This archetype package for the contractor alters or replaces the following class features: contract barrier effect, beam, perks, 8th-level contract power, 12th-level contract power, spells known.

Despite the dark nature of her contract, the dainty musketeer holds her chin high and perfects an elegant and deadly combat style. She moves through her barrier with grace, a string of guns following in her wake, and dances as she mows down line after line of monsters.

Contract: Dainty musketeers must select the alien pact contract at first level.

Grace (Ex): The dainty musketeer receives a bonus on Acrobatics, Fly, and Perform (dance) skill checks within her barrier equal to 1/2 her class level. This ability replaces the dainty musketeer's contract barrier effect.

Unlimited Gun Works (Sp): At 1st level, while inside a barrier (whether her own or that of another contractor or witch), the dainty musketeer can spend a standard action to summon a number of loaded muskets equal to 3 + her Charisma modifier. This ability is the equivalent of a spell of a level equal to one-third the dainty musketeer's level. Each musket summoned in this way floats in her space, following the dainty musketeer as she moves, and disappears after the first time it is fired or otherwise used to attack. A musket so summoned also disappears if any creature beside the dainty musketeer attempts to pick it up or succeeds on an attack roll against it. All muskets vanish when the dainty musketeer dismisses her barrier.

The dainty musketeer can pick up and wield these muskets as a free action and is considered proficient with them. They have no misfire chance. Though this is a spell-like ability, the muskets are mundane; attacks made with them are not subject to Spell Resistance. The dainty musketeer takes no penalties for using the muskets as melee weapons (treat them as clubs). This ability replaces beam.

At 2nd level, the muskets are masterwork. At 4th level, the muskets become magical weapons, with a +1 enhancement bonus to attack and damage. Every four levels thereafter, this bonus improves by +1, to a maximum of +5 at 20th level. These bonuses apply to both melee and ranged attacks made with the muskets. When she summons her muskets, the dainty musketeer may choose to reduce the enhancement bonus for all summoned muskets to a minimum of +1. For each +1 by which she reduces the enhancement bonus, she may add one of the following properties to all summoned muskets: flaming, frost, shocking, merciful, and thundering.

Flurry of Muskets Combat Style (Ex): At 2nd level, the dainty musketeer begins perfecting her combat style. Her expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. At 2nd level, the list of options is as follows: Far Shot, Point-blank Shot, Precise Shot, Two-Weapon Fighting. At 6th level, she adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, she adds Greater Two-Weapon Fighting and Whirlwind Attack to the list. The dainty musketeer can choose these feats even if she does not have the normal prerequisites. This ability replaces perks.

Binding Ribbons: At 7th level, the dainty musketeer adds binding ribbons to her list of spells known as a 2nd-level spell. At 13th level, she adds binding ribbons, mass to her list of spells known as a 4th-level spell. This ability replaces the 2nd- and 4th-level spells normally learned at 7th and 13th levels, respectively.

Tiro Finale (Su): At 8th level, the dainty musketeer gains the ability to fire beams as a contractor of her level, but may only do so once per day. If the dainty musketeer hit a creature with a shot from her muskets in the round prior to the use of her beam attack, that creature receives a -4 penalty on its save against the beam. At 14th and 20th levels, the dainty musketeer gains an additional use of her beam attack. This ability replaces her 8th-level contract power.

Hail of Bullets (Sp): At 12th level, once per day the dainty musketeer can use her unlimited gun works ability as a full-round action. If she does so, the summoned muskets animate themselves and each fires at an enemy within range. Each attack is made at the dainty musketeer's full base attack bonus, using any bonuses conferred by her Dexterity, feats, and other abilities. The dainty musketeer gains an additional use of this ability at 16th level. This ability replaces her 12th-level contract power.