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View Full Version : D&D 3.x Class Soulgun, for All Your Incarnum Gunslinging Needs. [P.E.A.C.H.]



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.

Reality Glitch
2014-11-16, 11:08 PM
Soulmelds/Veils listed here have descriptor for both the traditional alignment system used in D&D/Pathfinder and the M:tG color wheel variant.

Soulgun Soulmelds/Gunweaver Veils

Chakra/slot
Soulmeld/veil
Basic Effect1


Ammunition
Bow of Silver Flames (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)3
You create a good-aligned longbow with unlimited arrows



Draco-Bolt2
Magic weapon to overcome damage reduction



Dissolving Fluid2
1d6 acid damage with ranged touch attack



Flame Canister2
1d6 fire damage with ranged touch attack



Force-Energy Magazine2
1d6 force damage with ranged touch attack



Ice Shards2
1d6 cold damage with ranged touch attack



Mindrack Bullets2
1d6 psychic damage with ranged touch attack



Necrocarnum Charges2
1d6 necrotic damage with ranged touch attack



Photonic Powercell2
1d6 radiant damage with ranged touch attack



Shocker Cartrage2
1d6 electricity damage with ranged touch attack



Sonic BOOM!2
1d6 sonic damage with ranged touch attack



Spellshard Talisman (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)3
Cast Detect Magic, Read Magic, and Prestidigitation at will.



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track



Uranium Slugs2
1d6 Radiaition damage with ranged touch attack


Crown/head
A Stack of Hats2
Shape Multiple crown Soulmelds



Communication Link2
10ft. Telepathy



Dream Sigil (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)3
Power Point pool.



Elder Spirit
+4 to Knowledge (Arcane), Knowledge (Religion), and Use Magic Devise checks and can make such check untrained



Hunter's Circlet
+2 bonus on Heal and Survival checks



Frightful Helm2
You gain Frightful Presence



Prophet’s Gaze (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)
+1 reflex and initiative



Soulspeacker Circlet
Understand a spoken language



Spellshard Talisman (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)3
Cast Detect Magic, Read Magic, and Prestidigitation at will.



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track


Feet
Acrobat Boots
+2 bonus on Balance, Escape Artist, Jump, and Tumble checks



Landshark Boots
+4 bonus on Jump checks



Rocket Jump
Shoot the ground to send yourself flying.



Sneakers2
+4 bonus on Hide and Move Silently checks



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track



Technicolor Socks2
Prismatic effect


Hands
Bow of Silver Flames (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)3
You create a good-aligned longbow with unlimited arrows



Communication Link2
10ft. Telepathy



Claws of the Wyrm
Claws as a natural attack mode



Lucky Dice
+1 luck bonus to chosen type of roll, +1 luck bonus to each type of roll instead 7 is rolled on 2d6.



Sighting Gloves
+1 bonus on ranged damage rolls



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track


Arms/Wrists
Accuracy Wristbands2
+1 to ranged attack rolls



Bluesteel Bracers
+2 bonus on initiative checks



Bow of Silver Flames (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)3
You create a good-aligned longbow with unlimited arrows



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track


Brow/headband
Communication Link2
10ft. Telepathy



Dragonfire Mask
Low-Light Vision



Dream Sigil (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)3
Power Point Pool



Prophet’s Gaze (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)
+1 reflex and initiative



Truthseeker Goggles
+2 bonus on Gather Information, Search, and Sense Motive checks



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track



Silvertongue Mask
+2 bonus on Bluff and Diplomacy checks


Shoulders
Augmentation Pack2
You can spend power points on psionic powers and psi-like abilities manifested by others



Dragon Mantle
+2 to Fortitude Saves



Steady Aim Straps2
Increase range increment by 10ft.



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track



Wind Cloak
Damage reduction 2/magic against ranged attacks


Throat/Neck
Apparition Ribbon
Reroll miss chance against incorporeal foes



Dragonfire Mask
Low-Light vision



Planar Ward
Protection from mental control



Silvertongue Mask
+2 bonus on Bluff and Diplomacy checks



Spellshard Talisman (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds)3
Cast Detect Magic, Read Magic, and Prestidigitation at will.



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track


Waist/Belt
Steady Aim Straps2
Increase range increment by 10ft.



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track



Vitality Belt
+4 bonus on Constitution checks and Constitution-based skill checks



Omni-Directional Movement Gear2
Propel one's self towards surfaces


Heart/Chest
Blink Shirt
Teleport 10 feet



Elder Spirit
+2 to Fortitude saves



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track



Communication Link2
10ft. Telepathy



Spellward Shirt
Spell resistance 5



Enchanter's Midriff2
Cast Charm Person 1/day


Soul/Body
Dragon Mantle
+2 fortitude saves



Fellmist Robe
Concealment from nonadjacent attackers



Steady Aim Straps2
Increase range increment by 10ft.



Targeting Gear2
+2 bonus on Spot checks, Search, and Listen checks, and survival checks made to track


1 See full soulmeld descriptions for effects of essentia investment and chakra binds.
2 New soulmeld presented Below.
3 Preexisting soulmeld that is errata'd below.

New Soulmeds

A Stack of Hats
School: Enchantment
Ideal: Fivefold
Descriptors: Hats
Classes: Aberrationists, Extractor, Incarnate/Vizier, Noumenon Drake, Soulborn, Soul Blade, Soulgun/Gunweaver, Warpsoul
Chakra: Crown/Head (Ideal)
Saving Throw: None

No one worth their salt would be caught without a hat! In some societies hats are even a form of currency. You use your meldshaping/veilweaving ability to mimic the hat wearing elite.

You gain a + 4 bonus to Diplomacy and Bluff checks.

Essentia/Essence: Each essentia/essence invested in A Stack of Hats increases the bonus to Diplomacy and Bluff checks by +2.

Chakra Bind (Crown/Head)

You gain a bonus to your Charisma score equal to twice the essentia/essence invested in A Stack of Hats.

Chakra Bind (Ideal)

You gain a +4 bonus to Intimidate checks. This bonus increases by +2 for each essentia/essence invested in A Stack of Hats

Accuracy Wristbands
School: Transmutation
Descriptors: None
Classes: Aberrationist, Incarnate/Vizier, Soulborn, Soul Blade, Soulgun/Gunweaver, Warpsoul
Chakra: Arms
Saving Throw: None

Purple incarnum/akasha energy briefly forms a ring around each of your wrists. The energy steadies your hands so that when you launch an arrow or throw a weapon, it flies true, leaving blue-red sparks in its wake.

You gain a +1 insight bonus on attack rolls made with ranged weapons.

Essentia/Essence: Every point of essentia/essence invested in Accuracy Wristbands increases the insight bonus by +1.

Chakra Bind (Arms/Wristband)

While you have Accuracy Wristbands bound to your arms chakra/wristband slot you increase increments of projectile weapons, such as a bows, by one-half (multiply by 1-1/2) and doubled range increment the of thrown weapons, as if you had the Far Shot feat.

Augmentation Pack
School: Evocation, Transmutation
Descriptors: Psionic
Classes: Soulgun/Gunweaver
Chakra: Shoulders, Ammunition
Saving Throw: None

Whenever another psionic manifester within 30ft. of you manifests a psionic power or psi-like ability, you and any number of other creatures with power point pools within 30ft. of you may spend power points on that power or ability as its opportunity action for that round. Any power points spent in this way are treated as if the manifester spent them except the source of the power points still decides how they are spent in regards to how the points are spent on the power or ability.

Essentia/Essence: Each essentia/essence invested into Augmentation Pack increases the range within which you must be to the manifester and other volunteers must be to you by 20ft.

Chakra Bind (Shoulders)

Psionic manifesters within a number of feet equal to 30 + 20/essentia/essence invested into Augmentation Pack can attempt to manifest psionic powers even if they do not have enough power points to pay the manifesting cost. You and any number of other creatures with power point pools within 30ft. of you may spend power points on that power or ability as its opportunity action for that round. Th power or ability is successfully manifested if the total number of power points spent in this way meets the manifesting cost.

