Trench Infantryman (Fighter/Gunslinger)

(Original Concept by Alfray Stryke)

Primary Class: Fighter.

Secondary Class: Gunslinger.

Alignment: Any. 

Hit Dice: d10.

Bonus Skills and Ranks: The trench infantryman may select three gunslinger skills to add to his class skills in addition to the normal fighter class skills. The trench infantryman gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The trench infantryman is proficient with all simple and martial weapons, and with all firearms. They are proficient with light armor, but not with shields.

Gunsmith: At 1st level trench infantryman gains the gunslinger’s gunsmith ability. This ability and grit replace the bonus feat gained at 1st level.

Bonus Feats: This functions as the fighter class ability, except that a trench infantryman may also select grit feats.

Deeds: At 2nd level, a trench infantryman gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 2nd, the trench infantryman gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 18th level. This ability replaces the bonus feats at 2nd, 6th, 10th, 14th, and 18th level.

In addition, a trench infantryman swaps three gunslinger deeds for the following deeds.

Concealment Expert (Ex): At 3rd level, as long as the trench infantryman has 1 grit point, he gains a +5% circumstance bonus to the missed chance granted by concealment or total concealment. This increases to +10% at 11th level, and +15% at 19th level. This deed replaces the utility shot deed.

Prone Shot (Ex): At 7th level, a trench infantryman that has been prone since the end of his last turn can spend 1 grit point as an immediate action to improve his prone fighting expertise with his firearm. Until the beginning of his next turn, his penalty on melee attack rolls decreases to –2. Also, his bonus to Armor Class against ranged attacks increases by +1, and his penalty to AC against melee attacks decreases by –1. At 11th level and every four levels thereafter, his bonus increases and his penalty decreases by 1, to a maximum of +4 and –4 (minimum 0) at 19th level. This deed stacks with the Prone Shooter feat. This deed replaces the startling shot deed.

Camouflage (Ex): At 15th level, a trench infantryman can spend 1 grit point to craft simple but effective camouflage from the surrounding foliage. The trench infantryman needs 1 minute to prepare the camouflage, but once he does, it is good for the rest of the day or until the trench infantryman fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The trench infantryman gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This deed cannot be used in areas without natural foliage. This deed replaces the slinger’s luck deed.

Grit (Ex): At 2nd level the trench infantryman gains the gunslinger’s grit ability.

Infantryman's Crawl (Ex): At 3rd level, a trench infantryman may move at half his base speed while prone. This movement provokes attacks of opportunity as normal. In addition he can take a 5-foot step while crawling. This ability replaces armor training 1.

Trench Warfare (Ex): Starting at 5th level, a trench infantryman can select one specific type of firearm (such as a blunderbuss, musket, or pistol). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (9th, 13th, and 17th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. This ability replaces weapon training.

Considered Shot (Ex): At 11th level, a trench infantryman can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover as a standard action. This ability replaces Armor Training 3.

Cover Mastery: At 19th level, a trench infantryman may treat cover as one step greater. Partial cover is treated as normal cover, and normal cover is treated as improved cover. This ability replaces armor mastery.

Master Infantryman: At 20th, a master infantryman chooses a single firearm. Any attacks made with that firearm automatically confirm all critical threats. In addition he selects one deed. He can perform this deed for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the trench infantryman can perform this deed as long as he has at least 1 grit point. If a deed could already be performed as long as he had at least 1 grit point, he can now perform that deed even when he has no grit points. This ability replaces weapon mastery.

Table: Trench Infantryman