Siege Gunner

Siege gunners specialize in heavy weaponry - autocannons, stutterguns, and the like. A few siege gunners make a living renting out their services and the use of their personal collection of heavy weaponry to causes in which they believe or to the highest bidder.

Armor and Weapon Proficiencies

Siege gunners gain proficiency in all heavy weapons.

This alters the gunslinger's normal proficiencies.

Engineer Training (Ex)

A siege gunner is trained in all aspects of heavy assault, including knowledge of the structures that are often the target of their assaults. Starting at 2nd level, a siege gunner gains an insight bonus on Knowledge (engineering) and Profession (architect) checks equal to 1/2 her gunslinger level.

This ability replaces gun kata.

Heavy Gunner (Ex)

Starting at 5th level, a siege gunner may select one specific type of heavy weapon (such as a heavy cannon or rocket launcher) in place of a specific type of firearm as part of her gun training class ability.

Every 4 levels thereafter (9th, 13th, and 17th), when she can pick a new type of firearm for the gun training class ability, the gunslinger may again select another type of heavy weapon.

Deeds

A siege gunner swaps some of her deeds for the following.

Targeted Blast (Ex) - At 3rd level, when using a weapon or gadget that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made.

This ability replaces pistol-whip.

Munitions Master (Ex) - At 7th level, a siege gunner can spend 1 grit point to reduce the time needed to reload a heavy weapon to a move action.

This ability replaces startling shot.

Anti-Air Targeting (Ex) - At 15th level, whenever a siege gunner targets a creature’s wings with the targeting deed, the siege gunner completely disables one of the creature’s wings on a successful hit. If the siege gunner hits her target, the creature falls to the ground, regardless of its altitude, taking half the usual amount of falling damage as a result. As long as the target has at least one functioning wing, it may attempt a DC 20 Fly check to negate this damage. In either case, it must succeed at a Reflex save (DC 10 + 1/2 the siege gunner’s level + the siege gunner’s Wisdom modifier) or fall prone when reaching the ground. Any spell or effect that recovers ability damage also heals the damage done to the wing.

This ability replaces menacing shot.