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New Archetypes

Soulgunner (Soulknife Archetype)

Modern technology has caused an evolution of technique amongst soulknives, causing some to develop methods of utilizing their mind as a firearm rather than a blade.

Form Mind Gun (Su): The soulgunner’s mind blade takes the form of either a one-handed or two-handed firearm. Once this firearm is chosen, their mind blade stays in this form every time the soulgunner forms their mind blade. This mind blade produces its own ammunition, cannot misfire, and the soulgunner can reload it as a free action. A soulgunner’s mind blade is sized appropriately to them, and also benefits from any abilities such as powerful build that would allow them to wield larger weapons.

If the soulgunner’s chosen firearm is one-handed, they can choose to form two when forming their mind blade if they so choose. Do note, one-handed firearms are not light weapons for the purposes of two-weapon fighting.

For the purposes of feats and abilities, a soulgunner’s mind blade counts as both its type of firearm, and as a mind blade. For example: a soulgunner who has a pistol mind blade would be able to affect it with Weapon Focus (pistol) or Weapon Focus (mind blade), but not both at the same time.

Regardless of the firearm form a soulgunner has chosen, their mind blade does not have a set damage type. When shaping their mind blade and assigning abilities to it, the soulgunner chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulgunner may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.

This ability otherwise functions as the soulknife’s form mind blade class feature.

This modifies the soulknife’s form mind blade class feature.

Sidebar: Form Mind Gun, Advanced Firearms, and Modern Firearms: By default, a soulgunner can only use their mind blade to take the form of early firearms. In games where firearms are incredibly common, such as those where advanced or modern firearms are readily available, a GM can allow a soulgunner to have their mind blade take the form of such a firearm.

Soul Precision: While using their mind blade, the soulgunner gains the benefits of both the Point Blank Shot and Precise shot feats. This ability counts as having those feats for the purposes of prerequisites, but any ability gained using this ability as a prerequisites only applies to their mind blade.

This replaces the soulknife’s throw mind blade class feature.

Soulgunner’s Skills: Whenever one of the soulgunner’s blade skills would allow them to make a melee attack, they may make a ranged attack using their mind blade instead. This special ranged attack has a range equal to the soulgunner’s reach, and doesn’t provoke attacks of opportunity.

Whenever one of the soulgunner’s blade skills would allow them to make a thrown attack, they may make a ranged attack using their mind blade instead.

The soulgunner cannot select any blade skills that would allow them to shape their mind blade as a melee weapon.

This modifies the soulknife’s blade skills class feature.

Blade Skills: In addition to the blade skills available to the soulknife, the soulgunner may select blade skills available to the soulbolt archetype as well.

Telekinetic Gunner (Marksman Archetype)

The sheer power of the telekinetic gunner’s mind allows them to wield their firearms through purely psionic means.

Proficiencies: Telekinetic gunners are proficiency with all simple weapons, with all firearms, with light armor and bucklers.

This modifies the marksman’s weapon and armor proficiencies.

Gunsmith: At 1st level, the telekinetic gunner gains one of the following firearms of their choice: blunderbuss, musket, or pistol. Their starting weapon is battered, and only they know how to use it properly. All other creatures treat their gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The telekinetic gunner also gains Gunsmithing as a bonus feat.

Telekinetic Gunning (Su): As a swift action, the telekinetic gunner can touch a single firearm sized appropriately for them and wield it through telekinesis. If they have the ability to wield larger firearms, such as having the powerful build ability, they may use this ability with larger sizes of firearms they can wield as well. They may use this ability a number of times per day equal to 3 + their class level, and its effects persist for 10 minutes. The telekinetic gunner may only have a single firearm affected by this ability at a time.

While wielding a telekinetic firearm it floats in their space, and is considered to be wielded by the telekinetic gunner. The telekinetic gunner may reload their telekinetic firearms using their telekinesis as well, requiring no free hands to do so but at the normal action cost. They use their Wisdom modifier in place of their Strength for their CMD for maneuvers made against a firearm they are wielding telekinetically. Using a firearm telekinetically required concentration, as if they were concentrating on a power. Should their concentration break, the firearm falls to the ground in their space.

