Gunslinger 2E


Homebrew and House Rules


Hey so I started creating a Gunslinger class for 2E heavily based on 1E. I'll be uploading updated versions every once in a while but your feedback is really needed :)

V1: GUNSLINGER 2E


V2: GUNSLINGER 2E


I'd need to see your firearm rules because it's hard to get an opinion of how it plays when it doesn't have a weapon, and touch AC is gone so I can't substitute a crossbow.

edit: Why does a pistol whip do more damage than a light mace, which is designed for bashing people? And why does it trip?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
krobrina wrote:

I'd need to see your firearm rules because it's hard to get an opinion of how it plays when it doesn't have a weapon, and touch AC is gone so I can't substitute a crossbow.

edit: Why does a pistol whip do more damage than a light mace, which is designed for bashing people? And why does it trip?

And why does it have different damage based on creature size?

Also, I would question whether deeds should actually be separate from class feats, imstead of a subset of class feats, to keep things fitting the 2E framework.


Yeah I'll change the damage dice, add gun rules separately. (this was a copy paste from 1E and I missed that - good call). Now the Trip was there in 1E so I kept it.
Problem with deeds vs feats is the Grit. I wanted to make deeds more like focus spells than feats. If they'll become gunslinger feats then I'm afraid there might be a too many or they won't be special enough.


HammerJack wrote:
And why does it have different damage based on creature size?

I don’t understand why they removed that in second edition. It’s quite reasonable that small creatures are using smaller weapons and will do less damage.

They could have balanced it by giving gnomes, goblins etc a better AC or reflex save.

Shadow Lodge

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krobrina wrote:
HammerJack wrote:
And why does it have different damage based on creature size?

I don’t understand why they removed that in second edition. It’s quite reasonable that small creatures are using smaller weapons and will do less damage.

They could have balanced it by giving gnomes, goblins etc a better AC or reflex save.

I'm fairly certain they just wanted to get rid of 'unnecessary' rules and complications. Beyond that, it is a major quality of life improvement for small size characters that they can basically use medium size items freely.

The major impetus might well have been the bulk system, since it doesn't really allow for all the complications of PF1 encumbrance (different size items having different weights, different size creatures having different carrying capacities).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I was actually also thinking of focus spells, and how many of them are things that you gain as some of your class feats.


HammerJack wrote:
I was actually also thinking of focus spells, and how many of them are things that you gain as some of your class feats.

Shall we then limit them to 3 like everywhere or set up limit to Wisdom mod? And I'm definitely keeping the Grit regain options :)


The game is designed around 3 focus. If you change this, even if it doesn’t cause a problem for some other class to get more focus than intended by multi-classing, you are not future proofed for future classes or abilities that may be released later and assume a cap of 3 focus.


krobrina wrote:
The game is designed around 3 focus. If you change this, even if it doesn’t cause a problem for some other class to get more focus than intended by multi-classing, you are not future proofed for future classes or abilities that may be released later and assume a cap of 3 focus.

Unless I won't name it Focus but a separate pool.

OK I'll try to write it as both and check which sounds and looks better.

Horizon Hunters

The 2e designers have explicitely said they don't want to use a different pool, but maybe you could borrow from the Swashbuckler playtest and have something like Pananche where you go into a mode where you do a bit better for performing certain actions.

Or just do it as feats and class abilities! For example you could have a feat where if you kill an enemy, your next attack can either have +2 damage (scaling per level on the same lines as Panache damage?) Or you get to reload your gun at -1 action.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Some form of Panache from the Swashbuckler play test would seem to make sense for powering your deeds.

They might even start with a focus point, and an ability to pay a focus point to start with panache. Some abilities might depend on panache, others might use up your Panache, or some might be able to be powered by using panache or spending a focus point.

Your gunsmith ability to craft guns is very non-second edition, at least as is.

In second edition you don’t get to make all of a category of non level 0 items . Instead you need a formula for each item. You could gate firearm crafting behind a gunsmith in ability, similar to how alchemical, magical, and snare crafting is gated.

In second edition you don’t get to make things with crafting for simple half cost. You pay half for materials and work off the rest with time past your first four days. If you don’t want to wait that long you pay for the rest in materials.

You could give the character a free formula for their battered weapon, or give them the complete formula for it upon it getting upgraded to the +1 version.

Your nimble and armor training feats granting level/4 bonuses to ac or reductions to action check or increasing max dex seem like they would be problematic at high levels and the tighter math.

Someone mentioned it is hard to compare aspects of the class, lacking the gun/firearm rules that tie into them.


I like the panache concept. Naming it the state of grit makes sense? :D

I'll try to remodel this around something similar. I like the idea.


If you want a class I'll echo Loreguard and suggest modeling it at least in part after the Swashbuckler. Swashbuckler in the playtest looked and played really smoothly, so I think it'll be a success.

Another thing you can do is look at the Swashbuckler playtest chassis and see if you can't make a Gunslinger just a robust Swashbuckler archetype. That might save a lot of space or having to reinvent the wheel. Side effect of a Swashbuckler-specific archetype is that you can't dip into Gunslinger as a MCD, so whether you want a Wizard to pick up a shotgun would probably dictate whether this is a route you want to take.

On the other hand, making Gunslinger an archetype for any class could also save some space and let you only design around a basic package and feats that build off of it. Is there much more going on besides firearm rules and Grit that the Gunslinger couldn't be slapped onto any other class as an archetype/dedication?

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