TEXT: THE EXPANDED 
  Gunslinger
  TM
  6
  
  Design: Crystal Frasier
  Development: Chris Harris and  
  Vincent Colon-Roine
  Editing: Chris Harris
  Cover Art: Christophe Swal
  Interior Art: Guido Kuip
  Graphic Design: Marc Radle
  Art Direction: Marc Radle
  Publisher: Wolfgang Baur
  Accountant: Shelly Baur
  A NEW PATH FOR YOUR GUNSLINGER CHARACTER
  The Kobold Press logo and New Paths logo are trademarks of Open Design LLC. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 
  the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfi nderRPG/compatibility 
  for more information on the compatibility license.
  New Paths: The Expanded Gunslinger and all other Open Design product names and their respective logos are 
  trademarks of Open Design in the U.S.A. and other countries.
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  names, character and setting descriptions, background, tracking sheets, flavor text, and new archetype 
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  actual people, organizations, places, or events included herein is purely coincidental.
  6
  TM
  TM
  THE EXPANDED 
  Gunslinger
  GRIT AND GUNSMOKE
  
  3
  The Expanded Gunslinger
  What is Grit  
   and Gunsmoke?
  This book is a guide for players seeking new options for their characters above and beyond the 
  basic gunslinger class, and a resource for gamemasters hoping to expand the flavor and tactics 
  of their NPCs. Grit and Gunsmoke adds new traits, feats, and archetypes to make firearms 
  more accessible to every character class, to help everyone build the characters they want to play.
   
  Grit and Gunsmoke is not a campaign guide, and assumes the gamemaster is already 
  comfortable with black powder weapons in their game. Obviously, a campaign should take 
  place within an Emerging Guns or higher setting to make use of any of the firearm-based rules 
  presented below. Because “guns in fantasy” tends to be a divisive issue, it’s always best to check 
  with your gamemaster before using any of the material in this book.
  
  4
  New Paths 6
  Firearm Traits
  Childhood Hunter (social) Hunting was a way 
  of life in your childhood. Whether for trophies 
  or simple survival, you learned to stalk and kill 
  as soon as you could walk. You gain a +1 trait 
  bonus to Survival checks, and proficiency in either 
  longbows or muskets.
  Duelist (social) You aggressively defend your honor, 
  and have spent a lifetime learning to use elegant and 
  deadly weapons to protect your reputation. Select 
  either rapier or pistol and coat pistol. You gain 
  proficiency with your selected weapons and a +1 
  trait bonus to confirm critical hits.
  Gift for Machines (racial, gnome, human, or 
  kobold) Mechanisms always made more sense 
  to you than people. You gain a +1 trait bonus to 
  Craft (firearms) and Disable Device checks, and 
  one of these skills (your choice) is always a class 
  skill for you. 
  Gun-shy (social) You never grew accustomed to the 
  chest-rattling blast of firearms, but curiously seem 
  to have the best luck with the dreadful things. You 
  suffer a -2 penalty to all attack rolls with firearms, 
  and automatically become shaken for one round 
  after firing one. If you are already shaken, this trait 
  does not worsen your fear. You also gain a +4 luck 
  bonus to confirm critical hits with firearms.
  Hair Trigger (combat) The best way to settle a 
  fight is before anyone else has a chance to start one. 
  You gain a +1 trait bonus to Initiative checks and 
  a +2 trait bonus to damage against opponents who 
  haven’t acted yet in combat.
  Industrial Center (regional) Raised in a polluted 
  industrial center, you’ve learned to get by and 
  glean details through a haze of smoke. You can see 
  five feet farther in smoke, fog, or mist than normal 
  characters. You may take a full-round action to 
  grant yourself a +2 trait bonus to fortitude saves 
  against inhaled poisons for one hour.
  Resourceful Scavenger (racial, halfling or 
  kobold) Growing up in a scavenged and second-
  hand life, you know how to get the most from 
  your tools even in the worst conditions. Select one 
  category of devices: one-handed firearms, tools, 
  traps, two-handed firearms, or vehicles. You may 
  ignore the normal penalties for the broken condition 
  when using that item. Firearms still see their misfire 
  chance increased, and any effect that would apply the 
  broken condition again destroys the item instead.
  Saltpeter Birthright (regional) Your family 
  or hometown revolved around the burgeoning 
  alchemical industry, and its citizens learn the art 
  of manufacturing dangerous chemicals. You gain 
  a +1 trait bonus on Craft (alchemy) checks and 
  Craft (alchemy) is always a class skill for you. You 
  may manufacture alchemist’s fire, black powder, 
  tindertwigs, and thunderstones by paying one-fifth 
  materials cost (rather than the usual one-third). The 
  crafting discount for the Gunsmithing feat replaces 
  this trait discount.
  Firearm Feats
  The gunslinger has relatively few Grit feats to choose 
  from. This sections expands that variety and also 
  expands the selection of Combat feats that might 
  suit them.
  Bite the Bullet (Grit)
  Pain is a state of mind you’ve learned to ignore.
  Prerequisites: Grit class feature or Amateur 
  Gunslinger
  Benefits: So long as you have one grit point in reserve, 
  you receive a +2 bonus on all Fortitude and Will 
  saves to resist the effects of pain, fatigue effects, and 
  poison. Once per day, you may spend one grit point 
  to instantly recover 1d8 hit points, +1 hit point for 
  every hit die you possess.
  Covering Fire (Combat)
  You can use ranged attacks to pester and distract 
  opponents, providing protection for your allies.
  Prerequisites: Point-Blank Shot, Precise Shot
  Benefits: As a standard action, you may make a ranged 
  attack against a single opponent. If you hit, the 
  attack does no damage. Instead you grant one ally 
  within line of sight a +4 cover bonus to AC against 
  attacks from that opponent. This bonus lasts until 
  the beginning of your next round.
  Disabling Shot (Grit)
  You have a knack for destroying machinery with your 
  trusty firearm.
  Prerequisites: Grit class feature or Amateur 
  Gunslinger, Utility Shot deed
  Benefits: So long as you have at least one grit point, 
  
