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The Crescent Unit, proud warriors of the once-great Wutai nation, are renowned for both their combat prowess and their skill at carrying out acts of espionage. Whether wielding gunhalberds or gunlances, these warriors are able to swiftly level any enemy of their beloved nation.

The crescent warrior is an archetype of the gunbreaker class.

Archetype Main Ability Scores:
The crescent warrior mainly focuses on STR/DEX for martial combat and WIS for their class features.

Archetype Feature Replacements:
1stAurora, Gunsmith. 2ndGunbreaker Talents, Keen Edge. 3rdJugular Rip.

Gunsmith

The crescent warrior must choose a gunhalberd or gunlance for his starting gun arm.

This ability modifies gunsmith.

Jump (Ex)

At 1st level, a crescent warrior trains for years in the ability to leap astounding and even supernatural distances. The crescent warrior adds his gunbreaker levels to all Acrobatic skill checks for jumping. A crescent warrior’s ability to jump with his Acrobatic checks is treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. The crescent warrior may long jump as part of a move action or charge action, allowing him to ignore difficult terrain for the distance he jumps. The crescent warrior uses his jump’s Acrobatics check to resolve against all opponents CMD while long jumping or high jumping through threatened squares, but takes the +10 to DC for moving at full speed while doing so.

A crescent warrior’s maximum jump distance is 2x his base speed, as if charging, instead of being limited by his normal base speed (30-foot land speed = 60-foot jump maximum). Starting at 3rd level and for every 3rd level thereafter, the crescent warrior further increases his maximum jump distance by an additional 10 feet.

Should the crescent warrior utilize any of his base speed for movement on his turn, subtract that distance from his maximum jump distance to determine the distance he has left to jump.

This ability replaces aurora.

Gunbreaker Talents

The crescent warrior gains access to different gunbreaker talents in place of another.

Jump Mastery (Ex): The crescent warrior gains a bonus to Acrobatic checks equal to his Wisdom modifier.

Jumping Fire (Ex): When the crescent warrior jumps as part of a charge, he can fire the firearm part of his weapon mid-jump as a swift action; this attack is made at a -4 penalty, and must target the enemy he is charging.

These talents replace beat fang and lightning shot gunbreaker talents.

Deadly Lancer (Ex)

At 2nd level, a crescent warrior has learned the technique of utilizing the impact of his jump attacks to devastate his enemies. This can manifest as either a long jump, a high jump, or a dive attack.

Long Jump: After traveling at least 10 feet utilizing a long jump (whether as part of a charge attack, or move action), the crescent warrior deals an extra 1d6 points of damage on his attack, increasing by an additional 1d6 for every 2 gunbreaker levels after 1st. This additional damage is not multiplied on a critical hit or any class feature that multiplies damage.

High Jump: The crescent warrior can perform a high jump as part of a charge or move action, and for every 10 feet of altitude achieved with his high jump, the crescent warrior may move 5 feet horizontally from his starting location (simulating a diagonal high jump) to directly attack a target of equivalent altitude or lower (factoring in reach). Treat direct attacks with a high jump as a long jump for the purposes of calculating Deadly Lancer damage.

Dive: While airborne (from a high jump or flying), the crescent warrior can perform a dive attack against a target of lower altitude as a full-round action. A high jump is normally considered part of a move action, but can also be used as part of the full-round action to perform a dive attack.

For every 10 feet of altitude the crescent warrior possesses, his dive attack gains 5 feet of horizontal range originating from his location whereby he may select a target within. Upon selecting a target, the crescent warrior dives his target and makes an attack (this cannot be a combat maneuver), receiving a +1 circumstance attack bonus for every 10 feet of altitude difference between him and the target. If the attack hits, the crescent warrior deals normal damage + long jump Deadly Lancer damage + an additional 1d6 of damage for every 10 feet of altitude difference. The bonus damage dice and attack bonus derived from the altitude difference is capped by the crescent warrior’s level (ex: a 5th level crescent warrior cannot exceed a +5 attack bonus and 5d6 points of extra damage from altitude differences), and is not multiplied on a critical hit or any class feature that multiplies damage.

After a successful dive attack, the crescent warrior lands into an open square within 10 feet of his target, with the altitude difference being subtracted from the crescent warrior’s starting altitude for the purposes of calculating falling damage.

If the dive attack misses, the crescent warrior lands in the nearest eligible square as if he charged on foot and takes falling damage.

Any movement that is part of a dive attack does not provoke attacks of opportunity. Any distance traveled that is part of a dive attack does not contribute to the crescent warrior’s maximum jump distance.

This ability replaces keen edge.

Super Jump (Ex)

At 3rd level, the crescent warrior can empower his jump to send him soaring, emulating the ability to fly. By activating this ability at the start of his jump as a free action, the crescent warrior lowers the Acrobatics high jump DC multiplier from 4 to 1 for that jump (ex: a high jump of 20 feet would be lowered from an Acrobatics DC of 80 to an Acrobatics DC of 20). Additionally, the crescent warrior receives a +10 bonus to Acrobatics for that jump. The crescent warrior suffers no falling damage for the vertical distance he high jumps when using this ability.

The crescent warrior can use this ability a number of times per day equal to his gunbreaker level, and no more than once per round.

This ability replaces jugular rip.Crescent Warrior