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Gunslinger Gunslinger Gunslinger
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Navigate: Buzzwords... (edit) See also: Acronyms ... Bond Glossary ... Investing Glossary ... Technical Analysis Glossary... Life Insurance Glossary... (edit) __NOEDITSECTION__ Gunslingers are firearm specialists from Einbroch that relies on pinpoint accuracy in bringing down enemies. And as the name imply, they use guns to deal damage as much as possible in a short amount of time. A wide array of guns and firearms opens up to each of its own unique abilities and skills to produce different playing styles, making Gunslingers a versatile class.Novice characters can change classes directly to Gunslinger once they hit Job Lvl 10. However, they don't have an advanced class. To make up for this, Gunslingers have different Job EXP requirement compared to the traditional job classes, and they are allowed to reach a maximum Job Lvl at 70. Gunslinger is a Fallout 3, Fallout: New Vegas and Fallout 4 perk. File:Huge item gunslinger bronze 01.png |-| Silver = File:Huge item gunslinger silver 01.png |-| Gold = The Gunslinger is a class governed by Empyrean Lord Israphel. Players start out as Technists, and become Gunslingers upon Ascension. Gunslingers use Pistols and Aethercannons. The type of weapon used will affect combat style. Aethercannons have a slower attack speed but fire great powerful blasts. Pistols are much faster, and can fire off multiple shots in succession for a more dynamic style. The Gunslinger Jacket (which is the only style) can be bought through pvp marks in the Hall of Heroes. File:R&DPickup.png This article is a . You can help My English Wiki by expanding it with additional information or adding additional maps, appropriate links or images. The Gunsligner is an extension of the Gunman path of the Operative path, and leads directly to the soldier path. It can further lead to the Duelist path. This skill path focused primarily on Mid-Damage. This article is a . You can help My English Wiki by expanding it. Gunslingers were the highest authority in All-World, a parallel version of our own Earth. Their duty was to keep that world from "moving on" — the commonly used expression for collapse of not only civilization, but reality itself; originally they didn't have guns and formed an order of Knights, wielding swords and shields. The Gunslinger is a in Saints Row and Saints Row IV.Broken {{ref}} (youtube link) Broken {{ref}} (youtube link) Gunslinger is one of the of two Smuggler Advanced Classes. Primary Focus: * Dual Pistols * Quickdraw / Fast Attacks * Ranged DPS * Cover Another specific upgrade is that the Sweeping Gunfire can be used while the player moves the cone of fire, although this requires a certain amount of care. Munitions - Energy Builder - Ranged Damage Gunslinger is a custom Fighter class archetype developed by Matthew Mercer for Dungeons and Dragons 5th Edition when the group converted from Pathfinder. There are two versions of the archetype: a professional version is available for purchase at Dungeon Masters Guild and a free version. The gunslinger is the cowboy of the Wastes. They are the clever, fast, and intelligent. They can be good, evil, or neutral karma. The gunslinger is most likely the leader of most parties. Entrusted with the most dangerous weapons of their time, Gunslingers fire at their enemies with smooth speed and unerring accuracy. These heroic gunmen are firearm specialists that methodically fight their enemies from long distances. Role: Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons. Alignment: Any. Hit Die: d10. Starting Wealth: 5d6 x 10 hl (average 175 hl) Skill Ranks per Level: 4 + Int modifier. File:Gunslingerfemale.png Class Features The following are class features of the gunslinger. Gunslinger is the 9th scenario in RollerCoaster Tycoon 3. Scenario Info: The Old Frontier beckons you to a western theme park that's about to be put out to pasture. Be quick on the draw to rustle up some improvements and put some Wild back into the West! Park Hours: 9:00AM - 7:00PM Park Entrance Fee: $0 Starting Cash: $10,000 Starting Loan: $10,000 at 6.9% Maximum Loan: $13,000 The following are changes in the Gunslinger class from its listing in Paizo material. The gunslinger is an advanced class for the smuggler class in the Star Wars: The Old Republic MMO video game. This advanced class specializes in dual blaster pistols, trick shots, and utlizing cover in combat. The Imperial counterpart for this archetype is the Sniper.. Gunslinger on piraatti, joka taistelee ninjoja vastaan. Coming Soon... The criminal equivalent of soldiery, gunslingers flood the outer reaches of the Rim, since firing fast and accurately is often the best way to survive. Their blasters only leave their handy holsters long enough to fry the threat, and enemies are dispatched with ease and elegance. Psychologists also report an unhealthy addiction to gambling. Born to