WhiteShark
2010-11-02, 09:17 PM
The Gunslinger
http://hotsauceandsalsa.com/images/gunslinger.jpg
Alignment
Any.
Hit Die
d8.
Class Skills
The gunslinger's class skills (and the key ability for each skill) are Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Artful Adaptation and Class Skills
A gunslinger who chooses the Sapphire Bullets adaptation adds Concentration (Con) to the skill list. A gunslinger who chooses the Furious Barrage adaptation adds Jump (Str) to the skill list. A gunslinger who chooses the Shadow Sniper adaptation adds Hide and Move Silently (Dex) to the skill list. A gunslinger who chooses the Heavenly Salvo adaptation adds Diplomacy (Cha) to the skill list.
Skill Points at 1st Level
(4 + Int modifier) x 4.
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Gunslinger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
1|+1|+0|+2|+0|Gunstyle, Artful Adaptation|3|3|1
2|+2|+0|+3|+0|Fast Draw|4|3|1
3|+3|+1|+3|+1|Shootist's Instinct|5|3|1
4|+4|+1|+4|+1|Gunslinger's Reputation|5|4|2
5|+5|+1|+4|+1|Bonus Feat|6|4|2
6|+6/+1|+2|+5|+2|Shoot From the Hip +1, Improved Gunstyle|6|4|2
7|+7/+2|+2|+5|+2|-|7|4|2
8|+8/+3|+2|+6|+2|Evasion|7|4|2
9|+9/+4|+3|+6|+3|Bonus Feat|8|4|2
10|+10/+5|+3|+7|+3|Shoot From the Hip +2|8|5|3
11|+11/+6/+1|+3|+7|+3|Advanced Gunstyle|9|5|3
12|+12/+7/+2|+4|+8|+4|True Grit 1/day|9|5|3
13|+13/+8/+3|+4|+8|+4|Bonus Feat|10|5|3
14|+14/+9/+4|+4|+9|+4|Shoot From the Hip +3|10|5|3
15|+15/+10/+5|+5|+9|+5|-|11|6|3
16|+16/+11/+6/+1|+5|+10|+5|Supreme Gunstyle|11|6|4
17|+17/+12/+7/+2|+5|+10|+5|Bonus Feat|12|6|4
18|+18/+13/+8/+3|+6|+11|+6|Shoot From the Hip +4|12|6|4
19|+19/+14/+9/+4|+6|+11|+6|True Grit 2/day|13|6|4
20|+20/+15/+10/+5|+6|+12|+6|Blaze of Glory 1/day|13|7|4[/table]
Class Features
All of the following are class features of the gunslinger.
Weapon and Armor Proficiency
A gunslinger is proficient with simple weapons, all firearms, and with light armor.
Maneuvers
You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471518), Falcon's Eye (http://www.giantitp.com/forums/showthread.php?p=8103296#post8103296), Iron Rain (http://www.giantitp.com/forums/showthread.php?p=8103297#post8103297), and Nightingale Feather (http://www.giantitp.com/forums/showthread.php?p=8103306#post8103306).
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by gunslingers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered gunslinger level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
/Notes: Any references to arrows or bows in the aforementioned disciplines are purely descriptive and as such also apply to bullets and guns.
Maneuvers Readied
You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a ranged attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known
You begin play with knowledge of one 1st-level stance from any discipline open to gunslingers. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the
stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Gunstyle (Ex)
The art of gunfighting presents two different paths to gunslingers: that of the twitch gunman and that of the precision shootist. You must choose one of these at 1st level.
Twitch: A twitch style gunslinger hones his reflexes to perfection, wielding two guns simultaneously and reacting faster than the human eye can follow. A gunslinger who chooses this style may treat pistols as light weapons. In addition, he gains the Two-Weapon Fighting and its benefits even if he could not ordinarily qualify for it.
Precision: The precision shootist takes his time, aiming slowly and deliberately to deliver a single, fatal shot. You may add half your Dexterity bonus to damage for ranged attacks. This ability stacks with the Deadeye feat. These benefits only apply when using a single firearm.
The benefits of a gunslinger's chosen style only apply when wielding firearms and wearing light or no armor. He loses all benefits of his gunstyle when wearing medium or heavy armor or when using a shield.
