Reality Glitch
2014-11-16, 11:07 PM
Soulgun
Adventures: As a Soulgun, you adventure for Various reasons. White-aligned Soulguns venture to protect those they leave behind, and those they come across. Blue-aligned Soulguns adventure to sate their ravenous curiosity of the world at large. Black ones 'venture for profit and personal gain. Red, just because he or she feels like it. While Green-aligned goes out for many the same reasons as a druid or totemist.
Characteristics: Soullguns shape soulmelds into powerful ranged weaponry rather than get up close and personal like the more melee-focused incarnum classes. As such they are expert marksman. They usually carry themselves with an upbeat attitude that makes them very sociable.
Alignment: any.
Religion: Same as fighters.
Background: Similar to a fighter, rouge, or ranger, though incarnum has its influences.
Races: Humans, Halflings and Elves are just as likely to become Soulguns as they are Rangers. Starborn occasionally take up the mantle, especially those assigned as one of a worldship’s gunners or bodyguards on a diplomatic mission (where they also double as back-up diplomats). Dreamfolk, of cource, do well in any incarnum class; and Jra’Keen bred for the task will Excel as expected.
Other Classes: Since Soulguns get along swimmingly with other incarnates and soulborns for their martial application of incarnum as well as more “traditional” martial and sublime warriors, though, they do have their disagreement when it comes to getting directly involved in a situation. Lawful, white, or blue Soulguns recognize the totemist despite their more primal and savage approach to meldshaping, while Red or Green Snipers encourage such behavior, and those of black alignment couldn’t care less how the totemist channeled the azure energy.
Role: Soulguns usually do one of three things during combat: Stand in the back and score headshots, Take point and score headshot, or run around the battlefield taking pot-shots and generally being a nuisance. They also provide occasional healing.
GAME RULE INFORMATION
Soulguns' have the following game statistics.
Abilities: Soulguns rely on Constitution for their meldshaping. While Charisma Also affects D.C. of your soulmelds. Dexterity provides power and damage to the ranged attacks most of your soulmelds provide.
Alignment: Any.
Hit Die: d6
Starting Age: As Fighter.
Starting Gold: As Ranger.
Class Skills
The Soulgun's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Fly/Freefall (Dex)*, Gather Information (Cha), Heal (Wis), Intimidate, (Cha), Jump (Dex), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis; each taken separately), Run (Con)*, Search (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).
*New skill as described here. (http://www.giantitp.com/forums/showthread.php?380426-Movement-Skills-Skills-that-involve-moving-around-3e-3-5-P-E-A-C-H)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Soulgun
Level
B.A.B.
Fort
Ref
Will
Special
Soulmelds
Essentia
Chakra Binds
1st
±0
±0
+2
±0
Soulgun, Ammunition Soulmelds
1 + 2
1
0
2nd
±1
±0
+3
±0
Ammunition Chakra (+1 essentia capacity)
1 + 3
2
0
3rd
+2
+1
+3
+1
Bonus Feat
2 + 3
3
0
4th
+3
+1
+4
+1
Favored Enemy
2 + 4
4
0
5th
+3
+1
+4
+1
Ammunition Chakra (+1 meldshaper level)
2 + 4
5
0
6th
+4
+2
+5
+2
Chakra Bind (crown, feet, hands)
3 + 5
6
1
7th
+5
+2
+5
+2
Bonus Feat
3 + 5
7
1
8th
+6/+1
+2
+6
+2
Reload 1/encounter (minor action),
Ammunition Chakra (+2 essentia capacity)
3 + 6
8
1
9th
+6/+1
+3
+6
+3
Adaptive Learning
4 + 6
9
1
10th
+7/+2
+3
+7
+3
Favored Terrain
4 + 7
10
1
11th
+8/+3
+3
+7
+3
Ammunition Chakra (Dual-Wield),
Bonus Feat
4 + 7
11
2
12th
+9/+4
+4
+8
+4
Reload 1/encounter (swift action),
Chakra Bind (arms, brow, shoulders)
5 + 8
12
2
13th
+9/+4
+4
+8
+4
5 + 8
13
2
14th
+10/+5
+4
+9
+4
Ammunition Chakra (+2 meldshaper level),
Reload 2/encounter (swift action)
5 + 9
14
2
15th
+11/+6/+1
+5
+9
+5
Bonus Feat
6 + 9
15
2
16th
+12/+7/+2
+5
+10
+5
Reload 2/encounter (swift action)
6 + 10
16
3
17th
+12/+7/+2
+5
+10
+5
Ammunition Chakra (+3 essentia capasity)
6 + 10
17
3
18th
+13/+8/+3
+6
+11
+6
Chakra Bind (throat, waist),
Adaptive Learning
7 + 11
18
3
19th
+14/+9/+4
+6
+11
+6
Bonus Feat
7 + 11
19
3
20th
+15/+10/+5
+6
+12
+6
Ammunition Chakra (+3 meldshaper level),
Reload 2/encounter (immediate action)
7 + 12
20
3
Epic Soulgun
Level
Special
Soulmelds
Essentia
Chakra Binds
21st
No Epic Incarnum Feats
8 + 12
21
4
22nd
8 + 13
22
4
23rd
Ammunition Chakra (Trigun),
Bonus Feat
8 + 13
23
4
24th
Reload 3/encounter (immediate action),
Chakra Bind (heart)
9 + 14
24
4
25th
9 + 14
25
4
26th
Ammunition Chakra (+4 essentia capacity)
9 + 15
26
5
27th
Bonus Feat, Adaptive Learning
10 + 15
27
5
28th
Reload 3/encounter (free action)
10 + 16
28
5
29th
Ammunition Chakra (+4 meldshaper level)
10 + 16
29
5
30th
Chakra Bind (soul)
11 + 17
30
5
Class Features
All of the following are class features of the Soulgun.
Weapon and Armor Proficiencies: A Soulgun is proficient with All Simple weapons, all ranged Martial Weapons and Firearms, and all high-tech simple or martial ranged weapons and all hightech firearms (simple, martial and exotic). They are proficient with light armor, but not shields.
Meldshaping: A Soulgun’s primary ability is shaping incarnum soulmelds, which are drawn from the Soulgun soulmeld list. You know and can shape any soulmeld from this list. Unlike the Colored or aligned forces of an incarnate’s or Soulborn's 'melds or the bestial spirits of a totemist's 'melds or the aberrant essence of the warpsoul’s 'melds, your soulmelds are special equipments, weapons, and ammunitions that channel Raw elemental and arcane energies (and the occasional gunpowder or radioactive lazerbeam). The Difficulty Class for a saving throw against an incarnate soulmeld is 10 + number of points of essentia invested in the soulmeld + your Charisma modifier. Your meldshaper level is equal to your total levels in any meldshaping class you have. A Soulgun can shape only a certain number of soulmelds per day. Your base daily allotment is the first number given in the Soulmeld column on Table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. As you advance in level, you can shape an increasing number of soulmelds of all kinds. At 1st level, you also gain access to your personal pool of essentia which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on Table above. Your character level determines the maximum quantity of essentia that you can invest in any single chakra soulmeld. As a swift action, you can reallocate your essentia investments of your soulmelds every round. A Soulgun does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape soulmelds for the day.
