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View Full Version : [3.5] 61 new Incarnum themed feat. (PEACH)



zagan
2011-02-26, 04:40 PM
Hello all !
I’m back with another project, I’ve been working on it for some time now mostly when I need a break from stating Vestige (the first dragon mag one should come shortly).
The goal of this project was simply to expand the number of feat dealing with incarnum, be it feat with the incarnum descriptor or simply feat that deal with incarnum in some way.
It begin with the idea of creating incarnum feat to support non-core class and to make equivalent of a few core feat, like Midnight Dodge. It snowballed from there and now I give you sixty-one feat, enjoy.

List of Incarnum themed feat

{table=head]General Feats|Prerequisites|Benefit

Devoted Extremist|Smite (any one alignment), Smite Opposition|Paladin and Soulborn level stack for Smite damage and Special mount progression.

Honorable Extremist|Knight’s Challenge, Smite Opposition|Knight and Soulborn level stack for Knight’s Challenge DC and Smite damage.

Martial Extremist|Incarnum Defense, Weapon specialization (Any)|Fighter and Soulborn level stack for Smite damage and for fighter feat qualification.

Moral Extremist|Incarnum Defense, Incarnum radiance|Incarnate and Soulborn level stack for Incarnum radiance use and Smite use.

Moral Outlaw|Incarnum radiance, Sneak Attack +1d6|Incarnate and Rogue level stack Incarnum radiance and Trap sense. Gain new class skill for Incarnate and Rogue level.

Moral Performer|Bardic Music, Incarnum radiance|Bard and Incarnate level stack for Inspire courage and Incarnum Radiance bonus.

Practiced Meldshaper||Increase Melshaper level by +4.

Soulmeld Focus||Add 1 to the DC of your soulmeld effect.

--Greater Soulmeld Focus|Soulmeld Focus|Add 1 to the DC of your soulmeld effect, stack with Soulmeld Focus.

Swift Beast|Chakra Bind (Totem), Skirmish +1d6/+1 AC|Scout and Totemist level stack for skirmish progression.

Versatile Moralist|Incarnum radiance, Arcane Dilettante|Factotum and Incarnate level stack for Inspiration point gained. Gain one more skill point for Incarnate level and two new class skill.

Wild Ascetic|Chakra Bind (Totem), Flurry of Blow|Monk and Totemist level stack for Flurry of blow progression. Natural weapon grant by soulmeld can be use during flurry of blow.

Wild Extremist|Chakra Bind (Totem), Incarnum Defense|Soulborn and Totemist level stack for Smite use. Gain benefit of Smite opposition on multiple natural weapon at the same time.

Wild Hunter|Chakra Bind (Totem), Favored Enemy|Ranger and Totemist level stack for Wild empathy bonus. Totem protection apply against all favored enemy.

Wild Moralist|Chakra Bind (Totem), Incarnum radiance|Incarnate and Totemist level stack for Incarnate radiance and Rebind Totem use.

Aberrant Feats|Prerequisites|Benefit

Soulspawn|Con 13, Aberration Blood, One other Aberrant Feat|Add essentia to number of Aberrant feat to determine their benefit.

Ambush Feats|Prerequisites|Benefit

Soulrending strike|Sneak attack +3d6, Essentia Pool 1|Trade 2d6 sneak attack damage to deal 1d4 points of essentia damage and gain it temporarily.

Bardic Music Feats|Prerequisites|Benefit

Resonance Turquoise|Con 13, Bardic Music, Perform 9 ranks|Bardic music grants essentia to allies.

Draconic Feats|Prerequisites|Benefit

Draconic Heritages (Incarnum)|Sorcerer level 1st|Gain Knowledge(History) as a class skill, dragonblood subtype, and bonus on saves against magic sleep, paralysis and against soulmeld effect.

--Draconic Legacy (Incarnum)|Any four Draconic feat|Add some incarnum spell to your list of spell know.

Domain Feats|Prerequisites|Benefit

Incarnum Devotion||Gain temporary soulmeld.

Incarnum Feats|Prerequisites|Benefit

Azure Inspiration|Con 13, Inspiration class feature|Add invest essentia to your inspiration points total at the start of each encounter.

Cerulean Skills|Con 13|Add 1 + twice the amount of invest essentia on all check involving the chosen skill.

Cyan Focus|Con 13, Proficiency with selected weapon, base attack bonus +1|Add invested essentia to attack roll with chosen weapon.

--Cyan Specialization|Con 13, Proficiency with selected weapon, Weapon Focus (or Cyan Focus) with selected weapon, Fighter level 4th|Add 1+ invested essentia to damage roll with chosen weapon.

Cyan Initiative|Con 13|Add 2 plus twice invest essentia to initiative checks.

Cyan Utterance|Con 13, Ability to Speak Utterances|You can ignore the law of resistance a number of time per day per invest essentia.

Enhanced Incarnum Weapon|Con 13, Ability to shape the Incarnate Weapon soulmeld, Incarnum radiance|You can give special property to your Incarnate weapon depending on invest essentia.

Incarnum Breath|Con 13, Breath weapon|Improve the area of effect of your breath weapon with essentia.

Incarnum Healing|Con 13, Heal 3 Ranks, Healing Soul|Give you a pool of healing similar to Paladin Lay on hands.

Indigo Casting|Con 13, Cloaked Casting|You can declare that a target is subject to your Cloaked casting ability.

Indigo Channeling|Con 13, Arcane Channeling|When channeling a spell you regain hit points.

Indigo Touch|Con 13 or Undead Meldshaper, Charnel Touch|Add twice invest essentia to damage dealt by your charnel touch.

Iris Edge|Con 13, Warmage Edge|Add invested essentia to damage dealt with warmage spell.

Iris Favored|Con 13, Deity’s weapon focus|Gain access to some spell from one of your deity’s domain depending on invest essentia.

Iris Mantle|Con 13, Access to one psionic mantle|Add invested essentia to your manifester level when manifesting power from one of your mantle.

Iris Pact|Con 13, Pact Augmentation|Select more pact augmentation ability depending on invest essentia.

Kiai Turquoise|Con 13, Kiai Smite|Add invest essentia to the number of time per day, you can use your Kiai Smite.

Lapis Augment|Con 13, Lurk Augment|You can spent additional power point when using lurk augment equal to invest essentia.

Lapis Challenge|Con 13, Knight’s Challenge|Add invest essentia to bonus grant by Fighting Challenge.

Lapis Healing|Con 13, Healing Hand|Add twice invest essentia to bonus healing grant by healing hand.

Lapis Spell Stealing|Con 13, Steal Spell|Add invest essentia to the maximum number of stolen spell levels you can hold.

Maneuvers Turquoise|Con 13, Warblade Level 1st|Temporarily learn maneuver in place of some of those you know, depending on invest essentia.

Midnight Blast|Con 13, Eldritch Blast 1d6|Add twice invested essentia to damage roll on Eldritch Blast damage.

Midnight Curse|Con 13, Hexblade’s Curse|Add invest essentia to the number of time per day, you can use your Hexblade’s curse.

Midnight Knowledge|Con 13, Dark Knowledge|Add twice invest essentia to knowledge check made when using Dark knowledge.

Midnight Shadow|Con 13, Ability to use Fundamentals mysteries|Add invest essentia to number of time per day, you can use Fundamentals.

Resolve Turquoise|Con 13, Steely resolve|Add twice invest essentia to your delayed damage pool maximum.

Resonance Turquoise|Con 13, Bardic Music, Perform 9 ranks|Bardic music grants essentia to allies.

Sapphire Move|Con 13, Grant Move Action|Add invest essentia to the number of time per day, you can use your Grant Move Action ability.

Sapphire Recovery|Con 13, Swordsage level 1st|Regain maneuver faster depending on invest essentia.

Soulspawn|Con 13, Aberration Blood, One other Aberrant Feat|Add essentia to number of Aberrant feat to determine their benefit.

Teal Ability|Con 13, At least one special attack|Add 1 + invest essentia to the DC for all saving throws against the chosen special attack.

Teal Luck|Con 13, Any luck feat|Gain luck reroll depending on essentia, expend luck reroll to force a dispel check made to dispel your soulmeld.

Teal Mastery|Con 13, Elemental mastery|Double the bonus from your elemental mastery ability for a number of spell equal to invest essentia.

Teal Surge|Con 13, Wild Surge|Reduce the chance of psychic enervation depending on invest essentia.

Verdigris Aura|Con 13, Draconic aura, Minor Aura, Major Aura or Psychic Aura|You increase the radius of your aura by 5ft per essentia invest in this feat.

Verdigris Element|Con 13, Element Focus|Add invest essentia to your caster level when casting spell of your element.