While wielding a telekinetic firearm, the telekinetic gunner may use their Wisdom in place of their Dexterity for attack rolls, and may attack and reload the firearms as a purely mental action. They cannot use a firearm they are wielding telekinetically as part of two-weapon fighting. They suffer normal penalties for attacking with multiple weapons when doing so.

This replaces the marksman’s wind reader class feature.

Favored Firearm: The telekinetic gunner treats all firearms as their weapon group for their favored weapon class feature.

Telekinetic Protection (Su): At 2nd level, the telekinetic gunner has learned to protect themselves from projectiles by forming a minor barrier of telekinetic energy around them. The telekinetic gunner gains a +1 deflection bonus to their armor class against ranged projectile attacks. This bonus stacks with other sources of deflection AC, and increases by an additional +1 at 6th level, and every 4 levels thereafter.

This replaces the marksman’s evade arrows class feature.

Telekinetic Reload (Su): At 3rd level, the telekinetic gunner reduces the action cost to reload their telekinetic firearms to a move action. If they have the Rapid Reload feat, the time it takes to reload their telekinetic firearms is reduced to a free action.

This replaces the marksman’s style mantra class feature.

Multiple Wielder: At 5th level, the telekinetic gunner gains the ability to wield a second firearm with their telekinetic gunning ability, gains a second battered firearm of their choice, and gains the Multiweapon Fighting feat as a bonus feat. They may affect multiple touched firearms with a single swift action.

When using their telekinetic firearms, the telekinetic gunner can wield them using the Multiweapon Fighting feat, treating one as their main-hand and the rest as their off-hand weapons. They may only use their telekinetic firearms as part of attacks using this ability.

At 11th level, and again at 17th level, the telekinetic gunner may wield an additional telekinetic firearm and gains an additional battered firearm of their choice.

This replaces the marksman’s bonus feats gained at 5th, 11th, and 17th level.

New Armor, and Shields

Armor and Shield Descriptions

Ceramic Plated Leather Armor

Description: This armor has pockets woven throughout the armor to hold ceramic plates. These plates, while light, allow the armor to better deflect firearm attacks. This armor applies its armor bonus (plus its enhancement bonus, if any) to firearm attacks made against the wearer. If the wearer of this armor is struck by a critical hit the armor gains the broken property. If this armor has the broken property it no longer applies its armor bonus against firearm attacks.

Emplacement Tower Shield

Description: This tower shield has a large groove cut from it to allow the emplacement of a two-handed firearm. While wielding an emplacement tower shield it counts as a free hand for the purposes of wielding a two-handed firearm.

As a standard action you can use an emplacement tower shield to grant you cover, as per a tower shield.

When wielding an emplacement tower shield in combat, you take a –2 penalty on attack rolls because of the shield's encumbrance.

Having proficiency in both firearms and tower shields grants you proficiency with emplacement tower shields. Emplacement tower shields otherwise count as a tower shield for the purposes of feats or abilities.

New Feats

Emplacement Gunner (Combat)

Your unique training allows you to use your shield to use firearms that would normally require dedicated support.

Prerequisites: Proficiency with emplacement tower shields, Rapid Emplacement

Benefit: While using your emplacement tower shield to provide cover, it counts as support for a firearm that would normally require support to be fired without penalty, such as with a culverin or double hackbut. When using such a firearm with your shield for support, you may only attack creatures on the other side of your shield’s edge of cover from you.

Heavy Gunner (Combat)

You utilize raw strength rather than finesse when wielding heavy firearms.

Prerequisites: Str 17, proficiency with two-handed firearms

Benefit: While using a two-handed firearm, whenever you make a scatter attack or a ranged attack against a creature within the weapon’s first range increment, you may use your Strength in place of your Dexterity for your attack rolls.

Additionally, you do not require support when wielding firearms that would normally require it to fire them without penalty, such as the culverin or double hackbut.

Rapid Emplacement (Combat)

Constant use, training, and reflexes has allowed you to more rapidly apply cover with your shield.

Prerequisites: Dex 14, proficiency with tower shields

Benefit: You may use your tower shield to provide cover as a move action rather than a standard action. You still suffer the penalty to attack rolls imposed by a tower shield while using it for cover.

Two-Fisted Shooter (Combat)

Your skills are unparalleled, allowing you to wield firearms in each hand without issue.

