HoA Gunslinger Class

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Credit goes to Ashiel (AKA Scott) of Heroes of Alvena for making these rules.
NOTE: This version is out of date, since a more recent version has not been approved for BM at this time.

THE GUNSLINGER
With a crack of man-made thunder and a burst of black
smoke, the gunslinger leaves her mark on the world by
combining the man-made magic of black powder and
the deadly precision of a perfectly timed shot.
Gunslingers wield the exotic firearms known as
pistols, muskets, rifles, and scatterguns, and learn to
perform amazing trick shots which are as showy as
they are deadly. From mysterious strangers who walk
into town with an unusual weapon at their side, to the
expert marksmen of the most industrialized nation, all
gunslingers are terrors when the lead starts flying.
While some see her as cold and fearless, or a lost
stranger in a world not yet ready for her, adventure stirs
in her heart, and her finger itches to pull the trigger.

Role: Gunslingers are a versatile lot. Generally on the
forefront of combat, the gunslinger is a mobile fighter
that fights at close to moderate range. Depending on
the gunslinger, their jobs may be to drop enemies as
quickly as possible by filling them with hot death
sprayed from a smoking barrel; while some gunslingers
prefer to disable opponents with carefully practiced
techniques that give them and their allies an edge.
Some gunslingers still find more strength in a cold hard
stare and their unbreakable resolve.
Alignment: Any.
Hit Die: d10

Class Skills
The gunslinger's class skills are Acrobatics (Dex),
Bluff (Cha), Climb (Str), Craft (Int), Escape Artist
(Dex), Handle Animal (Cha), Heal (Wis), Intimidate
(Cha), Knowledge (Engineering), Knowledge (Local),
Perception (Wis), Profession (Wis), Perform (Cha),
Ride (Dex), Sense Motive (Wis), Sleight of Hand
(Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int Modifier.

Class Features
The following are class features of the Gunslinger.

Weapon and Armor Proficiency: Gunslingers are
proficient with all simple weapons and all firearms (as
if they possessed the exotic weapon proficiency feat).
They are proficient with light armor.

Firearm: At 1st level, a gunslinger begins play with
either 1 musket, or 2 revolvers, or 1 blunderbuss, as
well as 5 gold pieces worth of ammunition.

Grit (Ex): Gunslingers are most renown for their
ability to perform incredible feats of daring when the
chips are down; the result of an unseen strength of
hardened resolve and spirit. All gunslingers have this
determination and daring, and no true name exists for
it, but most call it “Grit”.
Each gunslinger has a pool of grit points which can
be spent to perform powerful actions. A gunslinger
begins play with 2 grit, and has a maximum grit equal
to 2 + ½ her level (rounded down).
A gunslinger may spend grit to use certain abilities
she gains as she advances in level. Likewise, some of
her abilities allow her to recover grit when she uses
them, allowing her the build herself up for the next
difficult ability she plans to use. Spent grit is regained
automatically if the gunslinger rests for 8 hours.
Finally, a gunslinger can never spend an amount of
grit greater than her gunslinger level at once (thus a 1st
level gunslinger using the Called Shot ability cannot
spend more than 1 grit on the deed's effects).

Deeds (Ex): A gunslinger has a series of abilities
known as “deeds”. These are special actions they can
take when fighting their enemies or performing other
actions. At 1st level, a gunslinger gains either the
deadeye shot or the rolling shot automatically, and may
choose one additional deed. At every odd level (3rd, 5th,
7th, etc), the gunslinger may select an additional deed to
add to her list of abilities.

Blinding Shots (Ex): As long as the gunslinger has
at least 1 grit remaining, every enemy within one range
increment that she targets with a firearm attack gains
the dazzled condition for 1 round. Additionally, each
time she confirms a critical hit, she gains 1 grit.

Burst Fire (Ex): As a standard action that provokes
attacks of opportunity, the gunslinger expends 5 shots
from her firearm and creates a 30ft radius burst within
her first range increment. Enemies caught within this
burst take 2d6 points of weapon damage for every
point of grit she spends with a Reflex save (DC 10 + ½
level + Dexterity modifier) for half-damage. A
gunslinger cannot attempt this deed unless she has at
least 5 total shots remaining between any firearms she
is currently wielding.