Verdigris Essence|Con 13, Retain Essence|Increase the amount of xp add to your craft reserve when using Retain essence depending on invest essentia.

Item Creation Feats|Prerequisites|Benefit

Essentia Infusion|Essentia Pool 1, Any Item Creation Feat|You can create magic item that gain in effectiveness if essentia is invest into them.

Luck Feat|Prerequisites|Benefit

Teal Luck|Con 13, Any Luck Feat|Gain luck reroll depending on essentia, expend luck reroll to force a dispel check made to dispel your soulmeld.

Psionic Feats|Prerequisites|Benefit

Iris Mantle|Con 13, Access to one psionic mantle|Add invested essentia to your manifester level when manifesting power from one of your mantle.

Lapis Lurk|Con 13, Lurk Augment|You can spent additional power point when using lurk augment equal to invest essentia.

Teal Surge|Con 13, Wild Surge|Reduce the chance of psychic enervation depending on invest essentia.

Monstrous Feats|Prerequisites|Benefit

Artificial Meldshaper|Con -, Int 3, Construct type|Use Wisdom instead of Constitution to shape soulmelds.

Soul Synergy|Int 3, Ability to bind soulmeld to Totem chakra|If you bind a soulmeld that is associate with your species, you gain increase benefit from it.

Tacticals Feats|Prerequisites|Benefit

Meldshaper Expert|Base Attack Bonus +4, Essentia Pool 2, Ability to shape Soulmeld|See feat description.

Shifter Feats|Prerequisites|Benefit

Indigo Shifting|Shifter, Con 13, One other Shifter feat|Add essentia to number of shifting per day and duration.

[/table]

zagan
2011-02-26, 04:42 PM
Artificial Meldshaper [Monstrous]
Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.
Prerequisite
Con -, Int 3, Construct type.
Benefit
Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld’s save DC, use your Wisdom score instead.

Azure Inspiration [Incarnum]
Incarnum being made of soul can allow you to better retain and use your diverse body of knowledge.
Prerequisite
Con 13, Inspiration class feature.
Benefit
Once per day, you can invest essentia into this feat. At the start of an encounter you gain additional inspiration point equal to the amount of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Cerulean Skill [Incarnum]
By tapping into the knowledge from the ancient and future soul you can augment your own ability.
Prerequisite
Con 13.
Benefit
Upon gaining this feat chose one skill. Once per day, you can invest essentia into this feat. You gain an insight bonus on on all checks involving that skill equal to 1 + twice the amount of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special
Cerulean Skill can be used in place of the Skill Focus feat to qualify for a feat, prestige class, or other special ability.

Cyan Focus [Incarnum]
By drawing on the experience of those that have use your chosen weapon before you can learn how to better use it.
Prerequisite
Con 13, Proficiency with selected weapon, base attack bonus +1.
Benefit
Choose one type of weapon. You can also choose unarmed strike, touch attack or ranged touch attack (ray), as your weapon for purposes of this feat. Once per day, you can invest essentia into this feat. You gain an insight bonus on all attack roll made with the chosen weapon equal to the amount of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special
Cyan Focus can be used in place of the Weapon Focus feat to qualify for a feat, prestige class, or other special ability.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Cyan Focus as one of his fighter bonus feats.

Cyan Specialization [Incarnum]
You draw even more on the experience of other soul to improve your skills with your chosen weapon.
Prerequisite
Con 13, Proficiency with selected weapon, Weapon Focus (or Cyan Focus) with selected weapon, Fighter level 4th.
Benefit
Choose one type of weapon for which you have already selected the Weapon Focus (or Cyan Focus) feat. Once per day, you can invest essentia into this feat. You gain an insight bonus on all damage roll made with the chosen weapon equal to 1 + the amount of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special
Cyan Specialization can be used in place of the Weapon Specialization feat to qualify for a feat, prestige class, or other special ability.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Cyan Specialization as one of his fighter bonus feats.

Cyan Initiative [Incarnum]
Incarnum allow you to react faster to danger.
Prerequisite
Con 13.
Benefit
Once per day, you can invest essentia into this feat. You gain a +2 insight bonus on initiative check, this bonus improve by 2 for every point of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special
Cyan Initiative can be used in place of the Improved Initiative feat to qualify for a feat, prestige class, or other special ability.
A fighter may select Cyan Initiative as one of his fighter bonus feats.

Cyan Utterance [Incarnum]
By drawing energy from soul you can more easily compel the universe to obey you.
Prerequisite
Con 13, Ability to Speak Utterances.
Benefit
Once per day, you can invest essentia into this feat. As a free action when speaking an utterance, a number of time per day equal to the amount of essentia invested into this feat, you can ignore the law of resistance, this mean that the the Truespeak check DC is the same as if you were speaking that utterance for the first time this day and this use of the utterance does not count for calculating Truespeak check DC for this utterance later in the day. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Devoted Extremist
You belong to a specific order of paladin that combine the divine blessing of your god with the incarnum technique that reflect your cause.
Prerequisite
Smite (any one alignment), Smite Opposition.
Benefit
Your paladin and soulborn level stack for the purpose of determining the damaged dealt by your Smite ability from both class and to determine the benefit gain by your special mount if any. You effective meldshaper level gain from being a soulborn is now equal to half your combined paladin and soulborn level. In addition you can choose divine feat instead of incarnum when gaining bonus feat at soulborn level 3rd, 7th and 11th.
Special
You can multiclass freely between the paladin and soulborn class.

Draconic Heritage (Incarnum) [Draconic]
You have an incarnum dragon as a distant ancestor.
Prerequisite
Sorcerer level 1st.
Benefit
You gain the dragonblood subtype, You gain Knowledge (History) as a sorcerer class skill. In addition, you gain a bonus equal to the number of draconic feats you have on saving throws against magic sleep and paralysis effects, as well as on saves against soulmeld effect.
Note: Draconic Heritage for other sort of dragon can be found in Complete Arcane, Dragon magic and Race of the Dragon

Draconic Legacy (Incarnum) [Draconic]
You gain access to spell with link to incarnum through your draconic heritage.
Prerequisite
Any four draconic feat.
Benefit
Add the following spell to your list of spells known: Incarnum Weapon, Open Least Chakra and Soul Boon. Each spell is added at the spell level where a spellcaster normally gains it.
Special
You can use these spell even if you do not have the Incarnum Spellshaping feat, this is only apply to the spell learn using the Draconic Legacy (Incarnum) feat. Other incarnum spell that you may know still require the Incarnum Spellshaping feat to use.
Note: Draconic Legacy for other sort of dragon can be found in Complete Arcane and Race of the Dragon

Enhanced Incarnum Weapon [Incarnum]
You can increase the connection of your Incarnate weapon with an alignment increasing it’s power.
Prerequisite
Con 13, Ability to shape the Incarnate Weapon soulmeld, Incarnum radiance.
Benefit
Once per day, you can invest essentia into this feat. Upon investing essentia into this feat you must choose one or more weapon special property from the list below, some of them are restrict to a particular alignment, each property cost a certain amount of essentia to be invested into this feat, the chosen property apply only to your Incarnate Weapon soulmeld. For example a Good Incarnate that invest 2 essentia into this feat could choose the Holy property or the Defending and Shock property but no more.
{table=head]Essentia|Special property
Any|
1|Defending
1|Ghost Touch
1|Impact2MiC
1|Keen1
1|Merciful
2|CollisionMiC
2|MetallineMiC
3|Speed
Good|
1|Evil Outsider Bane
1|Shock
2|Shocking Burst
2|Holy
Evil|
1|Good Outsider Bane
1|Flaming
2|Flaming Burst
2|Unholy
Lawful|
1|Chaotic Outsider Bane
1|Frost
2|Icy Burst
2|Axiomatic
Chaotic|
1|Lawful Outsider Bane
1|CorrosiveMiC
2|Acidic BurstMiC
2|Anarchic
[/table]
1: Slashing or Piercing weapon only2: Bludgeoning weapon only
Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Essentia Infusion [Item Creation]
By channeling incarnum into an item while creating it, you can increase is effectiveness when you or someone else invest essentia in it later.
Prerequisite
Essentia Pool 1, Any Item Creation Feat.
Benefit
When creating a magic item you may choose to make that item into an essentia receptacle. This increase the market price of the item by 10%, with a corresponding increase to the gold and experience cost to create it it. Item modified in this way can be invest with essentia, the maximum amount of essentia that can be invest in the item depend on his minimum caster level as follow:
{table=head]Caster Level|Essentia Capacity
1st-5th|1
6th-11th|2
12th-17th|3
18th-20th|4
[/table]
Investing essentia into an item increase that item effective caster level for the purpose of determining his resistance to dispel magic and, for item that duplicate spell effects such as potion, scroll, wand or staff, it increase the effect of the spell according to this new effective caster level. For example a scroll of fireball as a minimum caster level of 5th, and create a fireball dealing 5d6 points of damage, if the scroll was create using this feat you could invest one point of essentia into it, increasing his effective caster level to 6th and if used creating a fireball dealing 6d6 points of damage.
Only the creature using the item can invest it with essentia, the essentia remain in the item until either the user divest it, the item is no longer in the creature possession, or the item is destroyed, after using a scroll for example.
Any creature with an essentia pool instinctively know that they can invest essentia into the item if they held it for at least one minute.

