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Elinvar
2017-01-21, 02:22 AM
There's been some controversy over the gunslinger class in pathfinder, some people arguing that its too strong, others that it isn't strong enough, although it mostly seems to me that its a one trick consistent damage pony.

I had this same problem with the swashbuckler; that it wasn't much fun to play, and so I'm working on a rewrite for both the gunslinger and swashbuckler classes to make them more dynamic but keep them balanced for play.

First up is the Gunslinger;
It's worth mentioning that this class is designed with my firearm home-rules in mind, mainly that guns deal their damage dice +the user’s dexterity modifier for one handed, or +1.5x for two handed variations, and are normally fired using an attack action, but take between three rounds and one full-round actions to reload, more closely mimicking their historical counterparts. The idea being that anyone can carry a rifle or pistol and get off a shot at the start of combat before the lines close, and they are still effective as massed weapons, but only a gunslinger can use them as their primary weapon effectively as a player character.
A lot of the counter balance for this firearm buff comes from the decreased reloading speed, but allowing gunslingers to reload a gun using a variety of actions, including attacks (an idea shamelessly stolen form Matt Mercer of Critical role fame).

Thanks in advance for any advice, especially in pointing out strengths or weaknesses that I may have missed.


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Grit, deeds Tinkerer +1,
rapid reload (firearms)
2nd +2 +3 +3 +0 Nimble +1
3rd +3 +3 +3 +1 Deed
4th +4 +4 +4 +1 Tinkerer +2, Ex. reload
5th +5 +4 +4 +1 Deed
6th +6/+1 +5 +5 +2 Nimble +2
7th +7/+2 +5 +5 +2 Deed
8th +8/+3 +6 +6 +2 Tinkerer +3, Evasion
9th +9/+4 +6 +6 +3 Deed
10th +10/+5 +7 +7 +3 Nimble +3
11th +11/+6/+1 +7 +7 +3 Deed
12th +12/+7/+2 +8 +8 +4 Tinkerer +4, Ex reload
13th +13/+8/+3 +8 +8 +4 Deed
14th +14/+9/+4 +9 +9 +4 Nimble +4
15th +15/+10/+5 +9 +9 +5 Deed
16th +16/+11/+6/+1 +10 +10 +5 Tinkerer +5, Ex reload
17th +17/+12/+7/+2 +10 +10 +5 Deed
18th +18/+13/+8/+3 +11 +11 +6 Nimble +5
19th +19/+14/+9/+4 +11 +11 +6 Deed
20th +20/+15/+10/+5 +12 +12 +6 Tinkerer +6, ex. Reload,
True Grit



Gunsmithing
Firearms are still experimental and temperamental, so each gunslinger must be well versed in the maintenance of their weapon. Gunslingers are often experimenters, tinkering with their black powder mix, cartridges, bullet weight and shape and the like to perfect their craft. Gunslingers often keep a notebook with them detailing their recipes, experiments and findings, which are encoded because this implementing this knowledge only requires rigor, not the inherent magic or devotion and faith of wizards and clerics require. Few other than gunslingers themselves understand how dangerous their knowledge could become if it became freely accessible.
Gunslingers have to reference their notebooks to construct special rounds of ammunition that are used in the majority of their deeds. If this journal is lost, they increase their misfire chance by 5 for all such deeds.

As a result, gunslingers are often very secretive about their discoveries, and as they are often scribbling in their notebooks and experimenting they can easily be confused with wizards or alchemists by the layman.


Grit and Deeds
The gunslinger has a pool of grit points equal to half his level + her (int, wis, cha depending on archetype). Grit is used to activate deeds, special abilities gunslingers learn throughout their careers. After resting for eight hours a gunslinger regains their maximum grit points.
You gain a deed at 1st level, and one more every 2 levels there after.
You must commit to using a deed before rolling your attack, however most are free actions. Deeds which require a swift action are marked with a *, and deeds requiring a standard action are marked with a **, for convenience.

Accurate shot
Expend a grit point to increase your bonus to-hit by your charisma modifier on a firearm attack.

Precise shot*
Expend one grit point as a swift action to deal additional damage equal to half your gunslinger level with all attacks this turn.

Armour piercing bullets *
You may spend a grit point as a swift action to ignore a portion of your target’s armour on all attacks you make this turn. When checking if you hit with an attack, consider the enemies’ Armour and Natural armour AC bonus to be reduced by your charisma modifier. This ability cannot reduce armour and natural armour bonus below zero.