Soulgun: As a move action, a Soulgun may shape a powerful gun from pure Incarnum, their namesake 'soulgun'; any other soulmelds that grant you offensive options are merely sidearms. This gun is a one-handed ranged weapon that deals 1d8 Bludgeoning and Piercing damage with a 40' range increment without using ammunition; the Soulgun is automatically proficient with this weapon.
Your soulgun cannot be sundered or otherwise destroyed, except by effects that unshape soulmelds, though it is suppressed by anything that suppresses soulmelds. If your soulgun leaves your person for any reason, it unshapes. Any other creature attempting to wield your soulgun will cause it to unshape.
A soulgun does not accept normal ammunition; instead, a Soulgun who has their soulgun shaped gains a unique chakra: the Ammunition Chakra; Soulmelds that are shaped in the Ammunition Chakra alter the attack made using a soulgun in some way, usually by granting the Soulgun access to special ammunition, which they may then conjure and load into their gun as a move action which provokes an attack of opportunity. Ejecting used ammo is a free action.
Enchanted and other magic ammunition may be used with a soulgun as normal.
If you have an ammunition soulmeld bound to your soulgun's ammunition chakra, you do not expend ammunition when you fire your soulgun, but cannot eject the ammunition while the soulmeld is chakra bound.
Ammunition Soulmelds: Soulmelds with the ammunition descriptor are not associated with any location on the body, but rather after the soulmeld is shaped it must be loaded into your soulgun. They also do not produce an effect on their own like regular soulmelds, but must be used in conjunction with a Soulgun's soulgun to generate an effect; augmenting your soulgun's attacks. Shaping an ammunition soulmeld to a your soulgun or binding it to its ammunition chakra usually takes the form of you loading a clip of essentia capsules attuned to the energies of the soulmeld into a special chamber in your soulgun that utilizes the energies, though other visualizations exist (such as the mystic icon emblazoned on the side changes, or the soulgun itself changes to a new configuration). Since the ammunition chakra is that of your soulgun and not your physical body, ammunition soulmelds don’t match any body location. As such, chakra binding an ammunition soulmeld doesn't restrict your use of magic items that take up a body location, but do restrict magic items that function by being applied to weapon (such as magic ammunition), which may be used on your Soulgun as long as you don't have any ammunition soulmelds bound to its ammunition chakra. Other soulmelds can be bound to an ammunition chakra as mentioned in their respective descriptions, but have effects independant of their use with a soulgun. Ammunition soulmelds do not count towards your maximum number of soulmelds shaped/bound per day; instead, the maixmum number for ammunition soulmelds is the second number in the soulmelds column.
Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level. Beginning at 2nd level you can bind soulmelds to your weaponized chakra. Which does not count towards your total for the day. At 5th level, you can bind soulmelds to your crown, feet, or hands chakras. At 10th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 15th level, you can bind soulmelds to your throat or waist chakras. At 20th level, you can bind a soulmeld to your heart Chakra.
Ammunition Chakra: At 2nd level, any soulmeld bound to your soulgun's ammunition chakra has an essentia capacity increased by 1. For example, a 2nd-level Soulgun can invest up to 2 points of essentia in any soulmeld bound to his ammunition chakra. It is increases by 2 instead at 8th level, 3 at 17th, and 4 at 26 (meaning that a 26th-level Soulgun could invest up to 9 points of essentia in that soulmeld).
At 5th level, the effective meldshaper level of a soulmeld you have bound to your ammunition chakra is equal to your actual meldshaper level +1. This increases to +2 at 14th level, +3 at 20th, and +4 at 29th. The primary effect of this benefit is to make that soulmeld harder to unshape.
At 11th level, you gain the ability to shape a second soulgun. This second soulgun has its own ammunition chakra, and as such you can bind one to each ammunition chakra at the same time. You gain the special benefits of both chakra binds. As the two soulguns are themselves separate soulmelds, essentia is invested into each separately. Neither bind counts towards your daily allotment.
At 23rd level, you gain the ability to shape a third soulgun/veilgun. This second soulgun/veilgun has its own ammunition chakra/slot, and as such you can now bind three separate ammunition soulmelds/veils, one to each ammunition chakra/slot, at the same time; none of which count towards your daily limit. You gain the special benefits of all three chakra binds. As the three soulguns/veilguns are themselves separate soulmelds/veils, essentia/essence is invested into each separately.
The ammunition chakra is not associated with any location on the body, but rather your Soulgun itself. When you shape a soulmeld to your soulgun you change the type of effect your attacks with it have. Since the ammunition chakra doesn’t match a body location, shaping and binding soulmelds to your soulgun doesn’t restrict your use of magic items that take up a body location, though it does restrict your use of magic items that are applied to weapons. (This includes magical ammunition.)
Bonus Feats: At 3rd level and every four levels after, you gain a feat from the list below, or one feat you qualify for as bonus a feat.
Acrobat
Agile
Alertness
Blind-Fight
Combat IntuitionCA
Combat Reflexes
Danger SenseCA
Deadeye Shot
Dive for CoverCA
Dodge
Far Shot
Force of PersonalityCA
Great Fortitude
Gunstaff*
Hear the UnseenCA
Improved Initiative
Improved Precise Shot
Investigator
Iron Will
Lightning Reflexes
Manyshot
Mobility
Negotiator
Persuasive
Point Blank Shot
Precise Shot
Rapid Shot
Run
Shot on the Run
Stealthy
*New feat presented in this thread.
Reaload: Beginning at 8th level, you may reload ammunition as a minor action instead of a move action. This becomes a swift action at 12th, an immediate action at 20th, and a free action action at 28th. These actions still provoke attacks of opportunity.
Also at 8th level, once per encounter as part of the same action used to reload ammunition, you may either unshape any ammunition soulmeld you currently have shaped but not chakra bound and immediately shape a different ammunition soulmeld or unbind an ammunition soulmeld you have bound to your soulgun's ammunition chakra and bind an different, already-shaped, ammunition soulmeld to your soulgun's ammunition chakra. This increases to twice per encounter at 16th, and three times per encounter at 24th.
Favored Enemy and Favored Terrain: As the ranger class features. (see Players Handbook and Unearthed Arcana respectively.)
Adaptive Learning: At 9th level, and again and 18th, and 27th, you may choose any one soulmeld not normally found on the Soulgun's Soulemeld list and add it to your's. This does not give you access to special binds. [I](Such as totem, ideal, or specialist.)
No Epic Incarnum Feats: Soulguns cannot take Epic Incarnum feats. Instead they continue to progress in soulmeld, essentia, and chakra binds.Gunweaver
Using Dreamscarred Press's Akasha Mysteries. (http://www.d20pfsrd.com/magic/variant-magic-rules/akashic-magic)
GAME RULE INFORMATION
Soulguns' have the following game statistics.
