Maverick Gunslinger (Apath)

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Unofficial rules compendium

Truly adaptable, the maverick gunslinger can master any situation with a few seconds of thought. Sadly, there are times when these lost seconds can be vital.

Class Information

A gunslinger with fewer but more flexible deeds.

Class: gunslinger.

Hit Die: d10.

Class Abilities

The maverick gunslinger has all the class abilities of the gunslinger, except as noted below.

Deeds

An maverick gunslinger gains the following deeds at the indicated levels. These are either gunslinger deeds or grit feats gained as bonus feats, ignoring all prerequisites.

1—Deadeye, quick clear.
3—Pistol whip, utility shot.
7—Startling shot, targeting.
11—Bleeding wound, lightning reload.
15—Evasive, slinger's luck.
19—Cheat death, stunning shot.

Maverick Improvisation (Ex)

A maverick gunslinger can take a move action to gain the benefit of a combat feat, deed, or grit feat she doesn't possess. She cannot select grit feats that recover grit or reduce grit expenditures. Specifically, she cannot choose Extra Grit, Fabulist, or Signature Deed. An ability gained this way is called a maverick improvisation. This effect lasts for 1 minute. The maverick gunslinger must meet all the prerequisites of a feat or be of a level where a gunslinger could use that deed . She may gain a number of times per day equal to 3 + 1/2 her maverick gunslinger level (minimum 1).

The maverick gunslinger can use this ability again before the duration expires in order to replace the previous maverick improvisation with another choice.

If a maverick improvisation has a daily use limitation (such as Stunning Fist), any uses of that maverick improvisation while using this ability count toward that daily limit.

At 7th level, a maverick gunslinger can use this ability to gain the benefit of two maverick improvisations at the same time. She may select one maverick improvisation as a swift action or two maverick improvisations as a move action. She may use a maverick improvisation to meet a prerequisite of the second maverick improvisation; doing so means that she cannot replace a maverick improvisation currently fulfilling another's prerequisite without also replacing those maverick improvisations that require it. Each individual maverick improvisation selected counts toward her daily uses of this ability.

At 11th level, a maverick gunslinger can use this ability to gain the benefit of three maverick improvisations at the same time. She may select one maverick improvisation as a free action, two maverick improvisations as a swift action, or three maverick improvisations as a move action. She may use one of the maverick improvisations to meet a prerequisite of the second and third maverick improvisations, and use the second maverick improvisation to meet a prerequisite of the third maverick improvisation. Each individual maverick improvisation selected counts toward her daily uses of this ability.

At 15th level, a maverick gunslinger can use this ability to gain the benefit of one maverick improvisation as an immediate action or three maverick improvisations as a swift action. Each individual maverick improvisation selected counts toward her daily uses of this ability.

At 19th level, a maverick gunslinger can use this ability to gain the benefit of any number of maverick improvisations as a swift action. Each maverick improvisation selected counts toward her daily uses of this ability.

Table: Maverick Gunslinger

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +0 Deeds (deadeye, quick clear), grit, gunsmith, maverick improvisation
2nd +2 +3 +3 +0 Nimble +1
3rd +3 +3 +3 +1 Deeds (pistol-whip, utility shot)
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1 Gun training 1
6th +6/ +1 +5 +5 +2 Nimble +2
7th +7/ +2 +5 +5 +2 Deeds (dead shot, startling shot), maverick improvisation (2)
8th +8/ +3 +6 +6 +2 Bonus feat
9th +9/ +4 +6 +6 +3 Gun training 2
10th +10/ +5 +7 +7 +3 Nimble +3
11th +11/ +6/ +1 +7 +7 +3 Deeds (bleeding wound, lightning reload) , maverick improvisation (3)
12th +12/ +7/ +2 +8 +8 +4 Bonus feat
13th +13/ +8/ +3 +8 +8 +4 Gun training 3
14th +14/ +9/ +4 +9 +9 +4 Nimble +4
15th +15/ +10/ +5 +9 +9 +5 Deeds (evasive , singer’s luck)
16th +16/ +11/ +6/ +1 +10 +10 +5 Bonus feat
17th +17/ +12/ +7/ +2 +10 +10 +5 Gun training 4
18th +18/ +13/ +8/ +3 +11 +11 +6 Nimble +5
19th +19/ +14/ +9/ +4 +11 +11 +6 Deeds (cheat death, stunning shot)
20th +20/ +15/ +10/ +5 +12 +12 +6 Bonus feat, true grit

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Deeds
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