  5
  The Expanded Gunslinger
  you can attempt to disable complex devices with 
  a well-placed attack against its weakest point. The 
  weak point of a device is considered a fine object 
  (AC 11). 
     
  The device’s weak point gains a bonus to its AC 
  based on its complexity. A simple device has a +10 
  bonus to its AC, a tricky device has a +15 bonus to 
  its AC, a difficult device has a +20 bonus to its AC, 
  and an extreme device has a +25 bonus to its AC. A 
  successful attack applies the broken condition to the 
  device. A second successful attack disables it entirely. 
     
  If the attack misses by 5 or more, the device 
  turns out to lack a weak spot, or the weak spot is 
  nonvital, and no further attempts can be made. 
      Using Disabling Shot cannot sabotage a device to 
  malfunction at a later point.
  Improved Covering Shot
  Your rain of attacks protects a swath of teammates at 
  a time.
  Prerequisites: Alertness, Covering Fire, Point-
  Blank Shot, Precise Shot, base attack bonus +8
  Benefit: As a standard action, you may make 
  a ranged attack against a single 
  opponent. If you hit, the 
  attack does no damage. 
  Instead you grant one ally 
  per class level a +4 cover 
  bonus to AC against attacks 
  from that opponent. This 
  bonus lasts until the beginning 
  of your next round.
  Serpent’s Bite (Combat)
  You can prepare yourself for an 
  enemy’s approach, and react with 
  blinding speed when they draw close.
  Prerequisites: Alertness, Point-Blank Shot, 
  Improved Precise Shot, Precise Shot
      As a full-round action, you can ready 
  a ranged weapon and focus on your 
  surroundings. Until the beginning of your 
  next turn, you threaten all squares within your 
  weapon’s first range increment, up to 30 feet.
  Staredown (Grit)
  Your steely gaze and quick reflexes unnerve 
  opponents, causing them to hesitate and stammer.
  Prerequisites: Dazzling Display, Improved Initiative, 
  Weapon Focus (firearm)
  Benefit: On the first round of combat, you may make 
  an Intimidate check as a free action against all 
  opponents within 30 feet who have not yet acted, so 
  long as you have at least one grit point.
  Steel Fury
  Getting shot slows most people down, but it just 
  makes you angry.
  Prerequisites: Rage class feature or Grit class feature 
  or Amateur Gunslinger
  Benefits: Once per round, when you suffer firearm 
  damage in combat, you gain one grit point or one 
  additional round of rage. You must decide if your 
  steel fury generates rage or grit when the feat is 
  selected.
  
  6
  New Paths 6
  Thundering God Stance (Combat)
  You combine the placid grace of martial arts with the 
  brutish fury of black powder weapons.
  Prerequisites: Flurry of Blows class feature, Weapon 
  Proficiency (firearms), base attack bonus +6 or 
  monk level 3
  Benefits: You may treat one-handed firearms as monk 
  melee weapons, inflicting 1d6 bludgeoning damage 
  and a critical range of 20/x2. So long as you have 
  a readied one-handed firearm available, you may 
  combine firearm and melee attacks when you use 
  flurry of blows. So long as you are in this stance 
  and have ki points remaining, you gain a +2 dodge 
  bonus against attacks of opportunity drawn by 
  attacking with a firearm.
  Thundering God Temperament (Combat)
  The hail of gunfire brings you a strange sort of focus. 
  You become aware of your own vulnerabilities and 
  those of others.
  Prerequisites: Flurry of Blows class feature, Weapon 
  Proficiency (firearms), Point Blank Shot, Rapid 
  Reload, Weapon Focus (firearm), base attack bonus 
  +10 or monk level 6
  Benefits: When using Thunder God Stance, your AC 
  bonus against attacks of opportunity improves to +4 
  and you may apply your Wisdom modifier as bonus 
  damage to all melee attacks made with one-handed 
  firearms. Additionally, you may spend one ki point 
  to reload a one-handed firearm as a free action. 
  Thundering God Beratement (combat)
  Prerequisites: Flurry of Blows class feature, Weapon 
  Proficiency (firearms), Iron Will, Point Blank Shot, 
  Rapid Reload, Weapon Focus (firearm), base attack 
  bonus +14 or monk level 10
  Benefits: When using Thundering God Stance, you 
  no longer draw attacks of opportunity for using a 
  firearm and may apply your Wisdom modifier as 
  bonus damage to all firearm attacks.
     
