Introduction
Gunslinger is the Guns & Gears Remastered class for firearms, crossbows, reload tricks, critical-hit pressure, and theatrical violence delivered one carefully loaded shot at a time.

This guide ranks the Gunslinger ways, explains reload economy, calls out misfire risk, compares firearm and crossbow paths, and recommends the equipment that makes the class work. Use it with the Gunslinger feat guide, firearms guide, ranged weapons guide, combination weapons guide, weapon traits guide, and technology campaigns guide.
Hot Take: Gunslinger is not "Fighter, but with a gun." Fighter is broadly reliable. Gunslinger is a machine built around reload rhythm, range, and one terrifying crit.
Disclaimer
This guide is a ranking and play advice article, not a replacement for Guns & Gears Remastered. It names options, summarizes what they are good at, and gives practical recommendations without reproducing full class rules, feat text, weapon tables, ammunition rules, or archetype entries.
Ratings assume a campaign where the GM allows Gunslinger access, firearms and ammunition can reasonably be maintained, and encounters include a normal mix of corridors, open spaces, cover, melee pressure, flying enemies, social scenes, and treasure progression. In a no-gun campaign, the best Gunslinger is a Ranger who has not had a terrible conversation with the setting.
Rating Legend
| Rating | Meaning |
|---|---|
| ● | Excellent default. Strong in most campaigns. |
| ● | Good, but build-dependent or table-dependent. |
| ● | Playable, but requires care. |
| ● | Avoid unless the concept matters more than performance. |
Class Snapshot
| Feature | Gunslinger |
|---|---|
| Source | Guns & Gears Remastered |
| Rarity | Uncommon |
| Key attribute | Dexterity |
| Hit Points | 8 plus Constitution modifier |
| Saves | Expert Fortitude, expert Reflex, trained Will at level 1 |
| Perception | Expert at level 1 |
| Skills | Trained in the way skill, plus 3 plus Intelligence modifier |
| Weapon identity | Firearms and crossbows |
| Armor | Light armor, medium armor, and unarmored defense |
| Main pressure | Reload actions, hand economy, range, cover, access, and crit variance |
| Best party roles | Ranged striker, precision opener, trick-shot controller, gun-toting face, firearm skirmisher |
Gunslinger starts with excellent firearm and crossbow accuracy, then scales into master and legendary proficiency with those weapons. That is the class's real damage engine. The gun is dramatic, but the proficiency progression is the quiet adult in the room.
Core Class Features Ranked
| Feature | Why |
|---|---|
| Firearm and crossbow proficiency ● | Expert at level 1, master at level 5, and legendary at level 13 is the class's best feature. Accuracy makes fatal traits matter. |
| Gunslinger way ● | Your way gives the reload pattern, opening deed, later deed upgrades, and skill identity. Pick this before picking the weapon. |
| Slinger's Precision ● | Extra precision damage on non-repeating firearms and crossbows is useful, but it is not the whole class. It rewards accurate, single-shot play. |
| Slinger reload ● | Every way turns reload into something useful. If your build ignores this, the action economy will collect taxes with interest. |
| Firearm and crossbow critical specialization ● | Comes online through weapon mastery and makes crits more meaningful, especially because many firearm builds already chase crits. |
| Stubborn, Blast Dodger, Lead Constitution ● | The defensive chassis is better than it first looks. Reflex and Fortitude scaling help a ranged class survive splash, traps, and monster pressure. |
| Shootist's Edge ● | Ignoring penalties for the second and third range increments with master-or-better ranged weapons is excellent late-game range support. |
| Medium armor progression ● | Useful for Vanguard, Drifter, and cautious ranged builds. Not flashy, but armor math is still math. |
| Misfire rules ● | Normal daily misfire is avoidable with cleaning, but forced misfires and poorly maintained firearms are real problems. Buy the kit. Clean the gun. Do not make this complicated. |
Gunslinger Ways Ranked
| Rank | Way | Best for |
|---|---|---|
| 1 | Way of the Sniper ● | Patient ranged damage, Stealth initiative, cover use, and strong opening shots |
| 2 | Way of the Pistolero ● | One-handed firearm play, Deception, Intimidation, dueling, and face characters |
| 3 | Way of the Drifter ● | Melee/ranged hybrid turns, sword-and-pistol fantasy, and aggressive skirmishing |
| 4 | Way of the Vanguard ● | Heavy firearms, scatter weapons, Shove pressure, and close-range bruiser play |
| Special | Way of the Spellshot ● | Intelligence-based magical firearm concepts through a class archetype |
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1. Way Of The Sniper
Sniper is the cleanest power pick if the campaign uses real terrain. Covered Reload lets you Take Cover or Hide and then reload. One Shot, One Kill rewards Stealth initiative with extra precision damage on your first successful firearm or crossbow Strike. Later deeds keep pushing the hidden-shot fantasy.
