TEXT: The
  Eldritch 
  Desperado
  (Hybrid Class)
  #65
  
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Player Paraphernalia #65 The Eldritch Desperado (Hybrid Class) ©2016, The Knotty-Works; 
  Author: John Buckley, Original Concept By Adam Matherly.
  Gunslinger image from Stock Art: Female Catfolk Gunslinger ©2015, Purple Duck Games; Artist: 
  Gary Dupuis
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  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
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  1
  Player Paraphernalia #65
  By The Knotty-Works
  Welcome to issue sixty-five of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.). This issue 
  introduces the Eldritch Desperado, a spell flinging 
  triggerman that lives on the fringes of  society. Based 
  on an original concept by Adam Matherly.  Thanks to 
  Palak Shah for time spent reviewing it.
  The Eldritch Desperado
  The unbridled thrill of the pull of the trigger, 
  the flash and thunder that follows, and 
  the unmistakable power of the shot itself is 
  an attraction to many. But for the eldritch 
  desperado, the true addiction is the infusion 
  of the raw power of the gun with the magical 
  energies that flows through his veins. While 
  firearms level the playing field for those willing 
  to take up arms, the eldritch desperado 
  focuses his spirit and arcane energies through 
  his chosen totem of steel and iron.
  Given the enigmatic natures of those that 
  harness their arcane energies through their 
  the use of their gun, the eldritch desperado 
  prefers to live on the fringes of society, many 
  using their gifts to take what they want from 
  others while some take up their mystical 
  weapon in the defense of the innocent. Either 
  way, such individuals are generally feared and 
  misunderstood, thus avoided by most.
  Role  Obviously the eldritch desperado relies 
  on the firepower of his weapon, preferring 
  to deal with others from a distance. Such 
  characters have little real skills with any other 
  type of weapon and rely more on their trusty 
  sidearm than any other tool or skill. However, 
  the eldritch desperado does have the ability 
  to tap into arcane energies and cast spells 
  both of offensive and defensive nature that 
  he chooses to pick up during his travels.
  Alignment: Any non-lawful.
  Hit Die: d6
  Starting Wealth: 3d6 X 10 gp (average 105 gp) 
  and an outfit worth 10 gp or less.
  Parent Classes: Gunslinger and Sorcerer
  Class Skills
  Acrobatics (Dex), Bluff (Cha), Craft (Int), 
  Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (local) (Int), Perception (Wis), 
  Profession (Wis), Spellcraft (Int), Survival (Wis), 
  and Use Magic Device (Cha)
  Skill Ranks per Level: 2 + Int modifier
  Class Features
  Weapon and Armor Proficiencies: The eldritch 
  desperado is proficient with simple weapons, 
  rapier, short sword, and all firearms. He is also 
  proficient with light armor but not shields. 
  The eldritch desperado may cast from the 
  Sorcerer/Wizard Spell List with no chance of 
  arcane spell failure while wearing light armor. 
  If the eldritch desperado wears medium or 
  heavier armor or carries a shield the arcane 
  chance of spell failure apply normally.
  Spells: At 1st level, the eldritch desperado may 
  cast spells drawn from the Sorcerer/Wizard 
  Spell List. The number of spells the eldritch 
  desperado may cast per day is given on the 
  Eldritch Desperado Progression Table. He may 
  may gain additional spells per day based on 
  those granted by his Charisma score (See the 
  Ability Modifiers and Bonus Spells table in the 
  Pathfinder RPG Core Rule BookTM).
  The eldritch desperado must have a 
  Charisma equal to at least 10 + the spell level  
  in order to learn and cast the spell. The DC 
  for any saving throws associated with spells 
  cast by the eldritch desperado is equal to 10 
  + the spell level + the eldritch desperado’s 
  Charisma modifier.
  
  2
  The eldritch desperado casts spells spontaneously 
  and does not need to spend time preparing 
  them, but he is limited by the number of spells 
  known (see Eldritch Desperado Spells Known 
  table). Unlike the number of spells he may 
  cast per day, the number of spells known is 
  not increased by the eldritch desperado’s 
  Charisma score. Upon reaching 4th level 
  and every even level thereafter, the eldritch 
  desperado may replace one existing spell 
  known for another one of the same level.