Greater Soulmeld Focus
Your soulmeld effect are even harder to resist than before.
Prerequisite
Soulmeld Focus.
Benefit
Add +1 to the Difficulty Class for all saving throws against effects from your soulmeld. This bonus stacks with the bonus from Soulmeld Focus.

Honorable Extremist
In addition, to your dedication to your cause you also follow a code of honor.
Prerequisite
Knight’s Challenge, Smite Opposition.
Benefit
Your Knight and Soulborn level stack for the purpose of determining the DC of your Knight’s Challenge ability and the damage dealt by your Smite Opposition ability. When you gain a Knight’s bonus feat (at 5th, 10th or 15th level) you can chose an incarnum feat instead of a feat from the standard list. When you gain a Soulborn’s bonus feat (at 3rd, 7th or 11th level) you can chose a feat from the Knight’s bonus feat list instead of an incarnum feat. In addition, you can chose to expend two use of your Knight’s challenge ability to use your Smite Opposition ability.

Incarnum Breath [Incarnum]
By pushing essentia into your throat you can augment the spread of your breath weapon.
Prerequisite
Con 13, Breath weapon.
Benefit
Once per day, you can invest essentia into this feat. The area of effect of your breath weapon increase by 10ft per essentia invest into this feat if it’s a line, by 5ft per essentia invest into this feat if it’s a cone. If you have multiple breath weapon each with his own area of effect you gain the benefit for all of them. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Incarnum Devotion [Domain]
Your dedication to incarnum allow you to temporarily use soulmeld.
Benefit
Once per day, as a swift action, you can shape any one soulmeld of your choice, this soulmeld automatically unshaped after one one minute no matter what happen. This soulmeld follow all the normal rule of soulmeld except that it can’t be bound to any chakra. Your meldshaper level for this soulmeld is equal to one-half your character level.
Special
You can select this feat multiple times, gaining one additional daily use each time you take it.
If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend. You expend them as part of activating this feat.

Incarnum Healing [Incarnum]
You have learned to heal other in addition, to yourself.
Prerequisites: Con 13, Heal 3 Ranks, Healing Soul.
Benefits: Once per day, you can invest essentia in this feat. You gain a pool of healing that acts like the paladin's lay on hands ability equal to twice your Con mod x the amount of essentia invested in this feat. Once essentia is invested in this feat it remains invested for 24-hours.
You gain one point of Essentia.
Special: This feat can be used as a prerequisite for Azure Touch and can benefit from it as if it was the lay on hands ability (adding the essentia invested into it to the essentia invested in this feat).
Special: The damage that can be healed by the Healing Soul feat is doubled (4 points per point of invested essentia, 8 if you have access to the soul chakra).
Note: Made by EdroGrimmshell

Indigo Casting [Incarnum]
A flash of essentia can help distract your foe.
Prerequisite
Con 13, Cloaked Casting.
Benefit
Once per day, you can invest essentia into this feat. A number of time per day equal to the amount of essentia invested into this feat, you can as a swift action declare a creature to be denied its dexterity bonus to AC for the purpose of determining if you gain the bonus of your cloaked casting ability for the next spell you cast on him until this round. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Indigo Channeling [Incarnum]
When striking with magic and steal at the same time you can use the waste magic and your essentia to regain some health.
Prerequisite
Con 13, Arcane Channeling.
Benefit
Once per day, you can invest essentia into this feat. If you successfully deal damage with your weapon while using arcane channeling you regain a number of hit point equal to the level of the spell multiplied by the amount of essentia invested into this feat. If you can make a full-attack while using arcane channeling you only regain hit point once but you only need to successfully hit once for it to work. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Indigo Touch [Incarnum]
Necrocarnum increase the potency of your touch.
Prerequisite
Con 13 or Undead Meldshaper, Charnel Touch.
Benefit
Once per day, you can invest essentia into this feat. You gain an insight bonus on damage roll equal to twice the amount of essentia invested into this feat when using your Charnel touch ability. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Indigo Shifting [Incarnum][Shifter]
The soul of lycanthrope in the world reinforce your link to your savage nature.
Prerequisite
Shifter, Con 13, One other Shifter feat.
Benefit
Once per day, you can invest essentia into this feat. You can shift an additional time per day equal to half the amount of essentia invested into this feat and your shifting last for an additional round per point of essentia invest into this feat. In addition, while shifting you gain 1 temporary point of essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Iris Edge [Incarnum]
By adding essentia to your spell you make them more potent.
Prerequisite
Con 13, Warmage Edge.
Benefit
Once per day, you can invest essentia into this feat. You add twice the amount of essentia invest into this feat to your intelligence modifier to determine the amount of additional damage you gain from your Warmage edge ability. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Iris Favored [Incarnum]
You’ve used incarnum to reinforced your connection with your deity.
Prerequisite
Con 13, Deity’s weapon focus.
Benefit
Once per day, you can invest essentia into this feat, at the same time you must also chose one domain granted by the deity you worship. For as long as there is essentia invested into this feat you add the spells, from the chosen domain, of a level equal or inferior to 1 + the amount of essentia invested into this feat to your list of spell know. For example a favored soul of Boccob may choose the Knowledge domain and after investing two points of essentia into this feat would gain access to the first three spell from this domain, Detect secret door, Detect Though and Clairaudience/Clairvoyance. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Iris Mantle [Incarnum][Psionic]
By channeling incarnum in tune with your philosophy you increase the strength of your mantle.
Prerequisite
Con 13, Access to one psionic mantle.
Benefit
Once per day, you can invest essentia into this feat at the same time if you have access to more than one mantle you must choose one of them. You gain a insight bonus on your manifester level when casting power that belong to the chosen mantel equal to the amount of essentia invested into this feat, this may increase the effect of the power and may allow you to augment it but you must pay the increase in power point cost yourself, this feat does not pay it. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Iris Pact [Incarnum]
Offering essentia to your bound vestige allow you to take more power from them.
Prerequisite
Con 13, Pact Augmentation.
Benefit
Once per day, you can invest essentia into this feat. You can select one additional pact augmentation ability per point of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Kiai Turquoise [Incarnum]
You call on the strength of your ancestor soul to strike more regularly.
Prerequisite
Con 13, Kiai Smite.
Benefit
Once per day, you can invest essentia into this feat. You can use your Kiai Smite ability one additional time per day per point of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Lapis Augment [Incarnum][Psionic]
You learn how to increase the effectiveness of your augment with essentia.
Prerequisite
Con 13, Lurk Augment.
Benefit
Once per day, you can invest essentia into this feat. You can spend a number of additional power point when using a lurk augment equal to the amount of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Lapis Challenge [Incarnum]
When you put your honor on the line your soul resonate with the incarnum you wield.
Prerequisite
Con 13, Knight’s Challenge.
Benefit
Once per day, you can invest essentia into this feat. You add the amount of essentia invested into this feat to the bonus you gained when issuing a Fighting Challenge. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Lapis Healing [Incarnum]
Incarnum, the essence of the soul, allow you to increase the effectiveness of your healing spell even more.
Prerequisite
Con 13, Healing Hand.
Benefit
Once per day, you can invest essentia into this feat. You add twice the amount of essentia invested into this feat to you Charisma bonus for the purpose of determining how much additional damage you healed when casting a healing spell. For example a 1st level healer with a Charisma score of 18 and 1 point of essentia invest into this feat would heal 1d8+7 points of damage instead of 1d8+5. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Lapis Spell Stealing [Incarnum]
Incarnum increase your ability to hold foreign magic.
Prerequisite
Con 13, Steal Spell.
Benefit
Once per day, you can invest essentia into this feat. You increase the maximum number of stolen spell levels you can hold via your Steal Spell class feature by the amount of essentia invested into this feat. In addition, for every two point of essentia invested into this feat increase the level of spell you can steal by one to a maximum of 9th level. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Maneuvers Turquoise [Incarnum]
You use incarnum to draw on the knowledge of former Warblade like yourself.
Prerequisite
Con 13, Warblade level 1st.
Benefit
Once per day, you can invest essentia into this feat. When investing essentia into this feat choose a number of maneuvers you know equal to the amount of invested essentia, you lose the ability to ready these maneuvers and if they were already readied they immediately become expend. In exchange you gain access to an equal number of maneuver of the same level or lower. You must met all the normal prerequisite to learn those maneuvers. You can then ready and use those maneuver as if you have learned them normally, meaning that you can only select maneuvers from discipline you normally has access to as a warblade. You cannot use the maneuvers learned this way to qualify for maneuvers learned permanently via your class features or feat, but you can use them to qualify for each other. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Martial Extremist
Your training at arms help you upload your cause.
Prerequisite
Incarnum Defense, Weapon specialization (Any).
Benefit
Your Fighter and Soulborn levels stack for the purpose of determining the damage dealt by your Smite Opposition ability and for qualifying for feats that require a minimum fighter level, such as Greater weapon focus. When you gain a bonus feat from your Soulborn level (at 3rd, 7th and 11th level) you can select a Fighter bonus feat instead of an incarnum feat. Finally when you gain a bonus feat from your Fighter level (every even level) you can select an incarnum feat instead of a fighter bonus feat.

