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Gunslinger Class Details | Gunslinger Dares | Gunslinger Deeds | Archetypes

Gunslinger Dares

Description Source: Advanced Class Guide
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache.

A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit or panache points again.

The following gunslinger dares can be used by swashbucklers.

Desperate Evasion (Ex) (Advanced Class Guide pg. 94): While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making a Reflex saving throw and take the higher result. You regain 1 grit or panache point when you succeed at two Reflex saving throws while using this dare.
Frantically Nimble (Ex) (Advanced Class Guide pg. 94): While this dare is active, you gain a +2 dodge bonus to AC. You regain 1 grit or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks need not come from the same enemy.
Out for Blood (Ex) (Advanced Class Guide pg. 94): While this dare is active, your critical threat range with firearms (for gunslingers) or light or onehanded piercing melee weapons (for swashbucklers) increases by 1 (20/4 becomes 19–20/4, 19–20/2 becomes 18–20/2, and so on). This effect does not stack with similar effects that modify a weapon’s critical threat range.
Run Like Hell (Ex) (Advanced Class Guide pg. 94): While this dare is active, your speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.