Adjustments
Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
Spellhearts
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

All Archetypes
Class | Combat Style | Core | Faction | Multiclass | Mystical | Profession


Pistol Phenom

Source Guns & Gears pg. 136
You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol paired with a melee weapon to pull off showy maneuvers. However you slice it, though, the use of pistols or other one-handed firearms is crucial to your technique and style.

To you, everything is a show, and you use your gun as a prop and instrument, not just to kill opponents but to trick, mislead, hinder, and even bully them into doing what you want them to do. While others tend to focus on delivering as much devastation downrange as possible, your style is all about control. By controlling a foe's attention and actions, you can bolster your own attacks and mitigate the foe's potential for mayhem. You control the tempo of the battle much as you would a staged performance, carefully ensuring your foe's actions don't fall outside of your intended script. You're both the director and the star of this show, and your enemies dance to the tune you play with your pistol... sometimes quite literally!

Additional Feats

Source Advanced Player's Guide pg. 149
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.

Click here for the full rules on Additional Feats.


Pistol Phenom Dedication Feat 2

UncommonArchetypeDedication
Source Guns & Gears pg. 135
Archetype Pistol Phenom
Prerequisites trained in at least one type of one-handed firearm; trained in Deception and Performance

You catch an opponent off-guard by spinning your weapon. You gain the Pistol Twirl gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment. This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you Feint with a one-handed firearm, you can choose to attempt a Performance check instead of a Deception check.

Special You can't select another dedication feat until you've gained at least two other feats from the pistol phenom archetype.

Gunpowder Gaunlet Single ActionFeat 4

Archetype
Source Guns & Gears pg. 135
Archetype Pistol Phenom
Prerequisites Pistol Phenom Dedication
Requirements You're wielding a loaded one-handed firearm.

Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a Performance check against the Will DC of a single target within your one-handed firearm's first range increment.

Critical Success The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn.
Success The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.

Sword and Pistol Feat 4*

Gunslinger
Source Guns & Gears pg. 111
Archetype Pistol Phenom
* This version of the Sword and Pistol feat is intended for use with an Archetype and has a different level for access than the original feat.

You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon.

When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.

Dazzling Bullet Single ActionFeat 6

ArchetypeFlourish
Source Guns & Gears pg. 136
Archetype Pistol Phenom
Prerequisites Pistol Phenom Dedication

Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a Performance check against the target creature's Will DC and make a ranged firearm Strike against that target. If the Strike deals damage to the target creature and you succeed at the Performance check, the creature is dazzled for 1 round.

Hot Foot Single ActionFeat 8

Archetype
Source Guns & Gears pg. 136
Archetype Pistol Phenom
Prerequisites Pistol Phenom Dedication
Requirements You're wielding a loaded firearm.

Using a carefully aimed shot, you make a creature “dance.” You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment.

Critical Success The creature can't use reactions, is flat-footed, and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn.
Success The creature can't use reactions until the start of its next turn.

Phenom's Verve Feat 10

Archetype
Source Guns & Gears pg. 136
Archetype Pistol Phenom
Prerequisites Pistol Phenom Dedication

You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.

Reach for the Sky Two ActionsFeat 12

ArchetypeAuditoryVisual
Source Guns & Gears pg. 136
Archetype Pistol Phenom
Prerequisites Pistol Phenom Dedication
Requirements You're wielding a loaded firearm.

You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.

Trick Shot Two ActionsFeat 12*

Gunslinger
Source Guns & Gears pg. 116
Archetypes Bullet Dancer, Pistol Phenom, Unexpected Sharpshooter
Requirements You're wielding a loaded crossbow or firearm.
* This version of the Trick Shot feat is intended for use with an Archetype and has a different level for access than the original feat.

You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level. On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects.
  • Dislodge Object Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table.
  • Explosive Barrel Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take 6d6 damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by 1d6 for every 2 levels you have above 10th.

Whirling Knockdown Two ActionsFeat 14

Archetype
Source Guns & Gears pg. 136
Archetype Pistol Phenom
Prerequisites Pistol Phenom Dedication
Requirements You're wielding a loaded one-handed firearm and a one-handed melee weapon.

You fire your gun while throwing off a target's balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don't need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target's movements and options, leaving them no choice but to fall.

Make a ranged firearm Strike against a creature within the reach of your melee weapon and then attempt a Performance check against the creature's Reflex DC. If the Strike critically succeeds, the target takes a –2 circumstance penalty to its Reflex DC against this check. The Performance check has the following effects.

Critical Success The target falls and lands prone. It takes 2d6 bludgeoning damage from the fall.
Success The target falls and lands prone.
Critical Failure Your plans backfired on you, and you're forced to drop your melee weapon in your space.

Showstopper Feat 16*

Gunslinger
Source Guns & Gears pg. 118
Archetypes Bullet Dancer, Pistol Phenom
Prerequisites Pistol Twirl; master in Deception
* This version of the Showstopper feat is intended for use with an Archetype and has a different level for access than the original feat.

Your twirling weapons create a grand distraction that's difficult to look away from. When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC.