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                                                          paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011




                                                                                                                                                                         ®




                                                                                                                                                              ™




          UlTImaTe combaT
              PlayTesT
               Round 2: Gunslinger
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                                                                                                 Credits                                                                      487392




                                                            Lead Designer: Jason Bulmahn
                                                Design Team: James Jacobs, Rob McCreary, Erik Mona,
                                 Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, and Lisa Stevens
                                                            Creative Director: James Jacobs
                                                        Managing Editor: F. Wesley Schneider
                      Editing and Development: Judy Bauer, Christopher Carey, Stephen Radney-MacFarland, and James L. Sutter
                                                        Senior Art Director: Sarah E. Robinson
                                                           Graphic Designer: Andrew Vallas
                                                                 Publisher: Erik Mona
                                                               Paizo CEO: Lisa Stevens
                                                     Vice President of Operations: Jeffrey Alvarez
                                                           Director of Sales: Pierce Watters
                                                          Finance Manager: Christopher Self
                                                             Staff Accountant: Kunji Sedo
                                                             Technical Director: Vic Wertz
                                                         Marketing Director: Hyrum Savage
                                     Special Thanks: The Paizo Customer Service, Warehouse, and Website Teams


          Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
          Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots,
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          are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the
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          Open Game License and the d20 System License, please visit wizards.com/d20.                                                                 Redmond, WA 98052
          The Ultimate Combat Playtest, Round 2 is published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000
          Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. © 2011 Paizo Publishing.
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                                               paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011




              Ultimate Combat Playtest
                  Welcome to the second round of the playtest for the            “pickle” discussed on the boards makes an appearance in
                  Pathfinder RPG Ultimate Combat, a new sourcebook for the       this version. Maybe more exciting, you’ll find an expanded
                  Pathfinder Roleplaying Game. This book will include a          list of firearms, including advanced firearms, just to show
                  host of options for every character who picks up a sword,      you the eventual evolution of this class and firearms.
                  mace, or bow to fight off murderous monsters, as well as          Once you’ve had a chance to play with these rules,
                  a new class: the gunslinger.                                   post your thoughts and feedback on the messageboards
                     First of all, thanks to all of you who took part in         at paizo.com. Each class has its own messageboard for
                  the f irst round of playtesting. Your feedback has been        discussion and critique. The design team looks forward
                  invaluable in making sure that you’ll get the best             to hearing your thoughts. See you on the boards.
                  versions of the gunslinger, ninja, and samurai with the
                  release of Ultimate Combat. It was also instrumental in
                  the evolution of the gunslinger into a full class.
                     There are a number of changes to this class that we
                  hope you’ll find exciting. Deeds have been tweaked, added          Jason Bulmahn           Stephen Radney-MacFarland
                  to, and refined based on the first playtest. And yes, the           Lead Designer                           Designer




              	       The	GunslinGer
              To a renegade few, battle sounds different than it does            Class Skills
              for the typical f ighter. The clash of steel and the sizzle of     The gunslinger’s class skills are Acrobatics (Dex), Bluff
              spell energy are drowned out by the thunderous rhythm              (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal
              of gunf ire—the pounding beat of the gunslinger.                   (Wis), Intimidate (Cha), Knowledge (engineering) (Int),
                 Gunslingers are a bold and mysterious lot. While                Knowledge (local) (Int), Perception (Wis), Profession
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              many treat the secrets of black powder with the same               (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis),
              care and reverence that a wizard typically reserves for            and Swim (Str).
              his spellbook, most gunslingers know that f irearms are              Skill Ranks per Level: 2 + Int Modif ier.
              a secret that cannot remain concealed forever. While
              current f irearms are simple, often imprecise, and even            Class Features
              dangerous devices, they are a technology on the move,              The following are class features of the gunslinger.
              and one that will become even more powerful when it is                Weapons and Armor Proficiency: Gunslingers are
              fully fused with magic.                                            prof icient with all simple and martial weapons, and
                 The gunslinger is a pioneer of the f irearm. Through            with all f irearms. They are prof icient with all light and
              grit, wit, and determination, she confronts the dangers            medium armor.
              of the world with a bang. She often seems fearless—a                  Gunsmith: At 1st level, a gunslinger gains one of the
              relatively lightly armored warrior who always seems to             following f irearms of her choice: blunderbuss, musket,
              be in the thick of things, struggling to keep her volatile         or pistol. Her starting weapon is battered, and only she
              weapons from jamming and exploding, while pulling                  knows how to use it properly. All other creatures treat her
              off daring deeds that leave cavaliers slack-jawed, clerics         gun as if it had the broken condition. If it already has
              wide-eyed with fear, and bards inspired to compose                 the broken condition, it does not work at all for others.
              ballads about her exploits.                                        This starting weapon can only be sold for scrap (it’s worth
                 Role: Gunslingers are thunderous artillery, often found         4d10 gold pieces when sold). The gunslinger also gains
              where the fighting is fiercest. Brave, clever, and frequently      Gunsmithing as a bonus feat.
              foolhardy, many gunslingers push to position themselves               Grit (Ex): A gunslinger makes her mark upon the world
              at close range, barrels blazing, to take down their foes           with daring deeds. Some gunslingers claim they belong
              and demoralize their enemies. Other gunslingers are                to a mystical way of the gun, but it’s more likely that the
              masters of distant death, picking off enemies from afar            volatile and dangerous nature of f irearms simply prunes
              with their strange and wondrous weapons.                           the unlucky and careless from their ranks. Whatever the
                 Alignment: Any.                                                 reason, all gunslingers have grit. In game terms, grit is
                 Hit Dice: d10.                                                  a f luctuating measure of a gunslinger’s ability to perform




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                                           paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011




                                                                                    Ultimate Combat The Gunslinger, Round 2
          amazing actions in combat, both offensive and defensive.             Firearms in Your Campaign
          At the start of each day, a gunslinger gains a number of             Firearms and the gunslinger are not for every campaign,
          grit points equal to her Wisdom modif ier (minimum 1).               and even if you are excited about introducing firearms into
          Her grit goes up or down throughout the day, but usually             your campaign, you should still make a decision of how
          cannot go higher than her Wisdom modif ier (minimum                  commonplace they are. The following are broad categories
          1), though some feats and magic items may affect this                of firearm rarity and the rules that govern them. The world of
          maximum. A gunslinger spends grit to accomplish deeds                Golarion uses the rules for emerging guns, which are also the
          (see below), and regains grit in the following ways.                 default category of gun rarity detailed in this document.
             Critical Hit with a Firearm: Each time the gunslinger                 No Guns: If you do not want guns in your campaign, simply
          confirms a critical hit with a firearm attack while in               do not allow the rules that follow. The Pathfinder Roleplaying
          the heat of combat, she regains 1 grit point. Confirming             Game plays perfectly well without them.
          a critical hit on a helpless or unaware creature or on a                 Very Rare Guns: Early firearms are rare; advanced
          creature that has fewer Hit Dice than half the gunslinger’s          firearms, the gunslinger alternate class, the Amateur
          character level does not restore grit.                               Gunslinger feat, and archetypes that use the firearm rules
             Killing Blow with a Firearm: When the gunslinger reduces          do not exist in this type of campaign. Firearms are treated
          a creature to 0 or fewer hit points with a firearm attack            more like magic items—things of wonder and mystery—
          while in the heat of combat, she regains 1 grit point.               rather than like things that are mass produced. Few know
          Destroying an unattended object, reducing a helpless or              the strange secrets of firearm creation. Only NPCs can take
          unaware creature to 0 or fewer hit points, or reducing a             the Gunsmithing feat.
          creature that has fewer Hit Dice than half the gunslinger’s              Emerging Guns: Firearms become more common. They
          character level to 0 or fewer hit points does not restore            are mass-produced by small guilds or lone gunsmiths, a
          any grit.                                                            dwarven clan, or maybe even a nation or two, but the secret
             Deeds: Gunslingers spend grit points to accomplish                is slipping out, and the occasional rare adventurer uses guns.
          deeds. Most deeds grant the gunslinger some momentary                The baseline gunslinger rules and the prices for ammunition
          bonus or effect, but there are some that provide longer-             given in this document are for this type of campaign. Early
          lasting effects. Some deeds stay in effect as long as the            firearms are available, but are relatively rare. Gunslingers
          gunslinger has at least 1 grit point. The following is the list      must take the Craft Firearms feat just to make them feasible
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          of base gunslinger deeds. A gunslinger can only perform              weapons. Advanced firearms may exist, but only as rare and
          deeds of her level or lower. Unless otherwise noted, a deed          wondrous items.
          can be performed multiple successive times, as long as the               Commonplace Guns: While still expensive and tricky
          appropriate amount of grit is spent to perform the deed.             to wield, early firearms are readily available. Instead of
             Deadeye (Ex): At 1st level, the gunslinger can resolve an         requiring an Exotic Weapon Proficiency, all firearms are
          attack against touch AC instead of normal AC when firing             martial weapons. Early firearms and their ammunition
          beyond her firearm’s first range increment. Performing               cost 25% of the amount listed in this book, but advanced
          this deed costs 1 grit point per range increment beyond              firearms and their ammunition are still rare and cost full
          the f irst. The gunslinger still takes the –2 penalty on             price to buy or craft.
          attack rolls for each range increment beyond the f irst                  Guns Everywhere: Guns are commonplace. Early firearms
          when she performs this deed.                                         are seen as antiques, and advanced firearms are widespread.
             Gunslinger’s Dodge (Ex): At 1st level, the gunslinger             Firearms are simple weapons, and early firearms, advanced
          gains an uncanny knack for getting out of the way of                 guns, and their ammunition are bought or crafted for 10%
          ranged attacks. When a ranged attack is made against the             of the cost listed in this document. The gunslinger loses the
          gunslinger, she can spend 1 grit point to move 5 feet as             gunsmith class feature and instead gains the gun training
          an immediate action; doing so grants the gunslinger a +2             class ability at 1st level.
          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          gunslinger must have at least 1 grit point to perform this
          bonus to AC against the triggering attack. The gunslinger          deed. Alternatively, if the gunslinger spends 1 grit point
          can only perform this deed while wearing medium or light           to perform this deed, she can perform quick clear as a
          armor, and while carrying no more than a light load.               move-equivalent action instead of a standard action.
             Quick Clear (Ex): At 1st level, as a standard action,              Gunslinger Initiative (Ex): At 3rd level, as long as the
          the gunslinger can remove the broken condition from                gunslinger has at least 1 grit point, she gains the following
          a single f irearm she is currently wielding, as long as            benefits. First, she gains a +2 bonus on initiative checks.
          that condition was gained by a f irearm misf ire. The              Furthermore, if she has the Quick Draw feat, her hands are




