Gun Scavenger (Gunslinger archetype errata)

A Gun Scavenger is a Gunslinger who unlike most; is keenly aware of the inner workings of their firearms; and uses this knowledge to cobble together an upper hand in combat. The Gun Scavenger collects scraps, spare parts, and other components that might—if modified properly—give their firearm an extra edge.

### **Mental Tenacity**

A Gun Scavenger uses INT in place of WIS for all dependent class abilities; including Grit, and Deeds with DC's based on the Gunslinger's WIS.

*This ability modifies Deeds and Grit*

### **Makeshift Gunsmith**

The gun scavenger’s starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat to repair it. This ability works in all other ways like the gunslinger’s gunsmith class feature.

*This ability modifies the Gunsmith class feature*

### **Go By Feel (Ex)**

A gun scavenger’s intuitive and unique style leaves her firearms prone to misfire, whether as a result of using too much powder, using imperfectly milled parts, or any number of other minor inconsistencies. When using a firearm, a gun scavenger cannot reduce that firearm’s misfire chance to 0; it can always misfire on a natural 1.

### **Deeds**

*A gun scavenger gains the following deeds at the listed level(s).*

#### **Change Out (Ex)**

At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following:

* Sawed-Off: Grants the weapon the scatter property; causing it to fire in a 10ft cone; and provoke no attack(s) of opportunity when shot into melee.

* Heavy Receiver: Temporarily gives the firearm the masterwork quality if it didn't have it already; and increases it's damage die by one step.

* Makeshift Scope: increases the firearm’s range increment by 10 feet, and grants a +1 per 4 Gunslinger level(s) circumstance bonus on perception checks.
* Bayonet: increases the damage dealt by the firearm's pistol whip by two die steps.
* Silencer: The firearm becomes nonmagically suppressed; increasing the DC of all hearing based perception checks made against the gunslinger's firearm attack(s) by +10.

A firearm with such a modification increases its misfire chance by 2 until it misfires. This additional misfire chance cannot be reduced in any manner. When it does misfire, the effects of the temporary component are lost. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn’t broken.

*This deed replaces the quick clear deed.*

#### **Disposable Weapon**

At 1st level, when the Gun Scavenger threatens a critical hit with a weapon modified by the Change Out deed; they can spend 1 grit to Automatically Confirm the critical hit in exchange for suffering the effects of a misfire; causing the weapon to both lose it's modification, and gain the broken condition; increasing it's misfire value by 4.

*This deed replaces the Gunslinger's Dodge deed*

#### **Scrap Rounds (Ex)**

At 3rd level, a gun scavenger can craft ammunition for their custom firearms with relative ease, whereas others would struggle to not blow themselves up.

If the Gunslinger possesses at least 1 grit point, they may craft ammunition at 5% of it's normal cost (rather than the reduction to 10%, per gunsmithing); but any ammunition created in this additionally discounted manner will only fire properly from a gun wielded by a Gun Scavenger. Such ammunition is very obviously proprietary, and looks shoddy and dangerous to anybody but the creator. Scrap Rounds automatically misfire if fired by anybody but the Gun Scavenger who created the round(s).

*This deed replaces utility shot.*

#### **Jury-Rig (Ex)**

At 7th level, as a move-equivalent action, a gun scavenger can adjust a firearm she is currently wielding to fire in an unconventional way. She can spend 1 grit point to grant her firearm one of the following magic weapon enhancements for 1 round per gunslinger level: *distance, flaming, merciful, glamered,* or *thundering*.

If she spends 2 grit points, she can instead grant the firearm *flaming burst, heart-seeker, lesser designating, bottomless barrel,* or *stalking*. Multiple uses of this ability don’t stack with themselves.

*This deed replaces the targeting and startling shot deeds.*

#### **Rapid Repairs**

At 7th level, the Gun Scavenger has become adept at restoring tarnished (or exploded) firearms; and restoring them to some sort of working order. If the Gun Scavenger expends 1 grit point; they may cast Mending as a spell like ability. If they instead expend 3 Grit Points; they can instead cast Make Whole as a spell-like ability.

*This deed replaces the dead shot deed*