TEXT: INTO THE BREACH
  The Gunslinger
  
  I do not aim with my hand;  
  he who aims with his hand has 
  forgotten the face of his father.
  I aim with my eye.
  I do not shoot with my hand; he 
  who shoots with his hand has 
  forgotten the face of his father.
  I shoot with my mind.
  I do not kill with my gun; he who 
  kills with his gun has forgotten 
  the face of his father.
  I kill with my heart.
  -Stephen King, The Gunslinger 
  (The Dark Tower, #1) 
  
  3   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Credits
  Compatibility
  Into the Breach: The Gunslinger
  Publisher: Frank Gori 
  Co-Owner: Jeff Harris 
  Editors: Taylor Hubler and Jason Linker 
  Lead Developer: Jason Linker 
  Developers: Jeff Harris, Kiel Howell, Richard Litzkow, Matt Medeiros 
  Layout: Chris Linker 
  Proofreader: Bob Ross 
  Cover Artist: Anthony Butler 
   
  Interior Illustrations:
  Adapted under creative commons “gun and crossbow” by Paul 
  K, “Ocelot_old” by ignor, “Minie Balls” by Mike Cumpston, 
  “Antique_Japanese_(samuri)” by tanegashima, “play” by Azimut, 
  “Early_Modern_Grenade_Rifles,_Bayerisches_Nationalmuseum” 
  by München, “Hogmanay_Longship” by Edinburgh, “Grey Eye” 
  by Anon,  “Exploding_Ship” by Ivan Constantinovich Aivazovsky, 
  “Naseby Musket balls” by Lee Hutchinson, “old_west_earp_
  gunblade” by princesspsychokitty, “cuirassiers of Gottfried” by 
  Heinrich Graf zu Pappenheim, “SteamPunk’d 4” by Crysco, 
  “Steampunk_gun” by raygun.
  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.
  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.
  This product is published by Flying Pincusion Games and is licensed 
  under the Open Game License version 1.0a and Create Commons 
  Attribution-ShareAlike.
  
  4   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Table of contents
  About Into the Breach
  About Into the Breach 
  4 
  New Archetypes 
  5 
   
  Black Powder Knight  
  5 
   
  Boltslinger  
  6 
   
  Bombard Blade 
  7 
   
  Cunning Scoundrel  
  9 
   
  Frogman  
  10 
   
  Powderman 
  12 
   
  Wyrd Hunter 
  13 
   
  Trickshot 
  14 
  Alternate Base Class 
  16 
   
  Gungineer 
  17 
  Prestige Classes 
  24 
   
  Grey Eye 
  24 
   
  Hex Gunner 
  26 
   
  Qiang Seng  
  28 
  New grit feats 
  31 
  Gear 
  32
  Into the Breach is a series of crunch-focused books intended to expand the options available to the Base Classes (the alchemist, cavalier, gunslinger, 
  inquisitor, magus, oracle, summoner, and witch).
  For this installment, we blast our way through the gunslinger. With many new archetypes, three prestige classes, and a new fantasy-meets-high-technology 
  alternate class, you’re sure to find a new ways to shoot first and ask questions later (assuming someone can cast speak with dead). There are also plenty 
  of new feats and mundane gear.
  
  5   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  A gun is no more or less a tool as the sword, and both are only the sum  
  of  the hand that wields them. Thus great deeds of  courage and selflessness 
  can be performed with a well-placed shot. Noble folk who would oppose 
  tyrants and cruel taskmaster with firearms loosely call themselves black 
  powder knights.
  A Black Powder Knight has the following class features.
  Requirements 
  Required Alignment: Must be of a good alignment to take  
  this archetype.
  Skills: A black powder knight adds Diplomacy (Cha), 
  Knowledge (nobility) (Int) to their list of class skills.
  Armor Proficiency: Black powder knights are proficient with 
  all armor types (light, medium, and heavy) and with shields 
  (except tower shields).
  Steel Valor (Ex) 
  At 2nd level a black powder knight gains the ability to use her 
  own armored body to defend her allies from projectiles.  As an 
  immediate action a black powder knight may make a 5 ft. step 
  to move into the path of a ranged attack against an adjacent 
  ally and deflect that attack as if they possessed the Deflect 
  Arrows feat except that doing so deals the black powder knight 
  1d4 damage from the deflected projectile.  Medium or heavier 
  armor must be worn for this ability to function.  The black 
  powder knight may use this ability a number of times per day 
  equal to 3 + her Charisma modifier.
  This ability replaces nimble at all levels, grit, and the deeds 
  gained at 1st level.
  Grit (Ex) 
  At 3rd level a black powder knight gains access to the grit ability 
  and may now use abilities that require grit.
  Deeds 
  At 3rd level the black powder knight gains the use of deeds 
  as a normal gunslinger, except that her effective gunslinger 
  level for the ability is her black powder knight level -2. She also 
  New Archetypes
  Black Powder Knight 
  swaps some deeds for the following. The new deed descriptions 
  include information on which deeds from the Gunslinger class 
  feature these new deeds replace.
  This ability modifies the gunslinger deeds gained at 3rd level.
  Face Me (Ex): At 3rd level a black powder knight may use 
  her firearm to attack the cover an enemy has taken.  When 
  attacking a foe that has taken full cover behind a tower shield 
  or has partial cover from one or more objects she may  
  expend one point of Grit to force that creature to make a 
  Will save DC 10+½ class level + her Charisma modifier.  If 
  this save is failed the target drops a tower shield used to take 
  full cover or leaves partial cover to attack the black powder 
  knight in melee to the best of their ability.  The tower shield or 
  object takes normal weapon damage from this deed, though 
  hardness applies.  The target of this ability is compelled to 
  continue to attack the black powder knight in melee for 1d4 
  rounds after the first.  Opponents that have full cover from 
  means other than a tower shield and any opponent the black 
  powder knight is unaware of cannot be affected with this 
  deed.This deed replaces the Gunslinger’s Dodge deed gained 
  at 3rd level.
  
  6   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Lay on Hands (Su)  
  At 4th level the black powder knight gains the lay on hands 
  paladin class ability, using their class level as her effective  
  paladin level.
  This ability replaces the bonus feat gained at 4th.
  Divine Bond (Sp)  
  At 8th level the black powder knight is able to use the divine 
  bond ability, however this ability may only be applied to a 
  firearm. These properties may be added to a firearm even if 
  normally they could not be.
  This ability replaces the bonus feat gained at 8th level.
  Defending Shot (Ex)  
  At 12th level a black powder knight gains the ability to respond 
  to violence done to her allies. As an immediate action when an 
  ally who is within 30 ft. of the black powder knight is reduced 
  to 0 or less hit points the black powder knight may make one 
  ranged attack with her firearm against that attacker. This attack 
  is made at her highest base attack bonus. This attack counts as 
  an attack of opportunity and counts towards how many such 
  attacks the black powder knight may make in the round. If the 
  attack is successful the target must make a Will save DC 10+ 
  ½ class level + her Charisma modifier or be forced to target 
  if possible the black powder knight with any additional attacks 
  the target is able to make in that round and for 1d4 rounds 
  thereafter. The black powder knight may use this ability a 
  number of times equal to her Charisma modifier per day.
  This ability replaces the bonus feat gained at 12th level.
  Selfless Backfire (Ex)  
  At 16th level a black powder knight may willingly cause her 
  firearm to backfire, doing so automatically stabilizes all allies 
  within 30 ft. with the dying condition. Additionally the backfire 
  deals damage to all enemies within 30 ft. This damage equals 
  1d6 for every 2 points of damage the black powder knight takes 
  in the backfire.  The black powder knight takes the normal 
  damage for a firearm of the type exploding, however the 
  weapon is not destroyed but gains the broken condition. You 
  may not use this ability if the firearm you are wielding already 
  has the broken condition. She may use this ability a number of 
  times per day equal to her Charisma modifier.
  This ability replaces the bonus feat gained at 16th level.
  Unyielding Belief (Ex): At 17th level as long as the black 
  powder knight has one point of Grit she is immune to all fear 
  based effects.  She may also spend one point of Grit to share 
  this immunity with an ally for a number of rounds equal to their 
  Charisma modifier.  The black powder knight can only share 
  this ability with one ally at a time.
  This deed replaces the Evasive deed gained at 17th level
  Boltslinger 
  Crossbows were widely adopted by peasants because they were easy to train, 
  just point them and pull the trigger. The rest is just loading.
  A boltslinger has the following class features.
  Weapon Proficiency  
  Boltslingers are proficient with all simple and martial weapons 
  as well as all exotic crossbows. The boltslinger may use 
  crossbows for any gunslinger ability or feat which normally 
  requires a firearm.
  Speed Loader (Ex)  
  At 1st level the boltslinger begins play with either a repeating 
  hand, light, or heavy crossbow and is treated as though he had 
  the rapid reload feat with regard to all crossbows.
  This ability replaces gunsmith.
  Deeds  
  A boltslinger swaps some deeds for the following. The new 
  deed descriptions include information on which deeds from the 
  Gunslinger class feature these new deeds replace.
  Quick finger (Ex)  
  As long as the boltslinger is carrying a loaded crossbow and 
  has 1 grit, she may take an action in the surprise round. This 
  replaces quick clear and deadeye
  Bolt Ladder (Ex):  
  The boltslinger’s bolts ignore hardness of a wall or similar 
  structure when using his crossbow bolts to create firm 
  footholds in it. This deals damage to the wall, and multiple bolts 
  can act as a ladder, reducing the DC of climb checks to 10. The 
  bolt slinger must spend 1 grit for each bolt used with this ability. 
  A minimum of 1 bolt for every five feet climbed must be fired.
  This replaces utility shot.
  
  7   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Crossbow Training (Ex) 
  At 5th level you gain a free weapon focus in a crossbow of your 
  choosing. At 9th you gain specialization in the same crossbow 
  or another weapon focus, at 13th this becomes greater weapon 
  focus, at 17th level this becomes greater weapon specialization.
  This ability replaces Gun Training 
  Poison Use (Ex) 
  At 11th level, as long as he has at least 1 grit point, the bolt 
  slinger does not risk poisoning himself when handling poisons. 
  This ability replaces expert loading.
  Intimidating Shot (Ex) 
  At 15th level the boltslinger can intimidate to demoralize any 
  foe struck by a shot from his crossbow as a free action. The 
  bolt slinger must spend 1 grit point to use this deed.This ability 
  replaces menacing shot.
  Bombard Blade
  The way of  the sword. The way of  the gun. These two paths are not 
  mutually exclusive. The bombard blade is a gunslinger who prefers to fight 
  at a closer range than most. Her special weapon is not just finely balanced, it 
  houses an explosive surprise.
  A bombard blade has the following class features.
  Weapon Proficiency  
  Bombard blades are proficient with bombard blades in addition 
  to normal gunslinger weapon proficiencies.
  Bombard Blade (Ex)  
  At 1st level, a bombard blade gains a bombard blade as a 
  personal weapon. A bombard blade is any melee bladed weapon 
  that has a special hollow core with venting along the sides of 
  the blade. A trigger is worked into the grip of the weapon 
  that allows for an explosive blast to be released through the 
  blade venting. Triggering the explosion may be part of any 
  melee attack. Gunpowder fuels the explosion and a bombard 
  blade can be reloaded by chambers worked into the weapon. 
  Reloading a bombard blade chamber with gunpowder follows 
  the normal rules for reloading advanced firearms.
  
