Legendary Gunslinger New Feats

Deed Specialization (Combat)
You know how to use your deeds most dangerously.

Prerequisite: Gunslinger or legendary gunslinger 3rd

Benefit: Select 1 gunslinger deed you possess (including those gained through gun masteries) and increase its DC by +2

Demon-Haunted Drifter
There’s another soul that rides within you, and its name is death.

Prerequisites: Grit pool, eidolon class feature

Benefit: While in an area of dim or lower lighting, you may spend 2 grit points as a standard action to instantly call forth your eidolon, as per summon eidolon, or to enhance your eidolon as per a lesser evolution surge. This is a spell-like ability, using your character level as your caster level and your Charisma modifier for concentration checks, if required.

At your 9th character level, you may instead spend 3 points of grit to produce an evolution surge; at 13th level, you may spend 4 grit to instead activate a greater evolution surge or a transmogrify effect.

Designer’s Commentary: This feat is of exceptional use with the synthesist summoner archetype, and the Mysterious Stranger gunslinger archetype, due to their shared use of Charisma as a primary statistic.

Extra Gun Mastery (Combat)
Your talent with a gun is multifaceted.

Prerequisite: Gun mastery class feature.

Benefit: You gain a gun mastery.

Special: You cannot select the bonus feat gun mastery.

Special: You can select this feat multiple times. Each time you take it, you must select a different gun mastery.

Guns Out of the Grave
You don’t stay dead, and you bow to none. Possessed of a soul that burns with hated and an unquenchable thirst for vengeance, you’re a shade too rough and an ounce too mean to stay buried... or scorching down in the hot-spot. On the lonely prairie wind, you ride upon the songs of the dead, your guns blazing with hellfire and your boots striding implacably over ashen, blood-splattered soil.

Prerequisite: Grit pool, undead type

Benefit: If you are destroyed while you have at least 1 point in your grit pool, you rise again in 2d4 days, much like the rejuvenation ability of a ghost. If you have no grit remaining when you are destroyed, you instead rise after 1d10 years.If your firearms have been removed from your remains after your destruction, they are teleported back to your person when you rise if they are within 1 mile per Hit Die. If they were broken or destroyed, they are immediately repaired and fully functional, as if make whole had been cast upon them. If your firearms are outside this range or are otherwise blocked from returning to you, you can instead sense their direction regardless of distance (including if they are in an extradimensional space). This sense can be blocked by any effect that blocks scrying. You gain the benefits of true seeing and discern lies (caster level equal to your Hit Dice) constantly with respect to any creature carrying one of your firearms. These abilities cannot be dispelled.

In addition, you may spend one point of grit to perform any of the following special deeds for which you qualify:

Desolate Cry (Su)
As a move action, you can expend 1 grit point while unleashing a deathly scream of despair and loss, causing all creatures within 30 ft. who can hear you to become shaken (no save) until the beginning of your next turn. You can maintain this ability in subsequent rounds as a free action by spending additional points of grit. This ability also causes mundane and non-magical vegetation in the area, causing it to blacken and shrivel, with a 50% chance each round of crumbling to dust. It otherwise functions identically to the dirge of doom bardic performance ability. You must have at least 8 Hit Dice to use this deed.

Ghost Rider (Sp)
As a full-round action, you can use phantom steed as a spell-like ability, using your Hit Dice as your caster level. This spectral or skeletal speed has a unique and distinctive appearance, which is the same each time it is created. You must have at least 6 Hit Dice to use this deed.

Hideous Wound (Su)
If your undead form possesses a supernatural special attack that is normally conveyed by a melee attack, such as a vampire’s energy drain or a ghoul’s disease or paralysis, as a swift action you can expend 1 grit point to add the effects to a single firearm attack you make. You must choose to use this ability before the attack roll is made. If the attack misses, the effect is wasted. You must have at least 4 Hit Dice to use this deed.

Shake Off Control (Ex)
Whenever you fail a saving throw that would take control of your undead form, such as the Command Undead feat or command undead spell, you can expend 1 grit point to reroll the saving throw. You must accept the result of the second roll. You must have at least 2 Hit Dice to use this deed.