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                Table 1: Gunslinger                                                 attack based on its quality. A simple lock has a +10 bonus
                            Base                                                    to AC, an average lock has a +15 bonus to AC, a good lock
                           Attack        Fort Ref Will                              has a +20 bonus to AC, and a superior lock has a +30
                Level      Bonus         Save Save Save    Special                  bonus to AC. Arcane lock grants a +10 bonus to the AC of
                1st          +1           +2   +2    +0    Deeds, grit,             a lock against this attack. On a hit, the lock is destroyed,
                                                           gunsmith                 and the object can be opened as if it were unlocked. On
                2nd           +2          +3    +3   +0    Bravery +1               a miss, the lock is destroyed, but the object is jammed
                3rd            +3         +3    +3   +1    Deeds                    and still considered locked. It can still be unlocked by
                4th           +4         +4    +4    +1    Bonus feat               successfully performing this deed, by using the Disable
                5th            +5        +4    +4    +1    Gun training             Device skill, or with the break DC, though the DC or
                6th          +6/+1        +5    +5   +2    Bravery +2               the AC increases by 10. A key, combination, or similar
                7th          +7/+2        +5    +5   +2    Deeds                    mechanical method of unlocking the lock no longer
                8th          +8/+3       +6    +6    +2    Bonus feat               works, though knock can still be employed to bypass the
                9th          +9/+4       +6    +6    +3    Gun training             lock, and the creator of an arcane lock can still bypass the
                10th        +10/+5        +7    +7   +3    Bravery +3               wards of that spell.
                11th       +11/+6/+1      +7    +7   +3    Deeds                 •	 Scoot Unattended Object: The gunslinger makes an
                12th       +12/+7/+2     +8    +8    +4    Bonus feat               attack roll against a Tiny or smaller unattended object
                13th       +13/+8/+3     +8    +8    +4    Gun training             within the first range increment of her firearm. A Tiny
                14th       +14/+9/+4     +9    +9    +4    Bravery +4               unattended object has AC 5, a Diminutive unattended
                15th      +15/+10/+5     +9    +9    +5    Deeds                    object has AC 7, and a Fine unattended object has AC
                16th     +16/+11/+6/+1   +10   +10   +5    Bonus feat               11. On a hit, the gunslinger does not damage the object
                17th     +17/+12/+7/+2   +10   +10   +5    Gun training             with the shot, but can move it up to 15 feet farther away
                18th     +18/+13/+8/+3   +11   +11   +6    Bravery +5               from the shot’s origin. On a miss, she damages the
                19th    +19/+14/+9/+4    +11   +11   +6    Deeds                    object normally.
                20th    +20/+15/+10/+5   +12   +12   +6    Bonus feat,           •	 Stop Bleeding: The gunslinger makes a firearm attack
                                                           true grit                and then presses the hot barrel against an adjacent
                                                                                    creature to staunch a bleeding wound. Instead of dealing
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              free and unrestrained, and the firearm is not hidden, she             damage, the shot ends a single bleed condition affecting
              can draw a single firearm as part of the initiative check.            the creature. The gunslinger does not have to make an
                  Pistol-Whip (Ex): At 3rd level, the gunfighter can make a         attack roll when performing the deed in this way; she
              surprise melee attack with the butt or handle of her firearm          can instead shoot the firearm into the air, but that shot
              as a standard action. When she does, she is considered                still uses up ammunition normally.
              to be proficient with the firearm as a melee weapon and               Dead Shot (Ex): At 7th level, as a full-round action, the
              gains a bonus on the attack and damage rolls equal to              gunslinger can take careful aim and pool all of her attack
              the enhancement bonus of the f irearm. The damage                  potential in a single, deadly shot. When she does this, she
              dealt by the pistol-whip is of the bludgeoning type, and           shoots the firearm at a single target, but makes as many
              is determined by the size of the f irearm. One-handed              attack rolls as she can, based on her base attack bonus.
              f irearms deal 1d6 points of damage (1d4 if wielded by             She makes the attacks in order from highest bonus to
              size Small creatures) and two-handed firearms deal 1d10            lowest, as if she were making a full attack. If any of the
              points of damage (1d8 if wielded by size Small creatures).         attacks hit the target, the gunslinger hits the target. For
              Regardless of the gunslinger’s size, the critical multiplier       each additional hit made against the target beyond the
              of this attack is 20/�2. If the attack hits, the gunslinger        first, the gunslinger increases the damage of the shot by
              can make a CMB check to knock the target prone as a free           the base die roll of the firearm. For instance, if a 7th-level
              action. Performing this deed costs 1 grit point.                   gunslinger firing a musket hits with both attacks, she does
                  Utility Shot (Ex): At 3rd level, if the gunslinger has at      2d12 points of damage with the shot, instead of 1d12 points
              least 1 grit point, she can perform all of the following           of damage, before adding any damage modifiers. Precision
              utility shots. Each utility shot can be applied to any single      damage and extra damage from special weapon qualities
              attack with a f irearm, but the gunslinger must declare            (such as f laming) are added with damage modifiers and are
              the utility shot she is using before f iring the shot.             not increased by this deed. If one or more rolls are critical
              •	 Blast Lock: The gunslinger makes an attack roll against         threats, she confirms the critical once using her highest
                  a lock within the first range increment of her firearm. A      base attack bonus, and on a confirmation, she multiplies
                  Diminutive lock usually has AC 7, and larger locks have        the damage normally. A gunslinger must spend 1 grit
                  lower ACs. The lock gains a bonus to its AC against this       point to perform this deed. She cannot perform this deed




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                                                                                    Ultimate Combat The Gunslinger, Round 2
          with a blunderbuss or other scatter weapon when attacking             Evasive (Ex): At 15th level, when the gunslinger has
          creatures in a cone.                                               at least 1 grit point, she gains the benefit of the evasion
             Startling Shot (Ex): At 7th level, when the gunslinger has      and improved uncanny dodge rogue class abilities. She
          at least 1 grit point and misses a creature with a firearm         uses her gunslinger level as her rogue level for improved
          attack, the target of the attack becomes f lat-footed until the    uncanny dodge.
          start of its next turn. A gunslinger can aim at but purposely         Menacing Shot (Ex): At 15th level, the gunslinger can
          choose to miss a target in order to gain this effect.              spend 1 grit point, shoot a firearm into the air, and then
             Targeting (Ex): At 7th level, as a full-round action,           command such dread and authority as to affect all living
          the gunslinger can make a firearm attack with greater              creatures within a 30-foot-radius spread as if they were
          accuracy and effect. When she makes this attack, she can           subject to the fear spell. The DC of this effect is equal to 10 +
          choose part of the body to target, and gains the following         1/2 the gunslinger’s level + the gunslinger’s Cha modifier.
          effects depending on the part of the body targeted. If a              Slinger’s Luck (Ex): At 15th level, the gunslinger can spend
          creature does not have one of the listed body locations,           grit to reroll a saving throw or a skill check. It costs 2 grit
          that part cannot be targeted. This deed costs 1 grit point to      points to reroll a saving throw, and 1 grit point to reroll
          perform no matter which part of the creature she targets.          a skill check. The gunslinger must take the result of the
          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 are immune to trip
             attacks are immune to this effect.
          •	 Torso: Targeting the torso threatens a critical on a 19–20.
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          •	 Wings: On a hit, the target is damaged normally, and
             begins to fall.
             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 Loading (Ex): At 11th level, whenever
          the gunslinger rolls a misf ire with a gun that
          has the broken condition, she can spend 1 grit
          point to keep the gun from exploding, though it
          retains the broken condition.
             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 f irearm
          as a swift action once per round. If she has Rapid
          Reload 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.




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                Optional Rule: Daring Act                                             True Grit (Ex): At 20th level, a gunslinger picks two
                The following method for regaining grit points requires a          deeds that she has access to and that she must spend grit
                measure of GM judgment, so it is an optional rule.                 to perform. She can perform these deeds for 1 grit point
                    Daring Act: Each time a gunslinger performs a daring           fewer (minimum 0) than usual. If the number of grit
                act, she can regain grit. As a general guideline, a daring act     points to perform a deed is reduced to 0, the gunslinger
                should be risky and dramatic. It should take a good deal of        can perform this deed as long as she has at least 1 grit
                guts, and its outcome should have a low probability of success.    point. If a deed could already be performed as long as she
                If it is successful, the gunslinger regains 1 grit point.          had at least 1 grit point, she can now perform that deed
                    Before attempting a daring act, the player should ask the      even when she has no grit points.
                GM whether the act qualifies. The GM is the final arbiter of
                what’s considered a daring act, and can grant a regained           	     FeaTs
                grit point for a daring act even if the player does not ask        Most of the following feats are grit feats. Grit feats interact
                beforehand whether the act qualifies.                              with the grit class ability, usually by increasing the set of
                                                                                   deeds a gunslinger or other grit user has. Any grit feats can
                                                                                   be taken as bonus feats by a gunslinger.
              second roll, even if it is lower. This deed cannot be reduced
              by the true grit class ability, the Signature Deed feat, or any      Amateur Gunslinger (Combat)
              other effect that reduces the amount of grit a deed costs.           Although you are not a gunslinger, you both have and can
                 Cheat Death (Ex): At 19th level, whenever the gunslinger          use grit.
              is reduced to 0 or fewer hit points, she can spend all of               Prerequisite: You have no levels in a class that has the
              her remaining grit points to instead be reduced to a hit             grit class feature.
              point total equal to the number of grit points she spent on             Benefit: You gain a small amount of grit and the ability
              this deed.                                                           to perform a single 1st-level deed from the gunslinger deed
                 Death’s Shot (Ex): At 19th level, a well-placed bullet can        class feature. At the start of the day, you gain 1 grit point,
              bring true death. When the gunslinger scores a critical              though throughout the day you can gain grit points up to
              hit, she can spend 1 grit point to choose to deal normal             a maximum of your Wisdom modifier (minimum 1). You
              damage, and the target must succeed at a Fortitude saving            can regain grit using the rules for the gunslinger’s grit
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              throw with a DC equal to 10 + 1/2 the gunslinger’s level             class feature. You can spend this grit to perform the 1st-
              + the gunslinger’s Dexterity modifier. On a failed saving            level deed you chose and any other deed you gain through
              throw, the target dies. This is a death attack. Performing           feats or magic items.
              this deed does not allow the gunslinger to regain grit from             Special: If you gain levels in a class that grants the grit
              confirming a critical hit or making a killing blow.                  class feature, you can immediately trade this feat for the
                 Stunning Shot (Ex): At 19th level, when a gunslinger hits         Extra Grit feat.
              a creature, she can spend 1 grit point to stun the creature
              for 1 round. Creatures that are immune to critical hits are          Deft Shootist Deed (Grit)
              also immune to this effect.                                          You can avoid attacks while shooting and reloading firearms.
                 Bravery (Ex): Starting at 2nd level, a gunslinger gains a            Prerequisites: Grit class feature or Amateur Gunslinger
              +1 bonus on Will saving throws against fear. This bonus              feat, Dodge, Mobility.
              increases for every 4 levels beyond 2nd level.                          Benefit: As long as you have at least 1 grit point, you
                 Bonus Feats: At 4th level, and every 4 levels thereafter, a       do not provoke attacks of opportunity when shooting or
              gunslinger gains a bonus feat in addition to those gained            reloading your f irearm.
              by normal advancement. These bonus feats must be combat
              or grit feats.                                                       Extra Grit (Grit)
                 Gun Training (Ex): Starting at 5th level, a gunslinger            You have more grit than the ordinary gunslinger.
              can select one specif ic type of f irearm (such as an axe               Prerequisites: Grit class feature or the Amateur
              musket, blunderbuss, musket, or pistol). She gains a                 Gunslinger feat.
              bonus equal to her Dexterity modif ier on damage rolls                  Benefit: You gain 2 extra grit points at the start of each
              when firing that type of firearm. Furthermore, when she              day, and your maximum grit increases by 2.
              misf ires with that type of f irearm, the misf ire value of             Normal: If you are a gunslinger, you gain your Wisdom
              that f irearm increases by 2 instead of 4.                           modifier in grit points at the start of each day, which is also
                 Every 4 levels thereafter (9th, 13th, and 17th), the              your maximum grit. If you have the Amateur Gunslinger
              gunslinger picks up another type of f irearm, gaining                feat, you gain 1 grit point at the start of each day, and your
              these bonuses with those types as well.                              maximum grit is equal to your Wisdom modifier.




