The Triggerman dominates battles at close range, outclassing most in unarmed and short-range handgun warfare.





Combat Expertise, Two-Weapon Basics


Vitality per Level

1d12 + Con modifier

Skill Pts per Level

4 + Int modifier

Class Skills

Acrobatics, Athletics, Impress, Intimidate, Investigation, Notice, Resolve, Sleight of Hand, Streetwise

The Triggerman is a whirlwind of gunfire, recognized by his trademark fighting style — a pistol in each hand and a non-stop spray of lead hissing through the air. He combines rapid attacks with lithe defense, making him frighteningly effective in close quarters and any situation where heavy weapons cannot be brought to bear.

Attributes: Dexterity is by far the Triggerman’s most critical attribute, providing accuracy and defense during firefights.

Core Ability


Once per round as a free action during your Initiative Count, you may spend 1 action die to make a final attack with a readied handgun.

The Triggerman
Level BAB F R W Def Init Wlth Gear Abilities
1 +1 +0 +1 +1 +1 +2 1 -- Trigger-happy, Two-Weapon Mastery
2 +2 +0 +2 +2 +1 +3 2 1W Gunplay +1
3 +3 +1 +2 +2 +2 +4 2 1W Gun-fu (disarm)
4 +4 +1 +2 +2 +2 +5 2 1W, 1R Eye of the storm +3, uncanny dodge I
5 +5 +1 +3 +3 +3 +5 3 1W, 1R Bonus feat
6 +6 +2 +3 +3 +4 +6 3 1W, 1R Bag full of guns
7 +7 +2 +4 +4 +4 +7 4 2W, 1R Gun-fu (vengeance), gunplay +2
8 +8 +2 +4 +4 +5 +8 4 2W, 1R Eye of the storm +6, uncanny dodge II
9 +9 +3 +4 +4 +5 +9 4 2W, 1R, 1T Bonus feat
10 +10 +3 +5 +5 +6 +10 5 2W, 1R, 1T Both guns blazing

Class Abilities

Two-Weapon Mastery

At Level 1, you gain the Two-Weapon Mastery feat.


At Level 2, each time you hit an opponent with a handgun, your Initiative Count increases by 1.

At Level 7, each time you hit an opponent with a handgun, your Initiative Count increases by an additional 1 (for a total increase of 2).


At Level 3, when you successfully disarm an adjacent opponent of a firearm, you may ready the weapon yourself. Further, you may make a final attack against the same opponent as a free action, using the disarmed weapon. Finally, you may pick up and ready any firearm within 5 ft. as a free action.

At Level 7, after you’re hit by an opponent’s attack, you may inflict the same amount of damage against the same opponent with your next attack. Your next attack must hit with an unarmed strike or handgun to benefit from this ability.

Eye of the Storm

You’re at your best in the thick of the fray, surrounded by opponents and weaving between obstacles. At Level 4, you gain a +3 dodge bonus against attacks made by adjacent opponents.

At Level 8, you gain a +6 dodge bonus against attacks made by adjacent opponents, as well as a +3 dodge bonus against all other attackers.

Uncanny Dodge I

Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. or being attacked by an invisibleAn invisible character is physically masked from view, usually due to a Covert feat or super-science gear. He automatically becomes hidden at the end of each round during which he moves at least 5 ft. from his starting position as his last action during the round. Further, when an opponent targets the character with any attack or skill check, the opponent is considered blinded. While an invisible character is at least 25% covered with a visible material, or moves more than 5 ft. through any environment that may be disturbed by his passing (e.g. moderate or heavier rain, at least 2 ft. of leaves or snow, etc.), this condition is lost. adversary (though you still lose your Dexterity bonus to Defense when heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. ).

Uncanny Dodge II

At Level 8, you never become flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack)..

Bonus Feat

At Levels 5 and 9, you gain an additional Ranged or Unarmed Combat feat.

Bag Full of Guns

At Level 6, once per mission, you may produce 1 bag full of guns Resource gear pick (see page 281). This pick is considered mission gear and is therefore lost at the end of the current mission.

Both Guns Blazing

At Level 10, you suffer no penalty with attack or skill checks, or to your Initiative Count, when making multiple attacks or final attacks with a handgun.

Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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