Triggerman

Being at the forefront of anything is dangerous. Conjurers who push the boundaries of summoning are wont to become an eldritch abomination's lunch, alchemists have a horrible tendency not to have eyebrows, and master abjurers generally need to break out of their newest magical cages dozens of times before casting it quits carrying the inherent risk of hilarious and tactically-suicidal backfires. All of this risk, however, is risk attached to something with centuries - millennia, in some cases of documented research and experimentation. What, then, happens when something brand new comes to the fore?

Coddling nascent technology so that it may become a fixture on the world stage requires both intelligence and guts, and when technology just so happens to be miles behind magic, the intelligent and yet gutsy people who have assumed responsibility over it tend to have a rebellious streak to boot. One of the more active professions within the growing movement that is firearms call themselves triggermen. Specialists in the use, maintenance, and modification of firearms, triggermen tend to ignore where the bleeding edge of technology is already starting to scab over and congregate at its bloodiest point. Their schools of thought are taught by those who graduated mere months ago, their weapons are as prone to hurt themselves as they are to hurt their enemies, and the fanciest gun they can bring to bear is likely to be obsolete next year.

And that's exactly how they like it.

Role: Firearms present a dangerous, yet uniquely powerful option for those looking for a new way to dakka. Depending on the schools that he embraces, a triggerman may be a silent sniper hiding away at the highest peak of the tallest tower, or a firearm-wielding martial artist who punishes missteps with gun as surely as a monk does with his fists.

Alignment: Any. Neither firearms, nor the people who use them, are inherently good or evil, and they can attract both selfless heroes and selfish villains or selfless villains and selfish heroes as
a result.

Hit Die: d8

Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less, and the triggerman begins with his starting firearm.

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier

Class Features

All of the following are class features of the triggerman.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Cross-Style Technique This Level?
1st +0 +2 +2 +0 Focused firearms, gunsmith, triggerman techniques No
2nd +1 +3 +3 +0 Moxie pool, moxie talents, smoking gun No
3rd +2 +3 +3 +1 Bonus feat, he called her lucille (1 mod) Yes
4th +3 +4 +4 +1 Moxie talent, overloaded firearms No
5th +3 +4 +4 +1 Gun training No
6th +4 +5 +5 +2 He called her lucille (2 mods), moxie talent No
7th +5 +5 +5 +2 Moxie stability - 1, warning shot Yes
8th +6/+1 +6 +6 +2 Moxie talent No
9th +6/+1 +6 +6 +3 Gun training No
10th +7/+2 +7 +7 +3 Moxie talent No
11th +8/+3 +7 +7 +3 Bonus feat Yes
12th +9/+4 +8 +8 +4 He called her lucille (3 mods), moxie talent No
13th +9/+4 +8 +8 +4 Gun training No
14th +10/+5 +9 +9 +4 Moxie talent No
15th +11/+6/+1 +9 +9 +5 Moxie stability - 2 Yes
16th +12/+7/+2 +10 +10 +5 Moxie talent No
17th +12/+7/+2 +10 +10 +5 Gun training No
18th +13/+8/+3 +11 +11 +6 He called her lucille (4 mods), moxie talent No
19th +14/+9/+4 +11 +11 +6 Bonus feat Yes
20th +15/10/+5 +12 +12 +6 Moxie talent, the last laugh No

Weapon and Armor Proficiency

Triggermen are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Focused Firearms (Su)

Any firearm a triggerman wields spontaneously gains a focus pool, which represents the increasing familiarity that sense of being one with a gun that a triggerman gains with the weapon in the heat of combat. Upon creation, a focus pool contains 0 focus points, but has a maximum size of 4. A triggerman's techniques (see triggerman techniques, below) interact with this pool. Some techniques add focus points to a firearm's focus pool, while others draw from it. A triggerman may only interact with focus pools that he created himself, and not those of other triggermen.

If a firearm has 0 focus points in its focus pool, then that firearm ceases to have a focus pool when it is no longer wielded; otherwise, a firearm retains its focus pool, and the points in its focus pool, when not wielded. If the number of focus points in a firearm's focus pool remains unaltered for 1 minute, then the number of focus points in its focus pool is set to 0.

