Guerrilla

Unlike most gunslingers, guerrillas prefer to fight with crossbows and other silent weapons, striking from the shadows to take out their foes swiftly and quietly.

Weapon and Armor Proficiency

Guerillas are proficient with all simple weapons, all crossbows, and shuriken cannon. They are proficient with light armor.

This replaces the gunslinger's normal proficiencies.

Crossbow Ace

A guerrilla begins play with any one crossbow of choice. They also gain Stealth (Dex) as a class skill.

This ability replaces gunsmithing.

Deeds

A guerrilla swaps several deeds for new ones. Additionally, any deed that the gunslinger can normally perform with a firearm can instead be performed with a crossbow or shuriken cannon. The new deed descriptions include information on which deeds from the Gunslinger class feature these new deeds replace.

Sharp Shoot (Ex) - At 1st level, a guerilla can resolve an attack against touch AC instead of normal AC when firing a crossbow or shuriken cannon at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).

This deed replaces deadeye.

Quick Load (Ex) - At 1st level, a guerrilla can reload a crossbow or shuriken cannon as a free action by expending a grit point

This ability replaces quick clear.

Shooter's Resolve (Ex) - At 3rd level, a guerrilla can spend 1 grit point when making a single attack with a crossbow or shuriken cannon and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

This deed replaces utility shot.

Distracting Shot (Ex) - At 7th level, a guerrilla can spend 1 grit point as a move action to fire and deliberately miss a target that she could normally attack within her range with a crossbow or shuriken cannon attack. When she does, the target becomes flatfooted until the start of its next turn.

This deed replaces startling shot.

Vigilance (Ex) - At 11th level, so long as she has at least 1 grit point, the guerrilla does not provoke attacks of opportunity when firing a crossbow or shuriken cannon.

This deed replaces expert loading.

Inexplicable Reload (Ex) - At 11th level, loading a crossbow or shuriken cannon becomes unthinking and automatic for a guerrilla. As long as she has at least 1 grit point, she always starts each round of combat with her crossbow or shuriken cannon fully loaded.

This deed replaces lightning reload.

Pinning Shot (Ex) - At 15th level, the guerrilla can spend 1 grit point while shooting a crossbow and attempt to pin down its target with the bolt. If the crossbow attack hits, it pins the target to a nearby object, to a wall, or to the ground, entangling and rooting the target. While pinned by the bolt, the target cannot move out of its space until it takes a standard action to free itself from the pinning bolt, except by means of teleportation.

This deed replaces menacing shot.

Swift Takedown (Ex)

Starting at 2nd level, the first time in a round that the guerrilla hits an enemy that is denied its Dex bonus to AC against her attack with a crossbow or shuriken cannon, she deals an additional 1d8 precision damage. This amount increases by 1d8 for every 4 gunslinger levels beyond 2nd.

This ability replaces gun kata.

Crossbow Training (Ex)

Starting at 5th level, a guerrilla can select one specific type of crossbow, such as hand crossbow or repeating crossbow. She can instead choose a shuriken cannon. She gains a bonus on damage rolls equal to her Dexterity modifier with that weapon. Furthermore, her critical threat range with that weapon is doubled (does not stack with effects suck as Improved Critical). Every 4 levels thereafter, she can pick a different type of weapon, gaining the bonus damage and increased critical threat range with that type of weapon as well.

This ability replaces gun training.