
Scipion del Ferro RPG Superstar 2011 Top 4 |

I did some tweaking and what not, I wonder what some people might think of making the gunslinger a monk alternate class. I know this sounds really crazy but bare with me here. If you take a look at what I have come up with, I feel it works rather well. To me, this is what an alternate class should look like; something that uses similar style of abilities with a new flavor to them.
Monk Alternate Class
Alignment: Any.
Hit Dice: d8.
Class Skills
The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Engineering), Knowledge (Local), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int Modifier.
Class Features
The following are class features of the gunslinger.
Weapons and Armor Proficiency: Gunslingers are proficient with all simple weapons, plus the rapier, short sword, and with all firearms. They are proficient with all light armors.
Firearm: At 1st level, a gunslinger gains either one musket (along with 50 doses of black powder and 50 bullets) or two pistols (along with 50 doses of black powder and 50 bullets) for free.
Weapon Drill: Starting at 1st level, a gunslinger has spent countless hours practicing with her firearms to the exclusion of nearly all other weapons. For the purpose of attacks made with a firearm, the gunslingers base attack bonus is equal to her gunslinger level. For all other purposes, such as qualifying for a feat or a prestige class, the gunslinger uses her normal base attack bonus.
Practiced Reloader: At 1st level, a gunslinger gains Rapid Reload as a bonus feat. At 6th level, The time required for her to reload any type of firearm is reduced to a free action, regardless of the type of firearm used. You can fire a firearm as many times in a full attack action as you could attack if you were using a bow. Reloading a firearm no longer provokes attacks of opportunity.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a gunslinger may select a bonus feat. These feats must be taken from the following list: Agile Maneuvers, Deadly Aim, Dodge, Quick Draw, Point Blank Shot, and Two-Weapon Fighting. At 6th level, the following feats are added to the list: Far Shot, Improved Two-Weapon Fighting, Focused Shot, Mobility, Precise Shot, and Vital Strike. At 14th level, the following feats are added to the list: Greater Two-Weapon Fighting, Improved Critical, Improved Vital Strike, Shot on the Run, Wind Stance. A gunslinger need not have any of the prerequisites normally required for these feats to select them.
Leap for Cover (Ex): At 2nd level, when a creature makes a ranged attack against the gunslinger, she can drop prone as an immediate action, gaining the +4 bonus to AC.
She applies the bonus retroactively to the triggering attack. She may also drop prone as an immediate action in response to an area-effect attacks, gaining a +2 circumstance bonus to her Reflex saving throw until the beginning of her next turn.
Battle Calm (Ex): A gunslinger of 3rd level or higher gains a +4 morale bonus on saving throws against fear effects.
Gunslinger Initiative (Ex): At 3rd level, as long as a gunslinger has her firearm in hand, she gains a +2 bonus on initiative checks. If she also has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check and gain this bonus.
Pistol-whip (Ex): At 3rd level, a gunfighter can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon (gaining a +2 bonus on the attack roll) and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage
dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed
Grit (Su): At 4th level, a gunslinger gains a pool of grit points, supernatural energy she can use to accomplish amazing deeds. The number of points in a gunslingers's grit pool is equal to 1/2 her gunslinger level + her Wisdom modifier. As long as she has at least 1 point in her grit pool, she can make a piercing shot. At 4th level, piercing shot allows her firearm attacks to be treated as magical ammunition for the purpose of overcoming damage reduction. piercing shot improves with the character's gunslinger level. At 10th level, her firearm attacks are also treated as silver ammunition for the purpose of overcoming damage reduction. At 16th level, her firearm attacks are treated as adamantine ammunition for the purpose of overcoming damage reduction and bypassing hardness.
The grit pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive.
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer lasting effects. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as any appropriate grit is spent to perform the deed.
Deadeye (Ex): At 4th level, a gunslinger can target touch AC beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Ex): At 4th level, as a standard action, a gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. This deed costs 1 grit point to perform.
Covering Shot (Ex): At 7th level, as an immediate reaction, when a gunslinger misses with a firearm attack, she can spend 1 grit point to pin down the target of that missed attack. The pinned-down target is treated as if it were entangled for 1 round. A gunslinger cannot choose to purposely miss a target to gain this effect.
Targeting (Ex): At 7th level, as a swift action, a gunslinger can take aim for greater accuracy and effect. On the next
firearm attack she makes before the end of her turn, she can choose part of the body to target, and gain the following
effects depending on the part of the body targeted. If a creature does not have one of the listed body locations,
that body location cannot be targeted. This deed costs 1 grit point to perform no matter the part of the creature