Gunsmith (Ex)

At 1st level, a triggerman gains one of the following firearms of his choice: blunderbuss, musket, or pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). Optionally, the triggerman may purchase a second starting firearm from the list above at character creation. This second starting firearm follows the same rules as the first, but costs 75 gp. The triggerman also gains Gunsmithing as a bonus feat.

Triggerman Techniques

In a straight fight, a gunman is only as good as his aim, but any true professional knows that a straight fight is the last resort of two fools who have no idea what they're doing. Ergo, a triggerman is only as good as the techniques he can bring to bear.

Techniques are various extraordinary and supernatural abilities that are linked to a particular style of gunfighting. Each technique has three special quantities unique to them: Focus Required, Focus Change, and style.

Focus Required - The focus pool of a firearm wielded by the triggerman must contain points of focus equal to one of the numbers listed on this line in order for the technique to be executed.

Focus Change - To execute a technique, the triggerman chooses a wielded firearm whose focus pool meets that technique's Focus Required entry. That firearm's focus pool gains or loses focus points equal to the amount shown on this line. When focus is spent, it is an upfront cost and deducted before executing the technique. When focus is gained, it is awarded after executing the technique.

Style - The style is the “subtype” of a technique. A triggerman declares his technique specializations (see below) upon character creation. As a result, he only has full access to two styles of techniques.

Techniques can be used at any time; however, those techniques with a Focus Change of +1 only generate focus while in the heat of combat. If in a situation that precludes fighting back or real stakes, such as punching a bag of kittens, beating on a bound goblin in the middle of an interrogation, or “playfighting” with allies without the intent to train, the triggerman does not generate focus.

At 1st level, a triggerman chooses two styles of techniques from the list below. These are known as his specializations. He begins play with two techniques drawn from each of his specializations, for a total of four techniques. At least one of these techniques must have a Focus Change of +1. At each new triggerman level, he gains an additional technique drawn from any of his specializations. A triggerman must meet the prerequisites of a technique in order to learn it. At 3rd, 7th, 11th, 15th, and 19th level, the technique the triggerman gains may be from any style, and not just from his specializations; however, the triggerman always treats his class level as though it were halved (rounded down) when attempting to meet the prerequisites of a "cross-specialization" technique.

The Difficulty Class (DC) for a saving throw against a triggerman's technique is 10 + 1/2 the triggerman's class level + the triggerman's Intelligence modifier. A triggerman may perform any number of techniques per round, subject to the following limitations. First, once a triggerman executes a technique with a Focus Change of +1 or 0 using a particular firearm, that firearm may not be used to perform further techniques until the beginning of his next turn. Secondly, a triggerman may not execute more than two techniques with a Focus Change of +1 per round.

The Styles

Dragoon - The dragoon style is all about going big and loud. A fair proportion of a dragoon's skillset is based around actions that can only be done in response to a misfire, while other techniques cradle this concept by manipulating the broken condition outright or by granting the triggerman sacrificial firearms. The dragoon style supplements its core identity with techniques that produce area energy damage effects, two means to gain temporary flight by discharging firearms, and a powerful array of 0 focus techniques that give you power now in exchange for not building to a proper nova turn.

Gun Fu - Gun fu is all about speed, and when applied to firearms, this means quantity has a quality all its own. Specialized in massed firepower, enhanced movement, and the ability to make attacks of opportunity with firearms, a master of gun fu can consider a round of combat to be a failure if he is not making more attacks than anyone else in the room. In the rare cases where his ability to fill a room with lead just isn't enough, the gun fu style allows a triggerman to grant his speed to his fellows, passing off move actions, or entire turns, to get the ally best suited to the job where he needs to be.

Marksmanship - Marksmen are all about knowing where to shoot. Popping arteries and hamstringing targets is child's play for a skilled marksman, and he can call shots on such esoteric concepts as memories or knowledge should he care to do so. Generally operating from long range, a marksman can stay hidden in the bell tower for multiple rounds while laying down withering fire that debilitates an entire enemy squad to the point of panic before his position is revealed.

Munitions - The munitions style focuses not on the gunplay involved, but in the ammunition sent flying through the air. Silver bullets, flaming bullets, bullets that fragment on hit, and other fancy reloadables are the domain of the munitions triggerman. Here, aim is not as important as having the right bullet for the job.

