J. Scott Mohn Presents THE GUNSLINGER

Transcription

J. Scott Mohn PresentsTHE GUNSLINGERVersion 1.2.6Class and Firearms Mechanics

HEROES OF ALVENA – THE GUNSLINGER – Page 1THE GUNSLINGERWith a crack of man-made thunder and a burst of blacksmoke, the gunslinger leaves her mark on the world bycombining the man-made magic of black powder andthe deadly precision of a perfectly timed shot.Gunslingers wield the exotic firearms known aspistols, muskets, rifles, and scatterguns, and learn toperform amazing trick shots which are as showy asthey are deadly. From mysterious strangers who walkinto town with an unusual weapon at their side, to theexpert marksmen of the most industrialized nation, allgunslingers are terrors when the lead starts flying.While some see her as cold and fearless, or a loststranger in a world not yet ready for her, adventure stirsin her heart, and her finger itches to pull the trigger.ability to perform incredible feats of daring when thechips are down; the result of an unseen strength ofhardened resolve and spirit. All gunslingers have thisdetermination and daring, and no true name exists forit, but most call it “Grit”.Each gunslinger has a pool of grit points which canbe spent to perform powerful actions. A gunslingerbegins play with 2 grit, and has a maximum grit equalto 2 ½ her level (rounded down).A gunslinger may spend grit to use certain abilitiesshe gains as she advances in level. Likewise, some ofher abilities allow her to recover grit when she usesthem, allowing her the build herself up for the nextdifficult ability she plans to use. Spent grit is regainedautomatically if the gunslinger rests for 8 hours.Finally, a gunslinger can never spend an amount ofRole: Gunslingers are a versatile lot. Generally on the grit greater than her gunslinger level at once (thus a 1 stforefront of combat, the gunslinger is a mobile fighter level gunslinger using the Called Shot ability cannotthat fights at close to moderate range. Depending onspend more than 1 grit on the deed's effects).the gunslinger, their jobs may be to drop enemies asDeeds (Ex): A gunslinger has a series of abilitiesquickly as possible by filling them with hot deathknown as “deeds”. These are special actions they cansprayed from a smoking barrel; while some gunslingers take when fighting their enemies or performing otherprefer to disable opponents with carefully practicedactions. At 1st level, a gunslinger gains either thetechniques that give them and their allies an edge.deadeye shot or the rolling shot automatically, and maySome gunslingers still find more strength in a cold hard choose one additional deed. At every odd level (3rd, 5th,stare and their unbreakable resolve.7th, etc), the gunslinger may select an additional deed toadd to her list of abilities.Alignment: AnyBlinding Shots (Ex): As long as the gunslinger hasHit Die: 1d10at least 1 grit remaining, every enemy within one rangeStarting Gold: 3d6 x 10 gp (105 gp average)increment that she targets with a firearm attack gainsthe dazzled condition for 1 round. Additionally, eachClass Skillstime she confirms a critical hit, she gains 1 grit.The gunslinger's class skills are Acrobatics (Dex),Burst Fire (Ex): As a standard action that provokesBluff (Cha), Climb (Str), Craft (Int), Escape Artistattacks of opportunity, the gunslinger expends 5 shots(Dex), Handle Animal (Cha), Heal (Wis), Intimidatefrom her firearm and creates a 30ft radius burst within(Cha), Knowledge (Engineering), Knowledge (Local), her first range increment. Enemies caught within thisPerception (Wis), Profession (Wis), Perform (Cha),burst take 2d6 points of weapon damage for everyRide (Dex), Sense Motive (Wis), Sleight of Handpoint of grit she spends with a Reflex save (DC 10 ½(Dex), Survival (Wis), and Swim (Str).level Dexterity modifier) for half-damage. ASkill Ranks per Level: 4 Int Modifier.gunslinger cannot attempt this deed unless she has atleast 5 total shots remaining between any firearms sheClass Featuresis currently wielding.The following are class features of the Gunslinger.Called Shot (Ex): As a full-round action, theWeapon and Armor Proficiency: Gunslingers are gunslinger makes a single attack roll, and may attemptproficient with all simple weapons and all firearms (as to shoot a specific area of a target's body. Creaturesif they possessed the exotic weapon proficiency feat).immune to critical hits are immune to called shots. TheThey are proficient with light armor.effect of the called shot depends on the location youstFirearm: At 1 level, a gunslinger begins play with decide to shoot. Some fantastic creatures may not haveeither 1 musket, or 2 revolvers, or 1 blunderbuss, asthe appropriate body parts; but you may choose any ofwell as 5 gold pieces worth of ammunition.the following options regardless, as it's assumed theGrit (Ex): Gunslingers are most renown for theirgunslinger will choose a location that would provide a

