Reload hacks


Gunslinger Class


Post your reload hack ideas.

Imo the class would be more interesting is if a good bit of it was about reload hacks.

First idea is each way gets it's own reload hack

Drifter gets the strike with a melee weapon reload hack

Pistolero gets a one action flourish reload hack. (To reload two weapons)

Sniper gets a hide+reload hack.

Then feat ideas.

A reaction to surge away from an aoe attack. If you avoid the attack you reload the weapon.

A recall knowledge+reload feat.


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Pathfinder Lost Omens, Rulebook Subscriber

These could be feats or effects you pick from a list, or anything really. I'm not balancing anything. Just brainstorming.

When you reload a weapon, make a save against an ongoing mental effect with a +2 circumstance bonus.

When you reload a weapon, you can also use the recall knowledge action.

Requirement: Ability to Cast Prestidigitation. When you reload a weapon you can quickly clean your weapon, reducing its misfire DC by 2

When you reload a weapon, you can also make a melee attack against an unsuspecting foe. They are considered flat footed to this attack.

When you reload a weapon you do not provoke attacks of opportunity.

When you reload a weapon as your last action during your turn, you gain a bonus reaction that lets you reload if you've fired your weapon as a part of a reaction.

When you reload a weapon, you grant that weapon +1 fire or acid damage for its next shot.

When you reload a weapon, you can gain the bonus of two reload feats simultaneously. This increases to three at 12th level.

When you reload a weapon, you can load a second piece of ammunition. This lets you either target two creatures with your next attack, using the same attack roll for both, or deal damage as though you hit twice. This gives your weapon a misfire chance for the attack.

Once per minute: Reloading a weapon puts you into a state of zen, for the next number of rounds equal to your wisdom modifier you cannot be affected by any mental effect.

When you reload a weapon, you can also take a Seek action with a +2 circumstance bonus to your perception modifier.

When you reload a weapon, you practice esoteric breathing techniques that steadies your body. You can choose to either gain 2 temporary HP or
reduce your Sickened value by 1.

Your hands almost reload on their own. If you are slowed, you can still use one of your lost actions for reloading.

Reloading a weapon is such a natural part of your way of life that even if you are wielding a weapon that is already loaded, or doesn't need to be loaded, you can still perform a metaphysical reload action on it. If you do, your next attack deals bonus force damage equal to your Charisma modifier.

Your reloading is supernaturally unstoppable. If an enemy attempts a reaction in response to your interact action to reload a weapon, you cannot be interrupted and may make a retaliatory attack with the weapon as part of your reload action. After this resolves your weapon is loaded.

Requirement: Ability to cast mage hand. You can reload your weapon while both of your hands are otherwise occupied.

Requirement: Ability to cast Magic Missile. You can expend a magic missile spell while loading your weapon to guide your next attack with that weapon. Your next attack automatically hits, dealing normal damage plus 1d4+1 force damage.

When you reload a weapon, you simultaneously erase your presence. You can either attempt a Hide check now with a +2 circumstance bonus, or if you're already hidden, you can Sneak with a +2 circumstance bonus to your stealth check.

When you reload a weapon, you can also reload an adjacent ally's weapon as well.

When you reload a weapon, you gain a +1 AC bonus for one round.

When you reload a weapon, you say a prayer to your deity. Your next attack deals +1 alignment damage appropriate for your deity.

When you reload a weapon, you can simultaneously unload an adjacent enemy's weapon, using their ammunition in yours.

Schrodinger's Ammo. When you load a weapon, you decide two materials the ammunition could be made from. Whichever is more beneficial turns out to be the one you loaded.

You defy all sense and logic. When you reload your weapon, you can use any type of ammunition or thrown weapon as a valid ammunition for your weapon.

Lucky Reload. When you reload, and after your next attack, you can make an attack with your empty weapon. If you succeed on a DC 8 flat check you fire normally. You can make 5 such attempts before the effect ends.

When you reload a weapon, your next intimidate check gains a +2 circumstance bonus.

When you reload a weapon, you hear the whispers of the dwarf gods in your gun's metal. You gain tremorsense for one round.

When you reload your weapon, you automatically conceal it on your person. You can retrieve it from its hiding spot as a free action.

Requirement: Ability to use a Witch's Hex. When you reload, you whisper hatred into your weapon. Your next attack delivers a hex of your choice.

Performance check. Astounding Reload. You throw your ammunition into the air and reload with it as it falls. Make three attacks and reload between each. End your turn with a loaded weapon.

When you reload, choose one enemy in the vicinity and declare them a dead man. You can make one attack against this target at any point during the rest of the round. Your weapon is always considered loaded for this attack. You cannot attack any other creatures for the rest of the round.

Your determination to kill washes over your foes. When you reload for the second time in a round all foes within 30 ft of you become Frightened 1.

Inevitability of the Law. Requirement: Lawful. When you reload you channel the righteousness of your cause, you sense the location of any criminals or evil creatures within 50 ft that intend you or an innocent imminent harm.


When you reload a weapon and are adjacent to another creature, you can perform the Steal activity of the thievery skill. If the item you are stealing is of light or negligible bulk, you may swap it for a single piece of your weapon's ammunition at the same time. If you do, you gain a +2 circumstance bonus to your thievery check.

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