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Surpassing even The Boss: N.

Jollys guide to the


Pathfinder Gunslinger

Some things change the world in the wrong way, but youve always got people arguing about what those
things are. Then youve got things that make everything better, and you still got people screaming about what
makes things terrible. In my hands is an instrument of war that may be both. Nathan Azure, commander of
the Black Dogs of Sanctum

Table of Content and Rating System


1. Table of Content and Rating System
2. Introduction, Thoughts, and R oles
3. Abilities, Races, and Traits
4. Class Abilities and Skills
5. Feats
6. Archetypes, Multiclassing, and Prestige Classes
7. Mundane and Magical Items
8. Sample Builds
9. FAQ and Closing

Rating System
Black (?): This option for one reason or another cannot be rated.
Red (*): This option is to be avoided unless you want a challenge
Orange (**): This is an okay option, but you can do better
Green (***): This is a good option, and worth considering
Blue (****): This is a solid option, its hard to do much better
Purple (*****): A class defining option, this should not be ignored

1
2. Introduction, Thoughts, and Roles

And here I thought the most dangerous thing Id ever face on the battlefield would be a bow and arrow. Now
Ive got a squad of lunatics using explosions in cylinders to shoot lead rocks at me. This isnt the war I signed
up to fight! Elbis Nars, retiring captain of the Cydona cavalry unit

Introduction

Welcome again to another guide, this time focusing on the Pathfinder Gunslinger. This is another class that Ive
wanted to touch on for a while, but Id almost always forget about it whenever it came to actually putting
something down. This class has a lot of hurdles, and a lot of them are peoples thoughts on guns in role
playing. I plan on covering my thoughts on that in later sections, but simply to start, Id like to simply put out
there that the enjoyment of everyone in the group is the most important thing, so take that into account when
youre deciding to play this class.

Some people think that Gunslingers are a broken or incomplete class. Ill admit that really no other class has
nearly as tight a focus on their chosen play style as the Gunslinger. Youre a ranged character, no doubt. One
of the biggest concerns are HOW ranged you are. Some of the largest concerns arent really about the
Gunslinger, but about their weapons and how they interact with the rules. But these arent reasons to avoid
such cool bringers of destruction who rock the battlefield with the scent of black powder on their hands.

Guns themselves are rather odd weapons, as theyre only truly good in the hands of a slinger. Bad range,
misfires, and high gold cost for both themselves and their ammo make guns the weapon of a dangerous few.
Unless youre using advanced firearms, youre nearly a melee character, which is something to make a note of if
you expected to be raining destruction from a distance. Once again, Ive got discussion threads on Paizo and
Giant in the Playground, so feel free to chime in there, and let me know if theres anything you want to see
added. Also feel free to donate here,

And once again, there will be review for 3pp content, and it will be clearly labeled so everyone is aware of it!

2
Thoughts on the Gunslinger

Does your game allow black powder weapons?

This is the first question that needs to be answered before you can go any further. Normally a no to this
question would be the end of this guide for some, but thanks to a new addition to the Gunslinger family, the
Bolt Ace, you can still be a sweet bringer of death without needing to sling some lead. Still, if a GM tells you
that theres no Gunslingers in their game even after you show them the Bolt Ace archetype, dont press it.

What is the level of guns/technology in your game?

This is another important thing to note, as youll need to be sure of what guns you can and cant get. Dont ask
for a Revolver to start for an Emerging Guns game. Personally, Commonplace Guns is probably the best
setting, since in Emerging Guns, everything is still irrationally expensive. Guns Everywhere would be better,
except for early firearms being obsolete, since only early firearms can be true double weapons.

Is it worth it to go past 5th level in the gunslinger class?

This is a question thats come up recently with the changes to the gunslinger (signature deed and musket
master particularly), and its important. My personal opinion? No, its not worth it (unless youre using 3pp,
which can help the class remain relevant past 5th level). Youre better multiclassing out after 5th level once
you pick up gun/crossbow training, since the things you have left are small scaling bonuses that arent worth
the opportunity cost of staying in the class. Does that mean youre wrong for staying past 5th level? No, but
you should know that its more optimal to leave after 5th level in my opinion.

Roles
Yeah, if you decided to be a gunslinger, you didnt do it to have a TON of different ways to participate in
combat. You did it to shoot guns, and the class is tailored to just that. But in this, your choice of weapon is
going to decide how you interact in combat, making your decision for you once you decide which weapon is the
one for you. Choose wisely, as this will most likely pick your archetype as well.

Revolver Ocelot (Pistol/Revolver)


For those of you who are looking to get close up and personal with one weapon and fill your opponent full of
holes, this is your calling. Pistols are easy to wield, but require you to be very close to opponents, as none has
great range. This will put up a lot of damage (especially with double pistols), but youre almost a melee fighter.
Preferred Archetype: Pistolero

The Fear (Light/Heavy Crossbow)


Thanks to a new archetype, the Bolt Ace, a slinger can even sling bolts, which come with some clear advantages
and disadvantages. While youre not hitting at touch, your range is amazing, and your crit range becomes
awesome. Also cheaper ammo makes this an entirely viable style even when black powder is allowed. The only
problem is you HAVE to go Bolt Ace, but Bolt Ace is awesome, so youre not losing a lot.
Preferred Archetype: Bolt Ace

Sniper Wolf (Musket/Rifle)


If youre not a fan of being in harms way, this is the way to avoid it. The range isnt amazing, but youre out of
normal melee range, as well as being able to put up some decent base damage from your weapon. Youre using
both hands for this, but youre also also making sure youre out of harms way. Out of any of these, this style
most benefits from having advanced weapons, as you NEED a rifle to work at any real range.
Preferred Archetype: Musket Master

The Boss (Gun/Crossbow & Melee Weapon)


While not the most efficient style, this is the one that will provide you the most versatility, leaving you with
something to do in both close range and a distance. This style is assuming wielding both at the same time,
although its also an entirely viable switch hitter style. Unarmed Strike/Cestus is the only way to make this
work, since you need a free hand to reload, which means no other weapons allowed.

Preferred Archetype: Pistolero/Bolt Ace


Return to Table of Content

3
3. Abilities, Races, and Traits

None of them fellas hold a gun the same way. I still got nightmares about that damn goblin with a shotgun
shootin everything in sight. At least those elves aint crazy, just perchin up in trees for days and pickin us off
one at a time Nort Hardshield, Dwarven Defender of the North

The most basic decisions youll be making are here, as these are the building blocks of your character even
before they spark their first powder keg. Thankfully, Gunslingers are very straightforward, and its difficult to
truly mess one up if you understand the basics. Theres not a lot of directions you can take them, so its a clear
and cut path to making sure you rain the field with enough ammo to make your opponent whistle as they fall to
the ground.

Abilities
Strength (**) For a full BAB class, you really dont need too much strength at all. As long as youre making
sure you can carry all your gear, this is rather unimportant unless youre practicing CQC (close quarters
combat) for by taking Weapon Finesse. Overall, as long as you dont dump it hard, you should be fine.
Dexterity (*****) This is your key stat, you use it for just about everything. You need it to hit, for damage,
for initiative, and basically everything else that makes you a demon on the field of battle. Max it, love it.
Constitution (***) Youre a d10 class, but most of you wont be out of the fray long enough to care, meaning
you still need to be able to take hits like a champ. Invest in this so you arent outgunned too soon.
Intelligence (**) With a decent amount of skills already, you dont have to pump this too hard, making it
pretty okay for you to just put a few points in here and forget about it.
Wisdom (****) Grit is a thing you like, so is boosting your will save. While its not nearly as important as
dexterity, its pretty solid for you, and youll get a lot of mileage out of being the wise old gunslinger about
town.
Charisma (*) You aint pretty, youre a killer. Im not big on M ysterious Stranger (***), but if you want to
wander into town and mystify everyone, youre going to need this about as much as you normally would need
wisdom.

Favored Class Bonus: Most of you can spend it on HP, but if your race gives you the chance, feel free to burn
it on initiative boost or extra grit, as both will probably serve you better than just plain HP. Skills can be nice,
but you dont really need a lot more than you already have.

4
Races
Your race is pretty important for a few reasons, especially in what your favored class bonus allows you to do.
As long as youre getting a dex boost though, your race is doing what it needs to do. Thanks to this, small sized
gunslingers are very viable, not losing any distance and getting valuable bonuses to AC and attack rolls. As
long as youre fast and nimble though, youre basically the best gunslinger you can be.

Core
Dwarf (***) Even missing out on a dex bonus, the other stat bonuses are quite nice, as is the magic
resistance, although the armored mobility probably wont be too important to you. Probably a good choice for a
Gun Tank if youre thinking of going that route.
Elf (***) The dex boost we want, but a con penalty we could do without. Theres quite a few racials that can
and should be traded out, but aside from that, you can make quite a good elf gunslinger.
Gnome (**) Nothing gnomish really screams great gunslinger, although their archetype is pretty cool. These
are moved up to GREEN (***) if youre playing Guns Everywhere so they still get Gun Training.
Halfing (****) Great stats and a penalty to a dump(ish) stat are nice, and theres some good racial trades we
can make to customize them into even better gunslingers if you want to go all Billy the Kid on people.
Half-Elf (***) An easy to snag dex bonus is nice, and dual mind bumps that will save, these are pretty strong
options for a rather vanilla gunslinger.
Half-Orc (****) Just a hair better than Half-Elves, the amount of things you can trade out to make a better
gunslinger is crazy, and you can take these ugly mugs in a lot of different directions. Good for intimidations
builds or just all arounders, Half-Orcs know how to sling some powder when it counts.
Human (*****) Humans are great at everything, accept this fact and youll be a lot happier. Seriously, the
bonus feat starts you so far ahead that its just crazy how quickly youll advance.

Featured
Aasimar (***) (Musetouched (****)) Oh man, these are the stats you want with a ton of other fun benefits
that only make you better. Nothing amazing (feel free to trade out the SLA), but the ability score adjustments
along make this aasimar probably your best variant.
Catfolk (**) While you barely break even on stats, theres nothing that makes these that special, which is kind
of sad. Theyre okay, but a tad on the weak side for what you could choose.
Dhampir (**) No racial trait really helps you here, and theres no great stats either. Shame, since this would
be cool, but theres no subcategory that even stands out enough to be mentioned.
Drow (***) Again barely breaking even on stats, Drow do give some spell like abilities, plus they just look
cool.
Fetchling (***) Green for mostly the same reason drow are, theres just neat things here, nothing amazing.
Goblin (****) Whod have guessed these monsters were solid slinger? Great(ish) racials, some custom traits
and such that help make them even better, and small size are all golden for these dangerous little bastards.
Hobgoblin (****) For the tougher side of the spectrum, Hobgoblins are just a shade lower than their
brethren, making for a tougher slinger with more survivability but less raw damage.
Ifrit (**) Pretty weak racials here, and while their favored class bonus is nice, its not enough to save them.
Only really great for a build that HAS to go first, as Wildfire Heart is a GREAT racial trait with their FBC.
Kobold (**) Racials dont cripple you for this role, but nothing at all stands out aside from a racial archetype
that imitates a rogue. Not garbage, but not great either.
Orc (*) Straight up worse than a Half-Orc in every way, nothing to see here.
Oread (*) Okayish racials, but again, nothing important to what you want.
Ratfolk (****) Rats are pretty great here, having solid racials, nice exchanges for some racials traits, and a
neat (if not a bit suicidal) archetype, making them fine slingers.
Slyph (**) I was expecting more, but the racials just arent there to make this a solid call.
Tengu (***) Nearly perfect racials, but no racial abilities that help you out make this a pretty average
Tiefling (****) (Faultspawn (*****)) Youre getting a tail, and that tail can help you reload your weapon
with a feat. Everything the Tiefling gets is gold to you, and while the skill bonuses are meh, you cant deny this
is basically the best call you can make for most builds that dont have a specific set up needed. Even the base
stats are pretty perfect, making this a top tier slinger.
Undine (****) Solid stats are the main draw here, and some of the other stuff isnt bad either.

5
Uncommon
Changeling (*) While cool, nothing here is really what you need, an okay but meh race.
Duergar (***) Slightly better than dwarves, although much uglier.
Gillmen (*) Yeah...fish monsters are no bueno.
Grippli (****) Battletoad slingers are very nice, as while they dont have any amazing racials, their stats are
basically just what you want, and small size is always welcome.
Kasatha (*****) Quite literally perfect slingers. 4 arms, perfect stats, and bonus to AC make them perfect.
Kitsune (***) A dex bonus and some fun feats make these decent fox gunners.
Merfolk (**) Shocking decent, although still pretty meh in the overall, since they still like water, and water
doesnt mix well with black powder.
Nagaji (*) Stats in the wrong place and no useful racials makes these snake monsters lame.
Samsaran (*) Nothing here, spellcasters only.
Strix (****) Flying is awesome, and you can fly with solid stats. Flying is reason enough to pick a bird
monster.
Suli (*) No stats you want here, and the racials dont save it.
Svirfneblin (*****) This race is unfair. Its straight up unfair, and you should feel bad taking it.
Vanara (****) Stats in all the right places and a tail make this ALMOST as good as a tiefling.
Waylang (**) Nothing special, okay stats, and all things weve seen before.