This way wants Stealth, cover, long lanes, and a party that does not sprint 90 feet ahead and ask why you are still on the roof.
Best support:
| Choice | Why it works |
|---|---|
| Stealth initiative | Feeds One Shot, One Kill and lets the class start fights on its own terms. |
| Sniper's Aim | Excellent when concealment, cover, kickback, or long-range precision matter. |
| Long-range firearm or crossbow | Gives the way room to function before enemies reach you. |
| Shooter's Camouflage and Ghost Shot | Keep the hidden ranged identity alive at higher levels. |
Hot Take: Sniper is only boring if the table treats every fight like a square room with no cover. That is not a Sniper problem.
2. Way Of The Pistolero
Pistolero is the best "always useful" Gunslinger. Raconteur's Reload combines reloading with Create a Diversion or Demoralize, so the class's reload action becomes social pressure in combat. Ten Paces improves initiative and gives early positioning. Pistolero's Retort and Grim Swagger reinforce the duel-and-threat identity later.
This way wants Deception, Intimidation, one-handed firearms or crossbows, and enough Charisma to make the reload rider stick.
Best support:
| Choice | Why it works |
|---|---|
| Raconteur's Reload | The reload action carries a combat skill action, which is exactly what the class wants. |
| Pistol Twirl | Supports feint-style pistol play. |
| Pistolero's Challenge | Fits the duel plan when you can afford the risk. |
| One-handed firearm plus free-hand utility | Keeps the build flexible around items, doors, climbing, and consumables. |
Hot Take: Pistolero is the Gunslinger way most likely to still feel good in a social-heavy campaign. The gun is part of the character, not the only button.
3. Way Of The Drifter
Drifter is the melee hybrid. Reloading Strike lets you make a melee Strike and reload with the same activity. Into the Fray gets your paired weapons out at initiative. Finish the Job and Drifter's Wake reward staying in the ugly middle distance where a firearm and blade both matter.
This way wants Acrobatics, a one-handed firearm or crossbow, a real one-handed melee weapon, and enough defenses to survive being close to monsters.
Best support:
| Choice | Why it works |
|---|---|
| Sword and Pistol | Helps the hybrid identity function instead of becoming two half-builds. |
| Drifter's Juke | Improves the movement-and-shot loop. |
| Stab and Blast | Rewards the exact weapon pairing the way wants. |
| Medium armor and defensive reactions | You are closer to the problem than Sniper or Pistolero. Dress accordingly. |
Hot Take: Drifter is the coolest Gunslinger and the easiest one to build badly. If the melee side is fake, the whole way gets wobbly.
4. Way Of The Vanguard
Vanguard is the heavy-weapon bruiser. Clear a Path ties Shove into reload. Living Fortification gives an opening defensive posture. Spinning Crush and Siegebreaker make the way feel like a walking breach weapon at higher levels.
This way wants Athletics, two-handed firearms or crossbows, kickback or scatter support if the table allows it, and a player who enjoys positioning problems.
Best support:
| Choice | Why it works |
|---|---|
| Clear a Path | Reload plus Shove is a real action plan when enemies crowd you. |
| Phalanx Breaker | Fits the shove-through-the-line identity. |
| Scatter Blast | Makes close-range firearm pressure more meaningful. |
| Strength support | Helps with weapon requirements, Athletics, and some heavy firearm plans. |
Hot Take: Vanguard is not a tank with a gun. It is a gunfighter who can shove people out of the doorway. Those are different jobs.
Spellshot
Spellshot is a class-archetype route rather than a normal pick from the four baseline ways. It uses Arcana, Intelligence for class DC, magical ammunition ideas, and a spellcasting-adjacent dedication path.
Use it if the concept is "arcane marksman." Skip it if the goal is simply "best gun damage." It also needs a clear table conversation because it changes the normal class package and interacts with dedication rules.
