Gunslinger (Apath)

From Action
Revision as of 14:04, 5 February 2017 by Starfox (talk | contribs) (Deeds Last)
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium
Notepad.png This is a work in progress.

All right, sweethearts, what are you waiting for? Breakfast in bed? Another glorious day in the Corps! A day in the Marine Corps is like a day on the farm. Every meal's a banquet! Every paycheck a fortune! Every formation a parade! I love the Corps!

—Apone, Aliens (1986)
Hawkwood
Bless you Martin, your reward is in heaven.
Martin
I'd rather get paid sooner sir if you don't mind.
Flesh+Blood (1985)

The soldier is a warrior of the modern age. Less focused on perfect drill of a fencer or fighter, the soldier has a cavalier attitude to combat, the world, and even themselves. Their greatest ability is grit, the devil-may-care type of heroics that allows them to press forward trough a mix of luck and stubbornness.

Class Information

This is a hybrid class, a combination of gunslinger and swashbuckler.

Age: The is a self-educated class and uses the middle starting age bracket.

Alignment: Any. Soldiers often are (or have been) part of very lawful military organizations, but their personal orientations are all over the place. Most can shut up and fall in line when the situation demands.

Hit dice: d10

Class Skills

The soldier's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill points per level: 4 + Int bonus

Class features

Weapon and Armor Proficiency: Soldiers are proficient with all simple and martial melee weapons, weapons, with simple ranged weapons, and and with all firearms. They are proficient with light and medium armor but not with shields.

Grit (Ex)

A soldier makes her mark upon the world with daring deeds. Some claim this is the result of training, others tell you there is no way to tell who can chew before got a chance to bite. Whatever the reason, all true soldiers have grit. In game terms, grit is a fluctuating measure of a soldier’s ability to perform amazing actions in combat. At the start of each day, a soldier gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A soldier spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit: Each time the soldier confirms a critical hit while in the heat of combat, she regains grit points equal to half the weapon's critical hit multiplier. Confirming a critical hit on a helpless creature or on a creature that has fewer Hit Dice than half the soldier’s character level does not restore grit.

Killing Blow: When the soldier reduces a creature to 0 or fewer hit points while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the soldier’s character level to 0 or fewer hit points does not restore any grit.

Dares Learned abilities similar to deeds in that they grant a soldier extra abilities based on grit, but unlike deeds, dares become active when the soldier runs out of grit, and become inactive once the character regains any points of grit. They grant the soldier a benefit and a new ability to regain or increase the ability to regain either grit or grit. See dares below.

Grit, Luck, and Panache

Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites.

Daring Act The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule. Each time a soldier performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should be in doubt. If it is successful, the soldier regains 1 grit point.

Before attempting a daring act, the player may ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

Examples of daring acts are moving out of cover to get into point-blank range, preventing one or more opponents from acting in a round through clever stunts, and stealing an opponent's weapon to use it against them.

Deeds (Ex)

Soldiers spend grit points to accomplish deeds. Most deeds grant the soldier some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the soldier has at least 1 grit point. The following is the list of base soldier deeds. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. Unless noted, all deeds are extraordinary abilities.

The soldier gains 3 deeds at first level, selected among the level 1 deeds. At level 3, and every four levels thereafter, she gains another three deeds, selected among the deeds listed for her level or lower. Additional deeds are available by taking the Additional Deed feat.

Upon reaching 3rd level, and every four levels thereafter, a soldier can choose to learn a new deed in place of a deed he has already learned. The new deed must be selected for a deed she could have chosen at the level that deed was gained. The soldier loses the old deed in exchange for the new one. A soldier can only change one deed at any given level and must choose whether or not to swap the deed at the time he gains new deeds for the level.

Goran the soldier selected the fast musket deed at level 3. At level 7 she can retain this deed for any deed available to a 3rd level soldier. If she had taken fast musket at 7th level, she can retrain it for any 7th level or lower deed at level 11. If she retrained fast musket into another 3rd level deed at level 7, she cannot retrain it into a level 7 deed at level 11; it remains a deed she learned at level 3.


Deeds are described in their own section, below.

Deeds

Level 1

Cat’s Charge

At 11th level the soldier can end her charge in any space she can reach, not just the closest space. All other requirements of the charge must still be satisfied. This movement triggers attacks of opportunity normally, but the soldier can use Acrobatics to avoid attacks of opportunity when making a cat's charge, ignoring the penalty for not moving at half speed.