Artful Adaptation (Ex)
Gunslingers disdain the up-close melee combat of their brethren martial adepts, but they recognize the power behind it; therefore each and every gunslinger adapts one of the disciplines of the Sublime Way to fit ranged combat. At 1st level you take one of the following artful adaptations and gain the benefits thereof. You may use the added discipline with ranged attacks, as noted below. Once this choice has been made it cannot be changed.
Sapphire Bullets: You know how to stay calm and focused in the heat of battle, maintaining a cool and collected attitude envied by all. You may learn stances and maneuvers from the Diamond Mind discipline. In addition, add Concentration to your gunslinger class skills.
Furious Barrage: You are fearless and bloodthirsty, flying into a frenzy at the drop of a hat. You may learn maneuvers and stances from the Tiger Claw discipline. In addition, add Jump to your gunslinger class skills.
Shadow Sniper: You are deceptive and tricky, using guile and wit to outsmart your opponents. You may learn maneuvers and stances from the Shadow Hand discipline. In addition, add Hide and Move Silently to your gunslinger class skills.
Heavenly Salvo: You are as pious as you are skilled. You know that there are powers above you, and you draw strength from them. You may learn maneuvers and stances from the Devoted Spirit discipline. In addition, add Diplomacy to your gunslinger class skills.
Fast Draw (Ex)
Gunslingers can expect danger around every corner but it's not always feasible to carry their weapons openly. Therefore gunslingers master the art of the fast draw. At 2nd level you gain the ability to draw any firearm as a free action, even if it is hidden. In addition, you may also sheathe any firearm as a free action. If you have the Quick Draw feat, you may immediately replace it with any other feat that you qualify for from the bonus feat list.
Shootist's Instinct (Ex)
A gunslinger is a survivalist, and for a gunslinger survival means shooting first. His senses allow him to act faster than other's in combat. At 3rd level, you add your Wisdom bonus to initiative checks. A gunslinger loses this ability while wearing medium or heavy armor or using a shield.
Gunslinger's Reputation (Ex)
Women and children retreat to their homes when you're in town. Other gunslingers avoid you, fearing confrontation. You've developed a reputation. At 4th level you receive a bonus to intimidate and gather information checks equal to half your gunslinger class level.
Bonus Feat
At 5th level, you gain the feat Deadeye*. If you already have this feat you may select a feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.
Bonus Feat List: Adaptive Style, Far Shot, Improved Initiative, Improved Precise Shot, Point Blank Shot, Power Shot*, Precise Shot, Ranged Disarm, Rapid Reload, Rapid Shot, Shot on the Run, Track, Woodland Archer.
*Denotes a new or revised feat, see feats below.
Shoot From the Hip (Ex)
A gunslinger's natural awareness and reflexes can only carry him so far; eventually he must trains himself to be fastest combatant possible. At 6th level and every 4 levels thereafter (10th, 14th, and 18th) you receive a +1 bonus to initiative checks.
Improved Gunstyle (Ex)
A respected gunslinger knows how to use his chosen style effectively and efficiently. At 6th level he exemplifies the fundamentals of gunslinging. If he selected Twitch at 1st level, he gains the Improved Dual-Wielding ability. If he selected Precision at 1st level, he gains the Sharpshooting ability.
Improved Dual-Wielding: The penalty you take for fighting with two weapons is reduced to -1. In addition, you gain the Improved Two-Weapon Fighting feat and its benefits even if you could not ordinarily qualify for it.
Sharpshooting: Any time you would be entitled to make multiple attacks, you may instead make a single attack at your full base attack bonus. If the attack hits, it automatically threatens a critical. Furthermore, you add the number of extra attacks to which you were otherwise entitled to your weapon's critical hit multiplier. These benefits only apply when using a single firearm.
The benefits of a gunslinger's chosen style only apply when wielding firearms and wearing light or no armor. He loses all benefits of his gunstyle when wearing medium or heavy armor or when using a shield.
Evasion (Ex)
At 8th level, a gunslinger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the gunslinger is wearing light armor or no armor. A helpless gunslinger does not gain the benefit of evasion.
Advanced Gunstyle (Ex)
The experienced gunslinger continues improving his skills at a tremendous rate. At 11th level the expertise he displays in his chosen path is unmatched. If he selected twitch at 1st level, he gains the Advanced Dual-Wielding ability. If he selected Precision at 1st level, he gains the Deadly Aim ability.