Reload Economy
Reload is the class's central puzzle. A firearm or crossbow Strike is only half the turn. The other half is deciding what the reload action accomplishes.
| Reload tool | Best user | Why |
|---|---|---|
| Covered Reload | Sniper | Hide or Take Cover, then reload. This is the cleanest defensive reload loop. |
| Raconteur's Reload | Pistolero | Create a Diversion or Demoralize while reloading. Very efficient when the skill works. |
| Reloading Strike | Drifter | Melee Strike plus reload. Great when you truly belong in melee. |
| Clear a Path | Vanguard | Shove with the weapon, then reload. Works when enemies are close and Athletics matters. |
| Running Reload | Many builds | Move and reload. Simple, flexible, and rarely dead. |
| Risky Reload | Aggressive builds | Can solve a turn, but the name is not decorative. |
One important rules point: a slinger reload usually gives you one Interact action to reload. If a weapon needs more than one reload action, the slinger reload does not magically pay the whole bill.
Good Gunslinger turns often look like this:
| Turn shape | Example |
|---|---|
| Accuracy turn | Hide, Strike, Covered Reload |
| Pistolero pressure | Strike, Raconteur's Reload with Demoralize, reposition |
| Drifter pressure | Strike at range, close or adjust, Reloading Strike |
| Vanguard pressure | Strike, Clear a Path, take cover or reposition |
| Ammunition turn | Load special ammunition, set up target, make the important Strike |
Hot Take: Reload is not a penalty. It is the class's rhythm section. If that rhythm sounds bad, the build is probably fighting itself.
Firearms, Crossbows, And Crit Traits
Firearms in PF2e are not written as straight upgrades to bows. Many lean on fatal or other critical-hit traits. That means a normal hit can feel modest, while a critical hit feels like the table suddenly found the volume knob.
Accuracy matters because firearms often care about crits. Anything that improves the attack roll, lowers enemy AC, removes cover, gets the target off-guard through positioning, or helps choose the correct target is part of the damage plan.
Crossbows are the cleaner access route. They are common in more campaigns, they work with much of the Gunslinger chassis, and they avoid some firearm-world complications. Crossbow Crack Shot and other crossbow support make them a serious option rather than a consolation prize.
Range matters early and late. First range increment is important for many effects. At high levels, Shootist's Edge helps by ignoring penalties for the second and third range increments with master-or-better ranged weapons, but early Gunslingers still need to respect range bands, walls, lighting, cover, and enemy movement.
Feat Paths Ranked
| Feat path | Best users | Notes |
|---|---|---|
| Firearm crit path ● | Sniper, Pistolero, high-accuracy builds | Sniper's Aim, Fatal Bullet, Piercing Critical, and Final Shot reward accuracy and target selection. |
| Reload mobility path ● | Almost everyone | Running Reload and similar feats keep the class from being a statue with expensive smoke. |
| Crossbow path ● | Low-gun campaigns, precision builds, practical adventurers | Crossbow Crack Shot makes crossbows credible, and common access solves many campaign problems. |
| Ammunition and alchemy path ● | Crafting builds, weakness hunters, prepared parties | Munitions Crafter, Munitions Machinist, Alchemical Shot, Precious Munitions, and Shattering Shot shine when formulas, downtime, and monster weaknesses matter. |
| Melee hybrid path ● | Drifter, some Vanguard builds | Sword and Pistol, Drifter's Juke, Stab and Blast, and Rebounding Assault support the mixed-range style. |
| Trick-shot control path ● | Tactical players, map-heavy tables | Cover Fire, Called Shot, Trick Shot, Penetrating Fire, Ricochet Shot, and Redirecting Shot reward objects, cover, and enemy placement. |
| Defensive grit path ● | Close-range builds and cautious players | Hit the Dirt!, Fake Out, Grit and Tenacity, Unshakable Grit, and related reactions help you live long enough to reload. |
| Chaos gun path ● | Comedy-forward or risk-loving tables | Cobbled firearms and other misfire-heavy options are memorable, but "memorable" is not the same thing as "good." |
Key Feats By Level Band
| Level band | Picks to consider | Why |