Moxie Pool (Su)

At 2nd level, a triggerman gains a moxie pool, effectively a representation of that legendary gunslinger swagger that allows a gunfighter who is "in the zone" to perform some truly outrageous stunts. A moxie pool begins play containing 0 moxie points, but has a maximum size of 4. Whenever the triggerman executes a technique with a Focus Change of 2, 3, or 4, he gains moxie points equal to one fewer than the number of focus points expended on that technique. A triggerman's talents (see Moxie Talents, below) interact with this pool. Some talents expend moxie points, while others grant a passive bonus based on how many points are presently in the pool.

Each morning, the triggerman's moxie pool is set to 0 moxie points. This occurs whether or not he has rested, meditated, or otherwise taken care of himself.

Moxie Talents

As a triggerman gains experience, he learns a number of talents that aid him in his gunslinging antics. Starting at 2nd level, a triggerman gains one moxie talent. He gains an additional moxie talent for every two levels of triggerman attained after 2nd level. A triggerman cannot select an individual talent more than once. A full selection of moxie talents can be found in Section: Moxie Talents.

Triggerman talents marked with an asterisk (*) are passive talents that scale based on how many points are in the triggerman's moxie pool. At the beginning of the triggerman's turn, he selects a single marked moxie talent that he possesses. This talent grants its listed benefits to the triggerman for 1 round, and the others have no effect that round.

In addition to those talents that he may select, triggermen who meet the requirements of the moxie talents shown below gain them as bonus talents:

Smoking Gun (Ex)

Cost: X Moxie Points
Activation Time: 1 free action
Duration: instantaneous
Requires: Triggerman 2

You may expend 1 moxie point to give 1 focus point to a firearm you are wielding with 0 focus points. You may instead expend 2 moxie points to give 1 focus point to a firearm with 1 or 2 focus points. This talent may only be used once per round.

Overloaded Firearms (Ex)

Requires: Triggerman 4

Whenever you reload an advanced firearm, or the final barrel of an early firearm, you may expend 1 moxie point. If you do, its capacity is increased by an amount equal to the number of moxie points in your moxie pool, to a maximum of twice its base capacity. In the case of an early firearm, all of the bonus capacity is located in the barrel you loaded last. This modification to the firearm's capacity persists until the next time you reload it.

Whenever you use this talent, you may not select moxie talents marked with an asterisk (*) on your next turn.

Warning Shot (Ex)

Requires: Triggerman 7

At the end of your turn, you may harmlessly fire a firearm you are wielding. This requires no action and expends a unit of loaded ammunition; however, if that firearm has 0 focus points, it gains 1 focus point.

The Last Laugh (Ex)

Requires: Triggerman 20

The first time you would be reduced to 0 or fewer hit points each day, you may execute a technique that you know with a Focus Change of 4 as an immediate action, resolved immediately before you take the damage. You do not need to meet the Focus Required of the chosen technique, nor do you expend focus points to execute it.

Bonus Feat (Ex)

At 3rd, 11th, and 19th level, the triggerman gains a bonus feat. There are no restrictions to which feat he may select, but he must meet its prerequisites.

He Called Her Lucille (Su)

At 3rd level, choose a firearm that the triggerman possesses. The chosen firearm is now considered to be his signature firearm, and it receives an undue amount of attention and modification until it may as well be its own class of weapon. Your signature firearm gains the following benefits:

  • The gun training class feature always applies to your signature firearm no matter what kind of firearm it actually is.
  • The first time your signature firearm would gain the broken condition each day, you may choose to ignore this effect.
  • Creatures other than you gain no benefit from your signature firearm's modifications (see below), though the above benefits still apply.

A triggerman's signature weapon also includes modifications, and he may choose to change the modifications of his signature firearm at any time. To add or remove a modification, he must spend 8 hours tinkering with his signature firearm. At the conclusion of this process, he either removes a modification of his choice from the firearm or adds a modification of his choice to it. The signature firearm may only possess up to a single modification at any one time, increasing by +1 at 6th, 12th, and 18th levels, to a maximum of four modifications. Upon first gaining this ability, the triggerman adds a single modification to his first signature weapon immediately. This requires no tinkering time.

