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The Demented One
2006-09-10, 10:04 AM
Ancestral Soulmote
Size/Type: Tiny Outsider (Incarnum, Incorporeal, Native)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 16 (+2 size, +3 Dex, +1 deflection), touch 16, flatfooted 13
Base Attack/Grapple: +3/–
Attack: Incorporeal touch +8 melee (1d4)
Full Attack: Incorporeal touch +8 melee (1d4)
Space/Reach: 2 ½ ft./1 ft.
Special Attacks: Spell-like abilities
Special Qualities: Ancestor’s boon, darkvision 60 ft., kin sense, telepathy 20 ft.
Saves: Fort +5, Ref +6, Will +5
Abilities: Str –, Dex 16, Con 14, Int 10, Wis 10, Cha 12
Skills: Concentration +8, Diplomacy +7, Hide +17, Knowledge (History) +6, Listen +6, Sense Motive +6, Spellcraft +6, Spot +6
Feats: Dodge, Iron Will
Environment: Any (see below)
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any
Advancement: 4-8 HD (Tiny)
Level Adjustment: –

Ancestral Soulmotes are fragments of the souls of long-dead creatures, returned to the Material Plane to aid their descendants. Ancestral Soulmotes seek out those souls that are descended from them, and seek to aid them in any way possible. When they first manifest, Ancestral Soulmotes are true neutral in alignment, but the first time they find one of their descendants, they pattern their own alignment on the descendant’s. Ancestral Soulmotes appear as fist-sized spheres of blue light. A descendant of the soulmote can see the face it once had in life within the globe.

Spell-Like Abilities
At will–detect incarnum; 1/day–soulmeld blessing

Ancestor’s Boon (Su)
Once per day as a standard action, an Ancestral Soulmote may imbue any creature that is one of its descendants with incarnum. The creature gains an essentia pool of 1, or gains an extra point of essentia if he already has an essentia pool. In addition, he gains the ability to shape a single soulmeld of the soulmote’s choice with an effective meldshaper of 1st or his own, whichever is higher. This soulmeld does not count against any limits there may be on how many soulmelds the creature may have shaped. In addition, the Ancestral Soulmote gains a special bond to the creature it has bestowed its boon upon, allowing it to monitor the creature as the status spell. The extra essentia and ability to shape a soulmeld last for 24 hours, after which the imbued incarnum dissipates.

Kin Sense (Su)
Whenever a descendant of an Ancestral Soulmote comes within 60 ft. of the soulmote, the soulmote immediately learns the creature’s name, alignment, and exact relationship to the soulmote.



Ancestral Soulmotes and Player Characters
Ancestral Soulmotes can interact with player characters in several ways. A character with the Incarnum Spellshaping feat can summon an Ancestral Soulmote with either the summon monster II spell or the summon nature’s ally II spell. He is always the descendant of the summoned soulmote. If the summoned soulmote use its ancestor’s boon ability on you, its duration ends when that of the spell that summoned the soulmote does. In addition, a meldshaper may call an Ancestral Soulmote to serve as his companion by taking the Ancestor’s Soul feat, shown below.

Ancestor’s Soul
You can summon the soul of an ancestor to serve you.
Requirements: Meldshaper level 7th, Knowledge (History) 10 ranks
Benefit: You may summon an Ancestral Soulmote to serve as your companion by performing a 24-hour long ceremony. At the height of the ceremony, you must make a DC 20 Knowledge (History) check. If you successfully complete the ritual, you call an Ancestral Soulmote, which serves as your companion, much like a Wizard’s familiar. You are always the descendant of the summoned soulmote.

For the purpose of effects related to number of Hit Dice, use the master’s character level or the soulmote’s normal HD total, whichever is higher. The soulmote has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. The soulmote uses its master’s base attack bonus or its own when attacking, whichever is higher. A summoned soulmote uses its master’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its master might have (from magic items or feats, for example). For each skill in which either the master or the soulmote has ranks, use either the normal skill ranks for the soulmote or the master’s skill ranks, whichever are better. In either case, the soulmote uses its own ability modifiers.

In addition, a summoned soulmote gains additional bonuses based on your meldshaper level.

{table]
Meldshaper LevelDex IncreaseCha IncreaseSpecial
7th-8th+0+0Share soulmeld, telepathic bond
9th-10th+1+1–
11th-12th+2+2Spell resistance
13th-14th+3+2Scry on soulmote
15th-16th+4+3–
17th-18th+5+3–
19th-20th+6+4Greater ancestor’s boon[/table]
Dex Increase (Ex)
Add this value to the soulmote’s Dexterity score.

Cha Increase (Ex)
Add this value to the soulmote’s Charisma score.

Improved Evasion (Ex)
If a soulmote is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Soulmeld (Su)
At a soulmote’s master’s option, his soulmote gains the benefits of any soulmeld he shapes.

Telepathic Bond (Su)
A soulmote can use its telepathy to communicate with its master at a range of up to one mile.

Spell Resistance (Ex)
If its master has a meldshaper level of 11 or higher, a soulmote gains spell resistance equal to the master’s meldshaper level + 5.

Scry on Familiar (Sp)
If the master is 13th level or higher, he may scry on his soulmote (as if casting the [i]scrying spell) once per day.

Greater Ancestor’s Boon (Su)
If its master has a meldshaper level of 19th or higher, a soulmote’s ancestral boon ability bestows three extra essentia points, rather than one.

Lord Iames Osari
2006-09-10, 10:47 AM
Coooooool. I'm alost totally unfamiliat with incarnum, but I like the feel of this thing.

MitP? Vote: Yes.

The Demented One
2006-09-10, 10:48 AM
MitP? Vote: Yes.
Nope. Afraid incarnum isn't OGL, so MitP can't really use it.

LordOfNarf
2006-09-10, 10:55 AM
Its not? thtas dumb, I live incarnum, in concept, and wish wizards hadn't made it suck, seriously, why make the class that has alot of souldmelds (which often involve extra attacks) have the crappiest BAB in the game?? it dosen't make sense, the totemist is the only one worth playing.

I vote MITP Yes anyway

Adiod, avoid, avoid, avoid, leagal trouble from the proprietary owner of the material.