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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)Gunner 6, Quick Draw feat or Fast Draw gunnery talentThe gunner may draw a 1-handed firearm and make a single attack as part of rolling initiative. This attack cannot critically hit nor can precision damage be applied to it. Multiple characters with this talent make this "free" attack in initiative order.
Close-Ranged SniperThe gunner gains Point Blank Shot as a bonus feat. If the gunner already has Point Blank Shot, she can choose either Far Shot or Precise Shot instead.
Combat FeatA gunner that selects this talent gains a bonus combat feat. This talent can be selected only once.
Defensive Shot (Ex)When the gunner makes a ranged attack with a firearm, all allies within 30 feet of her when she made the attack gain a +1 bonus to AC until the start of her next turn. Allies within range don't need to be within her line of sight to gain the bonus.
Fast Draw (Ex)The gunner can draw a ranged weapon as part of the action used to make an attack with it. She can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
Grounding Shot (Ex)The gunner’s ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them.
Gun Kata (Ex)While wielding a firearm, the gunner can still make both unarmed strikes with the hands used to wield it or with the firearm itself as an improvised weapon (She is considered proficient with both, taking no attacks of opportunity nor penalties to the attack roll); if she does, she gains any enhancement bonuses to attack or damage rolls her firearm possesses (this bonus cannot exceed +5). She threatens the area around her as she normally would when wielding a melee weapon. Additionally, whenever she makes a successful melee attack with an unarmed strike or firearm against a creature, she can, as a swift action make a ranged attack with a -2 penalty against the same creature with her firearm; this attack does not provoke an attack of opportunity due to firing in melee.
Improved Quick Draw (Ex)Quick Draw featIf the gunner is carrying a 1-handed firearm (either in her hand or in a holster), she may draw the firearm and make a single attack during a surprise round, even if you are Surprised.
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.
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.
Prone Shooter (Ex)The gunner gains prone shooter as a bonus feat.
Ranged Disarm (Ex)Gunner 4The gunner gains Ranged Disarm as a bonus feat, except it only functions with firearms, even if she doesn't meet the prerequisites.
Ranged Trip (Ex)Gunner 4The gunner gains Ranged Trip as a bonus feat, except it only functions with firearms, even if she doesn't meet the prerequisites.
Reflexive Shot (Ex)Gunner 6, Quick Draw feat or Fast Draw gunnery talentThe gunner can take a shot at an opponent about to engage her in melee combat. Whenever an opponent first engages the gunner in melee combat, she can as an immediate action, make one ranged attack at her highest attack bonus. If the attack is successful, she deals damage as normal. Once the attack is made, she drops her weapon to the ground and can draw a melee weapon and engage in melee combat as normal. The gunner must be wielding a loaded firearm to use Reflexive Shot.
Retreating Fire (Ex)Gunner 6When moving away from a pursuing target, if the gunner either runs or uses two move actions during this turn, she can make a single ranged attack with a -5 penalty as part of her move action.
Ricochet Shot (Ex)Gunner 4When making a ranged attack against a target with cover, as a standard action, the gunner can choose to reduce the benefit of that target's cover by one step, from improved cover to cover, or cover to no cover.
Shot on the RunThe gunner gains Shot on the Run as a bonus feat. If the gunner already has Shot on the Run, she can choose a bonus combat feat instead.
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 does not take penalties for using ranged weapons sized for smaller creatures. For example, a Medium creature could wield a two-handed ranged weapon sized for smaller creatures in one hand without incurring the penalty for wielding inappropriately sized weapons. Additionally, she gains a cumulative +1 bonus to Sleight of Hand checks made to conceal a weapon on her person for each size smaller the weapon is sized for. For example, a Medium creature using a pistol sized for Tiny creatures would receive a +2 bonus to a Sleight of Hand check to conceal it on her person.
Speed Loader (Ex)Gun TrainingA gunner has become so adept with her firearm - any weapon with which the gunner has chosen Gun Training with - that she decreases the required time to reload that weapon; one-handed and two-handed firearms become a swift action. If the gunner possesses the Rapid Reload feat, reloading becomes free actions. She may reload that weapon without provoking an attack of opportunity if the gunner should reload in an enemies’ threatened squares.
Splitshot (Ex)Whenever the gunner makes an attack action with a firearm, she can load two bullets and fire them as part of the same attack. When making an attack action in this fashion, her attack suffers a -2 penalty, but can target two adjacent creatures. For every four gunner levels she possesses, the targets may be +5 ft. away from each other and still be viable targets, so long as their distance from each other is not greater than the distance from her to either of them.
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)The gunner has mastered techniques for making firearms more reliable and accurate at the expense of power. When firing a firearm, she may ignore its misfire chance, but the weapon targets normal AC instead of touch AC. When firing a firearm in this manner, treat its range increment as 10 ft. longer than it actually is, plus an additional 10 ft. for every four gunner levels she possesses.
Swift Shot (Ex)Once per encounter, the gunner can make a single ranged attack with a firearm as a swift action instead of a standard action. However, she cannot use her remaining actions for an attack.
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 fire any ranged weapon while prone. Additionally, she may use a foot in place of a hand when wielding a ranged weapon, although she must still use at least one hand to fire the weapon and suffer a -2 penalty to attack rolls while using a foot in this manner. This can allow you to fire the weapon in situations where two hands are not available, such as when hanging from a rope, grappling a creature, or in other, similar situations.
Versatile Precision (Ex)Gunner 10The gunner gains Critical Focus as a bonus feat, even if she does not meet the prerequisites.
Versatile Precision, Improved (Ex)Gunner 12, Critical Focus featThe gunner gains one critical feat from the following list: Bleeding, Blinding, Crippling, Deafening, Sickening, Staggering, or Tiring. The gunner may ignore the BAB prerequisites. This talent can be selected more than once.
Versatile Precision, Greater (Ex)Gunner 16, Critical Focus feat, two Critical FeatsThe gunner gains Critical Mastery as a bonus feat, she may ignore the Fighter prerequisite.