Pale Stranger
While most gunslingers focus on honing their skills with firearms, some instead study the dark arts, following in the footsteps of their namesake undead, and learning terrifying necromantic powers. At some point, they become completely undead, giving up their humanity for power. Most use this power for their own gain, but there are legends of a few pale strangers roaming the badlands, enforcing justice where it's needed.
Deadly Touch (Su)
As a melee touch attack, you can cause a living creature to take 1d6 points of bleed damage per round. This effect persists for a number of rounds equal to 1/2 your gunslinger level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Alternatively, you can inflict this power with a firearm attack. You must declare you are using this power before making the firearm attack, and it has no effect on a missed shot.
This ability replaces Grit.
Necromancy (Sp)
At 1st level, and every 2 levels thereafter, the pale stranger masters some necromantic power. He may choose to learn one of the spells listed below. Once the choice is made, it cannot be changed. The pale stranger may cast one of his known spells as a spell-like ability, using his gunslinger level as his caster level. He uses his Cha mod to determine the effects and saving throw DCs of these spells. Each of the pale stranger's known spells can be cast a number of times per day equal to 1/2 Cha mod (min 1).
After casting a ranged or melee touch spell, the pale stranger can deliver it with a firearm attack, instead of the customary touch attack. If successful, this attack deals its normal damage as well as the effects of the spell. On a miss, the charge is lost.
The options for spell-like abilities are as follows:
1st - touch of fatigue, disrupt undead
3rd - cause fear, inflict light wounds, ray of enfeeblement
5th - false life, inflict moderate wounds, scare
7th - inflict serious wounds, ray of exhaustion, vampiric touch
9th - enervation, fear, inflict critical wounds
11th - mass inflict light wounds, symbol of pain, waves of fatigue
13th - create undead, eyebite, mass inflict moderate wounds
15th - control undead, finger of death, mass inflict serious wounds
17th - clone, horrid wilting, mass inflict critical wounds
19th - energy drain, soul bind, wail of the banshee
This ability replaces Deeds and Gun Training.
Undead Body (Su)
At 8th level, the pale stranger has lost so much of his humanity that he is now healed by negative energy and harmed by positive energy. He also gains a +4 racial bonus on saving throws against death effects, disease, poison, sleep, and stun.
At 20th level, the pale stranger's last vestiges of what he was slough away, turning him into an undead creature. He loses whatever type he previously had and gains the undead type, granting him the following:
Immune to death effects, disease, poison, sleep, and stun. He is no longer subject to ability drain, energy drain, or nonlethal damage, as well as damage to his physical ability scores and to exhaustion. He loses his Constitution score and now has bonus hit points per level based on Charisma instead.
However, he is also clearly undead, with sloughing skin and exposed bone, and a generally unpleasant odor. This may make diplomacy difficult for him.
This ability replaces the bonus feat normally learned at 8th level and True Grit.