TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
  The Secrets of the Gunslinger
  The Secrets of the Gunslinger
  The Secrets of the Gunslinger
  The Secrets of the Gunslinger    
      
          
      
          
  by
  by
  by
  by    Steven D. Russell
  Steven D. Russell
  Steven D. Russell
  Steven D. Russell    
  
   
  Rite Publishing Presents: 
  The Secrets of  
  the Gunslinger  
   
  Johnny Ringo
  Johnny Ringo
  Johnny Ringo
  Johnny Ringo (Designer): Steven D. Russell 
  Curly Bill
  Curly Bill
  Curly Bill
  Curly Bill (Additional Design): Will McCardell 
  Doc Holiday
  Doc Holiday
  Doc Holiday
  Doc Holiday    (Editor): Robert N. Emerson 
      Billy the Kid
  Billy the Kid
  Billy the Kid
  Billy the Kid    (Cover Artist): Public Domain 
  Younguns
  Younguns
  Younguns
  Younguns    (Interior Artwork):  
  Storn A. Cook, Joe Calkins, and Public Domain 
  Pat Garret
  Pat Garret
  Pat Garret
  Pat Garret    (Layout and Publisher): Steven D. Russell 
   
  Dedication: To Will McCardell 
  —for being the perfect sounding board.    
   
  Special Thanks to Owen K.C. Stephens and Louis Porter Jr.  
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  The Secrets of the Gunslinger © 2011 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.  
   
  
   
  1 
  Gunslinger Archetypes
  Gunslinger Archetypes
  Gunslinger Archetypes
  Gunslinger Archetypes    
   
  Buccaneer of the Black Powder
  Buccaneer of the Black Powder
  Buccaneer of the Black Powder
  Buccaneer of the Black Powder    
  These ruthless folk have prowled the oceans since 
  mortals first began spreading firearms across the 
  ultimate trade route:  the sea. It matters not if they be 
  pirate or privateer, the sight of their signature flag 
  strikes terror into the heart of more than a few merchant 
  captains, and it is a rare sailor indeed that does not fear 
  being forced at gun point to walk the plank. 
   
  Buccaneer’s Tactics (Ex) At 1st level, whenever a 
  buccaneer of the black powder knocks a foe prone in 
  melee (including if she slays him or knocks him 
  unconscious), she gets to make an attack of opportunity 
  on that foe immediately. If she is wielding a firearm she 
  can fire it against this foe as an attack of opportunity (its 
  use in this manner does not provoke an attack of 
  opportunity). This attack counts against the total 
  number of attacks of opportunity she can make in 1 
  round. The gunslinger must have at least 1 grit point to 
  perform this deed. This deed replaces the gunslinger’s 
  dodge deed.  
   
  Familiar: At 2nd level, a buccaneer of the black powder 
  acquires an exotic pet—a monkey or parrot (treat as 
  raven)—that gains abilities as a wizard's familiar, using 
  the buccaneer of the black powder's gunslinger level as 
  his wizard level. The familiar’s share spells ability is 
  replaced by the share grit and talents ability that grants 
  the familiar the benefits of your deeds, grit feats and 
  rogue talents if applicable to its form. It can spend or 
  make use of the grit in your pool. This ability replaces 
  Nimble +1. 
   
  Rogue Talents (Ex) At 4th level, and every fourth 
  level after that, a buccaneer of the black powder may 
  select any one rogue talent she qualifies for and gains 
  usage of it.  She uses her buccaneer of the black powder 
  class level as her rogue class level for the purposes of 
  prerequisites. This feature replaces the gunslinger’s 
  bonus feats class feature.   
   
  Stormborn (Ex): At 6th level, a buccaneer of the black 
  powder gains a +2 bonus on saving throws against air, 
  cold, lightning, sonic, and water based spells and effects. 
  She also gains a +2 bonus to Acrobatics and CMD. This 
  is ability replaces Nimble +2. 
   
  Improvised Strike (Ex) At 7th level, as a swift action, 
  a buccaneer of the black powder gains the ability to pick 
  up loose boards, catapult shot, or any other flotsam that 
  might happen to be lying about and use it as a deadly 
  weapon. Regardless of the item, the improvised weapon 
  deals 1d6 (x2 on a critical hit) points of slashing, 
  piercing, or bludgeoning damage (as appropriate to the 
  item). Long items (such as ladders) have reach 
  according to their length, and items with many 
  protrusions (such as chairs) give a +2 circumstance 
  bonus on Disarm combat maneuvers. As part of this 
  swift action she can also make an additional melee  
   
  attack against a foe at her full attack bonus with an 
  additional +2 bonus. The foe loses his Dexterity bonus 
  to Armor Class for this attack. She also inflicts upon the 
  foe +1d6 points of damage, which is treated as sneak 
  attack damage (thus creatures immune to such damage  
  are immune to this as well). If she has the sneak attack 
  ability, this bonus damage stacks with the sneak attack 
  damage. She cannot use this benefit in a round in which 
  she has gained additional multiple attacks (such as from 
  the haste spell or speed weapon property). Do not 
  multiply this bonus damage in the case of a critical hit. 
  The buccaneer of the black powder must spend 1 grit 
  point to perform this deed. This deed replaces the 
  startling shot deed. 
   
  Civil Menace (Ex) At 10th level, the buccaneer of the 
  black powder has learned how to make people see 
  reason through "parley” with his fierce reputation 
  helping to enforce his will. A buccaneer of the black 
  powder receives a morale bonus on all Diplomacy 
  and Intimidate equal to 1/2 her gunslinger class level. 
  This is ability replaces Nimble +3. 
  
   
  2 
   
  Seize the Advantage (Ex) At 14th level, the buccaneer 
  of the black powder enjoy a +2 competence bonus to 
  attack and damage rolls against an opponent with a 
  detrimental 
  condition 
  (dazed, 
  stunned, 
  blinded, 
  deafened, knocked prone, sickened, nauseated, and so 
  on). This is ability replaces Nimble +4. 
   
  Hoist the Colors High (Ex) At 16th level, the unique 
  insignia of the buccaneer of black powder is so well 
  known that when it is displayed on a flag or banner, 
  every ally (including herself) within 50 feet of it gains a 
  +4 morale bonus on attacks. This bonus lasts for 10 
  rounds after the flag is revealed, or until it is destroyed 
  or lowered, whichever comes first. Hoist the Colors High 
  may be used three times per day, and the buccaneer 
  must either hoist the flag personally or hand it to an ally 
  who then hoists it. This is ability replaces Nimble +5. 
   
