The Gunslinger is already a versatile adventurer, yet the following archetypes add new specialties and strategies for the class, by either specializing in a form of firearm, using personality instead of willpower to fuel their grit, or fusing firearms with heavy armor to create a seemingly unstoppable juggernaut on the battlefield. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. This deed costs 1 grit point to perform no matter which part of the creature she targets. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit. (Not administered by or affiliated with Paizo … Press J to jump to the feed. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. E-mail me (tsappshear at gmail dot com) or comment with any suggestions, requests or corrections. Deadeye’s Focus Ex(): A deadeye specializes in the use of deadeye thedeed. Operations Management. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. Reduce the miss chance due to dim light or darkness by 1% when using a fire arm. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). These bonus feats must be combat or grit feats. •  Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Prerequisite. Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. | OGN Articles Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. The following table lists the starting gold piece value for the new classes presented in this book. Dead Eye ( Dragon Compendium, p.95) [Fighter Bonus Feat, General] Your precision with ranged weapons translates into more telling strikes than you could normally make. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. Slinger's Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. | Starjammer SRD Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. … Before attempting a daring act, the player should ask the GM whether the act qualifies. This is a blog created to share the builds I've made for the Pathfinder role-playing system! I personally think guns fit in more as back-up weapons for wizards (intircate weapon for an intricate man) or rogues (intricate weapon for a cunning rogue). •  Legs: On a hit, the target is damaged normally and knocked prone. Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. You regain 1 grit or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less, and the gunslinger begins with her starting firearm. The gunslinger must spend 1 grit point to perform this deed. Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point. The gunslinger also gains Gunsmithing as a bonus feat. | The Modern Path SRD Deeds: Gunslingers spend grit points to accomplish deeds. She uses her gunslinger level as her rogue level for improved uncanny dodge. All other creatures treat her gun as if it had the broken condition. Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Recent Changes Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. 0. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. At 20th level, there is not a gun in the world that the gunslinger can’t fire. Performing this deed costs 1 grit point per range increment beyond the first. Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. When she does, that creature becomes flat-footed until the start of its next turn. The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule. 1. | d20 Anime SRD The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. The miss chance cannot be reduced by more than 10%. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy. Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. | 13th Age SRD They also have to consider the popularity of the content. | Swords and Wizardry SRD Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. •  Head: On a hit, the target is damaged normally, and is also confused for 1 round. 1E Character Builds. r/Pathfinder_RPG: For info, news, resources, and anything else about the Pathfinder pen and paper RPG! As a general guideline, a daring act should be risky and dramatic. Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well. Performing this deed costs 1 grit point. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger must spend 1 grit point to perform this deed. Daring Act: Each time a gunslinger performs a daring act, she can regain grit. Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. 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), Sleight of Hand (Dex), Survival (Wis), and Swim (Str). 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