The Gunslinger - Homebrew Class based on the Dark Tower Series


Homebrew and House Rules


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So, I've been kicking around the idea of creating a campaign around the world in the dark tower series by Stephen King. I love the setting, technology, magic, old world and new mixed together. It is just facinating. So I've decided while I'm running my current game which is pretty much set, I will work on that. The beggining of that is ofcourse a gunslinger class. I've decided to make it a base class because basically, I dont like prestige classes, but I definately thought about it. This is a very rough draft so feel free to point out errors or inconcistencies.

The Gunslinger
I do not aim with my hand;
He who aims with his hand has forgotten the face of his father.
I aim with my eye.
I do not shoot with my hand;
He who shoots with his hand has forgotten the face of his father.
I shoot with my mind.
I do not kill with my gun;
He who kills with his gun has forgotten the face of his father.
I kill with my heart.
Remember the face of your father. The gunslinger is a class of noble warriors. Descendants of those who fought along side Arthur Eld, gunslingers are charged with defending Gilead and all members of the Affiliation. Trained since birth, they are all warriors through and through. When they come of age they are tested in combat against their trainer, a challenge not all succeed in. Those that fail are exiled in disgrace. Those who succeed receive their guns and become gunslingers, blessed by Ka, and destined for great things.

Role: A gunslinger is primarily a ranged combatant but he can also provide support through his skills and leadership abilities.

Alignments: Any Lawful

Hit Die: D10

Class Skills: Climb, Craft, Handle Animal, Intimidate, Knowledge dungeoneering, engineering, History, Local, Nobility, Perception, Profession, Ride, Sense Motive, Survival, Stealth, Swim

Skills 4 + int per level

BAB: Full
Saves: Fort Strong, Ref Strong, Will Weak

1. Guns of your Father 1d6, Quick on the Draw, The will of Ka
2. Dual Gun fighting
3. Gunslinger Talent
4. Ka-tet, bonus feat
5. Gunslinger Talent
6. Dual Gun fighting (improved)
7. Gunslinger Talent
8. Guns of your Father 1d8, bonus feat
9. Gunslinger Talent
10. Dual Gun fighting (greater)
11. Improved Gunslinger Talent
12. Commanding Presence, bonus feat
13. Gunslinger Talent
14. Pay No Heed 1/day
15. Gunslinger Talent
16. Guns of your Father 1d10, bonus feat
17. Gunslinger Talent
18. Pay No Heed Wis/day.
19. Gunslinger Talent
20. Dihn, bonus feat

Class Features:
Weapon and Armor Proficiency. Gunslingers are proficient with all simple weapons and all firearms. They are not proficient with any armor or shields. When wearing armor, or using a shield they lose the AC bonus granted by the Will of Ka ability.

Guns of your Father: At first level a gunslinger receives a set of revolvers that are to be his guns. These have been passed down along his family line for as long as it has existed. These weapons count as masterwork revolvers that are one handed weapons and deal 1d6 damage and hold 6 shots each. They require a full round action to reload one revolver. At level 8 the gunslinger’s status has improved. They receive a new set of guns that come from a retired or deceased elder member of their family line. These weapons are masterwork and have at least a +1 enhancement. At level 16 the gunslinger is a leader among leaders. His status is such that he receives a set of guns dating back to the time of Arthur Eld himself (the metal does at least). These guns do 1d10 damage and have at least a +3 enhancement bonus on them.

The Will of Ka: When unarmored, the gunslinger adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a gunslinger gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

Quick on the Draw: A gunslinger is unmatched in quickness in a fight. At first level a gunslinger gains the benefit to draw his weapons lightning fast. They gain the benefits of the feats quickdraw and improved initiative.

Dual Gun fighting: A gunslinger is skilled at fighting with both his guns. At second level he gains the benefit of the two weapon fighting feat. In addition his guns count as light weapons for the purposes of the two weapon fighting penalties. At 6th level they gain the benefit of the improved two weapon fighting feat, and at 10th level they gain the greater weapon fighting feat.

Gunslinger Talent. At 3rd level and every second level there after the gunslinger may choose one of the following gunslinger talents. Unless otherwise noted any single talent can only be taken once:

Bolster Ally: A gunslinger can cause an ally to rise above himself. As a standard action a gunslinger can give an ally a bonus to attack rolls, skill checks and saves for a number of rounds Equal to his gunslinger level. This bonus is equal to the gunslinger’s level/5 (minimum 1). He can use this ability a number of times equal to 3+his wisdom modifier.

I aim with my Eye: A gunslinger is both accurate and deadly with his guns. He gains the benefit of the Precise Shot Feat.

I Shoot with my Mind: A gunslinger is in a state of peace even in the violence of a gunfight. A gunslinger with this ability may add his wisdom modifier to his attack roll for a single shot fired from his guns. He may do this a number of times per day equal to his gunslinger level.

Finger Trick: A gunslinger is taught a trick that allows him to reload his gun rapidly and efficiently. A gunslinger with this talent may reload his gun as a swift action and does not require a free hand to do so.

Double Finger Trick:
A gunslinger has greatly improved at the finger trick. He can reload both his guns with a single swift action.
Prerequisite: BAB +6, Finger Trick

Touched: A gunslinger who posses The Touch has powers beyond those of normal men. He gains the use of a single 1st level spell. This spell must be an arcane spell chose from the wizard spell list, and of the Schools, Divination, Enchantment, or Illusion. The gunslinger can use this spell 3 times per day, and his casting stat for the purpose of this spell is wisdom. His caster level for this ability is equal to his gunslinger level.

Prerequisite: 11 wisdom

Improved Touch: A truly exceptional gunslinger has greater power among the arcane. This gunslinger may select a second wizard spell of 1st level, and one of 2nd level. Each must still be within the Divination, Enchantment, or Illusion skills and can be cast 3 times per day per level of spell (so the 2 1st level spells can be cast a total of 3 times per day, and the 2nd level spell can be cast 3 times per day. His caster level for this ability is equal to his gunslinger level.

Prerequisite: 12 wisdom, Touched

Combat Training: A gunslinger may choose and combat feat that he meets the prerequisites for.

Pistol Whip: The gunslinger is adept at using his guns as a melee weapon. A gunslinger using this feat may use his gun to make a melee attack at no penalty. The damage die is one size smaller then the gun is normally, and all modifiers that normally apply to hit and damage (such as enhancements on the weapon, or weapon focus) apply to the pistol whip.

Ka-Tet: At 4th level a gunslinger forms a bond with a group of people he is close to. This can be fellow gunslingers, traveling companions, family or any other cohesive group. He is always aware of their emotional state regardless of distance (this includes across plains) and knows if they sustain any serious injury. They too are aware of his emotional state. If a Ka-Tet is formed among only gunslingers with this ability, then they are all aware of each member of this Ka-Tet in this way.

Bonus Feat: At 4th level and every 4th level there after the gunslinger may choose a bonus feat from the following list: Deadly aim, vital strike, improved vital strike, Weapon focus (firearms), Alertness, Mounted Combat, Mounted Archery, Ride by Attack, Iron Will, Improved Iron will, Lighting Reflexes, Improved Lighting Reflexes, Great Fortitude, Improved Great Fortitude, Die hard, Toughness.

Improved Gunslinger Talents: At 11th level and every second level there after the gunslinger may choose either one of the gunslinger talents presented above or an improved gunslinger talent from those that follow:

Greater Touch: A gunslinger with this ability has mastered the touch. In addition to learning an additional 1st and 2nd level wizard spell, the Gunslinger gains a 3rd level spell. Each of these spells can be cast up to 3 times per day per level of spell and must be from the divination, enchantment or Illusion schools.

I kill with my heart: A gunslinger does not simply kill, when he fires his gun, his mind body and soul are focused on killing the target. Whenever a gunslinger fires only a single shot in a round he adds his wisdom bonus to the damage dealt.

Improved Quickdraw: A gunslinger is never caught unaware. Whenever the gunslinger is involved in a surprise round he may draw his weapon and fire regardless of whether or not he was surprised.