   
  Fire Artists
  Fire Artists
  Fire Artists
  Fire Artists    
  While some martial artists disdained the use of firearms, 
  the fire artist embraced them.  They believe in the art of 
  war and the addition of firearms adds tactical and 
  strategic advantages to that art.  They have seen armies 
  of peasant conscripts defeat classically trained and 
  equipped armies.  These types of victories convinced 
  them that firearms must be included in the training of 
  martial artists, regardless of what those who pontificate 
  upon the martial philosophy think.   They believe in a 
  formalized, structured training discipline, they practice 
  the art of Hojutsu, or “fire art.’   
   
  Zen Shot (Ex) At 4th level, a fire artist uses her 
  Wisdom modifier in place of her Dexterity modifier for 
  ranged attack rolls with firearms she wields and gains 
  the Weapon Focus feat with a firearm of her choice. This 
  replaces the normal bonus feat at that level.  
   
  Perfect Shot (Ex) At 7th level, when a fire artist hits 
  with a firearm, she can spend 1 grit point as a swift 
  action in order to maximize her weapon damage. Don’t 
  roll for damage—the firearm deals the maximum 
  possible damage instead. This affects only the weapon’s 
  base damage dice, not additional damage from sneak 
  attack, magical weapon properties, or critical hits. If the 
  fire artist confirms a critical hit with this attack, she can 
  spend an additional point of grit to increase her 
  firearm’s critical multiplier by 1. This deed replaces her 
  dead shot deed.  
   
  Hojutsu (Ex) At 8th level, a fire artist gains the 
  Ranged Kata feat (See the Feat section of this product) 
  and its benefits, even if she does not meet its 
  prerequisites. This replaces the normal bonus feat at 
  that level.  
   
  Critical Perfection (Ex) At 11th level, a fire artist 
  adds her Wisdom Bonus (minimum 1) on critical 
  hit confirmation rolls with firearms. This deed replaces 
  the bleeding wound deed. 
   
  Hojutu Focus (Ex) At 12th level, a fire artist can spend 
  1 point of grit when she makes a successful melee attack 
  with firearms. If she does she may, as a swift action, also 
  shoot the target with the firearm without provoking an 
  attack of opportunity.  If she used the pistol-whip deed 
  she does not need to spend the point of grit. 
   
  Hojutsu Mastery (Ex) At 16th level a fire artist can, as 
  a full-attack action, spend a point of grit and rather than 
  treating it as a ranged attack, the single attack shot by 
  her chosen firearm penetrates with such force that it is 
  treated as an area attack—a straight line 100 feet long 
  and 5 feet wide along the path of the shot. Anyone in 
  this area must make a Reflex saving throw (DC 10 + ½ 
  her fire artist class level + her Wisdom modifier) or 
  suffer the shot’s damage. Success results in half damage. 
   
   
  Hexslinger
  Hexslinger
  Hexslinger
  Hexslinger    
  A hexslinger has uncovered the secret of melding 
  firearms and witch hexes. These gunslingers can hex 
  friend and foe, and even curse those they shot with their 
  firearms. 
   
  Hexslinging (Su) At 4th level a hexslinger gains access 
  to a small number of witch’s hexes. The hexslinger picks 
  one hex from the witch’s hex class feature. He gains the 
  benefit, or uses of that hex as if he were a witch of a level 
  equal to his gunslinger level. Every four levels 
  thereafter, the hexslinger gains an additional hex. At 
  12th level, the hexslinger may select a hex or major hex. 
  He cannot select any hex more than once. This feature 
  replaces the gunslinger’s bonus feats. 
   
  Cursed Shot (Su) A 7th level a hexslinger can, as part 
  of a full-attack action, make a single cursed shot with a 
  firearm she is proficient with. If the attack roll is 
  successful, she inflicts damage as normal plus she can 
  inflicts any spell with the curse descriptor (A spell with a 
  permanent duration that cannot be dispelled). It mus a 
  spell level equal to or less than half her hexslinger class 
  level. She does not need to know the spell. The save DC 
  for this curse spell is 10 +1/2 her hexslinger class level + 
  her Wisdom modifier. The spell’s caster level is equal to 
  her hexslinger class level.  The hexslinger must spend 1 
  grit point to perform this deed. This deed replaces the 
  dead shot deed.  
   
   
  Wandslinger 
  Wandslinger 
  Wandslinger 
  Wandslinger     
  In some fantasy worlds, guns do not exist. Cannons 
  maybe, gunpowder possibly, rockets if you’re lucky ... 
  but no guns. In these settings, the gunslinger has 
  developed along a different line reflecting the lack of 
  firearms and a focus on higher magic and mystical 
  talents.   
   
   
  Master of Wands (Ex): At 1st level, a wandslinger can 
  use any wand as if the stored spell were on her spell list. 
  Any wand in the hand of a wandslinger uses her class 
  
   
  3 
  level or its caster levels, whichever is higher. If the 
  wand’s spell has a DC it is modified by the wielder’s 
  Wisdom Modifier (you can use ability focus feat to 
  increase this DC).   
  The wandslinger also gains a bonded wand with 50 
  charges, she chooses a spell (from any spell list) with a 
  level less than or equal to 1/2 her wandslinger’s class 
  level (round down); once chosen she cannot change this 
  spell until she gains an additional wandslinger class 
  level.  
  Normally one cannot create a wand of any 5th level or 
  higher spell, however, the wandslinger’s bonded wand 
  can break this rule if the spell meets the following 
  prerequisites: it must generate a ray effect and it must 
  allow for spell resistance.  Examples of spells that meet 
  these requirements are disintegrate and polar ray; a 
  wandslinger could also use metamagic feats to make the 
  spell met these requirement’s, making the effective level 
  reach 5th level or higher. 
  Her bonded wand will only work for her. Even other 
  wandslingers, or those with ranks in Use Magical 
  Device, cannot use her wand. This bonded wand can 
  only be sold for scrap (it is worth 4d10 gp when sold). If 
  a 
  wandslinger’s 
  bonded 
  wand 
  is 
  destroyed, 
  or 
  relinquished, she may gain a new one by performing a 
  ceremony 
  requiring 
  24 
  uninterrupted 
  hours 
  of 
  communion with a new wand.  
  The wandslinger also gains Craft Wand as a bonus feat, 
  Use Magic Device as a class skill and can create wands 
  even if she does not have access to the prerequisite 
  spells. The wandslinger must make a successful Use 
  Magic Device check (DC 20 + caster level) to emulate 
  each spell normally required to create the wand. Her 
  caster level is equal to her wandslinger class level and 
  she can only emulate spells with a level less than or 
  equal to ½ her wandslinger class level. This replaces the 
  gunslinger’s proficiency with firearms and gunsmith 
  class feature.  
   
