Table of Contents
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Triggerman Technique Summary
Dragoon Style
No prerequisite
- CRACK! - Focus +1. Grant a firearm the broken condition. Escalation: Focus -1. Remove the broken condition from a firearm.
- Energetic Blast - Focus +1. Bludgeoning, piercing, and slashing damage dealt by the affected firearm is either cold or fire damage, but is still subject to DR/-.
- Fragmenting Blast - Focus +1. Misfire instead produces a 15-foot cone of grapeshot.
- Impromptu Grenade - Focus -1. A misfire on a broken firearm results in the weapon being destroyed, but you hurl the firearm as it explodes, dealing the firearm's damage as splash damage and damage as an x2 critical hit on a direct hit.
- Juryrigged Pistols - Create one or more permanently broken pistols each morning.
- Knockback - Misfires, grapeshot, and dragoon techniques executed in place of a misfire allow you to move backward 5 feet as a free action.
- The Tactical Nuclear Option - Focus -2. Make a firearm attack that deals firearm damage + 1d6 points of additional damage per level on a successful hit, increasing to +1d8 points of additional damage per level on a critical hit.
Level 2
- Powderjump - Focus -1. Attack an adjacent square with your firearm, shooting you up to 15 feet through the air as though you flew with Good maneuverability. Escalation: Focus -2. Your movement is increased to 30 feet and you may make a single firearm attack mid-flight as a swift
action.
- Scattershotter - Firearms you wield have the scatter weapon quality, but may also be used as though they did not.
Level 4
- Dragoon Clip - Focus 0. Load a special ammo clip onto the barrel of an early firearm or onto an advanced firearm with a capacity of 1, giving it three shots before it must be reloaded. Escalation: Focus -1. Shots fired from the special ammo clip create cones of energy that deal 1d4 + 1/2 level damage of a chosen energy type. Reflex halves.
- Eponymous Addition - Focus 0. Your next shot with the affected firearm produces a cone of energy that deals 1d8 + level points of cold, electricity, or fire damage. Reflex halves.
- Extra Kick - Misfires or techniques made in response to them grant you a +1 bonus to damage, a +10-foot bonus to range increment, and the range of the scatter weapon quality increased by +10 feet for the next attack made by that firearm before the end of your next turn.
- Overpowdered - Focus -1. Misfire instead produces a 30-foot line of shrapnel.
Level 6
- Flight of the Dragoon - Focus -1. Gain a fly speed of 60 feet with Good maneuverability, but lose the ability to do so if you do not make a firearm attack each round.
- Hail of Lead - Focus -3. Produce a 10-foot-radius cylinder of raining ammunition that deals damage as an attack from the executing firearm to those that enter or begin their turn in the area. Reflex halves.
- Inadvertent Explosive - Focus -2. Misfire is fired again at a creature within two range increments, and the shell explodes on impact, dealing firearm damage in a 5-foot-radius. Reflex halves.
- Instant Fusillade - Focus -X. One of your firearms take position over your shoulder and fires once each round for X+1 rounds.
- Jank Master - You have a +2 circumstance bonus to attack rolls made with a broken firearm.
Level 8
- Post-Dated Consequences - Reroll any attack roll with a firearm as an immediate action, but the next attack with that firearm is an automatic misfire.
Level 10
- The Nuclear Option - Focus -4. If your weapon is broken, you create a 30-foot cone that deals firearm damage + 1d4 points of additional damage per level on a successful hit, increasing to +1d6 points of additional damage per level on a critical hit. This additional damage is half fire and half force. If your weapon is not broken, you create a 60-foot line that deals damage as above.
Gun Fu Style
No Prerequisite
- Disarming Bullet - Focus +1. Standard firearm attack also performs a disarm combat maneuver if it hits.
- Revenge - Focus +1. Make a firearm attack against a creature that hit you with a physical attack as an immediate action.
- Snap Reload - Focus -1. You reload up to three early firearm barrels.
- Tailwind - Focus +1. Your base land speed increases by +5 feet for each successful firearm attack you made last round.
- The Punisher - You threaten squares with a one-handed firearm as though it were a melee reach weapon and may make attacks of opportunity with it.
- Tripping Bullet - Focus +1. Standard firearm attack also performs a trip combat maneuver if it hits.
- Watchful Eye - Focus +1. You may perform an additional attack of opportunity this round.
Level 4
- Bequeathed Wind - Focus -1. Your target may make an additional move action next turn, but you are staggered for 1 round at the beginning of your next turn.
- Doubletap - Focus -2. Attack twice with a firearm, but consume only one unit of ammunition.
- Reposition - Focus -1. Move 30 feet using any form of movement available to you.
Level 6
- Gun Kata - Performing two gun fu techniques with a Focus Change of +1 in a single round grants you a temporary focus point.
- Instinctive Roll - You may expend 2 focus points to move up to 10 feet as an immediate action in response to being given the ability to make an attack of opportunity or provoking one yourself.
- Whirling Defense - You gain a +1 dodge bonus to AC against a single creature each time you hit it with a firearm attack (max +4).
Level 8
- Whirling Momentum - Focus -1. Whenever you successfully hit with a firearm attack, subsequent firearm attacks made before the beginning of your next turn deal +1 damage (max +5).
Level 10
- White Raven Redux - Focus -4. Your target's place in initiative order is set to immediately after you. If your target has already taken a turn this round, it gets to take another one.
Special
- The Guardian - Requires the punisher technique. Attacks made against other creatures by creatures occupying space in the first range increment of your firearm provokes attacks of opportunity from it.
- The Rival - Requires the punisher technique, triggerman 4. You may expend 1 focus point to make an attack of opportunity against a creature that takes an attack of opportunity against you, but this attack must be made with a firearm.
- The Warpath - Requires the punisher technique. You gain a temporary focus point at the beginning of your turn if you made an attack of opportunity in the previous round.
- The Whirlwind - Requires the punisher technique, triggerman 6. Whenever a creature that occupies space in the first range increment of your firearm makes use of a standard action, you may spend 1 focus point to make that action provoke an attack of opportunity from you.
- Tripletap - Requires doubletap technique, triggerman 6. Focus -4. Attack thrice with a firearm, but consume only one unit of ammunition.
Marksmanship Style
No Prerequisite
- Called Shot: Center Mass - Focus 0. Firearm attack has its base damage die increased by +2, and arrests movement if executed as a readied action or attack of opportunity. Fortitude negates.
- Called Shot: Downtown - Focus +1. Firearm attack halves the attack penalty for long range shots and may travel an additional range increment before not being a touch attack to hit.
- Called Shot: Equipment - Focus +1. Firearm attack takes a -2 penalty and deals damage to an object and its wielder/wearer.
- Called Shot: Knee - Focus +1. Firearm attack deals damage as normal and halves the subject's base land speed for 1 round, and creatures that move while penalized take damage equal to your level. Fortitude negates the penalty.
- Deadeye - The range increment of your firearms increases by +5 feet per marksmanship technique you know, to a maximum of double.
- Recovery - Focus 0. Reroll a misfire's attack roll as in immediate action, taking the new result even if it is worse. If the new result would not be a misfire, then the attack is no longer a misfire.
