire a special shot from his weapon which explodes upon impact. This shot deals normal firearm damage and additional fire damage equal to 1d6 + the Alchemist's Intelligence modifier to the target. This extra damage can be halved with a reflex save (DC 10 + 1/2 Class level + Int). Alchemical Shot can be modified by discoveries as normal bombs, with the exception of the Delayed Bomb, Explosive Bomb, Precise Bomb, and Smoke Bomb discoveries (and related discoveries). This is otherwise identical to and replaces the Bomb class feature.

Gunsmith (Ex): At 1st level, a Gun Chemist gains one of the following firearms of his choice: musket, or pistol. He is proficient with this firearm, but not others (even others of the same type). His starting weapon is battered, and only she knows how to use it properly. All other creatures treat his 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 Gun Chemist also gains Gunsmithing as a bonus feat. This replaces Poison Use and Throw Anything.

Deadeye Draught (Su): A Gun Chemist can, with one hour of work, brew a special elixir which heightens the senses. A Gun Chemist can maintain only one dose of Deadeye Draught at a time - if a second is brewed, the first becomes inert. When imbibed, Deadeye Draught grants the following Alchemical bonuses for 10 minutes per class level: +2 to hit, +4 on Perception checks, and the ability to target Touch AC with a firearm one range increment further than normal. It also imposes a -2 penalty on all saving throws vs. sight- or sound-based effects. Any other character who drinks Deadeye Draught has their senses overloaded - they are blinded and deafened for one round, and take a -4 on Perception checks for one minute thereafter. This replaces Mutagen.

Evasion (Ex): The explosive nature of the Gun Chemist's studies necessitate a certain quickness of reflexes. At 2nd level, a Gun Chemist gains the Evasion class feature. This replaces Poison Resistance (all levels).

Amateur Gunslinger (Ex): At 6th level, a Gun Chemist gains Amateur Gunslinger as a bonus feat. Additionally, from this level on, a Gun Chemist may select a Grit feat in place of a Discovery. This replaces Swift Poisoning.

Evasive Draught (Ex): At 10th level, a Gun Chemist gains Improved Evasion while he is under the effects of his Deadeye Draught. This replaces Poison Immunity.

Persistent Draught (Ex): At 14th level, a Gun Chemist's Deadeye Draught lasts for 1 hour per class level. Replaces Persistent Mutagen.

-New Discoveries-
Alchemical Shot: Prerequisite: Bomb class feature. You may prepare Alchemical Shots instead of Bombs. You may prepare any combination of the two, but your total number may not exceed your class level + your Intelligence Modifier.

Bomb: Prerequisite: Alchemical Shot class feature. You may prepare Bombs instead of Alchemical Shots. You may prepare any combination of the two, but your total number may not exceed your class level + your Intelligence Modifier. If you are not proficient with Bombs, you gain this proficiency.

Deadeye Draught: You gain the Deadeye Draught class feature.

Greater Deadeye Draught: Prerequisites: Alchemist level 12, Deadeye Draught. Your Deadeye Draught bonuses improve to +4 to hit, +6 to Perception. Additionally, you gain Blind-Fight while under the effects of your Draught. Penalties increase to -3.

Grand Deadeye Draught: Prerequisites: Alchemist level 16, Greater Deadeye Draught. Your Deadeye Draught bonuses improve to +6 to hit, +8 to Perception. Additionally, you cannot be caught flat-footed while under the effects of your Draught. Penalties increase to -4.

Infuse Mutagen: This discovery may affect a Gun Chemist's Deadeye Draught.

Splash Shots: Prerequisite: Alchemical Shot. Adds splash damage to your Alchemical Shots - all creatures adjacent to the primary target take damage equal to the shot's minimum damage (for example, if your shot deals 2d6+4 damage, adjacent targets would take 6 damage), with a Reflex save for half (DC 10 + 1/2 class level + Int). Additionally, any discoveries which modify Bombs may now affect Alchemical Shots.


1 person marked this as FAQ candidate.

Just a few small questions regarding gunslingers:

If I have Rapid Reload and Lightning Reload, can I reload as a free action multiple times per round - and therefore make iterative attacks with my firearm?

