1 Deeds, Spirit of the Gun, +Meld
2 Chakras (least), Shrouded in Myth (past), +Meld
3 Cerulean Numbleness, +Meld
4 Deeds, +Meld
5 Chakras (lesser), Shrouded in Myth (present), +Meld
6 Double-Barreled Bind
7 Deeds, +Meld
8 Shrouded in Myth (future), +Meld
9 Chakras (greater), +Meld
10 Deeds, Gun Chakras (heart, soul), Wandering Soul, +MeldMeldshaping
: 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.
: +4 insight to confirm criticals.
: Shot on the Run-like effect. Move and attack with the bound firearm as part of a full-round action.
: Action required to reload reduced by one step (as per and stacking with alchemical cartridges).
: No risk of misfire. Ignores the Broken condition. Cannot be disarmed.
: The range increment of your bound firearm increases by 10 feet per point of essentia invested.
: A translucent shroud of Incarnum drapes over your body, concealing your movements beneath it. Opponents are flat-footed against attacks with the bound firearm.
: 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.
: Quick Draw with bound firearm. +1d6 damage per invested essentia with the first attack after you draw the firearm in the same round.
: Whenever you make an attack roll with the bound firearm, if the die roll is lower than the highest die roll you've already made this round as part of an attack with the bound firearm, you may reroll it.
: Launches a phantom projectile behind every real projectile you shoot. This phantom projectile follows the real one's trajectory perfectly, dealing 1d6 points of nonlethal damage per point of essentia invested if the real attack hit. This phantom projectile is not considered to be a second 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.
Cerulean Detonation (Su): Beginning at 1st level, you can use Incarnum energy to propel your bullets in place of explosives. The action required to reload your firearms is reduced as though using an alchemical cartridge (this does not stack with the benefits of using alchemical cartridges and similar items), the misfire value of your firearms is reduced by the amount of essentia invested, and your firearms never explode on a misfire. You can shoot firearms even if they are not loaded with the black powder or similar explosives normally used to propel the weapons' projectiles. This deed only functions while at least 1 point of essentia is invested in it and you have at least 1 grit point.
Chakra Targeting (Ex): Starting at 4th level, as a full-round action, you can make a single firearm attack and choose a chakra to target. If the attack hits and deals damage, the subject must make a Fortitude save or have that chakra blocked for 1 minute. The subject loses the benefit of any chakra binds to that chakra, and is unable to use or benefit from magic items worn on that chakra's associated body slot. The subject also suffers an additional penalty based on the chakra blocked. You can only target chakras that you can bind soulmelds to. This deed costs 1 grit point to perform no matter which chakra you target. Creatures that have no Constitution scores are immune to these effects.
• Crown: -2 penalty to Will saves.
• Feet: -2 penalty on all initiative checks, Dexterity checks, and Dexterity-based skill checks and a -10 foot penalty to all movement speeds.
• Hands: -2 penalty on weapon damage rolls and on all Strength checks and Strength-based skill checks.
• Arms (3.5): -4 penalty on grapple checks and a -2 penalty on attack rolls.
• Arms (PF): -2 penalty on attack rolls and to CMB.
• Brow: -2 penalty on all Constitution checks, Wisdom checks, Constitution-based skill checks, Wisdom-based skill checks, and concentration checks.
• Shoulders: -2 penalty to Reflex saves.
• Throat: -2 penalty on all Charisma checks and Charisma-based skill checks and 25% chance to fail to activate or cast spells and abilities with verbal components (similar to being deaf, although the two conditions stack).
• Waist: -2 penalty to Fortitude saves.
• Heart (3.5): -2 penalty to AC.
• Heart (PF): -2 penalty to AC and to CMD.
• Soul: -2 penalty to spell and ability save DCs.
Incarnum Shot (Su): Beginning at 4th level, you can shape Incarnum into bullets and other simple projectiles for use with your firearms. These Incarnum bullets take no action to reload as you can shape them directly inside your firearm's barrel or chamber, and they are propelled by Incarnum energy rather than by explosive detonation. Reloading a firearm with Incarnum Shot does not provoke attacks of opportunity. You do not need to provide either the physical projectile nor the black powder (or the equivalent explosive propellant) when using this deed. Since there is no explosion, the misfire value of your firearms is reduced by the amount of essentia invested, your firearms never explode on a misfire, and you can shoot your firearms underwater or in an airless environment.
Incarnum Shot can only replicate basic, singular, non-masterwork projectiles made of unexceptional mundane materials (lead or iron). Special projectiles, such as alchemical cartridges or scatter shot, special materials, such as silver or adamantine, and magic properties cannot be replicated by this deed. Bullets created by this deed dissipate immediately after resolving the attack, or as soon as they leave your possession if they are not immediately used.
Projectiles created by Incarnum Shot are considered magical. If at least 2 points of essentia are invested in this deed, they are also considered aligned with all non-neutral components of your alignment. If at least 3 points of essentia are invested, these projectiles also deal an additional +2d6 damage to creatures whose alignments are directly opposed to at least one non-neutral component of your alignment.
Incarnum Shot cannot be used with other deeds or abilities that charge Incarnum energy into your projectiles, such as Cerulean Detonation, Necrocarnum Shot, and Midnight Devastation. This deed only functions while at least 1 point of essentia is invested in it and you have at least 1 grit point.
Vanishing Trooper (Su): Starting at 4th level, you can spend 1 grit point as an immediate action in response to being attacked to fade from sight. You become invisible until the beginning of your next turn, or until an attack made by an opponent hits you, whichever comes first.
Death Blossom (Su): Starting at 7th level, you can spend 4 grit points as a full-round action to make two ranged attacks against each of any number of targets. All targets attacked this way must be within a number of range increments equal to the amount of essentia invested in this deed. You suffer a -2 penalty to all attack rolls made this way.
Necrocarnum Shot (Su): Starting at 7th level, you can infuse your bullets with the souls of the dead by spending 2 grit points before you make a firearm attack. If the attack hits and deals damage to a living creature, that creature gains a negative level and you gain 1 temporary point of essentia for 10 minutes. The Fortitude save DC to remove this negative level is equal to this deed's save DC, although it never causes permanent level loss. You can only use this deed if you can shape necrocarnum soulmelds.
Indigo Fortune (Su): Starting at 10th level, while at least 1 point of essentia is invested into this deed, you can spend 2 grit points to reroll a saving throw you just failed. You gain an insight bonus on the reroll equal to the amount of essentia invested. This deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
Midnight Devastation (Su): Starting at 10th level, as a full-round action, you can make a single firearm attack charged with Incarnum energy that explodes outwards on striking. In addition to its normal effect, your attack explodes in your target's square, dealing 2d6 points of damage per point of essentia invested in this deed to the target and all other creatures within 20 feet and knocking them prone. Each subject other than the primary target can attempt a Reflex saving throw to take half damage and avoid being knocked prone. On a miss, the explosion still occurs, but the primary target is allowed a saving throw. The recoil caused by this shot also causes you to be knocked prone if you fail a Reflex save. This deed costs 2 grit points to use.
: 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 made 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 AC 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.