Gunslinger ¶
V0.2 alpha
“Hold it! Or the next one goes right between the eyes!”
Technology in the Flamelands has advanced to the point that flintlock guns provide a reliable ranged weapon. They’re still somewhat slow to reload, and a swordsman has the chance to close in and put a blade to your chest, but guns are the great equalizer. They say that to train a longbowman, train his grandfather, and unless they have the centuries life span of the elves, that may be true. A gun though — properly handling one safely requires training, but at least at short range, anyone can point a barrel at a target and pull the trigger.
You’re way above that level though. The gun is an extension of your body, and you can pull off shots that others consider impossible.
Play Style: You use bullets to put holes in enemies. Depending on your talent choice, you want to either jump into the fray, both guns blazing, until you are surrounded by bodies, or stay high up on a safe position and take out high-threat targets as a sniper.
Races: Members of any race can pick up guns if they set their mind to it. The first to adopt the technology, back in the age of exploration were the dwarves, in cooperation with gnome alchemists who invented gunpowder. Humans immediately saw the value of the new weapons, copied them widely and started to develop their own varieties. For halflings, guns offered a good way to arm themselves despite their short stature and lack of strength. Goblins started picking them up from the bodies left behind on battlefields.
The elves still regard archery as the true art to be mastered, but individuals who chose to break with tradition can become a deadly force. A high elf teleporting onto a roof for a perfect sniping position is not an enemy you want to face every day.
Ability Scores: Dexterity is your most important stat, as that determines how well you shoot things. If you are planning to go the sniper route, Wisdom is useful, whereas Constitution helps your survival if you are planning to go up close. The higher of the two also determines your Grit score, which fuels your class abilities.
If you are planning to use a sword as a backup, some Strength is useful too.
Backgrounds: the mercenary for hire is looking for their next job; the zombie hunter is helping to protect communities; the brash duelist is always looking for trouble
Gear ¶
| Armor Type | Base AC | Atk Penalty |
|---|---|---|
| None | 10 | — |
| Light | 13 | — |
| Heavy | 14 | -2 |
| Shield | +1 | -2 |
| One-Handed | Two-Handed | |
|---|---|---|
| Small | 1d4 dagger, pistol butt | 1d6 club, bayonet |
| Light or Simple | 1d6 shortsword, hand axe | 1d8 spear |
| Heavy or Martial | 1d8 longsword, warhammer | 1d10 (-2 atk) greatsword, greataxe |
| Thrown | Guns | Crossbow | Bow | |
|---|---|---|---|---|
| Small | 1d4 dagger | 1d4 pocket pistol | 1d4 hand crossbow | — |
| Light or Simple | 1d6 javelin, axe | 1d6 pistol | 1d6 light crossbow | 1d6 shortbow |
| Heavy or Martial | — | 1d8 musket | 1d8 heavy crossbow | 1d8 longbow |
| Oversized | — | 1d10 (-2 atk) hand cannon | 1d10 (-2 atk) mounted harpoon | — |
Small and light guns normally require a quick action to reload. Martial and oversized guns normally require a move action to reload.