- See, But Do Not Be Seen - Gain a scaling bonus to Stealth skill checks to maintain an obscured location after executing a technique with called shot in its name.
Level 2
- Mindgames - Focus +1. You ready an action to make a firearm attack. When you take your readied action, you may instead execute any other technique you know with called shot in its name, treating those with a Focus Change of +1 as though it were +0.
Level 4
- Call It Quickly - You may execute techniques with called shot in their name and a Focus Change of +1 as an attack of opportunity.
- Called Shot: Artery - Focus -2. Firearm attack deals bleed damage equal to its base damage die, in addition to its standard effects.
- Called Shot: Limb - Focus -1. Firearm attack deals damage as normal and disables a limb for 1d4+1 rounds. Fortitude negates.
- Firearm Specialization - You deal +2 damage with firearms.
- The Gun Show - Focus -2. You have infinite ammo, a +2 morale bonus to attack rolls with firearms, and the misfire value of firearms you wield is reduced by -2 (minimum 1). Ends immediately if you miss with a firearm attack.
Level 6
- Called Shot: Piano Lessons - Focus -2. Firearm attack deals damage as normal and makes the target forget its most recently used learned ability. If used in response to a spell or other such ability, you interrupt the spell or ability. Fortitude negates the interruption.
Level 8
- A Shot by Any Other Name - Focus -3. Execute a called shot technique with a Focus Change of +1, 0, -1, or -2, then treat all techniques with a Focus Change as though they had Called Shot in their name until you have executed five that don't natively have that in their name.
- Called Shot: Brain - Focus -3. Deal 1d4 points of ability damage to each of Intelligence, Wisdom, and Charisma, then produce additional effects based on the relationship of the numbers rolled.
Level 10
- Called Shot: Heart - Focus -4. Firearm attack deals damage as an x2 critical hit and the target dies instantly. Fortitude negates.
- Meant to Do That - Your first critical hit each round retroactively applies the effects of a called shot technique with a Focus Change of +1. This does not actually count as executing a technique.
Special
- Called Shot: Coin Purse - Requires Improved Steal. Focus -1. Firearm attack does not deal damage, but instead performs a steal combat maneuver that teleports the target object to you if successful.
- Called Shot: That Guy, Repeatedly - Requires Combat Reflexes, triggerman 6. Focus -1. Firearm attack deals damage and grants you the ability to make a single attack of opportunity with a firearm against creatures hit by the technique. Escalation: Focus -3. You are not limited to a single attack of opportunity by this technique.
Munitions Style
No Prerequisite
- Encapsulated Ball Lightning - Focus +1. Special ammunition deals +1d3 electricity damage on hit, and inflicts a -2 penalty to dodge bonus to AC for 1 round if all sources of electricity damage dealt to the target add up to 10 or more.
- Pykrete Pellets - Focus +1. Special ammunition deals +1d3 cold damage on hit, and inflicts a 5-foot penalty to all forms of movement for 1 round if all sources of cold damage dealt to the target add up to 10 or more.
- Rocket Rounds - Focus +1. Special ammunition increases the range increment of a firearm by +10 feet and deals an additional point of damage to faraway targets.
- Shattershot - Focus -1. Empty your firearm and load it with one shattershot, which explodes in impact in a 10-foot radius, dealing 1d4+level piercing damage. Reflex negates.
- Weighted Round - Focus -2. Empty your firearm and load it with one weighted round, which deals bludgeoning damage and performs a bull rush combat maneuver on a successful hit.
Level 2
- Chaosrounds - Focus -1. Special ammunition deals 1 point of damage to a random ability score on a successful hit. Whenever a creature is reduced to 0 hit points by a chaosround, you reload 1d3 chaosrounds.
- Hotshots - Focus +1. Special ammunition deals +1d3 fire damage on hit, and lights the target on fire as the rules for alchemist's fire if all sources of fire damage dealt to the target add up to 10 or more.
Level 4
- Ammo Cache - Nearby creatures may reload ammunition from a spectral pouch until 5 + level units of ammunition have been reloaded.
- Explosive Wreathing - Focus -1. Firearm attacks deal 1d8 points of fire damage in a 5-foot radius until the beginning of your next turn. Reflex halves.
- Glitterblast - Focus -2. Special ammunition behaves similarly to the glitterdust spell.
- Tracing Rounds - Focus -2. Special ammunition flies along a specific path and attacks all creatures in its path.
Level 6
- Conjured Cartridges - Special ammunition now has all of the benefits of alchemical cartridges without any of the downsides.
- Mutashot - Focus 0. You may consume special ammo from each of two firearms to make a single firearm attack with the benefits of both special ammos.
- Tangleblast - Focus -2. Two units of special ammunition behave similarly to a tanglefoot bag.
Level 8
- Metal Slug - Focus -1. Choose adamantine, cold iron, or silver. One of your firearms treats its ammunition as though it were made of that metal for the purpose of overcoming damage reduction; however, if that metal is not required to overcome the damage reduction of a creature, then the base damage dealt to that creature is halved, rounded down.
- Misery - Focus -3. Special ammunition inflicts various conditions, and even death, depending on the target's initiative or initiative modifier.
Level 10
- Oathshot - Your firearms have a +5 enhancement bonus and deal an additional 2d6 points of damage on a successful hit against a specific target, but have no enhancement bonus against other creatures. You may reload various low-impact special ammunition at will for the technique's duration.
Special
- Combishot - Requires an ammo technique with a Focus Change of +1, one with a Focus Change of -1, and one with a Focus Change of -2. Special ammunition combines the properties of your choice of special ammunition with a Focus Change of +1, one with a Focus Change of -1, and one with a Focus Change of -2.
- Emergency Stash - Requires an ammo technique. Squirrel away a heap of special ammunition each day.
- Trick Reload - Requires three of the four ammo techniques with a Focus Change of +1. Whenever you execute an ammo technique with a Focus Change of +1, you may reload a second firearm with the output of any of the aforementioned techniques.
Triggerman Technique List
Dragoon Style
CRACK! (Ex)
Style: Dragoon
Range: Personal
Target: Wielded firearm
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 swift action
Duration: instantaneous
You deliberately mishandle the target firearm, granting it the broken condition.
Escalation: You may change the Focus Required of this technique to 1, 2, 3 or 4, its Focus Change to -1, and increase its Execution Time to 1 round. If you do, you remove the broken condition from the target firearm instead.
Dragoon Clip (Su)
Style: Dragoon
Range: Personal
Target: Wielded firearm
Focus Required: 0, 1, 2
Focus Change: 0
Execution Time: 1 move action
Duration: instantaneous
Requires: Triggerman 4
You attach a dragoon clip to an unloaded barrel of an early firearm, or to an advanced firearm with a capacity of 1. A dragoon clip is a spring-loaded auto-feed attachment that contains 3 units of ammunition and propellant (supplied by the technique), thus allowing the firearm to shoot three times without the need to reload the barrel to which it is attached. When the last shot is fired from a dragoon clip, it detaches and slips back into your inventory.