HEROES OF ALVENA – THE GUNSLINGER – Page 2similar effect. The gunslinger may choose one of thefollowing effects if the attack succeeds.Headshot: You deal damage as appropriate for yourweapon and may deal extra damage by spending grit.For each point of grit you spend you deal an extra 2d6points of precision damage.Armshot: You deal damage as appropriate for yourweapon and may make a special combat maneuvercheck to disarm the target. This functions as a normalcombat maneuver check except you apply yourDexterity modifier to the check instead of yourStrength modifier, and you ignore bonuses or penaltiesbased on your size (but not the target's). If the checksucceeds, the target drops a held item of your choice asthough they were disarmed. You may spend grit to gaina bonus on your combat maneuver check. For eachpoint of grit you spend, you gain a 2 bonus on yourcombat maneuver check.Body Shot: You deal damage as appropriate for yourweapon, and you may spend grit to inflict bleeddamage on your target. For each point of grit spent, youinflict 2 points of bleed damage on the target.Alternatively, you may choose to instead inflict 1 pointof Constitution bleed for every 2 grit points you spend.Leg Shot: You deal damage as appropriate for yourweapon and may make a special combat maneuvercheck to trip the target. This functions as a normalcombat maneuver check except you apply yourDexterity modifier to the check instead of yourStrength modifier, and you ignore bonuses or penaltiesbased on your size (but not the target's). If the checksucceeds, the target drops prone as if tripped. You mayspend grit to gain a bonus on your combat maneuvercheck. For each point of grit you spend, you gain a 2bonus on your combat maneuver check. Creaturesimmune to being tripped are immune to this ability.Wing Clip: You deal damage as appropriate for yourweapon and may cause enemies to fall out of the air. Ifthe target of the attack has a flight speed, you mayinflict a penalty on their Fly checks by spending grit.For each point of grit you spend, the target suffers a -2penalty to Fly skill checks. This penalty lasts until thetarget receives a DC 15 heal check or is healed of hitpoint damage.Close Wound (Ex): As a standard action, thegunslinger can hold her gun across a bleeding woundand fire, burning the wound closed. She expends oneshot from a firearm she wields and ends a bleed effecton a creature she can touch (including herself). Inaddition the gunslinger gains 2 grit points when sheuses this ability. At 8th and 16th level, the gunslingerincreases the amount of grit gained by this ability by 1.Deadeye Shot (Ex): As a standard action, thegunslinger makes a single attack with a firearm againsta target within one range increment of the weapon she'sattacking with. This attack is resolved as a touch attackwithin this distance. In addition, the gunslinger dealsan extra 1d6 precision damage on the shot for every 2levels of gunslinger she has ( 1d6 at 2nd level, 2d6 at4th level, etc). If the attack succeeds, the gunslingerregains 1 grit. At 8th and 16th level, the gunslingerincreases grit gained by this ability by 1.A gunslinger using a shotgun weapon (such as ablunderbuss, scattergun or short scattergun) dealsprecision damage with deadye shot as if her gunslingerlevel was 6 lower than her actual level (so at 8th levelshe deals 1d6 damage with shotgun weapons, 2d6 at10th, and so on).Desperado (Ex): As a full-round action, thegunslinger can expend grit and fire shots all around herin a blazing storm of smoke and fire. This deed canonly be performed while dual-wielding revolvers orshort-scatterguns. The gunslinger must expend a totalof 10 shots (if wielding revolvers) or 4 shots (if shortscatterguns). Enemies within one range increment ofher weapons