Covet Technology

At 1st level, the soldier can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least one more time.

Dazzling Weapon

At 3rd level, as long as the soldier has at least 1 grit point, she can swing a melee weapon or fire a firearm into the air as a standard action and make an Intimidate check to demoralize all foes within 30 feet who can hear the sound of the gun. By spending 1 point of grit, she can make one attack when she uses this deed.

Derring-Do

At 1st level, a soldier can spend 1 grit point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check and the result is revealed. She can continue to do this as long as she has grit, up to a number of times equal to her Dexterity modifier (minimum 1). If the result of the d6 roll is a natural 6, she recovers the point of grit spent.

Dragoon

A dragoon is a soldier combining mounted and foot tactics. As long as the soldier has at least 1 grit point, she can take a reload action while her mount is taking a full move action. She automatically succeeds at control mount in battle checks (see the Ride skill) as long as her mount is not in melee. She can try to perform the fast mount or dismount action (see the Ride skill) even if she lacks a move action; on a failure she simply fails to mount or dismount. When failing a Ride check, the dragoon can spend one point of grit to reroll.

Fabulist

The soldier enjoys telling tall tales and gain confidence when others believe them. Perform becomes a class skill. In addition, each time the soldier makes a successful Bluff check to convince someone of a far-fetched or impossible story, she regains 1 grit point. Successfully lying to a helpful creature, or a creature that has fewer Hit Dice than half her character level, doesn't restore grit. She also regains 1 grit when she spends one minute performing and makes a successful Acrobatics, Perform (act, comedy, dance, or oratory), or Sleight of Hand check (DC 15) to impress a crowd of at least one creature per soldier level, regardless of their Hit Dice.

Flash and Shock

At 1st level, the soldier can take advantage of the flash of a weapons to throw off an attacker's aim at close range. When she makes an attack against a foe in melee or within her firearm's first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn.

Soldier’s Dodge

At 1st level, the soldier gains an uncanny knack for getting out of the way of attacks. When an attack is made against the soldier and she has at least 1 grit remaining, she can take a 5 ft. step as an immediate action; doing so grants her a +2 bonus to AC against that attacker this round. This movement doesn't negate the attack, which is still resolved as if the soldier had not moved from the original square. Alternatively, the soldier can drop prone to gain a +4 bonus to AC against a ranged attack. This does not work to advantage against melee and gives a -4 penalty on Armor Class against melee attacks. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load. She can pay 1 grit to perform this deed as a free action, but can only move or fall prone once per round; later uses of the ability only gives a +2 bonus against AC against one specific attacker.

Soldier's Gait

At 1st level, the soldier gains Sea Legs as a bonus feat. If she spends 1 grit point, she can ignore difficult terrain until the end of her turn. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

Melee Shooter

At 1st level, as long as the soldier has 1 grit point and is wielding both a light or one-handed piercing melee weapon and a one-handed firearm, she can avoid provoking attacks of opportunity with ranged attacks made by firearms.

Lightning Reload

At 3rd level, as long as the soldier has 1 grit point, she gains the benefits of the Rapid Reload feat and can reload a single barrel of a firearm as a swift action.

Munitions Master

At 7th level, as a swift action, the soldier can spend 1 grit point to reduce the number of full-round actions (or move actions, if the soldier has the Master Siege Engineer feat) required to load a siege engine by 1.

On Your Feet!

At 3rd level, while the soldier has at least 1 point of grit, she can stand up from prone as a swift action. She can stand up as a free action that doesn't provoke an attack of opportunity by spending 1 point of grit.

Powder Burns

At 3rd level, the soldier learns to maximize the damage dealt by a firearm at extremely close range. When the soldier successfully hits an adjacent foe with a ranged firearm attack, she deals an additional 1d6 points of fire damage from the muzzle flash of her weapon as long as she has one point of grit. If she spends one point of grit, the target must also make a Reflex save (DC 10 + 1/2 the soldier's level + the soldier's Wisdom modifier) or catch on fire.

Quick Clear

At 1st level, as a standard action, the soldier can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The soldier must have at least 1 grit point to perform this deed. Alternatively, if the soldier spends 1 grit point to perform this deed, she can perform quick clear as a free action instead of a standard action.

