Charr gunslingers are master craftsmen of weapons of destruction, utilizing their cunning and dangerous, warlike nature to bring new developments to advancement of firearms.
An engineer uses her smarts to get by. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Intelligence. In addition, all deeds that use Wisdom to determine effects use Intelligence.
This ability works in all other ways like the Gunslinger’s grit class feature.
An engineer may craft firearms and ammunition using the gunsmithing feat in half the normal time; one day of work for every 500 gp of the firearm’s price (minimum 1 day).
Mechanical Aptitude (Ex)
At 1st level, the engineer adds Disable Device to her list of class skills. In addition, the engineer gains the trapfinding ability, with her effective rogue level equal to her engineer level. This means she can disable magical traps, and she gains a bonus equal to half her engineer class levels (minimum +1) to Perception checks to notice traps and to Disable Device checks.
This ability replaces nimble.
Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Intelligence modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.