Protectors of the weak, the shieldbreaker wields a gunshield to protect his allies. Usually coming up as valiant warriors, they aim to safeguard those who need their shield and lay down the fire before anyone can reach them.
The shieldbreaker is an archetype of the gunbreaker class.
Limit Break (Su)
At 1st level, the shield breaker receives the Limit Break (Aegis).
Aegis (Su): This Limit Break grants the shieldbreaker a +2 bonus to AC and saving throws. In addition, he gains Fast healing 2. These bonuses increase by 2 per four gunbreaker levels after 1st. This lasts for a duration of 1 round + 1 round per four gunbreaker levels after 1st. This limit break requires only a swift action.
This ability replaces the Limit Break (No Mercy).
The shieldbreaker begins play with a gunshield as his starting gun arm.
This ability modifies gunsmith.
Defensive Stance (Ex)
Starting at 1st level, a shieldbreaker can enter a defensive stance, a position of readiness and trance-like determination. A shieldbreaker can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from spells like dwarf’s endurance, do not increase the total number of rounds that the shieldbreaker can maintain a defensive stance per day. The shieldbreaker can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a defensive stance, the shieldbreaker gains a +2 bonus on ranged attack rolls, ranged damage rolls, and Will saving throws. He also does not provoke attack of opportunity when making a ranged attack with a gunshield from being in an enemy’s threatened square. In addition, he gains a +2 dodge bonus to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the defensive stance ends, and are not replenished if the shieldbreaker enters a defensive stance again within 1 minute of his previous defensive stance. While in a defensive stance, a shieldbreaker cannot move more than half of his movement speed or his stance ends.
A shieldbreaker can end his defensive stance as a free action, and is fatigued for 1 minute after a defensive stance ends. A shieldbreaker can’t enter a new defensive stance while fatigued or exhausted, but can otherwise enter a defensive stance multiple times per day. If a shieldbreaker falls unconscious, his defensive stance immediately ends.
This ability replaces aurora.
At 2nd level, the shieldbreaker can focus more on his use with a gunshield. He can choose a knight talent in place of a gunbreaker talent. At 12th level he can begin selecting advanced knight talents in place of advanced gunbreaker talents.
This ability modifies gunbreaker talent and advanced gunbreaker talent.
Gun Arm Techniques
The shieldbreaker gains the following gun arm techniques in place of others.
Omniguard* (Su): As a standard action, the shieldbreaker plants his gunshield in front of him and expends magicked ammo to form a barrier around him and adjacent allies. The shielbreaker and allies affected gain a circumstance bonus to AC and saving throws equal to the shieldbreaker’s Wisdom modifier and gain the effects of evasion. Magicked Ammo Cost: 6.
This technique replaces demon slice gun arm technique.
Super Omniguard* (Su): Omniguard now extends out to a 10-ft.-radius of the shieldbreaker and enemies cannot pass through the barrier. Enemies in the area of effect when this ability is used are pushed back if able. If they are not, they can move around the shield’s radius freely until they exit the radius. At the beginning of the shieldbreaker’s next turn, the shield explodes, dealing 1d6 points of fire damage per two gunbreaker levels to all enemies within a 20-ft.-radius burst of the shield breaker. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) reduces this damage by half. Prerequisites: The gunbreaker must have the omniguard gun arm technique and must be at least 12th level to select this technique.
This technique replaces demon slaughter gun arm technique.
Shield Block (Ex)
Starting at 3rd level, the shieldbreaker excels in using his armor and shield to frustrate his enemy’s attacks. During his action, he can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 9th level, and +3 at 15th level.
This ability replaces jugular rip.
Gun Arm Mastery (Ex)
The following replaces the gun arm mastery choice for Parry Mastery.
- Shield Mastery: Increases shield bonus from wielding a gunshield by 1.
This ability modifies gun arm mastery.
Shield Ally (Ex)
At 6th level, as an immediate action, once per round, the shieldbreaker can intercept an attack on an adjacent ally, effectively moving the target out of the way, trading places with him or her and forcing the enemy to make the Attack roll on the shieldbreaker’s armor class instead. This movement does not provoke an attack of opportunity for either the shieldbreaker or the target nor does it remove the shieldbreaker from being in Defensive Stance. He can only intercept physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. This action may only be taken before the result of the attack roll is determined.
This ability replaces quick cartridge.
At 7th level, when a shieldbreaker is using a gunshield, he can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn.
At 13th level, he can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a thief) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks.
At 17th level, he can provide cover to himself and all adjacent allies, or he can provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally. The shieldbreaker ignores the armor limitation of evasion for himself.
This ability replaces improved aurora and greater aurora.
At 10th level, a shieldbreaker can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless shieldbreaker does not gain the benefit of the stalwart ability.
This ability replaces continuation.
Improved Defensive Stance (Ex)
At 11th level, a shieldbreaker’s bonus on ranged attack rolls, ranged damage rolls, thrown, Will saves, dodge bonus to AC while in a defensive stance increases to +3. Also, the amount of temporary hit points gained when entering a defensive stance increases to 3 per Hit Die. In addition, while in a defensive stance, he may move up to his normal movement without losing the benefit of the stance.
This ability replaces royal guard.
Improved Shield Ally (Ex)
At 14th level, the shieldbreaker’s ability to intercept attacks improves. The shieldbreaker can now intercept spells with a touch or ranged touch on an adjacent ally.
This ability replaces gnashing fang.
Tireless Stance (Ex)
At 17th level and higher, a shieldbreaker no longer becomes fatigued at the end of his defensive stance. If he enters a defensive stance again within 1 minute of ending his defensive stance, he doesn’t gain any temporary hit points from his defensive stance.
This ability replaces perfect aurora.
Indomitable Shield (Ex)
At 20th level, the shieldbreaker’s mastery with the gunshield becomes legendary and is known for his skill as an unbreakable wall. A shieldbreaker’s bonus on ranged attack rolls, range damage rolls, thrown, Will saves, dodge bonus to AC while in a defensive stance increases to +4. In addition, the amount of temporary hit points gained when entering a defensive stance increases to 4 per Hit Die.
This ability replaces lion heart.