  If you have a readied one-handed firearm, you 
  may spend one ki point to make a single firearm 
  attack against every opponent within 30 feet as a 
  standard action. Make a single attack check and 
  compare it to the AC of every target within range. 
  Any precision-based damage (such as sneak attack) 
  only applies to a single target.
  Trick Shot (Grit)
  Your martial prowess speaks for itself, awing crowds 
  and frightening opponents.
  Prerequisites: Grit class feature or Amateur 
  Gunslinger
  Benefits: You may spend a grit point to impress an 
  onlooker with uncanny precision and timing. Make 
  a firearm attack in place of the usual Diplomacy 
  check to improve someone’s attitude towards you. 
     
  Alternatively, you may spend a grit point 
  to make a firearm attack in place of the usual 
  Intimidate check to demoralize an opponent or 
  force an individual to act friendly towards you. 
     
  Neither of these firearm attacks inflict any 
  damage.
  Firearm  
   Archetypes
  The role of the gun is only about four or five centuries 
  old in our legends, but that’s certainly long enough 
  to generate its own myths and character types. 
  The musketeer and the pistol duelist are familiar 
  enough—as are the traditional gunfighter and noble 
  shootist outlined here. A little more fantastical are 
  the black hat juju gunslinger, the barbarian reaver, 
  the witchy futurist, the hellfire preacher, and the 
  coilgunner, which all take firearms in new and 
  wonderful directions with existing classes. 
  Black Hat  
  (Gunslinger Archetype)
  Skill and attitude are enough for most gunslingers, 
  but the black hat doesn’t rely on the odds life hands 
  her. She makes her own. A wielder of aggressive 
  superstition and the same uncanny focus shared by 
  all gunslingers, the black hat hurls her trademark bad 
  luck as readily as ammunition.
   
  Under her unnerving gaze, opponents hesitate, 
  mechanisms jam, and spells fizzle without reason. 
  These strange misfortunes haunt the black hat 
  day and night, and settled folk find her presence 
  inexplicably unsettling. Consequently, the black hat 
  never truly feels at home and never seems to find a 
  community in which to settle.
  Class Skills: The black hat loses access to Handle 
  Animal, Heal, and Knowledge (local), but gains 
  Disable Device and Knowledge (arcana) as class skills.
  
  7
  The Expanded Gunslinger
  Jinx (Su): The black hat’s true gifts lie in unnerving 
  her opponents and twisting reality to match 
  her expectations. Jinxes function similarly to 
  gunslinger’s deeds, but they reflect the black hat 
  channeling her focus and invoking hedge curses to 
  affect others rather than herself. Unless otherwise 
  noted, using a jinx is a standard action that does 
  not provoke an attack of opportunity. The save to 
  resist a jinx is equal to 10 + 1/2 the gunslinger’s 
  level + the gunslinger’s Charisma modifier.
  Evil Eye (Su): At 1st level, the black hat can spend a 
  grit point to cause doubt to creep into the mind of a 
  foe that she can see within 30 feet. The target takes 
  a –2 penalty on one of the following (gunslinger’s 
  choice): AC, ability checks, attack rolls, saving 
  throws, or skill checks. This jinx lasts for a number 
  of rounds equal to 3 + the black hat’s Charisma 
  modifier. A Will save reduces this to just 1 round. 
  This is a mind-affecting effect. At 11th level the 
  penalty increases to –4. At 15th level, she can 
  activate this ability to affect all opponents within 
  30 feet. Evil Eye replaces the Deadeye, Bleeding 
  Wound, and Menacing Shot deeds.
  Near Miss (Ex): Starting at 2nd level, a black hat 
  gains a +1 luck bonus to AC while wearing light 
  or no armor. Anything that causes the black hat 
  to lose her Dexterity bonus to AC also causes the 
  gunslinger to lose this luck bonus. This bonus 
  increases by +1 for every four levels beyond 2nd 
  level (to a maximum of +5 at 20th level). Near Miss 
  replaces Nimble.
  Backfire (Su): At 3rd level, the black hat can spend 
  a grit point to cause all mechanical devices within 
  30 feet to malfunction. Firearms increase their 
  misfire chance by an amount equal to the black 
  hat’s Charisma modifier. Any other mechanical 
  devices gain a misfire chance equal to the black 
  hat’s Charisma modifier. Mechanical weapons (such 
  as crossbows) use the standard misfire rules when 
  fired; other devices roll for misfire each round they 
  are used. This jinx lasts for a number of rounds 
  equal to 3 + the black hat’s Charisma modifier, and 
  its area of effect moves along with the gunslinger. 
  Backfire replaces the Utility Shot deed.
  Fumble (Su): At 7th level, the black hat can spend a 
  grit point and force a single opponent within 30 feet 
  to fumble, dropping one held item or falling prone 
  (selected by the gunslinger). A successful Will save 
  instead staggers the opponent for one round. This 
  is a mind-affecting effect. Fumble replaces the Dead 
  Shot deed.
  Black Mark (Su): at 19th level, when a black hat 
  hits an opponent with a firearm attack, she can 
  immediately spend one grit point to cause the 
  wound to scar over in a blasphemous shape. The 
  black mark otherwise functions identically to the a 
  major curse spell. Black Mark replaces the Death’s 
  Shot deed.
  Black Powder Reaver 
  (Barbarian archetype)
  Explosions are remarkable fun, but precision is a 
  luxury for the soft city-dweller. The black powder 
  reaver embraces the havoc of firearms even if she 
  doesn’t fully appreciate the science behind them. In 
  her hands, a gun becomes a primal tool of smoke, fire, 
  and blood, leaving thoughts of delicate machining 
  or careful measurements far behind. She wades into 
  melee combat with weapons drawn, and opponents 
  are hard-pressed to separate the roar of black powder 
  from the reaver’s own battle cries.
  Weapon and Armor Proficiency: The black powder 
  reaver gains proficiency with one firearm of her 
  choice, but does not gain proficiency with shields.
  Black Powder Rage (Ex): The black powder reaver 
  enters a rage very similar to a standard barbarian’s, 
  but gains an uncanny focus on the destructive 
  power of firearms. While raging, she gains a +2 
  morale bonus to Strength and Constitution, and 
  a +2 morale bonus on Will saves, but suffers a -2 
  penalty to Armor Class. In addition, while raging 
  the black powder reaver gains Amateur Gunslinger 
  and Quick Draw as bonus feats. Any grit earned by 
  confirming a critical hit or scoring a killing blow 
  with a firearm must be spent before the rage ends 
  or is lost. 
     
