Article-At-A-Glance
- The Two-hands[1] build focuses on versatile Gunslinger mastery in Pathfinder 1E builds.
- Develops strategic character builds using feats, skills, and roleplaying techniques.
- Evaluates strengths, weaknesses, and necessary combos for efficient gameplay.
- Provides insight into roleplaying, enhancing gameplay through strategic character evolution.
Click on the level for more information
At level 1, the Gunslinger[2] focuses on improving attack accuracy and utility with feats like Weapon Finesse and Point-Blank Shot, combined with a strong Dexterity focus. This makes you agile and precise, enhancing your early game prowess with firearms.
Stat Block Level 1:
Gunslinger: female, human gunslinger 1; CR 1/2; Medium humanoid (human); HD 1d10; hp 10; Init +4; Spd 30 ft.; AC 14, touch 14, flat-footed 10; Base Atk +1; Grp +1; Atk +5 (pistol, 1d8/x4) or melee +1; Full Atk +5 (pistol, 1d8/x4); SA Deeds; SQ Nimble; AL Neutral; SV Fort +2, Ref +6, Will +1; Str 10, Dex 19, Con 10, Int 10, Wis 12, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +9, Intimidate +4, Perception +9; Feats: Weapon Finesse, Point-Blank Shot, Gunsmithing. Deeds: Standard pistol proficiency, 1 grit point, Quick Clear.
Possessions: Pair of pistols, black powder, bullets, leather armor.
At level 5, this Two-hands[1] Gunslinger showcases exceptional marksmanship, focusing on high Dexterity for formidable attack rolls. With feats like Rapid Reload and Precise Shot, the gunslinger[2] can maximize ranged combat effectiveness, utilizing a pair of pistols to deliver precise shots swiftly and accurately. The character’s Deeds boost both offensive capabilities and skill versatility, enhancing combat dynamics.
Stat Block Level 5:
Revy: female, Human Gunslinger 5; CR 5; Medium humanoid (human); HD 5d10; hp 45; Init +5; Spd 30 ft.; AC 17, touch 17, flat-footed 12; Base Atk +5; Grp +5; Atk pistol +10 (1d8+1) or two-weapon fighting pistols +8/+8 (1d8+1) and +8 (1d8+1); Full Atk two-weapon fighting pistols +8/+8/+8 (1d8+1); SA none; SQ Deeds, Gunsmithing, Nimble +1; AL Chaotic Neutral; SV Fort +4, Ref +9, Will +3; Str 10, Dex 20, Con 10, Int 10, Wis 13, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +13, Intimidate +8, Perception +12, Sense Motive +9, Bluff +8, Swim +5; Weapon Finesse, Point-Blank Shot, Rapid Reload, Precise Shot, Two-Weapon Fighting.
Special Attacks and Qualities:
Deeds allow for trick shots and maneuvers.
Possessions: Two pistols, alchemical cartridges, adventurer’s gear.
This Level 10 Gunslinger build emphasizes on swift reload and high damage output. Utilizing feats like Rapid Reload and Rapid Shot, it allows for a high number of attacks per round. The combination of Dexterity based attack and defense, along with Deeds such as Snap Shot, makes this character proficient in both ranged assaults and close quarter responses. Notably, this build excels at ranged combat with pistols, making use of Sense Motive and Intimidate to manage battlefield control.
Stat Block Level 10:
Revy: female, Human Gunslinger 10; CR 10; Medium humanoid (human); HD 10d10; hp 70; Init +4; Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base Atk +10; Grp +10; Atk +14 ranged (pistol); Full Atk +14/+14/+9/+9/+4 (pistol dual wielding, precise shot); SA Deeds; SQ Nimble +2, Gunsmithing, Quick Clear; AL CG; SV Fort +4, Ref +11, Will +4; Str 10, Dex 20, Con 10, Int 10, Wis 13, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +15, Intimidate +13, Perception +13, Sense Motive +13, Bluff +13; Weapon Finesse, Point-Blank Shot, Rapid Reload, Two-Weapon Fighting, Precise Shot, Deadly Aim, Rapid Shot, Combat Reflexes, Improved Two-Weapon Fighting, Weapon Focus (pistols).