  Deeds (Ex): Wandslingers spend grit points to 
  accomplish deeds just as a gunslinger does, except 
  replace all instances of firearms with wands. Deeds that 
  reference ranged attack rolls only work with wands that 
  shoot rays. If extra damage is dealt by a deed, this extra 
  damage (including ability damage) is only dealt if the 
  wand’s spell effect deals damage. If a deed would negate 
  the damage of a firearm attack, it negates the damage of 
  the wand attack and negates its spell effect.  
   
  •
  Infuse Bond (Ex): At 1st level, as a standard action, 
  the wandslinger can add one charge to her bonded 
  wand to a maximum number equal to her Wisdom 
  Modifier (minimum 1) each day. The wandslinger 
  must have at least 1 grit point to perform this deed. 
  Alternatively, if the wandslinger spends 1 grit point 
  to perform this deed, she can add one charge to her 
  bonded wand as a move-equivalent action instead 
  of a standard action. This deed replaces the quick 
  clear deed.  
   
  •
  Wandwielder (Ex): At 1st level, the wandslinger 
  gains a +1 bonus to all attack rolls made with her 
  wand; this includes ranged touch attacks, touch  
   
  attacks, and pistol whips made with the wand. This 
  deed replaces the deadeye deed. The wandslinger 
  must have at least 1 grit point to perform this deed. 
   
  •
  Focused Ray (Ex): At 7th level, as a full-round 
  action, the wandslinger can take careful aim and 
  pool all of her attack potential into a single, deadly 
  shot if the wand spell effect generates a ray. When 
  she does this, she shoots the wand’s ray at a single 
  target, but makes as many attack rolls as she could, 
  based on her base attack bonus. She makes the 
  attack rolls in order from highest bonus to lowest, 
  as if she were making a full attack. If any of the 
  attack rolls hit the target, the wandslinger’s single 
  ray attack is considered to have hit. For each 
  additional successful attack roll beyond the first, the 
  wandslinger increases the damage of the wand by 
  +2d6 (if it the spell effect deals damage) or 
  increases the DC by +1 (if the spell effect has a DC). 
  For instance, if a 7th level wandslinger firing a wand 
  of exhaustion hits with both attacks, she increases 
  the DC +1. If one or more rolls are critical threats, 
  she confirms the critical once using her highest base 
  attack bonus –5. For each critical threat beyond the 
  first, she reduces this penalty by 1 (to a maximum of 
  0). The wandslinger only expends one charge from 
  the wand when using focused ray. She cannot 
  perform a critical hit with a ray effect that does not 
  deal damage (such as a wand of exhaustion) with 
  this deed. The wandslinger must spend 1 grit point 
  to perform this deed. This deed replaces the dead 
  shot deed.  
   
  •
  Expert Infusion (Ex): At 11th level, once per day if 
  the wandslinger uses up the last charge in wand, 
  she can spend 1 grit point to maintain that charge 
  instead of depleting the wand. This deed replaces 
  the expert loading deed. 
  
   
  4 
   
  •
  Wands Akimbo (Ex): At 11th level, as long as the 
  wandslinger has at least 1 grit point, she can 
  activate a second wand in her off hand as a swift 
  action. Activating the wand as a swift action does 
  not provoke an attack of opportunity. The 
  wandslinger can perform another action—including 
  the use of the other wand in her primary hand (but 
  not another swift action)—in the same round that 
  she uses wands akimbo. The wandslinger can only 
  activate a wand with wands akimbo if it is 
  generating a spell with a level less than or equal to 
  1/2 the wandslinger’s class level (round down) – 4.  
  A wand that duplicates a spell with a casting time 
  greater than 1 full round cannot be used with this 
  ability. This deed replaces the lightning reload deed.   
   
  Wand Training (Ex): Starting at 5th level, a 
  wandslinger gains a bonus metamagic feat, she can now 
  apply metamagic feats she possesses to wands she 
  wields. The wandslinger can only apply the metamagic 
  feat and activate the wand if it is generating a spell with 
  a level less than or equal to 1/2 the wandslinger’s class 
  level (round down) minus the increase to the spell’s 
  actual level the meta magic feat would impose (for 
  example the Extend Spell feat would be a -1).  
  If a spell generated by the wand’s normal casting time is 
  1 standard action, activating the wand while generating 
  a metamagic version of the spell is a full-round action 
  for the wandslinger (except for spells modified by the 
  Quicken Spell feat, which take 1 swift action to activate). 
  Note that this is not the same as a spell with a 1-round 
  casting time. Spells that take a full-round action to cast 
  take effect in the same round that she begins activating 
  the wand. For spells with a longer casting time, it takes 
  an extra full-round action to activate the metamagic 
  modified spell.  
  For the purposes of prerequisites, she uses her 
  wandslinger class level as her caster level, her use magic 
  device ranks for skill ranks, and her Wisdom Score for 
  Ability Scores.   
  Every four levels thereafter (9th, 13th, and 17th), the 
  wandslinger gains another bonus metamagic feat she 
  can apply to wands she wields. This ability replaces gun 
  training.  
   
   
   
      
      
  New Feats
  New Feats
  New Feats
  New Feats    
      
  Altruistic Gunslinger (Grit)
  Altruistic Gunslinger (Grit)
  Altruistic Gunslinger (Grit)
  Altruistic Gunslinger (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, base attack bonus +3 
  Benefit: When you hand an ally a firearm, you can 
  spend 2 grit points to grant that ally proficiency with the 
  firearm you hand her and the Amateur Gunslinger feat 
  along with one grit point. This ally looses these benefits 
  after taking one shot with that firearm or if 24 hours 
  pass.  
   
