Sanguine Gunman

Keep bothering me and I’ll kill you just so I can bring you back and do it again.

Before they were the sanguine gunmen, a deadly band of gunslingers roamed the land, robbing and killing innocents. During one fateful theft of a strange caravan refusing to pay to pass through their land, the gunmen acquired a tome of untold necromantic power. Using this Book of the Dead, their deeds went from common offenses discussed in bars and around campfires to frightening campaigns spoken of only in whispers among the bravest of souls.

While the book has long been absent, many a tale remains of what the sanguine gunmen were capable of, and its those acts that new sanguine gunmen seek to imitate.

Deeds (Ex)

A sanguine gunman gains deadeye at 1st level. He gains his remaining 1st-level deeds at 3rd level. At 11th level, 15th level, and 19th level, the sanguine gunman gains the additional deeds normally gained at 3rd level, 7th level, and 11th level, in that order. He does not gain the normal progression of 15th and 19th level deeds.

This ability updates the order in which deeds are gained.

Necromantic Dominion (Su)

At 1st level, the sanguine gunman chooses a necromancer dominion. As long as he has at least 1 grit point, he can use the powers granted by that dominion, within their normal limitations.

The sanguine gunman uses his Wisdom in place of Charisma when a dominion ability references it. When he gains spells, the sanguine gunman adds his dominion spells to his list of spells known.


Table: Sanguine Gunman Spells Known
Level 1st 2nd 3rd 4th
4th 2
5th 3
6th 4
7th 4 2
8th 4 3
9th 5 4
10th 5 4 2
11th 5 4 3
12th 6 5 4
13th 6 5 4 2
14th 6 5 4 3
15th 6 6 5 4
16th 6 6 5 4
17th 6 6 5 4
18th 6 6 6 5
19th 6 6 6 5
20th 6 6 6 5
Table: Sanguine Gunman Spells per Day
Level 1st 2nd 3rd 4th
4th 1
5th 1
6th 1
7th 1 1
8th 1 1
9th 2 1
10th 2 1 1
11th 2 1 1
12th 2 2 1
13th 3 2 1 1
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 2

Beginning at 4th level, a sanguine gunman gains the ability to cast a small number of divine spells drawn from the necromancer spell list. To learn or cast a spell, a sanguine gunman must have a Wisdom score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a sanguine gunman’s spell is 10 + the spell level + the sanguine gunman’s Wisdom modifier. This ability replaces the gunslinger’s bonus feat at 4th level, deeds at 7th level, nimble +3 at 10th level, and gun training 3 at 13th level, pushing those abilities to their next iteration, instead.

Like other spellcasters, a sanguine gunman can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Sanguine Gunman Spells Per Day. In addition, he receives bonus spells per day if he has a high Wisdom score. The sanguine gunman does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level.

The sanguine gunman’s selection of spells is limited. At 4th level, a sanguine gunman knows two 1st-level spells of his choice. A sanguine gunman gains more spells as he increases in level, as indicated on Table: Sanguine Gunman Spells Known. Unlike spells per day, the number of spells a sanguine gunman knows is not affected by his Wisdom score, but it is affected by any bonus spells he gains from his dominion. At 8th level and every 3 levels thereafter, a sanguine gunman can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.

Section 15: Copyright Notice

The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.

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