Traits
Heres the past that you tried to leave behind, but it kept following you to give you sweet stat boost. While
these arent generally big boost, theyre plenty enough to help make sure youre always on top, and never end
up hearing someone shout your name in a panicked terror. Its always best to make sure you pick traits that
bolster your strengths, since you need to always have the advantage. Im going to try to only give solid options
here, although for a more complete list, check out this guide:

Tips and Traits: A guide to Traits

Combat
Armor Exper (***)t Youre wearing light light armor, but it does turn Mithril Breastplate into 0 ACP, which is
nice. Its a hard call though, since youre probably looking for something with a great Max Dex bonus.
Black Powder Bravado (***) Deed attacks are often important, and getting a reroll on an attack is pretty
nice.
Black Powder Fortune (***) The fear bonus is the big one here, but curses can really mess you up.
Larger than Life (***) If youre going to be scary, being big and scary is the way to do it.
Never Stop Shooting (****) For slingers, this is Diehard in a trait, making you so much harder to take down.
Reactionary (****) Initiative is so much more important for you than it is for anyone else. This rating is the
same for any other initiative boosting trait, pick the one that doesnt conflict with your other trait choices.

Faith
Fates Favored (***) Good for most, GREAT for half-orcs with superstitious alternative race trait
Indomitable Faith (****) With your will save, you need the help
Unnatural Presence (***) If youre scary and you know it, this is how to make animals and bugs know it too.

Social
Adopted (****) Race traits are nice, you can find one you want pretty easily.

Racial
Dwarf Glory of Old (****) Boosting saves against magic will always be worth it, great trait to steal as well.
Human Spirits in the Stone (****) Same initiative bonus, but with a bonus to traps added in for flavor.

Religion Traits
Second Chance/Lessons of Chaldira (*****) A once a day reroll on any save? There's feats that give less
than this, so find you a god and start worshipping for this!
Defensive Strategist (*****) Uncanny Dodge in a trait, need I say more?

6
Purity of Faith (****) Another bonus to your will save, with the added bonus of possibly getting more if
you're up against evil outsiders. They're probably going to be your enemies, so all hail Iomedae! Or anyone,
since the SRD doesnt have deities up.
Veteran of Battle (****) An initiative bonus and quick draw in surprise rounds is what god wants for you to
do.

Return to Table of Content


4. Class Abilities and Skills

The sheen on that gun, the way she held it, everything about her was terrifying. Here Id never seen someone
who announced their presence with an explosion of metal and flames, and now Im staring down the most
frightening person Ive ever seen, and Im not ready Hunter Reigns, former leader of the Blue Shades gang

Comparisons have to be drawn between this and the fighter, as the gunslinger was birthed from the fighter, and
they share a lot of common ground. But something they dont share is that the gunslinger has a few things, like
a resource pool and real class features (Weapon/Armor training and bonus feats arent a class feature, I will
fight you on this), which make them quite a bit better. You are locked into one style (ranged), but you do it
pretty damn well as long as you didnt want to do it from too far away.

Deeds will also be noted on grit usage for 2 (requiring 2 grit to be expended), 1 (requiring one grit to be
expended), or 0 (simply needing to have 1 grit in your pool), as well as if they can have their cost reduced by
Signature Deed or True Grit. They will also be rated on if its a good use of grit, and the value of reduction.

Class Abilities
Gunsmith Not really a feature that can be rated, as you NEED this for standard play, but it is a nice way to cut
down on your ammo cost as well as give you your first weapon. Unless youre at a low tech level, this probably
wont be your end game gun, but its still a nice one to start with, and lets you choose which style you like.
Grit This cant be rated since nothing replaces it, but it is a renewable resource pool which allows you to do
quite a few neat tricks. This is one of the things that helps make you a better than a fighter, as well as fuels
some of the cooler things you can do.
Deeds (****) As stated, these will be reviewed one at a time noting the level at which they are achieved, as
well as their grit usage and how valuable it is to reduce cost on them:

7
1st Deadeye (***) Grit Use: 1 Reduction (***): Yes
This is actually a pretty solid deed, and a decent one to spend grit on if you dont have anything else to use.
Considering the short range of most guns, youll probably end up needing this one at least once or twice. This
is a decent call for reduction, but theres stronger options to reduce cost on.

1st Gunslingers Dodge (**) Grit Use: 1 Reduction (**): Yes


This is a lot better at early levels, when opponents will only have one ranged attack. Moving is almost always
the better call, since dropping to the ground makes you way more vulnerable to getting hammered in melee.
Save your reduction for better deeds, this is fine at 1.
1st Quick Clear (***) Grit Use: 0/1 R eduction (*): Yes
Hopefully this isnt something you need to use that often, but its a godsend for when you need it. Dropping
this grit usage is pretty weak, as neither way are you getting a full attack, so save your reduction on better
deeds.
3rd Gunslinger Initiative (****) Grit Use: 0 Reduction: No
A boost to your draw speed is always good, although the drawing of weapons isnt really that good, and kind of
paints you as a target if you dont go first. Reduction is unneeded, as its already in the best place it could be.
3rd Pistol Whip (**) Grit Use: 1 Reduction (*): Yes
Really a low level deed, as a standard action for an okay attack isnt worth it at any point. Carry a melee
weapon and dont smack people with your gun, even it its cool. And dont reduce it, youre better than that.
3rd Utility Shot (***) Grit Use: 0 R eduction: No
A neat collection of things thatll let you extend your utility a bit, and without costing grit, these are just fun
bonus features. Dont reduce it though, its at best grit usage already.
7th Dead Shot (**) Grit Use: 1 Reduction (**): Yes
Oh man, this could have been SO cool, but seeing as it only multiplies base weapon damage and not anything
else (dex bonus, enhancement bonus, etc) makes this very weak unless youre REALLY low on ammo. It
doesnt even include attacks for dual wielding, rapid shot, or haste. Dont reduce this, youre too cool for that.
7th Startling Shot (***) Grit Use: 1 Reduction (**): Yes
The use here is giving you another way to mess with opponents, but the real gold here is that theres no save,
its auto flat footing. Reducing it is nice, but you probably wont use it more than once a battle.
7th Targeting (***) Grit Use: 1 Reduction (***): Yes
Anything but torso is fine (unless your GM says the crit increase stacks), as youre getting quite a few conditions
that dont have saves. One round of confusion isnt great, so this is better for those of you whom are popping
solo shots rather than raining from the heavens. Reduction is solid on this too, as its a solid deed overall.
11th Bleeding Wound (***) Grit Use: 1, 2 R eduction (***): Yes
While the first bleed effect is nice (especially for hit and run), Con bleed is brutal. Loses just a few points for
most fights not lasting long enough to make either of these good, but if you can get into a long fight, these are
great. Reduction is pretty nice, as it makes all your attacks bleed, which is decent free damage.
11th Expert Loading (**) Grit Use: 1 Reduction (**): Yes
Honestly this is a situation you dont want to be in often enough to take advantage of, as firing a broken gun is
just a horrible situation to be in. Reduction isnt suggested for the same reason.
11th Lighting Reload (**) Grit Use: 0 Reduction: No
Wow, this is way too late to matter. By the time this comes up, youll already be free action reloading.
15th Evasive (****) Grit Use: 0 Reduction: No
Such a good defensive boon, but so sad it has to come this late. Its a reason to always keep a grit, but not
worth reducing just to make sure its always active.
15th Menacing Shot (***) Grit Use: 1 Reduction (****): Yes
Seeing as this doesnt state its done as a standard action, you could easily do this as your last attack in a full
attack that youre already sure wont hit. Reduction for this becomes gold then, as even as youre not going to
have the most impressive save for this, its free frightening as long as you have any grit.
15th Slingers Luck (****) Grit Use: 1, 2 Reduction: No
This is probably the thing youll be using most of your late game grit on, as rerolling a save is super important.
If this could be reduced, itd probably be unfair, but god I wish I could be
19th Cheat Death (****) Grit Use: All Reduction: No
Probably the best reason to keep any grit around, and while it can be a harsh cost, saving yourself from death is
always worth the cost. Maybe you can reduce it, but Im not sure how itd work, so no rating there.
19th Deaths Shot (*) Grit Use: 1 Reduction (*): Yes

8
Most guns have x3/4 crit modifiers, which turns them into death shots regardless. Slightly better for 2x crit
weapons (it has a decent save), but even then, its not really worth it, or reducing it.
19th Stunning Shot (****) Grit Use: 2 Reduction (****): Yes
Stunning is great, but this is expensive as hell. Thankfully, this can be reduced, and you really should, as
stunning is super powerful, even this late in the game considering it can be done in a full attack too.

Nimble (***) A boost of AC in the armor youre most likely wearing is quite nice, and will often apply.
Bonus Feats (****)/Dares (**) Bonus feats are pretty solid, and as a ranged character, you need them to
pull off everything that you need to do. Dares however...Dares are there for when youre out of grit and need
to earn some back fast, but most dares are very subpar. For completions sake, Ill review them, as they're able
to be taken instead of bonus feats, although theyre rarely worth it.

Dares
Desperate Evasion (**) Getting evasion is nice to have, although I cant remember a fight thats had me
taking more than 2 reflex saves ever. Not horrible, but probably weaker than a feat.
Frantically Nimble (**) A +2 to AC is okay, but youll rarely ever get back grit from this, and theres better
feats than just getting a small bonus to your AC.
Out For Blood Probably the best here, probably doubling your crit range is worth it, although since it wont
stack with anything else, if youre actually working towards crits, you wont care too much about this after a
while.
Run Like Hell (*) For those of you who hate being heroes, here ya go!

Gun Training (*****) This is why you took the class in the first place, its what makes guns worth using over
bows. Once you have this, youre the best gunslinger you could possibly be.
True Grit (***) This is tame as hell for a gunslingers capstone, but it could be worse. Basically two Signature
Deed feats at 20th level, nothing to write home about. Seriously, your capstone was last level, enjoy it.

Skills
For such a straightforward class, youve got quite a selection of skills to pick from, although dont feel bad about
taking traits to add others to your list.

Class Skills
Acrobatics (****) With your dex, you can bounce around the battlefield and really take advantage of this
skill.
Bluff (***) Slingers arent the best liars, but even with lacking cha, its your only social skill to use.
Climb (**) While you dont have magic to eventually make this moot, you should pick up some way to fly
eventually, and climbing isnt a great way of traveling.
Craft Seems like you might need this to make your ammo and such, making this a crazy important skill.
Handle Animal (**) You dont have an animal, you dont really need to make them like you either unless
youre looking for getting an animal companion.
Heal (*) This really shouldnt be your job either, leave it to a trained medical professional.
Intimidate (***) Im not big on intimidating others, but you have the means to be scary quite easily.
Knowledge (Engineering) (***) This is more of an interesting skill, but in the right hands it can be a lot of
fun.
Knowledge (Local) (***) Knowing whats going on around town can be worth its weight in gold.
Perception (*****) The most rolled skill in the game, and youre a wisdom using class. LOVE IT.
Profession (*) Youve already got craft, you dont need more ways to get money.
Ride (**) If you can get an animal companion, you need to know how to ride it.
Sleight of Hand (***) Another dex based skill that can be nice and fun, and helps you cheat at cards.
Survival (**) Without magic, you may need this, but its not going to be too useful in the later levels.
Swim (**) Getting tossed in water is dangerous, and you dont have to worry about heavy armor, so throwing
a few ranks in this could help save your life.

While you have a nice skill list, it can always be better. Consider snagging some of these with traits.

Non Class Skills

9
Diplomacy (****) Way better than bluff, being able to tell the truth is super important. Even without great
cha, you can easily make a pretty good face.
Disable Device (***) Youve got good enough fingers to pull the trigger, might as well see how good you are
at disabling traps, especially since you have such great dex.
Sense Motive (****) For a wisdom focused class, youre a good human lie detector.
Stealth (****) Youre a dex focused character, and theres no way that youre getting into FOXHOUND without
at least a bit of knowledge of how to keep yourself from being detected
Use Magic Device (****) This will never be a bad skill. Its always worth it to be able to use magical items,
even with your lacking cha stat.

To next section (Feats) Return to Table of Content

Third Party Class Features


Alternative Deeds Gunslingers of Porphyra
Whenever a gunslinger would gain 1 or more deeds from the gunslinger class, they can replace 1 of them with
an alternative deed. A gunslinger cannot choose to replace a deed gained from an archetype, although if an
archetype replaces a deed or if a gunslinger chooses to replace a deed, that deed is added to the list of
alternative deeds available to the gunslinger.

1st level alternative deeds


Always Loaded (**) This might be helpful early on, but once you can reload as a free action, its not great.
Dedicated Specialist (***) For those of you who were already going to take Weapon Focus, this is that with a
small bonus that opens up a few feat choices.
Determination (***) Another deed that opens up new options, Diehard isnt a bad feat to snag.
Feint Shot (***) Ranged feinting can be fun, and it keeps you safe.
Reload Expert (****) Not amazing, but its free Rapid Reload, which as a slinger youll want.
Seamless Reload (****) If youre going to dual wield, you NEED this.
Sharp Sights (****) Another prereq skipper for feats you want, definitely worth considering.

