Haunted Gun (Gunslinger/Witch)

Legend tells of a mysterious brand of gunslinger that wanders the west. Cloaked in mystery and wielding dark forces as a sidearm, these haunted guns bring misfortune to those that cross them. While many foolish men and women claim to be members of this exclusive order, few can truly count themselves among their number. As the saying goes–“beware the crack of a gun at night, for it may be the haunted gun to give you a fright.” (Original Concept by +5 Toaster/Christos Gurd)

Primary: Gunslinger.

Secondary: Witch.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The haunted gun selects three witch skills to add to her class skills in addition to the normal gunslinger class skills. The haunted gun gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: the haunted gun is proficient with all simple and martial weapons, and with firearms. She is also proficient with light armor, but not with shields.

Cursed Grit (Ex): This is exactly like the gunslinger’s grit ability, except that the haunted gun must spend grit to activate her hexes. However, whenever the haunted gun has no grit, she takes a –2 penalty on all Wisdom-based skill checks. In addition, a haunted gun regains grit in the following additional way.

Defeat Incorporeal or Undead Creatures with a Firearm: Each time the haunted gun destroys or causes an incorporeal or undead creature to surrender or flee with a firearm, she regains 1 grit point.

Deeds: This is exactly like the gunslinger ability of the same name, except that the haunted gun may choose only two deeds that she knows of each level. A haunted gun swaps six deeds for the following deeds.

Haunt Trap (Ex): At 1st level, as long as the haunted gun has at least 1 grit point, the witch haunt acts as a deterrent to those who would steal her bonded firearm. Any creature that attempts to steal the bonded firearm elicits the witch haunt’s ire. Once triggered, a chorus of agitated clanks and rattles ring out from the firearm’s mechanisms as the witch haunt conveys its unrest to the creature for 1 minute. All who hear the supernatural clanks and whirls (Perception check DC 10) suffer a cause fear effect (save DC 11). A creature under the effects of a hide from undead can bypass this trap. This effect resets once the time has expired and can’t be triggered again for 24 hours. This deed replaces the quick clear deed.

Hex Gun (Su): At 3rd level, she can deliver the hex through any firearm her she is wielding as part of a ranged attack. The haunted gun can make one free ranged attack with her firearm (at her highest base attack bonus) as part of activating this hex. If successful, this ranged attack deals its normal damage as well as the effects of the hex. This attack uses the firearm’s critical range and critical modifier on a successful critical hit. If a haunted gun confirms a critical hit with her firearm, she can activate one hex against the target as a free action. The haunted gun can use this deed as long as she has at least 1 grit point. This deed replaces the utility shot deed.

Ghost Mount (Sp): At 7th level, the haunted gun can spend 1 grit point to conjure an indistinct, ethereal steed. This effect is like the phantom steed spell, using the haunted gun level as the caster level. This deed replaces startling shot deed.

Unfortunate Shot (Su): At 11th level, the haunted gun can bestow bad luck upon her opponents. As a standard action, a haunted gun can make a firearm attack against a single target. If the attack is successful, the target becomes unlucky and takes a -2 penalty on attack rolls and a -2 penalty on all saving throws for 1 minute. These penalties increase to -3 at 15th level, and -4 at 19th level. In addition, the target must make a successful Will save (DC 10 + 1/2 the haunted gun’s level + the haunted gun’s Wisdom modifier) or become shaken for the duration of the deed’s effect. The haunted gun must spend 1 grit point to perform this deed. This deed replaces bleeding wound deed.

Bullet Exorcism (Su): At 15th level, a haunted gun can attempt to expel a creature that is possessing the target (such as a ghost or a creature under the effects of magic jar). As a full-round action, the haunted gun can make a single firearm attack against the possessed creature. This attack is made with a bullet formed of ectoplasmic energy. If the attack is successful, the possessing creature must succeed on a Will save (DC 10 + 1/2 the haunted gun’s level + the haunted gun’s Wisdom modifier) or be immediately cast out of its host. If the save fails, the possessing creature continues to possess the target but takes 3d6 points of positive energy (or negative energy) damage, depending upon its alignment. This deed replaces the starling shot deed.

Final Resort (Su): At 19th level, whenever the haunted gun is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to allow her gun’s witch haunt to possess her body. This ability is similar to a magic jar spell (caster level equal to the haunted gun’s level), except that it does not require a receptacle. To use this deed, the boned firearm must be adjacent to the haunted gun. The witch haunt enters the haunted gun’s body (whose hit points temporarily returns to 10 + the haunted gun’s level) and attempts to complete the haunted gun’s unfinished task, whether defeating an opponent, escaping a dangerous situation, etc. If the witch haunt completes the task, it leaves the haunted gun and returns to the bonded firearm. When the witch haunt leaves the haunted gun, her hit points drop back to 0. If the haunted gun’s body is slain while the witch haunt is in possession of it, the witch haunt’s tie to the bonded firearm is broken and it fades away forever. Its unfinished task remains the same. This deed replaces the cheat death deed.

Hex: Starting at 1st level, a haunted gun gains the witch’s hex ability. However, unlike a witch, a haunted gun uses her Wisdom to determine the effects of her hexes instead of her Intelligence. A haunted gun can select a hex at 1st level and again at 4th level and every four levels thereaf ter. Activating a hex costs 1 cursed grit point. She may also select one of the following new hexes restricted to the Haunted Gun multiclass archetype.

