Gravewalker (Gunslinger/Wizard [Necromancy])
Some gunslingers are not satisfied with weapons, but tinker with magic like they would dismantle and rebuild a gun. The gravewalker is a modern dabbler in the art of necromancy. Her arcane power comes in part from sheer conviction, and in part from her very life force that she focuses into a smattering of wizardly magic acquired by various means. This has resulted in the perfect hunter of the undead who is not afraid of fighting death magic with death magic. (Original Concept by Noro)
Primary Class: Gunslinger.
Secondary Class: Wizard (necromancy school).
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The gravewalker selects three wizard skills to add to her class skills in addition to the normal gunslinger class skills. The gravewalker gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The gravewalker is proficient with all simple and martial weapons, with all firearms, and with light armor.
Deeds: The gravewalker swaps ten deeds for the following deeds.
Channeling Shot (Su): At 1st level, a gravewalker can use his firearm to affect undead creatures. The gravewalker gains Command Undead (evil or neutral alignment) or Turn Undead (neutral or good alignment). Once chosen it cannot be changed. By spending 1 grit point, the gravewalker channels either negative energy (evil) or positive energy (good) into his firearm and can make a single firearm attack against an undead creature as a standard action. If the attack is successful, the undead creature takes firearm damage as normal and must make a Will save (DC 10 + 1/2 the gravewalker’s level + the gravewalker’s Charisma modifier). If the save fails, the creature is affected by the Command Undead or Turn Undead feat, as chosen by the gravewalker. This deed remains in effect until the gravewalker makes this attack. At 9th level, a successful firearm attack creates a 30 foot burst that affects a number of undead equal to the gravewalker’s Wisdom modifier, centered on the target of the attack. At 20th level, undead cannot add their channel resistance to the save against this deed. This deed replaces the deadeye deed.
First Black Arcana (Sp): At 1st level, a gravewalker learns to cast a small number of wizard spells. She selects three 1st-level spells from the wizard’s necromancy school. Once chosen they cannot be changed. By spending 1 grit point, the flintlock grave walker can cast one of his 1st-level spells with a caser level equal to his gravewalker level. This deed replaces the quick clear deed.
Grave Shot (Sp): At 3rd level, as long as the gravewalker has 1 grit point, she can make a single firearm attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 her gravewalker level (minimum 1). If the gravewalker uses this deed against a shaken creature, it becomes frightened for 1 round if it has fewer Hit Dice than her gravewalker level. The gravewalker use this ability a number of times per day equal to her Wisdom modifier. This deed replaces the utility shot deed.
Second Black Arcana (Sp): At 3rd level, a gravewalker selects three 2nd-level spells from the wizard’s necromancy school. Once chosen they cannot be changed. By spending 1 grit point, the flintlock grave walker can cast one of his 2nd-level spells with a caser level equal to his gravewalker level. This deed replaces the pistol-whip deed.
Grim Dead Shot (Ex): This deed functions like the dead shot deed. Alternatively, when the gravewalker uses dead shot against an undead creature, she can forego one of her damage dice to deal an amount of Strength or Dexterity damage equal to her Dexterity modifier to the creature. She must choose which type of ability damage she will deal when the grit point is spent. If the gravewalker spends 2 grit points, she can deal Intelligence or Charisma damage instead. This deed otherwise functions as dead shot.
Life Sight (Su): At 7th level, as long as the gravewalker has at least 1 grit point, she gains blindsight to a range of 10 feet for a number of rounds per day equal to her gravewalker level. This ability only allows the gravewalker to detect living creatures and undead creatures. This sight also tells her whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 11th level, and by an additional 10 feet for every four levels beyond 11th. These rounds do not need to be consecutive. This deed replaces the startling shot deed.
Third Black Arcana (Sp): At 7th level, a gravewalker selects two 3rd-level spells from the wizard’s necromancy school. Once chosen they cannot be changed. By spending 2 grit points, the flintlock grave walker can cast one of his 3rd-level spells with a caser level equal to his gravewalker level. This deed replaces the targeting deed.