You only possess a single dragoon clip, though the blasted thing is somehow always on your person and ready to be loaded at a moment's notice when not in active use. If separated from your equipment at large, your dragoon clip abandons you, but if you should find some portion of your equipment - even a single firearm - then the dragoon clip finds its way to you once more, somehow constantly replenishing its ammunition so that you may keep reattaching it. If stolen, your dragoon clip will bend time, space, and causality to return to you.
Escalation: You may change the Focus Required of this technique to 1, 2, 3 and Focus Change of this technique to -1. If you do, choose cold, electricity, or fire. You dope the propellant in your dragoon clip with alchemical substances, producing a 15-foot cone of energy each time you shoot one of the units of ammunition from the attached dragoon clip. Draw the direction of the cone in the same direction that you shoot the firearm. Creatures caught in the cone take 1d4 + one-half your triggerman level (rounded down) points of damage of the chosen type with a Reflex saving throw for half.
Energetic Blast (Su)
Style: Dragoon
Range: Personal
Target:Wielded firearm
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 swift action
Duration: 2 rounds
Choose cold or fire. All bludgeoning, piercing, and slashing damage dealt by the target firearm is converted to the chosen energy type instead; however, you still treat the damage dealt as physical for the purpose of reduction by DR/-.
Eponymous Addition (Ex)
Style: Dragoon
Range: Personal
Target: Wielded firearm
Focus Required: 0, 1, 2, 3, 4
Focus Change: 0
Execution Time: 1 swift action
Duration: 1 minute/level
Requires: Dragoon 4
Choose cold, electricity, or fire. The next time you fire the target firearm, it belches forth a 15-foot cone of energy, dealing 1d8 + your triggerman level points of damage of the chosen type with a Reflex saving throw for half to creatures caught in the cone. Draw the direction of the cone in the same direction that you shoot the firearm. Whenever you execute this technique, all other ongoing instances of eponymous addition end immediately.
Extra Kick (Ex)
Style: Dragoon
Requires: Triggerman 4
Whenever you misfire or execute a dragoon technique that is made in place of a misfire, your next firearm attack made before the end of your next turn deals +1 damage on a successful hit, has its range increment increased by +10 feet, and has the range of its scatter weapon quality increased by +10 feet, if applicable.
Flight of the Dragon (Su)
Style: Dragoon
Range: Personal
Target: You
Focus Required: 0, 1, 2, 3, 4
Focus Change: +0
Execution Time: 1 swift action
Duration: See text
Requires: Triggerman 6
You gain a fly speed of 60 feet with Good maneuverability. At the end of your turn, if you did not make a firearm attack that round, this technique ends immediately. Similarly, flight of the dragon ends immediately whenever you reload a firearm. Whenever flight of the dragon ends, you cannot execute it again until your next turn.
Fragmenting Blast (Ex)
Style: Dragoon
Range: 15 feet
Effect: 15-foot cone of heat and shrapnel
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: As misfired attack
Duration: instantaneous
This technique may only be executed in response to making an attack roll with a firearm and misfiring, and its Focus Change must be paid from the misfiring firearm's focus pool. Rather than suffer a misfire, the ammunition in the firearm fragments and spews from the barrel of the gun like grapeshot in a 15-foot cone. Make a ranged attack roll against each creature caught in the cone as though it were shot by the bullet, dealing damage as normal for a non-misfired
attack, including the special properties of any ammunition fragmented by this technique; you cannot misfire.
Hail of Lead (Su)
Style: Dragoon
Range: As firearm
Effect: 10-foot-radius cylinder of falling ammunition
Focus Required: 3, 4
Focus Change: -3
Execution Time: 1 standard action
Duration: 1 minute, unless ended early; see text
Requires: Dragoon 6
You discharge a firearm into the sky, and the sky answers with a 60-ft-tall, 10-ft-radius cylinder of heated lead centered where you direct. Creatures that move into or begin their turn in the hailstorm take damage as normal for an attack made by the executing firearm with a Reflex save for half, though any creatures in the center square of the cylinder's radius are not entitled to a saving throw.
At the end of your turn, you expend 1 unit of loaded ammunition from the executing firearm. If you cannot, the technique ends immediately.
Impromptu Grenade (Ex)
Style: Dragoon
Range: See text
Effect: Exploding firearm
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: As misfired attack
Duration: instantaneous
This technique may only be executed in response to making an attack roll with a broken non-magical firearm and misfiring, thus causing the firearm to explode. Rather than let it explode in your hands, you throw it as though it were a thrown splash weapon with a range increment of 10 feet. This firearm-made-grenade deals splash damage equal to damage as normal for a ranged attack made with the firearm, as well as damage equal to an x2 critical hit with the firearm on a direct hit. Apply the special properties of any ammunition loaded in the firearm at the time of its explosion. There is no saving throw.
Inadvertent Explosive (Ex)
Style: Dragoon
Range: As firearm; two range increments
Effect: 5-foot burst of heat and shrapnel
Focus Required: 2, 3, 4
Focus Change: -2
Execution Time: As misfired attack
Duration: instantaneous
Requires: Triggerman 6
This technique may only be executed in response to making an attack roll with a firearm and misfiring, and its Focus Change must be paid from the misfiring firearm's focus pool. Rather than suffer a misfire, you make a new ranged attack roll at a creature, object, or grid intersection (AC 5) within two range increments, dealing damage as normal on a successful hit; you cannot misfire. If it hits, the bullet shatters, dealing damage as normal to all creatures in a 5-foot radius centered on the target, including the special properties of the ammunition fired. A successful Reflex saving throw halves the damage.
Instant Fusillade (Su)
Style: Dragoon
Range: Personal
Effect: Animated firearm
Focus Required: 1, 2, 3, 4
Focus Change: -X (minimum 1)
Execution Time: 1 swift action
Duration: 1 round + 1 round per focus point spent
Requires: Triggerman 6
You fling a firearm into the air, and it begins to hover just above your shoulder. Each round, the hovering firearm may make a single attack against a creature within two range increments with an attack modifier equal to your triggerman level + your Intelligence modifier, dealing the firearm's base damage + its enhancement modifier (if any) + the effects of any weapon special abilities or techniques affecting it + your Intelligence modifier points of damage on a successful hit.
You are treated as though you were wielding the firearm both for the purpose of executing techniques in response to a misfire, and for the purpose of allowing the hovering firearm to retain a focus pool.
Jank-Master (Ex)
Style: Dragoon
Requires: Any three dragoon techniques, triggerman 6
You have a +2 circumstance bonus to attack rolls on attacks made with a broken firearm.
Juryrigged Pistols (Ex)
Style: Dragoon
Each morning, you may spend 1 hour fabricating a single pistol with the broken condition. It can never lose the broken condition, nor can it be sold. You may possess up to three pistols made with this technique at any one time. Starting at 7th level, you produce up to two pistols with the broken condition each morning. Further, any pistol you fabricate with this technique gains 1 focus point the first time you grant it a focus pool each day.
Knockback (Ex)
Style: Dragoon
Whenever you misfire, fire grapeshot via the scatter weapon quality the first time in round, or execute a dragoon technique that is made in place of a misfire, you may move 5 feet in the opposite direction of your attack as a free action. This movement does not provoke attacks of opportunity.