Pavise

The soldier gains proficiency with tower shields. As long as the soldier has 1 or more points of grit, she can position a tower shield in her square. An emplaced tower shield is called a pavise. Picking up the tower shield again is a move action. If she moves to another square without first picking up the pavise, it falls flat and is counted as a normal dropped object. Another creature adjacent to the pavise can pick it up or cause it to fall flat as a move action. If the soldier is outflanked while using pavise, the tower shield falls flat automatically. By spending one point of grit, the soldier can either place or pick up the pavise as a swift action.

Secret Stash Deed

The soldier are so skilled at stashing small packets of firearm ammunition and black powder on her person that she sometimes surprise herself when she find them. She can spend 1 grit point to recover either 1d12 bullets and loads of black powder or 1d6 alchemical cartridges from a hidden stash on her person that she had, until now, forgotten about. The soldier must pay for the ammunition with gold pieces from her character’s wealth. The soldier also gain a +4 bonus on Sleight of Hand checks.

Sneak Shot

At 1st level, the soldier with at least 1 grit point deals 1d6 points of extra damage when attacking opponents who are outflanked or denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage increases by 1d6 at level 3 and every 4 levels after level 3. Except for the requirement that she must have at least 1 grit point to use it and that it, this deed otherwise works identically to a rogue's sneak attack class feature (including the requirement that she must be within 30 feet of her target to deal this extra damage), and the extra damage stacks with and sneak attack and similar abilities.

Soldier's Disarm

At 7th level, as long as a soldier has at least 1 grit point when she hits a foe with a melee weapon, she can as a swift action attempt a disarm combat maneuver check, or she can spend one point of grit to do so as a free action. Using this deed does not trigger an attack of opportunity.

Stand and Deliver

At 1st level, as long as the soldier has at least one point of grit, she can take a full-round action to make a single weapon attack. She adds additional damage equal to her Wisdom modifier (if positive), this additional damage is not multiplied on a critical hit. She automatically confirms a critical threat when using stand and deliver. At a cost of 2 points of grit she can make the stand and deliver attack an automatic critical threat if it hits, but she must then roll to verify critical hit. If this succeeds, she gains grit from the critical normally.

Steady Aim

At 1st level, as long as the soldier has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. She can spend one point of grit to do this as a free action.

Level 3

Back Shield

The soldier gains proficiency with tower shields. The soldier can wear a tower shield strapped to his back. By turning her back while reloading, she gains a significant amount of protection at little cost. As long as she has at least one point of grit, she can use a tower shield without needing to use a hand to wield it. She gains all the normal advantages and disadvantages of a tower shield. By spending one point of grit at the end of her turn, she can take cover behind the tower shield as noted in its description, except that it is a free action. She retains this cover until the beginning of her next turn. She cannot use this deed and wield a melee weapon; if she does, she suffers the penalties of the tower shield but gains none of the bonuses.

Clipping Shot

At 11th level, when the soldier misses with an attack, she can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). She can decide to use this deed and spend the grit point after making the attack. If used with the dead shot deed, clipping shot can only be used if the attack misses completely. She can use clipping shot if she misses because of cover or concealment, but not if she is attacking an empty space. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

Fast Musket

At 3rd level, as long as the soldier has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. She can reload any firearm as a free action by spending one point of grit.

Soldier's Initiative

At 3rd level, as long as the soldier has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if her hands are free and unrestrained, and the weapon is not hidden, she can draw a weapon as part of the initiative check. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

No Name

The soldier no longer needs an elaborate disguise to keep her identity under wraps. She often relies on surprise and misdirection in her social dealings. The soldier gain a +2 bonus on Bluff checks, and the soldier can spend 1 grit point to gain a +10 bonus on Disguise checks for 10 minutes per her soldier level (minimum 10 minutes). The soldier can make herself inconspicuous and nondescript as a standard action without actually adopting a disguise.

Pistol-Whip

At 3rd level, the soldier can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the soldier’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the soldier can make a combat maneuver check to knock the target prone as a free action that does not trigger an attack of opportunity. Performing this deed costs 1 grit point.

Redeploy

At 3rd level, if the soldier has at least 1 grit point, she can move at full speed in medium armor or while carrying a medium load. She can spend 1 grit point to move three times her speed as a full-round action without suffering the disadvantages of the run action. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

Reliable Technology

At 3rd level, the soldier can spend 1 grit point as a free action to prevent a timeworn technological firearm from glitching.

