Gunslinger sub-class

Prime ability: Dexterity; the Gunslinger remembers the face of her father and carries herself with the poise of her ancestors.

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Party Boon at Gunslinger 1: A Gunslinger's companions gain a +2 ka bonus when checking Morale or making saving throws versus fear or charm effects.''

Personal Boon at Gunslinger 3: At Gunslinger 3, even when you are surprised and caught flat-footed, you can get off a pair of shots, at -4 and -2 penalty to-hit, respectively. The Gunslinger subclass gives the PC an always on advantage on any saving throws versus fear and other mind-influencing effects.

A Gunslinger's companions gain a +2 ka bonus when checking Morale or making saving throws versus fear or charm effects.

Gunslingers attack with two guns simultaneously and are able to target the same foe with both weapons (no penalty to-hit), or she may choose to target two separate foes — the second weapon is at a -2 penalty to-hit.

Each gun has a range increment of sixty feet and deals 2d4 damage; the damage dice explode on a result of 4.

Gunslingers can only wear light armor, and tend to prefer trenchcoats of leather.

When a Gunslinger rolls a natural "1" attack roll, one of her resolvers has had a misfire. That weapon cannot be used again until cleared, which is something the Gunslinger must do outside of combat.

The Gunslinger subclass gives access to the Steely Gaze Heroic Deed.