| Kyle Linger |
Since it seems to be the 'in' thing to do now, I tried my hand at rebuilding the Gunslinger class. Chances are I just broke it worse, but whatever. I'll be around for a while to clarify any questions you might have.
Abilities: Gunslingers use their Dexterity to attack with firearms and defend themselves, and it also determines the DC of some of your special abilities. Charisma determines your daily allotment of Grit points, and the DC of some of your other abilities.
Role: Gunslingers offer support from mid-range. Their attacks are highly accurate and punch through armor, but they might not do as much damage as other characters.
Alignment: Any
Huit Die: d10
BAB: As Fighter.
Saves: Good Ref Save.
Class Skills: Acrobatics, Bluff, Climb, Craft, Handle Animal, Intimidate, Knowledge (Engineering and Local), Perception, Profession, Ride, and Swim.
Skill Points: 2 + Int modifier.
Weapon and Armor proficiencies: Gunslingers are proficient with all simple weapons, as well as the longsword, shortsword, rapier, scimitar (sabre), and all firearms. They are proficient with light and medium armor, but not with shields.
Firearms: All gunslingers start with their choice of a single musket or a set of two pistols, and 50 shots worth of bullets and black powder. As a gunslinger's career progresses, she constantly tinkers with her firearm, customizing it's workings to suit her needs. At second level, her weapons gain the masterwork quality. At 4th level and every 2 levels therafter, she may apply a +1 enhancement bonus, or equivalent enchantment, to her weapon (if she chose two pistols, each must be improved individually). These enchantments function only for the gunslinger - in anyone elses hands, her weapons are mundane firearms. If her weapons are ever lost or stolen, she may buy any mundane firearm of the same type (pistol or musket) and customize it over a number of hours equal to her gunslinger level (these need not be consecutive). The gunslinger expends no resources to make these improvements.
Accomplished Gunsmith: A gunslinger adds her class level to any skill check relating to firearms, and may make such checks untrained. Such checks include: appraise checks relating to firearms, craft (gunsmith) checks to make bullets or black powder, knowledge checks to determine the workings of an exotic firearm, and so on. The DM is the final arbiter in this situation.
Grit: Gunslingers make their mark upon the world with their daring deeds. Grit is a resource that can determine what deeds a gunslinger may perform, and how impressive those deeds are. At the beginning of every day, a gunslinger's Grit pool is reset to 3 + her Charisma modifier - her Grit may not normally exceed this maximum. Grit is expended by performing deeds, and may be regained in several ways:
-Critical Hits: Anytime the gunslinger confirmes a critical hit with a firearm, she gains a Grit point. She does not gain a grit point if the creature was helpless, or if the creature had HD euqal to less than half of her gunslinger level.
-Killing Blow: Anytime the gunslinger kills an enemy with a firearm, she gains a Grit point. She does not gain a grit point if the creature was helpless, or if the creature had HD euqal to less than half of her gunslinger level. This can only occur once per encounter.
-Daring Acts: The DM may reward the gunslinger with a Grit point for exceptional roleplaying, novel tactics, or succeeding in the face of extreme adversity (such as succeeding at a task with less than a 50% success rate). The DM is the final arbiter in this situation.
Deeds: Gunslingers spend grit points to accomplish deeds. Most are momentary benefits, but others remain in effect as long as the gunslinger has at least one grit point remaining. A gunslinger may only perform deeds of her level or lower. Unless otherwise noted, a gunslinger may perform a deed multiple times in succession, as long as she continues to spend the requisite Grit points.
Level 1 Deeds:
-Leap for Cover: As long as she has at least 1 grit point, a gunslinger may move 5' and drop prone as an immediate action in response to a ranged attack. She gains a +4 bonus to her AC against the triggering attack. If this deed is performed in response to an AoE attack, she gains a +2 bonus to her reflex save (if she would leave the AoE by using this deed, she still takes damage normally).
-Deadeye: By spending a Grit point, a gunslinger may target her opponent's touch AC at any range, up to the maximum range of her firearm. She still takes range penalties normally.
-Quick Clear: As a move action, a gunslinger may spend a grit point to remove the broken condition from a single firearm she is holding, as long as that condition is the result of a misfire. She may perform this deed as part of a reload action.
-Scoot Object: As long as she has at least one grit point remaining, a gunslinger may shoot a tiny or smaller object and choose to deal no damage, instead moving the object up to 15' directly away from her.
Level 3 Deeds:
-Pistol Whip: As long as she has at least one grit point remaining, a gunslinger may attack with the butt or handle of her firearm. She is considered armed and may make attacks of opportunity normally. One-handed firearms deal 1d6 damage, and two-handed firearms deal 1d10 damage. Both firearms have a critical range of 20/x2. If the gunslinger spends a grit point, then she may apply her firearms enhancement bonus and any relevant enchantments to these attacks for one round. She may also spend a grit point to make a free trip attempt as part of a pistol whip attck, using her dexterity in place of her strength on the CMB check.
-Gunslinger Initiative: As long as she has at least one grit point remaining, a Gunslinger gains a +2 bonus on initiative checks and may draw a single firearm as part of her initiative check (provided her hands are free and unrestrained and the firearm is not hidden).
-Blast Lock: A gunslinger may spend a grit point to blast open a lock. She makes an attack roll against the open lock DC: if she succeeds, the lock is destroyed. If she fails, the lock is jammed: the open lock DC increases by 10, and the normal key or combination no longer works.
