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.

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.

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.

Full Round Action

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Action

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Motion

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No Action Cost

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.