Meldshaper Expert [Tacticals]
You know how to best use your soulmeld.
Prerequisite
Base Attack Bonus +4, Essentia Pool 2, Ability to shape Soulmeld.
Benefit
The Meldshaper Expert feat enable the use of two tactical maneuvers:
Essentia Fluctuation: To use this maneuver you must maximize the amount of essentia invest in a soulmeld, in the following round divest all essentia from this soulmeld and in the third round reinvest the maximum amount of essentia in the soulmeld. Until the end of this third round the soulmeld is threat as if an additional point of essentia was invest in it above and beyond his normal essentia capacity.
Incarnum marking: If you successfully make an attack against a foe using a soulmeld, be it a natural weapon from a soulmeld like the Girallon Arms, manufactured weapon as from the Incarnum Weapon soulmeld or even The Dissolving Spittle soulmeld ranged touch attack, as an immediate action you can “invest” one point of essentia into your foe. In the next round you can ignore all form of miss chance that the foe may posses apart from total concealment. At the end of this round the point of essentia return to your essentia pool. You can only ever have a maximum of one point of essentia “invest” into a particular foe.

Midnight Blast [Incarnum]
By combining incarnum with your Eldritch power you can increase their effectiveness.
Prerequisite
Con 13, Eldritch Blast 1d6.
Benefit
Once per day, you can invest essentia into this feat. You gain an insight bonus on all damage roll with your Eldritch Blast equal to twice the amount of essentia invested into this feat. This bonus apply only once per round even if you attack multiple time with your Eldritch Blast. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Midnight Curse [Incarnum]
By channeling incarnum you can curse your foe more often.
Prerequisite
Con 13, Hexblade’s Curse.
Benefit
Once per day, you can invest essentia into this feat. You can use your Hexblade’s Curse ability one additional time per day per point of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Midnight Knowledge [Incarnum]
By tapping into the knowledge of the world soul you gain a better insight in the weakness of your foe.
Prerequisite
Con 13, Dark Knowledge.
Benefit
Once per day, you can invest essentia into this feat. You gain an insight bonus on all knowledge check made as part of using your Dark Knowledge ability equal to twice the amount of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Midnight Shadow [Incarnum]
Your incarnum enhance your link with the Planes of shadow.
Prerequisite
Con 13, Ability to use Fundamentals mysteries.
Benefit
Once per day, you can invest essentia into this feat. You can use the Fundamentals you know an additional time per day per point of essentia invested into this feat. Alternately if you can use Fundamentals at will you gain an insight bonus on your caster level when using fundamentals equal to the amount of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Moral Extremist
You have manage to reach a compromise between your strong moral opinion and your extreme dedication to a cause.
Prerequisite
Incarnum Defense, Incarnum radiance.
Benefit
When gaining this feat you must choose your effective alignment for the purpose of determining the ability granted by your Incarnate or Soulborn level, whichever class is currently at odd with your real alignment because of your level in the other class. The chosen alignment must be within one step of your current one. For example a Neutral Good Incarnate that become Chaotic Good and take level in Soulborn when taking this feat would need to chose either Neutral Good, as before, or Chaotic Neutral as his effective alignment to determine his Incarnate ability. In addition, you can continue taking level in either class even if your current alignment would not normally allow it. Also your meldshaper level for your Incarnate and Soulborn level is equal to the sum total of your meldshaper level in each class. For example an Incarnate 3/Soulborn 4 with this feat would have an effective meldshaper level of 5 for both class. Finally your level in Incarnate and Soulborn stack for the purpose of determining the number of time per day you can use your incarnum radiance ability and the number of time you can use your smite opposition ability.

Moral Outlaw
You’ve chosen to use your incarnum talent from the shadow.
Prerequisite
Incarnum radiance, Sneak Attack +1d6.
Benefit
The following skill become class skill for both your Incarnate and Rogue level: Disable Device, Knowledge (arcana), Knowledge (religion), Open Lock, Search and Sleight of Hand.
In addition, your Rogue and Incarnate level stack to determine the bonus grant by your Incarnum radiance ability and by your Trap senses ability.
Special
If you have the Thief’s Gloves shaped and bounded to your hand chakra you automatically become aware of all trap within 30 feet of you, this include their exact position and what trigger them.

Moral Performer
You’ve learn how to fuel your music with incarnum and your soulmeld with your music.
Prerequisite
Bardic Music, Incarnum radiance.
Benefit
Your Bard and Incarnate level stack to determine the bonus grant by inspire courage ability and the bonus grant by your incarnum radiance ability. In addition, you can choose to expend two use of your bardic music to use incarnum radiance or one use of incarnum radiance to use a bardic music effect.

Practiced Meldshaper
Your understanding of meldshaping is better than normal.
Benefit
Choose a meldshaping class that you possess. Your Meldshaper level for the chosen class increases by 4. This benefit can’t increase your meldshaper level to higher than your Hit dice. However if you can’t benefit from the full benefit immediately, if you later gain Hit dice in levels of non meldshaper classes you might apply the rest of the bonus. This feat only increase the effect of the soulmeld shaped via the choosen class and how hard they are to dispel but not the amount of essentia you possess, how many soulmeld you may shape or how many soulmeld you can bind to a chakra.
Special
You may select this feat multiple times. Each time choosing a different meldshaping class.

Resolve Turquoise [Incarnum]
Incarnum can increase your resolve and the resilience of your life force.
Prerequisite
Con 13, Steely Resolve.
Benefit
Once per day, you can invest essentia into this feat. Add twice the amount of essentia invested into this feat to determine the maximum amount of damage that your delayed damage pool can hold. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Resonance Turquoise [Incarnum]
You know how to make the soul of your allies resonate with your own.
Prerequisite
Con 13, Bardic Music, Perform 9 ranks.
Benefit
Once per day, you can invest essentia into this feat. You gain an additional bardic music ability called Resonance Turquoise.
Resonance Turquoise (Su): As a standard action you can use music or poetic to energized the soul of your allies, allowing them to more effectively use their soulmeld. To be affected, an ally must be able to hear you perform. The effect last for as long as long as the ally hears you sing and for 5 rounds thereafter, singing Resonance Turquoise require concentration on your part, which means that you must take a standard action each round to maintain the ability. The affected allies, including yourself, gain temporary essentia equal to the amount of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

[B]Sapphire Move [Incarnum]
Channeling incarnum allow you to better influence your ally.
Prerequisite
Con 13, Grant Move Action.
Benefit
Once per day, you can invest essentia into this feat. You can use your Grant Move Action ability one additional time per day per point of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Sapphire Recovery [Incarnum]
Essentia channel in the right way allow you to regain your concentration faster.
Prerequisite
Con 13, Swordsage level 1st.
Benefit
Once per day, you can invest essentia into this feat. Depending on the amount of essentia invested into this feat recovering one expanded maneuver can be done using a different action than the normal Full-round action as describe in the table below.
{table=head]Essentia|Action
1|Standard
2|Move
3|Swift
4|Free1
[/table]
1: Maximum once per round
You can take one additional free action per point of essentia above four to regain another expand maneuver per round. You can also use action from a lower number of invest essentia to regain multiple maneuver per round. For example a 20th level Swordsage that invest five points of essentia into this feat, using the improved essentia capacity feat, could take two free action, a swift action, a move action and a standard action to recover five expend maneuver. All the maneuver that you recover using this feat must be granted by the same class, and not maneuver gained from taking a feat such as Martial study. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Soulmeld Focus
Your soulmeld effect are harder to resist.
Benefit
Add +1 to the Difficulty Class for all saving throws against effects from your soulmeld.