Overpowdered (Ex)
Style: Dragoon
Range: 30 feet
Effect: 30-foot line of overexcited bullet
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: As misfired attack
Duration: instantaneous
Requires: Triggerman 4
This technique may only be executed in response to making an attack roll with a firearm and misfiring, and its Focus Change must be paid from the misfiring firearm's focus pool. Rather than suffer a misfire, the ammunition in the firearm screams forth from the barrel, travels in a line for 30 feet, and falls apart harmlessly as powder that had wormed into cracks in the bullet's structure finally tear the shot apart into uselessness. Make an attack roll against each creature caught in the 30-foot line as though it were shot by the bullet, dealing damage as normal for a non-misfired attack, including the special properties of any ammunition fragmented by this technique; you cannot misfire.
Post-Dated Consequences (Ex)
Style: Dragoon
Requires: Triggerman 8
As an immediate action, you may reroll any attack roll you make with a firearm, taking the new result even if it is worse; however, your next attack with that firearm is an automatic misfire.
Powderjump (Ex)
Style: Dragoon
Range: 5 feet
Target: creature or empty square in range
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Triggerman 2
You attack an adjacent square with your firearm. If a creature occupies the target square, then attack that creature as normal; otherwise, you discharge your weapon harmlessly. The recoil of the shot launches you into the air; move up to 15 feet in a straight line as though you had a fly speed with Good maneuverability. Your movement does not provoke attacks of opportunity. Escalation: You may change the Focus Required of this technique to 2, 3, 4 and its Focus Change to -2. If you do, the recoil of your shot allows you to move up to 30 feet in a straight line as though you had a fly speed with Good maneuverability and you may make a single firearm attack in the middle of your flight as a swift action. You may replace this swift action firearm attack with any triggerman technique that can be executed as an attack in a full-attack action. Making a firearm attack in the middle of a powderjump does not provoke attacks of opportunity.
Scattershotter (Ex)
Style: Dragoon
Requires: Triggerman 2
All firearms you wield have the scatter weapon quality out to a range of 15 feet, but may continue to use standard ammunition as though they did not. Moreover, you may use standard ammunition and all special ammunition produced by the munitions technique tree - except for tracing rounds - as though it were grapeshot.
The Nuclear Option (Ex)
Style: Dragoon
Range: See text
Effect: See text
Focus Required: 4
Focus Change: -4
Execution Time: 1 standard action
Duration: instantaneous
Requires: Triggerman 10
This technique functions differently depending on whether or not the firearm used to execute it has the broken condition
Broken - You produce a 30-foot cone of flame, ammunition, and bits of firearm shrapnel. Make a ranged touch attack roll against each creature caught in the blast, dealing damage as normal on a successful hit, as well as additional damage equal to 1d4 points per triggerman level. This additional damage is half fire and half force. On a critical hit, the additional damage is 1d6 points per triggerman level instead.
Non-Broken - You produce a 60-foot line of flame and ammunition. Make a ranged touch attack roll against each creature caught in the blast, dealing damage as normal on a successful hit, as well as additional damage equal to 1d4 points per triggerman level. This additional damage is half fire and half force. On a critical hit, the additional damage is 1d6 points per triggerman level instead.
The Tactical Nuclear Option (Ex)
Style: Dragoon
Range: As firearm
Target: Creature in range
Focus Required: 2, 3, 4
Focus Change: -2
Execution Time: 1 standard action
Duration: instantaneous
You make an attack with your firearm. If you hit, you deal damage as normal, as well as additional damage equal to 1d6 points per triggerman level. This additional damage is half fire and half force. On a critical hit, the additional damage is 1d8 points per triggerman level instead.
Gun Fu Style
Bequeathed Wind (Ex)
Style: Gun Fu
Range: 30 feet
Target: Creature in range
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 swift action
Duration: 1 round
Requires: Triggerman 4
Your target may perform an additional move action next turn. At the beginning of your next turn, you are staggered for 1 round.
Escalation: You may change the Focus Change of this technique to -2. If you do, you are not staggered at the beginning of your next turn.
Disarming Bullet (Ex)
Style: Gun Fu
Range: As firearm; one range increment
Target: Creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
You make an attack with your firearm. If you hit, you deal damage as normal and perform a disarm combat maneuver with a CMB equal to your triggerman class level + your Intelligence modifier + any disarm-specific bonuses granted by spells, feats, or abilities.
Doubletap (Ex)
Style: Gun Fu
Range: As firearm; two range increments
Target: Creature in range
Focus Required: 2, 3, 4
Focus Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Triggerman 4
You make two attacks with your firearm, but only consume one unit of ammunition. Apply the special benefits of that unit of ammunition, if any, to both attacks.
Gun Kata (Ex)
Style: Gun Fu
Requires: Triggerman 6
Whenever you perform two gun fu techniques with a Focus Change of +1 in a single round, you gain a temporary focus point. This temporary focus point persists for 3 rounds and may only be expended on gun fu techniques; however, since this temporary focus point is inherent to you and not your guns, you may use expend it in conjunction with any firearm you are wielding.
Instinctive Roll (Ex)
Style: Gun Fu
Requires: Triggerman 6
Whenever you perform any action that would provoke an attack of opportunity, or whenever you would gain the ability to take an attack of opportunity, you may expend 2 focus points to move up to 10 feet as an immediate action. This movement does not provoke attacks of opportunity and is resolved before the attack of opportunity is made.
Reposition (Ex)
Style: Gun Fu
Range: Personal
Target: You
Focus Required: 1, 2, 3, or 4
Focus Change: -1
Execution Time: 1 swift action
Duration: instantaneous
Requires: Triggerman 4
You move up to 30 feet using any form of movement available to you.
Revenge (Ex)
Style: Gun Fu
Range: As firearm
Target: Creature in range; see text
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 immediate action
Duration: instantaneous
You may only execute this technique in response to a creature hitting you with a physical attack. You make an attack with your firearm against the creature that hit you, dealing damage as normal on a successful hit.
Snap Reload (Ex)
Style: Gun Fu
Range: Personal
Target: You
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 swift action
Duration: instantaneous
You reload up to three early firearm barrels. Treat reloading an entire advanced firearm as a single early firearm barrel.
Tailwind (Ex)
Style: Gun Fu
Range: Personal
Target: You
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 swift action
Duration: 2 rounds
Your base land speed is increased by +5 feet for each successful firearm attack you made last round. This is an enhancement bonus.
The Guardian (Ex)
Style: Gun Fu
Requires: The punisher technique
Whenever a creature that occupies space within the first range increment of a loaded firearm you are wielding attacks a creature other than you, it provokes attack of opportunity from you. You must take this attack of opportunity with a firearm, and you may only make one such attack of opportunity per round.
The Punisher (Ex)
Style: Gun Fu
While wielding a loaded one-handed firearm, you threaten squares as though it were a melee reach weapon. Moreover, you may perform attacks of opportunity with said firearm and do not provoke them when doing so.