If a triggerman removes modifications from his signature firearm until it has no modifications left, then it is no longer his signature firearm and he may choose a new firearm to become his signature firearm by adding a modification to it. If the triggerman loses his signature firearm, he may choose to abandon it and begin modifying a new signature weapon. When the triggerman chooses to abandon a lost signature weapon, its modifications somehow break immediately.

Enhanced Magnification (Ex)

The first range increment penalty imposed upon an attack made by your signature firearm is a -1 penalty rather than a -2 penalty. This modification can be taken multiple times. Each time, it applies to the next range increment.

Extra Capacity (Ex)

If your signature firearm is an advanced firearm, then its capacity increases by +1. If it is not an advanced firearm, you attach an additional barrel with a capacity of 1 to the side of the weapon. This modification can be taken multiple times. Its effects stack.

Extra Chamber (Ex)

You attach a fancy mechanism to your signature firearm. Treat this mechanism as a second firearm perched atop your signature firearm. Any of the following that affects your signature firearm also affects the attached mechanism, and none of these effects may target the attached mechanism specifically: your signature firearm's enhancement bonus and weapon special abilities, any spells cast upon the signature firearm, your signature firearm's other modifications, and any techniques made using the signature firearm. If your signature firearm is destroyed, the attached mechanism is also destroyed.

When firing your signature firearm, you may choose to make an attack with the firearm at large or with the attached mechanism. Treat the attached mechanism as an advanced firearm with a capacity of 2, a range increment of 30 feet, a base damage of 1d6 points of piercing damage, and a misfire rate equal to that of your signature firearm. It is a move action to reload the attached mechanism, and given the janky method by which it is reloaded, this cannot be modified by any means.

Microadjuster (Ex)

You attach a microadjustment array to your firearm. Whenever you roll damage for an attack or technique made with your signature firearm, you may reroll up to three of the individual damage dice, taking the new result even if it is worse. You cannot reroll a damage die that has already been rerolled, and you may only reroll a number of damage dice equal to twice your triggerman level per day in this manner.

Powder Doping Device (Ex)

You install a small alchemical reservoir within the stock of your signature firearm, granting the weapon a flame pool containing flame points equal to half your triggerman level, rounded up. Whenever you make a firearm attack with your signature firearm, you may expend 1 flame point. If you do, a hose-and-valve system injects the barrel with a dose of alchemical sludge, causing that attack to deal 1d6 points of fire damage to all other creatures adjacent to your target on a successful hit.

Your signature firearm's flame pool replenishes itself each morning when your moxie pool resets.

Precision Rifling (Ex)

Your signature firearm's range increment increases by +10 feet.

Reinforced Barrel (Ex)

Your signature firearm's misfire rate is reduced by -1, to a minimum of 1.

Scatterbore (Ex)

Your signature firearm gains the scatter weapon quality out to a range of 15 feet. It may still be used to fire non-grapeshot ammunition. The extra rifling modification applies to this modification.

Shaped Barrel (Ex)

Your signature firearm deals an additional point of damage on a successful hit. This modification can be taken multiple times. Its effects stack.

Gun Training (Ex)

Starting at 5th level, a triggerman can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when he misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the triggerman picks up another type of firearm, gaining these bonuses for those types as well.

Moxie Stability (Ex)

Starting at 7th level, whenever the triggerman's moxie pool would be set to 0 points each morning, if he has 1 or more moxie points in his pool, then it is set to 1 moxie point instead; otherwise, the size of his moxie pool remains unchanged. Starting at 15th level, the size of his moxie pool is instead set to 2 if he has 2 or more moxie points in his pool.


List Of Moxie Talents

Armored Swagger* (Ex)

You have an armor bonus to AC equal to the number of moxie points in your moxie pool. If you have 4 or more moxie points in your moxie pool, you gain DR 1/.

Cryoshot (Su)

Requires: Triggerman 4

Whenever you make a firearm attack, you may expend 1 moxie point as part of doing so. If you do, that firearm attack deals an additional 1d8 points of cold damage on a successful hit. This increases to 2d8 points of cold damage at 11th level.

Deafening Shot (Ex)

Whenever you make a firearm attack, you may expend 1 moxie point. If you do, any creature damaged by that firearm attack is rendered deaf for 1 round.