  Blastback
  Blastback
  Blastback
  Blastback    (Grit)
  (Grit)
  (Grit)
  (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, targeting, base attack bonus +3 
  Benefit: As a full-round action, as you can make a 
  single firearm attack against a target, on a hit, the target 
  is damaged normally and you make a Combat Maneuver 
  Check (you may use your Dexterity modifier in place of 
  your Strength Modifier) with a +2 bonus a success 
  results in a successful bull rush and trip attack being 
  performed. This deed costs 1 grit point to perform. 
  Creatures that are immune to sneak attacks, have 4 or 
  more legs, or are immune to trip attacks are immune to 
  this effect. 
  Special: If you grant your opponent a +4 bonus to his 
  CMD, you can cause your foe to stumble in any direction 
  you choose as part of the bull rush rather than just away 
  from you (possibly falling off a ledge, over a railing, or 
  into a pit).  
   
  Bonded Firearm (Grit)
  Bonded Firearm (Grit)
  Bonded Firearm (Grit)
  Bonded Firearm (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, deadshot class feature or Point Blank 
  Shot feat, base attack bonus +7 
  Benefit: After performing an uninterrupted 24-hour 
  ceremony, you create a special bond with a single 
  masterwork firearm you possess, granting it a name, 
  which you must always refer to it by, failure to do so 
  results in the ritual failing and you losing all benefits of 
  this feat until you perform the ritual again. Any time you 
  use the bonded firearm your gain a +1 luck bonus to 
  attack rolls with it.  
  In addition, by performing a different special ceremony, 
  which takes 8 hours you can sacrifice the GP value equal 
  
   
  5 
  to, or greater than standard costs for purchasing weapon 
  enhancement bonuses or special weapon properties for 
  your bonded firearm to grant it those benefits. The 
  sacrificed objects are destroyed/ruined, if the object 
  cannot be destroyed/ruined in this manner the ritual 
  fails. The desired magical weapon enhancement or 
  property should be preapproved by your GM before you 
  attempt the ritual or the ritual will fail. If you attempt to 
  impart a weapon enhancement, bonus or weapon 
  property with a minimum caster level higher than your 
  base attack bonus the ritual fails. If successful, you can 
  grant a bonded firearm new magical abilities. Your 
  bonded firearm gains the full use of any abilities you 
  choose to bestow upon it via this ritual. This deed costs 1 
  grit point to perform. 
  Special: If the bonded item is lost or destroyed, the 
  character must go through the ceremony again to bond 
  with a new item (but the character need not take the feat 
  again). 
   
  Convenient Misfire (Grit)
  Convenient Misfire (Grit)
  Convenient Misfire (Grit)
  Convenient Misfire (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat 
  Benefit: As an immediate action, you can cause a 
  firearm to misfire as if the creature attacking with it had 
  rolled a natural one. You cannot affect a creature with 
  this ability if they currently possess more grit points that 
  you do (you check with the GM, based on when you use 
  the ability, before you spend a grit point to perform this 
  deed.) This deed costs 1 grit point to perform. 
  Special: If you possess the Blastback feat you can cause 
  the creature attacking with it to be subject to both a bull 
  rush and a trip attack as part of the misfire, as if you had 
  hit them with a Blastback though you deal no damage 
  due to their poor stance.  
   
  Deflecting Shot (Grit)
  Deflecting Shot (Grit)
  Deflecting Shot (Grit)
  Deflecting Shot (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, deadeye class feature or Weapon Focus 
  (firearm), targeting class feature or Greater Weapon 
  Focus (firearm), Dex 13, base attack bonus +7 
  Benefit: You can, as an immediate action, make a 
  ranged combat maneuver check, against an opponent 
  who has made a melee weapon attack, with a +2 bonus. 
  If successful, you have hit the melee weapon with a 
  glancing shot dealing no damage (or other effects) but 
  have deflected it enough to cause it to miss its intended 
  target. If you fail, you have discharged your firearm. If 
  you roll a natural 1 on your check your weapon misfires, 
  and/or if the attack was against you, your opponent 
  gains a +5 circumstance bonus to the attack roll. This 
  deed costs 1 grit point to perform. 
   
      
      
  Desperado’s Grace (Grit)
  Desperado’s Grace (Grit)
  Desperado’s Grace (Grit)
  Desperado’s Grace (Grit)    
  You are most deadly when things are most desperate.    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, base attack bonus +5 
  Benefit: When you spend your last grit point (leaving 
  none in your pool of grit points) during a combat 
  encounter you gain a +1 bonus to damage with firearms 
  for every 5 points of base attack bonus you possess for 
  the duration of that encounter.   
   
  Designated Ammunition (Grit)
  Designated Ammunition (Grit)
  Designated Ammunition (Grit)
  Designated Ammunition (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, deadshot class feature or Point Blank 
  Shot feat, base attack bonus +7 
  Benefit: After performing a one hour ceremony you can 
  prepare a number of pieces of ammunition, equal to 
  your Wisdom modifier (minimum 1) against a specific 
  creature type (See the ranger’s favored enemy class 
  ability). Against that creature type, this ammunition 
  deals damage as if you possessed the ranger favored 
  enemy class ability; your base attack bonus equals your 
  gunslinger class level. You cannot gain the benefits of 
  this feat again until all the ammunition has been fired. 
  Once fired the ammunition looses the benefits of this 
  feat. This deed costs 1 grit point to perform. 
   
  Fateful Shot (Grit)
  Fateful Shot (Grit)
  Fateful Shot (Grit)
  Fateful Shot (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat 
  Benefit: When you miss an attack roll against a 
  creature, you may spend a point of grit to have the shot 
  ricochet wildly. Ultimately, this wild ricochet hits 
  something the intended target cared about, causing the 
  intended target physiological distress of some kind. It 
  could hit the intended target’s wife, friend, lover, child, 
  valuable ally, an innocent bystander (if the intended 
  target was good), or an unattended object that the 
  original target cares about.  
  Anything that could be hit, can be hit by this shot as 
  long as it is within range of the firearm even if it means 
  ignoring line of sight, line of effect, cover and 
  concealment. Only impossible targets are impossible to 
  hit (such as a creature inside a prismatic sphere).  
   