Rope Swing

At 7th level, as long as the soldier has at least 1 grit point, she gains a bonus on Acrobatics and Climb checks equal to her soldier level and keeps her Dexterity bonus to Armor Class when climbing or swinging on a rope. If she spends 1 grit point, her move while climbing or swinging on a rope does not provoke attacks of opportunity. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

Salt Shot

At 1st level, as long as she has at least one point o grit, the soldier can choose to inflict nonlethal damage with a weapon without taking the usual -4 attack penalty to do so. By paying 1 grit, any target taking lethal or nonlethal damage from the soldier's firearms this round have their speed cut in half and cannot take a 5 ft. step for one round. This effect does not stack.

Scattershot

At 3rd level, if the soldier has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the soldier possesses (to a maximum of 30 feet at 18th level).

Shell Shock

At 3rd level, when a soldier attacks a target with a firearm, she can spend one point of grit to render the target deaf and mute. On the initial hit and each later round on the soldier's turn, the target is allowed a Fortitude save (DC 10 + 1/2 the soldier's class level + the soldier's Wisdom modifier) to throw off the effect. A mute creature cannot speak, use language-dependent effects or verbal components, or use command words.

Side By Side

At 3rd level, when reloading an early firearm with multiple barrels or shots, the soldier with this feat can reload a number of barrels equal to her Dexterity modifier (minimum 1) with a single reload action. The soldier with the spit bullet deed or equipped with alchemical cartridges (see Ultimate Equipment) can reload multiple firearms at once, dividing the number of barrels she's able to reload among the firearms she is carrying however she wishes, even if this would mean stowing and retrieving multiple firearms from her equipment with one action. The soldier can spend 1 grit point to perform a reload action as a free action.

Skeleton Crew

At 7th level, as long as the soldier has at least 1 grit point, she treats all siege engines as requiring a crew of one fewer than normal to operate (minimum 1).

Smokey

At 3rd level, after shooting a firearm, the soldier can spend one point of grit to gain concealment from gun smoke until the beginning of his next turn or until he moves, whichever comes first. A moderate or stronger wind blows the smoke away.

Twin Shot Knockdown

At 11th level, when the soldier hits a single target with two or more attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made. The target is allowed a Reflex save (DC 10 + 1/2 the gunslinger's class level + the gunslinger's Wisdom modifier) to avoid being knocked prone.

Level 7

Change Out

At 7th level, as a full-round action, the soldier can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; or increases the firearm's range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. The soldier must have at least 1 grit point to perform this deed. Alternatively, if the soldier spends 1 grit point to perform a change out, she can either perform the change out as a move action instead of a full-round action, or perform the change out on a firearm that isn't broken.

Clandestine Expertise

At 3rd level, the soldier gains a +2 bonus on Disguise and Stealth checks. Also, as long as she has at least 1 grit point, when she successfully aids another with a Disguise or Stealth check, she grants the subject a +4 bonus on the skill check instead of the normal +2.

Clear My Head

At 15th level, when the soldier is affected by a mind-affecting effect and fires a firearm, she can spend one point of grit to make a Will saving throw to shake off that effect. The DC of this check is the original saving throw DC or 10 +1/2 the user's Hit Dice + the effect user's Charisma modifier if no DC is given. On a success the effect is negated, tough any damage inflicted still remains. The soldier with this deed always decides when to spend grit, regardless of any mind-affecting effects she might be under.

Deadeye

At 1st level, the soldier can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The soldier still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Dead Shot

At 7th level, as a full-round action, the soldier can take careful aim and pool all of her attack potential into a single, deadly attack. When she does this, she attacks a single target, but makes as many attack rolls as she can with a full-round action. She can only use a single weapon, and only uses a single round of ammunition and gunpowder from a firearm. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the soldier’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the soldier rolls damage again and adds it. For instance, if a 7th-level soldier firing a musket hits with both attacks, she rolls 1d12 twice and adds twice her damage bonuses (just as if she had scored a critical hit with a x2 critical multiple). Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If any of the attack rolls are critical hits, only the base damage is multiplied; the extra damage from dead shot is added on top of the critical damage but not multiplied. The soldier only misfires on a dead shot with a firearm if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The soldier must spend 1 grit point to perform this deed.

Deft Shootist

The soldier can use her firearm without losing focus on the enemy, allowing her to avoid attacks while shooting and reloading firearms. As long as the soldier has at least 1 grit point, she does not provoke attacks of opportunity when shooting or reloading a firearm.