Assuming the answer to that is no, the text for an Alchemical Cartridge says that it would reduce the reload time from a move action to a free action, implying I could use rapid reload and alchemical cartridges to make iterative attacks (since there's no "each round" text muddying things up). Would this work - and if so, why have Lightning Reload at all?

Lastly, if I'm wielding two pistols with two-weapon fighting, can I reload without dropping one? I'd heard rumors about a feat in Ultimate Combat making this ability official, but I couldn't find it. Currently my DM has houseruled it as a part of Lightning Reload, since he likes my guns akimbo 'slinger as much as I do.


Gonna put this out right now, this contains homebrew material and houserules. I'm looking for some opinions here.

I'm creating a swashbuckler-type character, using a Pathfinder rewrite of the 3.5 class, posted here: http://kolidascope.wikia.com/wiki/Swashbuckler_%28Pathfinder%29

I'm also going into the Duelist prestige class, because getting Int to damage and AC is pretty cool in my book. But there's a slight problem; Since I'm taking 10 levels of swashbuckler and 10 levels of duelist, I'm gaining Acrobatic Charge twice. The ability doesn't have any stacking mechanic (see: Uncanny dodge and Evasion), so gaining it twice is pretty useless.

Now my DM isn't the type of guy to tell me to suck it up and deal with it, but I'm unsure of what to ask for in exchange. I'm considering maybe asking for a bonus feat, or the ability to ignore difficult terrain while Spring Attacking, but I'm also interested in hearing your thoughts. If it matters, the conflict wouldn't happen until the character hits level 17.


I'm fairly surprised this hasn't already been printed, since Alchemist is one of the few classes that can use poisons out of the box. I whipped this archetype up mostly because I was bored - as such it definitely needs balancing and may well be unplayable. I present it for your consideration nonetheless:

---

New Class Features

Synthetic Venom: This ability replaces the Bomb class feature. A Poisoner can make a virulent toxin from chemicals commonly found in an alchemist's lab. This poison is prepared as a binary compound; it is inert until a final ingredient is added (as part of the action involved in applying the poison.) After the addition of the final ingredient, the poison remains potent for a number of rounds equal to the Poisoner's Int modifier, after which it is rendered inert.

When the poison is prepared, it acts as an Injury poison with an onset delay of 1 round. It inflicts 1d6 damage per round for a number of rounds equal to half your Poisoner class level. As a secondary effect, it deals 1 additional point of damage for a number of rounds equal to your Int modifier (so a level 1 Poisoner with 18 Int would have a poison that deals 1d6+1 damage in the first round, and 1 damage per round for 3 more rounds.)

Alternatively, the Poisoner may prepare his poison as an Ingested poison. It behaves identically as the above poison, except that it remains potent for a number of minutes equal to your Int modifier, has an onset delay of 10 minutes, and it's frequency is changed to once per minute.

In either case, the save DC of your Synthetic Venom is equal to 10 + 1/2 your class level + your Int modifier, and it requires one save to shake off the effects.

Poison Use: A Poisoner gets Poison Use at first level. This replaces the Brew Potion bonus feat, which is gained at second level.

Milk Venom: A Poisoner gets Milk Venom as a bonus feat at first level (see below.) This replaces Throw Anything.

Swift Poisoning: A poisoner gets Swift Poisoning at 3rd level. This replaces Swift Alchemy, which is gained at 6th level.

---

New Feat: Milk Venom: A character with this feat may milk the venom from a poisonous creature. The creature must either be willing or helpless (alseep, restrained, etc.) Venom may be milked from a dead creature, but only if it has been dead for less that the character's Int modifier in rounds (Undead with naturally occuring poisons are exempt to this rule.)

The character makes a Craft (Alchemy) check against the DC of the poison in question. If the check is successful, you milk 1d4 doses of poison from the creature, and the creature cannot use it's poison for 1 minute. A roll of 1 on this check exposes the character to the poison, unless the character has the Poison Use ability.

Prerequisite: Craft (Alchemy) 1 Rank.

---

New Discoveries

Alchemical Bomb: The Alchemist knows the art of preparing and using incendiary bombs. This functions as the Alchemist's Bomb class feature; if the character has another ability that replaces the Bomb class feature, he must divide the uses between the two features (so an Alchemist with Synthetic Venom and Alchemical Bomb, with 5 bombs per day, could prepare 2 doses of venom and 3 bombs. How the two are divided is decided when the Alchemist prepares his extracts for the day.)
Special: An Alchemist with the Bomb class feature may not select this discovery.