  Cantrips: The eldritch desperado begins with 
  four cantrips at 1st level. He may cast these 
  0-level spells as desired without expending a 
  daily use of a spell slot. The eldrich desperado 
  gains additional cantrips as listed on the 
  Eldritch Desperado Spells Known table.
  Firearm Fetish (Ex): At 1st level, the eldritch 
  desperado gains a firearm (dagger pistol, 
  dragon pistol, or pistol) that acts as a fetish 
  for his spell casting. The weapon is battered, 
  and if anyone other than the eldritch 
  desperado uses it the gun is considered 
  to have the broken condition. If the gun 
  gains the broken condition, the gun will 
  only function in the hands of the eldritch 
  desperado.. The weapon itself is nearly 
  valueless to anyone else and if sold would not 
  be worth more than 4d10 gold pieces.
  For any spell requiring a material component, 
  the eldritch desperado’s gun replaces the 
  need for the material component (as long as 
  the material component cost is 1 gp or less).
  The eldritch desperado may replace his gun 
  with another at any time by either crafting a 
  new weapon or purchasing one at base cost. 
  In addition to the cost of the weapon, the 
  eldritch desperado must spend an additional 
  100 gp per class level and 8 hours of effort to 
  condition the weapon to become his new 
  fetish.
  The eldritch desperado also gains 
  Gunsmithing as a bonus feat as part of 
  his reliance on the firearm fetish. The 
  Eldritch Desperado Progression Table
  Level
  Base 
  Attack
  Fort
  Ref
  Will
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  +0
  +0
  +2
  +2
  Arcane Shot, Cantrips, Firearm 
  Fetish, Resolve
  2
  — 
  — — — — — — — 
  2
  +1
  +0
  +3
  +3
  Arcane Shot
  3
  —
  —
  —
  —
  —
  —
  —
  —
  3
  +1
  +1
  +3
  +3
  Desperado’s Dodge +1, Eldritch Touch
  4
  —
  —
  —
  —
  —
  —
  —
  —
  4
  +2
  +1
  +4
  +4
  Fetish Feat
  4
  2
  — — — — — — — 
  5
  +2
  +1
  +4
  +4
  Eldritch Touch
  4
  3
  —
  —
  —
  —
  —
  —
  —
  6
  +3
  +2
  +5
  +5
  Desperado’s Dodge +2, Arcane Shot
  4
  4
  2
  — — — — — — 
  7
  +3
  +2
  +5
  +5
  Fetish Feat
  4
  4
  3
  —
  —
  —
  —
  —
  —
  8
  +4
  +2
  +6
  +6
  Shooter’s Pose
  4
  4
  4
  2
  — — — — — 
  9
  +4
  +3
  +6
  +6
  Desperado’s Dodge +3
  4
  4
  4
  3
  —
  —
  —
  —
  —
  10
  +5
  +3
  +7
  +7
  Fetish Feat
  4
  4
  4
  4
  2
  — — — — 
  11
  +5
  +3
  +7
  +7
  Eldritch Touch
  4
  4
  4
  4
  3
  —
  —
  —
  —
  12
  +6/+1
  +4
  +8
  +8
  Arcane Shot, Desperado’s Dodge +4
  4
  4
  4
  4
  4
  2
  — — — 
  13
  +6/+1
  +4
  +8
  +8
  Fetish Feat
  4
  4
  4
  4
  4
  3
  —
  —
  —
  14
  +7/+2
  +4
  +9
  +9
  Desperado’s Daring
  4
  4
  4
  4
  4
  4
  2
  — — 
  15
  +7/+2
  +5
  +9
  +9
  Desperado’s Dodge +5
  4
  4
  4
  4
  4
  4
  3
  —
  —
  16
  +8/+3
  +5
  +10
  +10
  Fetish Feat
  4
  4
  4
  4
  4
  4
  4
  2
  — 
  17
  +8/+3
  +5
  +10
  +10
  Eldritch Touch
  4
  4
  4
  4
  4
  4
  4
  3
  —
  18
  +9/+4
  +6
  +11
  +11
  Arcane Shot
  4
  4
  4
  4
  4
  4
  4
  4
  2
  19
  +9/+4
  +6
  +11
  +11
  Fetish Feat
  4
  4
  4
  4
  4
  4
  4
  4
  3
  20
  +10/+5
  +6
  +12
  +12
  Unfettered Resolve
  4
  4
  4
  4
  4
  4
  4
  4
  4
  
  3
  eldritch desperado is treated as a gunslinger 
  for the effects of this feat.