Abilities: Soulguns rely on Constitution for their Veilweaving. While Charisma Also affects D.C. of your veils. Dexterity provides power and damage to the ranged attacks most of your veils provide.
Alignment: Any.
Hit Die: d6
Starting Age: As Gunslinger.
Starting Gold: As Gunslinger.
Class Skills
The Soulgun's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex)*, Heal (Wis), Intimidate, (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis; each taken separately), Run (Con)*, Sense Motive (Wis), Stealth (Dex), Spellcraft (Int).
*New or modified skill as described here. (http://www.giantitp.com/forums/showthread.php?380426-Movement-Skills-Skills-that-involve-moving-around-3e-3-5-P-E-A-C-H)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Soulgun
Level
B.A.B.
Fort
Ref
Will
Special
Veilweaves
Essence
1st
±0
±0
+2.5
±0
Veilgun, Ammunition veils
1 + 2
1
2nd
+1
±0
+3
±0
Ammunition Slot (+1 essence capacity)
1 + 3
2
3rd
+2
+1
+3
+1
Bonus Feat
2 + 3
3
4th
+3
+1
+4
+1
Favored Enemy (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-)
2 + 4
4
5th
+3
+1
+4
+1
Chakra Bind (hands, feet, head)
2 + 4
5
6th
+4
+2
+5
+2
Ammunition Slot (+1 meldshaper level)
3 + 5
6
7th
+5
+2
+5
+2
Bonus Feat
3 + 5
7
8th
+6/+1
+2
+6
+2
Reload 1/encounter (Minor action)
3 + 6
8
9th
+6/+1
+3
+6
+3
Adaptive Learning
4 + 6
9
10th
+7/+2
+3
+7
+3
Ammunition Slot (Dual-Wield),
Chakra Bind (Wrists, shoulders, headband)
4 + 7
10
11th
+8/+3
+3
+7
+3
Bonus Feat
4 + 7
11
12th
+9/+4
+4
+8
+4
Reload 2/encounter (swift action)
5 + 8
12
13th
+9/+4
+4
+8
+4
5 + 8
13
14th
+10/+5
+4
+9
+4
Ammunition Slot (+2 essence capacity)
5 + 9
14
15th
+11/+6/+1
+5
+9
+5
Bonus Feat, Chakra Bind (neck, belt)
6 + 9
15
16th
+12/+7/+2
+5
+10
+5
Reload 3/encounter (immediate action)
6 + 10
16
17th
+12/+7/+2
+5
+10
+5
Favored Terrain (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-)
6 + 10
17
18th
+13/+8/+3
+6
+11
+6
Adaptive Learning
7 + 11
18
19th
+14/+9/+4
+6
+11
+6
Ammunition Slot (+2 meldshaper level),
Bonus Feat
7 + 11
19
20th
+15/+10/+5
+6
+12
+6
Chakra Bind (chest),
Reload 4/encounter (free action)
7 + 12
20
Class Features
All of the following are class features of the Gunweaver.
Weapon and Armor Proficiencies: A Gunweaver is proficient with All Simple weapons, all ranged Martial Weapons and Firearms, and all high-tech simple or martial ranged weapons and all hightech firearms (simple, martial and exotic). They are proficient with light armor and high-tech light armor, but not shields.
Veilweaving: A Gunweaver's primary ability is shaping the magical essence known as akasha into powerful veils, which are drawn from the Gunweaver veil list. The gunweaver knows and can shape any veil from this list. The DC for a saving throw against a veil's abilities is 10 + the number of points of essence invested in the veil + his Charisma modifier. He can only shape a certain number of veils per day (see table above). Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena.
At 1st level he also gains access to a personal pool of essence, which can be invested into veils to increase their power. The amount of available essence is listed in the table above; the gunweaver's character level determines the maximum quantity of essence he can invest in any single veil or other receptacle. As a swift action, the gunweaver can reallocate his essence investments into his veils every round. A gunweaver must have a good night's rest or meditation to achieve a clear and focused state, and must meditate for one hour to shape his veils for the day. During this time he unshapes any previously formed veils and constructs the ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.
Veilgun: As a move action, a Gunweaver may shape a powerful gun from pure Akasha, their namesake 'veilgun'; any other veils that grant you offensive options are merely sidearms. This gun is a one-handed ranged weapon that deals 1d8 Bludgeoning and Piercing damage with a 40' range increment without using ammunition; the Gunweaver is automatically proficient with this weapon.
Your veilgun cannot be sundered or otherwise destroyed, except by effects that unshape veils, though it is suppressed by anything that suppresses veils. If your veilgun leaves your person for any reason, it unshapes. Any other creature attempting to wield your veilgun will cause it to unshape.
A veigun does not accept normal ammunition; instead, a Gunweaver who has their veilgun shaped gains a unique slot: the Ammunition slot; veils that are shaped in the Ammunition slot alter the attack made using a veilgun in some way, usually by granting the Gunweaver access to special ammunition, which they may then conjure and load into their veilgun as a move action which provokes an attack of opportunity. Ejecting used ammo is a free action.
Enchanted and other magical ammunition may be used with a veilgun as normal.
Ammunition Veils: Veils with the ammunition descriptor are not associated with any location on the body, but rather after the is veil shaped it must be loaded into your veilgun. They also do not produce an effect on their own like regular veils, but must be used in conjunction with a Gunweaver's veilgun to generate an effect; augmenting your veilgun's attacks. Shaping an ammunition veil to a your soulgun or binding it to its ammunition chakra usually takes the form of you loading a clip of essentia capsules attuned to the energies of the veil into a special chamber in your veilgun that utilizes the energies, though other visualizations exist (such as the mystic icon emblazoned on the side changes, or the veilgun itself changes to a new configuration). Since the ammunition slot is that of your veilgun and not your physical body, ammunition veils don’t match any body location. As such, chakra binding an ammunition veil doesn't restrict your use of magic items that take up a body location, but do restrict magic items that function by being applied to a weapon (such as magic ammunition), which may be used on your veilgun as long as you don't have any ammunition veils bound to its ammunition slot. Other veils can be bound to an ammunition slot as mentioned in their respective descriptions, but have effects independent of their use with a veilgun. Ammunition veils do not count towards your maximum number of veils shaped/bound per day; instead, the maixmum number for ammunition veils is the second number in the Veilweaves column.
Chakra Binds: At 2nd level, 5th level and every 5 levels thereafter, the Gunweaver unlocks chakra binds in the following order: ammunition, hands/feet/head, wrist/shoulders/headband, neck/belt, and chest. Once a Gunweaver has unlocked a chakra bind, he may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities.
Weapon Slot: At 2nd level, any veil bound to your veilgun's ammunition slot has its essence capacity by 1. For example, a level 2 Gunweaver can invest up to 2 points of essence in any veil bound to his weapon slot. The increases by instead at 14th level (meaning that a 14th-level Gunweaver could invest up to 5 points of essence in that veil).