Gunslinger Level Progression ¶
| Gunslinger Level | Total Hit Points | Total Feats | Talents | Grit | Critical Range | Level-up Ability Bonuses | Damage Bonus From Ability Score |
|---|---|---|---|---|---|---|---|
| 1 | (7 + CON mod) x 3 | 1 adventurer | 3 adventurer | Wis OR Con | — | Ability modifier | |
| 2 | (7 + CON mod) x 4 | 2 adventurer | 3 adventurer | +1 | Ability modifier | ||
| 3 | (7 + CON mod) x 5 | 3 adventurer | 3 adventurer | Wis OR Con +1 | +1 | Ability modifier | |
| 4 | (7 + CON mod) x 6 | 4 adventurer | 3 adventurer | +1 | +1 to 3 abilities | Ability modifier | |
| 5 | (7 + CON mod) x 8 | 4 adventurer, 1 champion | 3 adventurer, 1 champion | Wis OR Con +2 | +1 | 2x Ability modifier | |
| 6 | (7 + CON mod) x 10 | 4 adventurer, 2 champion | 3 adventurer, 1 champion | +2 | 2x Ability modifier | ||
| 7 | (7 + CON mod) x 12 | 4 adventurer, 3 champion | 3 adventurer, 1 champion | Wis OR Con +3 | +2 | +1 to 3 abilities | 2x Ability modifier |
| 8 | (7 + CON mod) x 16 | 4 adventurer, 3 champion, 1 epic | 3 adventurer, 1 champion, 1 epic | +2 | 3x Ability modifier | ||
| 9 | (7 + CON mod) x 20 | 4 adventurer, 3 champion, 2 epic | 3 adventurer, 1 champion, 1 epic | Wis OR Con +4 | +2 | 3x Ability modifier | |
| 10 | (7 + CON mod) x 24 | 4 adventurer, 3 champion, 3 epic | 3 adventurer, 1 champion, 1 epic | +3 | +1 to 3 abilities | 3x Ability modifier |
Ability Bonus +2 to Dexterity or Wisdom (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 14 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d8 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points (4 at 5th level, 5 at 8th)
Talents 3
Feats 1 per level
Basic Attacks ¶
Melee Attack ¶
At-Will
Target: One enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
Ranged Attack ¶
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level
Class Features ¶
Lightning Reload ¶
You can reload a gun as a free action once during your turn.
Critical Range Bonus ¶
Starting at 2nd level, you gain a +1 bonus to your critical range when you use a gun to make a Gunslinger ranged basic attack. The bonus increases as you level, as per the level advancement chart.
Grit ¶
Grit is a measure of your resolve, and your ability to pull off special tricks with your weapon. Your starting Grit pool is equal to either your Constitution or Wisdom modifier, whichever is higher. Your grit increases as you level, as per the level advancement chart. You can spend your Grit on different Deeds granted by class features and talents.
You regain your Grit points after a quick rest.
Adventurer Feat When you score a critical hit with a gun attack, gain a Grit point.
Adventurer Feat When you rally in combat, gain a grit point.
Adventurer Feat Whenever you kill a non-mook enemy with a gun attack, you gain a Grit point.
Deeds ¶
Gunslinger Deeds are special abilities granted by class features (Skilled Trick and Stunt Shot under Gun Tricks) and talents (for example, the Sniper’s Snap Shot and Killshot).
Each Deed specifies when it can be activated, such as before making an attack roll or when you hit. You activate it by spending Grit points as part of the action. You can use each Deed at-will, as long as you have the Grit to spend. Each trigger can only be used for one Deed at a time. For example, you can declare a Dead-Eye Shot when you attack. Then, if you hit, you can make it either a Leg Shot or a Killshot, but you can’t do both at once, since they are both hit triggers.
Gun Tricks ¶
You can make trick shots such as shooting ropes, lights, locks, coins etc. against non-living targets as a skill check. Usually the difficulty will be normal, but the GM can increase that to hard for especially elaborate attempts such as multiple ricochets.
Skilled Trick: Before making the roll, you can spend a Grit point to gain an automatic hit against an immobile, non-living target, no matter how hard the difficulty.
Adventurer Feat Your skilled tricks are impressive enough to give you advantage on your next Charisma-based skill check as long as the target witnessed the shot.
Stunt Shot: When you make an attack with a gun, you can spend a Grit point to make a trick shot.
If you hit, the attack has an additional freeform effect, such as shooting belt buckles to drop pants, forcing the target to drop something in their hand etc. This can either deal no damage, or normal gun damage, as you choose. This can also impose a condition such as hampered or weakened until the end of your next turn.
Champion feat When you choose to hamper or weaken with a Stunt Shot, and score a natural even hit, the effect is “save ends”.
Adventurer Class Talents ¶
Choose three of the following class talents.
You get an additional gunslinger class talent at 5th level, and again at 8th level.
