Gun Skald (Skald/Gunslinger)
While most skalds are trained in the oral traditions, a select few deeply immerse themselves in their tribal lore, enabling them to draw upon the heroic deeds of ages past and bolster themselves in battle. Trained in the use of firearms, the gun skald emulates the ancient deeds of heroes long gone to strike down his foes and pierce their defenses from afar. Through his raging song, he performs these deeds with eloquence while preserving his own heroics in poetic verse. (Original Concept by Lindley Court)
Primary Class: Skald.
Secondary Class: Gunslinger.
Hit Dice: d8.
Bonus Skills and Ranks: The gun skald may select three gunslinger skills to add to his class skills in addition to the normal skald class skills. The gun skald gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The gun skald is proficient with all simple and martial weapons, and with all firearms. He is also proficient with light armor, but not with shields.
Diminished Spellcasting: The gun skald casts arcane spells drawn from the skald’s spell list, but knows one fewer spell of each spell level. He otherwise learns and casts spells as a skald of equal level.
Scholarly Skald: A gun skald learns to apply his intellect in new ways. He uses his Intelligence to determine the effects of his spells and bonus spells per day, as well as his raging song ability.
Antique Firearm: At 1st level, a gun skald possesses an ancient tribal firearm and gains the gunslinger’s gunsmith ability. This ability replaces scribe scroll.
Raging Song: This is exactly like skald ability of the same name, except that the gun skald gains the following raging songs.
Enhance Weapons (Su): At 1st level, the gun skald can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or