The Crescent Unit, proud warriors of the once-great Wutai nation, are renowned for both their combat prowess and their skill at carrying out acts of espionage. Whether wielding gunhalberds or gunlances, these warriors are able to swiftly level any enemy of their beloved nation.
The crescent warrior is an archetype of the gunbreaker class.
Archetype Main Ability Scores:
The crescent warrior mainly focuses on STR/DEX for martial combat and WIS for their class features.
Archetype Feature Replacements:
1st – Aurora, Gunsmith. 2nd – Gunbreaker Talents, Keen Edge. 3rd – Jugular Rip.
Gunsmith
The crescent warrior must choose a gunhalberd or gunlance for his starting gun arm.
This ability modifies gunsmith.
Jump (Ex)
At 1st level, a crescent warrior trains for years in the ability to leap astounding and even supernatural distances. The crescent warrior adds his gunbreaker levels to all Acrobatic skill checks for jumping. A crescent warrior’s ability to jump with his Acrobatic checks is treated as though he got a running start and has the Run feat, regardless of whether or not he gets a running start. The crescent warrior may long jump as part of a move action or charge action, allowing him to ignore difficult terrain for the distance he jumps. The crescent warrior uses his jump’s Acrobatics check to resolve against all opponents CMD while long jumping or high jumping through threatened squares, but takes the +10 to DC for moving at full speed while doing so.
A crescent warrior’s maximum jump distance is 2x his base speed, as if charging, instead of being limited by his normal base speed (30-foot land speed = 60-foot jump maximum). Starting at 3rd level and for every 3rd level thereafter, the crescent warrior further increases his maximum jump distance by an additional 10 feet.
Should the crescent warrior utilize any of his base speed for movement on his turn, subtract that distance from his maximum jump distance to determine the distance he has left to jump.
This ability replaces aurora.
Gunbreaker Talents
The crescent warrior gains access to different gunbreaker talents in place of another.
Jump Mastery (Ex): The crescent warrior gains a bonus to Acrobatic checks equal to his Wisdom modifier.
Jumping Fire (Ex): When the crescent warrior jumps as part of a charge, he can fire the firearm part of his weapon mid-jump as a swift action; this attack is made at a -4 penalty, and must target the enemy he is charging.
These talents replace beat fang and lightning shot gunbreaker talents.
Deadly Lancer (Ex)
At 1st level, the crescent warrior hones the art of leveraging the impact of his jump attacks to devastate foes. The crescent warrior adds a bonus amount of damage equal to 1d6 + an additional 1d6 for every two gunbreaker levels gained beyond 1st when performing a long jump attack, a high jump attack, or a dive attack with a melee weapon (see below). Additional damage gained from this ability is not multiplied on a critical hit or any class feature that multiplies damage.
Long Jump Attack: The crescent warrior makes an attack after a successful Acrobatics skill check to long jump at least 10 feet towards his target (whether as part of a charge, or move action).
High Jump Attack: The crescent warrior makes an attack after a successful Acrobatics skill check to high jump at least 10 feet towards a target (whether as part of a charge, or move action) that possesses a higher altitude. Additionally, for every 10 feet of altitude he achieves with his high jump, the crescent warrior may move 5 feet horizontally from his starting location towards his target (simulating a diagonal jump).
Dive Attack: As a full-round action, the crescent warrior can attempt an Acrobatics skill check to high jump into making a dive attack against a target of lower altitude within a horizontal range of half of the crescent warrior’s achieved altitude. If he is already airborne at the start of his turn due to flight or some other form of movement, he may also make a dive attack from his current altitude as a full-round action against a target meeting the same criteria. Unless otherwise stated, a dive attack cannot be substituted for a combat maneuver.
When performing a dive attack, the crescent warrior receives a +1 circumstance attack bonus for every 10 feet of altitude difference between him and his target. Additionally, he deals an extra 1d6 damage for every 10 feet of altitude difference (on top of the scaling bonus damage granted earlier in this ability). The total amount of extra damage dice and attack bonus gained from both Deadly Lancer and altitude differences is capped by the crescent warrior’s level (ex: a 5th level crescent warrior cannot exceed a +5 attack bonus and 5d6 points of extra damage when performing a dive attack).
Upon a successful dive attack, the crescent warrior lands within 10 feet of his target, taking falling damage as if he fell from his target’s altitude (if any). If no space is available within this range, he botches his landing, landing prone in the nearest open square.
If the dive attack misses, the crescent warrior suffers falling damage as if he fell from his starting altitude and lands in the nearest available square next to his target as if he charged on foot. The crescent warrior cannot use a Fly skill check to negate this falling damage.
Any movement that is part of a dive attack does not provoke attacks of opportunity, and any distance traveled that is part of a dive attack does not contribute to the crescent warrior’s maximum jump distance.
This ability replaces keen edge.
Super Jump (Ex)
At 3rd level, the crescent warrior can empower his jump to send him soaring, emulating the ability to fly. By activating this ability at the start of his jump as a free action, the crescent warrior lowers the Acrobatics high jump DC multiplier from 4 to 1 for that jump (ex: a high jump of 20 feet would be lowered from an Acrobatics DC of 80 to an Acrobatics DC of 20). Additionally, the crescent warrior receives a +10 bonus to Acrobatics for that jump. The crescent warrior suffers no falling damage for the vertical distance he high jumps when using this ability.
The crescent warrior can use this ability a number of times per day equal to his gunbreaker level, and no more than once per round.
This ability replaces jugular rip.
Glide (Ex)
At 7th level, a crescent warrior gains 5 feet of horizontal range for every 5 feet of altitude achieved for his dive attacks.
This ability replaces improved aurora.
Multi-Jump (Ex)
At 13th level, a crescent warrior learns to use the momentum of his dive attacks to chain additional high jumps. Upon delivering a successful dive attack, instead of landing, the crescent warrior may activate his Super Jump ability (thus expending a daily usage) to attempt another high jump into a dive attack at a -20 Acrobatics penalty (this penalty stacks with additional uses of this ability). Any dive attacks attempted using this ability uses the crescent warrior’s subsequent iterative base attack bonus value (as if performing a full-attack action, thus disallowing usage of this ability if the crescent warrior exceeds his allotment of attacks per turn, including haste effects). The crescent warrior cannot dive attack a target more than once while using this ability. Any high jumps that are triggered off of this ability do not count towards the crescent warrior’s maximum jumping distance.
This ability replaces greater aurora.