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                                                                                   Ultimate Combat The Gunslinger, Round 2
            Special: If you possess levels in the gunslinger class,            Benefit: You often rely on surprise and misdirection
          you can take this feat multiple times.                            in your social dealings. You gain a +2 bonus on Bluff
                                                                            checks, and you can spend 1 grit point to gain the effects
          Gunsmithing                                                       of the disguise self spell, with a caster level equal to your
          You know the secrets of repairing and restoring firearms.         gunslinger level. This deed does not actually change your
              Benefit: If you have access to a gunsmith kit, you can        appearance, but rather allows you to hide your identity in
          create and restore firearms, craft bullets, and mix black         other ways to the same effect as an extraordinary ability.
          powder for all types of firearms. You do not need a check to
          create firearms and ammunition or to restore firearms.            Ricochet Shot Deed (Grit)
              Crafting Firearms: You can craft any early firearm for a      You can ricochet a f irearm shot off the wall and still hit
          cost in raw materials equal to half the price of the firearm.     your target.
          At your GM’s discretion, you can craft advanced firearms             Prerequisites: Grit class feature or Amateur Gunslinger
          for a cost in raw materials equal to half the price of the        feat, Blind-Fight.
          firearm. Crafting a firearm in this way takes 1 day of work          Benefit: You can f ire a shot at a wall or piece of solid
          for every 1,000 gp of the firearm’s price (minimum 1 day).        terrain, and have it ricochet off. When you do, use the
              Crafting Ammunition: You can craft bullets, pellets, and      square immediately in front of the wall or piece of solid
          black powder for a cost in raw materials equal to 10% of          terrain to determine line of sight to a target, and this
          the price. If you have at least 1 rank in Craft (alchemy), you    square is considered the new origin square of the attack.
          can craft alchemical cartridges for a cost in raw materials       Use that square to determine the effects of cover, and
          equal to half the price of the cartridge. At your GM’s            your own square to determine the effects of concealment.
          discretion, you can craft metal cartridges for a cost in raw      You can make this shot as long as you have at least 1 grit
          materials equal to half the cost of the cartridge. Crafting       point. When making this shot, you can spend 1 grit point
          bullets, black powder, or cartridges takes 1 day of work for      to ignore the effects of all cover or concealment. You
          every 1,000 gp of ammunition (minimum 1 day).                     must choose to spend the grit point before you make the
              Restoring a Broken Firearm: Each day, with an hour’s worth    attack roll.
          of work, you can use this feat to repair a single firearm
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          to restore a broken firearm with this feat.                       You are so skilled at stashing small packets of f irearm
              Special: If you are a gunslinger, this feat grants the        ammunition and black powder on your person that you
          following additional benef it. You can use this feat to           sometimes surprise yourself when you f ind them.
          repair and restore your initial, battered weapon. It costs           Prerequisites: Grit class feature or Amateur Gunslinger
          300 gp and 1 day of work to upgrade it to a masterwork            feat, Sleight of Hand 1 rank.
          f irearm of its type.                                                Benefit: Spend 1 grit point while in combat to recover
                                                                            either 1 bullet and 1 dose of black powder or 1 alchemical
          Leaping Shot Deed (Grit)                                          cartridge from a hidden stash on your person that you
          You leap through the air, guns blazing.                           had, until now, forgotten about. If the bullet and black
             Prerequisites: Dex 13, grit class feature or Amateur           powder or the alchemical cartridges are normal shot,
          Gunslinger feat, Dodge, Mobility, base attack bonus +4.           you do not need to pay for the ammunition. If you want
             Benefit: You gain a +2 bonus on Acrobatics checks made         to recover any other kind of ammunition, you must pay
          to jump. As a full-round action, you can move up to your          for it with gold pieces from your character’s wealth. You
          speed and make firearm attacks at your highest base attack        also gain a +4 bonus on any Sleight of Hand checks made
          bonus with each loaded firearm you are wielding. You can          while gambling.
          make these attacks at any point during your movement,
          and if you are wielding two firearms, you can make the            Signature Deed (Grit)
          attacks at different points during the movement. At the           You are known for performing a particular deed, and can
          end of this movement, you fall prone. This deed costs 1           perform it with greater ease.
          grit point to perform.                                              Prerequisites: Grit class feature, gunslinger level 11th.
                                                                              Benefit: Pick a deed that you have access to and that
          No Name (Grit)                                                    you must spend grit to perform. You can perform this
          You don’t need an elaborate disguise to keep your identify        deed for 1 fewer grit point (minimum 0). If the amount of
          under wraps.                                                      grit needed to perform the deed is reduced to 0, you can
            Prerequisites: Grit class feature or Amateur Gunslinger         perform this deed for the normal action cost as long as
          feat, Bluff 4 ranks.                                              you have at least 1 grit point.




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                                                                                            in parentheses after its misfire value. Any creature within this burst
              Basic Firearm Rules                                                           (including the firearm’s wielder) takes damage as if it had been shot
              The following is a preview of the firearm rules that appear in both
                                                                                            by the weapon—a DC 12 Reflex save halves this damage.
              The Inner Sea World Guide and Ultimate Combat, including a slight
                                                                                               Fire while Prone: Firearms, like crossbows, can be fired while
              revision to the Rapid Reload feat that takes into account the firearm
                                                                                            the wielder is prone.
              rules. While the gunslinger utilizes these rules, the following are
              only included in the playtest so that you can play the gunslinger.
                                                                                            Firearm and Ammunition Descriptions
              The rules on this page are final and not open for the playtest.
                                                                                            Firearms come in one of two varieties for the purposes of this
                  Firearms use the following rules.
                                                                                            playtest. Each weapon type uses a slightly different type of
                  Firearm Proficiency: The Exotic Weapon Proficiency (firearms)
                                                                                            ammunition, but loading either requires a dose of black powder.
              feat allows you to use all of the firearms presented here without
                                                                                               Black Powder: Black powder is the key explosive component
              penalty. A nonproficient character takes the standard –4 penalty on
                                                                                            within a firearm, but in larger amounts it can be even more
              attack rolls with firearms and increases all misfire values by 4.
                                                                                            destructive. A single dose of black powder is enough to power
                  Even though Exotic Weapon Proficiency (firearms) grants you
                                                                                            a single shot from most one-handed and two-handed firearms.
              proficiency with all firearms, when you take feats that modify a
                                                                                            Cost: 10 gp per dose.
              single type of weapon (such as Weapon Focus or Rapid Reload),
                                                                                               Firearm Bullet: A firearm bullet typically takes the form of a
              you must still pick one type of firearm (such as musket or pistol)
                                                                                            small ball of lead or some other metal. A bullet that misses is
              for those feats to affect.
                                                                                            destroyed. Cost: 1 gp per bullet.
                  Capacity: This lists the number of shots the weapon can hold.
                                                                                               Musket: This large firearm fires large-caliber bullets that have
              You may fire a firearm as many times in a round as you have
                                                                                            a much greater range than those fired from a pistol. A musket
              attacks, up to this limit. The capacity often indicates the number
                                                                                            uses a bullet and a single dose of black powder as ammunition.
              of barrels a firearm has.
                                                                                               Pistol: The single-shot pistol is the most common firearm
                  Range and Penetration: Armor, manufactured or natural, provides
                                                                                            found in the Inner Sea region, although it’s still rare enough to be
              little protection against the force of a bullet at short range. When firing
                                                                                            an object of envy or curiosity to most. A pistol uses a bullet and a
              upon a target within a firearm’s first range increment, the attack resolves
                                                                                            singe dose of black powder as ammunition.
              against the target’s touch AC, but is not considered a touch attack for
              the purposes of feats such as Deadly Aim. At higher range increments,
                                                                                            Rapid Reload (Combat)
              the attack resolves normally (including taking the normal cumulative –2
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                                                                                            Choose a type of crossbow (hand, light, heavy) or a single type of
              penalty for each full-range increment). Unlike other projectile weapons,
                                                                                            one-handed or two-handed firearm that you are proficient with.
              most firearms have a maximum range of five range increments.
                                                                                            You can reload such a weapon quickly.
                  Loading a Firearm: It’s a standard action to load a one-handed
                                                                                               Prerequisite: Weapon Proficiency (crossbow type chosen) or
              firearm and a full-round action to load a two-handed firearm.
                                                                                            Exotic Weapon Proficiency (firearm).
              Loading a cannon requires three full-round actions. Loading a
                                                                                               Benefit: The time required for you to reload your chosen type
              firearm provokes attacks of opportunity. The Rapid Reload feat
                                                                                            of weapon is reduced to a free action (for a hand or light crossbow),
              reduces the time required to load one-handed and two-handed
                                                                                            a move action (for a heavy crossbow or one-handed firearm), or a
              firearms, but not cannons. Loading a one-handed or two-handed
                                                                                            standard action (for a two-handed firearm). Reloading a crossbow
              firearm typically requires a bullet and 1 dose of black powder.
                                                                                            or firearm still provokes attacks of opportunity.
              Siege firearms typically require a ball and multiple doses of black
                                                                                               If you have selected this feat for a hand crossbow or light
              powder. Firearm ammunition cannot be treated with poison.
                                                                                            crossbow, you may fire that weapon as many times in a full-attack
                  Misfires: If the natural result of your attack roll falls within a
                                                                                            action as you could attack if you were using a bow.
              firearm’s misfire value, your firearm misfires, even if you normally
                                                                                               Normal: A character without this feat needs a move action to
              would have hit the target. When a firearm misfires, you miss the
                                                                                            reload a hand or light crossbow, a standard action to reload a one-
              target and the firearm gains the broken condition. A broken firearm’s
                                                                                            handed firearm, or a full-round action to load a heavy crossbow
              misfire value increases by 4. If a firearm with the broken condition
                                                                                            or a two-handed firearm.
              misfires again, it explodes. When a firearm explodes, the weapon is
                                                                                               Special: You can gain Rapid Reload multiple times. Each time
              destroyed. Pick one corner of your square—the explosion creates a
                                                                                            you take the feat, it applies to a new type of crossbow or a new
              burst from that point of origin. Each firearm has a burst size noted
                                                                                            type of firearm.

