Cannoneer

Some marksmen prefer the use of big firearms capable
of unleashing massive damage.

**Note:** Due to the nature of this archetype using a
culverin, it is not necessarily applicable to all games and
should have GM approval before being used.

### **Handcannon**

The cannoneer starts play with a
battered culverin which functions similar to the firearm
normally gained by the gunslinger. The cannoneer
can wield the culverin as a melee weapon, treating it
as a greatclub, and is always proficient in wielding his
culverin in this fashion. In addition, the cannoneer
gains the Amateur Gunslinger and Gunsmithing feats as
bonus feats.

This ability replaces combat style.

### **Rapid Reload**

The cannoneer gains Rapid Reload as a
bonus feat. This ability replaces Point-Blank Shot.

### **Strong Lifter (Ex)**

The cannoneer’s necessary
strength to wield his weapon grants him the ability to
also hoist his cannon up for greater accuracy. As a swift
action, the cannoneer can add his Strength modifier to
either his attack or damage rolls made with the culverin.
This ability can be used a number of times per day equal
to 3 + the cannoneer’s Strength modifier.

This ability
replaces wind reader.

### **Favored Cannon**

The cannoneer dedicates his life
to one weapon and one weapon only. At 2nd level, the
cannoneer gains a +1 competence bonus to attack
rolls made with the culverin. Every four marksman
levels thereafter, this bonus increases by 1. This ability
replaces favored weapon, but counts as favored weapon
for the purposes of prerequisites.

### **Burned Skin (Ex)**

At 2nd level, the cannoneer has
developed protection from the extreme heat given
off by his weapon, granting him fire resistance 5. This
resistance increases by 5 every four levels marksman
levels thereafter, to a maximum of 25 at 18th level.

This
ability replaces evade arrows.

### **Gun Crafter**

At 3rd level, the cannoneer gains a +1
bonus to Craft (guns) checks. This bonus increases by 1
every three marksman levels thereafter, to a maximum
of +6 at 18th level.

This ability replaces style skill.

### **Cover Fire**

When the cannoneer uses the cover fire
ability, it affects creatures in the targeted square and all
adjacent squares.

### **Fiery Attacks (Su)**

At 4th level, the cannoneer’s
culverin is treated as if it had the flaming weapon special
ability.

This ability replaces the combat style gained at
4th level.

### **Fiery Burst (Su)**

At 8th level, the cannoneer’s culverin
is treated as if it had the flaming burst weapon special
ability.

This ability replaces the combat style gained at
8th level.

### **Charged Blast (Su)**

At 12th level, the cannoneer can
expend his psionic focus when making a ranged attack
at a single creature. If the attack is successful, the target
must make a Reflex save (DC 10 + 1/2 the cannoneer’s
class level + the cannoneer’s Wisdom modifier) or be
knocked prone and dazed for one round.

This ability
replaces the combat style gained at 12th level.

### **Bouncing Shot (Su)**

At 16th level, the cannoneer
can expend his psionic focus when making a ranged
attack at a single creature. If the attack is successful,
the cannoneer can redirect the strike at a second target
within 30 ft of the original creature struck.

This ability
replaces the combat style gained at 16th level.