- Weapon Proficiencies: Must be proficient with firearms.
- Spells: Able to cast 2nd-level arcane spells.
- Feats: Must have Point Blank Shot.
- Base Attack Bonus: +4.
Hit Die: d10.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Concentration (Con), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks/Level: 4+Int modifier.
Weapon and Armor Proficiencies: Arcane gunners gain no new proficiency with any weapon or armor.
Grit: If an arcane gunner does not already have the grit class feature, his maximum grit is equal to half of his arcane gunner level (minimum 1). Otherwise, an arcane gunner's level stacks with the level of any class with the grit class feature for the purposes of determining maximum grit and how much grit the arcane gunner can spend at once. Grit is restored whenever an arcane gunner rests for at least 8 hours.
Deeds: At 1st Level, 5th level and 9th level, an arcane gunner may select any deed that would be available to a 1st-level gunslinger. If the arcane gunner does not already have at least one deed, he must select either Deadeye Shot or Rolling Shot as his first deed.
Enhance Bullets (Su): At 1st level, every nonmagical shot an arcane gunner fires becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the gunner need not spend gold pieces to accomplish this task. However, a gunner's magic bullets only function for him. In addition, the arcane gunner's bullets gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane gunner prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 3rd level, every non-magical bullet fired by an arcane gunner gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
At 5th level, every non-magical bullet fired by an arcane gunner gains the distance weapon quality.
At 7th level, every non-magical bullet fired by an arcane gunner gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 9th level, every non-magical bullet fired by an arcane gunner gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane gunner cannot choose an ability that is the opposite of his alignment (for example, a chaotic good arcane gunner could not choose axiomatic or unholy as his weapon quality).
The bonuses granted by a magic firearm apply as normal to bullets that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack. The magical effects apply even when the gunner is using a deed to attack.
Imbue Bullet (Su): At 2nd level, an arcane gunner gains the ability to place an area spell upon his firearm. When the firearm is fired, the spell's area is centered where the bullet lands, even if the spell could normally be centered only on the caster. This ability allows the gunner to use the firearm's range rather than the spell's range. A spell cast in this way uses its standard casting time and the gunner can attack with the firearm as part of the casting. The firearm must be fired during the round that the casting is completed or the spell is wasted. If the bullet misses, the spell is wasted.
At 6th level, an arcane gunner may use any deed that involves an attack roll and requires a standard action or faster when using his firearm to deliver a spell. If multiple enemies are hit during one attack, the spell may be centered on one target of the gunner's choosing.
Grit Recovery (Ex): At 4th level, an arcane gunner may spend one spell slot as a swift action to recover an amount of grit equal to the level of the spell slot used. If the arcane gunner has to prepare his spells in advance, he must set aside spell slots specifically for using this ability whenever he prepares spells. 0-level spell slots may not be used with this ability.
Gritty Protection (Ex): At 8th level, as long as an arcane gunner has at least 1 grit remaining, he gains spell resistance equal to 10+half of his remaining grit, or an additional value of half of his remaining grit if he already has spell resistance from another source.
Quick Cast (Ex): At 10th level, an arcane gunner may cast a spell as a free action by spending an amount of grit equal to 1+the spell's level. Quick Cast can only be activated once per round. The spell slot is still consumed as normal.