Wall of Lead: A gunslinger can shoot almost anything out of the sky. Any ranged attack that is made against the gunslinger that is not made by a firearm, such as a bow, crossbow, grenade, thrown weapon or even a rocket, allows the to gunslinger make an attack roll against the projectile. This counts as an attack of opportunity. If the gunslinger’s attack roll matches or exceeds the roll used to make the initial attack he successfully shoots the projectile out of the sky and it is destroyed harmlessly.

Improved Rapid Shot: A gunslinger is trained to fire fast and accurately. When using the rapid shot feat the gunslinger does not take a -2 penalty to his attack rolls.

Prerequisite: Rapidshot, BAB 15.

Commanding Presence: The gunslinger is a leader among leaders. His presence calms even the most tense nerves. All allies that can see and hear the gunslinger get a morale bonus to will saves vs Mind Effects equal to his wisdom modifier.

Pay No Heed: At 14th level gunslinger has the ability to shake off grievous wounds. Once per day he may gain temporary hit points equal to his gunslinger level. At 18th level he may do this a number of times equal to his wisdom modifier (minimum 1)

Dihn: The gunslinger has become the commander of a Keep or City. He gains the benefit of the leadership feat, but his cohort must be another gunslinger. His followers are the guards and other officers of his keep or city.


Well, I gave a glance-through to your idea, and it seems pretty interesting. The only two minor changes that I would suggest would be to replace your good fort save for a good will save, since it seems that the class itself would more lend itself to being an individual of great willpower.

Also, I'd recommend to remove the "Guns of the Father" class feature and replace it with a precision-based ability for purposes of improvement and simplification. I understand that you're going for the Gunslinger from the books (which I confess that I have very little knowledge of, having only read the first one), but this will generalize the class a tiny bit in order to prevent hitting snags in your game where your gunslinger says to the party, "Well, I'm 8th level now, time to go out on a quest to get my new guns!" This option seem to me like it would be better to play out as a DM given "side-quest" than as a class feature.

Just my 2cp....


"Quick on the Draw" seems overpowered, giving the character two feats at once.


Might I suggest rather than getting rid of "Guns of the Father" perhaps making it more similar to a Samurai's Ancestral Daisho (the Oriental Adventures Samurai that is).


Great concept and class. And Wall of Lead seems very fun. Going change it a bit and add it to my campaign (base class from Alkenstar, removing the Touch talents), if you let me.
Need to read those series...

One question: a gunslinger with Finger Trick still need a full-round action to reload the entire barrel, right?


@ Rhumdeas - I agree that this is problematic and probably trying to hold too close to the flavor at the expense of ease of play. What if it wasnt a second set of guns, but instead the guns growing in capability with the gunslinger, sort of like a legacy weapon? The gun is the same, the gunslinger is just more capable of using it. That seem better to you?

@Firest Quick on the draw is powerful, but in terms of starting abilities it is not. The monk gets several feats at first level for example I am just puting them under 1 heading for flavor.

@Felgoroth I am unfamiliar with the ability, and dont have the book, how does it work?

@freducnio - please use it if you like it. I wouldnt have posted it if I had a problem with it. And actually no, when i say swift action to reload the gun, i mean the whole gun, all six chambers. And with the improved version all chambers of both guns.


Ouch... isn't it maybe too over? I mean, from full-round to swift with one talent. Why not FT: one swift per chamber (from move), move to the whole gun (from full-round), IFT: one swift for a chamber in each gun, one move to both guns as whole.


freduncio wrote:
Ouch... isn't it maybe too over? I mean, from full-round to swift with one talent. Why not FT: one swift per chamber (from move), move to the whole gun (from full-round), IFT: one swift for a chamber in each gun, one move to both guns as whole.

I considered that, but honestly, I dont have a problem with that. It is just bringing balance with bows where reloading is a free action. And revolvers in the campaign setting can be reloaded as free action with the rapid reload feat (it starts as a move action). So allowing the gunslinger to reload a revolver as a swift action doesnt seem like a problem to me.


Kolokotroni wrote:
@Felgoroth I am unfamiliar with the ability, and dont have the book, how does it work?

You sacrifice gold or items worth an amount equal to an amount of a magic item you want, up to a +10 bonus (although normal magic items can't have a bonus that high). You have to be a certain level to do each though and you have to spend a day in a temple or shrine for every 1,000gp you sacrifice and at least 8 hours has to be spent kneeling and praying to your ancestors on each day. If you're just increasing the bonus say from a +3 to a +4 enchantment you'd only need to spend 14,000gp though. Here's pretty much what the table says:

Weapon Bonus/Equivalent - Total Sacrifice Required - Minimum Character Level

+1 - 2,000gp - 4th
+2 - 8,000gp - 7th
+3 - 18,000gp - 9th
+4 - 32,000gp - 11th
+5 - 50,000gp - 13th
+6 - 72,000gp - 14th
+7 - 98,000gp - 15th
+8 - 128,000gp - 16th
+9 - 162,000gp - 17th
+10 - 200,000gp - 18th


ARGH! a long, involved post, and it gets eaten.
Sigh, maybe I'll try again later


OK, trying again. I'm really not up to number crunching balance issues one way or the other, so mostly what I'm commenting on is how the class feels in regard to Gunslingers as presented in the Dark Tower series.

First off, I applaud the attempt. Translating an archetype from fiction is a daunting task, and from a quick read through I believe you have much of the feel correct.

I have some thoughts on where I see differences:

Kolokotroni wrote:
The gunslinger is a class of noble warriors. Descendants of those who fought along side Arthur Eld, gunslingers are charged with defending Gilead and all members of the Affiliation. Trained since birth, they are all warriors through and through.
I remember Gunslingers as also being portrayed as diplomats, and as occupying much of the social space that paladins do (without the deific power).
Kolokotroni wrote:
Alignments: Any Lawful
Have you considered 'Lawful Neutral Only' as an option? As champions of 'The White' it seems that Evil is a non-starter, but Gunslingers as portrayed were also ruthless, and I'm not sure if I see them as Good (I admit, this may be a problem in trying to separate 'Gunslingers' from 'Roland the Gunslinger', so there is definitely wiggle room here).
Kolokotroni wrote:
Class Skills: Climb, Craft, Handle Animal, Intimidate, Knowledge dungeoneering, engineering, History, Local, Nobility, Perception, Profession, Ride, Sense Motive, Survival, Stealth, Swim
I suggest adding Diplomacy and Oratory, perhaps balancing it out by removing Knowledge: Dungeoneering and Knowledge: Engineering.
Kolokotroni wrote:
Saves: Fort Strong, Ref Strong, Will Weak

I suggest Strong Will Saves and Weak Fortitude Saves. Gunslingers seem to have an Iron Will, and those few times they seemed physically intimidating also seemed to be attributed to strength of Will rather than body.

Regarding the various abilities, I agree that 'Guns of your Father' probably works better as a signature weapon/ancestral daisho mechanic, rather than physical replacement of the weapons. The feel of the other Guns-based abilities is spot on (others have already addressed any balance concerns).

At first I mistook 'Touched' for 'The Touch' before reading it more closely...it may be worth renaming the ability so as not to confuse those who are familiar with the Dark Tower.

To me, 'Ka-tet' isn't Gunslinger-specific, but can occur with any tight-knit group, particularly one touched by destiny. Perhaps it makes sense as a set of campaign-specific Feats and/or Traits? The ability could then be replaced with something that works towards the social/diplomatic role I mentioned earlier.

I like Pay No Heed, though it needs to be defined as far as action (Swift/Regular), and all of the abilities need the administrative bits added (Su/Sp/Ex).

The only ability that really doesn' seem right to me is the Apex ability, Dinh. By the time any character is 20th level, they'll have a stronghold if they're interested in one. I'm not sure what would replace it, but that sort of grant seems more like a campaign reward.

Gilead could be a fascinating setting. Hopefully you'll post campaign notes as you work on it...


I'm not great with mechanics so I can't add much to what everyone else is saying critique-wise, but I do want to add that this is one of the most awesome things I've seen on these boards since ever and I certainly would like to give it a shot, from one Tower Junkie to another :D

Good work, and likewise looking forward to more info!


Ramarren wrote:

OK, trying again. I'm really not up to number crunching balance issues one way or the other, so mostly what I'm commenting on is how the class feels in regard to Gunslingers as presented in the Dark Tower series.

First off, I applaud the attempt. Translating an archetype from fiction is a daunting task, and from a quick read through I believe you have much of the feel correct.

