TEXT: Table of Contents
  Triggerman 1
  Table: The Triggerman 1
  Moxie Talents 6
  Favored Class Bonuses 8
  Generic Favored Class Bonuses 9
  Triggerman Feats 10
  Triggerman Technique Summary 12
  Dragoon 12
  Gun Fu 13
  Marksmanship 14
  Munitions 15
  Triggerman Technique List 16
  Dragoon 16
  Gun Fu 19
  Marksmanship 21
  Munitions 25
  Table: Emergency Stash 26
  Legal 31
  The Triggerman
  Momentum-Based Gunslinging
  II.. G
  G ..
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Table ofContents
  Triggerman
  1
  Table: The Triggerman
  1
  Moxie Talents
  6
  Favored Class Bonuses
  8
  Generic Favored Class Bonuses
  9
  Triggerman Feats
  10
  Triggerman Technique Summary
  12
  Dragoon
  12
  Gun Fu
  13
  Marksmanship
  14
  Munitions
  15
  Triggerman Technique List
  16
  Dragoon
  16
  Gun Fu
  19
  Marksmanship
  21
  Munitions
  25
  Table: Emergency Stash
  26
  Legal
  31
  Credits
  Author
  Bradley Crouch
  Editors
  Brandon Funderburgh
  Artists
  J. A. Vinter ­ Cover
  Cover art is a lithograph of one Sergeant Mins of the
  Coldstream Guards, taken in 1855 during the Crimean
  War and published by Henry Graves and Co Printsellers.
  Pathfinder and associated marks and logos are trademarks of
  Paizo Inc., and are used under license. See
  paizo.com/pathfinderRPG for more information on the
  Pathfinder Roleplaying Game.
  i
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Triggerman
  Being at the forefront of anything is dangerous. Conjurers
  who push the boundaries of summoning are wont to
  become an eldritch abomination's lunch, alchemists have
  a horrible tendency not to have eyebrows, and master
  abjurers generally need to break out of their newest
  magical cages dozens of times before casting it quits
  carrying the inherent risk of hilarious­ and tactically
  suicidal­ backfires. All of this risk, however, is risk
  attached to something with centuries­ millennia, in some
  cases­ of documented research and experimentation.
  What, then, happens when something brand new comes
  to the fore?
  Coddling nascent technology so that it may become a
  fixture on the world stage requires both intelligence and
  guts, and when technology just so happens to be miles
  behind magic, the intelligent­and­yet­gutsy people who
  have assumed responsibility over it tend to have a
  rebellious
  streak
  to
  boot.
  One
  of
  the
  more
  active
  professions within the growing movement that is firearms
  call
  themselves
  triggermen.
  Specialists
  in
  the
  use,
  maintenance, and modification of firearms, triggermen
  tend to ignore where the bleeding edge of technology is
  already starting to scab over and congregate at its
  bloodiest point. Their schools of thought are taught by
  those who graduated mere months ago, their weapons are
  as prone to hurt themselves as they are to hurt their
  enemies, and the fanciest gun they can bring to bear is
  likely to be obsolete next year.
  And that's exactly how they like it.
  1
  Table: The Triggerman
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Role:
  Firearms
  present
  a
  dangerous,
  yet
  uniquely
  powerful option for those looking for a new way to dakka.
  Depending on the schools that he embraces, a triggerman
  may be a silent sniper hiding away at the highest peak of
  the tallest tower, or a firearm­wielding martial artist who
  punishes missteps with gun as surely as a monk does with
  his fists.
  Alignment: Any. Neither firearms, nor the people who
  use them, are inherently good or evil, and they can attract
  both selfless heroes and selfish villains­ or selfless villains
  and selfish heroes­ as a result.
  Hit Die: d8
  Starting Wealth: 5d6 x 10 gp (average 175gp) In
  addition, each character begins play with an outfit worth
  10 gp or less, and the triggerman begins with his starting
  firearm.
  The triggerman's class skills are Acrobatics (Dex), Bluff
  (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal
  (Wis), Intimidate (Cha), Knowledge (engineering) (Int),
  Knowledge (local) (Int), Perception (Wis), Profession
  (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis),
  and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier
  Class Features
  All of the following are class features of the triggerman.
  Weapon and Armor Proficiency: Triggermen are
  proficient with all simple and martial weapons, and with
  all firearms. They are proficient with all light armor.
  Focused Firearms (Su): Any firearm a triggerman
  wields spontaneously gains a focus pool, which represents
  the increasing familiarity­ that sense of being one with a
  gun­ that a triggerman gains with the weapon in the heat
  of combat. Upon creation, a focus pool contains 0 focus
  points, but has a maximum size of 4. A triggerman's
  techniques (see triggerman techniques, below) interact
  with this pool. Some techniques add focus points to a
  firearm's focus pool, while others draw from it. A
  triggerman may only interact with focus pools that he
  created himself, and not those of other triggermen.
  If a firearm has 0 focus points in its focus pool, then that
  firearm ceases to have a focus pool when it is no longer
  wielded; otherwise, a firearm retains its focus pool, and
  the points in its focus pool, when not wielded. If the
  number of focus points in a firearm's focus pool remains
  unaltered for 1 minute, then the number of focus points in
  its focus pool is set to 0.
  Gunsmith (Ex): At 1st level, a triggerman gains one of
  the following firearms of his choice: blunderbuss, musket,
  or pistol. His starting weapon is battered, and only he
  knows how to use it properly. All other creatures treat his
  gun as if it had the broken condition. If the weapon
  already has the broken condition, it does not work at all
  for anyone else trying to use it. This starting weapon can
  only be sold for scrap (it’s worth 4d10 gp when sold).
  Optionally,
  the
  triggerman
  may
  purchase
  a
  second
  starting firearm from the list above at character creation.
  This second starting firearm follows the same rules as the
  first,
  but
  costs
  75
  gp.
  The
  triggerman
  also
  gains
  Gunsmithing as a bonus feat.
  2
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Triggerman Techniques: In a straight fight, a gunman
  is only as good as his aim, but any true professional
  knows that a straight fight is the last resort of two fools
  who have no idea what they're doing. Ergo, a triggerman
  is only as good as the techniques he can bring to bear.
  Techniques are various extraordinary and supernatural
  abilities that are linked to a particular style of gunfighting.
  Each technique has three special quantities unique to
  them: Focus Required, Focus Change, and style.
  Focus Required ­ The focus pool of a firearm wielded
  by the triggerman must contain points of focus equal to
  one of the numbers listed on this line in order for the
  technique to be executed.
  Focus Change ­ To execute a technique, the triggerman
  chooses a wielded firearm whose focus pool meets that
  technique's Focus Required entry. That firearm's focus
  pool gains or loses focus points equal to the amount
  shown on this line. When focus is spent, it is an up­front
  cost and deducted before executing the technique. When
  focus
  is
  gained,
  it
  is
  awarded
  after
  executing
  the
  technique.
  Style ­ The style is the “subtype” of a technique. A
  triggerman declares his technique specializations­ see
  below­ upon character creation. As a result, he only has
  full access to two styles of techniques.
  Techniques can be used at any time; however, those
  techniques with a Focus Change of +1 only generate focus
  while in the heat of combat. If in a situation that
  precludes fighting back or real stakes, such as punching a
  bag of kittens, beating on a bound goblin in the middle of
  an interrogation, or “playfighting” with allies without the
  intent to train, the triggerman does not generate focus.
  At 1st level, a triggerman chooses two styles of techniques
  from
  the
  list
  below.
  These
  are
  known
  as
  his
  specializations. He begins play with two techniques drawn
  from each of his specializations, for a total of four
  techniques. At least one of these techniques must have a
  Focus Change of +1. At each new triggerman level, he
  gains an additional technique drawn from any of his
  specializations. A triggerman must meet the prerequisites
  of a technique in order to learn it. At 3rd, 7th, 11th, 15th,
  and 19th level, the technique the triggerman gains may be
  from any style, and not just from his specializations;
  however, the triggerman always treats his class level as
  though it were halved (rounded down) when attempting
  to
  meet
  the
  prerequisites
  of
  a
  "cross­specialization" technique.
  The Difficulty Class (DC) for a saving throw against a
  triggerman's technique is 10 + 1/2 the triggerman's class
  level + the triggerman's Intelligence modifier. A
  triggerman may perform any number of techniques per
  round, subject to the following limitations. First, once a
  triggerman executes a technique with a Focus Change of
  +1 or 0 using a particular firearm, that firearm may not be
  used to perform further techniques until the beginning of
  his next turn. Secondly, a triggerman may not execute
  more than two techniques with a Focus Change of +1 per
  round.
  The Styles
  Dragoon ­ The dragoon style is all about going big and
  loud. A fair proportion of a dragoon's skillset is based
  around actions that can only be done in response to a
  misfire, while other techniques cradle this concept by
  manipulating
  the
  broken
  condition
  outright
  or
  by
  granting the triggerman sacrificial firearms. The dragoon
  style supplements its core identity with techniques that
  produce area energy damage effects, two means to gain
  temporary flight by discharging firearms, and a powerful
  array of 0 focus techniques that give you power now in
  exchange for not building to a proper nova turn.
  Gun Fu ­ Gun fu is all about speed, and when applied to
  firearms, this means quantity has a quality all its own.
  Specialized in massed firepower, enhanced movement,
  and the ability to make attacks of opportunity with
  firearms, a master of gun fu can consider a round of
  combat to be a failure if he is not making more attacks
  than anyone else in the room. In the rare cases where his
  ability to fill a room with lead just isn't enough, the gun fu
  style allows a triggerman to grant his speed to his fellows,
  passing off move actions, or entire turns, to get the ally
  best suited to the job where he needs to be.
  Marksmanship ­ Marksmen are all about knowing where
  to shoot. Popping arteries and hamstringing targets is
  child's play for a skilled marksman, and he can call shots
  on such esoteric concepts as memories or knowledge
  should he care to do so. Generally operating from long
  range, a marksman can stay hidden in the bell tower for
  multiple rounds while laying down withering fire that
  debilitates an entire enemy squad to the point of panic
  before his position is revealed.
  Munitions ­ The munitions style focuses not on the
  gunplay involved, but in the ammunition sent flying
  through the air. Silver bullets, flaming bullets, bullets that
  fragment on hit, and other fancy reloadables are the
  domain of the munitions triggerman. Here, aim is not as
  important as having the right bullet for the job.
  3
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Moxie Pool (Su): At 2nd level, a triggerman gains a
  moxie pool, effectively a representation of that legendary
  gunslinger swagger that allows a gunfighter who is "in the
  zone" to perform some truly outrageous stunts. A moxie
  pool begins play containing 0 moxie points, but has a
  maximum size of 4. Whenever the triggerman executes a
  technique with a Focus Change of ­2, ­3, or ­4, he gains
  moxie points equal to one fewer than the number of focus
  points expended on that technique. A triggerman's talents
  (see Moxie Talents, below) interact with this pool. Some
  talents expend moxie points, while others grant a passive
  bonus based on how many points are presently in the
  pool.
  Each morning, the triggerman's moxie pool is set to 0
  moxie points. This occurs whether or not he has rested,
  meditated, or otherwise taken care of himself.
  Moxie Talents: As a triggerman gains experience, he
  learns a number of talents that aid him in his gunslinging
  antics. Starting at 2nd level, a triggerman gains one moxie
  talent. He gains an additional moxie talent for every two
  levels of triggerman attained after 2nd level. A triggerman
  cannot select an individual talent more than once. A full
  selection of moxie talents can be found in Section:
  Moxie Talents.
  Triggerman talents marked with an asterisk (*) are
  passive talents that scale based on how many points are in
  the triggerman's moxie pool. At the beginning of the
  triggerman's turn, he selects a single marked moxie talent
  that he possesses. This talent grants its listed benefits to
  the triggerman for 1 round, and the others have no effect
  that round.
  In addition to those talents that he may select, triggermen
  who meet the requirements of the moxie talents shown
  below gain them as bonus talents:
  Smoking Gun (Ex)
  Cost: X Moxie Points
  Activation Time: 1 free action
  Duration: instantaneous
  Requires: Triggerman 2
  You may expend 1 moxie point to give 1 focus point to a
  firearm you are wielding with 0 focus points. You may
  instead expend 2 moxie points to give 1 focus point to a
  firearm with 1 or 2 focus points. This talent may only be
  used once per round.
  Overloaded Firearms (Ex)
  Requires: Triggerman 4
  Whenever you reload an advanced firearm, or the final
  barrel of an early firearm, you may expend 1 moxie point.
  If you do, its capacity is increased by an amount equal to
  the number of moxie points in your moxie pool, to a
  maximum of twice its base capacity. In the case of an early
  firearm, all of the bonus capacity is located in the barrel
  you
  loaded
  last.
  This
  modification
  to
  the
  firearm's
  capacity persists until the next time you reload it.
  Whenever you use this talent, you may not select moxie
  talents marked with an asterisk (*) on your next turn.
  Warning Shot (Ex)
  Requires: Triggerman 7
  At the end of your turn, you may harmlessly fire a firearm
  you are wielding. This requires no action and expends a
  unit of loaded ammunition; however, if that firearm has 0
  focus points, it gains 1 focus point.
  The Last Laugh (Ex)
  Requires: Triggerman 20
  The first time you would be reduced to 0 or fewer hit
  points each day, you may execute a technique that you
  know with a Focus Change of ­4 as an immediate action,
  resolved immediately before you take the damage. You do
  not need to meet the Focus Required of the chosen
  technique, nor do you expend focus points to execute it.
  Bonus Feat (Ex): At 3rd, 11th, and 19th level, the
  triggerman gains a bonus feat. There are no restrictions to
  which
  feat
  he
  may
  select,
  but
  he
  must
  meet
  its
  prerequisites.
