Zero

The Zero despises the term firearms, but instead prefers to see their cold potential - believing that they should be as chilling as the death they are so designed to bring. The zero has spent all his time coming up with a way to use guns to freeze instead of pierce. Bullets after all are so one-dimensional, what can they do but go through flesh and clang off of metal? But ice, that is so much more utilitarian. Whether it's freezing the skin off of her enemy's bones, or manipulating the battlefield by creating ice slicks, and walls of freeze cold, the Zero is a force to be reckoned with.
== Weapon and Armor Proficiency ==
Instead of proficiency with all firearms, a Zero only gains proficiency with the Freeze Gun. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines. A Zero is proficient with all armors and shields, except tower shields.
This Replaces Weapon and Armor Proficiency
== Freeze Gun ==
At 1st level, a zero gains a Freeze Gun of her choice. A Freeze gun does not use ammunition but instead takes moisture from the air and cools it down. After a Freeze Gun has fired for a certain amount of time it requires a recharge time before it can fire again. A Freeze Gun resolves it's attack against normal AC (not touch AC). A Freeze Gun's damage is considered cold. The Rapid Reload feat does not effect Freeze Guns.
=== Freeze Pistol ===
A Freeze Pistol fires a bolt of ice at a target. This bolt functions like any other projectile. It can fire six times before needing to recharge (but can be recharged after any number of firings). The weapon takes a full-round-action to recharge. This weapon absorbs moisture from the air during it's recharge time, and stores that moisture in the gun.
Cost 	Dmg (S)	Dmg (M)	Critical	Range 	Misfire 	Capacity	Weight	Type
1,000 gp	1d6 	1d8 	x4 	20 ft.	1 (5 ft.)  	1 	4 lbs.	B
=== Freeze Rifle ===
A Freeze Rifle fires a stream of ice at a target. This stream does more damage the longer it is focused on a target, according the following progression: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. For example if during the first round the Zero targets an opponent it does 1d10 damage. If during the second round the Zero targets that same opponent it does 2d8 damage. This stream is not considered broken as long as the Zero hits the same target during each round without switching targets. Even if the Zero lost line of effect in between his turns, as long as he is able to establish line of effect before his turn's end, the stream is considered to have continued to focus on the target. It can fire for up to 7 rounds before needing to recharge (but can be recharged after any number of rounds), the weapon takes a full-round to recharge. This weapon absorbs moisture as it's trigger is being held and immediately converts it into the stream of ice, and the weapon expels the heat that this process generates during it's recharge time.
Cost 	Dmg (S)	Dmg (M)	Critical	Range 	Misfire 	Capacity	Weight	Type
1,500 gp	1d10 	1d12 	x4 	40 ft.	1-2 (5 ft.)	1 	9 lbs.	B
The gunslinger also gains Zerosmithing as a bonus feat.
=== Zerosmithing ===
You know the secrets of repairing and restoring Freeze Guns.
Benefit: If you have access to a gunsmith's kit, you can create and restore Freeze Guns. You do not need to make a Craft check to create Freeze Guns.
Crafting Freeze Guns: You can craft either Freeze Gun for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single Freeze Gun with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
This replaces gunsmith.
== Ice Wall (Ex) ==
At 2nd level, as an immediate action, a Zero can spend 1 grit point to create an wall of ice in a edge of your space. This edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the ice wall. This wall lasts for 1 round or until it has blocked one attack. This wall's duration and number of blocked attacks before breaking increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
This replaces Nimble.
== Freeze Gun Training ==
Starting at 5th level, a Zero increases her skill with her Freeze Gun. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with it, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.
This Replaces Gun Training
== Deeds ==
=== Cold (Ex) ===
As long as the Zero has 1 grit point, a creature of the water subtype instead takes damage and a half from the Zero's Freeze Gun. If the Zero spends 1 grit point she does additional damage equal to her Zero level.
This replaces Deadeye
=== Zero’s Solid Ground (Ex) ===
At 1st level, the Zero can use her gun to freeze her feet to the ground allowing her increased stability. She can spend 1 grit point, as an immediate action, to receive a +4 bonus to her CMD against a bull rush or trip combat maneuver.
This replaces Gunslinger's Dodge
=== Quick Clear (Ex) ===
At 1st level, as a standard action, the Zero can remove the broken condition from a single Freeze Gun she is currently wielding, as long as that condition was gained by a firearm misfire. The Zero must have at least 1 grit point to perform this deed. Alternatively, if the Zero spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
This modifies Quick Clear
=== Utility Shot (Ex) ===
At 3rd level, if the Zero has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a Freeze Gun, but the Zero must declare the utility shot she is using before firing the shot.
* Freeze Lock: The Zero 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 Frozen and can be easily 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 deed, 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.
