Professional Documents
Culture Documents
PART 1
The Gunslinger
Proficiency Firearm
Level Bonus Damage Bonus Features
1st +2 1d10 Menace, Shoot to Kill, Firearm Exploits
2nd +2 1d10 Grit, Daring Act
3rd +2 2d10 Persona
4th +2 2d10 Ability Score Improvement
5th +3 3d10 Swift Reload
6th +3 3d10 Ability Score Improvement
7th +3 4d10 Uncanny Dodge
8th +3 4d10 Ability Score Improvement
9th +4 5d10 Defy Death
10th +4 5d10 Persona Benefit
11th +4 6d10 Deadeye
12th +4 6d10 Ability Score Improvement
13th +5 7d10 Ready for Anything
14th +5 7d10 Ability Score Improvement
15th +5 8d10 Persona Benefit
16th +5 8d10 Ability Score Improvement
17th +6 9d10 Extra Attack
18th +6 9d10 Ability Score Improvement
19th +6 10d10 True Grit, One More Chance
20th +6 11d10 Killing Shot
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Arm.
Legs.
Hands.
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Divine Magic
Spell Spell Slot
Level Spells Known Slots Level
3rd Bless, Shield of Faith 2 1st
5th Silence, Zone of Truth 3 2nd
9th Beacon of Hope, Crusader’s Mantle 4 3rd
13th Death Ward, Guardian of Faith 5 4th
17th Circle of Power, Hallow 6 5th
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Creating New Personas
The gunslinger personas presented here attempt to both
represent the better portion of archetypes for western
cowboys and provide noticeably different avenues for
exploring a range of character tropes. That doesn’t mean that
everything you were hoping to find appears here. Cultures the
world over have organically integrated firearms into their
social hierarchies and military units in vastly different ways.
From the Japanese Ashigaru to the Bashi-Bazouk of the
Ottoman army, there are as many ways of fighting with
firearms as there are firearms themselves. For times when you
need something more than can be found here, the following
guidelines will help you create new personas for use with the
Gunslinger class.
The typical persona gains two abilities at 3rd level, and one
additional ability at 10th and 15th levels. The Renegade
Ecclesiast and Gun Nut appear to slightly deviate from this
pattern, but still have incremental increases that roughly
coincide with these levels. It is recommended that new
personas follow the typical progression unless there is
sufficient justification to deviate from this pattern.
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Blackpowder: How Firearms Work
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Firearms
Standard/Max Market Creation
Firearm Damage Range DC Type Weight Value Rarity Level
Arquebus 2d6 piercing 40ft/100ft 14 Long Arm 9 lbs 100 gp Common 2
Carbine 3d8 piercing 80ft/120ft 18 Long Arm 10 lbs 1,200 gp Rare 9
Dragon’s Maw 4d12 piercing 120ft/160ft 24 Long Arm 14 lbs 50,000 gp Legendary 17
Hand Canon 3d10 piercing 10ft/40ft 15 Pistol 5 lbs 475 gp Uncommon 7
Harpy 5d4 piercing 30ft/50ft 18 Pistol 3 lbs 945 gp Rare 8
Ilithid Kiss 10d10 piercing 50ft/60ft 24 Pistol 4 lbs 60,000 gp Legendary 17
Musket 3d6 piercing 50ft/80ft 15 Long Arm 14 lbs 290 gp Uncommon 5
Pistol 2d6 piercing 20ft/30ft 14 Pistol 3 lbs 80 gp Common 2
Revolver 3d6 piercing 30ft/40ft 18 Pistol 3 lbs 7,150 gp Very Rare 13
Rifle 4d12 piercing 100ft/200ft 18 Long Arm 10 lbs 9,000 gp Very Rare 11
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Every gunslinger knows just enough to be able to tinker Accessories
extensively with most firearms. Beginning at 1st level, you gain
proficiency with smiths’ tools. You can create one common Item Cost Weight
firearm of your choice prior to the start of your adventuring Alchemical Ammunition
career. Incendiary Rounds (10) 128 gp 2 lbs.
When you reach 3rd level, you can modify any existing Silver Bullets (10) 90 gp 1 ½ lbs.
common firearm into an uncommon firearm of the same type. Tranquilizer Dart (2) 350 gp 5 lbs.
You use the rules for creating firearms to do so, but the cost Bandolier 45 gp 5 lbs.
to do so is only the difference in price between the gun you Blackpowder (10 charges) 100 gp 6 lbs.
are modifying and the firearm it will become. At 7th level you Bayonet 3 gp 2 lbs.
can use the same process to transform an uncommon firearm Scope 780 gp 3 lbs.
into a rare one. At 13th level you can transform a rare firearm Silencer 900 gp 1 lb.
into a very rare one. Finally, at 19th level you can transform a Shooting Stick 80 gp 15 lbs.
very rare firearm into a legendary one.
You can only modify a firearm in this manner three times.
Attempting a fourth time renders the gun inoperable.
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PART 2
Customization Options
Firearms For the Masses: Customization Options
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Equipment Cache
d100 Item Retrieved
01 – 15 Two silvered daggers
16 – 26 Holy Water
27 – 39 Acid
40 – 54 Alchemists Fire
55 – 74 Grenade
75 – 84 Potion of Fire Breath
85 – 89 Dust of Sneezing and Choking
90 – 94 Wand of Magic Missiles
95 – 97 Scroll of Lightning Bolt
97 – 99 Pistol
Choose any two items from results 01 to 84 or
100
draw one item from your backpack.
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