Both Guns Blazing ¶
When wielding a pistol in each hand, you can reroll an even miss once per turn.
Adventurer feat On an odd miss while dual-wielding pistols, deal twice your level miss damage.
Left-Hand Gun: When wielding a pistol in your off-hand, you can spend two Grit points to make a ranged attack with your off-hand weapon as a quick action.
Double Reload: You can spend a Grit point to reload a second weapon during your turn as a free action.
Buccaneer ¶
You gain 5 points towards a background in seafaring, navigation, and piracy.
First to Board: You can spend one Grit point to get to any point you can see on the battlefield as a move action, regardless of obstacles. This can be a rope swing, a daring jump, running across a narrow ledge etc.
Can’t Faze an Old Sea Dog: Whenever an opponent hits against your MD with a natural odd roll, you can spend a Grit point to force them to reroll.
Carnival of Carnage ¶
You gain a +1 bonus to attack against mooks, and you deal additional damage equal to your level against them.
Bullet Storm: When you hit with a gun attack against a mook, you can spend two Grit points to make another attack.
Wade through the Mob: You can spend a Grit to gain resist mook attacks 18+ until the end of your next turn.
Deadeye ¶
When you score a critical hit, you can reroll any natural 1s on the damage dice once.
Deadeye Shot: You can spend a Grit point to target the PD of an enemy instead of their AC with a ranged attack.
Leg Shot / Wing Shot: When you hit a target with a gun attack, you can spend a Grit point. The target loses its next move action. If the target was flying, it starts crashing.
Crowd Control ¶
You can use a small or light gun to make opportunity attacks.
Covering Shot: You can spend a Grit point to give a ranged attack against a nearby ally disadvantage.
Champion Feat Spend two additional Grit points to make a ranged attack against the attacker as an interrupt action.
Return Fire: When an enemy misses you with a ranged attack, you can spend two Grit to make a ranged attack against them as an interrupt action.
Hunker Down ¶
When you are not engaged, you can spend a move action to dive for cover. Until the start of your next turn, you have a +2 bonus to AC and PD against attacks from enemies not engaged with you.
Duck: When hunkered down, you can spend a Grit point to give an attack against you disadvantage on top of the AC bonus.
Adventurer Feat If you start the turn Hunkered Down, you can spend a Grit point to gain a +2 bonus to your first attack roll that turn.
Mysterious Stranger ¶
You can use your Charisma instead of Constitution or Wisdom to determine your number of Grit points. If you have successfully intimidated the enemy with a skill check before combat starts, start the battle with one bonus Grit.
Is that how you say hello?: In the first round of combat, you can spend a Grit as a free action to gain a +4 bonus to any defense when you are hit by an attack (the GM will tell you if that’s enough to turn it into a miss).
Side Arm ¶
You gain the Gunslinger class critical range bonus with any weapon.
Finish the Job: When you wield a pistol and a one-handed weapon, and you hit a nearby enemy with a ranged weapon attack, you can spend two Grit points to engage the target and make a melee weapon attack against them.
Champion Feat If you hit with the melee attack, the target has disadvantage on its next attack against you.
Slippery Bastard ¶
Add your Wisdom modifier as a bonus to AC against opportunity attacks.
Side-Strafing: You can pop free from all enemies as a quick action by spending a Grit per enemy you are engaged with.
Retreating Shot: You can spend two Grit points to make a gun attack against an opponent you disengaged or popped free from as a free action.
Sniper ¶
When you are not engaged, you can spend a move action to add your Wisdom modifier in addition to your Dex modifier to the next ranged attack that turn against a far away enemy.
Adventurer Feat Also add Wisdom to damage.
Snapshot: You can spend a Grit point to use the Sniper ability as a quick action instead of a move action.
Killshot: When you score a critical hit with a gun, you can spend two Grit points to deal triple instead of double damage.
Tinkerer ¶
You’re more of an engineering genius than a soldier. Use Intelligence instead of Wisdom or Constitution to determine your Grit points.