The Rival (Ex)
Style: Gun Fu
Requires: The punisher technique, triggerman 4
Whenever a creature that occupies space within the first range increment of a loaded firearm you are wielding makes an attack of opportunity against you, you may expend 1 focus point to make an attack of opportunity against that creature. You must take this attack of opportunity with a firearm, and yours resolves first.
The Warpath (Ex)
Style: Gun Fu
Requires: The punisher technique
At the beginning of your turn, if you performed an attack of opportunity in the last round, you gain 1 temporary focus point. This temporary focus point persists for 3 rounds and and may only be expended on gun fu techniques.
The Whirlwind (Ex)
Style: Gun Fu
Requires: The punisher technique, triggerman 6
Whenever a creature that occupies space within the first range increment of a loaded firearm you are wielding does anything that requires a standard action to perform, you may expend 1 focus point to force that action to provoke an attack of opportunity from you. You must take this attack of opportunity with a firearm.
Tripletap (Ex)
Style: Gun Fu
Range: As firearm; two range increments
Target: Creature in range
Focus Required: 4
Focus Change: -4
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Doubletap technique, triggerman 6
You make three attacks with your firearm, but only consume one unit of ammunition. Apply the special benefits of that unit of ammunition, if any, to all three attacks.
Tripping Bullet (Ex)
Style: Gun Fu
Range: As firearm; one range increment
Target: Creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
You make an attack with your firearm. If you hit, you deal damage as normal and perform a trip combat maneuver with a CMB equal to your triggerman class level + your Intelligence modifier + any trip-specific bonuses.
Watchful Eye (Ex)
Style: Gun Fu
Range: Personal
Target: You
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 free action
Duration: 1 round
You may perform an additional attack of opportunity this round.
Whirling Defense (Ex)
Style: Gun Fu
Requires: Triggerman 6
Whenever you successfully hit a creature with a firearm attack, you gain a +1 dodge bonus to AC against attacks made by that creature for 1 round. Whenever you successfully critically hit a creature with a firearm attack, you gain a +1 dodge bonus to AC against attacks made by that creature for 2 rounds. The dodge bonus to AC granted by this technique cannot be greater than +4.
Whirling Momentum (Ex)
Style: Gun Fu
Range: Personal
Target: You
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 swift action
Duration: 1 round
Requires: Triggerman 8
Whenever you successfully hit a creature with a firearm attack, subsequent firearm attacks deal +1 damage until the beginning of your next turn (max +5).
White Raven Redux (Su)
Style: Gun Fu
Range: 30 feet
Target: Willing creature in range
Focus Required: 4
Focus Change: -4
Execution Time: 1 standard action
Duration: instantaneous
Requires: Triggerman 10
Your target's place in initiative order is set to immediately after you. If your target has already taken a turn this round, it gets to take another one.
Marksmanship Style
A Shot by Any Other Name (Ex)
Style: Marksmanship
Range: Personal
Target: You
Focus Required: 3, 4
Focus Change: -3
Execution Time: 1 swift action
Duration: 1 hour, or until discharged; see text
Requires: Triggerman 8
Immediately before executing this technique, you may execute a technique you know with called shot in its name and a Focus Change of +1, 0, -1, or -2 without expending an action or altering your focus pool to do so.
You now treat ALL techniques with a Focus Change - except for this one and mindgames - as though they had "called shot" in their name. This technique ends immediately once you have executed five techniques that do not natively have called shot in their names as though they did.
Call It Quickly (Ex)
Requires: Triggerman 4
You may execute techniques with called shot in their name and a Focus Change of +1 as an attack of opportunity.
Called Shot: Artery (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 2, 3, 4
Focus Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Triggerman 4
You make an attack with your firearm. If you hit, you deal damage as normal and sever an artery, dealing bleed damage equal to the base damage die of that firearm + the firearm's enhancement bonus, if any. A successful Heal check (DC equal to that of saving throws called for by your techniques), the application of any spell or supernatural ability that cures hit point damage, or the beginning of your turn halves the amount of bleed damage the target takes on subsequent rounds (rounded down).
At 9th level, called shot: artery's Focus Required changes to 1, 2, 3, 4, while its Focus Change changes to -1.
Called Shot: Brain (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 3, 4
Focus Change: -3
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Triggerman 8
You make an attack with your firearm. If you hit, you deal damage as normal, as well as 1d4 points of damage to each of the following ability scores: Intelligence, Wisdom, and Charisma. Moreover, if any of the follow statements are true regarding the ability damage rolled, their corresponding effects trigger.
- If you dealt more Charisma damage than Intelligence damage or Wisdom damage to your target, then it loses the ability to read and speak the language it most recently used, and cannot read or speak that language by magical means. This effect is permanent, but ends immediately if the target's current hit points equal its maximum hit points at any time.
- If you dealt more Intelligence damage than Wisdom damage or Charisma damage to your target, then it must roll twice and take the worse result when making a Knowledge or Spellcraft skill check. This effect is permanent, but ends immediately if the target's current hit points equal its maximum hit points at any time.
- If you dealt more Wisdom damage than Intelligence damage or Charisma damage to your target, then it must roll twice and take the worse result on all Will saving throws made against illusion effects. This effect is permanent, but ends immediately if the target's current hit points equal its maximum hit points at any time.
- If the ability damage you dealt to your target is a sequence (1, 2, 3 or 2, 3, 4), and if your target has the ability to cast spells, roll 1d4. On a failed Fortitude saving throw, your target must nominate any number of spells it knows that meets or exceeds the number rolled. If it is a preparatory caster, it must select spells that it has prepared, while a spontaneous caster may select spells of a level containing slots it has not yet cast for the day. The nominated spells are treated as though they were expended, and you gain the ability to cast each of the nominated spells once as spell-like abilities with a caster level equal to your triggerman level and Intelligence as your key ability. You retain these spells until the next time your target prepares spells for the day.
- If the ability damage you dealt to your target includes doubles (two or more of the three damage rolls are the same number), then your target must succeed on a Will saving throw or be rendered unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently, as the feeblemind spell. This effect is permanent, but ends immediately if the target's current hit points equal its maximum hit points at any time.
Called Shot: Center Mass (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 1, 2, 3, 4
Focus Change: 0
Execution Time: 1 standard action OR an attack in a full-attack action OR 1 attack of opportunity
Duration: instantaneous
You make an attack with your firearm. If you hit, you increase the size of your firearm's base damage die by +2 (1d8 becomes 1d8+2, 2d4 becomes 2d4+2, etc.) and then deal damage as normal. If executed as a readied action or attack of opportunity in response to a creature's movement, you arrest the remainder of that creature's movement on a successful hit. A successful Fortitude saving throw negates.
Called Shot: Coin Purse (Su)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Improved Steal
Before executing this technique, choose an object on your intended target's person that would be a valid target for the steal combat maneuver. Make an attack with your firearm. If you hit, you do not deal damage; instead, you perform a steal combat maneuver with a CMB equal to your triggerman class level + your Intelligence modifier + any steal-specific bonuses granted by spells, feats, or abilities. On a successful check, the object you chose on your target's person vanishes and appears either at your feet or in one of your hands, if open.
