
ShroudedInLight |
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Hey Folks, I've been working on doing a rework for the Gunslinger. I've never liked playing classes that did not let you select abilities or spells every few levels, so I ditched the deed system entirely and came up with a new core mechanic other than just "can shoot gun". I have one of my players testing it now, but I'm interested in more feedback.
As Gunslingers are precise and daring fighters, I gave them a real risk vs reward theme. They gamble their HP by provoking additional attacks in order to increase their DPR, and can risk Grit when making saving throws, combat maneuver checks, or skill/ability checks in order to recover it. Lastly they get to craft a special pool of ammunition they can use each day much like Alchemist Bombs.
The following document is a complete redesign of the Gunslinger. It also optionally includes a new set of rules for firearms and ranged weapons in order to make Guns more balanced and Crossbows more useful: giving each a specific role to play as compared to bows. You can probably run the Gunslinger without these new rules, or by only grabbing a select handful of them. If you do not want to use all of the new rules, I highly suggest allowing for Paizo Guns and Crossbows to be made "Heavy Frame" aka Composite.
Any feedback is appreciated, though constructive feedback more so!

Mightypion |
Wis to AC and attack of opportunity against attacks of opportunity are both very very strong.
Especially since the Wis to AC has no statement about heavy loads, not wearing armor, etc, although your intention may be that he has to be full attacking to benefit from it. It is a bit unclear.
It technically only works at level 2 or more, since they only ge the grit pool at level 2.