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GunnerFor a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunner. Gunners are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a mage typically reserves for his spells, most gunners know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

Role: Gunners are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunners push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunners are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.

Alignment: Any

Hit Die: d8

Starting Wealth: 5d6 x 10 gil (average 175 gil). In addition, each character begins play with an outfit worth 10 gil or less, and the gunner begins with his starting firearm.

Class Skills
The gunner’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (technology) (Int), Perception (Wis), Profession (Wis), Repair (Int), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Points Per Level: 4 + Int modifier

Class Main Ability Scores:
The gunner mainly focuses on DEX for martial combat and WIS for their class features.

Table: Gunner

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
Type3/4BadGoodBad
1st+0+0+2+0Gunsmith, Skirmish (+1d6), Fast Movement (+10'), Gunner Style, Limit Breaks
2nd+1+0+3+0Gun Fix, Gunnery Talents, Nimble +1, Precision Aiming +1
3rd+2+1+3+1Sharp-Shooting, Cover Fire
4th+3+1+4+1Skirmish (+2d6), Gunnery Talents, Gun Training 1, Flanking Fire
5th+3+1+4+1Fast Movement (+20'), Gunsmith Modification, Evasion, Improved Gunner Style, Precision Aiming +2
6th+4+2+5+2Gunnery Talents, Nimble +2, Uncanny Dodge
7th+5+2+5+2Skirmish (+3d6), Hairtrigger, Disengage
8th+6/+1+2+6+2Gunnery Talents, Gun Training 2, Precision Aiming +3
9th+6/+1+3+6+3Fast Movement (+30'), Gunsmith Modification, Close Combat Shot
10th+7/+2+3+7+3Skirmish (+4d6), Gunnery Talents, Nimble +3, Gunner Style Mastery
11th+8/+3+3+7+3Improved Uncanny Dodge, Precision Aiming +4
12th+9/+4+4+8+4Gunnery Talents, Gun Training 3, Covering Fire
13th+9/+4+4+8+4Fast Movement (+40'), Skirmish (+5d6), Gunsmith Modification, Evasive Gunner
14th+10/+5+4+9+4Gunnery Talents, Nimble +4, Critical Aim, Precision Aiming +5
15th+11/+6/+1+5+9+5Menacing Shot, Improved Evasion
16th+12/+7/+2+5+10+5Skirmish (+6d6), Gunnery Talents, Gun Training 4
17th+12/+7/+2+5+10+5Fast Movement (+50'), Gunsmith Modification, Penetrating Shot, Precision Aiming +6
18th+13/+8/+3+6+11+6Gunnery Talents, Nimble +5, Death Shot
19th+14/+9/+4+6+11+6Skirmish (+7d6), Lethal Patience, Ranged Specialist
20th+15/+10/+5+6+12+6Gunnery Talents, Personal Armory, Gun Training 5, Precision Aiming +7

Class Features

All of the following are class features of the gunner.

Weapon and Armor Proficiency

Gunners are proficient with all simple weapons, all simple firearms and one advanced firearm of their choice. They are also proficient with light armor, but not with any type of shields.

Limit Breaks (Su)

At 1st level, the gunner receives the Limit Breaks (Evasive Maneuvers and Trigger Happy).

Evasive Maneuvers (Su): This Limit Break allows the gunner dodge all incoming range attacks (including ranged touch). Any range attacks automatically miss unless a natural roll of 20 is rolled, and even then, the critical threat is unconfirmed unless another natural roll of 20 is rolled. Any spells that require a Reflex saving throw are automatically made. This ability only dodges a number of attacks and spells equal to the gunner’s Dexterity modifier per round. This lasts for a duration of 1 round + 1 round per four gunner levels after 1st. This limit break requires only a swift action.

Trigger Happy (Su): This Limit Break allows the gunner to gain a number of attacks of opportunity equal to his Dexterity modifier; these attacks of opportunity can only be used with an equipped firearm. Additionally, the gunner threatens all enemies within his first range increment of his equipped firearm. This limit break lasts for a duration of 1 round + 1 round per four gunner levels after 1st. This limit break requires only a swift action.

Gunsmith

At 1st level, a gunner gains one of the following firearms of his choice: trainee pistol, trainee rifle or trainee shotgun. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gil when sold). The gunner also gains Gunsmithing as a bonus feat.

