If you want to get anything from the Firearms Ace page, you must pass the Barrier Of Entry for the Firearms Archetype. this means you need:
At Least +5 Bonus With 1 Firearm
Hipfire
Ace Ability
As long as you have enough open equipment slots, you can make shots with firearms without having them equipped.
Essentially within the same action; you automatically equip them, shoot them, and then automatically unequip them
Requires Quick Reload and Quickdraw
Cowboy
Ace Ability
Instead of just getting to make one firearm attack roll when Initiative is called, you now get a full action and quick action before turn order initiates.
You can only use firearms for this full action and quick action before turn order takes place.
Requires Quickdraw
Gunman
Ace Ability
The Bullet Collision ability can now be used to negate any attack, as long as it’s used against an attack roll and not a saving throw.
Requires Bullet Fencing and Be Somewhat Magical
Bank Shot
Ace Perk
Determination
Ace Perk
2 Points | 3 Max
The Trick Shot perk can be used once more per combat
Requires Trick Shot
4 Points | 1 Max
As long as you have at least a +1 bonus to the skill check or saving throw, the Grit ability can apply to that skill check or saving throw
Requires Resolve
Audacious
Ace Perk
Bandit
Ace Perk
Daredevil
Ace Perk
Rigged
Ace Perk
Shotgun Master
Ace Perk
Rifle Master
Ace Perk
Sniper Master
Ace Perk
SMG Master
Ace Perk
4 Points | 1 Max
The Bullet Collision ability can be used against attacks that impose saving throws, your firearm attack roll has to succeed against the saving throw in order to negate it
Requires Gunman
4 Points | 1 Max
Both the Bluster and Roulette Special Actions can be used as a free action once per round
Requires Foolhardy
4 Points | 1 Max
There’s no consequence for incorrectly calling the coin, your firearm’s damage isn’t affected at all
Requires Cheater
4 Points | 1 Max
The Bluster and Roulette Special Actions can be used every time you make a firearm attack roll
Requires Audacious
Hemorrhage
Ace Perk
Pistol Master
Ace Perk
4 Points | 1 Max
After successfully landing a pistol firearm attack roll, you can instantly use either the Shove or Disarm Special Action.
You use your firearm attack roll instead of your stats for either special action
Requires Pistol Expert
4 Points | 1 Max
When you successfully shoot a creature that has the bleeding condition, you gain an additional damage die
Requires Gamble
4 Points | 1 Max
You don’t have disadvantage attacking any body part
Requires Rifle Expert
4 Points | 1 Max
Any time you successfully shoot a body part with a shotgun, it counts as a limb removal effect
Requires Shotgun Expert
4 Points | 1 Max
SMG Firearm attacks cannot make you unstealth
Requires SMG Expert
4 Points | 1 Max
After using the Scope Special Action, you have advantage on your attack roll
Requires Sniper Expert