I have some thoughts on where I see differences:
Kolokotroni wrote:

The gunslinger is a class of noble warriors. Descendants of those who fought along side Arthur Eld, gunslingers are charged with defending Gilead and all members of the Affiliation. Trained since birth, they are all warriors through and through.

I remember Gunslingers as also being portrayed as diplomats, and as occupying much of the social space that paladins do (without the deific power).

I think diplomat may be a good role, perhaps some talents to go along with it, and ofcourse adding diplomacy to the skill list.

Quote:


Kolokotroni wrote:

Alignments: Any Lawful

Have you considered 'Lawful Neutral Only' as an option? As champions of 'The White' it seems that Evil is a non-starter, but Gunslingers as portrayed were also ruthless, and I'm not sure if I see them as Good (I admit, this may be a problem in trying to separate 'Gunslingers' from 'Roland the Gunslinger', so there is definitely wiggle room here).

The archetype is definately lawful neutral, but there is definately room for all 3 versions of it. Cuthbert for instance is definately Good Aligned, Steven Dechain is pretty ruthless and so I would park him between good and neutral. The thing about evil though is that I could see one of the gunslingers being lawful evil. Heck Roland gets damned close during the series. Loyalty and Honor are what matter for a gunslinger, so Lawful Evil I do not think should bar someone from being a gunslinger. They may be champions of the white, but given how ruthless and uncompromising the gunslingers are, there is room for lawful evil to fit in.

Quote:

Kolokotroni wrote:

Class Skills: Climb, Craft, Handle Animal, Intimidate, Knowledge dungeoneering, engineering, History, Local, Nobility, Perception, Profession, Ride, Sense Motive, Survival, Stealth, Swim

I suggest adding Diplomacy and Oratory, perhaps balancing it out by removing Knowledge: Dungeoneering and Knowledge: Engineering.

I will definitely add in diplomacy, do you think perform oratory belongs in there? That doesnt strike me as a gunslinger behavior, a rousing speech is represented in some of the talents, the perform skill to me doesnt seem to fit. They were more about action then talk in my view of them. Knowledge engineering and dungeoneering will DEFINITELY stay. Have a look at the traps layed by Arthur Eld in 'The Fall of Gilead' and you will know why.

Quote:

Kolokotroni wrote:

Saves: Fort Strong, Ref Strong, Will Weak

I suggest Strong Will Saves and Weak Fortitude Saves. Gunslingers seem to have an Iron Will, and those few times they seemed physically intimidating also seemed to be attributed to strength of Will rather than body.

Gunslingers are strong willed but not in the way it matters for game mechanics. Even the most powerful gunslingers (roland and his father) had serious problems contending with mental magic. I dont think gunslingers should have good will saves by default because of that. They will still be disciplined and strong willed (lawful alignment and wisdom being an important stat), so I think its not a miss on the flavor there. And as for fortitude, I have to straight up disagree there. Particularly in reading some of the new comics, one gunslinger has shrapnel wounds that he is able to shake off by using gunpowder to sear the wounds shut. Fortitude they definitely have,

Quote:


Regarding the various abilities, I agree that 'Guns of your Father' probably works better as a signature weapon/ancestral daisho mechanic, rather than physical replacement of the weapons. The feel of the other Guns-based abilities is spot on (others have already addressed any balance concerns).

I am going to keep the progression but make it a sort of legacy weapon situation, i need to give a hard look at the ancestral weapon rules and see what i can do. I dont want it to be only a +x bonus i want it to be the damage die too so we will have to see what can be done.

Quote:

At first I mistook 'Touched' for 'The Touch' before reading it more closely...it may be worth renaming the ability so as not to confuse those who are familiar with the Dark Tower.

I do mean 'The Touch'. Short of including psionics, I believe allowing some limited divination, enchantment and illusion magic is the best way to represent 'The Touch' in game. Do you have a better idea?

Quote:


To me, 'Ka-tet' isn't Gunslinger-specific, but can occur with any tight-knit group, particularly one touched by destiny. Perhaps it makes sense as a set of campaign-specific Feats and/or Traits? The ability could then be replaced with something that works towards the social/diplomatic role I mentioned earlier.

I dont think its gunslinger specific but i think it is always centered around at least 1 gunslinger.

Quote:


I like Pay No Heed, though it needs to be defined as far as action (Swift/Regular), and all of the abilities need the administrative bits added (Su/Sp/Ex).

I'm thinking Extraordinary and move action. That seem reasonable? I need to put the Su/Sp/Ex tags on all of the abilities really, but that is a polish bit that will come in the end.

Quote:


The only ability that really doesn' seem right to me is the Apex ability, Dinh. By the time any character is 20th level, they'll have a stronghold if they're interested in one. I'm not sure what would replace it, but that sort of grant seems more like a campaign reward.

Hmmm, it seems hard to come up with a solid capstone without it. I think the flavor of Dihn is the correct capstone, possibly changing the ability to mean something else. You are right, i dont want to force dm's hands with something that should be a campaign reward. Maybe I should just change it to a powerful moral boost for nearby allies?

Quote:


Gilead could be a fascinating setting. Hopefully you'll post campaign notes as you work on it..

I will, I LOVE the setting of gilead, especially since reading the Dark Tower Comics which really expand on it. I love the idea of magic, advanced technology, and the wild west moving side by side. Its really interesting to me, which is why im really hoping super genius games get's its pathfinder modern together. Will save me having to come up with alot of rules myself or convert them from d20 modern.


Felgoroth wrote:
Kolokotroni wrote:
@Felgoroth I am unfamiliar with the ability, and dont have the book, how does it work?

You sacrifice gold or items worth an amount equal to an amount of a magic item you want, up to a +10 bonus (although normal magic items can't have a bonus that high). You have to be a certain level to do each though and you have to spend a day in a temple or shrine for every 1,000gp you sacrifice and at least 8 hours has to be spent kneeling and praying to your ancestors on each day. If you're just increasing the bonus say from a +3 to a +4 enchantment you'd only need to spend 14,000gp though. Here's pretty much what the table says:

Weapon Bonus/Equivalent - Total Sacrifice Required - Minimum Character Level

+1 - 2,000gp - 4th
+2 - 8,000gp - 7th
+3 - 18,000gp - 9th
+4 - 32,000gp - 11th
+5 - 50,000gp - 13th
+6 - 72,000gp - 14th
+7 - 98,000gp - 15th
+8 - 128,000gp - 16th
+9 - 162,000gp - 17th
+10 - 200,000gp - 18th

Sacrificing money doesnt make a lot of sense for the subject, it just doesnt make sense. But there is a balance issue with an improving weapon. I may just have it ONLY be the damage die progression and no enhancement bonuses. And it be the gunslinger being better able to weild his father's guns and thus increasing the damage.


Quote:
I will definitely add in diplomacy, do you think perform oratory belongs in there? That doesnt strike me as a gunslinger behavior, a rousing speech is represented in some of the talents, the perform skill to me doesnt seem to fit. They were more about action then talk in my view of them.

Well Roland at least can dance ;) Though I'm not sure whether that scene in Calla was a result of high ranks, cross-class skills, or just a lot of Circumstance bonus :P


Orthos wrote:
Quote:
I will definitely add in diplomacy, do you think perform oratory belongs in there? That doesnt strike me as a gunslinger behavior, a rousing speech is represented in some of the talents, the perform skill to me doesnt seem to fit. They were more about action then talk in my view of them.
Well Roland at least can dance ;) Though I'm not sure whether that scene in Calla was a result of high ranks, cross-class skills, or just a lot of Circumstance bonus :P

I'm pretty sure that is unique to Roland. Nothing about gunslinger training says dancing to me. I think its cross class ranks :p


It sounds like you have the advantage of more sources than I :) I've read the seven novels (and one short story), but not all of the other items, so you definitely have more source gunslingers for comparison.

Regarding 'Guns of your Father', I agree that a straightforward plus to hit/damage isn't quite what you are looking for, but the conceptual mechanic of the weapon itself improving over time rather than being physically replaced is what I would shoot for.