  8   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Any bladed melee weapon 
  with which a bombard 
  blade is proficient may be 
  fashioned into a bombard 
  blade. The Craft DC is 18 to 
  modify an existing weapon 
  into a bombard blade. If 
  the roll for the Craft check fails by 5 or more then the partially 
  crafted bombard blade explodes as a misfire with the broken 
  condition and consumes any materials used. The cost is equal 
  to the base weapon’s cost (plus any enhancements costs) plus 
  750 gp for a light bombard blade, 1,000 gp for a one-handed 
  bombard blade, or 1,500 gp for a two-handed bombard blade. 
  Bombard blades can be bought and sold regularly as any 
  weapon based on the item limits of the settlement. The table 
  below gives the statistics for a normal bombard blade.
  Bombard blades are extraordinarily exotic weapons and due to 
  this—and the personal nature of this weapon—anyone who 
  attempts to use it that is not proficient with bombard blades 
  takes a -6 to hit and doubles the misfire range. A bombard 
  blade is considered both a firearm (with no range) and a melee 
  weapon for the purposes of any abilities, deeds, or feats.
  Explosion Mechanism (Ex) 
  A bombard blade’s chambers, special hollow core, trigger, and 
  ventings allow for a controlled explosion to blast outwards from 
  the blade of the weapon. Triggering the explosion mechanism 
  can be done as a part of any melee attack action (including 
  combat maneuvers using the weapon) across any number of 
  attacks allowed by base attack bonus.
  The explosion adds bludgeoning damage to the attack as 
  indicated in the table below. 
  Anyone not proficient with bombard blades must make a Reflex 
  save any time they trigger the explosion mechanism with a DC 
  equal to 10 + the bonus from any enhancements the bombard 
  blade is under or suffer the damage from the explosion.
  The bombard blade also gains the Gunsmithing feat.
  This replaces the gunsmith ability
  Deeds 
  A bombard blade swaps some deeds for the following. The new 
  deed descriptions include information on which deeds from the 
  Gunslinger class feature these new deeds replace.
  Evasion (Ex): At 3rd level, if she has at least 1 grit point, a 
  bombard blade gains evasion as the rogue class ability. This 
  replaces the pistol-whip deed.
  Triggered Twice (Ex): At 7th level, a bombard blade may 
  trigger the explosion mechanism from her bombard blade 
  twice on each attack with it. She must have 1 grit point to use 
  this deed. This replaces the dead shot deed.
  Quick Burst (Ex): At 7th level, a bombard blade may trigger 
  the bombard blade’s explosion mechanism as a swift action to 
  temporarily blind anyone in a 15 ft. radius. Anyone inside the 
  15 ft. radius must succeed at a Reflex save or gain the blinded 
  condition for one round. The DC of the save is equal to 10 + 
  the bombard blade’s level. She must spend at least 1 grit point 
  to use this deed. This replaces the targeting deed.
  Table 1.1
  1 Critical threat range is the base weapon’s threat range. If  the trigger has been pulled for that attack then the critical damage is x4, otherwise base weapon’s. 
  2 Bombard blades misfire like early firearms, it first gains the broken condition and if  it misfires while broken it explodes and the base weapon is broken. 
  3 Weight figures are for Medium bombard blades. A small bombard blade weighs half  as much and a Large bombard blade weighs twice as much.
  Bombard Blade
  Cost
  Dmg (S)
  Dmg (M)
  Critical1
  Range
  Misfire2 Capacity Weight3
  Type
  Light  
  Bombard Blade
  Base weapon  
  + 750 gp
  Base weapon 
  + 1d4
  Base weapon 
  + 1d6
  Base weapon 
  or x4
  Base 
  weapon
  1  
  (5 ft.)
  2
  Base weapon  
  + 2 lbs.
  As base 
  weapon + 
  type B
  One-Handed 
  Bombard Blade
  Base weapon  
  + 1,000 gp
  Base weapon 
  + 1d6
  Base weapon 
  + 1d8
  Base weapon 
  or x4
  Base 
  weapon
  1-2  
  (5 ft.)
  2
  Base weapon  
  + 4 lbs.
  As base 
  weapon + 
  type B
  Two-Handed 
  Bombard Blade
  Base weapon  
  + 1,500 gp
  Base weapon 
  + 1d10
  Base weapon 
  + 1d12
  Base weapon 
  or x4
  Base 
  weapon
  1-3 
  (10 ft.)
  3
  Base weapon  
  + 8 lbs.
  As base 
  weapon + 
  type B
  
  9   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Improved Evasion (Ex): At 15th level, if she has at least 1 grit 
  point, a bombard blade gains the improved evasion ability as a 
  rogue. This replaces the evasive deed.
  Bursting Riposte (Ex): At 15th level, a bombard blade may 
  spend 2 grit points to attempt to knock aside a melee attack 
  targeting her by triggering the explosion mechanism of her 
  bombard blade and follow up with a single attack. Doing 
  this is an immediate action and uses one of her attacks of 
  opportunity for that round. To determine if an attack is 
  knocked aside, she makes an opposed attack roll at her highest 
  bonus. If the roll meets or exceeds the attacker’s attack roll 
  then the blow is knocked aside. She uses the same attack roll 
  to determine if the follow-up attack is successful against the 
  target. Grit points are still spent on a failed attempt.
  Whenever the follow-up attack is successful against the target, 
  then it loses any subsequent attacks for that round. If the 
  follow-up attack does not succeed then the target only loses 
  the attack that was knocked aside by the bursting riposte. This 
  replaces the slinger’s luck deed.
  Weapon Training (Ex) 
  Starting at 5th level, a bombard blade gains weapon training 1  
  as the fighter class ability but only with melee weapons. Every 
  four levels thereafter (9th, 13th, and 17th), a bombard blade 
  becomes further trained in another group of melee weapons. 
  She gains bonuses on previous weapon groups as per the fighter 
  class ability.
  This replaces the gun training ability at all levels.
  Twin Stage Trigger(Ex)  
  At 8th level, a bombard blade discovers how to modify her 
  bombard blade’s trigger and explosion mechanism to only 
  consume half of her bombard blade’s powder each time she 
  depresses the trigger. This effectively doubles the capacity of 
  her bombard blade. This replaces the gunslinger 8th level  
  bonus feat.
  Impaling Blast (Ex)  
  At 20th level as a standard action, a bombard blade may spend 2 
  grit points to trigger her bombard blade’s explosion mechanism 
  and launch herself 30 ft. in a straight line in any direction to 
  impale a creature as though using the impaling critical and  
  improved impaling critical feats (without needing the attack to 
  be a critical confirmation). She must have a clear path to her 
  target. To determine if an impaling blast successfully impales a 
  creature, the bombard blade makes an attack roll at her highest 
  attack bonus against the target’s AC. 
  While hanging on to her bombard blade while impaling a 
  creature, a bombard blade can trigger the explosion mechanism 
  as a free action.
  This replaces the true grit gunslinger class ability.
  Cunning Scoundrel 
  A man is little more than blood and bone, but deeds transcend the flesh. 
  Not all gun hands seek gold or glory. For some the gun is a tool of  
  liberation and justice. While their methods may not be called noble by folk 
  like paladins or knights, their goals and reasons sometimes can be. Sadly 
  just as often bitterness leads others to cruelty or cold profiteering, only fate 
  decides. Such is the life of  a cunning scoundrel, outlaws and independents for 
  whom freedom is worth fighting for, and is never free.
  Skills: A cunning scoundrel adds Stealth (Dex) to their list of 
  class skills.
  Deadly Duet (Ex) 
  At 2nd level a cunning scoundrel has mastered the art of dual 
  purpose firearms. Whenever a cunning scoundrel makes a melee 
  attack against a flat footed foe with a combination firearm (such 
  as the dagger pistol and sword cane pistol, musket axe, etc) they 
  may spend one point of grit to make a ranged attack against 
  that target if the melee attack hit. The firearm portion of the 
  weapon must be loaded at the time of the attack, and the attack 
  gains a +4 to hit, but is resolved against the targets normal 
  Armor Class, and not its touch Armor Class. If this attack hits 
  it deals one and half times its normal damage. This attack is in 
  addition to the noble scoundrel’s maximum number of attacks 
  in a round. This bonus damage is however not multiplied on a 
  critical hit and is based on the weapon’s base damage alone.
  This ability replaces the Nimble +1 ability gained at 2nd level. 
  Sneak Attack  
  At 3rd level a cunning scoundrel gains the sneak attack ability 
  and deals +1d6 damage on such attacks. This damage increases 
  by +1d6 per three levels gained beyond third to a maximum of 
  +6d6 at 18th level.
  This ability replaces the gunslinger deeds gained at 3rd level.
  Nimble (Ex) 
  At 6th level the cunning scoundrel gains the Nimble +1 ability, 
  and it increases as normal for a gunslinger except it reaches a 
  max of +4 at 18th level.
  
  10   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Masterful Threats (Ex)  
  At 8th level the cunning scoundrel learns sometimes the shot 
  not fired is even more useful than the one that is. By using a 
  combination firearm to deliver a successful sneak attack and 
  subsequently not firing the weapon’s loaded round the cunning 
  scoundrel uses fear and the threat of being shot point blank 
  to reduce an enemy’s defenses. Whenever a cunning scoundrel 
  makes a successful sneak attack using the melee portion of a 
  combination firearm that is loaded with a live round the target 
  of that sneak attack gains a penalty to its Armor Class equal to 
  one half of the cunning scoundrels Wisdom modifier (rounded 
  down). The reduction in Armor Class lasts a number of rounds 
  equal to the cunning scoundrel’s Wisdom modifier. 
  Additionally for each round the cunning scoundrel makes a 
  melee attack against the same target with the same combination 
  weapon and hits, that target’s Armor Class is further reduced by 
  an additional one point. This also resets the number of rounds 
  the target’s Armor Class is reduced. The bonus from additional 
  hits cannot exceed half the cunning scoundrels Wisdom 
  Modifier. This ability only functions so long as the combination 
  firearm remains loaded but not fired; if a shot is fired, the AC 
  penalty immediately ends.
  This ability replaces the bonus feat gained at 8th level.
  Look No Hands (Ex) 
  At 13th level a cunning scoundrel is able to fire any firearm 
  or combination firearm without using their hands. Given at 
  least one minute of preparation time and the success of a 
  subsequent DC 20 Knowledge (engineering) check the cunning 
  scoundrel can successfully set-up their firearm to be remotely 
  fired by themselves or another from up to 15 ft. away. Firing  
  the gun in this way is a move action and does not require 
  firearms proficiency, but weapon focus and specialization do 
  affect this attack. Firing the weapon remotely does provoke 
  attacks of opportunity. 
  The attack uses the targets flat footed Armor Class unless 
  the target makes a Perception check who’s DC is equal to the 
  cunning scoundrels total Knowledge (engineering) check. If the 
  target is successful the attack uses the target’s normal Armor 
  Class instead of flat footed. Targets successfully caught flat 
  footed by this ability are subject to sneak attack only when the 
  weapon is fired by the cunning scoundrel and not an ally, and 
  remote weapons deal only half the normal sneak attack damage 
  as the cunning scoundrel that set it. The maximum range of this 
  ability is 30 ft. regardless of the weapon used. Also the firearm 
  must still be reloaded by hand to function again. A cunning 
  scoundrel may use this ability a number of times per day equal 
  to their Wisdom modifier.
  This ability replaces Gun Training III gained at 13th level.
  Dirty Crossfire (Ex) 
  At 17th level anytime a weapon setup to fire remotely deals 
  sneak attack damage a cunning scoundrel may spend 2 points 
  of grit to as an immediate action make an attack at their highest 
  base attack bonus against that same target, if the attack hits it 
  deals the cunning scoundrels normal sneak attack damage, and 
  the weapons normal damage. This attack does not count against 
  the maximum number of attacks the cunning scoundrel can 
  make in a round, but must be a ranged attack with a firearm and 
  the target must be within 30ft or less of the cunning scoundrel.
  This ability replaces Gun Training IV gained at 17th level.
  Frogman 
  Guns have graced the decks of  mighty warships since the first crude cannon 
  and pistol, but what of  beneath the waves?  One would argue that is hardly 
  the place to find guns or a gunslinger, as black powder and water mix 
  poorly.  However there is a breed of  gunslinger for which combat on and 
  beneath the waves is their part and parcel.  Whether sabotaging an enemy 
  warship or drawing a bead on aquatic raiders, such are the deeds of  those 
  they call frogmen.
  A frogman has the following class features.
  Skills: The frog man receives an extra skill point at 1st level that 
  must be spent on the Profession (sailor) skill.  Also the frog man 
  receives a +2 bonus to the Profession (sailor) and Swim skills.
  Expanded Armory (Ex)  
  At 1st level, a frogman gains one of the following firearms of 
  her choice: spear pistol or spear rifle in addition to the normal 
  firearm choices available. Her starting weapon is battered, 
  and only she knows how to use it properly. All other creatures 
  treat the 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). The frogman 
  also gains Gunsmithing as a bonus feat. Additionally, a frogman 
  may count the spear pistol and spear rifle as a firearm for the 
  purposes of deeds and gun training.
  