|---|---|---|
| 1-2 | Crossbow Crack Shot, Dual-Weapon Reload, Hit the Dirt!, Munitions Crafter, Sword and Pistol, Fake Out, Quick Draw, Risky Reload | These define the early action loop and whether the build is firearm, crossbow, paired-weapon, ammunition, or support oriented. |
| 4-6 | Alchemical Shot, Instant Backup, Paired Shots, Running Reload, Advanced Shooter, Munitions Machinist, Pistolero's Challenge, Scatter Blast, Sniper's Aim | This is where the class starts solving real encounter problems instead of just firing and reloading. |
| 8-12 | Bullet Split, Grit and Tenacity, Smoke Curtain, Stab and Blast, Called Shot, Penetrating Fire, Precious Munitions, Ricochet Shot, Shooter's Camouflage | Pick based on the campaign's maps, monsters, and ammunition access. |
| 14-20 | Dance of Thunder, Headshot, Two-Weapon Fusillade, Fatal Bullet, Hair Trigger, Final Shot, Piercing Critical, Perfect Readiness, Slinger's Reflexes | High-level feats push the Gunslinger toward decisive reactions, big crits, and smoother action economy. |
Ability Scores
| Attribute | Notes |
|---|---|
| Dexterity ● | Key attribute and main attack stat for most Gunslingers. Start high. |
| Constitution ● | You are not as far from danger as you think. Splash damage, ambushes, and melee pressure happen. |
| Wisdom ● | Perception, initiative, Will, and battlefield awareness all matter. |
| Charisma ● | Excellent for Pistolero and any intimidation-heavy firearm character. |
| Intelligence ● | Useful for Crafting, technology knowledge, formulas, and Spellshot. |
| Strength ● | Low priority for most ranged builds, but relevant for Vanguard, Drifter, kickback weapons, Athletics, and armor comfort. |
Skills
| Skill | Best builds | Why |
|---|---|---|
| Stealth ● | Sniper | Stealth initiative and hidden positioning define the way. |
| Crafting ● | Ammunition, gadgets, technology campaigns | Firearms, maintenance, formulas, repairs, and special ammunition all point here. |
| Intimidation ● | Pistolero, face builds | Demoralize through Raconteur's Reload is efficient when invested. |
| Deception ● | Pistolero | Create a Diversion and pistol tricks reward investment. |
| Athletics ● | Vanguard, Drifter | Shove, movement, climbing, and forced-position fights matter. |
| Acrobatics ● | Drifter | Helps close-range skirmishers move through hostile space. |
| Society ● | Urban and faction campaigns | Firearms can be legal, illegal, fashionable, military, or suspicious depending on the region. |
| Survival ● | Snipers and wilderness campaigns | Useful when firearm play moves into scouting, tracking, and overwatch. |
Backgrounds
Guns & Gears Remastered adds firearm-facing backgrounds, but the broader point is simple: pick a background that supports the way's skill loop, the campaign's technology access, or the character's supply chain.
| Background direction | Best users | Why |
|---|---|---|
| Gunsmith, tinkerer, artisan, engineer, or inventor-style background ● | Crafting builds, ammunition builds, technology campaigns | Crafting is the skill that keeps guns, gadgets, formulas, and special ammunition from becoming hand-waved flavor. |
| Scout, hunter, lookout, roof-runner, or military marksman background ● | Sniper, crossbow builds | Supports Stealth, Survival, Perception-heavy play, and the idea that you know where to stand before initiative starts. |
| Duelist, gambler, performer, emissary, or criminal-face background ● | Pistolero | Feeds Deception, Intimidation, and social positioning. Pistolero wants the room to react before the bullet does. |
| Soldier, guard, caravan defender, militia, or siege-crew background ● | Vanguard, Drifter, practical gunfighters | Helps justify weapon training, armor comfort, Athletics, and battlefield discipline. |
| Smuggler, outlaw, spy, privateer, or black-market background ● | Low-access firearm campaigns | Useful when the gun is not just gear, but evidence. |
| Scholar, magical researcher, academy, or occult investigator background ● | Spellshot and lore-heavy builds | Better when the campaign leans into magical technology, Arcana, star guns, or weird ammunition. |
Hot Take: The best Gunslinger background is often the one that explains how your character gets bullets after the first dungeon. "I found a gun" is a concept. "I can keep it fed" is a build.