Radriar's father's cousin,his father was banished. His father truly understood justice and hated Helio in some of his aspects and ways of handling, he also hated Tenno. He found Yamamoto the better as he was more of neutral even though he governed such small land. That is why Shinobi was to avenge his father's death who was slain by Radriar. Shinobi was taken in by Yamamoto in his academy and later was left at the age of 10, after he got Quincy powers. He later adopted a life of revenge and bounties only to take the better bounties and 'bad bounties' to be rejected. He used to kill the bounty-placer many times especially if it was not in the sense of Justice. This made him a space pirate and also rich. The Gunslinger can devastate big groups of enemies – showering them with bullets from his Pistols and Chains of magic from his knowledge of Elementalism. His attacks are perfected to do damage to all monsters standing against him at once, and to keep the pressure up by affecting them with damage-over-time effects and wicked critical hits. Gunslinger is a short machinima series written entirely by Rik. The story revolves around 4 'Gunslingers' and how they are famed around the world for being god like or invincible. They are hated by almost the entire populous, and are ranked as unbelievable criminals. The series is planned to run for 6 to 8 episodes, and will most likely be kicking off the Iceburg Inc. machinima line. It is currently a work in progress. +2 Handguns Level +2 Hard Ass Level Gunslinger is a medal that can be earned in the multiplayer mode of Uncharted 2: Among Thieves. It is awarded in competitive game types for defeating five opponents with a pistol. Gunslingers are a Star Child class available in Conception 2. They wield guns and are strong damage-bursters. They are one of the four initially available classes. The Gunslinger is a boss in the 1999 video game Toy Story 2: Buzz Lightyear to the Rescue, as well as one of the final bosses of the game. Gunslinger is a rifle-toting Cowboy robot Grimlord himself recommends after his Skugs kidnap Kaitlin's cousin Betsy. In his first appearance he speaks like Clint Eastwood combined with stereotypical cowboy language such as "Howdy, pardner", "varmint", and "draw." He wears a brown overcoat and hat, which he dramatically throws off at the start of his battle against JB (His hat explodes on the ground after throwing it), which fails to impress the Trooper. He and JB then have a showdown, but Gunslinger has a force-field to deflect JB's attacks. During the battle, one of Gunslinger's bullets creates a hole in the ground, which JB uses as a trench to surprise Gunslinger before he can activate his shield, then replacing his gun temporarily with a sword. "'Come on....dance for me!" - Gilder Gunslinger (ハデにやろうぜ Hade ni Yarouze) is Gilder's first unlockable Super Move. It costs 2 Moonberries to learn and 9 SP to use. The Gunslinger is a Spy Satellite located on the space. It appeared in Digimon World 3, as Galacticmon, when it fuses with Snatchmon. __notoc__ <default><span style="font-weight:bold;">Gunslinger</span></default> <format><span style="font-weight:bold;"></span></format> Mod.png Statistics Polarity Rarity Trading Tax 4,000 ‍ Dropped by Dropped byOther:Orokin Tower Containers Transmutable Untransmutable The Gunslinger mod increases the fire rate of secondary weapons by 12% per rank for a maximum of 72% at rank 5. "I learned one rule about gunslingers. There's always a man faster on the draw than you are, and the more you use a gun, the sooner you're gonna run into that man." Gunslinger is a mental advantage, described in Basic Set, p. 58. It is mentioned frequently in GURPS Gun Fu. A list of page references would include a respectable fraction of the supplement. It can be found in GURPS Action 1: Heroes on pages 7, 14, 17, and 18. It is mentioned in GURPS Action 2: Exploits on pages 33, 35, 36, 37, 38, and 39. Gunslinger is discussed in GURPS High Tech on page 249, 250, 251, and 252. GURPS Tactical Shooting talks about Gunslinger in terms of "who draws first?" on page 10. Gunslinger (Duelist in Brazil) was an ancient title bestowed upon a particularly active legion during the First Demon Wars. The only extant record from that time, the Chronicles of Klayah, reveals that although the title "Gunslinger" had fallen into obscurity, it was indeed used by the most powerful kingdom of the time during the First Demon Wars. Gunslinger é uma variação de personagem em Mortal Kombat X. Pertence à personagem Erron Black. Categoria:Variações
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Cyber Gunslinger Chopshop.png Gunslinger in the daylight in Saints Row IV.png Saints Row variants - Gunslinger - Beater - front right.png
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none 1 +1
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9
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Gilder fires two pistols, inflicting damage on enemies in a straight line.