  11   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  This ability modifies the Gunsmith class feature gained at  
  1st level.
  Sea Legs (Ex) 
  Having spent so much time on rolling decks and in turbulent 
  water at 1st level a frogman gains + 10 ft to their base swim 
  speed and to their base movement speed when on the deck of  
  a ship.  Also a frogman calculates her swim speed as half of  
  her normal base speed, rather than one quarter.  However, 
  sea legs are not land legs and because of this a frog man 
  also receives -10 ft. to their base speed on land of any kind.  
  Additionally, a frogman may hold their breath for four times 
  their constitution modifier. 
  Deeds 
  A frogman swaps some deeds for the following. The new deed 
  descriptions include information on which deeds from the 
  Gunslinger class feature these new deeds replace.
  Archer Fish Shot (Ex): A frogman may spend one point of 
  grit to reduces some of the penalties of aquatic combat or full 
  cover from being immersed in water.  Spending one grit point 
  in this way reduces penalties by 2, and each additional grit 
  point spent in this way reduces these penalties by an additional 
  2.  Alternately if a target has full cover from the frogman due 
  to being immersed in water, spending one grit point reduces 
  this to partial cover allowing the target to be attacked, however 
  the target is still considered to have partial cover.  This ability 
  includes penalties from firing underwater, and from firing 
  between water and a surface target and functions regardless of 
  whether the frogman is in water or above water. This ability 
  replaces the deadeye shot deed gained at 1st level.
  Bubble Screen (Ex): At 3rd level, a frogman that has at least 
  one point of grit may as a move action create a dense cloud 
  of bubbles around themselves that obscures her from attack.  
  The frogman gains partial concealment against melee attacks 
  and total concealment against ranged attacks.  The bubble 
  screen lasts a number of rounds equal to the frogman’s 
  Wisdom modifier.  A frogman must be completely submerged 
  in water to use this ability. This ability replaces the utility shot 
  deed gained at 3rd level.
  Up the Side (Ex): At 7th level, the frogman may spend one 
  point of grit to climb a rope at a speed equal to their normal 
  movement aboard ship.  Without a rope, the frogman only 
  adds +10 ft. to their normal climb speed. This ability replaces 
  the startling shot deed gained at 7th level.
  Chum Bait (Ex): At 15th level, the frogman, when using the 
  bleeding wound deed, may chose to attempt to also cause the 
  target to fall over-board from ship or into a significant body 
  of water.  Each point of grit the frogman additionally spends 
  pushes the target back 5 ft. unless the target makes a Reflex 
  save DC 10 +1/2 the frogman’s class level + her Wisdom 
  modifier.  Regardless of how far the target is pushed, there is 
  only a single save allowed to resist being moved.  Any target 
  that is successfully pushed into the water has a 50% chance 
  each round that they are attacked by aquatic predators whose 
  total CR is equal to the frog mans level -4. Once the predators 
  attack the target, no more will arrive until the existing 
  predators are killed or driven away. The creatures are not 
  under the direct control of the frogman, and act as per normal 
  for creatures of their type. This ability replaces the menacing 
  shot deed gained at 15th level.
  Into the Drink (Ex) 
  At 12th level, any time a frogman attacks a target that has fallen 
  from a ship’s deck into the water or whom has failed a swim 
  check in either that round or the previous round, they gain a +2 
  to hit and damage against that target and a +1 to their Armor 
  Class vs. attacks from that target.  The frogman must have at 
  least one point of grit to receive these bonuses.
  This ability replaces the bonus feat gained at 12th level.
  Ship Killer (Ex) 
  At 20th level, the frogman is truly the master of naval combat, 
  and excels at destroying enemy ships.  The frogman’s base speed 
  aboard a ship and while swimming increase by an additional 
  10 feet. Additionally, she may ignore the hardness of any ship 
  when dealing damage to it.  A frogman may pass this ability 
  on to a shipborne weapon if she serves as a member of that 
  weapons crew.  Anytime a critical hit is scored by a shipborne 
  weapon on which the frogman is serving as crew, that weapon 
  has its critical hit damage modifier increased by one when 
  calculating the damage it deals.  The frogman must have at least 
  one point of grit for this ability to function.  The additional 
  movement granted by this ability works regardless of whether 
  or not the frogman has any grit points. 
  Additionally if the frogman makes a successful Knowledge 
  (engineering) check regarding the ship she is attacking, she may 
  consider her personal firearm as a shipborne weapon, using 
  the rules for such, and including the critical damage modifier 
  increase on critical hits this ability provides.
  This ability replaces the true grit ability gained at 20th level.
  
  12   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Powderman
  Some people just like to blow things up.
  A powderman has the following class features.
  Class Skills: Powdermen gain Disable Device and Use Magic 
  Device which replace the Handle Animal and Heal Skills.
  Weapon and Armor Proficiency: Powdermen are proficient 
  with all simple weapons and firearms, light and medium armor, 
  and all shields including the tower shield.
  Grit (Ex) 
  A powderman makes her mark upon the world with cunning 
  explosions. All powdermen have grit. In game terms, grit is 
  a fluctuating measure of a powderman’s ability to leverage 
  her knowledge of explosives in combat. At the start of each 
  day, a powderman gains a number of grit points equal to her 
  Intelligence modifier (minimum 1). Her grit goes up or down 
  throughout the day, but usually cannot go higher than her 
  Intelligence modifier (minimum 1), though some feats and 
  magic items may affect this maximum. A powderman spends 
  grit to accomplish deeds, and regains grit in the following ways.
  Making a big bang: A powderman regains grit when  
  she intentionally damages an object larger than herself  
  with explosives.
  Surprise explosions: A powderman regains grit when 
  someone triggers one of her traps.
  This ability modifies grit.
  Deeds 
  A powderman swaps some deeds for the following. The new 
  deed descriptions include information on which deeds from the 
  Gunslinger class feature these new deeds replace.
  Quick trapsmith (Ex): A powderman can jury rig an 
  explosive trap in a jiffy. By expending 1 grit she can create a 
  trap like a rogue with the quick trapsmith talent as a standard 
  action. This replaces deadeye.
  Triggering shot (Ex): By expending a grit point a powderman 
  can set off her own trap with a gunshot  
  without making an attack roll to do so. This ability replaces 
  gunslinger initiative.
  Explosive shot (Ex): As a full round action the powderman 
  rolls or throws one of her bombs and then rapidly takes aim 
  and shoots it mid air or mid roll causing a sudden violent burst 
  of sound and light. Anyone within 20 ft of the explosion 
  must make a fort save with a DC equal to 10 + powderman’s 
  level + Int modifier or be dazed for one round. This replaces 
  dead shot.
  
  13   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Destructive Dismantle (Ex) 
  At 2nd level powderman is able to quickly breach obstacles. 
  Using a combination of engineering, explosives, alchemical 
  reagents, and sheer bloody-mindedness, she can deal up to 
  15 points of damage per powderman level to an object once 
  per day, ignoring the object’s hardness. She might crack open 
  a stone wall with an explosive charge, or collapse a ceiling by 
  tunneling through its supports. This ability requires 1d4+1 
  hours of preparation, and can only be used on immobile and 
  unattended objects.
  This ability replaces Nimble +1; the powderman gains the 
  nimble class feature at 6th levl.
  Bombs (Su) 
  At 4th level powderman can make handheld bombs she  
  can throw (treated as a simple weapon.) This functions like the 
  alchemist bomb ability, except that the powderman’s effective 
  alchemist level is equal to her powderman level -3. If the 
  powderman has the bombs class feature from another class the 
  levels stack with one another for the purpose of base damage.
  At 8th level and every 4 levels after the powderman can add a 
  discovery to her bombs as though she were an alchemist equal 
  to her powderman level.
  This ability replaces all the gunslinger’s bonus feats.
  Wyrd Hunter
  Sometimes it’s just the touch, or the humiliation and frustration – sometimes 
  it’s losing someone, something. Whatever it is, Wyrd Hunters have suffered 
  and seek revenge against the fey.
  Obsession binds them together, their motives and actions dependent on their 
  temperament – hunt them down to protect others, or pursue for sport and 
  pleasure. Whatever the drive, Wyrd Hunters are drawn to places the fey 
  have been seeking to learn their weakness and adopting aspects of  their 
  power, turning them to their own ends.
  A Wyrd Hunter has the following class features.
  Skills: The wyrd hunter adds Knowledge (nature) and 
  Knowledge (arcana) to his list of class skills, these replace 
  Knowledge (engineering) and Knowledge (local).
  Deeds 
  The wyrd hunter exchanges some deeds for the following. The 
  new deed descriptions include information  
  on which deeds from the gunslinger class feature these new 
  deeds replace.
  Cold Iron Shot (Ex): At 1st level, as long as the wyrd hunter 
  has at least 1 grit point, her shots count as cold iron for the 
  purposes of bypassing damage reduction. This replaces the 
  gunslinger’s dodge deed.
  Illuminate (Su): At 3rd level, the gunslinger can make an 
  attack that causes the target to become illuminated with 
  dripping phantasmal fire if it hits. This attack may be part of 
  a full attack action but the gunslinger must pay 1 grit point for 
  each attack made. The attack deals normal damage and the 
  effect lasts a number of minutes equal to the wyrd hunter level 
  and leaves a trail across ground or air imposing a -20 penalty 
  on all Stealth checks and a +10 circumstance modifier to 
  checks made to track the target. This replaces the gunslinger’s 
  initiative deed.
  Immobilize the Target (Ex): At 7th level, as a full round 
  action the wyrd hunter can threaten a single opponent with 
  her weapon, she makes an Intimidate check against a single 
  target who can see her within 30ft. If successful the target is 
  dazed for a number of rounds equal to the charisma modifier 
  +1 of the wyrd hunter (minimum 2 rounds). This is a fear 
  effect. Performing this deed costs 1 grit point.  This replaces 
  the startling shot deed.
  Mesmerizing Fireworks (Su): At 11th level, the wyrd hunter 
  may target a 20ft radius within range of her weapon and 
  discharge a shot that explodes mid air, raining down motes 
  of flowing color that dazzles creatures within its effect and 
  marking them with the effect of illuminate for a number of 
  rounds equal to the wyrd hunter level. Those within the area  
  of effect may make a reflex against 10 + 1/2 wyrd hunter 
  level + charisma modifier to avoid being dazzled. Performing  
  this deed costs 1 grit point. This replaces the bleeding  
  wound deed.
  Resist the Eldritch (Ex): At 11th level, as long as the wyrd 
  hunter has at least 1 grit point, any time she may make an 
  additional Will save to shrug off an effect (including made to 
  disbelieve an illusion) she makes it with a bonus equal to her 
  charisma modifier. This replaces the expert loading deed.
  
  14   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Turn Steel (Ex) 
  Starting at 9th level the Wyrd Hunter has become so much like 
  her prey that she gains some of their preternatural resilience. 
  She gains DR 2/Cold Iron. This increases by 2 every four levels 
  thereafter (13th and 17th for a total of DR 6/Cold Iron by  
  17th level).
  This replaces Gun Training 2, 3 and 4.
  Join the Hunt (Ex) 
  At 20th level, the Wyrd Hunter affinity with the fey causes her 
  to hear the sounds of the Wild Hunt calling. If she is slain 
  after this point her body fades from this realm and is reborn 
  1d4 days later in the same place as a creature with the Fey 
  template (as found in Bestiary 3). If she was lawful or chaotic 
  before her death then she becomes neutral (only applying to 
  the Lawful/Chaotic axis) - neutral Wyrd Hunters do not change 
  in alignment. She retains all skills, class features and class HD 
  and she is treated as a ‘young’ creature losing any age bonuses/
  penalties and accruing all the other features of the template. If 
  the Wyrd Hunter dies of old-age then this effect does not occur, 
  a fate preferable to becoming prey for fellow Wyrd Hunters.
  This replaces True Grit.
  Trickshot
  By the time the report is heard, the trick shot has already chosen another 
  target to pinpoint. Hands, feet, and other sensitive areas are the foci of  their 
  prodigious aim. Friend to few, the trick shot is an invaluable ally when it 
  comes to disrupting an enemy’s actions once her loyalty is won.
  A trick shot has the following class features.
  Dirty Shot (Ex) 
  At 1st level as long as the trick shot has at least 1 point of grit, 
  she may attempt a ranged dirty trick combat maneuver with her 
  firearm in the first range increment as though she possessed the 
  Improved Dirty Trick feat. She does not gain a bonus to her 
  Combat Maneuver Defense against Dirty Trick attempts. The 
  dirty shot ability does not cause any hit point damage. At 4th 
  level and every four levels beyond, a trick shot may attempt the 
  dirty trick combat maneuver at her next range increment.
  This replaces the gunslinger’s deadeye deed.
  Watch This (Ex) 
  Starting at 2nd level, a trick shot may select a body part on the 
  table below to pinpoint while using her dirty shot ability (which 
  causes no hit point damage) to impart an effect to her target. 
  Every other level she may select an additional body part from 
  the table below. Unless specified by the ability, these status 
  effects are applied regardless of number of arms, heads, legs, 
  or racial traits of the target. Unless specified by the ability, this 
  ability uses the target’s CMD against the Dirty Trick combat 
  maneuver. The trick shot may use this ability on as many 
  combat maneuvers as allowed by her base attack bonus but she 
  must declare this ability before resolving the roll.
  This ability replaces the nimble +1 at 2nd level, the pistol-whip 
  deed at 3rd level, the dead shot deed at 7th level, the expert 
  loading deed at 11th level, the slinger’s luck deed at 15th level, 
  and the cheat death deed at 19th level.
  