  A black powder reaver cannot focus well 
  enough to reload a firearm while raging, but the 
  moment of clarity rage power allows her to reload 
  normally.
     
  At 11th level, when a black powder reaver 
  enters a rage, the morale bonus on Strength and 
  Constitution improve to +4, and the bonus of Will 
  saves increases to +3. She also gains one bonus grit 
  point each day and can ignore any attack penalties 
  for attacking with a broken firearm.
     
  At 20th level, when a black powder reaver 
  enters a rage, the morale bonus on Strength and 
  Constitution improve to +6, and the bonus to Will 
  
  8
  New Paths 6
  saves increases to +4. While raging and wielding 
  a loaded firearm, she threatens a 10-foot radius 
  around her.
     
  This ability replaces the rage, greater rage, and 
  mighty rage abilities.
  Muzzle Flash (Ex): The black powder reaver can 
  forgo ammunition, relying on the fire and force of 
  exploding black powder to damage foes. She may 
  load any firearm with only a charge of black powder 
  and wadding. Doing so reduces the firearm’s range 
  increment to 5 feet and maximum range to 10 feet, 
  but reduces its misfire chance by 1 (minimum 0). 
  This ability replaces the rage power gained a 2nd 
  level.
  Pistol Whip (Ex): At 3rd level, the black powder 
  reaver gains the pistol whip deed while raging. This 
  ability replaces trap sense +1.
  Smoke and Fury (Ex): In a miasma of smoke, 
  noise, and blood, the black powder reaver causes 
  opponents to flinch rather than swing at obvious 
  openings. Beginning at 6th level, she no longer 
  provokes attacks of opportunity with firearms when 
  using her muzzle flash ability. This replaces trap 
  sense +2.
  Smokescreen (Ex): Beginning at 9th level, when a 
  black powder reaver attacks with a muzzle flash, she 
  may spend one grit to create a 5-foot radius cloud 
  of smoke adjacent to her position. This otherwise 
  acts like an obscuring mist spell, with a caster level 
  equal to the barbarian’s level. This ability replaces 
  trap sense +3.
  Dead Shot (Ex): At 12th level, the black powder 
  reaver gains the dead shot deed while raging. This 
  replaces trap sense +4.
  Bleeding Wound (Ex): At 15th level, the black 
  powder reaver gains the bleeding wound deed while 
  raging. This replaces trap sense +5.
  Menacing Shot (Ex): At 18th level, the black powder 
  reaver gains the menacing shot deed while raging. 
  This replaces trap sense +6.
  Coilgunner  
  (Gunslinger archetype)
  Not all gunslingers live in flash and smoke. Casting 
  aside messy, fiery powders and the sting of hot 
  lead, the coilgunner delves into bizarre alchemy 
  and half-recovered ancient secrets to restore and 
  wield weapons of lightning. Her passions revolve 
  around science and history, and the coilgunner rarely 
  dabbles in the honor duels and mercenary work most 
  gunslingers are infamous for. Her adventures instead 
  revolve around uncovering more ancient treasures to 
  further her understanding and expand her arsenal.
  Class Skills: The coilgunner loses access to Handle 
  Animal, Intimidate, and Survival, but gains 
  Knowledge (dungeoneering), Knowledge (history), 
  Linguistics, and Use Magic Device as class skills.
  Weapon and Armor Proficiency: The coilgunner’s 
  study revolves around coilguns (see sidebar). They 
  are proficient with all firearms, but suffer a -2 attack 
  penalty when wielding traditional firearms instead 
  of coilguns.
  Gunsmith: The coilgunner begins with a coilgun (see 
  sidebar) rather than a traditional firearm, and gains 
  gunsmithing as a bonus feat, but can only use this 
  Coilguns
  Named for the braids of strange metal 
  surrounding their barrels, coilguns are similar 
  to traditional firearms but use alchemy to 
  generate powerful magnetic fields that hurl iron 
  projectiles like black powder would hurl a lead 
  bullet. Knowledgeable users can even push these 
  weapons to discharge bolts of pure electricity. 
   