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5 +20%
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Collect 8 Wanted Posters Collect 16 Wanted Posters Collect 4 Wanted Posters
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100.0
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90 85
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Domestic SUV
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HST4 HST2 GunslingerR4 GunslingerR2 GunslingerR6 ATK1 EVA3 ATK3 GunslingerL1 EVA4 GunslingerL3 GunslingerL7 GunslingerL5 HST CRIT3 HP1 HST3 HST1 CRIT1 EVA1 GunslingerR5 GunslingerR3 DEF1 GunslingerR7 CRIT4 CC ATK4 EVA2 ATK2 GunslingerL4 GunslingerL2 GunslingerR1 GunslingerL6 CRIT2
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Valley of Kings
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Gunslinger Ray Sparkton Ready Revolver Gunslingers Bounty Hunter Trigger Happy Shooting Star Fortune Venus
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Competitive Henchmen
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Fatally overdramatic
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500
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The Gunslinger in Saints Row IV Gunslinger concept art for RO. The Gunslinger in Saints Row Cyber Gunslinger in Saints Row IV
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Defeat five opponents using any pistol.
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Deadeye Path Unknown Path Forbidden Keyhole Triple Jump Way of the Drifter n161: Throwing Knife Way of the Nomad Incendiary Blade Incendiary Grenade Knife Juggler Gambler's Dagger Higher Jump Over the Horizon Scavenger Combustion Circle of Life Better Control Path Forgotten Gunfighter Double Jump Chain of Woe Way of the Fearless Swarm Grenade Tripmine Grenade Gunslinger's Trance
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Gain an additional Throwing Knife. Upgrades Double Jump for even greater height. An explosive grenade that sets enemies on fire, causing additional damage to them. Training focused on toughness at all costs. Golden Gun overpenetrates and can damage multiple targets. Picking up ammo reduces the cooldown of your grenade and Throwing Knife. A grenade which detonates on impact, releasing multiple drones that seek nearby enemies. Training focused on maximum battle recovery. Throw a knife from a distance. Precision kills increase weapon reload speed. Stacks up to 3 times. Training focused on battle recovery and speed. Killing enemies with Golden Gun causes them to explode after about one second. Summon a flaming pistol which disintegrates enemies with Solar Light. Reduces the cooldown of Golden Gun, allowing it to be used more often. Precision kills with Throwing Knife immediately resets its cooldown. Increases the range of Golden Gun. Getting a precision kill with Throwing Knife reduces Golden Gun's cooldown. Significantly increases the accuracy and damage of Golden Gun. An explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger. Jump a second time after leaving the ground. Training focused on toughness and speed. Precision kills increase weapon stability. Stacks up to 3 times. Upgrades Double Jump for better directional control while in the air. Upgrades Double Jump with a third jump. Throwing Knife sets enemies on fire, dealing additional damage over time. Training focused on battle recovery and toughness. Training focused on all attributes.