Whiskey-Soaked Drifter
You’ve seen the worst kinds of horrors, and they ride alongside you to this very damn day. You long ago stopped climbing, and slid sooner rather than later all the way to the bottom of the bottle. When bad news howls on the wind and blood starts to run, when those black storm-clouds roll in and the thunder of gunfire begins to pound in your veins, you reach for a drink just as fast as you do your bullets. If your compatriots can pour you into your boots and get you facing in the right direction, though, you’re lightning-swift death in the flesh.

Prerequisite: Grit pool, living creature

Benefit: You are regularly assumed to have recently imbibed a number of alcoholic drinks equal to twice your Constitution modifier. If you are ever completely cut off from alcohol for 24 hours, you become are permanently exhausted until you begin drinking once more. You retain this penalty until you imbibe alcohol of any kind or until you retrain this feat upon leveling. Magic such as restoration or heal can end this exhaustion.

You can purposefully drink a tankard of ale, one full beer or one shot of strong alcohol and immediately gain one temporary grit point. The act of drinking in this way is a standard action that provokes attacks of opportunity. You can have a maximum number of these temporary drunken grit points at any one time equal to half your character level, rounded down (minimum 1). Drunken grit points last for 1 hour or until spent, whichever comes first.

If you consume an additional drink within 1 hour of the previous drink, you gain additional grit but immediately become sickened, and the penalties for being sickened stack with additional drinks (but overlap and do not stack with other sources of being sickened). However, as long as you have at least one point of drunken grit in your grit pool, these penalties for being sickened do not apply to attack and damage rolls made with a firearm, nor to any skill check or ability check related to a firearm. If you become nauseated while retaining at least 1 point of drunken grit, you can use your move action to make a single firearm attack. If your firearm is unloaded while nauseated, you can spend 1 point of grit to reload it as a free action. Whenever you spend grit, all penalties for being sickened are suppressed until the beginning of your next turn.

If you also have the Drunken Brawler feat, you must choose whether to gain the benefits of this feat or the benefits of that ability each time you consume alcohol. If you imbibe more than one drink, you can alternate between which feat you use to gain benefits from your drinking.

If you are at least 11th level, you are immune to fear as long as you have at least 1 point of drunken grit in your system.

DESIGNER’S NOTE: This feat is a darkly different, horror-themed approach to an iconic concept which is also explored by the rumslinger archetype. This feat is also appropriate for a brandy-soaked swashbuckler, replacing grit with panache and the firearm with a light or one-handed piercing melee weapon.

This feat also is thematically appropriate in combination with the Demon-Haunted Drifter feat in a high-magic game. Such a character’s eidolon could represent anything from the better angel of her nature to a ghost of a lost love, or even the literal devil on her shoulder.

Winter-Haired Drifter
You show little enough emotion, when you so desire, your face a grim and impassive mask that’s equally terrifying and impossible to read. To say that you have an icy mien, a chill demeanor or a particularly frigid, dark sort of temper is only scratching the surface; whatever it is that pumps in your veins is a shade colder than blood. Long as you’ve been alive, you’ve known that you were different ... and there’s a hard, black ocean of bleak & bitter rage inside you, just waiting for you to unleash it.

Prerequisite: Grit pool

Benefit: Your hands are icy to the touch, and you are remarkably pale. Any clothing you wear is considered to be a cold weather outfit. As long as you have at least 1 grit point, you treat cold environments as if they were one step less severe and you can see without impairment through natural falling snow, sleet, and hail. You can spend 1 point from your grit pool to see through magically created precipitation, such as a sleet storm for 1 minute.

Your emotionless visage grants you a +2 competence bonus on Bluff checks, and you may spend 1 grit point as a swift action to gain a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint for 1 minute.

At 11th level, you can spend 2 grit points to increase the duration of this effect to 10 minutes, and during this time you are additionally immune to fear. If you are already immune to fear because of a class feature, racial ability, or other permanent effect, living creatures within 10 feet of you during this time take a -4 penalty on saves vs. fear and lose any immunity to fear they normally possess.

Special: This feat replaces all normal prerequisites for the Elemental Fist feat, but you must select cold as your energy type. You are considered to meet all prerequisites for the Winter Shade of the Umbral Wood feat (see Forest Kingdom Campaign Compendiumfrom Legendary Games); your gunslinger level is used in place of a druid level for purposes of that feat, should you select it.