Gunslinger
Gunslingers utilize firearms, movement, cover and superior positioning to excel in gunfights. They specialize in rapid-fire and high accuracy tactics. They are outfitted with a variety of Training, Equipment, Traits and Abilities that allow them to excel in close quarters to medium range combat.
Gunslingers utilize firearms, movement, cover and superior positioning to excel in gunfights. They specialize in rapid-fire and high accuracy tactics. They are outfitted with a variety of Training, Equipment, Traits and Abilities that allow them to excel in close quarters to medium range combat.
Playing a Gunslinger
XP Cost : 7 Prerequisites : DEX 14
Meet the Prerequisites and pay this Archetype's XP cost to gain the following:
Training
Gain Training in Fine Motor and 3 of the following Skills: Perception, Survival, Stealth, Athletics, Acrobatics, Intimidate, Medicine, Engineering, Knowledge or Investigation.
Gain Training in the use of 2 Firearm or Ranged Weapon Types.
Gain Training in the use of 1 Melee or Hand-to-Hand weapon Type.
Equipment
Acquire a Common or Uncommon Suit of Light Armor of your choice
Acquire 2 Common or Uncommon Firearms or Ranged Weapons of your choice.
Acquire 1 Common Melee or Hand-to-Hand Weapon of your choice.
Acquire a Common or Uncommon Bundle of your Choice.
Trait
Gunslinger Tactics You never flinch in the face of a gunfight.
You gain +2 AC vs Ranged attacks from creatures of which you are aware. Y
ou are considered to be Trained in Dexterity Saving Throws.
Archetype Ability
Bullet-Time You may spend 1 Focus to make an additional Ranged Attack. You gain a cumulative -1 to your next Bullet-Time attack roll each time you use a Bullet-Time Attack in the same Turn.
Traits and Abilities
Purchase with XP
Traits
Nimble
XP Cost: 2 Prerequisites: Gunslinger
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Gunslinger
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resiliant
XP Cost: 2 Prerequisites: Gunslinger
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Basic Maneuvers
XP Cost : 1 Prerequisites : Gunslinger
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Expert Maneuvers
XP Cost : 2 Prerequisites : Gunslinger, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Special Maneuvers
XP Cost : 3 Prerequisites : Gunslinger, Expert Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Close Combat Shooter
XP Cost : 2 Prerequisites : Gunslinger
You do not suffer any penalties for Attacking with your Ranged Weapons while at Melee Range.
You can critically Hit on a 15-20 on the die when firing your firearm at enemies you currently have grappled.
Superior Aim
XP Cost : 2 Prerequisites : Gunslinger
The Aim penalty for Targeted Attacks is reduced by ½.
Light Armor Specialist
XP Cost : 2 Prerequisites : Gunslinger
You gain an additional Bonus to your AC equal to ½ your DEX Modifier while wearing light or no armor.
Nimble Evasion
XP Cost : 1 Prerequisites : Gunslinger
Gain training in DEX Saving Throws.
Lightning Reflexes
XP Cost : 1 Prerequisites : Gunslinger
Your Initiative is increased by 2.
Might Maneuver Expert
XP Cost : 2 Prerequisites : Gunslinger
You reduce the Initial cost to activate all Tier I Might Abilities by ½.
Might Maneuver Veteran
XP Cost : 3 Prerequisites : Gunslinger, Might Maneuver Expert
You reduce the Initial cost to activate all Tier II Might Abilities by ½.
Might Maneuver Specialist
XP Cost : 4 Prerequisites : Gunslinger, Might Maneuver Veteran
You reduce the Initial cost to activate all Tier III Might Abilities by ½.
Stamina Maneuver Expert
XP Cost : 2 Prerequisites : Gunslinger,
You reduce the Initial cost to activate all Tier I Stamina Abilities by ½.
Stamina Maneuver Veteran
XP Cost : 3 Prerequisites : Gunslinger, Stamina Maneuver Expert
You reduce the Initial cost to activate all Tier II Stamina Abilities by ½.
Stamina Maneuver Specialist
XP Cost : 4 Prerequisites : Gunslinger, Stamina Maneuver Veteran
You reduce the Initial cost to activate all Tier III Stamina Abilities by ½.
Focus Maneuver Expert
XP Cost : 2 Prerequisites : Gunslinger
You reduce the Initial cost to activate all Tier I Focus Abilities by ½.
Focus Maneuver Veteran
XP Cost : 3 Prerequisites : Gunslinger, Focus Maneuver Expert
You reduce the Initial cost to activate all Tier II Focus Abilities by ½.
Focus Maneuver Specialist
XP Cost : 4 Prerequisites : Gunslinger, Focus Maneuver Veteran
You reduce the Initial cost to activate all Tier III Focus Abilities by ½.