Dizzying Defense

At 15th level, while wielding a melee weapon, the soldier can spend 1 grit point to take the fighting defensively action as a swift action instead of a standard action. This gives her a single attack as a part of the swift action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2. Ranks in the Acrobatics skill improves this normally.

Double Load

At 15th level, when the soldier has at least 1 grit point, she can spend a full-round action to load a single barrel of an early firearm with twice as many bullets or shot and twice as much gunpowder. This adds extra damage equal to the weapon's original damage; this extra damage is not multiplied on a critical hit. If the soldier does not have any grit when firing a double load, add 4 to the weapons misfire value. By expending one point of grit, the soldier can double load with a normal reload action this round. This deed cannot be used with alchemical cartridges.

Weapon Twirling

The soldier can spin and juggle a small weapon, making it difficult to predict when she will attack. The soldier can spend 1 grit point to make a feint attempt using a one-handed firearm. The target of this feint must be within 30 feet of her and be able to see her. If the soldier has the Quick Draw feat, she can holster a light or one-handed weapon as a free action as long as the soldier has at least 1 grit point.

Soldier's Resolve

At 7th level, the soldier can shrug off the most serious of attacks. When the soldier is wearing medium or heavy armor and is subject to a critical hit or sneak attack (or another effect a target immune to these would be immune to) she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 7th level, she has a 25% chance of doing so. At 11th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While the soldier's resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.

Heavy Weaponry

At 11th level, as long as the soldier has at least 1 grit point, she can treat a heavy weapon as a firearm for the purpose of using deeds.

Inspired Attack

At 11th level, the soldier can spend 1 grit point when making an attack to gain an insight bonus on that attack roll equal to her Wisdom modifier (minimum +1). She automatically confirms a critical threat when using inspired attack. When the soldier hits with an attack augmented by inspired attack, she can spend 1 additional grit point to make the hit a critical threat, though if she does so, she does not regain grit if she confirms that critical threat. The cost of this deed cannot be reduced by abilities such as Signature DeedUC.

Quick Steal

A soldier knows she doesn’t always need to win the fight—she just needs to get what she came for. At 7th level, as long as a soldier has at least 1 grit point, she can use ay a melee weapon to make a steal combat maneuver as an attack instead of as a standard action. Unless she spends one point of grit, the Bluff check suffers the same iterative action penalty the attack it replaces. She may attempt a Sleight of Hand check as a part of this action, if she surpasses the target’s opposed Perception check, the target is unaware that the item is stolen.

Soldier's Feint

At 7th level, a soldier with at least 1 grit point can feint instead of making one of the attacks with her a weapon as part of a full attack. Unless she spends one point of grit, the Bluff check suffers the same iterative action penalty the attack it replaces.

Soldier's Grace

At 7th level, while the soldier has at least 1 grit point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.

Smoke Eye

At 7th level, whenever she has at least 1 grit point, the soldier can see thee times as far through visual obscurement. In fog and other conditions that works like fog, she can see normally for 10 feet; after that, creatures and objects have concealment for the next 10 feet and total concealment thereafter.

Spit Bullet

At 7th level, the soldier can keep bullets in her mouth and spit a bullet down the barrel as she reloads, shaking the gunpowder down without a ramrod. Spit bullet allows reloading without a free hand and makes loading a firearm faster as long as she has at least one point of grit, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action). This benefit does not stack with that of alchemical cartridges. At the cost of one point of grit, the soldier can reload as a free action.

Startling Attack

At 7th level, the soldier with least 1 grit point can spend a standard action to purposely miss a creature that she would normally have hit with an attack. Make an attack roll; if the attack would have hit, that creature is denied its Dexterity bonus to AC until the start of the soldier's next turn. This is a mind-affecting fear effect. She can pay 1 grit to have the effect extend to the end of her next turn.

Targeting

At 7th level, as a full-round action, the soldier can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

  • Arms On a hit, the target takes no damage from the hit but drops one carried item of the soldier’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
  • Legs On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso The target is staggered for 1 round.
  • Wings On a hit, the target is damaged normally, and a flying target loses altitude equal to its fly speed. If this causes the target to land, it takes no damage but falls prone.
Weapon Test

At 7th level, as a move action at a cost of one point of grit, the soldier can analyze a weapon (including a technological firearm). For the next 5 minutes, the soldier is considered proficient with this firearm and can use it with his weapon training ability.

