ECCENTRIC GUNSMITH (EGn)
Hit Die: d6
Requirements: Weapon Proficiency (Firearms), Point Blank Shot, Weapon Focus (pistol or musket), Mechanical Aptitude, Craft (Gunsmithing) 8 Ranks, Craft (Alchemy) 8 Ranks, Craft (Clockworks) 8 Ranks, Special: Must have studied under another Eccentric Gunsmith
Class Skills: The eccentric gunsmith's class skills (and the key ability for each skill) are Appraise (Wis), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Dex), Escape Artist (Dex), Forgery (Int), Jump (Str), Knowldege (Int), Listen (Wis), Open Lock (Dex), Pick Pocket (Dex), Ride (Dex), Search (Wis), Use Magic Device (Cha)
Skill Points at Each Level: 6 + Int modifier.
BAB: Rogue Progression
Good Saves: Fortitude and Reflex
Weapon and Armor Proficiency: none.
Guncraft: At 1st level an Eccentric Gunsmith recieves Guncraft, as per the Pistoleer.
Firearm Feat: At 1st, 4th, and 10th level an Eccentric Gunsmith recieves a bonus feat, as per the Black Powder Avenger. In addition to the BPA list, an EGn can choose: Skill Focus (Craft), Craft Prototype, Craft Scientific Arms & Armor,, any of the Alchemy feats from VRA, Any of the Mordenheim Family feats (except Godless) from Legacy of the Blood, or any feat the DM deems approriate to the nature of the class.
Itchy Trigger Finger (Ex): At 2nd level an Eccentric Gunsmith recieves Itchy Trigger Finger, as per the Pistoleer. Unlike the Pistoleer, the Eccentric Gunsmith's ability improves at 4th, 6th, and 9th level, rather than 4th, 6th, 8th, and 10th level.
Gutshot (Ex): At 3rd level an Eccentric Gunsmith recieves Gutshot, as per the Pistoleer.
Improved Gutshot (Ex): At 7th level an Eccentric Gunsmith recieves Improved Gutshot, as per the Pistoleer.
Dangerous Goods (Ex): At 3rd level an Eccentric Gunsmith recieves Dangerous Goods, as per the Pistoleer. However, the bonus is spread out more than the Pistoleer, with a +1 Bonus at 3rd level, +2 at 5th, +3 at 7th, and +4 at 9th.