3rd level alternative deeds


Bullet Disarm (**) Disarm is nice, but it just lacks value against bullet trip.
Bullet Trip (***) The action required is harsh, but tripping is very useful.
Deft Shootist (***) A relatively solid free feat, itll serve melee slingers best.
Drill Shot (***) Not a deed that really helps you, this is more to make sure your party can hit, nice for
support.
Gritty Resolve (***) Now were getting some fun free feats, staying standing can be very vital in battle.
Gunrunner (***) Early game, this is just amazing. It trails off once you get more attacks, but keeping you
mobile is important, especially with a gunslingers range.
Ricochet Shot (***) This should have been in the base class, but now you can be Revolver Ocelot.
Twin Trigger Shot (****) Another must have for dual wielders, it keeps your standard actions efficient.

7th level alternative deeds


Blazing Barrel Charge (****) Mobility is key, and this gives it to you and more. Love this.
Bullet Drop (****) Now you can drop fliers, this is where this deed gets awesome.
Bullet Push (***) Not as good as bullet drop, but if youre disarming, this is a cool way to do it.
Dirty Shot (***) A grit point to attempt a dirty trick is expensive, but at the same time, dirty tricks are great.
Improved Utility Shot (***) Upping your utility is rarely a bad thing.
Leaping Shot (**) More of a janky blazing barrel charge, its not bad if youre cautious on spending grit.
Never Down (****) I will never stop loving Heroic Recovery, its a nice deed chain to get here too.
Reliable Shot (****) Misfire is the enemy, and this helps you defeat that enemy.

11th level alternative deeds


Filthy Shot (****) The upgrade here is completely worth it, as is spending a grit to dirty trick on a full attack.
Heavy Pistol-Whip (**) Pistol whipping isnt great, but if you like doing it, might as well make it good.
Impossible Reflexes (***) If you have high initiative, this is a free attack for every combat.
Improved Dead Shot (**) This makes dead shot better, but its still on the weaker end of full round actions.
Sharp Maneuver (*) The additional damage here just isnt enough with only one combat maneuver being
made.
Sneaky Feint (***) Boosting feint can help allies quite a bit, its worth considering.

10
Targeting Follow up (****) For those who like targeting, this throws on even more damage.

15th level alternative deeds


Calculated Retreat (***) The benefit here isnt really getting parting shot, its the benefit for spending a grit.
Outlaw Shot (****) This is a great way to end off this chain, your dirty tricks will be too good.
Master Feint (***) While you might not need it, the extra value to feinting is always worth considering.
Targeting Assault (****) Make targeting great, whats not to love?

19th level alternative deeds


Critical Shot (*****) The high cost is brutal, but it can also be reduced, making this a game ender.
Full Auto Dead Shot (****) This is what dead shot users have always wanted, love it.
Severing Shot (****) Shut off mages for an encounter, seems worth it.

Return to Table of Content


5. Feats

The entire unit was in and out before we knew what happened, every last one of them snuck in and stole the
plans. They left nothing but bodies, blood, and broken chains, and we knew that we couldnt do anything to
stop them. It was like a bad dream, and the worst thing is that we know theyre coming back to finish the job.
Gods help us, we knew not what we did. Draven Narz, former slaver and slave transporter

Feats are something that you need a lot of, as ranged combat requires a lot of feats to pull off. Thankfully, you
get quite a lot of bonus feats as you level up, giving you the chance to try a few other paths as well. Theres
quite a few feats you absolutely need though, which does make your early game feel limited. But past that,
youll get the chance to play with quite a bit of options. Melee options are going to be kept to a minimum, as
youre primarily a ranged class, but you can do well enough in melee.

Grit feats that grant Deeds will be listed separately in the style that Deeds were listed earlier.

CRB/APG/UM/UC/ACG/WMH/Other Third Party Feats

Core

11
Skill Feats (*) (Acrobatic, Alertness, Athletic, Skill Focus: Any, etc) A while back I heard a statement that I
still agree with, "Never take a feat that doesn't let you do something new, or at least that you couldn't before."
No skill feat meets that prerequisite, and so unless you have a specific backstory in mind that demands it, it's
required for a better feat, or are getting it as a bonus feat (Half Elves and certain Humans), leave these feats
alone. Unless there is another benefit to a feat like this, I won't be including skill boosting feats.
Armor Proficiency Medium, Heavy (*) Since youre not getting Nimble without being in light armor, heavier
armor really isnt worth dealing with.
Blind Fight (**) While this isnt great, its also a prereq for some fun stuff, so its worth considering.
Combat Expertise (*) Since it only works with melee, theres not a lot youll be using it for unless youre
going two weapon fighting nice up and close. Only really useful if youre looking for combat maneuvers.
Combat Maneuvers (*) (Trip, disarm, bullrush, etc) For most people, this would be okay, but Targeting
removes the need for a lot of these, and most are melee range only, meaning these arent for you.
Combat Reflexes (***) In and of itself, its not worth anything. But once you pick up Snap Shot, this is a
very useful feat, especially with Improved Snap Shot.
Critical Focus (***) For the x4 crit mod crowd, landing crits is of apex importance. Everyone else doesnt
need this nearly as much, since theres not as much value in confirming a 2x crit.
Critical Feats (*) Amusingly, the 4x crit mod crowd couldnt care less about these, since theyre probably
killing, and the other crew didnt take Critical Focus on the first place, making these meh.
Deadly Aim (*****) You hit at touch AC, you cant possibly miss, so extra damage is perfect for you. This is
a no brainer for slingers, and even Bolt Aces are completely in love with this feat.
Dodge, Mobility, Shot on the Run (*) These feats are a total waste for you, they dont help you accomplish
anything you need to do, and your feats are a precious resource.
Endurance (**), Diehard (***) While Endurance isnt great, Diehard is a lot better, and it leads to a lot of
other good feats, making it a decent call to follow one of its feat trees to the end.
Improved Critical (****) Again, x4 guns want this to end encounters nice and fast. Even x2 crits are nice to
score more often, also making sure youre rolling in grit.
Improved Initiative (****) Going first is KING, youll want this and a trait to help you start encounters
before others.
Improved Unarmed Strike (***) While you wont take this as a feat, getting it from Monks is pretty nice as a
last resort, as well as makes mixed ranged/melee TWF a lot more viable.
Deflect Arrows (***), Snatch Arrows (*) Amusingly, this works on bullets too. This makes a very nice
defense against other slingers, although snatching bullets, while cool, doesnt really help a lot.
Iron Will, Improved (***) Your weak will save can come back to haunt you, making you vulnerable to all
sorts of things. Buffing up this save is pretty important for you so you dont become a puppet.
Leadership (?) If you can take it, you do. If you cant, you dont.
Mounted Combat, Archery (***) If you can get a mount thats not super weak, this is solid, although you
dont NEED Mounted Archery unless youre a Bolt Ace since your accuracy is nice.
Nimble Moves (***) Being able to 5 foot step at all times can save you, as positioning is far more important
for you than it is for a lot of other characters.
Point Blank Shot (****) You NEED this for everything, so youre taking this.
Precise Shot (****) Youll be shooting into melee a lot, which means youll be needing this too.
Improved Precise Shot (***) Cover sucks a lot, so ignoring it is getting you more damage.
Rapid Shot An extra attack roll, even with a -2, is the best thing you could ask for.
Power Attack (**) Decent if youre going mixed, but not anything too impressive for what youd be using it
for.
Quick Draw (***) This is thematic, although I think it should come standard with the class. Its important for
what youre doing, since its all about drawing before your opponent without needing an action.
Rapid Reload (*****) Yeah, you cant do without this no matter what kind of slinger you are.
Toughness (**) Youre a d10 class who isnt set for melee, this is something you can pass on unless you really
feel the need to have a layer of protection beyond your normal HP.
Vital Strike (*) You have a version of his as a class feature, unless its mythic, you dont need this.
Two Weapon Fighting, Improved (***), Greater (**) Oh man, theres a lot of places to take this...As
stated before, NO DOUBLE PISTOLS. Dual wielding pistols is possible (and cool), but requires Gun Twirling,
which will take up a lot of feats to fully pull off. This can also be used for a CQC style with punch and pistol
style. While thats probably a less efficient style, its also a LOT cooler. Theres other feats that youll need to
fully take advantage of this, on top of other stuff you need, so itll basically consume your feats if youre going
melee/ranged, but if youre willing to do it, do it big. Dual wielding regular pistols and revolvers is fine too, but
sword and pistol is almost impossible with your need to reload unless you have tons of back up weapons.

12
Weapon Finesse (***) If youre going to fist and pistol, although you will need an Agile Amulet of Mighty Fist
to keep it going, since theres no feats that give dex to damage for blunt weapons.
Weapon Focus (**) In and of itself, its meh, even more so with how little you need it thanks to hitting at
touch AC, but you do need it for feat prereqs, which makes this a necessary evil.
Dazzling Display (***) If youre scary, be scary all around. You can pick this up before Menacing Shot, and if
you focus on it, it could be more useful, as well as being a prereq for Gun Twirling.
Shatter Defenses (**) A flat footed opponent is just about at 10 AC, but that might be overkill for how easy it
is to hit opponents normally. Considerably better if youre a Bushwhacker.

Advanced Players Guide


Additional Traits (****) Theres quite a few good slinger only traits, so its worth it to snag a bonus to things
you didnt originally pick up.
Bodyguard, In Harms Way (*) You shouldnt be close enough to use this, dont try and be a hero here.
Crossbow Mastery (****) If youre going Bolt Ace, this is how you wield a minotaur double crossbow. If
youre not going minotaur or heavy repeating crossbow, youre better off just wielding a light crossbow.
Disrupting Shot (*) You probably shouldnt need to raise the DC of disruption any higher.
Focused Shot (*) Int isnt a primary stat for you, nor is wasting a standard action for a minor damage boost.
Heroic Defiance (****) Being able to put off a devastating condition for even a round can be the difference
between victory and defeat, making this worth picking up Diehard.
Heroic Recovery (*) ...but this...this is garbage, avoid it.
Keen Scent (***) Scent is powerful, and while its not as good for you fighting at a range, it still has uses like
keeping you from getting snuck up on from out of nowhere.
Steel Soul (****) Dwarves can only get better and better by raising their defense against magic.

Ultimate Magic
Eldritch Heritage, Improved, Greater (***) While the skill focus isnt the best requirement, if you have high
enough cha, its totally worth it to go Arcane bloodline for a familiar or something else fun.

Ultimate Combat
Clustered Shots (*****) Youre taking this, and youre loving this, as it removes DR as a serious issue for
you.
Deathless Initiate (***), Master (*), Zealot (**) Being able to fully act is damn nice, and Zealot is okay
since taking crits is devastating, although Master is pretty meh, as its only 1 HP loss a round.
Deft Shootist (*) While the feat itself is good, needing both Dodge and Mobility isnt.
Extra Grit (**) Itd be hard to run through grit hard enough for this, since 2 grit really isnt a lot.
Hammer The Gap (****) I deeply like this feat, and I may be overrating it, but its one of my fave feats.
Horse Master (***) If you decided to dip into Cavalier, this will keep your mount strong.
Opening Volley (**) For The Boss, this is important and a nice boost in accuracy, although its only for one
attack, limiting its usefulness.
No Name (*) A cool idea, but not worth the grit usage. You have a name, use it.
Snap Shot, Improved (****), Greater (**) Straight up perfect, threatening 5 to 10 feet around you will
shock most foes who arent aware of it, although Greater is a weak step up from the other feats.
Stalwart, Improved (***) If you have some feats to throw around, picking up some DR that cant be
bypassed. Its best with Combat Expertise, but it might not work since youre using ranged attacks.
Sword and Pistol (**) The best weapon to CQC with is an unarmed strike, making this inferior to Gunslinger.
Signature Deed (****) See that reduction section for a lot of deeds? Yeah, unless youre going to wait until
20th level, this is the only way you can abuse this. Post errata this only works once a round, but thats still a
decent enough benefit, although youll need to wait until 20th for a true reduction now.

Advanced Class Guide


Amateur Investigator (*), Studied Combatant (**) You dont have the int to pull this off, which is a
shame, since the damage bonus from Studied Combatant would be a nice damage boost.
Amatuer Swashbuckler (***) This is a decent feat for CQC style, especially stealing Opportune Parry and
Riposte. Since Panache and Grit are the same pool, you can use this a lot better than others.
Slashing Grace (***) Help on making you more SAD is solid, keeping you only needing dex, although it
doesnt help with CQC, since youll be lacking a free hand.

Weapon Masters Handbook

13
Empty Quiver Style, Flexibility (****), Flurry (**) This feels like a slightly more janky snap shot, but
really having an alterantive way to use your weapon is rarely a bad thing. Flexibility is a nice step up, especially
since it should be adding dex and str to damage too, although flurry is a bit of a weak final feat here.
Overwatch Style, Vortex, Tactician (***) While not brutally effective, these are a fun set of feats that alter
how you full attack, although they will overall end up lowering your damage. All of them being made at full BAB
is the only big bonus here, but a clever player could have some fun with this.

Other Sources
Natural Soul (**)/Animal Ally (****)/Boon Companion (***) These get you a full progression animal
companion. Probably the best on here is a horse, making your mobility a lot better.
Grasping Tail (****) Tiefling only, but it lets you dual wield guns without Gun Twirling, which is too hype.
Gun Twirling (***) A lot of prereqs, but if youre going to dual wield guns, you NEED this to be able to reload.
Gunslinger (****) A 3.5 feat (from the Golarion campaign setting), but the best way to avoid AOOs for
gunslingers if youre not going for Snap Shot.