  Firearm Disarm (Grit) 
  Firearm Disarm (Grit) 
  Firearm Disarm (Grit) 
  Firearm Disarm (Grit)     
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, Pistol whip class feature or Unarmed 
  Strike feat, Quick Draw, base attack bonus +3 
  Benefits: If you are unarmed you can, as a standard 
  action, attempt a disarm combat maneuver against an 
  opponent who is holding a firearm, within your reach, 
  with a +2 bonus. You do not provoke an attack of 
  opportunity 
  when 
  attempting 
  this 
  maneuver. 
  If 
  successful, you can, as a swift action, make a ranged 
  attack with that firearm. If you fail your combat 
  maneuver check your opponent can, as a free action, 
  make an attack with that firearm (melee or ranged) 
  against you. You must possess at least 1 grit point to 
  perform this deed. 
   
  Firearm Perception (Grit)
  Firearm Perception (Grit)
  Firearm Perception (Grit)
  Firearm Perception (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, Perception 3 ranks 
  
   
  6 
  Benefit: You instantly notice if someone is carrying a 
  firearm, even a concealed one, unless it being hidden by 
  use of the Disguise, Sleight of Hand or Stealth skill. If it 
  is being hidden by use of one of these skills you must 
  make a successful opposed Perception check to notice 
  they are carrying a firearm. You must possess at least 1 
  grit point to perform this deed. 
   
  Greater Leaping Shot Deed (Grit)
  Greater Leaping Shot Deed (Grit)
  Greater Leaping Shot Deed (Grit)
  Greater Leaping Shot Deed (Grit)    
  You leap through the air, guns blazing. 
  Prerequisites: Dex 13, grit class feature or Amateur 
  Gunslinger feat, Dodge, Mobility, Leaping Shot Deed, 
  base attack bonus +8. 
  Benefit: You gain an additional +2 bonus on Acrobatics 
  checks made to jump, you also increase your speed by 
  30’ feet when making a jump. At the end of your 
  movement, you can make a second Acrobatics check (DC 
  20); you tumble to your feet so you avoid being prone at 
  the end of your leap. This deed only costs the 1 grit point 
  used to perform the Leaping Shot Deed. 
   
  Greater Opening Shot (Grit)
  Greater Opening Shot (Grit)
  Greater Opening Shot (Grit)
  Greater Opening Shot (Grit)    
  You shoot your firearm so quickly you surprise friend 
  and foe alike.   
  Prerequisites: Dex 13, Opening Shot, Quick Draw, grit 
  class feature or Amateur Gunslinger feat, Gunslinger 
  Initiative class feature or Improved Initiative feat, base 
  attack bonus +5 
  Benefit: When you are the first creature to act in the 
  first round of a combat encounter which would not 
  normally have a surprise round, you create a special 
  surprise round with your blinding speed. You gain the 
  benefit of being able to act in this special surprise round 
  but may only take a single attack action with a ranged 
  weapon.  In addition you can roll for initiative in a 
  normal surprise round as if you were aware of your 
  opponents (in effect you can never be surprised).  
  For example at the start of encounter there is  no 
  surprise round and you roll initiative, you go first, at this 
  point you inform the GM that the Greater Opening Shot 
  creates a surprise round. You gain the benefit of being 
  able 
  to 
  act 
  in 
  this 
  special 
  surprise 
  round  
  and Shoot the villain (who is surprised!) with your 
  firearm in that surprise round. The first standard round 
  of the encounter begins, and you go first. This deed costs 
  1 grit point to perform. 
   
  Greater Ricochet Shot Deed (Grit)
  Greater Ricochet Shot Deed (Grit)
  Greater Ricochet Shot Deed (Grit)
  Greater Ricochet Shot Deed (Grit)    
  You can ricochet a firearm shot from one opponent to 
  another. 
  Prerequisites: 
  Grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, Blind-Fight, Ricochet Shot, base attack 
  bonus +5. 
  Benefit: You can fire a shot at an opponent and have it 
  damage that opponent and then ricochet off, or pass 
  through the opponent. When you do, use the first 
  opponent’s square to determine line of sight to your next  
  target, and this square is considered the new origin 
  square of the attack. Use that square to determine the 
  effects of cover, and your own square to determine the 
  effects of concealment. You can make this shot as long  
   
  as you have at least 1 grit point. When making this shot, 
  you can spend 1 grit point to ignore the effects of all 
  cover or concealment. 
  You must choose to spend the grit point before you 
  make the attack roll, and if you miss the first target you 
  miss both targets.  
   
  Greater Secret Stash Deed (Grit)
  Greater Secret Stash Deed (Grit)
  Greater Secret Stash Deed (Grit)
  Greater Secret Stash Deed (Grit)    
  You are so skilled at stashing small firearms on your 
  person that you sometimes surprise yourself when you 
  find them. 
  Prerequisites: 
  Grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, Secret Stash Deed, Sleight of Hand 5 
  ranks 
  Benefit: Outside of combat encounter, you can spend 1 
  grit point to find and recover one very small loaded 
  pistol from a hidden stash on your person that you had, 
  until now, forgotten about. You must pay for the value of 
  this weapon and its ammunition with gold pieces from 
  your character’s wealth when you take this feat. The grit 
  cost of this deed cannot be decreased by the Signature 
  Deed feat, the true grit class feature, or any other similar 
  effect that reduces the number of grit points you spend 
  to use a deed.  
   
  Gun To Your Head (Grit)
  Gun To Your Head (Grit)
  Gun To Your Head (Grit)
  Gun To Your Head (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat 
  Benefit: If a creature is denied its Dexterity bonus to 
  its AC, has fewer Hit Dice than half your base attack 
  bonus, and is within your reach; you can perform a 
  special readied action as an immediate action. If you do, 
  you are pointing your firearm at a vital organ of that 
  creature and are ready to pull the trigger on the firearm. 
  If you hit the creature’s AC the attack automatically 
  threatens a critical. This feat is usually taken by 
  unscrupulous or desperate gunslingers. You can only 
  perform this feat if you have no grit points in your pool. 
  
   
  7 
  Special: You lose the benefits of this feat if you are 
  afflicted with a detrimental condition after you have 
  made use of the feat or you are distracted; final 
  determination is left to the judgment of the GM.  
   
  Horrific Shot (Grit)
  Horrific Shot (Grit)
  Horrific Shot (Grit)
  Horrific Shot (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat 
  Benefit: When you score a critical hit you can add an 
  additional effect or, if you land a killing blow with a 
  firearm, you can choose to withhold that damage and 
  add an additional effect. You leave a nigh unhealable 
  wound: a vicious scar or blind one eye. Innate healing 
  (fast healing, natural healing, regeneration) requires a 
  successful Fortitude save (DC 10+ ½ your base attack 
  bonus + your Dexterity modifier) to heal the wound. A 
  spell or effect attempting to heal the wound requires a 
  successful caster level check (DC 15+ your base attack 
  bonus). Creatures who are blinded in one eye suffer a -2 
  circumstance penalty to perception checks and double 
  all range penalties. This deed costs 1 grit point to 
  perform. If you would have gained a point of grit from 
  the critical hit or killing blow, it does not cost a point of 
  grit and you still gain a point of grit. 
   