Hrm, have you considered the idea of a combined mechanic? You could use the chart from Ancestral Daisho, but limiting the enchantments that can be utilized (Flaming Weapon/Holy Weapon yes, Cold Weapon no, Dancing Weapon no, etc), and then add 1d6 of Precision Damage at the appropriate level, representing not a change in the weapon, but an increase in the skill of the Gunslinger.

I thought of the Oratory skill mostly becuase it seemed to me that Roland could manipulate a crowd. I thought about Perform as well, but felt the same that it was likely Roland-specific.

As to the Apex ability, I can't think of anything offhand that holds the flavor of Dinh, mostly because I'm unsure how it would play within an RPG situation (where the Gunslinger is not necessarily the 'leader'). I did think of another combat-oriented option (warning - not vetted for balance)

Empty Chambers: x times per day, the Gunslinger can use a full-round action to fire his guns until completely empty as a full-round action. The first two bullets fired from each gun are at the full attack bonus, the 3rd and 4th bullets at Atk-5, the 5th and 6th bullets at attack -10. These same modifiers apply to your off-hand weapon as well (replacing the modifiers/attacks granted by Dual-Gun Fighting).

If I've calculated it correctly, the number of attacks a 20th level Gunslinger gets is normally 7 (4 On Hand, 3 Off Hand). A Gunslinger using this ability would get 12 shots, at somewhat more favorable attack numbers (and would presumably use Double-Finger trick to reload).

Just a thought. I'll pipe up if a more 'Dinh'-related ability occurs to me :)


Ramarren wrote:

Hrm, have you considered the idea of a combined mechanic? You could use the chart from Ancestral Daisho, but limiting the enchantments that can be utilized (Flaming Weapon/Holy Weapon yes, Cold Weapon no, Dancing Weapon no, etc), and then add 1d6 of Precision Damage at the appropriate level, representing not a change in the weapon, but an increase in the skill of the Gunslinger.

The problem with allowing enhancements is balance. The Ancestral Daisho required the 'sacrifice' of gold in order to upgrade it. I dont like that Idea for the gunslinger, it just doesnt fit. And somehow allowing weapon enhancements without costing the player money is a headache for a dm in terms of balancing treasure. I dont see a way to make that work.

Quote:


I thought of the Oratory skill mostly becuase it seemed to me that Roland could manipulate a crowd. I thought about Perform as well, but felt the same that it was likely Roland-specific.

Ok, if you dont mean perform oratory, what skill are you talking about? To my knowledge there isnt a skill called just 'oratory'

Quote:


As to the Apex ability, I can't think of anything offhand that holds the flavor of Dinh, mostly because I'm unsure how it would play within an RPG situation (where the Gunslinger is not necessarily the 'leader'). I did think of another combat-oriented option (warning - not vetted for balance)

Empty Chambers: x times per day, the Gunslinger can use a full-round action to fire his guns until completely empty as a full-round action. The first two bullets fired from each gun are at the full attack bonus, the 3rd and 4th bullets at Atk-5, the 5th and 6th bullets at attack -10. These same modifiers apply to your off-hand weapon as well (replacing the modifiers/attacks granted by Dual-Gun Fighting).

If I've calculated it correctly, the number of attacks a 20th level Gunslinger gets is normally 7 (4 On Hand, 3 Off Hand). A Gunslinger using this ability would get 12 shots, at somewhat more favorable attack numbers (and would presumably use Double-Finger trick to reload).

Just a thought. I'll pipe up if a more 'Dinh'-related ability occurs to me :)

Yea you are right on the not balanced part. 12 shots in 1 round would be pretty insane. As much as I want to make a 20th level gunslinger insanely good, it wouldn't serve to create a well balanced class.

What about something like:

Six Gun Master: At 20th level the gunslinger has reached a status with his gun few in history ever have. The gun is an extension of him, and he an extension of the gun. He can no longer disarmed when using a firearm, and the weapon cannot be sundered.

Also, I thought of a potential gunslinger talent to add.

Palaver: When people observe the gunslingers guns at their hips they are immediately recognizable. They pay heed to his words and consider their own carefully. Gunslingers have long learned to use this to their advantage. So long as the gunslinger's guns are physically visible to the subject the gunslinger gains a bonus to his diplomacy or intimidate checks equal to his wisdom modifier.


Kolokotroni wrote:


Sacrificing money doesnt make a lot of sense for the subject, it just doesnt make sense. But there is a balance issue with an improving weapon. I may just have it ONLY be the damage die progression and no enhancement bonuses. And it be the gunslinger being better able to weild his father's guns and thus increasing the damage.

I haven't read the dark tower series so I wasn't sure if it would fit or not. I'm just interested in the class as I'm working on a steampunk campaign (although my guns aren't as advanced). On a side note, you don't have to sacrifice money it can be items too, that probably doesn't make a difference though.


Felgoroth wrote:
Kolokotroni wrote:


Sacrificing money doesnt make a lot of sense for the subject, it just doesnt make sense. But there is a balance issue with an improving weapon. I may just have it ONLY be the damage die progression and no enhancement bonuses. And it be the gunslinger being better able to weild his father's guns and thus increasing the damage.
I haven't read the dark tower series so I wasn't sure if it would fit or not. I'm just interested in the class as I'm working on a steampunk campaign (although my guns aren't as advanced). On a side note, you don't have to sacrifice money it can be items too, that probably doesn't make a difference though.

The problem is the gunslingers are almost completely uninvolved in magic. The Touch (which the talents are based on) is actually telepathy. I the truth is in my campaign setting I would almost certainly replace most magic items themselves with something differnt, but I want to try to keep at least the mechanics of this class setting neutral. Sacrificing gold or magic items in a ritual doesnt make any sense. These guns are passed down for generations, unchanged for centuries.

Its why i think damage progression only makes the most sense. It has precedence in rules with the monk's unarmed damage increasing over time, and given damage is fairly abstracted, where the damage is coming from (the gunslinger or the gun) is pretty ambiguous anyway.


Color me stupid, not sure why I was thinking of Oratory as a separate skill. You're right, Perform: Oratory just doesn't work, and there really is no 'public speaking' skill that fits the thought.

Palavar and Six-Gun Master both sound like good choices, and Six-Gun Master gives the right feel witout being overbalanced.

While it wouldn't matter much in pure 'Gilead' setting, it may be worthwhile to include a virtual enhancement bonus as part of Guns of your Father (At 8th Level, any bullet fired by the Guns is considered to be magic for purposes of bypassing DR, at 16th level they are also considered cold iron, for example)


Ramarren wrote:

Color me stupid, not sure why I was thinking of Oratory as a separate skill. You're right, Perform: Oratory just doesn't work, and there really is no 'public speaking' skill that fits the thought.

Palavar and Six-Gun Master both sound like good choices, and Six-Gun Master gives the right feel witout being overbalanced.

While it wouldn't matter much in pure 'Gilead' setting, it may be worthwhile to include a virtual enhancement bonus as part of Guns of your Father (At 8th Level, any bullet fired by the Guns is considered to be magic for purposes of bypassing DR, at 16th level they are also considered cold iron, for example)

Thats a good point. Maybe just keep the damage flat at 1d8, but have them count as magic for the purposes of bypassing DR, at level 16 have them count as coldiron and silver. Maybe adamantine at 20?


The Samurai sacrifices money in order to make his sword (which has been passed down for ages from his ancestors) able to keep up with other classes who can just find or buy a magic item. I was just trying to help out by giving some viable way of them having a gun from the beginning to the of a game, you could say that the enhancements only work when the gun is wielded by the gunslinger as its something his ancestors grant the gun or some such but since I haven't read the Dark Tower series I don't know if that fits or not. The increased damage/progression (making it count as magical and such as Ramarren pointed out) like a monks unarmed strike would be another way of doing it and since the gun is an actual weapon I'm sure they can just get it enchanted if they wanted to (I don't know how you're making guns in your game but I always have them considered masterwork).


Felgoroth wrote:
The Samurai sacrifices money in order to make his sword (which has been passed down for ages from his ancestors) able to keep up with other classes who can just find or buy a magic item. I was just trying to help out by giving some viable way of them having a gun from the beginning to the of a game, you could say that the enhancements only work when the gun is wielded by the gunslinger as its something his ancestors grant the gun or some such but since I haven't read the Dark Tower series I don't know if that fits or not. The increased damage/progression (making it count as magical and such as Ramarren pointed out) like a monks unarmed strike would be another way of doing it and since the gun is an actual weapon I'm sure they can just get it enchanted if they wanted to (I don't know how you're making guns in your game but I always have them considered masterwork).