suffers 2d6 points of weapon damage perpoint of grit spent if used with revolvers, or 3d6weapon damage per point used with short-scatterguns,with a Reflex save (DC 10 ½ level Dexteritymodifier) for half damage.Dive for Cover (Ex): Whenever the gunslinger is thetarget of a ranged attack, the gunslinger may expend 1grit to move up to one-half her speed to get behind anobject that would provide cover (such as a tree, atavern bar, or an overturned table), gaining the benefitsof the cover against the attack. If no cover is availablewithin the appropriate distance, she instead may dropprone (gaining the 4 bonus to armor class for beingprone against the attack). If she drops prone in thisfashion, she may spend 1 grit on her turn to stand up asa swift action. Movement from this ability provokesattacks as normal, but standing up again does not.Lock and Load (Ex): The gunslinger gains theRapid Reload feat even if she doesn't meet theprerequisites. In addition, she may spend 1 grit toreload an additional shot in the same action.Piercing Shot (Ex): As a standard action, thegunslinger may make a single shot with a firearm she'swielding to target all enemies in a line. The length ofthe line is the first range increment of the weapon thegunslinger wields. Make a single attack roll andcompare it to the armor class of each creature in the

HEROES OF ALVENA – THE GUNSLINGER – Page 3line. Each creature after the first gains a 2 bonus totheir armor class for each creature before them againstthe attack (so the 2nd creature in the line gets a 2bonus, while the 3rd gets a 4, and so on). Eachcreature that is struck takes damage normally and anadditional 1d6 damage for every 2 points of grit thegunslinger currently has.Pistol Whip (Ex): A gunslinger with this deed canattack with her firearms as though they were clubs (forpistols, revolvers and short-scatterguns) or greatclubs(for muskets, rifles and scatterguns), and is treated ashaving proficiency with those weapons. Additionally,as long as she has at least 1 grit remaining, she mayapply the enhancement bonus and special abilities ofher firearms to these melee attacks (so a 3 flamingrevolver is treated as a 3 flaming club). If thegunslinger's firearm is equipped with a bayonet, thegunslinger may deal damage as if the club was one sizecategory larger, and may choose to deal bludgeoning orslashing damage.Rapid Firing (Ex): The gunslinger gains the RapidShot feat even if she doesn't meet the prerequisites. Inaddition, she may ignore the -2 attack penalty for usingthe feat if she spends 1 grit when declaring she is usingRapid Shot.Rolling Shot (Ex): As a full-round action, thegunslinger may move up to half her speed withoutprovoking attacks of opportunity; and she may make asingle attack with a firearm she's wielding during anypart of this movement. Additionally, she gains a dodgebonus to her Reflex saves and to armor class equal to ½her gunslinger level (minimum 0) until the end of hernext turn. If the attack succeeds, the gunslinger regains1 grit. At 6th level, if the gunslinger is wielding twofirearms when she uses rolling shot, she may attackwith both weapons (incurring penalties for fightingwith two weapons as normal), but only regains grit ifboth attacks succeed.Shotgun Nightmare (Ex): The gunslinger haslearned to wield a shotgun at the closest ranges andturn enemies into puddles of bloody meat. As long asthe gunslinger has at least 1 grit remaining, she can fireany shotgun weapon in melee without provokingattacks of opportunity. In addition, each shot deals anadditional 1d6 points of precision damage, plus anadditional 1d6 damage at 4th level and every 4 levelsthereafter (8th, 12th, 16th, and 20th). While wieldingscatterguns in this way, she is treated as threateningopponents within her reach with the scatterguns, andmay even make attacks of opportunity and flank usingher scatterguns.Shotgun Opera (Ex): When making an attack with ashotgun weapon, the gunslinger can expend 1 grit toexpend 2 shots at once. If the attack hits, the gunslingerdeals double damage (or triple on a critical hit).Silver Bullet (Su): As a swift action, the gunslingercan expend 1 grit to treat her attacks as though theywere made of a special material (such as silver oradamantine) for 1 round, allowing her to overcomecertain damage reductions. This doesn't actually grantany