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