Endurance Fighter
XP Cost : 2 Prerequisites : Gunslinger
You reduce the cost to Sustain all your Maneuvers by ½.
Relentless
XP Cost : 2 Prerequisites : Gunslinger
You have 1 additional Reaction at your disposal.
Relentless II
XP Cost : 3 Prerequisites : Gunslinger, Relentless
You have 1 additional Reaction at your disposal.
Relentless III
XP Cost : 4 Prerequisites : Gunslinger, Relentless II
You have 1 additional Reaction at your disposal.
Efficient
XP Cost : 1 Prerequisites : Gunslinger
You have 1 additional Motion at your disposal.
Efficient II
XP Cost : 2 Prerequisites : Gunslinger, Efficient
You have 1 additional Motion at your disposal.
Efficient III
XP Cost : 2 Prerequisites : Gunslinger, Efficient II
You have 1 additional Motion at your disposal.
Superior Focus
XP Cost : 2 Prerequisites : Gunslinger
Increase you maximum Focus by 2.
Abilities
Point Blank Shot
XP Cost : 2 Prerequisites : Gunslinger
You do not suffer any penalties for Attacking with your Ranged Weapons while at Melee Range. You instead gain +1 to Hit and deal +2 Damage on Ranged Attacks made vs Targets in Melee Range.
Hot Shot
XP Cost : 1 Prerequisites : Gunslinger
Targeted Attacks from your Firearms can now Ignite Flammable Substances and Materials via sparks caused by bullet friction on impact.
First Shot
XP Cost : 2 Prerequisites : Gunslinger
As long as you have a Ranged Weapon drawn when you Roll Initiative you may make a single Ranged Attack prior to the start of combat as a Reaction.
Rapid Reload
XP Cost : 2 Prerequisites : Gunslinger
The Action Cost to Reload all Ranged Weapons you are Trained to Wield is reduced down to the next lowest Action Cost. Use the table below as a reference.
Quick Recovery
XP Cost : 2 Prerequisites : Gunslinger
You may stand from a prone position using a Motion.
Quick Draw
XP Cost : 2 Prerequisites : Gunslinger
You can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 2 Prerequisites : Gunslinger
You gain +1 to your AC while Dual Wielding Melee Weapons.
While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.
Dual Wielder II
XP Cost : 4 Prerequisites : Gunslinger, Dual Wielder
Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.
While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.
Dual Wielder III
XP Cost : 6 Prerequisites : Gunslinger, Dual Wielder II
Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.
Penalties for Additional Attacks while Dual Wielding are now Halved.
Dual Wielder IV
XP Cost : 8 Prerequisites : Gunslinger, Dual Wielder III
Increase your AC to Bonus While Dual Wielding Melee Weapons to +4.
While Wielding 2 or more weapons, once per turn, you may now make 3 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -1 to Hit, the 2nd additional Attack is always made with a -2 to Hit and the 3rd additional Attack is always made with a -4 to Hit.
Dual Wielder V
XP Cost : 10 Prerequisites : Gunslinger, Dual Wielder IV
Increase your AC to Bonus While Dual Wielding Melee Weapons to +5.
Penalties for Additional Attacks while Dual Wielding are now further reduced by 1. Now your 1st additional Attack is always Rolled unmodified, the 2nd additional Attack is always made with a -1 to Hit and the 3rd additional Attack is always made with a -3 to Hit.
Swiss Cheese
XP Cost : 2 Prerequisites : Gunslinger
Each additional Hit on the same target deals +1 Damage after the first Hit (Maximum of 10). This bonus damage expires at the end of the round the damage was dealt.
Gunpowder Mixing
XP Cost : 2 Prerequisites : Gunslinger
You are familiar with the ingredients and mixture ratios required to make Gunpowder. As long as you have access to the ingredients you may use your Engineering skill to craft gunpowder.
The Ingredients should be available in any Major City or larger settlement. The suggested prices can be found in the equipment section.
The DC to craft gunpowder is 16, if you fail the powder will gain a 25% chance to fail when firing. When this happens you expend the Attack action to fire before the percent chance for failure. Each time you make a roll to craft you create no more than Clip or 10 shots worth of powder. The process takes about an hour to complete.
Gunsmith
XP Cost : 2 Prerequisites : Gunslinger
You are trained to both make and repair firearms. As long as you have access to a Gunsmith’s Toolkit you can repair Firearms while resting. As long as you have access to a Gunsmith’s Toolkit and a forge and Steel you can craft new Firearms. Crafting a new firearm requires 3-5 days of labor and costs 25% less than the listed cost to purchase in the Equipment Section.