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.
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.