other benefits of the special material (such asadamantine's ability to ignore hardness).Trick Shot (Ex): When making an attack with afirearm, the gunslinger may expend 1 grit to shoot anobject that would be considered solid cover (such as awall, ceiling, overturned table, etc) with a hardness of 5or greater without hurting the object. She may thenimmediately choose a different target to treat as thetarget of the attack, except she treats the origin of theattack as the location of the object she originally firedon for purposes of determining line of effect and line ofsight (thus allowing the gunslinger to shoot aroundobstacles or even at enemies she herself doesn't haveline of sight to; though she may suffer miss chancesdue to concealment as normal).Sixth Sense (Ex): At 2nd level, the gunslinger addsone-half her gunslinger level to initiative checks. Inaddition, she gains the Quick Draw feat as a bonus feat,even if she does not meet the prerequisites.Cold Stare (Ex): At 4th level, the gunslinger adds abonus to all Intimidate checks equal to her current grit.Additionally, as long as she has at least 1 gritremaining, she may use Intimidate to demoralize anopponent as a move action (instead of a standard).Greater Deeds: At 6th level, a gunslinger maychoose deeds from a wider array. She may now chooseany of the following deeds, and immediately gains oneof her choosing.Blind Shot (Ex): The gunslinger gains the BlindFight feat even if she does not meet the prerequisites.In addition, as long as she has at least 2 grit remaining,her firearms are treated as if they had the seekingweapon property.Double Action (Ex): The gunslinger can fire twoshots at once when she fires a revolver or rifle. Thisfunctions as the Manyshot feat, except that it functionsfor revolvers and rifles.Eagle Eyes (Ex): The gunslinger treats the baserange increment of all firearms she wields as if theywere 50% longer (so 50 ft. becomes 75 ft.). This abilityfunctions as long as she has at least 1 grit remaining.She also gains a 1 insight bonus on attack rolls equal

HEROES OF ALVENA – THE GUNSLINGER – Page 4to ½ her remaining grit. Apply this ability before othereffects that increase range (such as the distance weaponenhancement).Hand Cannons (Ex): By expending 4 grit, thegunslinger may make attacks with shotgun weapons asthough they were cone-effects for 1 round. Each timeshe would make an attack with a scattergun or shortscattergun, she instead hits everything in a cone for anamount equal to the scattergun's damage, with a Reflexsave (DC 10 ½ level Dexterity modifier) for half.The cone's length is equal to one range increment ofthe scattergun. This ability may function with ShotgunNightmare.Sniper Shot (Ex): As a swift action, the gunslingermay expend 1 grit to double the range increment andthreat-range for all firearms she wields for 1 round.This bonus is applied before other effects that increaserange increments, such as the distance weaponenhancement.Wounding Shot (Ex): As a standard action, thegunslinger can make a single attack with a firearm shewields. If the attack hits, it deals weapon damagenormally and 1 point of Strength, Dexterity, orConstitution damage as chosen by the gunslinger.Alternatively, the gunslinger may expend 2 grit to dealthis ability damage as part of a normal attack. The gritis expended even if the attack misses.Double Tap (Ex): At 8th level, whenever thegunslinger confirms a critical hit with a firearm, shemay make an additional attack against the samecreature at her highest attack bonus. This abilityfunctions as long as she has a least 4 grit remaining.This ability cannot be used more than once per round.Evasive Action (Ex): At 10th level, the gunslingergains the Wind Stance feat even if she does not meetthe prerequisites. At 14th level, she gains the LightningStance feat, even if she does not meet the prerequisites.One More Bullet (Su): At 12th level, a gunslingeralways seems to have fate on her side and bullets in herguns. A gunslinger can continue to fire even when sheshould be out of ammunition. By expending 1 grit, thegunslinger can act as though her firearm has one extrashot, allowing her to shoot or expend ammunitionwithout actually expending ammunition. This abilityfunctions even if the firearm had no shots left in it. At16th level, she is treated as having up to 3 bullets in herguns. At 20th level, each time she expends grit in thisway, she treats her firearms as fully-loaded.