Home Creators Posts Import Register Favorites Logout

Content

In the continuing series of Horrifically Overpowered class features for 1st-edition So having written up Horrifically Overpowered class features for every Pathfinder 1e Core class (and their Unchained variants), beginning with Horrifically Overpowered Fighter Class Features, it's time to move on to Base Classes. (That fighter article covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features.) I checked to make sure Patrons were still enjoying these... and I got a lot of encouragement and no one voted against it, so... the Gunslingert!

Paying members of this Patreon are still receiving exclusive articles covering the Hybrid classes (in progress), and eventually the Occult Classes. They also get access to the Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up, be that for Pathfinder 1e, Starfinder 1e, or any other system.

Horrifically Overpowered Gunslinger Class Features 

You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).

(One of these gunslingers is Horrifically Overpowered. One isn't. And everyone is about to find out which is which. Art by Iobard.)

Horrifically Overpowered Gunslinger Class Skills (Horrifically Overpowered): You may choose to use your Dexterity modifier for the Bluff, Climb, Handle Animal, Heal, Intimidate, Perception, Survival, and Swim skills in place of their normal ability modifiers. Each time you gain a level in the swashbuckler class, you gain a rank of Acrobatics, Intimidate, Ride, and Sleight of Hand. When you fire a firearm, you gain a bonus to Intimidate checks to demoralize equal to your base attack bonus until the end of your next turn.

Horrifically Overpowered Gunslinger Weapon and Armor Proficiency (Horrifically Overpowered): Anytime you make an attack roll you may add your Dexterity modifier to, you may add your Dexterity modifier to the damage, or x1.5 your Dexterity modifier if you can't (or just don't) add any other ability modifier to it.

When wearing light armor, you do not provoke an attack of opportunity from reloading weapons, tacking things out of your gear, or making ranged attacks.

Horrifically Overpowered Gunsmith (Horrifically Overpowered): Your beginning firearm is masterwork in your hands. At 2rd level once a day, with one hour of care and maintenance, you can make one firearm in your possession into a +1 magic weapon. This magic enhancement functions only in your hands, and ends if you take an hour to make a new firearm magical. At 4th level, you can make it a +1 weapon with a magic ability with a cost of a +1 bonus. At 6th level and every 4 levels thereafter, the enhancement bonus increases by +1, to a maximum of +5 at 18th level. At 8th level, and every 4 levels thereafter, the total bonus of magic abilities increases by +1, to a maximum of +5 worth of ability bonuses at 20th level.

Horrifically Overpowered Grit (Horrifically Overpowered): You add your gunslinger level to your starting number of grit each day, and to your maximum grit.

Horrifically Overpowered Deeds (Horrifically Overpowered): As a free action when you expend a point of grit, you can choose to learn a new gunslinger deed in place of the most recent gunslinger deed you have already learned. In effect, you lose the gunslinger deed in exchange for the new one. You can change only the most recent gunslinger deed gained, and must meet the prerequisites for the newly selected gunslinger deed. You can change your most recent deed power a number of times per day equal to your Charisma modifier (minimum 1).

Horrifically Overpowered Nimble (Horrifically Overpowered): While no armor or light armor, you gain a dodge bonus to AC equal to your Charisma bonus (minimum +1). As a dodge bonus, this stacks to any other dodge bonus you manage to gain from your Charisma bonus, such as with the dodging panache deed.

Horrifically Overpowered Bonus Feat (Horrifically Overpowered): When you select your combat feat, you do not have to meet any prerequisites other than the fighter level or base attack bonus.

Horrifically Overpowered Gun Training (Horrifically Overpowered): The threat range of firearms you have taken gun training with increases by 1. If the weapon's threat range is increased by some other ability (such as Improved Critical), apply the other ability first, then increase the threat range by 1 after that. The threat range increases by 1 more at 6th, 13th, and 20th level.

Horrifically Overpowered True Grit (Horrifically Overpowered): You threaten with your firearms out to their first range increment, and can use them to make ranged attacks of opportunity.

Want More Pathfinder Content?!This blog brought to you by the Open Gaming Store!

TONS of Third-Party Pathfinder 1st-ed content, ready for your campaign!

Files

Comments

Ben Trieschmann

Owen, why does it say Gunslinger in 99% of the time and have Gunslinger class features but a few places say Alchemist?