Gunbreaker

Fast, deadly and explosive. The gunbreaker is a warrior who jumps into the fray to protect his allies while utilizing the special gun arms, to break through enemy lines with their explosive blades or fire from range while protecting the back lines. Most gunbreakers are high ranking officers or guardians of an aristocratic, as the exotic and powerful nature of the gun arms is awed by many.
Role: Close melee combatants that can be helpful both in melee and at range by using a gun arm to do either or both of these, and using enhanced bullets to aid themselves and allies. They tend to be very aggressive on the battlefield and provide support where needed. Some are dedicated protectors, only deciding to use the full power of their gun arm when truly threatened.
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 × 10 gold (average 175 gold.) In addition, each character begins play with an outfit worth 10 gold or less.
Class Skills
The gunbreaker’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), (Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points Per Level: 4 + Int modifier
Level	BAB 	Fort	Ref	Will	Special 	Magicked
Ammo	Ammo
Damage
1 	1 	2 	2 	0 	Aurora, Gunsmith, Magicked Ammo 	3 	1
2 	2 	3 	3 	0 	Gunbreaker Talent, Keen Edge 	3 	1
3 	3 	3 	3 	1 	Gun Arm Technique, Jugular Rip,
Heart of Stone 	3 	1
4 	4 	4 	4 	1 	Gunbreaker Talent, Armor Training I 	4 	1
5 	5 	4 	4 	1 	Gun Arm Mastery I 	4 	2
6 	6/1 	5 	5 	2 	Gunbreaker Talent, Quick Cartridge,
Gun Arm Technique 	4 	2
7 	7/2 	5 	5 	2 	Improved Aurora 	5 	2
8 	8/3 	6 	6 	2 	Gunbreaker Talent, Armor Training II 	5 	2
9 	9/4 	6 	6 	3 	Heart of Light, Gun Arm Technique 	6 	2
10 	10/5 	7 	7 	3 	Gunbreaker Talent, Continuation,
Gun Arm Mastery II 	6 	3
11 	11/6/1 	7 	7 	3 	Royal Guard 	7 	3
12 	12/7/2 	8 	8 	4 	Advanced Gunbreaker Talent, Gun Arm
Technique, Armor Training III 	7 	3
13 	13/8/3 	8 	8 	4 	Greater Aurora 	8 	3
14 	14/9/4 	9 	9 	4 	Advanced Gunbreaker Talent, Gnashing Fang 	9 	3
15 	15/10/5 	9 	9 	5 	Royal Guard (10 ft.), Gun Arm Technique,
Gun Arm Mastery III 	11 	4
16 	16/11/6/1 	10 	10 	5 	Advanced Gunbreaker Talent, Armor Training IV 	12 	4
17 	17/12/7/2 	10 	10 	5 	Perfect Aurora 	Capacity	4
18 	18/13/8/3 	11 	11 	6 	Advanced Gunbreaker Talent, Gun Arm Technique 	Capacity	4
19 	19/14/9/4 	11 	11 	6 	Solid Barrel 	Capacity	4
20 	20/15/10/5	12 	12 	6 	Advanced Gunbreaker Talent, Armor Training V, Gun Arm Mastery IV, Royal Guard (20 ft.), Lion Heart	Capacity	5
== Class Features ==
All of the following are class features of the gunbreaker.
=== Weapon and Armor Proficiency ===
A gunbreaker is proficient with all simple weapons and all gun arms, and with all armor (light, medium, and heavy) and shields (except tower shields).
=== Gunsmith (Ex) ===
At 1st level, a gunbreaker begins play with a gun arm of his choice. His starting weapon’s firearm part is battered, receiving a -2 penalty on ranged attacks, and only he knows how to use it properly. All other creatures treat his gun arm as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gil when sold). The gunbreaker also gains Gunsmithing as a bonus feat.
