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 wie