Level 7 Deeds:
-Covering Shot: As a standard action, a gunslinger may spend a grit point and fire her weapon at a target. This shot does no damage, but allows her to make a CMB check, using her dexterity instead of her strength and gaining a +4 bonus. If she succeeds, the target is entangled for one round. If the gunslinger makes a single attack and misses, she may use this deed as a free action.
-Targeting: Torso: As long as the gunslinger has at least one grit point remaining, she may target her opponent's torso with a single attack per round. Her weapon's critical range is doubled for this attack. Only one Targeting deed may be used per round.
Level 11 Deeds:
-Bleeding Wound: A gunslinger may spend a single grit point as a free action to make an attack deal an additional point of bleed damage. Alternatively, she may spend 2 grit points as a free action to make an attack deal an additional point of strength, dexterity, or constitution bleed.
-Targeting: Hand: A gunslinger may spend one grit oint to target her opponent's weapon hand. This shot does do damage, but allows her to make a CMB check, using her dexterity instead of her strength and gaining a +4 bonus. If the check is successful, her target drops whatever it is holding in that hand. Weapons held in a locked gauntlet are not dropped. Only one targeting deed may be used per round.
-Targeting: Leg or Wing: A gunslinger may spend one grit point to target her opponent's leg or wing. This attack deals no damage, but allows her to make a CMB check, using her dexterity instead of her strength and gaining a +4 bonus. If the check is successful, the target is tripped (a flying creature falls to the ground). Creatures immune to trip attempts are immune to this attack. Only one targeting deed may be used per round.
-Stunning Critical: Whenever a gunslinger confirms a critical hit, she may choose to stun the target for one round instead of gaining a grit point. This ability functions as long as she has at least one grit point remaining.
Level 15 Deeds:
-Startling Shot: As a standard action, a gunslinger may spend a grit point and fire her weapon at a target. This shot does no damage, but allows her to make a CMB check, using her dexterity instead of her strength and gaining a +4 bonus. If she succeeds, the target is flat-footed and cannot move for one round. If the gunslinger makes a single attack and misses, she may use this deed as a free action.
-Targeting: Head: A gunslinger may spend one grit point to target her opponent's head. This attack deals double normal damage (as Vital Strike), and the target must make a fortitude save (DC 10 + 1/2 Gunslinger level + Cha modifier) or be confused for 1d4 rounds. If the opponent makes their save, they are instead confused for one round. Only one targeting deed may be used per round.
Level 19 Deeds:
-Deadly Critical: Whenever a gunslinger confirms a critical hit, she may choose to spend two grit point as a free action to make the attack a kill shot instead of gaining a grit point. The target must make a fortitude save (DC 10 + 1/2 gunslinger level + Cha modifier) or die. This deed may only be used once per round.
-Bullet Storm: A gunslinger may spend a grit point as a standard action to make a single weapon attack against every enemy within one range increment. If she is holding two pistols, she may instead make one attack with each pistol against every enemy within one range increment. Targeting deeds and Deadly Critical may not be used in conjuction with this deed.
Brave and Tough: Starting at second level, and every 4 levels thereafter, a gunslinger gains a +1 bonus to fortitude and a +1 bonus to will saves vs. fear.
Bonus Feat: At 4th level and every 4 levels therafter, a gunslinger may gain a bonus feat. She may select any combat or grit feat for which she meets the prerequisites.
Gun training: At 5th level, a gunslinger chooses a single type of firearm (pistols or muskets). As long as she has grit points remaining, she may add her Dexterity bonus or her current number of Grit points to damage with that type of firearm (whichever is higher). If she is using her customized firearm(s), then her weapon ignores the normal misfire range and only explodes on a natural one. At level 10, her weapon no longer risks exploding (though it may misfire). At level 15, it will never misfire (a natural 1 still misses).
Master of Arms: At 20th level, the gunslinger may choose one of the following abilities:
-Automatically confirm all critical hits with her customized firearm(s).
-Reduce the cost of 2 of her deeds by 1 grit point, to a minimum of zero. Deeds that cost zero grit are usable as long as she has at least one grit point remaining.
-Add twice her dexterity modifier to damage with her customized firearm(s).
-Become immune to sunder and disarm attempts targeting her customized firearms.
Feats:
-Deadly Aim: Reword this feat to be unusable with spells. Firearms, though they are touch attacks, may be used with this feat.
-Rapid Reload: As printed, except that a gunslinger may trade this feat in for Lightning Reload if she qualifies for the latter feat.
-Lightning Reload: As printed, except that this feat allows you to reload a pistol even if you are holding something in your offhand.
-Secret Stash: As printed, except the ammunition and powder gained this way is lost at the end of the encounter.
-Remember that, since the Gunslinger is a Fighter archetype, she qualifies for any feat that requires levels in the Fighter class (such as point blank master, hint hint).
| Starbuck_II |
Since it seems to be the 'in' thing to do now, I tried my hand at rebuilding the Gunslinger class. Chances are I just broke it worse, but whatever. I'll be around for a while to clarify any questions you might have.
** spoiler omitted **...
I like how he can make his gun better enhancement bonus.
Grit is 3+ cha? Higher, possibly needed.I like how killing is not Daily instead of encounter.
You'd like to change a few feats?
Why weakening Secret stash?
| Kyle Linger |
Grit is 3+ cha? Higher, possibly needed.
You'd like to change a few feats?
Why weakening Secret stash?
3+Cha should be fine if you can recharge it. As far as Secret Stash goes, RAW you can make infinite bullets and powder out of nowhere and sell them/etc. I just want to nip that in the bud.