  4
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  He Called Her Lucille (Su): At 3rd level, choose a
  firearm
  that
  the
  triggerman
  possesses.
  The
  chosen
  firearm is now considered to be his signature firearm, and
  it receives an undue amount of attention and modification
  until it may as well be its own class of weapon. Your
  signature firearm gains the following benefits:
  • The gun training class feature always applies to your
  signature firearm no matter what kind of firearm it
  actually is.
  • The first time your signature firearm would gain the
  broken condition each day, you may choose to ignore this
  effect.
  • Creatures other than you gain no benefit from your
  signature firearm's modifications (see below), though the
  above benefits still apply.
  A
  triggerman's
  signature
  weapon
  also
  includes
  modifications,
  and
  he
  may
  choose
  to
  change
  the
  modifications of his signature firearm at any time. To add
  or remove a modification, he must spend 8 hours
  tinkering with his signature firearm. At the conclusion of
  this process, he either removes a modification of his
  choice from the firearm or adds a modification of his
  choice to it. The signature firearm may only possess up to
  a single modification at any one time, increasing by +1 at
  6th, 12th, and 18th levels, to a maximum of four
  modifications.
  Upon
  first
  gaining
  this
  ability,
  the
  triggerman
  adds
  a
  single
  modification
  to
  his
  first
  signature weapon immediately. This requires no tinkering
  time.
  If a triggerman removes modifications from his signature
  firearm until it has no modifications left, then it is no
  longer his signature firearm and he may choose a new
  firearm to become his signature firearm by adding a
  modification to it. If the triggerman loses his signature
  firearm,
  he
  may
  choose
  to
  abandon
  it
  and
  begin
  modifying a new signature weapon. When the triggerman
  chooses
  to
  abandon
  a
  lost
  signature
  weapon,
  its
  modifications somehow break immediately.
  Enhanced Magnification (Ex) ­ The first range increment
  penalty imposed upon an attack made by your signature
  firearm is a ­1 penalty rather than a ­2 penalty. This
  modification can be taken multiple times. Each time, it
  applies to the next range increment.
  Extra Capacity (Ex) ­ If your signature firearm is an
  advanced firearm, then its capacity increases by +1. If it is
  not an advanced firearm, you attach an additional barrel
  with a capacity of 1 to the side of the weapon. This
  modification can be taken multiple times. Its effects stack.
  Extra Chamber (Ex) ­ You attach a fancy mechanism to
  your signature firearm. Treat this mechanism as a second
  firearm perched atop your signature firearm. Any of the
  following that affects your signature firearm also affects
  the attached mechanism, and none of these effects may
  target
  the
  attached
  mechanism
  specifically:
  your
  signature firearm's enhancement bonus and weapon
  special abilities, any spells cast upon the signature
  firearm, your signature firearm's other modifications, and
  any techniques made using the signature firearm. If your
  signature
  firearm
  is
  destroyed,
  the
  attached
  mechanism is also destroyed.
  When firing your signature firearm, you may choose to
  make an attack with the firearm at large or with the
  attached mechanism. Treat the attached mechanism as an
  advanced firearm with a capacity of 2, a range increment
  of 30 feet, a base damage of 1d6 points of piercing
  damage, and a misfire rate equal to that of your signature
  firearm. It is a move action to reload the attached
  mechanism, and given the janky method by which it is
  reloaded, this cannot be modified by any means.
  Microadjuster (Ex) ­ You attach a microadjustment array
  to your firearm. Whenever you roll damage for an attack
  or technique made with your signature firearm, you may
  reroll up to three of the individual damage dice, taking the
  new result even if it is worse. You cannot reroll a damage
  die that has already been rerolled, and you may only reroll
  a number of damage dice equal to twice your triggerman
  level per day in this manner.
  Powder
  Doping
  Device
  (Ex)
  ­
  You
  install
  a
  small
  alchemical reservoir within the stock of your signature
  firearm, granting the weapon a flame pool containing
  flame points equal to half your triggerman level, rounded
  up. Whenever you make a firearm attack with your
  signature firearm, you may expend 1 flame point. If you
  do, a hose­and­valve system injects the barrel with a dose
  of alchemical sludge, causing that attack to deal 1d6
  points of fire damage to all other creatures adjacent to
  your target on a successful hit.
  Your signature firearm's flame pool replenishes itself each
  morning when your moxie pool resets.
  Precision Rifling (Ex) ­ Your signature firearm's range
  increment increases by +10 feet.
  Reinforced Barrel (Ex) ­ Your signature firearm's misfire
  rate is reduced by ­1, to a minimum of 1.
  Scatterbore (Ex) ­ Your signature firearm gains the
  scatter weapon quality out to a range of 15 feet. It may still
  be used to fire non­grapeshot ammunition. The extra
  rifling modification applies to this modification.
  Shaped Barrel (Ex) ­ Your signature firearm deals an
  additional point of damage on a successful hit. This
  modification can be taken multiple times. Its effects stack.
  Gun Training (Ex): Starting at 5th level, a triggerman
  can select one specific type of firearm (such as an axe
  musket, blunderbuss, musket, or pistol). He gains a bonus
  equal to his Dexterity modifier on damage rolls when
  firing that type of firearm. Furthermore, when he misfires
  with that type of firearm, the misfire value of that firearm
  increases by 2 instead of 4. Every four levels thereafter
  (9th, 13th, and 17th), the triggerman picks up another
  type of firearm, gaining these bonuses for those types as
  well.
  Moxie Stability (Ex): Starting at 7th level, whenever
  the triggerman's moxie pool would be set to 0 points each
  morning, if he has 1 or more moxie points in his pool,
  then it is set to 1 moxie point instead; otherwise, the size
  of his moxie pool remains unchanged. Starting at 15th
  level, the size of his moxie pool is instead set to 2 if
  he has 2 or more moxie points in his pool.
  5
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Moxie Talents
  Armored Swagger* (Ex)
  You have an armor bonus to AC equal to the number of
  moxie points in your moxie pool. If you have 4 or more
  moxie points in your moxie pool, you gain DR 1/­.
  Cryoshot (Su)
  Requires: Triggerman 4
  Whenever you make a firearm attack, you may expend 1
  moxie point as part of doing so. If you do, that firearm
  attack deals an additional 1d8 points of cold damage on a
  successful hit. This increases to 2d8 points of cold
  damage at 11th level.
  Deafening Shot (Ex)
  Whenever you make a firearm attack, you may expend 1
  moxie point. If you do, any creature damaged by that
  firearm attack is rendered deaf for 1 round.
  Deflect Dakka (Ex)
  Requires: Triggerman 8
  Whenever you would normally be hit with an attack from
  a ranged weapon while wielding a firearm, you may
  expend 2 moxie points so that you take no damage from
  it. You must be aware of the attack and not flat­footed.
  Attempting to deflect a ranged attack doesn’t count as an
  action. Unusually massive ranged weapons (such as
  boulders or ballista bolts) and ranged attacks generated
  by natural attacks or spell effects can’t be deflected.
  Dramatic Athletics (Ex)
  When attempting an Acrobatics, Climb, Ride, or Swim
  skill check, but before rolling, you may expend 1 moxie
  point to roll two dice and take the better result.
  Elemental Blast (Su)
  Whenever you make a firearm attack, you may expend 2
  moxie points and choose cold, electricity, or fire. All
  bludgeoning, piercing, and slashing damage dealt by that
  firearm attack is damage of the chosen energy type
  instead.
  Feeling Lucky (Su)
  Whenever you fire the last unit of ammunition from a
  non­siege firearm, you may expend 1 moxie point. If you
  do, that firearm is immediately reloaded with one unit of
  standard ammunition and associated propellant. This
  ammunition and propellant is spontaneously generated
  and not taken from your stores.
  From a Dead Stop* (Ex)
  Requires: Triggerman 8
  Your first firearm attack each round deals an additional
  point of damage on a successful hit for each moxie point
  you possess.
  Ignore the Pins and Needles* (Ex)
  Requires: Triggerman 6
  Whenever you would take bludgeoning, piercing, or
  slashing damage, if it would deal points of damage to you
  that is equal to or less than the number of moxie points
  that you possess, you negate that damage entirely.
  Instinctive Bobbing* (Ex)
  Requires: Triggerman 6
  Touch attacks made against you have a 5% miss chance
  for each moxie point you possess.
  Instinctive Fortitude (Ex)
  You may expend 1 moxie point as an immediate action to
  grant yourself a +2 luck bonus to Fortitude saving throws
  until the beginning of your next turn.
  Instinctive Reflexes (Ex)
  You may expend 1 moxie point as an immediate action to
  grant yourself a +2 luck bonus to Reflex saving throws
  until the beginning of your next turn.
  Instinctive Willpower (Ex)
  You may expend 1 moxie point as an immediate action to
  grant yourself a +2 luck bonus to Will saving throws until
  the beginning of your next turn.
  Lean Into the Shot (Ex)
  You may expend 1 moxie point to grant yourself a +5­foot
  bonus to the range of your first range increment until the
  beginning of your next turn. This also modifies those
  squares threatened by all triggerman techniques that
  grant you threatened squares with which you may make
  attacks of opportunity with a firearm. For example, the
  the punisher technique of the gun fu style allows you to
  threaten squares with one­handed firearms as though
  they were melee reach weapons. Using lean into the shot
  in conjunction with the punisher will grant you the ability
  to threaten squares as though wielding a melee reach
  weapon, plus all other squares up to 5 feet further out
  from that point.
  Moxie Dip (Ex)
  Requires: Any three moxie talents marked by an asterisk
  (*)
  At the beginning of each of your turns, if you have 3 or
  more moxie points in your moxie pool, you may choose
  one additional moxie talent marked with an asterisk (*)
  that you possess than you normally would. (You normally
  pick one, or two with the Double Moxie feat.) This
  additional moxie talent grants its listed benefits to you,
  but treats your moxie pool as though it only had a single
  point in it.
  6
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Muscle Through Peril* (Ex)
  Requires: Triggerman 4
  You gain resistance against acid, cold, electricity, fire, and
  sonic equal to the number of moxie points you possess.
  Muting Shot (Ex)
  Requires: Triggerman 8
  Whenever you make a firearm attack, you may expend 3
  moxie points. If you do, any creature damaged by that
  firearm attack is rendered mute for 1 round.
  Nudge (Su)
  Whenever you make a firearm attack and miss, you may
  expend 2 moxie points as an immediate action to grant
  yourself a retroactive +1d3 luck bonus on that attack roll.
  If this is sufficient to make that attack a hit, then it
  retroactively does so.
  Pile Them On (Ex)
  Requires: Triggerman 10
  You may expend 2 moxie points when executing a
  technique with a Focus Change of 0 to add the following
  text to that technique, "The executing firearm may be
  used to perform an additional technique with a Focus
  Change of +1 or 0 this round."
  Ready, Go, Set! (Ex)
  Requires: Triggerman 4
  You may expend 2 moxie points just before rolling for
  initiative. If you do, you gain a +1d3+1 circumstance
  bonus to your initiative roll.
  Reorienting Bullet (Su)
  Requires: Triggerman 6
  Whenever you make a firearm attack, you may expend 1
  moxie point as part of doing so. If you do, you may stop
  your bullet's progress through the air, change its direction
  of travel, and resume its progress through the air exactly
  once over the course of its trajectory. In this way, you can
  shoot around cover to deny creatures any bonus for
  hiding behind things, shoot using a mirror to see around a
  corner, and other such tricks.
  Scorching Shot (Su)
  Requires: Triggerman 4
  Whenever you make a firearm attack, you may expend 1
  moxie point as part of doing so. If you do, that firearm
  attack deals an additional 1d8 points of fire damage on a
  successful hit. This increases to 2d8 points of fire damage
  at 11th level.
  Screaming Shot (Su)
  Requires: Triggerman 6
  Whenever you make a firearm attack, you may expend 1
  moxie point as part of doing so. If you do, that firearm
  attack deals an additional 1d6 points of sonic damage on a
  successful hit. This increases to 2d6 points of
  sonic damage at 11th level.
  Selective Muscling* (Ex)
  Requires: Triggerman 4
  At the beginning of each of your turns, choose acid, cold,
  electricity, fire, or sonic. You gain resistance against the
  chosen energy type equal to twice the number of moxie
  points you possess.
  Shrapnel Burst (Ex)
  Requires: Triggerman 8
  Whenever you make a firearm attack, you may expend 2
  moxie points. If you do, and if your attack is successful,
  you deal 1d4 points of piercing damage to all other
  creatures within 10 feet of the creature hit. Moreover, all
  damaging weapon special abilities, such as flaming,
  applied to that firearm attack also affect the creatures that
  take piercing damage in this manner.
  Sidestep (Ex)
  Whenever a creature would make an attack of opportunity
  against you, you may expend 1 moxie point as an
  immediate action to gain a +2 dodge bonus to AC against
  that attack. If the attack of opportunity is made in
  response to you making a firearm attack, you gain a +4
  dodge bonus to AC against that attack instead.
  Siege Uninterruptus (Ex)
  Requires: Triggerman 8
  You may expend 2 moxie points to reload a cannon or
  other gunpowder­using siege weapon as a swift action.
  Smooth Talking (Ex)
  When attempting a Bluff, Diplomacy, Intimidate, or Sense
  Motive skill check, but before rolling, you may expend 1
  moxie point to roll two dice and take the better result.
  Swaggerstep* (Ex)
  If you have 2 or more moxie points in your moxie pool,
  then your base land speed increases by +10 feet. This is an
  enhancement bonus.