At 6th level, the effective veilweaver level of a veil you have bound to your weapon slot is equal to your actual veilweaver level +1. This increases to +2 at 19th level The primary effect of this benefit is to make that veil harder to unshape.
At 10th level, you gain the ability to shape a second veilgun. This second veilgun has its own weapon slot, and as such you can bind two separate ammunition veils, one to each weapon slot, at the same time. You gain the special benefits of both chakra binds. As the two veilguns are themselves separate veils, essence is invested into each separately.
Bonus Feats: At 3rd level and every four levels after, you gain a feat you qualify for as bonus a feat.
Favored Enemy and Favored Terrain: As the ranger class features.
Reaload: Beginning at 8th level, you may reload ammunition as a minor action instead of a move action. This becomes a swift action at 12th, an immediate action at 16th, and a free action at 20th. These actions still provoke attacks of opportunity.
Also at 8th level, once per encounter as part of your action to reload ammo, you may either unshape any ammunition veil you currently have shaped but not chakra bound and immediately shape a different ammunition veil or unbind an ammunition veil you have bound to your veilgun's weapon slot and bind an different, already-shaped, ammunition veil to your veilgun's weapon slot. This increases to twice per encounter at 12th, three times per encounter at 16th, and four times per encounter at 20th.
Adaptive Learning: At 9th, and again and 18th level, you may add any one veil not normally found on the Gunweaver's veil list and add it to your's. This does not give you access to special binds. (Such as totem, ideal, or specialist.)Soulgun
Uses incarnum to fill her targets with lead.
Hit Points
Hit Dice: 1d6 per Spirit Sniper Level
Hit Points at 1st Level: 6 + Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution Modifier per Spirit Sniper level after first
Proficiencies
Armor: Light Armor
Weapons: Firearms, Soulmelds
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose any three.
Suggested Background: Soldier
Equipment Package: [PENDING]
Level
Proficiency
Bonus
Special
Essentia
Soulmelds
1
+2
Meldshaping, Ammunition Chakra
1
1
2
+2
Chakra Bind (Ammunition x1)
2
1
3
+2
Tactical Advantage
3
1
4
+2
Ability Score Increase
4
2
5
+3
Charkra Bind (Head, Feet)
5
2
6
+3
Reload (1)
6
2
7
+3
Tactical Advantage Feature
7
2
8
+3
Ability Score Increase
8
3
9
+4
Chakra Bind (Hands, Arms)
9
3
10
+4
Chakra Bind (Ammunition x2)
10
3
11
+4
Tactical Advantage Feature
11
3
12
+4
Reload (2), Ability Score Increase
12
4
13
+5
13
4
14
+5
Chakra Bind (Body)
14
4
15
+5
Tactical Advantage Feature
15
4
16
+5
Chakra Bind (Ammunition x3)
16
5
17
+6
17
5
18
+6
Reload (3)
18
5
19
+6
Tactical Advantage Feature
19
5
20
+6
Ability Score Increase
20
5
Meldshaping
Same as Open Chakra feature in this 5th edition Incarnum hombrew (http://www.giantitp.com/forums/showthread.php?362379-Radiance-of-Chakra-(5e-MoI)&highlight=5e+incarnum) and it's updated version (http://www.giantitp.com/forums/showthread.php?397973-Radiance-of-Chakra-for-5e-D-amp-D-%28v-2-0%29-%28Under-New-Management%29) except as noted below.
You know and can shape each soulmeld for your class. Each day, you may select which soulmelds to shape or keep shaped to the corresponding chakra. The number of soulmelds shaped to your chakras at the same time is given on the table above and you may only have one shaped to any one chakra. Once you've chosen, you cannot change your decision until you reshape your soulmelds the next day, or (if you are 6th level or higher) as noted in your Reload class feature.
When you shape your soulmelds for the day, you may also invest essentia into each up to your essentia capacity. These investments may be changed once per round on your turn as a free action.
The DC for your soulmelds are 8 + Prof + Dex Modifier
Your soulmeld attack bonus is 1d20 + Dex modifier + Prof Bonus.
Ammunition Chakra
In addition to your standard body slots, each of your firearms has it's own Ammunition Chakra to which you can shape and bind certain soulmelds. Firearms with soulmelds shaped to them do not expend their regular ammunition. Although you can have more than one ammunition soulmeld shaped (each to the Ammuntion chakra of a different firearm), you can only have one such 'meld bound to a chakra at any given time. You can bind an additional soulmeld to your firems' ammunition chakras at 10th and 16th level.
Chakra Binds
You can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra is similar enough to attuning a magic item that you cannot have both on the same chakra at the same time.
You can have on soulmeld bound to each chakra at any one time. At 2nd level, you can bind a soulmeld only to the ammunition chakra of one of your firearms. Beginning at 5th level, you can bind soulmelds to your head and feet chakras. At 9th level, you can bind soulmelds to your hands, and arms chakras. At 14th level, you can bind soulmelds to your body chakras.
Reload
1/short rest at 6th level, 2/short rest at 12th level, and 3/short rest at 18th level, you may unshape an ammunition soulmeld and immidieately shape a new one to that firearm's ammunition chakra; all essentia invested in the unshaped 'meld is now invested in the new one.
Tactical Advantage
Camper Archetype: This archetype allows for a Spirit Sniper to follow the path of the Camper and become more adept with attacks from a distance.
Level 3: Your attacks gains +2 competence bonus to attack and damage rolls if you didn't move during your last turn.
Level 7: You may make an additional attack each round instead of moving.
Level 11: Your additional attack gains +4 competence bonus to attack and damage rolls against targets of your previous attack this turn.
Level 15: Your do not blow your cover when you attack while hiding.
Level 19: Add Necrocarnum Venom to your class list of soulmelds.
Run-and-Gunner Archetype: This archetype allows for a Spirit Sniper to follow the path of the Run-and-Gunner and become more adept with attacks from point-blank.
Level 3: Your walking speed increases by you proficiency bonus x5ft.
Level 7: You can move up to your speed before or after you attack as part of the same action used to make said attack.
Level 11: Your attacks gains +4 competence bonus to attack and damage rolls if you've moved at least your full movement speed during your last turn.
Level 15: You do not take penalties to attack due to you or your target being in motion.
Level 19: Add Push to you class list of soulmelds.
Pot-Shot Archetype: This archetype allows for a Spirit Sniper to follow the path of the Pot-Shot and become more adept at a more chaotic fighting style.
Level 3: Creatures you hit with an attack take a -2 distraction penalty to attacks until your next turn.
Level 7: You add your Con modifier to the DC for your chakra abilities and your chakra ability attack bonus.
Level 11: You add your Cha modifier to the DC for your chakra abilities and your chakra ability attack bonus.
Level 15: You add your Con and Cha modifiers to your A.C.