  15   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Body Part
  Effect
  Arms
  The target suffers a -4 to attack rolls for the next 1d4 
  rounds. This penalty does not stack with itself. This 
  does not affect targets with no discernible arms.
  Body
  The target gains the sickened condition for the next 
  1d4 rounds. This body part is easier to pinpoint and 
  therefore gives an additional +2 circumstance bonus to 
  the combat maneuver roll.
  Ear
  The target gains the deafened condition for 1d3 rounds. 
  This is a difficult shot and therefore gives a -2 on the 
  combat maneuver roll. This does not affect targets with 
  no discernable ears.
  Eye
  The target gains the blinded condition for the next 1d3 
  rounds. This is a very difficult shot and therefore gives 
  a -4 on the combat maneuver roll. This has no effect on 
  targets with no discernable eyes.
  Feet
  The target is unable to take a move action until the 
  beginning of the trick shot’s next turn. This does not 
  affect targets with no discernible feet.
  Hands
  The target is unable to take an action requiring hands 
  until the beginning of the trick shot’s next turn. This 
  does not affect targets with no discernable hands.
  Head
  The target gains the dazed condition until the beginning 
  of the trick shot’s next turn. This does not affect targets 
  with no discernable head.
  Legs
  The target’s base land speed is reduced by half until the 
  beginning of the trick shot’s next turn. This body part is 
  easier to pinpoint and therefore gives an additional +2 
  circumstance bonus to the combat maneuver roll. This 
  does not affect targets with no discernable legs.
  Neck
  Any weapon (manufactured or natural) or unarmed 
  strike that is used against the target has its critical threat 
  range doubled until the beginning of the trick shot’s 
  next turn. This is a difficult shot and therefore gives a 
  -2 on the combat maneuver roll. This does not affect a 
  target with no discernable neck.
  Sensitive 
  Areas
  The target may not take any action except to move 
  ½ of its base land speed until the beginning of the 
  trick shot’s next turn. This is a very difficult shot and 
  therefore gives a -4 on the combat maneuver roll.
  Cheap Shot (Ex) 
  At 6th level, a trick shot counts as possessing the greater dirty 
  trick feat when using her dirty shot ability. 
  This replaces the gunslinger’s 6th level nimble bonus. 
  Hard to Resist (Ex) 
  At 9th level, a trick shot may also add her Dexterity modifier in 
  addition to her Strength modifier to her combat maneuver roll 
  when using the dirty shot ability. If she has the Agile Maneuvers 
  feat she applies twice her Dexterity modifier to the combat 
  maneuver roll when using her dirty shot ability. 
  This replaces the gunslinger’s gun training 2 ability.
  Double Lock (Ex) 
  At 12th level, a trick shot may choose to double the amount of 
  time a target is affected by her watch this ability or double the 
  penalty of the effect. For example, if the sensitive areas body 
  part is targeted using the watch this ability then the trick shot 
  can choose to increase the penalty to the target to one-fourth of 
  the target’s base land speed or increase the duration to 2 rounds. 
  This replaces the gunslinger’s 12th level bonus feat.
  Locked Down (Ex) 
  At 20th level, a trick shot may ignore any immunities a target 
  may have that would negate the effects of her watch this ability. 
  Any restrictions on discernable anatomy by the effect of her 
  watch this ability still apply. 
  This replaces the gunslinger’s true grit ability.
  
  16   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Alternate Base Class
  
  17   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Level
  Base Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  Modification Points
  1st
  +0
  +2
  +2
  +0
  Enterprises, brilliance, gunsmith, she’s got a 
  name
  3
  2nd
  +1
  +3
  +3
  +0
  Nimble +1
  4
  3rd
  +2
  +3
  +3
  +1
  Enterprise
  5
  4th
  +3
  +4
  +4
  +1
  7
  5th
  +3
  +4
  +4
  +1
  8
  6th
  +4
  +5
  +5
  +2
  Nimble +2
  9
  7th
  +5
  +5
  +5
  +2
  Enterprise
  10
  8th
  +6/+1
  +6
  +6
  +2
  Specialized Firearm Expertise
  11
  9th
  +6/+1
  +6
  +6
  +3
  13
  10th
  +7/+2
  +7
  +7
  +3
  Nimble +3
  14
  11th
  +8/+3
  +7
  +7
  +3
  Enterprise
  15
  12th
  +9/+4
  +8
  +8
  +4
  16
  13th
  +9/+4
  +8
  +8
  +4
  17
  14th
  +10/+5
  +9
  +9
  +4
  Nimble +4
  19
  15th
  +11/+6/+1
  +9
  +9
  +5
  Enterprise
  20
  16th
  +12/+7/+2
  +10
  +10
  +5
  Specialized Firearm Expertise
  21
  17th
  +12/+7/+2
  +10
  +10
  +5
  22
  18th
  +13/+8/+3
  +11
  +11
  +6
  Nimble +5
  23
  19th
  +14/+9/+4
  +11
  +11
  +6
  Enterprise
  25
  20th
  +15/+10/+5
  +12
  +12
  +6
  Bonus feat, true brilliance
  26
  Gungineers are tinkerers, gunsmiths, and occasionally obsessed with 
  their strange and wondrous weapons. Their designs frequently exceed the 
  limitations of  local technology and have led some to theorize that there is 
  some sort of  strange, subconscious magic powering these weapons.
  Alignmnet: Any  
  Hit Dice: 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 
  gungineer begins with her named firearm. 
  Class Skills: The gungineer’s class skills are Acrobatics (Dex), 
  Bluff (Cha), Craft (Int), Disable Device (Dex), Handle Animal 
  (Cha), Heal (Wis),Intimidate (Cha), Knowledge (engineering) 
  (Int), Knowledge (local) (Int), Perception (Wis), Profession 
  (Wis), and Sleight of Hand (Dex).
  Skill Ranks per Level:  4 + Int.
  Gungineer
  
  18   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Class Features 
  Weapon and Armor Proficiency 
  Gungineers are proficient with all simple weapons, and with all 
  firearms. They are proficient with all light armor.
  Gunsmithing 
  The gungineer gains Gunsmithing as a bonus feat.
  Brilliance (Ex)  
  A gungineer makes her mark upon the world with daring 
  enterprises. All gungineers have brilliance, which is a measure of 
  a gungineer’s ability to perform amazing actions in combat. At 
  the start of each day, a gungineer gains a number of brilliance 
  points equal to her Intelligence modifier (minimum 1) but does 
  not recover brilliance like a gunslinger recovers grit. A gungineer 
  spends brilliance to accomplish enterprises.
  Enterprises (Ex)  
  Gungineers spend brilliance points to accomplish enterprises. 
  Most enterprises grant the gungineer some momentary bonus 
  or effect, but there are some that provide longer-lasting effects. 
  Some enterprises stay in effect as long as the gungineer has 
  at least 1 brilliance point. The following is the list of base 
  gungineer enterprises. A gungineer can only perform enterprises 
  of her level or lower. Unless otherwise noted, an enterprise 
  can be performed multiple successive times, as long as the 
  appropriate amount of brilliance is spent to perform the 
  enterprise. Gungineers may select brilliance feats, replacing 
  “grit” with “brilliance” and “deed” with “enterprise” to 
  determine their effect.
  Deadeye (Ex): At 1st level, the gungineer can resolve an 
  attack against touch AC instead of normal AC when firing 
  beyond her firearm’s first range increment. Performing this 
  enterprise costs 1 brilliance point per range increment beyond 
  the first. The gungineer still takes the –2 penalty on attack rolls 
  for each range increment beyond the first when she performs 
  this enterprise.
  Utility Shot (Ex): At 3rd level, if the gungineer has at least 
  1 brilliance point, she can perform all of the following utility 
  shots. Each utility shot can be applied to any single attack with 
  a firearm, but the gungineer must declare the utility shot she is 
  using before firing the shot.
  Blast Lock: The gungineer makes an attack roll against a lock 
  within the first range increment of her firearm. A Diminutive 
  lock usually has AC 7, and larger locks have a lower AC. The 
  lock gains a bonus to its AC against this attack based on its 
  quality. A simple lock has a +10 bonus to AC, an average 
  lock has a +15 bonus to AC, a good lock has a +20 bonus to 
  AC, and a superior lock has a +30 bonus to AC. Arcane lock 
  grants a +10 bonus to the AC of a lock against this attack. 
  On a hit, the lock is destroyed, and the object can be opened 
  as if it were unlocked. On a miss, the lock is destroyed, but 
  the object is jammed and still considered locked. It can still be 
  unlocked by successfully performing this enterprise, by using 
  the Disable Device skill, or with the break DC, though the 
  DC for either break or Disable Device or the AC increases 
  by 10. A key, combination, or similar mechanical method of 
  unlocking the lock no longer works, though knock can still be 
  employed to bypass the lock, and the creator of an arcane lock 
  can still bypass the wards of that spell.
  Scoot Unattended Object: The gungineer makes an attack 
  roll against a Tiny or smaller unattended object within the first 
  range increment of her firearm. A Tiny unattended object has 
  an AC of 5, a  
  Diminutive unattended object has an AC of 7, and a Fine 
  unattended object has an AC of 11. On a hit, the gungineer 
  does not damage the object with the shot, but can move it up 
  to 15 feet farther away from the shot’s origin. On a miss, she 
  damages the object normally.
  Stop Bleeding: The gungineer makes a firearm attack and  
  then presses the hot barrel against herself or an adjacent 
  creature to staunch a bleeding wound. Instead of dealing 
  damage, the shot ends a single bleed condition affecting the 
  creature. The gungineer does not have to make an attack roll 
  when performing the enterprise in this way; she can instead 
  shoot the firearm into the air, but that shot still uses up 
  ammunition normally.
  Targeting (Ex): At 7th level, as a full-round action, the 
  gungineer can make a single firearm attack and choose part of 
  the body to target. She gains the following effects depending 
  on the part of the body targeted. If a creature does not have 
  one of the listed body locations, that part cannot be targeted. 
  