  Too Young to Die* (Ex)
  Requires: Triggerman 6
  If you have 3 or more moxie points in your moxie pool,
  then your accumulated ability score penalties, if any, for
  advancing in age category are suppressed.
  Tough as Nails (Ex)
  Requires: Triggerman 10
  Whenever you would be reduced to 0 or fewer hit points
  by an attack, you may expend all of your moxie points. For
  each moxie point expended, roll 2d6. Reduce the amount
  of damage dealt to you by the amount rolled. If your roll is
  greater than the amount of damage dealt, you gain the
  difference in temporary hit points that last for 2 rounds.
  7
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Unextinguishable Spirit (Ex)
  Requires: Triggerman 8
  Whenever you fail a saving throw against a death effect,
  you may expend 2 moxie points to reroll your saving
  throw. If your reroll would result in a successful saving
  throw, then it is retroactively considered as such.
  Utter Gumption* (Ex)
  Requires: Triggerman 6
  You gain temporary hit points equal to the number of
  moxie points you possess at the beginning of each of your
  turns. These temporary hit points last for 1 round.
  Weave (Ex)
  Whenever you make a firearm attack, you may expend 1
  moxie point to move 5 feet as a free action. This
  movement does not provoke attacks of opportunity.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed races who
  have triggermen as their Favored Class, and unless
  otherwise stated, the bonus applies each time you select
  the listed Favored Class reward.
  Aasimar – Upon selecting this bonus 3 times, the
  triggerman
  gains
  the
  ability
  to
  add
  the
  following
  modification to his signature firearm:
  Angel's Grip (Su) ­ Whenever you successfully hit a
  creature with your signature firearm, you may give a
  willing creature other than yourself within 30 feet 1
  temporary hit point that lasts until the beginning of your
  next turn. This temporary hit point stacks, to a maximum
  of the number of times you have taken the angel's grip
  modification.
  For every 6 times this bonus is selected, the triggerman's
  signature firearm gains the benefits of the angel's grip
  modification. This does not count toward the number of
  modifications he may have on his signature firearm.
  Drow – For every 6 times this bonus is selected, the
  triggerman's signature firearm gains the benefits of the
  shaped barrel modification (see the he called her lucille
  class feature). This does not count toward the number of
  modifications he may have on his signature firearm.
  Dwarf – For every 3 times this bonus is selected, the
  triggerman gains 1 temporary hit point that lasts for 1
  minute whenever he executes a technique with a focus
  change of ­2, ­3, or ­4. This bonus stacks.
  Elf
  ­ For every 6 times this bonus is selected, the
  triggerman gains 1 temporary moxie point whenever his
  moxie points are reset each morning. This temporary
  moxie point lasts for 24 hours.
  Gnome
  –
  Upon
  selecting
  this
  bonus
  6
  times,
  the
  triggerman gains a customization pool, representing his
  ability to customize firearms beyond the norm. The
  number of points in the triggerman's customization pool
  is equal to 1/6 the number of times this bonus has been
  selected, rounded down. The customization pool begins
  play at maximum capacity, and whenever its capacity
  increases, a new point is granted to the triggerman
  immediately. At any time, the triggerman may expend 1
  customization point to grant a single modification (see the
  he called her lucille class feature) to a firearm that
  possesses no modifications. The process to do so is as
  listed in the he called her lucille class feature. A firearm
  that gains a modification in this manner is not a signature
  firearm and does not gain the benefits of being considered
  as such. Furthermore, at any time, the triggerman may
  regain an expended customization point by removing a
  modification from a firearm that has had one added
  through the use of this bonus. The process to do so is as
  listed in the he called her lucille class feature.
  Goblin
  ­
  Upon
  selecting
  this
  bonus
  3
  times,
  the
  triggerman treats all of his non­signature firearms as
  though
  they
  possessed
  the
  powder
  doping
  device
  modification (see the he called her lucille class feature).
  All of the triggerman's non­signature firearms share a
  global pool of flame points, whose size equals half the
  number of times this bonus has been selected, rounded
  down.
  Half­elf – Add a +1/2 insight bonus to the first firearm
  attack roll performed by the triggerman in the first round
  of each combat.
  Halfling – Upon selecting this bonus 3 times, the
  triggerman treats all of his non­signature firearms as
  though they possessed the microadjuster modification
  (see the he called her lucille class feature). Unlike a
  signature firearm with this modification, the triggerman
  may only reroll a single damage die per attack when
  making use of this bonus, though he may reroll it up to
  three times, ignoring the fact that a rerolled die normally
  cannot be rerolled again. All of the triggerman's non­
  signature firearms share a global pool of damage rerolls
  allowed daily, which equals the number of times this
  bonus has been selected.
  Half­orc – For every 3 times this bonus is selected, the
  triggerman gains 1 temporary hit point that lasts for 1
  minute whenever he executes a technique with a focus
  change of ­2, ­3, or ­4. This bonus stacks.
  Hobgoblin – Treat the triggerman's class level as though
  it were +1 higher for the purpose of determining the
  duration of all munitions techniques that create special
  ammo, as well as the eponymous addition dragoon
  technique and the instant fusillade dragoon technique.
  Human – Add +1/6 of a triggerman technique from a
  specialization style.
  Ifrite ­ Each time this bonus is selected, the triggerman
  squirrels away two hotshots each day as the emergency
  stash technique.
  8
  Favored Class
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Kitsune – For every 5 times this bonus is selected, choose
  a known triggerman technique, then name a style other
  than its native style. The triggerman treats the chosen
  triggerman technique as though it were both from its
  native style, as well as from the chosen style. This applies
  to meeting the prerequisites of feats and abilities, as well
  as to interactions between techniques.
  Kobold – For every 6 times this bonus is selected, the
  triggerman gains 1 temporary moxie point whenever his
  moxie points are reset each morning. This temporary
  moxie point lasts for 24 hours.
  Orc – For every 6 times this bonus is selected, the
  triggerman's signature firearm gains the benefits of the
  extra barrel modification (see the he called her lucille
  class feature). This does not count toward the number of
  modifications he may have on his signature firearm.
  Oread ­ For each time this bonus is selected, the
  triggerman squirrels away a single chaosround each day
  as the emergency stash technique.
  Puddling – Upon selecting this bonus 6 times, the
  triggerman gains a customization pool, representing his
  ability to customize firearms beyond the norm. The
  number of points in the triggerman's customization pool
  is equal to 1/6 the number of times this bonus has been
  selected, rounded down. The customization pool begins
  play at maximum capacity, and whenever its capacity
  increases, the new point is granted to the triggerman
  immediately. At any time, the triggerman may expend 1
  customization point to grant a single modification (see the
  he called her lucille class feature) to a firearm that
  possesses no modifications. The process to do so is as
  listed in the he called her lucille class feature. A firearm
  that gains a modification in this manner is not a signature
  firearm and does not gain the benefits of being considered
  as such. Furthermore, at any time, the triggerman may
  regain an expended customization point by removing a
  modification from a firearm that has had one added
  through the use of this bonus. The process to do so is as
  listed in the he called her lucille class feature.
  Sylph ­ For each time this bonus is selected, the
  triggerman squirrels away two rocket rounds as the
  emergency stash technique.
  Tiefling – Upon selecting this bonus 3 times, the
  triggerman
  gains
  the
  ability
  to
  add
  the
  following
  modification to his signature firearm:
  Nightmare Grip (Su) ­ Whenever you successfully hit a
  creature with your signature firearm, you may deal 1 point
  of piercing damage to a creature within 30 feet. Damage
  dealt by nightmare grip ignores DR/­, but not other forms
  of damage reduction. This modification can be taken
  multiple times. Its effects stack.
  For every 6 times this bonus is selected, the triggerman's
  signature firearm gains the benefits of the nightmare grip
  modification. This does not count toward the number of
  modifications he may have on his signature firearm.
  Vishkanya – For every 3 times this bonus is selected, the
  triggerman squirrels away a single glitterblast each day as
  the emergency stash technique.
  Undine ­ For each time this bonus is selected, the
  triggerman squirrels away two pykrete pellets as the
  emergency stash technique.
  Generic Favored Class Bonuses
  If your race is not part of the list above, or­ with GM
  approval­ if you simply do not like your listed favored
  class bonus, you may select one of the favored class
  bonuses listed below to be your favored class bonus. Once
  you take one of the listed bonuses once, you are locked in
  and cannot sample from the others.
  A Point by Any Other Name ­ Once per day for each time
  the triggerman has taken this bonus, he may expend a
  focus point as though it were a moxie point. He may not
  expend focus points to pay the moxie point cost of the
  smoking gun moxie talent.
  Double Dipping ­ At the beginning of each of the
  triggerman's turns, he may choose one additional moxie
  talent marked with an asterisk (*) that he possesses than
  he normally would. (You normally pick one, or two with
  the Double Moxie feat.) This additional moxie talent
  grants its listed benefits to the triggerman, but treats his
  moxie pool as though it only had a single point in it. A
  triggerman may use this ability a number of times per day
  equal to the number of times this bonus has been taken.
  Down Scope ­ The range increment of the triggerman's
  firearms increases by +5 feet for every 5 times this bonus
  has been selected.
  Second­to­Last Laugh ­ Upon taking this bonus 11 times,
  the first time the triggerman would be reduced to fewer
  than half his maximum hit points each day, he may
  execute a technique that he knows with a Focus Change of
  ­1 as an immediate action, resolved immediately before he
  takes the damage. He does not need to meet the Focus
  Required of the chosen technique, nor does he expend
  focus points to execute it.
  Slidestep ­ Whenever a firearm attack or non­touch attack
  fails to hit the triggerman, he may move 5 feet directly
  toward or directly away from the source of that attack as
  an immediate action. This movement does not provoke
  attacks of opportunity, and may only be executed after the
  entirety of the action that includes the attack that missed
  him has been completed. A triggerman may use this
  ability a number of times per day equal to the number of
  times this bonus has been taken.
  Tanglestash ­ For every 3 times this bonus is selected, the
  triggerman squirrels away a single tangleblast each day as
  the emergency stash technique.
  9
  Generic
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Triggerman Feats
  Called Shot Ricochet
  Dodge this.
  Prerequisite: Any marksmanship technique with called
  shot in its name, marksmanship as a chosen triggerman
  specialization, triggerman level 7th
  Benefit: Whenever you execute a technique with "called
  shot" in its name and miss with your attack used to
  deliver it, you may redirect your attack to a creature that
  is adjacent to your original target. If you do, and if your
  original roll would hit this new target at a ­4 penalty, you
  hit your new target. This ability may be used three times
  per day.
  Double Dragoon
  What's better than a causality­defying magazine with
  infinite ammo? Two of them!
  Prerequisite: Dragoon clip technique, dragoon as a
  chosen triggerman specialization, triggerman level 7th
  Benefit: Your dragoon clip technique now grants you
  two dragoon clips rather than only one; however, the
  sheer bulk of a dragoon clip means that you may not have
  both of them attached to the same firearm at any one
  time. Further, you may only have up to one escalated
  dragoon clip attached to your firearms at any one time.
  Double Moxie
  When looking for trouble, your swagger is double.
  Prerequisite: Know at least 4 moxie talents that are
  marked with an asterisk (*), moxie pool class feature
  Benefit: At the beginning of your turn, select up to two
  moxie talents you possess that are marked with an
  asterisk (*). The chosen talents grant their listed benefits
  to you, and the others have no effect that round.
  Normal: At the beginning of your turn, you select a
  single moxie talent you possess that is marked with an
  asterisk (*). This talent grants you its listed benefits, and
  the others have no effect that round.
  Greater Style Focus
  Your attack names are becoming tells.
  Prerequisite: Style Focus
  Benefit:
  Choose
  one
  of
  your
  triggerman
  style
  specializations that has already gained the benefits of the
  Specialization Focus feat. The Difficulty Class of all saving
  throws called for by techniques of that style increases by a
  further +1. This stacks with the bonus granted by Style
  Focus.
  Special: You can gain Greater Style Focus multiple
  times. Each time, choose another one of your styles
  that has gained the benefits of the Style Focus feat.
  Micro Munitions
  You always have a trick up your barrel.
  Prerequisite:
  Any
  three
  munitions
  techniques,
  triggerman level 5th
  Benefit: Whenever you reload a firearm with standard
  ammunition, choose acid, cold, electricity, or fire. Until
  the next time you reload that firearm, attacks made with
  that
  firearm
  using
  standard
  ammunition
  deal
  an
  additional 2 points of damage of the chosen type.
  Moxie Stacking
  For the purpose of extended metaphor, when your cup
  overflows with moxie, you know how to add a bit more
  on top as a sort of foam.
  Prerequisite: Moxie pool class trigger,
  triggerman level 5th
  Benefit: Whenever you would gain 2 or more moxie
  points while you already have 4 moxie points, you gain a
  temporary moxie point that lasts for 1 hour. Your moxie
  talents
  that
  are
  marked
  with
  an
  asterisk
  (*)
  treat
  temporary moxie points sourced from Moxie Stacking as
  though they were actual moxie points in your moxie pool
  for the purpose of determining the magnitude of their
  scaling.
  Moxie Training
  The triggerman is separated from other lovers of
  momentum by the use of moxie, a certain swagger that
  only comes from following the path of the dakka. Some
  triggermen, yourself included, put particular focus in
  your moxie.
  Prerequisite: Moxie pool class feature
  Benefit: You gain a moxie talent for which you meet all
  the prerequisites.
  Special: You can gain Moxie Training multiple times.
  Each time, you gain an additional moxie talent for which
  you meet all the prerequisites.
  Practice Shot (Combat)
  Special munitions are expensive.