=== Magicked Ammo (Su) ===
The gunbreaker is able to infuse ammo he sets into his gun arm with magical energy. Whenever he loads a gun arm, a portion of the gun arm’s ammunition is infused and can be used to deal extra damage or used to activate abilities. As noted on the Table: The Gunbreaker, the gunbreaker infuses up to an amount of bullets upon loading a gun arm per level. Depending on the gun arm, this can be all of the gun arm’s ammo capacity. When the gunbreaker reaches 19th level, all ammo regardless of capacity is infused. If the gunbreaker has plenty of ammo left and none infused, he can always take a move action to infuse his remaining ammo in his gun arm by running his hand over the weapon. He can infused an amount of ammo equal to the amount he gets from reloading, assuming he has the ammo to infuse. He can never have more magicked ammo available than his max.
When the gunbreaker loads his gun arm, the first set of bullets is always infused first. Meaning the bullets that are spent first are the bullets that are infused. Infused bullets naturally deals an additional 1 point of damage and is considered magic for the purpose of bypassing DR. At 5th level and every five gunbreaker levels thereafter, this extra damage increases by 1.
=== Aurora (Su) ===
Also at 1st level, as a swift action, the gunbreaker can expose his magical energy around him to heal and protect him. He gains fast healing 2 and a +1 deflection bonus to AC. These bonuses increase by 2/+1 at 4th level and every three gunbreaker levels thereafter This ability lasts for a number of rounds equal to his Wisdom modifier and can be used a number of times per day equal to his Wisdom modifier.
=== Keen Edge (Ex) ===
At 2nd level, the gunbreaker gains the ability to use his gun arm to help defend himself. When wielding a gun arm, he gains a +1 shield bonus to AC. 
=== Gunbreaker Talents ===
As the gunbreaker trains, he learns to talents to increase his mastery. At 2nd level and every two gunbreaker levels thereafter, the gunbreaker gains a talent from the list below. He must meet the prerequisite of the talent selected and unless specified otherwise, each talent can only be selected once.
* A complete list of gunbreaker talents can be found below
=== Gun Arm Techniques ===
At 3rd level and every three gunbreaker levels thereafter, the gunbreaker chooses to go down a path to enhance his ability with his gun arms. These are special techniques that can only be used with a gun arm and most expends infused ammo to use. The gunbreaker must meet the prerequisites to choose a gun arm technique and must have enough magicked ammo to choose and use the technique.
* A complete list of gun arm techniques can be found below
=== Heart of Stone (Su) ===
The gunbreaker’s fortitude is greatly increased through his training. At 3rd level, he adds 1/2 his Wisdom modifier as a morale bonus to all Fortitude saving throws and gains Great Fortitude as a bonus feat. This does not stack with any other ability that applies a modifier to Fortitude saves.
=== Jugular Rip (Ex) ===
At 3rd level, when the gunbreaker confirms a critical hit with a melee attack with a gun arm, he infuses an amount of magicked ammo in his gun arm up to the maximum he can infuse with his magicked ammo ability.
=== Armor Training (Ex) ===
At 4th level, the gunbreaker further trains himself in the use of armor to protect himself and allies. 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 levels thereafter (8th, 12th, 16th and 20th), 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.
=== Gun Arm Mastery (Ex) ===
At 5th level, the gunbreaker has gained enough training with gun arms to make his way of fighting with them his own. At 5th level and every five gunbreaker levels thereafter, he chooses a mastery below to apply to all gun arms he wields. He can choose a mastery multiple times unless otherwise noted.
* Blasting Bullets: The gunbreaker adds his Wisdom modifier to damage rolls of all gun arm techniques. This mastery can only be chosen once.
* Bloody Fangs: The gunbreaker adds his Wisdom modifier to the damage rolls of damage made from trigger attacks. This mastery can only be chosen once.
* Parry Mastery: Increases the shield bonus from the gunbreaker’s keen edge ability by 1.
* Power Mastery: Increases attack rolls and damage rolls with both melee and firearm damage of gun arms by 1.
* Technique Mastery: Increases the DC of gun arm techniques by 1.
* Trained Shots: The gunbreaker adds his Dexterity modifier to firearm damage rolls made from gun arms. This does not effect weapons with a trigger attack. This mastery can only be chosen once.
=== Quick Cartridge (Ex) ===
At 6th level, the gunbreaker has learned to stay focused and make it seem as if he’s not letting up even when he reloads. A gunbreaker reloading a gun arm no longer provokes an attack of opportunity while in an enemy’s threatened square.