Called Shot (Ex): As a full-round action, the
gunslinger makes a single attack roll, and may attempt
to shoot a specific area of a target's body. Creatures
immune to critical hits are immune to called shots. The
effect of the called shot depends on the location you
decide to shoot. Some fantastic creatures may not have
the appropriate body parts; but you may choose any of
the following options regardless, as it's assumed the
gunslinger will choose a location that would provide a
similar effect. The gunslinger may choose one of the
following effects if the attack succeeds.
Headshot: You deal damage as appropriate for your
weapon and may deal extra damage by spending grit.
For each point of grit you spend you deal an extra 2d6
points of precision damage.
Armshot: You deal damage as appropriate for your
weapon and may make a special combat maneuver
check to disarm the target. This functions as a normal
combat maneuver check except you apply your
Dexterity modifier to the check instead of your
Strength modifier, and you ignore bonuses or penalties
based on your size (but not the target's). If the check
succeeds, the target drops a held item of your choice as
though they were disarmed. You may spend grit to gain
a bonus on your combat maneuver check. For each
point of grit you spend, you gain a +2 bonus on your
combat maneuver check.

NOTE: Black Marches uses 3.5 combat maneuver rules. As such, you must beat the target at an opposed attack roll to disarm it. However, you may spend grit to give your opposed roll a bonus as normal.

Body Shot: You deal damage as appropriate for your
weapon, and you may spend grit to inflict bleed
damage on your target. For each point of grit spent, you
inflict 2 points of bleed damage on the target.
Alternatively, you may choose to instead inflict 1 point
of Constitution bleed for every 2 grit points you spend.
Leg Shot: You deal damage as appropriate for your
weapon and may make a special combat maneuver
check to trip the target. This functions as a normal
combat maneuver check except you apply your
Dexterity modifier to the check instead of your
Strength modifier, and you ignore bonuses or penalties
based on your size (but not the target's). If the check
succeeds, the target drops prone as if tripped. You may
spend grit to gain a bonus on your combat maneuver
check. For each point of grit you spend, you gain a +2
bonus on your combat maneuver check. Creatures
immune to being tripped are immune to this ability.

NOTE: Black Marches uses 3.5 combat maneuver rules. As such, you must beat the target's Strength or Dexterity roll with your own Dexterity (not Strength) roll. However, you may spend grit to give your opposed roll a bonus as normal.

Wing Clip: You deal damage as appropriate for your
weapon and may cause enemies to fall out of the air. If
the target of the attack has a flight speed, you may
inflict a penalty on their Fly checks by spending grit.
For each point of grit you spend, the target suffers a -2
penalty to Fly skill checks. This penalty lasts until the
target receives a DC 15 heal check or is healed of hit
point damage.

NOTE: Fly is not a skill in Black Marches, and no 3.5-converted rules have been made for this deed yet, so please ignore this attack for now.

Close Wound (Ex): As a standard action, the
gunslinger can hold her gun across a bleeding wound
and fire, burning the wound closed. She expends one
shot from a firearm she wields and ends a bleed effect
on a creature she can touch (including herself). In
addition the gunslinger gains 2 grit points when she
uses this ability. At 8th and 16th level, the gunslinger
increases the amount of grit gained by this ability by 1.

Deadeye Shot (Ex): As a standard action, the
gunslinger makes a single attack with a firearm against
a target within one range increment of the weapon she's
attacking with. This attack is resolved as a touch attack
within this distance. In addition, the gunslinger deals
an extra 1d6 precision damage on the shot for every 2
levels of gunslinger she has (+1d6 at 2nd level, +2d6 at
4th level, etc). If the attack succeeds, the gunslinger
regains 1 grit. At 8th and 16th level, the gunslinger
increases grit gained by this ability by 1.