  Mechanically, coilguns function identically 
  to firearms. They require alchemical fluid rather 
  than black powder and they fire steel or iron 
  bullets, but the prices for ammunition remain 
  the same. The only major difference is that 
  coilguns have fewer moving parts, reducing their 
  misfire chance by 1 (minimum 1), and new parts 
  for them cannot be manufactured, only salvaged 
  from ancient treasure hoards. Because of this, 
  coilguns cost 50% more than the equivalent 
  firearm, and are generally not available for 
  purchase even if ordinary firearms are available 
  in a campaign. Because of their unique nature, 
  applying the shock or shocking burst weapon 
  qualities to a coilgun costs 10% less.
   
  Since they cannot purchase or even build 
  their own weapons as easily as most character 
  classes, player and GM should work together 
  to ensure the coilgunner’s armament stays 
  competitive through scientific breakthroughs 
  and lost caches of technology.
  
  9
  The Expanded Gunslinger
  feat to build, repair, and modify coilguns and coil 
  ammunition rather than traditional firearms and 
  black powder. They may select the Gunsmithing 
  feat again to gain all of its normal benefits.
  Grit (Ex): A coilgunner gains and uses grit just as an 
  ordinary gunslinger does, but their passion comes 
  from the thrill of discovery rather than violence. 
  They do not gain grit from scoring a killing blow, 
  but do gain grit whenever they confirm a critical hit 
  with a firearm or when their weapon misfires.
  Technician (Ex): Beginning at 2nd level, the 
  coilgunner’s understanding of lost technology 
  grants her an insight bonus to Craft (firearms) and 
  Knowledge (engineering) checks equal to half her 
  gunslinger level. Once per day she may use the 
  quick clear deed without spending a grit point. She 
  may use the quick clear deed without spending grit 
  one additional time per day for every four levels 
  beyond 2nd level (to a maximum of 5 times a day at 
  20th level). This ability replaces Nimble.
  Gadgeteer (Ex): At 4th level, the coilgunner gains 
  Master Craftsman as a bonus feat, even if she does 
  not meet the prerequisites. It must be applied to 
  Craft (firearms). This ability replaces the 4th level 
  bonus feat.
  Deeds
  Overcharge (Ex): Beginning at 1st level, the 
  coilgunner may spend a grit point to apply a second 
  dose of alchemical fluid to her loaded coilgun and 
  fire an overcharge shot as a standard action. An 
  overcharge shot inflicts double damage and inflicts 
  electrical damage rather than piercing, but cannot 
  be fired beyond the weapon’s first range increment. 
  Bonus damage from weapon abilities or precision 
  is not doubled. Firing an overcharge shot increases 
  the weapon’s misfire chance by 1. 
     
  Overcharge replaces the gunslinger’s dodge deed.
  Arc Overcharge (Su): Beginning at 7th level, the 
  coilgunner may spend a grit point to apply a second 
  dose of alchemical fluid to her loaded coilgun and 
  fire an arc overcharge shot as a full-round action. 
  The coilgunner makes a single attack roll against all 
  targets within a 20-foot (for one-handed firearms) 
  or 40-foot (for two-handed firearms) line. Targets 
  struck take 1d4 (for one-handed firearms) or 1d6 
  (for two-handed firearms) electrical damage per 
  gunslinger level, maximum 10 dice. Firing an arc 
  overcharge shot increases the weapon’s misfire 
  chance by 2.
     
  Arc Overcharge replaces the dead shot deed.
  Storm Overcharge (Su): Beginning at 15th level, 
  the coilgunner may spend a grit point to apply 
  a second dose of alchemical fluid to her loaded 
  coilgun and fire a storm overcharge shot as a full-
  round action. A storm overcharge shot functions as 
  a chain lightning spell, but simultaneously causes 
  the firearm to misfire. The save DC equals 16+the 
  coilgunner’s Dexterity modifier, with a caster level 
  equal to one-half the coilgunner’s gunslinger level.
  Storm overcharge replaces the slinger’s luck deed.
  Futurist 
  (Witch archetype)
  Embracing the wild, unknown fringes beyond 
  civilization isn’t the only calling for a witch. Some 
  also hear tantalizing whispers from the undiscovered 
  sciences just beyond modern understanding. The 
  futurist embraces mechanisms and alchemical 
  advancement, gaining mystical abilities and no 
  small amount of madness from her insight into 
  mathematics and the structure of reality.
   
