Prestige Classes:
Gundancer
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +0 | Gun mastery +1, backfire |
| 2 | +2 | +0 | +3 | +0 | |
| 3 | +3 | +1 | +3 | +1 | Dead aim |
| 4 | +4 | +1 | +4 | +1 | Gun mastery +2 |
| 5 | +5 | +1 | +4 | +1 | Dodge fire |
| 6 | +6 | +2 | +5 | +2 | |
| 7 | +7 | +2 | +5 | +2 | Gun mastery +3, haste |
| 8 | +8 | +2 | +6 | +2 | |
| 9 | +9 | +3 | +6 | +3 | Firestorm |
| 10 | +10 | +3 | +7 | +3 | Gun mastery +4, absorb energy |
Requirements
To qualify to become a gundancer, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Feats: Improved Unarmed
Strike, Technical
Proficiency, Weapon Focus
(any firearm).
Skills: Jump 5 ranks, Tumble 5 ranks.
Special: Evasion, as the rogue and monk class ability.
Class Skills
The gundancer's class skills (and the key ability for each skill) are
Balance (Dex), Climb (Dex), Craft (Int), Concentration (Con), Freefall (Dex),
Jump (Str), Listen (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the gundancer prestige class. Gundancers lose all of these abilities except armor and weapon proficiencies when wearing armor heavier than light.
Weapon and Armor Proficiency: Gundancers are proficient with all hi-tech simple weapons and all martial firearms. Gundancers are proficient with light armor.
Gun-Fu (Ex): When firing light firearms in a threatened area, gundancers do not provoke an attack of opportunity. In addition, gundancers gain a +2 competence bonus to all attempts to disarm an opponent wielding a firearm.
Gun Mastery (Ex): At 1st level, the gundancer gains a +1 competence bonus on all attack rolls with light firearms. This bonus increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level.
Backfire (Ex): At 1st-level, a gundancer who makes a successful disarm attack against an opponent wielding a firearm that is light for the gundancer may instead choose to immediately take a free attack with that firearm against its former user. The gundancer must have at least one hand free to use this ability, and the attack uses his primary attack bonus. Only a single shot can be fired with this free attack.
Dead Aim (Su): At 3rd-level, a gundancer may, as a full action, fire a single shot with a firearm that ignores any AC bonuses for cover and any miss chance for concealment, as long as the target has less than total cover or concealment. The shot uses the gundancer's primary attack bonus.
Dodge Fire (Su): Once per day, a 5th-level gundancer can dodge all ranged attacks made against him for one round, from the start of his action until the beginning of his next action. Any ranged attacks targeting the gundancer during this round automatically miss. The gundancer must use a full action to dodge fire.
Haste (Sp): Once per day, a 7th-level gundancer can explode into an awe-inspiring burst of speed and flurry of action. The gundancer acts as if affected by the 3rd-level spell haste. The effect lasts a number of rounds equal to the character's class levels in gundancer.
Firestorm (Ex): In lieu of his regular attacks, once per day the 9th-level gundancer can fire one shot or burst (if the weapon is automatic) at every target within range, to a maximum of one target for every gundancer class level. Each attack uses the gundancer's primary attack bonus, and each enemy may only be targeted by a single shot or burst. The gundancer may not fire more shots or bursts than he has remaining ammunition.
Absorb Energy (Su): Once per day, the 10th-level gundancer can attempt to absorb and disperse a single shot from an energy weapon that hits him. The gundancer makes a Fortitude save (DC 25). If the save is successful, the gundancer takes no damage from the attack and in fact immediately heals 1d6 points of damage for every die of damage inflicted by the attack.
