Retouching the Gunslinger


Gunslinger Discussion: Round 1


I’ve been reading various threads about the gunslinger, most of which seem to have quite a few issues with it. While I don’t think it is bad enough to have to be completely redone like some seem to believe, there are several problems I think need addressed.

The first one is that it’s considered an alternate class of fighter. A few people in different threads have expressed an opinion that the gunslinger should be an alternate class of the alchemist, ranger, or even monk. While there is some merit to these arguments, I believe the gunslinger is sufficiently different from the other classes that it should be made into its own class.

With this in mind I decided to retouch the gunslinger as a base class and make some minor adjustments to fix the problems I’ve seen with it. For the most part, I tried to keep from making too many changes from the original document. So most of it is simply cut and paste from the test play document. This is partially because I believe it’s to early to know for sure how many changes are needed since, as far as I’m aware, there still isn’t a lot of play test data on them.

Still, I love to tinker so I thought I’d take a crack at it anyway. Because of the size of the post I’ve used spoiler tags to hide/condense the information. The last tag is the most important as it summarizes the changes I made and why I made them.

(Ideas and opinions are welcome)

Gunslinger (Basics):
Alignment: Any.
Hit Dice: d10.

Base Attack Bonus (BAB): High (1-20)
Good Saves: Fortitude, Reflex
Bad Saves: Will

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), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int Modifier.

Special Abilities by Level:
Level Special Abilities
-----------------------------------------
1st Deeds, firearm, grit
2nd Sharp shooter +1d6
3rd Deeds
4th Bonus feat
5th Gun training
6th Sharp shooter +2d6
7th Deeds
8th Bonus feat
9th Gun training
10th Sharp shooter +3d6
11th Deeds
12th Bonus feat
13th Gun training
14th Sharp shooter +4d6
15th Deeds
16th Bonus feat
17th Gun training
18th Sharp shooter +5d6
19th Deeds
20th Bonus feat, true grit or legendary gunman

Class Features (Except Deeds):
The following are class features of the gunslinger.

Weapons and Armor Proficiency: Gunslingers are proficient with all simple weapons and firearms. They are proficient with all light and medium armor but not with shields.

Firearm: At 1st level, a gunslinger gains either one musket (along with 50 doses of black powder and 50 bullets) or two pistols for free.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile and dangerous nature of firearms simply prune the unlucky and careless from their ranks. Whatever the case, all gunslingers have grit. In game terms, grit is a fluctuating measure of the gunslinger’s ability to perform amazing actions in combat, both offensive and defensive.
At the start of each day, a gunslinger gains 2 + her Constitution modifier (minimum 1) in grit points. Grit goes up or down throughout the day, but usually cannot go higher than the gunslinger’s Constitution modifier + 2 (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below) and regains grit in the following ways.

Critical Hit with a Firearm: Each time a gunslinger confirms a critical hit with a firearm attack, she regains 1 grit point. Such a critical hit must be confirmed in the heat of combat. Confirming a critical hit on a helpless or unaware creature, or a creature that has fewer Hit Dice than half the gunslinger’s character level does not regain grit.

Killing Blow with a Firearm: The first time a gunslinger reduces a creature to 0 or fewer hit points with a firearm attack during the course of an encounter, she regains 1 grit point. Such a killing blow must occur in the heat of combat. Destroying a target or other unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not regain grit.

Sharp Shooter: A gunslinger may use a full round action to carefully aim getting a single attack with a damage bonus. This extra damage is 1d6 at 2nd level and increases by 1d6 for every four gunslinger levels gained thereafter. Additional damage from this ability is considered precision damage and creatures immune to critical hits are also immune to this damage.

This damage bonus is also gained against targets that are flat footed or that the gunslinger is flanking. However in both of these cases she must be within 30 feet of her target unless she is using a full round action to attack as mentioned above.

Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

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.

True Grit (Ex): At 20th level a gunslinger picks two deeds or grit feats that she has access to and that she must spend grit to perform. She can perform these for 1 less grit point (minimum 0). If the number of grit points to perform the deed or feat is reduced to 0, the gunslinger can perform this it as long as she has at least 1 grit point.