=== Improved Aurora (Su) ===
At 7th level, the gunbreaker’s aurora ability can be used on an ally he can see within 15 feet. Only one instance of this ability can be up at any given time. If another aurora is cast on another target, the first instance ends. In addition, he can spend two uses of the ability to instead heal himself or an ally within 15 feet equal to four times the gunbreaker’s Wisdom modifier.
=== Heart of Light (Su) ===
At 9th level, the gunbreaker’s reflexes greatly increase due to his training. He applies his 1/2 Wisdom modifier as a morale bonus to all Reflex saving throws and gains Lightning Reflexes as a bonus feat. This does not stack with any other ability that applies a modifier to Reflex saves.
=== Continuation (Ex) ===
At 10th level, the gunbreaker’s skill has allowed him to learn how to mix his attacks with those of his techniques. When making a full attack action. he declares the use of continuation. This lowers his AC by 4, takes a -2 penalty to all attack rolls made for 1 round, and at the end of the full attack, he also performs a single gun arm technique that requires a standard action as part of the full attack action. This ability can be used a number of times per day equal to the gunbreaker’s Wisdom modifier.
=== Royal Guard (Su) ===
At 11th level, the gunbreaker is adept as protecting his nearby allies, bestowing his magical aura to those nearest him. Adjacent allies gain the effects of the gunbreaker’s Heart of Stone and Heart of Light abilities. At 15th level, the range increases to allies within 10 feet and at 20th level, all allies within 20 feet gain these effects. If the gunbreaker is unconscious, helpless, or otherwise unable to act, this bonus to allies is lost.
=== Advanced Gunbreaker Talents ===
At 12th level, the gunbreaker can choose an advanced gunbreaker talent in place of a regular talent. He must meet the prerequisites to choose an advanced gunbreaker talent.
* A complete list of advanced gunbreaker talents can be found below
=== Greater Aurora (Su) ===
At 13th level, the gunbreaker can spend three uses of Aurora to make it become an aura around himself or an ally. When used on himself or an ally within 30 feet this way, it explodes in a 15-ft.-aura around the target, granting allies within the aura half of the fast healing and AC bonus (rounded down). Only one instance of this aura can be active at any given time. The first instance ends upon using this ability again ends any other ongoing aurora effect and vice versa.
=== Gnashing Fang (Ex) ===
At 14th level, the gunbreaker always aims for vital spots with a gun arm, looking to end the fight quickly. He increases the critical threat range with gun arms but not the firearm part of the gun arms by 1. This does not stack with other effects that increase critical threat range.
=== Abdomen Tear (Ex) ===
At 16th level, the gunbreaker’s attacks become stronger with each passing swing, and firing. When making a full attack with a gun arm, he ignores a cumulative 2 points of damage reduction for each successful attack for the round. For example, the first successful attack ignores 2 points of DR, the second successful attack ignores 4 points of DR, and so on.
=== Perfect Aurora (Su) ===
At 17th level, if the gunbreaker’s hit points are ever dropped below 0, as an immediate action, he can expend 4 uses of of aurora to keep himself at 0 HP even if the attack would kill him.
=== Solid Barrel (Ex) ===
At 19th level, the gunbreaker’s gun arm cannot be disarmed or sundered while he is wielding it, and is no longer subject to misfires (if any).
=== Lion Heart (Su) ===
At 20th level, the gunbreaker’s mastery of gun arms and his magical energy to employ his weapon peaks. The DC of gun arm techniques increases by 1 and all aurora ability use cost lowers by 1 (minimum 1). In addition, he automatically confirms all critical threats made with his Gun Arm.
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= Gunbreaker Talents =
As the gunbreaker trains, he learns to talents to increase his mastery. At 2nd level and every two gunbreaker levels thereafter, the gunbreaker gains a talent from the list below. He must meet the prerequisite of the talent selected and unless specified otherwise, each talent can only be selected once.
== Table: Gunbreaker Talents ==
Gunbreaker Talent 	Prerequisites 	Benefits
Baring Fangs (Ex) 	— 	The gunbreaker adds his Wisdom modifier to Intimidate rolls and can use Intimidate to demoralize or antagonize as a swift action.