“I counted each and every shot she fired, and whenshe was out, I counted some more.”Legendary Deeds: At 15th level, the gunslinger canperform heroic actions that are the things of legend.She may now choose any of the following deeds, andimmediately gains one of her choosing.Gunslinger's Curse (Su): As a standard action, thegunslinger may expend 4 grit and make an attack witha firearm against a creature within range. If the attackhits, the creature suffers damage normally and mustmake a Will save (DC 10 ½ level gunslinger'scharisma modifier) or be cursed as though thegunslinger had cast bestow curse on them with a casterlevel equal to the gunslinger's level.Marked for Death (Su): As a full-round action, thegunslinger makes a single attack with a firearm againsta target within range. If the attack succeeds, thegunslinger deals no damage but invokes a special typeof curse on the target, marking them for death. Untilthe beginning of the gunslinger's next turn, everysuccessful attack against the target automaticallythreatens a critical hit (roll to confirm as normal). Inaddition, the target suffers a penalty to all savingthrows equal to the amount of grit the gunslinger hasremaining (if any) as long as the effect lasts.Sentinel (Ex): A gunslinger with this deed is adeadly protector of her allies. As an immediate action,she may declare one ally she can see to be under herprotection. Each time that ally becomes the target of anattack, the gunslinger may spend 1 grit to immediatelygain an attack against the creature attacking theprotected ally as though she had readied an action toattack the creature attacking her ally. The gunslingermay continue to spend grit for each attack her protectedally is targeted by.Second Chance (Ex): At 18th level, when thegunslinger would die the gunslinger may insteadexpend all of her remaining grit to instead drop to -1 hitpoints and immediately stabilize. After using thisability she cannot gain grit through any means for 24hours.Legendary Gunslinger (Ex): At 20th level, thegunslinger is a thing of legend. All of her deeds havetheir grit cost reduced by 1 (to a minimum of 1) andshe increases the grit gained from her deeds by 1.Finally, at the beginning of her turn, she gains anumber of temporary hit points equal to the amount ofgrit she has remaining. These temporary hit points lastfor 1 round.

HEROES OF ALVENA – THE GUNSLINGER – Page 5THE GUNSLINGERLevel (d10)Base AttackFortitudeReflexWillSpecial1 1 0 2 0Grit, Deeds2 2 0 3 0Sixth Sense3 3 1 3 1Deed4 4 1 4 1Cold Stare5 5 1 4 1Deed6 6/ 1 2 5 2Great Deed7 7/ 2 2 5 2Deed8 8/ 3 2 6 2Double Tap9 9/ 4 3 6 3Deed10 10/ 5 3 7 3Evasive Action11 11/ 6/ 1 3 7 3Deed12 12/ 7/ 2 4 8 4One More Bullet13 13/ 8/ 3 4 8 4Deed14 14/ 9/ 4 4 9 4Evasive Action15 15/ 10/ 5 5 9 5Legendary Deeds16 16/ 11/ 6/ 1 5 10 5One More Bullet17 17/ 12/ 7/ 2 5 10 5Deed18 18/ 13/ 8/ 3 6 11 6Second Chance19 19/ 14/ 9/ 4 6 11 6Deed20 20/ 15/ 10/ 5 6 12 6Legendary Gunslinger, One More BulletClass Skills (4 Int Modifier): The gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str),Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Str), Knowledge (Engineering),Knowledge (Local), Perception (Wis), Profession (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis),Slight of Hand (Dex), and Swim (Str).FIREARMSFirearmCostDmg (S)Dmg (M)Critical*RangeCapacityWeightTypePistol25 gp1d61d818-20/x260 ft.13 lb.B and PRevolver50 gp1d61d818-20/x260 ft.64 lb.B and PMusket100 gp1d102d618-20/x2120 ft.18 lb.B and PRifle300 gp1d102d618-20/x2120 ft.59 lb.B and PScattergun200 gp3d4*3d6*x230 ft.26 lb.B and PShort-Scattergun200 gp3d4*3d6*x215 ft.24 lb.B and PBlunderbuss100 gp3d4*3d6*x220 ft.15 lb.B and P

