Class record
Gunslinger
Striker
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Striker
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Any class mastered.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points to spend on Athletics, Stealth, Perception, Insight, Survival, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Fitness, Cunning, Awareness or Presence.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus or Power.
- Level 8Ultimate ability
Identity & lore
Class overview
Tactical guidance
Playing Gunslinger
The gunslinger takes control of the fight from the start with their Quickdraw ability. It's only a light attack, but it's a free attack that can't be reacted to, so it's free early damage. Because it's an encounter start ability, it is one of the few things that lets you act before enemy with ‘First Shot’ initiative bonus can take their action.
Ricochet is a simple attack that can be used to bypass light cover. If an enemy is using light cover, there's little reason not to use it.
Warning Shot costs a fair bit of mana, but gaining Trick Attack can help you secure hits. Grunts are unable to react to them, so you can snipe one hiding behind cover with a warning shot + ricochet combo.
For their Secret Art: Fan the hammer you'll probably want to bring a spare pistol. It is a relatively close range ability and the high AP cost makes it hard to move and shoot if you don't get extra AP from somewhere, but it can do a large amount of damage. A single reaction will affect all 4 shots, so its something only to be used against a target that has exhausted their RP.