                 Firearms
                 Firearm      Cost              Dmg (S)        Dmg (M)          Critical    Range        Misfire       Capacity       Weight          Type
                 One-Handed Firearms
                    Pistol       1,000 gp           1d6            1d8             ×4        20 ft.       1 (5 ft.)         1           4 lbs.       B and P
                 Two-Handed Firearms
                    Musket       1,500 gp          1d10           1d12             ×4        40 ft.      1–2 (5 ft.)        1           9 lbs.       B and P




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                                                                                   Ultimate Combat The Gunslinger, Round 2
          	     new	Firearms	and	equipmenT                                  uses either a bullet and a single dose of black powder, or
          The following nonmagical items are designed for                   a single alchemical cartridge.
          f irearm users.                                                      Pistol, Coat: Not as powerful as other f irearms, this
                                                                            pistol is small enough to be concealed in a jacket or coat.
          New Firearms                                                      You get a +2 bonus on Sleight of Hand checks made to
          Firearms are split up into two major types. There are             conceal a coat pistol on your body.
          early firearms—firearms that use matchlock or f lintlock                                      Pistol, Double Barrel: This pistol
          technology, or some similar mechanism—and advanced                                          has two parallel barrels; each
          f irearms—f irearms that are more effective and reliable.                                   barrel can be shot independently
              Advanced Firearms: Advanced f irearms are more                                         as a separate action, whereas both
          powerful and accurate than early f irearms are. With an                                  barrels can be shot at once with the
          advanced f irearm, attacks are resolved against touch AC                               same action. If both barrels are shot
          within the f irst f ive range increments of the weapon,                              at once, they both must target the same
          and have the full 10 range increments for projectile                               creature or object, and the pistol becomes
          weapons. They use metal cartridges as ammunition,                                 wildly inaccurate, taking a –4 penalty to
          making it a move action to reload the weapon’s                                  each shot.
          entire capacity. Advanced f irearms do                                           Pistol, Dragon: Like a miniature blunderbuss,
          not misf ire.                                                                the dragon pistol fires pellets or a bullet from its
              Scatter Special Quality: A weapon                                      f lared barrel. The dragon pistol fires in a 15-foot
          with the scatter special quality                                         cone when firing shot, and has a 10-foot range
          can shoot two different types of                                       increment when firing a bullet.
          ammunition. It can f ire normal                                          Revolver: A revolver is a pistol with a revolving
          bullets that target one creature, or it                              cylinder with six chambers. Each chamber can hold
          can make a scattering shot, attacking                               a metal cartridge, and when one cartridge is shot, the
          all creatures within a cone. When it                              cylinder rotates, readying the next chamber for f iring.
          attacks all creatures within a cone, it                              Rif le: This improvement on the musket, which features
          makes one attack per creature within                              grooved barrels, can f ire farther and with more accuracy
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          in the cone, and each attack takes a –2                           than that early f irearm.
          penalty. If any of the attacks threaten                              Shotgun: This advanced version of the blunderbuss
          a critical, conf irm the critical for that                        shoots in a 30-foot cone when f iring pellets, and has a
          creature alone. If a scatter weapon                               20-foot range increment when f iring a bullet.
          explodes on a misf ire, it deals triple its
          damage to all creatures within the misf ire radius.               New Equipment
              Blunderbuss: This weapon f ires pellets or a bullet           The following are some new kinds of ammunition and
          from its trumpet-shaped barrel, making it an effective            equipment that complement the gunf ighter.
          fowling weapon or close-f ighting personal defense                   Alchemical Cartridges: Alchemical cartridges are
          weapon. The blunderbuss f ires in a 15-foot cone when             prepared bundles of black powder and a bullet or shot,
          f iring pellets, and has a 10-foot range increment when           sometimes with more exotic material added, which are
          f iring a bullet.                                                 then wrapped in paper or cloth and sealed with beeswax,
              Buckler Gun: The front of this buckler is f itted with a      lard, or tallow. There are many types of alchemical
          small, double barrel gun that can be shot while wearing           cartridges, the simplest being the paper cartridge—a
          the buckler. Unlike with a double barrel pistol, you can          simple mix of black powder and either pellets or a bullet.
          only shoot one barrel at a time. You must remove the              Alchemical cartridges make loading a f irearm easier,
          buckler to reload the gun.                                        reducing the time to load a f irearm by one step (a full-
              Musket, Axe: This musket features an axe blade at the         round action becomes a standard action, a standard
          top of its barrel. It can also be used as a battleaxe. If this    action becomes a move action, a move action becomes a
          f irearm gains the broken condition because of a misf ire,        free action), but they tend to be unstable—the misf ire
          it suffers from that condition both when used as a gun and        value of a weapon firing an alchemical cartridge increases
          when used as a battleaxe.                                         by at least 1.
              Pepperbox: This pistol has six barrels instead of one.           Entangling Shot Cartridge: This mix of black powder and
          The entire barrel housing can be quickly rotated by hand          a strange resin strong enough to survive the shot can only
          between shots, allowing all six bullets to be f ired before       be loaded into a blunderbuss, a dragon pistol, or some
          the weapon must be reloaded. Each barrel of a pepperbox           other scatter weapon. It deals half damage to those hit




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               Early Firearms
                 Firearm             Cost             Dmg (S) Dmg (M)      Critical   Range       Misfire Capacity Weight        Type     Special
                 One-Handed Firearms
                   Buckler Gun             750 gp      1d4       1d6          ×4       10 ft.     1 (5 ft.)     2     6 lbs.    B and P
                   Pepperbox               3,000 gp    1d6       1d8          ×4       20 ft.    1–2 (5 ft.)    6     5 lbs.    B and P
                   Pistol, Coat            500 gp      1d4       1d6          ×4       10 ft.     1 (5 ft.)     1     2 lbs.    B and P
                   Pistol, Double Barrel   1,750 gp    1d6       1d8          ×4       20 ft.     1 (5 ft.)     2     5 lbs.    B and P
                   Pistol, Dragon          1,500 gp    1d3       1d4          ×2      Special    1–2 (5 ft.)    1     5 lbs.    B and P    Scatter
                 Two-Handed Firearms
                   Axe Musket              1,600 gp    1d8       1d10         ×4       40 ft.     1–2 (5 ft.)   1     12 lbs.   B and P
                   Blunderbuss             2,000 gp    1d6        1d8         ×2      Special    1–2 (10 ft.)   1     9 lbs.    B and P    Scatter


               Advanced Firearms
                 Firearm             Cost             Dmg (S) Dmg (M)      Critical   Range       Misfire Capacity Weight        Type     Special
                 One-Handed Firearms
                   Revolver                750 gp      1d6       1d8          ×4      20 ft.       1 (5 ft.)    6     6 lbs.    B and P
                 Two-Handed Firearms
                   Rifle                   1,600 gp    1d8       1d10         ×4       80 ft.     1–2 (5 ft.)   1     12 lbs.   B and P
                   Shotgun                 2,000 gp    1d6        1d8         ×2      Special    1–2 (10 ft.)   1     9 lbs.    B and P    Scatter



               by the shot, but creatures hit by the shot must succeed                	         maGic	iTems
               at a DC 15 Ref lex saving throw or they are entangled for              The following magic items are designed for firearm users.
               2d4 rounds. Shooting an entangling shot increases the
               f irearm’s misf ire value by 2. Cost: 40 gp.                           Magic Weapon Special Ability Descriptions
                   Flare Cartridge: When a f lare cartridge hits its target,          The following special weapon abilities are exclusively
               it only deals half damage, but the creature struck is                  for f irearms.
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               blinded for 1 round, and creatures within a 20-foot burst                 Lucky Gun: A lucky gun has its own magical reservoir
               are dazzled for 1 round. Flare cartridges are also useful              of grit. Usually this grit is stored within the marks of an
               for sending up signal f lares. Firing a f lare cartridge               engraving or in a trinket that hangs from the f irearm.
               increases the f irearm’s misf ire value by 2 unless it is              Often these marks take the form of a holy symbol or
               f ired from a blunderbuss or a dragon pistol, in which case            fetish (rabbit-foot fetishes are popular among some
               doing so only increases the f irearm’s misf ire value by 1.            gunslingers), but such a reservoir can take just about any
               Cost: 20 gp.                                                           form. This reservoir holds 1 grit point, which is refreshed
                   Paper Cartridge: This simple mix of black powder and               at the start of each day. A wielder who uses grit and has
               either pellets or a bullet increases the misf ire value by 1.          Weapon Focus in that type of f irearm can use this grit as
               Cost: 12 gp.                                                           if it were her own.
                   Salt Shot Cartridge: This mix of black powder and rock                Moderate enchantment; CL 8th; Craft Magic Arms
               salt can only be loaded into a blunderbuss, a dragon                   and Armor, heroism, creator must be a grit user; Price
               pistol, or some other scatter weapon. It deals nonlethal               +1 bonus.
               instead of lethal damage, and increases the misf ire value                Lucky Gun, Greater: A greater lucky gun is similar to a
               by 1. Cost: 12 gp.                                                     lucky gun, but its reservoir holds 3 grit points instead of
                   Gunsmith’s Kit: This small kit has all the tools a                 1. A f irearm cannot have both this special ability and the
               person needs to create and repair firearms, except for the             lucky gun special ability.
               necessary raw materials. Without such a kit, you cannot                   Moderate enchantment; CL 12th; Craft Magic Arms
               properly construct or repair f irearms. Cost: 15 gp.                   and Armor, greater heroism, creator must be a grit user;
                   Metal Cartridge: These sturdier versions of the                    Price +3 bonus.
               alchemical cartridges allow you to reload the full capacity               Reliable Gun: A reliable gun is enchanted so that it is less
               of your advanced f irearm with a move-equivalent action.               likely to jam than other firearms. This enchantment reduces
               Cost: 20 gp.                                                           the misfire value of the affected firearm by 1 (minimum 1).
                   Pellets: Pellets can be loaded into a blunderbuss or a             This reduction occurs after any increases are calculated
               dragon pistol in order to make a scatter attack. It is then            for firing with the broken condition, or for any other effect
               loaded with a dose of black powder. Cost: 1 gp.                        that may increase the misfire value of a firearm.