In addition, others within a number of feet equal to 30 + 20/essentia invested into Augmentation Pack of you with power points may take their opportunity action for the round to spend power point to augemnt the psionic powers and psi-like abilities of those within a number of feet equal to 30 + 20/essentia invested into Augmentation Pack of you as if they had this soulmeld shaped and and were within range.

Chakra Bind (Ammunition)

You may spend power points to augment your Soulgun'/Veilgun's ranged touch attack. Each power point spent increases the damage by 1d6.

Bow of the Silver Flame
This is identical to its listing in its original thread (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds) with the following exceptions.

School: Conjuration
Descriptors: Fire, Good, Red, White
Classes: Incarnate/Vizier, Soulborn, Soulgun/Gunweaver
Chankra: Hands, Arms, Ammunition

Chakra Bind (Ammunition)
Your soulgun/veilgun and the Bow of Silver Flame are now one in the same using the Longbows statistics and your soulgun's/veilgun's essentia/essence capacity. Your Soulgun/Veilgun/Bow of Silver Flame now deals fire damage. Any essentia/essence invested into either is invested in both and essentia/essence may be reallocated into and out of it as normal for soulmelds/veil. Each invested essentia/essence increases the fire damage dealt by 2.

Communication Link
School: Divination
Ideal: T'ien Lung
Descriptors: Psionic
Classes: Aberrationist, Extractor, Incarnate/Vizier, Noumenon Drake, Soulborn, Soul Blade, Soulgun/Gunweaver, Totemist, Warpsoul
Chakra: Crown/Head, Hands, Brow/Headband, Heart/Chest (Ideal, Totem)
Saving Throw: Yes

You can communicate telepathically with any living mind within 10ft. of you. You can only communicate otherwise spoken word in this way. Unless the others involved have reason to believe otherwise, they do not automatically know the conversation is telepathic.

Essentia/Essence: Each essentia/essence invested into Communication Link increases the range of this limited telepathy by 10ft.

Chakra Bind (Crown/Head)

While Communication Link is bound to your crown chakra/head slot, the range of the telepathy doubles.

Chakra Bind (Hands)

While Communication Link is bound to your hands chakra, you gain Read Thoughts as a psi-like ability, using Communication Link's saving trow as it's own.

Each essentia/essence invested in this chakra bind gives one of the following benefits (you may not take the same benefit twice):


Widened Area: The area of the ability increases to a 120 ft. cone.
Free Reading: You no longer need to concentrate to use the power.
Mental Resistance: You are not stunned when you try to read the thoughts of a creature that is too intelligent (see Read Thoughts power), but you cannot read the thoughts of such creatures.
Pierce Barriers: The ability can penetrate barriers twice as thick as the power usually allows.


Chakra Bind (Brow/Headband)

While Communication Link is bound to your brow chakra/headband slot, you can communicate any thought through the telepathy. This allows you to telepathically communicate with creatures that do not share a language with you, including animals and other non-sentient creatures, though they won't be able to understand more complex or abstract thoughts they won't already.

Chakra Bind (Heart/Chest)

While Communication Link is bound to your heart chakra/chest slot, you and any one you are in telepathic contact with can perceive through your senses or those of anyone else you are in telepathic contact with and even use scrying devises as if they were standing at your location or the location of anyone else you are in telepathic contact with.

Chakra Bind (Ideal)

While Communication Link is bound to your ideal chakra, you gain a +2 competence bonus to diplomacy checks made through your telepathy for each essentia/essence invested in Communication Link. Participants in your telepathic conversations through your communication link must also make a will save to notice that the conversation is telepathic, even if they have reasonable doubt as to its true nature.

Chakra Bind (Totem)

While Communication Link is bound to your totem chakra, you can communicate telepathically with animals and other non-sentient creatures. As long as they are in telepathic contact with you they can understand more complex or abstract thoughts just as you can.

Draco-Bolt
School: Conjuration
Descriptors: Draconic, Red, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: None

Your soulgun/veilgun is treated as a magic weapon for the purpose of overcoming damage reduction.

Essentia/Essence: A target hit by your soulgun has its damage reductions each reduced by the amount of essentia/essence invested into Draco-Bolt (minimum 0). The D.R. returns at a rate of 1/round.

Chakra Bind (Ammunition)

Dream Sigil
This is identical to its listing in its original thread (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds) with the following exceptions.

School: Divination
Descriptors: Draconic, Dreams, Blue
Classes: Incarnate/Vizier, Soulgun/Gunweaver

Enchanter's Midriff
School: Enchantment
Descriptors: None
Classes: Extractor, Soulgun/Gunweaver
Chakra: Heart/Chest
Saving Throw: Yes

You can use the warlock's Charm invocation.

Essentia/Essence: You may have an additional target charmed per essentia/essence invested in Enchanter's Midriff.

Chakra Bind (Heart/Chest)

Your Charm invocation is a supernatural ability rather than spell-like and it is no longer language dependent.

Flame Canister
School: Evocation
Descriptors: Fire, Choas, Red, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: None

Your soulgun/veilgun deals fire damage.

Essentia/Essence: Each creature adjacent to the targets hit by your soulgunveilgun each take an amount of fire damage equal to the essentia/essence invested in Flame Canister.

Chakra Bind (Ammunition)

Frightful Helm
School: Illusion
Descriptors: Fear, Black
Classes: Aberrationist, Incarnate, Soulgun/Gunweaver, Warpsoul
Chakra: Crown/Head
Saving Throw: Yes

You have frightful presence ability.

Chakra Bind (Crown/Head)

Force-Energy Magazine
School: Evocation
Descriptors: Force, Earth, Red, Green, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: None

Your soulgun/veilgun deals force damage.

Essentia/Essence: Targets hit by your soulgun/veil are knocked prone and psuhed a number of squares equal to the amount of essentia/essence invested in Force-Energy Magazine.

Chakra Bind (Ammunition)

Ice Shards
School: Evocation
Descriptors: Cold, Law, Blue, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: None

Your soulgun/veilgun deals cold damage.

Essentia/Essence: Targets hit by your soulgun/veilgun are slowed for a number of rounds equal to 1 + the amount of essentia/essence invested in Ice Shards.

Chakra Bind (Ammunition)

Mindrack Bullets
School: Evocation
Descriptors: Psionic, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: Yes

Your soulgun/veilgun deals Intelligence damage.

Essentia/Essence: Targets hit by your soulgun/veilgun must succeed a will save or you know the thoughts as if by concentrating for a number of rounds equal to the essenita/essence invested in Mindrack Bullets with the Read Thoughts Psionic Power.

Chakra Bind (Ammunition)

Necrocarnum Charges
School: Necromancy
Descriptors: Necrotic, Necrocarnum, Evil, Black, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: None

Your soulgun/veilgun deals negative energy damage.

Essentia/Essence: Any target killed by use of your soulgun/veilgun rises as a zombie under your control for a number round afterwards equal to the essentia/essence invested into Necrocarnum Charges. It use the statistics it had in life.

Chakra Bind (Ammunition)

Omni-Directional Movement Gear
Descriptors: Teleportation
Classes: Soulgun/Gunweaver, Slayer
Chakra: Waist/Belt
Saving Throw: None

A shimmering steel-blue harness appears around your torso and legs, with a pair of pitons peaking out at the side of your legs.

As a swift action, you can shoot out a piton which trails a phantasmal cable behind it, which embeds in any surface with a Hardness of 10 or less. Treat this as throwing a weapon with a 5' range increment, making an attack against a surface's AC of 10'; the range increment of this "thrown weapon" cannot be increased through any means other than this Soulmeld/Veil. You may only have 2 cables extended at once, and cannot move more than 25' away from the square containing the piton without it pulling free and retracting; you may have a piton come free and retract as a free action during your turn.

As a move action you can retract an extended cable without pulling it free; doing so pulls you in a straight to the square where that piton is embedded if it is within 200'. Otherwise, you move 200' a round until you reach that square. You gain a +4 bonus to your AC against any Attacks of Opportunity you provoke while you are being pulled.

