Drifter

When not scouring the desert for forgotten treasures or magic hidden by shifting magic-dead zones, a drifter might hire himself out as a guide, bodyguard, or assassin. There are even a few drifters who are temporarily deputized to perform law enforcement tasks beyond the reach of a city’s normal constabulary. Drifters are self-reliant and always keep their firearms loaded.

Weapon and Armor Proficiency

Drifters are proficient with all simple and martial weapons. They are proficient with all light armor. This replaces the samurai's normal weapon and armor proficiencies.

Have Gun, Will Travel

At 1st level, the drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger.

This ability replaces resolve.

Daring Deeds (Ex)

At 3rd level, a drifter gains Rapid Reload as a bonus feat. The drifter must choose a firearm to associate with this feat. Additionally, the drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat.

This ability replaces weapon expertise.

Worn Banner (Ex)

At 5th level, a drifter can choose to use his hat as his banner. If the drifter does not wear a hat, another iconic accessory—such as an eye-mask, bandana, or distinguishing coat—can instead serve as his banner.

This ability modifies banner.

Bonus Feats

At 6th level, and at every 6 levels thereafter, a drifter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be either combat or grit feats, and the drifter must meet the prerequisites as normal.

This ability modifies bonus feats.

Notorious Deeds (Ex)

At 9th level, a drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers.

This ability replaces greater resolve.

Old Reliable (Ex)

At 11th level, whenever a drifter declares a challenge, the threat range of the drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon and does not stack with other effects that increase the threat range of the weapon. In addition, if the drifter rolls a natural 1 during his challenge, the drifter can spend 1 grit point to reroll the attack roll.

This ability replaces honorable stand.

Spell Severed (Ex)

At 12th level, a drifter gains spell resistance equal to 10 + his character level. The drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action.

This ability replaces demanding challenge.

Infamous Deeds (Ex)

At 17th level, a drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers.

This ability replaces true resolve.

Tough as Nails (Ex)

At 20th level, a drifter is able to select three additional deeds for use with his Amateur Gunslinger feat—two from the list of deeds available to 15th-level gunslingers, and one from the list available to 19th-level gunslingers.

In addition, if the drifter confirms a critical hit on an attack made with a firearm, the target is stunned for 1d4 rounds. A successful Will saving throw (DC = 10 + the drifter’s base attack bonus) reduces this effect to staggered for 1 round.

This ability replaces last stand.