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Takeshi Kuwabara
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VR Troopers Universe
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2 +2 none
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Superior
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4 2
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Skug Army Soldier
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1000.0
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Pride in his forcefield
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+6%
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1
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Wizard and Glass Song of Susannah The Drawing of the Three Treachery The Gunslinger The Battle of Jericho Hill The Sorcerer Wolves of the Calla The Gunslinger Born The Waste Lands The Dark Tower The Fall of Gilead The Long Road Home n406:
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Increased damage with non-automatic pistols V.A.T.S. accuracy with one-handed weapons increased
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Lvl 100 Trigger Happy Lvl 400 Shooting Star Lvl 20 Gunslinger Lvl 15 Mage and Thief Lvl 200 Ready Revolver Lvl 50 Bounty Hunter
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The Gunslinger is a Spy Satellite located on the space. It appeared in Digimon World 3, as Galacticmon, when it fuses with Snatchmon. Gunslinger is the 9th scenario in RollerCoaster Tycoon 3. Scenario Info: The Old Frontier beckons you to a western theme park that's about to be put out to pasture. Be quick on the draw to rustle up some improvements and put some Wild back into the West! Park Hours: 9:00AM - 7:00PM Park Entrance Fee: $0 Starting Cash: $10,000 Starting Loan: $10,000 at 6.9% Maximum Loan: $13,000 Entrusted with the most dangerous weapons of their time, Gunslingers fire at their enemies with smooth speed and unerring accuracy. These heroic gunmen are firearm specialists that methodically fight their enemies from long distances. "'Come on....dance for me!" - Gilder Gunslinger (ハデにやろうぜ Hade ni Yarouze) is Gilder's first unlockable Super Move. It costs 2 Moonberries to learn and 9 SP to use. Navigate: Buzzwords... (edit) See also: Acronyms ... Bond Glossary ... Investing Glossary ... Technical Analysis Glossary... Life Insurance Glossary... (edit) __NOEDITSECTION__ Gunslinger is a rifle-toting Cowboy robot Grimlord himself recommends after his Skugs kidnap Kaitlin's cousin Betsy. In his first appearance he speaks like Clint Eastwood combined with stereotypical cowboy language such as "Howdy, pardner", "varmint", and "draw." He wears a brown overcoat and hat, which he dramatically throws off at the start of his battle against JB (His hat explodes on the ground after throwing it), which fails to impress the Trooper. He and JB then have a showdown, but Gunslinger has a force-field to deflect JB's attacks. During the battle, one of Gunslinger's bullets creates a hole in the ground, which JB uses as a trench to surprise Gunslinger before he can activate his shield, then replacing his gun temporarily with a sword. When Kaitlin comes to JB's aid, she is severely wounded by his machine gun fire, and is unable to continue the fight. As she pleads for JB to destroy the robot for her, JB goes berserk over Gunslinger wounding her and delivers a supercharged flying kick that sends Gunslinger flying after his attempts to shoot JB in midair failed; Gunslinger's shield shorts out from the attack. JB then makes an unusually aggressive impaling attack while Gunslinger is busy having a tantrum over his lost shield. Despite this, Gunslinger doesn't surrender, but continues his raging, apparently trying to reactivate his shield. JB then finishes Gunslinger off permanently with the "Laser Lance" command (surprisingly Gunslinger appears to still be more angry over his lost shield than actual defeat as he continues his tantrum before falling over and exploding). Gunslinger fits the category of General Ivar's Machine Men army. The Gunsligner is an extension of the Gunman path of the Operative path, and leads directly to the soldier path. It can further lead to the Duelist path. This skill path focused primarily on Mid-Damage. This article is a . You can help My English Wiki by expanding it. Gunslinger is a custom Fighter class archetype developed by Matthew Mercer for Dungeons and Dragons 5th Edition when the group converted from Pathfinder. There are two versions of the archetype: a professional version is available for purchase at Dungeon Masters Guild and a free version. __notoc__ <default><span style="font-weight:bold;">Gunslinger</span></default> <format><span style="font-weight:bold;"></span></format> Mod.png Statistics Polarity Rarity Trading Tax 4,000 ‍ Dropped by Dropped byOther:Orokin Tower Containers Transmutable Untransmutable The Gunslinger mod increases the fire rate of secondary weapons by 12% per rank for a maximum of 72% at rank 5. Gunslinger (Duelist in Brazil) was an ancient title bestowed upon a particularly active legion during the First Demon Wars. The only extant record from that time, the Chronicles of Klayah, reveals that although the title "Gunslinger" had fallen into obscurity, it was indeed used by the most powerful kingdom of the time during the First Demon Wars. The Rune Casters of Kounat displayed much power and influence during the First Demon Wars and invested a great amount of magical and mechanical resources; however as the war drew on, they realized it was going to be impossible to sustain their efforts for much longer. To solve this problem, the most esteemed Rune Caster in the