The fighter masters the art of fighting with a difficult weapon, the gunblade. These warriors learn to time their shots to heavily damage creatures hit in melee.
The gunblade specialist is an archetype of the fighter class.
The gunblade specialist gains proficiency with all gunblades at 1st level.
This ability replaces heavy armor proficiency.
Limit Breaks (Su)
At 1st level, the gunblade specialist receives the Limit Break (Renzokuken).
Renzokuken (Su): This Limit Break allows the gunblade specialist to time his shots perfectly, dealing bullet damage as bonus damage on all successful melee attacks, each successful hit consuming a bullet. This Limit Break lasts for a duration of 1 round + 1 round for every four fighter levels after 1st. This limit break requires only a swift action.
This ability replaces the Limit Break (Mighty Strikes).
At 1st level, a gunblade specialist begins with a gunblade. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gunblade as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gil when sold). The gunblade specialist also gains Gunsmithing as a bonus feat.
This ability replaces martial flexibility.
Chosen Weapon (Ex)
The gunblade specialist’s chosen weapon must be a gunblade.
This ability modifies chosen weapon.
Double Weapon Specialty (Ex)
At 2nd level, the gunblade specialist gains the uncanny ability to use his gunblade effortlessly. The gunblade specialist, while wielding gunblades, may benefit from the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting feats, as soon as they would meet the prerequisite base attack bonus; no other prerequisites are necessary. This counts as Two-Weapon Fighting for the purposes of feat prerequisites. At 6th, and 11th level, this counts as Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting, respectively. In addition, a gunblade specialist does not provoke attacks of opportunity while firing his gunblade adjacently to enemy combatants.
This ability replaces a fighter talent gained at 2nd level.
Beginning at 3rd level, whenever a gunblade specialist scores a critical hit on a melee attack with his chosen weapon, he deals bonus damage equal to the ranged damage the gunblade would deal. For example, a gunblade specialist with a marksman’s gunblade normally deals 1d6 points of damage plus his Strength modifier. On a critical hit, the gunblade specialist deals (2d6 + double the Strength modifier) plus 2d6 damage from firing. This consumes one bullet.
This ability replaces overhand chop.
Gunblade Techniques (Ex or Su)
These techniques utilize the gunblade specialist’s power to empower his gunblade and bullets with a seemingly arcane force. At 4th level and every two levels thereafter, the gunblade specialist can either chose a fighter talent or a technique from the list below.
Blasting Zone (Su): As a standard action, the gunblade specialist forms a beam from his gunblade and slams it down in a 10-
Bloodfest (Su): As a standard action, the gunblade specialist charges his gunblade and swing twice causing eruptions in the ground dealing melee weapon damage and bullet damage plus 1d6 damage for every five fighter levels as shadow damage to all in a cross of two lines, 35-
Demon Slice (Su): As a standard action, the gunblade specialist swings his gunblade around him making a black whirlwind around him making a melee attack against all enemies in a 15-
Fated Circle (Ex): As a standard action, the gunblade specialist swings his gunblade in a whirlwind around him making a melee attack against all enemies in a 15-
Grieving Blade (Su): As a move action, the gunblade specialist invokes his gunblade to magically grow larger effectively giving his gunblade reach. This lasts for a duration of 1 round plus his Wisdom modifier.
Hyperion (Su): As a swift action, during a full round attack, the gunblade specialist gains an extra attack at his highest base attack bonus at the beginning of a full round attack. This extra attack is a ranged touch attack blasting his enemy with a fireball dealing 1d6 points of fire damage for every three fighter levels. This attack, if successful, knocks the target prone if the attack beats the targets CMD. Prerequisites: No Mercy, Demon Slice, Bloodfest
Lion Heart (Ex): Whenever the gunblade specialist makes a full round attack, as swift action, he gains a single attack at his highest base attack bonus at the end of all other attacks, if successful, he deals melee damage and bullet damage and moves to the square behind the target, cutting through the target with one last strike. If the square is occupied, he does not move at all. Prerequisites: Rough Divide, Fated Circle, Blasting Zone, Fighter Level 12th
No Mercy (Su): As a standard action, the gunblade specialist charges his gunblade and swings a spinning blade of energy at an enemy within 30 feet making a ranged touch attack. If successful, he deals melee weapon damage and bullet damage as shadow damage. This consumes a bullet. If he does not have a bullet in the gunblade, he deals only melee weapon damage.
Rough Divide (Su): As a standard action, the gunblade specialist swings his gunblade upward causing a wave of cutting wind to erupt in front of him hitting all enemies in a 15-
Relentless Revolver (Ex)
Beginning at 7th level, the gunblade specialist can, as a free action, increase his critical threat range by 4 for melee attacks with his chosen weapon. This stacks with Improved Critical and similar abilities, but is calculated after all other modifiers. If he does score a critical hit while using this ability, he takes a –
This ability replaces backswing.
At 10th level, a gunblade specialist gains a number of grit points equal to his Wisdom modifier (minimum 1) and gains the use of a single gunner deed. He can select any deed that a gunner of his fighter level –4 could use. At 13th level, and every three levels beyond 13th, the gunblade specialist gains another point of grit and another gunner deed that a gunner of his level –4 could use. If he already has levels in gunner, he gains a bonus to the maximum amount of grit he can have each day, equal to his Wisdom bonus (if any) but gains no extra grit as the start of each day.
This ability replaces war cry.
Deadly Critical (Ex)
At 13th level, when a gunblade specialist confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th.
This ability replaces piledriver.
Distracting Shots (Ex)
At 17th level, the gunblade specialist can make a free ranged attack with his gunblade if the enemy uses a charge action. This counts towards his number of attacks of opportunities. If successful, the target must make a Will save (DC 10 + half of the fighter’s level + his Wisdom modifier) or become flat-
This ability replaces devastating blow.
A gunblade specialist may take the following talents as fighter talents:
Close Combat Shot (Ex): A gunblade specialist gains the ability to make a ranged attack with a gunblade while in a threatened area without provoking an attack of opportunity. Prerequisites: Fighter Level 8th, Point Blank Shot, Precise Shot, Weapon Focus [Gunblade]
Ranged Precision (Ex): Add +1 to damage with all ranged weapons. This talent may be selected multiple times its effects stack.
Advanced Fighter Talents
A gunblade specialist may take the following talents as advanced fighter talents:
Master Rapid Shot (Ex): When wielding a gunblade, the gunblade speciailist may make two extra attacks with the Rapid Shot feat, instead of only one. Prerequisites: Point Blank Shot, Rapid Shot, Weapon Focus [Gunblade]
Uncanny Precision (Ex): Once per encounter, before the gunblade specialist makes his attack roll, he may choose to add half of his fighter level to damage with his gunblade. If he misses, this attempt is wasted. This talent may be selected multiple times, each time granting one additional attempt per encounter. Prerequisite: Precision