Beat Fang (Ex) 	— 	When using a gun arm with a trigger attack, the gunbreaker can fire the gun arm’s trigger attack as a melee touch attack in place of a regular melee attack, dealing its firearm damage.
Camouflage (Ex) 	Any Gun Arm Technique 	When the gunbreaker performs a gun arm technique, he gains a 20% miss chance for 1 round as the left over magic or explosion shrouds him.
Close Combat Shot (Ex) 	Ranged Combat Training gunbreaker talent, Gunbreaker 10 	The gunbreaker’s ranged attack no longer provoke attacks of opportunity from being in an enemy’s threatened square.
Combat Ready 	— 	A gunbreaker that selects this talent gains a bonus combat feat. This talent can be selected more than once.
Elemental Infuse (Su) 	— 	When the gunbreaker loads his weapon or takes time to create magicked ammo within the gun arm, he can change the elemental damage of the bullets (if any). If the bullets are not of another element, he can instead make the bonus damage to his magicked ammo a particular element of choice.
Extra Aurora (Su) 	Aurora class feature 	The gunbreaker gains two additional uses of his Aurora class feature.
Hardened Fortitude (Ex) 	— 	A gunbreaker only requires half as much sleep or meditation as normal and can survive twice as long without food and water before needing to make checks. In addition, the gunbreaker gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold his breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. And the gunbreaker may sleep in medium or heavy armor without becoming fatigued.
Heavy Armor Training (Ex) 	Armor Training class feature, Gunbreaker 8 	The gunbreaker’s movement speed is unaffected while in medium or heavy armor.
Heel Crush (Ex) 	— 	When the gunbreaker makes a successful melee attack on a target, that target treats all squares around the gunbreaker as difficult terrain.
Improved Form-Switch (Ex) 	— 	The gunbreaker can use form-switch as a move action instead.
Light Armor Training (Ex) 	— 	The gunbreaker’s movement speed is increased by 5 feet while in light or medium armor.
Lightning Shot (Su) 	Beat Fang gunbreaker talent 	When using a gun arm that has a trigger attack, the gunbreaker can make a ranged touch attack on an enemy within 30 feet instead of a regular attack. This deals the gun arm’s firearm damage on a successful hit
Nebula (Su) 	Blast Shield gun arm technique 	When the gunbreaker uses his blast shield gun arm technique, the bonus increases to +6.
Ranged Combat Training (Ex)	— 	The gunbreaker gains Precise Shot as a bonus feat. The gunbreaker does not need to meet the prerequisites for this bonus feat.
Ready to Gouge (Ex) 	Ready to Rip and Ready to Tear gunbreaker talents, Gunbreaker 10	The gunbreaker’s critical hits can now inflict Blind on the target for 1 round. He can only apply the status effect once per critical hit. Multiple critical hits do not increase the duration.
Ready to Rip (Ex) 	— 	The gunbreaker's gains a +2 bonus to critical hit confirmation rolls with a gun arm.
Ready to Tear (Ex) 	Ready to Rip gunbreaker talent, Gunbreaker 8 	The gunbreaker’s critical hits can now inflict 1d4 points of bleed damage on the target for 1 minute. He can only apply the status effect once per critical hit. Multiple critical hits do not increase the duration.
Savage Claw (Ex) 	Gunbreaker 8 	The gunbreaker’s firearm deals half its damage to adjacent creatures of the target he hits.
Swift Infuse (Su) 	— 	The gunbreaker can infuse magicked ammo in his gun arm as a swift action instead of a move action.
Uncanny Dodge (Ex) 	— 	The gunbreaker can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gunbreaker with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a gunbreaker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Wicked Talon (Ex) 	— 	The gunbreaker can reroll 1’s on damage rolls with both melee and firearm damage of a gun arm.
=== Advanced Gunbreaker Talents ===
At 12th level, the gunbreaker can choose an advanced gunbreaker talent in place of a regular talent. He must meet the prerequisites to choose an advanced gunbreaker talent.