  The futurist grasps the fabric of reality, 
  understanding how small events lead to phenomenal 
  changes. She also embraces technology, reveling in 
  firearms and alchemical trickery. 
  Class Skills: The futurist loses access to Knowledge 
  (nature), but adds Disable Device and Knowledge 
  (engineering) to her class skills.
  Weapon and Armor Proficiency: The futurist gains 
  proficiency with firearms.
  Diminished Spellcasting: A futurist casts spells just 
  as a witch, but she is less focused. Her number of 
  spells per day for each spell level is reduced by one. 
  If this reduces the number of spell per day for that 
  level to 0, she gains only the bonus spells she would 
  be entitled to based on her Intelligence score for 
  that level.
  Gunwitch: The futurist gains Amateur Gunslinger as 
  a bonus feat at 1st level.
  Hexing Shot (Su): While preparing her spell for the 
  day, a futurist may also prepare one or more bullets 
  by inscribing them with mathematical formulae or 
  dowsing them in alchemical solutions. Preparing 
  a hex bullet uses 10 gp in materials. A futurist can 
  have one hex bullet prepared per witch level at any 
  given time.
     
  By taking a standard action and spending a grit 
  point, a futurist can imbue a hex bullet with any 
  
  10 New Paths 6
  Natural Philosophy Bonus Spells: 2nd—identify, 
  4th—false life, 6th—blood biography(APG), 8th—
  healing thief(UC), 10th—contact other plane, 12th—
  mage’s lucubration, 14th—transformation, 16th—
  clone, 18th—greater create demiplane(UM)
  Gunfighter 
  (Fighter Archetype)
  Bravado and showy gunplay serve some adventurers 
  well, but practicality appeals to others. Gunfighters 
  are a rare breed who embrace the noise and danger of 
  firearms as a science more than an art, and work to 
  improve the reliability of their weapons and tactics. 
  She shuns the gunslinger’s 
  hex or major hex known to her that affects other 
  creatures. If the hex bullet is already loaded into a 
  firearm, she can fire it as part of the imbuing action. 
  Any creature struck by a hex bullet is also affected 
  by the hex it contains.
  Witch’s Study (Ex): The hexslinger doesn’t gain a 
  familiar or patron as most witches do. Instead, she 
  prepares spells, determines special abilities, and 
  gains bonus spells by communing with her own 
  writings on whatever discipline she obsesses over: 
  alchemy, mechanics, or natural philosophy. This 
  ability replaces witch’s familiar and patron.
  Alchemy: Alchemical futurists gain a +3 insight 
  bonus to Craft (alchemy) checks, and can prepare 
  one bomb each day when she prepares her 
  spells. This bomb inflicts 1d6 hp fire damage and 
  functions identically to an alchemist’s bomb ability, 
  and increases in damage every three levels beyond 
  first (to a maximum of 6d6 at 19th level). An 
  alchemical futurist’s levels stack with any 
  alchemist levels to determine bomb effects.
  Alchemy Bonus Spells: 2nd— polypurpose 
  panacea(UM), 4th—bear’s endurance, 6th—
  heroism, 8th—stoneskin, 10th—cure critical 
  wounds, 12th—acid fog, 14th—greater 
  polymorph, 16th—iron body, 18th—transmute 
  blood to acid(UM)
  Mechanics: Mechanical futurists gain a +3 
  insight bonus to Craft (clockwork) and 
  Craft (mechanics) checks and may 
  build a clockwork spy (Pathfinder 
  Bestiary 3) to serve as her familiar. 
  The clockwork spy requires 750 
  gp worth of parts to construct, 
  but otherwise acts as a normal 
  witch’s familiar once completed.
  Mechanics Bonus Spells: 
  2nd—jury-rig(APG), 4th—reloading 
  hands(UC), 6th—resist energy, 
  communal(UC), 8th—minor creation, 10th—
  fabricate, 12th—major creation, 14th—
  arcane cannon(UC), 16th—call construct(UM), 
  18th—time stop
  Natural Philosophy: Philosophical 
  futurists gain Knowledge (Nature), 
  Knowledge (Dungeoneering), and 
  Knowledge (Religion) as bonus class 
  skills, and they gain a +3 insight 
  bonus on any two Knowledge skills 
  of their choice.
  
  11
  The Expanded Gunslinger
  philosophy of impressive deeds, preferring a sensible 
  approach and a loaded gun for every conceivable 
  occasion. What the gunfighter may lack in style, she 
  makes up for in focus, preparedness, and pure steely 
  nerves.
  Weapon and Armor Proficiency: The gunfighter 
  does not gain proficiency in heavy armor, but she 
  gains proficiency in all firearms.
  Bonus Feats: A gunfighter gains bonus feats as a 
  fighter. These bonus feats must be selected from 
  those listed as combat feats and grit feats.
  Expert Gunsmithing (Ex): At 1st level, the 
  gunfighter gains gunsmithing as a bonus feat, and 
  she gains a +2 bonus to any Craft checks made to 
  repair a broken firearm.
     
  Beginning at 6th level, the gunfighter with 
  a gunsmith’s kit may spend a half hour cleaning 
  and fine-tuning a single firearm. For the next 24 
  hours, a fine-tuned firearm no longer explodes if 
  it misfires when broken. Fine-tuning an additional 
  firearm removes this condition from the original 
  weapon.
     