  Resolve (Ex): At 1st level, the eldritch 
  desperado taps into his inner reserve of 
  desperation and arcane commitment 
  known as resolve. Resolve allows the eldritch 
  desperado to perform amazing acts of with 
  magically laced shots from his firearm.
  The eldritch desperado starts each day with 
  a number of points representing his resolve 
  equal to his Wisdom modifier (minimum of 1). 
  He may spend these points to empower his 
  arcane shots (see below) and may regain 
  points through acts of battlefield prowess. 
  His resolve may never increase beyond the 
  eldritch desperado’s Wisdom modifier unless 
  his maximum is increased through feats or 
  magical enhancements.
  The eldritch desperado regains 1 point of 
  resolve each time he confirms a critical hit 
  or strikes a killing blow (reducing target to 0 
  or fewer hit points) with his firearm or a spell. 
  However, the target cannot be helpless, 
  unconscious, or dead and it must have at 
  least as many hit dice equal to ½ the eldritch 
  desperado’s class level.
  Arcane Shot: Beginning at 1st level, the 
  eldritch desperado may use his resolve 
  to increase the potency of his skill with his 
  firearm. The eldritch desperado knows—and 
  may use—any arcane shot as long as he 
  reaches the level listed in the arcane shot 
  description. 
  Using the arcane shot is a free action, but the 
  eldritch desperado may only spend 1 point of 
  resolve per attack.
  The eldritch desperado gains access to a 
  limited number of the gunslinger’s deeds, 
  using his resolve in place of grit. The eldritch 
  desperado treats his effective gunslinger 
  level equal to his own class level -1 in regards 
  to when the deed is available to him. The 
  following deeds are available to the eldritch 
  desperado: Deadeye, Quick Clear, Bleeding 
  Wound, Expert Loading, Menacing Shot, and 
  Cheat Death.
  Dazing Shot (Sp): At 1st level, the eldritch 
  desperado may spend 1 point of resolve 
  when making a shot. He must declare 
  the shot before making it, but if the shot is 
  successful, the target is dazed for 1 round.
  Empowered Shot (Sp): At 1st level, the eldritch 
  desperado may sacrifice a spell to increase 
  the damage of a single shot as long as he has 
  at least 1 point of resolve. He must choose the 
  spell slot to be sacrificed before making the 
  attack. If successful, the shot does an extra 
  1d6 points of damage per spell level of the 
  slot sacrificed (maximum of +5d6 points of 
  Grit, Panache, and Resolve
  Resolve represents that same access to 
  the pool of inner energy from which the 
  character may tap into to fuel his special 
  abilities.  If the character has access 
  to more than one type of pool he may 
  combine them to empower his class abilities 
  and may freely use the combined source 
  for use in any of his special abilities granted 
  by deeds or arcane shots.  For feats, magic 
  items, and other effects the resolve user can 
  spend and gain resolve in place of grit or 
  panache and vice versa.
  Eldritch Desperado Spells Known
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  4
  2
  —
  —
  —
  —
  —
  —
  —
  —
  2
  5
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3
  5
  3
  —
  —
  —
  —
  —
  —
  —
  —
  4
  5
  3
  1
  —
  —
  —
  —
  —
  —
  —
  5
  6
  4
  2
  —
  —
  —
  —
  —
  —
  —
  6
  6
  4
  2
  1
  —
  —
  —
  —
  —
  —
  7
  6
  4
  3
  2
  —
  —
  —
  —
  —
  —
  8
  7
  4
  3
  2
  1
  —
  —
  —
  —
  —
  9
  7
  4
  4
  3
  2
  —
  —
  —
  —
  —
  10
  7
  4
  4
  3
  2
  1
  —
  —
  —
  —
  11
  8
  4
  4
  4
  3
  2
  —
  —
  —
  —
  12
  8
  4
  4
  4
  3
  2
  1
  —
  —
  —
  13
  8
  4
  4
  4
  4
  3
  2
  —
  —
  —
  14
  9
  5
  4
  4
  4
  3
  2
  1
  —
  —
  15
  9
  4
  4
  4
  4
  4
  3
  2
  —
  —
  16
  9
  4
  4
  4
  4
  4
  3
  2
  1
  —
  17
  9
  4
  4
  4
  4
  4
  4
  3
  2
  —
  18
  9
  4
  4
  4
  4
  4
  4
  3
  2
  1
  19
  9
  4
  4
  4
  4
  4
  4
  4
  3
  2
  20
  9
  4
  4
  4
  4
  4
  4
  4
  3
  3
  
  4
  damage). The damage is arcane energy 
  and is not subject to damage reduction, but 
  is subject to spell resistance and doesn’t work in 
  an anti-magic field. Cantrips cannot be used for 
  this arcane shot.
