Author Topic: The Enigma, an Incarnum Gunslinger PrC  (Read 2578 times)

Offline Garryl

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The Enigma, an Incarnum Gunslinger PrC
« on: July 17, 2014, 01:46:01 AM »
Enigma prestige class
It's a secret to everybody! Enigmas are mythical wanderers whose deeds always seem to be shrouded in legend. They wander from place to place, rarely staying long, and relying on their wits, their guns, and the soul of adventure to see them through any troubles.
Note: This prestige class combines both D&D edition 3.5 material (Magic of Incarnum) with Pathfinder material (the Gunslinger base class). In order to accommodate players of both systems, where one aspect or another would be different, statistics are provided for both systems. D&D edition 3.5 statistics are denoted by (3.5), and Pathfinder statistics are denoted by (PF).

   Alignment: Any other than true neutral.
   Skills (3.5): Knowledge (the planes) 4 ranks, Spot 8 ranks, Tumble 2 ranks.
   Skills (PF): Acrobatics 1 rank, Knowledge (the planes) 2 ranks, Perception 5 ranks.
   Feat: Soul of Fortune (new feat, see below).
   Meldshaping: Must be able to bind a soulmeld to a chakra, must be able to shape at least 3 soulmelds.
   Special: Must be able to use a deed, must have a pool of grit.

Hit Die: d8


Level
Base
Attack Bonus
Fort Save
(3.5/PF)
Ref Save
(3.5/PF)
Will Save
(3.5/PF)

Special

Meldshaping
1+1+0/+0+2/+1+2/+1Deeds, Spirit of the Gun+1 of existing meldshaping class
2+2+0/+1+3/+1+3/+1Chakra Binds (crown, feet, hands), Shrouded in Myth (past)+1 of existing meldshaping class
3+3+1/+1+3/+2+3/+2Cerulean Nimbleness+1 of existing meldshaping class
4+4+1/+1+4/+2+4/+2Deeds+1 of existing meldshaping class
5+5+1/+2+4/+3+4/+3Chakra binds (arms, brow, shoulders), Shrouded in Myth (present)+1 of existing meldshaping class
6+6+2/+2+5/+3+5/+3Double-Barreled Bind---
7+7+2/+2+5/+4+5/+4Deeds+1 of existing meldshaping class
8+8+2/+3+6/+4+6/+4Shrouded in Myth (future)+1 of existing meldshaping class
9+9+3/+3+6/+5+6/+5Chakra Binds (throat, waist)+1 of existing meldshaping class
10+10+3/+3+7/+5+7/+5Deeds, Gun Chakras (heart, soul), Wandering Soul+1 of existing meldshaping class

Class skills (4 + Int modifier per level): (3.5) Balance, Bluff, Climb, Concentration, Craft, Disguise, Handle Animal, Heal, Intimidate, Jump, Knowledge (architecture and engineering), Knowledge (local), Knowledge (the planes), Listen, Profession, Ride, Sleight of Hand, Survival, and Swim
Class skills (4 + Int modifier per level): (PF) Acrobatics, Bluff, Climb, Craft, Disguise, Handle Animal, Heal, Intimidate, Knowledge (engineering), Knowledge (local), Knowledge (the planes), Perception, Profession, Ride, Sleight of Hand, and Survival

Weapon and Armor Proficiency: As an Enigma, you gain no new weapon or armor proficiencies.

Meldshaping: At each level except 6th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the Enigma level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming an Enigma, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and number of soulmelds and chakra binds available.