Soulrending Strike [Ambush]
Your attacks can temporarily damage your opponent’s very soul.
Prerequisite
Sneak attack +3d6, Essentia Pool 1.
Benefit
Your successful sneak attack deals 1d4 points of essentia damage in addition, to its normal damage. If the target as no essentia pool this as no effect. You gain 1 point of temporary essentia for every point of essentia damage you deal to the target. This temporary essentia remains in your pool for 1 minute, after which it dissipates. While you have it, you can use your temporary essentia just like normal essentia.
Using this feat reduce your sneak attack damage by 2d6.

Soul Synergy [Monstrous]
When you call on the soul of your own race your power a considerably augment.
Prerequisite
Int 3, Chakra bind (Totem).
Benefit
If you shaped a soulmeld associate with your race, for example a giant eagle shaping the Great Raptor Mask, you gain a number of benefit. First your effective meldshaper level with this soulmeld increase by 2. Second the essentia capacity of this soulmeld increase by 1. And finally increase all the numerical bonus granted by the soulmeld by 2, this benefit apply after calculating the additional bonus from having essentia invest in it. With the example above the Great Raptor Mask would grant a +4 competence bonus to spot check plus two per point of invest essentia.

Soulspawn [Aberrant][Incarnum]
You tap into the soul of the aberration of the world to augment your own aberrant talent.
Prerequisite
Con 13, Aberration Blood, One other Aberrant Feat.
Benefit
Once per day, you can invest essentia into this feat. You add the amount of essentia invested into this feat to the number of Aberrant feat you posses to determine their effect. In addition, you gain a +2 insight bonus per point of essentia invested into this feat to the same type of check that benefit from your Aberration Blood feat, if you have taken Aberration Blood multiple time the bonus apply to all check. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Swift Beast
You combine your love of constant movement with your use of magical beast soul to deadly effect.
Prerequisite
Chakra Bind (Totem), Skirmish +1d6/+1 AC.
Benefit
Your Scout and Totemist levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. In addition, when you gain a Scout bonus feat (at 4th, 8th, 12th, 16th or 20th level) you can select an incarnum feat instead of a feat from the standard list. Finally you gain a percentage of miss chance against attack of opportunity provoked by moving through a threatened square, the amount of miss chance is equal to the 10 multiplied by the number of soulmeld you have shaped to a maximum of 100%.

Teal Ability [Incarnum]
By infusing essentia in your ability you can make them harder to resist.
Prerequisite
Con 13, At least one special attack.
Benefit
Choose one of your special attack. Once per day, you can invest essentia into this feat. Add +1 + invested essentia to the DC for all saving throws against the chosen special attack. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special
Teal Ability can be used in place of the Ability Focus feat to qualify for a feat, prestige class, or other special ability.

Teal Luck [Incarnum][Luck]
You draw a little luck from the soul of your foe.
Prerequisite
Con 13, Any Luck feat.
Benefit
You can expend one luck reroll as an immediate action to force a foe to reroll a dispel check target against one of your shaped soulmeld. Once per day, you can invest essentia into this feat. You gain one luck reroll plus an additional luck reroll per point of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special
If you have the Lucky Dice shaped, as long as you have at least one luck reroll remaining, increase the bonus granted by the Lucky Dice by 1.

Teal Mastery [Incarnum]
You can improve the effective of a few select spell from your element.
Prerequisite
Con 13, Elemental mastery.
Benefit
Once per day, you can invest essentia into this feat, at the same time choose a number of spell that belong to the list of spell from your chosen element that you can cast equal to the amount of invested essentia. You gain a +2 insight bonus on caster level when casting the chosen spell, this stack with the bonus from your elemental mastery for a total of +4 caster level. For a example a 6th Wujen with Elemental Mastery (Fire) with two essentia invest into this feat could chose Fire shuriken and Fireball and cast those two spell with a 10th caster level, other spell that belong to the fire element would be cast at 8th caster level and any other spell would be cast at his normal 6th caster level. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Teal Surge [Incarnum][Psionic]
Essentia improve your resistance to psychic stress.
Prerequisite
Con 13, Wild Surge.
Benefit
Once per day, you can invest essentia into this feat. You reduce the chance of suffering from psychic enervation by 5% per point of essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Verdigris Aura [Incarnum]
When use in the right way essentia can increase the influence you have on other.
Prerequisite
Con 13, Draconic aura, Minor Aura, Major Aura or Psychic Aura.
Benefit
Once per day, you can invest essentia into this feat. The radius of your aura increase by 5 feet per point of essentia invested into this feat, if you can project multiple type of aura at the same time each of them gain this benefit. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Verdigris Element [Incarnum]
You channel incarnum from the elemental plane to increase the potency of your elemental spell.
Prerequisite
Con 13, Element Focus.
Benefit
Once per day, you can invest essentia into this feat. You gain a insight bonus on your caster level when casting spell that belong to your favored element (See Complete divine p144) equal to the essentia invested into this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Verdigris Essence [Incarnum]
By channeling the very essence of soul into an item you can gain more from it than normal.
Prerequisite
Con 13, Retain Essence.
Benefit
Once per day, you can invest essentia into this feat. When using your Retain essence class feature to salvage the xp from a magic item you increase the amount of xp add to your craft reserve by 2% per point of essentia invested into this feat. You gain no benefit from this feat if you attempt to salvage xp from an item you craft yourselves. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special
An artificier may select Verdigris Essence as one of his artificer bonus feats.

Versatile Moralist
You supplement your skill in numerous field with incarnum by adhering to an ideal.
Prerequisite
Incarnum radiance, Arcane Dilettante.
Benefit
Upon gaining this feat chose any two skill, these become incarnate class skill for you. When gaining a new incarnate level you gain an additional skill point (including the level you have taken this feat if it was a level of incarnate). Your Factotum and Incarnate level stack to the determine the amount of inspiration point you gain at the start of an encounter. Finally when choosing spell for your Arcane Dilettante ability you can choose to prepare one less spell for the day and instead shape an additional soulmeld you could shape as an incarnate, you cannot bind this soulmeld to a chakra. In this way you can choose to not prepare additional spell to shape soulmeld instead but you can never shape more than four soulmeld in this way.

Wild Ascetic
You’ve develop a martial art style from your worship of magical beast.
Prerequisite
Chakra Bind (Totem), Flurry of Blow.
Benefit
Your Monk and Totemist level stack to determine the penalty you take when making a flurry of blow and to determine the number of extra attack you can make this way. In addition, any natural weapon grant by a soulmeld that can be used as secondary weapon can be used as secondary weapon as normal at the end of a flurry of blow. Finally any natural weapon grant by a soulmeld benefit from your Ki strike class feature, if you have it, as if they were unarmed strike.

Wild Extremist
You’ve manage to blend your worship of the magical beast of the world with your dedication to your cause.
Prerequisite
Chakra Bind (Totem), Incarnum Defense.
Benefit
Your Soulborn and Totemist level stack to determine your effective meldshaper level for each class. They also stack for the purpose of determining how many time per day you can use your Smite opposition ability. In addition, as a free action when beginning a full attack you can expend a use of your Smite opposition ability to apply its benefit (bonus to attack and damage roll) to all attack made with natural weapon granted by a soulmeld during the full attack.

Wild Hunter
Your dedication to the magical creature of the world and your training as a hunter have combined to make you better at both.
Prerequisite
Chakra Bind (Totem), Favored Enemy.
Benefit
Your Ranger and Totemist level stack for the purpose of determining you the bonus of your wild empathy class feature and you can use it against both animal and magical beast they also stack to determine the benefit grant by your Totem chakra bind class feature (bonus to meldshaper level and essentia capacity). Your Ranger spell that normally target animal, such as Animal Growth, can now also target Magical beast. The bonus grant by your Totem Protection class feature now apply against supernatural ability off all type creature that you have select as favored enemy in addition to magical beast, if you have select magical beast as a favored enemy the save bonus is doubled to +8 against them.

Wild Moralist
You’ve manage to blend your worship of the magical beast of the world with your moral opinion.
Prerequisite
Chakra Bind (Totem), Incarnum Radiance.
Benefit
Your Incarnate and Totemist level stack to determine your effective meldshaper level for each class. They also stack for the purpose of determining how many time per day you can use your Incarnum radiance ability and to determine when you gained the Rebind Totem Soulmeld ability and the number of time you can use it per day.

zagan
2011-02-26, 04:43 PM
You can now post. If you have idea for more feat, I'll be happy to hear them.
If someone is willing and has the the time to proffread it, I would really appreciate it. (For those that don't know english isn't my native language and grammar as never been my strong point in any language)
Any and all comment would be appreciate.

