This class will be released with the Orcs! A High Octane Adventure (3rd level module) for Hubris.
Fighters are brutes that hack away at their enemies with swords, axes, and maces. Thieves prefer small blades and like to strike from the shadows. Neither fully appreciate the sleek feel and cold efficiency of firearms, but you do. The heft and weight, the acidic smell of the lit powder, the feel of the kick as a bullet flies from the barrel and lodges itself into the head of your target, blowing out the back of their skull.
No mark is safe from your sights. They can attempt to run, but they’ll feel the stinging pain of your shot, and the horrible realization of death will greet them as they bleed out, slumped against a wall, the light fades from their eyes.
Your ability to make impossible shots and take out targets with ease makes you highly sought after. Whether you swear loyalty to a king or army, or pay heed to no one and make your own way killing for coin or just simply the joy of it, your path is what you make it. And no one will tell you otherwise.
Hit Points: A gunslinger gains 1d8 hit points each level.
Weapon Training: A gunslinger is trained in the following weapons: bolas*, club, crossbow*, dagger, handaxe, short sword, wheellock pistol, and wheellock rifle. Gunslingers can wear any armor up to chain without suffering accuracy to their shots. Bulkier armor interferes with their ability to hold and fire a wheellock weapon properly and they suffer the armor’s check penalty to their attacks.
Alignment: Gunslingers tend to be a cocky lot, assured in their use and mastery of wheellock weaponry. Gunslingers that are loyal to a cause, military organization, or lord tend to be lawful, while those who sell themselves as guns for hire, glory-seekers, or assassins tend to be chaotic. Very few gunslingers gravitate towards a neutral alignment.
Quick Loader: The gunslinger can reload a wheellock weapon in two rounds instead of the normal three.
Point Blank Shot: A gunslinger can shoot targets with a wheellock pistol without suffering negative modifiers (DCC, pg XX).
Rifle-butt Attack: A gunslinger receives a free attack at a d16 against any creature that comes into melee range if they have a wheellock rifle in their hands.
Sharpshooter: When a gunslinger spends a full round aiming and doing nothing else, their attack is more devastating. If their attack is successful, it deals an additional 1d10 damage. The threat range for a critical success is increased from 20 to 19-20 when sharpshooting.
Trick Shot: Gunslingers train tirelessly with wheellock weaponry. They can perform tricky shots that function similarly to a warriors Mighty Deeds ability (DCC, pg 42) ONLY when using wheellock weaponry. Prior to a shot, a gunslinger can declare a Trick Shot. The gunslinger’s Trick Shot die determines whether this was successful. If the Trick Shot Die is a 3 or higher, and the attack lands, the Trick Shot is successful. If the Trick Shot Die is a 2 or less, or the overall attack fails, the Trick Shot fails as well. Similar to a Warrior’s Mighty Deeds, the Trick Shot die does factor into a gunslinger’s attack modifier and damage.
Examples of Trick Shots include feats such as:
- Calling a shot to blast away an object held in an opponent’s hand.
- Using a shot to snuff out the light of a candle.
- Shooting a bullet and having it ricochet off a wall and hit a target around the corner.
- Sliding down a staircase banister and shooting at a target.
- When fighting enemies that are single-file, shooting a wheellock weapon and having the bullet pass through all of them, dealing damage.
|Level||Attack||Trick Shot Die||Crit Die/Table*||Action Die||Ref||Fort||Will|
|*The critical success tables can be found in DCC, pg 82-83.|
|Weapon Damage By Class|
|Class||Light Weapon||Medium Weapon||Heavy Weapon|
|This is an optional rule found in Hubris, pg XX.|
Gunslinger Starting Equipment
- Torches x2
- Rations x5
- Flint and Steel
- 1 healing potion (1d6+1 HP)
- Hemp rope (50ft)
- Adventurer’s Clothing
Gunslingers also start with the following- Studded leather armor, 1 dagger or short sword, a wheellock pistol or rifle (20 shots), and a Black Power with pouch and fuse (Hubris, pg XX).
As stated in DCC (pg 70) all level 0 characters start with 5d12 copper pieces and the weapon and trade good of their profession.
|Class||Level 1||Level 2||Level 3|
|Gunslinger||3d10||3d10 +(1d6x100)||3d10 +(3d6x100)|