Gunslinger

HD: 1d10

Defense Bonus: +3

Starting Credits: 3d4x500

Class Skills: Acrobatics
(Dex), Athletics (Str), Disable Device (Dex), Endurance (Con), Engineering
(Int), Intimidate (Cha), Knowledge [Any] (Int), Perception (Wis), Persuasion
(Cha), Pilot (Dex), Sense Motive (Wis), Survival (Wis), Treat Injury (Wis), Use
Computer (Int)

Skill Points Per Level: 4 +
Int Modifier

Starting Feats

Armor Proficiency (Light)

Armor Proficiency (Medium)

Weapon Proficiency (Advanced)

Weapon Proficiency (Blaster
Pistols)

Weapon Proficiency (Blaster
Rifles)

Weapon Proficiency (Simple)

Celerity

Beginning at 1st level, a Gunslinger gains a +1
bonus on Initiative.  For every four
levels gained in the class after 1st (5th, 9th,
13th, and 18th) this bonus increases by an additional +1.

Gunplay

A Gunslinger can call upon his
reflexes and training in order to complete dangerous deeds.  This comes in the form of a pool of Gunplay
Points that they can use to improve their combat effectiveness and shrug off
damage.  A Gunslinger has a number of
Gunplay Points equal to their level + their Constitution modifier (minimum
1).  The pool refreshes after a long rest
(8 hours).  The Gunslinger spend their
Gunplay Points on the following abilities:

*Barrage:* A Gunslinger
who is taking a full attack action to make multiple attacks can spend a point
from their Gunplay Pool in order to make an additional attack this round at
their highest attack bonus.  Using this
ability costs no action, and can be utilized at any time during this turn to
gain the additional attack.  A Gunslinger
cannot use Barrage and Focused aim in the same Round.

*Focused Aim:* A
Gunslinger can spend 1 point from their Gunplay Pool to immediately reroll an
attack roll they just made, but before the results are revealed.  They must take the results of the second
roll, even if it is worse.  They cannot
spend an additional Gunplay Point to reroll again on that attack after the
first reroll.  A Gunslinger cannot use
Barrage and Focused Aim in the same round.

*Resilience:* When a
Gunslinger is reduced to 0 or fewer hit points, they can spend a Gunplay Point
to gain a number of temporary hit points equal to their Gunslinger level.  Activating this ability is an immediate
action.  This ability can be used to keep
a Gunslinger from dying.  These temporary
hit points last for 1 minute.  If the
Gunslinger’s hit points drop below 0 due to the loss of these temporary hit
points, they fall unconscious and begin dying as normal.

*Stunning Shot:* A
Gunslinger can spend a Gunplay Point to make a creature they just hit stunned
for 1 round.  The creature is allowed a
saving throw (DC 10 + ½ Gunslinger Level + Cha Modifier) to negate the stun
effect.  Creatures that are immune to
critical hits are also immune to Stunning Shot.
Using this ability is a reaction.

Pistol Whip

A Gunslinger that is armed
with blaster pistols can make unarmed strikes that are considered lethal with
that weapon.  In addition, the bonus
damage from Pistol Training is added to lethal unarmed strikes while the
Gunslinger is armed with a blaster pistol.

Bonus Feat

At 2nd level, a Gunslinger gains a bonus
feat.  This feat must be from the
following list of feats; Acrobatic, Acrobatic Steps, Athletic, Dazzling
Display, Deadly Aim, Deceitful, Dodge, Far Shot, Greater Two-Weapon Fighting,
Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting,
Lightning Stance, Many Shot, Mobility, Nimble Moves, Pinpoint Targeting,
Precise Shot, Quick Draw, Rapid Shot,
Shot on the Run, Skill Focus, Stealthy, Two-Weapon Defense, Two-Weapon
Fighting, or Wind Stance.  A Gunslinger
must meet all prerequisites before selecting this bonus feat.

Uncanny Dodge

At 3rd level, a
Gunslinger gains the ability to react to danger before their senses would
normally allow them to do so.  They
cannot be caught flat-footed.  They still
lose their dexterity bonus to Defense if immobilized.  A Gunslinger with this ability can still lose
their Dexterity bonus to Defense if an opponent successfully uses the feint
action against them.

If a Scout already has uncanny dodge from a different class, they
automatically gain improved uncanny dodge (see below) instead.

Pistol
Training

Starting at 4th
level, whenever a Gunslinger attacks with a blaster pistol, they gain a +1
bonus on attack and damage rolls.  Every
four levels therafter (8th, 12th, 16th, and 20th),
a Gunslinger becomes further trained with blaster pistols.  They gain an additional +1 bonus on attack
and damage rolls when using a blaster pistol at each such interval.  A Gunslinger also adds this bonus to any
combat maneuver checks made with blaster pistols.  This bonus also applies to the Gunslinger’s
Combat Maneuver Defense when defending against disarm and sunder attempts made
against blaster pistols they’re wielding.

Improved Uncanny Dodge

At 8th level and
higher, a Gunslinger can no longer be flanked.
This ability denies a character with the ability to sneak attack the
Scout by flanking them, unless the attacker has at least four more levels in a
class or classes that grant them the Improved Uncanny Dodge ability.

Pistol
Mastery

Any attacks made with a
blaster pistol by the Gunslinger automatically confirm all critical threats and
have their damage multiplier increased by 1 (x2 becomes x3, for example).  In addition, the Gunslinger cannot be
disarmed while wielding a blaster pistol.