Prerequisites: Dex 17, proficiency with one-handed firearms, Two-Weapon Fighting

Benefit: You can draw and sheath one-handed firearms as a free action, allowing you to sheath one of your firearms to reload the other between attacks. Additionally, you treat the following firearms as if they were light weapons for the purposes of two-weapon fighting: coat pistol, dagger pistol, pistol, revolver.

New Spells

Telekinetic Gunner

School transmutation; Level bard 2, magus 2, psychic 3, sorcerer/wizard 3, witch 3;

CASTING

Casting Time 1 standard action

Components: V, S

EFFECT

Range touch

Target one small or medium firearm or crossbow

Duration concentration (up to 1 round per level)

Saving Throw none; Spell Resistance no

DESCRIPTION

Your touch grants you telekinetic control over a firearm or crossbow and its ammunition. The firearm or crossbow orbits you for as long as you concentrate, and you can direct it to attack using your magical abilities without you being required to wield it in your hands. When doing so, you may use your casting ability modifier in place of your Dexterity for attack rolls and you are considered to be proficient with the firearm or crossbow (Charisma for Bard and Sorcerer, Intelligence for Magus, Psychic, Witch, and Wizard). The firearm or crossbow automatically reloads after every attack using ammunition you provide for it with no action required on your part. Additionally, once per round as a free action you can make an additional attack using this firearm or crossbow, with a +1 bonus to hit per 4 caster levels.

Telekinetic Gunner, Mass

School transmutation; Level bard 5, magus 5, psychic 6, sorcerer/wizard 6, witch 6;

CASTING

Casting Time 1 standard action

Components: V, S

EFFECT

Range touch

Target one small or medium firearm or crossbow per 3 levels

Duration concentration (up to 1 round per level)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions as telekinetic gunner, save that you gain telekinetic control over multiple firearms or crossbows. You are considered to be wielding all of them for the purposes of two-weapon or multi-weapon fighting. Whenever you would attack using multiple of them, one firearm or crossbow of your choice is considered your main hand, and all others are considered to be your off hand.

As a full-round action, you can make a single attack using each controlled firearm or crossbow, with a +1 bonus to hit per 4 caster levels. Each attack you make using this ability suffers a -4 penalty, but doesn’t otherwise suffer penalties from fighting with multiple weapons. You cannot use this ability in the same round you make a free-action attack using this spell.

Veil Descriptor: Variant

Veils with the variant descriptor have similar effects to an existing veil, as noted in their description. These veils cannot be shaped at the same time as the veil they are a variant of.

New Veils

Blackpowder Spike [Variant]

Descriptors: Enhanced (see text), Fire, Variant

Class: Daevic, Helmsman, Kheshig

Slot: Hands

Saving Throw: None

A barrel is embedded within their oversized lance of hardened black akasha, building up explosive potential with each swing.

This veil functions as the Black Iron Cannon veil, save that it functions as a lance instead of a greatclub and it uses the following rules instead of its normal ranged weapon rules:

This lance can also be used as a blunderbuss, which can only be loaded through the use of this veil’s effect. For every 2 points of essence invested in this veil, attacks with the blunderbuss deal an additional 1d6 points of fire damage. You do not provoke attacks of opportunity when using this blunderbuss in melee range. Unlike a normal blunderbuss, this special blunderbuss can only be used to make scatter attacks and cannot misfire.

Whenever you hit with a melee attack using this veil’s lance, it becomes loaded with a single charge of ammunition. You may only have a single charge of ammunition loaded at a time, and the charges of ammunition disappear after 1 minute if not fired.

Essence: This veil functions as the essence effects of the Black Iron Cannon veil, save that it loads charges of ammunition instead of cannonballs.

Chakra Bind (Hands): Binding this veil to your Hands chakra increases the capacity of the veil’s ammunition and increases its explosive potential. The veil may be loaded with a maximum number of charges of ammunition equal to your veilweaving modifier. Additionally, the range of the blunderbuss’s scatter cone doubles in size from 15 feet to 30 feet.

Crystals of Radiance

Descriptors: Enhanced (pistol), Fire, Light

Class: Guru, Nexus, Radiant, Vizier

Slot: Head, Headband

Saving Throw: None

Gleaming crystals of glowing akasha surround you, able to direct beams of burning light at your foes.