Deflect Dakka (Ex)

Requires: Triggerman 8

Whenever you would normally be hit with an attack from a ranged weapon while wielding a firearm, you may expend 2 moxie points so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

Dramatic Athletics (Ex)

When attempting an Acrobatics, Climb, Ride, or Swim skill check, but before rolling, you may expend 1 moxie point to roll two dice and take the better result.

Elemental Blast (Su)

Whenever you make a firearm attack, you may expend 2 moxie points and choose cold, electricity, or fire. All bludgeoning, piercing, and slashing damage dealt by that firearm attack is damage of the chosen energy type instead.

Feeling Lucky (Su)

Whenever you fire the last unit of ammunition from a non-siege firearm, you may expend 1 moxie point. If you do, that firearm is immediately reloaded with one unit of standard ammunition and associated propellant. This ammunition and propellant is spontaneously generated and not taken from your stores.

From a Dead Stop* (Ex)

Requires: Triggerman 8

Your first firearm attack each round deals an additional point of damage on a successful hit for each moxie point you possess.

Ignore the Pins and Needles* (Ex)

Requires: Triggerman 6

Whenever you would take bludgeoning, piercing, or slashing damage, if it would deal points of damage to you that is equal to or less than the number of moxie points that you possess, you negate that damage entirely.

Instinctive Bobbing* (Ex)

Requires: Triggerman 6

Touch attacks made against you have a 5% miss chance for each moxie point you possess.

Instinctive Fortitude (Ex)

You may expend 1 moxie point as an immediate action to grant yourself a +2 luck bonus to Fortitude saving throws until the beginning of your next turn.

Instinctive Reflexes (Ex)

You may expend 1 moxie point as an immediate action to grant yourself a +2 luck bonus to Reflex saving throws until the beginning of your next turn.

Instinctive Willpower (Ex)

You may expend 1 moxie point as an immediate action to grant yourself a +2 luck bonus to Will saving throws until the beginning of your next turn.

Lean Into the Shot (Ex)

You may expend 1 moxie point to grant yourself a +5-foot bonus to the range of your first range increment until the beginning of your next turn. This also modifies those squares threatened by all triggerman techniques that grant you threatened squares with which you may make attacks of opportunity with a firearm. For example, the the punisher technique of the gun fu style allows you to threaten squares with one-handed firearms as though they were melee reach weapons. Using lean into the shot in conjunction with the punisher will grant you the ability to threaten squares as though wielding a melee reach weapon, plus all other squares up to 5 feet further out from that point.

Moxie Dip (Ex)

Requires: Any three moxie talents marked by an asterisk (*)

At the beginning of each of your turns, if you have 3 or more moxie points in your moxie pool, you may choose one additional moxie talent marked with an asterisk (*) that you possess than you normally would. (You normally pick one, or two with the Double Moxie feat.) This additional moxie talent grants its listed benefits to you, but treats your moxie pool as though it only had a single point in it.

Muscle Through Peril* (Ex)

Requires: Triggerman 4

You gain resistance against acid, cold, electricity, fire, and sonic equal to the number of moxie points you possess.

Muting Shot (Ex)

Requires: Triggerman 8

Whenever you make a firearm attack, you may expend 3 moxie points. If you do, any creature damaged by that firearm attack is rendered mute for 1 round.

Nudge (Su)

Whenever you make a firearm attack and miss, you may expend 2 moxie points as an immediate action to grant yourself a retroactive +1d3 luck bonus on that attack roll. If this is sufficient to make that attack a hit, then it retroactively does so.

Pile Them On (Ex)

Requires: Triggerman 10

You may expend 2 moxie points when executing a technique with a Focus Change of 0 to add the following text to that technique, "The executing firearm may be used to perform an additional technique with a Focus Change of +1 or 0 this round."

Ready, Go, Set! (Ex)

Requires: Triggerman 4

You may expend 2 moxie points just before rolling for initiative. If you do, you gain a +1d3+1 circumstance bonus to your initiative roll.

Reorienting Bullet (Su)

Requires: Triggerman 6

Whenever you make a firearm attack, you may expend 1 moxie point as part of doing so. If you do, you may stop your bullet's progress through the air, change its direction of travel, and resume its progress through the air exactly once over the course of its trajectory. In this way, you can shoot around cover to deny creatures any bonus for hiding behind things, shoot using a mirror to see around a corner, and other such tricks.

