You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at
Learn more.

Pathfinder Reference Document
Pathfinder Reference Document


Like swashbucklers, gunslingers fight with style and finesse.


Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her grit or panache, and become inactive until the character regains grit or panache. A dare grants the character a benefit and makes it easier to regain either grit or panache.

A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but must pick only one to be active each time she reaches 0 grit points or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit points or panache points again.

These dares can be used by gunslingers and swashbucklers.

Vigilant Shooter : While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making a Reflex saving throw and take the higher result. You regain 1 grit point or panache point when you succeed at two Reflex saving throws while using this dare.

Frantically Nimble : While this dare is active, you gain a +2 dodge bonus to AC. You regain 1 grit point or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks don't need to come from the same enemy.

Out for Blood : While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/×4 becomes 19–20/×4, 19–20/×2 becomes 18–20/×2, and so on). This effect does not stack with similar effects that modify a weapon's critical threat range.

Run Like Hell : While this dare is active, your base speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.

Bolt Ace (Archetype)

While most gunslingers are full of sound and fury, a few never soil their hands with powder or smell gun smoke.

Crossbow Maven: A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.

Grit (Ex): A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.

Deeds: A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death's shot, and stunning shot. The bolt ace gains the following deeds.

Sharp Shoot : At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed). This deed replaces deadeye.

Vigilant Loading : At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. This deed replaces quick clear.

Shooter's Resolve : At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot. This deed replaces utility shot.

Distracting Shot : At 7th level, a bolt ace can spend 1 grit point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round. This deed replaces startling shot.

Vigilant Shooter : At 11th level, a bolt ace can spend 1 grit point when firing a crossbow to avoid provoking attacks of opportunity while doing so. This deed replaces expert loading.

Inexplicable Reload : At 11th level, loading a crossbow becomes unthinking and automatic for a bolt ace. As long as she has at least 1 grit point, she always starts each round of combat (even a surprise round) with her crossbow loaded. Also, the amount of time needed to reload a crossbow decreases by one step: a standard action becomes a move action, a move action becomes a swift action, a swift action becomes a free action, and a free action becomes not an action. This deed replaces lightning reload.

Pinning Shot : At 15th level, the bolt ace can spend 1 grit point while shooting a crossbow and attempt to pin down its target with the bolt. If the crossbow attack hits, it pins the target to a nearby object, to a wall, or to the ground, entangling and staggering the target. While pinned by the bolt, the target cannot move (except by teleportation) until it takes a standard action to free itself from the pinning bolt. This deed replaces menacing shot.

Crossbow Training (Ex): Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (×2 becomes ×3, for example).

Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well. This ability replaces gun training.