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Gunslinger Deeds:

Deadeye (Ex): 1st lvl, resolve an attack against touch AC


instead of normal AC. Costs 1 grit point per range
increment beyond the first.
Gunslingers Dodge (Ex): 1st lvl, When a ranged attack is
made against you, spend 1 grit to move 5' (which can
provoke AoO) as an immediate action and gain a +2 bonus
to AC vs. the attack. Or you can drop prone to gain a +4 to
AC vs. the attack. You can only perform this deed if wearing
medium or light armor, and carrying a light load.
Quick Clear (Ex): 1st lvl, standard action, remove the
broken condition from a single firearm you are currently
wielding, as long as it was gained by a firearm misfire. Must
have at least 1 grit to perform this deed. Or, spend 1 grit to
perform this as a move action instead of a standard.
Gunslinger Initiative (Ex): 3rd lvl, as long as you have at
least 1 grit, you gain the following. A +2 bonus on initiative
checks. If you have the Quick Draw feat, your hands are
free and unrestrained, and the firearm is not hidden, you
can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): 3rd lvl, you can make a surprise melee
attack with the butt or handle of your firearm as a standard
action. You're considered proficient with the firearm as a
melee weapon and gain a bonus on the attack and damage
rolls equal to the enhancement bonus of the firearm. The
damage dealt is bludgeoning, and is determined by the size
of the firearm. For medium creatures; 1-H firearms deal 1d6
dmg and 2-H firearms deal 1d10 dmg. Regardless of size,
the critical multiplier is 20/2. If the attack hits, you can
make a combat maneuver check to knock the target prone
as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): 3rd lvl, if you have at least 1 grit, you
can perform all of the following utility shots. Each shot can
be applied to any single attack with a firearm, but you must
declare the shot you're using before firing.
Blast Lock: Make an attack roll on a lock within the 1st
range increment of your firearm. A Diminutive lock usually
has AC 7 & larger locks have a lower AC. The lock gains a
bonus to AC vs. this attack based on its quality. A simple
lock has +10 to AC, an average lock has +15, a good lock
has +20, & a superior lock has +30. Arcane lock grants a
+10 to the AC of a lock vs. this attack. On a hit, the lock is
destroyed & the object can be opened as if unlocked. On a
miss, the lock is destroyed, but the object is jammed & still
considered locked. It can still be unlocked by successfully
performing this deed, using the Disable Device skill, or with
the break DC, though the DC for either break or Disable
Device or the AC increases by 10. A key, combination, or
similar mechanical method of unlocking the lock no longer
works, though knock can still be employed to bypass the
lock, and the creator of an arcane lock can still bypass the
wards of that spell.
Scoot Unattended Object: Make an attack roll vs. a Tiny or
smaller unattended object within the 1st range increment.
A Tiny Unattended object has an AC of 5, a Diminutive has
an AC of 7, and a Fine has an AC of 11. On a hit, you don't
dmg the object, but can move it up to 15' farther away
from the shots origin. On a miss, you damage the object
normally.
Stop Bleeding: Make a firearm attack & then press the hot
barrel against yourself or an adjacent creature to staunch a
bleeding wound. Instead of dealing dmg, the shot ends a
single bleed condition affecting the creature.
Dead Shot (Ex): 7th lvl, Full-round action, spend 1 grit,
take careful aim & pool all of your attack potential into a
single deadly shot. You shoot the firearm at a single target,
but make as many attack rolls as you can, based on your