Weapons Ranked
| Weapon category | Best users | Notes |
|---|---|---|
| One-handed firearms ● | Pistolero, Drifter | Flexible, stylish, and compatible with many reload and paired-weapon plans. |
| Long-range two-handed firearms ● | Sniper | Best when the map gives you lanes and the party lets you use them. |
| Crossbows ● | Any low-gun or practical Gunslinger | Less explosive in theme, often easier to justify in-world. |
| Repeating crossbows ● | Builds that value short-term reload 0 | Great until the magazine problem arrives. Plan for the reload swap. |
| Scatter firearms ● | Vanguard, close-range builds | Excellent when enemies cluster, awkward when allies and civilians also cluster. |
| Kickback firearms ● | Stronger users, tripod users, Vanguard | Reward support and setup; do not ignore the Strength and positioning concerns. |
| Combination weapons ● | Drifter and style-forward builds | Flexible, but mechanically busier. Read the traits before betting the build on one. |
| Cobbled firearms ● | Concept builds | They can misfire on failure. That is funny once and expensive forever. |
Specific combination weapons from Guns & Gears Remastered include options such as dagger pistol, rapier pistol, gun sword, hammer gun, axe musket, piercing wind, and three-peaked tree. The big rule to remember is that combination weapons share fundamental runes between forms, while property runes only apply when appropriate for the current use.
Ammunition, Runes, And Gear
| Gear | Why |
|---|---|
| Firearm cleaning kit ● | Required for sane firearm ownership. Daily maintenance prevents normal misfire risk. |
| Weapon potency and striking runes ● | Accuracy and weapon dice matter for every weapon user. See runes. |
| Property runes ● | Choose based on weapon traits, campaign enemies, and whether the rune applies to the weapon form. |
| Special ammunition ● | Stronger when the party uses Recall Knowledge and tracks weaknesses. See consumables. |
| Alchemical ammunition ● | Excellent for prepared Gunslingers with alchemical item access. |
| Tripod ● | Helps some heavy firearm plans, but it creates setup and retrieval concerns. |
| Silencer ● | Useful for stealth scenes, but it has restrictions and is consumed when used. |
| Gadgets ● | Best in campaigns that want technology, exploration toys, and weird utility. See gadgets. |
| Armor runes ● | Staying upright is still part of damage math. See armor. |
Use the broader equipment guide, weapons guide, adventuring gear guide, magic items by level guide, and worn invested items guide when planning purchases.
Hot Take: If a Gunslinger spends money on a second flashy gun before buying the boring maintenance and rune basics, the character is making lifestyle choices, not build choices.
Archetypes
| Archetype direction | Notes |
|---|---|
| Guns & Gears archetypes ● | Beast Gunner, Bullet Dancer, Demolitionist, Fireworks Technician, Pistol Phenom, Sniping Duo, Spellshot, and Unexpected Sharpshooter all expand firearm identity. |
| Free Archetype ● | Lets Gunslinger pick up utility without sacrificing the core reload path. |
| Martial archetypes ● | Good for Drifter, Vanguard, and weapon-stance concepts. |
| Multiclass archetypes ● | Fighter, Rogue, Ranger, Investigator, or Alchemist directions can all make sense depending on the build. |
| Caster archetypes for martials ● | Useful for utility, but Gunslinger already has action pressure. Add magic carefully. |
Beast Gunner is the obvious fantasy option for magical monster-gun concepts. Sniping Duo is a strong teamwork pick if another party member actually wants to coordinate. Unexpected Sharpshooter is very funny, but the table has to enjoy luck-as-a-combat-plan.
Monster Core Matchups
Use Monster Core as a reminder that Gunslinger should not target every creature the same way.
| Monster problem | Gunslinger answer |
|---|---|
| High AC solo boss | Stack accuracy, use Aid, target debuffs, and make the important shot count. |
| Precision-resistant or precision-immune enemies | Slinger's Precision and Sniper bonuses lose value; pivot to ammunition, support, or utility. |
| Bleed-immune creatures | Some higher-level shot riders matter less. Do not force the same feat line into every enemy. |
| Flying enemies | Range is valuable, but watch range increments, cover, and reload timing. |
| Concealed or hidden enemies | Sniper's Aim, Seek support, and party detection matter. |
| Swarms or many weak enemies | A single fatal crit is less impressive if the encounter asks for area answers. |
| Resistant creatures with weaknesses | Special ammunition and Recall Knowledge can turn a mediocre shot into the correct shot. |
The creature traits guide, stat block guide, and encounter use guide are worth reading if you want to understand why a Gunslinger sometimes feels incredible and sometimes feels like the monster brought a personal grudge against ranged weapons.