Called Shot: Downtown (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
You make an attack with your firearm, but only take a -1 penalty to your attack roll for each full range increment your attack travels rather than a -2 penalty. Moreover, your bullet may travel an additional range increment before reaching both its maximum range and the maximum range it may travel and still only require a touch attack to hit.
Called Shot: Equipment (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Improved Sunder
Before executing this technique, choose an object on your intended target's person that would be a valid target for the sunder combat maneuver. Make an attack with your firearm at a -2 penalty. If you hit, you deal damage as normal to the chosen object, as well as its wielder/wearer.
Called Shot: Heart (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 4
Focus Change: -4
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Triggerman 10
Make an attack with your firearm. If you hit, you deal damage as though you had scored a critical hit with an x2 multiplier - this does not stack with the firearm's innate multiplier if your shot is an actual critical hit - and the target dies instantly with a Fortitude saving throw to negate. If, after taking damage from this technique, a creature has more than 10 hit points per triggerman level you possess remaining, it must fail on two consecutive Fortitude saving throws to die rather than just one; otherwise, it survives.
Called Shot: Knee (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Make an attack with your firearm. If you hit, you deal damage as normal, and your target's base land speed is halved (rounded down, minimum 5 feet) for 1 round. Further, if the subject runs while subject to this speed penalty, it takes damage equal to your triggerman level from the grinding of bone against bullet. A successful Fortitude saving throw negates the speed penalty.
Escalation: You may change the Focus Change of this technique to 0. If you do, your subject also takes damage if it charges while subject to the speed penalty.
Called Shot: Limb (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Triggerman 4
Before executing this technique, choose one of your intended target's limbs, such as an arm or leg. Make an attack with your firearm. If you hit, you deal damage as normal and the limb you chose on your target's body becomes disabled for 1d4+1 rounds. A successful Fortitude save negates.
A disabled limb cannot be used to wield equipment. Moreover, if the disabled limb is used for locomotion, and if your target has fewer than four limbs used for this purpose, then it can neither run nor perform more than one action per round that includes movement as part of its function.
Called Shot: Piano Lessons (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 2, 3, 4
Focus Change: -2
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Triggerman 6
You make an attack with your firearm. If you hit, you deal damage as normal and your target forgets or otherwise loses access to the spell or ability that represents learning - bardic performances, various talents, domain abilities, rage powers, composition scores, ethermancer multiuniversal philosophies, momentum class techniques, etc. - that it most recently used. There is no saving throw. (By contrast, abilities that reflect a physiological adaptation or alteration, such as taking on some of the traits of a dragon, cannot be affected by this technique.) If your target forgets a spell or ability that is used in a preparatory system of some sort, such as a wizard's spellcasting or a maestro's composition, then any slotsthat the forgotten spell or ability occupied are now effectively uncastable unless the target possesses some way to substitute one slot for another.
If this technique is somehow used in response to a spell or ability that represents learning being used - such as through a readied action or as an attack of opportunity - you interrupt your target's action (because your target is actively forgetting what it is doing) with a Fortitude save to negate. This is in addition to the called shot's normal effects.
The effects of called shot: piano lessons are permanent, but end immediately if the target's current hit points are ever equal to its maximum hit points.
Called Shot: That Guy, Repeatedly (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Combat Reflexes, triggerman 6
You make an attack with your firearm. If you hit, you deal damage as normal and gain the ability to perform attacks of opportunity with the executing firearm until the beginning of your next turn and treat all squares out to a distance of two range increments, save those adjacent to you, to be squares you threaten for the purpose ofperforming attacks of opportunity with said firearm. The only creatures that may provoke attacks of opportunity from you in this manner are those you hit with this technique, and you may only perform a single attack of opportunity per round against each such creature.
Escalation: You may change the Focus Change of this technique to -3.If you do, there is no limit to the number of attacks of opportunity you may perform against a creature affected by this technique, save for your overall limit per round.
Deadeye (Ex)
Style: Marksmanship
The range increment of firearms you wield increases by +5 feet for each marksmanship technique you know; however, a firearm's range increment cannot more than double in distance in this manner.
Firearm Specialization (Ex)
Style: Marksmanship
Requires: Triggerman 4
You gain a +2 bonus on all damage rolls you make with firearms.
Meant to Do That (Ex)
Style: Marksmanship
Requires: Triggerman 10
The first time you score a critical hit with a firearm each round, you may choose a called shot technique that you know with a Focus Change of +1. If you do, you apply the effects of the chosen called shot to your attack without actually executing the technique. (The Focus Change of a technique is a cost, not an effect.)
Mindgames (Ex)
Style: Marksmanship
Range: As firearm
Target: Creature in range
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: 1 standard action OR an attack in a full-attack action
Duration: instantaneous
Requires: Triggerman 2
Rather than make an attack with your firearm, you ready an action to make an attack with your firearm against a creature you can see or are otherwise aware of. Your readied action must be made with the firearm executing this technique and not any other firearm; however, you may execute another technique with called shot in its name as your readied action. When taken as a readied action through the use of this technique, a called shot technique with a Focus Change of +1 has a Focus Change of +0 instead.
Recovery (Ex)
Style: Marksmanship
Range: Personal
Target: You
Focus Required: 0, 1, 2, 3, 4
Focus Change: 0
Execution Time: 1 immediate action
Duration: instantaneous
You may only execute this technique in response to a misfire. You immediately reroll the attack roll that would have resulted in a misfire. You must take the new result, even if it is worse, but if the new result is no longer a misfire, then you do not misfire.
See, But Do Not Be Seen (Ex)
Style: Marksmanship
When using the Stealth skill to maintain your obscured location after making a ranged attack, you gain a +4 circumstance bonus to your Stealth check - increasing by +4 for every three triggerman levels you possess - if theranged attack you made was a technique with called shot in its name. (Remember, you take a -20 penalty when attempting to stay obscured after making a ranged attack, and may only do so if you are at least 10 feet away from your target.)
The Gun Show (Su)
Style: Marksmanship
Range: Personal
Target: You
Focus Required: 2, 3, 4
Focus Change: -2
Execution Time: 1 swift action
Duration: 10 minutes, or until discharged; see text
Requires: Triggerman 4
Your firearm attacks made with standard ammunition and propellant do not consume said ammunition and propellant. Further, firearms you wield have their misfire value reduced by 2 (minimum 1), and you gain a +2 morale bonus to attack rolls with firearms. This technique ends immediately if you miss with a firearm attack.
Munitions Style
Ammo Cache (Su)
Style: Munitions
Area: 30-foot radius centered on you
Effect: Supply of ammunition
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 standard action
Duration: 1 hour, or until discharged
Requires: Triggerman 4
At your command, firepower begins to take up the entirety of space and time in minuscule pockets around your position. You create a cache of ammunition containing rounds of ammo equal to 5 + your triggerman level. Allied creatures within the technique's area of effect may draw ammunition from thin air, reloading their firearms using ammo from your cache's supply rather than their own stores. Ammunition harvested in this manner evaporates after 1 hour passes and cannot be sold.