  19   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  This enterprise costs 1 brilliance point to perform no matter 
  which part of the creature she targets. Creatures that are 
  immune to sneak attacks are immune to these effects.
  Arms: On a hit, the target takes no damage from the hit but 
  drops one carried item of the gungineer’s choice, even if the 
  item is wielded with two hands. Items held in a locked gauntlet 
  are not dropped on a hit.
  Head: On a hit, the target is damaged normally, and is also 
  confused for 1 round. This is a mind-affecting effect.
  Legs: On a hit, the target is damaged normally and knocked 
  prone. Creatures that have four or more legs or that are 
  immune to trip attacks are immune to this effect.
  Torso: Targeting the torso threatens a critical on a 19–20.
  Wings: On a hit, the target is damaged normally, and must 
  make a DC 20 Fly check or fall 20 ft.
  Bleeding Wound (Ex): At 11th level, when the gungineer 
  hits a living creature with a firearm attack, she can spend 1 
  brilliance point as a free action to have that attack deal extra 
  bleed damage. The amount of bleed damage is equal to the 
  gungineer’s Dexterity modifier. Alternatively, the gungineer 
  can spend 2 brilliance points to deal 1 point of Strength, 
  Dexterity, or Constitution bleed damage (gungineer’s choice) 
  instead. Creatures that are immune to sneak attacks are also 
  immune to these types of bleed damage.
  Gungineer’s Cleverness (Ex): At 15th level, the gungineer 
  can spend brilliance to reroll a saving throw or a skill check. 
  It costs 2 brilliance points to reroll a saving throw, and 1 
  brilliance point to reroll a skill check. The gungineer must 
  take the result of the second roll, even if it is lower. The 
  enterprise’s cost cannot be reduced by the Signature Deed 
  feat or any other effect that reduces the amount of brilliance a 
  enterprise costs.
  Stunning Shot (Ex): At 19th level, when a gungineer hits a 
  creature, she can spend 2 brilliance points to stun the creature 
  for 1 round. The creature must make a Fortitude saving throw 
  (the DC = 10 + 1/2 the gungineer’s level + the gungineer’s 
  Intelligence modifier). If the creature fails, it is stunned for 
  1 round. Creatures that are immune to critical hits are also 
  immune to this effect.
  She’s Got a Name  
  At 1st level, the gungineer gains a special firearm and gives 
  it a name (Bessie, Vera, Explodomatic, etc.). A one-handed 
  named firearm deals d8 bludgeoning and piercing damage 
  (unless otherwise specified) with a range increment of 20ft. 
  A two-handed named firearm deals d10 bludgeoning and 
  piercing damage with a range increment of 40ft. Both one- and 
  two-handed named firearms threaten a critical hit on a natural 
  20 and have a x4 critical multiplier.. Named firearms do not 
  misfire like normal firearms and are chamber-loaded with 
  alchemical cartridges. It is a move action to load a one-handed 
  or two-handed advanced firearm to its full capacity. Named 
  firearms are politely called “idiosyncratic” and less politely 
  called “insane” and “as wildly dangerous to the untrained user 
  as it is to someone on the business end of the barrel.” For this 
  reason, it cannot be enchanted like a normal weapon, nor are its 
  complicated workings suitable for beneficial spells that target a 
  weapon like greater magic weapon or keen edge.
  The gungineer modifies her named firearm to suit her needs 
  and preferences using modification points (see below). The 
  number of modification points available to the gungineer is 
  listed on Table: Gungineer and the gungineer may allocate or 
  reallocate any or all of the points each time she gains a level. 
  The gungineer may reallocate a number of points equal to 
  double her Intelligence modifier by spending an hour working 
  on it with her gunsmith’s kit. She may reallocate all the points by 
  spending 8 hours working on it with her gunsmith’s kit.
  Nimble (Ex) 
  Starting at 2nd level, a gungineer gains a +1 dodge bonus to 
  AC while wearing light or no armor. Anything that causes the 
  gungineer to lose her Dexterity bonus to AC also causes the 
  gungineer to lose this dodge bonus. This bonus increases by +1 
  for every four levels beyond 2nd level (to a maximum of +5 at 
  20th level).
  Specialized Firearm Expertise (Ex) 
  At 8th level, the gungineer may add half her Dexterity modifier 
  (rounding down) to damage with her named firearm. At 16th 
  level, she may add her full dexterity modifier.
  
  20   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  True Brilliance (Ex) 
  At 20th level, the gungineer utilizes modular components 
  to rapidly reconfigure her named firearm. She designs three 
  versions of her named firearm. They must share the same 
  power source but may have other modifications. The gungineer 
  may change the design of her named firearm between these 
  three versions as a full-round action that provokes attacks  
  of opportunity.
  Modifications  
  Modifications are divided into two categories. First they are 
  divided by points; second they are divided into which part of 
  the named firearm they modify. This second category is in 
  parentheses after each modification name. You may only ever 
  have one modification of each type unless otherwise specified 
  but you must have one of each. The parts are barrel, chamber 
  (this includes magazines and clips), grip, top rail, and bottom 
  rail. There are also power sources, though these are optional 
  parts unless another modification requires it to function and 
  modifications which do not occupy a specific part.
  Standard Issue (0-point Modifications)
  Alchemical light (bottom rail): This glowing attachment 
  sheds light as a hooded lantern. 
  Standard Grip (grip): The named firearm resolves attacks 
  against touch AC in the first range increment.
  Four-round Chamber (chamber): The named firearm has a 
  capacity of 4. This modification is only available to one-handed 
  named firearms.
  Ironsights (top rail): No additional effect.
  Steel barrel (barrel): No additional effect.
  Two-round Chamber (chamber): The named firearm has a 
  capacity of 2. This modification is only available to two-handed 
  named firearms.
  1-point Modifications
  Bayonet (bottom rail): Sliding a blade on to the underside 
  of the named firearm, the gungineer may make melee attacks. 
  These attacks deal d4 slashing or piercing damage for one-
  handed firearms and d6 slashing or piercing damage for two 
  handed firearms. A one-handed firearm with a bayonet may be 
  used with weapon finesse.
  Heavy Barrel (barrel): 
  The heavy barrel allows a 
  stronger powder charge 
  without danger of 
  warping. This provides  
  +1 damage.
  Elongated Barrel 
  (barrel): The elongated 
  barrel allows for surer aim and grants +1 to attack rolls.
  Expanded Chamber (chamber): The named firearm has a 
  capacity of 6 if it is one-handed or 4 if it is two-handed.
  Night Vision (top rail): This optic illuminates even the darkest 
  night for the gungineer and grants darkvision 30’.
  Reflex Sight (top rail): With a lens and reflective overlay at its 
  focus, an optical collimator produces a virtual image of a reticle 
  providing a +1 bonus on attack rolls.
  Sufficiently Advanced Technology: Attacks made with the 
  named firearm count as magic for the purposes of overcoming 
  damage reduction or damaging incorporeal creatures.
  2-point Modifications
  Adamantine Barrel (barrel): Using adamantine allows for 
  more powerful powder loads without the danger of warping or 
  damaging the barrel. The named firearm deals +2 damage. This 
  does not increase the hardness of the weapon.
  Comfort Grip (grip): Attacks with the named firearm  
  are resolved against touch AC at the first and second  
  range increments.
  Copious Chamber (chamber): The named firearm has a 
  capacity of 8 if it is one-handed or 6 if it is two-handed.
  Canted Ironsights: These ironsights are shifted slightly to the 
  side of the named firearm leaving room for a top rail optic 
  but giving the option for iron sights to be used closer in. This 
  modification grants +1 on attack rolls to hit a target within 20’.
  Compensator: Attached to the end of the barrel, a 
  compensator reduces recoil by directing waste energy upwards 
  forcing the barrel down. This provides a +1 bonus to hit on 
  attacks made after first attack you make in a round.
  
  21   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Electroplating: Coating the barrel and moving parts of the 
  named firearm with a metal resistant to corrosion and wear 
  allows the gun to deal +1 damage and renders it immune to 
  rusting attacks or effects, such as those from a rust monster or 
  gauntlet of rust.
  Ghost Ring (top rail): This sight is specifically attuned to 
  the spiritual realm and attunes the firearm to it as well. The 
  named firearm is treated as though it had the ghost touch magic 
  weapon property.
  Large Bore: Shots from the named firearm deal +2 damage 
  but attacks after the first take a -1 penalty on the attack roll. You 
  must be at least 8th level to choose this modification.
  Potato Grip (bottom rail): Attached to the bottom of the 
  gun barrel, this modification provides a better grip to reduce 
  recoil and prevent “barrel burns.” It provides a +1 bonus to 
  hit on attacks made after first attack you make in a round. This 
  modification can only be selected for two-handed firearms.
  Steam Power (power source): This bulky backpack is attached 
  by a hose to the named firearm and weighs 20 pounds. Named 
  firearms using steam power do not require cartridges, only a 
  bullet, but still reload their entire capacity with a move action. 
  The backpack is often quite noisy and the gungineer takes a -4 
  penalty on stealth checks.
  3-point Modifications
  Alchemical Power (power source): This smaller power source 
  only weighs 2-5 pounds and can be mounted directly on a two-
  handed firearm or attached to the firearm via a hose or conduit 
  and clipped to a belt. Named firearms using alchemical power 
  do not require cartridges, only bullets, but still reload their entire 
  capacity with a move action.
  Elemental Converter (chamber): Using alchemical or magical 
  energies, shots from the named firearms deal the chosen type 
  of elemental damage plus an additional 1d6 from the following 
  list: acid, cold, electricity, or fire. The type of damage is set 
  when you add this modification and can only be changed when 
  reallocating points. You must have the Alchemical Power or 
  Magical Power modification to choose this. If you have the 
  Alchemical Power modification, this chamber has a capacity 
  of 6. If you have the Magical Power modification, you may 
  select this modification a second time and add an additional d6 
  damage of the same or a different element to your attacks.
  Flechette Launcher (barrel and chamber): Instead of bullets, 
  this modification allows the named firearms to fire tiny razor 
  sharp blades. The firearm has a capacity of 10, deals slashing 
  damage, and causes d4 bleed damage for 1 round. Subsequent 
  hits do not stack bleed damage but do increase the duration by 
  1 round for each hit. Bleed damage from the flechette launcher 
  does stack with the bleeding wound deed.
  Gun Gauntlet (grip): Rather than a traditional grip, the gun 
  is mounted on a metal gauntlet worn by the gungineer. It 
  provides a +10 bonus to your Combat Maneuver Defense to 
  keep from being disarmed in combat. Removing and putting 
  on the gauntlet is a full-round action that provokes attacks of 
  opportunity. Attacks with the gun gauntlet are resolved against 
  touch AC in the first and second range increments. Additionally, 
  the gun gauntlet allows the gungineer to deal lethal damage with 
  her unarmed attacks. This modification is only available for one 
  handed firearms.
  Huge Bore: Shots from the named firearm deal +4 damage but 
  attacks after the first take a -2 penalty on the attack roll. You 
  must be at least 8th level to choose this modification.
  Mithral Barrel (barrel): The lightness and strength of mithral 
  allow the barrel to be much more substantial without affecting 
  its weight or balance. The named firearm deals damage as 
  though it were one size category larger.
  Molded Grip (grip): Attacks with the named firearm are 
  resolved against touch AC at the first, second, and third  
  range increments.
  Muzzle Brake: Attached to the end of the barrel, this 
  modification reduces recoil by redirecting waste energy to either 
  side of the barrel, fighting side to side sway seen in rapid fire. 
  This modification provides a +2 bonus to hit on attacks made 
  after first attack you make in a round.
  You must be at least 11th level to select this modification.
  
  22   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Revealing Tactical Light (bottom rail): This light shines as 
  a bullseye lantern but may also be used to reveal things hidden 
  from sight in other ways. As a move action, the gungineer may 
  use the revealing tactical light to shine a 30-foot cone which 
  causes anything invisible to become visible for 1 round.
  Ten-round Clip (chamber): The named firearm has a capacity 
  of 10.
  Thermal Sight (top rail): Utilizing undreamt of technologies, 
  the gungineer pierces invisibility through this sight. The 
  gungineer is able to see invisible creatures within 30 feet.
  Twenty-round magazine (chamber): The named firearm has 
  a capacity of 20 and the automatic weapon quality.
  4-point Modifications 
   
  (Unless otherwise specified you must be at least 8th level to 
  select any 4-point modification.)
  Cannon Bore: Shot from the named firearm deal +6 damage 
  but attacks after the first take a -3 penalty on the attack roll. You 
  must be at least 15th level to choose this modification.
  Dragon’s Head (bottom rail): Select either acid, cold, 
  electricity, or fire. As a full-round action that provokes  
  attacks of opportunity you may release a 15-foot cone that  
  deals 1d6 points of damage of the selected type per two 
  Gungineer levels. Those caught in the cone can attempt a 
  Reflex save for half damage. The DC is equal to 10 + 1/2 the 
  gungineer’s level + the gungineer’s Intelligence modifier. This 
  modification may be used a number of times a day equal to 3 + 
  your intelligence modifier.
  Flux Capacitor (chamber): Shots from the named firearms 
  deal the chosen type of elemental damage plus an additional 
  1d6 from the following list: acid, cold, electricity, or fire.  
  You may choose which type of damage to deal with each shot. 
  You must have the Magical Power modification to choose  
  this modification.
  Magical Power (power source): The smallest power source 
  takes many forms, crystals, orbs, and stones are common, 
  though. It can be directly attached to the firearm. Named 
  firearms using magical power do not require ammunition or 
  need to be reloaded. Attacks made with a firearm with a magical 
  power source count as magic for the purposes of overcoming 
  damage reduction or damaging incorporeal creatures. You must 
  be at least 8th level to select this modification.
  Molybdenum Barrel: This rare metal forms a barrel capable 
  of taking extreme amounts of abuse. Shots deal +5 damage.
  Perfect Grip (grip): Attacks with the named firearm are 
  resolved against touch AC at all ranges.
  Spirit Chamber (Chamber): The named firearm has a sphere 
  of swirling light and mist where its chamber should be. When 
  you add this modification, choose holy or unholy. If you choose 
  holy, shots deal an additional 2d6 damage against all creatures 
  of evil alignment. If you choose unholy, shots deal an additional 
  2d6 damage against creatures of good alignment. You must 
  have the Magical Power modification to select this modification.
  Thirty-round Magazine (chamber): The named firearm has a 
  capacity of 30 and the automatic weapon quality.
  Threat Detector (Top Rail): The threat detector features a 
  small screen or orb mounted atop the named firearm which 
  alerts the gungineer to nearby threats even if they cannot 
  be seen. This provides the gungineer with the equivalent of 
  blindsense out to 30 feet.
  5-point Modifications  
   
  (You must be at least 13th level to select any 5-point 
  modification) 
  Bomb launcher (bottom rail): You gain the Alchemist’s  
  bomb class feature using half your gungineer level as your 
  effective alchemist level. This may not be modified by feats  
  or discoveries.
   