During each full heal-up, you can upgrade one gun to the equivalent of a true magic item of your current tier. Choose an appropriate ranged weapon enchantment from the 13th Age Core Book, Book of Loot or a similar trusted source. You start with one enhanced gun.
Note that the enhanced gun only works in your hands. Should someone else use it, something goes spectacularly wrong on a natural attack roll of 1-5.
Field Retooling: You can spend a Grit point to reroll a magic item recharge roll for your enhanced gun.
ACME Bullets: You can spend two Grit points to come up with a ridiculous type of ammunition that you conveniently brought along from your last session in the lab. We’re talking bullets that turn into hammers or live chicken here. Each bullet is a unique prototype that can only be used once. The challenge here is to consistently outdo yourself.
Toughened Up ¶
Increase your recovery dice to d10s.
Adventurer Feat Whenever you spend a Grit point, you gain temporary hit points equal to your Constitution modifier (x2 at 5th level; x3 at 8th).
Never Back Down: When you make a recovery roll, you can spend a Grit point to double the amount healed.
Never Surrender: You can spend a Grit point to reroll a save and add your Constitution modifier.
Walking Weapons Platform ¶
You can wield oversized heavy guns without attack penalty.
Spray Fire: When making an attack with an oversized gun, you can spend two or more Grit points to attack one target per Grit spent.
Focused Volley: When making an attack with an oversized gun, spend a Grit point. If it hits, it deals extra damage equal to half the total damage. Roll a normal save. If the save fails, the gun overheats and can’t be used again until the end of your next turn.
Champion Class Talents ¶
Cursed Gun ¶
Once per day at the start of a battle, choose an enemy as your mark. Your attacks against the mark have advantage. However, whenever you miss an attack against the mark, you take psychic damage equal to your level.
If you have an icon relationship with the Hell Mistress, the Conqueror or the Dweller Below, you can use this talent one additional battle per day for each point of your icon relationship.
Darkfire Bullet: When you hit your mark with a gun attack, you can spend a Grit to make it dazed (save ends). While dazed, the target is terrified and will try to run away from you as fast as it can.
Bleeding Shot: When you hit your mark with a gun attack, you can spend a Grit to deal 3 points of ongoing damage per level.
Fastest Hand in the West ¶
You can always act during a surprise round.
Fast Draw: When there is no surprise round, you can spend two Grit points to make a standard action attack with a pistol as a free action before the first combatant acts in initiative order.
Champion Feat You can spend two additional Grit points to attack a second enemy with Fast Draw.
Mageflame’s Special ¶
Choose a Wizard or Sorcerer spell. You gain that spell as a bonus spell.
Magic Bullets: When you hit with a ranged attack, you can spend a Grit to deal 1d6 per level extra fire or lightning damage.
Nimble Dodger ¶
Increase your unarmored base AC to 12 and your base AC in light armor to 14.
Athletic Dodge: When you are hit by an attack against your AC with a natural odd attack roll, you can spend a Grit point to force the opponent to reroll that attack.
Point Blank ¶
You gain a +1 bonus to attack with guns against enemies you are engaged with.
Grazing Shot: When you miss an opponent with a gun attack, you can spend a Grit point to deal half damage instead of normal miss damage.
Epic Class Talents ¶
Combat Veteran ¶
At the start of each turn, you can roll a d6. If the result is equal to the escalation die or lower, gain a Grit point.
Onwards to Victory: Once per battle, when you score a critical hit with a Gunslinger ranged attack, you can spend a Grit point to increase the escalation die by 1.
Eagle-Eyed Mastery ¶
Increase your bonus to critical range by another point.
Obliterating Shot: You can spend four Grit points to deal quadruple instead of double damage on a critical hit with a gun.
Earshot ¶
You have an almost supernatural feeling for your target. You can make attacks in total darkness, against invisible enemies, with closed eyes and so on.
Cornershot: You can spend a Grit to make a ranged gun attack against an opponent without a direct line of fire, as long as you have some surface to ricochet off.
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