kingdom, Jean-Sanque Gulio, invented a powered gun designed to fire magical rounds while conserving the operator's own energy. The elite legion trained to use this weapon was called the "Gunslingers." The weapon proved to be a success. The First Demon Wars ended with the surrender of the Demons. However, Kounat came to an untimely end with a mysterious explosion. The secrets of the Maverick and the secrets of building them were lost forever. It is believed by scholars that the rifles used today by the Dwarves of Archimedia are based on the ancient design of the Maverick. The Maverick-wielding Gunslingers have a variety of unique magic and machines at their disposal that can induce their enemies to walk right into thermal traps, allowing for effective mid-distance attacks. The Gunslinger's Triple Missiles attack compensates for the fact she has a weak long distance attack by enhancing the Maverick's inherent strengths. The Gunslinger continues to use the Rune Caster's Mana Shield and Dash Jump; however the Gunslinger's version is stronger than that of the Rune Caster's, who has always been weak when it came to close quarter combat, and the summoned W.D.W. has also been enhanced. The Gunslinger's many skills can be confusing at first, but with practice and training she is a force to be reckoned with on the battle field. The Gunslinger can devastate big groups of enemies – showering them with bullets from his Pistols and Chains of magic from his knowledge of Elementalism. His attacks are perfected to do damage to all monsters standing against him at once, and to keep the pressure up by affecting them with damage-over-time effects and wicked critical hits. The Deck is best suited to tackle large gangs of foes, but because of high focus on damage and lack of defenses, the Deck often works best in in group play. Here the Gunslinger’s handy ability to increase the whole team’s chance to do critical hits is especially valuable. "I learned one rule about gunslingers. There's always a man faster on the draw than you are, and the more you use a gun, the sooner you're gonna run into that man." Gunslinger is a mental advantage, described in Basic Set, p. 58. It is mentioned frequently in GURPS Gun Fu. A list of page references would include a respectable fraction of the supplement. It can be found in GURPS Action 1: Heroes on pages 7, 14, 17, and 18. It is mentioned in GURPS Action 2: Exploits on pages 33, 35, 36, 37, 38, and 39. Gunslinger is discussed in GURPS High Tech on page 249, 250, 251, and 252. GURPS Tactical Shooting talks about Gunslinger in terms of "who draws first?" on page 10. Gunslingers are firearm specialists from Einbroch that relies on pinpoint accuracy in bringing down enemies. And as the name imply, they use guns to deal damage as much as possible in a short amount of time. A wide array of guns and firearms opens up to each of its own unique abilities and skills to produce different playing styles, making Gunslingers a versatile class.Novice characters can change classes directly to Gunslinger once they hit Job Lvl 10. However, they don't have an advanced class. To make up for this, Gunslingers have different Job EXP requirement compared to the traditional job classes, and they are allowed to reach a maximum Job Lvl at 70. +2 Handguns Level +2 Hard Ass Level The gunslinger is an advanced class for the smuggler class in the Star Wars: The Old Republic MMO video game. This advanced class specializes in dual blaster pistols, trick shots, and utlizing cover in combat. The Imperial counterpart for this archetype is the Sniper.. Born to Radriar's father's cousin,his father was banished. His father truly understood justice and hated Helio in some of his aspects and ways of handling, he also hated Tenno. He found Yamamoto the better as he was more of neutral even though he governed such small land. That is why Shinobi was to avenge his father's death who was slain by Radriar. Shinobi was taken in by Yamamoto in his academy and later was left at the age of 10, after he got Quincy powers. He later adopted a life of revenge and bounties only to take the better bounties and 'bad bounties' to be rejected. He used to kill the bounty-placer many times especially if it was not in the sense of Justice. This made him a space pirate and also rich. Gunslinger on piraatti, joka taistelee ninjoja vastaan. Munitions - Energy Builder - Ranged Damage Gunslingers are a Star Child class available in Conception 2. They wield guns and are strong damage-bursters. They are one of the four initially available classes. The gunslinger is the cowboy of the Wastes. They are the clever, fast, and intelligent. They can be good, evil, or neutral karma. The gunslinger is most likely the leader of most parties. Gunslingers were the highest authority in All-World, a parallel version of our own Earth. Their duty was to keep that world from "moving on" — the commonly used expression for collapse of not only civilization, but reality itself; originally they didn't have guns and formed an order of Knights, wielding swords and shields. Role: Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons. Alignment: Any. Hit Die: d10. Starting Wealth: 5d6 x 10 hl (average 175 hl) The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Martial Knowledge (Firearms, Light)(Int), Martial Knowledge (Firearms, Heavy) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifier. File:Gunslingerfemale.png Class Features The following are class features of the gunslinger. When attacking an opponent that another ally is targeting, you and that ally gain a +4 bonus to attack and damage rolls as well as rolls to confirm critical hits. Roll 1D4 when attacking