  Exotic Metal Barrel (barrel): Using exotic metals collected 
  over a career of adventuring, the gungineer creates a barrel out 
  of a previously unknown alloy. This barrel makes shots fired 
  deal damage as if they were one size category larger and add an 
  additional +4 damage.
  
  23   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Fusion Bottle (Chamber): Harnessing the raw power of the 
  sun in your gun, each shot releases hot blasts of plasma. Each 
  shot deals half fire and half electric damage plus an additional 
  d8 each of fire and electricity. Resistance to fire or electricity of 
  5 or less does not apply against the searing plasma. You must 
  have the Magical Power modification to select this modification.
  Integration (grip): The ultimate expression of devotion, the 
  gungineer integrates the named firearm into her own arm. 
  Her named firearm cannot be disarmed, she gets a +10 bonus 
  on sleight of hand checks to conceal the firearm and resolves 
  attacks against touch AC at all range increments. 
  Magnetic Accelerator (Chamber): Using the power of 
  magnetism, this chamber accelerates the projectile inside to 
  incredible speeds. The named firearm has a capacity of 15 and 
  deals 2d6 extra damage. Its attacks may be resolved in a line as 
  long as the firearm’s first range increment as a full round action, 
  rolling once and comparing that to the AC of each target in the 
  line, or as though the weapon had the speed enchantment. You 
  must have the Steam Power or Alchemical Power modifications 
  to select this modification.
  Multi-spectrum Analyzer (top rail): Combining analysis 
  of mundane spectrums, magical spectrums and everything in 
  between, this optic grants the gungineer blindsense out to 30 
  feet and lifesense out to 60 feet.
  Particle Accelerator (Chamber): Bright particles are 
  accelerated to near light speed. Attacks with the named 
  firearm deal piercing damage and add an additional d6 extra 
  damage. Attacks may be resolved in a line as long as the 
  firearm’s first range increment as a full round action, rolling 
  once and comparing that to the AC of each target in the line, 
  or as though the weapon had the speed enchantment. Target 
  damaged by the attack are dazzled for 1d6 rounds by the  
  radiant light and blinded for 1d6 rounds on a confirmed critical 
  hit. You must have the Magical Power modification to select  
  this modification.
  
  24   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Firearms—and their gunslingers—have their drawbacks. Misfires, 
  exploding powder, drinking, gambling, or ceaseless tinkering obsession 
  with their guns drive away many would-be allies. Few gunslingers turn to 
  arcane arts and fewer still are attracted to necromancy, but those who choose 
  this way are called grey eyes. By sacrificing their own eye for a necromantic 
  orb of  metal, these grey eyes achieve an aim envied by others and a certain 
  reusability to their recent targets. Politer company tends not to look grey 
  eyes in the face while the less civilized stare openly at their “deformity.” 
  Gunslingers are the typical fare attracted to this path, but alchemists, ex-
  clerics, and wizards have also walked down this road from time to time.
  Role: Grey eyes are lonely by nature and seek others who 
  accept their eccentricities and odd ways of regarding life. 
  Adventuring is an outlet for them, one in which they can 
  practice their curious blend of necromantic arts and gun play. 
  Their enhanced aim—thanks to their replaced eye—and ability 
  to control their targets after life make the grey eye a useful if 
  distasteful ally for many adventuring parties.
  Alignment: A grey eye is restricted to any alignment that is 
  neither lawful nor good.
  Hit Die: d8
  Requirements 
  To qualify to become a grey eye, a character must fulfill all the 
  following requirements. 
  Physical: Replace one eye of character choice with a 
  necromantic magic infused metal eye called a dead eye. 
  Skills: 5 ranks in Spellcraft. 
  Special: Dead shot deed
  Prestige Classes
  Grey Eye
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +0
  +1
  +1
  Dead eye, grit, opposition schools, spells
  2nd
  +2
  +1
  +1
  +1
  Dead shot (+1)
  3rd
  +3
  +1
  +2
  +2
  4th
  +4
  +1
  +2
  +2
  Dead shot (+2)
  5th
  +5
  +2
  +3
  +3
  6th
  +6
  +2
  +3
  +3
  Dead shot (+3)
  7th
  +7
  +2
  +4
  +4
  8th
  +8
  +3
  +4
  +4
  Dead shot (+4)
  9th
  +9
  +3
  +5
  +5
  10th
  +10
  +3
  +5
  +5
  Dead shot (+5)
  Skill Ranks per Level:  3 +Int.
  Class Features 
  The following are class features of the grey eye prestige class.
  Weapon and Armor Proficiency 
  A grey eye gains no proficiency with any weapon or armor.
  Dead Eye (Su) 
  Starting at 1st level, a grey eye’s dead eye can hold a number of 
  grit points inside it equal to half her grey eye level (minimum 1) 
  which grant her access to a number of effects listed below. Grit 
  can be freely transferred to the dead eye but doing so expends a 
  grit point from her normal reserve. Grit cannot be transferred 
  
  25   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  out of the dead eye into her normal grit point reserve. Any grit 
  stored in her dead eye do not count towards her maximum grit 
  per day and do not expire until used. Each effect is activated as a 
  swift action unless noted otherwise.
  Power Over Undead (Su): By expending one grit from her 
  dead eye, a grey eye gains access to the wizard necromancy 
  school ability of the same name for 24 hours.
  Ghost Shot (Su): By expending one grit from her dead eye, a 
  grey eye can give her bullets the ghost touch weapon special 
  ability for 1 minute.
  Grave Touch (Sp): By expending one grit from her dead eye, 
  a grey eye gains access to the wizard necromancy school ability 
  of the same name for 24 hours.
  Frightening Gaze (Su): By expending two grit from her dead 
  eye, as a standard action a grey eye’s dead eye causes creatures 
  within 30 feet that meet her gaze to succeed on a Will save or 
  stand paralyzed in fear for 1 round. The DC is equal to 10 + 
  ½ her grey eye level + her Charisma modifier. This is a mind-
  affecting fear paralysis effect. A creature that successfully saves 
  cannot be affected again by the frightful gaze of that grey eye 
  for 1 day. 
  Undead Legion (Su): By expending two grit from her dead 
  eye, a grey eye may add her Intelligence bonus to the number 
  of hit die of undead she can create when using the spell 
  animate dead for 24 hours.
  Used to Pain (Ex): By expending two grit from her dead eye, 
  a grey eye may gain DR 5/— for 24 hours.
  Command Undead (Su): By expending three grit from her 
  dead eye, a grey eye gains access to the Command Undead 
  feat for 24 hours. Her grey eye level is her effective cleric level. 
  Any existing levels of cleric stack with her grey eye level for 
  this ability.
  Spell Recall (Su): By expending three grit from her dead eye, 
  a grey eye can cast any single spell she has already prepared 
  and cast that day up to 3rd spell level as the magus’ spell  
  recall ability.
  Dead Again (Su): By expending four grit from her dead 
  eye, the length of time animated is doubled for any creature 
  animated by the grey eye. This effect does not stack with itself.
  Hollow Shot (Ex): By expending four grit from her dead eye, 
  a grey eye’s next single shot causes her target to succeed at a 
  Fortitude save or gain the dying condition even if the target 
  has 0 or greater hit points. The DC is equal to 10 + her grey 
  eye level + her Wisdom bonus (if any). The target makes 
  Constitution checks each round as normal but does not take 
  a negative to the check if the target is not reduced to negative 
  hit points. Creatures that have not been reduced to negative 
  hit points by this shot and fail their Constitution check loses 
  hit points equal to the original shot’s damage. Any creature 
  that currently has 101 hit points or more is unaffected.
  Piercing Gaze (Su): By expending five grit from her dead 
  eye, as a standard action a grey eye’s dead eye causes creatures 
  within 15 feet  that meet her gaze to succeed on a Will save 
  or have the critical threat range from any natural weapon, 
  manufactured weapon, or unarmed attack that target it 
  doubled for 1 round. The DC is equal to 10 +½ her grey 
  eye level + her Charisma modifier (if any). This is a mind-
  affecting fear effect. A creature that successfully saves cannot 
  be affected again by the piercing gaze of that grey eye for  
  1 day.
  Undead Rule (Su): By expending five grit from her dead eye, 
  a grey eye may choose one creature she has animated and 
  apply the graveknight template to it. She may not have more 
  than 1 creature animated with the graveknight template at any 
  given time.
  Grit (Ex) 
  A grey eye’s grit functions exactly as the gunslinger’s grit except 
  that she recharges her normal grit pool with a confirmed critical 
  hit or, if the optional rule is used, a daring act. When she kills a 
  target with her firearm she instead gains a point of grit into her 
  dead eye (up to the maximum).
  Opposition Schools 
  At 1st level, any school of magic that is not necromancy is 
  considered an opposition school. Any spells that target the 
  grey eye from these schools of magic has any DC’s increased 
  by ½ her grey eye level (minimum 1). Any spells from scrolls 
  or wands a grey eye attempts to use that are of these schools 
  increase the Spellcraft or use magic device DC by ½ her grey 
  eye level (minimum 1). This represents her fascination with 
  necromancy and her lack of formal education in general  
  magical principles.
  
  26   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Spells  
  At 1st level and every level thereafter, a grey eye gains the ability 
  to cast arcane spells as a wizard. Her effective caster level is 
  equal to her grey eye level. Spells from the necromancy school 
  have any DC’s increased by ½ her grey eye level (minimum 1).
  A grey eye may know any number of spells. She must choose 
  and prepare her spells ahead of time by getting 8 hours of sleep 
  and spending 1 hour studying her spellbook. While studying, the 
  grey eye decides which spells to prepare. The number of spells 
  per day is listed in the table below.
  Spellbooks 
  This functions like the wizard spellbook class ability.
  Dead Shot 
  At 2nd level, whenever a grey eye reduces a corporeal creature 
  to negative hit points with her dead shot deed, it can be 
  animated as a skeleton or zombie automatically under the 
  grey eye’s control. Creatures animated in this manner have the 
  skeleton or zombie template applied to the base creature. These 
  animated creatures last for 24 hours and then crumble. This 
  does not count towards the number of undead a grey eye can 
  have under her command at any time. The target receives a Will 
  save equal to 10 + the grey eye’s Wisdom bonus (if any) + the 
  amount of negative hit points to resist being animated.
  At 2nd level, a grey eye can have 1 creature animated in this 
  manner. At 4th level she increases the number of creatures to 2, 
  at 6th the number increases to 3, at 8th the number increases to 
  4, at 10th the number increases to 5.
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  1st
  3
  1
  —
  —
  —
  —
  2nd
  4
  2
  —
  —
  —
  —
  3rd
  4
  2
  1
  —
  —
  —
  4th
  4
  3
  2
  —
  —
  —
  5th
  4
  3
  2
  1
  —
  —
  6th
  4
  3
  3
  2
  —
  —
  7th
  4
  4
  3
  2
  1
  —
  8th
  4
  4
  3
  3
  2
  —
  9th
  4
  4
  4
  3
  2
  1
  10th
  4
  4
  4
  3
  3
  2
  Spells per Day
  Sometimes the evilest eye is the one that looks down a gunsight. Witches 
  and Gunslingers share a bond in that they are both commonly outsiders 
  and loners. Swift, nimble hands to cast a spell are equally adept at drawing 
  down on a foe. Witches form the bedrock of  this prestige class, usually 
  muilticlassed with gunslinger but occasionally with other classes.
  Hit Die: d8
  Hex Gunner
  