To next section (Archetypes, Mutliclassing, and Prestige Classes) Return to Table of Content

Third Party Feats


Gunslingers of Porphyra

Deed Specialization (***) For your deeds, keeping the DC as high as possible is always good.
Extra Alternative Deed (****) Theres almost always an alternative deed youll want, especially with some
basically being better than feats.
Greater Named Bullet (*) With Clustered Shots, this isnt too great of an upgrade.
Improved Named Bullet (****) Doubling the efficiency of your named bullet makes you better prepared.
Wrist Launcher Expert (****) If you really want o use wrist launchers, heres how.

Return to Table of Content

14
6. Archetypes, Multiclassing, and Prestige Classes

Each of us came into this war a different way, but we all had the skills we needed to survive. The team did
what we needed to do, and left with enough gold to buy us a kingdom bigger than the one we just defended.
And we didnt even bring the entire unit. Black Rosa of the Bouquet Brigade

Archetypes are incredibly important, but for the most part, theyre actually pretty cut and dry, and thats
because of the needs of a slinger. Any two hander NEEDS to go Musket Master, and thats because of the
ability to reload faster. I feel bad about this, but thats just the fact. Pistolero is almost the best one hand
archetype you can pick too, although its not as ironclad as Musket Master. Theres only archetype freedom if
youre using advanced firearms due to their innate reload speed, but these reviews are considering youre using

15
early firearms, and that places a hard restriction on what you can pick. Archetypes that give up gun training
(without giving some form of substitute (Crossbow/Pistol/Musket/etc Training) will be marked with a *.

Non Racial/Racial/Multiclass/Prestige Third Party Archetypes

Archetypes (Non Racial)

Bolt Ace (*****)


1st Grit (****) Welcome to the non black powder gunslinger. If Im being honest, I like this a lot more than
the standard gunslinger or even other archetypes. Crossbows are generally easier to load (Crossbow Mastery
lets you reload heavy bows), the range isnt pathetic even for long range weapons. Theres no spread shots,
the only real advantage guns have, but Id personally consider this the default slinger in my games.
1st Deeds These are straight upgrades, as crossbows lack many of the issues of guns.
1st Crossbow Maven (****) Aces are now proficient with all crossbows, and get a free masterwork one!
1st Sharp Shooter (****) Grit Use: 1 Reduction: No
Lacking a reduction makes this slightly more painful, so youll have to be smart about your grit use with it.
1st Vigilant Loading (****) Grit Use: 0 Reduction: No
A feature thats nice since youre not dealing with reloads, it makes close quarters shots much better.
3rd Shooters Resolve (***) Grit Use: 1 Reduction (*): Yes
This isnt really worth a standard action late game, although its nice before youre getting multiple shots. Dont
reduce this, as its going to be bad by the time you can.
7th Distracting Shot (***) Grit Use: 1 Reduction (*): Yes
This is basically the same as what youre losing, and its strange that theres slightly different wording.
11th Vigilant Shooting (**) Grit Use: 1 Reduction: No
Not a great addition, but it doesnt cost grit in and of itself, making it somewhat cheap.
11th Inexplicable Reload (***) Grit Use: 0 Reduction: No
By this time, youll probably not need this, but if your GM has a limit on free actions, this is still solid. It
becomes even better if your GM lets you retrain, and can bring a regular double crossbow down to a free action.
15th Pinning Shot (****) Grit Use: 1 Reduction (****): Yes
With the errata to Sharp Shooting, this would probably be your best reduction, as the staggering and such that
this ability gives you the chance to do is well worth being able to use all the time.
5th Crossbow Training (*****) This is way better than even Gun Training, since youre getting your crit
multiplier increased and it stacks with Bracers of Falcons Aim. This is too hype, and just totally worth your
time.

Gun Scavenger (**)


1st Gunsmith (**) I guess this is kind of worse, but just barely, since other people shouldnt be using your
gun.
1st Go By Feel (**) This is a weird feature, as you need your gun to break to use one of your class
features...this doesnt feel like a good trade, not something I feel comfortable with myself.
Deeds Not a lot of changes here, but the changes that are here...well, see for yourself.
1st Change Out (**) Grit Use: 0,1 Reduction (**): Yes
Combat doesnt last long enough to make using a ticking time bomb of a gun worth using, and while theres a
few kind of neat adjustments (adding scatter being the best), youre just waiting for your gun to break again.
7th Jury-Rig (**) Grit Use: 1,2 Reduction (**): Yes
A standard action really kills this since the duration is super short, making this style almost a roulette of not
doing anything in a battle. Reduction doesnt even save this.
2nd Arbitrary Aim (**) This will slightly increase your accuracy, but you dont need anymore accuracy.

Gun Tank (**)


Armor Proficiency (***) Since youre losing Nimble, this isnt bad, but the only problem is the max dex
bonus for most heavy armors. Unless youre getting Celestial Plate, youll be losing AC for your absurd dex.
Deeds Some new fun deeds to fit the theme, but oddly not a lot.
1st Gun Tanks Resolve (***) Grit Use: 1 Reduction (***): Yes
Just a shade better than what youre giving up, its a decent reduction, and crits can kill hard.
15th Gun Tanks Resistance (**) Grit Use: 0 Reduction: No
Id consider this slightly worse since fort saves dont have evasion like saves often, but the save bonuses are
nice. Losing Uncanny Dodge is weak though, but you wouldnt really fit with the archetype.

16
2nd Bullet Deflection (**) This will probably come up a lot less than Nimble, since guns arent super
common, but if youre playing in a game with gunslingers, you might have to deal with them more.
4th Armor Training (**) While I said (and stand by) that Armor Training isnt a real class feature, its worse
than bonus feats, even if it does help you use that dex youll be working with, since you need feats to succeed.

Gunner Squire (*)


1st Spotter (*) We all know this is garbage, so instead, Ill talk about my favorite moments in the Metal Gear
Solid series, like when you first faced off against Sniper Wolf in that hallway, man that was so much fun.
Deeds Really, all of the boss battles in this game were top notch, although the tank in MGS 1 was weak.
3rd Side Arm (*) Grit Use: 1 Reduction (*): Yes
MGS2 had some weaker boss battles, but it also had the RAY fight, which was probably my favorite of the
group. Doing it on Extreme and facing off against all 25 RAY units was something Ill always remember.
2nd Safe Handling (*) But fighting The Boss in a field of flowers while you waited for those MiGs to come and
bomb the area was heart breaking, especially needing to pull the trigger yourself. It was really probably the
best moment in the entire series, as it made you care about everyone so much more, just beautiful.

Musket Master (****)


1st Weapon Proficiencies (**) Losing Siege Weapons is meh, one handed weapons is more of a loss, but if
youre a Musket Master, you probably didnt care about them anyways, at least that much.
1st Gunsmith Literally a null choice, although its annoying not being able to select blunderbuss.
1st Deeds Not a huge difference here, but some important changes none the less.
1st Steady Aim (***) Grit Use: 0 Reduction: No
Not something youll be using in the later levels, and 10 feet isnt a great increase for needing a move action to
use it, but youre not losing much for it either, so its basically breaking even.
3rd Fast Musket (*****) Grit Use: 0 Reduction: No
And this is why you came, this is the most important part of the archetype, keep some grit so you can use it.
1st Rapid Reloader (****) A feat you were going to take anyway for basically no cost? ACES!
5th Musket Training (*****) Even better than Gun Training, since youre getting bonus damage to all two
handed firearms, not needing to pick a new once each time. THE two handed firearm archetype for a reason.

Mysterious Stranger (***)


1st Grit (**) Actually a step down, as Wisdom was a good stat for you to need to base things like this off of.
It does make you personable, but lowers that will save of yours.
1st Deeds Time to see just how far you can get by on your looks.
1st Focused Aim (***) Grit Use: 1 Reduction (*****): Yes
This is basically your makeshift Gun Training since youre trading that away for something else. This WILL be
your reduced deed, as you HAVE to drop it to use it every shot, and it makes Deadshot not horrible. But the
biggest problem as it makes you more MAD, as you attack and damage are no longer using the same stat.
11th Clipping Shot (***) Grit Use: 1 Reduction: No
Sad thing this cant be reduced, although assuring damage is pretty nice, making this good for cleaning up foes.
2nd Lucky While this is better than Nimble, it wouldnt be as important if Grit was still based on Wisdom.
5th Strangers Fortune (**) This isnt worth delaying Gun Training for, although by 11th level you could be
getting dex and cha to damage consistently, which is a very passable situation.

Pistolero (****)
1st Weapon Proficiencies (**) Losing two handed weapons hurts, theyre some nice weapons, although
thanks to some one handed weapons, youre not losing too much aside from a little range.
1st Gunsmith Yeah, you were choosing this already, no big problems here.
1st Deeds Its all about damage here, slingers.
1st Up Close and Deadly (****) Grit Use: 1 Reduction: No
This deed isnt too impressive until you reduce it, in which case its a HUGE boost to all of your damage, putting
out obscene pain on all targets. Even without reduction, its some nice damage added to these weapons.
7th Deadeye (***) Grit Use: 1 Reduction (*): Yes
By the time you get it, you probably wont care, but you werent losing anything great for it here.
11th Twin Shot Knockdown (***) Grit Use: 1 Reduction (*): Yes
This is the kind of deed you want to use on your last few attacks, as opponents who are prone get bonuses to
AC against ranged attacks. Still, it helps you be more of a team player, as prone is aces for melee.
5th Pistol Training (*****) Again, this is better than Gun Training for one handers, as the additional damage
will help way more than having other weapons also get dex to damage.

17
Siege Gunner (***)
1st Grit (**) Int isnt a better stat than wis to base grit off of, but its better than cha.
1st Engineer Training (**) A bit of an odd swap, Nimble was nice though, so this is a slight loss for you. But
for someone working siege engines, you probably arent close enough to worry about AC that much.
1st Deeds These are what youre expecting, Deeds to mess up people with siege engines.
1st Targeted Blast (***) Grit Use: 1 Reduction: Yes
When used with scatter weapons, this is actually quite a good ability, as adding your level to damage is very
nice, especially once this is reduced to allow each scatter shot to load up on bonus damage.
3rd Scattershot (****) Grit Use: 0 Reduction: No
Another very nice ability which really can make scatter weapons a lot more dangerous.
4th Bonus Feats (*) Now heres where it goes downhill, as these are two rather weak feats that you wouldnt
normally take, which is a shame as this has been a very solid archetype up to this point. Consider seeing if you
can retrain these feats, as otherwise this is a scatter shots dream (if they could reload faster...sigh)

Wyrm Sniper (***)


1st Class Skills (***) Bonus knowledge Arcana is pretty nice, no drawbacks either.
1st Weapon Proficiencies (***) Free siege weapon profs, no problems here either.
1st Deeds Looks like its time to siege engine some dragons.
7th Munitions Master (**) Grit Use: 1 Reduction (***): Yes
Its slightly worse than what its being traded for, but not by a huge amount, and helps with siege engines.
11th Skeleton Crew (***) Grit Use: 0 Reduction: No
Again, trading out for an even more worthless deed, so youre breaking even here.

15th Anti-Air Targeting (***) Grit Use: 0 Reduction: No


Actually slightly better than what you trade for it, this is a huge help to melee to ground big baddies.
4th Siege Commander (***) Its entirely optional, so it doesnt help or hurt which is nice.
5th Heavy Gunner (***) Slightly better than Gun Training since it opens up new options, even if you dont
plan on focusing on any siege weaponry.
12th Master Siege Engineer (***) Another optional class feature that lets you skip prereqs.

Archetypes (Racial)
Buccaneer (Human) (**)
1st Grit (**) As stated before, wis is better than cha to base your grit on.
1st Deeds Hope you brought your buckles to be swashed.
1st Sea Dogs Gait (**) Grit Use: 1 Reduction (*): Yes
A bonus feat is pretty nice, even if its situational, but its not a great deed aside from that.
3rd Pirates Jargon Grit Use: 0,1 Reduction (**): Yes
More than a fair trade, but for not that useful an ability.
7th Rope Swing (**) Grit Use: 0,1 R eduction (*): Yes
Again, youre not trading anything you care about, but wow is this situational.
11th Captains Curse (***) Grit Use: 2 Reduction (**): Yes
Trading something weak for this is okay, but its still not a great save for such a high grit cost.
2nd Liquid Courage (***) More grit is always nice, but the AC bonus was too. Grit wins out though.
4th Bonus Feat (***) Its only giving us more (lame) options, nothing to see here.
5th Exotic Pet (**) Normally a familiar would be great, but not in place of gun training, which is why youre a
gunslinger in the first place.
9th Sword and Pistol (*) Now this is just insulting, keeping us from gun training for ANOTHER 4 levels.
13th Gun Training (**) Rated low because of how long we had to wait for it, this is unacceptable.
17th Raiders Riposte (***) While its a cool ability, it doesnt save us from having to wait more than half the
game to get gun training, the heart and soul of the gunslinger.

Bushwacker (Kobold) (***)


1st Trembling Grit (**) I really feel like this is breaking even, although just barely. Probably a shade weaker
than normal, but in the right situations, it could be very helpful.
1st Craven Deeds I guess Kobolds are all cowards, no big shock there.
3rd Shifty Shot (***) Grit Use: 0 Reduction: No
Pure damage generally beats out moderately useful utility, making this decent (better with Shatter Defenses.)
7th Long Range Shifty Shot (**) Grit Use: 1 Reduction: Yes

18
Its hard losing Targeting, even for slightly longer range, but that range probably wont matter too much.
4th Sneak Shot (***) Losing bonus feats hurts, but the raw damage this can put out with some time and
effort is worth it, especially if youre good at catching your opponent flat footed.

