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The Space Marines are foremost amongst the defenders of PuPu-kind, the greatest of the PuPu-kind’s warriors. They have been made superior in all respects to a normal PuPu by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Space Marines are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient power armor and wielding the most potent weapons known to PuPu-kind, the Space Marines are terrifying foes and their devotion to PuPu-kind are unyielding. They are Angels of Death and they know no fear.

The space marine is an archetype of the gunbreaker class, available only to pupu gunbreakers.

Power Armor

At 1st level, a space marine receives a set of environmental armor that protects him from danger, from the environment to enemies. At 1st level, the space marine’s power armor is considered a scale mail. At 3rd level, the space marine’s power armor is upgraded to a half plate. And finally, at 5th level, the space marine’s power armor is upgraded to a full plate. The power armor is keyed to PuPu physiology and so it does not work for anyone else (the power armor simply does not move if not a PuPu). In addition, if the space marine spends 1 magicked ammo, the power armor provides him with endure elements, as per spell and protects him from gases or anything that affects creatures by breathing for 1 minute per gunbreaker level. A power armor can be enchanted as normal and all enhancements are transferred while upgrading.

Gunsmith

Also at 1st level, the space marine begins play with a special gun arm. It is similar to a chainsaw, but retro-fitted as a 1-handed weapon. It fits over a space marine’s arm like a long glove, giving the space marine a +2 to CMD versus disarm combat maneuvers. It deals 2d4 points of slashing damage, with a crit range of 18-20/x2. Its ranged attack works like a shotgun, with a range of 20 feet, deals 2d4 points of piercing damage, with a crit range of x3, and an ammo capacity of 6. It weighs 5 lbs. and has the following weapon qualities: deadly, distracting, sunder. And while the space marine has at least 1 magicked ammo, he doesn’t need to fuel it (see chainsaw on rules of fueling). A space marine’s chainsaw gun arm can only be used by him, any other person that attempts to wield one simply does not work, even if they have proficiency with chainsaws and has fuel. He can have it recrafted by a trusted smith to have it enhanced. He also gains Gunsmithing as a bonus feat. In addition, all gunbreaker abilities that key off Wisdom now key off Intelligence instead. A space marine can modify his gun arm as per the gunsmith class feature.

This ability modifies gunsmith and replaces a gunbreaker talent gained at 10th level.

Fearless (Ex)

At 2nd level, a space marine gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four gunbreaker levels beyond 2nd.

This ability replaces a gunbreaker talent gained at 2nd level.

Ferocity (Ex)

At 3rd level and above, while in his power armor, a space marine is such a tenacious combatant that he continues to fight without penalty even while disabled or dying, ignoring the staggered condition.

This ability replaces heart of stone.

Elite Health (Ex)

At 9th level, a space marine gains immunity to Poison, Sap, and Disease status effects as well as normal poisons and diseases, including supernatural and magical diseases.

This ability replaces heart of light.

Hardy Advancement (Ex)

At 11th level, a space marine gains Toughness and Endurance as bonus feats. In addition, while wearing his power armor, once per day, he gains an amount of temporary hit points (usually when he wakes up for the day and dons the armor) equal to his gunbreaker level + his Intelligence modifier. These temporary hit points stack with other sources of temporary hit points, lasts until lost, and refreshes daily.

This ability replaces royal guard.