Advanced Dual-Wielding: You no longer take any penalty on attack rolls for fighting with two weapons. In addition, you gain the Greater Two-Weapon Fighting feat and its benefits even if you could not ordinarily qualify for it.
Deadly Aim: The critical multiplier of your weapon is increased by 1. In addition, you gain the Power Critical feat and its benefits even if you could not ordinarily qualify for it. These benefits only apply when using a single firearm.
The benefits of a gunslinger's chosen style only apply when wielding firearms and wearing light or no armor. He loses all benefits of his gunstyle when wearing medium or heavy armor or when using a shield.
True Grit (Ex)
Gunslingers have what it takes to survive because, without it, they wouldn't. Once per day at 12th level, you may reroll a failed save. You must take the result of the reroll even if it's worse than the original roll. This ability increases to twice per day at 18th level.
Supreme Gunstyle (Ex)
A master gunslinger approaches the apex of perfect shooting. At 16th level he is an undisputed master of his gunstyle. If he selected Twitch at 1st level, he gains the the Bullet Storm ability. If he selected Precision at 1st level, he gains the One Shot, One Kill ability.
Bullet Storm: Whenever you make a full attack with two weapons you may expend a maneuver of any level before making attack rolls. If 2 or more of your attacks hit the same target, the target must make a Fortitude save with a DC of 10 + the expended maneuver's level + your Dexterity modifier. If the target fails its save suffers from effects depending on how many of your shots hit. If 2 attacks hit, the target is dazed. If 4 attacks hit, the target is stunned. If 6 attacks hit, the target is stunned and knocked down. If 8 attacks hit, the target is stunned, knocked prone, and paralyzed. These effect lasts for a number of rounds equal to half the expended maneuver's level. If the target would be immune to an effect caused by this ability, they take 1d6 points of damage per level of the expended maneuver instead of that particular effect. The other effects of this ability still apply. In addition, you may make a fourth attack with your off-hand weapon in any full attack, albeit at a -15 penalty.
One Shot, One Kill: Whenever you use the Sharpshooting ability, you may expend a maneuver of any level before you make your attack roll. If you hit, the target of your attack must make a Fortitude save with a DC of 10 + the expended maneuver's level + your Dexterity modifier. If the target fails its save, it dies instantly. Otherwise it takes damage as normal from Sharpshooting. These benefits only apply when using a single firearm.
The benefits of a gunslinger's chosen style only apply when wielding firearms and wearing light or no armor. He loses all benefits of his gunstyle when wearing medium or heavy armor or when using a shield.
Blaze of Glory (Ex)
When faced with death a master gunslinger push himself beyond the limits of ordinary mortals to take his foes down with him and possibly defy his fate. Once per day at 20th level, if you would normally be dropped by an attack, you may instead enter a Blaze of Glory. Your maneuvers are all refreshed, you gain the benefits of a haste spell, and damage can't kill you or knock you unconscious for the next 3 rounds. During these three rounds your maneuvers are not expended when used. The haste effect stacks with the haste spell. At the end of the Blaze of Glory, if you have less than -10 health, you die instantly. Otherwise you immediately drop to -9 health, unconscious but stable.
New Feats
Power Shot
Prerequisite
Dex 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special
Power Shot counts as Point Blank Shot for the purposes of feat prerequisites.
Revised Feats
Deadeye
Prerequisite
Dex 13 or Wis 13.
Benefit
When making a ranged attack you may add either your Dexterity bonus or your Wisdom bonus to the damage roll. This choice is made upon taking the feat and cannot be changed later.
Zen Archery
Prerequisite
Wis 13, BAB +1.
Benefit
You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.
Special
You may use your Wisdom score rather than your Dexterity score to qualify for feats related to ranged combat (but not two-weapon fighting). You may not use this feat on attacks with two weapons.
Special Thanks to:
DragoonWraith, for offering tons of good ideas and criticisms, loads of which I incorporated.
GralaminShieldheart, for giving me initial feedback on this project.
Roc Ness, for constructive criticism.
Decimator, for helping me redo Blaze of Glory.
Fax, for giving me ideas for Advanced and Supreme Gunstyle.