  Prerequisite:
  Munitions
  as
  a
  chosen
  triggerman
  specialization
  Benefit: Whenever you make an attack using a firearm
  shooting special ammunition produced by a munitions
  technique and miss, if that firearm also has a loaded
  barrel
  containing
  standard
  ammunition,
  you
  may
  retroactively consume a unit of ammunition from the
  loaded standard ammunition and retain your unit of
  special ammunition with which you missed. This ability
  may be used three times per day.
  10
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Right to Bare Arms (Combat)
  A true master of gun fu gets out there and uses his fists
  from time to time.
  Prerequisite:
  Gun
  fu
  as
  a
  chosen
  triggerman
  specialization
  Benefit: You are treated as though you had the Improved
  Unarmed Strike feat when making attacks of opportunity.
  Furthermore, your gun fu techniques that allow you to
  make attacks of opportunity with firearms now allow you
  to make attacks of opportunity with an unarmed strike
  instead, but only if you have not made more unarmed
  attacks than firearm attacks this round.
  Saving This Bullet
  When a bullet has been used to kill a creature, it learns
  how to do it again.
  Prerequisite: Any three marksmanship techniques
  Benefit: Twice per day, you may spend 1 minute digging
  a miraculously whole bullet out of a dead or destroyed
  creature that you hit with at least one firearm attack in
  the combat that killed or destroyed it. This bullet has
  become attuned to that specific type of creature, and is
  now considered to have the bane weapon special ability
  against it.
  This use of the bane weapon special ability is far more
  specific than the norm. For example, if a bullet that was
  used to kill a bear is retrieved, it gains the bane weapon
  special ability against bears, and not against animals in
  general.
  You may possess up to three bullets harvested using
  Saving This Bullet at any one time.
  Style Focus
  You've given your techniques fancy names, a habit that
  tends to get laughed at until their efficacy is proven.
  Prerequisite: Focused firearms class feature
  Benefit:
  Choose
  one
  of
  your
  triggerman
  style
  specializations. The Difficulty Class of all saving throws
  called for by techniques of that style increases by +1.
  Special: You can gain Style Focus multiple times. Each
  time, choose another one of your specializations.
  Trigger Training
  While there are fewer schools of gunslinging than there
  are ways assassins seek out and kill a man, gunslingers
  are a far more inventive and less utterly professional
  sort­ save for where the two professions intersect­ and
  thus their schools of thought carry more internal variety.
  In this way, even gunslingers with the same stated
  preferences can be wildly different from each other.
  Prerequisite:
  Focused
  firearms
  class
  feature,
  triggerman level 1st
  Benefit: You learn a triggerman technique for which you
  meet all the prerequisites. The chosen technique must be
  from one of your chosen specializations.
  Special: You can gain Trigger Training multiple times.
  Each time, choose a new technique for which you meet all
  the prerequisites, and the required triggerman level
  increases by +4.
  Try, Try Again (Combat)
  What's one more bullet, really?
  Prerequisite: Combat Reflexes, the punisher technique
  Benefit: The first time you miss with a firearm attack
  made as an attack of opportunity each round, you gain the
  ability to perform an additional attack of opportunity that
  round.
  Whirling Dragon (Combat)
  The exhaust follows the bullet, so if you spin quickly
  enough, weaponized gunpowder can go anywhere!
  Prerequisite:
  Dragoon
  clip
  technique,
  eponymous
  addition technique
  Benefit: The cones of energy created by the eponymous
  addition technique and the escalated version of the
  dragoon clip technique may now be pointed in any
  direction.
  Normal: The cones of energy created by the eponymous
  addition technique and the escalated version of the
  dragoon clip technique must be pointed in the same
  direction as a line drawn from you to the intended target
  of your firearm.
  Wild Card (Combat)
  You've seen it all, you've done it all, and nobody knows
  what to expect from you.
  Prerequisite: Know at least one technique sourced from
  each of four triggerman styles
  Benefit: While wielding a firearm, you may feint in place
  of an attack in a full­attack action. If successful, a feint
  performed in this manner applies to the next firearm
  attack you make against that creature this round, but only
  if you are within two range increments of it.
  11
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Triggerman Technique Summary
  Dragoon Style
  No prerequisite
  CRACK!
  ­
  Focus
  +1.
  Grant
  a
  firearm
  the
  broken
  condition. Escalation: Focus ­1. Remove the broken
  condition from a firearm.
  Energetic Blast ­ Focus +1. Bludgeoning, piercing, and
  slashing damage dealt by the affected firearm is either
  cold or fire damage, but is still subject to DR/­.
  Fragmenting
  Blast
  ­
  Focus
  +1.
  Misfire
  instead
  produces a 15­foot cone of grapeshot.
  Impromptu Grenade ­ Focus ­1. A misfire on a broken
  firearm results in the weapon being destroyed, but you
  hurl the firearm as it explodes, dealing the firearm's
  damage as splash damage and damage as an x2 critical hit
  on a direct hit.
  Juryrigged Pistols ­ Create one or more permanently
  broken pistols each morning.
  Knockback
  ­
  Misfires,
  grapeshot,
  and
  dragoon
  techniques executed in place of a misfire allow you to
  move backward 5 feet as a free action.
  The Tactical Nuclear Option ­ Focus ­2. Make a
  firearm attack that deals firearm damage + 1d6 points of
  additional damage per level on a successful hit, increasing
  to +1d8 points of additional damage per level on a critical
  hit.
  Level 2
  Powderjump ­ Focus ­1. Attack an adjacent square with
  your firearm, shooting you up to 15 feet through the air as
  though you flew with Good maneuverability. Escalation:
  Focus ­2. Your movement is increased to 30 feet and you
  may make a single firearm attack midflight as a swift
  action.
  Scattershotter ­ Firearms you wield have the scatter
  weapon quality, but may also be used as though they did
  not.
  Level 4
  Dragoon Clip ­ Focus 0. Load a special ammo clip onto
  the barrel of an early firearm or onto an advanced firearm
  with a capacity of 1, giving it three shots before it must be
  reloaded. Escalation: Focus ­1. Shots fired from the
  special ammo clip create cones of energy that deal 1d4 +
  1/2 level damage of a chosen energy type. Reflex halves.
  Eponymous Addition ­ Focus 0. Your next shot with
  the affected firearm produces a cone of energy that deals
  1d8 + level points of cold, electricity, or fire damage.
  Reflex halves.
  Extra Kick ­ Misfires or techniques made in response to
  them grant you a +1 bonus to damage, a +10­foot bonus
  to range increment, and the range of the scatter weapon
  quality increased by +10 feet for the next attack made by
  that firearm before the end of your next turn.
  Overpowdered ­ Focus ­1. Misfire instead produces a
  30­foot line of shrapnel.
  Level 6
  Flight of the Dragoon ­ Focus ­ 1. Gain a fly speed of 60
  feet with Good maneuverability, but lose the ability to do
  so if you do not make a firearm attack each round.
  Hail of Lead ­ Focus ­3. Produce a 10­foot­radius
  cylinder of raining ammunition that deals damage as an
  attack from the executing firearm to those that enter or
  begin their turn in the area. Reflex halves.
  Inadvertent Explosive ­ Focus ­2. Misfire is fired again
  at a creature within two range increments, and the shell
  explodes on impact, dealing firearm damage in a 5­foot
  radius. Reflex halves.
  Instant Fusillade ­ Focus ­X. One of your firearms take
  position over your shoulder and fires once each round for
  X+1 rounds.
  Jank Master ­ You have a +2 circumstance bonus to
  attack rolls made with a broken firearm.
  Level 8
  Post­Dated Consequences ­ Reroll any attack roll with
  a firearm as an immediate action, but the next attack with
  that firearm is an automatic misfire.
  Level 10
  The Nuclear Option ­ Focus ­4. If your weapon is
  broken, you create a 30­foot cone that deals firearm
  damage + 1d4 points of additional damage per level on a
  successful hit, increasing to +1d6 points of additional
  damage per level on a critical hit. This additional damage
  is half fire and half force. If your weapon is not broken,
  you create a 60­foot line that deals damage as above.
  12
  Dragoon Style
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Gun Fu Style
  No Prerequisite
  Disarming Bullet ­ Focus +1. Standard firearm attack
  also performs a disarm combat maneuver if it hits.
  Revenge ­ Focus +1. Make a firearm attack against a
  creature that hit you with a physical attack as an
  immediate action.
  Snap Reload ­ Focus ­1. You reload up to three early
  firearm barrels.
  Tailwind ­ Focus +1. Your base land speed increases by
  +5 feet for each successful firearm attack you made last
  round.
  The Punisher ­ You threaten squares with a one­handed
  firearm as though it were a melee reach weapon and may
  make attacks of opportunity with it.
  Tripping Bullet ­ Focus +1. Standard firearm attack
  also performs a trip combat maneuver if it hits.
  Watchful
  Eye
  ­
  Focus
  +1.
  You
  may
  perform
  an
  additional attack of opportunity this round.
  Level 4
  Bequeathed Wind ­ Focus ­1. Your target may make an
  additional move action next turn, but you are staggered
  for 1 round at the beginning of your next turn.
  Doubletap ­ Focus ­2. Attack twice with a firearm, but
  consume only one unit of ammunition.
  Reposition ­ Focus ­1. Move 30 feet using any form of
  movement available to you.
  Level 6
  Gun Kata ­ Performing two gun fu techniques with a
  Focus Change of +1 in a single round grants you a
  temporary focus point.
  Instictive Roll ­ You may expend 2 focus points to move
  up to 10 feet as an immediate action in response to being
  given the ability to make an attack of opportunity or
  provoking one yourself.
  Whirling Defense ­ You gain a +1 dodge bonus to AC
  against a single creature each time you hit it with a
  firearm attack (max +4).
  Level 8
  Whirling
  Momentum
  ­
  Focus
  ­1.
  Whenever
  you
  successfully hit with a firearm attack, subsequent firearm
  attacks made before the beginning of your next turn deal
  +1 damage (max +5).
  Level 10
  White Raven Redux ­ Focus ­4. Your target's place in
  initiative order is set to immediately after you. If your
  target has already taken a turn this round, it gets to take
  another one.
  Special
  The
  Guardian
  ­ Requires the punisher technique.
  Attacks
  made
  against
  other
  creatures
  by
  creatures
  occupying space in the first range increment of your
  firearm provokes attacks of opportunity from it.
  The Rival ­ Requires the punisher technique, triggerman
  4. You may expend 1 focus point to make an attack of
  opportunity against a creature that takes an attack of
  opportunity against you, but this attack must be made
  with a firearm.
  The Warpath ­ Requires the punisher technique. You
  gain a temporary focus point at the beginning of your turn
  if you made an attack of opportunity in the previous
  round.
  The Whirlwind ­ Requires the punisher technique,
  triggerman 6. Whenever a creature that occupies space in
  the first range increment of your firearm makes use of a
  standard action, you may spend 1 focus point to make that
  action provoke an attack of opportunity from you.
  Tripletap ­ Requires doubletap technique, triggerman 6.
  Focus ­4. Attack thrice with a firearm, but consume only
  one unit of ammunition.
  13
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Marksmanship Style
  No Prerequisite
  Called Shot: Center Mass ­ Focus 0. Firearm attack
  has its base damage die increased by +2, and arrests
  movement if executed as a readied action or attack of
  opportunity. Fortitude negates.
  Called Shot: Downtown ­ Focus +1. Firearm attack
  halves the attack penalty for long range shots and may
  travel an additional range increment before not being a
  touch attack to hit.
  Called Shot: Equipment ­ Focus +1. Firearm attack
  takes a ­2 penalty and deals damage to an object and its
  wielder/wearer.
  Called Shot: Knee ­ Focus +1. Firearm attack deals
  damage as normal and halves the subject's base land
  speed for 1 round, and creatures that move while
  penalized take damage equal to your level. Fortitude
  negates the penalty.
  Deadeye
  ­
  The
  range
  increment
  of
  your
  firearms
  increases by +5 feet per marksmanship technique you
  know, to a maximum of double.
  Recovery ­ Focus 0. Reroll a misfire's attack roll as in
  immediate action, taking the new result even if it is worse.
  If the new result would not be a misfire, then the attack is
  no longer a misfire.
  See, But Do Not Be Seen ­ Gain a scaling bonus to
  Stealth skill checks to maintain an obscured location after
  executing a technique with called shot in its name.
  Level 2
  Mindgames ­ Focus +1. You ready an action to make a
  firearm attack. When you take your readied action, you
  may instead execute any other technique you know with
  called shot in its name, treating those with a Focus
  Change of +1 as though it were +0.
  Level 4
  Call It Quickly ­ You may execute techniques with called
  shot in their name and a Focus Change of +1 as an attack
  of opportunity.
  Called Shot: Artery ­ Focus ­2. Firearm attack deals
  bleed damage equal to its base damage die, in addition to
  its standard effects.
  Called Shot: Limb ­ Focus ­1. Firearm attack deals
  damage as normal and disables a limb for 1d4+1 rounds.
  Fortitude negates.
  Firearm Specialization ­ You deal +2 damage with
  firearms.
  The Gun Show ­ Focus ­2. You have infinite ammo, a +2
  morale bonus to attack rolls with firearms, and the misfire
  value of firearms you wield is reduced by ­2 (minimum 1).
  Ends immediately if you miss with a firearm attack.
  Level 6
  Called Shot: Piano Lessons ­ Focus ­2. Firearm attack
  deals damage as normal and makes the target forget its
  most recently used learned ability. If used in response to a
  spell or other such ability, you interrupt the spell or
  ability. Fortitude negates the interruption.
  Level 8
  A Shot by Any Other Name ­ Focus ­3. Execute a
  called shot technique with a Focus Change of +1, 0, ­1, or
  ­2, then treat all techniques with a Focus Change as
  though they had Called Shot in their name until you have
  executed five that don't natively have that in their name.