Pyromancer999
2011-02-27, 10:31 AM
Looks good all around. It may be just how I think, but I think that maybe Incarnum Devotion should last a bit more than just one minute.

EdroGrimshell
2011-02-27, 10:48 AM
Looks good all around. It may be just how I think, but I think that maybe Incarnum Devotion should last a bit more than just one minute.

The one minute thing is the same for all Domain feats by default.

zagan
2011-02-27, 10:50 AM
Looks good all around. It may be just how I think, but I think that maybe Incarnum Devotion should last a bit more than just one minute.

Well it's based on the other Domain feat, most last one minute or are instantaneous. You can compare it to the shape soulmeld feat where you gain one soulmeld more or less permanently but you can't change it. While with this one you take soulmeld most appropriate for the situation but you can't keep it for long.
Thanks for your comment.

Edit: Ninja'ed

EdroGrimshell
2011-02-27, 11:01 AM
Maybe i should say more that just ninja-ing you :smalltongue:

Personally i love incarnum, and even more so with aberrant feats, so Soulspaw (is that supposed to be Soulspawn?) is my favorite here. I'd like to see a druid/totemist multiclass feat.

Are you willing to take suggestions and/or requests?

zagan
2011-02-27, 11:20 AM
Maybe i should say more that just ninja-ing you :smalltongue:

Personally i love incarnum, and even more so with aberrant feats, so Soulspaw (is that supposed to be Soulspawn?) is my favorite here.

Yes, it's suppose to be Soulspawn, i'll correct it.


I'd like to see a druid/totemist multiclass feat.

I've thinked about that one but I'm reluctant to make multiclass feat for fullcaster and I've made a Prc that combine Druid and Totemist so from my point of view it would be a little redundant.
How would you combine them ?


Are you willing to take suggestions and/or requests?

Yes, any idea ?

EdroGrimshell
2011-02-27, 12:23 PM
Well the druid/totemist feat was just something i'd like to see, no ideas on that one personally

As for other suggestions... a boost to the Healing Soul feat

Incarnum Healing [Incarnum]
Prerequisites: Con 13, Heal 1 Rank, Healing Soul
Benefits: Once per day you can invest essentia in this feat. You gain a pool of healing that acts like the paladin's lay on hands ability equal to twice your Con mod x the amount of essentia invested in this feat. Once essentia is invested in this feat it remains invested for 24-hours.
You gain one point of Essentia.
Special: This feat can be used as a prerequisite for Azure Touch and can benefit from it as if it was the lay on hands ability (adding the essentia invested into it to the essentia invested in this feat).
Special: The damage that can be healed by the Healing Soul feat is doubled (4 points per point of invested essentia, 8 if you have access to the soul chakra).
This was my first incarnum homebrew which i made quite some time ago along with some class variants.

zagan
2011-02-27, 12:33 PM
Very nice feat, I'll add it to the list if you want, perhaps just changing the Heal prereq to 3 rank as to show a progression since taking Healing soul.

EdroGrimshell
2011-02-27, 12:52 PM
Very nice feat, I'll add it to the list if you want, perhaps just changing the Heal prereq to 3 rank as to show a progression since taking Healing soul.

Sounds good. Add it if you'd like, my old version was well recieved along with the class variants (totem soul barbarian and soulfire warlock in particular). I had a few others but the file was corrupted.

I can probably get some good incarnum/aberrant ones, including ones that give access to unique "aberrant soulmelds" (think totemist for aberrations)

zagan
2011-02-27, 01:02 PM
Sounds good. Add it if you'd like, my old version was well recieved along with the class variants (totem soul barbarian and soulfire warlock in particular). I had a few others but the file was corrupted.

Done.


I can probably get some good incarnum/aberrant ones, including ones that give access to unique "aberrant soulmelds" (think totemist for aberrations)

I'll be glad to see them. :smallbiggrin:
As for Aberrant soulmeld while the idea is awesome, but for me it seem too big for just a feat perhaps an alternate class feature that replace the standard meld with aberrant meld, or a Prc that require aberrant feat as prereq. Something bigger. Still it depend on how you word it and the strength of the meld so do as you want and we'll discuss it at this point.
Thanks for your support.

Glimbur
2011-02-27, 03:22 PM
My gut says that Iris Pact and Iris Mantle are a little too good... but they are [Incarnum] feats and not soulmelds so the essentia is stuck in them. That might make it ok.

There's a typo of "poll" instead of "pool" in Essentia Infusion.

Those are minor nitpicks. I really like this work. It feels like Warlocks and Binders in particular could use more Incarnum support as they seem to have complimentary fluff.

zagan
2011-02-27, 03:28 PM
My gut says that Iris Pact and Iris Mantle are a little too good... but they are [Incarnum] feats and not soulmelds so the essentia is stuck in them. That might make it ok.

It was my reasoning too, they are a little better than most standard feat but you need to spend a ressource to make it really work.


There's a typo of "poll" instead of "pool" in Essentia Infusion.

Corrected.


Those are minor nitpicks. I really like this work. It feels like Warlocks and Binders in particular could use more Incarnum support as they seem to have complimentary fluff.

Weirdly for both I had a hard time coming up with an idea for the feat, but yes the fluff mesh very well.

Realms of Chaos
2011-02-27, 11:26 PM
To be a bit honest, Cerulean Skill and Cyan Initiative kind of worry me. Though they kind of copy other balanced feats, I'd always felt that part of what made those feats balanced is that you can only take them once.

Cerulean Skill: a +3 bonus to a skill is a pretty big deal to be getting form a single feat. This is why many builds centered on a specific skill (and I've seen ones built around bluff, disguise, hide, diplomacy, intimidate, jump, truespeak, iajutsu focus, and use magic device) take skill focus. You've just made these builds strictly stronger by giving them a second +3 bonus. Also, you've made the Azurin the best CO racial option for any build resolving around a single skill (except hide/disguise) as this guy effectively gets a bonus feat and a +2 bonus to a skill of its choice thanks to the extra incarnum. I'm not sure if this is overpowered in the big picture but I'd expect to see this feat in optimized builds, making such builds a bit stronger than they were.

Cyan Initiative: I know that high initiative counts for relatively little but as there are relatively few ways to boost it, allowing someone to effectively "double up" on improved initiative is far more noticeable than the changes created by the previous feat. With both feats and 14 Dex, a human/azurin could have better initiative than most creatures in existance... at level 1.

zagan
2011-02-28, 04:46 PM
While I don't think it's that big of a problem, an ovious fix would be to prevent taking the incarnum feat if you have the normal one or vice-versa. A little unelegant but it work. What do you think ?

Realms of Chaos
2011-02-28, 07:36 PM
Nah, you're probably right about it not being a problem. I tend to be especially sensitive to homebrew when I'm very sleepy for some reason. Though it's helped me polish some of my own stuff, I can end up a bit too critical of other works. there's nothing wrong here. :smallsigh:

In fact, let me join the others in congratulating you on another fine work well done. Incarnum for the masses, I say.

zagan
2011-03-01, 05:04 PM
Nah, you're probably right about it not being a problem. I tend to be especially sensitive to homebrew when I'm very sleepy for some reason. Though it's helped me polish some of my own stuff, I can end up a bit too critical of other works. there's nothing wrong here. :smallsigh:

In fact, let me join the others in congratulating you on another fine work well done. Incarnum for the masses, I say.

Thank you for the praise it's always appreciate. :smallbiggrin:

I had an idea for a new feat, It would be a way to use spell such as animated dead to create Necrocarnum zombie instead of the normal one.
What do you think ?

Realms of Chaos
2011-03-01, 07:05 PM
Hmmm... that could work depending on how you do it.

Perhaps have the feat allow for the creation of necrocarnum zombies (maybe have them count as twice HD?) and grant said zombies (extra?) essentia equal to what you invest into the feat? :smallconfused:

Hey, you could probably create a necrocarnum-based corpsecrafter or tomb-tanted soul(ish) feat while you're at it. :smalltongue:

Benly
2011-03-01, 07:20 PM
Thank you for the praise it's always appreciate. :smallbiggrin:

I had an idea for a new feat, It would be a way to use spell such as animated dead to create Necrocarnum zombie instead of the normal one.
What do you think ?

Necrocarnum Zombies are considerably more powerful than regular zombies and skeletons, even before their essentia pools. A large part of it is that they're not mindless, and therefore get feats and skills, which regular skeletons and zombies don't. They have better stats than either a skeleton or a zombie, without the crippling drawbacks of regular zombies. The only reason I would ever use a regular skeleton or zombie when NZs are on the table is for the "special qualities that enhance melee or ranged attacks" - NZs do lose pounce and so on.