Essentia/Essence: Each point of Essentia or Essence invested in this Soulmeld/Veil increases the range increment of your pitons by 5' and increases the distance you can move away from a piton before pulling it free by 25'.

Chakra Bind (Waist/Belt)

Your harness develops a filmy mesh around your waist, which is filled with weights. You feel like your balance while swinging around is greatly improved.

As long as this Soulmeld/Veil is bound to your Waist/Belt, anyone who you provoke an attack of opportunity from due to being pulled by a phantasmal cable also provokes an attack of opportunity from you.

Photonic Powercell
School: Evocation
Descriptors: Radiant, Good, White, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: None

Your soulgun/veilgun deals positive energy damage.

Essentia/Essence: Targets hit by your use of Soulgun/veilgun are blinded for a number of rounds equal to 1 + the amount of essentia/essence invested in Photonic Powercell.

Chakra Bind (Ammunition)

Prophet's Gaze
This is identical to its listing in its original thread (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds) with the following exceptions.

School: Divination
Ideal: Ruby
Descriptors: Draconic
Classes: Incarnate/Vizier, Noumenon Drake, Soulborn, Soulgun/Gunweaver
Chakras: Crown, Brow (Ideal)

Chakra Bind (Ideal)

Your insight bonus to reflex saves and initiative increases by the amount of essentia/essence invested in Prophet's Gaze.

Rocket Jump
School: Evocation
Descriptors: Rockets
Classes: Incarnate/Vizier, Soulgun/Gunweaver
Chakras: Feet, Ammunition

+4 enhancement bonus to Jump checks/Acrobatics checks made to jump, which are now Dexterity-based instead of Strength-based. You are always considered to have a running start when you jump. Your Jump height and jump length are not restricted by your speed.

Essentia/Essence: For each Essentia/essence invested in Rocket Jump, the enhancement bonus to Acrobatics/Jump checks increases by +2.

Chakra Bind (Feet)

When you make a Jump check, each creature adjacent to your starting space takes 1d6 damage and may not make attacks of opportunity until your next turn.

Chakra Bind (Ammunition)

You may target the ground beneath your feet with your soulgun/veilgun. The attack automatically hits and you move 1d10 x10ft. into the air at any angle you choose and do not take damage from this fall.

Shocker Cartridge
School: Evocation
Descriptors: Electricity, Chaos, Red, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: Yes

Your soulgun/veilgun deals electricity damage.

Essentia/Essence: Targets hit by your soulgun/veilgun must succeed a fortitude check each round for the next number of round equal to 1 + the amount of essentia/essence invested in Ice Shards or be paralyzed that round.

Chakra Bind (Ammunition)

Sneakers
School: Illusion
Descriptors: Shoes
Classes: Arcantor, Soulgun/Gunweaver
Chakra: Feet (Specialist)
Saving Throw: None

With Sneakers shaped, you gain a +4 competence bonus on Hide and Move Silently checks/Stealth checks.

Essentia/Essence: For every point of essentia/essence you invest in your Sneakers, your competence bonus on Hide and Move Silently checks/Stealth checks increases by 2.

Chakra Bind (Feet)

Your movements no longer makes any sound. You still vocalize normally though.

Chakra Bind (Specialist)

You don't need to be obscured to make a Hide check/Stealth check to hide and have they ability to hide in plain sight.

Sonic BOOM!
School: Evocation
Descriptors: Sound, Air, Blue, Red, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: None

Your soulgun/veilgun deals sonic damage.

Essentia/Essence: Each creature other than yourself within a number of feet of you equal to the essentia/essence invested in Sonic BOOM! x20 takes a penalty to listen checks equal to the invested amount of essentia essence.

Chakra Bind (Ammunition)

Targets hit by your soulgun/veilgun are deafened for one minute.

Spellshard Talisman
This is identical to its listing in its original thread (http://www.giantitp.com/forums/showthread.php?86886-Incarnum-amp-Eberron-Soulmelds) with the following exceptions.

School: Divination
Descriptors: Draconic, Ammunition
Classes: Incarnate/Vizier, Soulborn, Soulgun/Gunweaver
Chankra: Crown/Head, Throat/Neck, Ammunition

Chakra Bind (Ammunition)
When you bind Spellshard Talisman to your soulgun's weaponized chakra/veilgun's weapon slot, choose a least eldritch essence invocation. When you attack with your soulgun/veilgun, you may activate the chosen invocation.

Steady-Aim Straps
School: Transmutation
Descriptors: None
Classes: Aberrationist, Soulborn, Soulgun/Gunweaver, Warpsoul
Chakra: Shoulders, Waist/Belt, Soul/Body
Saving Throw: None

Range increments for ranged weapons you use increases by 10ft.

Essentia/Essence: For every point of essentia/essence you invest in your Steady-Aim Straps, range increments for ranged weapons you use increases by 10ft.

Chakra Bind (Shoulders)

Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. These effects are as if you had the Improved Precise Shot feat.

Chakra Bind (Waist/Belt)

When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed, as if you had the Shot on the Run feat.

Chakra Bind (Soul/Body)

You gain the benefits of both the shoulders and waist/belt chakra binds.

Targeting Gear
School: Divination
Descriptors: None
Classes: Aberrationist, Arcantor, Extractor, Incarnate/Vizier, Noumenon Drake, Soulborn, Soulgun/Gunweaver, Totemist, Warpsoul
Chakra: Crown/Head, Feet, Hands, Arms/Wristband, Brow/Headband, Shoulders, Throat/Neck, Waist/Belt, Heart/Chest, Soul/Body, Ammunition, (Ideal, Specialist, Totem)
Saving Throw: None

With Targeting Gear shaped, you gain a +2 competence bonus on Spot, Search, and Listen checks/Perception checks, and survival checks made to track.

Essentia/Essence: For every point of essentia/Essence you invest in your Targeting Gear, the competence bonus to Spot checks, Search, and Listen checks/Perception checks, and survival checks made to track increases by +2.

Chakra Bind (Crown/Head)

Your gain low-light vision and darkvision out to a distance equal to the invested essentia/essence x30ft.

Chakra Bind (Feet)

You have tremorsense out to a distance equal to the amount of invested essentia/essence x15ft.

Chakra Bind (Hands)

You gain an insight bonus on attack and damage rolls made with thrown weapons equal to twice the essentia/essence invested in Targeting Gear.

Chakra Bind (Arms/Wristband)

You gain an insight bonus on attack and damage rolls made with projectile weapons equal to the essentia/essence invested in Targeting Gear.

Chakra Bind (Brow/Headband)

You gain Blindsight out to a number of feet equal to the amount of invested essentia x10ft. and Blindsense that extands twice as far.

Chakra Bind (Shoulders)

Range increments for projectile weapons you use are multiplied by the amount essentia/essence invested in Targeting Gear.

Chakra Bind (Throat/Neck)

You gain telepathy out to a distance equal to the invested essentia x5ft. and have Mindsight as a bonus feat

Chakra Bind (Waist/Belt)

You do not suffer any penalties to Spot, Search, and Listen checks/Perception checks, survival checks made to track, or attack and damage rolls due to how fast you are moving.

Chakra Bind (Heart/Chest)

Your ranged attacks do not provoke attacks of opportunity.

Chakra Bind (Soul/Body)

Choose any two of Targeting Gear's other chakra binds when you bind it to your soul chakra/body slot. You gain the benefits of both those binds.

Chakra Bind (Ammunition)

You ignore all miss chances to your attacks made with your soulgun/veilgun.

Chakra Bind (Ideal)

Your idealist level is treated as being 1 higher.

Chakra Bind (Specialist)

<Insert Targeting Effect Here>

Chakra Bind (Totem)

You have the Scent ability.

Technocolor Socks
School: Conjuration
Descriptors: None
Classes: Arcantor, Soulgun/Gunweaver
Chakra: Feet (Specialist)
Saving Throw: Yes

<Insert Prismatic Effects Here.>

Chakra Bind (Feet)

Uranium Slugs
School: Evocation
Descriptors: Radiation, Ammunition
Classes: Soulgun/Gunweaver
Chakra: Ammunition
Saving Throw: Yes

Your soulgun/veilgun deals 1d6 points of radiation damage.