Underfoot Assault

At 1st level, if a foe whose size is larger than the soldier's is adjacent to her and misses her with a melee attack, the soldier can as an immediate action spend 1 grit point to move 5 feet into an area of the attacker’s space. This movement does not count against the soldier’s movement the next round, and it doesn’t provoke attacks of opportunity. While the soldier is within a foe’s space, she is considered to take the same space as the foe.

While the soldier is within her foe's space, she gains cover from all attacks, and the soldier and all of her allies adjacent to the foe are considered to be flanking the foe. The soldier can leave the foe's space unhindered and without provoking attacks of opportunity. If the foe moves the soldier can along with it as an immediate action that does not provoke attacks of opportunity. A foe that moves 10 ft. or more can try to scrape off the soldier with a successful CMB check as a part of movement, if successful the soldier must position herself in any empty square the enemy moved from or through. If the soldier is grappled or forcibly moved, the attacker can reposition her normally, which can break an underfoot assault.

Whirlwind Dance

At 7th level, the soldier can sweep through her opponents’ lines like a cyclone. As a full-round action, she can spend 1 grit point to move up to her speed. She can make melee attacks against creatures with her reach during this movement, up to the number of attacks she’s entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal

Level 11

Bleeding Wound

At 11th level, when the soldier hits a living creature with an attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the soldier’s Dexterity modifier. Alternatively, the soldier can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (soldier’s choice) instead. Bleed damage doesn't stack, but a creature can suffer several different kinds of bleed at the same time. Creatures that are immune to sneak attacks are also immune to this deed.

Charge Technology

At 11th level, by spending 1 grit point, the soldier can grant 1 temporary charge to a technological weapon, even if the weapon normally can no longer be recharged. This charge must be used within 1 hour or it fades. The soldier can grant temporary charges to multiple weapons as long as she has enough grit, but temporary charges do not stack with themselves in the same firearm. At 15th level, the soldier can grant 2 temporary charges when she uses this deed, and at 19th level, she can grant 3 temporary charges.

Deadly Aim

At 11th level, she can pay one point of grit to double the first range increment of her firearm for one round. This stacks with other abilities that increase her range increment, but has no effect at ranges longer than twice the range increment. This extends the range of all abilities that work in the first range increment. A soldier using the steady aim and deadly aim deeds together first adds the steady aim bonus and then doubles the total.

Evasive

At 15th level, when the soldier has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her soldier level as her rogue level for improved uncanny dodge.

Expert Loading

At 11th level, whenever the soldier rolls a misfire with a gun that has the broken condition, the gun will not explode as long as she has one point of grit , though it retains the broken condition. If she pays one point of grit, the shot jostles the weapon to work again, removing the broken condition. In either case, the misfire ends the duration of the change out deed.

Soldier's Resilience

At 15th level, when the soldier has at least 1 grit point and makes a successful Fortitude saving throw against an attack that would deal half damage or have a partial effect, she takes no damage or other effects from that attack.

Low Blow

At 11th level, as long as a soldier has at least 1 grit point, she can use a melee weapon to make a dirty trick or drag combat maneuver as an attack instead of as a standard action. Unless she spends one point of grit, the combat maneuver check suffers the same iterative action penalty the attack it replaces. In addition to the normal conditions that can be applied with dirty trick, this deed can confuse or stagger the target if the check is successful.

Opportunity Shot

At 7th level, as long as the soldier has at least one point of grit and a firearm loaded and ready, she can make an opportunity attack with her firearm as if it was a melee weapon with a reach of 30 ft. Each opportunity shot costs one point of grit and uses one of her available attacks of opportunity.

Spotter

At 11th level, as a standard action, the soldier can spend 1 grit point to automatically pinpoint a target within her line of sight and inform adjacent allies of the target's exact location. Even an invisible target can be pinpointed as long as the soldier has a line of effect. Until the soldier's next turn, if the soldier or an ally makes an attack against the pinpointed target and would take a penalty on his attack roll due to range or cover, he can ignore any concealment miss chance and may reduce this penalty by an amount equal to the soldier's Wisdom modifier (to a minimum penalty of 0). The soldier must be adjacent to an ally and able to communicate to give that ally the benefit of this deed, though the ally may move away from the soldier during his turn and still gain the benefits of this deed.

