Gunslinger
Requirements: DEX 15, WIS 12
Prime Requisites: DEX, WIS
Hit Dice: 1d8
Maximum Level: none
Experience Chart: Fighter
Attacks/Saves: Fighter
Weapons/Armor: All swords, axes, daggers, shortbows, longbows, crossbows, and firearms/leather armour, studded leather armour, and padded armour
On the forefront of experimental, temperamental, modern warfare, gunslingers are those few individuals to whom the crack and boom of blackpowder is sweet music. Gunslingers live on the edge, performing swashbuckling feats of derring-do and wielding weapons deadly to target and wielder alike.
Special Abilities:
Gunslingers begin play with their choice of either blunderbuss or pistol. His or her starting weapon is battered, and only the gunslinger may properly operate it. All other creatures treat her gun as if it were broken (attacking at -2 to hit). If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it is worth 4d10 gp when sold).
Practised Gunman: The gunslinger regards only rolls of 1 as triggering a misfire, instead of the standard 1-2. In cases of misfire, the damage taken as a result of a failed saving throw is of 1-4 rather than 1-6.
True Grit: Once per day, the gunslinger may perform one of the following actions:
- Deadeye: The gunslinger may ignore the armour bonus to a foe’s AC in an attack beyond the first range increment. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
- Quick Clear: The gunslinger may repair a firearm broken or jammed by misfire. This is the equivalent of movement in combat, and the gunslinger may engage in one or the other.
- Gunman’s Reflexes: The gunslinger enjoys a remarkable knack for getting out of the way of missile attacks. When faced with a ranged offensive attack, the gunslinger may step 5 feet to the side, gaining a +2 bonus to AC against the oncoming attack. Alternately, the gunslinger may drop to a prone position on the ground to gain a +4 bonus to AC. The gunslinger may only employ this manoeuvre whilst wearing light or no armour, and carrying no more than a light load.
Misfires:
Bombs and gunpowder weapons are subject to misfires. Any natural roll of 1-2 made when rolling to hit indicates that a misfire has occurred. Roll a D100 and consult the relevant chart:
Gunpowder Weapons
01-50 Charge fails to ignite; no need to reload, fire as normal next round
51-99 Charge fails to ignite; must reload to fire
00 Charge explodes causing an automatic hit (d6 damage) and rendering the weapon broken (useless until repaired)
Bombs
01-50 Bomb fails to explode
51-80 Bomb splutters. Roll a D6 every round; when a 6 is rolled, the bomb goes off
81-95 Bomb explodes halfway between thrower and target
96-00 Bomb explodes in thrower’s hands
(It's possibly lacking detail towards higher levels, but I can't quite tell.)