  27   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  Spells
  1st
  +0
  +0
  +2
  +2
  Bonded firearm, grit, traitor’s patron
  2nd
  +1
  +0
  +3
  +3
  Hex, Hex bullet
  +1 of existing arcane class
  3rd
  +2
  +1
  +3
  +3
  Ghost touch deed
  +1 of existing arcane class
  4th
  +3
  +1
  +4
  +4
  Major Hex
  +1 of existing arcane class
  5th
  +3
  +1
  +5
  +5
  Imbue Bullet
  6th
  +4
  +2
  +5
  +5
  Hex
  +1 of existing arcane class
  7th
  +5
  +2
  +5
  +5
  Baleful polymorphic bullet
  +1 of existing arcane class
  8th
  +6
  +2
  +6
  +6
  Hex
  +1 of existing arcane class
  9th
  +6
  +3
  +6
  +6
  Improved Bonded Firearm
  10th
  +7
  +3
  +7
  +7
  Hex
  +1 of existing arcane class
  Table: Hex Gunner
  Requirements 
  To qualify to become a Hex gunner a character must fulfill all of 
  the following criteria. 
  Class abilities: A Hex gunner must have the Evil Eye Hex, 
  have a Familiar, and either the Grit class feature or the Amateur 
  Gunslinger feat. 
  Skills: Knowledge (arcane) 5 ranks, Spellcraft 5 ranks 
  Special: In a special ritual the Hex gunner must sacrifice her 
  familiar using her gun and etch a likeness of that familiar into 
  the side of the gun barrel.
  Skill Ranks per Level:  2 +Int.
  Class Features 
  The following are class features of the Hex Gunner  
  prestige class.
  Weapon and Armor Proficiency: A Hex gunner gains no 
  additional weapon or armor proficiencies.
  Bonded Firearm (Su) 
  The hex gunner’s firearm functions as a wizard’s bonded item 
  and in addition the hex gunner can learn spells from her firearm 
  as though the firearm was still her familiar. This happens as a 
  part of the ritual that qualifies a hex gunner into the class and 
  all the spells the sacrificed familiar learned are etched into the 
  bonded gun.
  Traitor’s Patron (Su) 
  The hex gunner loses her current patron and gains a new one. 
  She retains all spells she has already learned from her previous 
  patron. After selecting a new patron she counts her witch and 
  hex gunner levels to determine which patron spells she has 
  access to. 
  Hex 
  A Hex gunner gains a new hex every even level and at the 
  indicated levels may select major and grand hexes.
  Hexed Bullet (Ex) 
  At 2nd level, a hex gunner may imbue a bullet with her hex 
  as a move action. If the hexed bullet hits, the imbued hex 
  automatically succeeds bypassing any save. This ability costs 1 
  grit point and counts as a use of the hex.
  Ghost Touch Deed (Su)   
  At 3rd level, as long as a hex gunner has at least 1 grit her 
  bonded firearm counts as a ghost touch weapon.
  Imbue Bullet (Su) 
  At 5th level, the hex gunner gains an ability identical to imbue 
  arrow from Arcane Archer except that her bullets are imbued 
  rather than arrows.
  Baleful Polymorphic Bullet (Sp)  
  At 7th level, a hex gunner may use a swift action to imbue a 
  bullet with a baleful polymorph spell like ability. The targeted 
  creature takes on the same form as the witch’s former familiar. 
  Using this ability will deactivate the ghost touch deed for the 
  rest of the day as though the hex gunner had spent all their grit. 
  This ability costs 3 grit points to activate.
  Improved Bonded Firearm (Su)  
  At 9th level a hex gunner’s bonded item may store an additional 
  spell and enchantments cost 1/4 their normal price instead of 
  1/2 when you use the Craft Magic Arms and Armor feat.
  
  28   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  “Fight like the gun is not there, shoot as if  you know you will not miss, 
  there is nothing but the bullet and the moment.” Thus reads a famous quote 
  from an unnamed Qiang Seng master to a pupil’s question. While not 
  all teachers of  the blended martial art of  body and gun are so cryptic, all 
  practitioners perform astounding feats using firearms and other specialized 
  weapons. While monks, gunslingers, ninjas, rogues, and multiclass 
  combinations of  these classes likely find this prestige class easiest to enter, a 
  number of  other classes can qualify and benefit from this prestige class.
  Hit Die: d8
  Requirements 
  To qualify to become a Qiang Seng, gunner a character must 
  fulfill all of the following criteria. 
  Alignment: Any other than Chaotic Neutral. 
  Skills: Acrobatics 5 ranks, Perception 5 ranks, Sense Motive  
  5 ranks. 
  Feats: Dodge, Weapon Focus (any one firearm or  
  combination firearm). 
  Special: Stunning Fist class feature or feat, Ki Pool class 
  feature, Grit class feature or Amateur Gunslinger feat.
  Class Skills:  The Qiang Seng’s class skills (and the key ability 
  for each skill) are Acrobatics (Dex), Knowledge (engineering) 
  (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex).
  Skill Ranks per Level:  4 +Int.
  Class Features 
  The following are class features of the Qiang Seng  
  prestige class.
  Qiang Seng  
  (pronounced “she-yan sun”)
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +0
  +1
  +1
  +1
  Unarmed combat, Gun Kata, Grit and Ki Point Synergy
  2nd
  +1
  +1
  +1
  +1
  Nimble +1, Acrobatic Reload
  3rd
  +2
  +2
  +2
  +2
  Gun Kata, Meditative Shot
  4th
  +3
  +2
  +2
  +2
  Two-Weapon Fighting, Sword and Pistol
  5th
  +3
  +3
  +3
  +3
  Nimble +2, Gun Kata
  6th
  +4
  +3
  +3
  +3
  Lead Fist, Zen Shot
  7th
  +5
  +4
  +4
  +4
  Improved Two-Weapon Fighting, Gun Kata
  8th
  +6
  +4
  +4
  +4
  Nimble +3, Trigger Strike
  9th
  +6
  +5
  +5
  +5
  Hail From a Feather, Gun Kata
  10th
  +7
  +5
  +5
  +5
  Nirvana Shot, Enlightened Spirit
  Weapon and Armor Proficiency: A Qiang Seng gains no 
  additional weapon or armor proficiencies. However all firearms 
  that have a melee ability are treated as monk weapons by the 
  Qiang Seng for being able to use them with Flurry of Blows 
  while using their melee attack option.
  Unarmed Combat (Ex) 
  A Qiang Seng’s class levels stack with any monk levels for the 
  purposes of determining flurry of blows, stunning fist, and 
  unarmed strike class features (including determining damage 
  dealt by unarmed strike attacks). 
  Gun Kata (Ex) 
  At 1st level, the Qiang Seng gains access to their first gun 
  kata, which may be chosen from any of the katas listed below. 
  The Qiang Seng may chose an additional kata at each odd 
  level gained after 1st. A Qiang Seng may only have one kata 
  active at any given time. Entering a kata is a full round action 
  that provokes attacks of opportunity, switching from one 
  kata to another is a move action and also provokes attacks of 
  opportunity. The Qiang Seng must have one Grit or Ki point 
  left for a kata’s special abilities to function or be available. This 
  is in addition to any point costs the kata’s special abilities may 
  require to be used.
  Clawing Dragon: This kata focuses on deflecting and 
  controlling the trajectory of the bullets and arrows fired by 
  others, its movements designed to better keep missiles away 
  from the body and sometimes turn them against the shooters 
  allies with shots of your own. When using this kata the Qiang 
  Seng gains a +1 bonus to their Armor Class vs. missiles as 
  long as at least one firearm is being wielded. By spending one 
  Grit or Ki point the Qiang Seng may use their firearm (as long 
  as it is loaded) to redirect a missiles she has been deflected 
  using Deflect Arrows or a similar ability to strike an opponent 
  who is within 10 ft. of you and is a valid (line of sight) target 
  for the ranged attacker. The attack roll to determine if the 
  
  29   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  missile hits its new target is equal to the original attack roll 
  that was deflected by the Qiang Seng with a +4 bonus to 
  hit. The attack deals its normal damage to the new target as 
  if the original ranged attacker had hit the Qiang Seng, this 
  includes any and all modifications made to that attack by the 
  original shooter. You may use this ability only once per round 
  regardless of the number of ranged attacks you could deflect 
  in a round. Redirecting the missiles use one round from the 
  firearm you are wielding each time it is used. No attack roll 
  from the Qiang Seng is needed to redirect the missile and the 
  attack does not count against the max number of attacks she 
  could make in a round.
  Dancing Crane: This kata mimics the fluid and deliberate 
  movements of the crane to simply better avoid missiles 
  rather than bothering to deflect them. When using this kata 
  the Qiang Seng gains 20% concealment vs. missile weapons 
  for as long as it is in use. This bonus can be increased to 
  50% concealment vs. missile weapons by spending two 
  points from the Qiang Seng’s Grit/Ki pool. This increase 
  lasts for a number of rounds equal to the Qiang Seng’s 
  Wisdom modifier each time the points are spent in this way. 
  Additionally anytime you make a single attack action while 
  using this kata that attack gains a +4 bonus to hit, as cranes are 
  cunning fisherman and know when to strike.
  Lunging Mantis: Students of this kata try to perfect the 
  absolute stillness and lightning fast lunge that are the whole 
  marks of the mantis. While using this kata the Qiang Seng 
  gains a +4 bonus to Initiative checks and may spend a Grit or 
  Ki point to deal +2d6 damage on confirmed critical hits with 
  a monk weapon or any type of firearm. You may not deal this 
  additional damage more than once per round regardless of 
  whether multiple critical hits are scored.
  Stalking Tiger: When using this kata its followers invoke the 
  hunting stealth and power of the tiger. While in use this kata 
  grants the Qiang Seng a +4 bonus to the Stealth skill and a 
  +2 bonus to hit with monk melee weapons, combination 
  firearms (the melee portion only), and if using the pistol whip 
  gunslinger deed. By spending one point of Grit or Ki the 
  Qiang Seng may use the Pounce special ability for a number 
  of rounds equal to half their Wisdom modifier. This ability 
  may only be used with the same weapons that are granted the 
  additional to hit bonus.
  Striking Snake: Quick to strike and often relentless are 
  serpents, and those who learn this kata emulate that speed 
  and aggression in their gun play. While in use this kata allows 
  the Qiang Seng to spend one point of Grit or Ki to use their 
  Flurry of Blows ability with ranged attacks from firearms. 
  However this does not allow the Qiang Seng to fire more 
  rounds than the capacity of the firearm(s) she is wielding, and 
  they must be reloaded as normal and remain subject to misfire 
  chance (if any) on each attack made. Additionally whenever 
  the full attack action is used while this kata is active each attack 
  in the full attack action gains a +2 bonus to hit, this bonus 
  applies only to full attack actions taken with ranged attacks 
  from firearms.
  Diving Eagle: Keen sighted eagles know their prey even from 
  afar, and begin their attack before that prey even knows it has 
  been launched. This kata draws upon the eagle’s long vision 
  and diving strike to enhance ranged attacks from up on high. 
  While in use, the Qiang Seng deals additional damage when 
  making ranged attack with a firearm from above their target. 
  Any attack that hits deals +1 damage for every 10 ft. the 
  Qiang Seng is above the target of the attack, to a maximum 
  of +10 at 100 ft. Any and all range penalties still apply to 
  this attack. Additionally, while active anytime a critical hit is 
  confirmed the Qiang Seng may spend one Grit or Ki point to 
  give the target a 50% chance to gain the blinded condition for 
  1d4 rounds.
  Running Fox: This kata seeks to teach its students that 
  cunning, speed, and guile can be the deadliest weapons of all. 
  While in use the Qiang Seng gains +10 ft. to their base land 
  speed and a +4 bonus to the Acrobatics skill. Additionally the 
  Qiang Seng may spend one point of Grit or Ki to gain +2d6 
  sneak attack damage on one attack. The ability works as the 
  rogue class feature of the same name and follows all the same 
  rules and restrictions.
  Grit and Kit Point Synergy (Su) 
  At 1st level, a Qiang Seng may freely use Grit points and Ki 
  points interchangeably and may pay for abilities that use Grit  
  or Ki using points from both pools at once if she so desires in 
  any ratio.
  Nimble (Ex) 
  At 2nd level, the Qiang Seng gains a +1 to the Nimble ability, 
  this bonus stacks with any existing bonus from the gunslinger 
  ability of the same name. This bonus increase by +1 for each 
  additional three levels gained beyond 2nd.
  Acrobatic Reload (Ex) 
  At 2nd level, whenever the Qiang Seng successfully uses the 
  Acrobatics skill to jump, fall, or move through a threatened 
  square she may chose to spend 2 points from her shared Ki and 
  Grit pool to reload any firearm that she is currently wielding to 
  its full capacity of rounds. Doing so is part of the Acrobatics 
  skill check and does not count as an action of its own, nor does 
  it provoke an attack of opportunity. Failure in the Acrobatics 
  skill check still causes the normal effects.
  