Concentrate Poison: As printed, except:
Special: An Alchemist concentrating his Synthetic Venom does not have to use it within one hour; it is inert until it is applied as normal.

Corrosive Poison: This odd poison is tailored to interfere with the workings of constructs, jamming gears and corroding metal and other materials. This poison deals normal Synthetic Venom damage to constructs. Against living targets, they are instead sickened for a number of rounds equal to half the Alchemist's class level, and Nauseated for a number of rounds equal to his Int modifier (if the Nauseated duration would exceed the Sickened duration, they are instead
Sickened for the remainder of the duration.) An Alchemist must be at least 4th level before selecting this discovery.

Dilute Poison: By concentrating for one minute, an Alchemist may dilute a dose of poison (including his Synthetic Venom) in order to stretch it's usefulness. Using this discovery reduces the duration by half (to a minimum of 1 round/minute, depending on frequency) and reduces the DC by 2, but creates a second dose of poison identical to the diluted poison. These doses must be used within one hour or they are rendered inert.
Special: An Alchemist diluting his Synthetic Venom does not have to use it within one hour; it is inert until it is applied as normal.

Hallucinogen: This psychotropic poison interferes with the target's senses. Instead of dealing damage, it imposes a 20% miss chance on all attack rolls for a number of rounds equal to half the Alchemist's class level. Additionally, for a number of rounds equal to the Alchemist's Int modifier, the victim treats all other characters as if they were the subject of a Mirror Image spell with 2 duplicates per subject. An Alchemist must be 8th level before selecting this discovery.

Lambent Poison: More closely resembling a drug than a proper poison, this concoction is laced with positive energy. This poison deals normal Synthetic venom damage to undead. Against living targets, it produces a euphoric feeling that reduces their will save by -2, and an additional -2 for a number of rounds equal to the Alchemist's Int modifier. An Alchemist must be at least 4th level before selecting this discovery.

Paralytic Poison: A more concentrated sedative, this poison does no damage but renders the target paralyzed for a number of rounds equal to half of the Alchemist's class level. Additionally, it requires 2 saving throws for a number of rounds equal to the Alchemist's Int modifier. An Alchemist must posess the Sleeping Poison discovery before selecting this discovery.

Sleeping Poison: Actually a strong sedative and anaesthetic, this poison renders a target quickly unconscious. The target takes no damage; instead they fall asleep for a number of rounds equal to the Alchemist's class level. Additionally, the target takes a cumulative -1 penalty to saves against sleep effects (including this effect) for a number of rounds equal to the Alchemist's Int modifier. This penalty is removed if the character succumbs to the sleep effect.

Synthetic Venom: The Alchemist knows the art of preparing and using a synthesized poison. This functions as the Poisoner's Synthetic Venom class feature; if the character has another ability that replaces the Alchemist's Bomb class feature, he must divide the uses between the two (as Alchemical Bomb, above.)
Special: An Alchemist with the Synthetic Venom class feature may not select this discovery.

Weakening Poison: Designed to 'take the fight' out of it's victims, this poison deals 1d3 Strength damage per round instead of the normal HP damage. Additionally, it deals 1d3 Con damage for a number of rounds equal to the Alchemist's Int modifier. An Alchemist must be at least 8th level before selecting this discovery.


Real quick question. Lightning Reload states that you can reload a single barrel of a firearm as a swift action, or a free action with Rapid Reload (I'd also assume alchemical cartridges make it a free action).

RAW this implies that you could make full iterative attacks with a flintlock pistol, or reload all the barrels of your pepperbox, since there's no limit on the number of free actions you can take per round. This would put Lightning Reload on the same level as Rapid Reload with a Light Crossbow, which seems to be the intent. However, several playtest threads seem to assume this is NOT the case and have their 'slingers carrying multiple firearms. I think this needs clarification.

On a completely unrelated note, what do you think a fair price would be for being able to reload while holding something in your other hand?


This hit me last night at about 5 AM. Basically a few idle thoughts about the noted mechanics.

