Gunslinger
Level | Base Attack | Resist
Save |
Reflex Save | Will Save | Defense Bonus | Special Ability |
01 | 1 | 0 | 4 | 2 | 1 | Steady Hand |
02 | 2 | 0 | 4 | 3 | 2 | Bonus Feat |
03 | 3 | 1 | 5 | 3 | 2 | |
04 | 4 | 1 | 5 | 4 | 3 | Bonus Feat |
05 | 5 | 1 | 6 | 4 | 3 | Gun Trick #1 |
06 | 6/1 | 2 | 6 | 5 | 3 | Bonus Feat, Dead Eye, Snipe +1d6 |
07 | 7/2 | 2 | 7 | 5 | 4 | |
08 | 8/3 | 2 | 7 | 6 | 4 | Bonus Feat |
09 | 9/4 | 3 | 8 | 6 | 5 | Snipe +2d6 |
10 | 10/5 | 3 | 8 | 7 | 5 | Bonus Feat, Gun Trick #2 |
11 | 11/6/1 | 3 | 9 | 7 | 5 | Lock On |
12 | 12/7/2 | 4 | 9 | 8 | 6 | Bonus Feat, Snipe +3d6 |
13 | 13/8/3 | 4 | 10 | 8 | 6 | |
14 | 14/9/4 | 4 | 10 | 9 | 7 | Bonus Feat |
15 | 15/10/5 | 5 | 11 | 9 | 7 | Gun Trick #3, Snipe +4d6 |
16 | 16/11/6/1 | 5 | 11 | 10 | 7 | Bonus Feat, Heat seeker |
17 | 17/12/7/2 | 5 | 12 | 10 | 8 | |
18 | 18/13/8/3 | 6 | 12 | 11 | 8 | Bonus Feat, Snipe +5d6 |
19 | 19/14/9/4 | 6 | 13 | 11 | 9 | |
20 | 20/15/10/5 | 6 | 13 | 12 | 9 | Bonus Feat, Gun Trick #4 |
Cold Hearted warriors of the gun, this class is for those wanting to live out their wild west fantasy with abilities to not only be a crack shot with guns but also pull off what is normally considered impossible shots to being with. The gunslinger is pretty useless without their gun and many consider their firearm as a part of themselves.
Steady Hand – Player reduces their Attack to the last action in that round of combat for their level in bonus damage or to hit (The choice must be called before the attack is rolled) this acts as a full round attack thus the player cannot move and attack.
Bonus Feat – Able Sniper, Catch off Guard, Close Quarters Fighting, Close Shot, Combat Expertise, Dazzling Display, Deadly Aim, Deafening Critical, Exhausting Critical, Far Shot, Fire in the Hole, Greater Two Weapon Fighting, Greater Vital Strike, Improved Critical, Improved Precise Shot, Improved Two Weapon Fighting, Improved Vital Strike, Improvised Weapon Mastery, Lucky Bullet, Many shot, Pinpoint Targeting, Precise Shot, Point Blank, Prone Attack, Quick Draw, Rapid Reload, Resounding Blow, Ranged Disarm, Ranged Sunder, Sickening Critical, Sharp-Shooting, Sharp Shooter, Shot on the Run, Staggering Critical, Strike Back, Stunning Critical, Tiring Critical, Trick Shot, Vital Strike, Weapon Finesse, Weapon Focus, Attack Focus, Brilliant Planned Attack, Combat Reflexes, Improved Initiative, Planned Attack, Reckless Offense, Cumbrous Resistance, Diehard, Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Mobility, Wanted Dead or Alive
Gun Trick – Gun tricks allow the gunslinger to perform unusual tricks with guns a player upon gaining this ability can choose from one of the below, so long as they are of the required level
Ricochets Bullet – Player can redirect bullets off a hard surface to hit around cover, changes a targets cover to concealment of 75%
Double Tap – Shot so quickly one bullet follows damage is x1 ½ not normal reduces ADS by 4 from the shot [level 10 required]
Bullet Shot – The player is such a skilled shooter to be able to shoot away ranged attacks, +5 PS verses 1 normal Ranged attack (This does not defend against siege weapon attacks) [level 10 required]
Homemade Special – The Player is skilled at crafting ammo on the road no weapons bench penalty given to craft ammo at any time, all crafted Ammo is +1
Spread Shot – Player has cut their bullets to be able to hit one adjacent target of the original target. When the player rolls their attack to hit for the first target, that roll counts for the adjacent target. [Level 10 required]
Gun Tool – Player gains a +10 Disarm Device, +10 Explosives and +10 Notice
Quick release – Player can reduce the unjam time to a Standard action (Normally full round)
Big Boom – Player takes a full round action and their attack does area damage to a 10×10 area
Boom Stick – Player can add their gunslinger levels as a bonus to intimidation and resistance against psychological attack.
Two Stage Shot – Players attack does additional 1d6 damage, the next round (must be declared upon use) [level 10 required]
Dance Sucker – Player can use a full round to halt the movement of one target
Counter Argument – Player can shoot their gun to gain attention or event counter one verbal based attack/ support such as bardic performances.
Dead Eye – Player can use Steady Hand and now move in the same round
Snipe Attack – If a Gunslinger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Gunslinger’s attack deals extra damage anytime her target is caught surprised or when a Gunslinger can feign their attack on a target. This extra damage is 1d6 at 6th level, and increases by 1d6 every three levels thereafter and ignore the Armor and End Bonus in their ADS score. Should the Gunslinger score a critical hit with a snipe attack, this extra damage is not multiplied. Snipe attacks do not cover Melee actions strictly Ranged Combat only. The Gunslinger must be able to see the target well enough to pick out a vital spot. A Gunslinger cannot snipe attack while striking a creature with concealment. Unlike Sneak Attack Snipe Attack does not ever cancel out Improved Uncanny Dodge.
Lock On – Player can make two shots with Steady Hand
Heat Seeker – Player can make three shots with Steady Hand
Weapon Proficiencies:
All Simple Weapons, Only Firearms of Martial Weapons
Armor Proficiencies:
No Armor Proficiencies
Hit Die: 1d8
Skills: (points per level 30 + INT MOD),
Acrobatics, Bluff, Climb, Concentration, Craft, Gather Info, Intimidate, Jump, Knowledge Area, Knowledge Law, Notice, Profession, Ride, Stealth, Survival, Swim, Taunt, Use Rope
3 replies on “Green Lightning – Class – Gunslinger”
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