(Possible alternate capstone)

Legendary Gunman: At 20th level a gunslinger has the critical threat range of all of their firearms increased by 1 (so a pistol with a threat range of 20 would have a threat range of 19-20, etc), grit gained from a killing blow or a critical hit is doubled, and the extra damage from sharp shooter applied to targets that are being flanked or that are flat footed can be applied regardless of the gunslingers distance from the target.

Deeds:
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. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. 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. Gunslingers of the appropriate level gain all of the deeds of that level and below. Only levels of gunslinger count when determining what deeds are available to them.

Deadeye (Ex): At 1st 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.

Pistol-whip (Ex): At 1st 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 firearms deal 1d6 points of damage (1d4 if wielded by size Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by size Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a CMB check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Quick Clear (Ex): At 1st 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.

Gunslinger Initiative (Ex): At 3rd level, as long as a gunslinger has at least 1 grit point, 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.

Take Cover (Ex): At 3rd level, when a creature makes a ranged attack against the gunslinger and the gunslinger is not flat footed, she can take a 5-foot step as an immediate action to get behind cover if any existed within 5 feet of her gaining a +4 bonus cover bonus to AC (provided the cover taken is sufficient for this bonus). During the gunslingers next turn she cannot take a 5-foot step (or rather she already has).

If insufficient cover exists or she doesn’t want to use her next turns 5-foot step she may instead drop prone as an immediate action, gaining the +4 bonus to AC. In either case, performing this deed costs 1 grit point and the bonus gained is applied retroactively to the triggering attack.

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.

Rapid Reload (Ex): At 7th level, a gunslinger may reload firearms as if they had the rapid reload feat provided they have at least 1 grit.

Utility Shot (Ex): 7th level, a gunslinger can use any of the following utility shots. When using a utility shot a gunslinger may spend up to 1 point of grit to get a +4 bonus to the attack roll or skill check used to determine success.
• 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 for the Disable Device skill 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 discharges their firearm and then presses the hot barrel to a wound on an adjacent creature in an attempt to staunch a bleeding wound as a swift action. This act requires a successful heal skill check DC 15 and if successful 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.

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.

Targeting (Ex): At 11th 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.

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 until the start of its next turn. 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 stun the creature for 1 round. Creatures that are immune to critical hits are also immune to this effect. Performing this deed prevents the gunslinger from regaining grit from confirming the 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. Performing this deed does not allow her to regain grit from confirming the critical hit.

Changes Made & Reasoning:
Made both Fortitude and Reflex good saves – this seemed to fit the concept and was needed since I removed brave and tough.

Increased skill points to 4 + INT modifier – Simply seemed more appropriate for the class.

Made grit Constitution based rather then Wisdom based and started gunslingers with 2 + their Constitution modifier in grit – most resource based abilities either scale with level, such as spells or ki, or have a limited times per day that is increased by an attribute modifier, such as channel energy, while possible to replenish grit was to low.

As for why I chose to use constitution, it seemed like either that or charisma would work better and make more sense then wisdom and since constitution is desirable for a gunslinger anyway it seemed like the better way to go to avoid MAD.

Allowed killing blow to be used once per encounter to gain grit rather then once per day – another change to let grit get some use and be fun to play with.

All deeds are gained at each level – I believe this is how they are intended to work but I noticed that a few people play testing the gunslinger seemed to be only choosing a single ability at levels that said deeds.

Leap for cover changed to take cover and moved to 3rd level deeds – adjusted it to make it slightly more useful and swapped it with pistol whip that seemed like a more appropriate 1st level deed.

Pistol whip moved to 1st level deeds – Is not a particularly useful ability and will probably rarely see use outside of low level play so moved it to 1st level where it may be fun to use.

Added Rapid reload to 7th level deeds – Added to help reduce the feat tax the class seems to have.

Moved targeting to 11th level deeds – Basically swapped it with utility shot that is slightly less powerful though neither seems overly strong.

Moved utility shot to 7th level deeds and altered it – removed the grit requirement for normal use but allow a point to be spent to increase the odds of successfully using it. Removed the increase to the DC for breaking down a door or blasting a lock again since they didn’t seem to make much sense to me and added a heal check to stop bleeding.

