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Pathfinder - Gunslinger Deeds Breakdown

Disclaimer

I will use content from the core rules, but will intentionally omit any content not published on the official Pathfinder SRD due to the unmanageable volume of non-SRD content, and the wildly varying quality of non-SRD content. If you would like me to write handbooks for specific content not published on the official SRD, please email me and I will consider it on a case-by-case basis. I will use the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

Temporary Note: Pathfinder Unchained and Occult Adventures were both recently added to the SRD. I'm excited to explore them, and I am actively working on adding their contents to my collection of handbooks. I appreciate your patience while I make these changes.

Gunslinger Deeds

Deeds are a sizable list of uses for the Gunslinger's Grit points.

Deadeye (Ex): Just take Long Shot. If you need more range than that, you can either move closer or run away.

Gunslinger's Dodge (Ex): Situational, but occasionally useful and certainly amusing.

Quick Clear (Ex): Misfires happen, and when they do it's nice to have this ready.

Gunslinger Initiative (Ex): A free bonus to initiative is great, but the ability to draw a weapon for free with quick draw is silly because quick draw already makes drawing a weapon a free action.

Pistol-Whip (Ex): Very cool, but only situationally useful.

Utility Shot (Ex): These shot are really cool tricks, but they're somewhat situational. They don't cost Grit, which is really nice.

Dead Shot (Ex): Basically Vital Strike for free. If you plan to use this, take the biggest gun you can carry, and throw the Impact enhancement on it to boost your weapon's damage die.

Startling Shot (Ex): If you have a rogue handy, this can save them the trouble of flanking, but it won't do you a lot of good.

Targeting (Ex): Trip and Disarm with no CMB roll and no feats. You still make your attack as a touch attack within the first range increment, so you're basically guranteed to succeed.

Bleeding Wound (Ex): Normal bleed damage usually isn't very scary, but if your dexterity is high (and it should be), it can add up very quickly on big enemies with tons of hit points. Constitution bleed is even better.

Expert Loading (Ex): Just spend a grit point to use Rapid Clear and fix your gun before this becomes a problem.

Lightning Reload (Ex): You should have Rapid Reload if you're a Gunslinger. Pistols can be reloaded as a free action with Rapid Reload and alchemical cartridges, but this allows you to fire a musket twice in one round.

Evasive (Ex): Evasion is amazing at any level.

Menacing Shot (Ex): Excellent when you are outnumbered or low on ammunition.

Slinger's Luck (Ex): Two points is steep, but a reroll on a saving throw will absolutely save your life. Rerolling skills can be nice when the pressure is on, but Gunslingers are not skill monkeys.

Cheat Death (Ex): This will save your life, and might win the fight for you.

Death's Shot (Ex): Very situational. Firearms generally have a x4 critical multiplier, and with any sort of decent enhancements that should add up to a huge pile of damage.

Stunning Shot (Ex): Stunned is a fantastic status condition, but two grit points is very costly.