Level 19: Add Light Burst to your class list of soulmelds.
Adventures: As a Soulgun, you adventure for Various reasons. White-aligned Soulguns venture to protect those they leave behind, and those they come across. Blue-aligned Soulguns adventure to sate their ravenous curiosity of the world at large. Black ones 'venture for profit and personal gain. Red, just because he or she feels like it. While Green-aligned goes out for many the same reasons as a druid or totemist.
Characteristics: Soullguns shape soulmelds into powerful ranged weaponry rather than get up close and personal like the more melee-focused incarnum classes. As such they are expert marksman. They usually carry themselves with an upbeat attitude that makes them very sociable.
Alignment: any.
Religion: Same as fighters.
Background: Similar to a fighter, rouge, or ranger, though incarnum has its influences.
Races: Humans, Halflings and Elves are just as likely to become Soulguns as they are Rangers. Starborn occasionally take up the mantle, especially those assigned as one of a worldship’s gunners or bodyguards on a diplomatic mission (where they also double as back-up diplomats). Dreamfolk, of cource, do well in any incarnum class; and Jra’Keen bred for the task will Excel as expected.
Other Classes: Since Soulguns get along swimmingly with other incarnates and soulborns for their martial application of incarnum as well as more “traditional” martial and sublime warriors, though, they do have their disagreement when it comes to getting directly involved in a situation. Lawful, white, or blue Soulguns recognize the totemist despite their more primal and savage approach to meldshaping, while Red or Green Snipers encourage such behavior, and those of black alignment couldn’t care less how the totemist channeled the azure energy.
Role: Soulguns usually do one of three things during combat: Stand in the back and score headshots, Take point and score headshot, or run around the battlefield taking pot-shots and generally being a nuisance. They also provide occasional healing.
GAME RULE INFORMATION
Soulguns' have the following game statistics.
Abilities: Soulguns rely on Constitution for their meldshaping. While Charisma Also affects D.C. of your soulmelds. Dexterity provides power and damage to the ranged attacks most of your soulmelds provide.
Alignment: Any.
Hit Die: d6
Starting Age: As Fighter.
Starting Gold: As Ranger.
Class Skills
The Soulgun's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Fly/Freefall (Dex)*, Gather Information (Cha), Heal (Wis), Intimidate, (Cha), Jump (Dex), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis; each taken separately), Run (Con)*, Search (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).
*New skill as described here. (http://www.giantitp.com/forums/showthread.php?380426-Movement-Skills-Skills-that-involve-moving-around-3e-3-5-P-E-A-C-H)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Soulgun
Level
B.A.B.
Fort
Ref
Will
Special
Soulmelds
Essentia
Chakra Binds
1st
±0
±0
+2
±0
Soulgun, Ammunition Soulmelds
1 + 2
1
0
2nd
±1
±0
+3
±0
Ammunition Chakra (+1 essentia capacity)
1 + 3
2
0
3rd
+2
+1
+3
+1
Bonus Feat
2 + 3
3
0
4th
+3
+1
+4
+1
Favored Enemy
2 + 4
4
0
5th
+3
+1
+4
+1
Ammunition Chakra (+1 meldshaper level)
2 + 4
5
0
6th
+4
+2
+5
+2
Chakra Bind (crown, feet, hands)
3 + 5
6
1
7th
+5
+2
+5
+2
Bonus Feat
3 + 5
7
1
8th
+6/+1
+2
+6
+2
Reload 1/encounter (minor action),
Ammunition Chakra (+2 essentia capacity)
3 + 6
8
1
9th
+6/+1
+3
+6
+3
Adaptive Learning
4 + 6
9
1
10th
+7/+2
+3
+7
+3
Favored Terrain
4 + 7
10
1
11th
+8/+3
+3
+7
+3
Ammunition Chakra (Dual-Wield),
Bonus Feat
4 + 7
11
2
12th
+9/+4
+4
+8
+4
Reload 1/encounter (swift action),
Chakra Bind (arms, brow, shoulders)
5 + 8
12
2
13th
+9/+4
+4
+8
+4
5 + 8
13
2
14th
+10/+5
+4
+9
+4
Ammunition Chakra (+2 meldshaper level),
Reload 2/encounter (swift action)
5 + 9
14
2
15th
+11/+6/+1
+5
+9
+5
Bonus Feat
6 + 9
15
2
16th
+12/+7/+2
+5
+10
+5
Reload 2/encounter (swift action)
6 + 10
16
3
17th
+12/+7/+2
+5
+10
+5
Ammunition Chakra (+3 essentia capasity)
6 + 10
17
3
18th
+13/+8/+3
+6
+11
+6
Chakra Bind (throat, waist),
Adaptive Learning
7 + 11
18
3
19th
+14/+9/+4
+6
+11
+6
Bonus Feat
7 + 11
19
3
20th
+15/+10/+5
+6
+12
+6
Ammunition Chakra (+3 meldshaper level),
Reload 2/encounter (immediate action)
7 + 12
20
3
Epic Soulgun
Level
Special
Soulmelds
Essentia
Chakra Binds
21st
No Epic Incarnum Feats
8 + 12
21
4
22nd
8 + 13
22
4
23rd
Ammunition Chakra (Trigun),
Bonus Feat
8 + 13
23
4
24th
Reload 3/encounter (immediate action),
Chakra Bind (heart)
9 + 14
24
4
25th
9 + 14
25
4
26th
Ammunition Chakra (+4 essentia capacity)
9 + 15
26
5
27th
Bonus Feat, Adaptive Learning
10 + 15
27
5
28th
Reload 3/encounter (free action)
10 + 16
28
5
29th
Ammunition Chakra (+4 meldshaper level)
10 + 16
29
5
30th
Chakra Bind (soul)
11 + 17
30
5
Class Features
All of the following are class features of the Soulgun.
Weapon and Armor Proficiencies: A Soulgun is proficient with All Simple weapons, all ranged Martial Weapons and Firearms, and all high-tech simple or martial ranged weapons and all hightech firearms (simple, martial and exotic). They are proficient with light armor, but not shields.
Meldshaping: A Soulgun’s primary ability is shaping incarnum soulmelds, which are drawn from the Soulgun soulmeld list. You know and can shape any soulmeld from this list. Unlike the Colored or aligned forces of an incarnate’s or Soulborn's 'melds or the bestial spirits of a totemist's 'melds or the aberrant essence of the warpsoul’s 'melds, your soulmelds are special equipments, weapons, and ammunitions that channel Raw elemental and arcane energies (and the occasional gunpowder or radioactive lazerbeam). The Difficulty Class for a saving throw against an incarnate soulmeld is 10 + number of points of essentia invested in the soulmeld + your Charisma modifier. Your meldshaper level is equal to your total levels in any meldshaping class you have. A Soulgun can shape only a certain number of soulmelds per day. Your base daily allotment is the first number given in the Soulmeld column on Table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. As you advance in level, you can shape an increasing number of soulmelds of all kinds. At 1st level, you also gain access to your personal pool of essentia which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on Table above. Your character level determines the maximum quantity of essentia that you can invest in any single chakra soulmeld. As a swift action, you can reallocate your essentia investments of your soulmelds every round. A Soulgun does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape soulmelds for the day.