Experimental Gunslinger (Gnome) (**) *


1st Experimental Gunslinger (***) While this is better than normal, its not going to a good place.
5th Innovations (**) Nothing here is worth losing gun training for, and thats sad, since some of these are
nice.

Gulch Gunner (Ratfolk) (***)


1st Class Skills (***) A straight upgrade here, although losing knowledge: local does suck a bit.
1st Grit Seeing as you werent prone to critting often, you should get a grit a round with this.
1st Deeds If only Mobility worked with these provoked AOOs.
1st Flash and Shock (***) Grit Use: 1 Reduction (***): Yes
Pretty nice for reduction since youre going to always be provoking in close quarters, its a matter of if you want
your Signature Deed to basically amount to +4 AC.
3rd Powder Burns (***) Grit Use: 1 Reduction (*): Yes
Fire damage isnt great late game, but at the beginning its solid enough, as is lighting someone on fire.
15th Staggering Shot (****) Grit Use: 0 Reduction: No
No listed grit cost for this makes it nice, and youll be getting it off all the time, making sure that youll be
staggering an opponent with how many attacks youll be firing.
9th Belly Shot (***) A step up from your normal gun training, the real issue here is how willing you are to
throw yourself into the fray and step up for some AOOs. A dangerous style overall, but rewarding for those of
you who scoff at danger and fight with both hands full of steel

Multiclassing
Seeing as youre a non spellcasting class, multiclassing is basically golden for you. A lot of you may bail after
picking up gun training, and thats fine, its a great class feature. But some of you may want to dip off and pick
up other neat things from other classes, and generally other non spellcasting classes are going to be the best
place to look for these goodies. Ill be considering each dip to only last 1-2 levels unless theres something
really important at 3rd or 4th level, but any further than that and youre not really dipping.

Straight talk here, unless you REALLY like a later class feature, youre almost certainly better off multiclassing
after 5th level when you get gun training. Most of the later features arent amazing enough to stay, and with
the errata to Signature Deed, you can probably pass on it reliably. Consider your midgame a large quest to get
the best combination of feats that you can to make a true master of the gun.

Core
Barbarian (**) (Urban Barbarian/Savage Technologist (***)) Both of these archetypes give you a dex
boost, which is what you need. Both also add some skills to your class list which can be nice. Savage
Technologist is barely better, as it provides a band aid to help CQC before the feats go off with a limited amount
of TWF and Sword & Pistol style a day, which shouldnt be too bad since you should have a decent con score.
Two levels should be as deep as you need to go, getting you a rage power and speed boost as well.

Bard (**) (Juggler (***) Youre only here for two levels of Juggler, but with it youve got yet another way to
dual wield pistols which is never a bad thing. It also provides you with quite a few nice class skills, as well as
some spells that will be even better if youre cha based, and picking up Evasion early.

Fighter (***) (Mutation Warrior (***)/Trench Fighter/Unbreakable/Weapon Master (****)) Even the
base fighter is good for the classic 2 level dip, these three archetypes deserve special mention. Mutation
Warrior is giving you a +4 to dex and a +2 natural armor for 30 mins a day, and if youve got time, you can
brew another. Trench Fighter is what you love 2 levels earlier, and pushes up any archetype that doesnt get it
(EXPERIMENTAL GUNSLINGER (****)) by two ratings. And Unbreakable pops you three feats instead of
two if you wanted to go the Diehard route. Weapon Master is nice if you want damage for early Weapon
Training.

Monk (***) (Maneuver Master/Master of Many Styles/Monk of the Iron Mountain/Sohei/Terra-Cotta


Monk (***)/Zen Archer/Far Thrower Monk (****)) Even without an archetype or punching someone,
youre getting a +3 to all saves, two feats, evasion, and a speed boost for two levels, which is pretty nice. Its

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also the class youll have to take to get melee and guns. Maneuver Master is probably the best way to go for
maneuvers in close, although aside from Dirty Trick, not many are that useful. Master of Many Styles is nice for
The Boss to pick up style feats or Vulcan Raven to easily stand. Iron Mountain is nice for if you want to be just
a tad tougher, while Sohei lets you get a minor initiative boost and always act in surprise rounds, and
Terra-Cotta lets you work that much better as a trap detector. Zen Archer can pick you up 3 feats, including
Point Blank Master too, making it a great dip option, although Far Thrower nets you 3 feats for two levels
including Quick Draw if youre going for Gun Twirling

Paladin (***) (Divine Hunter/Holy Gu (***)n) Mysterious strangers only, but youre getting that classic
cha to saves that we all know and love, as well as a nice boost to your will save aside from that. Divine Hunter
even snags you Precise Shot without Point Blank Shot, Holy gun snags you extra grit and another way to burn
grit to damage evil as a standard action (might not stack with Focused Aim since theyre both cha to damage
though), which drops off in usefulness at later levels.

Ranger (**) (Freebooter (***)) The one real advantage you get is being able to take Precise Shot at 2nd
level without needing Point Blank shot, although if you went fighter youd get both without the +3 to reflex save
(not something NEED), so thats really your call. But there are better fighter archetypes, since your best is
Freebooter to give the entire party a boost against one target until its dead, and theres no limit on its use.

Rogue (*) (Unchained (***)) Never thought Id include the Rogue here, but thanks to the unchained
version, you can get the BEST dex to damage option in the game with just a 3 level dip. Its a lot better for
Boss slingers, since you get that cestus up to full power a lot quicker. Id take this dip at 8th level, depending
on if you want to focus on melee or ranged.

Non Core
Alchemist (***) (Trap Breaker/Grenadier (***)) Two levels here can get you a bonus arm thatll make
sure youre dual wielding like an MGS villain, as well as picking up Mutagen, a few extracts (free healing potions
daily), and a few weak bombs. It also gives you the chance to take Alchemist discoveries as feats which is nice,
since you could pick up a familiar and a few other things for fun. Trap Breaker is fine if you want trapfinding
(nice little bonus), and Grenadier is fun for adding alchemical items to your shots, although it limits you to one
attack a round.

Cavalier (***) (Luring Cavalier (****)) This is a weird call, as going 4 levels deep can make you able to
take Horse Master, which can give you a full progression animal companion. Thats probably the best part of
dipping Cavalier, and itll be the length considered for dipping here. Luring Cavalier is best though, as it suits
your ranged style perfectly and lets you actually use your challenge at a range.

Swashbuckler (***) (Daring Infiltrator/Inspired Blade/Musketeer/Picaroon (****)) A 1 level dip nets


you a panache pool (stacks with grit), super weapon finesse (removes the need for Effortless Lace), and a few
neat deeds, although these are only great for those of you who plan on being in the fray. Daring Infiltrators are
quite nice, as by text they get a feat at 2nd level, and Inspired Blades are nice for those who plan on using a
rapier as their melee weapon and getting at least 2 more grit for free. Musketeer is in an odd place, as youre
getting some nice feats for free, but if youre going for Muskets, youre probably taking Musket Master, so you
dont need Rapid Reload again as well as needing Effortless Lace to make your rapier light for TWF. Picaroon is
great for CQC players, since youre getting quite a few good feats you need for free.

A note about Variant Multiclassing


Dont. You need every feat you can get, and then some, and nothing is worth as much as feats to you.

Prestige Classes
Theres probably more that are worth checking out, but theres one in particular that is of special note, and
thats the Shield/Grand Marshal. A thing to note is that since these arent actually gunslinger levels, this class
IS pushing you back from Signature Deed, and if you finish it, you wont get it, so be careful here. Also this
class is not Bolt Ace friendly at all, its only for pure slinger, especially ones who live and work in cities.

Shield/Grand Marshal (***)


Prerequisites (***) The only thing here you dont really care about is Quick Draw, although the skill
requirements are pretty strict, and not all class skills for you...but they will be.

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Class Skills (****) You pick up quite a few good skills here, making this even decent for a short dip just to
pick them all up as class skills. This makes you nice and social for all that city slinging youll be doing.
Saves (***) The best thing here is the good will save, since you need a boost to it. Reflex is nice too, but you
dont really need a good fort save, since youll have solid con anyways.
BAB (***) Just the same that you left before, no difference here.
Eye for Detai (**)l You dont have a great int, so while this is a bonus, its not amazing.
Legal Judgement (***) The real gem here is Justice (****), although its not a huge boost, but it should be
a nice boost to damage. Quick Recovery gives you healing which is pretty nice too.
Danger Sense (****) Now this is nice, as like stated before, initiative is a good thing to have high, as well as
always being able to act in the surprise round, thus getting more use from Gunslingers Initiative.
Gunmarshal (**) The first bonus is meh since you got your best deeds aside from Targeting already, and the
second bonus is straight flavor unless your campaign has this somewhere called [NAME REDACTED].
Labyrinthine Cunning (*) Wow, this is really weird and specific. Hope youre only in cities and like controlling
doors, or else this wont help you out at all.
Urban Commando (***) This is better and a nice bonus than the last one, but still pretty down specific.
Gunhunter (***) Basically Hide in Plain Sight for urban settings, not bad.
Double Jeopardy (****) Now this is really nice, although sadly you cant get justice twice.
Quarry (**) A standard action for this makes it pretty bad for use in combat, but neat outside of it.
High Marshal (*) Wow, this is a lame capstone. You dont need the truth, you need justice. Id probably bail
from this class at 8th level to make sure you could still get Signature Deed.

To next section (Mundane and Magical Items) Return to Table of Content

Third Party Archetypes


Gunslingers of Porphyra

Black Powder Duelist (***) For those of you who wanted to use a gunblade, here you go. This archetype
works to make the swordcane pistol not trash, and it works. A melee themed archetype, it will give a bit of a
samurai feel, but doesnt do great damage on full attacks, specializing in standard action burst.
Duelist Gunsmith (?) Not really something to rate here, you basically need it for the archetype to work.
Duelist Deeds (?) These basically have to be reviewed separately.
Sheathe Control (***) Nothing too special here, basically free Quick Draw.
Dual Weapon (***) This actually gives a good amount of versatility in how you can attack, making close
combat that much more safe.
Extended Range (**) A bit more tame, but the weapon does have trash range normally.
Efficient Draw (***) Id half say this was melee Rapid Shot, but its limited to a standard action.
Wide Draw (***) Even with the grit cost, the surprise factor of this and the additional damage makes it a
solid option if you want to swing in melee.
Quicksilver Draw (****) For what youre giving up, this is a great trade, stacking even more damage on.
Masters Draw (****) An even better version of the last deed, and a great capstone.
Duelist Training (****) An even better gun training is always welcomed.

Bomb Slinger (****) This archetype basically trades out feats for bombs, and thats a great trade. Theres a
lot of thing for which bombs can be used, and with things like grit bomb, youll always be ready to go.
Explosive Training (***) Right away, we get bombs. And we lose all bonus feats. With alternative deeds,
that isnt a huge hit, but its still a very large loss, making this a tough decision.
Grenade Launcher (****) Now being able to load a bomb into a weapon is very nice, and the trade off is
quite beneficial, making this nice for long distance bombing.
Artillery Specialist (****) Nimble is okay, but discoveries (even bomb specific ones) are game changers.
Grenade Deeds (?) Same as with duelist deeds, these have to be looked at specifically.
Grit Bomb (****) Always having a bomb handy, even a weak one, is amazing for having discoveries always
available. Definitely worth rationing grit to keep this one active.
Fusion Detonation (****) The grit price is easily worth it to make opponents make multiple saves, and works
with grit bomb to make sure its always an option.
Bomb Shot (****) Starting a full round attack with a bomb is a great mook clearer.
Grenade Training (****) Again, better gun training is the best.

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Bonded Slinger (**) A cool idea, and without the rest of the 3p content it would be great, but you just need
your deeds too much now that theyre actually good. Definitely a fun story archetype, and it basically stacks
with every other archetype, so feel free to take it if you want to talk to your gun.
Intelligent Firearm (**) Its a blackblade, but for guns. While thats cool and flavorful, mechanically its just
not worth losing how many deeds you will, especially with other archetypes and alternative deeds vying for
those very precious resources.

Dread Sniper (****) For those wanting to snipe, this is really going to work well for you. The archetype
boost things that snipers want to do, keeps them hidden, and makes sure their damage isnt terrible.
Sniper Gunsmith (?) Another weapon swap, no big deal here. But it does alleviate some range penalties,
which is nice.
Deadly Sniper (*****) Better than base gun training and functions well with the sniping mechanic, this is
what a sniper needs, even if the extra damage isnt huge.
Sniper Deeds (?) This comes in later than most archetypes, but lets check them out.
Mobile Sniper (***) After sniping, its easy enough to pinpoint where they are, so being able to move can
keep you from being caught.
Expert Targeting (****) A straight buff to sniping, targeting is a fun deed as well.
Rapid Sniping (****) With how many ways you can drop this penalty, you should be able to use this often
enough and it makes a great opening blitz.
Critical Sniper (****) A 2x crit isnt amazing, but what is great is setting off crit feats and other effects for a
very easy to hit benchmark.
Hide in Plain Sight (***) Pretty nice here, it helps keep you ready to snipe wherever.
Overkill (**) Its not a great boost, but it still keeps you rolling in the criticals.
Favored Terrain (***) By itself it isnt great, but with hide in plain sight, it comes together very well.