You gain the ability to conjure up to two gleaming crystals of akasha which hover within your space. These crystals function as if they were pistols sized appropriately for you, save that the crystals take no hands to wield, use your veilweaving modifier in place of your Dexterity modifier for attack rolls, do not need to be reloaded, and cannot misfire. Whenever you invest essence in this veil, you may cause these crystals to glow with bright light up to 20 feet, and then dim light out to an equal range.

These crystals emit lasers of intense light rather than firing physical projectiles. They still target a creature’s touch AC within their first range increment, rather than their full AC. These attacks deal magical fire damage and can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers do not provide cover from these lasers—but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment, and though a laser consists of highly focused light, it does not provide any illumination.

If you have two crystals conjured, as a standard action you may focus their light on a single creature and make two attacks against it with a -4 penalty. If both attacks hit, that creature takes an additional die of weapon damage, and the damage of both attacks is combined before applying any damage reduction or resistances.

Essence: For each point of essence invested in this veil the maximum range of bright light emitted by the crystals increases by 5 feet, and the crystals deal an additional 1 damage on a successful hit.

Chakra Bind (Head): Binding this veil to your Head chakra grants you the ability to conjure an additional crystal, and further empowers your crystal’s ability to focus their light on a single creature. You can conjure up to three crystals using this veil, and gain the benefits of the Multiweapon Fighting feat. You may only use that ability to make attacks using your crystals, and can’t use it alongside other abilities that grant you additional attack as part of a full attack, such as haste or Rapid Shot.

Whenever you attack a single creature multiple times as part of a single action using your crystals, you may combine the damage dealt of all attacks before applying damage reduction and resistances, and that creature takes an additional die of weapon damage for each attack that hits beyond the first.

Chakra Bind (Headband): Binding this veil to your Headband chakra grants you all the benefits of the Head bind, allows you to conjure an even greater number of crystals, and further amplifies their light. You can conjure up to four crystals using this veil, plus an additional crystal for every 4 points of essence invested in this veil. Additionally, half the damage dealt by your crystals is formed of pure akashic light. Half of the damage dealt by your crystals is either treated as fire damage or untyped damage that bypasses any damage reduction, resistances, or immunities, whichever would be more beneficial to you. For example: If your target is vulnerable to fire damage all of the damage dealt by the creature would count as fire, but if they were immune or resistant half of the damage would be untyped.

Lightning Rail

Descriptors: Enhanced (rifle), Electricity

Class: Daevic, Helmsman, Nexus, Stormbound, Vizier

Slot: Hands, Shoulders

Saving Throw: Reflex half

A firearm from some far-off era materializing in your grip. Electricity pulses ominously along the rails that replace what would be its barrel, arcing up its supports and cables that lead to a contraption upon your back.

You gain the ability to conjure a special form of rifle known as a Lightning Rail. This rifle deals electricity damage instead of bludgeoning and piercing damage, cannot misfire, and has an ammunition capacity of 4. This veil cannot be loaded with mundane or magical ammunition, but it produces its own ammunition. It must be loaded with this ammunition, as normal, and the ammo it is loaded with persists if it is dismissed and re-conjured.

Attacks with the Lightning Rail are less precise than a mundane firearm, and cannot have precision damage applied to their damage rolls, and cannot be used with the Deadly Aim feat.

Essence: For each point of essence invested in this veil, attacks made using the Lightning Rail deal an additional 1d6 points of electricity damage.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to overcharge the power of your Lightning Rail. As a move action, you can overcharge the veil, causing your next attack you make with the Lightning Rail before the start of your next turn to attack every creature in a line. This line starts from any corner of your space and extends to the limit of the rifle’s range or until it strikes a barrier it cannot penetrate. Make a single attack roll with a -2 penalty, and apply it to each creature in the line. For each range increment beyond the first, creatures targeted by the attack treat the attack roll as -2 lower. If this attack is a critical threat, critical confirmations must be rolled against each creature individually. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect attacks made using this overcharged attack.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra grants you all the benefits of the Hands bind, and allows you to more easily overcharge your Lightning Rail. You can now overcharge the veil as a free action, even when it isn’t your turn, allowing you to make every attack you make using the veil overcharged if you wish.