HEROES OF ALVENA – THE GUNSLINGER – Page 6FIREARM RULESFirearms are an exceptionally unique type of weaponry.For the most part they are simple and easy to use, ifsometimes difficult to maintain. However, most do notunderstand how to make particularly keen shots, aslearning to deal with the recoil of a firearm can oftenbe difficult for those familiar with archaic weaponry.Firearm BasicsProficiency: All firearms are treated as simpleweapons for the purposes of basic proficiency, as thebasics are pretty simple (point and pull the trigger).However, for anyone without the Exotic WeaponProficiency (Firearms) feat, firearms only threaten acritical on a roll of 20 and only have a x2 multiplier;regardless of the type of firearm being wielded.Reloading: Characters without the Exotic WeaponProficiency (Firearms) feat require a full round actionto load 1 shot into a firearm. Possing the exotic weaponproficiency reduces the reload time to a standardaction. Characters with Exotic Weapon Proficiency(Firearms) may also take the Rapid Reload (Firearms)feat to reduce their reload time to a swift action.Combat Notes: Firearms can be fired while prone,just like crossbows; and can be used to preform a coupde grace against an adjacent enemy.Perception and Magical Silence: Firearms createloud bursts of sound when they are fired. The base DCto hear the sound of a gunshot is -20, modified byrange and conditions as appropriate. Firearms are notideal weapons for those wishing to go unnoticed. Thoseconcerned with going unnoticed typically have theirguns magically silenced. See magic firearms itemsbelow.Firearm Group: Fighters can choose “firearms” asa weapon group as part of their Weapon Training classfeature, which includes the blunderbuss, musket, pistol,revolver, rifle, scattergun and short scattergun.Weapon DescriptionsHandguns: Handgun is a catch-all term for firearmsheld and fired with one hand, such as pistols andrevolvers; and characters may choose “Handgun” foreffects based on weapons (such as for the WeaponFocus feat) and have the benefits applied to all types ofhandguns.Pistols: Pistols are some of the earlier models ofhand held firearms, and are favored for their low costwhen compared to firearms, making them far morecommon among common soldiers and civilians. Pistolsrequire reloading after each shot.Revolver: Revolvers are the next evolution in thepistol design. Revolvers include a rotating chamberthat can be filled with multiple shots, allowing thewielder to fire repeatedly before needing to reload.Revolvers are too expensive for most civilians andlow-ranking soldiers to afford, but are popular withadventurers for their improved capacity.Quick-Load Cylinder: Revolvers are designedto come apart for cleaning and maintenance, and newcylinders replaced quickly and easily. Many savvygunslingers and warriors will purchase spare cylindersand load them full of shots before long battles;allowing them to swap the entire cylinder out for thespare, reloading the entire gun in the same time itwould take the user to reload a single shot.Longarms: Longarm is a catch-all term for firearmssuch as muskets and rifles; and characters may choose“Longarm” for effects based on weapons (such as forthe Weapon Focus feat) and have the benefits appliedto all types of long-guns.Musket: Muskets are some of the earlier models oflong barreled firearms. While designs have changedover time, their general function remains the same.Muskets can fire a single powerful shot over longdistances before needing to be reloaded.Rifles: Often called “clockwork muskets” due totheir intricate mechanics, the rifle is the next evolutionin musket technology; allowing the wielder to firemultiple shots before needing to reload. Their designsvary slightly depending on the model. Some rifles uselarge cylinders, much like their smaller revolvercousins, while some gunsmiths have adapted springloaded cartridges to ready new shots to be fired.Quick-Load Cartridge: Rifles can fire multipleshots before needing to be reloaded, and many wielderswho are planning for long but active fights purchaseadditional rifle cartridges or cylinders and load thembeforehand, allowing them to swap out the wholecartridge or cylinder, allowing them to reload the entiregun in the same time it would take to reload a singleshot. Quick-load cylinders for rifles are identical toquick-load cartridges in game terms, and have the samecost, weight, and effects.Shotguns: Shotgun is a catch-all term for weaponssuch as the Blunderbuss, Scattergun, and Shortscattergun; and characters may choose “Shotgun” foreffects based on weapons (such as for the WeaponFocus feat) and have the benefits applied to all types ofshotguns. A shotgun weapon loses a die of damageeach time it would suffer a penalty for rangeincrements, with a minimum of 1 die. Thus ablunderbuss deals 3d6 at 0-20 ft., 2d6 at 25-60 ft., and1d6 at 65 ft. or more.