Desperado (Ex): As a full-round action, the
gunslinger can expend grit and fire shots all around her
in a blazing storm of smoke and fire. This deed can
only be performed while dual-wielding revolvers or
short-scatterguns. The gunslinger must expend a total
of 10 shots (if wielding revolvers) or 4 shots (if shortscatterguns).
Enemies within one range increment of
her weapons suffers 2d6 points of weapon damage per
point of grit spent if used with revolvers, or 4d6
weapon damage per point used with short-scatterguns,
with a Reflex save (DC 10 + ½ level + Dexterity
modifier) for half damage.

Dive for Cover (Ex): Whenever the gunslinger is the
target of a ranged attack, the gunslinger may expend 1
grit to move up to one-half her speed to get behind an
object that would provide cover (such as a tree, a
tavern bar, or an overturned table), gaining the benefits
of the cover against the attack. If no cover is available
within the appropriate distance, she instead may drop
prone (gaining the +4 bonus to armor class for being
prone against the attack). If she drops prone in this
fashion, she may spend 1 grit on her turn to stand up as
a swift action. Movement from this ability provokes
attacks as normal, but standing up again does not.

Lock and Load (Ex): The gunslinger gains the
Rapid Reload feat even if she doesn't meet the
prerequisites. In addition, she may spend 1 grit to
reload an additional shot in the same action.

Piercing Shot (Ex): As a standard action, the
gunslinger may make a single shot with a firearm she's
wielding to target all enemies in a line. The length of
the line is the first range increment of the weapon the
gunslinger wields. Make a single attack roll and
compare it to the armor class of each creature in the
line. Each creature after the first gains a +2 bonus to
their armor class for each creature before them against
the attack (so the 2nd creature in the line gets a +2
bonus, while the 3rd gets a +4, and so on). Each
creature that is struck takes damage normally and an
additional 1d6 damage for every 2 points of grit the
gunslinger currently has.

Pistol Whip (Ex): A gunslinger with this deed can
attack with her firearms as though they were clubs (for
pistols, revolvers and short-scatterguns) or greatclubs
(for muskets, rifles and scatterguns), and is treated as
having proficiency with those weapons. Additionally,
as long as she has at least 1 grit remaining, she may
apply the enhancement bonus and special abilities of
her firearms to these melee attacks (so a +3 flaming
revolver is treated as a +3 flaming club). If the
gunslinger's firearm is equipped with a bayonet, the
gunslinger may deal damage as if the club was one size
category larger, and may choose to deal bludgeoning or
slashing damage.

Rapid Firing (Ex): The gunslinger gains the Rapid
Shot feat even if she doesn't meet the prerequisites. In
addition, she may ignore the -2 attack penalty for using
the feat if she spends 1 grit when declaring she is using
Rapid Shot.

Rolling Shot (Ex): As a full-round action, the
gunslinger may move up to half her speed without
provoking attacks of opportunity; and she may make a
single attack with a firearm she's wielding during any
part of this movement. Additionally, she gains a dodge
bonus to her Reflex saves and to armor class equal to ½
her gunslinger level (minimum 0) until the end of her
next turn. If the attack succeeds, the gunslinger regains
1 grit. At 6th level, if the gunslinger is wielding two
firearms when she uses rolling shot, she may attack
with both weapons (incurring penalties for fighting
with two weapons as normal), but only regains grit if
both attacks succeed.

Shotgun Nightmare (Ex): The gunslinger has
learned to wield a shotgun at the closest ranges and
turn enemies into puddles of bloody meat. As long as
the gunslinger has at least 1 grit remaining, she can fire
any shotgun weapon in melee without provoking
attacks of opportunity. In addition, each shot deals an
additional 1d6 points of precision damage, plus an
additional 1d6 damage at 4th level and every 4 levels
thereafter (8th, 12th, 16th, and 20th). While wielding
scatterguns in this way, she is treated as threatening
opponents within her reach with the scatterguns, and
may even make attacks of opportunity and flank using
her scatterguns.

