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The Gunman

Alignment: Any
Hit Dice: d6
Starting Wealth: 2d4 x 10

Level

BAB

Fort.

Ref.

Will.

Special

AC Bonus

+1

+0

+2

+0

Gunsmith, Small Arms Focus, Take Cover

+0/+2

+2

+0

+3

+0

Evasion, Flair

+0/+2

+3

+1

+3

+1

Fast Movement +5

+0/+2

+4

+1

+4

+1

Uncanny Dodge

+0/+2

+5

+1

+4

+1

Keen Eye

+1/+4

+6/+1

+2

+5

+2

Flair

+1/+4

+7/+2

+2

+5

+2

Improved Uncanny Dodge

+1/+4

+8/+3

+2

+6

+2

Fast Movement +10

+1/+4

+9/+4

+3

+6

+3

Improved Evasion

+1/+4

10

+10/+5

+3

+7

+3

Flair, Gainful Flourish

+2/+6

11

+11/+6/+1

+3

+7

+3

Flawless Stride

+2/+6

12

+12/+7/+2

+4

+8

+4

Pocket Aces

+2/+6

13

+13/+8/+3

+4

+8

+4

Fast Movement +15

+2/+6

14

+14/+9/+4

+4

+9

+4

Flair

+2/+6

15

+15/+10/+5

+5

+9

+5

Eagle Eye

+4/+8

16

+16/+11/+6/+1

+5

+10

+5

Free Movement

+4/+8

17

+17/+12/+7/+2

+5

+10

+5

Blindsense 30ft

+4/+8

18

+18/+13/+8/+3

+6

+11

+6

Fast Movement +20, Flair

+4/+8

19

+19/+14/+9/+4

+6

+11

+6

Wounding Critical

+4/+8

20

+20/+15/+10/+5

+6

+12

+6

Deadeye

+6/+10

Class Skills
The gunman's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Gunsmithing) (Int), Concentration (Con), Disable Device
(Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Slight of Hand (Dex), Spot
(Wis), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Small Arms Focus: At 1st level, a gunman gains the benefit of the weapon
Weapon and Armor Proficiency: Gunmans are proficient with unarmed
focus feat for either one handed or two handed firearms. This can be used as
attacks, dagger, dart, all crossbows, and all firearms. They are proficient with
the prerequisite for feats and prestige classes requiring the weapon focus
all light armor but not with shields.
feat.
Gunsmith: At 1st level, a gunman gains his choice of either a pinlock pistol or
musket. His starting weapon is battered, and only he knows how to use it
properly. All other creatures treat his gun as if it had the Broken condition. If
the weapon acquires the Broken condition, it is treated as having the
Destroyed condition for anyone else trying to use it. This starting weapon can
only be sold for scrap (it's worth 4d10 gp when sold). The gunman also gains
a +4 bonus to the Craft (Gunsmithing) skill.

Take Cover (Ex): At 1st level, when the gunman is attacked he can dive, by
making a jump check as an immediate action, to gain a +1 bonus to his AC
and move to a new location. The gunman lands prone in this new location. At
5th level the gunman gains a +1 bonus at all times, except when denied his
dexterity bonus to AC, and the dive bonus increases to +4. These bonuses
continue to increase as indicated on the table under the AC Bonus column.
Movement is resolved after the attack. These bonuses do not stack.

Evasion (Ex): At 2nd level and higher, a gunman can avoid even magical and
unusual attacks with great agility. If he makes a successful Reflex saving
throw against an attack that normally deals half damage on a successful save,
he instead takes no damage. Evasion can be used only if the gunman is
wearing light armor or no armor. A helpless gunman does not gain the benefit
of evasion.
Flair: On attaining 2nd level, and every 4 levels thereafter the gunman gains a
flair ability. The gunman can use only one of these abilities on his turn. The
following flair abilities are available to the gunman:

