Rim shootist, quick-draw artist, hired gun who bets their name on a steady hand.
The Gunslinger is the Rim's freelance deadliness. They are the person a Station security chief does not want to meet in a corridor, the person a corporate enforcer hires when the message needs to be delivered at the speed of a hollow-point. The Gunslinger's name is the asset: a reputation for the draw, the shot, the trick round, the shot that should not have landed but did. They do not wear powered armour because powered armour is for soldiers; the Gunslinger is not a soldier, the Gunslinger is a craftsman.
The corp cannot book the Gunslinger the way it books the Soldier. The Gunslinger's contract is per-job, per-duel, per-name. They ride the Kadiss when it suits them and run dark when it does not. Some are retired military; some are Rim-raised from childhood and learned to shoot before they learned to read. Most are somewhere in between. What they share is the eye and the refusal to be hurried.
The Gunslinger's Reflexes are the body that has been trained to draw before the brain has finished thinking. Trick Shot is the eye that sees the off-switch on a target's weapon, the strap on a target's shoulder, the environmental feature that turns a shooter into a shooter-who-controls-the-room. Dead Eye is the moment when the shot lands where the Gunslinger told it to land, every time, regardless of what the dice say.
Operating on the combat chassis (d10 HD, full BAB, Fort/Ref good, Will poor) with the Scout save profile. They wear light and medium armour only. Will poor is the price of the lone-wolf posture: trust the iron, trust the crew, trust the moment. The Gunslinger who trusts the wrong thing at the wrong time stops being a Gunslinger.
Rules Reference
Field
Value
Armor Allowance
Light, Medium
Bab Tier
full
Base Skill Points
4
Hd
d10
Hd Sides
10
Max Level
20
Primary Abilities
DEX, WIS
Prime Requisites
DEX, WIS
Save Tiers / Fortitude
good
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
All pistols and handguns, All rifles, All slugthrowers and energy small arms
Notes
Archetype Niche: Ranged combat specialist and master of firearms. The Gunslinger delivers the highest single-target ranged damage in the game through extra attacks and critical threat range expansion. Their trick shots provide ranged control options (disarm, trip, pin) that no other class can execute from a distance. The Gunslinger's niche is winning the quick-draw duel before the enemy closes to melee range.
Multiclass Notes: Gunslingers can multiclass with Soldier and Operative archetypes. Non-human gunslingers use simultaneous multiclassing rules.
Level Table
Greenhorn
Field
Value
bab
1
fortitude
2
level
1
reflex
2
skillPoints
16
title
Greenhorn
will
0
xp
0
Quick-Draw
Field
Value
bab
2
fortitude
3
level
2
reflex
3
skillPoints
4
title
Quick-Draw
will
0
xp
2000
Sharpshooter
Field
Value
bab
3
fortitude
3
level
3
reflex
3
skillPoints
4
title
Sharpshooter
will
1
xp
4000
Gunfighter
Field
Value
bab
4
fortitude
4
level
4
reflex
4
skillPoints
4
title
Gunfighter
will
1
xp
8000
Pistoleer
Field
Value
bab
5
fortitude
4
level
5
reflex
4
skillPoints
4
title
Pistoleer
will
1
xp
16000
Deadeye
Field
Value
bab
6
fortitude
5
level
6
reflex
5
skillPoints
4
title
Deadeye
will
2
xp
32000
Legendary Gunslinger
Field
Value
bab
7
fortitude
5
level
7
reflex
5
skillPoints
4
title
Legendary Gunslinger
will
2
xp
64000
Duelist
Field
Value
bab
8
fortitude
6
level
8
reflex
6
skillPoints
4
title
Duelist
will
2
xp
125000
Grand Master Gunner
Field
Value
bab
9
fortitude
6
level
9
reflex
6
skillPoints
4
title
Grand Master Gunner
will
3
xp
250000
Supreme Gunslinger
Field
Value
bab
10
fortitude
7
level
10
reflex
7
skillPoints
4
title
Supreme Gunslinger
will
3
xp
500000
Pistol Master
Field
Value
bab
11
fortitude
7
level
11
reflex
7
skillPoints
4
title
Pistol Master
will
3
xp
750000
Legendary Shot
Field
Value
bab
12
fortitude
8
level
12
reflex
8
skillPoints
4
title
Legendary Shot
will
4
xp
1000000
Gun Supreme
Field
Value
bab
13
fortitude
8
level
13
reflex
8
skillPoints
4
title
Gun Supreme
will
4
xp
1250000
Rim Gunfighter
Field
Value
bab
14
fortitude
9
level
14
reflex
9
skillPoints
4
title
Rim Gunfighter
will
4
xp
1500000
High Marksman
Field
Value
bab
15
fortitude
9
level
15
reflex
9
skillPoints
4
title
High Marksman
will
5
xp
1750000
Sharpshooter Captain
Field
Value
bab
16
fortitude
10
level
16
reflex
10
skillPoints
4
title
Sharpshooter Captain
will
5
xp
2000000
Chief Gunslinger
Field
Value
bab
17
fortitude
10
level
17
reflex
10
skillPoints
4
title
Chief Gunslinger
will
5
xp
2250000
Gunfighter Ace
Field
Value
bab
18
fortitude
11
level
18
reflex
11
skillPoints
4
title
Gunfighter Ace
will
6
xp
2500000
Lord Gunner
Field
Value
bab
19
fortitude
11
level
19
reflex
11
skillPoints
4
title
Lord Gunner
will
6
xp
2750000
Gunslinger Overlord
Field
Value
bab
20
fortitude
12
level
20
reflex
12
skillPoints
4
title
Gunslinger Overlord
will
6
xp
3000000
Special Abilities
Gunslinger's Reflexes
Field
Value
level
1
name
Gunslinger's Reflexes
description: Free Quick Draw feat (draw and fire as a free action, +2 initiative). One extra pistol attack per round at -2 to all attacks that round; stacks with Rapid Shot. Never provokes attacks of opportunity for making ranged attacks in melee. The draw has been drilled until the body no longer asks the brain; the trigger falls before the thought completes.
Trick Shot
Field
Value
level
3
name
Trick Shot
description: Once per encounter, a called shot at no penalty. Disarm (target drops weapon on failed Reflex save), trip (target falls prone), or pin (clothing or armour pinned to a surface, immobilised until a standard action breaks free). Save DC = 10 + Gunslinger level + DEX modifier. The trick shot is the shot that ends a fight without killing anyone -- or starts a killing by removing the only weapon that mattered.
Dead Eye
Field
Value
level
5
name
Dead Eye
description: Critical threat range with one chosen firearm type increases by 1 (20 becomes 19-20). Stacks with other threat-range effects. Once per day, automatically confirm a critical hit. At level 10, twice per day. The Dead Eye is the shot that lands where it was called, regardless of what the firing solution suggests.