Shotgun Opera (Ex): When making an attack with a
shotgun weapon, the gunslinger can expend 1 grit to
expend 2 shots at once. If the attack hits, the gunslinger
deals double damage (or triple on a critical hit).

Silver Bullet (Su): As a swift action, the gunslinger
can expend 1 grit to treat her attacks as though they
were made of a special material (such as silver or
adamantine) for 1 round, allowing her to overcome
certain damage reductions. This doesn't actually grant
any other benefits of the special material (such as
adamantine's ability to ignore hardness).

Trick Shot (Ex): When making an attack with a
firearm, the gunslinger may expend 1 grit to shoot an
object that would be considered solid cover (such as a
wall, ceiling, overturned table, etc) with a hardness of 5
or greater without hurting the object. She may then
immediately choose a different target to treat as the
target of the attack, except she treats the origin of the
attack as the location of the object she originally fired
on for purposes of determining line of effect and line of
sight (thus allowing the gunslinger to shoot around
obstacles or even at enemies she herself doesn't have
line of sight to; though she may suffer miss chances
due to concealment as normal).

Sixth Sense (Ex): At 2nd level, the gunslinger adds
one-half her gunslinger level to initiative checks. In
addition, she gains the Quick Draw feat as a bonus feat,
even if she does not meet the prerequisites.

Cold Stare (Ex): At 4th level, the gunslinger adds a
bonus to all Intimidate checks equal to her current grit.
Additionally, as long as she has at least 1 grit
remaining, she may use Intimidate to demoralize an
opponent as a move action (instead of a standard).

Greater Deeds: At 6th level, a gunslinger may
choose deeds from a wider array. She may now choose
any of the following deeds, and immediately gains one
of her choosing.

Blind Shot (Ex): The gunslinger gains the Blind-
Fight feat even if she does not meet the prerequisites.
In addition, as long as she has at least 2 grit remaining,
her firearms are treated as if they had the seeking
weapon property.

Double Action (Ex): The gunslinger can fire two
shots at once when she fires a revolver or rifle. This
functions as the Manyshot feat, except that it functions
for revolvers and rifles.

Eagle Eyes (Ex): The gunslinger treats the base
range increment of all firearms she wields as if they
were 50% longer (so 50 ft. becomes 75 ft.). This ability
functions as long as she has at least 1 grit remaining.
She also gains a +1 insight bonus on attack rolls equal
to ½ her remaining grit. Apply this ability before other
effects that increase range (such as the distance weapon
enhancement).

Hand Cannons (Ex): By expending 4 grit, the
gunslinger may make attacks with shotgun weapons as
though they were cone-effects for 1 round. Each time
she would make an attack with a scattergun or shortscattergun,
she instead hits everything in a cone for an
amount equal to the scattergun's damage, with a Reflex
save (DC 10 + ½ level + Dexterity modifier) for half.
The cone's length is equal to one range increment of
the scattergun. This ability may function with Shotgun
Nightmare.

Sniper Shot (Ex): As a swift action, the gunslinger
may expend 1 grit to double the range increment and
threat-range for all firearms she wields for 1 round.
This bonus is applied before other effects that increase
range increments, such as the distance weapon
enhancement.

Wounding Shot (Ex): As a standard action, the
gunslinger can make a single attack with a firearm she
wields. If the attack hits, it deals weapon damage
normally and 1 point of Strength, Dexterity, or
Constitution damage as chosen by the gunslinger.
Alternatively, the gunslinger may expend 2 grit to deal
this ability damage as part of a normal attack. The grit
is expended even if the attack misses.

Double Tap (Ex): At 8th level, whenever the
gunslinger confirms a critical hit with a firearm, she
may make an additional attack against the same
creature at her highest attack bonus. This ability
functions as long as she has a least 4 grit remaining.
This ability cannot be used more than once per round.

Evasive Action (Ex): At 10th level, the gunslinger
gains the Wind Stance feat even if she does not meet
the prerequisites. At 14th level, she gains the Lightning
Stance feat, even if she does not meet the prerequisites.

