Add your rank to all attack rolls made with firearms.
Deadly aim: Your attacks are especially deadly when striking enemies at close range. When attacking a target within 30 feet of you you will ignore any defense they have for natural and manufactured armor (this is 15 feet for a handgun) and any permanent wounds you cause will increase their effectiveness by one step. Before making an attack you can add a -2 penalty to your attack roll to increase the distance at which you can use deadly aim by 15 feet.
Gunslinger's Agility: Drawing your weapon costs you a move action (this costs you a bonus action if it is a handgun). You also your initiative by 1, and increase it again when you reach rank III and V.
Quick reload: Reloading a weapon costs you a move action, while reloading large weapons require a standard action. You can use a move action to make an additional attack with your weapon.
Bullet Trick: Your expert marksmanship allows you to use your attacks in an unexpected way to weaken your opponent’s defenses. Instead of attacking you can use your gun to perform one of the following effects on an enemy:
Increase your critical threshold to 19-20.
Precise shot: Your attacks have become much more precise, allowing you to ignore any obstacle that provides neither cover nor complete concealment. When attacking a target affected by deadly marksmanship it will lose all defensive bonuses granted by cover and concealment. This ability will not work as already specified against enemies with cover or full concealment.
Sniper's Eye: By carefully aiming your attacks you are able to fire deadly shots at even more distant enemies. You can use a move action to increase your deadly aim radius by 15 feet without taking a penalty. In addition, you can add your dexterity stat to your damage rolls against targets unable to defend themselves.
Shot on the run: You can move before and after shooting, distributing your total movement as you wish (15 feet before and 15 feet after, for example). You will also suffer no penalties when shooting mounted or in a moving vehicle.
Rain of lead: Once per round you can use a bonus action to make an additional attack with your weapon. This ability can also be used to provide cover fire to an ally of your choice, allowing you to make a defensive roll using your attack modifiers to protect them.
Increases your critical hit chance to 18-20.
Vital Strike: By striking an enemy unable to defend itself with deadly aim you are able to deal it a lethal blow. An attack made this way will multiply your base damage by 2 and inflict a severe permanent wound when it damages your target.
Expert marksmanship: Your attacks are able to hit the target’s weak points. By using a move action to aim a shot you can make the defender unable to use shield or magic to block your attack. This ability will not work against characters that are in a defensive stance (it also does not work against those in defensive form).
A base firearm deals 2d6 piercing damage, has an average range of 90 feet, and takes a standard action to reload. This weapon is made for campaigns set in the renaissance era, but is also suitable for more modern campaigns with appropriate upgrades. A base firearm can be modified with the following traits to give rise to all kinds of related weapons as long as the characteristics chosen are not incongruous.