First of all, Grit. I think the general consensus so far is that it's far too limited a resource, and although you can recharge it doing so is very uncommon. At level 20, a Gunslinger would have 20 (Base) + 5 (Natural) + +5 (Inherent) + 6 (Enhancement) = 36 Wisdom = 13 Grit points. Note that this is if he dumps every single point into Wisdom, which would leave his Dexterity sorely lacking. This might seem like a lot, until you look at the Bard's performance allotment (minimum 22 times a day at level 20, with +0 charisma).

Now obviously neither of these characters (Wis-only 'slinger and no-Cha Bard) would never see play, but it does illustrate the issue - Gunslingers need more grit, or an easier way to recharge it. My mind immediately went to making it a per-encounter mechanic, but Paizo is wanting to avoid those to differentiate themselves from 4th edition, which is fine. And then my mind wandered somewhere strange - 3.5 psionics.

d20 SRD wrote:

If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.

Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0.

What the heck does that have to do with Gunslingers, you ask? Well the way I see it, Grit points represent your ability to be calm and collected in a pitched battle, allowing you to pull off shots that would otherwise be impossible. Adding a way to regain Grit points out of combat would make sense, as the character could calm herself and be ready for the next challenge. I'm not saying it should be a carbon copy of psionic focus - there'd be no skill check involved, and it would therefore take longer. I'm thinking 1 minute per grit point (the Gunslinger could move, travel, eat, etc. during this time, but take no strenuous actions. No dice rolls basically), with a feat to reduce the time taken:

Swift Focus (Grit)
With a few deep breaths, you regain your composure and steady your hands.
You may regain a grit point as a full-round action that provokes attacks of opportunity.
Normal: Regaining a grit point takes one minute.

---

As far as Deeds go, a lot of work needs to be done here. Someone (who's name escapes me now, sorry) suggested that instead of simply getting every deed at the requisite level, a Gunslinger should pick her deeds, like Alchemist discoveries or Rogue talents. This is a good idea, as it would make one gunslinger differ from another in more ways that their 1st level weapon choice, but there is an issue - discoveries and talents are always active/usable, and don't rely on a point pool. Deeds would have to be more powerful to make up for this - I think the best way to handle it would be to give each deed a passive effect that is active as long as you have 1 grit point remaining, as well as an active effect that costs grit. For example:

Leap for Cover - Level 1 Deed
Passive: As an immediate action in response to an attack, you can drop prone. This grants you a +4 AC bonus against the triggering attack, and a +2 bonus to your reflex save.
Active: By spending a grit point, you may move half your speed as part of this action. You are still targeted by the attack, even if you end your movement outside the area of effect or in total cover.

Or:

Pistol Whip - Level 3 Deed
Passive: You are adept at using your guns as impromptu melee weapons. Pistols deal 1d8 B (x2 crit), and muskets deal 1d10 B (x2 crit). While wielding a firearm, you are considered armed in melee and may make attacks of opportunity with your pistol whip attack. Making a ranged attack still provokes attacks of opportunity.
Active: By spending a grit point, the gunslinger may add her ranged enhancement bonus, as well as any applicable enchantments, to her pistol whip attacks for one round.

Those are probably unbalanced as all heck, but I only wanted to illustrate the concept. Anyways, that about does it for my thoughts. Just wanted to get them out here before I forget.


Since it seems to be the 'in' thing to do now, I tried my hand at rebuilding the Gunslinger class. Chances are I just broke it worse, but whatever. I'll be around for a while to clarify any questions you might have.

The Gunslinger, Reloaded:

Abilities: Gunslingers use their Dexterity to attack with firearms and defend themselves, and it also determines the DC of some of your special abilities. Charisma determines your daily allotment of Grit points, and the DC of some of your other abilities.

Role: Gunslingers offer support from mid-range. Their attacks are highly accurate and punch through armor, but they might not do as much damage as other characters.

Alignment: Any

Huit Die: d10

BAB: As Fighter.
Saves: Good Ref Save.

Class Skills: Acrobatics, Bluff, Climb, Craft, Handle Animal, Intimidate, Knowledge (Engineering and Local), Perception, Profession, Ride, and Swim.
Skill Points: 2 + Int modifier.

Weapon and Armor proficiencies: Gunslingers are proficient with all simple weapons, as well as the longsword, shortsword, rapier, scimitar (sabre), and all firearms. They are proficient with light and medium armor, but not with shields.

