Cavalry Gunman (Cavalier/Gunslinger)
The cavalry gunman is a determined and steady-handed gunslinger, skilled at discharging his firearm from the back of a charging stallion or some other warbeast of his choice. Although most can be found among the ranks of human special cavalry, squads of cavalry gunman have been known among the other races. Regardless of his origins or training–whether the human Steel Dragoons, the dwarven Ramrod Brigade, or to the elven Silent Sentinels–the cavalry gunman has attained the notoriety for being among the most deadly of experts with ranged weapons while mounted. (Original Concept by Elghinn Lightbringer)
Primary Class: Cavalier.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The cavalry gunman selects three gunslinger skills to add to his class skills in addition to the normal cavalier class skills. The cavalry gunman gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The cavalry gunman is proficient with all simple and martial weapons, with firearms, and with light and medium armor, but not with shields.
Gunsmith: At 1st level, the cavalry gunman gains the gunslinger’s gunsmith ability. This ability and grit replace tactician.
Order: This is exactly like the cavalier ability of the same name, except that the cavalry gunman may select the Order of the Powder and Ball.
Fast Rider (Ex): At 4th level, the speed of any mount of the cavalry gunman is increased by 10 feet. In addition, he gains a bonus equal to 1/2 his cavalry gunman level whenever he uses Ride on an animal that serves as a mount. This ability replaces expert trainer.
Mounted Gunner (Ex): At 4th level, the penalty a cavalry gunman takes when using a firearm while mounted is halved to –2 instead of –4 if his mount is taking a double move, and –4 instead of –8 if his mount is running. This ability replaces challenge 2/day.
Deeds (Ex): At 6th level, a cavalry gunman he gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 6th, the cavalry gunman gains access each subsequent level of deeds (3rd, 7th, etc.), up to 11th level deeds at 18th level. If the cavalry gunman has chosen the Order of the Powder and Ball, he gains access to 1st level deeds at 2nd level, and each subsequent level of deeds every four levels thereafter up to 15th level deeds at 18th level. This ability replaces challenge 4/day and 6/day, and bonus feats gained at 6th and 18th level.
In addition, the cavalry gunman swaps two deeds for the following deeds.
Covering Shot (Ex): At 10th level (or upon gaining access to 7th level deeds), whenever a cavalry gunman uses the withdraw action while mounted or adjacent to his mount, he can make a single attack at any point during his movement. If any opponent makes a ranged attack against the cavalry gunman during the withdrawing action, he gains an attack of opportunity against that opponent. This deed replaces startling shot.
Charging Shot (Ex):At 18th level (or upon gaining access to 15th level deeds), a cavalry gunman can make a single attack against an opponent that is the target of a mounted charge. On a hit, the cavalry gunman deals double damage against his opponent. However, if the cavalry gunman makes a confirmed critical against that opponent, he deals quadruple damage instead of double damage. This deed replaces menacing shot.
Grit (Ex): At 6th level, a cavalry gunman gains the gunslinger’s grit ability. If the cavalry gunman has chosen the Order of the Powder and Ball, he gains Grit at 2nd level.
Leap from the Saddle (Ex): At 9th level, whenever a cavalry gunman’s mount takes a single move, he may attempt a fast dismount (DC 20 Ride check). If he succeeds, he can take a full attack action with his firearm. This ability replaces greater tactician.
Mobile Shooter (Ex): At 12th level, the cavalry gunman gains Mounted Skirmisher as a bonus feat. If he already has this feat, the cavalry gunman gains no additional benefits. This ability replaces bonus feat gained at 12th level.
Greater Banner (Ex): This is exactly like the cavalier’s ability of the same name, except that the cavalry gunman gains it at 16th level.
Ride Them Down (Ex): At 17th level, a cavalry gunman can spur his mount on while readying an attack. If a cavalry gunman’s mount takes a single move, the cavalry gunman can make a full attack, taking his attacks at any point during his mount’s movement. If she has the Trample feat, she may substitute an overrun combat maneuver for each of her attacks. This movement provokes attacks of opportunity against the cavalry gunman but not his mount. This ability replaces master tactician.
Mounted Mastery (Ex): At 20th level, a cavalry gunman is a master of mounted combat with a firearm. He no longer takes a penalty for attacking with a firearm while mounted if his mount is taking a double move, and the penalty he takes if his mount is running decreases to –2 (instead of –4). The mount can move before and after the cavalry gunman’s attack as long as it does not exceed its total movement limit. In addition, the cavalry gunman can still take a full-attack action whenever his mount is taking a double move, but not if it is running. This ability replaces supreme charge.
Table: Cavalry Gunman