
Elghinn Lightbringer |

Here is my Gunslinger based on the monk chasis.
1st - Deeds, grit, gunsmith, hail of bullets
2nd - Utility shot
3rd - Deeds
4th - Bonus feat, dead shot .
5th - Gun training
6th - Startling shot
7th - Deeds
8th - Bonus feat, targeting shot
9th - Gun training
10th - Bleeding shot
11th - Deeds
12th - Bonus feat, menacing shot
13th - Gun training
14th - Penetrating shot
15th - Deeds
16th - Bonus feat, stunning shot
17th - Gun training
18th - Devastating Shot
19th - Deeds
20th - Bonus feat, death’s shot, true grit
Skill Ranks per Level: 4 + Int Modifier.
Class Features
At 1st level, the gunslinger begins each day with a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but cannot go higher than her total grit. The gunslinger earns additional grit points throughout the day by performing certain actions, up to a maximum of her total grit. At 3rd level, and every 4 levels thereafter (7th, 11th, 15th and 19th), her total grit points increases by +1, to a maximum of +5 at 19th level. Thus, an 11th level gunslinger with a Wisdom score of 16 would begin each day with 3 grit points. Then, throughout the day, she can earn additional grit up to 6 grit points, her maximum total grit according to her current level. Some feats and magic items may further affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and earns or regains grit in the following ways.
Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an 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 restore any grit.
Starting at 1st level, as a standard action, the gunslinger can perform a quick clear action to remove the broken condition from this firearm, as long as that condition was gained by a firearm misfire. At 5th level, the gunslinger can perform this maneuver as a move-equivalent action, and at 9th level as a swift action. Additionally, at 7th level, as a standard action, whenever the gunslinger rolls a misfire with her bonded firearm that has the broken condition, she can keep the firearm from exploding, though it retains the broken condition.
Upon reaching 5th level, once per day, the gunslinger can use her bonded firearm to perform any one deed that she has access to without having to spend or maintain required grit points. This deed is treated like any other deed performed by the gunslinger.
In addition, a gunslinger can add any of the following weapon properties to her bonded firearm as if she has the Craft Magic Arms and Armor feat and if she meets the level prerequisites of these abilities: corrosive, corrosive burst, cunning, distance, flaming, flaming burst, frost, greater lucky gun, huntsman, icy burst, lucky gun, seeking, shock, shocking burst, and thundering. Although these properties duplicate the magical weapon abilities of the same names, the gunslinger adds them through alchemical means or technological engineering. The gunslinger adds these properties to her bonded firearm through the same process as creating magical weapons (see Creating Magical Weapons on page 551 of the Pathfinder Core Rulebook) and are therefore permanent. Thus, a gunslinger with a bonded pistol must be at least 8th level to add the Lucky Gun magic ability to the pistol (see the Lucky Gun magical weapon property in Ultimate Combat). These abilities can be added to any properties the bonded firearm already has, but duplicate abilities do not stack.
If the bonded firearm is broken beyond repair and is not destroyed, it retains all of its bonded firearm properties and can be used to craft a new gun. The magic properties of a bonded firearm, including any magic abilities added to the firearm, only function for the gunslinger who owns it. If a bonded firearm’s owner dies, or the firearm is replaced, the firearm reverts to being an ordinary firearm of the appropriate type.
If a bonded firearm is damaged, it can be restored to full hit points after making the appropriate Craft check and one day of work. If the bonded firearm is lost or destroyed, it can be replaced after 1 week of work and ½ the cost of crafting a new masterwork firearm. Bonded firearms replaced in this way do not possess any of the additional enchantments of the previous bonded firearm. A gunslinger can designate an existing magical firearm as her bonded firearm. This functions in the same way as replacing a lost or destroyed firearm except that the new magic firearm retains its abilities while gaining the benefits and drawbacks of becoming a bonded firearm.
At 8th level, the gunslinger can make two additional attacks when she uses hail of bullets, as if using Improved Two- Weapon Fighting (even if the gunslinger does not meet the prerequisites for the feat).
At 15th level, the gunslinger can make three additional attacks using hail of bullets, as if using Greater Two-Weapon Fighting (even if the gunslnger does not meet the prerequisites for the feat).
