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Cowboys are the epitome of badassery. While most are busy fighting blade-to-blade and dying, cowboys are out there shooting evildoers dead on the spot and riding off into the sunset, ready to put the next desperado six feet in the ground.

The cowboy is an archetype of the gunner class.

Weapon Proficiency

A cowboy gains proficiency in whips and lassos but loses proficiency in all 2-handed firearms. A cowboy may use a whip (any kind) like a lasso without any penalty.

This ability modifies the gunner’s starting weapon proficiencies.

Mounted Combat

At 1st level, a cowboy gains Mounted Combat as a bonus feat.

This ability replaces gunner style.

Special Mount (Ex)

At 1st level, a cowboy gains the service of an unusually intelligent, strong, and loyal steed to serve on his journey. This mount is usually a light combat-trained warhorse or yellow chocobo (for a Medium-sized cowboy) or a combat-trained Pony (for a Small-sized cowboy). Once per day, as a full-round action, a cowboy may “magically” (whistle) call his mount from the celestial realms in which it resides. The mount immediately moves towards the cowboy in 5 minutes and remains for 4 hours per gunner level; it may be dismissed at any time as a free action. Should the cowboy’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The cowboy may not summon another mount until he gains a gunner level, even if the mount is somehow returned from the dead.

This ability replaces skirmish.

Defensive Riding (Ex)

At 2nd level, when riding on his mount and not attacking, both the cowboy and his mount gain a +4 dodge bonus to AC. This bonus fades when either of them makes an attack.

This ability replaces nimble.

Mounted Archery

At 2nd level, a cowboy gains Mounted Archery as a bonus feat. If the cowboy already has this feat, he can choose a combat feat instead.

This ability replaces precision aiming.

Hog-Tie (Ex)

At 3rd level, a cowboy that grapples with a lasso or whip increases the combat maneuver roll by +4. Grappled targets must make two Escape Artist checks, as a full-round action, to successfully escape from the lasso/whip.

This ability replaces cover fire.

Husbandry (Ex)

At 4th level, for a cowboy, his mount is as essential for survival as bullets and food. He takes great care of his animals which have bred for generations to be exceptionally hardy and resilient. The cowboy’s mount gains +2 HP per gunner level. The cowboy’s mount also adds a +4 bonus to it’s Strength and Dexterity scores. The mount has immunity against being Fear effects and gains Improved Evasion. The cowboy’s mount gains the proficiencies needed to wear any kind of barding.

This ability replaces a gunnery talent gained at 4th level and flanking fire.

Improved Mounted Archery

At 5th level, a cowboy gains Improved Mounted Archery as a bonus feat. If the cowboy already has this feat, he can choose a combat feat instead.

This ability replaces improved gunner style.

Drag (Ex)

At 6th level, enemies affected by the cowboy’s hog-tie ability can now be dragged without damaging the binding ropes/whip. Bound target is dealt 1d6 non-lethal damage for every 15-ft. traveled.

This ability replaces evasion.

Burst of Speed (Ex)

At 7th level, a cowboy’s mount may now, up to 3 times per day, triple its movement speed for 4 rounds. It may only travel in a relative straight line.

This ability replaces hairtrigger.

Dramatic Leap (Ex)

At 7th level, a cowboy may jump from a tall building or a large ravine without any problems. When jumping from a height or jumping a distance more than 20-ft, a cowboy rolls an DC 15 Acrobatics check. If he succeeds, he lands without damage and can make a single standard action thereafter. If he fails, he takes half damage and may not make a standard action. If the distance he falls from is greater than 60-ft., he must roll a DC 20 Acrobatics check. If he succeeds, he takes no fall damage and may take an immediate standard action. If he fails, he takes half damage and may not make a standard action.

This ability replaces disengage.

Mounted Skirmisher

At 10th level, a cowboy gains Mounted Skirmisher as a bonus feat, ignoring all prerequisites. If the cowboy already has this feat, he can choose a combat feat instead.

This ability replaces gunner style mastery.

Improved Hog-Tie (Ex)

At 11th level, a cowboy that grapples with a lasso or whip increases the combat maneuver roll +6. Grappled targets must make three Escape Artist check, as a full-round action, to successfully escape from the lasso/whip. If they fail one, they become more tangled, and must make another three consecutive Escape Artist checks.

This ability replaces improved uncanny dodge.

Improved Defensive Riding (Ex)

At 12th level, when riding on his mount, both the cowboy and his mount gain a +4 dodge bonus to AC and they may attack while having this bonus.

This ability replaces covering fire.

Superior Mounted Archery (Ex)

At 15th level, a cowboy completely negates the penalty he takes when using a ranged weapon while mounted. In addition, he adds the mount’s Dexterity bonus, if any, to his AC while firing from its back.

This ability replaces improved evasion.