Up Close and Deadly

At 3rd level, when she hits an adjacent target with an attack from firearm, the soldier can spend 1 grit point to add 1d6 points of extra damage. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 7th level, to 3d6 at 11th level, to 4d6 at 15th level, and to 5d6 at 19th level. This precision damage stacks with sneak attack and other forms of precision damage.

The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

Wing Clip

At 15th level, as a full-round action, the soldier can make a single attack against a flying creature to cause it to crash at a cost of one point of grit. A winged creature that takes damage form this attack has one wing disabled. The creature falls to the ground, taking the appropriate amount of falling damage as a result. It. A creature with magical flight or at least one functioning wing may attempt a DC 20 Fly check to avoid taking damage. In either case, the creature must succeed at a Reflex save (DC 10 + 1/2 the soldier's level + the soldier's Wisdom modifier) or fall prone when reaching the ground. A creature with magical flight can take off again as soon as it stands up. A winged creature that has at least one functioning wing can take off again, but needs to spend a full-round action each round to move at it's fly speed. Creatures that are immune to sneak attacks are immune to these effects.

Level 15

Clashing Blades

At 15th level, as long as a soldier has at least 1 grit point when she hits or misses a foe with a melee weapon, she can as a swift action attempt a sunder combat maneuver check, or she can spend one point of grit to do so as a free action. Using this deed does not trigger an attack of opportunity.

Dance of Dawn

At 11th level, whenever the soldier is in conditions of dim light or brighter and hits with a melee attack, she can spend 1 grit point to reflect the light off her blade into the eyes of her target. That opponent is blinded for 1 round. A successful Fortitude save (DC = 10 + 1/2 the soldier’s class level + her Dexterity modifier) negates this effect.

Jury-Rig

At 7th level, as a standard action, the soldier can adjust a firearm she is currently wielding to fire in an unconventional way. She can spend 1 grit point to grant her firearm one of the following magic weapon enhancements for 1 round per soldier level: distance, flaming, glamered, or thundering. If she spends 2 grit points, she can instead grant the firearm flaming burst or stalking. Multiple uses of this ability don't stack with themselves.

Gun Feint

A 7th level soldier can use her weapons to command respect. A soldier with at least 1 grit point can feint instead of making one of the attacks with her firearm as part of a full attack. Unless she spends one point of grit, the Bluff check suffers the same iterative action penalty the attack it replaces.

Marksman

At 15th level, when the soldier has at least 1 grit point, she is instinctively aware of concealed or invisible opponents. If she misses because of concealment (see Combat), she can reroll the miss chance percentile roll one time to see if she actually hit. An invisible attacker gets no advantages related to hitting the soldier; she doesn't lose her Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The soldier can spend one point of grit as a free action to automatically pinpoint an opponent she suspects is there but cannot see; if the opponent isn't actually in her line of sight this point is wasted.

Menacing Shot

At 15th level, the soldier can spend 1 grit point, shoot a firearm into the air, and affect all living creatures in a 30-foot cone as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the soldier’s level + the soldier’s Wisdom modifier.

Named Bullet

The soldier can craft ammunition intended to kill specific foes. Whenever the soldier crafts ammunition using Gunsmithing, she may inscribe a bullet or alchemical cartridge with the name of its intended target. The ammunition gains the bane weapon special ability against the chosen creature only. If the ammunition is used to attack any other target, the attack roll is instead made with a –2 penalty. Crafting a named bullet costs 1 grit point and reduces her maximum grit points by 1 until the named bullet is fired or destroyed.

Perfect Thrust

At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a melee weapon. When she does, she makes the attack against the target's touch AC, and ignores all damage reduction.

Ricochet Shot Deed

The soldier can ricochet a firearm shot off the wall and still hit her target. The soldier can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When she does, use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and her own square to determine the effects of concealment. The soldier can make this shot as long as the soldier has at least 1 grit point. When making this shot, the soldier can spend 1 grit point to ignore the effects of cover and concealment (but not total cover or full concealment). The soldier must choose to spend the grit point before the soldier makes the attack roll

Subtle Hands

At 11th level, while a soldier has at least 1 grit point, she is immune to disarm and sunder combat maneuvers.

Soldier's Edge

At 15th level, while the soldier has at least 1 grit point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

Staggering Attack

At 15th level, when the soldier hits a target with an attack, the target must also make a Fortitude save (DC 10 + 1/2 the soldier's level + the soldier's Wisdom modifier) or be staggered for 1 round. The soldier needs to have at least 1 grit to use staggering shot. Using staggering attack more than once in a round costs one point of grit per attack after the first.