you target. Creatures that are immune to sneak attack are immune to these effects.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind affecting effect.
• Torso: Targeting the torso doubles the critical range of the affected attack.
• Arms: On a hit, the target takes no damage from the hit and drops one carried item of your choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
• Legs or Wings: On a hit, the target is damaged normally and knocked prone. A flying creature falls. A creature that is immune to trip attacks is immune to this effect.
Bleeding Wound (Ex): At 11th level, when a gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s
choice) instead. Creatures that are immune to sneak attacks are also immune to either type of bleed damage.
Startling Shot (Ex): At 15th level, whenever a gunslinger has at least 1 grit point and misses a creature with a firearm attack, the target of the missed attack becomes flat-footed for the gunslingers next attack during this round. A gunslinger cannot purposely choose to miss a target in order to gain this effect.
Expert Loading (Ex): At 15th level, whenever a gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Stunning Shot (Ex): 19th level, when a gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage and stun the creature for 1 round. Creatures that are immune to critical hits are also immune to this effect. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit.
Deadly Shot (Ex): At 19th level, when a gunslinger confirms a critical hit against a living creature, she can spend 1 grit point to choose to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies. This is a death effect. Performing this deed does not allow her to regain grit from confirming a critical hit.
Tuck and Roll (Ex): At 5th level, a gunslinger adds her level to all Acrobatics checks made to move through threatened squares. By spending 1 point from her grit pool as a swift action, a gunslinger gains a +20 bonus on Acrobatics checks made to cross narrow surfaces.
Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as pistol or musket). She gains a +1 bonus on attack rolls and a bonus equal to her Dexterity modifier on damage rolls with that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), a gunslinger picks up another type of firearm, gaining these bonuses with those types as well.
Utility Shot (Ex): At 8th level, a gunslinger can spend grit to use one of the following utility shots. All of the following uses of utility shot cost 1 grit point.
• Blast Lock: A gunslinger makes an attack roll against a lock within the first range increment of her
firearm. A diminutive lock usually has AC 7, and larger locks have higher ACs. The lock gains a bonus
to its AC against this attack based on its quality. A simple lock has +10 bonus to AC, an average lock
has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC.
Arcane lock grants a +10 bonus on the AC of a lock against this attack. On a hit, the lock is destroyed,
and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is
jammed, and still considered locked. It can still be unlocked by performing this deed, the Disable
Device skill, or with the break DC, though the DC or the AC increases by 10. A key, combination, or
similar mechanical method of unlocking the lock no longer works, though knock can still be employed
to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended
object within the first range increment of her firearm. A Tiny unattended object has AC 5, a Diminutive unattended object has AC 7, and a Fine sized unattended object has AC 11. On a hit, you do
not damage the object with the shot, but can move it up to 15 feet farther away from shot’s origin. On a
miss, the gunslinger damages the object normally.
• Stop Bleeding: The gunslinger makes a firearm attack and presses the hot barrel on an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition
affecting the creature. The gunslinger does not have to make an attack roll when it performing the deed
in this way; she can shoot the firearm in the air, but that shot does use up ammunition normally.
Evasion (Ex): At 9th level or higher, a gunslinger can avoid damage from many area-effect attacks. If a gunslinger makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a gunslinger is wearing light armor or no armor. A helpless gunslinger does not gain the benefit of evasion.
Expert Gunsmith (Ex): At 12th level the practice of handling her guns over time has made the gunslinger very familiar with the materials she uses daily. When using Craft (gunsmith) to create ammunition or black powder charges, a gunslinger gains a competence bonus equal to her class level on the Craft (gunsmith) check. In addition, a gunslinger need only pay 1/10th the base price of ammunition and black powder to create custom bullets and black powder for her firearms. This ammunition and black powder can only be used in firearms in the possession of the gunslinger when it was crafted.
Skilled Gunman (Ex): At 12th level the gunslinger gains Signature Deed as a bonus feat.
Sure Shot (Ex): At 13th level and beyond, the gunslinger has gained a 6th sense about her weapons. Once per day, you may reroll an attack roll that resulted in a misfire. You must take the result of the second roll.
Gun Master (Ex): At 20th level, a gunslinger chooses one weapon, such as the pistol, or musket. Any attacks made with that weapon automatically confirm all critical threats and can no longer misfire. In addition, she cannot be disarmed while wielding a weapon of this type.
Gunslinger (Monk Alternate Class) Google Doc
Gunslinger (Monk Alternate Class) Progression Table