At 5th level and every four gunner levels thereafter, a gunner can reconfigure his firearm with a single modification by spending 1 hour of work. Most modifications can only be taken once, unless specified. He may reconfigure his firearm as many times as he likes but is only granted up to 4 (at 17th level) of the following benefits at a time. The gunner can only modify 1 gun at a time, to a maximum allowed by this feature per gun (at 17th level, he can put 4 mods onto any number of guns). He can deconstruct modifications from his current gun by spending 1 hour of work but lose the modification and any gil spent towards it. These modifications only work for the gunner: 

  • Adamantine Barrel: Using adamantine allows for more powerful powder loads without the danger of warping or damaging the barrel. This firearm gains +2 bonus on firearm damage rolls. This does not increase the hardness of the weapon. This cannot be used with Heavy Barrel, Elongated Barrel, Exotic Metal Barrel, or Molybdenum Barrel. Cost: 4,500 gil. Prerequisite: The gunner must be at least 9th level to select this modification.
  • Clearing Mechanism: This modification allows the gunner to remove the broken condition from this firearm as a full-round action, as long as that condition was gained by a firearm misfire. Cost: 1,500 gil.
  • Cannon Bore: Shot from this firearm gain a +6 bonus on firearm damage but attacks after the first take a -3 penalty on attack rolls. This cannot be used with Large Bore or Huge Bore. Cost: 10,000 gil. Prerequisite: The gunner must be at least 17th level to select this modification.
  • Canted Ironsights: These ironsights are shifted slightly to the side of the firearm, leaving room for a top rail optic but giving the option for iron sights to be used closer in. This modification grants +1 on attack rolls to hit a target within 20’. Cost: 1,500 gil.
  • Comfort Grip: Attacks with this firearm are resolved against touch AC at the first and second range increments. This cannot be used with Potato Grip. Prerequisite: The gunner must be at least 9th level to select this modification. Cost: 4,500 gil.
  • Compensator: Attached to the end of the barrel, a compensator reduces recoil by directing waste energy upwards forcing the barrel down. This provides a +1 bonus to hit on attacks made after first attack the gunner makes in a round. Cost: 1,500 gil.
  • Dual-Balanced: When wielding two weapons with the dual-balanced modification, reduce any two-weapon fighting penalties by 1 for both weapons. Cost: 2,000 gil.
  • Elongated Barrel: The elongated barrel allows for surer aim and grants +1 bonus to firearm attack rolls. Cost: 1,500 gil.
  • Exotic Metal Barrel: Using exotic metals collected over a career of adventuring, the gunner creates a barrel out of a previously unknown alloy. This barrel makes shots fired deal damage as if they were one size category larger and add an additional +4 bonus on firearm damage rolls. This cannot be used with Adamantine Barrel, Elongated Barrel, Heavy Barrel, or Molybdenum Barrel. Cost: 7,000 gil. Prerequisite: The gunner must be at least 13th level to select this modification.
  • Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. Cost: 1,500 gil.
  • Heavy Barrel: The heavy barrel allows a stronger powder charge without danger of warping. This provides +1 bonus damage on firearm damage rolls. This cannot be used with Adamantine Barrel, Elongated Barrel, Exotic Metal Barrel, or Molybdenum Barrel. Cost: 1,500 gil.
  • Huge Bore: Shots from this firearm gain a +4 bonus on firearm damage rolls but attacks after the first take a -2 penalty on attack rolls. This cannot be used with Large Bore or Cannon Bore. Cost: 7,000 gil. Prerequisite: The gunner must be at least 13th level to select this modification.
  • Large Bore: Shots from this firearm gain a +2 bonus on firearm damage rolls but attacks after the first take a -1 penalty on attack rolls. This cannot be used with Huge Bore or Cannon Bore. Cost: 4,500 gil. Prerequisite: The gunner must be at least 9th level to select this modification.
  • Molybdenum Barrel: This rare metal forms a barrel capable of taking extreme amounts of abuse. This barrel makes shots fired deal damage as if they were one size category larger and add an additional +5 bonus on firearm damage rolls. This cannot be used with Adamantine Barrel, Elongated Barrel, Exotic Metal Barrel, or Heavy Barrel. Cost: 10,000 gil. Prerequisite: The gunner must be at least 17th level to select this modification.
  • Muzzle Brake: Attached to the end of the barrel, this modification reduces recoil by redirecting waste energy to either side of the barrel, fighting side to side sway seen in rapid fire. This modification provides a +2 bonus to hit on attacks made after first attack the gunner makes in a round. This cannot be used with Compensator. Cost: 4,500 gil. Prerequisite: The gunner must be at least 9th level to select this modification.
  • Night Vision: This optic illuminates even the darkest night for the gunner and grants darkvision 30’. This cannot be used with Reflex Sight. Cost: 4,500 gil. Prerequisite: The gunner must be at least 9th level to select this modification.
  • Potato Grip: Attached to the bottom of the firearm barrel, this modification provides a better grip to reduce recoil and prevent “barrel burns.” It provides a +1 bonus to hit on attacks made after first attack the gunner makes in a round. This modification can only be selected for two-handed firearms. This cannot be used with Comfort Grip. Cost: 1,500 gil.
  • Reflex Sight: With a lens and reflective overlay at its focus, an optical collimator produces a virtual image of a reticle providing a +1 bonus on attack rolls. This cannot be used with Night Vision. Cost: 1,500 gil.
  • Rifled Bore: Increase the range of his firearm by 10 feet. This modification can be selected more than once. Cost: 1,000 gil.
  • Spring-Loaded Cylinder: Loading becomes a swift action. Only for cylinder-based firearms. Cost: 1,500 gil.
  • Tactically Adapted: When this modification is added to a weapon, choose a weapon quality from the following list to gain: blocking, brace, disarm, distracting, nonlethal, performance, or trip. This modification can be selected more than once. Cost: 2,000 gil.

