While most gunslingers—especially those that use two handed weapons—eschew melee combat, legionnaires revel in it. Their skill with firearms is only matched by the ferocity with which they can engage in close-quarters fighting. In battle, ranks of soldiers have been known to break before a charge of legionnaires.
Weapon Proficiency: A legionnaire only gains proficiency with two-handed firearms. He must take Exotic Weapon Proficiency (firearm) to gain proficiency with one-handed firearms and firearm siege weapons.
Gunsmith: A legionnaire must take a musket when he chooses a battered firearm at first level.
Deeds: A legionnaire swaps a trio of deeds for the following.
Can't Miss (Ex): At 1st level, when a legionnaire scores a melee hit, they may spend 1 grit point to automatically score a hit with the loaded firearm. This extra damage cannot be multiplied and cannot have any sneak attack or precision damage modifiers.
Reload and Run (Ex): At 3rd level, a legionnaire gains the ability to reload his musket while moving. The legionnaire, while using a Move Action to move normally, may reload. This may not be a 5-ft step.
Command (Ex): At 7th level, the legionnaire gains the ability to command other legionnaires. Legionnaires under his command may fire or charge simultaneously when given the command. When firing or charging this way, each legionnaire gains a morale bonus to his attack equal to the commander's Charisma bonus. The legionnaire can command a number of soldiers equal to his level.
Bayonet Attack (Ex): At 1st level, the legionnaire gains the ability to use a bayonet attached to his musket as a melee weapon. Treat this weapon as a halberd for purposes of melee combat. Use the cost and materials of a dagger to attach to the musket. Magical bonuses of the musket do not apply to melee, and magical melee properties of the dagger apply to melee combat only; they do not apply to ranged firearm combat.
Charge and Fire (Ex): At 3rd level, the legionnaire gains the ability to fire and deliver a melee attack when charging. Each attack must be resolved separately. The Command deed can modify this attack.