Heretek |

I did some tweaking and what not, I wonder what some people might think of making the gunslinger a monk alternate class. I know this sounds really crazy but bare with me here. If you take a look at what I have come up with, I feel it works rather well. To me, this is what an alternate class should look like; something that uses similar style of abilities with a new flavor to them.
** spoiler omitted **...
You fixed the feat issues, but the problem of deeds being not worth using is still present. Also still dealing with the issue of the current firearm rules.
Overall though, much better.

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You know what.... I like it. The only thing that popped into my head was the Expert Gunsmith, and making bullets and powder and selling it, but you took care of that in the text itself. My initial thoughts are I like this, a lot. I will probably run one of these through an arena. Also, will digest and reflect further after what was a quick read through :)
*QUICK, OFF TOPIC EDIT* LOVED your Hound Master, btw. My fave of round 2 easily. NO COMMENTING ON IT NOW! I don't want to see you disqualified! :)

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You fixed the feat issues, but the problem of deeds being not worth using is still present. Also still dealing with the issue of the current firearm rules.Overall though, much better.
I think he is just rewriting the base of the sub-class, not the deeds or firearm rules. Its a good start though, I agree!

Scipion del Ferro RPG Superstar 2011 Top 4 |

I think he is just rewriting the base of the sub-class, not the deeds or firearm rules. Its a good start though, I agree!
Jason said that if we thought we had any better ideas to present them. Here's mine.
Basically I took the abilities from gunslinger, compared them to monk and fighter, did a bit of reissuing, rebalancing, and rearranging. Came away with what I think looks more like an alternate class. It's certainly no final draft or anything, I had a lot of free time today and had already worked on the fluff of a variety of villains for Round 3. This was before we knew the rules.
A lot of these changes were based on existing feedback I read over from browsing the playtest. No radical changes like rewriting the firearms rules (cause that's not going to change.)

Scipion del Ferro RPG Superstar 2011 Top 4 |

You fixed the feat issues, but the problem of deeds being not worth using is still present. Also still dealing with the issue of the current firearm rules.
Overall though, much better.
You might notice that some of the 'lesser' deeds are now core features and that the ones that remain are pretty powerful (not unbalanced though). I also changed grit to be based exactly on ki points, just renamed.
Regarding some peoples issues with 'swashbuckling' ie. wielding a mixed combo of firearms and sword. I did not take it into account for this build. I figure a gunslinger archtype would be the best way to adjust the class for that specific niche. My friend also mentioned he'd like to see a 'mysterious stranger' archtype...

