Gun Ranger (Apath)
|Unofficial rules compendium|
The gun ranger is a travelling gunslinger with abilities similar to a ranger.
This is a gunslinger archetype with some ranger class features.
Starting Money: 3d6 × 10 gp (average 105 gp)
Hit Die: d10.
The gun ranger has all gunslinger class features, except as follows:
Animal Companion (Ex)
At 4th level, a gun ranger gains an animal companion. This animal is a loyal companion that accompanies the gun ranger on her adventures as appropriate for its kind. It often serves as a mount.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the gun ranger's effective druid level is equal to her gun ranger level –3.
Animal companion, swift tracker, quarry, and evasion replaces the gunslinger's bonus feats.
Swift Tracker (Ex)
Beginning at 8th level, a gun ranger can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
At 12th level, a gun ranger can, as a standard action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, a gun ranger can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against her quarry, and all critical threats are automatically confirmed. A gun ranger can have no more than one quarry at a time. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the gun ranger sees proof that her quarry is dead, she can select a new quarry after waiting 1 hour.
When she reaches 16th level, a gun ranger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the gun ranger is wearing light armor, medium armor, or no armor. A helpless gun ranger does not gain the benefit of evasion.
Table: Gun Ranger
|1st||+1||+2||+2||+0||Deeds (deadeye, fade, quick clear), grit, gunsmith|
|3rd||+3||+3||+3||+1||Deeds (gunslinger's initiative, pistol-whip, utility shot)|
|5th||+5||+4||+4||+1||Gun training 1|
|7th||+7/+2||+5||+5||+2||Deeds (dead shot, startling shot, targeting)|
|9th||+9/+4||+6||+6||+3||Gun training 2|
|11th||+11/+6/+1||+7||+7||+3||Deeds (bleeding wound, expert loading, lightning reload)|
|13th||+13/+8/+3||+8||+8||+4||Gun training 3|
|15th||+15/+10/+5||+9||+9||+5||Deeds (evasive, menacing shot, slinger's luck)|
|17th||+17/+12/+7/+2||+10||+10||+5||Gun training 4|
|19th||+19/+14/+9/+4||+11||+11||+6||Deeds (cheat death, death's shot, stunning shot)|
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Bonus Feats
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