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    Moderate transmutation; CL 8th; Craft Magic Arms                                          A firearm wielder can choose to spend a full-round action to
and Armor, mending; Price +1 bonus.                                                           make a single shot with a firearm that has this sight. When she
    Steadfast Gun: A steadfast gun is enchanted so as to                                      does, she can resolve the attack against the touch AC of her
be less likely to jam than other f irearms. It reduces the                                    target regardless of the range increment.
misf ire value of the affected f irearm by 2 (minimum 0).                                     CONSTRuCTION
This reduction occurs after any increases are calculated                                      Requirements Craft Wondrous Item, true strike; Cost 1,000 gp
for f iring with the broken condition, or for any other
effect that may increase the misf ire value of a f irearm. A                                   SEE INVISIBILITy SIGhT
f irearm with steadfast gun cannot have the reliable gun                                      Aura moderate divination; CL 8th
special ability.                                                                              Slot none (see below); Price 18,000 gp; Weight 1 lb.
    Moderate enchantment; CL 12th; Craft Magic Arms                                           DESCRIPTION
and Armor, make whole; Price +4 bonus.                                                        This sight can be attached to a single two-handed firearm.
                                                                                              When this is done, the sight becomes part of the weapon, but
Wondrous Items                                                                                can be removed from that weapon with a full-round action. A
                                                                                              firearm wielder using a firearm that has this sight can choose
 FAR-REAChING SIGhT                                                                           to spend a full-round action to either locate an invisible
Aura faint divination; CL 3rd                                                                 creature within line of sight or make a single shot that ignores
Slot none (see below); Price 2,000 gp; Weight 1 lb.                                           the invisibility of a creature that she knows is in the area,
DESCRIPTION                                                                                   either by using the sight to locate it or by some other method.
This sight can be attached to a single two-handed firearm.                                    CONSTRuCTION
When this is done, the sight becomes part of the weapon, but                                  Requirements Craft Wondrous Item, true seeing; Cost
it can be removed from that weapon with a full-round action.                                    8,000 gp

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may be added to or subtracted from this License except as described by the License itself.    14. Reformation: If any provision of this License is held to be unenforceable, such provision
No other terms or conditions may be applied to any Open Game Content distributed using        shall be reformed only to the extent necessary to make it enforceable.
this License.                                                                                 15. COPYRIGHT NOTICE
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance          Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
of the terms of this License.                                                                 System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet,
4. Grant and Consideration: In consideration for agreeing to use this License, the            Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the   Ultimate Combat Playtest, Round 2. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn
exact terms of this License to Use, the Open Game Content.                                    and Stephen Radney-MacFarland.