Firearms: All gunslingers start with their choice of a single musket or a set of two pistols, and 50 shots worth of bullets and black powder. As a gunslinger's career progresses, she constantly tinkers with her firearm, customizing it's workings to suit her needs. At second level, her weapons gain the masterwork quality. At 4th level and every 2 levels therafter, she may apply a +1 enhancement bonus, or equivalent enchantment, to her weapon (if she chose two pistols, each must be improved individually). These enchantments function only for the gunslinger - in anyone elses hands, her weapons are mundane firearms. If her weapons are ever lost or stolen, she may buy any mundane firearm of the same type (pistol or musket) and customize it over a number of hours equal to her gunslinger level (these need not be consecutive). The gunslinger expends no resources to make these improvements.

Accomplished Gunsmith: A gunslinger adds her class level to any skill check relating to firearms, and may make such checks untrained. Such checks include: appraise checks relating to firearms, craft (gunsmith) checks to make bullets or black powder, knowledge checks to determine the workings of an exotic firearm, and so on. The DM is the final arbiter in this situation.

Grit: Gunslingers make their mark upon the world with their daring deeds. Grit is a resource that can determine what deeds a gunslinger may perform, and how impressive those deeds are. At the beginning of every day, a gunslinger's Grit pool is reset to 3 + her Charisma modifier - her Grit may not normally exceed this maximum. Grit is expended by performing deeds, and may be regained in several ways:
-Critical Hits: Anytime the gunslinger confirmes a critical hit with a firearm, she gains a Grit point. She does not gain a grit point if the creature was helpless, or if the creature had HD euqal to less than half of her gunslinger level.
-Killing Blow: Anytime the gunslinger kills an enemy with a firearm, she gains a Grit point. She does not gain a grit point if the creature was helpless, or if the creature had HD euqal to less than half of her gunslinger level. This can only occur once per encounter.
-Daring Acts: The DM may reward the gunslinger with a Grit point for exceptional roleplaying, novel tactics, or succeeding in the face of extreme adversity (such as succeeding at a task with less than a 50% success rate). The DM is the final arbiter in this situation.

Deeds: Gunslingers spend grit points to accomplish deeds. Most are momentary benefits, but others remain in effect as long as the gunslinger has at least one grit point remaining. A gunslinger may only perform deeds of her level or lower. Unless otherwise noted, a gunslinger may perform a deed multiple times in succession, as long as she continues to spend the requisite Grit points.

Level 1 Deeds:
-Leap for Cover: As long as she has at least 1 grit point, a gunslinger may move 5' and drop prone as an immediate action in response to a ranged attack. She gains a +4 bonus to her AC against the triggering attack. If this deed is performed in response to an AoE attack, she gains a +2 bonus to her reflex save (if she would leave the AoE by using this deed, she still takes damage normally).
-Deadeye: By spending a Grit point, a gunslinger may target her opponent's touch AC at any range, up to the maximum range of her firearm. She still takes range penalties normally.
-Quick Clear: As a move action, a gunslinger may spend a grit point to remove the broken condition from a single firearm she is holding, as long as that condition is the result of a misfire. She may perform this deed as part of a reload action.
-Scoot Object: As long as she has at least one grit point remaining, a gunslinger may shoot a tiny or smaller object and choose to deal no damage, instead moving the object up to 15' directly away from her.

Level 3 Deeds:
-Pistol Whip: As long as she has at least one grit point remaining, a gunslinger may attack with the butt or handle of her firearm. She is considered armed and may make attacks of opportunity normally. One-handed firearms deal 1d6 damage, and two-handed firearms deal 1d10 damage. Both firearms have a critical range of 20/x2. If the gunslinger spends a grit point, then she may apply her firearms enhancement bonus and any relevant enchantments to these attacks for one round. She may also spend a grit point to make a free trip attempt as part of a pistol whip attck, using her dexterity in place of her strength on the CMB check.
-Gunslinger Initiative: As long as she has at least one grit point remaining, a Gunslinger gains a +2 bonus on initiative checks and may draw a single firearm as part of her initiative check (provided her hands are free and unrestrained and the firearm is not hidden).
-Blast Lock: A gunslinger may spend a grit point to blast open a lock. She makes an attack roll against the open lock DC: if she succeeds, the lock is destroyed. If she fails, the lock is jammed: the open lock DC increases by 10, and the normal key or combination no longer works.

