Gunman

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Most people know at least one. The gun nut, the guy who attends the NRA meetings like religious church services, and that guy who can tell you chapter and verse the specs for every gun ever made. The gunman takes the art of shooting like a priest takes the word of god, as absolute truth.

**Examples of Gunman in Books, Comics, Games, TV, &Movies**

Burt Gummer (Tremors – Movie).

**Cross-Class Requirements**

cross-class requirements determine weather of not a character can cross-class into being a Gunman in addition to any other existing classes.

**Requirements:** To become a Gunman a character must already have Personal Firearms Proficiency.

**Game Rule Information**

Gunman have the following game statistics.

**Ability**

Dexterity is the ability associated with this class. Gunman usually also have good scores in Wisdom, Dexterity, and Charisma.

**Hit Die**

At 1st-level (i.e. Character creation) a Gunman receives hit points equal to 1d12 + his or her Constitution Score. Every level thereafter the Gunman gains 1d3 + the character’s Constitution modifier hit points per level. (To a minimum of 1 hit point per level regardless of a negative Constitution Modifier.) *Multi-class Characters* cross-classing into Gunman after 1st level only gain the 1d3 + the character’s Constitution modifier hit points per level, even at 1st level.

**Action Points**

Gunman gain a number of action points equal to 5+ one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

**Class Skills**

The Gunman’s class skills, and the key ability for each skill, are as follows (see Skills Chapter for skill descriptions):

Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Read/Write Language, Search (Int), and Spot (Wis).

Also the starting occupation you select can provide you with additional class skills to choose from.

**Skill Points at 1st Level:** (4+ Int modifier) x4.

**Skill Points at Each Additional Level:** 4+ Int modifier.

**Class Features**

The following features pertain to the Gunman class.

**Armor & Weapon Proficiencies**

Gunman are proficient with Light Armor, all Simple Weapons, and Personal Firearms. (*Multi-class Characters* cross-classing into Gunman after 1st level do not gain any proficiency from this class.)

**Gun Style**

At 1st level the Gunman must choose to either rifle style or twin pistols style. Rifle style grants the Gunman the ability to treat every rifle as if it had a range that is 10 meters further. Rifle style applies also to shotguns. Twin pistols style grants the Gunman the ability to wield 2 pistols as if they had the two-weapon fighting feat. Twin pistol style applies also to light personal firearms that can be wielded one-handed.

**Close Combat Shot**

At 2nd level, a Gunman gains the ability to make a ranged attack with a firearm while in a threatened area without provoking an attack of opportunity.

**Dead Shot**

At 3rd level, the Gunman gains the Dead Shot class feature, providing the benefit of the feat with the same name. Before making a ranged attack, the Gunman may take a full-round action to line up the shot. This grants her a +2 circumstance bonus on her next attack roll. Once she begins aiming, she cannot move, even to take a 1-meter step, until after she makes her next attack, or the benefit of the ability is lost. Likewise, if her concentration is disrupted or she is attacked before her next action, she loses the benefit of aiming.

**Rifletry**

It is no surprise that a rifleman is highly skilled in the use of firearms at 4th level the rifleman gains the benefit of the combat reload and rapid reload feats though only when wearing light or no armor.

**Defensive Position**

Starting at 5th level, the Gunman gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.

**Reload on the Run**

At 6th level the Gunman gains the ability reload as a single firearm in place of a 1-meter step on any round on which the Gunman had moved.

**Bonus Feats**

At 7th, 12th, and 14th level, the Techie gets a bonus feat. The bonus feat must be selected from the following list of feat types, and the Techie must meet all the prerequisites of the feat to select it. [BASIC FEATS] or [COMBAT FEATS].

**Camouflage**

Starting at 8th level, the Gunman gains the ability to use concealment to maximum advantage.

Whenever the Gunman has concealment (see Chapter 5 of the d20 Sci-Fi Roleplaying Game), the attackers miss chance increases by 10%. For example, if the Gunman has one-half concealment (which normally causes a 20% miss chance), the miss chance is 30%.

**Lightning Shot**

Starting at 9th level, a Gunman can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunman may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

**Improved Gun Style**

At 10th level the Gunman gains either improved rifle style or improved twin pistols style depending on which the Gunman selected at 1st level. Improved rifle style grants the ability to treat all rifles as if they had both the weapon focus feat and weapon specialization feat, these bonuses stack with the actual weapon focus feat and weapon specialization feat. Improved twin pistol grants the ability to make an extra attack each round, additionally allowing the Gunman to fire both pistols without negatives.

**Staggering Shot**

At 11th level, the Gunman becomes so adept at using the firearm she selected for their 1st-level Gun Style ability that their attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, they can spend 1 action point to add +1d6 points of damage to this attack only.

**Sharp-Shooting**

At 13th level, if the Gunman uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.

**Greater Gun Style**

At 15th level the Gunman gains either greater rifle style or greater twin pistols style depending on which the Gunman selected at 1st level. Greater rifle style grants the Gunman the ability as a swift action instead of a standard action. Greater twin pistol style allows the Gunman the ability to fire their pistols while in a melee threatened space without provoking attacks of opportunity.

**Deadly Aim**

At 16th level the Gunman can take careful aim, and fire a single shot at a foe as a full-round action. His deadly aim increases the damage of his shot by +1d6 points of damage, the bonus damage increases to +2d6 at 18th level, and +3d6 at 20th level.

**Improved Dead Shot**

At 17th level, the Gunman gains the Improved Dead Shot class ability, providing the benefit of the feat with the same name. The circumstance bonus granted by successful use of her Dead Shot class feature increases from +2 to +3.

**Bull’s Eye**

At 19th level, the Dead Shot gains the Bull’s Eye when the Dead Shot threatens a critical hit with a ranged weapon, she may spend 1 action point to automatically confirm the critical.