Elemental Desperado (***) For those who want to sling elements, this is a prime way to do it. Infusions are
a nice swap for deeds, both giving plenty of options here.
Elemental Shot (***) So you can shoot an energy blast now, thats pretty nice. Energy damage is generally
worse than physical, but at the same time, its always a touch attack, which is a nice break even.
Grit (?) It works like you think it would, pay grit instead of burn.
Infusion Deeds (****) Any option is a good option, and youll want more infusions to make this worthwhile.
Infusion Specialization (***) While slow, with grit as a renewable resource, it doesnt have to be amazing,
and you can increase your versatility quite a bit.

Gunsmoke Phantom (***) An archetype for those who enjoy mobility, the teleportation is worth the cost of
admission, everything else just makes this even better, and it all comes together quite well.
Gunsmoke Deeds (?) This archetype only alters deeds, which is pretty nice for stacking.
Smoke Step (****) Teleportation, even short range, can change battles.
Haze of War (***) While not offensive, its a very nice utility ability.
Smoke Shield (**) Its useful if you want to sling in melee, but not much elsewhere.
Sickening Haze (***) Mobility plus a debuff is worth your action, even if you cant attack.
Smoke Assault (****) And this is where your mobility gets intense.
Deadly Haze (***) With the right deeds, this can be a very useful tactic.
Choking Haze (****) Its like sickening haze, but a lot better and does damage.

High Roller (***) Its hard to rate this, as its all based on chance. It can be the best or worst archetype, but
the thing that can be said is that the odds are always fair, and it lets you really play the risk/reward game that
the gunslinger is built upon with the misfire mechanic.
Gambling Deeds (?) Another archetype that just replaces deeds, lets see what were getting.
Up the Ante (**) Right away we start with risking a misfire vs. extra damage. Its a hard call, but a misfire
can be pretty harsh even early.
Roll the Dice (***) Its an all or nothing with a chance of misfire, but you can spend greed to tip the odds in
your favor, making it overall worth considering if you like playing it unsafe.
Let it Ride (***) If the low stakes of the last deed werent good enough, why not kick it up a notch?
Hot Streak (****) Being able to make more gambling shots is a fun way to spend your turn.
Loaded Dice (***) And if you dont want to risk it all if you really want to win big, heres a nice way to make
sure youre not risking nearly as much.
All or Nothing (***) Literally what it describes, as failure jams your gun and hurts you, while success deals
max damage and gives you temporary hit points. Probably worth it just on coolness factor.

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Ace in the Hole (***) For when you dont want to risk a thing.

7. Mundane and Magical Items

Did I know black powder was good for more than just explosions? Sure I did, but I didnt care. I knew those
guys with the crazy new technology would make way better use of it than me making just another bomb or two.
Besides, Ive got some new ingredients to sell them that might burn their eyebrows off if theyre not careful
Kallen Telos, Owner of the Gunpowder Scorpion

Gear is super important for you, since you have no innate magic. This makes the things magic items can do for
you all the more important. From flying to teleportation, youre going to need a good set of gear to make you
into a true terminator, although mundane gear is just as important. Reliable weapons make sure you can
survive long enough to pick up some treasure.

23
Mundane Equipment

Most slingers are only going to be worrying about their main sidearm, but even if youre not planning on going
CQC, having a dependable melee weapon will keep you out of a (gun) jam. In that same respect, its good to
carry a spare gun just in case of a hard jam, since youre always going to need to be putting bullets in the air
and dropping opponents. Modern firearms are being excluded since most games wont use them.

Ranged/One Handed

Early
Buckler Gun (**) Range: 10 ft Capacity: 2 Misfire: 1-2
This obviously isnt a primary weapon, but for a surprise, its pretty nice. Just dont depend on it.
Pepperbox (**) Range: 20 ft Capacity: 6 Misfire: 1-2
The misfire increase from a regular pistol isnt worth increasing for more capacity, as you should be free action
reloading by the time you could afford this. While its more realistic, its less optimal.
Pistol (***) Range: 20 ft Capacity: 1 Misfire: 1
The most basic of one handed weapons, this is a strong default and could easily do you well throughout the
entire game if you really wanted it. Not great range, but one handers dont get great range.
Pistol, Coat (*) Range: 10 ft Capacity: 1 Misfire: 1
Garbage range for no real bonuses since hiding a gun isnt super important, and a +2 isnt huge either.
Pistol, Dagger (***) Range: 10 ft Capacity: 1 Misfire: 1
Its weaker than your normal gun, but its at least dual function, which is really the most helpful thing here.
With Gun Twirling you can CQC with this, but its a large feat investment to make it all come together.
Pistol, Double Barreled (**) Range: 20 ft Capacity: 2 Misfire: 1-2
Post errata, this is now a standard action to use, which isnt bad for early levels, but now its basically the rapid
shot feat with a worse penalty. Dual wielding wont help either, pass on these.
Pistol, Dragon (****) Range: 20 ft (15 ft Scatter) Capacity: 1 Misfire: 1-2
This is the only one handed scatter weapon, and that additional misfire chance isnt a big enough problem to
say no to this, even if the ammo is expensive. Its super versatile, and the best pistol around.
Pistol, Sword Cane (**) Range: 10 ft Capacity: 1 Misfire: 1
This isnt fooling anyone past 3rd level, but its more damaging than the dagger with a worse melee crit range.
Advanced
Revolver (****) Range: 20 ft Capacity: 6 Misfire: 1
Really, its just a better pistol, although it comes with the nice rules for advanced firearms. Its odd how theres
not a ton of advanced firearms that are straight better than some early firearms.

Ranged/Two Handed

Early
Blunderbuss (***) Range: 10 ft (15 ft Scatter) C apacity: 1 Misfire: 1-2
This is honestly worse than a dragon pistol in every way aside from base damage, which doesnt really matter to
you that much. If youre going spread weapon, go dragon pistol.
Culverin (***) Range: 30 ft (30 ft Scatter) Capacity: 1 Misfire: 1
Probably your best scattering weapon, although the attack penalty does hurt it quite a bit. Still, since youre
aiming at touch, its not too bad. Best with Prone Shooter or some way to stand quickly.
Double Hackbutt (**) Range: 50 ft Capacity: 2 Misfire: 1-2
While it comes with a stand, most fights arent going to give you time to set it up, making this pretty meh.
Musket (***) Range: 40 ft Capacity: 1 Misfire: 1-2
Heres your trusty ranged firearm thats finally getting you out of range of most creatures move speed. Shame
that misfire rate, but it could easily be worse.
Musket, Axe (**) Range: 30 ft Capacity: 1 Misfire: 1-2
30 ft is not a good number, since thats most humanoids base land speed. Really, tying an axe onto a gun isnt
really that helpful sadly, although it does look really sweet.
Musket, Double Barreled (*) Range: 40 ft Capacity: 2 Misfire: 1-3
Again killed by the errata, but whatever, you were doing enough damage anyways.
Musket, Warhammer (**) Range: 30 ft Capacity: 1 Misfire: 1-2
Its like the axe, but bludgeoning. Thats kind of interesting, but meh, no better really.
Advanced

24
Rifle (****) Range: 80 ft Capacity: 1 Misfire: 1
Now THIS is a ranged weapon, and a straight upgrade from the musket. Being able to be loaded quickly
without needing Musket Master is another huge boon for this. If youre a ranged character, you want this now.
Rifle, Pepperbox (***)Range: 80 ft C apacity: 4 Misfire: 1-2
The increase in capacity isnt worth the misfire increase, youre fine with one easily reloaded chamber.
Shotgun (***) Range: 20 ft (30 ft Scatter) Capacity: 1 Misfire: 1-2
If you want to scatter and you can use advanced firearms...wait until you can double barrel this.
Shotgun, Double Barreled (****) Range: 20 ft (30 ft Scatter) Capacity: 2 Misfire: 1-2
Again, a straight upgrade but unlike early double weapons, you dont get two attacks out of this, instead just
doing double base damage. Still way better, and theres no reason not to pick this over a single barrel.

Ranged/Ammunition

Most special ammo isnt worth it for you, youre going to be spending your money on alchemical ammunition so
that you can lower your reload time, and most special bolts arent worth the cost.
12 GP Cartridge, Paper (****) Misfire: +1
This is your standard ammo once you need to start making multiple shots, as the reduction to reload time is
easily worth it. Itll get expensive though, so make sure youre making your own.
12 GP Cartridge, Salt (***) Shot Misfire: +1
While only for scatter shots, this is actually pretty nice if you need to take in bounties alive.
15 GP Metal Cartridge (****) Misfire: + 0
The ammo for advanced firearms, sadly it cant be used for anything else, but doesnt increase misfire.

Ranged/Crossbows
Crossbow, Double (**) (Minotaur (*****)) Normal double crossbows are okay, but Crossbow Mastery
doesnt make them reload as a free action. The minotaur doesnt have that special text in it, making it the
highest damage free action reloadable weapon you can wield, so its basically amazing and the best for intense
damage
Crossbow, Hand (****) The distance of this and the feat needed to wield it make this slightly worse than the
light crossbow, even with not having a -2 for firing it one handed. Cool for twf and being stylish as hell.
Crossbow, Heavy (**) (Underwater (***)/Repeating (**)/Crank (****)) Until you hit 11th level or take
Crossbow Mastery, this is lacking in reload speed. The additional damage isnt really worth it either, as base
damage isnt your best friend. Repeating is worse due to being exotic, but Crank at least gives you some neat
utility, just like underwater.
Crossbow, Launching (****) This is a rather unique weapon, and almost gives you more of an elemental
bent to your attacks, as youre able to load it down with things like acid and alchemist fire. Youre still going to
need Crossbow Mastery to reload it fully and the ammo is expensive as well as not having great range, but it is
making ranged touch attacks with no grit investment which is quite useful. The feat cost is high though, so
beware.
Crossbow, Light (****) (Underwater (****)/Repeating (*)/Crank (****)) Now this is your crossbow of
choice, being able to get it down to a free action reload. Theyre also treated as light weapons for dual wielding
which is very nice, especially if you can find a way to reload (with a Grasping Tail, maybe?), although repeating
is a step down since you need two hands to reload it. You still take a -2 for firing it one handed though, so keep
that in mind. Crank is nice too, really probably slightly better than regular due to the additional utility.
Gastraphetes (**) While a monster of a weapon, the -4 for standing shots isnt worth the increased damage
die this weapon provides in most circumstances unless youre willing to lay down in combat often.

Melee
Dagger (**) Shockingly this isnt good for CQC despite what The Boss would lead you to believe. No way to
make this dex to damage without Agile make this only okay since you cant use the hand to reload as well.
Cestus (****) A much better dex to damage option, as it leaves the hand open to reload makes this your
primary CQC weapon under most circumstances, and it looks really cool. It needs Agile to work, but its worth
it. Its a decision between this and unarmed though.
Others (**) Just about anything else is going to be weak with the feat investment needed, stick with Cestus.

Armor
(Mithril) Chain Shirt (****) Eventually youll want this mithril to make sure you can keep using your high
dex bonus, but this is your standard armor that will last you most of the game unless youre rocking crazy dex.

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Hamaki (****) For those of you rocking the aforementioned crazy dex, this is what you need, as theres no
ceiling to the dex bonus you can have for this armor. Medium armor is right out, as you want to keep Nimble.
Buckler (****) Once its masterwork, you can wear it without issues and better yet stick bonuses on it to free
up armor for other enchantments, since youre basically using it as an enchantment sponge that gives bonus
AC.

Misc Gear
5 SP Bandolier (****) How are you not using these to carry ammo? Its like the coolest thing you can do,
and you became a slinger to be awesome.
2 GP Bear Trap (***) This is crazy cheap for how much damage it does, and can also hold the target in place.
I love setting these up in front of my door before I sleep, especially connecting bells to them so it's nice and
loud.
5 GP Glass Cutter (**) A very iconic rogue item, you should have the skills needed to use this.
15 GP Gunsmith Kit (****) Yeah, you need this to maintain your gun and craft ammo on the cheap, making
this basically your first purchase.
5 GP Hollowed Pommel (***) Another cheap and sneaky place for you to hide things, and a decent place to
hide ammo. Most weapons you have will have a pommel to hide things in, so take advantage of it.
50 GP Loaded Dice, Superior (***) Maybe it's just me, but I love having an ace in the hole, especially with
sleight of hand as a class skill.
50 GP Masterwork Tool (****) This is too varied to explain, but just 50 gold for a +2 to any skill is amazing
8 GP Pocketed Scarf (***) Most of your fun toys can be stored in this easily.
3 GP Powder Horn (****) For those of you still using early firearms, youll need to always have powder on
you or else you cant make that gun go boom.
5 GP Spring Loaded Wrist Sheathe (****) It shouldnt be too hard to hide a spare gun in here (maybe a
coat pistol) should could end up saving your life.
5 GP, 50 GP, 100 GP, 200 GP Weapon Blanch (Silver (****), Cold Iron (***), Adamantine (*), G host
Salt (****)) Oddly bullets dont say that they cant be used with this, so this is a great and cheap way to get
through DR and ghost.
X Bow vs. Gun

Thanks to the Bolt Ace, there is a strong divide in what can be done with the Gunslinger. Really, we have to
compare Bolt Ace to Pistolero and Musket Master archetypes. For this, we need to see the pros and cons of
crossbows and guns. The thing is that most of these builds are really capable of being used with both Bolt Ace
and Pistolero/Musket Master, which are sadly the two most optimal archetypes.