  Called Shot: Brain ­ Focus ­3. Deal 1d4 points of ability
  damage to each of Intelligence, Wisdom, and Charisma,
  then produce additional effects based on the relationship
  of the numbers rolled.
  Level 10
  Called Shot: Heart ­ Focus ­4. Firearm attack deals
  damage as an x2 critical hit and the target dies instantly.
  Fortitude negates.
  Meant to Do That ­ Your first critical hit each round
  retroactively applies the effects of a called shot technique
  with a Focus Change of +1. This does not actually count as
  executing a technique.
  Special
  Called Shot: Coin Purse ­ Requires Improved Steal.
  Focus ­1. Firearm attack does not deal damage, but
  instead performs a steal combat maneuver that teleports
  the target object to you if successful.
  Called
  Shot:
  That
  Guy,
  Repeatedly
  ­
  Requires
  Combat Reflexes, triggerman 6. Focus ­1. Firearm attack
  deals damage and grants you the ability to make a single
  attack of opportunity with a firearm against creatures hit
  by the technique. Escalation: Focus ­3. You are not
  limited to a single attack of opportunity by this technique.
  14
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Munitions Style
  No Prerequisite
  Encapsulated Ball Lightning ­ Focus +1. Special
  ammunition deals +1d3 electricity damage on hit, and
  inflicts a ­2 penalty to dodge bonus to AC for 1 round if all
  sources of electricity damage dealt to the target add up to
  10 or more.
  Pykrete Pellets ­ Focus +1. Special ammunition deals
  +1d3 cold damage on hit, and inflicts a ­5­foot penalty to
  all forms of movement for 1 round if all sources of cold
  damage dealt to the target add up to 10 or more.
  Rocket
  Rounds
  ­
  Focus
  +1.
  Special
  ammunition
  increases the range increment of a firearm by +10 feet and
  deals an additional point of damage to faraway targets.
  Shattershot ­ Focus ­1. Empty your firearm and load it
  with one shattershot, which explodes in impact in a 10­
  foot radius, dealing 1d4+level piercing damage. Reflex
  negates.
  Weighted Round ­ Focus ­2. Empty your firearm and
  load it with one weighted round, which deals bludgeoning
  damage and performs a bull rush combat maneuver on a
  successful hit.
  Level 2
  Chaosrounds ­ Focus ­1. Special ammunition deals 1
  point of damage to a random ability score on a successful
  hit. Whenever a creature is reduced to 0 hit points by a
  chaosround, you reload 1d3 chaosrounds.
  Hotshots ­ Focus +1. Special ammunition deals +1d3 fire
  damage on hit, and lights the target on fire as the rules for
  alchemist's fire if all sources of fire damage dealt to the
  target add up to 10 or more.
  Level 4
  Ammo
  Cache
  ­
  Nearby
  creatures
  may
  reload
  ammunition from a spectral pouch until 5 + level units of
  ammunition have been reloaded.
  Explosive Wreathing ­ Focus ­1. Firearm attacks deal
  1d8 points of fire damage in a 5­foot radius until the
  beginning of your next turn. Reflex halves.
  Glitterblast ­ Focus ­2. Special ammunition behaves
  similarly to the glitterdust spell.
  Tracing Rounds ­ Focus ­2. Special ammunition flies
  along a specific path and attacks all creatures in its path.
  Level 6
  Conjured Cartridges ­ Special ammunition now has all
  of the benefits of alchemical cartridges without any of the
  downsides.
  Mutashot ­ Focus 0. You may consume special ammo
  from each of two firearms to make a single firearm attack
  with the benefits of both special ammos.
  Tangleblast ­ Focus ­2. Two units of special ammunition
  behave similarly to a tanglefoot bag.
  Level 8
  Metal Slug ­ Focus ­1. Choose adamantine, cold iron, or
  silver. One of your firearms treats its ammunition as
  though it were made of that metal for the purpose of
  overcoming damage reduction; however, if that metal is
  not required to overcome the damage reduction of a
  creature, then the base damage dealt to that creature is
  halved, rounded down.
  Misery ­ Focus ­3. Special ammunition inflicts various
  conditions, and even death, depending on the target's
  initiative or initiative modifier.
  Level 10
  Oathshot ­ Your firearms have a +5 enhancement bonus
  and deal an additional 2d6 points of damage on a
  successful hit against a specific target, but have no
  enhancement bonus against other creatures. You may
  reload various low­impact special ammunition at will for
  the technique's duration.
  Special
  Combishot ­ Requires an ammo technique with a Focus
  Change of +1, one with a Focus Change of ­1, and one with
  a Focus Change of ­2. Special ammunition combines the
  properties of your choice of special ammunition with a
  Focus Change of +1, one with a Focus Change of ­1, and
  one with a Focus Change of ­2.
  Emergency Stash ­ Requires an ammo technique.
  Squirrel away a heap of special ammunition each day.
  Trick Reload ­ Requires three of the four ammo
  techniques with a Focus Change of +1. Whenever you
  execute an ammo technique with a Focus Change of +1,
  you may reload a second firearm with the output of any of
  the aforementioned techniques.
  15
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Triggerman Technique List
  Dragoon Style
  CRACK! (Ex)
  Style: Dragoon
  Range: Personal
  Target: Wielded firearm
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 swift action
  Duration: instantaneous
  You deliberately mishandle the target firearm, granting it
  the broken condition.
  Escalation: You may change the Focus Required of this
  technique to 1, 2, 3 or 4, its Focus Change to ­1, and
  increase its Execution Time to 1 round. If you do, you
  remove the broken condition from the target firearm
  instead.
  Dragoon Clip (Su)
  Style: Dragoon
  Range: Personal
  Target: Wielded firearm
  Focus Required: 0, 1, 2
  Focus Change: 0
  Execution Time: 1 move action
  Duration: instantaneous
  Requires: Triggerman 4
  You attach a dragoon clip to an unloaded barrel of an
  early firearm, or to an advanced firearm with a capacity of
  1. A dragoon clip is a spring­loaded auto­feed attachment
  that contains 3 units of ammunition and propellant
  (supplied by the technique), thus allowing the firearm to
  shoot three times without the need to reload the barrel to
  which it is attached. When the last shot is fired from a
  dragoon clip, it detaches and slips back into your
  inventory.
  You only possess a single dragoon clip, though the blasted
  thing is somehow always on your person and ready to be
  loaded at a moment's notice when not in active use. If
  separated from your equipment at large, your dragoon
  clip abandons you, but if you should find some portion of
  your equipment­ even a single firearm­ then the dragoon
  clip finds its way to you once more, somehow constantly
  replenishing its ammunition so that you may keep
  reattaching it. If stolen, your dragoon clip will bend time,
  space, and causality to return to you.
  Escalation: You may change the Focus Required of this
  technique to 1, 2, 3 and Focus Change of this technique to
  ­1. If you do, choose cold, electricity, or fire. You dope the
  propellant
  in
  your
  dragoon
  clip
  with
  alchemical
  substances, producing a 15­foot cone of energy each time
  you shoot one of the units of ammunition from the
  attached dragoon clip. Draw the direction of the cone in
  the same direction that you shoot the firearm. Creatures
  caught in the cone take 1d4 + one­half your triggerman
  level (rounded down) points of damage of the chosen type
  with a Reflex saving throw for half.
  Energetic Blast (Su)
  Style: Dragoon
  Range: Personal
  Target: Wielded firearm
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 swift action
  Duration: 2 rounds
  Choose cold or fire. All bludgeoning, piercing, and
  slashing damage dealt by the target firearm is converted
  to the chosen energy type instead; however, you still treat
  the damage dealt as physical for the purpose of reduction
  by DR/­.
  Eponymous Addition (Ex)
  Style: Dragoon
  Range: Personal
  Target: Wielded firearm
  Focus Required: 0, 1, 2, 3, 4
  Focus Change: 0
  Execution Time: 1 swift action
  Duration: 1 minute/level
  Requires: Dragoon 4
  Choose cold, electricity, or fire. The next time you fire the
  target firearm, it belches forth a 15­foot cone of energy,
  dealing 1d8 + your triggerman level points of damage of
  the chosen type with a Reflex saving throw for half to
  creatures caught in the cone. Draw the direction of the
  cone in the same direction that you shoot the firearm.
  Whenever you execute this technique, all other ongoing
  instances of eponymous addition end immediately.
  Extra Kick (Ex)
  Style: Dragoon
  Requires: Triggerman 4
  Whenever you misfire or execute a dragoon technique
  that is made in place of a misfire, your next firearm attack
  made before the end of your next turn deals +1 damage on
  a successful hit, has its range increment increased by +10
  feet, and has the range of its scatter weapon quality
  increased by +10 feet, if applicable.
  Flight of the Dragon (Su)
  Style: Dragoon
  Range: Personal
  Target: You
  Focus Required: 0, 1, 2, 3, 4
  Focus Change: +0
  Execution Time: 1 swift action
  Duration: See text
  Requires: Triggerman 6
  You gain a fly speed of 60 feet with Good maneuverability.
  At the end of your turn, if you did not make a firearm
  attack that round, this technique ends immediately.
  Similarly, flight of the dragon ends immediately whenever
  you reload a firearm. Whenever flight of the dragon ends,
  you cannot execute it again until your next turn.
  16
  Dragoon Style
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Fragmenting Blast (Ex)
  Style: Dragoon
  Range: 15 feet
  Effect: 15­foot cone of heat and shrapnel
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: As misfired attack
  Duration: instantaneous
  This technique may only be executed in response to
  making an attack roll with a firearm and misfiring, and its
  Focus Change must be paid from the misfiring firearm's
  focus pool. Rather than suffer a misfire, the ammunition
  in the firearm fragments and spews from the barrel of the
  gun like grapeshot in a 15­foot cone. Make a ranged attack
  roll against each creature caught in the cone as though it
  were shot by the bullet, dealing damage as normal for a
  non­misfired attack, including the special properties of
  any ammunition fragmented by this technique; you
  cannot misfire.
  Hail of Lead (Su)
  Style: Dragoon
  Range: As firearm
  Effect: 10­foot­radius cylinder of falling ammunition
  Focus Required: 3, 4
  Focus Change: ­3
  Execution Time: 1 standard action
  Duration: 1 minute, unless ended early; see text
  Requires: Dragoon 6
  You discharge a firearm into the sky, and the sky answers
  with a 60­ft­tall, 10­ft­radius cylinder of heated lead
  centered where you direct. Creatures that move into or
  begin their turn in the hailstorm take damage as normal
  for an attack made by the executing firearm with a Reflex
  save for half, though any creatures in the center square of
  the cylinder's radius are not entitled to a saving throw.
  At the end of your turn, you expend 1 unit of loaded
  ammunition from the executing firearm. If you cannot,
  the technique ends immediately.
  Impromptu Grenade (Ex)
  Style: Dragoon
  Range: See text
  Effect: Exploding firearm
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: As misfired attack
  Duration: instantaneous
  This technique may only be executed in response to
  making an attack roll with a broken non­magical firearm
  and misfiring, thus causing the firearm to explode. Rather
  than let it explode in your hands, you throw it as though it
  were a thrown splash weapon with a range increment of
  10 feet. This firearm­made­grenade deals splash damage
  equal to damage as normal for a ranged attack made with
  the firearm, as well as damage equal to an x2 critical hit
  with the firearm on a direct hit. Apply the special
  properties of any ammunition loaded in the firearm at the
  time of its explosion. There is no saving throw.
  Inadvertent Explosive (Ex)
  Style: Dragoon
  Range: As firearm; two range increments
  Effect: 5­foot burst of heat and shrapnel
  Focus Required: 2, 3, 4
  Focus Change: ­2
  Execution Time: As misfired attack
  Duration: instantaneous
  Requires: Triggerman 6
  This technique may only be executed in response to
  making an attack roll with a firearm and misfiring, and its
  Focus Change must be paid from the misfiring firearm's
  focus pool. Rather than suffer a misfire, you make a new
  ranged attack roll at a creature, object, or grid intersection
  (AC 5) within two range increments, dealing damage as
  normal on a successful hit; you cannot misfire. If it hits,
  the bullet shatters, dealing damage as normal to all
  creatures in a 5­foot radius centered on the target,
  including the special properties of the ammunition fired.
  A successful Reflex saving throw halves the damage.
  Instant Fusillade (Su)
  Style: Dragoon
  Range: Personal
  Effect: Animated firearm
  Focus Required: 1, 2, 3, 4
  Focus Change: ­X (minimum 1)
  Execution Time: 1 swift action
  Duration: 1 round + 1 round per focus point spent
  Requires: Triggerman 6
  You fling a firearm into the air, and it begins to hover just
  above your shoulder. Each round, the hovering firearm
  may make a single attack against a creature within two
  range increments with an attack modifier equal to your
  triggerman level + your Intelligence modifier, dealing the
  firearm's base damage + its enhancement modifier (if
  any) + the effects of any weapon special abilities or
  techniques affecting it + your Intelligence modifier points
  of damage on a successful hit.
  You are treated as though you were wielding the firearm
  both for the purpose of executing techniques in response
  to a misfire, and for the purpose of allowing the hovering
  firearm to retain a focus pool.
  Jank Master (Ex)
  Style: Dragoon
  Requires: Any three dragoon techniques, triggerman 6
  You have a +2 circumstance bonus to attack rolls on
  attacks made with a broken firearm.
  Juryrigged Pistols (Ex)
  Style: Dragoon
  Each morning, you may spend 1 hour fabricating a single
  pistol with the broken condition. It can never lose the
  broken condition, nor can it be sold. You may possess up
  to three pistols made with this technique at any one time.