Level 7 Deeds:
-Covering Shot: As a standard action, a gunslinger may spend a grit point and fire her weapon at a target. This shot does no damage, but allows her to make a CMB check, using her dexterity instead of her strength and gaining a +4 bonus. If she succeeds, the target is entangled for one round. If the gunslinger makes a single attack and misses, she may use this deed as a free action.
-Targeting: Torso: As long as the gunslinger has at least one grit point remaining, she may target her opponent's torso with a single attack per round. Her weapon's critical range is doubled for this attack. Only one Targeting deed may be used per round.

Level 11 Deeds:
-Bleeding Wound: A gunslinger may spend a single grit point as a free action to make an attack deal an additional point of bleed damage. Alternatively, she may spend 2 grit points as a free action to make an attack deal an additional point of strength, dexterity, or constitution bleed.
-Targeting: Hand: A gunslinger may spend one grit oint to target her opponent's weapon hand. This shot does do damage, but allows her to make a CMB check, using her dexterity instead of her strength and gaining a +4 bonus. If the check is successful, her target drops whatever it is holding in that hand. Weapons held in a locked gauntlet are not dropped. Only one targeting deed may be used per round.
-Targeting: Leg or Wing: A gunslinger may spend one grit point to target her opponent's leg or wing. This attack deals no damage, but allows her to make a CMB check, using her dexterity instead of her strength and gaining a +4 bonus. If the check is successful, the target is tripped (a flying creature falls to the ground). Creatures immune to trip attempts are immune to this attack. Only one targeting deed may be used per round.
-Stunning Critical: Whenever a gunslinger confirms a critical hit, she may choose to stun the target for one round instead of gaining a grit point. This ability functions as long as she has at least one grit point remaining.

Level 15 Deeds:
-Startling Shot: As a standard action, a gunslinger may spend a grit point and fire her weapon at a target. This shot does no damage, but allows her to make a CMB check, using her dexterity instead of her strength and gaining a +4 bonus. If she succeeds, the target is flat-footed and cannot move for one round. If the gunslinger makes a single attack and misses, she may use this deed as a free action.
-Targeting: Head: A gunslinger may spend one grit point to target her opponent's head. This attack deals double normal damage (as Vital Strike), and the target must make a fortitude save (DC 10 + 1/2 Gunslinger level + Cha modifier) or be confused for 1d4 rounds. If the opponent makes their save, they are instead confused for one round. Only one targeting deed may be used per round.

Level 19 Deeds:
-Deadly Critical: Whenever a gunslinger confirms a critical hit, she may choose to spend two grit point as a free action to make the attack a kill shot instead of gaining a grit point. The target must make a fortitude save (DC 10 + 1/2 gunslinger level + Cha modifier) or die. This deed may only be used once per round.
-Bullet Storm: A gunslinger may spend a grit point as a standard action to make a single weapon attack against every enemy within one range increment. If she is holding two pistols, she may instead make one attack with each pistol against every enemy within one range increment. Targeting deeds and Deadly Critical may not be used in conjuction with this deed.

Brave and Tough: Starting at second level, and every 4 levels thereafter, a gunslinger gains a +1 bonus to fortitude and a +1 bonus to will saves vs. fear.

Bonus Feat: At 4th level and every 4 levels therafter, a gunslinger may gain a bonus feat. She may select any combat or grit feat for which she meets the prerequisites.

Gun training: At 5th level, a gunslinger chooses a single type of firearm (pistols or muskets). As long as she has grit points remaining, she may add her Dexterity bonus or her current number of Grit points to damage with that type of firearm (whichever is higher). If she is using her customized firearm(s), then her weapon ignores the normal misfire range and only explodes on a natural one. At level 10, her weapon no longer risks exploding (though it may misfire). At level 15, it will never misfire (a natural 1 still misses).

Master of Arms: At 20th level, the gunslinger may choose one of the following abilities:
-Automatically confirm all critical hits with her customized firearm(s).
-Reduce the cost of 2 of her deeds by 1 grit point, to a minimum of zero. Deeds that cost zero grit are usable as long as she has at least one grit point remaining.
-Add twice her dexterity modifier to damage with her customized firearm(s).
-Become immune to sunder and disarm attempts targeting her customized firearms.