A gunslinger applies her full Dexterity bonus to her damage rolls for all successful attacks made with hail of bullets, whether the attacks are made with an off-hand or a one-handed firearm wielded in both hands. A gunslinger may substitute disarm, sunder, and trip combat maneuvers at range for firearm attacks as part of her hail of bullets. A gunslinger cannot use any weapon other than a firearm as part of a hail of bullets.
Cold Stare (Ex): At 1st level, whenever a gunslinger has her firearm drawn and makes an Intimidate check, she gains a bonus to her check equal to her current grit points. As long as the gunslinger has at least 1 grit point remaining, she may use the Intimidate skill to demoralize an opponent (see the Intimidate skill) as a move action, instead of a standard action. If the gunslinger spends 1 grit point, she can demoralize one additional opponent for every 4 gunslinger levels she has, to maximum equal to her Wisdom modifier.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing 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.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing light armor or no armor, and while carrying no more than a light load.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she 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.
Lightning Reload (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has Rapid Reload or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.
Pistol-Whip (Ex): At 3rd level, when the gunslinger has at least 1 grit point, she can make a surprise melee attack with the butt or handle of her firearm against the flat-footed AC of the target, as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon 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 spend 1 grit point and make a CMB check to knock the target prone as a free action.
Smoking Guns (Ex): At 7th level, whenever the gunslinger has at least 1 grit point, she can discharge her firearm to create a cloud of smoke on her square that obscures normal sight (not including darkvision) beyond 5 feet. It also grants her concealment (attacks have a 20% miss chance) against any creatures further than 5 feet away. The smoke cloud remains for one round per level or until dissipated. A moderate wind (11+ mph), such as from a gust of wind spell disperses the cloud in 4 rounds, while a strong wind (21+ mph) disperses it in 1 round. If the gunslinger spends 1 grit point, the smoke cloud obscures all sight, including darkvision. It also grants her concealment (attacks have a 20% miss chance) against any creatures within 5 feet, and total concealment (50% miss chance, and the attacker cannot use sight to locate the target) against any creatures further than 5 feet away. If the gunslinger is dual-wielding pistols, or discharges two barrels from a double barrel pistol or other multi-barreled firearm, the smoke cloud fills one additional adjacent square of the gunslinger’s choice.
Keep Them Dancing (Ex): At 7th level, the gunslinger can spend 1 grit point and fire a single shot at as many adjacent targets within her firearm’s fire range increment as she has attacks without provoking attacks of opportunity. She makes the attacks in order from highest bonus to lowest, as normal, and must select targets that are within 30 feet of each other. On a hit, the target is damaged normally and provokes attacks of opportunity instead. If the gunslinger has at least 1 grit point, she gains a +2 bonus to her attack rolls.
Lock and Load (Ex): At 7th level, the gunslinger can reload a weapon without having the other hand free. If the gunslinger has Rapid Reload, she can spend 1 grit point to reload an additional shot in the same action.
Evasive (Ex): At 11th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion and improved uncanny dodge rogue class abilities. She uses her gunslinger level as her rogue level for improved uncanny dodge.
Guardian Gunslinger (Ex): At 11th level, the gunslinger can spend 1 grit point to declare one ally she can see to be under her protection for 1 round. Any time the protected ally is targeted by an enemy during that round, the gunslinger gains a ranged attack of opportunity against that enemy at her highest attack bonus, as an immediate action. The gunslinger may continue to spend grit points to gain attacks of opportunity against each opponent that targets her protected ally.
Lone Wolf (Ex): At 15th level, whenever the gunslinger has at least 1 grit point, her threatened area increases by 5 feet until the beginning of her next turn. During her turn, she can make ranged attacks of opportunity against any opponent that enters this threatened area that normally provokes attacks of opportunity. The gunslinger may move up to her maximum speed as part of these attacks, but provokes attacks of opportunity as normal. If the gunslinger spends 1 grit point, her threatened area increases by 5 additional feet, and she no longer provokes attacks of opportunity.