  At 15th level, a gunfighter can maintain a 
  second fine-tuned firearm at any given time.
     
  This ability replaces the usual 1st-level fighter 
  bonus feat.
  Flesh Wound (Ex): Once per day beginning at 3rd 
  level, the gunfighter can declare one attack against 
  her as a flesh wound, reducing damage from 
  that attack by half. Apply any damage reduction 
  first before applying this effect. The gunfighter 
  must announce that she is using this ability after 
  the attack hits but before damage is rolled. The 
  gunfighter can use this ability one additional time 
  per day every four levels thereafter, to a maximum 
  of five times per day at 15th level. This ability 
  replaces armor training.
  Weapon Training (Ex): The gunfighter must select 
  firearms as her weapon training group at 5th level.
  Always Prepared (Ex): The gunfighter is never 
  caught unawares. Beginning at 8th level, she 
  can recover a single dose of black powder and 
  ammunition or a single alchemical cartridge, as 
  per the Secret Stash Deed feat. This ability does 
  not require the expenditure of grit. A gunfighter 
  may use this ability once per day at 8th level, and 
  one additional time per day for every three levels 
  thereafter, to a maximum of five times per day at 
  20th level. This ability replaces the usual bonus feat 
  gained at 8th level.
  Hellfire Preacher 
  (Cleric archetype)
  A mother torn from her child. Hundreds scarred or 
  dead from plague. Loyal followers crushed beneath 
  the boots of a rival cult. The hellfire preacher’s faith 
  has been shaken deeply and irrevocably by some 
  horrific experience, leaving her as apt to rely on 
  mortal crafts and stubbornness as divine power. 
  Where once was blind obedience, now questions and 
  righteous fury cloud her holy insight.
   
  A hellfire preacher relies on mortal skill over 
  divine gimmicks. She sees the gods as fickle, fallible 
  creatures, however powerful or well-meaning they 
  may be. Though bitter, the hellfire preacher cannot 
  turn away from her worship entirely, and she retains 
  a spark of faith despite her doubts. While no longer a 
  blind channel to the heavens, she can still call down 
  her god’s fury when mortal steel falls short.
  Class Skills: Replace Diplomacy with Intimidate.
  Weapon Proficiency: The hellfire preacher loses 
  proficiency in her deity’s favored weapon, but gains 
  proficiency in either one-handed or two-handed 
  firearms.
  Channel Energy: Without unquestioning faith, a 
  hellfire preacher cannot channel divine energy 
  as freely as a standard cleric. She rolls d4s for 
  channeled energy in place of d6s.
  Domains: A hellfire preacher’s shaken faith forever 
  tarnishes the connection to her god. She only gains 
  one domain rather than two.
  Works of Man: The hellfire preacher gains Amateur 
  Gunslinger as a bonus feat at first level. 
  Mortal Wrath (Ex): With a peal of thunder and a 
  cloud of brimstone, the hellfire preacher proves 
  that a mortal’s rage can be every bit as terrible as 
  a god’s. As a full round action, she can make a 
  single firearm attack and make an Intimidate check 
  against the target of this attack, regardless of the 
  attack’s success. The preacher may instead spend 
  a grit point to make an attack roll against a single 
  opponent, and she also makes an Intimidate check 
  against all opponents within 30 feet of her target.
  Weary (Ex): Beginning at 6th level, the hellfire 
  preacher has grown weary of deific tampering. 
  She gains a +1 bonus on all saves against divine 
  spells. This bonus improves by +1 every three levels 
  beyond 6th, to a maximum of +5 at 18th level.
  
  12 New Paths 6
  Mortal Smite (Su): At 10th level, the rage of the 
  hellfire preacher becomes a terrible thing to behold. 
  She can call down her fury into a devastating 
  shot. As a standard action, she may spend a point 
  of grit to make a single firearm attack against an 
  opponent. On a successful hit, she triples the base 
  damage, and inflicts 1d4 Con damage. The Con 
  damage and bonus damage are not multiplied on a 
  critical hit. Precision damage is not multiplied. This 
  bonus damage is not multiplied on a critical hit.
  Noble Shootist 
  (Gunslinger archetype)
  Many a gunslinger is collected and grim, accustomed 
  to the horrors of battle and hardened by so many 
  ruined lives. Others find a way to rise above the 
  chaos, and develop their skills not as unnerving 
  warriors but sharpshooters and impassioned leaders.
  Descending from eagle-eyed nobles or swaggering 
  martial traditions, the noble shootist is gifted with 
  keen insights and unshakeable confidence. She 
  dominates the battlefield through force of personality, 
  overwhelming opponents through precision and 
  spurring allies on to glory.
  Class Skills: The noble shootist loses Handle 
  Animal, Knowledge (local), and Survival, but gains 
  Diplomacy, Knowledge (nobility), and Sense Motive.
  Grit: The noble shootist relies on luck and bravado 
  rather than insight to perform her deeds. Instead 
  of using Wisdom to determine her grit points, she 
  gains grit based on her Charisma.
  Behind the Eyes (Ex): Much of a noble shootist’s 
  skill derives from her uncanny insight into the 
  At first glance, the gunslinger seems a bad fit for a 
  world so steeped in superstition and elven magic, 
  but strange technologies peek through the seams 
  all across Midgard. From the arquebusiers of the 
  Ironcrag Mountains, to the Ankeshelian weapons 
  appearing in Cassadega and the vril weapons of the 
  goblins, to the clockwork beasts of Zobeck, gadgets 
  have their place alongside the fantastic.
   