Heretek |

You might notice that some of the 'lesser' deeds are now core features and that the ones that remain are pretty powerful (not unbalanced though). I also changed grit to be based exactly on ki points, just renamed.
I noticed, and this is a good move but things like Utility Shot remains a lvl 11 ability, when frankly, you should be able to shoot a lock from lvl 1, and you REALLY shouldn't need to spend grit to do so. Maybe swap Weapon Drill with Gun Training also.

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Jason said that if we thought we had any better ideas to present them. Here's mine.Basically I took the abilities from gunslinger, compared them to monk and fighter, did a bit of reissuing, rebalancing, and rearranging. Came away with what I think looks more like an alternate class. It's certainly no final draft or anything I had a lot of free time today and had already worked on the fluff of a variety of villains for Round 3. This was before we knew the rules.
A lot of these changes were based on existing feedback I read over from browsing the playtest. No radical changes like rewriting the firearms rules (cause that's not going to change.)
Yeah, that is what it looked like you were doing, and I think it's the way to go. Paizo seems to be pretty set that their firearms rules will NOT change, so that means all the changes need to be in the class itself. This is a good start. Gonna rattle off a few random thoughts ive had so far, take them for what you will:
Perception is a class skill, AWESOME.
The starting firearm gear seems a bit unbalanced. Musket user gets 1775g by my estimation (1500 musket + 250 for powder and 25 for bullets), while pistol wielder gets 2550 ( 2 x 1000 for guns, 500 for powder 50 for bullets).
I like Weapon drill, since the class is based of a monk, it kind of re-flavors the flurry of blows into being really good with guns.
I like the addition of the bonus feats; the class appears very feat starved as it is, so this helps alleviate some of that burden and free up some feats to customize the character.
Battle calm seems like a bit much to give +4 right off the bat. Maybe start at +1 and scale up as the class levels?
I like grit working like all the other pool mechanics in the game, keeps rules uniform. Like how bullets use grit to overcome DR, as monk progression.
Deeds need reworked, but thats not your issue and can be done later.
Like the first part of tuck and roll, not sure the second part is all that useful. Would be fine with it just apply to moving through threatened squares.
Expert Gunsmith, Sure Shot and Gun Master I all really like. I think the gun slinger could do without evasion, however. Dont see that fitting in with theme. I realize you probably left it in as a result of using monk as your base though.
Ill have more thoughts later.

Scipion del Ferro RPG Superstar 2011 Top 4 |

I noticed, and this is a good move but things like Utility Shot remains a lvl 11 ability, when frankly, you should be able to shoot a lock from lvl 1, and you REALLY shouldn't need to spend grit to do so. Maybe swap Weapon Drill with Gun Training also.
Utility Shot is level 8 now. By that level you'd have around 4-7 grit points a day, so spending one to shoot the lock when the rogue isn't around is no big deal.
Do you mean swapping the names of weapon drill and gun training? Cause changing when you get the abilities would not work at all. Keeping the existing names the same is always a good idea.

Heretek |

Utility Shot is level 8 now. By that level you'd have around 4-7 grit points a day, so spending one to shoot the lock when the rogue isn't around is no big deal.Do you mean swapping the names of weapon drill and gun training? Cause changing when you get the abilities would not work at all. Keeping the existing names the same is always a good idea.
Touche, I'm blind.
Also no I mean legit swapping the abilities. The sooner you get Gun Training the sooner you can deal a bit more damage by adding in your dex bonus. What harm is there in letting the class deal sometihng like 8 damage at lvl 1 compared to 4 at lvl 1? It's make those early levels not as rough.
The loss of the Full BAB to hit works fine considering you are hitting touch, and then by lvl 5 it would switch to "full bab".