For example, our gunslinger Jack Sparrow uses accurate strike against a Naval officer. This officer has is wearing studded leather and an amulet of natural armour, giving him a total AC of 16 = 10 base, + 3 armour, +1 natural armour, +2 Dex.
Being dashing rouge that he is with 20 Charisma, Jack can negate up to 5 points of combined armour and natural armour, completely ignoring both the officer’s armour and his magical amulet, but not his dexterity modifier. As such when Jack shoots at him, he only has to hit an AC of 12, rather than 16.
*this and several other powers can be simplified into one which increases the gunslinger’s accuracy by their cha mod against everything. This gets rid of a lot of complexity however, and is not recommended.

Armour Slayer bullet
Requires Armour piercing bullets
After using Armour piercing bullets, you may spend a further grit point to on each gun attack you make to resolve that attack against a target’s touch AC, completely negating their armour, natural armour, and shield bonuses.

Grapeshot *
You may spend a grit point as a swift action to ignore a portion of your target’s evasive AC on all attacks you make this turn equal to your charisma modifier. This functions identically to Armour piercing bullets, except that it negates the target’s dodge bonus, and dexterity modifier to their AC.

Iron-rain shot *
Requires Grapeshot
After using grapeshot, you may spend a further grit point to on each gun attack you make to resolve that attack against a target’s flat-footed AC, completely negating their Dexterity, Dodge, insight, and competence bonuses.

Spellfowl bullets *
You may spend a grit point as a swift action to ignore a portion of your target’s magical AC on all attacks you make this turn equal to your charisma modifier. This functions identically to Armour Piercing bullets, except that it negates the target’s Alchemical, Deflection, Sacred, and profane AC.

Anti-magic bullets *
Requires Spellfowl bullets
You may spend two grit points to resolve one attack against a target’s AC as if they were under the effects of an anti-magic field. This requires a swift action to perform, so you may only make one such attack per round.

Quick clear
You may clear a jammed gun by using any action you can use to reload a gun. Clearing a jammed gun otherwise would require three full round actions.

High yield shot*
The gunslinger may expend one grit point as a swift action to fire a bullet which has been charged with a more powerful mix of, or simply more black powder. The bullet fired deals an additional 1d6 points of damage if it hits. However, the additional force is more likely to damage the gun, adding +2 to its fowling chance (usually rolling a 3 or lower).
At 3ed level and every three levels there after the damage dealt by this ability increases by 1d6 points.

Higher yield shot *
Requires high yield shot
The gunslinger may use spend 2 grit points and use even more powder to deal 1d6 points of damage, increasing by 1d6 every two levels with their bullets. This is even riskier adding +4 to the gun’s fowling chance
(roll better than a 5).

Thunderous shot
By spending a grit point a gunslinger can fire a specialised large bullet tipped with a thunderstone, and divoted so that it whistles as it spins through the air. On impact, the thunderstone detonates, dealing the gunslinger’s charisma modifier as sonic damage within ten feet. Each creature taking this damage must also make a fortitude saving throw (DC = 10 + ½ level +charisma modifier) or be deafened for one hour.

Explosive shot **
Requires Thunderous shot
The gunslinger fires a grenade round as a standard action at the cost of 3 grit points. The explosive shot detonates when it reaches its target, engulfing it in a 20 foot radius ball of fire and shrapnel which deals 1d6 damage per level of the gunslinger. This damage is half fire and half piercing, and creatures in the area may make a reflex saving throw (DC= 10 + Cha modifier +1/2 level) for half damage.

Penetrating shot **
The gunslinger uses dense bullets which continue after hitting their first target and damage anything behind them! When using this ability, the gunslinger picks any 30 foot straight line (or whatever the range of their gun is) and must, roll an attack against every creature or object within that line. If a large or larger creature, or a swarm, takes up multiple squares within the line they may only be targeted once with this ability. Additionally any attacks made with this ability ignore one point of hardness per gunslinger level. Using this ability is a full round action, and costs a grit point.

Flamethrower **
Requires penetrating shot
As a standard action consuming 3 grit points, the gunslinger fires a special mix of gunpowder and oils, dealing fire damage in a 60 foot line equal to 1d6 points of damage per level of the gunslinger. All creatures in the area may make a reflex saving throw (DC= 10 + Cha modifier +1/2 level) to take half damage.

Splinter-rain shot **
The gunslinger spends two grit points as a standard action to load a round made up of metal shards designed to break apart and spread out after leaving the barrel. The gunslinger can the immediately make an attack against everything within a 30 foot cone, each attack made at a -4 penalty. These attacks are made at their highest base attack bonus, and are considered part of the standard action.

Scorching hail **
The gunslinger spends 3 grit points as a standard action to fire a special projectile packed together with a secondary, slower burning explosive, immolating targets in a 30 foot cone. Each target in the area of effect must make a reflex saving throw (DC= 10 + Cha modifier +1/2 level) for half damage, or take 1d6 points of damage per gunslinger level. The damage is half fire and half piercing.

