Elite gunbreakers may find themselves bored by their usual duties, and some may turn to dueling not only as a pastime, but even (for the especially mercenary or thrill-seeking) as a form of employment. These swift-footed individuals hone their fighting style into a sequence of deadly repartees, even as they navigate the social battleground with equal deftness.
The professional duelist is an archetype of the gunbreaker class.
A professional duelist adds Bluff (Cha) to his list of class skills.
A professional duelist loses proficiency with shields, medium and heavy armor.
Limit Break (Su)
At 1st level, the professional duelist receives the Limit Break (Hummingstrike).
Hummingstrike (Su): This Limit Break allows the professional duelist to make an attack roll against all creatures within reach. Creatures that are hit by this attack take damage as normal and must make a Fortitude save (DC 10 + half of the professional duelist’s level + his Charisma modifier) or be inflicted with the Blind , Immobilized and Sap status effects for a number of rounds equal to half of the professional duelist’s level.
This ability replaces the Limit Break (Superbolide).
The professional duelist must choose a one-handed gun arm for his starting gun arm.
This ability modifies gunsmith.
Duelist Training (Ex)
If a professional duelist can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The professional duelist’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the professional duelist flanks his target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every four gunbreaker levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
This ability replaces the gunbreaker talents gained at 2nd, 6th, 10th, 14th, and 18th levels.
At 2nd level, a professional duelist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the professional duelist is wearing light armor, or no armor. A helpless professional duelist (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
This ability replaces heart of stone.
Extended Reach (Ex)
The reach of a one-handed gun arm in the hands of a 3rd level or higher professional duelist is increased by 5 feet, but only on the professional duelist’s turn.
This ability replaces jugular rip.
Duelist Finesse (Ex)
At 4th level, a professional duelist gains the benefits of the Weapon Finesse feat with any one-handed gun arm. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. In addition, he can select any one-handed gun arm. Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected gun arm, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the professional duelist from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier.
This ability replaces a gunbreaker talent gained at 4th level.
Elaborate Parry (Ex)
Also at 4th level, a professional duelist gains a +1 deflection bonus to AC while wielding a one-handed gun arm. Anything that causes the professional duelist to be disarmed also causes her to lose this deflection bonus. This bonus increases by 1 for every four gunbreaker levels beyond 4th (to a maximum of +5 at 20th level).
This ability replaces armor training.
Uncanny Dodge (Ex)
Starting at 6th level, a professional duelist can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A professional duelist with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a professional duelist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
This ability replaces quick cartridge.
Improved Evasion (Ex)
At 9th level, a professional duelist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon, but henceforth he takes only half damage on a failed save. A helpless professional duelist (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
This ability replaces heart of light.
Improved Uncanny Dodge (Ex)
A professional duelist of 10th level or higher can no longer be flanked. This defense denies an opponent the ability to sneak attack the professional duelist by flanking him, unless the attacker has at least four more thief levels than the target has gunbreaker levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.
This ability replaces continuation.
At 11th level, a professional duelist can make an attack of opportunity as an immediate action against an opponent who hits the professional duelist with a melee attack, so long as the attacking creature is within the professional duelist’s reach.
This ability replaces royal guard.
Lightning Strike (Ex)
At 14th level, as part of a full attack, a professional duelist can make one additional attack. This attack is at the professional duelist’s highest base attack bonus, but each attack in the round (including the extra one) takes a –2 penalty.
This ability replaces gnashing fang.
Surgical Strike (Ex)
At 19th level, when a professional duelist confirms a critical hit with a one-handed gun arm, he deals ability damage in addition to the normal bonus damage from the critical hit. The professional duelist chooses which ability is damaged, and deals an amount of damage equal to the critical multiplier of the wielded weapon.
This ability replaces solid barrel.