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While it’s easy to use the existing alternate class features, archetypes, and feats to create gunslinger-focused characters, a GM may wish to allow a PC to be the ultimate in ranged-weapon warriors—a dedicated gunslinger. This gunslinger base class exists for campaigns where having an operative or soldier with lots of gunslinger abilities doesn’t quite scratch the itch to have a player just say “I’m a gunslinger” at 1st level. Creating a class that has access to numerous gunslinger abilities and can serve as a major combatant for a group without overshadowing a solarion of soldier requires some unusual design decisions (gaining a different number of Stamina Points and Hit Points each level, having an odd-numbered value for skill points per level). However, the end result is a ranged weapon-focused fighter who is slightly more skilled (and slightly less resilient), than other front-line fighter-types, while having many more ranged attack options (and the freedom to remain effective while staying well away from foes and if possible seeking out cover).

Hit Points: 6

Stamina Points: 7 + Constitution Modifier

Key Ability Score: Your Dexterity increases your ranged weapon accuracy and helps you dodge enemy attacks, so Dexterity is your key ability score. High Constitution helps boost your durability.

Class Skills: Acrobatics ( Dex), Athletics ( Str), Bluff ( Cha), Culture ( Int), Engineering ( Int), Intimidate ( Cha), Perception ( Wis), Piloting ( Dex), Profession ( Cha, Int, or Wis), Sleight of Hand ( Dex), Stealth ( Dex), Survival ( Wis)

Skill Ranks per Level: 5 + Intelligence Modifier

Proficiencies: Armor: Light armor; Weapons: Basic melee weapons, grenades, small arms, longarms, sniper weapons.

Table: Gunslinger
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features
1st +1 +0 +2 +2 Gunslinger ability x2
2nd +2 +0 +3 +3 Gunslinger ability
3rd +3 +1 +3 +3 Gunslinger ability x2, weapon specialization
4th +4 +1 +4 +4 Gunslinger ability
5th +5 +1 +4 +4 Bonus feat
6th +6 +2 +5 +5 Gunslinger ability
7th +7 +2 +5 +5 Grit +1, guns blazing
8th +8 +2 +6 +6 Gunslinger ability
9th +9 +3 +6 +6 Bonus feat
10th +10 +3 +7 +7 Gunslinger ability
11th +11 +3 +7 +7 Grit +2
12th +12 +4 +8 +8 Gunslinger ability
13th +13 +4 +8 +8 Bonus feat, gunslinger’s assault
14th +14 +4 +9 +9 Gunslinger ability
15th +15 +5 +9 +9 Grit +2
16th +16 +5 +10 +10 Gunslinger ability
17th +17 +5 +10 +10 Bonus feat
18th +18 +6 +11 +11 Gunslinger ability
19th +19 +6 +11 +11 Grit +3
20th +20 +6 +12 +12 Gunslinger ability, true grit

Class Features

Gunslinger Ability (Ex) 1st Level

The core of the gunslinger class is access to gunslinger abilities, as described beginning on page 4. You gain two gunslinger abilities at 1st level, and additional abilities at 2nd, 3rd (gaining two at this level), 4th, and 6th level, and every two levels thereafter. You are subject to the normal rules for selecting gunslinger abilities (you can only select gunslinger abilities available at a level equal to your gunslinger level of less).

Weapon Specialization (Ex) 3rd Level

You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency.

Bonus Feat (Ex) 5th Level

At 5th level you gain a bonus feat. This must be a combat feat or dare feat, and you must meet all the feat’s prerequisites. You gain an additional bonus feat at 9th level, and every 4 levels thereafter.

Grit (Ex) 7th Level

A gunslinger has a personal reserve of what is sometimes called intestinal fortitude, luck, or panache, but is most often just referred to as grit. Some believe this is the result of the gunslinger being mystically connected to the cold metal and heartless deadliness of the concept of the gun, while others think the path of the gunslinger simply weeds out the weak and unlucky.

At 7th level you gain 1 Grit Point, which is used as a bonus Resolve Point which you can only use to expend for gunslinger abilities or to stay in the fight. Having Grit Points remaining does not qualify as having Resolve Points remaining for purposes of abilities that only function if you have at least 1 Resolve Point remaining.

You do not regain Grit Points through any of the means of regaining Resolve Points. You get all your Grit Points back when you regain your Resolve Points for getting 8 hours of rest. Additionally, the first time each day you score a critical hit against or kill a significant enemy with ranged weapon, you regain one Grit Point, though this cannot take you above your normal maximum number of Grit Points.

Your pool of Grit Points increases to 2 at 11th level, and by 1 more every 4 levels thereafter.

Guns Blazing (Ex) 7th Level

Your mastery of ranged combat allows you to make multiple attacks more accurately. When making a full attack entirely with ranged weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

Gunslinger’s Onslaught (Ex) 13th Level

When making a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. If you have the guns blazing class feature, you instead take a –5 penalty to these attacks as long as they are all melee attacks.

True Grit (Ex) 20th Level

At 20th level, you are always considered to have at least 1 Resolve Point remaining when determining the effectiveness of gunslinger abilities. Additional, you may select one gunslinger ability that allows you to expend Resolve Points. You can use that function of that ability without needing to expend Resolve Points to do so.

Section 15: Copyright Notice

Starfarer’s Codex: Gunslinger Legacy © 2017, Rogue Genius Games; Author: Owen K.C. Stephens