  Infallible Grit
  Infallible Grit
  Infallible Grit
  Infallible Grit    (Grit)
  (Grit)
  (Grit)
  (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, base attack bonus +5 
  Benefit: You can spend a point of grit as an immediate 
  action to add ½ your base attack bonus (rounded down) 
  to any d20 roll that is not an attack or damage roll.  
   
  Last Breath Bullet (Grit)
  Last Breath Bullet (Grit)
  Last Breath Bullet (Grit)
  Last Breath Bullet (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, deadshot or Point Blank Shot feat; base 
  attack bonus +7  
  Benefit: You can spend 1 grit point to perform a dead 
  shot attack as a free action when you die (or are 
  destroyed).  
   
  Mercy Shot (Grit)
  Mercy Shot (Grit)
  Mercy Shot (Grit)
  Mercy Shot (Grit)    
  Prerequisites: Dex 13, grit class feature or Amateur 
  Gunslinger feat, Gunslinger Initiative class feature or 
  Improved Initiative feat, base attack bonus +3 
  Benefit: You can perform a coup-de-grace upon a 
  helpless creature with a firearm as a swift action. You 
  must be within your first range increment in order to do 
  this. This deed costs 1 grit point to perform. 
   
  Mortal Shield (Grit)
  Mortal Shield (Grit)
  Mortal Shield (Grit)
  Mortal Shield (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat  
  Benefit: As a special move action, which does not 
  provoke an attack of opportunity, you can move inside 
  the arc an opponent’s attacks and move as they move so  
   
  that neither they nor their allies can get a direct bead on 
  you; You make a combat maneuver check with a +2 
  bonus, if successful you then move into that opponent’s  
   
   
  square and you gain the benefit of cover against all 
  attacks so long as they are at least your size category or 
  larger. You can now choose to move with your opponent 
  when they do, so long as you have movement remaining. 
  However, all your other actions occur during the normal 
  initiative order. You must make a successful combat 
  maneuver check each round to maintain enemy cover. 
  The creature can dislodge you by performing a 
  successful combat maneuver or Escape Artist check (DC 
  equal to your CMD) as a standard action. If your combat 
  maneuver check exceeds the CMD of the target by 10 or 
  more, attacks that miss you have a 50% chance of  
   
   
  striking the target of this maneuver for 1 round. If your 
  combat maneuver check fails by 10 or more, you 
  provoke an attack of opportunity and leave yourself 
  open to a counterattack from the target of your 
  maneuver granting the target a +5 circumstance bonus 
  to its attacks against you for 1 round. You must possess 
  at least 1 grit point to perform this deed. 
  Special:  If you spend at least 1 grit point, you gain an 
  additional +2 bonus to your combat maneuver check 
  when performing this combat maneuver against a foe. 
  This bonus stacks with the bonus granted above. You 
  also gain an addition 10’ of movement when using this 
  feat as you allow your opponents momentum to move 
  you along. 
   
  One with the Gun 
  One with the Gun 
  One with the Gun 
  One with the Gun (Grit)
  (Grit)
  (Grit)
  (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, Quick Draw, base attack bonus +5 
  
   
  8 
  Benefit: If you are the only creature with a 
  firearm in sight, you can spend a point of 
  grit and perform a bewildering display of 
  gun twirling as part of drawing or 
  holstering 
  your 
  weapon. 
  Make 
  an Intimidate check to demoralize all foes 
  within 30 feet who can see your display. 
   
  Opening Shot (Grit)
  Opening Shot (Grit)
  Opening Shot (Grit)
  Opening Shot (Grit)    
  When you first encounter an enemy, you 
  pull your firearm with lightning speed and 
  shoot.  
  Prerequisites: Dex 13, Quick Draw, grit 
  class feature or Amateur Gunslinger feat, 
  Gunslinger 
  Initiative 
  class 
  feature 
  or 
  Improved Initiative feat, base attack bonus 
  +3 
  Benefit: You treat your initiative roll as a 
  20 for a surprise round (then add your 
  modifiers) or in the first round of combat, 
  regardless of your initiative, you may only take a single 
  attack action with a ranged weapon in that round. Your 
  normal initiative roll is used in subsequent rounds. This 
  deed costs 1 grit point to perform. 
   
  Opportunistic Pistol
  Opportunistic Pistol
  Opportunistic Pistol
  Opportunistic Pistol----Whip 
  Whip 
  Whip 
  Whip (Grit)
  (Grit)
  (Grit)
  (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, pistol whip class feature or Combat 
  Reflexes, base attack bonus +5 
  Benefit: If you are armed with a firearm you can spend 
  a grit point and make one attack of opportunity in a 
  round with the Gunslinger’s pistol-whip class feature.  
   
  Ranged Kata (Grit
  Ranged Kata (Grit
  Ranged Kata (Grit
  Ranged Kata (Grit))))    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, Dex 13, Combat Reflexes, base attack 
  bonus +3,  
  Benefit: If an opponent within a distance equal to, or 
  less than half you speed, attempts to make an attack 
  with a ranged weapon you can, as an immediate action, 
  move to the closest adjacent square (possibly provoking 
  attacks of opportunity, due to your movement; the 
  maximum distance you can move is 15 ft.) and make a 
  combat maneuver check with a +2 bonus. If you are 
  successful, your opponent misses the intended target as 
  you throw off her aim. If your opponent has multiple 
  attacks you can attempt to disrupt these if they are 
  ranged weapon attacks as well. Each of these attempts to 
  disrupt an attack with a ranged weapon counts against 
  the number of attacks of opportunity you can make in a 
  round (and hence is limited to 1 +your Dexterity 
  modifier). Use of this feat requires you to sacrifice all 
  your actions on your next turn (you will be unable to 
  take any actions on this turn if you have not acted yet or 
  you will be unable to take any actions next turn if you 
  have already acted).  
  Failure to make a Combat Maneuver check results in 
  you provoking an attack of opportunity; a gunslinger 
  could pistol whip you, a spear thrower could stab you, or 
  a monk might kick you. You must possess at least 1 grit 
  point to perform this deed. 
  Rapid Pistol
  Rapid Pistol
  Rapid Pistol
  Rapid Pistol----Whip (Grit)
  Whip (Grit)
  Whip (Grit)
  Whip (Grit)    
  Prerequisites: grit class feature or 
  Amateur Gunslinger feat; pistol-whip 
  class 
  feature 
  or 
  Weapon 
  Focus 
  (firearm), Dex 13, base attack bonus +3 
  Benefit: Once per round, as part of a 
  full attack action, in which you make a 
  ranged attack with your firearm, you 
  can use this weapon to make one 
  additional attack, with the butt or 
  handle of her firearm with a base attack 
  bonus of one-half (rounded down) your 
  highest normal base attack bonus. Even 
  if you wield more than one weapon, 
  however, no more than one Rapid 
  Pistol-Whip is possible in a single 
  round. Otherwise, this functions as the 
  pistol-whip class ability except it is an 
  attack action rather than a standard 
  action and cannot knock an opponent 
  prone. This deed costs 1 grit point to perform. 
      