  True Shot (Ex): At 1st level, the eldritch 
  desperado may spend 1 point of resolve and 
  use his level as has base attack for a single 
  shot with his firearm.
  Eagle Eye (Ex): The eldritch desperado may 
  spend 1 point of resolve at 2nd level to reduce 
  the penalty for firing beyond the first range 
  increment from -2 to -1. This shot does not 
  stack with the benefit of the Far Shot feat, 
  but if the eldritch desperado uses this shot in 
  conjunction with the Far Shot feat he does 
  not suffer any penalties for the first two range 
  increments, and only -1 per range increment 
  beyond that.
  Magic Bullet (Ex): At 2nd level, as long as 
  the eldritch desperado has at least 1 point 
  of resolve, he treats any shots fired from his 
  firearm as if they are magical for the purpose 
  of overcoming damage reduction.
  Elemental Shot (Sp): At 6th level, the eldritch 
  desperado may spend 1 point of resolve 
  when using his Empowered Shot to change 
  the energy to an elemental type (acid, 
  cold, electricity, fire, or sonic). The eldritch 
  desperado must declare the type of energy 
  prior to making the attacks. The arcane 
  energy from the Empowered Shot is no longer 
  susceptible to spell resistance, but normal 
  energy resistance and immunity applies.
  Silver Bullet (Ex): At 6th level as long as the 
  eldritch desperado has at least 1 point of 
  resolve, shots fired from his firearm are treated 
  as  silver or cold iron for the purpose of 
  overcoming damage reduction.
  Spell Strike (Sp): At 6th level, the eldritch 
  desperado may cast a touch spell on a 
  bullet and fire it at an opponent normally 
  by spending 1 point of resolve. If the shot is 
  successful the opponent is subject to the effects 
  of the spell as well as damage from the shot. 
  Using this arcane shot is a full round action.
  Aligned Bullet (Ex): At 12th level, the eldritch 
  desperado may designate his shot as 
  chaotic, good, or evil as long as he has 
  that aspect as part of his own alignment 
  and has at least 1 point of resolve. If the 
  eldritch desperado is neutral, he gains no 
  benefit from this arcane shot.
  Ghost Bullet (Su): At 12th level, the eldritch 
  desperado may spend 1 point of resolve to 
  encase his bullet with force penetrating the 
  ethereal plane, causing normal damage to 
  incorporeal creatures.
  Piercing Shot (Su): The eldritch desperado 
  may spend 1 point of resolve at 12th level 
  to grant the shot the ability to piece force 
  effects including Mage Armor, Shield, and a 
  Wall of Force. As a result the shot ignores any 
  AC benefits from the force based spell and 
  the cover provided by the Wall of Force.
  Adamantine Bullet (Ex): At 18th level as long as 
  he has at least 1 point of resolve, the eldritch 
  desperado’s shots are treated as adamantine 
  for the purpose of overcoming damage 
  reduction and bypassing hardness.
  Construct Disruption (Ex): At 18th level, the 
  eldritch desperado may spend 1 point of 
  resolve when firing at any type of construct. 
  The eldritch desperado must declare the 
  shot—and if successful—the bullet ignores 
  any damage reduction. The construct must 
  also make a Fortitude save with a DC equal 
  to 10 + ½ the eldritch desperado’s class level 
  + his Charisma modifier. If the construct fails 
  the saving throw, it becomes inanimate for 1 
  round and gains the helpless condition.