It will certainly start as a masterwork weapon, and they can definitely enhance it. Though in my actual campaign i will be replacing the 'big six' magic items with 'heroic distinctions' that are basically internalized versions of the bonuses.

And i appreciate the assistance, if i could think of a way to make the money 'sacrifice' work i would definitely use that, but it just doesn't work for the setting and the gunslingers in the setting.


So here is version 1.1 of the class. A few minor changes to address some of the issues pointed out here. What do you all think?

The Gunslinger
I do not aim with my hand;
He who aims with his hand has forgotten the face of his father.
I aim with my eye.
I do not shoot with my hand;
He who shoots with his hand has forgotten the face of his father.
I shoot with my mind.
I do not kill with my gun;
He who kills with his gun has forgotten the face of his father.
I kill with my heart.
Remember the face of your father. The gunslinger is a class of noble warriors. Descendants of those who fought along side Arthur Eld, gunslingers are charged with defending Gilead and all members of the Affiliation. Trained since birth, they are all warriors through and through. When they come of age they are tested in combat against their trainer, a challenge not all succeed in. Those that fail are exiled in disgrace. Those who succeed receive their guns and become gunslingers, blessed by Ka, and destined for great things. They become not just soldiers, but the nobility and diplomats of Gilead. They represent their people's interests and protect the lands of the Affiliation.
Role: A gunslinger is primarily a ranged combatant but he can also provide support through his skills and leadership abilities.

Alignments: Any Lawful

Hit Die: D10

Class Skills: Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge dungeoneering, engineering, History, Local, Nobility, Perception, Profession, Ride, Sense Motive, Survival, Stealth, Swim

Skills 4 + int per level

BAB: Full
Saves: Fort Strong, Ref Strong, Will Weak

1. Guns of your Father 1d6, Quick on the Draw, The will of Ka
2. Dual Gun fighting
3. Gunslinger Talent
4. Ka-tet, bonus feat
5. Gunslinger Talent
6. Dual Gun fighting (improved)
7. Gunslinger Talent
8. Guns of your Father 1d8, bonus feat
9. Gunslinger Talent
10. Dual Gun fighting (greater)
11. Improved Gunslinger Talent
12. Commanding Presence, bonus feat
13. Gunslinger Talent
14. Pay No Heed 1/day
15. Gunslinger Talent
16. Guns of your Father 1d10, bonus feat
17. Gunslinger Talent
18. Pay No Heed Wis/day.
19. Gunslinger Talent
20. Six Gun Master, bonus feat

Class Features:
Weapon and Armor Proficiency. Gunslingers are proficient with all simple weapons and all firearms. They are not proficient with any armor or shields. When wearing armor, or using a shield they lose the AC bonus granted by the Will of Ka ability.

Guns of your Father: At first level a gunslinger receives a set of revolvers that are to be his guns. These have been passed down along his family line for as long as it has existed. These weapons count as masterwork revolvers that are one handed weapons and deal 1d6 damage and hold 6 shots each. They require a full round action to reload one revolver. At level 8 the gunslinger’s abilities have improved. The gun's damage die increases to 1d8. The gun itself has not changed, only his ability to user it. At 16th level this increases again to 1d10. At this point the gunslinger has truly mastered the use of his gun.

The Will of Ka(Su): When unarmored, the gunslinger adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a gunslinger gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

Quick on the Draw(Ex): A gunslinger is unmatched in quickness in a fight. At first level a gunslinger gains the benefit to draw his weapons lightning fast. They gain the benefits of the feats quickdraw and improved initiative.

Dual Gun fighting(Ex): A gunslinger is skilled at fighting with both his guns. At second level he gains the benefit of the two weapon fighting feat. In addition his guns count as light weapons for the purposes of the two weapon fighting penalties. At 6th level they gain the benefit of the improved two weapon fighting feat, and at 10th level they gain the greater weapon fighting feat.

Gunslinger Talent(Ex). At 3rd level and every second level there after the gunslinger may choose one of the following gunslinger talents. Unless otherwise noted any single talent can only be taken once:

Bolster Ally(Ex): A gunslinger can cause an ally to rise above himself. As a standard action a gunslinger can give an ally a bonus to attack rolls, skill checks and saves for a number of rounds Equal to his gunslinger level. This bonus is equal to the gunslinger’s level/5 (minimum 1). He can use this ability a number of times equal to 3+his wisdom modifier.

I aim with my Eye(Ex): A gunslinger is both accurate and deadly with his guns. He gains the benefit of the Precise Shot Feat.

I Shoot with my Mind(Ex): A gunslinger is in a state of peace even in the violence of a gunfight. A gunslinger with this ability may add his wisdom modifier to his attack roll for a single shot fired from his guns. He may do this a number of times per day equal to his gunslinger level.

Finger Trick(Ex): A gunslinger is taught a trick that allows him to reload his gun rapidly and efficiently. A gunslinger with this talent may reload his gun as a swift action and does not require a free hand to do so. Doing so reloads all the cambers in his gun.

Double Finger Trick(Ex):
A gunslinger has greatly improved at the finger trick. He can reload both his guns with a single swift action.
Prerequisite: BAB +6, Finger Trick

Touched(Sp): A gunslinger who posses The Touch has powers beyond those of normal men. He gains the use of a single 1st level spell. This spell must be an arcane spell chose from the wizard spell list, and of the Schools, Divination, Enchantment, or Illusion. The gunslinger can use this spell 3 times per day, and his casting stat for the purpose of this spell is wisdom. His caster level for this ability is equal to his gunslinger level.
Prerequisite: 11 wisdom

Improved Touch(Sp): A truly exceptional gunslinger has greater power among the arcane. This gunslinger may select a second wizard spell of 1st level, and one of 2nd level. Each must still be within the Divination, Enchantment, or Illusion skills and can be cast 3 times per day per level of spell (so the 2 1st level spells can be cast a total of 3 times per day, and the 2nd level spell can be cast 3 times per day. His caster level for this ability is equal to his gunslinger level.
Prerequisite: 12 wisdom, Touched

Palaver(Ex): When people observe the gunslingers guns at their hips they are immediately recognizable. They pay heed to his words and consider their own carefully. Gunslingers have long learned to use this to their advantage. So long as the gunslinger's guns are physically visible to the subject the gunslinger gains a bonus to his diplomacy or intimidate checks equal to his wisdom modifier.

Combat Training: A gunslinger may choose and combat feat that he meets the prerequisites for.

Pistol Whip(Ex): The gunslinger is adept at using his guns as a melee weapon. A gunslinger using this feat may use his gun to make a melee attack at no penalty. The damage die is one size smaller then the gun is normally, and all modifiers that normally apply to hit and damage (such as enhancements on the weapon, or weapon focus) apply to the pistol whip.

Ka-Tet(Su): At 4th level a gunslinger forms a bond with a group of people he is close to. This can be fellow gunslingers, traveling companions, family or any other cohesive group. He is always aware of their emotional state regardless of distance (this includes across plains) and knows if they sustain any serious injury. They too are aware of his emotional state. If a Ka-Tet is formed among only gunslingers with this ability, then they are all aware of each member of this Ka-Tet in this way.

Bonus Feat: At 4th level and every 4th level there after the gunslinger may choose a bonus feat from the following list: Deadly aim, vital strike, improved vital strike, Weapon focus (firearms), Alertness, Mounted Combat, Mounted Archery, Ride by Attack, Iron Will, Improved Iron will, Lighting Reflexes, Improved Lighting Reflexes, Great Fortitude, Improved Great Fortitude, Die hard, Toughness.

Improved Gunslinger Talents: At 11th level and every second level there after the gunslinger may choose either one of the gunslinger talents presented above or an improved gunslinger talent from those that follow:

Greater Touch(Sp): A gunslinger with this ability has mastered the touch. In addition to learning an additional 1st and 2nd level wizard spell, the Gunslinger gains a 3rd level spell. Each of these spells can be cast up to 3 times per day per level of spell and must be from the divination, enchantment or Illusion schools.