For some of you, the decision will be made for you by the campaign setting (No ones using guns in LOTR style
fantasy), but these comparisons are being made for games in which the option is yours. Ill admit, I personally
prefer the Bolt Ace since it actually makes crossbows viable, something I never thought Id live to see as well as
coming with more base level support due to them having been in the game longer.

But lets make this nice and subjective, and see the advantages and disadvantages of either weapon:

Crossbow Pros

-Quiet
-Cheaper cost of weapons and ammo
-No misfire
-Doesnt require black powder to be introduced into the campaign setting.
-Greatly improved range
-Doesnt require enchantments (Lucky, Reliable), can have Endless Ammunition enchantment and take full
advantage of Bracers of Falcons Aim.
-Better critical range

Crossbow Cons

-Not aiming at touch AC without grit use


-No archetype support

Gun Pros

26
-Generally higher base damage
-Aims at touch AC
-Greater archetype support
-Scatter weapons
-Higher critical multipliers

Gun Cons

-Loud
-Require GM to allow black powder weapons, which may not work within the setting
-Expensive weapon and ammo
-Misfire (generally 2 to 4, which is a 10% to 20% chance of a wasted round each shot plus unjamming,
although this thread has a more detailed analysis on the topic)
-Short range
-Requires enchantments (Lucky, Reliable) to avoid misfires
-Little support in gear

By the end of this (especially with the errata), Id give crossbows the solid edge unless youre desperate for
aiming at touch AC, which isnt super important anyways, but it depends on how much you value a misfire rate.

To next section (Magical Gear)

Third Party Mundane Gear


Weapon Modifications Gunslingers of Porphyra
A non-broken firearm can have a modification installed onto it for 250 gp, with each additional modification
costing an additional 1,000 gp. A one-handed firearm can have up to 2 modifications, while a two-handed
firearm can have up to 3 modifications. All advantages and disadvantages of a modification stack with each
other, and some modifications can only be applied to certain weapons. When a firearm modification is added to
an axe musket, pistol dagger, sword cane pistol, or warhammer musket, these modifications only apply to the
firearm part of the weapon unless otherwise stated.

To add a modification onto a new or existing firearm, a character must possess the Gunsmithing feat and make
a DC 20 craft (firearms) check, with each additional modification past the first that the firearm possesses adding
+5 to the DC of the craft check. A firearm with 2 or more modifications cannot be used when it has the broken
condition, and must be fixed before it can be used again.

Concentrated Shot (***) As a whole, Im a fan of this since Id rather crit more often than crit bigger.
Firm Grip (***) Basically required for dual wielding firearms.
Improved Capacity (**) Once you can afford mods you can probably free action reload, making this
redundant.
Improved Firing Mechanism (***) The accuracy and damage loss is harsh, but reducing misfire means you
can keep attacking, possibly with some fun deeds.
Improved Loading Mechanism (*****) Oh, you wanted to use a two handed firearm without dipping
musket master? Here you go!
Magical Conduit (**) Another niche mod, it has uses for the black powder duelist, but not much else.
Magnum Shot (****) Basically another step of the Deadly Aim feat, damage for accuracy makes you happy.
Precise Sights (***) If youre okay with misfire, accuracy is nice, but guns dont need it too much.
Resilient Design (*) A gun that doesnt mind being broken and breaks more often...cool.
Rifled Barrel (***) This is a snipers mod, as most others wont want to deal with the reduced damage.
Scope (***) More sniper exclusive gear, non snipers can pass.
Short Barrel (****) Greater spread is worth a damage drop, no question.
Silencer (****) Want to fire without everyone knowing? Here ya go!

27
Alternative Gun Materials Gunslingers of Porphyra
The following materials provide the listed benefits, and do not count against the limit of modifications a firearm
can possess:

Adamantine (***) A small damage boost is still worth such a cool material.
Cold Iron (***) The extra distance can be more important depending on the weapons base value.
Fire/Frost Forged Steel (****) The bump to deed DC is easily worth it, the bonus damage is a throw in.
Mithril (**) This is more of a money saver in the long run, making it take a while to pay off.
Porphyrite (****) Another win in the war against misfire.

Magical Gear

Now heres your lifeblood, and for most of you, the best piece of equipment you can have. Most of the advice
here is going to be for ranged weapons and such, but therell also be advice for those of you looking to CQC.
The most important thing you should be doing is finding gear to fill holes that your class leaves behind, like
finding ways to increase your mobility.

Magical Weapons

Non Numerical Bonus


+14,000 GP Dueling (***) Only worth it on a melee weapon you know youll always have in hand (gauntlet
or such), its a steep cost, but an initiative bonus is solid for you. Its just a matter of how fast you want to be.

+1
Numerical Bonuses (****) (+1, +2, +3, +4, +5) With the amount of attacks you can put in the air, getting
additional damage to each of them is pretty prime. Beating DR is also nice, although Clustered Shots should
take care of that for you. Still bonus damage is always nice, as is additional accuracy, especially for Bolt Aces.
Agile (****) For CQC specialist, this drops you needing Weapon Focus and Slashing/Fencing Grace, so its a
solid call if youre looking to reduce the amount of feats you need to make this style work. This is honestly the
only thing you should get on your offhand weapon, stick to advancing your main hand firearm or crossbow.
Bane (**) This only has use in themed games, but its incredible in them. Aligned outsiders and undead are
strong picks for this, since most games eventually end up facing off against them.
Distance (***) Since all your guns mostly have terrible range, doubling it can save some grit and headaches.
Elemental (**) (Corrosive, Frost, Flaming, Shocking) As stated, additional damage is nice, but the
problem here is elemental resistances are common, so these are weaker than straight bonuses.
Heartseeker (***) If you dont have another way to get past concealment and cover, its worth buying since
aside from undead, this will work on most things.
Lucky (***) Really the biggest bonus of this is being able to reroll possible misfires, although sadly since its
not a deed, you cant reduce it. Still, its a bonus grit too, which is always nice.
Reliable (***) Youll probably need this at some point, as dropping misfire is really important, especially for
early firearms using alchemical cartridges. Great for advanced firearms with low misfire rates.

+2
Aligned (***) (Holy, Unholy, Axiomatic, Anarchistic) Kind of like bane, but less specific. This depends on
your game, but if youre using guns, you have a lot of other things that you may need to take first.
Designating, Lesser (****) Not only great for CQC (you are your own ally), but also a great party buff to
give a stacking bonus to all attack and damage rolls, making you a great team player.
Elemental Burst (*) No, this isnt worth it, you could have lucky or reliable instead of this.
Endless Ammunition (**) Only crossbows here, and its basically a way around needing Rapid Reload and
Crossbow Mastery, so its your call here on if money or feats matter more to you. Crossbows need less
enchantments though, so its not terrible on a minotaur double crossbow.
Stalking (*) It may be cool for a sniper, but this isnt worth the cost with how many other things you need.

+3
Lucky, Greater (**) The real bonus of Lucky was the reroll on possible misfires, but extra grit isnt terrible.
Reliable, Greater (***) Most guns need this, and its fine for if you HATE misfires, since it basically removes
them as a problem for you. Still, its an expensive solution to this problem.
Speed (*) You should really have Boots of Haste by now, this is too expensive for what you should pick up.

28
+4
Designating, Greater (****) Even more designating goodness with a larger damage bonus.
Nimble Shot (*) Ew, this is NOT worth a +4 bonus, itd barely be worth a +1 bonus.

Magical Armor

Non Numerical Bonus


+2,700 GP Glamoured (****) Your armor should be as stylish as you, and looking harmless is very nice.
+3,750 GP Shadow (****) This is a nice cost for a huge boost in stealth, but later versions are overpriced.
+10,000 GP Delving (***) Getting an entirely new form of travel for 10k is pretty nice, but BYOO(xygen).
+30,000 GP Determination (****) Get this on both buckler and armor, its almost a bonus life per day as
long as you didnt take excessive damage. It will only save you from things that reduce your HP to 0 though.

+1
Numerical Bonuses (****) (+1, +2, +3, +4, +5) Make sure to spread these between buckler and armor to
keep the price down
Brawling (***) For those of you who went monk, this is a great (untyped) bonus for super cheap.
Fortification, Light (**) For you, this matters less, and 25% isnt a lot.
Spell Storing (**) While you dont have spells, it could be useful if a friend is willing to help out.

+2
Animated (**) The move action is kind of weak, but its not terrible if you really want the AC bonus.
Arrow Deflection (**) Probably slightly over priced for a feat, but decent for shields if you have some cash.
Spell Resistance 13 (*) Burn this, its garbage, same with all increases.

+3
Fortification, Moderate (**) I just dont feel like the increase in protection is worth it.

+4
Nothing here, its all garbage.

+5
Fortification, Heavy (**) Sadly not at 100%, although its decent protection regardless.

Wondrous Items

AKA; how to turn yourself into a Christmas Tree. Each slot is important for you (...except body), and its best to
try and really get your moneys worth for all magic doodads you can bolt to yourself. For me, lower cost items
that do nice things are going to be rated higher, as you want your build to get off the ground ASAP. Its not
worth hoping for great items youll never see in your 1st to 4th level game.

Belt
1,000 GP Beneficial Bandolier (***) Man, if youre able to combo this with a stat belt, even for 1 and
cost, itd totally be worth it since this is cool. Not sure why it isnt chest item though
4,000 GP Belt of Stat (****) (Dexterity (*****), Constitution (***), S trength (**)) This IS your belt
slot, and dex is your key focus here, with constitution as a secondary feature. No other belt really compares
sadly.

Body
36,000 GP Gunmans Duster (*) Why does something with such a cool concept suck so hard? Its an armor
bonus, so its not stacking with anything, the AC bonus against guns is meh, and bonus grit is only okay.
67,000 GP Otherworldly Kimono (***) A nice resistance bonus and a maze effect is good.

Chest
1,500 GP Endless Bandolier (***) Why be lame when you can be awesome in style with tons of ammo?
6,000 GP Deadshot Vest (*) Deadshot was a bad deed, making it better isnt good.
10,000 GP Unfettered Shirt (***) Freedom of Movement can save your life, definitely worth having on hand.

Eyes

29
2,500 GP Eyes of the Eagle (****) This is a great bonus for super cheap, these are amazing.
20,000 GP Snipers Goggles (***) For those of you with sneak attack, these will be a great damage buff, but
the greater version is probably overkill, since most sneak attackers are doing it in close range.

Feet
2,000 GP Feather Step Boots (***) Basically a feat for 2k, and itll make sure youre always full attacking.
2,500 GP Boots of Elvenkind (***) Another cheap skill bonus thatll help move you around the field easily.
4,000 GP Sandals of Quick Reaction (***) For people who are almost always acting in the surprise round,
slingers can get a good amount of use from these.
12,000 GP Boots of Speed (****) 10 rounds of Haste as a free action is a lot, and you love Haste.

Hand
2,000 GP Apprentices Cheating Gloves (****) Getting both of these spells at will for 2k is a steal, these
are great spells, and you can always find a use for them.
3,000 GP Engineers Workgloves (***) The craft bonus is the big boon, but the knowledge bonus and being
able to scout out a trap can be helpful to make sure youre not dying to traps more often.

Head
1,800 GP Hat of Disguise (***) Nice and cheap, its a throwaway disguise for when you need it.
12,000 GP Cap of the Free Thinker (****) Most will saves are going to be mind affecting, meaning this
effectively gives you Improved Iron Will at will, which is pretty powerful for you.

Headband
4,000 GP Headband of Stat (***) (Wisdom (****), Intelligence (**), C harisma (*)) This basically
raises your grit and gives you a better will save, as well as boosting some saves on your deeds.

Neck
1,500 GP Amulet of Bullet Protection (*) Unless your game is heavy guns, this is a wasted bonus and slot.
2,000 GP Amulet of Natural Armor (***) The standard, this is of varied importance in relation to how often
youre in melee, although extra AC is never a bad thing.
4,000 GP Amulet of Mighty Fist (***) Get this agile ASAP, since thats the best thing you can do to it.
Unarmed isnt the best style, but its cool, and if youre going unarmed, youll need this.

Rings
2,000 GP Ring of Protection (***) You can't get this one all day with a potion, so it's worth having.
3,000 GP Ring of Ferocious Actions (***) Are you ever staggered more than five times a day? This
basically removes staggering you as an option.
12,000 GP Decoy Ring (***) While not always helpful, this is one hell of a trick to be able to pull off. If
you've got the coin, be sure to pick up one of these.
12,700 GP Ring of Chameleon Power (***) Both the stealth bonus and the Disguise Self are what put this
into solid purchase territory.
45,000 GP Ring of Delayed Doom (***) Being able to delay a fatal condition is worth it.

Shoulders
1,000 GP Cloak of Resistance (*****) THIS IS YOUR SHOULDER SLOT!

Wrists
9,900 GP Seducers Bane (***) Sadly the +5 to enchantment saves will eventually be null, but the sense
motive bonus is always gold, being able to trick spellcasters into trusting you is always worth it.