                                                                                                                                                                                                  11

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Pzo1118 a2e

  • 1. 487392 487392 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 ® ™ UlTImaTe combaT PlayTesT Round 2: Gunslinger 1488806 Credits 487392 Lead Designer: Jason Bulmahn Design Team: James Jacobs, Rob McCreary, Erik Mona, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, and Lisa Stevens Creative Director: James Jacobs Managing Editor: F. Wesley Schneider Editing and Development: Judy Bauer, Christopher Carey, Stephen Radney-MacFarland, and James L. Sutter Senior Art Director: Sarah E. Robinson Graphic Designer: Andrew Vallas Publisher: Erik Mona Paizo CEO: Lisa Stevens Vice President of Operations: Jeffrey Alvarez Director of Sales: Pierce Watters Finance Manager: Christopher Self Staff Accountant: Kunji Sedo Technical Director: Vic Wertz Marketing Director: Hyrum Savage Special Thanks: The Paizo Customer Service, Warehouse, and Website Teams Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Paizo Publishing, LLC Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product 7120 185th Ave. NE are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Ste 120 Open Game License and the d20 System License, please visit wizards.com/d20. Redmond, WA 98052 The Ultimate Combat Playtest, Round 2 is published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. © 2011 Paizo Publishing. paizo.com 1488806 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488806
  • 2. 487393 487393 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 Ultimate Combat Playtest Welcome to the second round of the playtest for the “pickle” discussed on the boards makes an appearance in Pathfinder RPG Ultimate Combat, a new sourcebook for the this version. Maybe more exciting, you’ll find an expanded Pathfinder Roleplaying Game. This book will include a list of firearms, including advanced firearms, just to show host of options for every character who picks up a sword, you the eventual evolution of this class and firearms. mace, or bow to fight off murderous monsters, as well as Once you’ve had a chance to play with these rules, a new class: the gunslinger. post your thoughts and feedback on the messageboards First of all, thanks to all of you who took part in at paizo.com. Each class has its own messageboard for the f irst round of playtesting. Your feedback has been discussion and critique. The design team looks forward invaluable in making sure that you’ll get the best to hearing your thoughts. See you on the boards. versions of the gunslinger, ninja, and samurai with the release of Ultimate Combat. It was also instrumental in the evolution of the gunslinger into a full class. There are a number of changes to this class that we hope you’ll find exciting. Deeds have been tweaked, added Jason Bulmahn Stephen Radney-MacFarland to, and refined based on the first playtest. And yes, the Lead Designer Designer The GunslinGer To a renegade few, battle sounds different than it does Class Skills for the typical f ighter. The clash of steel and the sizzle of The gunslinger’s class skills are Acrobatics (Dex), Bluff spell energy are drowned out by the thunderous rhythm (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal of gunf ire—the pounding beat of the gunslinger. (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Gunslingers are a bold and mysterious lot. While Knowledge (local) (Int), Perception (Wis), Profession 1488807 487393 many treat the secrets of black powder with the same (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), care and reverence that a wizard typically reserves for and Swim (Str). his spellbook, most gunslingers know that f irearms are Skill Ranks per Level: 2 + Int Modif ier. a secret that cannot remain concealed forever. While current f irearms are simple, often imprecise, and even Class Features dangerous devices, they are a technology on the move, The following are class features of the gunslinger. and one that will become even more powerful when it is Weapons and Armor Proficiency: Gunslingers are fully fused with magic. prof icient with all simple and martial weapons, and The gunslinger is a pioneer of the f irearm. Through with all f irearms. They are prof icient with all light and grit, wit, and determination, she confronts the dangers medium armor. of the world with a bang. She often seems fearless—a Gunsmith: At 1st level, a gunslinger gains one of the relatively lightly armored warrior who always seems to following f irearms of her choice: blunderbuss, musket, be in the thick of things, struggling to keep her volatile or pistol. Her starting weapon is battered, and only she weapons from jamming and exploding, while pulling knows how to use it properly. All other creatures treat her off daring deeds that leave cavaliers slack-jawed, clerics gun as if it had the broken condition. If it already has wide-eyed with fear, and bards inspired to compose the broken condition, it does not work at all for others. ballads about her exploits. This starting weapon can only be sold for scrap (it’s worth Role: Gunslingers are thunderous artillery, often found 4d10 gold pieces when sold). The gunslinger also gains where the fighting is fiercest. Brave, clever, and frequently Gunsmithing as a bonus feat. foolhardy, many gunslingers push to position themselves Grit (Ex): A gunslinger makes her mark upon the world at close range, barrels blazing, to take down their foes with daring deeds. Some gunslingers claim they belong and demoralize their enemies. Other gunslingers are to a mystical way of the gun, but it’s more likely that the masters of distant death, picking off enemies from afar volatile and dangerous nature of f irearms simply prunes with their strange and wondrous weapons. the unlucky and careless from their ranks. Whatever the Alignment: Any. reason, all gunslingers have grit. In game terms, grit is Hit Dice: d10. a f luctuating measure of a gunslinger’s ability to perform 2 1488807 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488807
  • 3. 487394 487394 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 Ultimate Combat The Gunslinger, Round 2 amazing actions in combat, both offensive and defensive. Firearms in Your Campaign At the start of each day, a gunslinger gains a number of Firearms and the gunslinger are not for every campaign, grit points equal to her Wisdom modif ier (minimum 1). and even if you are excited about introducing firearms into Her grit goes up or down throughout the day, but usually your campaign, you should still make a decision of how cannot go higher than her Wisdom modif ier (minimum commonplace they are. The following are broad categories 1), though some feats and magic items may affect this of firearm rarity and the rules that govern them. The world of maximum. A gunslinger spends grit to accomplish deeds Golarion uses the rules for emerging guns, which are also the (see below), and regains grit in the following ways. default category of gun rarity detailed in this document. Critical Hit with a Firearm: Each time the gunslinger No Guns: If you do not want guns in your campaign, simply confirms a critical hit with a firearm attack while in do not allow the rules that follow. The Pathfinder Roleplaying the heat of combat, she regains 1 grit point. Confirming Game plays perfectly well without them. a critical hit on a helpless or unaware creature or on a Very Rare Guns: Early firearms are rare; advanced creature that has fewer Hit Dice than half the gunslinger’s firearms, the gunslinger alternate class, the Amateur character level does not restore grit. Gunslinger feat, and archetypes that use the firearm rules Killing Blow with a Firearm: When the gunslinger reduces do not exist in this type of campaign. Firearms are treated a creature to 0 or fewer hit points with a firearm attack more like magic items—things of wonder and mystery— while in the heat of combat, she regains 1 grit point. rather than like things that are mass produced. Few know Destroying an unattended object, reducing a helpless or the strange secrets of firearm creation. Only NPCs can take unaware creature to 0 or fewer hit points, or reducing a the Gunsmithing feat. creature that has fewer Hit Dice than half the gunslinger’s Emerging Guns: Firearms become more common. They character level to 0 or fewer hit points does not restore are mass-produced by small guilds or lone gunsmiths, a any grit. dwarven clan, or maybe even a nation or two, but the secret Deeds: Gunslingers spend grit points to accomplish is slipping out, and the occasional rare adventurer uses guns. deeds. Most deeds grant the gunslinger some momentary The baseline gunslinger rules and the prices for ammunition bonus or effect, but there are some that provide longer- given in this document are for this type of campaign. Early lasting effects. Some deeds stay in effect as long as the firearms are available, but are relatively rare. Gunslingers gunslinger has at least 1 grit point. The following is the list must take the Craft Firearms feat just to make them feasible 1488808 487394 of base gunslinger deeds. A gunslinger can only perform weapons. Advanced firearms may exist, but only as rare and deeds of her level or lower. Unless otherwise noted, a deed wondrous items. can be performed multiple successive times, as long as the Commonplace Guns: While still expensive and tricky appropriate amount of grit is spent to perform the deed. to wield, early firearms are readily available. Instead of Deadeye (Ex): At 1st level, the gunslinger can resolve an requiring an Exotic Weapon Proficiency, all firearms are attack against touch AC instead of normal AC when firing martial weapons. Early firearms and their ammunition beyond her firearm’s first range increment. Performing cost 25% of the amount listed in this book, but advanced this deed costs 1 grit point per range increment beyond firearms and their ammunition are still rare and cost full the f irst. The gunslinger still takes the –2 penalty on price to buy or craft. attack rolls for each range increment beyond the f irst Guns Everywhere: Guns are commonplace. Early firearms when she performs this deed. are seen as antiques, and advanced firearms are widespread. Gunslinger’s Dodge (Ex): At 1st level, the gunslinger Firearms are simple weapons, and early firearms, advanced gains an uncanny knack for getting out of the way of guns, and their ammunition are bought or crafted for 10% ranged attacks. When a ranged attack is made against the of the cost listed in this document. The gunslinger loses the gunslinger, she can spend 1 grit point to move 5 feet as gunsmith class feature and instead gains the gun training an immediate action; doing so grants the gunslinger a +2 class ability at 1st level. 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 gunslinger must have at least 1 grit point to perform this bonus to AC against the triggering attack. The gunslinger deed. Alternatively, if the gunslinger spends 1 grit point can only perform this deed while wearing medium or light to perform this deed, she can perform quick clear as a armor, and while carrying no more than a light load. move-equivalent action instead of a standard action. Quick Clear (Ex): At 1st level, as a standard action, Gunslinger Initiative (Ex): At 3rd level, as long as the the gunslinger can remove the broken condition from gunslinger has at least 1 grit point, she gains the following a single f irearm she is currently wielding, as long as benefits. First, she gains a +2 bonus on initiative checks. that condition was gained by a f irearm misf ire. The Furthermore, if she has the Quick Draw feat, her hands are 3 1488808 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488808
  • 4. 487395 487395 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 Table 1: Gunslinger attack based on its quality. A simple lock has a +10 bonus Base to AC, an average lock has a +15 bonus to AC, a good lock Attack Fort Ref Will has a +20 bonus to AC, and a superior lock has a +30 Level Bonus Save Save Save Special bonus to AC. Arcane lock grants a +10 bonus to the AC of 1st +1 +2 +2 +0 Deeds, grit, a lock against this attack. On a hit, the lock is destroyed, gunsmith and the object can be opened as if it were unlocked. On 2nd +2 +3 +3 +0 Bravery +1 a miss, the lock is destroyed, but the object is jammed 3rd +3 +3 +3 +1 Deeds and still considered locked. It can still be unlocked by 4th +4 +4 +4 +1 Bonus feat successfully performing this deed, by using the Disable 5th +5 +4 +4 +1 Gun training Device skill, or with the break DC, though the DC or 6th +6/+1 +5 +5 +2 Bravery +2 the AC increases by 10. A key, combination, or similar 7th +7/+2 +5 +5 +2 Deeds mechanical method of unlocking the lock no longer 8th +8/+3 +6 +6 +2 Bonus feat works, though knock can still be employed to bypass the 9th +9/+4 +6 +6 +3 Gun training lock, and the creator of an arcane lock can still bypass the 10th +10/+5 +7 +7 +3 Bravery +3 wards of that spell. 11th +11/+6/+1 +7 +7 +3 Deeds • Scoot Unattended Object: The gunslinger makes an 12th +12/+7/+2 +8 +8 +4 Bonus feat attack roll against a Tiny or smaller unattended object 13th +13/+8/+3 +8 +8 +4 Gun training within the first range increment of her firearm. A Tiny 14th +14/+9/+4 +9 +9 +4 Bravery +4 unattended object has AC 5, a Diminutive unattended 15th +15/+10/+5 +9 +9 +5 Deeds object has AC 7, and a Fine unattended object has AC 16th +16/+11/+6/+1 +10 +10 +5 Bonus feat 11. On a hit, the gunslinger does not damage the object 17th +17/+12/+7/+2 +10 +10 +5 Gun training with the shot, but can move it up to 15 feet farther away 18th +18/+13/+8/+3 +11 +11 +6 Bravery +5 from the shot’s origin. On a miss, she damages the 19th +19/+14/+9/+4 +11 +11 +6 Deeds object normally. 20th +20/+15/+10/+5 +12 +12 +6 Bonus feat, • Stop Bleeding: The gunslinger makes a firearm attack true grit and then presses the hot barrel against an adjacent creature to staunch a bleeding wound. Instead of dealing 1488809 487395 free and unrestrained, and the firearm is not hidden, she damage, the shot ends a single bleed condition affecting can draw a single firearm as part of the initiative check. the creature. The gunslinger does not have to make an Pistol-Whip (Ex): At 3rd level, the gunfighter can make a attack roll when performing the deed in this way; she surprise melee attack with the butt or handle of her firearm can instead shoot the firearm into the air, but that shot as a standard action. When she does, she is considered still uses up ammunition normally. to be proficient with the firearm as a melee weapon and Dead Shot (Ex): At 7th level, as a full-round action, the gains a bonus on the attack and damage rolls equal to gunslinger can take careful aim and pool all of her attack the enhancement bonus of the f irearm. The damage potential in a single, deadly shot. When she does this, she dealt by the pistol-whip is of the bludgeoning type, and shoots the firearm at a single target, but makes as many is determined by the size of the f irearm. One-handed attack rolls as she can, based on her base attack bonus. f irearms deal 1d6 points of damage (1d4 if wielded by She makes the attacks in order from highest bonus to size Small creatures) and two-handed firearms deal 1d10 lowest, as if she were making a full attack. If any of the points of damage (1d8 if wielded by size Small creatures). attacks hit the target, the gunslinger hits the target. For Regardless of the gunslinger’s size, the critical multiplier each additional hit made against the target beyond the of this attack is 20/�2. If the attack hits, the gunslinger first, the gunslinger increases the damage of the shot by can make a CMB check to knock the target prone as a free the base die roll of the firearm. For instance, if a 7th-level action. Performing this deed costs 1 grit point. gunslinger firing a musket hits with both attacks, she does Utility Shot (Ex): At 3rd level, if the gunslinger has at 2d12 points of damage with the shot, instead of 1d12 points least 1 grit point, she can perform all of the following of damage, before adding any damage modifiers. Precision utility shots. Each utility shot can be applied to any single damage and extra damage from special weapon qualities attack with a f irearm, but the gunslinger must declare (such as f laming) are added with damage modifiers and are the utility shot she is using before f iring the shot. not increased by this deed. If one or more rolls are critical • Blast Lock: The gunslinger makes an attack roll against threats, she confirms the critical once using her highest a lock within the first range increment of her firearm. A base attack bonus, and on a confirmation, she multiplies Diminutive lock usually has AC 7, and larger locks have the damage normally. A gunslinger must spend 1 grit lower ACs. The lock gains a bonus to its AC against this point to perform this deed. She cannot perform this deed 4 1488809 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488809
