Unseen Marksman (Gunslinger/Rogue)

Among the most dangerous wielders of two-handed firearms is the unseen marksman, for he is one who carefully watches and when the moment is right strikes quickly from a distance with deadly precision. Unseen marksmen take tremendous pride in their abilities, which allow them to take life quickly and efficiently in the blink of an eye. (Original Concept by Elghinn Lightbringer)

Primary Class: Gunslinger.

Secondary Class: Rogue.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The unseen marksman selects three gunslinger skills to add to her class skills in addition to the normal rogue class skills, one of which must be Stealth. The unseen marksman gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The unseen marksman is proficient with all simple and martial weapons, and two-handed firearms. The unseen marksman must take Exotic Weapon Proficiency (firearm) to gain proficiency with one-handed firearms and firearm siege engines. The unseen marksman is proficient with light armor, but not with shields.

Gunsmith: An unseen marksman must take a musket when she chooses a battered firearm at 1st level.

Deeds (Ex): An unseen marksman swaps three deeds for the following deeds.

Steady Aim (Ex): At 1st level, as long as an unseen marksman has at least 1 grit point, he can take a move-equivalent action to increase the accuracy of a two-handed firearm. When he does, he increases the range increment of the firearm he is firing by 10 feet. This stacks with other abilities that increase his range increment. This deed replaces the gunslinger’s dodge deed.

Fast Musket (Ex): At 3rd level, as long as the unseen marksman has 1 grit point, he can reload any two-handed firearm as if it were a one-handed firearm.

This deed replaces the utility shot deed.

Piercing Shot (Ex): At 15th level, whenever an unseen marksman confirms a critical hit with a musket, the bullet pierces the target and strikes another creature directly behind it. The unseen marksman must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bullet pierces the second target and strikes a third creature behind it, and so on. This piercing effect continues as long as critical hits are confirmed, but the penalties stack. This deed replaces the menacing shot deed.

Sneak Attack (Ex): At 2nd level, an unseen marksman gains the rogue’s sneak attack ability, except that the extra damage is 1d6 at 2nd level, and increases by 1d6 at 6th level and every four unseen marksman levels thereafter. This ability replaces nimble.

Rogue Talent: At 4th level and every four levels thereafter, an unseen marksman gains a rogue talent for which she qualifies. At 12th level, the unseen marksman can choose an advanced rogue talent whenever she could choose a rogue talent, or when she selects the extra rogue talent feat. The unseen marksman adds the following rogue abilities to the list of advanced talents she may select: evasion, uncanny dodge, and improved uncanny dodge. An unseen marksman must select uncanny dodge before selecting improved uncanny dodge. In the case of the improved evasion talent, the unseen marksman must have evasion to select it. An unseen marksman treats her level as her rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability she's chosen. This ability replaces bonus feats gained at 4th, 8th, 12th, 16th, and 20th level.

Musket Expert (Ex): Starting at 5th level, an unseen marksman increases his skill with two-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. At 15th level, an unseen marksman never misfires with a two-handed firearm. This ability replaces gun training 1.

Deadly Accuracy (Ex): At 9th level, an unseen marksman halves all range increment penalties when making ranged attacks with a musket. This ability replaces gun training 2.

Improved Dead Shot (Ex): At 13th level, whenever an unseen marksman makes a Dead Shot, she can make one additional attack at her highest attack bonus. This ability replaces gun training 3.

Greater Dead Shot (Ex): At 17th level, whenever an unseen marksman makes a Dead Shot, she can make two additional attacks at her highest attack bonus. This ability replaces gun training 4.

True Strike (Ex): At 20th level, an unseen marksman gains a bonus to her initiative roll equal to 1/2 her unseen marksman level, but only in the first round of the encounter. If her initiative score is 10 or more than the next highest initiative, she gains a surprise round and uses her normal initiative roll for the remainder of the encounter. During this surprise round, as long as she has 1 grit point, she can make a musket attack against a single target at her highest attack bonus. If she hits, the target is subject to the Deaths Shot deed. Once a creature has been the target of a true strike, regardless of whether or not the save is made, that creature is immune to that unseen marksman’s true strike for 24 hours.

In addition, when an unseen marksman is hit with a ranged attack, she can shoot her musket at her attacker as an immediate action if it is loaded. This ability replaces true grit.

Table: Unseen Marksman