Gunslinger

A classic cowboy type, you are a lone gunslinger against the world. Weather you’re a sharpshooter by hobby, trade, or were trained by the government, you know some gunslinging tricks most others don’t.

At 2nd level, you can select to take this archetype in place of your bonus feat. This archetype grants the following.

**Grit (Ex):**

At 2nd level, A gunslinger makes its mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to its Wisdom modifier (minimum 1). Its grit goes up or down throughout the day, but usually cannot go higher than its Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit 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, it regains 1 grit point. 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.

**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, it regains 1 grit point. 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.

**Deeds (Ex)**

Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of gunslinger deeds. A gunslinger can only perform deeds of its level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

The Gunslinger gains the Deeds Deadeye, Gunslinger’s Dodge, and Quick Clear at 2nd level, however they must select 1 Deed at levels, 4, 6, 8, 10, 12, 14, 16, and 18th.

A Gunslinger can select a lower level deed at a higher level.

***Deadeye (Ex)*:** At 2nd level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond its firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when it performs this deed.

***Gunslinger’s Dodge (Ex)*:** At 2nd level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, it can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

***Quick Clear (Ex)*:** At 2nd level, as a standard action, the gunslinger can remove the broken condition from a single firearm it is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, it can perform quick clear as a move-equivalent action instead of a standard action.

**Change Out (Ex)** At 4th level, as a full-round action, a Gunslinger can select this deed. The Gunslinger can remove the broken condition from a single firearm it is currently wielding, as long as that condition was gained by a firearm misfire. When it does, it can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; or increases the firearm’s range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform a change out, it can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn’t broken.

***Stacked Deck (Ex)*:** At 4th level, the gunslinger can select this deed. They can spend 1 grit point when it attempts a Bluff, Profession (gambler), or Sleight of Hand check to roll 1d6 and add the result to the check. It can do this after it rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, it rolls another 1d6 and adds it to the check. It can continue to do this as long as it rolls natural 6s, up to a number of times equal to its Wisdom modifier (minimum 1).

***Fist Fighter (Ex):*** At 4th level, the Gunslinger can select this deed. As long as the maverick has at least 1 grit point, it gains the benefit of the Improved Unarmed Strike feat.

***Gunslinger Initiative (Ex)*:** Starting at 4th level, this deed can be selected. As long as the gunslinger has at least 1 grit point, it gains the following benefits. First, it gains a +2 bonus on initiative checks. Furthermore, if it has the Quick Draw feat, its hands are free and unrestrained, and the firearm is not hidden, it can draw a single firearm as part of the initiative check.

***Pistol-Whip (Ex)*:** Starting at 4th level, this deed can be selected. The gunslinger can make a surprise melee attack with the butt or handle of its firearm as a standard action. When it does, it is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

***Utility Shot (Ex)*:** Starting at 4th level, this deed can be selected. If the gunslinger has at least 1 grit point, it can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot it is using before firing the shot.

* **Blast Lock**: The gunslinger makes an attack roll against a lock within the first range increment of its firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. 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. Arcane lock grants a +10 bonus to the AC of a lock against this attack. 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 10. 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 its firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, it damages the object normally.
* **Stop Bleeding**: The gunslinger makes a firearm attack and then presses the hot barrel against itself 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; it can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

**Trap Shot (Ex)** At 4th level, the Gunslinger can spend 1 point of grit and target a 5-foot square with its firearm. If it succeeds at an attack against an AC of 10, it triggers a single trap within that 5-foot square, even if it is unaware of the trap. If there are multiple traps within the same 5-foot square, the Gunslinger must declare which trap it is triggering; otherwise it is determined randomly. If a creature is occupying the same square as the triggered trap, the trap affects the creature as if it had triggered the trap.

**Focused Aim (Ex)** At 4th level, a gunslinger can select this deed, as a swift action, the gunslinger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to its Charisma modifier (minimum 1) with all firearm attacks it makes until the end of its turn. At 8th level, when it uses the dead shot deed, it multiplies this bonus by the number of hits it made while rolling the Dead Shot attack.

***Dead Shot (Ex)*:** Starting at 8th level, this deed can be selected. As a full-round action, the gunslinger can take careful aim and pool all of its attack potential into a single, deadly shot. When it does this, it shoots the firearm at a single target, but makes as many attack rolls as it can, based on its base attack bonus. It makes the attack rolls in order from highest bonus to lowest, as if it were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, it does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, it confirms the critical once using its highest base attack bonus –5. For each critical threat beyond the first, it reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. It cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

***Startling Shot (Ex)*:** Starting at 8th level, this deed can be selected. A gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that it could normally hit with a firearm attack. When it does, that creature becomes flat-footed until the start of its next turn.

***Targeting (Ex)*:** Starting at 8th level, this deed can be selected. As a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. It gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature it targets. Creatures that are immune to sneak attacks are immune to these effects.

* **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. 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 19–20.
* **Wings**: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

***Bleeding Wound (Ex)*:** Starting at 10th level, this deed can be selected., when the gunslinger hits a living creature with a firearm attack, it can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

***Expert Loading (Ex)*:** Starting at 12th level, this deed can be selected. Whenever the gunslinger rolls a misfire with a gun that has the broken condition, it can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.

**Clipping Shot (Ex)** At 12th level, the Gunslinger can select this deed. When gunslinger misses with a firearm attack, it can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). It can decide to use this deed and spend the grit point after making the attack. This deed has no effect if the attack used the dead shot deed. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

***Lightning Reload (Ex)*:** Starting at 14th level, this deed can be selected. As long as the gunslinger has at least 1 grit point, it can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If it has the Rapid Reload feat or is using an alchemical cartridge (or both), it can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

**Twin Shot Knockdown (Ex)** At 14th level the Gunslinger can select this deed. When the gunslinger hits a single target with two or more one-handed firearm attacks during its turn, it can spend 1 grit point to knock the target prone. It can choose to spend the grit point after the attacks are made.

***Evasive (Ex**)*: At 16th level, when the gunslinger has at least 1 grit point, it gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge Evasion talent tree talents.

***Menacing Shot (Ex)*:** At 16th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier.

***Slinger’s Luck (Ex)*:** At 16th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

***Cheat Death (Ex)*:** At 18th level, whenever the gunslinger is reduced to 0 or fewer hit points, it can spend all of its remaining grit points (minimum 1) to instead be reduced to 1 hit point.

***Death’s Shot (Ex)*:** At 18th level, when the gunslinger scores a critical hit, it can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.

***Stunning Shot (Ex)*:** At 18th level, when a gunslinger hits a creature, it can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

#### True Grit (Ex)

At 20th level, a gunslinger picks two deeds that it has access to and that it must spend grit to perform. It 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 it has at least 1 grit point. If a deed could already be performed as long as it had at least 1 grit point, it can now perform that deed even when it has no grit points.