At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement.
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These bonus feats must be combat or grit feats. Starting at 5th level, a gunslinger can select one specific type of firearm such as an axe musket, blunderbuss, musket, or pistol. She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm.
Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter 9th, 13th, and 17th , the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.
At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer minimum 0 than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. 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.
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained.
In some cases, a capstone specifies what ability it replaces.
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Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have gunslinger as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options.
All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level unless noted otherwise. A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites. 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.
For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature. 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.
Each of these archetypes has its roots in both fantasy and history, with the gun tank representing those first armored knights to adopt the way of the gun, the classic musket master harkening back to the days of the noble musketeer, and the pistolero simulating countless banditos and quick-draw artists from the dusty streets of the Old West and beyond. Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers.
Characters may take more than one archetype if they meet the requirements. Pathfinder Roleplaying Game Ultimate Combat. Stephens, and Russ Taylor. Shop our Store!
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Sell in the Store! Back my Patreon! Toggle navigation. Desperate Evasion Ex While this dare is active, you gain the evasion class feature. Run Like Hell Ex While this dare is active, your speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running.
Blast Lock : The gunslinger makes an attack roll against a lock within the first range increment of her firearm. The lock gains a bonus to its AC against this attack based on its quality. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked.
It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object : The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm.
On a miss, she damages the object normally. Stop Bleeding : The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. 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.
Items held in a locked gauntlet are not dropped on a hit. Head : On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect. Legs : On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. Torso : Targeting the torso threatens a critical on a 19— Wings : On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft. Subpages Archetypes Gunslinger Archetypes - d20pfsrd.
Extras Shop our Store! Deeds , grit , gunsmith. Bonus feat , true grit.
You cannot reduce the misfire chance of a firearm below 1. This bonus does not stack with Critical Focus. A forum to ask a variety of questions about computer problems, issues, software, etc. We came out here last year and got two moose and that pilot had some guts. He wasn't afraid to take off!
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Now, former law-enforcement officer, practising attorney and current police trainer Tim Mullin This highly informative and enjoyable read is crammed with practical tips, rare historical insight and exceptional weapons you probably won't see anywhere else. In order to facilitate reference within the series, the chapter, page and figure numbers run sequentially throughout all three volumes. We begin with the small series of pre-production N-f Heller by Kenneth Royce , Kenneth W. Royce , Timothy J. Foreword by Timothy J. In case you ve been wondering Boston has been writing very hard and recently completed the expanded revision of his acclaimed Boston s Gun Bible.
It contains 10 new chapters and o Initially he worked in the firearms testing department, and in this position he fired 1, shots or more every day for 10 years.