Daunting Gaze (Sp): As a standard action, the haunted gun can compel a single target to look at her and only her for 1 round per level.While staring at the haunted gun, the target is considered to be averting its eyes from every creature but her, granting creatures other than you concealment against the target’s attacks. If the target willingly leaves the haunted gun’s line of sight, it is blinded for 1 round and the hex ends. If the haunted gun willingly leaves the target’s line of sight or becomes unconscious or dead, the hexed creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to this hex.

Haunting Visage (Sp): As a standard action, the haunted gun can surround herself with disturbing illusions, making her look and sound like a bizarre, insane fey creature. The haunted gun gains DR 1/cold iron against a single opponent for 1 minute or until she takes damage.

Witch Haunt: A haunted gun’s starting firearm is haunted by the spirit of a long departed witch. A haunted gun forms a powerful bond with this spirit, who grants the haunted gun her hexes, and any hex related abilities. If a haunted gun attempts to use a hex without her bonded firearm in hand or upon her person, she must make a concentration check or the hex fails. The DC for this check is equal to 15 + 1/2 the target’s Hit Dice.

Once per day, a haunted gun can use her bonded firearm to cast one of the following spells as a spell-like ability: alchemical tinkering, ill omen, jury-rig. At 5th level, she adds the following spells to the list of those that can be as a spell-like ability: ghostly disguise, haunting mists, reloading hands. These spells are treated like any other spell cast by a witch, using the haunted gun’s level to determine casting time, duration, and other effects dependent on the witch’s level.

A haunted gun can add additional magic abilities to her bonded firearm as if she has the required Item Creation Feats and if she meets the level prerequisites of the feat. The magic properties of a bonded firearm, including any magic abilities added to the firearm, only function for the haunted gun who owns it. If a bonded firearm’s owner dies, or the firearm is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded firearm is damaged, it is restored to full hit points the next time the haunted gun rests for 8 hours. If the haunted gun is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per haunted gun level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded firearm, save that the witch haunt inhabits the new firearm. A haunted gun can designate an existing magic firearm as her bonded firearm. This functions in the same way as replacing a lost or destroyed bonded firearm except that the new magic firearm retains its abilities while gaining the benefits and drawbacks of becoming a bonded firearm, including the inhabiting witch haunt.

The witch haunt grants the haunted gun a number of benefits, but also a curse. A witch haunt grants the following special abilities to the bonded firearm’s owner.

Alertness (Ex): The haunted gun gains the Alertness feat when her bonded firearm (witch haunt) is within arm's reach.

Empathic Link (Su): The haunted gun has an empathic link with her witch haunt to a 1 mile distance. The haunted gun can communicate emphatically with the witch haunt, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The haunted gun has the same connection to an item or place that her witch haunt does.

Unnatural Aura (Su): As a side effect of possessing a haunted gun, the haunted gun emits an unnatural aura. Normal animals do not willingly approach the haunted gun unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Speak with Master (Ex): At 5th level, a witch haunt and the haunted gun can communicate telepathically as if they were using a common language. Other creatures do not understand the communication without magical help. The haunted gun must be within 30 feet of its master for this ability to function.

This ability, hex, and major hex replace bonus feats.

Misfortune (Ex): Starting at 2nd level, a haunted gun gains great fortune from the bad luck she bestows upon her enemies. She gains a +1 luck bonus to AC while wearing light or no armor. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). In addition, a haunted gun can apply this luck bonus to single Will saving throw once per day. This ability replaces nimble.

Signature Hex (Ex): Starting at 5th level, a haunted gun selects one hex that she knows and that she must spend grit to activate. The haunted gun can activate this hex for 1 fewer grit point (minimum 0). If the amount of grit needed to activate the hex is reduced to 0, the haunted gun can activate this hex for the normal action cost as long as she has at least 1 grit point. At 9th level and every four levels thereafter (13th and 17th), the haunted gun selects one additional hex. At 13th level or higher, a haunted gun can select a major hex that she knows instead of a hex. This ability replaces gun training.

Major Hex: At 12th level, a haunted gun gains the witch’s major hex ability. Activating a major hex costs 2 cursed grit points. She may also select one of the following new major hexes restricted to the Haunted Gun multiclass archetype.

Frightful Presence (Ex): The haunted gun’s presence becomes unsettling to her foes and gains the frightful presence ability. The haunted gun can activate this hex ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the haunted gun must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the haunted gun’s level + the haunted gunaman’s Charisma modifier. If the haunted gun has at least 4 more levels (or Hit Dice) than an opponent, that opponent becomes frightened instead. Foes with more levels or HD than the haunted gun are immune to this effect.

True Grit (Ex): This is exactly like the gunslinger ability of the same name. Alternatively, the haunted gun can choose two hexes that she knows and that she must spend grit to activate. She can activate these hexes for 1 grit point fewer (minimum 0) than usual. If the number of grit points to activate a hex is reduced to 0, the haunted gun can activate this hex as long as she has at least 1 grit point.

Table: Haunted Gun