Essentia/Essence: Targets hit by your soulgun/veilgun Take 1 point of Constitution damage per essentia/essence invested in Uranium Slugs.

Chakra Bind (Ammunition)

Accuracy Wristbands
Chakra: Arms
Shaped: Your Aim is steadier. You add your proficiency bonus to the range increment of all ranged attack you make.
1 Essentia: Add your Dexterity modifier to damage rolls made with thrown weapons.
2 Essentia: 1/short or long rest you may reroll a damage roll for a ranged attack you make with a thrown weapon.
3 Essentia: Add the highest of your Intelligence, Wisdom, or Charisma modifiers to damage rolls made with thrown weapons.
4 Essentia: You and may add double your proficiency bonus to all ranged damage rolls.
Chakra Bind: add twice your proficency bonus to the range increment of all ranged attacks you make instead.

Acid Shot
Chakra: Ammunition
Shaped: The Firearm this is shaped to deal acid damage instead of any other type.
1 Essentia: 1 round after initial damage from an attack with this weapon the target takes 1 acid damage per invested essentia.
2 Essentia: The A.C. penalty andd reoccuring damage lasts for a number of rounds equal to the invested essentia.
3 Essentia: The target can't take bounus action on it's next turn.
4 Essentia: The target takes a -1 penalty to A.C. on it's next turn for each invested essentia.
Chakra Bind: You have advantage on attack and damage rolls with this weapon.

Blink Shirt
Chakra: Body
Shaped: You can teleport 10ft. as a move action.
1 Essentia: Your teleportation increases to 20ft.
2 Essentia: Your teleportation increases to 30ft.
3 Essentia: Your teleportation increases to 40ft.
4 Essentia: Your teleportation increases to 50ft.
Chakra Bind: You can use blink as the spell (with a caster level equal to your meldshaper level). Activating or dismissing the effect is a standard action.

Bow of Silver Flames
Chakra: Hands
Shaped: You form a bow-like shape of writhing metallic fire. It functions as a longbow except it does not require ammunition, it creates its own arrows with each draw of the bowstring.
1 Essentia: You Bow of Sliver Flame gives off a dim or bright light whenever you will it.
2 Essentia: 1/short or long rest you may reroll up to one attack roll and up to one damage roll for an attack you make with your Bow of Silver Flame.
3 Essentia: Targets hit by your Bow of Silver Flame are blinded until they make a D.C. 10 + your level + your Charisma Modifier Fortitude save on each of their turns.
4 Essentia: You and may add double your proficiency bonus to all attack and damage rolls made with your Bow of Silver Flames.
Chakra Bind: Whenever you hit an evil or black-aligned outsider or undead with an arrow fired from the bow of silver flames, the arrow ignites, dealing an additional 1d10 fire damage to the creature hit.

Flame Shot
Chakra: Ammunition
Shaped: Ranged attacks with this firearm deal fire damage instead of any other types.
1 Essentia: One creature adjacent to the target takes 1 damage per invested essentia.
2 Essentia: A number of creatures adjacent to the target equal to the invested essentia take the secondary damage instead.
3 Essentia: The target countinues to take fire damage as if you attack it again until it succeeds a Dexterity save.
4 Essentia: Creatures affected by the secondary damage continue to do take it until the each succeeds a separate Dexterity save.
Chakra Bind: You have advantage on attack and damage rolls with this weapon.

Ice Shot
Chakra: Ammunition
Shaped: Ranged attacks with this firearm deal cold damage instead of any other types.
1 Essentia: Until your next turn the target's speed is reduced by 5'/1 square per invested essentia.
2 Essentia: The speed reduction lasts until after your next X turns, where X equals the invested essentia.
3 Essentia: The the ground within 30ft. of the target is difficult terran.
4 Essentia: While the target is at reduced speed, it takes a -1 penalty to all Dexterity-based die rolls for each invested essentia.
Chakra Bind: You have advantage on attack and damage rolls with this weapon.Quickbody Straps
Chakra: Body
Whlie you manifest this chakra ability your movements faster. You add your proficiency bonus to Dexterity saves, if you are already proficient, you gain advantage on Dexterity Saves.
1 Essentia: You can make ranged attacks into melee without a chance of hitting the wrong target.
2 Essentia: You ignore cover and concealment, but not complete cover and total concealment.
3 Essentia: Your ranged attacks longer provoke attacks of opportunity.
4 Essentia: You ignore complete cover and total concealment.
Chakra Bind: You are never subject to forced movement (including being knocked prone) unless you want to.

Quicksilver Bracers
Chakra: Arms
Open: You gain your proficiency bonus to Initiative checks.
1 Essentia: Allies within 40' gain your prof bonus to initiative
2 Essentia: You gain advantage on initiative checks
3 Essentia: Allies within 60' gain your prof bonus to initiative
4 Essentia: You and your allies may add double your proficiency bonus to initiative checks.
Chakra Bind: You always go first each combat. You may for go this to act in a surprise round.

Rocket Jump
Chakra: Feet
Shaped: Your use Acrobatics instead of Athletics to jump. Your distance across is equal to your Dexterity modifier and your distance upwards is equal to 3 + your Dexterity modifier.
1 Essentia: +2 enhancement bonus to Acrobatics check made to Jump and you count as having moved at least 10ft. immediately before the jump.
2 Essentia: Enhancement bonus increases to +4. The distance upwards and across doesn't cost movement.
3 Essentia: Enhancement bonus increases to +6. You always stick your landing and never take damage from it.
4 Essentia: Enhancement bonus increases to +8. Your jump distance upward and across is up to three times your dexterity modifier.
Chakra Bind: When you make a Acrobatics check to jump, each creature adjacent to your starting space takes 1d6 damage and may not make attacks of opportunity until your next turn.



Shocker
Chakra: Ammunition
Shaped: Ranged attacks with this firearm deal electric damage instead of any other types.
1 Essentia: The target is paralyzed for a number of consecutive rounds afterwards equal to the invested essentia.
2 Essentia: Each creature adjacent to it is paralyze until your next turn.
3 Essentia: The target can't move and attack in the same turn.
4 Essentia: While the target is at reduced speed, it takes a -1 penalty to all Strength-based die rolls for each invested essentia.
Chakra Bind: You have advantage on attack and damage rolls with this weapon.

Sighting Gloves
Chakra: Hands
Shaped: Your Aim is steadier. You add your proficiency bonus to the range increment of all ranged attack you make.
1 Essentia: Add your Dexterity modifier to damage rolls made with projectile weapons.
2 Essentia: 1/short or long rest you may reroll a damage roll for a ranged attack you make.
3 Essentia: Add highest of your Intelligence, Wisdom, or Charisma modifier to damage rolls made with projectile weapons.
4 Essentia: You and may add double your proficiency bonus to all ranged damage rolls.
Chakra Bind: When you bind sighting gloves to your hands chakra, you can shoot or throw at an opponent engaged in melee without taking the standard –4 penalty on your attack roll, as if you had the Precise Shot feat.

Sneakers
Chakra Point: Feet
Shaped: You make less noise while walking. You add your proficiency bonus to stealth checks, if you are already proficient, you gain advantage on stealth checks.
1 Essentia: Listen checks made to hear you are at -2.
2 Essentia: 1/short or long rest you may reroll a stealth check
3 Essentia: Listen checks made to hear you have disadvantage.
4 Essentia: You and may add double your proficiency bonus to stealth checks.
Chakra Bind: Your movements no longer makes any sound. You voice still works normally though.

Sonic Boom
Chakra: Ammunition
Shaped: Ranged attacks with this firearm deal sonic damage instead of any other types.
1 Essentia: The target is deafened for a number of consecutive rounds afterwards equal to the invested essentia.
2 Essentia: Each creature adjacent to it is deafened until your next turn.
3 Essentia: The target has a -4 penalty to perception checks for 1 minute after it recovers from being deafened.
4 Essentia: While the target is at deaf or taking the perception penalty, it takes a -1 penalty to all Wisdom-based die rolls for each invested essentia.
Chakra Bind: You have advantage on attack and damage rolls with this weapon.

