My previous take on this was an attempt to lightly reskin the Gunslinger's Way of the Drifter for use with alchemical bombs. That is not the goal here. Instead I'm looking to create a balanced Gunslinger Way tailored to using 1-handed guns with thrown weapons. I'm hoping to make it competitive with the other gunslinger ways (particularly the high-energy DPS Drifter) at medium range with bombs primarily and other thrown weapons as a fall-back. Secondarily, I'd like to see it also be usable with a non-consumable thrown weapons only playstyle, and I'd like it to not introduce anything so highly powered that it makes Gunslinger a must-have multiclass archtype dedication for Alchemists or other thrown-weapon Martial classes, but those are lesser concerns.
The pictured playstyle is to stand at medium range and alternate between shooting with a 1-handed crossbow or firearm and hurling throwing weapons. Likely bombs but possibly also other thrown weapons. The Way features means for reloading while throwing, and for drawing thrown weapons while shooting.
Way of the Anarchist
You're a strong believer in the uplifting of society and your own goals through the tactical application of large amounts of explosive substances. With a pistol or crossbow in one hand and a thrown weapon in the other, you have the versatility and firepower to blow away the competition.
Arcana, Nature, Religion, or Occultism
Requirements You're wielding a firearm or crossbow in one hand, and a thrown weapon in the other.
You make an attack and then reload your gun in one fluid movement. Strike an opponent within range with your thrown weapon, and then Interact to reload. You don't need a free hand to reload in this way. Both hands are considered full for the entire duration of this action.
Requirements You have a free hand.
Trigger You make a strike with a firearm or crossbow.
Your off hand quickly grabs a throwing weapon while you are shooting. You may interact to draw a thrown weapon with your free hand. If you later use this weapon in a strike within this same action, it is considered a Hasty Hurl.
A Hasty Hurl strike takes a -2 status penalty to hit. If the hasty hurl critically misses, the thrown weapon instead hits a creature or an object of size small or larger within it's thrown range, randomly selected. This may include the thrower.
Trigger You roll initiative. You have trained your mind to quickly recall vital information about exploitable weaknesses of various creatures, and grab the right munitions to exploit those weaknesses. You can perform a recall knowledge check on one hostile creature of your choice while drawing a one-handed firearm or crossbow. During your first action on your first turn, you may reload your firearm or crossbow or draw a thrown weapon as a free action.
Advanced Deed (9th)
Finish the Lob
Requirements On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is wielding a thrown weapon.
Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a thrown weapon. This Strike uses the same multiple attack penalty as the Strike that failed on the last action. Afterward, increase your multiple attack penalty normally. You may additionally draw another thrown weapon on the follow-through.
Greater Deed (15th)
You skip across the battlefield, blasting foes as you go. You Stride, and you can either Strike or Reloading Huck up to three times at any point during your movement. Each Reloading Huck costs 5 feet of your stride's movement speed. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, or thrown weapon. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks.
Lightning Reload Feat 6
Prerequisites way of the anarchist
With diligent practice, you've gotten your Reloading Huck's reload time down to nearly supernatural speeds.
Your hands are no longer considered full during the end of the Reloading Huck action. If your thrown attack used a weapon with a returning rune or the recovery trait, you may now catch and optionally put away the thrown weapon at the end of the Reloading Huck action.
With A Lead Chaser (feat 14)
Prerequisites way of the anarchist
You lob a thrown weapon through the air, then shoot it just as it reaches the target.
At the start of this action, you may interact either to reload your firearm or crossbow, or to draw a thrown weapon. You make a slow arcing thrown strike, then a firearm or crossbow strike at the same target. If both hit, calculate the damage for both strikes as if they were a single strike. You may optionally choose to replace the firearm or crossbow's damage type for that of the thrown attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks.
As the normal pictured use is with bombs, and the feats for crafting those rely on int, I decided to write the Initial Deed to use Recall Knowledge. This also makes this a natural choice for Slinger builds that require a strong Int and/or Wis for other reasons. This will theoretically allow Anarchists to chose what munitions or thrown weapons to use to match any discovered vulnerabilities in their enemies. Failing that, its still handy to have a character in the party that doesn't have to blow an action at the start of combat on a Recall Knowledge check. To further synergize with this ability, the four common Recall Knowledge skills are provided to chose from as the Way Skill.
The Slinger's Reload is unusual in that it provides 2 skills, not just one. The first is a somewhat standard-ish reload paired with a thrown attack. It is nerfed a bit at low levels by not working well with returning/recovery weapons, which will land at the player's feet rather than back in their hands. This will probably tend to mean players of levels 3-5 won't be able to afford to rune their entire supply of thrown weapons, if they want to use this skill.
The second skill is a free action that allows the drawing of a thrown weapon whenever a shot is fired. This seems potentially too strong when paired with some multi-attack abilities (including perhaps some I haven't thought of), so it was given a drawback. When this free action allows multiple strikes in a single action, all strikes after the free draw will have a slight to-hit penalty, and a rather chaotic critical miss consequence. The chaos also fits in well with the flavor concept of this Way. If both drawbacks together are judged to be unbalanced one way or the other, I'd prefer to adjust the the to-hit penalty in preference to changing the crit fail effect.
The Advanced Deed is nearly unchanged from the previous iteration, except a reload was added to it to keep it competitive.
The Greater Deed was edited to allow all strikes to be usable, at the possible cost of some movement speed. The movement is still there, as it allows the Anarchist to get good angles and/or range on all their potential targets, since thrown range tends to be limited. One these strikes will end up being a Hasty Hurl. This is an intended side effect, as it adds to the chaotic flavor of this skill. If the skill ends up being a tad strong, I wouldn't mind making all thrown attacks made with it "hasty".
The issue with the level 6 feat was that there's already kind of a must-have level 6 feat for bomb-throwers: Munitions Machinist. The solution here was to leave that as the bomber's level 6 feat, and make the Way-specific feat something that is much more useful for non-consumbable throwers. Thus the new level 6 feat is what allows those builds to use returning/recovery weapons, which in turn means runed throwing weapons are now economically feasible. If that's deemed too weak (basically I gimped the reload to make this worthwhile), I think we could also tweak it to allow returning throws without runeing for it, to free up a rune slot on the hurler's favorite throwing weapon.
The level 14 Way-specific feat implements a suggestion in the comments to provide a "combo shot". It also synergizes with high int/wis skills and Recall Knowledge to help exploit any damage weaknesses (or avoid any resistances) that the creature may have to the Anarchist's typical damage types, and to help punch through any damage reductions.
The weaknesses I see here are that making the most out of this Way will be a bit on the MAD side, as you'd ideally like high Dex for to-hit and AC, high Con because you're a little too close for comfort, high Int/Wis for the Recall Knowledge checks and bomb crafting, and high Str for the extra damage if you aren't using a lot of bombs. Hard choices will have to be made (probably Int vs Str). I'm also a little nervous that I might have gone overboard with the power of this Way in trying to make it competitive with the high DPS and activity of Drifter.
So what do you think? Does it balance?