Special Attacks and Qualities:
Revy gains the ability to reroll missed attacks with Black Powder Bravado as well as sense motive with Bastard Trait.
Possessions: A pair of pistols, alchemical cartridges, light armor, basic supplies.
This level 15 Gunslinger build, known as ‘Two-hands[1]’, is designed for maximum damage output and combat flexibility. With a focus on Dexterity, this build can achieve up to 8 attacks per round using pistols, thanks to the synergy of the Rapid Shot and Greater Two Weapon Fighting feats. Utilizing special abilities from Snap Shot feats allows attacks of opportunity with firearms, enhancing battlefield control. The build leverages Weapon Finesse for melee proficiency and maintains excellent maneuverability.
Stat Block Level 15:
Revy: Female, Human Gunslinger 15; CR 15; Medium humanoid (human); HD 15d10; hp 113; Init +12; Spd 30 ft.; AC 25, touch 19, flat-footed 18; Base Atk +15; Grp +15; Atk +24 ranged (1d8+5/×4, pistol) or +15 melee (1d3+2, unarmed strike); Full Atk +24/+19/+14/+9 ranged (1d8+5/×4, pistol) and +24/+24/+19 ranged (1d8+5/×4, pistol); SA Attacks of opportunity with firearms within 10 ft.; SQ Nimble +3, Deeds (Deadeye, Gunslinger’s Dodge, Quick Clear, Utility Shot); AL CN; SV Fort +10, Ref +17, Will +9; Str 10, Dex 26, Con 13, Int 10, Wis 14, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +22, Intimidate +20, Sense Motive +20, Swim +15, Perception +22, Bluff +17; Weapon Finesse, Point-Blank Shot, Gunsmithing, Rapid Reload, Two-Weapon Fighting, Precise Shot, Deadly Aim, Rapid Shot, Combat Reflexes, Improved Two-Weapon Fighting, Weapon Focus (Pistols), Greater Two-Weapon Fighting, Snap Shot, Improved Snap Shot, Greater Snap Shot, Improved Initiative, Toughness.
Special Attacks and Qualities:
Rapid Reload allows reloading as a free action; Snap Shot line extends attacks of opportunity with firearms.
Possessions: A pair of masterwork pistols, ammunition (alchemical cartridges), adventuring gear.
This two-handed gunslinger build is focused on massive damage output through dual-wielding pistols with feats like Greater Two-Weapon fighting and Rapid Shot. With a high dexterity and Combat Reflexes, it maximizes attacks of opportunity, providing both strong ranged offense and surprising melee adaptability.
Stat Block Level 20:
Revy: female, human gunslinger 20; CR 20; Medium humanoid (human); HD 20d10; hp 180; Init +9; Spd 30 ft.; AC 25, touch 19, flat-footed 18; Base Atk +20/+15/+10/+5; Grp +20; Atk +25 ranged (1d10+5 damage, pistols) or +20 melee; Full Atk +25/+20/+15/+10 ranged (1d10+5 damage x2, pistols) or +20 melee; SA Deeds; SQ Gunsmith, Nimble +5, Grit, Deeds (multiple trick shots); AL N; SV Fort +12, Ref +17, Will +8; Str 10, Dex 25, Con 13, Int 10, Wis 14, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +28, Intimidate +23, Perception +28, Sense Motive +25, Bluff +23, Swim +23, Survival +18; Weapon Finesse, Point-Blank Shot, Rapid Reload, Two-Weapon Fighting, Precise Shot, Deadly Aim, Rapid Shot, Combat Reflexes, Improved Two-Weapon Fighting, Weapon Focus (Pistols), Greater Two-Weapon Fighting, Snap Shot, Improved Snap Shot, Greater Snap Shot, Improved Initiative, Toughness.
Special Attacks and Qualities:
Deeds allow for re-rolls and trick shots; possesses numerous attacks of opportunity within 10 feet; highly maneuverable in combat scenarios.