Slinger’s Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. This deed cannot be reduced by the True Grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to a hit point total equal to the number of grit points she spent on this deed. If the gunslinger has no grit points, or her injuries are in any way self-inflicted, she cannot perform this deed. This deed cannot be reduced by the True Grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
• Blast Lock: The 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 lower ACs. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +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 to 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 successfully performing this deed, by using 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 unattended object has AC 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
• Shower of Sparks: The gunslinger discharges her firearm into a campfire or similar blaze and makes an attack roll against an AC 10. On a hit, you scatter sparking embers into the air in a 5-foot radius. Anyone caught in the radius must make a Reflex save (DC 10 + ½ the gunslinger’s level + the gunslinger’s Wisdom modifier) or gain the blinded condition for 1 round. On a miss, there is a 20% chance the shot ricochets and hits someone within the firearm’s first range increment.
• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against 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 performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
The gunslinger applies her full Dexterity modifier, and any bonuses from the Deadly Aim feat and the firearm’s magical enhancement as a bonus to her damage rolls for all successful attacks made with her Dead Shot. Precision damage and extra damage from special weapon qualities (such as flaming) are added only once to the Dead Shot’s total damage. If one or more attack rolls are critical threats, she confirms each critical as normal, and on a confirmation, she multiplies the damage normally. However, any damage reduction the target has is applied once to the total damage of the shot. When making a Dead Shot, the gunslinger can only misfire if all attack rolls result in a misfire. Any missed attack, including the first attack roll, does not negate any subsequent rolls during the Dead Shot. A gunslinger may substitute one attack roll for a single ranged combat maneuver (disarm, sunder, or trip) as part of Dead Shot.
If a gunslinger uses a two-handed firearm to make a dead shot, she uses her hail of bullets attack bonuses. However, if she uses a one-handed firearm, she uses her normal attack bonus.
In addition to her increased skill with firearms, beginning at 5th level, the gunslinger can permanently lower the misfire value of any firearm she has by 1 (minimum 0). Every 4 levels thereafter (9th, 13th, and 17th), she can lower the misfire value by an additional 1 (minimum 0). This improvement also affects the misfire value of alchemical cartridges used in her firearm.
• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that are immune to trip attacks are immune to this effect.
• Torso: Targeting the torso threatens a critical on a 19–20.
• Wings: On a hit, the target is damaged normally, and begins to fall.
NEW FEATS
Prerequisite: Grit class feature or Amateur Gunslinger feat, able to create an alchemist bomb (2d6).
Benefit: As long as you have at least 1 grit point, you can load an alchemist bomb into the muzzle of a firearm with the scatter special quality (blunderbuss or dragon pistol) and launch it your firearm’s range, using any attack bonuses you apply to your firearm, such as those provided by the Weapon Focus feat or the Gun Training class feature. If the firearm explodes by misfire, the bomb detonates, regardless of any discoveries that might normally delay it, and inflicts damage in a 5-foot burst equal to the damage of the bomb + the gunslinger’s Intelligence modifier × ½ the damage die of the bomb. This explosion also deals splash damage (see page 202 of the Pathfinder RPG Core Rulebook) to those beyond the 5-foot range and within a 10-foot burst. Splash damage from this explosion is always equal to the bomb’s minimum damage. Those caught in the explosion (including the wielder) and the splash damage can make a Reflex save (DC 10 + your alchemist levels + your Intelligence modifier) for half damage.
Prerequisite: Grit class feature or Amateur Gunslinger feat, able to cast 2nd level arcane spells or 5 ranks in Use Magic Device.
Benefit: As long as you have at least 1 grit point, you can load a wand with a ranged touch attack spell into the muzzle of your firearm, and activate it normally, using any attack bonuses you apply to your firearm, such as those provided by the Weapon Focus feat or the Gun Training class feature. If the firearm explodes by misfire, the wand is destroyed and inflicts damage in a 5-foot burst equal to the number of remaining charges × ½ the spell level of the wand. Those caught in the burst (including the wielder) can make a Reflex save (DC 10 + the spell’s level + the caster’s level) for half damage. If you are a magus with the Wand Wielder arcana, you can take this deed without needing any grit, and thus use your gun as part of Spell Combat.
Prerequisite: Grit class feature or Amateur Gunslinger feat, Challenge class feature.
Benefit: As long as you have at least 1 grit point, you can challenge any opponent while wielding a firearm. You can apply all benefits of your Challenge class feature.
ADVANCED FIREARMS REVISION