Zealous Gunman (Inquisitor/Gunslinger)

(Original Concept by Yuri Clovershield)

Primary: Inquisitor.

Secondary: Gunslinger.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The zealous gunman selects three gunslinger skills to add to her class skills in addition to the normal inquisitor class skills. The zealous gunman gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The zealous gunman is proficient with all simple, all firearms, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Diminished Spellcasting: The zealous gunman casts divine spells drawn from the inquisitor spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level. She otherwise learns, prepares, and casts spells as an inquisitor of equal level.

Gunsmith (Ex): At 1st level, a zealous gunman gains the gunslinger’s gunsmith ability. This ability replaces monster lore and stern gaze.

Judgment (Su): This is exactly like the inquisitor’s ability of the same name, except that the zealous gunman replaces the destruction judgment with the following new judgment.

Zealot’s Brand (Su): At 1st level, a zealous gunman gains the zealout’s brand judgment. When using this judgment, the zealous gunman gains the ability to brand humanoid creatures with divine (positive or negative energy). To do so, she must make a successful ranged touch attack or a firearm attack against the humanoid creature. This attack deals an amount of positive energy damage equal to 1d6 + the zealous gunman’s Charisma score, and burns her personal symbol into the humanoid creature’s flesh or another exposed part of the creature’s body. From that point onward, the zealous gunman can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the zealous gunman level). A zealot’s brand lasts until the humanoid creature is slain or until the zealous gunman uses this ability on another creature. This ability replaces the destruction judgment.

Deeds: At 3rd level, a zealous gunman gains the gunslinger’s deed ability, and gains access to her 1st–level deeds. At 7th level and every four levels thereafter, she gains access to each subsequent level of deeds, up to 15th–level deeds at 19th level. In addition, a zealous gunman swaps eleven deeds for the following deeds.

Divine Precision (Ex): At 3rd level, as long as she has at least 1 grit point, she gains the benefits of the Precise Shot feat when using a firearm. This deed replaces the gunslinger’s dodge deed.

Test of the Faithful (Su): At 3rd level, a zealous gunman can test the faith and conviction of her opponents. As a standard action, a zealous gunman can make a single firearm attack against a creature within the first range increment. If the creature worships or follows the zealous gunman’s deity, the attack deals nonlethal damage instead of lethal damage. The zealous gunman also takes an amount of nonlethal damage equal to half of the damage dealt by the attack. If the target is not of the same faith, it takes damage as normal. If the target is of an enemy faith, it takes additional damage equal to the zealous gunman’s Wisdom modifier and is visibly marked as per the brand spell. Performing this deed costs 1 grit point. This deed replaces the deadeye deed.

Inclusive Brand (Su): At 7th level, as long as the zealous gunman has at least 1 grit point, she adds magical beast and monstrous humanoid creatures to the types of creatures she can affect with her zealot’s brand judgment. This deed replaces the gunslinger’s initiative deed.

Luck of the Divine (Su): At 7th level, a zealous gunman can recognize when her gun is about to misfire and avoid it from being damaged. As long as the zealous gunman has at least 1 grit point, whenever she rolls a misfire, she can make a second roll. If this roll is higher than her misfire chance, she avoids her firearm from gaining the broken condition. The first rolls still counts as the zealous gunman’s attack roll. This deed replaces the utility shot deed.

Zealous Retort (Ex): At 7th level, a zealous gunman is has the knack for returning what she’s received. When a ranged attack is made against the zealous gunman, she can make a firearm attack against her attacker as an immediate action. This attack provokes attacks of opportunity even if the zealous gunman had feats or abilities that negate them. This deed replaces the pistol-whip deed.

Comprehensive Brand (Su): At 11th level, a zealous gunman can use her zealot’s brand judgment on aberration, construct, and fey creatures. Performing this deed costs 1 grit point. This deed replaces the startling shot deed.

