Training in the Gunslinger

The Gunslinger is no showman. You’re a tactician with a weapon that rewrote the battlefield. Every shot is a calculation. Every step, a line of fire. While others wield blades and brute strength, you fight with powder, pressure, and precise timing—turning firearms into an extension of your will.

Ballistic Discipline and Recoil Philosophy

Gunslingers are trained to fight in both chaos and control. You learn to read wind, dust, distance, and breath in fractions of a second. Where others panic, you calculate. You know when to brace a shot against your shoulder and when to fire blind off a ricochet. Your sidearms never rust, never jam—because you’ve rebuilt them a dozen times under duress. You don’t just carry firearms—you maintain them, modify them, and master them.

From flintlocks to break-barrel shotcannons, you choose your weapon like a duelist picks a stance. Your movements are sharp, agile, and deliberate. One foot forward, elbow locked, body turned sideways—minimal exposure, maximum impact.

The Doctrine of Zero Distance

At close range, you don’t falter. You pivot, shoulder slam, slide, and fire point-blank into joints and gaps in armor. Your pistols aren't ornaments—they’re hammers behind steel. You use grapples to pull foes into barrels, blasts to create space, and recoil to reposition mid-slide. Your control of the battlefield isn’t based on magic or aura—just angles, pressure, and brutal precision.

The Line Between Duels and Barrages

Most Gunslingers walk the line between precision and suppression. When firing from cover, you pin squads. When cornered, you end fights with one shot. You reload with muscle memory, not thought. You measure success not in kills, but in control—of tempo, terrain, and targets.

Veteran Gunslingers are warzones unto themselves. They do not miss. They do not hesitate. When you enter a fight, the air smells of gun oil and iron. And everyone hears the click before the storm.

If it can bleed, you can hit it. If it moves, you can stop it. If it hides—you’re already aiming.

  • Passive Abilities:
  • Fast Hands
    3000 gp 5
  • Point Blank Specialist
    5000 gp 10
  • Killing Floor
    5000 gp 15
  • Momentum Advantage
    500 gp 15
  • Killing Instinct
    8000 gp 20
  • Snap Cover
    5000 gp 25
  • Gunslinger’s Grit
    10000 gp 30

  • Abilities:
  • Cover Burst
    16
  • Piercing Round
    24

  • Quick Abilities:
  • Suppressive Volley
    5
  • Killzone Mark
    8
  • Bullet Curtain
    36

  • Attack Abilities:
  • Close Quarters Blast
    3000 gp 5
  • Shock Shot
    1500 gp 12
  • One Shot, One World
    10000 gp 32
  • Gun God’s Wrath
    15000 gp 40

  • Free Abilities:
  • Dead Man’s Gambit
    28
  • Bullet Time
    35

  • Reaction Abilities:
  • Gunfeint
    20

  • Skill Tier 3:
  • Firearms Weapon Skill
  • Machining

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information