Gunner Style (Ex)

At 1st level, the gunner is treated as having one of the following feats: Deadly AimFar ShotPoint Blank ShotPrecise ShotQuick DrawRapid Reload, and Rapid Shot, even if he does not have the normal prerequisites for that feat. The benefits of this ability apply only when he wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.

Skirmish (Ex)

A gunner relies on mobility to deal extra damage and improve her defense. At 1st level, he deals an extra 1d6 points of precision damage on all ranged attacks he makes during any round in which he moves at least 10 feet away from where he was at the start of his turn, but only if the target is within 30 feet. The extra damage applies only to attacks made after the gunner has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the gunner’s turn. This extra damage increases by 1d6 for every three gunner levels gained after 1st. This bonus damage stacks with other sources of precision damage, such as sneak attack and counts as sneak attack. This bonus damage is not multiplied on a critical hit. A gunner loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

At 3rd level, a gunner gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. The bonus applies as soon as the gunner has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four gunner levels gained after 3rd.

Fast Movement (Ex)

Also at 1st level, when not firing or reloading, the gunner can quickly change position. When wearing light or no armor and carrying no more than a light load, his base move speed increases by 10 feet. This bonus increases by 10 feet for every four gunner levels after 1st level.

Precision Aiming (Ex)

At 2nd level, a gunner gains a +1 bonus on Perception checks. This bonus increases by +1 for every three gunner levels beyond 2nd.

Gun Fix (Ex)

At 2nd level, as a swift action, the gunner can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. He can use this ability a number of times per day equal to her Wisdom modifier.

Nimble (Ex)

Starting at 2nd level, a gunner gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunner to lose his Dexterity bonus to AC also causes the gunner to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level).

Gunnery Talents (Ex)

As a gunner gains experience, he learns a number of talents that aid his marksmanship skills. Starting at 2nd level, a gunner gains one gunnery talent. He 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.

Sharp-Shooting (Ex)

At 3rd level, a gunner gains the ability to score hits that others would miss due to the target’s cover. If the gunner attacks the target using cover, the cover bonus to the target’s AC is reduced by 2.

Cover Fire (Ex)

Beginning at 3rd level, the gunner knows not only how to directly engage his enemies, but also how to protect his allies. As an attack action, he may choose to fire a ranged weapon at an opponent within 30 feet to distract that opponent rather than to deal damage. The gunner makes an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + half of the gunner’s level + his Dexterity modifier), or be staggered for one round. The gunner still expends ammunition as normal for this attack. If the attack roll would indicate a critical threat and the result would hit the opponent’s AC, roll to confirm: if the critical hit is confirmed against the opponent’s AC, the attack does normal damage as well. A gunner cannot use cover fire if his opponent or the square he targets would be subject to a miss chance (such as from a concealed target).

Gun Training (Ex)

Starting at 4th level, a gunner can select one specific type of firearm (such as any kind of pistol and any kind of rifle). He gains a +1 bonus on attack and damage rolls when making ranged attacks with that type of firearm. In addition, he uses his Dexterity modifier as a bonus to ranged damage rolls (this bonus is halved if she has a level in another non-prestige class and this is not her favored class) with that type of firearm as well. Furthermore, when he misfires with that type of firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (8th, 12th, 16th, and 20th), the bonus on attack and damage rolls increases by +1.

Flanking Fire (Ex)

Beginning of 4th level, gunners are able to maneuver to their foes’ sides and backs, and take advantage of the way this exposes these foes to attack. A gunner’s ranged attacks up to his range increment count as melee attacks for the purposes of determining and awarding flanking bonuses. Both the gunner and the ally he is flanking with gain the flanking bonus.

Evasion (Ex)

At 5th level and higher, a gunner can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the gunner is wearing light armor or no armor. A helpless gunner does not gain the benefit of evasion.

Improved Gunner Style (Ex)

At 5th level, a gunner’s aptitude with his guns improves. He is treated as having one of the following feats or a feat from the previous ability: Improved Precise ShotParting Shot, and Ranged Disarm, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.

Uncanny Dodge (Ex)

Starting at 6th level, a gunner can react to danger before his senses would normally allow his to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gunner with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against his. If a gunner already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Hairtrigger (Ex)

Starting at 7th level, a gunner holding a drawn and loaded firearm at the ready receives a +4 circumstance bonus to Initiative.