== Table: Advanced Gunbreaker Talents ==
Advanced Gunbreaker Talent 	Prerequisites 	Benefits
Advanced Form-Switch (Ex) 	Improved Form-Switch gunbreaker talent 	The gunbreaker can use Form-Switch as a swift action instead.
Aurora Mastery (Su) 	Extra Aurora gunbreaker talent 	The gunbreaker gains an additional use of Aurora per day and can use it as a free action
Beast’s Roar (Ex) 	— 	The gunbreaker can let out a rallying cry as a move action to increase the ferocity of his allies who can hear him in 30 feet. Allies within range gain a +2 morale bonus to attack and damage rolls for a number of rounds equal to the gunbreaker’s Wisdom modifier. This ability can be use a number of times per day equal to the gunbreaker’s Wisdom modifier.
Bow Shock (Ex) 	Ready to Rip, Ready to Gouge, Ready to Tear, and Sonic Break gunbreaker talents	Critical hits now apply all effects at once from Ready to Tear, Ready to Gouge, and Sonic Break.
Elemental Shift (Su) 	Elemental Infuse gunbreaker talent 	When the gunbreaker uses a gun arm technique, he can change the elements of the attacks as part of the attack. He can change one or all elements to any other element he desires. This ability can be use a number of times per day equal to the gunbreaker’s Wisdom modifier.
Heavy Armor Mastery (Ex) 	Heavy Armor Training gunbreaker talent 	The gunbreaker gains DR 2/- while in medium or heavy armor. This stacks with the damage reduction from armor made with Adamantine.
Improved Ranged Combat Training (Ex)	Ranged Combat Training and Close Combat Shot gunbreaker talents 	The gunbreaker gains Snap shot and Clustered Shots as bonus feats for his gun arm’s firearm attack even if he doesn't meet the prerequisites. If the gunbreaker has the lightning shot gun arm technique, it works with these feats and other feats that affects firearms.
Improved Uncanny Dodge (Ex) 	Uncanny Dodge class feature or gunbreaker talent 	The gunbreaker can no longer be flanked. This defense denies an enemy the ability to gain a bonus on attack rolls by flanking him, unless the attacker has at least four more character levels than the gunbreaker does.
Jagged Fangs (Ex) 	Baring Fangs gunbreaker talent 	The gunbreaker's presence and posture bestows fear to those who face him, granting him a circumstance bonus to Intimidate skill checks equal to half his gunbreaker level. In addition, anytime the gunbreaker drops a target below 0 HP with a gun arm, he can make a free Intimidate skill check on all targets who can see him within 30 feet to demoralize or taunt them.
Light Armor Mastery (Ex) 	Light Armor Training gunbreaker talent 	The gunbreaker's movement speed increases by an additional 5 feet and he gains a +2 dodge bonus while in light or medium armor.
Reaching Technique (Su) 	Any Gun Arm Technique 	The gunbreaker’s gun arm techniques have their respective range, cone or radius increased by 10 feet
Sonic Break (Ex) 	Ready to Rip, Ready to Tear, and Ready to Gouge gunbreaker talents 	The gunbreaker’s critical hits can now Deafen the target for 1 round. He can only inflict the status effect once per critical hit. Multiple critical hits do not increase the duration. Prerequisites: The gunbreaker must have the ready to rip, ready to tear, and ready to gouge gunbreaker talents to select this advanced talent.
= Gun Arm Techniques =
At 3rd level and every three gunbreaker levels thereafter, the gunbreaker chooses to go down a path to enhance his ability with his gun arms. These are special techniques that can only be used with a gun arm and most expends infused ammo to use. The gunbreaker must meet the prerequisites to choose a gun arm technique and must have enough magicked ammo to choose and use the technique.
