Gunslinger
ClassVagabond Core Rulebook · p.41
Open source p.41Weapons: Ranged Skills: Detect, and 3 from either Brawl,
Starting packs: Bounty Hunter, Tinker
Features
L1 Quick Draw. You gain the Marksmanship Perk (p. 69). Further, when combat occurs, you can make one attack before the first Turn.
L1 Deadeye. After you pass a Ranged Check, you Crit on subsequent Ranged attacks on a roll 1 lower, but no lower than 17. This resets to 0 at the end of your Turn if you didn't pass a Ranged Check since your last Turn.
L2 Skeet Shooter. Once per Round, you can make a Ranged attack on an Off-Turn to Target a projectile from an attack you can see. If you pass, reduce the damage of the triggering attack by the damage you would deal with your attack. The projectile falls out of the air if reduced to 0.
L4 Grit. When you Crit on a Ranged attack, the damage dice can explode.
L6 Devastator. When you reduce an Enemy to 0 HP, the roll on the to Crit as per your Deadeye Feature is immediately set to 17.
L8 Bad Medicine. You deal an extra die of damage when you Crit with a Ranged Check.
L10 High Noon. Once per Turn, if you Crit on a Ranged Check, you can make one additional attack.
This, is my BOOMSTICK!
– Ash, Army of Darkness Attitude and tenacity are as core to the gunslinger as ammo. They stare down challenges through iron sights, fortified by their inner grit.
Iconic Gunslingers
- Arthur Morgan, Red Dead Redemption 2
- Django, Django Unchained
- Roland Deschain, Dark Tower
Playing Gunslinger
The gunslinger is a low defense, high- crit striker. In combat, stay as far back as possible and keep the enemy under constant fire. Finesse, Influence, Sneak, or Survival
Action: Attack
Move: Backline
Starting Pack: Bounty Hunter or Tinker
Key Stat: Awareness
Complexity: ★★★☆☆
Weapons: Ranged
Skills: Detect, and 3 from either Brawl,
Class Features
| Level | Features |
|---|---|
| 1st | Quick Draw, Deadeye |
| 2nd | Skeet Shooter |
| 3rd | Perk |
| 4th | Grit |
| 5th | Perk |
| 6th | Devastator |
| 7th | Perk |
| 8th | Bad Medicine |
| 9th | Perk |
| 10th | High Noon |
Quick Draw (Gunslinger: Level 1)
You gain the Marksmanship Perk (p. 69). Further, when combat occurs, you can make one attack before the first Turn.
Deadeye (Gunslinger: Level 1)
After you pass a Ranged Check, you Crit on subsequent Ranged attacks on a roll 1 lower, but no lower than 17. This resets to 0 at the end of your Turn if you didn't pass a Ranged Check since your last Turn.
Skeet Shooter (Gunslinger: Level 2)
Once per Round, you can make a Ranged attack on an Off-Turn to Target a projectile from an attack you can see. If you pass, reduce the damage of the triggering attack by the damage you would deal with your attack. The projectile falls out of the air if reduced to 0.
Grit (Gunslinger: Level 4)
When you Crit on a Ranged attack, the damage dice can explode.
Devastator (Gunslinger: Level 6)
When you reduce an Enemy to 0 HP, the roll on the to Crit as per your Deadeye Feature is immediately set to 17.
Bad Medicine (Gunslinger: Level 8)
You deal an extra die of damage when you Crit with a Ranged Check.
High Noon (Gunslinger: Level 10)
Once per Turn, if you Crit on a Ranged Check, you can make one additional attack.