A few suggestions...


Gunslinger Discussion: Round 2


Here are some things I thought up while at work today. It's pretty rough right now, but it'll get the gist of it.

Increase skills to 4+Int mod.

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Add the following to 1st level:

Cunning Defender (Ex): At 1st level, when the gunslinger has at least 1 grit point, is wearing light or no armor and not using a shield, a gunslinger can add her Wis bonus to her Dex bonus to modify Armor Class. If the gunslinger is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Add the following to Grit (Ex):

At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). This amount increases by 1 at 3rd level and by an additional 1 for every 4 extra gunslinger levels she possesses.

Replace Bravery with the following at 2nd level:

Sixth Sense (Ex): Starting at 2nd level, when the gunslinger has at least 1 grit point, she gains a +1 dodge bonus to AC as well as a +1 bonus on initiative checks. This bonus increases for every 4 levels beyond 2nd level.

Replace Gunslinger Initiative with Lightning Reload at 3rd level.

Add the following to Gun Training at 5th level:

She gains a +1 bonus on all attack rolls and a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. The gunslinger is also treated as having the Weapon Focus feat with the chosen firearm for the purpose of meeting prerequisites.

Add the following to Dead Shot at 7th level:

For each additional hit made against the target beyond the first, the gunslinger increases the damage of the shot by the base die roll of the firearm plus damage modifiers. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage plus twice her damage modifiers with the shot, instead of 1d12 points of damage.

Add the following to Targeting ability at 7th level:

Arms: The gunslinger makes an attack roll against the targets CMD.
Head: On a hit, the target is damaged normally, and must make a Fort save (DC 10 + 1/2 gunslinger level + Dex modifier) or become confused for 1 round. This is considered a mind-affecting effect for purposes of immunities only.
Legs: The gunslinger makes an attack roll against the targets CMD.
Wings: The gunslinger makes an attack roll against the targets CMD.

Replace Lightning Reload with Fan the Hammer at 11th level.

Fan the Hammer (Ex): At 11th level, while wielding a one handed firearm and nothing in her other hand a gunslinger can make a number of attacks equal to the maximum capacity of her firearm (limited by the number of bullets already loaded) as a standard action at a -2 penalty. The gunslinger may choose to fire all her rounds at a single target or multiple targets within a cone equal to the first range increment of the firearm she is using, however for each additional target chosen, the gunslinger takes an additional -2 penalty to all attack rolls before her next round. A gunslinger must spend 2 grit to perform this deed. This deed cannot be reduced to less than 1 grit by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

At 19th level, add the following to Stunning Shot (Ex):

At 19th level, when a gunslinger hits a creature, she can spend 1 grit point to stun the creature for 1 round. Creatures that are immune to critical hits are also immune to his effect. This deed cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effects that reduces the amount of grit a deed costs.

At 20th level, add the following to True Grit (Ex):

The gunslinger gains an additional 2 grit per day and her maximum amount of grit increases by 2.

Suggestions, comments, concerns, critique, trolling (well... not trolling) are welcome.


Hmm, with a bit of thought I'd also suggest moving Cunning Defense to 2nd level and starting Sixth Sense at 6th level instead of 2nd.

Oh and "Fan the Hammer" should be called "Fanning the Hammer" and should probably max out at about 6 in case there's some kind of enchantment or magic weapon that can give an effective infinite capacity.

Dark Archive

I personally like your changes, save for Fan the Hammer, which causes the class to favor pistols over muskets and blunderbusses.

Also, while I think that the Stunning shot change is very nice, I feel that you should be able to reduce any deed's cost through True Grit. I mean, it's the capstone ability, let it be outrageous.

Other than that though, I really like it.

+1


Baron Arkovich wrote:

I personally like your changes, save for Fan the Hammer, which causes the class to favor pistols over muskets and blunderbusses.

Also, while I think that the Stunning shot change is very nice, I feel that you should be able to reduce any deed's cost through True Grit. I mean, it's the capstone ability, let it be outrageous.

Other than that though, I really like it.

+1

The change that I did to Stunning Shot was the limit to keep making every shot cause the target to be stunned. The other option I considered was allowing a save, though with a TWF feat chain + Rapid Shot + Rapid Reload + Revolver + haste character, you're looking at up to 9 saving throws in a round. Maybe limit it to once per round plus a saving throw instead then nix the limit on reducing the grit cost?

As for Fanning the Hammer, well Dead Shot seems to be aimed more towards muskets/rifles/blunderbusses than one-handed firearms and the whole fanning thing is a pretty archetypal trick shot that you see in movies and games (not to mention it's pretty badass). If anything, it would make an excellent Grit feat. Another deed would need to be made in that case.

It also occurred to me that with my changes to the Targeting deed, you need to hit the targets CMD to even do damage. Specifying that if you hit AC you deal damage and if you also hit CMD you get the special effect makes more sense.


Hmmm... the more I think about it, the more that Fanning the Hammer should be a feat. This leaves room for another 11th level deed, but what?

Dark Archive

ThatEvilGuy wrote:


The change that I did to Stunning Shot was the limit to keep making every shot cause the target to be stunned. The other option I considered was allowing a save, though with a TWF feat chain + Rapid Shot + Rapid Reload + Revolver + haste character, you're looking at up to 9 saving throws in a round. Maybe limit it to once per round plus a saving throw instead then nix the limit on reducing the grit cost?

As for Fanning the Hammer, well Dead Shot seems to be aimed more towards muskets/rifles/blunderbusses than one-handed firearms and the whole fanning thing is a pretty archetypal trick shot that you see in movies and games (not to mention it's pretty badass). If anything, it would make an excellent Grit feat. Another deed would need to be made in that case.

It also occurred to me that with my changes to the Targeting deed, you need to hit the targets CMD to even do damage. Specifying that if you hit AC you deal damage and if you also hit CMD you get the special effect makes more sense.

I'd say keep Stunning Shot as a no save stun, seeing as it's such a high level deed that many things you fight around that level will either be able to make ANY save or be immune to it.

And the main reason I find Fan the Hammer to be kind of worthless, now that I ruminate on it more, is that it makes the revolver and the pepperbox too good. I'd just be rid of it, in all honesty.


Baron Arkovich wrote:

I'd say keep Stunning Shot as a no save stun, seeing as it's such a high level deed that many things you fight around that level will either be able to make ANY save or be immune to it.

And the main reason I find Fan the Hammer to be kind of worthless, now that I ruminate on it more, is that it makes the revolver and the pepperbox too good. I'd just be rid of it, in all honesty.

Hm, without a save it does open the possibility of stun-lock, though limiting it to once attack per round may be a good way to balance it or put a "cool down" period on it, though that sort of mechanic is not very organic and adds even more paperwork to high level play.

I'm thinking of adding a revision of Gunslinger Initiative to 11th level.

Gunslinger Initiative [Ex]: At 11th level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she can act in a surprise round even if not aware of her opponents, however in that case she acts last regardless of her initiative roll in the surprise round only. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw and fire a single firearm as a free action at a -4 penalty on all attack rolls during the surprise round.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Ultimate Combat Playtest / Gunslinger Discussion: Round 2 / A few suggestions... All Messageboards
Recent threads in Gunslinger Discussion: Round 2