Level 19

At Gunpoint

At 19th level, whenever the soldier has a firearm loaded and ready and is not surprised, she can fire a single shot at the beginning of the first round of combat or surprise round at the cost of one point of grit. When competing with the rogue's snap shot talent and other similar abilities that always go first, use their initiative to determine the order in which they act. The soldier still gets her normal action when her normal turn comes up.

Authoritative Bluff

At 11th level, a soldier can spend 1 grit point to reroll a Bluff check after the roll is made but before the results are revealed. She must take the result of the second roll, even if it is lower. Additionally, the soldier can spend 1 grit point make a Bluff check (ignoring all modifiers) to pretend to be someone’s superior (socially or in the military). If she succeeds at the check, the target obeys any reasonable orders she gives as it would those of an actual superior in the situation. A hostile creature cannot be bluffed in this way.

Cheat Death

At 19th level, whenever the soldier is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point. Effects that kill the soldier outright without dealing hit point damage are not affected by this ability.

Dance of Mercy

At 19th level, when the soldier confirms a critical hit with a melee weapon, in addition to the normal damage, she can spend 1 grit point to knock that opponent out. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the soldier's class level + her Dexterity modifier) or take an amount of nonlethal damage equal to its maximum hit points, as well as becomes paralyzed for 1 hour.

Death’s Shot

At 19th level, when the soldier scores a critical hit, she can spend 1 grit point to force the target to make a Fortitude saving throw with a DC equal to 10 + 1/2 the soldier’s level + the soldier’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack.

Fade to Smoke

At 19th level, after shooting a firearm, the soldier can spend two points of grit to disappear in the smoke of his firearm as a free action. The soldier can make a Stealth roll as a free action, ignoring all modifiers based on actions earlier in the round. The soldier has concealment until the end of his next round.

Invention

At 19th level, she can spend one hour to modify a firearm to do one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; increases the firearm's range increment by 10 feet.; or gain one of one of the following magic weapon enhancements: distance, flaming, glamered, stalking, or thundering.

This deed costs one point of grit to perform, and reduces her maximum grit points by 1 while the invention lasts. Adding a second invention to the same weapon costs 2 grit and reduces maximum grit by two, adding a third costs 3 grit and reduces maximum grit by an additional three, and so on. The invention ends when the firearm gains the broken quality or one hour is spent removing it.

Soldier's Luck

At 15th level, the soldier can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The soldier must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Stunning Attack

At 19th level, when the soldier hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature is allowed a Fortitude saving throw (the DC = 10 + 1/2 the soldier’s level + the soldier’s Wisdom modifier) to negate the stun. Creatures that are immune to critical hits are also immune to this effect.

Dares

Dares are similar to deeds in that they grant a soldier extra abilities based on grit, but unlike deeds, dares become active when the soldier runs out of grit, and become inactive once the character regains any points of grit. They grant the soldier a benefit and a new ability to regain or increase the ability to regain either grit or grit.

A dare can be taken in place of a deed at any level. The soldier can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit points. Once chosen, the active dare cannot be changed until the soldier reaches 0 grit points again.

Desperate Evasion

While this dare is active, the soldier gains the rogue's evasion class feature. If she already has this class feature, while this dare is active, roll twice when making a Reflex saving throw and take the higher result. She regains 1 grit or grit point when she succeed at a Reflex saving throw while using this dare.

Gunsmoke

The soldier creates a cloud of gunsmoke with a radius of 5 ft. times the soldier's Fog of War rating. This functions as obscuring mist centered on the soldier. At the beginning of her turn when the soldier has no other creature in her line of sight she recovers one point of grit. The cloud of smoke remains after the soldier regains grit.

Frantically Nimble

While this dare is active, the soldier gains a +2 dodge bonus to AC. She regains 1 grit or grit point when any enemy making an attack against her misses.

Out for Blood

While this dare is active, her gain the Improved Critical feat with all weapons. The benefit does not stack with the Improved Critical feat. When this dare is active, any critical hit restores grit or grit, regardless of what weapon she uses.

Run Like Hell

While this dare is active, her speed increases by 10 feet, and she retains her Dexterity bonus to her AC while running. She regains 1 grit or grit point the first time she is more than 100 feet away from her closest enemy.

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.