Soulgun: As a move action, a Soulgun may shape a powerful gun from pure Incarnum, their namesake 'soulgun'; any other soulmelds that grant you offensive options are merely sidearms. This gun is a one-handed ranged weapon that deals 1d8 Bludgeoning and Piercing damage with a 40' range increment without using ammunition; the Soulgun is automatically proficient with this weapon.
Your soulgun cannot be sundered or otherwise destroyed, except by effects that unshape soulmelds, though it is suppressed by anything that suppresses soulmelds. If your soulgun leaves your person for any reason, it unshapes. Any other creature attempting to wield your soulgun will cause it to unshape.
A soulgun does not accept normal ammunition; instead, a Soulgun who has their soulgun shaped gains a unique chakra: the Ammunition Chakra; Soulmelds that are shaped in the Ammunition Chakra alter the attack made using a soulgun in some way, usually by granting the Soulgun access to special ammunition, which they may then conjure and load into their gun as a move action which provokes an attack of opportunity. Ejecting used ammo is a free action.
Enchanted and other magic ammunition may be used with a soulgun as normal.
If you have an ammunition soulmeld bound to your soulgun's ammunition chakra, you do not expend ammunition when you fire your soulgun, but cannot eject the ammunition while the soulmeld is chakra bound.
Ammunition Soulmelds: Soulmelds with the ammunition descriptor are not associated with any location on the body, but rather after the soulmeld is shaped it must be loaded into your soulgun. They also do not produce an effect on their own like regular soulmelds, but must be used in conjunction with a Soulgun's soulgun to generate an effect; augmenting your soulgun's attacks. Shaping an ammunition soulmeld to a your soulgun or binding it to its ammunition chakra usually takes the form of you loading a clip of essentia capsules attuned to the energies of the soulmeld into a special chamber in your soulgun that utilizes the energies, though other visualizations exist (such as the mystic icon emblazoned on the side changes, or the soulgun itself changes to a new configuration). Since the ammunition chakra is that of your soulgun and not your physical body, ammunition soulmelds don’t match any body location. As such, chakra binding an ammunition soulmeld doesn't restrict your use of magic items that take up a body location, but do restrict magic items that function by being applied to weapon (such as magic ammunition), which may be used on your Soulgun as long as you don't have any ammunition soulmelds bound to its ammunition chakra. Other soulmelds can be bound to an ammunition chakra as mentioned in their respective descriptions, but have effects independant of their use with a soulgun. Ammunition soulmelds do not count towards your maximum number of soulmelds shaped/bound per day; instead, the maixmum number for ammunition soulmelds is the second number in the soulmelds column.
Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level. Beginning at 2nd level you can bind soulmelds to your weaponized chakra. Which does not count towards your total for the day. At 5th level, you can bind soulmelds to your crown, feet, or hands chakras. At 10th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 15th level, you can bind soulmelds to your throat or waist chakras. At 20th level, you can bind a soulmeld to your heart Chakra.
Ammunition Chakra: At 2nd level, any soulmeld bound to your soulgun's ammunition chakra has an essentia capacity increased by 1. For example, a 2nd-level Soulgun can invest up to 2 points of essentia in any soulmeld bound to his ammunition chakra. It is increases by 2 instead at 8th level, 3 at 17th, and 4 at 26 (meaning that a 26th-level Soulgun could invest up to 9 points of essentia in that soulmeld).
At 5th level, the effective meldshaper level of a soulmeld you have bound to your ammunition chakra is equal to your actual meldshaper level +1. This increases to +2 at 14th level, +3 at 20th, and +4 at 29th. The primary effect of this benefit is to make that soulmeld harder to unshape.
At 11th level, you gain the ability to shape a second soulgun. This second soulgun has its own ammunition chakra, and as such you can bind one to each ammunition chakra at the same time. You gain the special benefits of both chakra binds. As the two soulguns are themselves separate soulmelds, essentia is invested into each separately. Neither bind counts towards your daily allotment.
At 23rd level, you gain the ability to shape a third soulgun/veilgun. This second soulgun/veilgun has its own ammunition chakra/slot, and as such you can now bind three separate ammunition soulmelds/veils, one to each ammunition chakra/slot, at the same time; none of which count towards your daily limit. You gain the special benefits of all three chakra binds. As the three soulguns/veilguns are themselves separate soulmelds/veils, essentia/essence is invested into each separately.
The ammunition chakra is not associated with any location on the body, but rather your Soulgun itself. When you shape a soulmeld to your soulgun you change the type of effect your attacks with it have. Since the ammunition chakra doesn’t match a body location, shaping and binding soulmelds to your soulgun doesn’t restrict your use of magic items that take up a body location, though it does restrict your use of magic items that are applied to weapons. (This includes magical ammunition.)
Bonus Feats: At 3rd level and every four levels after, you gain a feat from the list below, or one feat you qualify for as bonus a feat.
Acrobat
Agile
Alertness
Blind-Fight
Combat IntuitionCA
Combat Reflexes
Danger SenseCA
Deadeye Shot
Dive for CoverCA
Dodge
Far Shot
Force of PersonalityCA
Great Fortitude
Gunstaff*
Hear the UnseenCA
Improved Initiative
Improved Precise Shot
Investigator
Iron Will
Lightning Reflexes
Manyshot
Mobility
Negotiator
Persuasive
Point Blank Shot
Precise Shot
Rapid Shot
Run
Shot on the Run
Stealthy
*New feat presented in this thread.
Reaload: Beginning at 8th level, you may reload ammunition as a minor action instead of a move action. This becomes a swift action at 12th, an immediate action at 20th, and a free action action at 28th. These actions still provoke attacks of opportunity.
Also at 8th level, once per encounter as part of the same action used to reload ammunition, you may either unshape any ammunition soulmeld you currently have shaped but not chakra bound and immediately shape a different ammunition soulmeld or unbind an ammunition soulmeld you have bound to your soulgun's ammunition chakra and bind an different, already-shaped, ammunition soulmeld to your soulgun's ammunition chakra. This increases to twice per encounter at 16th, and three times per encounter at 24th.
Favored Enemy and Favored Terrain: As the ranger class features. (see Players Handbook and Unearthed Arcana respectively.)
Adaptive Learning: At 9th level, and again and 18th, and 27th, you may choose any one soulmeld not normally found on the Soulgun's Soulemeld list and add it to your's. This does not give you access to special binds. [I](Such as totem, ideal, or specialist.)
No Epic Incarnum Feats: Soulguns cannot take Epic Incarnum feats. Instead they continue to progress in soulmeld, essentia, and chakra binds.Gunweaver
Using Dreamscarred Press's Akasha Mysteries. (http://www.d20pfsrd.com/magic/variant-magic-rules/akashic-magic)
GAME RULE INFORMATION
Soulguns' have the following game statistics.
