Fontier Huntsman (Ranger/Gunslinger)
The frontier huntsman specializes in hunting with long-ranged firearms, specifically the musket. Patient and disciplined, the frontier huntsman employs this powerful weapon with deadly accuracy, picking off his enemies from afar, or dropping his quarry within a foot of his mark. (Original Concept by Elghinn Lightbringer)
Primary Class: Ranger.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The frontier huntsman selects three gunslinger skills to add to his class skills in addition to the normal ranger class skills. The frontier huntsman gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The frontier huntsman is proficient with all simple and martial weapons, two-handed firearms, and must take Exotic Weapon Proficiency (firearm) to gain proficiency with one-handed firearms and firearm siege engines. He is also proficient with light armor and shields (except tower shields).
Gunsmith: A frontier huntsman gains the gunslinger’s gunsmith ability, and must take a musket when he chooses a battered firearm at 1st level. This ability replaces 1st favored enemy.
Rapid Reloader: At 1st level, a frontier huntsman gains Rapid Reload (muskets) as a bonus feat. This ability, deadly aim, and vigilant hunter replace the ranger’s spellcasting ability.
Deeds (Ex): At 2nd level, a frontier huntsman gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 2nd, the frontier huntsman gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 18th level. This ability replaces combat feats.
In addition, the frontier huntsman swaps four deeds for the following deeds.
Steady Aim (Ex): At 2nd level, as long as a frontier huntsman 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 6th level, as long as the frontier huntsman 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.
Knockdown Shot (Ex): At 10th level, as a standard action, a frontier huntsman can make one ranged attack with a two-handed firearm at a –4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The frontier huntsman must decide which maneuver to attempt before making her attack roll. The frontier huntsman must spend 1 grit to perform this deed. This deed replaces thestartling shot deed.
Perfect Shot (Ex): At 14th level, a frontier huntsman can make a perfect shot by rolling his attack roll twice and taking the higher result. If one of these rolls is a critical threat, the other roll is used as the frontier huntsman’s confirmation roll (his choice if they are both critical threats). The frontier huntsman may attempt a perfect shot once per day for every four frontier huntsman levels he has attained, but no more than once per round. At 18th level, the frontier huntsman can roll his attack rollthree times and take the highest result. If one of these rolls is a critical threat, the frontier huntsman must choose one of his other two rolls to use as his confirmation roll. The frontier huntsman must spend 1 grit to perform this deed. This deed replaces the bleeding wound deed.
Grit (Ex): At 2nd level, a frontier huntsman gains the gunslinger’s grit ability. This ability replaces Endurance.
Deadly Aim: At 5th level, a frontier huntsman gains Deadly Aim as a bonus feat.
Musket Training (Ex): Starting at 5th level, a frontier huntsman 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. Every five levels thereafter (10th, 15th, and 20th), the bonus on damage rolls increases by +1. At 15th level, a frontier huntsman never misfires with a two-handed firearm. This ability replaces 2nd, 3rd, 4th, and 5th favored enemy.
Vigilant Hunter (Ex): At 8th level, a frontiersman does not provoke attacks of opportunity when making ranged attacks with a two-handed firearm.
Improved Deadly Aim (Ex): At 10th level, when a frontier huntsman has at least 1 grit point and uses Deadly Aim with a two-handed firearm, he gains a +3 bonus on ranged damage rolls instead of +2. When the frontier huntsman’s base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2. This ability replaces 2nd favored terrain.
Greater Deadly Aim (Ex): At 15th level, when a frontier huntsman has at least 1 grit point and uses Deadly Aim with two-handed firearm, he gains a +4 bonus on ranged damage rolls instead of +3. When the frontier huntsman’s base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +4 rather than +3. This ability replaces 4th favored terrain.
True Hunter (Ex): At 20th level, a frontier huntsman becomes deadly with his musket. He picks one deed that he has access to and that he must spend grit to perform. He can perform this deed for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the frontier huntsman can perform this deed as long as he has at least 1 grit point. If a deed could already be performed as long as he had at least 1 grit point, he can now perform that deed even when he has no grit points.
In addition, the frontier huntsman can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the frontier huntsman’s level + the frontier huntsman’s Wisdom modifier. A frontier huntsman can use this ability once per day. This ability replaces master hunter.
Table: Frontier Huntsman