Unslotted
250 GP Oil of Silence (***) Sometimes you need a stealth kill, too bad you cant make it permanent.
500 GP Wayfinder (***) This really comes into its own for the boost it gives to Ioun stones, as well as not
needing them to float around your head. Shining, Tireless, and Vanishing are probably the best ones.
2,000 GP Handy Haversack (*****) Probably the best and most versatile storage you can buy, the ease of
use is just amazing on this, and there's no reason to not pick up one of these as soon as you can.
2,500 GP Effortless Lace (***) This is perfect for reducing all one handed weapons for TWF, since most dex
to damage feats are dealing with one handed slashing or piercing weapons.

30
4,000 GP Cracked Pale Green Prism (****) This is inexpensive for either benefit, so feel free to pick up
two.
4,000 GP Clear Spindle (****) Keeping you from needing to eat is nice, but the real bonus here is throwing
it into a Wayfinder for a constant Protection from Evil.
4,500 GP Knights Pennon, Battle (****) Picking up Heroism for an hour a day for this cheap is a nice
benefit.
17,000 GP Broom of Flying (****) If you really need to fly a lot, this is a pretty cheap way of doing it that
has some nice utility to it as well.
20,000 GP Portable Hole (****) It's almost hard not to find a use for this quality Acme product.
27,500 GP Manual/Tome of Physical/Mental stat (****) My best advice is hold off on these until you can
pick up the +5 version, as the bonuses don't stack and you don't get a discount for already having a lower
bonus. But yeah, these and their evolutions are of prime concern to pick up ASAP once you can get a +5
version.

Return to Table of Content

8. Sample Builds

31
The best thing about this job is how hot that gun gets after you fire it. Swords dont heat up, bows dont feel
nothin, but a gun? You can feel that bullet live and die the second you pull the trigger, the explosion
celebrating the end of a life that you never knew. Vyer Starisk, Hero of the Mainwall Rebellion

Slingers are not the most complicated group since theyre so linear in design. Honestly I could post one build
here and call it GUN! to let you know how to go, but Im going to try to do a little more than that since theres
a few ways we can take this. Id say theres two main builds, CQC and straight slinger, so Ill try to focus on
those, although again thanks to how linear things are, this is literally just a feat rundown. But before that

The Boss CQC

The biggest issue with this build is that we dont have a free hand to reload with and cant be done with
crossbows, making it very difficult to CQC. The only way to get around this is unarmed strikes (or a cestus).
Youll have to get the cestus made Agile since it doesnt qualify for Slashing Grace, but you can avoid needing a
monk dip for this. Monks not a bad dip though, so dont cry if you have to shave your head to go off like this.
Invest in the cestus first though, you want this style to go off ASAP. For this build, were assuming no dips.

1st Level Feat Rapid Reload


3rd Level Feat Weapon Finesse
4th Level Feat Two Weapon Fighting
5th Level Feat Weapon Focus (GUN)

To examine, weve got the basics of what we need, and with the cetsus as light weapon, were in a good place
for TWF penalties. Early levels will probably be just gun or fist, since we dont have the best ability to use both
at the same time. Weve got even more time before you start feeling like youre good at attacking in melee
though, since we need to wait a little longer before getting Gunslinger, the last piece of this puzzle...
7th Level Feat Gunslinger

32
8th Level Feat Point Blank Shot
9th Level Feat Rapid Shot

At this point, were able to start focusing on damage. The build doesnt really need Precise Shot, since youre
already in the fray, so dont worry about it. Deadly Aim and Rapid Shot can be swapped out for when you get
them, since its really a matter of personal preference there. By this point you should also have an agile cestus,
giving your damage another nice spike as well.

11th Level Feat Signature Deed


12th Level Feat Improved Two Weapon Fighting
13th Level Feat Clustered Shots/Deadly Aim
15th Level Feat Hammer the Gap

This another stretch where were just looking to improved damage. Were ignoring Snap Shot here since you
already threaten, and while the improved version would be nice, burning a feat for Weapon Focus isnt really
that good. All feats except for 11th are open to rearranging, since theyre all basically just for piling on
damage, as Hammer the Gap really helps make you put up a ton more reliable damage by this point.

16th Level Feat Greater Two Weapon Fighting


17th Level Feat Improved Initiative
19th Level Feat Combat Reflexes
20th Level Feat Skill Focus: Perform: Dance

These are all blank slate feat choices, by this level youve got your concept off the ground, so its more about
how you want to keep piling on damage. With Hammer the Gap, you have a chance of hitting that third attack
from GTWF, and the rest are just whatever, youre already a CQC expert.

Revolver Ocelot/Sniper Wolf

This will be your more generic gunner build, using only a single gun or crossbow. To make this into a TWF
(except for crossbows) isnt incredibly hard, it just involves switching out some feats, and Ill put those next to
this for my suggestions of which feats to swap out before doing so. Unless you have advanced two handed
firearms, this will be assuming Musket Master for your archetype, but the advice is the same regardless.

1st Level Feat Rapid Reload (If Musket Master, Weapon Focus)
3rd Level Feat Point Blank Shot
4th Level Feat Deadly Aim (If TWF, Dazzling Display)
5th Level Feat Weapon Focus (If Musket Master, Precise Shot)

Weapon Focus is a necessary evil, since we need it for Snap Shot and Dazzling Display, making it basically
required if you want to sling well. Rapid Reload is best to take at 1st so you smoothly curve into getting
multiple attacks while Musket Masters are a feat ahead of the curve. Getting Dazzling Display out of the way
soon is good for TWF, and hell, you might even get some use out of it. Musket Masters get a bonus feat here,
make it whatever. Normally Id suggest Precise Shot, but youre firing at touch, a -4 doesnt hurt that much.

7th Level Feat Rapid Shot (If TWF, Quick Draw)


8th Level Feat Snap Shot (If TWF, Gun Twirling)
9th Level Feat Precise Shot (If TWF, Two Weapon Fighting) (If Musket Master, Improved Initiative)

TWF takes off HARD at these levels, while everything else is just picking up Snap Shot. If Snap Shot isnt your
thing, you can skip it, take Improved Initiative or Precise Shot earlier, something that makes you better at
starting things, but I think Snap Shot is a nice feat to keep you from having complacent opponents. Bolt Aces
have more reason to pick up Precise Shot though, so it and Deadly Aim should probably be switched.

11th Level Feat Signature Deed


12th Level Feat Combat Reflexes/Improved Snap Shot (If TWF, Improved Two Weapon Fighting)
13th Level Feat Hammer the Gap (If TWF, Hammer the Gap)
15th Level Feat Clustered Shots

33
Like before, these are all in optional order, TWFs may want to take Clustered Shots earlier since theyre popping
off more rounds (unless youre 2x barreling) but Hammer the Gap is also a huge boon to slingers who are
putting tons of metal in the air. Again by this point youre basically polishing your gun since you have
everything you need, but its good to make sure youre finishing well.

16th Level Feat Combat Reflexes/Improved Snap Shot (If TWF, Greater Two Weapon Fighting)
17th Level Feat Improved Critical
19th Level Feat Improved Precise Shot
20th Level Feat Skill Focus: Perform: Dance

Pick up whichever you didnt earlier, maybe improve your crit range, youre basically done here. At this point,
youre probably maxed on damage so if you can add more attacks, do it. If not, make them as accurate as
possible. Throw True Grit on whatever you want, you already put it on the most important thing at 11th level,
and light a cigar with your muzzle because youre the new Legendary Mercenary.

The Fear

The preeminent crossbow wielder, this is going to be the big bad scary monster who really takes advantage of
the crossbow. For this build since you can basically use the last build for normal crossbow builds, were going to
make this a minotaur double crossbow wielder.

1st Level Feat Point Blank Shot


3rd Level Feat Rapid Reload: Minotaur Double Crossbow
4th Level Feat Rapid Shot
5th Level Feat Crossbow Mastery

Shockingly with human we can get this style online by 3rd level with the considerably useful feats Point Blank
Shot and Rapid Shot in our collection. Crossbow Mastery is our only non standard feat that would normally be
something better. Until 5th level, youre probably using a light crossbow since taking Crossbow Mastery just for
the heavy crossbow isnt worth the feat by itself.

7th Level Feat Precise Shot


8th Level Feat Deadly Aim
9th Level Feat Weapon Focus/Hammer the Gap

The 9th feat could be Weapon Focus, but thats only if youre going Snap Shot, which isnt super vital for you
and your beautiful range. MDC users are getting more out of Hammer the Gap here with their attacks, although
its a little annoying to pick up Precise Shot this late. Still, youre doing well on damage and accuracy here, so
really anything by this point is fine.

11th Level Feat Signature Deed


12th Level Feat Clustered Shots
13th Level Feat Snap Shot/Hammer the Gap
15th Level Feat Improved Snap Shot/Improved Precise Shot

Not a lot to say here; youre either going Snap Shot or just picking up random feats that are good for you since
youre basically set by this level. Not a lot of options to talk about, youre basically done here, so have fun.

16th Level Feat Combat Reflexes/Improved Initiative


17th Level Feat Hammer the Gap/Natures Soul
19th Level Feat Natures Soul/Animal Ally
20th Level Feat Animal Ally/Boon Companion/Skill Focus: Perform: Dance

Youre at the end of the game, pick up a horse, ride it into the sunset, and wave goodbye to anyone who
thought they could stop you. Youre the most dangerous killer in history, you terrifying bastard.

Return to Table of Content

34
9. FAQ and Closing

War changes us. It changes lands, people, values, and everything else we know. But when you know youve
fought for the right side, you can rest easy at night, knowing that youve helped alter the course of history for
all of the right reasons. So for that reason, Im going to kill you and sleep soundly knowing that Ive ended a
reign of tyranny that this land may never recover from. Treize Rodriguez, last soldier of the Iron Watch

F(requently) A(sked) Q(uestions)

Q: Hey, sweet guide!


A: Hey, sweet question

Q: I disagree with you about X, Y, and Z.


A: Of course you do, this is the internet. If you wish to talk with me about changing a rating or including
something else, post in one of the above given threads, and Ill be happy to listen to what you have to say.

Q: Why havent you added X yet?


A: I add things as they hit the PFSRD, so until theyre on there, they wont be on the guide. Im not opposed
to using the Archives of Nethys, so let me know if theres something on there that Im missing as well.

Q: Which is better, cestus or unarmed strike?


A: Okay, this is a hard one. Lets do some pros and cons here.

Unarmed strike pros


-Doesnt require a free hand (can use a 2 handed weapon and unarmed strike)
-Always accessable (cant be disarmed)
-Only requires 4k for agile amulet of mighty fist
-Higher base damage (1d6)

Unarmed strike cons


-Lower crit range
-Cant be made of special materials
-Requires a feat or monk dip
-Amulet of mighty fist takes up amulet slot
-Requires contact with monsters (which can sometimes damage you)

35
Cestus pros
-Higher crit range
-Able to incorporate special materials (silver, adamantine, etc)
-Doesnt require amulet of mighty fist

Cestus cons
-Cost 8k to get +1 agile cestus
-Requires free hand
-Able to be disarmed (unlikely)

If youre willing to dip monk (not a bad dip) Id probably go unarmed strike but its a very even mix, so youre
really golden either way you go.

Q: Do you allow guns in your games?


A: I allow almost everythings in my games, although I really love the Bolt Ace and I think its a great substitute
if you cant play a regular gunslinger.

Q: Do you plan on doing any other guides? Do you take request?


A: Well, youre actually in luck on this one. Im currently taking donations on Patreon, and if certain
milestones are met, Ill begin work on a slew of new guides for new and old classes alike.

Closing
While I accept that some people may have wanted different things from this guide, there was a lot of it that
didnt need to be covered again, and I am pretty happy with how this guide turned out. If you have questions
or suggestions, please check the threads in which Ive already posted earlier or hit me up via e-mail.

email: n.jolly@ymal.com

Also check out my other guides

Everybody starts somewhere: N. Jollys guide to building Pathfinder characters


How to become the Lord of Rage: N. Jollys guide to the Pathfinder Barbarian
Chasing the Philosopher's Stone: N. Jollys guide to the Pathfinder Alchemist
The Investigators Grand Turnabout: N. Jollys guide-addendum to the Pathfinder Investigator

And check out the following third party things Ive written if you like my writing:
Lands of Porphyra Contributing Author (campaign setting, Purple Duck Games)
Kineticist Codex Author (character collection, Purple Duck Games)
Kineticists of Porphyra / discussion thread Author (player options, Purple Duck Games)
Kineticists of Porphyra II / discussion thread Author(player options, Purple Duck Games)
Kineticists of Porphyra III / discussion thread Author (player options, Purple Duck Games)
Thaumaturge Author (player class, Storm Bunny Studios)
Alchemist Codex Author (character collection, Purple Duck Games)
Legendary Classes: Eternal Mage / d iscussion thread Author (player class, Purple Duck Games)
Legendary Kineticists / discussion thread Author (player options, Legendary Games)
Legendary Hybrids: Kinetic Shinobi / discussion thread Author (player class, Legendary Games)
Letters from the Flaming Crab: County Faire Contributing Author (gm options, Flaming Crab Games)
Gunslingers of Porphyra / discussion thread Author (player options, Purple Duck Games)

So long, and Ill see you again when I get the urge to guide again.

Return to Table of Content

36

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