Gunslinger

Gunslinger is one of the base classes available.

## Abilities

### Grit

A gunslinger makes her 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 her Wisdom modifier (minimum 1). 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 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, she 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, she 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

Using Grit, you can use or activate the following Gunslinger Deeds:

**Deadeye (Ex):** At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC. Performing this deed costs 1 grit point.

**Dodger (Ex):** At 1st 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, she 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 1st level, by spending 1 grit point, you may fix a jammed or broken gun as an immediate action, so long as the cause is from misfire.

**Initiator (Ex):** At 3rd level, so long as the Gunslinger has 1 Grit Point, the Gunslinger gains +3 to Initiative for the upcoming fight.

**Hard Whip (Ex):** At 3rd level, when using Pistol Whip, you may spend 1 grit point to increase the damage die by 1. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action.

**Utility Shot (Ex):** At 3rd level, if the gunslinger has at least 1 grit point, she 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 she is using before firing the shot.

* Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her 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 her 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, 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.

**One-Shot (Ex):** At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she 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. 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, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she 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. She cannot perform this deed with a shotgun or other spread weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

**Startling Shot (Ex):** At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

**Targeting (Ex):** At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She 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 she 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):** 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. 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 Grip (Ex):** At 11th level, so long as the Gunslinger has 1 Grit Point, their firearms cannot be disarmed or sundered.

**Lightning Reload (Ex):** At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she 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.

**Evasive (Ex):** At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.

**Luck (Ex):** At 15th 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.

**Menacing Shot (Ex):** At 15th 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.

**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.

**Death Shot (Ex):** At 19th level, when the gunslinger scores a critical hit, she 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 19th level, when a gunslinger hits a creature, she 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.

### Gunsmith

The Gunslinger also begins play with a single shotgun, rifle, or pistol of their choice. This firearm is bonded to them, and the weapon always works for them. It can never jam, but still fails on a Natural 1. If another creature attempts to use it, it is treated as being broken.

### Pistol Whip

At 2nd Level, the Gunslinger can attack with the blunt side of their gun as a melee attack without the -4 penalty it normally requires. This attack deals 1d4 damage with Light Firearms, and 1d6 damage with Heavy Firearms.

### Nimble

At 3rd level, a Gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the Gunslinger to lose their Dexterity bonus to AC also causes them to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

### Always Ready

At 4th Level, a Gunslinger can no longer be caught Flat-Footed, nor do they lose their Dex bonus to AC due to their opponent being invisible. The Gunslinger can still lose their Dex bonus due to being immobilized, however.

### Steady Grip

At 7th Level, the Gunslinger's grip on weapons improve their damage. Wielding 1-Handed firearms allow them to deal 1-1/2 their Dexterity modifier in damage, as if it were a 2-handed weapon.

### Disengage

Once a Gunslinger has reached 9th level, she learns how to effectively distance herself from enemies. When the Gunslinger would provoke an attack of opportunity for moving out of a threatened space, she adds her Wisdom modifier to her Acrobatics rolls to avoid attacks of opportunity for the round and can move at full speed without increasing the Acrobatics DC.

### Trickshot

At 13th Level, the Gunslinger's ranged attacks are not affected from vision effects, such as Blindness or Dazzled.

### Quickdraw

At 18th Level, the Gunslinger gains an Attack of Opportunity with a ranged weapon against any enemy that misses a ranged attack on them.

### True Grit

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

## Subclasses

### Bladeslinger

The Bladeslinger uses thrown weapons with expert skill.

### Blatherskite

The Blatherskite uses trickery and cowardice to survive.

### Boomerang Thrower

The Boomerang Thrower uses a boomerang to strike enemies with crazy tricks.

### Desperado

The Desperado uses dual pistols with expertise.

### Machinist

The Machinist uses technology and devices along with their marksmanship.

### Mobile Gunner

The Mobile Gunner carries large weapons to mow down enemies.