Abilities: Soulguns rely on Constitution for their Veilweaving. While Charisma Also affects D.C. of your veils. Dexterity provides power and damage to the ranged attacks most of your veils provide.
Alignment: Any.
Hit Die: d6
Starting Age: As Gunslinger.
Starting Gold: As Gunslinger.
Class Skills
The Soulgun's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex)*, Heal (Wis), Intimidate, (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis; each taken separately), Run (Con)*, Sense Motive (Wis), Stealth (Dex), Spellcraft (Int).
*New or modified skill as described here. (http://www.giantitp.com/forums/showthread.php?380426-Movement-Skills-Skills-that-involve-moving-around-3e-3-5-P-E-A-C-H)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Soulgun
Level
B.A.B.
Fort
Ref
Will
Special
Veilweaves
Essence
1st
±0
±0
+2.5
±0
Veilgun, Ammunition veils
1 + 2
1
2nd
+1
±0
+3
±0
Ammunition Slot (+1 essence capacity)
1 + 3
2
3rd
+2
+1
+3
+1
Bonus Feat
2 + 3
3
4th
+3
+1
+4
+1
Favored Enemy (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-)
2 + 4
4
5th
+3
+1
+4
+1
Chakra Bind (hands, feet, head)
2 + 4
5
6th
+4
+2
+5
+2
Ammunition Slot (+1 meldshaper level)
3 + 5
6
7th
+5
+2
+5
+2
Bonus Feat
3 + 5
7
8th
+6/+1
+2
+6
+2
Reload 1/encounter (Minor action)
3 + 6
8
9th
+6/+1
+3
+6
+3
Adaptive Learning
4 + 6
9
10th
+7/+2
+3
+7
+3
Ammunition Slot (Dual-Wield),
Chakra Bind (Wrists, shoulders, headband)
4 + 7
10
11th
+8/+3
+3
+7
+3
Bonus Feat
4 + 7
11
12th
+9/+4
+4
+8
+4
Reload 2/encounter (swift action)
5 + 8
12
13th
+9/+4
+4
+8
+4
5 + 8
13
14th
+10/+5
+4
+9
+4
Ammunition Slot (+2 essence capacity)
5 + 9
14
15th
+11/+6/+1
+5
+9
+5
Bonus Feat, Chakra Bind (neck, belt)
6 + 9
15
16th
+12/+7/+2
+5
+10
+5
Reload 3/encounter (immediate action)
6 + 10
16
17th
+12/+7/+2
+5
+10
+5
Favored Terrain (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-)
6 + 10
17
18th
+13/+8/+3
+6
+11
+6
Adaptive Learning
7 + 11
18
19th
+14/+9/+4
+6
+11
+6
Ammunition Slot (+2 meldshaper level),
Bonus Feat
7 + 11
19
20th
+15/+10/+5
+6
+12
+6
Chakra Bind (chest),
Reload 4/encounter (free action)
7 + 12
20
Class Features
All of the following are class features of the Gunweaver.
Weapon and Armor Proficiencies: A Gunweaver is proficient with All Simple weapons, all ranged Martial Weapons and Firearms, and all high-tech simple or martial ranged weapons and all hightech firearms (simple, martial and exotic). They are proficient with light armor and high-tech light armor, but not shields.
Veilweaving: A Gunweaver's primary ability is shaping the magical essence known as akasha into powerful veils, which are drawn from the Gunweaver veil list. The gunweaver knows and can shape any veil from this list. The DC for a saving throw against a veil's abilities is 10 + the number of points of essence invested in the veil + his Charisma modifier. He can only shape a certain number of veils per day (see table above). Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena.
At 1st level he also gains access to a personal pool of essence, which can be invested into veils to increase their power. The amount of available essence is listed in the table above; the gunweaver's character level determines the maximum quantity of essence he can invest in any single veil or other receptacle. As a swift action, the gunweaver can reallocate his essence investments into his veils every round. A gunweaver must have a good night's rest or meditation to achieve a clear and focused state, and must meditate for one hour to shape his veils for the day. During this time he unshapes any previously formed veils and constructs the ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.
Veilgun: As a move action, a Gunweaver may shape a powerful gun from pure Akasha, their namesake 'veilgun'; any other veils that grant you offensive options are merely sidearms. This gun is a one-handed ranged weapon that deals 1d8 Bludgeoning and Piercing damage with a 40' range increment without using ammunition; the Gunweaver is automatically proficient with this weapon.
Your veilgun cannot be sundered or otherwise destroyed, except by effects that unshape veils, though it is suppressed by anything that suppresses veils. If your veilgun leaves your person for any reason, it unshapes. Any other creature attempting to wield your veilgun will cause it to unshape.
A veigun does not accept normal ammunition; instead, a Gunweaver who has their veilgun shaped gains a unique slot: the Ammunition slot; veils that are shaped in the Ammunition slot alter the attack made using a veilgun in some way, usually by granting the Gunweaver access to special ammunition, which they may then conjure and load into their veilgun as a move action which provokes an attack of opportunity. Ejecting used ammo is a free action.
Enchanted and other magical ammunition may be used with a veilgun as normal.
Ammunition Veils: Veils with the ammunition descriptor are not associated with any location on the body, but rather after the is veil shaped it must be loaded into your veilgun. They also do not produce an effect on their own like regular veils, but must be used in conjunction with a Gunweaver's veilgun to generate an effect; augmenting your veilgun's attacks. Shaping an ammunition veil to a your soulgun or binding it to its ammunition chakra usually takes the form of you loading a clip of essentia capsules attuned to the energies of the veil into a special chamber in your veilgun that utilizes the energies, though other visualizations exist (such as the mystic icon emblazoned on the side changes, or the veilgun itself changes to a new configuration). Since the ammunition slot is that of your veilgun and not your physical body, ammunition veils don’t match any body location. As such, chakra binding an ammunition veil doesn't restrict your use of magic items that take up a body location, but do restrict magic items that function by being applied to a weapon (such as magic ammunition), which may be used on your veilgun as long as you don't have any ammunition veils bound to its ammunition slot. Other veils can be bound to an ammunition slot as mentioned in their respective descriptions, but have effects independent of their use with a veilgun. Ammunition veils do not count towards your maximum number of veils shaped/bound per day; instead, the maixmum number for ammunition veils is the second number in the Veilweaves column.
Chakra Binds: At 2nd level, 5th level and every 5 levels thereafter, the Gunweaver unlocks chakra binds in the following order: ammunition, hands/feet/head, wrist/shoulders/headband, neck/belt, and chest. Once a Gunweaver has unlocked a chakra bind, he may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities.
Weapon Slot: At 2nd level, any veil bound to your veilgun's ammunition slot has its essence capacity by 1. For example, a level 2 Gunweaver can invest up to 2 points of essence in any veil bound to his weapon slot. The increases by instead at 14th level (meaning that a 14th-level Gunweaver could invest up to 5 points of essence in that veil).