Person_Man, for helping me tone down the power level of the class as a whole.
http://hotsauceandsalsa.com/images/gunslinger.jpg
Alignment
Any.
Hit Die
d8.
Class Skills
The gunslinger's class skills (and the key ability for each skill) are Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Artful Adaptation and Class Skills
A gunslinger who chooses the Sapphire Bullets adaptation adds Concentration (Con) to the skill list. A gunslinger who chooses the Furious Barrage adaptation adds Jump (Str) to the skill list. A gunslinger who chooses the Shadow Sniper adaptation adds Hide and Move Silently (Dex) to the skill list. A gunslinger who chooses the Heavenly Salvo adaptation adds Diplomacy (Cha) to the skill list.
Skill Points at 1st Level
(4 + Int modifier) x 4.
Skill Points at Each Additional Level
4 + Int modifier.
Table: The Gunslinger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
1|+1|+0|+2|+0|Gunstyle, Artful Adaptation|3|3|1
2|+2|+0|+3|+0|Fast Draw|4|3|1
3|+3|+1|+3|+1|Shootist's Instinct|5|3|1
4|+4|+1|+4|+1|Gunslinger's Reputation|5|4|2
5|+5|+1|+4|+1|Bonus Feat|6|4|2
6|+6/+1|+2|+5|+2|Shoot From the Hip +1, Improved Gunstyle|6|4|2
7|+7/+2|+2|+5|+2|-|7|4|2
8|+8/+3|+2|+6|+2|Evasion|7|4|2
9|+9/+4|+3|+6|+3|Bonus Feat|8|4|2
10|+10/+5|+3|+7|+3|Shoot From the Hip +2|8|5|3
11|+11/+6/+1|+3|+7|+3|Advanced Gunstyle|9|5|3
12|+12/+7/+2|+4|+8|+4|True Grit 1/day|9|5|3
13|+13/+8/+3|+4|+8|+4|Bonus Feat|10|5|3
14|+14/+9/+4|+4|+9|+4|Shoot From the Hip +3|10|5|3
15|+15/+10/+5|+5|+9|+5|-|11|6|3
16|+16/+11/+6/+1|+5|+10|+5|Supreme Gunstyle|11|6|4
17|+17/+12/+7/+2|+5|+10|+5|Bonus Feat|12|6|4
18|+18/+13/+8/+3|+6|+11|+6|Shoot From the Hip +4|12|6|4
19|+19/+14/+9/+4|+6|+11|+6|True Grit 2/day|13|6|4
20|+20/+15/+10/+5|+6|+12|+6|Blaze of Glory 1/day|13|7|4[/table]
Class Features
All of the following are class features of the gunslinger.
Weapon and Armor Proficiency
A gunslinger is proficient with simple weapons, all firearms, and with light armor.
Maneuvers
You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471518), Falcon's Eye (http://www.giantitp.com/forums/showthread.php?p=8103296#post8103296), Iron Rain (http://www.giantitp.com/forums/showthread.php?p=8103297#post8103297), and Nightingale Feather (http://www.giantitp.com/forums/showthread.php?p=8103306#post8103306).
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by gunslingers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered gunslinger level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
/Notes: Any references to arrows or bows in the aforementioned disciplines are purely descriptive and as such also apply to bullets and guns.
Maneuvers Readied
You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a ranged attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known
You begin play with knowledge of one 1st-level stance from any discipline open to gunslingers. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the
stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Gunstyle (Ex)
The art of gunfighting presents two different paths to gunslingers: that of the twitch gunman and that of the precision shootist. You must choose one of these at 1st level.
Twitch: A twitch style gunslinger hones his reflexes to perfection, wielding two guns simultaneously and reacting faster than the human eye can follow. A gunslinger who chooses this style may treat pistols as light weapons. In addition, he gains the Two-Weapon Fighting and its benefits even if he could not ordinarily qualify for it.
Precision: The precision shootist takes his time, aiming slowly and deliberately to deliver a single, fatal shot. You may add half your Dexterity bonus to damage for ranged attacks. This ability stacks with the Deadeye feat. These benefits only apply when using a single firearm.
The benefits of a gunslinger's chosen style only apply when wielding firearms and wearing light or no armor. He loses all benefits of his gunstyle when wearing medium or heavy armor or when using a shield.