Deadly Precision (Ex): At 11th level, a zealous gunman gains the benefits of the Deadly Aim and Improved Precise Shot feats with her firearm for 1 minute. Performing this deed costs 1 grit point. This deed replaces the targeting deed.

All-Encompassing Brand (Su): At 15th level, a zealous gunman can use her zealot’s brand judgment on dragon, outsider, and undead creatures. Performing this deed costs 2 grit points. This deed replaces the expert reloading deed.

Divine Shot (Su): At 15th level, as long as the zealous gunman has at least 1 grit point, her firearms are treated as aligned (chaotic, evil, good, or lawful according to the zealous gunman’s alignment) for the purposes of overcoming damage reduction. This ability functions only while the zealous gunman is conscious. This deed replaces the bleeding wounds deed.

Divine Investiture (Su): At 19th level, when a zealous gunman has at least at least 1 grit point, she gains the benefit of the divine grace, divine health, and aura of resolve class features of the paladin’s class. This deed replaces the evasive deed.

Castigation Brand (Su): At 19th level, while using her zealot’s brand judgment, a zealous gunman can project a 30-foot-radius emanation for a number of rounds per day equal to her zealous gunman level. Any creature within this emanation that is of the same type as a creature currently under the effects of her zealot’s brand becomes sickened, or sickened and nauseated if the creatures’ Hit Dice are equal to or less than half the zealous gunman’s level. Performing this deed costs 2 grit points. This deed replaces the slinger’s luck deed.

This ability and grit replace solo tactics, the teamwork feats gained at 3rd and 15th level, judgment 3/day and 6/day, stalwart, and spells lost due to diminished spellcasting.

Grit: At 3rd level, a zealous gunman gains the gunslinger’s grit ability.

Brand of Truth (Su): At 5th level, when a creature under the effect of her zealot’s brand comes within 30 feet of the zealous gunman, she is considered to be under the effects of a discern lies spell. This ability replaces discern lies.

Bonus Feats: At 6th level, and again at 12th and 18th level, a zealous gunman gains a bonus feat. These feats must be chosen from those considered combat feats or grit feats, and she must qualify for any feat she selects. This ability replaces the teamwork feat gained at 6th, 12th, and 18th level.

Divine Retribution (Su): At 9th level, a zealous gunman can exact divine retribution upon her enemies. As a standard action, a zealous gunman can make a single firearm attack against the subject of her zealot’s brand judgment as a standard action. If the attack is successful, the target must make a successful Fortitude save (DC 10 + 1/2 the zealous gunman’s level + the zealous gunman’s Wisdom modifier) or become staggered for 2d6 rounds from the overwhelming grief and pain of its sins.

In addition, the zealous gunman deals additional damage depending on the target’s alignment. If the target’s alignment is one step removed from the zealous gunman’s alignment, she deals an additional 1d6 points of nonlethal damage to the target. For example, a lawful good zealous gunman would deal 1d6 points of nonlethal damage to any target with the lawful neutral or neutral good alignment. For each additional step the target’s alignment is removed from the zealous gunman’s, the extra damage increases by one damage die category (1d8 to a chaotic good, neutral, or lawful evil target, 1d10 to a chaotic neutral or neutral evil target, and 2d6 to a chaotic evil target). If the target has the same alignment as the zealous gunman, the target takes no nonlethal damage. A zealous gunman can use this ability once per day against each target of her judgment, but not against the same creature more than once in a 24-hour period. This ability replaces the teamwork feat gained at 9th level.

Second Judgment (Su): This is exactly like the inquisitor ability of the same name. In addition, the zealous gunman can use her zealot’s brand judgment on two creatures simultaneously. Any additional uses end the most previous use.

Third Judgment (Su): This is exactly like the inquisitor ability of the same name. In addition, the zealous gunman can use her zealot’s brand judgment on three creatures simultaneously. Any additional uses end the most previous use.

Table: Zealous Gunman