Gunfighter

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Gunfighter

Level Base Attack Fort Save Ref Save Will Save Special
Bonus
1st +1 +0 +2 +0 Canny
defense
2nd +2 +0 +3 +0 Improved
reaction +2
3rd +3 +1 +3 +1 Shot on the
Run
4th +4 +1 +4 +1 Grace

5th +5 +1 +4 +1 Dead eye


+1d6
6th +6 +2 +5 +2 Improved
Precise Shot
7th +7 +2 +5 +2 Ranged
Disarm
8th +8 +2 +6 +2 Improved
reaction +4
9th +9 +3 +6 +3 Stunning
Shot
10th +10 +3 +7 +3 Dead eye
+2d6

Hit Die:  d8

Requirements:  To qualify to become a gunfighter, a character must fulfill all the following
criteria-

            Base Attack Bonus:  +6


            Skills:  Munitions 8 ranks, Perception 5 ranks, Perform 3 ranks
            Feats:  Point Blank Shot, Quick Draw, Weapon Focus (pistol)

Class Skills:  The gunfighter's class skills (and the key ability for each skill) are Balance (Dex),
Bluff (Cha), Escape Artist (Dex), Jump (Str), Munitions (Int), Perception (Wis), Perform (Cha),
Sense Motive (Wis) and Tumble (Dex).

Skill Points at Each Level:  4 + Int modifier.

Class Features
Weapon and Armor Proficiency:  The gunfighter is proficient with all simple and martial
weapons, but no type of armor or shield.

Canny Defense (Ex):  When not wearing armor or using a shield, a gunfighter adds 1 point of
Intelligence bonus (if any) per gunfighter class level to her Dexterity bonus to modify Armor
Class while wielding a pistol. If a gunfighter is caught flat-footed or otherwise denied her
Dexterity bonus, she also loses this bonus.

Improved Reaction (Ex):  At 2nd level, a gunfighter gains a +2 bonus on initiative checks.

At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the
Improved Initiative feat.

Shot on the Run (Ex):  At 3rd level, a gunfighter receives the Shot on the Run feat for free.

Take Cover (Ex):  At 4th level, a gunfighter gains an additional +2 competence bonus on all
Reflex saving throws. This ability functions for a gunfighter only when she is wearing no armor
and not using a shield.

Dead Eye (Ex):  At 5th level, a gunfighter gains the ability to aim precisely with a pistol,
gaining an extra 1d6 damage added to her normal damage roll.

When making a dead eye shot, a gunfighter cannot attack with a weapon in her other hand or use
a shield. A gunfighter's dead eye ability only works against living creatures with discernible
anatomies. Any creature that is immune to critical hits is not vulnerable to a dead eye shot, and
any item or ability that protects a creature from critical hits also protects a creature from a dead
eye shot. At 10th level, the extra damage on a dead eye shot increases to +2d6.

Improved Precise Shot (Ex):  At 6th level, a gunfighter gains the benefits of the Improved
Precise Shot feat when using a pistol, even if she does not meet the prerequisites.  A gunfighter
loses these benefits when wearing armor or using a shield.

Ranged Disarm (Ex):  At 7th level, a gunfighter may attempt to disarm an opponent with her
pistol as a full-round action.  A ranged disarm attempt does provoke an attack of opportunity
from any character threatening the gunfighter.  All normal modifiers to disarm attempts apply,
and a pistol is considered a light weapon for this purpose.  A gunfighter cannot attempt a ranged
disarm while wearing armor or using a shield.

Stunning Shot (Ex):  At 9th level, a gunfighter can strike an opponent to disorient them. A
gunfighter must declare that she is using this ability before she makes her attack roll (thus, a
failed attack roll ruins the attempt). Stunning Shot forces a foe damaged by the shot to make a
Fortitude saving throw (DC 10 + gunfighter class level + Int modifier), in addition to receiving
damage normally. A defender who fails this saving throw is stunned for 1 round (until just before
the gunfighter's next action). A stunned creature drops everything held, can't take actions, takes a
-2 penalty to AC, and loses his Dexterity bonus to AC. A gunfighter may attempt a stunning
attack once per day for every 2 gunfighter class levels, and no more than once per round. 
Stunning Shot and Dead Eye cannot be used on the same shot.  Constructs, oozes, plants,
undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

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