The vagabond walks the desert without fear, so long as they have their iron. The Gunslinger knows this dangerous, new, and exciting catalyst will lead future warfare. Learn and treat your weapon properly, and it'll never betray you. Yet these picaresque outlaws black powder is not infinite. Hard to find in fact. And they are still foolhardy, believing they have a bullet with 'Gehenna' written on it. Let us see how far their grit takes them.
Hit Die: D8
Skills: Acrobatics, Bluff, Climb, Craft, Intimidate, Perception, Profession, Perform, Sense Motive, Sleight of Hand, Survival
Starting Wealth: 40 Silver
|Level||BAB||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+0||+2||+0||Nimble, grit, deeds, daring act|
|3rd||+2||+1||+3||+1||Hold up, jammed|
|4th||+3||+1||+4||+1||Dirty eye, deeds|
All of the following are class features of the Gunslinger
Grit is a measure of a Gunslinger's ability to perform amazing actions. At the start of the day, the Gunslinger gains a number of Grit points equal to their Wisdom modifier (minimum 1). A Gunslinger spends Grit points to perform Deeds (see below), and can regain Grit points in the following ways:
Critical Hit with a Firearm: Each time the Gunslinger confirms a critical hit with a firearm attack while in the heat of combat, they regain 1 Grit point.
Killing Blow with a Firearm: When the Gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, they regain 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points does not restore any grit.
Deeds are impressive feats and actions that can be performed by Gunslingers by the use of Grit points.
Here is a full list of Deeds that can be found: Deeds
Can be used on prone or stunned enemies. Allows you to hold a gun to their head, holding them in place. Intimidation checks towards said enemy will now be +8. Counts as a swift action.
When missing an attack, the Gunslinger can choose to determine whether the gun is jammed (saving a bullet, yet requiring an action of clearing the gun), or just missing a fired shot.
As a standard action, give your enemy the pained Dirty Eye. Afterwards they will gain the Fearful condition.
For every round you commit a swift action to gun spinning, your next shot will gain 1D4 damage.
The Gunslinger gains a +1 dodge bonus to their AC when wearing light or no armor. For every additional rank of nimble, the bonus is increased by +1
Each time a Gunslinger performs a Daring Act, they can regain Grit. As a general guideline, a Daring Act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the Gunslinger regains 1 Grit point. Before attempting a Daring Act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a Daring Act, and can grant a regained Grit point for a Daring Act even if the player does not ask beforehand whether the act qualifies.