It's up to you whether that matters, of course.

zagan
2011-03-02, 03:14 PM
Hmmm... that could work depending on how you do it.

Perhaps have the feat allow for the creation of necrocarnum zombies (maybe have them count as twice HD?) and grant said zombies (extra?) essentia equal to what you invest into the feat? :smallconfused:

Twice their HD might be a good start, my first vague idea was that you can only control a number of necrocarnum zombie HD equal to twice the amount of essentia invest into the feat so at best 10 HD.


Hey, you could probably create a necrocarnum-based corpsecrafter or tomb-tanted soul(ish) feat while you're at it. :smalltongue:

Using corpscrafter as a base or a prereq might be an excellent idea.


Necrocarnum Zombies are considerably more powerful than regular zombies and skeletons, even before their essentia pools. A large part of it is that they're not mindless, and therefore get feats and skills, which regular skeletons and zombies don't. They have better stats than either a skeleton or a zombie, without the crippling drawbacks of regular zombies. The only reason I would ever use a regular skeleton or zombie when NZs are on the table is for the "special qualities that enhance melee or ranged attacks" - NZs do lose pounce and so on.

It's up to you whether that matters, of course.

Excellent point, I will need to take it into account, I'll probbaly work on it more this week-end (no time now).

Thank you both for the imput.

EdroGrimshell
2011-03-02, 04:46 PM
Aberrant Soul [Aberrant, Incarnum]
Your aberrant heritage has a natural connection to incarnum.
Prerequisites: Con 13, Aberration Blood, Soulspawn
Benefits: All Aberrant feats you possess count as Incarnum feats and all Incarnum feats you possess count as Aberrant feats. You gain the ability to shape one aberrant soulmeld for every three aberrant feats you possess. Additionally, you gain one point of essentia for every Aberrant feat you possess.

Aberrant soulmelds coming soon...

Realms of Chaos
2011-03-02, 10:50 PM
Twice their HD might be a good start, my first vague idea was that you can only control a number of necrocarnum zombie HD equal to twice the amount of essentia invest into the feat so at best 10 HD.

That's a nice plan but the thing about making essentia determine the number of necrocarnum zombies you control is that your essenta leaves all incarnum feats you control at the start of each day (or at least I'm pretty sure this is the case :smallconfused:), meaning that you either lose control of your undead or demote them to regular zombies.

How do you plan to progress with this?

zagan
2011-03-03, 05:04 PM
Aberrant Soul [Aberrant, Incarnum]
Your aberrant heritage has a natural connection to incarnum.
Prerequisites: Con 13, Aberration Blood, Soulspawn
Benefits: All Aberrant feats you possess count as Incarnum feats and all Incarnum feats you possess count as Aberrant feats. You gain the ability to shape one aberrant soulmeld for every three aberrant feats you possess. Additionally, you gain one point of essentia for every Aberrant feat you possess.

Aberrant soulmelds coming soon...

This seem really strong to me, still.
A few question just to clarify a few thing:
Can you count soulspaw twice when totalling your number of aberrant and incarnum feat, because it's both ?
Do you count your incarnum feat when calculating your bonus essentia ? If so it mean that you gain two point of essentia with each incarnum feat.
For shaping aberrant soulmeld I presume it's like the shape soulmeld feat but with a limited list ? Do you choose wich aberrant soulmeld you have acces to when gaining them or can you you change it each time you reshape your soulmeld ?


That's a nice plan but the thing about making essentia determine the number of necrocarnum zombies you control is that your essenta leaves all incarnum feats you control at the start of each day (or at least I'm pretty sure this is the case :smallconfused:), meaning that you either lose control of your undead or demote them to regular zombies.

How do you plan to progress with this?

Damn, I've forget about that, I need to think on it thank for bringing up that excellent point.

Veyr
2011-03-03, 05:11 PM
I love Soulspawn as a concept. I'd suggest something similar for all of those feat sets that give bonuses based on how many of the same type of feat you have.

EdroGrimshell
2011-03-03, 10:54 PM
This seem really strong to me, still.
A few question just to clarify a few thing:
Can you count soulspaw twice when totalling your number of aberrant and incarnum feat, because it's both ?
Do you count your incarnum feat when calculating your bonus essentia ? If so it mean that you gain two point of essentia with each incarnum feat.
For shaping aberrant soulmeld I presume it's like the shape soulmeld feat but with a limited list ? Do you choose wich aberrant soulmeld you have acces to when gaining them or can you you change it each time you reshape your soulmeld ?

In order, no, no, yes, and the first. I didn't know how to properly word it to clarify those options.

zagan
2011-03-04, 05:46 AM
I love Soulspawn as a concept. I'd suggest something similar for all of those feat sets that give bonuses based on how many of the same type of feat you have.

I want to do the same for Devil touched and Abyssal heritor feat, but in addition to the "count as more feat with essentia" effect I want the feat to have a minor effect as well and I coulnd't think of anything good. Any idea ?


In order, no, no, yes, and the first. I didn't know how to properly word it to clarify those options.

Ok, hum how about:


Benefits:
This feat provide multiple benefit as follow:

All Incarnum feat, except Soulspawn, you posses count as Aberrant feat for the purpose of determining the benefit granted by your Aberrant feat.
You gain one point of essentia for each Aberrant feat you posses, except Soulspawn.
You gain the ability to shape one specific aberrant soulmeld for every three Aberrant feat or Incarnum feat you posses. You must choose the specific Aberrant soulmed each time you gain acces to a new one, these choice cannot be changed once made.


I still think it's a little too strong but it does limit your feat choice a lot, so that may balance it a bit. Personally I would do +1 essentia per two Aberrant feat and 1 shape soulmeld per three aberrant feat (not counting the incarnum feat)

I'm eagerly awaiting your Aberrant soulmeld to better judge.

Volthawk
2011-03-04, 10:42 AM
Something along the lines of EdroGrimshell's feat is Far Realm Soul, which StormRaven made for the Azure Beast (http://www.giantitp.com/forums/showthread.php?p=10011293) PrC:

Far Realm Soul (Aberrant, Incarnum)
Prerequisites: Any 2 Aberrant Feats, Any Incarnum Feat
You nature ties you to the whisps of Far Realm tainted Incarnum.
Benefits:All Incarnum feats count as aberrant. All Aberrant feats count as Incarnum and give 1 point of essentia if they otherwise would not.

zagan
2011-03-05, 04:35 PM
Here's my first draft of my feat to create necrocarnum zombie:


Necrocarnum Animation [Incarnum]
You can use your essentia to create necrocarnum zombie
Prerequisite
Con 13 or Undead Meldshaper, Essentia Pool 1, Knowledge (arcana) 10 ranks, Knowledge (religion) 5 ranks
Benefit
Once per day you can invest essentia into this feat. A number of time per day equal to the amount of essentia invest into this feat when casting a spell (or using a spell like ability) to raise or create undead you can choose to create Necrocarnum zombie. For the purpose of animating them or controlling them they count as if their Hit dice was twice as much as normal. For example a 8th level wizard could animate 16 HD worth of normal undead with one casting of animated dead and control 32 HD worth of normal undead, but the same wizard with this feat could only animated 8 HD worth of necrocarnum zombie and control 16 HD worth of necrocarnum zombie. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special
If you have the Necrocarnum Circlet soulmeld shaped and bound to your Crown chakra, any necrocarnum zombie create with it gain an enhancement bonus on all attack and damage roll equal to the amount of essentia invest into this feat.

What do you think ? I'm not usre on the prereq and benefit if you have the necrocarnum circlet.

EdroGrimshell
2011-03-05, 05:19 PM
Why isit a psionic feat as well?

zagan
2011-03-05, 05:39 PM
Why isit a psionic feat as well?

Because I copy paste the formating of another feat and forgot to remove it, I'll edit the post.

Zeofar
2011-03-07, 08:24 PM
Sapphire Recovery [Incarnum]
Essentia channel in the right way allow you to regain your concentration faster
Prerequisite
Con 13, Swordsage level 1st
Benefit
Once per day you can invest essentia into this feat. Depending on the amount of essentia invest into this feat recovering one expanded maneuver can be done using a different action than the normal Full-round action as describe in the table below.


No such feature on Swordsages. It's a common houserule and interpretation of Adaptive Style, but not an actual Swordsage feature; Swordsages normally take five minutes ready their maneuvers.

Zaydos
2011-03-07, 08:42 PM
No such feature on Swordsages. It's a common houserule and interpretation of Adaptive Style, but not an actual Swordsage feature; Swordsages normally take five minutes ready their maneuvers.