== Table: Gun Arm Techniques ==
Gun Arm Technique 	Prerequisites 	Benefits 	Magicked Ammo Cost
Blast Shield (Su) 	— 	As a standard action, the gunbreaker can fire his gun arm to erect a shield around himself or an ally within 15 feet, granting a +2 deflection bonus to AC or a +2 resistance bonus to saving throws for a number of rounds equal to the gunbreaker’s Wisdom modifier. 	2
Blasting Zone (Su) 	Danger Zone gun arm technique, Gunbreaker 12	As a standard action, the gunbreaker powers up his gun arm with energy, forming a large blade of energy and swings it down, dealing 2d6 points of fire damage per two gunbreaker levels to all enemies in a 5-ft.-wide, 60-ft.-line. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) reduces this damage by half. Those who fail the save are Shaken for a number of rounds equal to the gunbreaker's Wisdom modifier. 	6
Bloodfest (Su) 	Fire Cross gun arm technique, Gunbreaker 12 	As a standard action, the gunbreaker charges his gun arm and swings twice to cause eruptions in the ground, dealing 2d6 and an additional 2d6 for every two gunbreaker levels he possesses, half of this damage is electric and half is fire, to all in a cross of two lines, 5-ft.-wide, 35-ft.-long, perpendicular to each other, intersecting at the center. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) reduces this damage by half. Those who fail the save are Nauseated for 1 round. This ability has a range of 50 feet. 	6
Brutal Shell (Su) 	— 	When the gunbreaker fires an infused bullet, he can instead have the bullet expose its energy to shield himself or an ally. Instead of dealing damage, the bullet instead grants temporary hit points equal to the gunbreaker’s level + his Wisdom modifier to himself or an ally within 15 feet. No ranged attack is needed for this ability. These temporary hit points last until lost or after 1 minute 	1
Danger Zone (Su) 	— 	As a standard action, the gunbreaker fires infused ammo to bring forth a burning blade from his gun arm and swings it down in front of him in a 5-ft.-wide, 60-ft.-line, dealing 1d10 points of fire damage for every two gunbreaker levels he possesses. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) reduces this damage by half. 	3
Demon Slaughter (Su)	Demon Slice gun arm technique, Gunbreaker 12	As a standard action, the gunbreaker can unleash a whirlwind in front of him, dealing 2d6 and an additional 2d6 for every two gunbreaker levels he possesses, half of this damage is acid and half is fire, to all enemies in a 30-ft.-cone in front of him. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) reduces this damage by half. Those who fail the save are knocked prone. 	6
Demon Slice (Su) 	— 	As a standard action, the gunbreaker can swing his gun arm in a large, wide arc to blast all enemies close by with energy from his gun arm. He deals 1d10 points of fire damage for every two gunbreaker levels in a 30-ft.-cone. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) reduces this damage by half. 	3
Divide (Su) 	— 	As a standard action, the gunbreaker can bring his blade up with an upward strike, blowing away a target. He makes a single melee attack against a target within reach and, if successful, he deals normal melee damage with his gun arm plus his gun arm’s firearm damage to the target and the gunbreaker gets a free trip attempt on the target. The gunbreaker is not tripped in return if he fails. If the target is immune to being tripped, it is instead pushed back 5 feet, if able. 	3
Fated Circle (Su) 	— 	As a standard action, the gunbreaker can charge energy from the ammo into his gun arm and swing it around furiously,  dealing 2d6 and an additional 2d6 for every two gunbreaker levels he possesses, half of this damage is electric and half is fire, to all enemies in a 20-ft.-radius around the gunbreaker. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) reduces this damage by half. Those who fail the save are staggered for 1 round. 	6
Fire Cross (Su) 	— 	As a standard action, the gunbreaker swings his gun arm in front of him to form an X of fire that floats in front of him and flies forward after the second swing. The gunbreaker makes a ranged touch attack against a target in 30 feet and, if successful, he deals 1d8 points of fire damage for every two gunbreaker levels that he possesses. and inflicts the Burning status effect for a number of rounds equal to the gunbreaker's Wisdom modifier. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) negates the status effect. 	3
Rough Divide (Su) 	Divide gun arm technique, Gunbreaker 12 	As a standard action, the gunbreaker can leap forward at blinding speed, bringing his blade up with an upward strike that send rifts into the ground and upward onto his target. He can move up to his movement speed without provoking attacks of opportunity and makes a single melee attack against a target within reach. If successful, he deals normal melee damage with his gun arm plus two times his gun arm’s firearm damage to the target. The target must make a Fortitude save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) or be Stunned for 1 round.	6
Category:Class
Category:Homebrew
Category:Cracked Reflections