Chaosrounds (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: See text
Duration: 1 hour; see text
Requires: Triggerman 2
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with chaosrounds. Treat chaosrounds as standard ammunition loaded with standard propellant, save that they also deal 1 point of damage to a random ability score on a successful hit. Whenever a creature dealt damage by a chaosround is reduced to 0 or fewer hit points while the effects of this technique are still ongoing, you immediately load 1d3 chaosrounds into the firearm that delivered the bullet, up to the firearm's maximum capacity.
When this technique's duration expires, any unfired chaosrounds vanish. This technique ends immediately if the firearm is reloaded for any reason save for its ability to reload itself.
Combishot (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 3, 4
Focus Change: -3
Execution Time: See text
Duration: 1 minute/level; see text
Requires: Know three munitions techniques with the ammo descriptor, one with a Focus Change of +1, one with a Focus Change of -1, and one with a Focus Change of -2
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Choose three munitions techniques with the ammo descriptor that you know: one with a Focus Change of +1, one with a Focus Change of -1, and one with a Focus Change of -2. Rather than load your firearm with ammunition, you load it with a single combishot. Treat combishot as standard ammunition loaded with standard propellant, save that it also has the properties of all three special ammunition types created by the three techniques you chose.
When this technique's duration expires, any unfired combishots vanish. This technique ends immediately as soon as the combishot is fired.
Conjured Cartridges (Ex)
Style: Munitions
Requires: Triggerman 6
Special ammunition that you generate using munitions techniques is now considered to be equivalent to alchemical cartridges for the purpose of increasing your reload speed. Your misfire value is not increased.
Emergency Stash (Su)
Style: Munitions
Requires: Know at least one munitions technique with the ammo descriptor
You gain a stash pool, which represents your ability to ferret away a few stray rounds of your special ammunition for the lean times. The number of points in your stash pool is equal to the lesser of your triggerman level or twice the number of munitions techniques you know. Each morning whenever your moxie pool is reset, you may spend stash points to select ammunition from the table below. All selected ammo is added to your emergency stash, and any remaining ammunition from your previous stash is lost. There is no reason to hold onto stash points, as you only have one opportunity to spend them daily.
You must know the munitions technique that generates the type of special ammunition that you want to add to your emergency stash in order to select it. Moreover, emergency stash ammunition cannot be used in conjunction with the mutashot technique.
Special Ammo Technique | Point Cost (Level 1-10) | Point Cost (Level 11-20) |
---|---|---|
Chaosrounds | 2 for 1 point | 3 for 1 point |
Combishot | Cannot be taken | Cannot be taken |
Encapsulated Ball Lightning | 3 for 1 point | 5 for 1 point |
Glitterblast | 3 points | 2 points |
Hotshots | 3 for 1 point | 5 for 1 point |
Misery | Cannot be taken | 6 points (max 1) |
Pykrete Pellets | 3 for 1 point | 5 for 1 point |
Rocket Rounds | 3 for 1 point | 5 for 1 point |
Shattershot | 2 points | 2 for 3 points |
Tangleblast | 3 points | 2 points |
Tracing Rounds | 4 points | 3 points |
Weighted Round | 3 points | 2 for 3 points |
Encapsulated Ball Lightning (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: See text
Duration: 1 hour; see text
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with miniscule ball lightning orbs. Treat these orbs as standard ammunition loaded with standard propellant, save that they also deal 1d3 points of electricity damage on a successful hit. If a creature dealt damage by an orb of ball lightning takes 10 or more points of cumulative electricity damage - from all sources, not just you - before the beginning of your next turn, it takes a -2 penalty to its dodge bonus to AC (minimum +0) for 1 round.
When this technique's duration expires, any unfired orbs vanish. This technique ends immediately if the firearm is reloaded for any reason.
Explosive Wreathing (Ex)
Style: Munitions
Range: Personal
Target: You
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 swift action
Duration: see text
Requires: Triggerman 4
Until the beginning of your next turn, bullets you shoot from a firearm become wreathed in flame upon exiting the barrel. This flame becomes a plume upon striking a creature, dealing an additional 1d8 points of fire damage in a 5-foot radius centered on the creature shot. A successful Reflex save halves the damage.
Glitterblast (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 2, 3, 4
Focus Change: -2
Execution Time: See text
Duration: 1 hour; see text
Requires: Triggerman 4
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with glowing spheres glitter. Treat these spheres as standard ammunition loaded with standard propellant, save that they also create a 5-foot burst of glowing glitter centered on the creature shot. Those caught in the glitter are blinded for 1 round with a Fortitude saving throw to negate, and are also coated in the stuff for 2d4 rounds. Glitterblast's glitter remains visible even when a creature coated in it is otherwise invisible, thus clearly outlining creatures and negating any concealment effects inherent to being invisible.
When this technique's duration expires, any unfired spheres vanish. This technique ends immediately if the firearm is reloaded for any reason.
Hotshots (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: See text
Duration: 1 hour; see text
Requires: Triggerman 2
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with glowing spheres of thermal energy: hotshot bullets. Treat these spheres as standard ammunition loaded with standard propellant, save that they also deal 1d3 points of fire damage on a successful hit. If a creature dealt damage by a hotshot bullet takes 10 or more points of cumulative fire damage - from all sources, not just you - before the beginning of your next turn, it lights on fire as the rules for alchemist's fire.
When this technique's duration expires, any unfired hotshot bullets vanish. This technique ends immediately if the firearm is reloaded for any reason.
Metal Slug (Su)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 1, 2, 3 4
Focus Change: -1
Execution Time: 1 swift action
Duration: 1 round
Requires: Triggerman 8
Upon executing this technique, choose adamantine, cold iron, or silver. For the duration, ammunition fired from the target firearm is considered to be made of the chosen metal for the purpose of overcoming damage reduction. If the chosen metal is not required to overcome the damage reduction of a creature struck by an affected unit of ammunition, then the base damage of that attack is reduced by half, rounded down.
Misery (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 3, 4
Focus Change: -3
Execution Time: See text
Duration: 1 hour; see text
Requires: Triggerman 8
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with a single misery round. Treat a misery round as standard ammunition loaded with standard propellant, save that it also generates the following effects upon those creatures damaged by it:
- The creature is dazzled for 2d4 rounds (no save).
- If the creature's initiative score for the current combat is divisible by 2, then it is blinded for 2d4 rounds. (Fortitude negates.)
- If the creature's initiative score for the current combat is divisible by 3, then it is dazed for 1 round (Fortitude negates).
- If the creature's initiative score for the current combat is divisible by 4, then it is rendered both mute and deaf (no save) and is staggered for 1 round (Fortitude negates). If a creature is both dazed and staggered by a misery round, then it is staggered for 1 round immediately after the daze effect ends.
- If the creature's initiative score for the current combat is divisible by 5, and if it is suffering from at least four of the following conditions after the other effects of the misery round resolves - dazzled, blinded, dazed, deaf, mute, and staggered - then it dies instantly with a Fortitude save to negate. This is a death effect.
If a creature damaged by a misery round is not currently in combat, use its initiative modifier rather than its initiative score to determine which effects affect it.
When this technique's duration expires, any unfired misery rounds vanish. This technique ends immediately if the firearm is reloaded for any reason.