Scorching Shot (Su)

Requires: Triggerman 4

Whenever you make a firearm attack, you may expend 1 moxie point as part of doing so. If you do, that firearm attack deals an additional 1d8 points of fire damage on a successful hit. This increases to 2d8 points of fire damage at 11th level.

Screaming Shot (Su)

Requires: Triggerman 6

Whenever you make a firearm attack, you may expend 1 moxie point as part of doing so. If you do, that firearm attack deals an additional 1d6 points of sonic damage on a successful hit. This increases to 2d6 points of sonic damage at 11th level.

Selective Muscling* (Ex)

Requires: Triggerman 4

At the beginning of each of your turns, choose acid, cold, electricity, fire, or sonic. You gain resistance against the chosen energy type equal to twice the number of moxie points you possess.

Shrapnel Burst (Ex)

Requires: Triggerman 8

Whenever you make a firearm attack, you may expend 2 moxie points. If you do, and if your attack is successful, you deal 1d4 points of piercing damage to all other creatures within 10 feet of the creature hit. Moreover, all damaging weapon special abilities, such as flaming, applied to that firearm attack also affect the creatures that take piercing damage in this manner.

Sidestep (Ex)

Whenever a creature would make an attack of opportunity against you, you may expend 1 moxie point as an immediate action to gain a +2 dodge bonus to AC against that attack. If the attack of opportunity is made in response to you making a firearm attack, you gain a +4 dodge bonus to AC against that attack instead.

Siege Uninterruptus (Ex)

Requires: Triggerman 8

You may expend 2 moxie points to reload a cannon or other gunpowder-using siege weapon as a swift action.

Smooth Talking (Ex)

When attempting a Bluff, Diplomacy, Intimidate, or Sense Motive skill check, but before rolling, you may expend 1 moxie point to roll two dice and take the better result.

Swaggerstep* (Ex)

If you have 2 or more moxie points in your moxie pool, then your base land speed increases by +10 feet. This is an enhancement bonus.

Too Young to Die* (Ex)

Requires: Triggerman 6

If you have 3 or more moxie points in your moxie pool, then your accumulated ability score penalties, if any, for advancing in age category are suppressed.

Tough as Nails (Ex)

Requires: Triggerman 10

Whenever you would be reduced to 0 or fewer hit points by an attack, you may expend all of your moxie points. For each moxie point expended, roll 2d6. Reduce the amount of damage dealt to you by the amount rolled. If your roll is greater than the amount of damage dealt, you gain the difference in temporary hit points that last for 2 rounds.

Unextinguishable Spirit (Ex)

Requires: Triggerman 8

Whenever you fail a saving throw against a death effect, you may expend 2 moxie points to reroll your saving throw. If your reroll would result in a successful saving throw, then it is retroactively considered as such.

Utter Gumption* (Ex)

Requires: Triggerman 6

You gain temporary hit points equal to the number of moxie points you possess at the beginning of each of your turns. These temporary hit points last for 1 round.

Weave (Ex)

Whenever you make a firearm attack, you may expend 1 moxie point to move 5 feet as a free action. This movement does not provoke attacks of opportunity.


Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed races who have triggermen as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Aasimar – Upon selecting this bonus 3 times, the triggerman gains the ability to add the following modification to his signature firearm:

Angel's Grip (Su) Whenever you successfully hit a creature with your signature firearm, you may give a willing creature other than yourself within 30 feet 1 temporary hit point that lasts until the beginning of your next turn. This temporary hit point stacks, to a maximum of the number of times you have taken the angel's grip modification.

For every 6 times this bonus is selected, the triggerman's signature firearm gains the benefits of the angel's grip modification. This does not count toward the number of modifications he may have on his signature firearm.

Drow – For every 6 times this bonus is selected, the triggerman's signature firearm gains the benefits of the shaped barrel modification (see the he called her lucille class feature). This does not count toward the number of modifications he may have on his signature firearm.

Dwarf – For every 3 times this bonus is selected, the triggerman gains 1 temporary hit point that lasts for 1 minute whenever he executes a technique with a focus change of -2, -3, or -4. This bonus stacks.

