Soul Warden (Witch Archetype)
Spiritualist: Rather than conjure a familiar like a normal Witch, a Soul Warden deals directly with her Patron to recieve her magic. This direct contact heightens the spirit of the Witch, granting a +2 bonus to will saves and allowing a Witch to hold spells within herself as if she was a familiar, but does not grant her any of the bonuses nor any of the abilities a familiar provides. This ability replaces the familiar.
Boon Child (Oracle Archetype)
Curseless: Unlike most Oracles your spiritual calling has come without strife, divine power flows naturally through you without demanding any trial whatsoever. You do not have to chose a Curse, gaining no detriment or benefit it could offer you.
Rifleman (Fighter Archetype)
Proficiencies: A Rifleman fighter is not proficient in tower shields and heavy armor.
Deadeye: At 2nd level, a rifleman gains a +1 bonus on Perception checks, and the range increment for any firearm he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces Bravery.
Duck and Cover: At third level the fighter has a +1 bonus to AC when they are using any kind of cover or are prone. This bonus increases by 1 at 7th, 11th, and 15th level. This ability replaces Armor Training 1, 2, 3 and 4.
Lock and Load: At 5th level, a rifleman must select weapon training with the firearms group. The rifleman’s weapon training bonus with firearms improves by +1 on attack rolls and +2 on damage rolls for every four levels beyond 5th (to a maximum of +4 on attack rolls and +8 on damage rolls at 17th level). The rifleman does not gain weapon training in any other groups as he increases in level.
Buttstroke: At 9th level, a rifleman is able to use the butt of his weapon to attack a foe in melee. It functions as a bludgeoning weapon that does 1d6 damage for a pistol or 1d8 damage for a rifle, 20×2 crit. If the rifleman hits their target is pushed back five feet regardless of damage dealt. This can be used as one of their attacks in a full attack action.
Sure Shot: At 11th level, if a rifleman misses an enemy because they are in cover he is able to instantly reroll the attack. A rifleman can do this an equal number of times to his Dexterity modifier per day.
Suppress: At 15th level, a rifleman can use a full attack action to pepper a 10’ by 10’ area with shots(area increased to 20’ by 20’ with a Scatter gun). Any enemy in this area must make a Reflex save DC 10 + half the rifleman’s level or take damage equal to the rifleman’s lowest possible damage roll, halved. In addition, they must make a DC 18 Will save or become Shaken until the end of their next turn regardless of being hit or not.
Sniper: At 17th level, a rifleman can take a full round action to line up a single perfect shot. The crit range for the shot is doubled and has an additional bonus to hit equal to the rifleman’s Dexterity modifier. The Dexterity modifier is also added the damage dealt by this shot. In addition, the shot is a ranged touch attack.
Fish in a Barrel: At 19th level, if a rifleman uses his full attack action and shoots a different enemy with each shot, he deals an additional 10 damage on the second hit, 20 on the next and so on, increasing by 10 damage per foe hit until he misses or finishes his turn. The maximum additional damage per hit cannot exceed 60. This ability replaces Armor Mastery.
Weapon Mastery: The chosen weapon must be a firearm.