Possessions: A pair of high-quality pistols, alchemical cartridges, and typical adventuring gear.

Milestones Of Character Development
- Levels 1-5: At these levels, the foundation is solidified with essential feats like Weapon Finesse and Point-Blank Shot, enhancing accuracy and damage. Gaining Rapid Reload allows for reloading as a free action, ensuring consistent shooting, while Two Weapon Fighting begins maximizing attack potential.
- Levels 6-10: Key abilities, such as Deadly Aim, are developed, further increasing ranged damage. Rapid Shot adds an additional attack, coupled with Precise Shot minimizing penalties for firing into melee. These levels see the Gunslinger[2] becoming more dynamic and versatile in combat.
- Levels 11-15: A significant increase in offensive capability occurs. Improved Two Weapon Fighting and Weapon Focus specialize firearm usage, enhancing attack rolls. Snap Shot enables attacks of opportunity with pistols, expanding strategic possibilities.
- Levels 16-20: The Gunslinger[2] achieves near peak combat proficiency. Greater Two Weapon Fighting maximizes attack volume, while Improved Snap Shot and Greater Snap Shot allow for potent attacks of opportunity within a greater range. With abilities like Improved Initiative and Toughness, the Gunslinger[2] becomes a formidable tactical presence.
Core Abilities & Features
The Two-hands[1] Gunslinger brings significant firepower and adaptability to any Pathfinder 1E campaign. One of the standout features of this build is its exceptional use of Dexterity. With a starting point buy explicitly focusing on maxing out this ability, the Two-hands[1] maximizes its attack and damage potential while remaining elusive on the battlefield.
The choice of the Human race accentuates flexibility by offering an additional Floating +2 to Dexterity, improving agility and accuracy. Staying out of melee means prioritizing Dexterity is a must, enabling a higher number of attacks and precision with each shot. One crucial feature here is the ability to reroll an attack on a Deed via Black Powder Bravado, making missed trick shots a rarity.
Key to the build are the feats, tightly knit together to ensure rapid and devastating strikes. The combination of Rapid Reload and Alchemical Cartridges optimizes actions per round, transforming reloading into a free action. The suite of feats reaching to Greater Two Weapons Fighting allows up to eight attacks each turn, boosted by Deadly Aim for increased damage output per shot. Supporting mobility, Snap Shot feats grant Attacks of Opportunity within 10 feet, providing high versatility in controlling the battlefield.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Masterwork Pistols | Increases accuracy, essential for early levels to boost hit chances. |
| L6-10 | +1 Chain Shirt | Improves armor class while maintaining a good dexterity bonus. |
| L11-15 | +2 Pistols | Further improves attack and damage output, keeping you competitive in tougher encounters. |
| L16-20 | +3 Pistols | Maximizes damage potential, crucial for high level challenges. |
Combat Scenarios
- Dungeon Crawls:
- In tight quarters, maximize your Snap Shot abilities to control engagement zones. Use Acrobatics to navigate difficult terrain and maintain an advantageous firing position.
- Open Fields:
- Capitalize on wide visibility with Precise Shot and Rapid Shot. Use Deadly Aim to increase damage output from a safe distance; leverage your range to stay out of reach of melee threats.
- Ambushes:
- Employ Combat Reflexes for quick retribution when caught off guard. Utilize Perception to detect incoming threats early, allowing for effective use of Snap Shot to strike back from the shadows.
- Defensive Stands:
- Maintain a strong position with Point-Blank Shot. Reinforce your spot with Toughness and use your Attacks of Opportunity to keep foes at bay while supporting allies with covering fire.