  Starting at 7th level, you produce up to two pistols with
  the broken condition each morning. Further, any pistol
  you fabricate with this technique gains 1 focus point the
  first time you grant it a focus pool each day.
  17
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Knockback (Ex)
  Style: Dragoon
  Whenever you misfire, fire grapeshot via the scatter
  weapon quality the first time in round, or execute a
  dragoon technique that is made in place of a misfire, you
  may move 5 feet in the opposite direction of your attack as
  a free action. This movement does not provoke attacks of
  opportunity.
  Overpowdered (Ex)
  Style: Dragoon
  Range: 30 feet
  Effect: 30­foot line of overexcited bullet
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: As misfired attack
  Duration: instantaneous
  Requires: Triggerman 4
  This technique may only be executed in response to
  making an attack roll with a firearm and misfiring, and its
  Focus Change must be paid from the misfiring firearm's
  focus pool. Rather than suffer a misfire, the ammunition
  in the firearm screams forth from the barrel, travels in a
  line for 30 feet, and falls apart harmlessly as powder that
  had wormed into cracks in the bullet's structure finally
  tear the shot apart into uselessness. Make an attack roll
  against each creature caught in the 30­foot line as though
  it were shot by the bullet, dealing damage as normal for a
  non­misfired attack, including the special properties of
  any ammunition fragmented by this technique; you
  cannot misfire.
  Post­Dated Consequences (Ex)
  Style: Dragoon
  Requires: Triggerman 8
  As an immediate action, you may reroll any attack roll you
  make with a firearm, taking the new result even if it is
  worse; however, your next attack with that firearm is an
  automatic misfire.
  Powderjump (Ex)
  Style: Dragoon
  Range: 5 feet
  Target: creature or empty square in range
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Triggerman 2
  You attack an adjacent square with your firearm. If a
  creature occupies the target square, then attack that
  creature
  as
  normal;
  otherwise,
  you
  discharge
  your
  weapon harmlessly. The recoil of the shot launches you
  into the air; move up to 15 feet in a straight line as though
  you had a fly speed with Good maneuverability. Your
  movement does not provoke attacks of opportunity.
  Escalation: You may change the Focus Required of this
  technique to 2, 3, 4 and its Focus Change to ­2. If you do,
  the recoil of your shot allows you to move up to
  30 feet in a straight line as though you had a fly
  speed with Good maneuverability and you may make a
  single firearm attack in the middle of your flight as a swift
  action. You may replace this swift action firearm attack
  with any triggerman technique that can be executed as an
  attack in a full­attack action. Making a firearm attack in
  the middle of a powderjump does not provoke attacks of
  opportunity.
  Scattershotter (Ex)
  Style: Dragoon
  Requires: Triggerman 2
  All firearms you wield have the scatter weapon quality out
  to a range of 15 feet, but may continue to use standard
  ammunition as though they did not. Moreover, you may
  use standard ammunition and all special ammunition
  produced by the munitions technique tree­ except for
  tracing rounds­ as though it were grapeshot.
  The Nuclear Option (Ex)
  Style: Dragoon
  Range: See text
  Effect: See text
  Focus Required: 4
  Focus Change: ­4
  Execution Time: 1 standard action
  Duration: instantaneous
  Requires: Triggerman 10
  This
  technique
  functions
  differently
  depending
  on
  whether or not the firearm used to execute it has the
  broken condition
  Broken
  ­
  You
  produce
  a
  30­foot
  cone
  of
  flame,
  ammunition, and bits of firearm shrapnel. Make a ranged
  touch attack roll against each creature caught in the blast,
  dealing damage as normal on a successful hit, as well as
  additional damage equal to 1d4 points per triggerman
  level. This additional damage is half fire and half force. On
  a critical hit, the additional damage is 1d6 points per
  triggerman level instead.
  Non­Broken ­ You produce a 60­foot line of flame and
  ammunition. Make a ranged touch attack roll against each
  creature caught in the blast, dealing damage as normal on
  a successful hit, as well as additional damage equal to 1d4
  points per triggerman level. This additional damage is half
  fire and half force. On a critical hit, the additional damage
  is 1d6 points per triggerman level instead.
  The Tactical Nuclear Option (Ex)
  Style: Dragoon
  Range: As firearm
  Target: Creature in range
  Focus Required: 2, 3, 4
  Focus Change: ­2
  Execution Time: 1 standard action
  Duration: instantaneous
  You make an attack with your firearm. If you hit, you deal
  damage as normal, as well as additional damage equal to
  1d6 points per triggerman level. This additional damage is
  half fire and half force. On a critical hit, the additional
  damage is 1d8 points per triggerman level instead.
  18
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Gun Fu Style
  Bequeathed Wind (Ex)
  Style: Gun Fu
  Range: 30 feet
  Target: Creature in range
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 swift action
  Duration: 1 round
  Requires: Triggerman 4
  Your target may perform an additional move action next
  turn. At the beginning of your next turn, you are
  staggered for 1 round.
  Escalation: You may change the Focus Change of this
  technique to ­2. If you do, you are not staggered at the
  beginning of your next turn.
  Disarming Bullet (Ex)
  Style: Gun Fu
  Range: As firearm; one range increment
  Target: Creature in range
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  You make an attack with your firearm. If you hit, you deal
  damage
  as
  normal
  and
  perform
  a
  disarm
  combat
  maneuver with a CMB equal to your triggerman class
  level + your Intelligence modifier + any disarm­specific
  bonuses granted by spells, feats, or abilities.
  Doubletap (Ex)
  Style: Gun Fu
  Range: As firearm; two range increments
  Target: Creature in range
  Focus Required: 2, 3, 4
  Focus Change: ­2
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Triggerman 4
  You make two attacks with your firearm, but only
  consume one unit of ammunition. Apply the special
  benefits of that unit of ammunition, if any, to both
  attacks.
  Gun Kata (Ex)
  Style: Gun Fu
  Requires: Triggerman 6
  Whenever you perform two gun fu techniques with a
  Focus Change of +1 in a single round, you gain a
  temporary
  focus
  point.
  This
  temporary
  focus
  point
  persists for 3 rounds and may only be expended on gun fu
  techniques; however, since this temporary focus point is
  inherent to you and not your guns, you may use expend it
  in conjunction with any firearm you are wielding.
  Instinctive Roll (Ex)
  Style: Gun Fu
  Requires: Triggerman 6
  Whenever you perform any action that would provoke an
  attack of opportunity, or whenever you would gain the
  ability to take an attack of opportunity, you may expend 2
  focus points to move up to 10 feet as an immediate action.
  This movement does not provoke attacks of opportunity
  and is resolved before the attack of opportunity is made.
  Reposition (Ex)
  Style: Gun Fu
  Range: Personal
  Target: You
  Focus Required: 1, 2, 3, or 4
  Focus Change: ­1
  Execution Time: 1 swift action
  Duration: instantaneous
  Requires: Triggerman 4
  You move up to 30 feet using any form of movement
  available to you.
  Revenge (Ex)
  Style: Gun Fu
  Range: As firearm
  Target: Creature in range; see text
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 immediate action
  Duration: instantaneous
  You may only execute this technique in response to a
  creature hitting you with a physical attack. You make an
  attack with your firearm against the creature that hit you,
  dealing damage as normal on a successful hit.
  Snap Reload (Ex)
  Style: Gun Fu
  Range: Personal
  Target: You
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 swift action
  Duration: instantaneous
  You reload up to three early firearm barrels. Treat
  reloading an entire advanced firearm as a single early
  firearm barrel.
  Tailwind (Ex)
  Style: Gun Fu
  Range: Personal
  Target: You
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 swift action
  Duration: 2 rounds
  Your base land speed is increased by +5 feet for each
  successful firearm attack you made last round. This is an
  enhancement bonus.
  19
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  The Guardian (Ex)
  Style: Gun Fu
  Requires: The punisher technique
  Whenever a creature that occupies space within the first
  range increment of a loaded firearm you are wielding
  attacks a creature other than you, it provokes attack of
  opportunity from you. You must take this attack of
  opportunity with a firearm, and you may only make one
  such attack of opportunity per round.
  The Punisher (Ex)
  Style: Gun Fu
  While
  wielding
  a
  loaded
  one­handed
  firearm,
  you
  threaten squares as though it were a melee reach weapon.
  Moreover, you may perform attacks of opportunity with
  said firearm and do not provoke them when doing so.
  The Rival (Ex)
  Style: Gun Fu
  Requires: The punisher technique, triggerman 4
  Whenever a creature that occupies space within the first
  range increment of a loaded firearm you are wielding
  makes an attack of opportunity against you, you may
  expend 1 focus point to make an attack of opportunity
  against that creature. You must take this attack of
  opportunity with a firearm, and yours resolves first.
  The Warpath (Ex)
  Style: Gun Fu
  Requires: The punisher technique
  At the beginning of your turn, if you performed an attack
  of opportunity in the last round, you gain 1 temporary
  focus point. This temporary focus point persists for 3
  rounds and and may only be expended on gun fu
  techniques.
  The Whirlwind (Ex)
  Style: Gun Fu
  Requires: The punisher technique, triggerman 6
  Whenever a creature that occupies space within the first
  range increment of a loaded firearm you are wielding does
  anything that requires a standard action to perform, you
  may expend 1 focus point to force that action to provoke
  an attack of opportunity from you. You must take this
  attack of opportunity with a firearm.
  Tripletap (Ex)
  Style: Gun Fu
  Range: As firearm; two range increments
  Target: Creature in range
  Focus Required: 4
  Focus Change: ­4
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Doubletap technique, triggerman 6
  You make three attacks with your firearm, but only
  consume one unit of ammunition. Apply the special
  benefits of that unit of ammunition, if any, to all
  three attacks.
  Tripping Bullet (Ex)
  Style: Gun Fu
  Range: As firearm; one range increment
  Target: Creature in range
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  You make an attack with your firearm. If you hit, you deal
  damage as normal and perform a trip combat maneuver
  with a CMB equal to your triggerman class level + your
  Intelligence modifier + any trip­specific bonuses.
  Watchful Eye (Ex)
  Style: Gun Fu
  Range: Personal
  Target: You
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 free action
  Duration: 1 round
  You may perform an additional attack of opportunity this
  round.
  Whirling Defense (Ex)
  Style: Gun Fu
  Requires: Triggerman 6
  Whenever you successfully hit a creature with a firearm
  attack, you gain a +1 dodge bonus to AC against attacks
  made by that creature for 1 round. Whenever you
  successfully critically hit a creature with a firearm attack,
  you gain a +1 dodge bonus to AC against attacks made by
  that creature for 2 rounds. The dodge bonus to AC
  granted by this technique cannot be greater than +4.
  Whirling Momentum (Ex)
  Style: Gun Fu
  Range: Personal
  Target: You
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 swift action
  Duration: 1 round
  Requires: Triggerman 8
  Whenever you successfully hit a creature with a firearm
  attack, subsequent firearm attacks deal +1 damage until
  the beginning of your next turn (max +5).
  White Raven Redux (Su)
  Style: Gun Fu
  Range: 30 feet
  Target: Willing creature in range
  Focus Required: 4
  Focus Change: ­4
  Execution Time: 1 standard action
  Duration: instantaneous
  Requires: Triggerman 10
  Your target's place in initiative order is set to immediately
  after you. If your target has already taken a turn this
  round, it gets to take another one.
  20
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Marksmanship Style
  A Shot by Any Other Name (Ex)
  Style: Marksmanship
  Range: Personal
  Target: You
  Focus Required: 3, 4
  Focus Change: ­3
  Execution Time: 1 swift action
  Duration: 1 hour, or until discharged; see text
  Requires: Triggerman 8
  Immediately before executing this technique, you may
  execute a technique you know with called shot in its name
  and a Focus Change of +1, 0, ­1, or ­2 without expending
  an action or altering your focus pool to do so.
  You now treat ALL techniques with a Focus Change­
  except for this one and mindgames­ as though they had
  "called
  shot"
  in
  their
  name.
  This
  technique
  ends
  immediately once you have executed five techniques that
  do not natively have called shot in their names as though
  they did.
  Call It Quickly (Ex)
  Requires: Triggerman 4
  You may execute techniques with called shot in their
  name and a Focus Change of +1 as an attack of
  opportunity.
  Called Shot: Artery (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 2, 3, 4
  Focus Change: ­2
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Triggerman 4
  You make an attack with your firearm. If you hit, you deal
  damage as normal and sever an artery, dealing bleed
  damage equal to the base damage die of that firearm + the
  firearm's enhancement bonus, if any. A successful Heal
  check (DC equal to that of saving throws called for by your
  techniques), the application of any spell or supernatural
  ability that cures hit point damage, or the beginning of
  your turn halves the amount of bleed damage the target
  takes on subsequent rounds (rounded down).
  At 9th level, called shot: artery's Focus Required changes
  to 1, 2, 3, 4, while its Focus Change changes to ­1.
  Called Shot: Brain (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 3, 4
  Focus Change: ­3
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Triggerman 8
  You make an attack with your firearm. If you hit, you deal
  damage as normal, as well as 1d4 points of damage to
  each of the following ability scores: Intelligence, Wisdom,
  and Charisma. Moreover, if any of the follow statements
  are
  true
  regarding
  the
  ability
  damage
  rolled,
  their
  corresponding effects trigger.
  • If you dealt more Charisma damage than Intelligence
  damage or Wisdom damage to your target, then it loses
  the ability to read and speak the language it most recently
  used, and cannot read or speak that language by magical
  means. This effect is permanent, but ends immediately if
  the target's current hit points equal its maximum hit
  points at any time.