Elf - For every 6 times this bonus is selected, the triggerman gains 1 temporary moxie point whenever his moxie points are reset each morning. This temporary moxie point lasts for 24 hours.

Gnome – Upon selecting this bonus 6 times, the triggerman gains a customization pool, representing his ability to customize firearms beyond the norm. The number of points in the triggerman's customization pool is equal to 1/6 the number of times this bonus has been selected, rounded down. The customization pool begins play at maximum capacity, and whenever its capacity increases, a new point is granted to the triggerman immediately. At any time, the triggerman may expend 1 customization point to grant a single modification (see the he called her lucille class feature) to a firearm that possesses no modifications. The process to do so is as listed in the he called her lucille class feature. A firearm that gains a modification in this manner is not a signature firearm and does not gain the benefits of being considered as such. Furthermore, at any time, the triggerman may regain an expended customization point by removing a modification from a firearm that has had one added through the use of this bonus. The process to do so is as listed in the he called her lucille class feature.

Goblin - Upon selecting this bonus 3 times, the triggerman treats all of his non-signature
firearms as though they possessed the powder doping device modification (see the he called her lucille class feature). All of the triggerman's non-signature firearms share a global pool of flame points, whose size equals half the number of times this bonus has been selected, rounded down.

Half-elf – Add a +1/2 insight bonus to the first firearm attack roll performed by the triggerman in the first round of each combat.

Halfling – Upon selecting this bonus 3 times, the triggerman treats all of his non-signature
firearms as though they possessed the microadjuster modification (see the he called her lucille class feature). Unlike a signature firearm with this modification, the triggerman may only reroll a single damage die per attack when making use of this bonus, though he may reroll it up to three times, ignoring the fact that a rerolled die normally cannot be rerolled again. All of the triggerman's non-signature firearms share a global pool of damage rerolls allowed daily, which equals the number of times this bonus has been selected.

Half-orc – For every 3 times this bonus is selected, the triggerman gains 1 temporary hit point that lasts for 1 minute whenever he executes a technique with a focus change of -2, -3, or -4. This bonus stacks.

Hobgoblin – Treat the triggerman's class level as though it were +1 higher for the purpose of determining the duration of all munitions techniques that create special ammo, as well as the eponymous addition dragoon technique and the instant fusillade dragoon technique.

Human – Add +1/6 of a triggerman technique from a specialization style.

Ifrit - Each time this bonus is selected, the triggerman squirrels away two hotshots each day as the emergency stash technique.

Kitsune – For every 5 times this bonus is selected, choose a known triggerman technique, then name a style other than its native style. The triggerman treats the chosen triggerman technique as though it were both from its native style, as well as from the chosen style. This applies to meeting the prerequisites of feats and abilities, as well as to interactions between techniques.

Kobold – For every 6 times this bonus is selected, the triggerman gains 1 temporary moxie point whenever his moxie points are reset each morning. This temporary moxie point lasts for 24 hours.

Orc – For every 6 times this bonus is selected, the triggerman's signature firearm gains the benefits of the extra barrel modification (see the he called her lucille class feature). This does not count toward the number of modifications he may have on his signature firearm.

Oread - For each time this bonus is selected, the triggerman squirrels away a single chaosround each day as the emergency stash technique.

Puddling – Upon selecting this bonus 6 times, the triggerman gains a customization pool, representing his ability to customize firearms beyond the norm. The number of points in the triggerman's customization pool is equal to 1/6 the number of times this bonus has been selected, rounded down. The customization pool begins play at maximum capacity, and whenever its capacity increases, the new point is granted to the triggerman immediately. At any time, the triggerman may expend 1 customization point to grant a single modification (see the he called her lucille class feature) to a firearm that possesses no modifications. The process to do so is as listed in the he called her lucille class feature. A firearm that gains a modification in this manner is not a signature firearm and does not gain the benefits of being considered as such. Furthermore, at any time, the triggerman may regain an expended customization point by removing a modification from a firearm that has had one added through the use of this bonus. The process to do so is as listed in the he called her lucille class feature.

Sylph - For each time this bonus is selected, the triggerman squirrels away two rocket rounds as the emergency stash technique.

