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== [[Pathfinder]] == [[File:Lirianne.jpg|right|300px]] [[File:Gunslinger Mythic Minis.png|right|300px]] Pathfinder actually had the balls to add the Gunslinger as a character class in a world of knights and swords, because ''fuck'' [[Medieval Stasis|medieval stasis]]; in canon, it's because there's an entire region that's just a massive anti-magic zone so they needed something to defend themselves. They're built on the "Fighter" template, so they get lots of hitpoints and lots of feats, and they enjoy a resource pool called ''[[General Sturnn|grit]]'' that they can use for various effects. In addition to rest, ''grit'' is mainly regenerated by critting or killing actual threats. However, some DMs also allow doing badass deeds of derring-do to regain grit, so shooting out chandeliers, challenging villains to quick-draw duels, and leaping sideways through the air while firing are all heartily encouraged. More than perhaps any other class, Gunslingers benefit from Pathfinder's "archetype" system. One Gunslinger class feature basically lets the character pick a gun off a rack to start the game with, since otherwise you'd have to spend more money than the entire party probably has at character creation to buy a single weapon, let alone ammunition; sticking with one type of gun and picking an archetype to go with it is ''very'' advantageous. Musket Masters get lots of free reloading powers, Pistoleros get sneak-attack-style extra precision damage, Siege Gunners get to be ''cannon fighters'', etc. Note that there is only one "good" way to do a dual pistol build ("Gun Twirling," which is super feat-heavy), outside of weird stuff (being a member of the four-armed kasatha race, multi-classing to either witch or alchemist long enough to pick up an extra limb, picking the bard archetype for juggling weapons, etc.), so it's tricky to do. Your [[firearm]] is your friend and your bosom buddy. You won't be starting out with a multi-shot firearm for balance, and getting one later is pretty iffy, so making reloading as quick and easy as possible is absolutely paramount. Take the ''Rapid Reload'' feat if your archetype doesn't already come with one, and take at least one rank in the ''Craft: Alchemy'' skill to make alchemical ammunition at half-cost with no crafting roll. Alchemical ammunition, even when it doesn't have any special powers, further reduces the time necessary to reload a weapon, which is a small price to pay for increased misfires. Getting it down to a free action by the time you can take multiple shots per round is important. Also, when you inevitably roll a critical fumble and your gun breaks, don't be stingy with your grit. Doing a ''quick clear'' may cost you time later, but it will save your goddamn life now, whereas having your weapon explode will basically kill you even if you survive it. They also manage to sidestep most [[MAD]] problems, since, although they need more WIS than the average fighter-derivative for grit points, they need ''less'' STR if they aren't lugging around an artillery piece. And even then, there's a dirt cheap magic item called Muleback Cords that can easily get around that problem. Plus, one of their strongest powers kicks in at fifth level, where they start ''adding their Dex to damage with their guns'', complete with their own version of Power Attack (''Deadly Aim''). Gunslingers aren't ''really'' overpowered, since their abilities basically begin and end at pointing guns at bad things to make them dead; they have to stay uncomfortably close for their ranged features to actually matter, misfires are the bane of their existence for most of their careers, and their whole shtick can be shut down in a hurry if the enemy spellcaster summons cover or manages to get their gun wet. That said, they ''do'' need to be played against very differently from many other martial classes, so DEFINITELY clear this class with your GM/DM before you roll one. Misfiring is also a perpetual bane until you can afford a +2 equivalent weapon, and if you aren't always prepared for it, you will most likely die. Most of the listed problems can be easily fixed with cheap wondrous items and weapon enchantments (''distance'' on a musket will double the range to 80 feet), and combat feats like ''Cluster Shots'' and ''Improved Precise Shot'' remove the problem of DR and Cover. Also, Alchemical Cartridges can't get wet, and even if the GM is smart enough to cast water on your musket (and you lack any Dry Load cartridges), just ask a caster to cast Prestidigitation (lvl 0 spell) on your gun and it will be dry in a standard action. Or, if you're willing to get really pulpy "science-fantasy", try and score yourself some of the technological guns from Numeria; any gun works for a gunslinger, whether it's a blackpowder musket or an ancient alien laser pistol. And for those wanting to go ham on this angle, there's the Techslinger archetype from the ''Technology Guide''. The issue with this is, of course, that the availability of guns is dependent on setting and feats. In general, a lot of DMs just aren't happy with the changes having gunslingers around would necessitate in their settings, and it ''is'' their game, after all. Paizo has ported some of the 'slinger's class features into other class variants in some of their new material, and the "Bolt Ace" archetype basically ports most of their cool stuff into crossbows, so if the mechanics sound interesting to you but the DM is unwilling, take a look. And most people agree that revolvers, rifles, and other "early modern" firearms are a bit too strong, so don't expect to get them at all. In the end, Gunslingers are [[Tier System|tier 5 at lower levels or tier 4 at higher]]. They can throw out a ''lot'' of damage, but at lower levels they struggle to do it consistently. While good at this, base Gunslingers can't do anything else very well, although with some clever skill points, and use of their heavier CHA focus the Mysterious Stranger can take up the place of a Party Face, and the Blast Lock deed can be used to bypass locks (though the subtlety of such a tactic leaves a lot to be desired without oil of silence), so there are some ways to make an "infiltrator" Slinger. They also have a pretty good skill list and a decent number of skill points, so they edge out the fighter in that regard. Come ''Heroes of Golarion'', any ranged [[Gish]] that wants to be is a better Gunslinger than an actual gunslinger thanks to the feat Spell Cartridges. In exchange for a swift action each turn to use Arcane Strike and slightly less damage (1d4 per 5 caster levels) your firearm is semi-automatic, requires no ammo and deals force damage (which is almost never subject to Damage Reduction or Energy Resistance). {{Pathfinder-Classes}}
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