Scipion del Ferro RPG Superstar 2011 Top 4 |

Perception is a class skill, AWESOME. Yes, it is. It's also in the monk skill list which I tried to emulate.
The starting firearm gear seems a bit unbalanced. Musket user gets 1775g by my estimation (1500 musket + 250 for powder and 25 for bullets), while pistol wielder gets 2550 ( 2 x 1000 for guns, 500 for powder 50 for bullets). No comment on firearm costs, that's something that I have a feeling will change. It's too mean to not give ammo though...
I like Weapon drill, since the class is based of a monk, it kind of re-flavors the flurry of blows into being really good with guns. Right on the nose. It's not actually flurry of blows, but has some of it's flavor and makes the gunslinger...good with guns, but not so much with other weapons.
I like the addition of the bonus feats; the class appears very feat starved as it is, so this helps alleviate some of that burden and free up some feats to customize the character. Just like a monk...
Battle calm seems like a bit much to give +4 right off the bat. Maybe start at +1 and scale up as the class levels? Initially it would seem so, however this is a morale bonus. Which means it doesn't stack with any other sources of anti-fear. ie. paladin, bard. In the end it provides less bonus than bravery.
I like grit working like all the other pool mechanics in the game, keeps rules uniform. Like how bullets use grit to overcome DR, as monk progression.
Deeds need reworked, but thats not your issue and can be done later. I think the deeds right now fill the gaps of the monks cooler class features, ie. AC bonues, fast movement, slow fall, quivering palm, etc.
Like the first part of tuck and roll, not sure the second part is all that useful. The second part is the best though ;) it leads to gunslingers performing extraordinary deeds, like running down staircase railing, across ropes, and other daring maneuvers. The ability would be too week without the second part, but too powerful if the +20 applied to evading AoO's
Expert Gunsmith, Sure Shot and Gun Master I all really like. I think the gunslinger could do without evasion, however. Dont see that fitting in with theme. I realize you probably left it in as a result of using monk as your base though. I have a hard time thinking of a gunslinging movie that didn't have a hero dodging gunfire and explosions... It's also a delay of the monks Evasion :) and plays well with the Leap for Cover ability.

Scipion del Ferro RPG Superstar 2011 Top 4 |

Also no I mean legit swapping the abilities. The sooner you get Gun Training the sooner you can deal a bit more damage by adding in your dex bonus. What harm is there in letting the class deal sometihng like 8 damage at lvl 1 compared to 4 at lvl 1? It's make those early levels not as rough.
The loss of the Full BAB to hit works fine considering you are hitting touch, and then by lvl 5 it would switch to "full bab".
I'm not 100% sure why they gave it at the later level, but just because I can't spot it doesn't mean there is no reason for it. One issue with switching those is it wrecks havoc with the abilities progression throughout the class. Another is that Weapon Drill, letting you have full BAB with guns is really the core of this alternate class, is something a player should start off with and be used to using.
Rewards like getting your Dex damage to shots are best left later in the class as a bit of a teaser. Give the player something to look forward to just when they need a jump in power. Not unlike the druid's wild shape, ranger's hunter's bond, and 3rd level spells,

Heretek |

I'm not 100% sure why they gave it at the later level, but just because I can't spot it doesn't mean there is no reason for it. One issue with switching those is it wrecks havoc with the abilities progression throughout the class. Another is that Weapon Drill, letting you have full BAB with guns is really the core of this alternate class. It is something a player should start off with and be used to using.
Mmmm, fair enough. Still though, as said, this is vastly superior to the current one.

Heretek |

I like your gunslinger, it seems better than the original. You have inspired me to do one of my own, mine will be based off of the warlock (it was someone's idea in a different thread).
The warlock was actually my first thought regarding this current firearms situation. Modeling the gunslingers damage after an eldritch blast would work very well I think, especially considering eldritch blast was actually low, but very consistent damage.
Can't say how I'd feel about invocations though as deeds... I await to see this honestly haha.

Scipion del Ferro RPG Superstar 2011 Top 4 |

Very interesting. I think this could be a very productive basis for the class...
Hmm... Free 2wF Feats for dual-wield pistols (flurry) OR free vital strike feats for rifle users?
Bingo, or feats that play off of your dexterity making you an agile foe. For the gunslinger who likes to...buckle a swash?