Spellshard Talisman
Chakra: Head
Shaped: You gain the Detect Magic, Read Magic, and Prestidigitation spells at will.
1 Essentia: +1 enhancement bonus to Constitution checks made to hold concentration and Arcana checks per invested essentia.
2 Essentia: 1/short or long rest you may reroll any roll you make as part of a spell.
3 Essentia: When you invest essentia into this ability, choose and any one spell up to a level equal to the invested essentia that does not have costly material components, foci, or an XP cost. You may cast it 1/short rest.
4 Essentia: 2/short or long rest you may reroll any roll you make as part of a spell.
Chakra Bind: You gain a +1 enhancement bonus on caster level checks to overcome spell resistance for each invested essentia.

Targeting Gear
Chakra: Head
Shaped: Your senses are enhanced. You add your proficiency bonus to perception checks, if you are already proficient, you gain advantage on perception checks.
1 Essentia: You add your proficiency bonus to all ranged attack rolls, you gain advantage on any roll you would already add your proficiency bonus to.
2 Essentia: 1/short or long rest you may reroll an attack roll for a ranged attack you make.
3 Essentia: You may make an additional ranged attack as part of the same action use to make the previous attack with the same weapon.
4 Essentia: You and may add double your proficiency bonus to all ranged attack rolls.
Chakra Bind: Your gain low-light vision and darkvision.

Necrocarnum Venom
Chakra: Ammunition
Shaped: Ranged attacks with this firearm deal necrotic damage instead of any other types.
1 Essentia: Creatures killed by this attack immediately raise as a necrocarnum zombie under your control for a number of consecutive rounds equal to the invested essentia.
2 Essentia: This attack deals an additional 1d4 necrotic damage to the target.
3 Essentia: This attack deals 1d4 Strength damage to the target.
4 Essentia: This attack deals 1d4 Constitution damage to the target.
Chakra Bind: You have advantage on attack and damage rolls with this weapon.

Force Push
Chakra: Ammunition
Shaped: Ranged attacks with this firearm deal force damage instead of any other types.
1 Essentia: The target is pushed away a number of squares/feet equal to the invested essentia/five times the invested essentia.
2 Essentia: Target is knocked prone.
3 Essentia: Target is stunned for the minute.
4 Essentia: This attack deals twice as much damage to objects, constructs, and living constructs.
Chakra Bind: You have advantage on attack and damage rolls with this weapon.

Light Burst
Chakra: Ammunition
Shaped: Ranged attacks with this firearm deal radiant damage instead of any other types.
1 Essentia: The target is rendered Blind for a number of consecutive rounds afterwards equal to the invested essentia.
2 Essentia: Each creature adjacent to it is rendered blind until your next turn.
3 Essentia: The target has a -4 penalty to perception checks for 1 minute after it recovers from being rendered blind.
4 Essentia: While the target is at blind or taking the perception penalty, it takes a -1 penalty to all Intellegence-based die rolls for each invested essentia.
Chakra Bind: You have advantage on attack and damage rolls with this weapon.

Reality Glitch
2014-12-03, 08:06 PM
Beastmelder/Beastweaver Archetype

Beastmelding/Beastweaving: You gain an Animal Compaion at 1st level as druid of your Soulgun/Veilgun level except the animal companion can shape and bind soulmelds/veils to its chakra/slots and has an essentia/essence pool as if it had a levels in soulgun/veilgun equal to it's hit dice. This replaces each instance of your Soulgun/Veilgun, and Reload class features, and you also lose the ability to shape ammunition soulmelds/veils. The essentia capacity and meldshaper level bonuses now apply to your companion. You also get a second companion at 11th and a third at 23rd. You can chakra bind one additional soulmeld for each such companion you have.

Marksman Archetype

You gain Nimble (http://www.d20pfsrd.com/classes/base-classes/gunslinger#TOC-Nimble-Ex-) at levels 3rd, 7th, 11th, 15th, 19th, 23rd, and 27th. This replaces each of your bonus feats.

Sneaky Archetype

Replace Diplomacy (Cha), Heal (Wis), Perfom (Cha), and Sense Motive (Wis) on your 3.5 class skills list with Disable Devise (Dex), Escape Artist (Dex), Hide (Dex), Move Silently (Dex), and Open Lock (Dex).

Replace Diplomacy (Cha), Heal (Wis), Perfom (Cha), and Sense Motive (Wis) on your Pathfinder class skills list with Disable Devise (Dex), Escape Artist (Dex), Fly (Dex), and Stealth (Dex).

Replace Favored Enemy with Uncanny Dodge.

Replace Favored Terrain with Evasion.

You shape one fewer ammunition soulmelds/veils and gain Improved Uncanny Dodge at 22nd-level.

You shape two fewer ammunition soulmelds/veils and gain Improved Evasion

Heavy Weapon Archetype

At 11th level your soulgun/veilgun becomes a two-handed firearm that deal 1d12 piercing and bludgeoning damage with an 80ft. range increment.

At 23th level its size increace another size category, its damage to 2d6+2 piercing and bludgeoning, and its range increment to 120ft.

This replaces your second soulgun/veilgun at 11th level and your third at 23rd.Gunstaff

Prerequisites: Ability to shape a soulgun/veilgun
Benefit: Your soulgun/veilgun takes the form of an firearm-quarterstaff hybrid, it can be used as a regular quarterstaff in addition to it's other abilities.

As long as it is a one-handed weapon, you get +2 to attack with it when you wield it two-handed. As long as it is a two-handed weapon you may wield it one-handed at a -2 penalty to attack with it.

Your second and third soulguns/veilguns are now one-in-the-same, but you can only use one at a time. This means that any essentia/essence invested in one, is invested in all both/all three. They still each retain separate ammunition chakras/slots, but you only benefit from one bound to your active soulgun/veilgun. You may switch between your soulguns/veilguns as a move action; this is reduced to a swift action at 15th level. You rebind or reshape soulmelds through your Reload class feature, you may reshape or rebind soulmelds shaped/bound to any of your soulguns/veilguns regardless of which one is active.

Extra Anchovies
2014-12-04, 12:03 AM
You give them 12 soulmelds and chakra binds. There are 10 chakras (11 with the Weaponized chakra). This is a problem.

Also, please round the numbers in the table. It's hard to read with all the decimals, and the default rule is to not use fractional BAB/saves.

Reality Glitch
2014-12-04, 12:22 AM
I fixed the fractional saves listing.

As for the chakra binds: If you look closely, the 3.5 version gives a second weaponiezed chakra and the pathfinder version gives a second weapon slot. Both at 10th level.

Extra Anchovies
2014-12-04, 12:31 AM
I fixed the fractional saves listing.

As for the chakra binds: If you look closely, the 3.5 version gives a second weaponiezed chakra and the pathfinder version gives a second weapon slot. Both at 10th level.

Hm. But there's still the fact that this class gets to shape to all 10 of its chakras, which isn't something even Incarnates get to do. And it gets twice as many binds as either Incarnates or Totemists. It should cap at 8 non-weaponized soulmelds (so 10 total) and four non-weaponized binds (6 total). This class should not be a better meldshaper than the class that is all about meldshaping and nothing else (Incarnate).

Also, why do they gain three more chakra bind slots at fourth level?

Reality Glitch
2014-12-04, 01:05 AM
I see. Now that I think about it, they should probably get fewer shapes and binds then normal with all the extra stuff they get Though I know for a fact Incarnates get both Heart and Soul. As for +3 at fourth, it's emulating pathfinder's take on incarnum that says you can bind to your chakra and can have one bound to per chakra, but doesn't give a total number of binds/day, which is also way it goes to 12.