- Urban Encounters:
- Use your mobility to gain the high ground quickly. Manipulate Sense Motive and Bluff to misdirect opponents and control engagements in cluttered environments effectively.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Limited in Melee Combat | Carry a melee weapon such as a Longsword for back-up, and use Weapon Finesse to improve melee attack rolls. |
| Reliance on Dexterity | Invest in Belt of Incredible Dexterity (+2 Dex) and take skills to increase mobility and ranged combat. |
| Vulnerability to High AC Enemies | Utilize Deadly Aim to deal more damage and equip Magic Ammunition to bypass high armor class. |
| Low Hit Points | Equip Amulet of Natural Armor (+1 AC) and invest in Toughness to increase survivability. |
| High Reload Time | Use Rapid Reload and Alchemical Cartridges for free action reloads. |
Roleplaying
Embodying the Lone Gunslinger Spirit:
This build centers on a lone mercenary, channeling the grit of the classic gunslinger trope. Your character, let’s call them ‘Revy’, skews towards flamboyance with their trick shooting style, echoing a Wild West outlaw’s flair. In character interactions, lean into the confidence and bravado afforded by ‘Black Powder Bravado’. This skill lets you reroll missed shots on Deeds, reinforcing the idea that Revy always manages to pull off the impossible shot.
The Way of the Warrior Poet:
Though primarily a shooter, Revy sees each encounter as a dance. You can craft your narrative around how each pistols’ shot is purposeful and precise, avoiding collateral damage. With skills in Sense Motive and Bluff, engage in verbal sparring with adversaries, charming or deceiving them before switching to action. This character is never quite what they seem, with a knack for reading people and anticipating moves, adding a strategic layer to your roleplay.

FAQ
What makes the Two-hands[1] build stand out among Gunslinger builds?
The Two-hands[1] build excels in delivering massive damage via powerful attacks. By utilizing two-handed firearms, you maximize damage output, especially with feats that enhance critical hits. You can stay at a safe distance while dealing significant damage, which fits many combat scenarios.
Which abilities should be prioritized when developing a Two-hands[1] Gunslinger?
Focus on increasing Dexterity and Strength, as they are key stats. Dexterity boosts your attack accuracy while Strength aids in damage output. Use feats like Improved Critical and Rapid Reload, boosting effectiveness. Consider Deadly Aim to enhance damage further. Maximize your firearm proficiency to exploit the specialty of using two-handed firearms. Keep skills like Perception and Stealth sharp to gain an edge in various encounters.
How does the Two-hands[1] Gunslinger handle different enemies in combat?
The Two-hands[1] Gunslinger can adapt to various enemies with different tactics. Against heavily armored foes, use touch attacks to bypass armor bonuses. For swift or evasive enemies, increase your attack rolls with Deadly Aim. Against groups, capitalize on area control with well placed shots.
What equipment should be a priority for a Two-hands[1] Gunslinger?
A high-quality two-handed firearm is a must, start with something like a musket. Prioritize items that boost your Dexterity, like Gloves of Dexterity. Acquire a reliable ammo supply and powder to ensure consistent firing. An Amulet of Aim improves your attack bonus, essential for deadly precision. Additionally, magical enhancements on your firearm will increase its power significantly.
How does a Two-hands[1] Gunslinger contribute to a party dynamic?
The Two-hands[1] Gunslinger fills the role of a powerful, ranged damage dealer. They control the battlefield with precise, high-damage attacks from a distance. This build can cover the party’s flank, protecting against ambushes. Communication with melee combatants is key, preventing obstructed lines of fire. They also provide strategic support, analyzing enemy weakness for others to exploit.
Join us at Stellar Dragons with the Two-hands!
Are you ready to try the Two-hands[1] build in your next campaign? Do you think it could be the best build in Pathfinder 1E? Join the discussion and share your experiences on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7!
Two-hands
Our base gunslinger build works perfectly to make Two Hands.
Class
Gunslinger 20
Race
Human, floating +2 into Dexterity
Ability Scores
15Point-Buy
Str 10/Dex 19/Con 10/Int 10/Wis 12/Cha 10 Put everything into Dexterity
20Point-Buy
Str 10/Dex 20/Con 10/Int 10/Wis 13/Cha 10 Round up Wisdom, then everything in Dexterity
25Point-Buy
Str 10/Dex 20/Con 13/Int 10/Wis 14/Cha 10
Round up Constitution, then everything in Dexterity
Traits
Black Powder Bravado lets you reroll a missed attack on a Deed, Deeds are trick shots and what is Revy if not a master trick shooter? Bastard gives you Sense Motive as a class skill and Revy has a natural knack to understanding people.