  Sabot
  Sabot
  Sabot
  Sabotage
  age
  age
  age    Shot
  Shot
  Shot
  Shot    (Grit) 
  (Grit) 
  (Grit) 
  (Grit)     
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, Utility Shot class feature or Point Blank 
  Shot feat, base attack bonus +3 
  Benefits: When you shoot an unattended object with 
  the intention of damaging it (such as taking out a wheel, 
  or cutting a rope or a rudder chain) increase the damage 
  of the shot by the base damage dice of the firearm. You 
  must possess at least 1 grit point to perform this deed. 
  Special: If you spend 1 grit point to perform this deed 
  you can automatically inflict the broken condition upon 
  an unattended object that you would damage (you must 
  overcome its hardness).    
   
  Shoot the Bullet (Grit)
  Shoot the Bullet (Grit)
  Shoot the Bullet (Grit)
  Shoot the Bullet (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, deadeye class feature or Weapon Focus 
  (firearm), targeting class feature or Greater Weapon 
  Focus (firearm), Dex 13, base attack bonus +7 
  Benefit: You can, as an immediate action, make a ranged 
  combat maneuver check against an opponent who has 
  made a ranged weapon attack. Your opponent gains a 
  +10 circumstance bonus to her CMD. If successful you 
  have shot the weapon or its ammunition in midflight 
  causing it to miss and deal your damage to the object. If 
  you fail you have discharged your firearm, if you roll a 
  natural 1 on your check your weapon misfires. This deed 
  costs 1 grit point to perform. 
   
  Staredown (Grit)
  Staredown (Grit)
  Staredown (Grit)
  Staredown (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, startiling shot class feature or Skill 
  Focus (intimidate) feat, base attack bonus +7 
  Benefit: You can use the Intimidate skill as an 
  immediate action to cause your opponents to hesitate 
  for a number of rounds. The DC of this check is equal to 
  10 
  + 
  your 
  target’s 
  Hite 
  Dice 
  + 
  the 
  
   
  9 
  target's Wisdom modifier (If there are multiple targets 
  you can affect 1 target per rank of intimidate you 
  possess, you make one check using the creature with 
  most HD to determine the DC). If you are successful, the 
  target suffers a circumstance penalty to initiative equal 
  to half your character level for 1 round per rank of 
  Intimidate you possess. If you succeed by 10 or more 
  you increase the penalty to initiative by 4. Creatures you 
  fail to effect with this ability are immune to your 
  Staredown feat for 24 hours. If you fail by 5 or more 
  then you suffer a penalty to your initiative for 1 round.  
  You can staredown opponents in this way if they are 
  within 30 feet and can clearly see you (no concealment). 
  You must possess at least 1 grit point to perform this 
  deed. 
   
  Struggle
  Struggle
  Struggle
  Struggle    For The Gun
  For The Gun
  For The Gun
  For The Gun    (Grit)
  (Grit)
  (Grit)
  (Grit)    
  Prerequisites: Quick Draw, grit class feature or 
  Amateur Gunslinger feat  
  Benefit: When an opponent attempts to grapple or 
  disarm you, you may make an attack of opportunity 
  using your firearm (as a melee or ranged attack, you can 
  even draw and fire) even if your opponent possess the 
  grab special attack, the Improved Grapple feat or the 
  Improved Disarm feat. Any damage you inflict with this 
  attack of opportunity provoked by the grapple attempt is 
  added to your CMD to avoid being grappled or 
  disarmed. For example, a choker strikes you with a 
  tentacle attack. If you do not have this feat, the choker's 
  grab ability allows it to immediately attempt a grapple 
  check, provoking no attack of opportunity from you. 
  However, with Struggle For The Gun, you are entitled to 
  an attack of opportunity. If you hit and score 8 points of 
  damage, you may add +8 to your CMD. You must 
  possess at least 1 grit point to perform this deed. 
   
  Your Name On It (Grit)
  Your Name On It (Grit)
  Your Name On It (Grit)
  Your Name On It (Grit)    
  Prerequisites: 
  grit 
  class 
  feature 
  or 
  Amateur 
  Gunslinger feat, deadshot class feature or Point Blank 
  Shot feat, base attack bonus +7 
  Benefit: After performing an uninterrupted 24-hour 
  ceremony, you can prepare a single piece of ammunition 
  against a specific individual creature whose name you 
  know. You etch the creature’s name onto the 
  ammunition and against that specific individual this 
  ammunition automatically threatens a critical hit even if 
  that creature is normally immune to critical hits. This 
  ammunition 
  also 
  ignores 
  all 
  damage 
  reduction, 
  resistances, and immunities that specific creature 
  possesses. If a critical threat is confirmed the creature 
  must make a fortitude save (DC 10 +1/2 your base attack 
  bonus + your Wisdom modifier) failure results in the 
  damage dealt to the creature being unable to be 
  repaired, healed, or regenerated. A spell cast by a 
  follower 
  of 
  the 
  deity 
  whose 
  portfolio 
  includes 
  forgiveness can heal the wound if she makes a successful 
  caster level or Heal check DC (10 + your base attack 
  bonus + your wisdom modifier). You cannot gain the 
  benefits of this feat again until the ammunition has been 
  fired, and it can only be gained once against a specific 
  individual. Once fired the ammunition looses the 
  benefits of this feat. This deed costs 1 grit point to 
  perform. 
   