an opponent from behind, the result adds into your attack rolls against that enemy for the remainder of this round. Gunslingers are proficient with Firearms (Light), and Firearms (Heavy). They are proficient with all light armor. A Gunslinger gains a number of martial techniques he can utilize in battle. A gunslinger can qualify for bonus martial techniques from a high intelligence score in the same way a Wizard does with spells. Unlike with spells, technique saving throws depend on the type of weapon wielded. Very few classes gain martial techniques for free, they must train to learn how to utilize the techniques. However this also means there is truly no limit to the number of martial techniques one can learn. Martial Techniques need not be prepared beforehand, they can be performed so long as you have uses left in the day. Learning martial techniques is described in the Skills Section of this system. At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her 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 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat. A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Optional Rule The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule. Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies. Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check. Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point. Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. • Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. • Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed. Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn. Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects. • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. • Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect. • Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. • Torso: Targeting the torso threatens a critical on a 19–20. • Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft. Evil Eye (Ex): At 11th level, The Gunslinger can spent 1 grit point as a swift action to call upon the power of the Evil Eye. For the duration of that round, all attacks made with a firearm can be made at x2 the normal range before any penalties are added. Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage. Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition. Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity. Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge. Menacing Shot (Ex): At 15th level, the gunslinger can spend 1 grit point, 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 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier. Slinger’s Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs. Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point. Death’s Shot (Ex): At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow. Stunning Shot (Ex): At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. Nimble (Ex) Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats. Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well. At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points. Coming Soon... Gunslinger is a medal that can be earned in the multiplayer mode of Uncharted 2: Among Thieves. It is awarded in competitive game types for defeating five opponents with a pistol. Gunslinger is a Fallout 3, Fallout: New Vegas and Fallout 4 perk. The Gunslinger Jacket (which is the only style) can be bought through pvp marks in the Hall of Heroes. File:R&DPickup.png This article is a . You can help My English Wiki by expanding it with additional information or adding additional maps, appropriate links or images. Gunslinger is a short machinima series written entirely by Rik. The story revolves around 4 'Gunslingers' and how they are famed around the world for being god like or invincible. They are hated by almost the entire populous, and are ranked as unbelievable criminals. The series is planned to run for 6 to 8 episodes, and will most likely be kicking off the Iceburg Inc. machinima line. It is currently a work in progress. Gunslinger é uma variação de personagem em Mortal Kombat X. Pertence à personagem Erron Black. Categoria:Variações The Gunslinger is a class governed by Empyrean Lord Israphel. Players start out as Technists, and become Gunslingers upon Ascension. Gunslingers use Pistols and Aethercannons. The type of weapon used will affect combat style. Aethercannons have a slower attack speed but fire great powerful blasts. Pistols are much faster, and can fire off multiple shots in succession for a more dynamic style. The Gunslinger is a boss in the 1999 video game Toy Story 2: Buzz Lightyear to the Rescue, as well as one of the final bosses of the game. The criminal equivalent of soldiery, gunslingers flood the outer reaches of the Rim, since firing fast and accurately is often the best way to survive. Their blasters only leave their handy holsters long enough to fry the threat, and enemies are dispatched with ease and elegance. Psychologists also report an unhealthy addiction to gambling. The Gunslinger is a in Saints Row and Saints Row IV.Broken {{ref}} (youtube link) Broken {{ref}} (youtube link) Gunslinger is one of the of two Smuggler Advanced Classes. Primary Focus: * Dual Pistols * Quickdraw / Fast Attacks * Ranged DPS * Cover Another specific upgrade is that the Sweeping Gunfire can be used while the player moves the cone of fire, although this requires a certain amount of care. File:Huge item gunslinger bronze 01.png |-| Silver = File:Huge item gunslinger silver 01.png |-| Gold = The following are changes in the Gunslinger class from its listing in Paizo material.
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