Gunslinger
Hit Die Value: 1
XP Cost: 500
Hit Die: 1d6
Fighting Value: 2
XP Cost: 1000 + (150 x 7) = 2050
Attack Throws: +2 per 3 levels
Weapon Selection: Unlimited, Reduced to Narrow for 3 custom powers
Pistol, Dagger, Club, Hand Axe, Short Sword, Whip
Graceful Fighting: The character gains a +1 bonus to Armor Class if wearing leather armor or lighter and able to move freely. At level 7, the AC bonus increases to +2, and at level 13 the AC bonus increases to +3. This bonus stacks with the one from the Swashbuckling proficiency.
Accuracy: The character gains an accuracy bonus of +1 to all attack throws with missile weapons.
Acrobatics: As the Acrobatics proficiency.
Armor Selection: Unrestricted, reduced to Narrow for 2 custom powers.
Gunslinger’s Edge: The character gains a +1 bonus on surprise rolls and initiative rolls. This does not provide a bonus to casting spells. These bonuses stack with the bonuses from the Combat Reflexes proficiency.
Lucky: The character gains a +2 bonus to all saving throws. This is effectively the Divine Blessing proficiency, selected as a custom power.
Fighting Styles: 3, reduced to 2 for 1 custom power.
Two Handed
Two Weapons
Precise Shot: The character may conduct missile attacks against opponents engaged in melee at a -4 penalty to his attack throw. This is effectively the Precise Shooting proficiency, selected as a custom power, and the character may take ranks in the Precise Shooting proficiency to reduce this penalty to -2 or less.
Damage Bonus: As Fighter, reduced to Missile-Only for 1 custom power.
Alertness: As the Alertness proficiency.
Cleaves: 1 per level
Thievery Value: 1
XP Cost: 200
Thief Skills: 3, reduced to 2 to gain 1 Custom Power
Pick Pockets
Backstab
Sniping: As the Sniping proficiency.
Psychic Value: 0
Saving Throws: As Fighter
Magical Items: General and those restricted to Fighters
Prime Requisites: DEX and CON
Class Proficiencies: 28 – Animal Training, Blind Fighting, Cat Burglary, Climbing, Combat Reflexes,Combat Trickery (Disarm, Force Back, Incapacitate, Knock Down, Sunder), Contortionism, Dungeon Bashing, Eavesdropping, Endurance, Fighting Style, Gambling, Illusion Resistance, Intimidation, Martial Training, Precise Shooting, Riding, Running, Skirmishing, Survival, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus
Hit Points After 9th Level: +2 per level.
Stronghold & Followers: Hideout and 2d6 1st Level Gunslingers.
XP:
1st 0
2nd 2,750
3rd 5,500
4th 11,000
5th 22,000
6th 44,000
7th 90,000
8th 210,000
9th 330,000
10th 450,000
11th 570,000
12th 690,000
13th 810,000
14th 930,000
I don’t have level titles for this one yet. Suggestions would be very welcome.