Way of the PistoleroSource Guns & Gears pg. 109 2.0Whether you're a professional duelist or a pistol-twirling entertainer, you have quick feet and quicker hands that never seem to let you down, and an equally sharp wit and tongue that jab your foes. You might leave a hand free or cultivate the ambidexterity for twin weapons. Either way, you stay close enough to your enemies to leverage your superior reflexes while leaving enough space to safely fire.
Slinger's Reload Raconteur's ReloadDeeds Initial Ten Paces;
Advanced Pistoler's Retort;
Greater Grim SwaggerWay Skill choose
Deception or
IntimidationSlinger's Reload
Gunslinger Source Guns & Gears pg. 109 2.0
Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a
Deception check to
Create a Diversion or an
Intimidation check to
Demoralize.
Initial Deed
Gunslinger Source Guns & Gears pg. 109 2.0Trigger You roll initiative.
You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can Step up to 10 feet as a free action.
Advanced Deed9th
Gunslinger Source Guns & Gears pg. 109 2.0Trigger A foe within the first range increment of the one-handed firearm or one-handed crossbow you're wielding critically fails an attack roll against you.
Requirements You're wielding a one-handed firearm or one-handed crossbow.
You punish your foe's failure with a shot. Make a Strike against the triggering foe with a one-handed firearm or one-handed crossbow.
Greater Deed15th
Auditory Emotion Fear Gunslinger Linguistic Mental Source Guns & Gears pg. 109 2.0Requirements You have a one-handed firearm or one-handed crossbow visibly worn or wielded.
You attempt to clear the room by promising a grim fate to anyone who doesn't do what you say, and quickly. Attempt a
Deception or
Intimidation check against the Will DCs of each creature within 30 feet, except for your allies. Regardless of whether you succeed or fail, each subject is temporarily immune to your Grim Swagger for 10 minutes.
For example, if you attempt a Deception check, you lie and boast about your prowess or the large group of friends on their way to back you up. If you attempt an Intimidation check, you promise everyone in the room that you're going to be the last thing they see.
Critical Success The creature becomes
frightened 3. If it's lower level than you, it's also
fleeing for 1 round.
Success The creature becomes frightened 2.