21: WeaponizerA mutation that lets a character turn into a weapon. They would start with one form, retrainable, and get additional forms as they rise in level.
1st level, self is masterwork. Max ammo is 4 plus con bonus.
3rd level +1 to self or ammo. Also gets one tool form.
5th, can make self or ammo alchemical silver. One additional weapon form.
7th +2. Add 4 to max ammo.
9th cold iron. One additional tool form.
11th +3. 13th Adamantium. 3rd weapon form.
15th +4. 3rd tool form.
17th Increased crit range. Add 4 to max ammo.
The arcana can be aligned(Law, Chaos, Good, or Evil. Smite on crit.) or Elemental damage(Fire, Cold, Acid, Lightning, or Sonic. Burst on crit.)
Aligned would have to be the same as the character(Excaliber is a lawful weapon). Bonus to hit and damage is doubled against opposed alignment.
Elemental damage is 1D6 normally and the mutant has resistance equal to the bonus.
They can take special abilities as feats. These include bleed, envenoming(possibly with holy water), exploding ammo, ghost touch, ect.
Ammo vanishes when it comes to rest neither in a target, or proping something open. Thus Joe composite could stake a vampire indefinitely. Ammo regenerates 1 +Con bonus a night while sleeping, meditation, or during power down cycle. Consumable tools such as a bullseye lantern regenerate full capacity overnight.