Quandary |

I´m not really sure whether Monk or Ranger is the best basis...
though beyond which class you can´t multi-class with (and what Class Pre-Req Feats you can take), it´s all academic in a way.
The thing is, is Gunslingere going to be the ONLY class who fights with guns? No.
SO whether it´s considered Fighter based, or Ranger based, or Monk based, other classes will use guns,
and indeed I will expect other variants/archetypes to specialize in guns.
Whether just a Ranger COmbat style, to a full Archetype (replacing spellcasting or other features), to a Monk variant ala Zen Archer (Gun Fu Adept?), to a Fighter Gunner ala Archer Variant. I don´t see why these same variants shouldn´t also appear in COmplete Combat, since this is where Gun rules are being introduced.
But I guess I just don´t see all the stuff that´s in the current Gunslinger being a Fighter-based Alt.Class. For that, I would expect it to look more like the APG Archer Variant Fighter: progressively getting rid of the down-sides of the weapon, while proceeding with scaling numerical improvements and lots of feats... i.e. like all fighters. The GUnslinger is trying to do much more, with alchemical/engineering aspects along with other skills, grit-tricks and special abilities, etc. A Gun-Specialist Fighter can just be alot simpler than what we see, and could support more of a heavily-armored dreadnought style than the trick-shooting scoundrel type suggested by the Gunslinger.
I guess I could see either monk or ranger as the basis for a gunslinger... SO the question to ask is, BESIDES the gunslinger, do we want to have a Gun Ranger variant, or a Gun Fu Monk variant? Which of those do we want to DE-emphasize in the Gunslinger per se?
As good as work as scipion did here, I´m thinking a ´Gun Fu´ Monk is something Paizo will want to keep apart and treat separately... Leaving a Ranger based Gunslinger... Grit/Deeds and other Class Abilities replacing Casting, Favored Enemy/Terrain, and/or Animal Companion like the Skirmisher and Guide Ranger Variants. I could even see an option for the Gunslinger to have a Ranger-class Mount or some other option... Or since Ranger multi-classing won´t be allowed, to have some other Ranger-y features, like Tracking bonus and Favored Terrain. They couldn´t get the WHOLE standard Ranger package, but SOME of it (if they don´t want the other Gunslinger options).
BTW, though it seems like alot dislike the rechargable Grit mechanic, I see it as a nod to the flavor of the class... It´s much more swingy, and rewarding of danger-flaunting than a normal boring usage/day pool... I.e. it is appealing to gamblers, a trope certainly very close to gunslinger lore. Just a thought...

Scipion del Ferro RPG Superstar 2011 Top 4 |

Most of what you said is stuff that can be covered with archtypes. Items which don't require the extant of changes an alternate class entails. It would be very easy to make a monk archtype similar to zen archer which gave monks guns. I'm not suggesting a gun-fu, or gun cata, character with this alternate class. Merely that the existing rules and abilities in the monk class are better suited to be replaced with gun related abilities then that of the fighter class. Especially given the grit system and the variety of abilities granted to the gunslinger class. I think they also lead to a more interesting, better balanced, and less troublesome character.

Kamelguru |

After looking at the playtests for the gunslinger and comparing the two, I much prefer the monk version. Using the fighter as base makes it downright boring and lacking in the flair usually associated with the term "gunslinger".
Also, using monk as base increases the synergy of stats required to succeed (Dexterity and Wisdom) much more than the fighter does. Also, perception as a class skill. The lack of it just seems like an oversight.

Scipion del Ferro RPG Superstar 2011 Top 4 |

I did leave off the increased move speed, AC bonus, and wisdom to AC. Light armor proficiency makes up for the lost AC bonus, but really...a gunslinger should be avoiding being hit, not rolling around flanking bad guys in their midst. The move speed and wisdom to AC are deliberate power downs to make up for some of the power ups that came with the gunslinger abilities.
I agree with Perception as well, it's a class based on shooting things. These are generally people with very good eyesight.