Allowed Stunning shot to keep the damage from being a critical – At 19th level this ability doesn’t seem powerful enough to warrant reducing damage to normal.

Replaced brave and tough with sharp shooter – I felt the added damage from sharp shooter was needed to toughen up the class and bring their damage output up to where it should be.

Altered true grit so it could be used with grit feats – Just seemed like it should be able to be used on them.

Added a possible alternate capstone, legendary gunman – Just a possible alternate that may be considered since I know not everyone likes true grit as a capstone. Personally, while I like true grit, as a capstone I think it’s a little underpowered.

Dark Archive

I'll need to think on it. Read it again. But at least on first browse you have my +1.


Nice work. I agree with almost all your improvements... Especially the shuffling of levels on some of the deeds.

After I borrow some of your ideas I might try to post a more comprehensive overview of the class. But for now, here’s what I got.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile and dangerous nature of firearms simply prune the unlucky and careless from their ranks. Whatever the case, all gunslingers have grit. In game terms, grit is a fluctuating measure of the gunslinger’s ability to perform amazing actions in combat, both offensive and defensive. At the start of each day, a gunslinger gains a number of grit points equal to 1/2 her gunslinger level plus her Wisdom modifier (minimum 1). A gunslinger spends grit to accomplish deeds (see below).

Grit goes up or down throughout the day, but usually cannot go higher than the gunslinger’s level plus Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum.

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. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. 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. Gunslingers of the appropriate level gain all of the deeds of that level and below. Only levels of gunslinger count when determining what deeds are available to them.

Accurate Shot (Ex): At 1st level, as long as a gunslinger has at least 1 grit point, she gains the ability to strike precisely with firearms, adding her gunslinger level to her damage roll. A gunslinger's accurate shot only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to an accurate shot, and any item or ability that protects a creature from critical hits also protects a creature from an accurate shot.

Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as pistol or musket). She gains an additional die of damage with that firearm equal to its type (1d8 for pistols and 1d12 for muskets). Every four levels thereafter (9th, 13th, and 17th), a gunslinger gains an additional die of the appropriate type. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

(Ideas and opinions are welcome)


Quote:
At the start of each day, a gunslinger gains a number of grit points equal to 1/2 her gunslinger level plus her Wisdom modifier (minimum 1).

Waaay to much of a renewable power source.

As for the OP I kinda like it, not very original (aside from the weapon choice) but I suppose if a format works use it right?

two notes (ones an idea)

1. the gunslinger doesn't seem MAD enough to justify CON being used for grit and with the extra plus 2 you give it seems like a little much

2. We should add a deed that lets you over pack your gun to add deadly aim type damage, increase the misfire chance by one to increase dmg by 2 (scales like deadly aim)

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

I can appreciate what you did here, and I think you covered some of down falls of the class. I don't really see anything that fully addresses the damage per round problem, or the action economy issue. I do see that you thought about them, but I am not sure it is enough. For example, rapid reload at 7th level will help but I would be taking that feat at first level anyway. I also might only use one type of firearm my entire career with the class, so having a deed that expands my ability to use rapid reload might only be useful a few times.

I like the changes you made to regaining grit. They make more sense and would help keep the gunslinger useful longer.

I like the alternate capstone ability. Very nice.

I agree with the releveling of some of the deeds.

I am an advocate of wisdom based grit, but that is more of a matter of opinion then anything else.

I just did my own retouching (though it is not a finished product) so I am even more interested to see what other people have done when reworking the gunslinger.

Scarab Sages

Forgive my inexperience with these things but...

Doesn't it seem like at higher levels, as the gunslinger stands right now in the playtest, even with rapid reload, that the gunslinger won't be able to take advantage of the high BAB progression.

The thing with reloading the guns w/rapid reload seems to be that u need a move action to reload... at 20th lvl you still only get 1 move action but u have more than 3 attacks

lets say you dual wield pistols:
Attack/attack-5/move action to reload/attack-10/out of bullets in the chamber but u still have more attacks if u are using a full round.

this needs to change in my opinion.

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