Favored Class Bonus
Skills, we won’t really be in melee anyway and our D10s should be sufficient.
Skills
Acrobatics, Intimidate, Sense Motive, Swim, Perception and Bluff are pretty much your go to, though a few points in Survival is not a bad idea.
Feats by Level
1-Weapon Finesse
Human Bonus-Point-Blank Shot Gunslinger Bonus-Gunsmithing
3-Rapid Reload
Bonus 4-Two Weapons Fighting
5-Precise Shot
7-Deadly Aim Bonus
8-Rapid Shot
9-Combat Reflexes
11-Improved Two Weapons Fighting Bonus
12-Weapon Focus(Pistols)
13-Greater Two Weapons Fighting
15-Snap Shot
Bonus 16-Improved Snap Shot
17-Greater Snap Shot
19-Improved Initiative Bonus
20-Toughness
Via Rapid Reload and Alchemical Cartridges, we can reload as a free action letting us full attack each round. And with our combination of Rapid Shot and Greater Two Weapons Fighting, we can fire up to 8 attacks per round, not including our massive reserve of Attacks of Opportunity via Combat Reflexes, which we can do with our Firearms within 10 Feet of us via the Snap Shot feats line. Finally, Revy remains a capable melee combattant and thus, Weapon Finesse self imposed.
Equipment
A pair of Pistols.
Final Thoughts on the Build
Between your downright massive damage output and your various Deeds, plus your fairly good skill range and and combat maneuvrability makes you a force to be reckoned with on the battlefield.
The Gunslinger
They all laughed at him. “The fastest shot in the world”. A juggler and a bard, claiming to be the fastest shot in the world? A ridiculous claim. The mysterious man had walked into the saloon and made that claim boldly after giving his evening performance, which was admittedly impressive, but there was a limit at the theatrics. He sported four pistols, two at his hips, two strapped to his chest. It was ridiculous.
The mysterious man smiled at their laughter. He had kept vengeance toward this town, which he was banned from twenty years ago now, burning his heart and tonight, he had a last performance to give, he thought, caressing the hammer of one of his pistols…
This build is painfully close to making the Top 10, but doesn’t quite make it for 2 reasons:
1-There is a ridiculous FAQ Errata that power nerfs a certain ability to the ground. Now, FAQ and Errata are always subject to GM review, and this one in particular is usually wildly disregarded by most Game Masters, but it is unfortunately a concern that, combined with the second element makes it just miss the Top 10.
2-The other reason being that it is a gunslinger build. Guns are a hit or miss for many GMs and even if they are canonical within Pathfinder’s official setting, Golarion, many GM will use the regional excuse to heavily limit them. And because of these two factors this build misses on being on my top 10. Unfortunate as it is this build truly is a very fun one that I can only highly recommend for a Gunslinging enthousiast!
Race
Human with the Military Tradition Alternative Racial Feature
Class
Battle Host Occultist 1/Mysterious Stranger Gunslinger 1/Trench Fighter 3/Bard Juggler 7/Luring Musketeer Cavalier 8
Traits
Both are open to grab, have fun kids!
Ability Scores
As a Gunslinger, this will probably shock you, but we need Dexterity. We also need Charisma and some amount of Intelligence for our first Level.
15Point-Buy
Str 10/Dex 17/Con 10/Int 13/Wis 10/Cha 14
20Point-Buy
Str 10/Dex 18/Con 10/Int 13/Wis 10/Cha 15
25Point-Buy
Str 10/Dex 18/Con 12/Int 13/Wis 10/Cha 16
Favored Class Bonus
Yep, it is, in fact, HP. Don’t look at me like that, our Con sucks.
Skills
Perception and Sleight of Hands are mandatory for this build. Everything else is gravy so have fun! Take Acrobatics if you want better mobility, various Social Skills to be a decent face, Survival for the gritty, mysterious stranger feel, etc.