Fourth Black Arcana (Sp): At 11th level, a gravewalker selects two 4th-level spells from the wizard’s necromancy school. Once chosen they cannot be changed. By spending 2 grit points, the flintlock grave walker can cast one of his 4th-level spells with a caser level equal to his gravewalker level. This deed replaces the bleeding wounds deed.
Fifth Black Arcana (Sp): At 15th level, a gravewalker selects one 5th-level spells from the wizard’s necromancy school. Once chosen it cannot be changed. By spending 3 grit points, the flintlock grave walker can cast one of his 5th-level spells with a caser level equal to his gravewalker level. This deed replaces the menacing shot deed.
Sixth Black Arcana (Sp): At 19th level, a gravewalker selects one 6th-level spells from the wizard’s necromancy school. Once chosen it cannot be changed. By spending 3 grit points, the flintlock grave walker can cast one of his 6th-level spells with a caser level equal to his gravewalker level. This deed replaces the stunning shot deed.
Dread Gunsmith: This is exactly like the gunslinger’s gunsmith ability, except that the gravewalker can also create a special bond with his chosen firearm by modifying it with bone fetishes and dark runes. If a bonded firearm is damaged, it is restored to full hit points the next time the gravewalker rests to regain his grit. If the bonded firearm is lost or destroyed, he can bond to another firearm in a special ritual that costs 100 gp per gravewalker level plus the cost of the masterwork firearm. This ritual takes 8 hours to complete. Bonded firearms replaced in this way do not possess any of the additional enchantments of the previous bonded firearm (if any). A gravewalker can designate an existing magic firearm as his bonded firearm. This functions in the same way as replacing a lost or destroyed item except that the new magic firearm retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. The gravewalker’s channeling shot deed can only be used when wielding his bonded firearm.
Grit (Ex): The gravewalker can regain grit in the following additional way.
Resist Undead Creature: Each time the gravewalker makes a successful saving throw against an undead creature’s special attack, or a supernatural or spell-like ability, she regains 1 grit point. Such effects include a ghoul’s disease, a wraith’s energy drain, or a vampire’s dominate ability.
Grave Touched (Ex): Starting at 2nd level, a gravewalker gains a +1 resistance bonus against the special attacks and the supernatural or spell-like abilities of undead creatures. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level). This ability replaces nimble.
Quicken the Dead (Sp): Starting at 4th level, a gravewalker can perform a special ritual to cast summon monster I as a spell-like ability a number of times per day equal to 3+ his Charisma modifier. Only undead creatures can be summoned in this manner. To perform this ritual, the gravewalker deals an amount of bleed damage to himself equal to 1/2 his gravewalker level. For each additional round, he takes only 1 point of bleed damage. Performing this ritual and casting the spell requires a standard action and the undead creatures remain for 1 minute plus 1 round for each additional round the gravewalker continues to take self-inflicted bleed damage, up to a number of rounds equal to his gravewalker level. He may stop this bleed damage as a swift action.
As the gravewalker increases in level, the power of this ability increases, allowing him to summon more powerful creatures. At 8th level, it increases to summon monster II, to summon monster IV at 12th level, summon monster V at 16th level, and summon monster VII at 20th level. A gravewalker cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. The gravewalker can summon the following undead creatures according to the indicated spell level: 1st—human skeleton, human zombie, plague zombie; 2nd—ghoul, human juju zombie, skeleton champion; 4th—shadow, wight, zombie lord; 5th—mummy, wraith, revenant, ghost; 7th— greater shadow, spectre, vampire. This ability replaces bonus feats.
Undead Training (Ex): Starting at 5th level, a gravewalker learns to ignore the defenses of undead creatures. Her firearm is treated as slashing and bludgeoning for the purpose of bypassing the damage reduction of undead creatures. Every four levels thereafter (9th, 13th, and 17th), the gravewalker can ignores additional undead defenses. At 9th level, her firearm is treated as magic for the purpose of bypassing the damage reduction of undead creatures. At 13th level, her firearm is treated as aligned for the purpose of bypassing the damage reduction of undead creatures. At 17th level, her firearm is treated as having the ghost touch weapon quality for the purpose of hitting incorporeal undead creatures. This ability replaces gun training.
Table: Gravewalker