Drawing heavily on the Pathfinder Gunslinger
, I created the Gunslinger class for Dungeon World
I would appreciate any suggestions or comments you have, and I hope you're happy for any contributions to come under the Open Game License like this class does.
I'm trying a few symbols in this document. ■ means '10 or higher', □ means '7-9' and ✘ means '6 or lower'. I'm not married to the idea; I'd love to know what you think of it.The Gunslinger
A class for Dungeon World.
Clint, No Name, ?.Look
Choose one for each.
Thousand-Yard Stare ● Bored Stare ● Hungry Stare
Scarred Face ● Damn Ugly Face ● Soft Face
Riding Gear ● Dueling Finery ● Dirty Rags
Gaunt Body ● Ravaged Body ● Muscled BodyStats
Assign these scores to your stats: 17, 15, 13, 11, 9, 8.
Your base HP is 7. You start with 7+Con HP.
Your base damage is d10.Starting MovesChoose a racial move:Dwarf
Earthborne Bullet: When you fire a bullet through dirt or unworked stone, it passes through as if the obstacle were not there.
[Or, the Fighter’s Blacksmith talent?]Gnome
Gunsmith: When you spend a few hours tweaking your signature weapon, roll +Int. On a ■, change both enhancements and the range to whatever you like. On a □, change one enhancement or the range to whatever you choose. The GM will change the other two factors to whatever he or she chooses.Human
Cheat Death: When you reach 0 HP, do not take your last breath. Instead, roll +Cha. On a ■, pick 2. On a □, pick 1.
- You live.
- Death doesn’t realise your presence.
- You bring a wicked gun or ammunition back from past the Black Gates.
- You bring a wandering soul back.
Cheat Death: When you reach 0 HP, do not take your last breath.
Instead, roll +Cha. On a hit you live. On a ■, choose 1; on a □, choose 0:
- One of Death's secrets is revealed to the world.
- Death is not enraged.
- You get to choose which soul slips past the gates.
- A wicked new gun or ammunition is brought out beyond the Black Gates.
You may forgo your life for an additional choice. You may make a bargain with Death for an additional choice.You start with these moves:Trick Shot
When you make a trick shot, like scooting an object along by shooting it, blasting the lock off a door or cauterising a wound with the still-hot muzzle of a gun, roll +Dex. On a ■, choose 3. On a □, choose 2.
- It only takes one shot (don’t lose 1 Ammo).
- Nothing of value is damaged.
- It’s not too noisy.
- The shot goes off just as you wanted it to.
As the Fighter ability of the same name.Signature Weapon
Choose a base weapon. All are 2 weight.
Choose a range:
Choose two enhancements:
- Sturdy butt. Also has Hand range, for hack and slash.
- Deadeye. +2 piercing.
- Heavy. +1 damage but +1 weight.
- Twin barrels. +1 damage.
- Never runs out of bullets.
- Huge. +messy, +forceful.
- Versatile. Choose another range.
- Fits a purse. -1 weight.
Choose a look:
- Engraved with a mythical creature.
- Made of strange, glowing alloys.
- Clockwork and steampowered.
- Inlaid with gold and mother-of-pearl.
When you gain a level from 2-5, choose from these moves.Steady Aim
You suffer no penalty for using a firearm at any range.Gun Tank
When you wear armour, ignore the Clumsy tag.Resilience
When you stoically endure danger, you may roll +Con instead of +Dex.Deflection
When the damage from a ranged attack is completely absorbed by your armour, the bullet, sling, bolt or arrow ricochets off you and strikes a Near enemy. Secret Stash
When you run out of ammunition, you can always find more in your pockets. Ricochet
When you score a ■ on volley, you may do half damage to a second Near enemy as well.Birdshot Augur
When you fire your gun into the air after quiet reflection, the passage of your bullet is meaningful. Roll +Wis. On a ■, the GM will give you a strong insight. On a □, the GM will give you a nudge.Clip
When you get a ✘ result on volley, you do half damage regardless.Stunning Shot
When you get a ■ result on a volley, instead of doing damage you may stun the enemy. This stops them from doing damage on □ results, but not ✘ results. A good hard move is for the creature to snap out of it.Targeted Shot
When you get a ■ result on a volley, you may also pick 1:
- Target is hit in the arm and drops an item.
- Target is hit in the leg and falls prone.
- Target is hit in the head and briefly confused (the target does nothing unless in immediate danger).
- Target is hit in the wing and falls from the sky.
When you and an ally attack an enemy in quick succession, you pool your damage for the purpose of overcoming armour.Menacing Shot
When you fire a shot into the air, roll +Cha. On a ■, a number of monsters whose levels equal your level flee for a short time, kowtow to you in worship or offer you tribute. On a □, choose one:
- You must move into danger to make the shot.
- Your gun jams.
- Your ammo is reduced by 1 as you fire multiple times.
Choose an alignment:Chaotic
When you leave behind responsibilities, mark XP.Chaotic Good
When you set something or someone free, mark XP.Gear
Your load is 6+Str. You start with 15 gold, your signature weapon and Bullets & Shot (5 Ammo). Bonds
Fill in the name of one of your companions in at least one:
[Not done yet].Guns
Guns add another option to volley on a □: your weapon jams, requiring a saving throw to clean it.TypesPistol
Near, 7 Gold, 1 weight.Musket
Near, Far, 10 Gold, 1 weight.Blunderbuss
Reach, Reload, +1 damage, Two-Handed, 7 Gold, 2 weight.Bullets & Shot
5 Ammo, 10 Gold, 1 weight.Open Game LicenseOpen Content Declaration:
The entire text of this work, with the exception of the text under the Open Game License heading, is open game content.Product Identity:
The words ‘Pathfinder’, ‘Paizo Publishing’, ‘Apocalypse World’ and ‘Dungeon World’ are Product Identity of their respective owners.Text of the Open Game LicenseSection 15
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
The Gunslinger: A Class for Dungeon World. © 2011, Chris Sakkas. With help from Paul Taliesin, Joseph LeMay, Colin (Steerpike), Mark Causey, Alexander Davis.