Gunslingers, This Arch-Type; being technically progressed are hyper-intelligent crafters. Some sign up with events not to be leaders but to have incredible influence over the battlefield, shaping whole wars with their blowing. Some are unrivaled terrors at close range, decimating enemies with their unyielding willpower. While others are the version of efficiency, lying in wait and also eliminating their targets prior to understanding there was any kind of risk. Despite Gunslinger’s favored approach of the strike. All are powerful in their own right. Do not go across one, they aren’t to be ignored.
A Gunslinger’s tools are a reflection of them, and also are their most prized possessions. Putting a mix of smithing skill with precision, no 2 are comparable, as everyone is inscribed and also crafted to the Gunslinger’s benefit. As the Gunslinger expands with their celebration, the more powerful with the understanding of their tools they become and also lethal.
In Vodari, nobles, braggarts, and soldiers spend years perfecting the traditional arts of swordplay, yet a couple of making the effort to gain the very same expertise with firearms. The few who spend the years of training it requires to understand weapons are gunslingers.
|Palm Pistol||50g||2g (20)||1d8 piercing||1 lb.||(40/160)||Light, reload 1, misfire 1|
|Pistol||150g||4g (20)||1d10 piercing||3 lb.||(60/240)||Reload 4, misfire 1|
|Musket||300g||5g (20)||1d12 piercing||10 lb.||(120/480)||Two-handed, reload 1, misfire 2|
|Pepperbox||250g||4g (20)||1d10 piercing||5 lb.||(80/320)||Reload 6, misfire 2|
|Blunderbuss||300g||5g (5)||2d8 piercing||10 lb.||(15/60)||Reload 1, misfire 2|
|Bad News||Crafted||10g (5)||2d12 piercing||25 lb.||(200/800)||Two-handed, reload 1, misfire 3|
|Hand Mortar||Crafted||10g (1)||2d8 fire||10 lb.||(30/60)||Reload 1, misfire 3, explosive|
- Hit Dice: 1d8 per Gunslinger level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunslinger level after 1st
- Armor: light armor, medium armor
- Weapons: Simple weapons, martial weapons, guns
- Tools: Tinker’s tools
- Saving Throws: Dexterity, Wisdom
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow, and 20 bolts or (b) any two simple weapons
- (a) leather armor or (b) hide armor
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Pistol, a Musket, 12 Bullets, and Tinker’s tools
A Cut Above
As a gunslinger, you make your mark upon the world as a specialist with flintlock guns. While anybody can intend a gun or rifle as well as fire it, a gunslinger is a cut much over the rabble. Gunslingers integrate lightning-fast reflexes and also careful purpose to work as masters of the varied fight. Gunslingers likewise make use of blowing, a mix of courage and also confidence, to perform amazing deeds with guns.
Creating a Gunslinger
As you develop your gunslinger, think of 2 associated elements of your personality’s history: Where did you obtain your training with firearms, and what set you besides other individuals that grab a gun?
You can make a gunslinger promptly by complying with these ideas. Second, select the Sage or Soldier background, depending on just how you came to be a gunslinger.
You acquire effectiveness with Tinker’s Tools. You may utilize them to craft ammunition at half the expense as well as preserve your guns.
You embrace a specific design of battling as your specialty: Choose among the adhering to choices. You can’t take a Fighting Style choice greater than once, even if you, later on, get to select it once again.
When you are wielding a pistol in one hand as well as no other Weapons, you obtain a +2 benefit to harm rolls with that tool.
You obtain a +2 bonus offer to strike rolls you use rifles. This result does not pile with the Archery combating design.
When you engage in two-weapon fighting with a minimum of one gun, you can add your capacity modifier to the damages of the 2nd attack.