  30   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Meditative Shot (Ex): 
  At 3rd level, the Qiang Seng is able to ignore some of the 
  negative effects of range, weather, spells, and special abilities 
  on her ability to successfully hit targets when shooting a 
  firearm. The Qiang Seng may ignore up to a -4 penalty to her 
  ranged attack roll from sources including range, inclement 
  weather, debuff spells (such as curse, weaken powder, etc), and 
  miscellaneous spell like abilities that impose a penalty to ranged 
  attacks. Using this ability costs one Grit or Ki point each time it 
  is used, and the short meditation period required is a standard 
  action to perform.
  Two-Weapon Fighting 
  At 4th level, a Qiang Seng gains Two-Weapon Fighting as a 
  bonus feat, and needs not meet the prerequisites for the feat. 
  If the Qiang Seng already has this feat then she instead gains 
  Improved Two-Weapon Fighting Instead. This feat only applies 
  to monk weapons, firearms, and combination firearms.
  Sword and Pistol 
  At 4th level, a Qiang Seng gains Sword and Pistol as a bonus 
  feat and need not meet the prerequisites for the feat.
  Lead Fist (Ex) 
  At 6th level, the Qiang Seng may use their Stunning Fist ability 
  with a ranged attack from a firearm. This attack uses the normal 
  range increments of the firearm to determine any bonuses 
  or penalties to the attack role, but otherwise follows all rules 
  regarding the Stunning Fist monk class feature.
  Zen Shot (Su) 
  At 6th level, the ability of a Qiang Seng to ignore outside 
  distractions through meditation while shooting a firearm grows 
  stronger. Zen Shot works just as the Meditative Shot ability but 
  may ignore up to a total of -8 to hit.
  Improved Two-Weapon Fighting 
  At 8th level, the Qiang Seng gains Improved Two-Weapon 
  Fighting as a bonus feat, even if she does not meet the 
  prerequisites. If she already possesses this feat then she 
  automatically gains Greater Two-Weapon Fighting instead.  
  This feat only applies to monk weapons, firearms, and 
  combination firearms.
  Trigger Strike (Ex) 
  At 8th level, a Qiang Seng’s may turn weapons that have a 
  trigger mechanism against those who wield them. Anytime a 
  Qiang Seng successfully grapples an opponent who is using 
  a triggered weapon she may force that opponent to fire the 
  weapon into the ground to waste a shot. Additionally, if the 
  Qiang Seng spends one point of Ki or Grit when successfully 
  grappling an opponent she may turn a triggered weapon on its 
  wielder, making a single attack using her highest bonus against 
  that opponent using their own weapon. While the Qiang Seng 
  does not disarm the opponent of the weapon, it is considered 
  to be wielded by the Qiang Seng for this attack, and any feats 
  and bonuses that would apply to the weapon in question that 
  the Qiang Seng possesses apply to this attack. If the weapon is 
  empty of ammunition, or cannot fire for any reason, then this 
  attack is wasted.
  Hail From a Feather (Ex) 
  At 9th level, whenever the Qiang Seng uses the Slow Fall 
  monk class feature she may spend one point of Grit or Ki to 
  make a ranged attack with a firearm or combination firearm 
  against an opponent who is beneath them and no more than 
  60 ft. from the square she will land in. This attack is made at 
  her highest bonus and does not count against the number of 
  attacks the Qiang Seng can make in a round. However, slow 
  falling still counts as movement and does affect attack actions 
  as normal. If the Qiang Seng is wielding two weapons while 
  slow falling and both are firearms, she may spend a second Grit 
  or Ki point to make an attack with her off-hand weapon as 
  well at its highest bonus. You may not use Acrobatic Reload in 
  conjunction with this ability.
  Nirvana Shot (Su) 
  At 10th level, such is the concentration and focus of a 
  Qiang Seng that she has mastered the ability to shut out any 
  distraction that could spoil her shot. This ability works just as 
  the Meditative and Zen Shot abilities save it ignores all penalties 
  applied from the sources mentioned, and using the ability costs 
  two points from the shared Grit/Ki pool of the Qiang Seng 
  rather than just one.
  Enlightened Spirit (Su) 
  At 10th level, the Qiang Seng gains two additional Grit points 
  and two additional Ki points added to her respective pools. 
  
  31   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  New grit feats
  Bushwack 
  You take full advantage of  targeting a flat footed opponent.
  Prerequisites: 5 or more ranks in Stealth and Targeting deed. 
  Benefits: If you hit a target creature that is flat footed while 
  using the targeting deed you gain a +1 to hit and +1d6 damage 
  in addition to the normal effects of hitting the part of the  
  body targeted. 
  Normal: You gain no additional benefits from using targeting 
  on a flat footed creature.
  Cleaving Shot Deed 
  You pack just enough powder and hit in just the right spots to kill two birds 
  with one shot. 
  Prerequisites: BAB +6, Deadly Aim, Grit Class feature or 
  Amateur Gunslinger feat. 
  Benefits: As a standard action, you can make a single attack at 
  your full base attack bonus against a foe within reach. If you hit, 
  you deal damage normally and can make an additional attack 
  (using your full base attack bonus) against a foe that is in the 
  same line of fire as the first and also within range. You can only 
  make one additional attack per round with this feat. You must 
  have at least one grit point to use cleaving shot. 
  Normal: Your bullet stops when it hits the first foe.
  Horse Whisperer 
  You have a bond with domesticated animals and can coax out feats of  
  unusual bravery. 
  Prerequisites: Grit class feature or Amateur Gunslinger feat, 
  Handle Animal 4 ranks. 
  Benefits: You may grant the combat trained trick to any normal 
  animal with the expenditure of 1 Grit point. If the animal is 
  already combat trained this allows it to have a bonus equal to 2 
  times the character’s class level to acrobatics, climb, fly, or swim 
  checks, a +10 to their base movement, and the diehard feat for 
  10 minutes per character level. 
  Special: Optionally, you may permanently reduce your Grit 
  pool by 1 to make this change permanent. 
  Normal: It takes 6 weeks and a DC 20 handle animal check to 
  combat train an animal.
  
  32   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Gear
  Dragon Tonfa: The design of the simple tonfa lends itself to 
  integrating a firearm into one.  The dragon tonfa combines a 
  dragon pistol into the weapon.  It functions as a double weapon 
  for the purpose of masterwork quality and enchantments.  If 
  the weapon gains the broken condition it cannot be used as a 
  normal tonfa until repaired.
  Shrapnel Stake: While not a true firearm a simple wooden 
  stake drilled out and packed with a single charge of black 
  powder or an alchemical cartridge plus a wick fuse becomes 
  a rain of deadly shivers.  The weapon can be used in melee 
  or thrown with a range increment of 10 ft.  Lighting the fuse 
  of a shrapnel stake is a move action and provokes attacks of 
  opportunity.  A shrapnel stake explodes one round after the fuse 
  is lit, and deals 2d6 piercing damage to all targets within a 5 ft. 
  radius of the stake.
  Spear Pistol: A derivative of the hand crossbow a spear pistol 
  is designed to function effectively underwater.  Reloading a 
  spear pistol is a move action and proves attacks of opportunity.  
  When fired below water the spear pistol has a range increment 
  of 10 ft. and takes only a -1 penalty per 10 ft. of water they was 
  through, though this is still in addition to penalties from range.
  Tekko-Kagi Pistol: This weapon combines the “iron 
  claw” with a small bore pistol.  This weapon is considered a 
  double weapon for the purposes of masterwork quality and 
  enchantments.  If the firearm portion of the weapon gains the 
  broken condition, the weapon may not be used as a normal 
  tekko-kagi until it is repaired.
  Benefit: A tekko-kagi pistol can be used an offensive weapon, 
  defensively like a buckler, or to disarm an opponent’s weapon 
  without provoking an attack of opportunity. It provides its 
  owner with a +2 circumstance bonus on attempts to disarm or 
  sunder swords or other slender-bladed weapons
  (exotic)
  One-Handed 
  Ranged Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  Spear Pistol
  500 gp
  1d4
  1d6
  20×3
  20 ft.
  - 
  1
  4 lbs.
  P
  fire underwater
  Dragon Tonfa
  1,500 gp
  1d4
  1d6
  20×4
  20 ft.
  1-2    (5 ft.) 1
  4 lbs.
  B and P
  blocking, monk, 
  scatter
  Tekko-Kagi 
  Pistol
  850 gp
  1d3
  1d4
  20×4
  10 ft.
  1 (5ft.)
  1
  2 lbs.
  B and P
  disarm, see text
  Shrapnel Stake
  15 gp
  1d3
  1d4
  20×2
  10 ft.
  1 (5 ft.)
  -
  1 lb.
  P
  see text
  Exotic Weapons (ranged and firearms)
  (exotic)
  Two-Handed 
  Ranged Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Capacity
  Weight
  Type
  Special
  Culverin 
  Earthbreaker
  4,250 gp
  2d6
  2d8
  20×4
  30 ft.
  1 (10ft.)
  1
  50 lbs.
  B and P
  scatter
  Musket 
  Greatsword
  2,000 gp
  1d10
  1d12
  20×4
  40 ft.
  1-2    (5 ft.) 1
  20 lbs.
  B and P
  -
  Spear Rifle
  2,500 gp
  1d6
  1d8
  20×3
  50 ft.
  -
  1
  10 lbs.
  P
  fire underwater, 
  entangle
  
  33   The Flying Pincushion | Into The Breach | The Gunslinger | 2014 
  Culverin Earthbreaker: This weapon combines the 
  “bombard” also known as a culverin with the hefty 
  earthbreaker.  Though extremely heavy this weapon can deal 
  considerable damage when fired or swung.  This weapon is 
  considered a double weapon for the purposes of masterwork 
  quality and enchantments.  If the firearm portion of this 
  weapon gains the broken condition, the weapon cannot be used 
  as a normal earthbreaker until repaired. Due to the weight and 
  strange heft of this weapon all attacks made with it are at a -2 to 
  the attack roll.
  Musket Greatsword: This weapon is a strange hybrid of a 
  musket that has had a greatsword blade mounted to the length 
  of the barrel along the top side.  Because of the obstructing 
  nature of the sword blade and odd balance all attacks made with 
  this weapon are at a -2 penalty to attack roll.  This weapon is 
  a double weapon for the purposes of masterwork quality and 
  enchantments.  If the firearm portion of this weapon gains 
  the broken condition the weapon may not be used as a normal 
  greatsword until it is repaired.
  Spear Rifle: A more powerful version of the spear pistol the 
  spear rifle allows a strong cord to be attached to the projectile 
  which can be used in several ways. The wielder of a spear rifle 
  may use the weapon to fire a projectile into a solid surface and 
  create an anchor point.  Alternately a small net can be attached 
  to the projectile and line which entangles the target, functions 
  as per the entangling arrow.   When fired below water the spear 
  rifle has a range increment of 30 ft. and takes only a -1 penalty 
  per 30 ft. of water they pass through, though this is still in 
  addition to penalties from range.
  Gun accessories:
  Hammer grips and stocks:  Really nothing more than a 
  reinforced metal plate with short pyramid studs cut to fit an 
  existing gun stock or grip.  Once installed it increases the melee 
  damage of a firearm used to perform the pistol whip gunslinger 
  deed by one dice (1d8 one hand, 1d12 two-handed for Medium 
  size) or allows anyone proficient with the firearm to use the 
  weapon in melee to deal 1d4 with a one handed or 1d6 with a 
  two-handed weapon.  The damage dealt by a hammer stock or 
  grip is bludgeoning damage. There are no penalties to attack 
  rolls for using a modified firearm in this way.  The modification 
  costs 100 gp for one handed firearms and 250 gp for two-
  handed firearms. 
  
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  15. Copyright Notice:
  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.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author:  
  Jason Bulmahn.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, 
  Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug 
  Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Magic, © 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.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, 
  Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Into the Breach: The Gunslinger. Copyright 2014, Authors: Frank Gori, Jeff Harris, 
  Taylor Hubler, Jason Linker, Chris Linker, Kiel Howell, Richard Litzkow, and  
  Anthony Butler.
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  Declaration of Open Game Content                                        
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Flying Pincushion/Into the Breach - The Gunslinger.pdf