      
  New Monster Template
  New Monster Template
  New Monster Template
  New Monster Template    
      
  Gunslinger Wraith
  Gunslinger Wraith
  Gunslinger Wraith
  Gunslinger Wraith    
  The pure grit of some gunslingers will not let them pass 
  beyond the veil of death; part of their essence remains 
  behind, infused into their favorite firearm. They appear 
  much as they did in life, except their cloths have turned 
  an ashen color and their face has become a desiccated 
  skull.  
   
  Creating a Gunslinger Wraith 
  “Gunslinger Wraith” is an acquired template that can be 
  added to any living creature that has the grit class 
  feature or the Amateur Gunslinger Feat and a Charisma 
  score of at least 6. A gunslinger wraith retains all the 
  base creature's statistics and special abilities except as 
  noted here. 
   
  Challenge Rating: Same as the base creature +2. 
   
  Alignment: any evil 
   
  Type: The creature's type changes to undead. Do not 
  recalculate the creature's base attack bonus, saves, or 
  skill points. It gains the incorporeal subtype. 
   
  Armor Class: A gunslinger wraith gains a deflection 
  bonus equal to its Charisma modifier. It loses the base 
  creature's natural armor bonus, as well as all armor and 
  shield bonuses not from force effects or ghost touch 
  items. 
   
  Hit Dice: Change all of the creature's racial Hit Dice to 
  d8s. All Hit Dice derived from class levels remain 
  unchanged. Gunslinger wraiths use their Charisma 
  modifiers to determine bonus hit points (instead of 
  Constitution). 
   
  Defensive Abilities: A gunslinger wraith retains all of 
  the defensive abilities of the base creature save those 
  that rely on a corporeal form to function. Gunslinger 
  wraiths gain channel resistance +4, darkvision 60 ft., the 
  incorporeal ability, and all of the immunities granted by 
  its undead traits. Gunslinger wraiths also gain the 
  rejuvenation ability. 
   
  Rejuvenation 
  (Su): After 
  a 
  gunslinger 
  wraith 
  is 
  destroyed, its grave gun will reform the undead 
  creature’s 
  incorporeal 
  form 
  from 
  the 
  gunsmoke 
  produced by the next shot taken with its grave gun. The 
  gunslinger wraith returns fully healed. The only way to 
  
   
  10 
  permanently destroy a gunslinger wraith is to destroy its 
  grave gun.  
   
  Speed: Gunslinger wraiths lose their previous speeds 
  and gain a fly speed of 30 feet (perfect), unless the base 
  creature has a higher fly speed. 
   
  Melee and Ranged Attacks: A gunslinger wraith 
  loses all of the base creature's attacks except firearm 
  attacks.  It still can only wield firearms that are ghost 
  touch weapons. 
   
  Special Attacks: A gunslinger wraith retains all the 
  special attacks of the base creature, but any relying on 
  physical contact other than firearms do not function. In 
  addition, a gunslinger wraith gains the gunslinger 
  wraith special attacks from the list below. Additional 
  gunslinger wraith abilities beyond these can be designed 
  at the GM's discretion. 
  Create Spawn (Su) A creature with the grit class 
  feature or the Amateur Gunslinger feat slain by a 
  gunslinger wraith becomes a gunslinger wraith in 1d4 
  rounds. These spawn are free willed. 
  Cursed 
  Wound 
  (Ex) The 
  damage a gunslinger wraith leaves 
  nigh unhealable wounds. Innate 
  healing 
  (fast 
  healing, 
  natural 
  healing, regeneration) requires a 
  successful Fortitude save (DC 10+ 
  ½ the gunslinger wraith’s base 
  attack 
  bonus 
  + 
  its 
  Dexterity 
  modifier) to heal the wound. A spell 
  or effect attempting to heal the 
  wound requires a successful caster 
  level check (DC 15+ the gunslinger 
  wraith’s base attack bonus). 
  Constitution 
  Drain 
  (Su) 
  Creatures 
  hit 
  by 
  a 
  gunslinger 
  wraith's 
  firearm 
  attack 
  must 
  succeed on a Fortitude save (DC 
  10+ ½ the gunslinger wraith’s base 
  attack 
  bonus 
  + 
  its 
  Dexterity 
  modifier) or take 4 points of 
  Constitution drain. 
  On 
  each 
  successful drain, the gunslinger 
  wraith gains 5 temporary hit points.  
  Grave 
  Gun 
  (Su): 
  The 
  gunslinger wraith always has a 
  special chosen ghost touch firearm 
  (or a matched pair) with a potential 
  enhancement bonus equal to half 
  the base creature’s hit dice. It can 
  spend any number of enhancement 
  bonuses beyond the 1st to choose a 
  special weapon property or grant it 
  standard enhancement bonuses to 
  attack and damage (max +5, with a 
  total 
  enhancement 
  bonus 
  with 
  special properties of +10). The 
  gunslinger 
  wraith 
  always 
  has 
  unlimited ammunition and black 
  powder which appears out of the 
  incorporeal 
  ether 
  becoming 
  corporeal once loaded into the grave gun. This grave gun 
  can only be destroyed in a special manner determined 
  by the GM (for example, immersion in holy water 
  consecrated to the deity of artifice; or placing it in the 
  grave of its original owner).  
  The Quick and the Dead (Su):  The gunslinger 
  wraith can take a 20 on her initiative checks as a free 
  action. It can also reload a ghost touch firearm as a swift 
  action.  
   
  Abilities: Dex +4, Wis +4, Cha +4; as an incorporeal 
  undead creature, a gunslinger wraith has no Strength or 
  Constitution score. 
   
  Skills: Gunslinger wraiths have a +8 racial bonus 
  on Perception and Stealth skill checks. A gunslinger 
  wraith always treats Acrobatics, Bluff, Intimidate, 
  Knowledge (engineering), Knowledge (local), and 
  Perception as class skills. Otherwise, skills are the same 
  as the base creature. 
  
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
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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. 
  The Book of Experimental Might. Copyright 2008, Monte J. 
  Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: 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.  
   
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn. 
   
   
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ 
  Taylor. 
   
  The Secrets of the Gunslinger Copyright 2011, Steven D 
  Russell; Author Steven D. Russell 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Races and Classes/The Secrets of the Gunslinger.pdf