Take Aim (Ex): The gunman may spend a full-round action to carefully aim at
his target this applies an additional 1d6 of precision based damage to the
next attack made by the gunman. This ability may be taken multiple times
increasing the additional damage by 1d6 each time.
Reload on the Run (Ex): The gunman is capable of moving a distance up to his
base movement speed while reloading. If reloading the firearm requires more
than one full round the movement is resolved on the first round, but any
remaining reload time still must take place during the next round..
Trick Shot (Ex): The gunman can fire on a target he does not have line of effect
on by bouncing his shot off of walls or other objects, applying a -2 penalty to
his attack roll for each surface the bullet must bounce off of. When the bullet
contacts a surface the gunman rolls a number of dice equal to the firearms
base damage, if this damage beats the surface's hardness the penalty it
imposes will increase to a -4.
Additionally, any surfaces the bullet comes into contact with must have a
hardness greater than 0, otherwise the bullet will simply pass though.
Stare Down (Su): The gunman may spend a full-round action staring down his
opponent. This ability is resolved in the same way as demoralizing an
opponent. The opponent then suffers a -2 penalty to all attack rolls, saving
throws, skill checks, and ability checks. Every 4 gunman levels this penalty
increases by -2. This lasts a number of rounds equal to one half the gunman's
charisma modifier, minimum 1 round.
Diving Shot (Ex): When the gunman uses the Take Cover class feature to make
a dive he can make an attack of opportunity against an enemy within the first
range increment of his equipped firearm. Making attacks of opportunity in this
manner do not count against the number of attacks of opportunity he may
make in one round. This special ability is affected by the Combat Reflexes
feat.
Roll-out (Ex): When lying prone, if the gunman is attacked he can roll 5ft while
remaining prone. This adds a +4 bonus to AC against both melee and ranged
attacks. He will however take attacks of opportunity if he enters or exits a
threatened square. The gunman cannot continue to move in this manner once
he is hit. Movement is resolved after any attacks.

Pistol Whip (Ex): The gunman can make a melee attack with the butt or handle
of his firearm as a standard action. When he does, he is considered to be
proficient with the firearm as a melee weapon and gains a bonus on the attack
and damage rolls equal to any enhancement bonus on the firearm. The
damage dealt by the pistol-whip is of the bludgeoning type, and is determined
by the size of the firearm. One-handed firearms deal 1d6 points of damage
(1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points
of damage (1d8 if wielded by Small creatures). Regardless of the gunman's
size, the critical multiplier of this attack is 20/2. If the attack hits, the
gunman makes an opposed strength check to knock the target prone..
Climactic Monologue (Su): The gunman can spend a full round action delivering
a climactic monologue. Everyone, including allies, within a 30ft radius must
make a will save (DC 10 + gunman's level + charisma mod) or be treated as
flatfooted for a number of rounds equal to half the gunman's charisma
modifier, minimum 1 round. On any round the gunman uses this ability he is
considered flatfooted, but retains the ability to dive as detailed in the Take
Cover class feature.
Bullet Storm (Ex): The gunman can, as a full attack, fully discharge 1 firearm.
Every shot made uses the gunman's highest attack bonus, but with a -4
penalty to the attack roll. The number of firearms the that can be fully
discharged with this ability increases by 1 for every 5 gunman levels the
character possesses. Each shot made with an unequipped firearm is treated
as being used one handed in the gunman's off-hand. If the gunman has Shot
on the Run, or similar feats, these attacks may be made while moving. This
ability is extremely draining on the gunman. He must make a fortitude save
(DC 15 + number of one-handed guns fired + 2 x number of two-handed guns
fired 1/2 gunman level) or become fatigued.
Showdown (Su): The gunman locks eyes with an opponent within 30ft. Both
the gunman and the opponent must be visible to one another. The target of
this ability must make a will save (DC 10 + gunman's level + charisma mod). If
the save fails the opponent can only target the gunman for a number of rounds
equal to the gunmans charisma modifier, or until the gunman targets a
different opponent.
One Bullet Left (Ex): Any time the gunman drops below max HP, and has
only one bullet loaded, he can make a full attack to fire his last bullet with a
+6 bonus on his attack roll and a doubled critical threat range.
Mexican Stand Off (Ex): If the gunman is in a position in which he would
normally be flanked he may flank with anyone threatening his attackers, even
if there is not a straight line between the gunman, the target, and the
gunman's ally.
Marked Bullet (Ex): The gunman gains a single marked bullet. This bullet is
designated to be used against someone the gunman has encountered before.
When this bullet is loaded into the chamber the gunman gains +2 to attack for
every 2HD of the enemy, and an additional 1d6 damage for every 2HD of the
enemy. These benefits do not apply when used against an enemy for which the
bullet is not designated. This ability can be selected multiple times, but must
apply to a different designated enemy each time. The target of this bullet
should be specified at the same time this ability is chosen.
Man with a Reputation (Su): The gunman's legacy follows him wherever he
goes, good or bad. When a gunman enters a town everyone will know he's
there in 1d4 hours (The DM should roll this check secretly). The gunman gains
a bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive
checks equal to 1/2 his Gunman level.
Feat: A gunman may gain a bonus feat in place of a flair ability, providing he
meets all the prerequisites.
These abilities cannot be used if the gunman is wearing medium or heavier
armor or carrying more than a light load. Any ability involving a firearm can only
be used with a firearm for which the gunman has the benefits of the weapon
focus feat.