I kill with my heart(Ex): A gunslinger does not simply kill, when he fires his gun, his mind body and soul are focused on killing the target. Whenever a gunslinger fires only a single shot in a round he adds his wisdom bonus to the damage dealt.

Improved Quickdraw(Ex): A gunslinger is never caught unaware. Whenever the gunslinger is involved in a surprise round he may draw his weapon and fire regardless of whether or not he was surprised.

Wall of Lead(Ex): A gunslinger can shoot almost anything out of the sky. Any ranged attack that is made against the gunslinger that is not made by a firearm, such as a bow, crossbow, grenade, thrown weapon or even a rocket, allows the gunslinger to make an attack roll against the projectile. This counts as an attack of opportunity. If the gunslinger’s attack roll matches or exceeds the roll used to make the initial attack he successfully shoots the projectile out of the sky and it is destroyed harmlessly.

Improved Rapid Shot(Ex): A gunslinger is trained to fire fast and accurately. When using the rapid shot feat the gunslinger does not take a -2 penalty to his attack rolls.
Prerequisite: Rapidshot, BAB 15.

Commanding Presence(Ex): The gunslinger is a leader among leaders. His presence calms even the most tense nerves. All allies that can see and hear the gunslinger get a morale bonus to will saves vs Mind Effects equal to his wisdom modifier.

Pay No Heed(Ex): At 14th level gunslinger has the ability to shake off grievous wounds. Once per day as a move action he may gain temporary hit points equal to his gunslinger level. At 18th level he may do this a number of times equal to his wisdom modifier (minimum 1)

Six Gun Master (Ex): At 20th level the gunslinger has reached a status with his gun few in history ever have. The gun is an extension of him, and he an extension of the gun. He can no longer disarmed when using a firearm, and the weapon cannot be sundered. In edition his accuracy has become so precise, he can disable opponents without injuring them. He can use his weapon to trip or disarm his foes within a range of 30ft as if the weapon had the trip and disarm special features. A gunslinger can never be tripped or disarmed on a failed attempt when return when using this ability.


A few new Gunslinger talents:

Eagle Eye[Ex]: Gunslingers are trained to be observant both in combat and diplomacy. A gunslinger with this talent gains the benefits of the Alertness Feat.

I Know No Fear[Ex]: The life of a gunslinger is designed to make him a fearless hand of justice, a true knight of the white. A gunsliner with this ability gains a +4 morale bonus against fear effects.


I have made a few updates including a correction regarding an error in the level at which you get the greater 2 dual gun fighting with your guns. I also increased the damage some based on some play results. The 'Guns of your father' damage die has been increased, and

The Gunslinger
I do not aim with my hand;
He who aims with his hand has forgotten the face of his father.
I aim with my eye.
I do not shoot with my hand;
He who shoots with his hand has forgotten the face of his father.
I shoot with my mind.
I do not kill with my gun;
He who kills with his gun has forgotten the face of his father.
I kill with my heart.
Remember the face of your father. The gunslinger is a class of noble warriors. Descendants of those who fought along side Arthur Eld, gunslingers are charged with defending Gilead and all members of the Affiliation. Trained since birth, they are all warriors through and through. When they come of age they are tested in combat against their trainer, a challenge not all succeed in. Those that fail are exiled in disgrace. Those who succeed receive their guns and become gunslingers, blessed by Ka, and destined for great things. They become not just soldiers, but the nobility and diplomats of Gilead. They represent their people's interests and protect the lands of the Affiliation.
Role: A gunslinger is primarily a ranged combatant but he can also provide support through his skills and leadership abilities.
Alignments: Any Lawful
Hit Die: D10
Class Skills: Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge dungeoneering, engineering, History, Local, Nobility, Perception, Profession, Ride, Sense Motive, Survival, Stealth, Swim
Skills 4 + int per level
BAB: Full
Saves: Fort Strong, Ref Strong, Will Weak
1. Guns of your Father 1d8, Quick on the Draw, The will of Ka
2. Dual Gun fighting
3. Gunslinger Talent
4. Ka-tet, bonus feat
5. Gunslinger Talent
6. Dual Gun fighting (improved)
7. Gunslinger Talent
8. Guns of your Father 1d10, bonus feat
9. Gunslinger Talent
10. Pay No Heed 1/day
11. Improved Gunslinger Talent
12. Commanding Presence, bonus feat
13. Gunslinger Talent
14. Dual Gun fighting (greater)
15. Gunslinger Talent
16. Guns of your Father 1d12, bonus feat
17. Gunslinger Talent
18. Pay No Heed Wis/day.
19. Gunslinger Talent
20. Six Gun Master, bonus feat
Class Features:

Weapon and Armor Proficiency. Gunslingers are proficient with all simple weapons and all firearms. They are not proficient with any armor or shields. When wearing armor, or using a shield they lose the AC bonus granted by the Will of Ka ability.

Guns of your Father: At first level a gunslinger receives a set of revolvers that are to be his guns. These have been passed down along his family line for as long as it has existed. These weapons count as masterwork revolvers that are one handed weapons and deal 1d8 damage and hold 6 shots each. They require a full round action to reload one revolver. And have a range of 60ft and a x2 critical modifier. At level 8 the gunslinger’s abilities have improved. The gun's damage die increases to 1d10. The gun itself has not changed, only his ability to user it. At 16th level this increases again to 1d12. At this point the gunslinger has truly mastered the use of his gun.

The Will of Ka(Su): When unarmored, the gunslinger adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a gunslinger gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
Quick on the Draw(Ex): A gunslinger is unmatched in quickness in a fight. At first level a gunslinger gains the benefit to draw his weapons lightning fast. They gain the benefits of the feats quickdraw and improved initiative.

Dual Gun fighting(Ex): A gunslinger is skilled at fighting with both his guns. At second level he gains the benefit of the two weapon fighting feat. In addition his guns count as light weapons for the purposes of the two weapon fighting penalties. At 6th level they gain the benefit of the improved two weapon fighting feat, and at 14th level they gain the greater weapon fighting feat.

Gunslinger Talent(Ex). At 3rd level and every second level there after the gunslinger may choose one of the following gunslinger talents. Unless otherwise noted any single talent can only be taken once:
Eagle Eye[Ex]: Gunslingers are trained to be observant both in combat and diplomacy. A gunslinger with this talent gains the benefits of the Alertness Feat.

I Know No Fear[Ex]: The life of a gunslinger is designed to make him a fearless hand of justice, a true knight of the white. A gunsliner with this ability gains a +4 morale bonus against fear effects.
Bolster Ally(Ex): A gunslinger can cause an ally to rise above himself. As a standard action a gunslinger can give an ally a bonus to attack rolls, skill checks and saves for a number of rounds Equal to his gunslinger level. This bonus is equal to the gunslinger’s level/5 (minimum 1). He can use this ability a number of times equal to 3+his wisdom modifier.

I aim with my Eye(Ex): A gunslinger is both accurate and deadly with his guns. He gains the benefit of the Precise Shot Feat.
I Shoot with my Mind(Ex): A gunslinger is in a state of peace even in the violence of a gunfight. A gunslinger with this ability may add his wisdom modifier to his attack roll for a single shot fired from his guns. He may do this a number of times per day equal to his gunslinger level.

I kill with my heart(Ex): A gunslinger does not simply kill, when he fires his gun, his mind body and soul are focused on killing the target. For a number of rounds per day equal to his gunslinger level he may add his wisdom bonus to damage on ranged attacks made with firearms.

Finger Trick(Ex): A gunslinger is taught a trick that allows him to reload his gun rapidly and efficiently. A gunslinger with this talent may reload his gun as a swift action and does not require a free hand to do so. Doing so reloads all the cambers in his gun.