BAB. You make the attack rolls in order from highest to


lowest. If any of the attack rolls hit the target, your single
attack is considered to have hit. For each additional
successful attack roll, increases the dmg of the shot by the
base damage dice of the firearm. (So if a GS firing a
musket hits with both attacks, she does 2d12 dmg with the
shot, instead of 1d12 dmg, before adding any dmg mods).
Precision dmg & extra dmg from weapon special abilities
(like flaming) are added with dmg modifiers and are not
increased by this deed. If one or more rolls are critical
threats, confirm the crit once using your highest BAB -5. For
each threat beyond the first, reduce the penalty by 1 (max
of 0). You only misfire on a dead shot if all the attack rolls
are misfires. You cannot perform this deed with a
blunderbuss or other scatter weapon when attacking in a
cone.
Startling Shot (Ex): 7th lvl, a GS with least 1 grit can
spend a standard action to purposely miss a creature that
she could normally hit with a firearm attack. It becomes f
lat-footed until the start of its next turn.
Targeting (Ex): 7th lvl, Full-round action, make a single
firearm attack and choose part of the body to target. Gain
the following effects depending on the part of the body
targeted. If a creature does not have one of the listed body
locations, that part cannot be targeted. This deed costs 1
grit point to perform no matter which part of the creature
you target. Creatures that are immune to sneak attacks are
immune to these effects.
Arms: On hit, the target takes no dmg but drops 1 carried
item of your choice, even if the item is wielded with 2
hands. Items held in a locked gauntlet are not dropped on a
hit.
Head: On hit, the target is damaged normally & is also
confused for 1 rd. This is a mind-affecting effect.
Legs: On hit, target damaged normally & knocked prone.
Creatures with 4 or more legs or immune to trip attacks are
immune to this effect.
Torso: Targeting the torso threatens a critical on a 1920.
Wings: On hit, target dmg normally & makes DC 20 Fly
check or fall 20'
Bleeding Wound (Ex): 11th lvl, when you hit a living
creature with a firearm attack, you can spend 1 grit as a
free action to have that attack deal extra bleed dmg. The
bleed dmg is equal to your Dex mod. OR, you can spend 2
grit points to deal 1 point of Str, Dex, or Con bleed damage
(your choice) instead. Creatures that are immune to sneak
attacks are also immune to these types of bleed damage.
Expert Loading (Ex): 11th lvl, whenever you roll a misfire
with a gun that has the broken condition, you can spend 1
grit to keep the gun from exploding, though it retains the
broken condition.
Lightning Reload (Ex): At 11th level, as long as you have at
least 1 grit, you can reload a single barrel of a 1-H or 2-H
firearm as a swift action 1/rd. If you have the Rapid Reload
feat or are using an alchemical cartridge (or both), you can
reload a single barrel of the weapon as a free action each
round instead. Furthermore, using this deed does not
provoke AoO.
Evasive (Ex): 15th lvl, when you have at least 1 grit point,
you gain the benefit of the evasion, uncanny dodge, and
improved uncanny dodge rogue class features. Use your GS
lvl as her rogue level for improved uncanny dodge.
Menacing Shot (Ex): 15th lvl, you can spend 1 grit, shoot
a firearm into the air, and affect all living creatures within a
30'radius burst as if they were subject to the fear spell. The
DC of this effect is equal to 10 + 1/2 your GS lvl + your Wis
modifier.

Slingers Luck (Ex): 15th lvl, you can spend grit to reroll a
saving throw or a skill check. It costs 2 grit points to reroll a
saving throw, and 1 grit point to reroll a skill check. You
must take the result of the second roll, even if it is lower.
The deeds cost cannot be reduced by the true grit class
ability, the Signature Deed feat, or any other effect that
reduces the amount of grit a deed costs.
Cheat Death (Ex): 19th lvl, whenever you are reduced to 0
or fewer HP, you can spend all of your remaining grit points
(min 1) to instead be reduced to 1 HP.
Deaths Shot (Ex): 19th lvl, when you score a Crit, spend
1 grit to deal normal dmg, and the target must succeed at

a Fort saving throw with a DC equal to 10 + 1/2 your GS


level + your Dex mod. If failed, the target dies. This is a
death attack. Performing this deed does not allow you to
regain grit from confirming a critical hit or making a killing
blow.
Stunning Shot (Ex): 19th lvl, when you hit a creature, you
can spend 2 grit points to stun the creature for 1 round.
The creature must make a Fort saving throw (DC = 10 +
1/2 GSs level + Wis mod). If the creature fails, it is stunned
for 1 round. Creatures that are immune to critical hits are
also immune to this effect.

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