Feats by Level
1-Point-Blank Shot
Human Bonus-Exotic Weapon Proficiency(Pistols, Rifles)
Bonus 2-Gunsmithing
3-Precise Shot
Bonus 3-Two Weapons Fighting
Bonus 4-Rapid Reload(Pistols)
5-Deadly Aim
Bonus 6-Deflect Arrow
7-Rapid Shot
9-Improved Two Weapons Fighting
Bonus 10-Snatch Arrow
11-Dodge
Bonus 13-Teamwork Feat of your Choice
13-Mobility
15-Leaping Shot Deed
Bonus 16-Rapid Reload(Rifles)
17-Deft Shootist Deed
Bonus 18-Weapon Focus(Pistols)
19-Greater Two-Weapons Fighting
Precise Shot is pretty much mandatory for any ranged build and so is Deadly Aim. We get Rapid Reload for two types of firearms so that’s fun, we have all three Two-Weapons Fighting main feats, and with Leaping Shot Deed and Deft Shootist Deed, we no longer provoke when shooting in melee and we can move and shoot all our firearms we are wielding(4 due to juggling) as we move which significantly improves our mobility in battle.
Equipment
We start, for free, with a Masterwork Pistol that is immune to the Broken Condition. Which means we don’t fear misfiring at all with that weapon. Which is the FAQ problem I mentioned. So we are free to do whatever we wish with our starting money. Eventually we will want a second Pistol of some sort, and even a third and fourth ones for when we multiclass into Bard. Do consider a Rifle for variances or when you do need some extreme range. You can get away with wearing a Chainshirt as your main armor with no problem.
Final Thoughts on the Build
As per usual you get your Dex to damage, on top of your 8 Attacks per round if you stay immobile, 4 if you move, you can snatch projectiles shot at you, you get extra AC behind cover, you count as having Improved Critical with your firearms, you attack against Touch AC within two Range Increments, ignore range penalty up to three range increments, can cast Spells, have Evasion, a bunch of skills, can spend Grit to add your Charisma modifier to all your damage rolls within a round, and on top of all of that you get to choose a Cavalier’s Order and get to add even more bonuses when Challenging someone. This build can deal some tremendous damage at range while still being extremely mobile and having quite a few backup options. This is a ridiculously good build.
Level | Class | HD | Feats | Special Abilities |
|---|---|---|---|---|
1 | Occultist | 8+Con | Point-Blank Shot, Exotic Weapon Proficiency(Pistols, Rifles) | Knacks, Panoply Bond(Transmutation), Focus Powers, Mental Focus |
2 | Gunslinger | 1d10+Con | Gunsmithing | Grit, Deeds (Focused Aim, Deadeye, Gunslinger’s Dodge) |
3 | Fighter | 1d10+Con | Precise Shot, Two-Weapons Fighting | – |
4 | Fighter | 1d10+Con | Rapid Reload(Pistols) | Bravery +1 |
5 | Fighter | 1d10+Con | Deadly Aim | Trench Warfare |
6 | Bard | 1d8+Con | Deflect Arrow | Fast Reactions, Cantrips, Bardic Music (Fascinate, Inspire Courage +1, Distraction, Countersong) |
7 | Bard | 1d8+Con | Rapid Shot | Combat Juggling, Evasion |
8 | Bard | 1d8+Con | – | Inspire Competence +2 |
9 | Bard | 1d8+Con | Improved Two-Weapons Fighting | – |
10 | Bard | 1d8+Con | Snatch Arrow | Inspire Courage +2 |
11 | Bard | 1d8+Con | Dodge | Suggestion |
12 | Bard | 1d8+Con | – | Inspire Competence +3 |
13 | 1d10+Con | Mobility, 1 Teamwork Feat of your Choice | Far Challenge 1/Day, Gifted Firearm, Order, Tactician | |
14 | 1d10+Con | – | Order Ability | |
15 | 1d10+Con | Leaping Shot Deed | Careful Aim | |
16 |
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