When not scouring the desert for forgotten treasures or magic hidden by shifting magic-dead zones, a dune drifter might hire himself out as a guide, bodyguard, or assassin. There are even a few dune drifters who are temporarily deputized to perform law enforcement tasks beyond the reach of a city’s normal constabulary. Dune drifters are self-reliant and always keep their firearms loaded.
Dune drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies.
At 1st level, the dune drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The dune 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 tactician.
At 3rd level, a Dune drifter gains Rapid Reload as a bonus feat. The dune drifter must choose a firearm to associate with this feat. Additionally, the dune drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat.
This ability replaces cavalier’s charge.
At 5th level, a dune 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.
In all other ways, this ability functions as and replaces the banner cavalier ability.
At 6th level, and at every 6 levels thereafter, a dune 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 dune drifter must meet the prerequisites as normal.
This replaces the cavalier’s normal bonus feats.
At 9th level, a dune drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The dune 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 tactician.
At 11th level, whenever a Dune drifter declares a challenge, the threat range of the dune 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 dune drifter rolls a misfire during his challenge, the Dune drifter can spend 1 grit point to reroll the attack roll.
The dune drifter must accept the results of the second roll, even if it is worse.
This ability replaces mighty charge.
At 12th level, a dune drifter gains spell resistance equal to 10 + his character level. The dune 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.
At 17th level, a dune drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The dune 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 master tactician.
At 20th level, a dune 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 dune 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 dune drifter’s base attack bonus) reduces this effect to staggered instead of stunned.
This ability replaces supreme charge.
Pathfinder Campaign Setting: Inner Sea Combat © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Compton, and Thurston Hillman.