HEROES OF ALVENA – THE GUNSLINGER – Page 7Blunderbuss: The blunderbuss is one of the earliestforms of shotguns. Amounting to little more than awide barrel loaded with shot and then fired in a spray,they are sometimes known as “personal cannons”. Theblunderbuss is the cheapest form of shotgun, but stillvery deadly.Improvised Shot: The blunderbuss can beloaded with improvised shot, costing nothing morethan the cost of some black powder. Improvised shot ismade of materials not intended to be used asprojectiles, including gravel, small nails, cutlery, orpretty much anything small and hard lying around.Improvised shot inflicts damage as though theblunderbuss was one size category smaller (3d4 formedium, 3d3 for small, etc).Scattergun: The scattergun is an evolution of theblunderbuss, with a pair of longer barrels that can fire ashot each. Scattergun wielders enjoy being able to firetwice before reloading, and having a bit more range.Short-Scatterguns: Seen as a genius modificationto some, and the work of the insane by others, theshort-scattergun is a scattergun that has had much of itsbarrels cut off by a blacksmith or gunsmith, making itlight enough to wield in one hand at the cost of range.Ammo Belts: Sometimes called “bandoliers”, anammunition belt is a leather strap or belt that has beenfitted with small sections that hold shots for variousfirearms. These ammunition belts make it easy toretrieve ammunition quickly, and many professionalgunmen wear two, three, or more ammo belts loadedwith shots. Each ammo belt holds 50 shots.Bayonet: Bayonets are blades that are attached tothe ends of pistols and other firearms, allowing the userto attack with the bayonet in close range withoutdropping their guns. A bayonet deals damage as adagger sized for the wielder, plus the strength modifierof the gunslinger, and is treated as a two-handedweapon if attached to a musket, rifle, or scattergun.Bayonets also increase the damage of a gunslinger'spistol whip deed, as described in the deed's description.FIREARM EQUIPMENTItemCost WeightQuick-load cylinder10 gp1 lb.*Quick-load cartridge25 gp1 lb.*Pistol or Revolver Shots (20)1 gp-Musket or Rifle Shots (10)1 gp-Scattergun Shot (5)1 gp-Improvised Shot (5)5 sp-Ammo Belt1 gp1 lb.*Bayonet2 gp1 lb.**: These weigh half as much for small characters.Alchemical ItemsBlack Powder: Discovered through alchemicalexperimentation long ago, the black powder is createdthrough a mixture of sulfur, charcoal, and saltpeter, andis extremely flammable and explosive. Most firearmsare propelled by small amounts of black powder placedinside metal shells, that is ignited by a chemical primer(typically a single drop of alchemist fire that is exposedwhen the gun's hammer strikes the shell). While mostfirearms don't use black powder exclusively to shoot aswith their earliest models, black powder remains astaple material in production of ammunition forfirearms. Black powder has also been adapted to otheruses as well, including the production of explosives,beautiful fireworks, and siege weaponry.Trade Value: Black powder is a trade good and isworth about 1 gp per pound for a small bag of powder.The craft (alchemy) DC to create black powder is 11,and the average alchemist produces 7 lbs per week.Bombs, Black Powder: After the discovery of theexplosive power of black powder, it didn't take longbefore clever warlords decided that they could makeweapons out of the powder itself. A black-powderbomb varies in appearance, but in all cases it's about apound of black powder in a sealed container with awick or an alchemy-treated fuse which can be lit toignite the bomb. A black powder bomb can be lit as afull-round action with a flint and steel, or as a moveaction with a tindertwig, prestidigitation, or similarmethod of ignition. Once lit, a black powder bombexplodes at the end of the

automatically if the gunslinger rests for 8 hours. Finally, a gunslinger can never spend an amount of grit greater than her gunslinger level at once (thus a 1st level gunslinger using the Called Shot ability cannot spend more than 1 grit on the deed's effects). Deeds (Ex): A gunslinger has a series of abilities known as "deeds".