  Inland, only the Ironcrag dwarves know the 
  secrets of black powder. Though rare, dwarven 
  gunslingers guard their homeland with terrifying 
  efficiency, both within their great halls and 
  proactively hunting potential threats in the world 
  above. Viewed with equal parts awe and skepticism 
  by their more traditional brethren, these wandering 
  guardians tempt fate and carve out fortunes using 
  the greatest machines to ever spill forth from 
  the forge. A very limited trade of explosives and 
  the most primitive firearms exists, but with the 
  exception of Zobeck, most humans see firearms as 
  dangerous toys.
   
  Knowledge begs to spread, and on rare 
  occasions a dwarven gunslinger or alchemist may 
  share the secret of smokepowder with a trusted 
  assistant or companion. At best, dwarves chafe 
  at the thought of the young races wielding such 
  dangerous secrets. At worst, ambitious nobles and 
  conservative traditionalists form inquisitions to 
  hunt outsiders flaunting their “stolen” knowledge.
  More than any other human land, Zobeck is a 
  haven for the scarce gunslingers of Midgard. The 
  city’s tolerance of advancement, the patronage of 
  the goddess of industry and clockwork, and ready 
  access to strange machines and wondrous reagents 
  allows a knowledgeable gunslinger to keep their 
  weapons clean and ammunition in good supply. 
  Zobeckers are less likely to see a gunslinger as a 
  dangerous madman or smoke-belching demon than 
  some of Midgard’s more superstitious residents.
   
  Leaving the awe of black powder behind, 
  Cassadega and the Wastes provide a sweeping new 
  option for Midgard gunslingers: vril weaponry. 
  Straddling the border between science and magic, 
  the lost technology of the Ankeshelians has 
  spawned a gold rush, flooding the city streets with 
  every manner of bizarre weapons. A vril gunslinger 
  is no different mechanically than one who relies 
  on alchemical powders, and the coilgunner listed 
  earlier specifically models an enthusiast on the 
  bleeding edge of understanding lost Ankeshel’s 
  weapons. The coilgunner archetype suits these 
  characters especially well, as their weapons require 
  lost technology to maintain.
  Gunslingers in Midgard
  
  13
  The Expanded Gunslinger
  human mind. Beginning at 2nd level, she gains 
  an insight bonus to Diplomacy and Sense Motive 
  equal to half their gunslinger class level. This 
  ability replaces nimble.
  Deeds
  Rallying Shot (Ex): At 1st level, the noble shootist 
  can inspire allies to great deeds by exposing her 
  enemy’s weakness. Upon threatening a critical hit 
  with a firearm, she can spend one grit point to 
  grant all allies within 60 feet a +1 bonus to attacks, 
  damage, and saves versus charm and fear effects. 
  This bonus lasts for one full round, but she may 
  extend the duration by spending a swift action to 
  maintain the effect each round, up to a maximum 
  of one round per gunslinger level. Rallying shot is 
  a mind-affecting ability. Rallying shot replaces the 
  quick clear deed.
  Unnerving Accuracy (Ex): At 3rd level, a noble 
  shootist with at least one grit point may unnerve 
  a flat-footed opponent with a deft display of 
  marksmanship, startling opponents and causing 
  them to leap back, flinch, or fall over. Instead of 
  inflicting damage on a successful hit, the gunslinger 
  may instead perform a combat maneuver, with a 
  combat maneuver result equal to her gunslinger 
  level plus the damage she would otherwise inflict. A 
  gunslinger must decide to use this deed before rolling 
  damage. Unnerving accuracy in a mind-affecting 
  effect. This ability replaces the pistol whip deed.
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  System Reference Document.	Copyright	2000,	Wizards	of	the	Coast,	Inc.;	
  Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	by	E.	
  Gary	Gygax	and	Dave	Arneson.
   
  Pathfinder RPG Core Rulebook.	Copyright	2009,	Paizo	Publishing,	LLC;	
  Author:	Jason	Bulmahn,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	
  and	Skip	Williams.
   
  Pathfinder Advanced Players Guide.	Copyright	2010,	Paizo	Publishing,	
  LLC;	Author:	Jason	Bulmahn.
   
  Pathfinder Roleplaying Game Ultimate Combat.	©	2011,	Paizo	
  Publishing,	LLC;	Authors:	Jason	Bulmahn,	Tim	Hitchcock,	Colin	McComb,	Rob	
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  K.C.	Stephens,	and	Russ	Taylor.
   
  Pathfinder Ultimate Magic	Copyright	2011,	Paizo	Publishing,	LLC;	Author:	
  Jason	Bulmahn.
   
  New Paths: The Expanded Gunslinger ©	2013,	Kobold	Press;	Author:	
  Crystal	Frasier.
  
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