* Freeze Unattended Object: The Zero 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 Zero does not damage the object with the shot, but can freeze it in place, as well as making the object brittle. On a miss, she damages the object normally. This shot still uses up ammunition normally. If the Zero spends 1 grit point she can target Medium or Small unattended objects as well. A Medium unattended object has an AC of 1 and a Small unattended object has an AC of 3. This shot uses all 6 shots of a Freeze Pistol or 3 Rounds of a Freeze Rifle (but still is only considered a standard action).
* Stop Bleeding: The gunslinger makes a firearm attack and then presses the cold 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 Zero does not have to make an attack roll when performing the deed in this way; she can instead shoot the Freeze Gun into the air, but that shot still uses up ammunition normally.
This modifies Utility Shot
=== Dead Shot (Ex) ===
At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level
gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other 
scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
=== Targeting (Ex) ===
At 7th level, as a full-round action, the gunslinger 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. This deed costs 1 grit 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 has it's arm frozen, and it cannot do anything with that arm.
* 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 frozen in place, unable to move for 1d4 rounds. This creature can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to 10 + 2 (pistol)/4 (rifle) + Zero's Wisdom modifier. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
* Torso: Targeting the torso adds a layer of ice onto the target, giving the target the entangled condition for 1d4 rounds. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to 10 + 2 (pistol)/4 (rifle) + Zero's Wisdom modifier.
* Wings: On a hit, the target has it's wing frozen for 1d4 rounds, and must make a DC 20 Fly check or fall 20 ft. If both wings are frozen the creature must make a DC 20 Fly check to glide to the ground safely, or fall to the ground taking the appropriate falling damage.
This modifies Targeting
=== Freezing Wound (Ex) ===
At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack be extra chilling and deal extra freezing damage (freezing damage works identically to bleeding damage in terms of mechanics). The amount of freeze damage is equal to the Zero’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
This modifies bleeding wound.
=== Lightning Recharge (Ex) ===
At 11th level, the Zero can spend 1 grit point to recharge a Freeze Gun in half the time it normally takes. Using this deed does not provoke attacks of opportunity.
This replaces Lightning Reload
=== Ice Slick (Ex) ===
At 15th level, the Zero can spend 1 grit point, to shoot a Freeze Gun into the ground, freezing it as if using the Ice Slick spell, with the following changes. The Ice Slick does no damage, uses the range of your gun, and effects an area of a 5-ft.-radius burst if using the Freeze Pistol or an area of a 30-foot line. The DC of this effect is equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier.
This replaces Menacing Shot
=== Frozen Solid (Ex) ===
At 19th level, when the Zero scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target is frozen solid. Frozen Solid is similar to the petrified condition except that a Frozen Solid character has been coated in ice. If a Frozen Solid character cracks or breaks, the creature is harmed. If the character's Frozen Solid body is incomplete when it is thawed, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation. If the target is not unfrozen in 11 minutes the target dies. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow. The Zero may also reverse this process with a single attack from a Freeze Gun.
This replaces Death's Shot
== Feats Available to the Zero ==
=== Ice Armor Deed (Grit) ===
By focusing the beam of her gun, the Zero can sculpt the ice generated by her gun. While this makes beautiful swans for weddings, it's more useful sculpting a piece of armor for her or her allies.
Prerequisite: Freeze Gun class feature, base attack bonus +1
As long a Zero has 1 grit point, she can create armor out of Ice as if using the Ice Armor spell. The Zero can also use this deed to create mundane ice sculptures.
=== Reflexive Targeting Deed (Grit) ===
The Zero increases the intensity of her Freeze Rifle periodically to be able to allow her rifle to do continued damage even after a short time not locked on to her target.
Prerequisite: Freeze Gun class feature, base attack bonus +5
The Zero can spend 1 grit point as a non action, upon missing with a Freeze Rifle, to keep their damage progression, although a round of firing is still expelled. For example if a Zero has hit a target with his Freeze Rifle for 3 rounds in a row and misses during his fourth round, his fifth round of attacking will do 4d8 damage, and for purposes of recharging his gun is considered to have fired for 5 rounds.
=== Liquid Cool Deed (Grit) ===
Ice is such a love of the Zero's, it surprised the Zero herself that it took her this long to figure out to adjust her gun so that it could freeze large portions of water.
Prerequisite: Freeze Gun class feature, base attack bonus +6
The Zero can spend 1 grit point, as a full-round action, to attack a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per Zero level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so. This shot uses all 6 shots of a Freeze Pistol or 3 Rounds of a Freeze Rifle (but still is only considered a full-round-action).
=== Frozen Wall Deed (Grit) ===
Do you think a mage is gonna outclass the Zero when it comes to manipulating ice? No way, the Zero modifies her freeze guns to be able to layer ice on top of itself in order to create entire walls of the substance.
Prerequisite: Freeze Gun class feature, base attack bonus +7
A Zero can spend 2 grit points as a full-round-action to create a Wall of Ice acting as an Ice Plane of the spell Wall of Ice (using the Zero's level as her casting level).
Category:Homebrew
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