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Gunslinger

Classes Designed by Alan Valles

About this class

Gunslingers are the most disciplined tacticians in all the realms. They are masters of ballistic control and specialize in advanced firearm techniques, including lethal trick shots, rapid reloading, suppressing fire, and long-range precision. Whether holding a vital choke point or erasing a high-priority target, Gunslingers thrive in high-pressure combat where a single misstep could be their last.
They typically bond and train at elite military academies or rugged frontier mercenary companies. A current of cold detachment often runs through those of the gunslinging persuasion; while they are the most likely class to hold a defensive line together with iron nerves, a Gunslinger of cold temperament can just as easily abandon a position if the tactical odds turn against them.

Domains

Core domain
Bone
Homebrew domain

Starting stats

Evasion
13
Hit points
4

Hope feature

Tactical Superiority
You unleash a thunderous barrage of warning shots and suppressing fire. All adversaries within Close range of that you can see must immediately mark 1 Stress and are Vulnerable. While an adversary is Vulnerable this way, they cannot move closer to you. This effect lasts until they spend an Action to seek cover or you take the Spotlight again.

Class features

  • Grit & Glory

    Whenever you score a Critical Success on an attack roll, you may Clear an additional Stress.
    Additionally, whenever you reduce an Adversary to 0 HP, you may Clear 1 Stress.

  • Custom Load

    You carry a bandolier of unstable, experimental ammunition. At the start of every Session, place 3 Tokens on your Class Foundation.
    When you make an attack, you may spend 1 Token to apply one of the following effects to that shot:
    • High Caliber: Add +1d8 Physical damage to the roll.
    • Long Bore: Increase the weapon's range by one increment (e.g., Close becomes Far, Far becomes Very Far).
    • Concussive Force: On a success, the target is Pushed to the next range increment away from you.

    You regain all spent tokens during a Long Rest or during a Short Rest by spending one of your downtime moves.

Class items

  • An Iron-Sight Monocular or Thinker tools

Character questions

Background prompts

  1. What is the one mechanical flaw or "temperamental habit" your gun has that only you know how to manage, and what disaster occurred the last time someone else tried to fire it?
  2. You once made a "perfectly logical" tactical decision that saved the mission but cost someone their life or reputation. Who was it, and do they consider you a hero or a heartless betreyer?
  3. Black powder is dangerous. What physical scar or property damage did your first "successful" experiment leave behind?

Connection prompts

Discussion

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