Living Turret (Legendary Gunslinger Archetype)

The majority of gunslingers are agile warriors who dart around the battlefield in a flurry of gunfire, but living turrets instead decide to stand and fight, clad in the heaviest of armor and designed to take as much punishment as possible.

Weapon and Armor Proficiencies
Living turrets are proficient in medium and heavy armor, but not with one-handed firearms.

This replaces the legendary gunslinger’s normal weapon and armor proficiencies.

Heavy Gunsmith
Rather than selecting a firearm, a living turret gains a culverin for her starting weapon.

This ability alters gunsmith.

Turret Stance (Ex)
At 1st level, as long as a living turret has at least 1 grit point and is wearing medium or heavy armor, she can enter a turret stance as a move action. As long as a living turret is in her turret stance, she is treated as though she is supported, although she still suffers a -2 penalty on attack rolls while wielding a culverin in this fashion. In addition, she gains DR 1/- and +2 circumstance bonus to her CMD; while in her turret stance, she treats her class level as her base attack bonus for the purpose of calculating her CMD. At the beginning of each of her turns, a living turret can decide to maintain her turret stance as a free action.At the end of each round a living turret spends in her turret stance, she gains a number of temporary hit points equal to her Wisdom modifier (minimum 1) which last until her turret stance ends or until lost normally; temporary hit points gained from this ability cannot exceed her class level. If a living turret moves more than 5 feet during her turret stance, it instantly ends. At 7th level, a living turret no longer takes a penalty to attack rolls while wielding a culverin in this fashion and instead gains temporary hit points equal to two times her wisdom modifier. At 16th level, she instead gains temporary hit points equal to three times her Wisdom modifier.

This ability replaces the gunslinger’s reflexes, utility shot, and interrogation shot deeds, evasion, and improved evasion.

Adamant Guard (Ex)
At 4th level and every four levels afterwards, the damage reduction and bonus to CMD granted by Turret Stance both increase by 1.

This ability replaces nimble.

Heavy Artillery (Ex)
At 5th level, whenever a living turret enters her turret stance, she is treated as though she has set up a carriage for the purpose of wielding a double hackbut, although she still suffers a -2 penalty on attack rolls while wielding a double hackbut in this fashion. At 11th level, a living turret no longer takes a penalty on attack rolls while wielding a double hackbut in this fashion.

This ability replaces the 5th level gun mastery