GM Core Table Fit
The GM Core side matters because Gunslinger is an uncommon technology class. The campaign needs answers to practical questions:
| Question | Why it matters |
|---|---|
| Are firearms legal and available? | Access changes weapon choice, repairs, ammunition, and social scenes. |
| Can the party buy black powder, bullets, formulas, and replacement parts? | Ammunition builds need supply lines. |
| Do encounters include cover, range, darkness, elevation, and open lanes? | Gunslinger is more interesting when the map has texture. |
| Are enemies allowed to react to noise and smoke? | Firearms are not subtle unless the build invests in subtlety. |
| Does treasure include appropriate runes and consumables? | Reload weapons still need normal martial item progression. |
Use treasure by level, encounter building, environment, skill check DCs, and session zero to make the firearm campaign feel intentional.
Hot Take: Banning guns after a player builds a Gunslinger is not worldbuilding. It is paperwork with a hat.
Sample Builds
| Build | Way | Key choices | Plays like |
|---|---|---|---|
| Rooftop Sniper | Sniper | Stealth, long-range firearm or crossbow, Sniper's Aim, Shooter's Camouflage | Opens hard, reloads through cover, and punishes exposed targets. |
| Emerald Duelist | Pistolero | Deception or Intimidation, one-handed firearm, Pistol Twirl, Pistolero's Challenge | Face character with a loaded argument. |
| Sword And Smoke Drifter | Drifter | One-handed firearm, finesse melee weapon, Sword and Pistol, Stab and Blast | Slides between melee and ranged pressure. |
| Breach Vanguard | Vanguard | Athletics, two-handed firearm or crossbow, Clear a Path, Scatter Blast | Holds a doorway, shoves enemies, and makes close-range shots matter. |
| Arcane Ballistics | Spellshot | Intelligence, Arcana, spellshot dedication, magical shot support | Weird, flavorful, and better when the campaign leans into magic technology. |
| Practical Crossbow Ace | Sniper or Pistolero | Crossbow Crack Shot, common equipment, reload support | Strong for campaigns where firearms are rare or politically radioactive. |
Common Mistakes
| Mistake | Why it hurts |
|---|---|
| Picking a gun before picking a way | The way defines the turn. The weapon should serve the turn. |
| Treating reload as empty time | Reload should be cover, movement, skill pressure, melee pressure, or setup. |
| Ignoring misfire maintenance | A firearm cleaning kit is not flavor text. |
| Chasing damage before accuracy | Firearm crit traits reward hitting well, not gambling harder. |
| Building Drifter without defenses | Melee monsters do not care that your concept art looks cool. |
| Building Sniper for tiny-room campaigns | Ask about map style before committing to the roof-and-rifle life. |
| Taking ammunition feats without Crafting support | Special ammunition is strongest when the character and campaign can actually supply it. |
Hot Takes
- Gunslinger is not a simple damage class. It is an accuracy, reload, terrain, and setup class that sometimes deletes a target when the dice cooperate.
- Sniper is the strongest damage fantasy only when the GM uses cover, elevation, distance, and approach routes. On flat maps, Pistolero usually ages better.
- Crossbows are not the coward's firearm. They are the practical version of the class when the setting treats black powder like contraband, heresy, or bad neighborhood policy.
- Reload is the whole point. If every turn feels like "shoot, waste an action, sigh," the way, weapon, or feat path is wrong.
- Spellshot is a concept pick first and an optimization pick second. That is fine. Not everything with a gun needs to win the spreadsheet duel.
Final Verdict
Gunslinger is excellent when the player likes tactical turns and the GM supports firearm access honestly. It is not the simplest martial class, and it should not be judged by standing still and making one Strike per round. The class wants terrain, reload choices, skill actions, weapon traits, and moments where the party helps turn one attack into a decisive hit.
Best default: Sniper if the campaign has maps with distance and cover.
Best all-rounder: Pistolero.
Best style pick: Drifter.
Best table-dependent pick: Vanguard.
Best warning label: Spellshot, because it is great for the right concept and unnecessary for everyone else.