Double Finger Trick(Ex):
A gunslinger has greatly improved at the finger trick. He can reload both his guns with a single swift action.
Prerequisite: BAB +6, Finger Trick

Touched(Sp): A gunslinger who posses The Touch has powers beyond those of normal men. He gains the use of a single 1st level spell. This spell must be an arcane spell chose from the wizard spell list, and of the Schools, Divination, Enchantment, or Illusion. The gunslinger can use this spell 3 times per day, and his casting stat for the purpose of this spell is wisdom. His caster level for this ability is equal to his gunslinger level.
Prerequisite: 11 wisdom

Improved Touch(Sp): A truly exceptional gunslinger has greater power among the arcane. This gunslinger may select a second wizard spell of 1st level, and one of 2nd level. Each must still be within the Divination, Enchantment, or Illusion skills and can be cast 3 times per day per level of spell (so the 2 1st level spells can be cast a total of 3 times per day, and the 2nd level spell can be cast 3 times per day. His caster level for this ability is equal to his gunslinger level.
Prerequisite: 12 wisdom, Touched

Palaver(Ex): When people observe the gunslingers guns at their hips they are immediately recognizable. They pay heed to his words and consider their own carefully. Gunslingers have long learned to use this to their advantage. So long as the gunslinger's guns are physically visible to the subject the gunslinger gains a bonus to his diplomacy or intimidate checks equal to his wisdom modifier.

Combat Training: A gunslinger may choose any combat feat that he meets the prerequisites for.

Pistol Whip(Ex): The gunslinger is adept at using his guns as a melee weapon. A gunslinger using this feat may use his gun to make a melee attack at no penalty. The damage die is one size smaller then the gun is normally, and all modifiers that normally apply to hit and damage (such as enhancements on the weapon, or weapon focus) apply to the pistol whip.

Ka-Tet(Su): At 4th level a gunslinger forms a bond with a group of people he is close to. This can be fellow gunslingers, traveling companions, family or any other cohesive group. He is always aware of their emotional state regardless of distance (this includes across plains) and knows if they sustain any serious injury. They too are aware of his emotional state. If a Ka-Tet is formed among only gunslingers with this ability, then they are all aware of each member of this Ka-Tet in this way.

Bonus Feat: At 4th level and every 4th level there after the gunslinger may choose a bonus feat from the following list: Deadly aim, vital strike, improved vital strike, Weapon focus (firearms), Alertness, Mounted Combat, Mounted Archery, Ride by Attack, Iron Will, Improved Iron will, Lighting Reflexes, Improved Lighting Reflexes, Great Fortitude, Improved Great Fortitude, Die hard, Toughness

Pay No Heed(Ex): At 10th level gunslinger has the ability to shake off grievous wounds. Once per day as a move action he may gain temporary hit points equal to his gunslinger level. At 18th level he may do this a number of times equal to his wisdom modifier (minimum 1).

Improved Gunslinger Talents: At 11th level and every second level there after the gunslinger may choose either one of the gunslinger talents presented above or an improved gunslinger talent from those that follow:

Greater Touch(Sp): A gunslinger with this ability has mastered the touch. In addition to learning an additional 1st and 2nd level wizard spell, the Gunslinger gains a 3rd level spell. Each of these spells can be cast up to 3 times per day per level of spell and must be from the divination, enchantment or Illusion schools.

Improved Quickdraw(Ex): A gunslinger is never caught unaware. Whenever the gunslinger is involved in a surprise round he may draw his weapon and fire regardless of whether or not he was surprised.

Wall of Lead(Ex): A gunslinger can shoot almost anything out of the sky. Any ranged attack that is made against the gunslinger that is not made by a firearm, such as a bow, crossbow, grenade, thrown weapon or even a rocket, allows the gunslinger to make an attack roll against the projectile. This counts as an attack of opportunity. If the gunslinger’s attack roll matches or exceeds the roll used to make the initial attack he successfully shoots the projectile out of the sky and it is destroyed harmlessly.

Improved Rapid Shot(Ex): A gunslinger is trained to fire fast and accurately. When using the rapid shot feat the gunslinger does not take a -2 penalty to his attack rolls.
Prerequisite: Rapidshot, BAB 15.

Commanding Presence(Ex): The gunslinger is a leader among leaders. At 12th level his presence calms even the most tense nerves. All allies that can see and hear the gunslinger get a morale bonus to will saves vs Mind Effects equal to his wisdom modifier.

Six Gun Master (Ex): At 20th level the gunslinger has reached a status with his gun few in history ever have. The gun is an extension of him, and he an extension of the gun. He can no longer disarmed when using a firearm, and the weapon cannot be sundered. In edition his accuracy has become so precise, he can disable opponents without injuring them. He can use his weapon to trip or disarm his foes within a range of 30ft as if the weapon had the trip and disarm special features. A gunslinger can never be tripped or disarmed on a failed attempt when return when using this ability.


Kolokotroni I think I know the answer to this but want to make sure. Is there a reason you did not use the core damage increase progression: d6 to d8 to 2d6 to 3d6, for example (Beastiary p.315 or core p. 145). Is it due to the exploding dice options for firearms?


Dragonsong wrote:
Kolokotroni I think I know the answer to this but want to make sure. Is there a reason you did not use the core damage increase progression: d6 to d8 to 2d6 to 3d6, for example (Beastiary p.315 or core p. 145). Is it due to the exploding dice options for firearms?

No, though close. I am in fact not using the exploding dice options (dont like them). Its actually in consideration of the fact that this class will be used alongside some converted in rules from d20 modern. Where larger dice are preferable to more dice because of things like double tap, and burst fire.

In addition I consider the progression more akin to the monk. The weapon does not increase in size (which the progression you mention is primarily meant to present) it is just getting more effective (like the monks unarmed attack). So starting at d8 it would go to d10 and then 2d6. Why do I use d12 instead of 2d6? Mostly because not enough things use d12s in my opinion, and they sit there lonely and unwanted. It really isn't fair ;)


Kolokotroni wrote:
Dragonsong wrote:
Kolokotroni I think I know the answer to this but want to make sure. Is there a reason you did not use the core damage increase progression: d6 to d8 to 2d6 to 3d6, for example (Beastiary p.315 or core p. 145). Is it due to the exploding dice options for firearms?

No, though close. I am in fact not using the exploding dice options (dont like them). Its actually in consideration of the fact that this class will be used alongside some converted in rules from d20 modern. Where larger dice are preferable to more dice because of things like double tap, and burst fire.

In addition I consider the progression more akin to the monk. The weapon does not increase in size (which the progression you mention is primarily meant to present) it is just getting more effective (like the monks unarmed attack). So starting at d8 it would go to d10 and then 2d6. Why do I use d12 instead of 2d6? Mostly because not enough things use d12s in my opinion, and they sit there lonely and unwanted. It really isn't fair ;)

Hip Hip Hooray for the d12 love. I think thats a totally solid line of thinking to me. I really enjoy the class on paper and hope for a chance to to try it out in a game soon.

Sovereign Court

I know nothing of the fluff behind this class, but I like the sound of it. IF you need help rationalizing the damage increase, it could easily be accounted for with cusomization of the gun by the owner. Improved tooling, custom cartridge loads, better mainenance, etc.

Also, does the gunslinger ever load their own rounds? Would a Craft (alchemy) class feature be worthwhile? Perhaps the ability to add effects due to customized rounds would be neat (similar to fighter critical feats). You might be able to work that into "I Kill With my Heart" similar to paladin's mercies (X # of times per day, they can add one of these effects to an attack. This must be declared before the attack roll is made).


Nebelwerfer41 wrote:

I know nothing of the fluff behind this class, but I like the sound of it. IF you need help rationalizing the damage increase, it could easily be accounted for with cusomization of the gun by the owner. Improved tooling, custom cartridge loads, better mainenance, etc.

Also, does the gunslinger ever load their own rounds? Would a Craft (alchemy) class feature be worthwhile? Perhaps the ability to add effects due to customized rounds would be neat (similar to fighter critical feats). You might be able to work that into "I Kill With my Heart" similar to paladin's mercies (X # of times per day, they can add one of these effects to an attack. This must be declared before the attack roll is made).

Interesting idea I will have to give it some thought. However, near as I can tell from the lore, gunslingers in fact lack alchemical knowledge in the 'current' era (that is in the time just before and around the dark tower novels including the flashbacks). Roland clearly is unable to produce his own rounds, though while the best example of a gunslinger, he is not the only one. I'll take a look at my references and see if there is any justification for it. My gut is however that the alchemical stuff is handled by others, as is the engineering.


I've been thinking about a Dark Tower style gun for a few years now, and the only way I can think of doing it right is that on confirmed critical it does Con drain instead of hit point damage.


dunelord3001 wrote:
I've been thinking about a Dark Tower style gun for a few years now, and the only way I can think of doing it right is that on confirmed critical it does Con drain instead of hit point damage.

