Iaiteppo

Some gunslingers practice endless hours to become just a little faster at bringing their iron to bear, focusing on getting off a first, deadly shot against their foe.

Role: Iaiteppo are dedicated range combatants, focused on dealing massive damage in a single powerful shot. Most quickdraw masters start their careers as gunslingers, but others may also follow this path.

Alignment: Quickdraw masters can be of any alignment.

HP Roll: d4+3

Requirements

To qualify to become an iaiteppo, a character must fulfill all the following criteria.

Base Attack Bonus: +5.

Skills: Perception 5 ranks, Sense Motive 5 ranks

Feats: Precise Shot, Quick Draw, Weapon Focus (any one-handed firearm)

Class Skills

The iaiteppo's class skills are Acrobatics (Dex), Bluff (Cha), Disable Device (Dex) Intimidate (Cha), Perception (Wis), Perform (Cha), Sense Motive (Wis), and Sleight of Hand (Dex).

Skill Ranks per Level: 2 + Int modifier.

Primary Attributes: Dex, Wis

An iaiteppo in the tense moment before a du- You just missed it.

Class Features

All of the following are class features of the iaiteppo prestige class.

Iai Draw (Ex)

An iaiteppo can draw and fire a holstered one-handed firearm as a standard action. When he performs this attack, the shot deals 1d10 bonus damage, increasing by 1d10 for every 2 iaiteppo levels beyond the first. This bonus damage is not multiplied on a critical hit.

High Noon (Ex)

Once per day, when the iaiteppo rolls for initiative, she may make a Sense Motive check. The DC for this check is equal to 10+highest HD among all foes+that creature's Cha mod, or to 10+highest enemy Bluff skill, whichever is greater. On a success, he can make a single iai draw attack before any turns occur (as though he had a surprise round). After making this attack, he is not flat-footed against creatures with higher initiative results.

The iaiteppo can use this ability one additional time per day for every 3 levels beyond the 1st.

Eye for Trouble (Ex)

At 2nd level, the iaiteppo is constantly aware of and able to react to unexpected threats. He adds his Wisdom modifier to his initiative, in addition to his Dexterity modifier. He may also use Sense Motive, rather than Perception, to detect ambushes.

Bonus Feat

At 3rd level, and every 3 levels thereafter, the iaiteppo learns a bonus feat. This bonus feat must be taken from the list of combat feats, and the iaiteppo must meet all requirements for the feat.

Keep Your Distance (Ex)

At 5th level, the iaiteppo can take snap shots at those who get too close. As an immediate action when a foe moves within 1 range increment of a loaded, holstered 1-handed firearm on the iaiteppo's person, the iaiteppo can draw and fire a shot at them.

Staggering Shot (Ex)

At 8th level, when the iaiteppo makes an iai draw attack, he can aim for his target's vitals, potentially staggering them. If the attack hits, the subject must make a Fortitude save (DC 10+1/2 total character level+Wis mod) or be staggered for one round. He may use this ability once per day for each iaiteppo level he has.

Duel at Dawn (Su)

At 10th level, the iaiteppo can force a foe to duel with him once per day as a swift action. This functions as a time stop spell, except that both the iaiteppo and his target may act, and they may only take actions that affect themselves or one another. During this duel, the iaiteppo's iai draw attacks deal an additional 5d10 bonus damage. The duel ends when the duration runs out, or when one or both participants are slain, whichever happens first. This is a mind-affecting effect.