Grammaton Gunman (Gunslinger/Monk)
Grammaton gunmen are gunslingers who realized when they started their training that the most crucial element to their success is discharging as many shots in a certain time span, and then took it to the next level. A grammaton gunman hones her skills to the nth degree, allowing her develop reflexes and the knowledge necessary to reload their firearms in a flash. The grammaton gunman usually specializes in superb mental focus along with quick reflexes to allow them to gain this level of skill and precision. (Original Concept by Bandw2)
Primary Class: Gunslinger.
Secondary Class: Monk.
Alignment: Any nonchaotic.
Hit Dice: d10.
Bonus Skills and Ranks: The grammaton gunman selects three monk skills to add to her class skills in addition to the normal gunslinger class skills. The grammaton gunman gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The grammaton gunmanis proficient with all simple and martial weapons, and with all firearms.
Fast Movement (Ex): A grammaton gunman’s land speed is faster than the norm for her race by +10 feet. At 5th level and every four levels thereafter, this bonus increases by an additional +5 feet, to a maximum of +30 feet at 17th level. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the grammaton gunman's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the grammaton gunman's land speed. This ability replaces light armor proficiency.
Deeds: A grammaton gunman swaps six deeds for the following deeds.
Hail of Bullets (Ex): At 1st level, as long as a grammaton gunman has at least 1 grit point, she can make a hail of bullets as a full-attack action, but only when using a firearm (even though it is a ranged weapon). When making a hail of bullets attack, the grammaton gunman can reload and discharge her firearm with tremendous speed, allowing her to make her hail of bullets attack. She may not make a hail of bullets with any other weapons. A grammaton gunman resolves all attacks with her hail of bullets against her target’s normal AC instead of touch AC. Also, she does not apply her Strength bonus on damage rolls made with hail of bullets. A grammaton gunman’s hail of bullets otherwise functions as a normal flurry of blows for a monk of her level. A grammaton gunman cannot use Rapid Shot or Manyshot when making a hail of bullets with her firearm. This deed replaces the deadeye, targeting, and menacing shot deeds.
Flash Vision (Ex): At 3rd level, as long as the grammaton gunman has at least 1 grit point, whenever a firearm is discharged in dim light or darkness, the muzzle flash creates an after image in her mind. The grammaton gunman is considered to have darkvision until the end of her next turn. If the grammaton gunman already has darkvision, her range increases by 30 feet until the end of her next turn. This deed replaces the utility shot deed.
Gun-Kata (Ex): At 7th level, as long as grammaton gunman has 1 grit point, she can attempt either a disarm, feint, steal, trip, or sunder combat maneuver in place of a firearm attack (including her hail of bullets) and is considered to have the following feats when attempting these combat maneuvers: Improved Disarm, Improved Feint, Improved Steal, Improved Sunder, Improved Trip.
Alternatively, a grammaton gunman can spend 1 grit point to gain the benefits of one of the following feats for 1 round: Disengaging Feint, Disengaging Shot, Greater Disarm, Greater Steal, Greater Sunder, Ki Throw.
In addition, as long as the grammaton gunman has at least 1 grit point, she can make a pistol-whip melee attack (see the Pistol-Whip deed) in place of a firearm attack as part of her hail of bullets attack. The grammaton gunman uses the hail of bullets attack bonus and must be within melee range of the target to make this attack. This deed replaces startling shot deed.
Deadly Bullets (Su): At 7th level, a grammaton gunman can spend 1 grit to increase her firearm’s damage dice by one category until the end of her next turn. This increased damage is dependent on the firearm’s initial damage dice (see Table: Deadly Bullets Damage below). This deed cannot be used with the hail of bullet deed. This deed replaces the dead shot deed.
Table: Deadly Bullets Damage
Shot on the Run (Ex): At 11th level, a grammaton gunman can spend 1 grit point to move up to her speed and make a single firearm attack at any point during her movement as a full-round action. If the grammaton gunman has the Shot on the Run feat, she can move her speed and make a full-attack action at any point during her movement as a full round action. This deed replaces the bleeding wounds deed.
AC Bonus (Ex): At 2nd level, a grammaton gunman gains the monk’s AC bonus ability. At 6th level, a grammaton gunman gains a +1 bonus to her AC and CMB. This bonus increases by +1 every four levels thereafter, up to a maximum of +4 at 18th level. This ability replaces nimble.
Bonus Feats: A grammaton gunman’s bonus feats must be taken from the following list: Combat Reflexes, Deft Shootist Deed, Dodge, Extra Grit, Far Shot, Leaping Shot Deed, Point-Blank Shot, Precise Shot, Rapid Shot, and Ricochet Deed.
At 8th level, the following feats are added to the list: Cluster Shot, Focused Shot, Improved Precise Shot, Manyshot, Mobility, Parting Shot, and Snap Shot.
At 12th level, the following feats are added to the list: Disengaging Shot, Impact Critical Shot, Improved Critical, Improved Snap Shot, Pinpoint Targeting, Shot on the Run, and Signature Deed.
A grammaton gunman need not have any of the prerequisites normally required for these feats to select them. These feats replace the gunslinger’s normal bonus feats.
Table: Grammaton Gunman