Gun Tank

Gunslingers usually don’t use heavy armor, but there are a few who use and modify armor to protect themselves more effectively. These gun tanks trundle into battle with barrels blazing, dealing out punishment with their firearms while knowing few can penetrate their hard protective shells.

Armor Proficiency

A gun tank is proficient with all armors and shields.

This alters the gunslinger's normal proficiencies.

Deeds

A gun tank swaps two deeds for the following. The new deed descriptions include information on which deeds from the Gunslinger class feature these new deeds replace.

Gun Tank's Resolve (Ex) - At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.

This deed replaces the Gunslinger’s Dodge deed.

Gun Tank's Resilience (Ex) - At 15th level, when the gun tank has at least 1 grit point and makes a successful Fortitude saving throw against an attack that would deal half damage or have a partial effect, she takes no damage or other effects from that attack. Furthermore, she gains a +2 bonus on all saving throws against fear and mind-affecting effects.

This deed replaces the evasive deed.

Bullet Deflection (Ex)

A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor decreases the effectiveness of AP rounds fired at them by 1 (so an AP firearm round would only ignore 4 points of armor). This benefit increases by 1 point at 6th level and every 4 levels thereafter (completely nullifying the benefits of AP rounds at 18th level).

In addition, the gun tank adds half of her armor's AC value (including enhancement bonus), rounded down, to her touch AC, provided that she is wearing medium or heavy armor.

This ability replaces Gun Kata.

Armor Training (Ex)

At 4th level, a gun tank learns to be more maneuverable while wearing armor. Whenever she is wearing armor, the armor check penalty is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus allowed by her armor increases by 1. Every four levels thereafter, these bonuses increase by 1. In addition, the gunslinger reduces the movement speed penalty from armor by 5 ft. At 12th level, the gunslinger reduces the movement speed penalty from armor by 10 ft.

At any level where the bonuses would increase, the gunslinger may choose to forgo the check penalty reduction and max dex bonus increase to instead gain an advanced armor training option from the Fighter page. This feature also counts as the Armor Training feature for the purposes of qualifying for feats.

This ability replaces the bonus feats the Gunslinger gains at 4th level and every four levels thereafter.