Gun Slinger

GUNSLINGER
Requirements
To qualify to become a Gunslinger, a character must fulfill the following criteria.

Base Attack Bonus: +5

Skill: Craft(firearms) 2 ranks, Acrobatics 2 ranks.

Feat: Weapon focus with a hand gun

Class Information

Hit Die: 1d10

Class Skills: The Gunslinger’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Geography, Local, Nature) (Int), Perception (Wis), Profession (Wis),Ride (Dex),Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis).

Skill Points at Each Level: 5 + Int modifier.

Level BAB Fort Ref Will Special Defense Bonus
1st +1 +0 +1 +1 Close Combat Shot +1
2nd +2 +1 +1 +1 Improved Weapon Focus +1
3rd +3 +1 +2 +2 Bulls Eye +1d6 +2
4th +4 +1 +2 +2 Deadly Aim +2
5th +5 +2 +3 +3 Lightning Shot +3
6th +6 +2 +3 +3 Bulls Eye +2d6 +3
7th +7 +2 +4 +4 Sharp-Shooting +4
8th +8 +3 +4 +4 Greater Weapon Focus +4
9th +9 +3 +5 +5 Bulls Eye +3d6 +5
10th +10 +3 +5 +5 Improved Lightning Shot +5

Class Features

The following features pertain to the Gunslinger advanced class.

Defense Bonus:The Gunslinger becomes adept at dodging, diving, bobing and weaving and generally avoiding blows and bullets.
Every other level the gunslinger gains a dodge bonus to his ac, this only functions as long as the gunslinger is wearing light or no armor and caring a light load.

Close Combat Shot: At 1st level, a Gunslinger gains the ability to make a ranged attack with the firearm which he has focus in, while in a threatened area without provoking an attack of opportunity.

Greater Weapon Focus: At 2nd level, a Gunslinger gains the Greater Weapon Focus with the same weapon he has Weapon focus with
The gunslinger adds +1 to all attack rolls you make using the selected personal firearm, this stacks with the previous +1 from weapon focus.

Bulls eye: At 3rd level, a Gunslinger becomes so adept at using the firearm to which he or she has applied Weapon Focus that the gunslinger’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can deal +1d6 points of damage. This bonus to damage increases to 2d6 at level 6 and 3d6 at level 9. This ability is usable once a day for every two levels of Gunslinger taken.

Deadly Aim: You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spots, at the expense of makeing the attack less likely to succeed.
You choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increased by -1 and the bonus increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn.

Lightning Shot: Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

Sharp-Shooting: At 7th level, if the Gunslinger uses his focus firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.

Penetrating Strike: Your attacks are capable of penetrating the defenses of some creatures. Choose one weapon that you have selected for weapon focus for this feat.
Your attack with the focused firearm ignores up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (ex. DR 10/-)

Improved Lightning Shot: Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make two extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

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