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As a gunner gains experience, she learns a number of talents that aid her marksmanship skills. Starting at 2nd level, a gunner gains one gunnery talent. She gains an additional gunnery talent for every two levels of gunner attained after 2nd level. A gunner must meet the prerequisite of the talent selected and unless specified otherwise, each talent can only be selected once.

Table: Gunnery Talents

Gunnery TalentPrerequisitesBenefits
Big Iron On The Hip (Ex)Quick Draw featAs a free action usable outside of her turn, the gunner can make one attack with a wielded firearm as soon as combat begins. This is considered as the attack action. The attack cannot critically hit or deal precision damage. If multiple characters use this ability, it resolves by initiative order.
Close-Range TrainingThe gunner gains Point-Blank shot or a feat that lists it as a prerequisite as a bonus feat. She must meet its prerequisites. This talent may be taken multiple times.
Combat FeatA gunner that selects this talent gains a bonus combat feat. This talent can be selected only once.
Gun Kata (Ex)While wielding a firearm, the gunner gains the benefits of the Martial Arts class feature, treating her monk level as 1 for it, but makes all such attacks by using her firearms as melee weapons (actual formulas are unchanged). She does not actually gain a monk level. She may treat the enhancement bonus and material of a wielded firearm (but not its ammunition) as that of these attacks. At 6th level, once per round, as a free action usable outside of her turn, when the gunner lands an unarmed attack with this ability, she may make a ranged attack against the target with a wielded firearm at a -2 penalty, without provoking attacks.
Improved Skirmisher Step (Ex)Gunner 12, Skirmisher Step gunnery talent, and Skirmish class featureWhenever a gunner moves 10 feet or more during a round and is able to use her Skirmish ability and Skirmisher Step talent, she may fire a third time with a -10 penalty to attack rolls.
Markmanship: Critical (Ex)Gunner 10The gunner gains Critical Focus as a bonus feat, treating her character level as her BAB for prerequisites. At 12th and 16th gunner levels, she may take this talent an additional time to gain a feat that has Critical Focus as a prerequisite, also treating her character level as her BAB for prerequisites. In addition, the gunner ignores the fighter level prerequisite for the Critical Mastery feat.
Markmanship: Disarm (Ex)Gunner 4The gunner gains Ranged Disarm as a bonus feat, ignoring prerequisites. The feat’s effects are modified: it is usable as a standard action, only functions with firearms, imposes no -2 penalty, and the 30-foot range (before a penalty is applied) is replaced with the range increment of the firearm used.
Markmanship: Prone (Ex)Gunner 4The gunner gains Prone Shooter as a bonus feat. She gains its bonuses whenever she’s prone, ignoring the prior turn requirement. If the gunner already has no penalties for being prone (against any enemies at the moment), she gains an extra +1 dodge bonus to AC.
Markmanship: Quickdraw (Ex)Gunner 4The gunner gains Quick Draw and Quick Stow as bonus feats, but they only function for firearms. At 7th level, she can stow a firearm as a free action. At 10th level, she can draw a firearm as a free action usable outside of her turn. (At 7th level, this ability may be used to reload firearms seamlessly while two-weapon fighting).
Markmanship: Reload (Ex)The gunner gains Rapid Reload as a bonus feat and applies it to all firearms. The gunner may take this talent a 2nd time at 4th level; taking it a second time reduces the action economy of reloading a step further (from standard to move, from move to swift, from swift to free), and the gunner no longer provokes attacks by reloading.
Markmanship: Trip (Ex)Gunner 4The gunner gains Ranged Trip as a bonus feat, ignoring prerequisites. The feat’s effects are modified: it is usable as a standard action, it only functions with firearms, imposes no -2 penalty, and the 30-foot range (before a penalty is applied) is replaced with the range increment of the firearm used.
Mobile Attack (Ex)Gunner 6Immediately after making a full attack where the gunner attacks with two 1-handed firearms, she may move up to half her movement speed as a swift action.
Mobility TrainingThe gunner gains Shot on the Run as a bonus feat ignoring prerequisites. If the gunner already has Shot on the Run, she may take any feat that lists it as a prerequisite that she qualifies for with this talent (she does not ignore prerequisites in this case). This talent may be taken multiple times.
Reflexive Shot (Ex)Quick Draw featThe gunner may use an immediate action when a foe attempts a melee attack against her to reflexively aim a wielded firearm at them. That foe now provokes an attack of opportunity from the gunner (with that firearm, only once), which does not provoke, if they try to attack her.
Retreating Fire (Ex)Gunner 6If the gunner had all of her actions available during her turn (barring swift actions deducted due to prior immediate actions), and used no attacks during her turn, then she can make one attack with a wielded firearm at a -5 penalty to hit, as a free action, right as she ends her turn.
Ricochet Shot (Ex)Gunner 4Once per round, when the gunner makes an attack roll, they may have it ignore all cover the target has. This is declared before the attack is made.
Skirmisher Step (Ex)Gunner 6, Skirmish class featureWhenever a gunner moves 10 feet or more during a round and is able to use her Skirmish ability, she may fire one additional time with a -5 penalty to attack rolls.
Small Arms (Ex)The gunner is skilled with hiding firearms - she takes no penalties for wielding inappropriately-sized firearms of smaller size. When attempting any checks to conceal/hide such firearms, or an appropriately-sized coat pistol or derringer, she adds half of her gunner level to the check.
Splitshot (Ex)Once per round, when the gunner makes an attack against one target, they may make an exact copy of that attack (no extra rolls are made, use the existing attack) against another target within 30 feet of the first target, within line of sight. This ability is declared before an attack is rolled.
Stable Shooter (Ex)When wielding a sniper rifle or heavy autotek, the gunner is always treated as though it was supported or mounted and may reload these weapons while prone, although she takes a -2 penalty on attack rolls with these weapons when using them with this talent. This penalty is doubled when making a full attack action with weapons wielded with this talent.
Steady Shooting (Ex)As a free action, the gunner may reduce the misfire chance of her firearm attacks by any amount. She takes double the amount that she chose to reduce her chance by as a penalty to all firearm attacks until her next turn.
Swift Shot (Ex)Gunner 4Once per encounter, the gunner may take an attack action with a firearm (not a full attack) as a swift action. Her other actions that turn may not be firearm attacks.
Trench Warfare (Ex)The gunner takes no penalties for shooting prone targets. She may also fire any firearm while prone and takes no penalties for shooting while prone as long as the target doesn’t threaten her, unless the gunner also threatens the target with the used firearm.
Trigger Work (Ex)Gunner 8, Rapid Shot featThe gunner reduces the penalty by 1 on her attack roll when using the Rapid Shot feat.
Unorthodox Firing (Ex)The gunner may consider herself as having an extra functional limb for the purpose of wielding a firearm. This allows her to (effectively) wield a one-handed firearm without an available hand, or wield a two-handed firearm with only one available hand, and so on. This ability does not affect actual handedness mechanics or formulas in any way, nor does it qualify the gunner for any feats. Attacks made with firearms held in such a way have a -2 penalty to hit.