For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunner. Gunners are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a mage typically reserves for his spells, most gunners know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.
Class Traits
Role: Striker.
Power Source: Martial, Limit Break.
Key Abilities: Dexterity, Wisdom, Charisma
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple melee, firearms
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Dungeoneering. From the class skills list below, choose three trained skills at 1st level: Acrobatics (Dex) Athletics (Str), Bluff (Cha), History (Int), Insight (Wis) Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha),.
Class Features: ?