Extra Anchovies
2014-12-04, 01:26 AM
I see. Now that I think about it, they should probably get fewer shapes and binds then normal with all the extra stuff they get Though I know for a fact Incarnates get both Heart and Soul. As for +3 at fourth, it's emulating pathfinder's take on incarnum that says you can bind to your chakra and can have one bound to per chakra, but doesn't give a total number of binds/day, which is also way it goes to 12.

The 3.5 version should probably be more strongly rooted in Incarnum than it is in Akasha. Just sayin' :smalltongue:

And yeah, they should definitely get fewer binds, and probably slightly fewer shapes as well.

Reality Glitch
2014-12-04, 01:42 AM
Alright I fit the 3.5 version more in line with incarnum.

Amechra
2014-12-04, 04:46 PM
You still have more Soulmelds shaped at one time than an Incarnate in the early levels.

Also, the Beastmelder/Beastmelder archetype is... why is it an Archetype for this class? It has nothing to do with being an Incarnum Gunslinger. It, in fact, makes you not an Incarnum Gunslinger.

What is this I don't even.

Also, I'd suggest that you don't give Soulmelds the School descriptors; there's 6 Soulmelds in each School for a reason. And that reason is so that all Specialized Arcantors ban the same number of Soulmelds (12).

Finally, A Stack of Hats is broken. That should be a class feature, not a really weird Soulmeld, whose balance is really hard to predict.

Extra Anchovies
2014-12-04, 04:49 PM
Note: Psychic, Necrotic, and Radiant aren't damage types in 3e. Might want to change them to untyped (and specify that mindless targets are immune), profane, and sacred.

ETA: Also, the name Stack of Hats reminds me of this particular, well, stack of hats:
https://wiki.teamfortress.com/w/images/thumb/f/f5/Towering_Pillar_of_Hats.png/250px-Towering_Pillar_of_Hats.png
Is this intentional?

ETA2: Also also, the Stack of Hats is weird, weird, weird and I can't understand how it works or why it's there.

Reality Glitch
2014-12-04, 08:07 PM
You still have more Soulmelds shaped at one time than an Incarnate in the early levels.True, I'm not sure if I should change it though.
Also, the Beastmelder/Beastmelder archetype is... why is it an Archetype for this class? It has nothing to do with being an Incarnum Gunslinger. It, in fact, makes you not an Incarnum Gunslinger.

What is this I don't even.While it would make more sense as an alternate class, it's not different enough to qualify.
Also, I'd suggest that you don't give Soulmelds the School descriptors; there's 6 Soulmelds in each School for a reason. And that reason is so that all Specialized Arcantors ban the same number of Soulmelds (12).But he was going to give school descriptions to all the preexisting ones since an Arcantor can learn any soulmeld. I though I was taking some of the work off of his shoulders.
Finally, A Stack of Hats is broken. That should be a class feature, not a really weird Soulmeld, whose balance is really hard to predict.That's why it disallows essentia investments in the other soulmelds.
Note: Psychic, Necrotic, and Radiant aren't damage types in 3e. Might want to change them to untyped (and specify that mindless targets are immune), profane, and sacred.Shucks, I'll have to think of something else. Though I've never heard of profane and sacred damage, bonuses, yes, but damages, no, so I'm not so sure how'd that stack up to other damage type. Unfortunate about positive and negative energy damage having distinct effects on their own.
ETA: Also, the name Stack of Hats reminds me of this particular, well, stack of hats:
https://wiki.teamfortress.com/w/images/thumb/f/f5/Towering_Pillar_of_Hats.png/250px-Towering_Pillar_of_Hats.png
Is this intentional?

ETA2: Also also, the Stack of Hats is weird, weird, weird and I can't understand how it works or why it's there.I think if you at the flavor text you'll find that it was very intentional. As for how it works: originally I thought you could only have one soulmeld shaped to any one chakra, but even without that restriction, it gives you extra 'melds equal to the invested essentia + 1. So you can shape A Stack of Hats plus a number of other crown soulmelds and it would only count as one soulmeld for the day. Similar with Binds. The drawback being that you only get their base effects, which I thought was worth 1 essentia each. (This totals four additional crown soulmelds, two of which may be bound in addition to your normal limit at level 20.)

Amechra
2014-12-04, 10:45 PM
Where did you see him say that he was going to assign Schools to all the pre-existing Soulmelds? I've not found anything to that effect; in fact, anything I find about the number of Soulmelds that are going to be in each school sets the number at six.

If you are drawing your assumption from the way Specialization is worded, the prohibition is only worded that way so that you couldn't ban Necromancy and then just grab a specific Soulmeld from Necromancy with Shape Soulmeld or by hanging around with a buddy that can shape it.


Also, you really shouldn't have more Soulmelds shaped at once than an Incarnate; like it or not, they are the specialist.

And A Stack of Hats is a really bad idea. For example, let's say I'm a Conjuration-focused Arcantor, and I shape it to my Specialist Chakra, investing 1 Essentia into it.

Bam. I can now bind 2 other Soulmelds to my Specialist Chakra. I bind Conjurant Castigation and Conjurant Cloud; neither really cares about how much Essentia you have invested in them. This is pretty darn good. More importantly, it's better than most things that the other schools get.

Similarly, it's a no-brainer to shape for Totemists, since most of their Totem binds don't care about your invested Essentia. You know how Totemists can get scary numbers of natural attacks? This let's them attach up to 8 Soulmelds to their Totem chakra. Or, with their capstone, 15. Your full attacks will take forever to resolve.

Also, here's a list of other Soulmelds which are poorly executed.


Augmentation Pack: What the heck does the Shoulder bind do? No, really; I think it says something about allowing manifesters to manifest powers through the power points spent with the basic ability, but it's about as clear as mud. You also never say how many Power Points you can spend on the Weaponized bind. I'm going to assume that it's equal to your Manifester level. Surprise! This is really, really broken.

Let's say I'm an Azurin Soulgun 2/Psion 3, going for Soul Manifester. I have Con 20 (18 to start, Amulet of Health +2), and I picked up Azure Talent as my 3rd level feat. I have an Essentia Pool of 4, and a Soulgun Essentia Capacity of 5. I invest all my Essentia in my Soulgun. Now I can make 16d6 damage ranged touch attacks by spending 3 pp. This is ludicrously strong for the minimal investment I put doing this; sure, I have no Essentia for the rest of my Soulmelds... but I'm dealing 16d6 damage at a go at 5th level.


Communication Link: The reason I didn't say A Stack of Hats was better than everything the other Schools get. All of the other binds are fine (I'm not sure about getting Telepathy without binding to anything, but I'm willing to reserve judgement on that)... except the Specialist one, which not only lets you do something none of the other Specializations can do (ie, specialize without having to really give up any Schools), but it also gives you the ability to shape any of the Soulmelds in that school as long as someone specializing in that school is within 10' when you shape them (they won't unshape when you step away.)


Enchanter's Midriff: This is just poorly written; Soulmelds shouldn't have per-day abilities unless they lock Essentia into them. It just ends up confusing. I'd suggest basing it off the Warlock's Charm invocation, where you can use it at-will but you can only have one person Charmed at a time.


Omni-Directional Movement Gear: This is just clunky, and you have terrible range on it. With 4 Essentia invested in it and Dex 30, you have a +14 bonus on your check; this means that you have a 50% chance of not being able to attach to anything 80' away. Heck, at 1st level with Dex 20 and 1 Essentia (the best you can do without lots of optimization), you have a 70% chance of not even being able to use it, let alone attach to something more than 20' away.

Oh, and a +20 bonus to AC and Reflex saves? Really? What is this I don't even.


Rocket Jump: Unless Pathfinder changed anything, movement doesn't cap your jump height and length; all movement does is give you a bonus to your check. Also, I would like to bring up the Feet chakra bind for this; binds like this are boring. I mean, sure, it's effective and all, but it's still boring. Why not something like dealing fire damage on a kick, or a Feather Fall effect, or a boost to your base land speed? Diversify it a bit; this holds for other Soulmelds where you did something similar, such as the Omni-Directional Movement Gear.


Spellshard Talisman: I'm just surprised that the Weaponized chakra bind doesn't allow you to apply a Least Eldritch Essence to your Soulgun's attacks. That's all.