  • If you dealt more Intelligence damage than Wisdom
  damage or Charisma damage to your target, then it must
  roll twice and take the worse result when making a
  Knowledge
  or
  Spellcraft
  skill
  check.
  This
  effect
  is
  permanent, but ends immediately if the target's current
  hit points equal its maximum hit points at any time.
  • If you dealt more Wisdom damage than Intelligence
  damage or Charisma damage to your target, then it must
  roll twice and take the worse result on all Will saving
  throws
  made
  against
  illusion
  effects.
  This
  effect
  is
  permanent, but ends immediately if the target's current
  hit points equal its maximum hit points at any time.
  • If the ability damage you dealt to your target is a
  sequence (1, 2, 3 or 2, 3, 4), and if your target has the
  ability to cast spells, roll 1d4. On a failed Fortitude saving
  throw, your target must nominate any number of spells it
  knows that meets or exceeds the number rolled. If it is a
  preparatory caster, it must select spells that it has
  prepared, while a spontaneous caster may select spells of
  a level containing slots it has not yet cast for the day. The
  nominated
  spells
  are
  treated
  as
  though
  they
  were
  expended, and you gain the ability to cast each of the
  nominated spells once as spell­like abilities with a caster
  level equal to your triggerman level and Intelligence as
  your key ability. You retain these spells until the next time
  your target prepares spells for the day.
  • If the ability damage you dealt to your target includes
  doubles (two or more of the three damage rolls are the
  same number), then your target must succeed on a Will
  saving throw or be rendered unable to use Intelligence­ or
  Charisma­based skills, cast spells, understand language,
  or communicate coherently, as the feeblemind spell. This
  effect is permanent, but ends immediately if the target's
  current hit points equal its maximum hit points at any
  time.
  21
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Called Shot: Center Mass (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 1, 2, 3, 4
  Focus Change: 0
  Execution Time: 1 standard action OR an attack in a full­
  attack action OR 1 attack of opportunity
  Duration: instantaneous
  You make an attack with your firearm. If you hit, you
  increase the size of your firearm's base damage die by +2
  (1d8 becomes 1d8+2, 2d4 becomes 2d4+2, etc.) and then
  deal damage as normal. If executed as a readied action or
  attack
  of
  opportunity
  in
  response
  to
  a
  creature's
  movement, you arrest the remainder of that creature's
  movement on a successful hit. A successful Fortitude
  saving throw negates.
  Called Shot: Coin Purse (Su)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Improved Steal
  Before executing this technique, choose an object on your
  intended target's person that would be a valid target for
  the steal combat maneuver. Make an attack with your
  firearm. If you hit, you do not deal damage; instead, you
  perform a steal combat maneuver with a CMB equal to
  your triggerman class level + your Intelligence modifier +
  any steal­specific bonuses granted by spells, feats, or
  abilities. On a successful check, the object you chose on
  your target's person vanishes and appears either at your
  feet or in one of your hands, if open.
  Called Shot: Downtown (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  You make an attack with your firearm, but only take a ­1
  penalty to your attack roll for each full range increment
  your attack travels rather than a ­2 penalty. Moreover,
  your bullet may travel an additional range increment
  before
  reaching
  both
  its
  maximum
  range
  and
  the
  maximum range it may travel and still only require a
  touch attack to hit.
  Called Shot: Equipment (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Improved Sunder
  Before executing this technique, choose an object on your
  intended target's person that would be a valid target for
  the sunder combat maneuver. Make an attack with your
  firearm at a ­2 penalty. If you hit, you deal damage as
  normal to the chosen object, as well as its wielder/wearer.
  Called Shot: Heart (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 4
  Focus Change: ­4
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Triggerman 10
  Make an attack with your firearm. If you hit, you deal
  damage as though you had scored a critical hit with an x2
  multplier­ this does not stack with the firearm's innate
  multiplier if your shot is an actual critical hit­ and the
  target dies instantly with a Fortitude saving throw to
  negate. If, after taking damage from this technique, a
  creature has more than 10 hit points per triggerman level
  you possess remaining, it must fail on two consecutive
  Fortitude saving throws to die rather than just one;
  otherwise, it survives.
  Called Shot: Knee (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Make an attack with your firearm. If you hit, you deal
  damage as normal, and your target's base land speed is
  halved (rounded down, minimum 5 feet) for 1 round.
  Further, if the subject runs while subject to this speed
  penalty, it takes damage equal to your triggerman level
  from the grinding of bone against bullet. A successful
  Fortitude saving throw negates the speed penalty.
  Escalation: You may change the Focus Change of this
  technique to 0. If you do, your subject also takes damage
  if it charges while subject to the speed penalty.
  22
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Called Shot: Limb (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Triggerman 4
  Before executing this technique, choose one of your
  intended target's limbs, such as an arm or leg. Make an
  attack with your firearm. If you hit, you deal damage as
  normal and the limb you chose on your target's body
  becomes
  disabled
  for
  1d4+1
  rounds.
  A
  successful
  Fortitude save negates.
  A disabled limb cannot be used to wield equipment.
  Moreover, if the disabled limb is used for locomotion, and
  if your target has fewer than four limbs used for this
  purpose, then it can neither run nor perform more than
  one action per round that includes movement as part of
  its function.
  Called Shot: Piano Lessons (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 2, 3, 4
  Focus Change: ­2
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Triggerman 6
  You make an attack with your firearm. If you hit, you deal
  damage as normal and your target forgets or otherwise
  loses access to the spell or ability that represents learning­
  bardic performances, various talents, domain abilities,
  rage
  powers,
  composition
  scores,
  ethermancer
  multiuniversal philosophies, momentum class techniques,
  etc.­ that it most recently used. There is no saving throw.
  (By
  contrast,
  abilities
  that
  reflect
  a
  physiological
  adaptation or alteration, such as taking on some of the
  traits of a dragon, cannot be affected by this technique.) If
  your target forgets a spell or ability that is used in a
  preparatory system of some sort, such as a wizard's
  spellcasting or a maestro's composition, then any slots
  that the forgotten spell or ability occupied are now
  effectively uncastable unless the target possesses some
  way to substitute one slot for another.
  If this technique is somehow used in response to a spell or
  ability that represents learning being used­ such as
  through a readied action or as an attack of opportunity­
  you interrupt your target's action (because your target is
  actively forgetting what it is doing) with a Fortitude save
  to negate. This is in addition to the called shot's normal
  effects.
  The effects of called shot: piano lessons are permanent,
  but end immediately if the target's current hit points are
  ever equal to its maximum hit points.
  Called Shot: That Guy, Repeatedly (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Combat Reflexes, triggerman 6
  You make an attack with your firearm. If you hit, you deal
  damage as normal and gain the ability to perform attacks
  of opportunity with the executing firearm until the
  beginning of your next turn and treat all squares out to a
  distance of two range increments, save those adjacent to
  you, to be squares you threaten for the purpose of
  performing attacks of opportunity with said firearm. The
  only creatures that may provoke attacks of opportunity
  from you in this manner are those you hit with this
  technique, and you may only perform a single attack of
  opportunity per round against each such creature.
  Escalation: You may change the Focus Change of this
  technique to ­3. If you do, there is no limit to the number
  of attacks of opportunity you may perform against a
  creature affected by this technique, save for your overall
  limit per round.
  Deadeye (Ex)
  Style: Marksmanship
  The range increment of firearms you wield increases by
  +5 feet for each marksmanship technique you know;
  however, a firearm's range increment cannot more than
  double in distance in this manner.
  Firearm Specialization (Ex)
  Style: Marksmanship
  Requires: Triggerman 4
  You gain a +2 bonus on all damage rolls you make with
  firearms.
  Meant to Do That (Ex)
  Style: Marksmanship
  Requires: Triggerman 10
  The first time you score a critical hit with a firearm each
  round, you may choose a called shot technique that you
  know with a Focus Change of +1. If you do, you apply the
  effects of the chosen called shot to your attack without
  actually executing the technique. (The Focus Change of a
  technique is a cost, not an effect.)
  23
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Mindgames (Ex)
  Style: Marksmanship
  Range: As firearm
  Target: Creature in range
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: 1 standard action OR an attack in a full­
  attack action
  Duration: instantaneous
  Requires: Triggerman 2
  Rather than make an attack with your firearm, you ready
  an action to make an attack with your firearm against a
  creature you can see or are otherwise aware of. Your
  readied action must be made with the firearm executing
  this technique and not any other firearm; however, you
  may execute another technique with called shot in its
  name as your readied action. When taken as a readied
  action through the use of this technique, a called shot
  technique with a Focus Change of +1 has a Focus Change
  of +0 instead.
  Recovery (Ex)
  Style: Marksmanship
  Range: Personal
  Target: You
  Focus Required: 0, 1, 2, 3, 4
  Focus Change: 0
  Execution Time: 1 immediate action
  Duration: instantaneous
  You may only execute this technique in response to a
  misfire. You immediately reroll the attack roll that would
  have resulted in a misfire. You must take the new result,
  even if it is worse, but if the new result is no longer a
  misfire, then you do not misfire.
  See, But Do Not Be Seen (Ex)
  Style: Marksmanship
  When using the Stealth skill to maintain your obscured
  location after making a ranged attack, you gain a +4
  circumstance bonus to your Stealth check­ increasing by
  +4 for every three triggerman levels you possess­ if the
  ranged attack you made was a technique with called shot
  in its name. (Remember, you take a ­20 penalty when
  attempting to stay obscured after making a ranged attack,
  and may only do so if you are at least 10 feet away from
  your target.)
  The Gun Show (Su)
  Style: Marksmanship
  Range: Personal
  Target: You
  Focus Required: 2, 3, 4
  Focus Change: ­2
  Execution Time: 1 swift action
  Duration: 10 minutes, or until discharged; see text
  Requires: Triggerman 4
  Your firearm attacks made with standard ammunition
  and propellant do not consume said ammunition and
  propellant. Further, firearms you wield have their misfire
  value reduced by 2 (minimum 1), and you gain a +2
  morale bonus to attack rolls with firearms. This technique
  ends immediately if you miss with a firearm attack.
  24
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Munitions Style
  Ammo Cache (Su)
  Style: Munitions
  Area: 30­foot radius centered on you
  Effect: Supply of ammunition
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 standard action
  Duration: 1 hour, or until discharged
  Requires: Triggerman 4
  At your command, firepower begins to take up the
  entirety of space and time in minuscule pockets around
  your
  position.
  You
  create
  a
  cache
  of
  ammunition
  containing rounds of ammo equal to 5 + your triggerman
  level. Allied creatures within the technique's area of effect
  may draw ammunition from thin air, reloading their
  firearms using ammo from your cache's supply rather
  than their own stores. Ammunition harvested in this
  manner evaporates after 1 hour passes and cannot be
  sold.
  Chaosrounds (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: See text
  Duration: 1 hour; see text
  Requires: Triggerman 2
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition,
  you
  load
  it
  with
  chaosrounds.
  Treat
  chaosrounds
  as
  standard
  ammunition
  loaded
  with
  standard propellant, save that they also deal 1 point of
  damage to a random ability score on a successful hit.
  Whenever a creature dealt damage by a chaosround is
  reduced to 0 or fewer hit points while the effects of this
  technique are still ongoing, you immediately load 1d3
  chaosrounds into the firearm that delivered the bullet, up
  to the firearm's maximum capacity.
  When this technique's duration expires, any unfired
  chaosrounds vanish. This technique ends immediately if
  the firearm is reloaded for any reason save for its ability
  to reload itself.
  Combishot (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 3, 4
  Focus Change: ­3
  Execution Time: See text
  Duration: 1 minute/level; see text
  Requires: Know three munitions techniques with the
  ammo descriptor, one with a Focus Change of +1, one
  with a Focus Change of ­1, and one with a Focus Change
  of ­2
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your reload. Choose three munitions techniques with the
  ammo descriptor that you know: one with a Focus Change
  of +1, one with a Focus Change of ­1, and one with a Focus
  Change of ­2. Rather than load your firearm with
  ammunition, you load it with a single combishot. Treat
  combishot as standard ammunition loaded with standard
  propellant, save that it also has the properties of all three
  special ammunition types created by the three techniques
  you chose.
  When this technique's duration expires, any unfired
  combishots vanish. This technique ends immediately as
  soon as the combishot is fired.
  Conjured Cartridges (Ex)
  Style: Munitions
  Requires: Triggerman 6
  Special ammunition that you generate using munitions
  techniques
  is
  now
  considered
  to
  be
  equivalent
  to
  alchemical cartridges for the purpose of increasing your
  reload speed. Your misfire value is not increased.
  25
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Emergency Stash (Su)
  Style: Munitions
  Requires: Know at least one munitions technique with the
  ammo descriptor
  You gain a stash pool, which represents your ability to
  ferret away a few stray rounds of your special ammunition
  for the lean times. The number of points in your stash
  pool is equal to the lesser of your triggerman level or twice
  the number of munitions techniques you know. Each
  morning whenever your moxie pool is reset, you may
  spend stash points to select ammunition from the table
  below. All selected ammo is added to your emergency
  stash, and any remaining ammunition from your previous
  stash is lost. There is no reason to hold onto stash points,
  as you only have one opportunity to spend them daily.
  You must know the munitions technique that generates
  the type of special ammunition that you want to add to
  your emergency stash in order to select it. Moreover,
  emergency
  stash
  ammunition
  cannot
  be
  used
  in
  conjunction with the mutashot technique.
  Encapsulated Ball Lightning (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: See text
  Duration: 1 hour; see text
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition, you load it with miniscule ball lightning
  orbs. Treat these orbs as standard ammunition loaded
  with standard propellant, save that they also deal 1d3
  points of electricity damage on a successful hit. If a
  creature dealt damage by an orb of ball lightning takes 10
  or more points of cumulative electricity damage­ from all
  sources, not just you­ before the beginning of your next
  turn, it takes a ­2 penalty to its dodge bonus to AC
  (minimum +0) for 1 round.