Fast Movement (Ex): At 3rd level, a gunman gains a +5 enhancement bonus


to his speed. This bonus increases by +5 every 5th level thereafter. A gunman
in medium or heavy armor or carrying more than a light load loses this bonus
to speed.

Pocket Aces (Ex): Many gunmen live by the credo Luck is for chumps. Four
times per day, a gunman of 12th level or higher may re-roll any failed attack
roll, skill check, ability check, or saving throw. The character can take the most
favourable result of the rolls.

Uncanny Dodge (Ex): Starting at 4th level, a gunman can react to danger
before his senses would normally allow him to do so. He retains his Dexterity
bonus to AC (if any) even if he is caught flat-footed or struck by an invisible
attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a gunman already has uncanny dodge from a different class he automatically
gains improved uncanny dodge (see below) instead.

Eagle Eye (Ex): At 15th level, a gunman's aim becomes far more precise, he
is able to treat his first two range increments as though they were only the
first. When he fires a shot with a firearm, for which he has the benefits of the
weapon focus feat, the attack is always made against the target's touch AC.

Keen Eye (Ex): At 5th level, a gunman can add his dexterity modifier to
damage on ranged attacks made with any weapon for which he has the
benefits of the weapon focus feat.
Improved Uncanny Dodge (Ex): A gunslinger of 7th level or higher can no
longer be flanked.
This defense denies a rogue the ability to sneak attack the character by
flanking him, unless the attacker has at least four more rogue levels than the
target's total level.
Improved Evasion (Ex): At 9th level a gunman still takes no damage on a
successful Reflex saving throw against attacks as per the evasion class
feature. Additionally he takes only half damage on a failed save. A helpless
gunman does not gain the benefit of improved evasion.
Gainful Flourish (Ex): At 10th level a gunman is able to use two different flair
abilities during any one turn. Any of the gunman's flairs that were previously
full-round actions become standard actions.
Flawless Stride (Ex): Starting at 11th level, a gunman can move through any
sort of terrain that slows movement (such as undergrowth, rubble, and similar
terrain) at his normal speed and without taking damage or suffering any other
impairment.
This ability does not let him move more quickly through terrain that requires a
Climb or Swim check to navigate, nor can he move more quickly through
terrain or undergrowth that has been magically manipulated to impede motion.
A gunman loses this benefit when wearing medium or heavier armor or when
carrying more than a light load.

Free Movement (Ex): At 16th level and higher, a gunman can slip out of
bonds, grapples, and even the effects of concerning spells easily. This ability
duplicates the effect of a freedom of movement spell, except that it is always
active. A gunman loses this benefit when wearing medium or heavier armor or
when carrying a more than a light load.
Blindsense (Ex): A real gunman aims with more than just his eye. At 17th
level a gunman gains blindsense out to 30ft. Using nonvisual senses, such as
acute smell or hearing, the gunman notices things he cannot see. The gunman
does not need to make Spot or Listen checks to pinpoint the location of a
creature within range of his blindsense, provided that he has line of effect to
that creature. Any opponent the gunman cannot see still has total
concealment against him, and he still has the normal miss chance when
attacking foes that have concealment. Visibility still affects the movement of
the gunman. He is still denied his Dexterity bonus to AC against attacks from
creatures he cannot see.
Wounding Critical (Ex): A gunman of 19th level or higher who scores a critical
hit against a creature also deals 2 points of Constitution damage to the
creature. Creatures immune to critical hits are immune to this effect.
Dead Eye (Ex): At 20th level, a gunman reaches the pinnacle of his abilities
and is able to treat up to the 5th range increment with a firearm as though it
were only the first. In addition to this any penalties his attack rolls take are
reduced by half (a -1 penalty becoming 0).

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