For those on the front lines of warfare, they have to choose one of two options; do they skirt and dodge and dive, outsmarting their foes with guile and agility? Or do they stand against the tide of foes, marching ever closer to them like an oncoming storm, bringing death and booming thunder in their wake? Rooks are gunners who choose the second path. To stand in the way of one, is to stand against the inevitable.
The rook is an archetype of the gunner class.
Archetype Main Ability Scores:
The rook mainly focuses on STR for martial combat and WIS for their class features.
Archetype Feature Replacements:
1st – Weapon and Armor Proficiency, Saving Throws, Gunner Style, Skirmish. 2nd – Precision Aiming, Nimble. 3rd – Sharp-Shooting. 4th – Gun Training. 5th – Evasion, Improved Gunner Style. 10th – Gunner Style Mastery. 15th – Improved Evasion. 20th – Personal Armory.
Weapon and Armor Proficiency
A rook is proficient with all simple and martial weapons, and with all simple and one advanced firearm of their choice. He is also proficient with all armor (light, medium, and heavy), and shields (but not tower shields).
This ability modifies the standard gunner weapon and armor proficiencies.
Limit Breaks (Su)
The rook’s limit breaks are keyed for Wisdom instead of Dexterity.
Frontliner
A rook is a gunner who casts aside the gunslinging backliner role in favor of a position at the forefront of battle. They have good fortitude saves and poor reflex saves.
This ability modifies the standard gunner saving throws.
Gunner Style (Ex)
At 1st level, the rook is treated as having one of the following feats: Deadly Aim, Point Blank Shot, Precise Shot, even if he does not have the normal prerequisites for that feat. Unlike a regular gunner, these feats also apply while wearing medium or heavy armor. In addition, the rook can use his Strength score instead of Dexterity to fulfill feat prerequisites.
This ability modifies gunner style.
Fast Movement (Ex)
Also at 1st level, when not firing or reloading, the rook can quickly change position. When wearing light, medium, or no armor and carrying no more than a light load, his base move speed increases by 10 feet. This bonus increases by 10 feet for every four gunner levels after 1st level. At 7th level, the rook can keep this movement speed while wearing heavy armor.
This ability modifies fast movement.
Unmoving Turret (Ex)
By standing still and continuing to aim and fire off shots even in the face of danger, a rook can deal extra damage and deter enemies from striking him successfully. At 1st level, he deals an extra 1d6 points of precision damage on all ranged attacks he makes during any round in which he does not move. The extra damage applies only to attacks taken during the rook’s turn. This extra damage increases by 1d6 for every six gunner levels gained above 1st.
At 3rd level, a rook gains a +1 competence bonus to Armor Class during any round in which he does not move. This bonus improves by 1 for every four gunner levels gained above 3rd.
This ability replaces skirmish.
Close and Personal (Ex)
At 2nd level, the gunner may target a single creature within 5 feet of him when he makes an attack. This attack does not have a penalty from attacking a creature engaged in melee, but still provokes an opportunity attack. When he does so, he makes a regular attack roll. If he hits, the attack deals an additional 2d4 points of damage, and the target is pushed back 5 feet. The target must also make a Fortitude save (DC 10 + half of the gunner’s level + his Wisdom modifier) or be staggered until the end of their next turn.
This ability replaces a gunnery talent gained at 2nd level.
Sturdy Aiming (Ex)
At 2nd level, a rook can rely on his steady hand rather than precise focus to aim his weapon. He may use his Strength instead of Dexterity to make attack rolls with pistols, shotguns, machine guns, heavy autoteks, and cannons. To do so, the target must be within the first range increment, or within 30 feet, whichever is lower.
This ability replaces precision aiming.
In the Fray (Ex)
Starting at 2nd level, a rook gains a +1 deflection bonus to AC if he did not move more than half of his maximum speed on his last turn. This bonus increases by +1 for every four gunner levels beyond 2nd level (to a maximum of +5 at 18th level).
This ability replaces nimble.
Armor Training (Ex)
Starting at 3rd level, a rook learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four gunner levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, a rook can also move at his normal speed while wearing medium armor. At 7th level, a rook can move at his normal speed while wearing heavy armor.
This ability replaces sharp-shooting.
Brace (Ex)
At 4th level, the rook can stand firm against a melee attacker. When a melee attack hits the rook, he gains 5/- DR against the next melee attack. This DR increases by 2 at 8th, 12th, 16th, and 20th level.
This ability replaces a gunnery talent gained at 4th level.
Gun Training (Ex)
This feature is as the regular gun training feature, but when able to add his Strength modifier to attack rolls instead of Dexterity, he may also add his Strength modifier to the damage roll instead of Dexterity.
This ability modifies gun training.
Gritty Evasion (Ex)
At 5th level, a rook can replace his ability to dodge with pure determination. Whenever an effect calls for him to make a Reflex save, he may use his Fortitude save modifier instead. When he does so, he also gains Elemental Resistance against any subsequent damage equal to half of his Fortitude save modifier, rounded down.
This ability replaces evasion and improved evasion.
Improved Gunner Style (Ex)
At 5th level, a rook’s aptitude with his guns improves. He is treated as having one of the following feats or a feat from the previous ability: Disrupting Shot, Point Blank Master, Relentless Shot, even if he does not have the normal prerequisites for that feat. As with the first feats, these are not affected by wearing medium or heavy armor.
This ability modifies improved gunner style.
Thick of It (Ex)
At 8th level, a rook becomes more deadly the longer he’s in a fight. As a swift action, he gains a +1 morale bonus to his attack and damage rolls with firearms until the start of his next turn. This bonus increases by 1 per two gunner levels after 8th level.
This ability replaces a gunnery talent gained at 8th level.
Gunner Style Mastery (Ex)
At 10th level, a rook’s aptitude with their guns improves again. He is treated as having one of the following feats or a feat from the previous two abilities: Impact Critcal Shot, Snap Shot, and Shot on the Run, even if he does not have the normal prerequisites for that feat. As before, the benefits of this ability apply even while wearing medium or heavy armor.
This ability modifies gunner style mastery.
Stand Your Ground (Su)
At 20th level, a rook becomes an immovable fortress of firepower and grit. At the start of his turn, he may use a swift action to set himself firmly in place. He cannot use his move action to move until the end of his next turn. Until then, he makes all his attacks at his highest BAB, and also gains 5/- DR. In addition, if he is reduced below 0 hit points, he is instead reduced to 0 hit points. The rook can use this ability a number of times per day equal to his Constitution modifier.
This ability replaces personal armory.