  When this technique's duration expires, any unfired orbs
  vanish. This technique ends immediately if the firearm is
  reloaded for any reason.
  26
  Table: Emergency Stash
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Explosive Wreathing (Ex)
  Style: Munitions
  Range: Personal
  Target: You
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 swift action
  Duration: see text
  Requires: Triggerman 4
  Until the beginning of your next turn, bullets you shoot
  from a firearm become wreathed in flame upon exiting
  the barrel. This flame becomes a plume upon striking a
  creature, dealing an additional 1d8 points of fire damage
  in a 5­foot radius centered on the creature shot. A
  successful Reflex save halves the damage.
  Glitterblast (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 2, 3, 4
  Focus Change: ­2
  Execution Time: See text
  Duration: 1 hour; see text
  Requires: Triggerman 4
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition, you load it with glowing spheres glitter.
  Treat these spheres as standard ammunition loaded with
  standard propellant, save that they also create a 5­foot
  burst of glowing glitter centered on the creature shot.
  Those caught in the glitter are blinded for 1 round with a
  Fortitude saving throw to negate, and are also coated in
  the stuff for 2d4 rounds. Glitterblast's glitter remains
  visible even when a creature coated in it is otherwise
  invisible, thus clearly outlining creatures and negating
  any concealment effects inherent to being invisible.
  When this technique's duration expires, any unfired
  spheres vanish. This technique ends immediately if the
  firearm is reloaded for any reason.
  Hotshots (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: See text
  Duration: 1 hour; see text
  Requires: Triggerman 2
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition, you load it with glowing spheres of thermal
  energy: hotshot bullets. Treat these spheres as standard
  ammunition loaded with standard propellant, save that
  they also deal 1d3 points of fire damage on a successful
  hit. If a creature dealt damage by a hotshot bullet takes 10
  or more points of cumulative fire damage­ from all
  sources, not just you­ before the beginning of your next
  turn, it lights on fire as the rules for alchemist's fire.
  When this technique's duration expires, any unfired
  hotshot bullets vanish. This technique ends immediately if
  the firearm is reloaded for any reason.
  Metal Slug (Su)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 1, 2, 3 4
  Focus Change: ­1
  Execution Time: 1 swift action
  Duration: 1 round
  Requires: Triggerman 8
  Upon executing this technique, choose adamantine, cold
  iron, or silver. For the duration, ammunition fired from
  the target firearm is considered to be made of the chosen
  metal for the purpose of overcoming damage reduction. If
  the chosen metal is not required to overcome the damage
  reduction of a creature struck by an affected unit of
  ammunition, then the base damage of that attack is
  reduced by half, rounded down.
  27
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Misery (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 3, 4
  Focus Change: ­3
  Execution Time: See text
  Duration: 1 hour; see text
  Requires: Triggerman 8
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition, you load it with a single misery round. Treat
  a misery round as standard ammunition loaded with
  standard propellant, save that it also generates the
  following effects upon those creatures damaged by it:
  • The creature is dazzled for 2d4 rounds (no save).
  • If the creature's initiative score for the current combat is
  divisible by 2, then it is blinded for 2d4 rounds. (Fortitude
  negates.)
  • If the creature's initiative score for the current combat is
  divisible by 3, then it is dazed for 1 round (Fortitude
  negates).
  • If the creature's initiative score for the current combat is
  divisible by 4, then it is rendered both mute and deaf (no
  save) and is staggered for 1 round (Fortitude negates). If a
  creature is both dazed and staggered by a misery round,
  then it is staggered for 1 round immediately after the daze
  effect ends.
  • If the creature's initiative score for the current combat is
  divisible by 5, and if it is suffering from at least four of the
  following conditions after the other effects of the misery
  round resolves­ dazzled, blinded, dazed, deaf, mute, and
  staggered­ then it dies instantly with a Fortitude save to
  negate. This is a death effect.
  If a creature damaged by a misery round is not currently
  in combat, use its initiative modifier rather than its
  initiative score to determine which effects affect it.
  When this technique's duration expires, any unfired
  misery rounds vanish. This technique ends immediately if
  the firearm is reloaded for any reason.
  Mutashot (Su)
  Style: Munitions
  Range: Personal
  Target: You
  Focus Required: 1, 2, 3, 4
  Focus Change: 0
  Execution Time: 1 swift action
  Duration: 1 round
  Requires: Triggerman 6
  For the duration of this technique, if you are wielding two
  firearms that have had special ammunition loaded into
  them via a munitions technique, then any attack made by
  either of those firearms gain the benefits of both special
  ammunitions; however, whenever you attack with one of
  your firearms with special ammunition, you also deduct
  one ammo from the capacity of the other firearm.
  Special: If you are wielding three or more firearms that
  have had special ammunition loaded into them via a
  munitions technique, then you choose one firearm from
  which to deduct one unit of ammunition whenever you
  shoot one of your firearms. That attack gains the special
  ammunition bonuses of the firearm you are actively firing,
  as well as that of the firearm whose ammunition you
  deducted.
  FAQ: If you combine shattershot with any other special
  ammunition type that triggers upon dealing damage, then
  all creatures dealt damage by the shattershot are also
  affected by the second special ammunition type's effects.
  This allows you to set up an area­of­effect tanglefoot bag
  effect with tangleblast, or to potentially trigger any of the
  elemental special ammos­ encapsulated ball lightning,
  hotshots, and pykrete pellets­ when used in conjunction
  with the elemental blast moxie talent, among other
  applications.
  28
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Oathshot (Su)
  Style: Munitions
  Range: Personal
  Target: You
  Focus Required: 4
  Focus Change: ­4
  Execution Time: 1 free action
  Duration: 1 minute
  Requires: Triggerman 10
  You declare that you will be the doom of a creature within
  120 feet that you can see. For the technique's duration,
  your firearms are considered to have a +5 enhancement
  modifier and deal an additional 2d6 points of damage on
  a successful hit, but only when attacking the creature
  whose doom you have declared. For all other creatures,
  you treat your firearms as though they were masterwork.
  In addition, for the duration of the technique, you may
  reload any of your firearms with the special ammunition
  generated by the encapsulated ball lightning, hotshots,
  pykrete pellets, and rocket rounds techniques as a free
  action. You do not need to know a technique in order to
  generate its special ammunition in this matter.
  When this technique's duration expires, any ammunition
  generated using it remains extant and does not vanish;
  however, ammunition generated using this technique
  vanishes if a firearm containing some of said ammunition
  is reloaded for any reason.
  If you successfully kill or destroy the creature whose
  doom you have declared, you no longer treat your
  firearms as though they were merely masterwork against
  creatures other than your target, but you may still reload
  firearms with the aforementioned special ammunition
  types as a free action.
  Pykrete Pellets (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: See text
  Duration: 1 hour; see text
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition, you load it with spheres of pykrete, a
  mixture of 14% wood pulp and 86% ice with roughly the
  same properties as concrete. Treat these spheres as
  standard ammunition loaded with standard propellant,
  save that they also deal 1d3 points of cold damage on a
  successful hit. If a creature dealt damage by a pykrete
  sphere takes 10 or more points of cumulative cold
  damage­ from all sources, not just you­ before the
  beginning of your next turn, it takes a ­5­foot penalty to
  all forms of movement (minimum 5 feet) for 1 round.
  When this technique's duration expires, any unfired
  pykrete spheres vanish. This technique ends immediately
  if the firearm is reloaded for any reason.
  Rocket Rounds (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 0, 1, 2, 3
  Focus Change: +1
  Execution Time: See text
  Duration: 1 hour; see text
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition, you load it with miniature rockets. Treat
  these
  rockets
  as
  standard
  ammunition
  loaded
  with
  standard propellant, save that their lower exit velocity
  allows you to treat a broken firearm as though it were not
  broken when firing rocket rounds. Moreover, the range
  increment
  of
  a
  firearm
  loaded
  with
  rocket
  rounds
  increases by +10 feet, and you deal an additional point of
  piercing damage to creatures that are more than one
  range increment away.
  When this technique's duration expires, any unfired
  rocket rounds vanish. This technique ends immediately if
  the firearm is reloaded for any reason.
  Shattershot (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 1, 2, 3, 4
  Focus Change: ­1
  Execution Time: 1 free action
  Duration: 1 round
  You scatter any ammunition remaining in your firearm on
  the ground and load the chamber with a single shattershot
  bullet and the propellant necessary to fire it. If a
  shattershot bullet hits its target, it explodes, dealing 1d4 +
  your triggerman level points of piercing damage to all
  creatures
  within
  10
  feet
  of
  the
  creature
  you
  shot,
  excepting the creature you shot, which takes damage as
  normal. A successful Reflex save negates.
  When this technique's duration expires, any unfired
  shattershot
  bullets
  vanish.
  This
  technique
  ends
  immediately if the firearm is reloaded for any reason.
  29
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  Tangleblast (Ex; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 2, 3, or 4
  Focus Change: ­2
  Execution Time: See text
  Duration: 1 hour; see text
  Requires: Triggerman 6
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition, you load it with exactly 2 tangleblast rounds
  and the propellant necessary to fire them, even if that
  firearm's capacity would not normally accept two units of
  ammunition.
  Treat
  tangleblast
  rounds
  as
  standard
  ammunition, save that any creature damaged by one is
  treated as though it were affected by a tanglefoot bag.
  Unlike a standard tanglefoot bag, the DC of the Reflex
  saving throw to avoid being glued to the floor is as the
  save DC of your triggerman techniques, and the amount
  of damage that must be dealt to the goo to break it is
  equal to 15 + twice your triggerman class level.
  When this technique's duration expires, any unfired
  tangleblast
  rounds
  vanish.
  This
  technique
  ends
  immediately if the firearm is reloaded for any reason.
  Tracing Rounds (Su)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 2, 3, or 4
  Focus Change: ­2
  Execution Time: See text
  Duration: 1 minute/level; see text
  Requires: Triggerman 4
  Whenever you reload a firearm that is eligible for
  executing this technique, you may execute it as part of
  your
  reload.
  Rather
  than
  load
  your
  firearm
  with
  ammunition, you load it with exactly 1 tracing round and
  the propellant necessary to fire it. Treat tracing rounds as
  standard ammunition, save that you nominate a path,
  complete with as many twists and turns as you wish. The
  length of the nominated path is equal to the maximum
  distance the loaded firearm may shoot and still make an
  attack against touch AC rather than against standard AC.
  Make an attack roll against all creatures whose space
  occupied intersects the nominated path, dealing damage
  as normal on a successful hit. All creatures to which you
  do not have line of sight or are otherwise aware of have
  total concealment against this attack, and no creature
  may be attacked more than once by a tracing round.
  When this technique's duration expires, any unfired
  tracing rounds vanish. This technique ends immediately if
  the firearm is reloaded for any reason.
  Trick Reload (Ex)
  Style: Munitions
  Requires:
  Know
  three
  of
  the
  following
  techniques:
  encapsulated ball lightning, hotshots, pykrete pellets, and
  rocket rounds
  Whenever you execute one of the following techniques­
  encapsulated ball lightning, hotshots, pykrete pellets, or
  rocket rounds­ you may immediately reload another
  firearm with the special ammunition of any of the
  aforementioned techniques that you know. This does not
  count as executing a technique, but you must supply the
  action necessary to reload this second firearm, so the
  target of your bonus reload may execute a technique as
  normal this round.
  Weighted Round (Su; Ammo)
  Style: Munitions
  Range: Personal
  Target: Executing firearm
  Focus Required: 2, 3, 4
  Focus Change: ­2
  Execution Time: 1 free action
  Duration: 1 round
  You scatter any ammunition remaining in your firearm on
  the ground and load the chamber with a single weighted
  round and the propellant necessary to fire it. If a weighted
  round bullet hits its target, it deals bludgeoning damage
  rather than piercing damage. Additionally, the target
  becomes subject to a bull rush combat maneuver with a
  CMB
  equal
  to
  your
  triggerman
  class
  level
  +
  your
  Intelligence modifier + the enhancement bonus of the
  firearm used to deliver the weighted round.
  When this technique's duration expires, any unfired
  weighted rounds bullets vanish. This technique ends
  immediately if the firearm is reloaded for any reason.
  At 9th level, weighted round's Focus Required changes to
  1, 2, 3, 4, while its Focus Change changes to ­1.
  30
  
  The Triggerman ‐ Momentum‐based Gunslinging
  Interjection Games
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
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  rights reserved.
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  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,
  and Bill Webb; Based on original content from TSR.
  The
  Triggerman
  ­
  Momentum­based
  Gunslinging,
  Copyright
  2018
  Interjection Games, LLC; Author: Bradley Crouch.
  [End of License]
  Notice of Open Game Content: This product contains Open Game Content
  as defined in the Open Game License, above. Open Game Content may
  only be used under and in terms of the Open Game License.
  Designation of Open Game Content: The statistical information and
  general descriptions of creatures, abilities, traps, and other related facets
  of those elements within this document are Open Game Content as
  described in the Open Game License and may be used as Open Game
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  Product Identity is not available for Use or reuse without the express
  written consent of Bradley Arthur Crouch of Interjection Games.
  Designation of Product Identity: Product Identity in this product includes
  the following terms; Interjection Games, the Interjection Games logo.
  This document is copyright Bradley Arthur Crouch of Interjection Games,
  2018. It is intended for personal use and may not be redistributed or
  reproduced without express written consent of Bradley Arthur Crouch of
  Interjection Games.
  31
  
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