Hollow-point bullets (11th)
The gunslinger loads hollow-point bullets which fracture inside their target. When the gunslinger makes a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution instead.

Called shot * (7th)
The gunslinger can use a swift action to spend one grit points and choose the part of the body she wants to target with her next firearm attack. If she hits, she makes a combat manoeuvre check against her enemy, using her dexterity instead of strength. If she succeeds her target suffers the normal damage of her attack, as well as a penalty depending on which part of them was targeted.
If the gunslinger fails the check, the target still takes damage as normal, but suffers no additional ill effects.

Arms: On a hit the target 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 confused for 1 round. This is a mind-affecting effect.

Legs: On a hit, the target falls prone.

Torso: Targeting the torso increases the critical range of the weapon by one. This DOES stack with other means of increasing crit-threat range.

Wings: On a hit, the target starts falling.

Gunslinger’s Dodge
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.


Staggering Shot *
As a swift action the gunslinger may use one grit point to target the weak point of a foe with their next attack. If the attack hits the creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger’s level + the gunslinger’s Charisma modifier). If the creature fails, it is staggered for 1d4 rounds. It may repeat the saving throw at the start of each consecutive turn to free itself of the effect.
Creatures such as elementals which are not susceptible to critical hits are immune to this attack.

Stunning Shot *
Requires staggering shot
As a swift action the gunslinger may use one grit point to target the weak point of a foe with their next attack. If the attack hits the creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger’s level + the gunslinger’s Charisma modifier). If the creature fails, it is Stunned for 1d2 rounds. It may repeat the saving throw at the start of each turn to free itself of the effect.
Creatures such as elementals which are not susceptible to critical hits are immune to this attack.

Gun parry
When the gunslinger is targeted by a melee attack which they are not flat footed against, they can spend 1 grit point and expend a use of an attack of opportunity to attempt to parry that attack. The gunslinger makes an attack roll as if she were making an attack of opportunity except that for each size category the attacking weapon is larger than the gunslinger’s weapon, she takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack does not hit the gunslinger.

Ranged Gun Parry
Requires gun parry
This deed extends gun parry, allowing it to deflect melee attacks within 30 feet of the gunslinger, as well as missile weapons passing within a 30 foot radius of the gunslinger. The attack of opportunity suffers a -2 penalty at range.
Parrying an attack against a party member is considered shooting into melee.
Parrying an appropriately sized projectile incurs a -5 penalty, which stacks with all other penalties. Projectiles sized for larger creatures are easier to hit, but have more momentum, so use common sense.

Dead Shot ***
Requires accurate shot
As a full-round action expending 1 grit point 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. For instance, if a 7th-level gunslinger with 20 dexterity firing a rifle hits with both attacks, he does 2d10 +14 points of damage with the shot, instead of two attacks dealing 1d10+7 points of damage. Precision damage, damage from feats (such as piranha strike or arcane strike) and damage form weapon properties (such as flaming) are not multiplied.
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.



Nimble (Ex)
Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Tinkerer (Ex)
Gunslingers must be tinkerers to constantly fine tune and innovate using black powder, lead and steel. At first level gunslingers gain a +1 bonus on their craft alchemy and disable device checks. They can disable alchemical, but not magical traps.
Gunslingers also tend not to live long if they don’t pick up a knack for getting out of the way, giving them a +1 bonus on reflex saves and a +1 dodge bonus to AC against taps.
These bonuses increase to +2 at forth level, and by one more for every four levels there after.

Evasion
Gunslingers gain the benefits of evasion at 8th level. Whenever you are targeted by an area of effect attack which allows a reflex saving throw to mitigate damage, you may take half damage if you fail, and no damage if you succeed.

Extraordinary reload
The primary drawback of firearms is how long they take to reload;
Reloading a firearm of any type takes one minute if you are not proficient in their use and also incurs a 50% misfire chance.
If you are proficient in any kind of firearm, you may reload any firearm in three full round actions.
If you are proficient, and are using alchemical cartridges, you may reload a firearm as a full round action.

As a 1st level gunslinger, you are proficient in all firearms, and you may make alchemical cartridges thanks to your tinkering. In addition you gain rapid reload as a bonus feat, allowing you to reload a firearm as a move action.

At 4th level you have developed an uncanny quickness reloading your weapon of choice.
You may reload a firearm in place of one attack you could make, a move action, or a swift action, in any combination available to you.

At 12th level you may use a move action and still make iterative attacks with your firearm as if you took a full round action to attack.

At 16th level you may reload once per turn as a free action, in addition to all other reloads you perform.

As a 20th level gunslinger you may reload as a free action.

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