Feats:
-Deadly Aim: Reword this feat to be unusable with spells. Firearms, though they are touch attacks, may be used with this feat.
-Rapid Reload: As printed, except that a gunslinger may trade this feat in for Lightning Reload if she qualifies for the latter feat.
-Lightning Reload: As printed, except that this feat allows you to reload a pistol even if you are holding something in your offhand.
-Secret Stash: As printed, except the ammunition and powder gained this way is lost at the end of the encounter.
-Remember that, since the Gunslinger is a Fighter archetype, she qualifies for any feat that requires levels in the Fighter class (such as point blank master, hint hint).


Pulling triple duty with this game - I was playing a gunslinger, a friend was playing a samurai (which I unfortunately didn't play too close attention to, sorry), and a friend was learning the basics of DMing. This isn't a round-by-round description, but it should help give people a general idea of what's going on.

The Plot: A nobleman's manor has been invaded by random monsters, and he's paying us to clear them out. Pretty simple.

The Party: Myself as a Gunslinger, Friend A as a Samurai, and Friend B as a Sorceress, all level 3. I am wearing +1 studded leather, carrying 2 masterwork pistols (DM ruled I could upgrade my starting ones,) a hooded lantern with some pints of oil, and 3 cure mod potions.

Encounter 1: We hear some sounds behind a locked door. None of us have open lock, but the DM and I were discussing some of the changes suggested in the Gunslinger forum and said that I had the utility shots at level 1, and they cost no grit. I blasted the lock successfully, but alerted the enemies beyond. 2 Hobgoblins, 2 Grindilows, 2 Grippleys, and a Grigg. Yeah, he was staying in that area of the bestiary for now.

I win initiative and blam a hobgoblin for about 7. The samurai charges and attacks the second one for 11. The sorceress casts lullabye on the group. The grindis and grippleys use some ranged attacks, striking the sorceress. The grigg goes invisible and we hear it skittering off down the hall.

Round 2 starts, and I finish off a hobgoblin. The samurai whiffs, and the sorceress puts 4 of the 5 remaining enemies to sleep. The hobgoblin 5' steps and attacks me.

The last round consisted of me pistol whipping the goblin and us coup-de-grace-ing the remaining enemies.

Encounter 2: 2 Homunculi, who were carting art objects off somewhere, engage us and almost get the drop on us. I proceed to miss the whole encounter, never rolling above a 3, but never misfiring either. Between the samurai and the sorceress we take them down.

Encounter 3: In which we are accosted by a Nightmare, but have an NPC bard aiding us. She inspired courage and not much else. I don't have any trouble hitting the horse, but most of the damage comes from the other two. I'm beginning to see a pattern emerge.

Encounter 4: Two Howlers try to sneak up from behind, but the samurai hears them. As before, no trouble hitting them at all, but my damage suffers. At one point I'm forced to melee by pistol whipping again (I have a dagger, but the pistol whip does more damage). I take a bit of damage from the quills, but crush the reflex save. Between the samurai and the sorceress the howlers go down.

Encounter 5: Boss time! A level 3 cleric, 2 pseudodragons, and a griff. The area's low light, but I had the foresight to light my lantern, which ends up sitting on the floor during the boss' monologue. I miss my first shot and misfire my gun. I promptly drop it instead of fixing it, favoring my second pistol. The samurai steps up and whiffs against a pseudodragon, and the sorc rolls max damage on her last magic missile, hitting the cleric. At this point the bard we saved earlier shows up, inspiring us again. Round 2 rolls around and I put a bullet in the cleric's brainpan. The samurai takes out the griff before it can grab anyone, and the sorceress hits a dragon with ray of frost. In the next round we manage to kill one pseudodragon and seiously wound the other - who the decides that if he's going down we're all coming with him. He proceeds to grab my lantern and chuck it at some casks of rum in the cellar. Cue escape sequence from exploding booze and subsequent fire.

Conclusions: As I expected, I didn't have much trouble hitting (barring rolling less than a 4), but my damage was severely lacking compared to the rest of the party. Additionally, my lacking skill set didn't let me add much outside of combat - honestly without houseruling that I had the utility shots from level one my out-of-combat usefulness would've been limited to one-liners. In a more fleshed-out game, my craft (gunsmithing) and knowledge (local) may have been useful, as well as my bluff and cross-class diplomacy. I wasn't suffering for damage too much - the DM said I could use Deadly Aim, but I opted for Precise Shot instead to avoid blasting the samurai's head off. It's hard to tell what I'd do diferently, but if someone else can draw a conclusion I'm happy to have provided the info.