Disengage (Ex)

Once a gunner has reached 7th level, he learns how to effectively distance himself from enemies. When the gunner would provoke an attack of opportunity for moving out of a threatened space, he adds his Wisdom modifier to his Acrobatics rolls to avoid attacks of opportunity for the round and can move at full speed without increasing the Acrobatics DC.

Close Combat Shot (Ex)

At 9th level, a gunner does not provoke attacks of opportunity when making ranged attacks with firearms within melee range of opponents.

Gunner Style Mastery (Ex)

At 10th level, a gunner’s aptitude with his guns improves again. He is treated as having one of the following feats or a feat from the previous two abilities: Pinpoint Targeting and Shot on the Run, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply only when he wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.

Improved Uncanny Dodge (Ex)

A gunner of 11th level or higher can no longer be flanked. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking his, unless the attacker has at least four more character levels than the gunner does.

Covering Fire (Ex)

Starting from 12th level, a gunner can expend a move action to do nothing. Upon doing so, and until their next turn, he threatens attacks of opportunity with his firearm out to his first range increment.

Evasive Gunner (Ex)

At 13th level, a gunner gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level.

Critical Aim (Ex)

At 14th level, the gunner’s aim becomes a precise deadliness. The critical threat range of all firearms in the hands of the gunner are increased by 1. At 18th level, this increases by 1 again. This stacks with Improved Critical and similar abilities, but is calculated after all other modifiers.

Improved Evasion (Ex)

At 15th level, the gunner’s evasion ability improves. This works like evasion, except that while the gunner still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless gunner does not gain the benefit of improved evasion.

Menacing Shot (Ex)

At 15th level, the gunner can shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + half of the gunner’s level + her Wisdom modifier.

Penetrating Shot (Ex)

At 17th level, when a gunner confirms a critical hit with a firearm, the bullet pierces the target and can strike another creature in line behind it. The gunner must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bullet can continue to hit another target, but the penalties stack.

Death Shot (Ex)

At 18th level, once per day, a gunner can make an attack with his firearm that is a guaranteed critical and has the chance of killing or incapacitating a target. After three rounds studying the target to line up a good shot, the gunner may decide whether to kill or incapacitate the target before the shot is fired, and the target is entitled to a Fortitude save (DC 10 + half of the gunner’s level + his Dexterity modifier). If the target fails his save, the target either dies or is incapacitated (brought to -1 hit points, but stabilized).

Ranged Specialist (Su)

At 19th level, a gunner’s ranged attacks has his penalties for range increments halved. If the gunner has the Far Shot feat, he instead suffers no penalties for range increments.

Lethal Patience (Ex)

While wild flurries of bullets are certainly effective at felling foes, veteran gunners appreciate the value of lining up the perfect shot. At 19th level, the gunner can line up a shot against a target as a full-round action. On his next turn, he can make an attack against the target as a standard action, and if the attack hits, the attack is treated as a critical threat.

Personal Armory (Ex)

At 20th level, there is not a gun in the world that the gunner can’t fire. The gunner applies his gun training to all firearms, and his damage bonus from gun training increases to 1-1/2 times his Dexterity bonus.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have gunner as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Al Bhed: Add +1/3rd of an additional use of Gun Fix per day.
  • Bangaa: Add +1/6 to the dodge bonus to AC granted by the nimble class feature.
  • Burmecian: Add +1/6 to the dodge bonus to AC granted by the nimble class feature.
  • Dwarf: Add +1/3rd of an additional use of Gun Fix per day.
  • Elvaan: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus feat.
  • Galka: Add +1/3rd of an additional use of Gun Fix per day.
  • Garlean: Add +1/3rd of an additional use of Gun Fix per day.
  • Half-Breed: Add +1/3rd of an additional use of Gun Fix per day.
  • Hume: Add +1/3rd of an additional use of Gun Fix per day.
  • Immortal: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus feat.
  • Kobold: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus feat.
  • Kojin: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus feat.
  • Loporrit: Add +1/6 to the dodge bonus to AC granted by the nimble class feature.
  • Mandragora: Add +1/6 to the dodge bonus to AC granted by the nimble class feature.
  • Mithra: Add +1/6 to the dodge bonus to AC granted by the nimble class feature.
  • Moogle: Add +1/3rd of an additional use of Gun Fix per day.
  • Palico: Add +1/6 to the dodge bonus to AC granted by the nimble class feature.
  • PuPu: Add +1/3rd of an additional use of Gun Fix per day.
  • Seeq: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus feat.
  • Shindroid: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus feat.
  • Tarutaru: Add +1/6 to the dodge bonus to AC granted by the nimble class feature.
  • Varg: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus feat.

Gunner