Artful Adaptation (Ex)
Gunslingers disdain the up-close melee combat of their brethren martial adepts, but they recognize the power behind it; therefore each and every gunslinger adapts one of the disciplines of the Sublime Way to fit ranged combat. At 1st level you take one of the following artful adaptations and gain the benefits thereof. You may use the added discipline with ranged attacks, as noted below. Once this choice has been made it cannot be changed.
Sapphire Bullets: You know how to stay calm and focused in the heat of battle, maintaining a cool and collected attitude envied by all. You may learn stances and maneuvers from the Diamond Mind discipline. In addition, add Concentration to your gunslinger class skills.
Furious Barrage: You are fearless and bloodthirsty, flying into a frenzy at the drop of a hat. You may learn maneuvers and stances from the Tiger Claw discipline. In addition, add Jump to your gunslinger class skills.
Shadow Sniper: You are deceptive and tricky, using guile and wit to outsmart your opponents. You may learn maneuvers and stances from the Shadow Hand discipline. In addition, add Hide and Move Silently to your gunslinger class skills.
Heavenly Salvo: You are as pious as you are skilled. You know that there are powers above you, and you draw strength from them. You may learn maneuvers and stances from the Devoted Spirit discipline. In addition, add Diplomacy to your gunslinger class skills.
Fast Draw (Ex)
Gunslingers can expect danger around every corner but it's not always feasible to carry their weapons openly. Therefore gunslingers master the art of the fast draw. At 2nd level you gain the ability to draw any firearm as a free action, even if it is hidden. In addition, you may also sheathe any firearm as a free action. If you have the Quick Draw feat, you may immediately replace it with any other feat that you qualify for from the bonus feat list.
Shootist's Instinct (Ex)
A gunslinger is a survivalist, and for a gunslinger survival means shooting first. His senses allow him to act faster than other's in combat. At 3rd level, you add your Wisdom bonus to initiative checks. A gunslinger loses this ability while wearing medium or heavy armor or using a shield.
Gunslinger's Reputation (Ex)
Women and children retreat to their homes when you're in town. Other gunslingers avoid you, fearing confrontation. You've developed a reputation. At 4th level you receive a bonus to intimidate and gather information checks equal to half your gunslinger class level.
Bonus Feat
At 5th level, you gain the feat Deadeye*. If you already have this feat you may select a feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.
Bonus Feat List: Adaptive Style, Far Shot, Improved Initiative, Improved Precise Shot, Point Blank Shot, Power Shot*, Precise Shot, Ranged Disarm, Rapid Reload, Rapid Shot, Shot on the Run, Track, Woodland Archer.
*Denotes a new or revised feat, see feats below.
Shoot From the Hip (Ex)
A gunslinger's natural awareness and reflexes can only carry him so far; eventually he must trains himself to be fastest combatant possible. At 6th level and every 4 levels thereafter (10th, 14th, and 18th) you receive a +1 bonus to initiative checks.
Improved Gunstyle (Ex)
A respected gunslinger knows how to use his chosen style effectively and efficiently. At 6th level he exemplifies the fundamentals of gunslinging. If he selected Twitch at 1st level, he gains the Improved Dual-Wielding ability. If he selected Precision at 1st level, he gains the Sharpshooting ability.
Improved Dual-Wielding: The penalty you take for fighting with two weapons is reduced to -1. In addition, you gain the Improved Two-Weapon Fighting feat and its benefits even if you could not ordinarily qualify for it.
Sharpshooting: Any time you would be entitled to make multiple attacks, you may instead make a single attack at your full base attack bonus. If the attack hits, it automatically threatens a critical. Furthermore, you add the number of extra attacks to which you were otherwise entitled to your weapon's critical hit multiplier. These benefits only apply when using a single firearm.
The benefits of a gunslinger's chosen style only apply when wielding firearms and wearing light or no armor. He loses all benefits of his gunstyle when wearing medium or heavy armor or when using a shield.
Evasion (Ex)
At 8th level, a gunslinger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the gunslinger is wearing light armor or no armor. A helpless gunslinger does not gain the benefit of evasion.
Advanced Gunstyle (Ex)
The experienced gunslinger continues improving his skills at a tremendous rate. At 11th level the expertise he displays in his chosen path is unmatched. If he selected twitch at 1st level, he gains the Advanced Dual-Wielding ability. If he selected Precision at 1st level, he gains the Deadly Aim ability.
