Gunslinger Revisited


Homebrew and House Rules


For my next game, I'll probably only run until level 6. This gives me the added benefit of being able to quickly and easily write up new classes. Behold, the Gunslinger:

The Gunslinger

Hit Dice: d10
BAB: Full
Fort: Good
Ref: Good
Will: Poor

Skill Points per Level: 4 + Int Modifier

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) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex) and Swim (Str).

Weapon and Armor Proficiency

The gunslinger is proficient in all light and medium armor, martial weapons, and shields.

Class Abilities

Leap for Cover

At 1st level, the gunslinger can always go prone as an immediate action. If the gunslinger goes prone in response to a ranged attack, the decision to do so much be made before the strike total is announced.

Sleight of Hand

At 2nd level, the Gunslinger gains a +2 bonus on his Initiative.

Bonus Feat

At 3th level, the Gunslinger gains a bonus Fighter feat.

Hard Boiled

At 4rd level, the Gunslinger gains a +2 bonus on Willpower saves vs. Compulsion effects and fear.

Firearm Training

At 5th level, the Gunslinger can select a single firearm type of choice. When using that kind of weapon, he gains a +1 to strike and a damage bonus equal to his Wisdom modifier.

Bonus Feat

At 6th level, the Gunslinger gains another bonus Fighter feat.


Side note, I have my own gun rules I wrote up just before UC came out, which I'll be using. It includes some differences like Strike and Damage coming from Wisdom instead of Dexterity, different levels of Armor Piercing, higher weapon damage, bigger cover bonuses and much, much longer reloading times.

Lantern Lodge

well unless you give some benefit to using guns, there's no point for your players to even invest in them. No one wants to play a character who goes boom and then has to chill for X rounds reloading.


kaisc006 wrote:
well unless you give some benefit to using guns, there's no point for your players to even invest in them. No one wants to play a character who goes boom and then has to chill for X rounds reloading.

Eh, the class gets two bonus feats. They can take cleave and power attack with them if they want. When I ran with this gun system before and people were just using the guns with rogues and fighters, everyone just carries multiple firearms, reloaded weapons for each other, or switched to melee weapons when they clashed. It was pretty fun.

Liberty's Edge

It looks to be inferior in pretty much every way to a standard fighter except for the wisdom to damage with fire arms, which doesn't come until 5th level.


Added Stealth and Perception to the skill list.


I guess Gun-Fu will be even better under this system sense you can max out Wisdom, dip monk for the AC bonus, then go to Gunslinger.

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