Steady-Aim Straps: Just have the Waist chakra give the benefits of Shot on the Run. And the Soul chakra feels unimpressive, even though it's objectively pretty nice.


Targeting Gear: Wow. This just feels like you mashed two or three Soulmelds together; the Waist bind is a bit much, I think. Also, the Specialist Chakra doesn't really feel related to the Arcantor at all, especially since it doesn't get the ability to cast spells without multiclassing (and in that case, other people get left out of the fun.)


Overall: Most of the Soulmelds that change the damage type of your Soulgun are kinda... not good? I mean, other than Augmentation Canister, which is broken. I suggest looking at some modules from Power of Cybernetics (http://www.minmaxboards.com/index.php?topic=8689.msg138688#msg138688) for ideas on how to make them more interesting, focusing on those with an Energy Emitter socket.

Which brings me to the Soulgun and the Weaponized Chakra. It's a mess of exceptions for no good reason. You give it a massively increased Essentia capacity, and then try to balance it out by putting arbitrary and annoying restrictions on it. I know why you put them there; I put together a 9th level build that - if those restrictions were removed - would be able to deal 82d6 damage with a touch attack.

What possessed you to do this, instead of going with the more usual route of giving it small bumps in capacity? It would be far simpler, and would play so much nicer with the rest of the system. Right now, it feels like you are being different just to be different, but you're doing it in a rather silly way;


Oh, and because it was bugging me:

Omni-Directional Movement Gear
Descriptors: Teleportation
Classes: Soulgun/Gunweaver, Slayer
Chakra: Waist/Belt
Saving Throw: None

A shimmering steel-blue harness appears around your torso and legs, with a pair of pitons peaking out at the side of your legs.

As a swift action, you can shoot out a piton which trails a phantasmal cable behind it, which embeds in any surface with a Hardness of 10 or less. Treat this as throwing a weapon with a 5' range increment, making an attack against a surface's AC of 10'; the range increment of this "thrown weapon" cannot be increased through any means other than this Soulmeld/Veil. You may only have 2 cables extended at once, and cannot move more than 25' away from the square containing the piton without it pulling free and retracting; you may have a piton come free and retract as a free action during your turn.

As a move action you can retract an extended cable without pulling it free; doing so pulls you in a straight to the square where that piton is embedded if it is within 200'. Otherwise, you move 200' a round until you reach that square. You gain a +4 bonus to your AC against any Attacks of Opportunity you provoke while you are being pulled.

Essentia/Essence: Each point of Essentia or Essence invested in this Soulmeld/Veil increases the range increment of your pitons by 5' and increases the distance you can move away from a piton before pulling it free by 25'.

Chakra Bind (Waist/Belt)

Your harness develops a filmy mesh around your waist, which is filled with weights. You feel like your balance while swinging around is greatly improved.

As long as this Soulmeld/Veil is bound to your Waist/Belt, anyone who you provoke an attack of opportunity from due to being pulled by a phantasmal cable also provokes an attack of opportunity from you.

Reality Glitch
2014-12-05, 03:07 PM
Where did you see him say that he was going to assign Schools to all the pre-existing Soulmelds? I've not found anything to that effect; in fact, anything I find about the number of Soulmelds that are going to be in each school sets the number at six.

If you are drawing your assumption from the way Specialization is worded, the prohibition is only worded that way so that you couldn't ban Necromancy and then just grab a specific Soulmeld from Necromancy with Shape Soulmeld or by hanging around with a buddy that can shape it.No I remember seeing one of his reserved posts saying that it was reserved for school descriptions for non-arcantor soumelds. I'm not sure if it's still there after he move the arcantor soulmelds to that post.
Also, you really shouldn't have more Soulmelds shaped at once than an Incarnate; like it or not, they are the specialist.Alright, I'll adjust it.
And A Stack of Hats is a really bad idea. For example, let's say I'm a Conjuration-focused Arcantor, and I shape it to my Specialist Chakra, investing 1 Essentia into it.

Bam. I can now bind 2 other Soulmelds to my Specialist Chakra. I bind Conjurant Castigation and Conjurant Cloud; neither really cares about how much Essentia you have invested in them. This is pretty darn good. More importantly, it's better than most things that the other schools get.

Similarly, it's a no-brainer to shape for Totemists, since most of their Totem binds don't care about your invested Essentia. You know how Totemists can get scary numbers of natural attacks? This let's them attach up to 8 Soulmelds to their Totem chakra. Or, with their capstone, 15. Your full attacks will take forever to resolve.I'm thinking I'll just rewrite it to be a charisma/diplomacy boost.
Also, here's a list of other Soulmelds which are poorly executed.


Augmentation Pack: What the heck does the Shoulder bind do? No, really; I think it says something about allowing manifesters to manifest powers through the power points spent with the basic ability, but it's about as clear as mud. You also never say how many Power Points you can spend on the Weaponized bind. I'm going to assume that it's equal to your Manifester level. Surprise! This is really, really broken.

Let's say I'm an Azurin Soulgun 2/Psion 3, going for Soul Manifester. I have Con 20 (18 to start, Amulet of Health +2), and I picked up Azure Talent as my 3rd level feat. I have an Essentia Pool of 4, and a Soulgun Essentia Capacity of 5. I invest all my Essentia in my Soulgun. Now I can make 16d6 damage ranged touch attacks by spending 3 pp. This is ludicrously strong for the minimal investment I put doing this; sure, I have no Essentia for the rest of my Soulmelds... but I'm dealing 16d6 damage at a go at 5th level.Oops, I'll rework that. As for the shoulder bind, I was sure how to word it to say that others can pay for you to manifest the power not just augment it.
Communication Link: The reason I didn't say A Stack of Hats was better than everything the other Schools get. All of the other binds are fine (I'm not sure about getting Telepathy without binding to anything, but I'm willing to reserve judgement on that)... except the Specialist one, which not only lets you do something none of the other Specializations can do (ie, specialize without having to really give up any Schools), but it also gives you the ability to shape any of the Soulmelds in that school as long as someone specializing in that school is within 10' when you shape them (they won't unshape when you step away.)Then it's probably best to remove that.
Enchanter's Midriff: This is just poorly written; Soulmelds shouldn't have per-day abilities unless they lock Essentia into them. It just ends up confusing. I'd suggest basing it off the Warlock's Charm invocation, where you can use it at-will but you can only have one person Charmed at a time.Huh, I thought the peer day use was tied to essentia. Though I like the invocation idea better
Omni-Directional Movement Gear: This is just clunky, and you have terrible range on it. With 4 Essentia invested in it and Dex 30, you have a +14 bonus on your check; this means that you have a 50% chance of not being able to attach to anything 80' away. Heck, at 1st level with Dex 20 and 1 Essentia (the best you can do without lots of optimization), you have a 70% chance of not even being able to use it, let alone attach to something more than 20' away.Clearly I did not check the Math on that one.
Oh, and a +20 bonus to AC and Reflex saves? Really? What is this I don't even.Your moving so fast that it;s impossible to hit you without True Strike.
Rocket Jump: Unless Pathfinder changed anything, movement doesn't cap your jump height and length; all movement does is give you a bonus to your check. Also, I would like to bring up the Feet chakra bind for this; binds like this are boring. I mean, sure, it's effective and all, but it's still boring. Why not something like dealing fire damage on a kick, or a Feather Fall effect, or a boost to your base land speed? Diversify it a bit; this holds for other Soulmelds where you did something similar, such as the Omni-Directional Movement Gear.I specifically remember 3.5 saying that you can't jump father or higher than your base land speed, as for the lack-luster bind, I see what I can come up with.
Spellshard Talisman: I'm just surprised that the Weaponized chakra bind doesn't allow you to apply a Least Eldritch Essence to your Soulgun's attacks. That's all.I'm more familiar with the Dragonfire Adept than the Worlock as far as invoker classes go, so I'll have to read up before making a final decision.
Steady-Aim Straps: Just have the Waist chakra give the benefits of Shot on the Run. And the Soul chakra feels unimpressive, even though it's objectively pretty nice.Do you mean that I added an effect other then Shot on the Run to the waist bind, or that their shouldn't be a shoulder bind?
Targeting Gear: Wow. This just feels like you mashed two or three Soulmelds together; the Waist bind is a bit much, I think. Also, the Specialist Chakra doesn't really feel related to the Arcantor at all, especially since it doesn't get the ability to cast spells without multiclassing (and in that case, other people get left out of the fun.)I'll adjust waist bind's power level. Now that I think about it, I'm just going to remove the idealist, totem, and specialist binds.
Overall: Most of the Soulmelds that change the damage type of your Soulgun are kinda... not good? I mean, other than Augmentation Canister, which is broken. I suggest looking at some modules from Power of Cybernetics (http://www.minmaxboards.com/index.php?topic=8689.msg138688#msg138688) for ideas on how to make them more interesting, focusing on those with an Energy Emitter socket.Sure, I'll look into it.
Which brings me to the Soulgun and the Weaponized Chakra. It's a mess of exceptions for no good reason. You give it a massively increased Essentia capacity, and then try to balance it out by putting arbitrary and annoying restrictions on it. I know why you put them there; I put together a 9th level build that - if those restrictions were removed - would be able to deal 82d6 damage with a touch attack.