  • 5. 487396 487396 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 Ultimate Combat The Gunslinger, Round 2 with a blunderbuss or other scatter weapon when attacking Evasive (Ex): At 15th level, when the gunslinger has creatures in a cone. at least 1 grit point, she gains the benefit of the evasion Startling Shot (Ex): At 7th level, when the gunslinger has and improved uncanny dodge rogue class abilities. She at least 1 grit point and misses a creature with a firearm uses her gunslinger level as her rogue level for improved attack, the target of the attack becomes f lat-footed until the uncanny dodge. start of its next turn. A gunslinger can aim at but purposely Menacing Shot (Ex): At 15th level, the gunslinger can choose to miss a target in order to gain this effect. spend 1 grit point, shoot a firearm into the air, and then Targeting (Ex): At 7th level, as a full-round action, command such dread and authority as to affect all living the gunslinger can make a firearm attack with greater creatures within a 30-foot-radius spread as if they were accuracy and effect. When she makes this attack, she can subject to the fear spell. The DC of this effect is equal to 10 + choose part of the body to target, and gains the following 1/2 the gunslinger’s level + the gunslinger’s Cha modifier. effects depending on the part of the body targeted. If a Slinger’s Luck (Ex): At 15th level, the gunslinger can spend creature does not have one of the listed body locations, grit to reroll a saving throw or a skill check. It costs 2 grit that part cannot be targeted. This deed costs 1 grit point to points to reroll a saving throw, and 1 grit point to reroll perform no matter which part of the creature she targets. a skill check. The gunslinger must take the result of the 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 are immune to trip attacks are immune to this effect. • Torso: Targeting the torso threatens a critical on a 19–20. 1488810 487396 • Wings: On a hit, the target is damaged normally, and begins to fall. 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 Loading (Ex): At 11th level, whenever the gunslinger rolls a misf ire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition. 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 f irearm as a swift action once per round. If she has Rapid Reload 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. 5 1488810 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488810
  • 6. 487397 487397 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 Optional Rule: Daring Act True Grit (Ex): At 20th level, a gunslinger picks two The following method for regaining grit points requires a deeds that she has access to and that she must spend grit measure of GM judgment, so it is an optional rule. to perform. She can perform these deeds for 1 grit point Daring Act: Each time a gunslinger performs a daring fewer (minimum 0) than usual. If the number of grit act, she can regain grit. As a general guideline, a daring act points to perform a deed is reduced to 0, the gunslinger should be risky and dramatic. It should take a good deal of can perform this deed as long as she has at least 1 grit guts, and its outcome should have a low probability of success. point. If a deed could already be performed as long as she If it is successful, the gunslinger regains 1 grit point. had at least 1 grit point, she can now perform that deed Before attempting a daring act, the player should ask the even when she has no grit points. GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained FeaTs grit point for a daring act even if the player does not ask Most of the following feats are grit feats. Grit feats interact beforehand whether the act qualifies. with the grit class ability, usually by increasing the set of deeds a gunslinger or other grit user has. Any grit feats can be taken as bonus feats by a gunslinger. second roll, even if it is lower. This deed cannot be reduced by the true grit class ability, the Signature Deed feat, or any Amateur Gunslinger (Combat) other effect that reduces the amount of grit a deed costs. Although you are not a gunslinger, you both have and can Cheat Death (Ex): At 19th level, whenever the gunslinger use grit. is reduced to 0 or fewer hit points, she can spend all of Prerequisite: You have no levels in a class that has the her remaining grit points to instead be reduced to a hit grit class feature. point total equal to the number of grit points she spent on Benefit: You gain a small amount of grit and the ability this deed. to perform a single 1st-level deed from the gunslinger deed Death’s Shot (Ex): At 19th level, a well-placed bullet can class feature. At the start of the day, you gain 1 grit point, bring true death. When the gunslinger scores a critical though throughout the day you can gain grit points up to hit, she can spend 1 grit point to choose to deal normal a maximum of your Wisdom modifier (minimum 1). You damage, and the target must succeed at a Fortitude saving can regain grit using the rules for the gunslinger’s grit 1488811 487397 throw with a DC equal to 10 + 1/2 the gunslinger’s level class feature. You can spend this grit to perform the 1st- + the gunslinger’s Dexterity modifier. On a failed saving level deed you chose and any other deed you gain through throw, the target dies. This is a death attack. Performing feats or magic items. this deed does not allow the gunslinger to regain grit from Special: If you gain levels in a class that grants the grit confirming a critical hit or making a killing blow. class feature, you can immediately trade this feat for the Stunning Shot (Ex): At 19th level, when a gunslinger hits Extra Grit feat. a creature, she can spend 1 grit point to stun the creature for 1 round. Creatures that are immune to critical hits are Deft Shootist Deed (Grit) also immune to this effect. You can avoid attacks while shooting and reloading firearms. Bravery (Ex): Starting at 2nd level, a gunslinger gains a Prerequisites: Grit class feature or Amateur Gunslinger +1 bonus on Will saving throws against fear. This bonus feat, Dodge, Mobility. increases for every 4 levels beyond 2nd level. Benefit: As long as you have at least 1 grit point, you Bonus Feats: At 4th level, and every 4 levels thereafter, a do not provoke attacks of opportunity when shooting or gunslinger gains a bonus feat in addition to those gained reloading your f irearm. by normal advancement. These bonus feats must be combat or grit feats. Extra Grit (Grit) Gun Training (Ex): Starting at 5th level, a gunslinger You have more grit than the ordinary gunslinger. can select one specif ic type of f irearm (such as an axe Prerequisites: Grit class feature or the Amateur musket, blunderbuss, musket, or pistol). She gains a Gunslinger feat. bonus equal to her Dexterity modif ier on damage rolls Benefit: You gain 2 extra grit points at the start of each when firing that type of firearm. Furthermore, when she day, and your maximum grit increases by 2. misf ires with that type of f irearm, the misf ire value of Normal: If you are a gunslinger, you gain your Wisdom that f irearm increases by 2 instead of 4. modifier in grit points at the start of each day, which is also Every 4 levels thereafter (9th, 13th, and 17th), the your maximum grit. If you have the Amateur Gunslinger gunslinger picks up another type of f irearm, gaining feat, you gain 1 grit point at the start of each day, and your these bonuses with those types as well. maximum grit is equal to your Wisdom modifier. 6 1488811 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488811
  • 7. 487398 487398 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 Ultimate Combat The Gunslinger, Round 2 Special: If you possess levels in the gunslinger class, Benefit: You often rely on surprise and misdirection you can take this feat multiple times. in your social dealings. You gain a +2 bonus on Bluff checks, and you can spend 1 grit point to gain the effects Gunsmithing of the disguise self spell, with a caster level equal to your You know the secrets of repairing and restoring firearms. gunslinger level. This deed does not actually change your Benefit: If you have access to a gunsmith kit, you can appearance, but rather allows you to hide your identity in create and restore firearms, craft bullets, and mix black other ways to the same effect as an extraordinary ability. powder for all types of firearms. You do not need a check to create firearms and ammunition or to restore firearms. Ricochet Shot Deed (Grit) Crafting Firearms: You can craft any early firearm for a You can ricochet a f irearm shot off the wall and still hit cost in raw materials equal to half the price of the firearm. your target. At your GM’s discretion, you can craft advanced firearms Prerequisites: Grit class feature or Amateur Gunslinger for a cost in raw materials equal to half the price of the feat, Blind-Fight. firearm. Crafting a firearm in this way takes 1 day of work Benefit: You can f ire a shot at a wall or piece of solid for every 1,000 gp of the firearm’s price (minimum 1 day). terrain, and have it ricochet off. When you do, use the Crafting Ammunition: You can craft bullets, pellets, and square immediately in front of the wall or piece of solid black powder for a cost in raw materials equal to 10% of terrain to determine line of sight to a target, and this the price. If you have at least 1 rank in Craft (alchemy), you square is considered the new origin square of the attack. can craft alchemical cartridges for a cost in raw materials Use that square to determine the effects of cover, and equal to half the price of the cartridge. At your GM’s your own square to determine the effects of concealment. discretion, you can craft metal cartridges for a cost in raw You can make this shot as long as you have at least 1 grit materials equal to half the cost of the cartridge. Crafting point. When making this shot, you can spend 1 grit point bullets, black powder, or cartridges takes 1 day of work for to ignore the effects of all cover or concealment. You every 1,000 gp of ammunition (minimum 1 day). must choose to spend the grit point before you make the Restoring a Broken Firearm: Each day, with an hour’s worth attack roll. of work, you can use this feat to repair a single firearm 1488812 with the broken condition. You can take time during a rest Secret Stash Deed (Grit) 487398 to restore a broken firearm with this feat. You are so skilled at stashing small packets of f irearm Special: If you are a gunslinger, this feat grants the ammunition and black powder on your person that you following additional benef it. You can use this feat to sometimes surprise yourself when you f ind them. repair and restore your initial, battered weapon. It costs Prerequisites: Grit class feature or Amateur Gunslinger 300 gp and 1 day of work to upgrade it to a masterwork feat, Sleight of Hand 1 rank. f irearm of its type. Benefit: Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical Leaping Shot Deed (Grit) cartridge from a hidden stash on your person that you You leap through the air, guns blazing. had, until now, forgotten about. If the bullet and black Prerequisites: Dex 13, grit class feature or Amateur powder or the alchemical cartridges are normal shot, Gunslinger feat, Dodge, Mobility, base attack bonus +4. you do not need to pay for the ammunition. If you want Benefit: You gain a +2 bonus on Acrobatics checks made to recover any other kind of ammunition, you must pay to jump. As a full-round action, you can move up to your for it with gold pieces from your character’s wealth. You speed and make firearm attacks at your highest base attack also gain a +4 bonus on any Sleight of Hand checks made bonus with each loaded firearm you are wielding. You can while gambling. make these attacks at any point during your movement, and if you are wielding two firearms, you can make the Signature Deed (Grit) attacks at different points during the movement. At the You are known for performing a particular deed, and can end of this movement, you fall prone. This deed costs 1 perform it with greater ease. grit point to perform. Prerequisites: Grit class feature, gunslinger level 11th. Benefit: Pick a deed that you have access to and that No Name (Grit) you must spend grit to perform. You can perform this You don’t need an elaborate disguise to keep your identify deed for 1 fewer grit point (minimum 0). If the amount of under wraps. grit needed to perform the deed is reduced to 0, you can Prerequisites: Grit class feature or Amateur Gunslinger perform this deed for the normal action cost as long as feat, Bluff 4 ranks. you have at least 1 grit point. 7 1488812 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488812