Advanced Dual-Wielding: You no longer take any penalty on attack rolls for fighting with two weapons. In addition, you gain the Greater Two-Weapon Fighting feat and its benefits even if you could not ordinarily qualify for it.
Deadly Aim: The critical multiplier of your weapon is increased by 1. In addition, you gain the Power Critical feat and its benefits even if you could not ordinarily qualify for it. These benefits only apply when using a single firearm.
The benefits of a gunslinger's chosen style only apply when wielding firearms and wearing light or no armor. He loses all benefits of his gunstyle when wearing medium or heavy armor or when using a shield.
True Grit (Ex)
Gunslingers have what it takes to survive because, without it, they wouldn't. Once per day at 12th level, you may reroll a failed save. You must take the result of the reroll even if it's worse than the original roll. This ability increases to twice per day at 18th level.
Supreme Gunstyle (Ex)
A master gunslinger approaches the apex of perfect shooting. At 16th level he is an undisputed master of his gunstyle. If he selected Twitch at 1st level, he gains the the Bullet Storm ability. If he selected Precision at 1st level, he gains the One Shot, One Kill ability.
Bullet Storm: Whenever you make a full attack with two weapons you may expend a maneuver of any level before making attack rolls. If 2 or more of your attacks hit the same target, the target must make a Fortitude save with a DC of 10 + the expended maneuver's level + your Dexterity modifier. If the target fails its save suffers from effects depending on how many of your shots hit. If 2 attacks hit, the target is dazed. If 4 attacks hit, the target is stunned. If 6 attacks hit, the target is stunned and knocked down. If 8 attacks hit, the target is stunned, knocked prone, and paralyzed. These effect lasts for a number of rounds equal to half the expended maneuver's level. If the target would be immune to an effect caused by this ability, they take 1d6 points of damage per level of the expended maneuver instead of that particular effect. The other effects of this ability still apply. In addition, you may make a fourth attack with your off-hand weapon in any full attack, albeit at a -15 penalty.
One Shot, One Kill: Whenever you use the Sharpshooting ability, you may expend a maneuver of any level before you make your attack roll. If you hit, the target of your attack must make a Fortitude save with a DC of 10 + the expended maneuver's level + your Dexterity modifier. If the target fails its save, it dies instantly. Otherwise it takes damage as normal from Sharpshooting. These benefits only apply when using a single firearm.
The benefits of a gunslinger's chosen style only apply when wielding firearms and wearing light or no armor. He loses all benefits of his gunstyle when wearing medium or heavy armor or when using a shield.
Blaze of Glory (Ex)
When faced with death a master gunslinger push himself beyond the limits of ordinary mortals to take his foes down with him and possibly defy his fate. Once per day at 20th level, if you would normally be dropped by an attack, you may instead enter a Blaze of Glory. Your maneuvers are all refreshed, you gain the benefits of a haste spell, and damage can't kill you or knock you unconscious for the next 3 rounds. During these three rounds your maneuvers are not expended when used. The haste effect stacks with the haste spell. At the end of the Blaze of Glory, if you have less than -10 health, you die instantly. Otherwise you immediately drop to -9 health, unconscious but stable.
New Feats
Power Shot
Prerequisite
Dex 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special
Power Shot counts as Point Blank Shot for the purposes of feat prerequisites.
Revised Feats
Deadeye
Prerequisite
Dex 13 or Wis 13.
Benefit
When making a ranged attack you may add either your Dexterity bonus or your Wisdom bonus to the damage roll. This choice is made upon taking the feat and cannot be changed later.
Zen Archery
Prerequisite
Wis 13, BAB +1.
Benefit
You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.
Special
You may use your Wisdom score rather than your Dexterity score to qualify for feats related to ranged combat (but not two-weapon fighting). You may not use this feat on attacks with two weapons.
Special Thanks to:
DragoonWraith, for offering tons of good ideas and criticisms, loads of which I incorporated.
GralaminShieldheart, for giving me initial feedback on this project.
Roc Ness, for constructive criticism.
Decimator, for helping me redo Blaze of Glory.
Fax, for giving me ideas for Advanced and Supreme Gunstyle.
Person_Man, for helping me tone down the power level of the class as a whole.