Tiefling – Upon selecting this bonus 3 times, the triggerman gains the ability to add the following
modification to his signature firearm:

Nightmare Grip (Su) Whenever you successfully hit a creature with your signature firearm, you may deal 1 point of piercing damage to a creature within 30 feet. Damage dealt by nightmare grip ignores DR/-, but not other forms of damage reduction. This modification can be taken multiple times. Its effects stack.

For every 6 times this bonus is selected, the triggerman's signature firearm gains the benefits of the nightmare grip modification. This does not count toward the number of modifications he may have on his signature firearm.

Vishkanya – For every 3 times this bonus is selected, the triggerman squirrels away a single glitterblast each day as the emergency stash technique.

Undine - For each time this bonus is selected, the triggerman squirrels away two pykrete pellets as the emergency stash technique.

Generic Favored Class Bonuses

If your race is not part of the list above, or with GM approval if you simply do not like your listed favored class bonus, you may select one of the favored class bonuses listed below to be your favored class bonus. Once you take one of the listed bonuses once, you are locked in and cannot sample from the others.

A Point by Any Other Name - Once per day for each time the triggerman has taken this bonus, he may expend a focus point as though it were a moxie point. He may not expend focus points to pay the moxie point cost of the smoking gun moxie talent.

Double Dipping - At the beginning of each of the triggerman's turns, he may choose one additional moxie talent marked with an asterisk (*) that he possesses than he normally would. (You normally pick one, or two with the Double Moxie feat.) This additional moxie talent grants its listed benefits to the triggerman, but treats his moxie pool as though it only had a single point in it. A triggerman may use this ability a number of times per day equal to the number of times this bonus has been taken.

Down Scope - The range increment of the triggerman's firearms increases by +5 feet for every 5 times this bonus has been selected.

Second-to-Last Laugh - Upon taking this bonus 11 times, the first time the triggerman would be reduced to fewer than half his maximum hit points each day, he may execute a technique that he knows with a Focus Change of -1 as an immediate action, resolved immediately before he takes the damage. He does not need to meet the Focus Required of the chosen technique, nor does he expend focus points to execute it.

Slidestep - Whenever a firearm attack or non-touch attack fails to hit the triggerman, he may move 5 feet directly toward or directly away from the source of that attack as an immediate action. This movement does not provoke attacks of opportunity, and may only be executed after the entirety of the action that includes the attack that missed him has been completed. A triggerman may use this ability a number of times per day equal to the number of times this bonus has been taken.

Tanglestash - For every 3 times this bonus is selected, the triggerman squirrels away a single tangleblast each day as the emergency stash technique.



Systems by Interjection Games
Strange Magic 1
Composition Magic
Breakdancer Cantor Harmonicist Maestro
Composition Feats Intros and Outros Melodies
Ethermagic
Ethermagus Ethermancer Etherslinger
Ethermagic Feats Ethermagic Items Alteration Mani. Bestow Mani.
Blast Mani. Genesis Mani. Voidmeld Mani. Greater Mani.
Truenaming
Truenamer Scion of Discordia Truemagic Feats Truenaming Items
Heart and Mind Artifice Far-Flung Spheres Realized Vision
Strange Magic 2
Cartomancy
Cartomancer Wildcard Cartomancy Feats
Classic Portents Deathdealer Portents Poker Card Equiv.
Herbalism
Gourmend Herbalist Naturalist
Herbalism Feats Gour/Herb Tables Naturalist Tables Biome Summ. Tables
The Herb Log The Recipe Book Microcosms
Onmyodo
Onmyoji Shikigami Ascendent Warrior Poet
Onmyodo Feats Shikigami Feats Friendship Feats
Petitions Talismans Poetry Book
Other Systems
The Assassin
The Assassin Techniques Assassin Feats
The Primordial Dancer
The Primordial Dancer Dances List Prim. Dancer Feats
The Reaper
The Reaper Soulsown Talents
Runesmithing
Runesmith Runesmithing Feats Equipment Runes Projection Runes
The Triggerman
Triggerman Triggerman Feats Triggerman Techniques
Get Strange Magic 1 Get Strange Magic 2
Get The Assassin Get The Prim. Dancer Get The Reaper Get Runesmithing
Get The Triggerman
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