Akimbo

*As deadly as the weapons they wield, yet graceful in the fluidity of their motions, the Akimbo Dancers brilliantly execute flawless dance with the art of the dual pistols.*

## Abilities

### Weapon and Armor Proficiencies

The akimbo gains weapon proficiency with all simple weapons and all pistol firearms, as well as light armor.

This ability replaces the dancer’s standard weapon and armor proficiencies.

### Gunsmith

This is treated the same as the gunner class feature of the same name. In addition, the Akimbo gains Dual Wield as a bonus feat.

This ability replaces power fist.

### Flair (Ex)

As a foil to the gunner’s grit, flair is the way in which an akimbo moves fluidly upon the battlefield. At 1st level, an akimbo gains a number of flair points equal to her Charisma modifier (minimum 1); these points increase by 1 per dancer level thereafter. The akimbo can regain a single point of Flair when she reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the akimbo’s character level to 0 or fewer hit points does not restore any Flair. An akimbo cannot regain Flair points more than her daily maximum. These points refresh at the beginning of each day. These Flair points may be used either for the akimbo’s deeds, her ki powers, or her battle dances.

In addition, the akimbo may use inspiring dance. She must spend a Flair point to activate this Dance, and may maintain it up to a number of rounds equal to her Charisma modifier. If she does not hit a target at least once per round while this ability is active, the battle dance immediately ends and the akimbo must spend another Flair point to reactivate it. At 9th level, the akimbo can use energize. At 17th level, the akimbo can use heroic display. The dance benefits apply only when the akimbo is wearing light or no armor (dancing scarves are exempt from this). Like normal performance, it cannot be maintained at the same time as other performance abilities. Starting a dance is a move action. Changing a dance from one effect to another requires the akimbo to drop the previous performance and start the new one as a move action. Like normal, an akimbo’s performance ends immediately if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from acting in a round. An akimbo cannot perform more than one dance at a time. At 12th level, an akimbo can start a dance as a swift action instead of a move action. This ability functions similarly to both Grit and Dance Performance. However, only feats and other effects that affect Grit (such as the Extra Grit feat) apply to it. If the akimbo also has Grit or Panache from another class, that pool stacks with Flair and he uses Flair for the abilities of that class.

This modifies and replaces Performance.

### Flair Deeds (Ex)

At 2nd level and every two dancer levels thereafter, an akimbo can select a Gunner’s Deed selected from below. An akimbo may spend Flair points on these Deeds.

At 2nd level, the akimbo may choose from the Deadeye, Dodger, or Quick Clear Deeds. At 4th level, she may add Initiator and Utility Shot to the list. At 8th, she may add Startling Shot. At 12th level, she may add Bleeding Wound. At 16th level, she ma add Lucky. At 19th level, she may add Cheat Death and Stunning Shot to the list. All Deeds that reference Wisdom instead use Charisma.

### Akimbo Reloading (Ex)

At 9th level, by spending one Flair point, the akimbo may reload two wielded pistols with a move action, rather than just one, and may even do so without a free hand.

This replaces Dance of the Vexing Snake.

### Close Combat Shot (Ex)

At 13th level, an akimbo does not provoke attacks of opportunity when making ranged attacks with firearms within melee range of opponents.

This replaces Energetic Dance.

### Akimbo’s Equilibrium (Ex)

At 20th level, once per day, the akimbo may, as a full-round action, make full iterative attacks based on her BAB against a number of enemies equal to her Charisma modifier within 30 feet of her. All of these attacks are at a -4 to hit. If the clips on either gun are emptied before this equilibrium finishes, or the akimbo misses any attack during this, she loses the rest of her attacks. She may not use any ability or spell that grants her extra attacks as part of this ability.

This replaces Fury Dance.