At 6th level, the effective veilweaver level of a veil you have bound to your weapon slot is equal to your actual veilweaver level +1. This increases to +2 at 19th level The primary effect of this benefit is to make that veil harder to unshape.
At 10th level, you gain the ability to shape a second veilgun. This second veilgun has its own weapon slot, and as such you can bind two separate ammunition veils, one to each weapon slot, at the same time. You gain the special benefits of both chakra binds. As the two veilguns are themselves separate veils, essence is invested into each separately.
Bonus Feats: At 3rd level and every four levels after, you gain a feat you qualify for as bonus a feat.
Favored Enemy and Favored Terrain: As the ranger class features.
Reaload: Beginning at 8th level, you may reload ammunition as a minor action instead of a move action. This becomes a swift action at 12th, an immediate action at 16th, and a free action at 20th. These actions still provoke attacks of opportunity.
Also at 8th level, once per encounter as part of your action to reload ammo, you may either unshape any ammunition veil you currently have shaped but not chakra bound and immediately shape a different ammunition veil or unbind an ammunition veil you have bound to your veilgun's weapon slot and bind an different, already-shaped, ammunition veil to your veilgun's weapon slot. This increases to twice per encounter at 12th, three times per encounter at 16th, and four times per encounter at 20th.
Adaptive Learning: At 9th, and again and 18th level, you may add any one veil not normally found on the Gunweaver's veil list and add it to your's. This does not give you access to special binds. (Such as totem, ideal, or specialist.)Soulgun
Uses incarnum to fill her targets with lead.
Hit Points
Hit Dice: 1d6 per Spirit Sniper Level
Hit Points at 1st Level: 6 + Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution Modifier per Spirit Sniper level after first
Proficiencies
Armor: Light Armor
Weapons: Firearms, Soulmelds
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose any three.
Suggested Background: Soldier
Equipment Package: [PENDING]
Level
Proficiency
Bonus
Special
Essentia
Soulmelds
1
+2
Meldshaping, Ammunition Chakra
1
1
2
+2
Chakra Bind (Ammunition x1)
2
1
3
+2
Tactical Advantage
3
1
4
+2
Ability Score Increase
4
2
5
+3
Charkra Bind (Head, Feet)
5
2
6
+3
Reload (1)
6
2
7
+3
Tactical Advantage Feature
7
2
8
+3
Ability Score Increase
8
3
9
+4
Chakra Bind (Hands, Arms)
9
3
10
+4
Chakra Bind (Ammunition x2)
10
3
11
+4
Tactical Advantage Feature
11
3
12
+4
Reload (2), Ability Score Increase
12
4
13
+5
13
4
14
+5
Chakra Bind (Body)
14
4
15
+5
Tactical Advantage Feature
15
4
16
+5
Chakra Bind (Ammunition x3)
16
5
17
+6
17
5
18
+6
Reload (3)
18
5
19
+6
Tactical Advantage Feature
19
5
20
+6
Ability Score Increase
20
5
Meldshaping
Same as Open Chakra feature in this 5th edition Incarnum hombrew (http://www.giantitp.com/forums/showthread.php?362379-Radiance-of-Chakra-(5e-MoI)&highlight=5e+incarnum) and it's updated version (http://www.giantitp.com/forums/showthread.php?397973-Radiance-of-Chakra-for-5e-D-amp-D-%28v-2-0%29-%28Under-New-Management%29) except as noted below.
You know and can shape each soulmeld for your class. Each day, you may select which soulmelds to shape or keep shaped to the corresponding chakra. The number of soulmelds shaped to your chakras at the same time is given on the table above and you may only have one shaped to any one chakra. Once you've chosen, you cannot change your decision until you reshape your soulmelds the next day, or (if you are 6th level or higher) as noted in your Reload class feature.
When you shape your soulmelds for the day, you may also invest essentia into each up to your essentia capacity. These investments may be changed once per round on your turn as a free action.
The DC for your soulmelds are 8 + Prof + Dex Modifier
Your soulmeld attack bonus is 1d20 + Dex modifier + Prof Bonus.
Ammunition Chakra
In addition to your standard body slots, each of your firearms has it's own Ammunition Chakra to which you can shape and bind certain soulmelds. Firearms with soulmelds shaped to them do not expend their regular ammunition. Although you can have more than one ammunition soulmeld shaped (each to the Ammuntion chakra of a different firearm), you can only have one such 'meld bound to a chakra at any given time. You can bind an additional soulmeld to your firems' ammunition chakras at 10th and 16th level.
Chakra Binds
You can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra is similar enough to attuning a magic item that you cannot have both on the same chakra at the same time.
You can have on soulmeld bound to each chakra at any one time. At 2nd level, you can bind a soulmeld only to the ammunition chakra of one of your firearms. Beginning at 5th level, you can bind soulmelds to your head and feet chakras. At 9th level, you can bind soulmelds to your hands, and arms chakras. At 14th level, you can bind soulmelds to your body chakras.
Reload
1/short rest at 6th level, 2/short rest at 12th level, and 3/short rest at 18th level, you may unshape an ammunition soulmeld and immidieately shape a new one to that firearm's ammunition chakra; all essentia invested in the unshaped 'meld is now invested in the new one.
Tactical Advantage
Camper Archetype: This archetype allows for a Spirit Sniper to follow the path of the Camper and become more adept with attacks from a distance.
Level 3: Your attacks gains +2 competence bonus to attack and damage rolls if you didn't move during your last turn.
Level 7: You may make an additional attack each round instead of moving.
Level 11: Your additional attack gains +4 competence bonus to attack and damage rolls against targets of your previous attack this turn.
Level 15: Your do not blow your cover when you attack while hiding.
Level 19: Add Necrocarnum Venom to your class list of soulmelds.
Run-and-Gunner Archetype: This archetype allows for a Spirit Sniper to follow the path of the Run-and-Gunner and become more adept with attacks from point-blank.
Level 3: Your walking speed increases by you proficiency bonus x5ft.
Level 7: You can move up to your speed before or after you attack as part of the same action used to make said attack.
Level 11: Your attacks gains +4 competence bonus to attack and damage rolls if you've moved at least your full movement speed during your last turn.
Level 15: You do not take penalties to attack due to you or your target being in motion.
Level 19: Add Push to you class list of soulmelds.
Pot-Shot Archetype: This archetype allows for a Spirit Sniper to follow the path of the Pot-Shot and become more adept at a more chaotic fighting style.
Level 3: Creatures you hit with an attack take a -2 distraction penalty to attacks until your next turn.
Level 7: You add your Con modifier to the DC for your chakra abilities and your chakra ability attack bonus.
Level 11: You add your Cha modifier to the DC for your chakra abilities and your chakra ability attack bonus.
Level 15: You add your Con and Cha modifiers to your A.C.
Level 19: Add Light Burst to your class list of soulmelds.