What about dark tower firearms makes you think that is a good fit mechanically?


Kolokotroni wrote:
What about dark tower firearms makes you think that is a good fit mechanically?

Anyone who is still human can be killed by a normal gun with one shot, even if the person with the gun isn't well trained - pretty much like being shot in the real world. Other weapons seem to indict that getting to that level of skill needed with that weapon to become deadly in one shot is both rare and hard to obtain - such as Cuthburt and his slingshot.

Dark Tower Plot Spoilers:
Further even what would be considered high level character such as Eddie Dean by book seven or Roland's mother are perfectly fine till one shot kills them.


I've been tossing around ideas for a while on how to make the Gunslinger class (from Ultimate Combat) fir the Dark Tower ideal of a gunslinger, and I've considered building a class from scratch (as I see you did, and which is awesome, by the way), as well as archetypes for the Gunslinger or Ranger class. I'd thought of a few methods of trying to capture the essence of the DT Gunslinger (including having a hawk animal companion, as they were initially trained with), and I realized after looking at the Samurai class in Ultimate Combat that it held promise if made into a gunslinging archetype. The DT gunslingers always reminded me somewhat of samurai anyway. I'm not entirely sure if I want to keep this name, but I just finished making this gunslinging Samurai archetype, which I call the Gun Soul.

Gun Soul (Samurai Archetype)

The gun soul samurai forgoes traditional samurai weapons in lieu if using firearms. Like traditional samurai, they believe their weapon of choice to be an extension of their very soul. It becomes a very part of them, and not simply a weapon in their hands. They aim with their eye. They shoot with their mind. They kill with their heart.
Gun soul samurai must choose The Way of the Gun in place of their Order.

Weapon and Armor Proficiency: Gun souls are proficient with all simple and martial weapons, all firearms, and light armor. They do not gain proficiency with medium or heavy armor, nor with shields, katana, naginata, or wakizashi.
Gifted Firearm (Ex): At 1st level, a gun soul is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the gun soul's duty and a focus for much of his talent. He cannot sell this weapon. If the gun soul's gifted firearm is destroyed, the gun soul loses this weapon for 30 days while a replacement firearm is crafted for him. During this 30-day period, the gun soul takes a -1 penalty on weapon and damage rolls.
He also gains the Amateur Gunslinger and Gunsmithing feats. The gun soul uses Charisma in place of Wisdom for determining grit points from the Amateur Gunslinger feat, or levels of the Gunslinger class. This ability replaces Mount. Note: With GM approval in campaigns using advanced firearms, the gun soul may start with a revolver or rifle.
Order (Ex): The gun soul must choose The Way of the Gun.
Weapon Expertise (Ex): At 3rd level, a gun soul gains an unparalleled expertise with his chosen firearm. At 3rd level, the gun soul selects a specific firearm (such as an axe musket, blunderbuss, musket, or pistol), which is typically (but not always) the firearm gifted to them from their order. The gun soul can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected firearm, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisits for feats that specifically select his chosen firearm, such as Weapon Specialization. This replaces the standard Weapon Expertise option.
Swift Powder (Ex): At 4th level, the gun soul gains Rapid Reload for his chosen weapon (such as pistol or musket) as a bonus feat. At 14th level, each time the gun soul issues a challenge, he may reload a wielded firearm as a free action. This ability replaces Mounted Archer.
Blaze of Glory (Ex): At 5th level, the gun soul gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his gun soul level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
At 10th level, and every five levels thereafter, these bonuses increase by +1. This ability replaces Banner.
Bonus Feat: At 6th level, and every six levels thereafter, a gun soul gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or grit feats. The gun soul must meet the requirements of these bonus feats.
True Grit (Ex): At 14th level, the gun soul gains a number of grit points equal to his 1 + his Charisma modifier (minimum 1 for Cha) and gains the use of two gunslinger deeds. He can select any deed that a gunslinger of his gun soul level -4 could use. At 17th level, and every three levels beyond 17th, the gun soul gains another point of grit and another gunslinger of his level -4 could use. If he already has levels in gunslinger, he gains a bonus to the maximum amount of grit he can have each day, equal to his Charisma bonus (if any) but gains no extra grit at the start of each day.

The Way of the Gun
Gun soul samurai swear themselves to The Way of the Gun. This order is an elite group of gunslinging warriors which emphasizes duty, honor, and loyalty. This code extends not only to the gun soul's lord or patron, but also to his comrades and family. Gun souls who follow The Way of the Gun are among the most respected and feared warriors in he land.
Edicts: The gun soul must remain loyal to his allies and must always work to further the aims of the group. He must show courage in the face of danger. He must take no action that would cause harm or hardship to those who cannot defend themselves.
Challenge: Whenever a gun soul declares a challenge, he receives damage reduction 1/- against attacks made by the target of his challenge. This DR increases by +1 for every four levels the gun soul possesses.
Skills: A gun soul adds Heal (Wis) and Perception (Wis) to his list of class skills.
Order Abilities: A gun soul who belongs to The Way of the Gun gains the following abilities as he increases in level.
Luck of the Draw (Ex): At 2nd level, the gun soul can ignore a firearm misfire a number of times per day equal to his Charisma bonus (minimum 1). He can use this ability as a free action.
Guns of My Father (Ex): At 8th level, the gun soul exchanges his gifted firearm to his order and receives a masterwork firearm of the same type.
Additionally, when wielding this firearm or the firearm chosen for the Weapon Expertise ability, the firearm gains the Brutal 1 weapon quality (see below). At 14th level, this increases to Brutal 2, and at 20th level, increases to Brutal 3.
Aim True (Ex): At 15th level, the gun soul can use his years of training and focus to make the perfect strike. When he uses this ability, the gun soul makes an attack as normal. If the attack hits, it is a critical threat. The gun soul must roll to confirm the critical as normal. The attack deals the maximum amount of damage, although additional dice from weapon qualities, sneak attack, and additional dice from a critical hit are rolled normally. The damage from this attack ignores any damage reduction the target might have and also causes the target to become blinded, deafened, sickened, or staggered for 1d4 rounds (the gun soul's choice). Making this attack is a standard action. The gun soul can use this ability once per day.

Weapon Quality:

Brutal: A brutal weapon's minimum damage is higher than that of a normal weapon. When rolling the weapon's damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon's brutal value, and then use the new value.
For example, if a Madsen Light Machine Gun (from Pathfinder #71: Rasputin Must Die!) has the Brutal 1 property, you roll 2d6 for damage as normal, rerolling any die result of 1 until the die shows 2 or higher.

It may not have every aspect of the DT gunslingers, but I feel like I sums up the essence of them. With Samurai features like Challenge, Resolve, Weapon Expertise, Greater Resolve, Honorable Stand, True Resolve, and Last Stand, these guys seemed like they could be awesome gunslingers.


Mysterious Stranger and/or Pistolero archetypes for the Gunslinger base class fit Roland well. Roland had force of will going for him. Gestalt Paladin. He had a very strong Will Save, and a decent Reflex, but early on his Fortitude save sucks (trait bonus to stabilize) gaining Great Fortitude later. High physical stats, Sorcerer levels of Charisma, but deficit in Wisdom, and only moderately Intelligent. As his own father describes him, he lacks the ability to think around corners.

Susannah would be a Fighter (standard) with exotic weapon proficiency (orisa, firearms) and Amateur Gunslinger feat. Great Fortitude, but crap for Will and Reflex. Decent physical abilities. Good Intelligence and Wisdom, a slight bonus to Charisma.

Jake would be a Ranger with exotic weapon proficiency (orisa, firearms), and constant Detect Thoughts, modified Archery combat style. Iron Will shores up his weak Will saves, and he has great Reflex because he's so young. Fortitude is fair. Low Constitution and Strength, high Dexterity. Caster Druid's Wisdom score. Decent Intelligence. Charisma is decent. Favored Enemy humanoid (human).

For Eddie, I'd say Fighter (Cad), later on moving into Gunslinger (Pistolero). High Intelligence, low Charisma and barely a bonus to Wisdom. Gets bonuses to physical stats, but not by much (+2). Iron Will after Drawing of the Three. Leveling bonuses going toward Wisdom and Charisma.

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