Gunslinger sub-class
![](/scarlethorizons/icons/gunslinger.webp)
Prime ability: Dexterity; the Gunslinger remembers the face of her father and carries herself with the poise of her ancestors.
Party Boon at Gunslinger 1: A Gunslinger's companions gain a +2 ka bonus when checking Morale or making saving throws versus fear or charm effects.''
Personal Boon at Gunslinger 3: At Gunslinger 3, even when you are surprised and caught flat-footed, you can get off a pair of shots, at -4 and -2 penalty to-hit, respectively. The Gunslinger subclass gives the PC an always on advantage on any saving throws versus fear and other mind-influencing effects.
Gunslingers attack with two guns simultaneously and are able to target the same foe with both weapons (no penalty to-hit), or she may choose to target two separate foes — the second weapon is at a -2 penalty to-hit.
Each gun has a range increment of sixty feet and deals 2d4 damage; the damage dice explode on a result of 4.
Gunslingers can only wear light armor, and tend to prefer trenchcoats of leather.
When a Gunslinger rolls a natural "1" attack roll, one of her resolvers has had a misfire. That weapon cannot be used again until cleared, which is something the Gunslinger must do outside of combat.
The Gunslinger subclass gives access to the Steely Gaze Heroic Deed.