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Gunslinger

Not every person wielding a gun is a Gunslinger. Gunslingers are however, the most Foolish, Determined and Skillful of those who wield firearms.

Gunslingers have Grit. This special resource can be thought of as a chip (of Grit). At different levels, Gunslingers will possess more or less Grit. Gunslingers use grit to perform special actions/moves in combat. Grit resets during a short rest.

There are 3 types of Gunlsingers:

The Tricksters, who are all about showing off thier skill and doing stupid things with firearms in a flashy but impressive manner.

The Nemesis, who focus on utilizing a jack of all trades aproach where they utilize thier equipment, items and tools with a mixture of stealth, defence and sheer oppresive force in combat.

The Captains, who lead thier teams into combat with a focus on balancing thier support options and thier high damage attacks.

Equipment

Gunslingers are known for using a fair share of equipment, this can range from home-made explosives to premium quality tools.

In the stead of magic, gunslingers often attach devices called Channels to thier firearms. When a gemstone or glass orb infused with a type of magic or magic spell, is placed inside a Channel, the spell becomes infused into the Channel. When a switch on the Channel is flipped, the next shot the gunslinger fires will be infused with that type of magic/spell. The Gemstones and Glass orbs are not destroyed by this process but, do loose thier magical charge.

Gunslingers utilize a share of items to help them in combat, they often make these items themselves or purchase them from specialised merchants.

hit dice: 1d6
hit points at 1st level: 1d6+ConMod+5
hit points at higher levels: +1d6
armor proficiencies: Leather, Studded and Briggand
weapon proficiencies: Firearms, Shovels, Bladed weaponry, Explosives, Incindiaries and Traps
tools: Firearm Cleaning Kit,
saving throws: Intelligence and depending on the archetype, either CHR, WIS or STR.
skills: Choose 3 from
starting equipment:

1 primary firearm of either a: Rifle, Shotgun, Revolver or Hand-held Cannon.


1 secondary firearm of either a: Revolver, Pistol or Crossbow


50 ammunition for both Primary and Secondary weapons.


20 Gold







spellcasting:
class features:

subclass options:

Captain

 

Trickster

 

Nemesis

LevelXPAbilitiesGrit at level
10
2300
3900
42,700
56,500
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

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