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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 TechniquePrerequisitesBenefitsMagicked 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 12As a standard action, the gunbreaker powers up his gun arm with energy, forming a large blade of energy and swings it down, dealing 1d12 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 12As a standard action, the gunbreaker charges his gun arm and swings twice to cause eruptions in the ground, dealing 1d6 points of fire damage and 1d6 points of lightning damage plus an additional 1d6 damage of each type for every four gunbreaker levels he possesses 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 minute1
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 12As a standard action, the gunbreaker can unleash a whirlwind in front of him, dealing 1d6 points of fire damage and 1d6 points of wind damage plus an additional 1d6 damage of each type for every every four gunbreaker levels he possesses 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 1d6 points of fire damage and 1d6 points of lightning damage plus 1d6 damage of each type for every four gunbreaker levels he possesses 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 1d12 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 12As 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