Note that I haven't actually played the class yet - hopefully I will be doing so very soon. All of this is based on me looking at the rules and going WTF. Issues presented in the order I encounter them.

1. Firearms themselves. I'm fine with the mechanics, except for the fact that you can't use Deadly Aim with them. That makes NO sense, and any sane DM would allow it. The wording of Deadly aim is obviously to prevent someone from using it with Polar Ray or the like. Guns are not Ranged Touch attacks. They're normal ranged attacks that, as a weapon property, ignore armor and shields within 1 range increment. If you rule that's a ranged touch attack, I'm going to start using metamagic with my flaming longsword, because it's obviously touch-range fire spell.

Additionally, misfires. There's no reason to make them as debilitating as they are, since guns aren't amazing weapons in the first place. Maybe add a roll to confirm a misfire/explosion?

One more thing, there's no weight given for bullets and powder. Anyone who says to use the weight for sling bullets is wrong - a medium sized sling would use stones the size of a baseball. I'd say to use the weight given for arrows as the weight for the bullets and powder combined.

2. Grit. I like the idea of rechargeable powers, which is probably why I adore Book of 9 Swords and 4th edition so much. However, two things here bug me. First of all, why is it based on Wisdom? One of the key ways to regain grit is by performing "daring" acts, aka. stupid heroic acts that are likely to get you killed. That doesn't seem very wise to me. I'd say to base this ability on Charisma - fits much more with the dashing hero archetype. Second, why does only the first kill of the day give you a grit point? That makes recharging it that way next to useless. Make it the first kill of every encounter and I'll be ok with it.

The Daring Act aspect I actually like, except for the 50% success rate guideline. As other users have pointed out, this makes it harder to gain grit as you level up. I'd simply make it a reward for roleplaying well and coming up with novel ideas - kind of like stunt dice in other systems.

3. Deeds. Too many problems to be verbose.
Leap for Cover: No cost listed. I'm assuming you can do this as long as you have Grit remaining (which would be good), but it needs verifying.
Pistol Whip: No reason to use this over normal melee weapons, or simply use your gun as an improvised melee weapon. Drop the Grit cost and we'll talk.
Gunslinger Initiative: The Quick Draw part is not needed. Also, perhaps increase the initiative bonus to your current Grit pool?
Covering Shot: Should be usable whenever you want, and as a free action when you miss.
Targeting: Headshots should do extra damage (2x weapon damage, like vital strike?) in addition to confusing. Arm and Leg shots need a CMB check (I suggest a CMB check, using Dex instead of Str, with a +4 bonus).
Utility Shot: Why is this a level eleven ability? Level one or three, then they're fine. Stop Bleeding might need some rewording - can you shoot an enemy, then touch an adjacent ally?
Startling Shot: See Covering Shot.
Expert Loading: Should be a part of Quick Clear.
Stunning Shot: Should come much earlier, perhaps level 11.

4. True Grit. This is a very weak capstone ability. I'm not sure what to do with it though. I think an ability that lets you spend grit to force a critical hit would be better, but it would probably be too powerful.

5. Feats. Lightning Reload: can you dual-wield and use this feat? If not, the iconic might want to reconsider her weapons.
Rapid Reload: Unless feat retraining is printed in a book somewhere, there should probably be a way to trade this in for Lightning Reload when you qualify for it.
Secret Stash: RAW you could create a theoretically infinite amount of bullets and powder, and then sell it. I know that's not the spirit of it, but I'd put in a note about the ammo gained this way being lost after the encounter.
Signature Deed: I think this should be available sooner, but that may be my inner munchkin talking (or the fact that I want to do Gun Kata ASAP, but that's neither here nor there).

Conclusion: I really want to like this class. I really do, Paizo. Any excuse for me to quote Roland Deschain in battle is a good one. But as is, the class is subpar to the point of being near useless, at least on paper. I could be completely wrong, and it'll reveal it's true worth in an actual game . . . but I'm not holding my breath.

Paizo, you have forgotten the face of your Father. Charyou tree, come reap.