The Re-Worked Gunslinger (v4.2)


Homebrew and House Rules


Hey there, folks. This is going to be the first of 4-5 threads about re-working and re-tweaking certain classes in the Pathfinder RPG. Now, before I even begin on the subject, let me make something clear. I don't hate these classes. This is just my attempt at re-working classes that I feel don't fit their initial concept, flavor, or those that just feel...boring.

To start us off, let's talk about the Gunslinger. Now, I love the concept of the gunslinger. I've always been one to integrate firearms into my campaigns, and I really liked a lot of the ideas presented in Paizo's gunslinger. However, the general execution, I felt, left something to be desired. While the Deadeye, Dead Shot, and Targeting abilities might be awesome, the fact that every single gunslinger you meet along the way will all have the same exact abilities bothered me. One of the hallmarks of the Pathfinder system, I feel, over previous editions of the 3.X generation of games is the sheer customizability of the character. Whether it's rogue talents or the sorcerer's bloodline, each character has abilities that widely shape his/her progression over time. The extent of the gunslinger's customizability is that of Gun Training, which is pretty weak (flavor-wise, not mechanically), and doesn't really impact the progression of the gunslinger all that much.

Additionally, I felt that the firearm rules were over-thought and rather ridiculous. The concept of attacking an enemy's touch AC seemed to flavor the rest of the rules in a negative way. It almost felt like an excuse to have overly-destructive misfire rules, terrible range increments and over-the-top prices that put them on par with some mid-range magic items.

So, in that respect, I've composed a document that presents another take on the gunslinger, as well as another take on firearm rules.

If you want to avoid the huge amount of text below, here's the link to the document (presented via google docs): The Gunslinger v4.2

Included changes:

  • Grit: Restoring grit is the same as before, save that you no longer exclusively need to be using a firearm.

  • Gun Training: It no longer gives you a +1 on attack rolls, but so long as you take an hour to clean and oil your guns, their misfire chance is lowered by 1. Also, with the new gun prices, you gain gun training at 1st level.

  • Gunsmith: This ability has been removed, as firearms are of a much lower price, and thus it is unnecessary. I have included it as an optional ability, however, if you choose to have expensive firearms in your game.

  • Deeds: Unlike the UC gunslinger, in which deeds were essentially "micro-class abilities", you now select them from a pool, in a similar manner to rogue talents. Many of the gunslinger's deeds have been included in this list, as well as several deeds from the gunslinger's many archetypes, along with other, more original abilities. Note that the Targeting and Evasive deeds are re-allocated as straight class abilities.

  • Nimble: Nimble has been re-assigned to a deed.

  • Bonus Feats: Instead of gaining bonus feats at 4th, 8th, 12th, 16th and 20th level, he gains combat style feats (in a similar vein to the ranger) at 2nd level and every 4 levels thereafter. He can select Sniping, Two-weapon combat or Swashbuckling as his style.

  • True Grit: True Grit is now one of 3 "legendary deeds" that the gunslinger can choose at 20th level.

    In addition to the changes to existing class abilities, this version of the gunslinger also gains new class abilities:

  • Slinger's Training: At 1st level, the gunslinger gains either Pistol Whip or Quick Clear, both of which have been transformed into feats, and can perform additional actions with them by spending grit.

  • Modifications: This is the big change. The short of it is that gunslingers can modify their firearms as they increase in level, increasing damage, decreasing misfire chance, or even giving it a special utility function like a grappling hook or bola launcher.

    On top of all that, I've included several archetypes. Some of these are re-interpretations of archetypes that already exist, while others are wholly original (please note that if I didn't include an archetype, I likely included some of its abilities into the gunslinger's deed pool):

  • Buccaneer: Essentially a straight port from the Advanced Race Guide, this archetype is all about sailing on the high seas, and is jam-packed with flavor.

  • Dragoon: Unlike the spear-wielding fighters, these dragoons are dedicated to using scatterguns, and gain a series of abilities that improve the usefulness of such weapons.

  • Gun Tank: Originally in Ultimate Combat, the Gun Tank specializes in wearing heavy armor, especially when fighting enemies who also use firearms.

  • Gunwright: An original archetype that specializes in the crafting and customization of firearms. At higher levels, you might not even recognize the weapons they're using as guns.

  • Mysterious Stranger: Originally in Ultimate Combat, the Mysterious Stranger relies on his luck and his force of personality, rather than his skill with a weapon.

  • Sniper: A re-labeling of the Musket Master from Ultimate Combat, this archetype focuses on two-handed firearms and long-range.

  • Vaquero: Sometimes, a gunslinger just needs a friend. In this original archetype, the gunslinger sacrifices his knowledge of how to manipulate and customize firearms for either a faithful hound or steed companion.

    And finally, this document includes some changes to the firearm rules:

  • "The Touch AC Rule": This rule has been omitted, effectively replaced with an exploding dice rule.

  • Misfires: While misfires (and explosions) still exist, a couple of precautions have been put in place to make sure they don't ruin your day.

  • Range: The range of firearms have been increased overall, allowing them to compete with other ranged weapons.

  • Scatter: The scatter rules have been simplified, so that weapons with the scatter property fire in a cone the same size as their weapon's range increment.

  • Burst: Certain firearms in this document are fully automatic. Thus, I've included a "burst" rule to emulate that kind of attack.

  • Firearm Selection: Certain firearms (dagger pistol, sword-cane pistol, culverin, double hackbut, fire lance, axe musket, warhammer musket, pepperbox rifle) have been removed, while others have been re-named. Still others have been added, including the heavy repeater, the magazine pistol, and the lever-action rifle. An entire third era of firearms (modern) has been included, as well, along with rules for creating futuristic energy weapons.

  • Bayonets: Certain firearms, such as the dagger pistol or the axe musket have been replaced with a series of bayonets that can be affixed to the end of a firearm.

  • Additional Equipment: Extra accessories have been included, such as bullet belts, a gun stand, and magazines for more advanced firearms.

    And...that's it.

    Here's the link to the document (presented via google docs): The Gunslinger v4.2

    Hope you enjoy! Please comment and critique.

    ...Catch Phrase,

    -Chris


  • I get an error 404,
    would be great if you fix that.


    Try now. I reset the privacy settings. Sorry for the inconvenience.

    ...Catch Phrase,

    -Chris

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