What possessed you to do this, instead of going with the more usual route of giving it small bumps in capacity? It would be far simpler, and would play so much nicer with the rest of the system. Right now, it feels like you are being different just to be different, but you're doing it in a rather silly way; It's like that to emulate a firearm, you get more than just 1 or 2 shot clip, but it takes time to reload once you are out of ammo.
Oh, and because it was bugging me:

Omni-Directional Movement Gear
Descriptors: Teleportation
Classes: Soulgun/Gunweaver, Slayer
Chakra: Waist/Belt
Saving Throw: None

A shimmering steel-blue harness appears around your torso and legs, with a pair of pitons peaking out at the side of your legs.

As a swift action, you can shoot out a piton which trails a phantasmal cable behind it, which embeds in any surface with a Hardness of 10 or less. Treat this as throwing a weapon with a 5' range increment, making an attack against a surface's AC of 10'; the range increment of this "thrown weapon" cannot be increased through any means other than this Soulmeld/Veil. You may only have 2 cables extended at once, and cannot move more than 25' away from the square containing the piton without it pulling free and retracting; you may have a piton come free and retract as a free action during your turn.

As a move action you can retract an extended cable without pulling it free; doing so pulls you in a straight to the square where that piton is embedded if it is within 200'. Otherwise, you move 200' a round until you reach that square. You gain a +4 bonus to your AC against any Attacks of Opportunity you provoke while you are being pulled.

Essentia/Essence: Each point of Essentia or Essence invested in this Soulmeld/Veil increases the range increment of your pitons by 5' and increases the distance you can move away from a piton before pulling it free by 25'.

Chakra Bind (Waist/Belt)

Your harness develops a filmy mesh around your waist, which is filled with weights. You feel like your balance while swinging around is greatly improved.

As long as this Soulmeld/Veil is bound to your Waist/Belt, anyone who you provoke an attack of opportunity from due to being pulled by a phantasmal cable also provokes an attack of opportunity from you.Ooo... nice, but like I said be for, moving 200ft. a round feels like it would make it much harder to hit at all, but that's probably just me. Thank you for fixing it.

Amechra
2014-12-05, 03:47 PM
Rocket Jump: That limit is on how far you can move in a round while jumping. I have to see if I can dig up the Matrix Mermaid, both as illustration and because it's hilarious.

Steady-Aim Straps: Oops, I meant the Shoulder bind. My bad.

Soulgun: You know, why not give it actual ammunition? And I feel like it should be the Ammunition Chakra instead of the Weaponized Chakra; that better represents what it actually is.

To whit:

Soulgun (Su): As a move action, a Soulgun may shape a gun from pure Incarnum, their namesake 'soulgun'. This gun is a one-handed ranged weapon that deals 1d8 Bludgeoning and Piercing damage with a 40' range increment; the Soulgun is automatically proficient with this weapon.

The gun does not accept normal ammunition; instead, the Soulgun may conjure and load a clip of 8 bullets as a move action which provokes an attack of opportunity. Ejecting the clip is a free action.

In addition, a Soulgun who has their gun shaped gains a unique Ammunition Chakra; Soulmelds that are shaped in the Ammunition Chakra grant the Soulgun access to alternate clips, which they may then conjure and load into their gun as normal.



To use Flame Canister as an example, shaping it in the Ammunition Chakra might let you conjure a clip of 4 + {Invested Essentia} bullets that deal Fire damage. Then the Ammunition Chakra might allow you to spew fire like a flamethrower at the cost of 3 bullets (or whatever).

Reality Glitch
2014-12-05, 04:37 PM
Rocket Jump: That limit is on how far you can move in a round while jumping. I have to see if I can dig up the Matrix Mermaid, both as illustration and because it's hilarious.I thought that was the limit I was referencing.
Steady-Aim Straps: Oops, I meant the Shoulder bind. My bad.You mean get ride of the shoulder bind? I'm a bit weary as I originally didn't have the waist bind.
Soulgun: You know, why not give it actual ammunition? And I feel like it should be the Ammunition Chakra instead of the Weaponized Chakra; that better represents what it actually is.

To whit:

Soulgun (Su): As a move action, a Soulgun may shape a gun from pure Incarnum, their namesake 'soulgun'. This gun is a one-handed ranged weapon that deals 1d8 Bludgeoning and Piercing damage with a 40' range increment; the Soulgun is automatically proficient with this weapon.

The gun does not accept normal ammunition; instead, the Soulgun may conjure and load a clip of 8 bullets as a move action which provokes an attack of opportunity. Ejecting the clip is a free action.

In addition, a Soulgun who has their gun shaped gains a unique Ammunition Chakra; Soulmelds that are shaped in the Ammunition Chakra grant the Soulgun access to alternate clips, which they may then conjure and load into their gun as normal.



To use Flame Canister as an example, shaping it in the Ammunition Chakra might let you conjure a clip of 4 + {Invested Essentia} bullets that deal Fire damage. Then the Ammunition Chakra might allow you to spew fire like a flamethrower at the cost of 3 bullets (or whatever).This is great, thanks.

Amechra
2014-12-05, 05:39 PM
OK, now I'm confused over what I meant earlier, so I'll rephrase:

I think the Waist Bind for Steady-Aim Straps should just give them the benefits of Shot on the Run, instead of you describing the benefits and then referencing the feat.

Reality Glitch
2014-12-05, 06:14 PM
OK, now I'm confused over what I meant earlier, so I'll rephrase:

I think the Waist Bind for Steady-Aim Straps should just give them the benefits of Shot on the Run, instead of you describing the benefits and then referencing the feat.I worded it that way because that's the wasy Sighting Gloves is worded.

Reality Glitch
2014-12-06, 01:57 AM
I've added the Heavy Weapon archetype and the Gunstaff feat.

Amechra
2014-12-10, 10:00 PM
I just noticed you hand out the Soul Chakra at 18th level.

No.

Bad Reality Glitch. Bad. That's like giving a base class 9th level spells at 15th level. You should get it at 20th level, or not at all.

The rough levels where the Chakras are balanced around is:

Least Chakras (Crown, Hands, Feat): 5th level.
Lesser Chakras (Arms, Brow, Shoulders): 10th level.
Greater Chakras (Throat, Waist): 13th - 14th level.
Heart Chakra: 17th - 18th level.
Soul Chakra: 21st level; Incarnates get it early because they are the Incarnum experts.

Reality Glitch
2014-12-18, 02:57 PM
Fixed it, Crown/hands/feet at 5th, shoulders/arms/brow at 10th, throat/waist at 15th, and heart at 20th; I also the binds cap out at 4 body slots and two ammo at 17th (three ammo at twentieth if you go for the trigun feature).

Reality Glitch
2015-02-01, 01:03 AM
Tweaked the 3.5 version an little and added an epic progression for it.