Mutashot (Su)
Style: Munitions
Range: Personal
Target: You
Focus Required: 1, 2, 3, 4
Focus Change: 0
Execution Time: 1 swift action
Duration: 1 round
Requires: Triggerman 6
For the duration of this technique, if you are wielding two firearms that have had special ammunition loaded into them via a munitions technique, then any attack made by either of those firearms gain the benefits of both special ammunitions; however, whenever you attack with one of your firearms with special ammunition, you also deduct one ammo from the capacity of the other firearm.
Special: If you are wielding three or more firearms that have had special ammunition loaded into them via a munitions technique, then you choose one firearm from which to deduct one unit of ammunition whenever you shoot one of your firearms. That attack gains the special ammunition bonuses of the firearm you are actively firing, as well as that of the firearm whose ammunition you deducted.
FAQ: If you combine shattershot with any other special ammunition type that triggers upon dealing damage, then all creatures dealt damage by the shattershot are also affected by the second special ammunition type's effects. This allows you to set up an area-of-effect tanglefoot bag effect with tangleblast, or to potentially trigger any of the elemental special ammos - encapsulated ball lightning, hotshots, and pykrete pellets - when used in conjunction with the elemental blast moxie talent, among other applications.
Oathshot (Su)
Style: Munitions
Range: Personal
Target: You
Focus Required: 4
Focus Change: -4
Execution Time: 1 free action
Duration: 1 minute
Requires: Triggerman 10
You declare that you will be the doom of a creature within 120 feet that you can see. For the technique's duration, your firearms are considered to have a +5 enhancement modifier and deal an additional 2d6 points of damage on a successful hit, but only when attacking the creature whose doom you have declared. For all other creatures, you treat your firearms as though they were masterwork. In addition, for the duration of the technique, you may reload any of your firearms with the special ammunition generated by the encapsulated ball lightning, hotshots, pykrete pellets, and rocket rounds techniques as a free action. You do not need to know a technique in order to generate its special ammunition in this matter.
When this technique's duration expires, any ammunition generated using it remains extant and does not vanish; however, ammunition generated using this technique vanishes if a firearm containing some of said ammunition is reloaded for any reason.
If you successfully kill or destroy the creature whose doom you have declared, you no longer treat your firearms as though they were merely masterwork against creatures other than your target, but you may still reload firearms with the aforementioned special ammunition types as a free action.
Pykrete Pellets (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: See text
Duration: 1 hour; see text
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with spheres of pykrete, a mixture of 14% wood pulp and 86% ice with roughly the same properties as concrete. Treat these spheres as standard ammunition loaded with standard propellant, save that they also deal 1d3 points of cold damage on a successful hit. If a creature dealt damage by a pykrete sphere takes 10 or more points of cumulative cold damage - from all sources, not just you - before the beginning of your next turn, it takes a 5-foot penalty to all forms of movement (minimum 5 feet) for 1 round.
When this technique's duration expires, any unfired pykrete spheres vanish. This technique ends immediately if the firearm is reloaded for any reason.
Rocket Rounds (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 0, 1, 2, 3
Focus Change: +1
Execution Time: See text
Duration: 1 hour; see text
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with miniature rockets. Treat these rockets as standard ammunition loaded with standard propellant, save that their lower exit velocity allows you to treat a broken firearm as though it were not broken when firing rocket rounds. Moreover, the range increment of a firearm loaded with rocket rounds increases by +10 feet, and you deal an additional point of piercing damage to creatures that are more than one range increment away.
When this technique's duration expires, any unfired rocket rounds vanish. This technique ends immediately if the firearm is reloaded for any reason.
Shattershot (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 1, 2, 3, 4
Focus Change: -1
Execution Time: 1 free action
Duration: 1 round
You scatter any ammunition remaining in your firearm on the ground and load the chamber with a single shattershot bullet and the propellant necessary to fire it. If a shattershot bullet hits its target, it explodes, dealing 1d4 + your triggerman level points of piercing damage to all creatures within 10 feet of the creature you shot, excepting the creature you shot, which takes damage as normal. A successful Reflex save negates.
When this technique's duration expires, any unfired shattershot bullets vanish. This technique ends immediately if the firearm is reloaded for any reason.
Tangleblast (Ex; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 2, 3, or 4
Focus Change: -2
Execution Time: See text
Duration: 1 hour; see text
Requires: Triggerman 6
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with exactly 2 tangleblast rounds and the propellant necessary to fire them, even if that firearm's capacity would not normally accept two units of ammunition. Treat tangleblast rounds as standard ammunition, save that any creature damaged by one is treated as though it were affected by a tanglefoot bag. Unlike a standard tanglefoot bag, the DC of the Reflex saving throw to avoid being glued to the floor is as the save DC of your triggerman techniques, and the amount of damage that must be dealt to the goo to break it is equal to 15 + twice your triggerman class level.
When this technique's duration expires, any unfired tangleblast rounds vanish. This technique ends immediately if the firearm is reloaded for any reason.
Tracing Rounds (Su)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 2, 3, or 4
Focus Change: -2
Execution Time: See text
Duration: 1 minute/level; see text
Requires: Triggerman 4
Whenever you reload a firearm that is eligible for executing this technique, you may execute it as part of your reload. Rather than load your firearm with ammunition, you load it with exactly 1 tracing round and the propellant necessary to fire it. Treat tracing rounds as standard ammunition, save that you nominate a path, complete with as many twists and turns as you wish. The length of the nominated path is equal to the maximum distance the loaded firearm may shoot and still make an attack against touch AC rather than against standard AC. Make an attack roll against all creatures whose space occupied intersects the nominated path, dealing damage as normal on a successful hit. All creatures to which you do not have line of sight or are otherwise aware of have total concealment against this attack, and no creature may be attacked more than once by a tracing round.
When this technique's duration expires, any unfired tracing rounds vanish. This technique ends immediately if the firearm is reloaded for any reason.
Trick Reload (Ex)
Style: Munitions
Requires: Know three of the following techniques: encapsulated ball lightning, hotshots, pykrete pellets, and rocket rounds
Whenever you execute one of the following techniques - encapsulated ball lightning, hotshots, pykrete pellets, or rocket rounds - you may immediately reload another firearm with the special ammunition of any of the aforementioned techniques that you know. This does not count as executing a technique, but you must supply the action necessary to reload this second firearm, so the target of your bonus reload may execute a technique as normal this round.
Weighted Round (Su; Ammo)
Style: Munitions
Range: Personal
Target: Executing firearm
Focus Required: 2, 3, 4
Focus Change: -2
Execution Time: 1 free action
Duration: 1 round
You scatter any ammunition remaining in your firearm on the ground and load the chamber with a single weighted round and the propellant necessary to fire it. If a weighted round bullet hits its target, it deals bludgeoning damage rather than piercing damage. Additionally, the target becomes subject to a bull rush combat maneuver with a CMB equal to your triggerman class level + your Intelligence modifier + the enhancement bonus of the firearm used to deliver the weighted round.
When this technique's duration expires, any unfired weighted rounds bullets vanish. This technique ends immediately if the firearm is reloaded for any reason.
At 9th level, weighted round's Focus Required changes to 1, 2, 3, 4, while its Focus Change changes to -1.