  Dismissing Shot (Ex): The eldritch desperado 
  may send extraplanar creatures back to 
  their home plane with this shot at 18th level. 
  He must spend 1 point of resolve and the 
  target is allowed a Will saving throw to 
  avoid the effect of the shot (spell resistance 
  does apply). The DC to resist the effects 
  of the bullet is equal to 10 + ½ the eldritch 
  desperado’s class level + his Charisma 
  modifier. If the creature is of the outsider 
  (extraplanar) type and it fails the saving 
  throw, the creature immediately returns 
  back to its home plane as the Dismissal spell 
  including the 20% chance that it is sent to 
  another plane other than its native home. 
  Desperado’s Dodge (Ex): Beginning at 3rd 
  level, the eldritch desperado gains a +1 
  dodge bonus to his AC when he is 
  
  5
  wearing light or no armor and carrying 
  a light load. If the eldritch desperado is 
  denied his Dexterity modifier, he also loses this 
  dodge bonus.
  The dodge bonus increases by +1 every three 
  levels thereafter with a maximum of +5 at 15th 
  level.
  Eldritch Touch: At 3rd level, the eldritch 
  desperado must choose either a sorcerer 
  bloodline or an arcane tradition (see Player 
  Paraphernalia Issue #63). He gains the power 
  granted at 1st level by the bloodline power or 
  arcane tradition. The eldritch desperado uses 
  his class level as his effective level of the power 
  for any calculations regarding saving throws.
  At 5th level, the eldritch desperado gains the 
  power normally granted at 3rd level for the 
  sorcerer bloodline or arcane tradition, 11th 
  level for the 9th level power and 17th level for 
  the power gained at 15th level.
  The eldritch desperado gains no other 
  benefits of the bloodline power or arcane 
  tradition. Once this selection is made, the 
  eldritch desperado may not change it.
  Fetish Feat: At 4th level, the eldritch desperado 
  may select a bonus feat from the list provided 
  below. At 7th level and every three levels 
  thereafter the eldritch desperado may choose 
  an additional feat. He does not need to meet 
  any prerequisites for the feats listed other 
  than other feats, the eldritch desperado may 
  ignore prerequisites concerning ability score 
  requirements, skill rank requirements, class 
  requirements, or minimum base attack bonuses.
  Agile Maneuvers, Arcane Strike, Bouncing Spell, 
  Clustered Shots, Craft Magic Arms and Armor, 
  Dazing Spell, Deadly Aim, Disrupting Shot, 
  Disruptive Spell, Enlarge Spell, Extra Resolve, Far 
  Shot, Greater Snap Shot, Gunslinger, Improved 
  Precise Shot, Improved Snap Shot, Intensified 
  Spell, Maximize Spell, No Name, Pinpoint 
  Targeting, Point-Blank Shot, Precise Shot, Reach 
  Spell, Snap Shot, Weapon Focus (chosen firearm)
  Shooter’s Pose (Ex): At 8th level, the eldritch 
  desperado no longer provokes while firing his 
  gun as long as he is not denied his Dexterity 
  modifier.
  Desperado’s Daring (Ex): At 14th level, the 
  eldritch desperado may sacrifice some of 
  his 
  resolve as 
  a swift action. 
  He gains  a bonus 
  to a single attack, 
  saving throw, or skill check 
  equal to the points of resolve 
  sacrificed (maximum of +5).
  Unfettered Resolve (Ex): At 20th level, the 
  eldritch desperado chooses two arcane 
  shots that require spending at least 1 point 
  of resolve to initiate. He may use either 
  arcane shots without expending any resolve 
  as long as he has at least 1 point of resolve. 
  Any arcane shots that could normally be 
  performed while the eldritch desperado had 
  at least 1 point of resolve may be used even 
  if the eldritch desperado has no reserve of 
  resolve (this does not include the two arcane 
  shots chosen for this class feature).
  New Feat
  Extra Resolve
  You can draw upon your inner eldritch 
  energies to fuel your shots.
  Prerequisite: Resolve class feature.
  Benefit: You gain 2 additional points of resolve 
  per day.
  Special: You can select this feat multiple 
  times, gaining 2 points each time you choose 
  it.
  By Gary Dupuis
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 65 - The Eldritch Desperado (Hybrid Class).pdf