Spirit of the Gun (Su): You can bind firearms you possess to your chakras, granting special benefits based on the chakra they are bound to. While bound, you can also invest essentia in them as though they were soulmelds. Regardless of the chakra, your firearms also gain an enhancement bonus equal to the essentia invested, which overlaps with any enhancement bonus they may already have.
  • Crown: You gain a +4 insight bonus on critical confirmation rolls with the bound firearm.
  • Feet: You gain the benefits of the Shot on the Run feat when attacking with the bound firearm, allowing you to divide your movement before and after your attacks.
  • Hands: The action required for you to reload the bound firearm is reduced by one step (as per the use of alchemical cartridges). This stacks with the benefits of using alchemical cartridges.
  • Arms: When you use the bound firearm, it has no risk of misfire and you can ignore its Broken condition. You cannot be disarmed of the bound firearm.
  • Brow: The range increment of your bound firearm increases by 10 feet per point of essentia invested.
  • Shoulders: A translucent shroud of Incarnum drapes over your body, concealing your movements beneath it. Your opponents are flat-footed against your attacks with the bound firearm.
  • Throat: Your shots cause a deafening bang. Enemies within 30 feet of you take sonic damage equal to the amount of essentia invested and are deafened for 1 round whenever you make a firearm attack with the bound firearm.
  • Waist: You gain the benefits of the Quick Draw feat with respect to drawing the bound firearm. You deal an extra +1d6 damage for each point of essentia invested with the first attack with the bound firearm each round if you drew it in the same round.
  • Heart: Your shots seek out your target's heart. Your critical threat range with the bound firearm increases by 2 (for example, from 20 to 18-20). This increase is not further multiplied by by other effects that influence your critical threat range, such as the Improved Critical feat.
  • Soul: The bound firearm launches a phantom projectile behind every real projectile you shoot. This phantom projectile follows the real one's trajectory perfectly, dealing an additional 1d6 points of nonlethal damage per point of essentia invested if the real attack hit. This phantom projectile is considered to be part of the same attack.
Deeds (Ex): Like Gunslingers, you learn a number deeds you can accomplish as you gain Enigma levels. These deeds function exactly as Gunslinger deeds do, except as noted. Unless otherwise stated, the save DCs of the deeds below are equal to 10 + your class level + your Wisdom modifier. Effects that modify the save DCs of your Gunslinger deeds also modify the save DCs of your Enigma deeds. Many Enigma deeds are also essentia receptacles. Essentia must be invested into each deed individually; one deed's essentia has no influence on the effects or capacity of another.
(click to show/hide)

Chakra Binds: Starting at 2nd level, you gain can bind soulmelds to your crown, hands, and feet chakras. At 5th level, you also learn to bind soulmelds to your brow, arms, and shoulders chakras. At 9th level, you learn to bind soulmelds to your waist and throat chakras.

Shrouded in Myth (Su): Starting at 2nd level, the truth of your past begins to fade into legend. Attempts to research or divine your history become more difficult. Gather Information checks (PF: Diplomacy checks to gather information) must succeed against a DC of 15 + your Enigma level + your character level (your Enigma level counts twice) to gain any information about your history. If the check fails by 5 or more, the seeker instead uncovers only the apparent history of your choice (which may be truth, falsehood, or nothing at all). The casters of divination spells and similar effects must succeed on a caster level check against the same DC to find any information. Failure by 5 or more instead reveals information consistent with your apparent history. This ability does not make you aware of attempts to find out about your history, it only influences the results of such attempts.

Starting at 5th level, you permanently gain the benefit of a nondetection spell with a caster level equal to your meldshaper level. You can raise or lower this effect as a free action.

Beginning at 8th level, even your future is hidden. Divinations and similar effects used to predict your future automatically fail unless you specifically choose to allow them, and insight bonuses against you are all but nullified, as per the countersight spell with a caster level equal to your meldshaper level. You can raise or lower this effect as a free action.

Cerulean Nimbleness (Su): Starting at 3rd level, you can invest essentia into this class feature. You gain a dodge bonus to your Armor Class equal to the amount of essentia invested while you wear light or no armor.

Double-Barreled Bind (Ex): Starting at 6th level, when using Spirit of the Gun, you can bind a firearm to two chakras at once instead of only one. If you do, it still only counts as one chakra bind when determining how many chakra binds you can have at once.

Gun Chakras: At 10th level, you gain limited access to your heart and soul chakras. You can bind firearms to them with Spirit of the Gun and you are considered to be able to bind soulmelds to them for the purpose of your deeds, but not for any other purposes, such as binding soulmelds to them or qualifying for feats and prestige classes.

Wandering Soul (Ex): At 10th level, your type changes to Outsider, although you are still considered to be of your original type where beneficial. You are considered a native of whichever plane you are on, or your home plane, whichever is more beneficial, and you never suffer the negative effects of aligned planar traits. You gain DR 10/magic.



New Feats
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New Soulmelds
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Change Log
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« Last Edit: June 26, 2020, 11:22:36 PM by Garryl »