  • 8. 487399 487399 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 in parentheses after its misfire value. Any creature within this burst Basic Firearm Rules (including the firearm’s wielder) takes damage as if it had been shot The following is a preview of the firearm rules that appear in both by the weapon—a DC 12 Reflex save halves this damage. The Inner Sea World Guide and Ultimate Combat, including a slight Fire while Prone: Firearms, like crossbows, can be fired while revision to the Rapid Reload feat that takes into account the firearm the wielder is prone. rules. While the gunslinger utilizes these rules, the following are only included in the playtest so that you can play the gunslinger. Firearm and Ammunition Descriptions The rules on this page are final and not open for the playtest. Firearms come in one of two varieties for the purposes of this Firearms use the following rules. playtest. Each weapon type uses a slightly different type of Firearm Proficiency: The Exotic Weapon Proficiency (firearms) ammunition, but loading either requires a dose of black powder. feat allows you to use all of the firearms presented here without Black Powder: Black powder is the key explosive component penalty. A nonproficient character takes the standard –4 penalty on within a firearm, but in larger amounts it can be even more attack rolls with firearms and increases all misfire values by 4. destructive. A single dose of black powder is enough to power Even though Exotic Weapon Proficiency (firearms) grants you a single shot from most one-handed and two-handed firearms. proficiency with all firearms, when you take feats that modify a Cost: 10 gp per dose. single type of weapon (such as Weapon Focus or Rapid Reload), Firearm Bullet: A firearm bullet typically takes the form of a you must still pick one type of firearm (such as musket or pistol) small ball of lead or some other metal. A bullet that misses is for those feats to affect. destroyed. Cost: 1 gp per bullet. Capacity: This lists the number of shots the weapon can hold. Musket: This large firearm fires large-caliber bullets that have You may fire a firearm as many times in a round as you have a much greater range than those fired from a pistol. A musket attacks, up to this limit. The capacity often indicates the number uses a bullet and a single dose of black powder as ammunition. of barrels a firearm has. Pistol: The single-shot pistol is the most common firearm Range and Penetration: Armor, manufactured or natural, provides found in the Inner Sea region, although it’s still rare enough to be little protection against the force of a bullet at short range. When firing an object of envy or curiosity to most. A pistol uses a bullet and a upon a target within a firearm’s first range increment, the attack resolves singe dose of black powder as ammunition. against the target’s touch AC, but is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, Rapid Reload (Combat) the attack resolves normally (including taking the normal cumulative –2 1488813 487399 Choose a type of crossbow (hand, light, heavy) or a single type of penalty for each full-range increment). Unlike other projectile weapons, one-handed or two-handed firearm that you are proficient with. most firearms have a maximum range of five range increments. You can reload such a weapon quickly. Loading a Firearm: It’s a standard action to load a one-handed Prerequisite: Weapon Proficiency (crossbow type chosen) or firearm and a full-round action to load a two-handed firearm. Exotic Weapon Proficiency (firearm). Loading a cannon requires three full-round actions. Loading a Benefit: The time required for you to reload your chosen type firearm provokes attacks of opportunity. The Rapid Reload feat of weapon is reduced to a free action (for a hand or light crossbow), reduces the time required to load one-handed and two-handed a move action (for a heavy crossbow or one-handed firearm), or a firearms, but not cannons. Loading a one-handed or two-handed standard action (for a two-handed firearm). Reloading a crossbow firearm typically requires a bullet and 1 dose of black powder. or firearm still provokes attacks of opportunity. Siege firearms typically require a ball and multiple doses of black If you have selected this feat for a hand crossbow or light powder. Firearm ammunition cannot be treated with poison. crossbow, you may fire that weapon as many times in a full-attack Misfires: If the natural result of your attack roll falls within a action as you could attack if you were using a bow. firearm’s misfire value, your firearm misfires, even if you normally Normal: A character without this feat needs a move action to would have hit the target. When a firearm misfires, you miss the reload a hand or light crossbow, a standard action to reload a one- target and the firearm gains the broken condition. A broken firearm’s handed firearm, or a full-round action to load a heavy crossbow misfire value increases by 4. If a firearm with the broken condition or a two-handed firearm. misfires again, it explodes. When a firearm explodes, the weapon is Special: You can gain Rapid Reload multiple times. Each time destroyed. Pick one corner of your square—the explosion creates a you take the feat, it applies to a new type of crossbow or a new burst from that point of origin. Each firearm has a burst size noted type of firearm. Firearms Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type One-Handed Firearms Pistol 1,000 gp 1d6 1d8 ×4 20 ft. 1 (5 ft.) 1 4 lbs. B and P Two-Handed Firearms Musket 1,500 gp 1d10 1d12 ×4 40 ft. 1–2 (5 ft.) 1 9 lbs. B and P 8 1488813 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488813
  • 9. 487400 487400 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 Ultimate Combat The Gunslinger, Round 2 new Firearms and equipmenT uses either a bullet and a single dose of black powder, or The following nonmagical items are designed for a single alchemical cartridge. f irearm users. Pistol, Coat: Not as powerful as other f irearms, this pistol is small enough to be concealed in a jacket or coat. New Firearms You get a +2 bonus on Sleight of Hand checks made to Firearms are split up into two major types. There are conceal a coat pistol on your body. early firearms—firearms that use matchlock or f lintlock Pistol, Double Barrel: This pistol technology, or some similar mechanism—and advanced has two parallel barrels; each f irearms—f irearms that are more effective and reliable. barrel can be shot independently Advanced Firearms: Advanced f irearms are more as a separate action, whereas both powerful and accurate than early f irearms are. With an barrels can be shot at once with the advanced f irearm, attacks are resolved against touch AC same action. If both barrels are shot within the f irst f ive range increments of the weapon, at once, they both must target the same and have the full 10 range increments for projectile creature or object, and the pistol becomes weapons. They use metal cartridges as ammunition, wildly inaccurate, taking a –4 penalty to making it a move action to reload the weapon’s each shot. entire capacity. Advanced f irearms do Pistol, Dragon: Like a miniature blunderbuss, not misf ire. the dragon pistol fires pellets or a bullet from its Scatter Special Quality: A weapon f lared barrel. The dragon pistol fires in a 15-foot with the scatter special quality cone when firing shot, and has a 10-foot range can shoot two different types of increment when firing a bullet. ammunition. It can f ire normal Revolver: A revolver is a pistol with a revolving bullets that target one creature, or it cylinder with six chambers. Each chamber can hold can make a scattering shot, attacking a metal cartridge, and when one cartridge is shot, the all creatures within a cone. When it cylinder rotates, readying the next chamber for f iring. attacks all creatures within a cone, it Rif le: This improvement on the musket, which features makes one attack per creature within grooved barrels, can f ire farther and with more accuracy 1488814 487400 in the cone, and each attack takes a –2 than that early f irearm. penalty. If any of the attacks threaten Shotgun: This advanced version of the blunderbuss a critical, conf irm the critical for that shoots in a 30-foot cone when f iring pellets, and has a creature alone. If a scatter weapon 20-foot range increment when f iring a bullet. explodes on a misf ire, it deals triple its damage to all creatures within the misf ire radius. New Equipment Blunderbuss: This weapon f ires pellets or a bullet The following are some new kinds of ammunition and from its trumpet-shaped barrel, making it an effective equipment that complement the gunf ighter. fowling weapon or close-f ighting personal defense Alchemical Cartridges: Alchemical cartridges are weapon. The blunderbuss f ires in a 15-foot cone when prepared bundles of black powder and a bullet or shot, f iring pellets, and has a 10-foot range increment when sometimes with more exotic material added, which are f iring a bullet. then wrapped in paper or cloth and sealed with beeswax, Buckler Gun: The front of this buckler is f itted with a lard, or tallow. There are many types of alchemical small, double barrel gun that can be shot while wearing cartridges, the simplest being the paper cartridge—a the buckler. Unlike with a double barrel pistol, you can simple mix of black powder and either pellets or a bullet. only shoot one barrel at a time. You must remove the Alchemical cartridges make loading a f irearm easier, buckler to reload the gun. reducing the time to load a f irearm by one step (a full- Musket, Axe: This musket features an axe blade at the round action becomes a standard action, a standard top of its barrel. It can also be used as a battleaxe. If this action becomes a move action, a move action becomes a f irearm gains the broken condition because of a misf ire, free action), but they tend to be unstable—the misf ire it suffers from that condition both when used as a gun and value of a weapon firing an alchemical cartridge increases when used as a battleaxe. by at least 1. Pepperbox: This pistol has six barrels instead of one. Entangling Shot Cartridge: This mix of black powder and The entire barrel housing can be quickly rotated by hand a strange resin strong enough to survive the shot can only between shots, allowing all six bullets to be f ired before be loaded into a blunderbuss, a dragon pistol, or some the weapon must be reloaded. Each barrel of a pepperbox other scatter weapon. It deals half damage to those hit 9 1488814 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488814
  • 10. 487401 487401 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 Early Firearms Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special One-Handed Firearms Buckler Gun 750 gp 1d4 1d6 ×4 10 ft. 1 (5 ft.) 2 6 lbs. B and P Pepperbox 3,000 gp 1d6 1d8 ×4 20 ft. 1–2 (5 ft.) 6 5 lbs. B and P Pistol, Coat 500 gp 1d4 1d6 ×4 10 ft. 1 (5 ft.) 1 2 lbs. B and P Pistol, Double Barrel 1,750 gp 1d6 1d8 ×4 20 ft. 1 (5 ft.) 2 5 lbs. B and P Pistol, Dragon 1,500 gp 1d3 1d4 ×2 Special 1–2 (5 ft.) 1 5 lbs. B and P Scatter Two-Handed Firearms Axe Musket 1,600 gp 1d8 1d10 ×4 40 ft. 1–2 (5 ft.) 1 12 lbs. B and P Blunderbuss 2,000 gp 1d6 1d8 ×2 Special 1–2 (10 ft.) 1 9 lbs. B and P Scatter Advanced Firearms Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type Special One-Handed Firearms Revolver 750 gp 1d6 1d8 ×4 20 ft. 1 (5 ft.) 6 6 lbs. B and P Two-Handed Firearms Rifle 1,600 gp 1d8 1d10 ×4 80 ft. 1–2 (5 ft.) 1 12 lbs. B and P Shotgun 2,000 gp 1d6 1d8 ×2 Special 1–2 (10 ft.) 1 9 lbs. B and P Scatter by the shot, but creatures hit by the shot must succeed maGic iTems at a DC 15 Ref lex saving throw or they are entangled for The following magic items are designed for firearm users. 2d4 rounds. Shooting an entangling shot increases the f irearm’s misf ire value by 2. Cost: 40 gp. Magic Weapon Special Ability Descriptions Flare Cartridge: When a f lare cartridge hits its target, The following special weapon abilities are exclusively it only deals half damage, but the creature struck is for f irearms. 1488815 487401 blinded for 1 round, and creatures within a 20-foot burst Lucky Gun: A lucky gun has its own magical reservoir are dazzled for 1 round. Flare cartridges are also useful of grit. Usually this grit is stored within the marks of an for sending up signal f lares. Firing a f lare cartridge engraving or in a trinket that hangs from the f irearm. increases the f irearm’s misf ire value by 2 unless it is Often these marks take the form of a holy symbol or f ired from a blunderbuss or a dragon pistol, in which case fetish (rabbit-foot fetishes are popular among some doing so only increases the f irearm’s misf ire value by 1. gunslingers), but such a reservoir can take just about any Cost: 20 gp. form. This reservoir holds 1 grit point, which is refreshed Paper Cartridge: This simple mix of black powder and at the start of each day. A wielder who uses grit and has either pellets or a bullet increases the misf ire value by 1. Weapon Focus in that type of f irearm can use this grit as Cost: 12 gp. if it were her own. Salt Shot Cartridge: This mix of black powder and rock Moderate enchantment; CL 8th; Craft Magic Arms salt can only be loaded into a blunderbuss, a dragon and Armor, heroism, creator must be a grit user; Price pistol, or some other scatter weapon. It deals nonlethal +1 bonus. instead of lethal damage, and increases the misf ire value Lucky Gun, Greater: A greater lucky gun is similar to a by 1. Cost: 12 gp. lucky gun, but its reservoir holds 3 grit points instead of Gunsmith’s Kit: This small kit has all the tools a 1. A f irearm cannot have both this special ability and the person needs to create and repair firearms, except for the lucky gun special ability. necessary raw materials. Without such a kit, you cannot Moderate enchantment; CL 12th; Craft Magic Arms properly construct or repair f irearms. Cost: 15 gp. and Armor, greater heroism, creator must be a grit user; Metal Cartridge: These sturdier versions of the Price +3 bonus. alchemical cartridges allow you to reload the full capacity Reliable Gun: A reliable gun is enchanted so that it is less of your advanced f irearm with a move-equivalent action. likely to jam than other firearms. This enchantment reduces Cost: 20 gp. the misfire value of the affected firearm by 1 (minimum 1). Pellets: Pellets can be loaded into a blunderbuss or a This reduction occurs after any increases are calculated dragon pistol in order to make a scatter attack. It is then for firing with the broken condition, or for any other effect loaded with a dose of black powder. Cost: 1 gp. that may increase the misfire value of a firearm. 10 1488815 paizo.com, Chris Arnold <mr.gnome0tron@yahoo.com>, Apr 22, 2011 1488815
  • 11. Ultimate Combat The Gunslinger, Round 2 Moderate transmutation; CL 8th; Craft Magic Arms A firearm wielder can choose to spend a full-round action to and Armor, mending; Price +1 bonus. make a single shot with a firearm that has this sight. When she Steadfast Gun: A steadfast gun is enchanted so as to does, she can resolve the attack against the touch AC of her be less likely to jam than other f irearms. It reduces the target regardless of the range increment. misf ire value of the affected f irearm by 2 (minimum 0). CONSTRuCTION This reduction occurs after any increases are calculated Requirements Craft Wondrous Item, true strike; Cost 1,000 gp for f iring with the broken condition, or for any other effect that may increase the misf ire value of a f irearm. A SEE INVISIBILITy SIGhT f irearm with steadfast gun cannot have the reliable gun Aura moderate divination; CL 8th special ability. Slot none (see below); Price 18,000 gp; Weight 1 lb. Moderate enchantment; CL 12th; Craft Magic Arms DESCRIPTION and Armor, make whole; Price +4 bonus. This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but Wondrous Items can be removed from that weapon with a full-round action. A firearm wielder using a firearm that has this sight can choose FAR-REAChING SIGhT to spend a full-round action to either locate an invisible Aura faint divination; CL 3rd creature within line of sight or make a single shot that ignores Slot none (see below); Price 2,000 gp; Weight 1 lb. the invisibility of a creature that she knows is in the area, DESCRIPTION either by using the sight to locate it or by some other method. This sight can be attached to a single two-handed firearm. CONSTRuCTION When this is done, the sight becomes part of the weapon, but Requirements Craft Wondrous Item, true seeing; Cost it can be removed from that weapon with a full-round action. 8,000 gp OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 5. Representation of Authority to Contribute: If You are contributing original material as Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Open Game Content, You represent that Your Contributions are Your original creation and/ 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who or You have sufficient rights to grant the rights conveyed by this License. have contributed Open Game Content; (b) “Derivative Material” means copyrighted 6. 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