One More Bullet (Su): At 12th level, a gunslinger
always seems to have fate on her side and bullets in her
guns. A gunslinger can continue to fire even when she
should be out of ammunition. By expending 1 grit, the
gunslinger can act as though her firearm has one extra
shot, allowing her to shoot or expend ammunition
without actually expending ammunition. This ability
functions even if the firearm had no shots left in it. At
16th level, she is treated as having up to 3 bullets in her
guns. At 20th level, each time she expends grit in this
way, she treats her firearms as fully-loaded.
“I counted each and every shot she fired, and when
she was out, I counted some more.”

Legendary Deeds: At 15th level, the gunslinger can
perform heroic actions that are the things of legend.
She may now choose any of the following deeds, and
immediately gains one of her choosing.

Gunslinger's Curse (Su): As a standard action, the
gunslinger may expend 4 grit and make an attack with
a firearm against a creature within range. If the attack
hits, the creature suffers damage normally and must
make a Will save (DC 10 + ½ level + gunslinger's
charisma modifier) or be cursed as though the
gunslinger had cast bestow curse on them with a caster
level equal to the gunslinger's level.

Marked for Death (Su): As a full-round action, the
gunslinger may expend 8 grit and make an Intimidate
check against the target of the attack roll as a free
action. If the attack and the Intimidate check succeed,
the target suffers no damage, but the gunslinger
declares the target to already be dead. Until the
beginning of the gunslinger's next turn, every attack
made against the target by someone other than the
gunslinger automatically threatens a critical hit (but the
attack must still hit the target's AC and confirm the
critical) and the target suffers a penalty to saving
throws equal to the gunslinger's remaining grit (if any).

Sentinel (Ex): A gunslinger with this deed is a
deadly protector of her allies. As an immediate action,
she may declare one ally she can see to be under her
protection. Each time that ally becomes the target of an
attack, the gunslinger may spend 1 grit to immediately
gain an attack against the creature attacking the
protected ally as though she had readied an action to
attack the creature attacking her ally. The gunslinger
may continue to spend grit for each attack her protected
ally is targeted by.
Second Chance (Ex): At 18th level, when the
gunslinger would die (by taking damage, a failed
saving throw, etc) the gunslinger may instead expend
all of her remaining grit to instead drop to -1 hit points
and immediately stabilize. After using this ability she
cannot gain grit through any means for 24 hours.

Legendary Gunslinger (Ex): At 20th level, the
gunslinger is a thing of legend. All of her deeds have
their grit cost reduced by 1 (to a minimum of 1) and
she increases the grit gained from her deeds by 1.
Finally, at the beginning of her turn, she gains a
number of temporary hit points equal to the amount of
grit she has remaining. These temporary hit points last
for 1 round.

THE GUNSLINGER

Level Base Atk Fort Ref Will Special
1 +1 +0 +2 +0 Grit, Deeds
2 +2 +0 +3 +0 Sixth Sense
3 +3 +1 +3 +1 Deed
4 +4 +1 +4 +1 Cold Stare
5 +5 +1 +4 +1 Deed
6 +6/+1 +2 +5 +2 Great Deed
7 +7/+2 +2 +5 +2 Deed
8 +8/+3 +2 +6 +2 Double Tap
9 +9/+4 +3 +6 +3 Deed
10 +10/+5 +3 +7 +3 Evasive Action
11 +11/+6/+1 +3 +7 +3 Deed
12 +12/+7/+2 +4 +8 +4 One More Bullet
13 +13/+8/+3 +4 +8 +4 Deed
14 +14/+9/+4 +4 +9 +4 Evasive Action
15 +15/+10/+5 +5 +9 +5 Legendary Deeds
16 +16/+11/+6/+1 +5 +10 +5 One More Bullet
17 +17/+12/+7/+2 +5 +10 +5 Deed
18 +18/+13/+8/+3 +6 +11 +6 Second Chance
19 +19/+14/+9/+4 +6 +11 +6 Deed
20 +20/+15/+10/+5 +6 +12 +6 Legendary Gunslinger, One More Bullet
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