But they can explicitly recover 1 as a full-round action. Adaptive Style is used to recover all of them as a full-round action.

Zeofar
2011-03-07, 08:49 PM
But they can explicitly recover 1 as a full-round action. Adaptive Style is used to recover all of them as a full-round action.

Yep. Whoops. I need to read things more carefully :smalltongue:.

Veyr
2011-03-07, 09:29 PM
It's a common houserule and interpretation of Adaptive Style
Having your maneuvers available upon readying them is not a houserule; it's both what Adaptive Style says, and was intended to mean.

Zeofar
2011-03-07, 10:56 PM
Having your maneuvers available upon readying them is not a houserule; it's both what Adaptive Style says, and was intended to mean.

An uncommon interpretation of Adaptive Style is that you don't. I didn't come up with it, and I don't agree with it. Beside the point, anyhow, since what I actually did say wasn't true.

Havvy
2011-03-10, 07:10 PM
On grammar. Prerequisites and fluff end in periods. There are many missing commas. Often, they are before phrases like "Once per day" or "A number of time per day equal to the amount of essentia invest into this feat".

It would be "Once per day, you can invest essentia into this feat."

Anytime you see "essentia invest", replace it with "essentia invested".

On the Indigo Channeling feat, change the summary to "When channeling a spell, you regain hit points." as 'regain heal' is basically the same thing stated twice.

zagan
2011-03-11, 07:15 AM
On grammar. Prerequisites and fluff end in periods. There are many missing commas. Often, they are before phrases like "Once per day" or "A number of time per day equal to the amount of essentia invest into this feat".

It would be "Once per day, you can invest essentia into this feat."

Anytime you see "essentia invest", replace it with "essentia invested".

On the Indigo Channeling feat, change the summary to "When channeling a spell, you regain hit points." as 'regain heal' is basically the same thing stated twice.

Thank you very much for the help, I've corrected as many error that you pointed as I could and i'll take a second look later to verify.

Havvy
2011-03-17, 07:33 PM
You missed the spell summaries table. ;)

Also, in the Lapis section, some feats are Psionic that shouldn't be.

Finally, when you see the phrase "In addition" in the beginning of a sentence, it too should be followed by a comma. One place you need to fix this at is in Lapis Spell Stealing.

Darth Stabber
2011-03-18, 01:15 PM
Swift Beast
You combine your love of constant movement with your use of magical beast soul to deadly effect.
Prerequisite
Chakra Bind (Totem), Skirmish +1d6/+1 AC.
Benefit
Your Scout and Totemist levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. In addition when you gain a Scout bonus feat (at 4th, 8th, 12th, 16th or 20th level) you can select an incarnum feat instead of a feat from the standard list. Finally you gain a percentage of miss chance against attack of opportunity provoked by moving through a threatened square, the amount of miss chance is equal to the 10 multiplied by the number of soulmeld you have shaped to a maximum of 100%.

Love it, wish it was better for primary totemists as opposed to primary scouts, but even the first effect is awesome enough on it's own.

I would lower the miss chance cap (to ~90%) though. 20 con, 2-4 levels in incarnate and 1-2 shape soulmeld feats, would give you 100% easier than you think (that being said the whole stupid trick at that point would be rendered moot via truesight). You could go 15% per chakra bind, that would be a more measured route of progression, and given that your only magic Items at that point would be rings, the cost to get to 100% would be too high.

zagan
2011-03-18, 02:31 PM
You missed the spell summaries table. ;)

Also, in the Lapis section, some feats are Psionic that shouldn't be.

Finally, when you see the phrase "In addition" in the beginning of a sentence, it too should be followed by a comma. One place you need to fix this at is in Lapis Spell Stealing.

I'll get to work on that as soon as I can, thanks.


Love it, wish it was better for primary totemists as opposed to primary scouts, but even the first effect is awesome enough on it's own.

it's better for primary totemist, you can go scout 3/totemist 17 (or something like that, too lazy to check my book) and have the same skirmish benefit as a scout 20.
On the other hand a Totemist 2/Scout 18 only gain a few additional choice of feat.


I would lower the miss chance cap (to ~90%) though. 20 con, 2-4 levels in incarnate and 1-2 shape soulmeld feats, would give you 100% easier than you think (that being said the whole stupid trick at that point would be rendered moot via truesight). You could go 15% per chakra bind, that would be a more measured route of progression, and given that your only magic Items at that point would be rings, the cost to get to 100% would be too high.

If someone is willing to spent that much resource (level and feat) to gain a highly situational 100% miss chance (against Aoo only while moving) I see no problem with that.

Benly
2011-03-18, 03:19 PM
Love it, wish it was better for primary totemists as opposed to primary scouts, but even the first effect is awesome enough on it's own.

This is fantastic for primary totemists - skirmish is the backbone of the Scout class, so you're essentially adding another class's best feature on to your Totemist. This is absolutely brutal with either Sphinx Claws or Manticore Belt.

zagan
2011-03-18, 05:30 PM
This is fantastic for primary totemists - skirmish is the backbone of the Scout class, so you're essentially adding another class's best feature on to your Totemist. This is absolutely brutal with either Sphinx Claws or Manticore Belt.

It was balanced against the swift hunter feat who does the same thing for scout and ranger.

Benly
2011-03-18, 06:05 PM
It was balanced against the swift hunter feat who does the same thing for scout and ranger.

I'm not saying it's too powerful - just noting that the idea that it's better for a scout dipping totemist is laughable.

Now, that said, it is notably better than Swift Hunter, in large part because totemist is a much stronger class than ranger. The two feats that give full precision-damage progression to a build that's mainly another class (Swift Hunter and Daring Outlaw) are both for fairly low-end melee classes. Put simply, the ranger and swashbuckler are both classes that kind of need the help - Swift Hunter and Daring Outlaw still don't really bring them up to the totemist's level (although a wildshape ranger Swift Hunter might do it).

On top of being generally stronger, totemists specifically have much better access to options that let them move and multiple-attack than rangers do. With the soulmelds I mention, it's quite trivial for a totemist to apply skirmish several times per round.

Personally, I think it's okay, but my view of acceptable power for non-caster classes skews significantly higher than a lot of people's around here.

zagan
2011-03-19, 06:16 AM
I'm not saying it's too powerful - just noting that the idea that it's better for a scout dipping totemist is laughable.

Now, that said, it is notably better than Swift Hunter, in large part because totemist is a much stronger class than ranger. The two feats that give full precision-damage progression to a build that's mainly another class (Swift Hunter and Daring Outlaw) are both for fairly low-end melee classes. Put simply, the ranger and swashbuckler are both classes that kind of need the help - Swift Hunter and Daring Outlaw still don't really bring them up to the totemist's level (although a wildshape ranger Swift Hunter might do it).

On top of being generally stronger, totemists specifically have much better access to options that let them move and multiple-attack than rangers do. With the soulmelds I mention, it's quite trivial for a totemist to apply skirmish several times per round.

Personally, I think it's okay, but my view of acceptable power for non-caster classes skews significantly higher than a lot of people's around here.

You may be right but like you the acceptable power level for non-caster is higher than most and I don't think it's really game breaking.

Havvy
2011-03-19, 09:59 PM
Grammar/Wording

Fluff: Warblade should be Warblades

Benefit: Once per day, you can invest essentia into this feat. When investing essentia into this feat, choose a number of maneuvers you know equal to the amount of invested essentia. You lose the ability to ready these maneuvers and if they were already readied they immediately become expended. In exchange you gain access to an equal number of maneuver of the same level or lower. You must meet all the normal prerequisite to learn these maneuvers. You can then ready and use those maneuver as if you had learned them normally, meaning that you can only select maneuvers from disciplines you normally have access to as a Warblade. You cannot use the maneuvers learned this way to qualify for maneuvers learned permanently via your other class features or feats, with the exception of this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

You gain 1 point of essentia.

----

There is a logical inconsistency still, if you choose to multiclass as a Swordsage for example, and have access to non-Warblade disciplines. This can be fixed by changing the sentence to:

"You may only select maneuvers from disciplines you have access to from your Warblade class and must meet all the normal prerequisites to learn these maneuvers."

Then you can remove ", meaning that you can only select maneuvers from disciplines you normally have access to as a Warblade".

Tell me if you plan to make this change please.

zagan
2011-03-20, 09:40 AM
G
There is a logical inconsistency still, if you choose to multiclass as a Swordsage for example, and have access to non-Warblade disciplines. This can be fixed by changing the sentence to:

"You may only select maneuvers from disciplines you have access to from your Warblade class and must meet all the normal prerequisites to learn these maneuvers."

Then you can remove ", meaning that you can only select maneuvers from disciplines you normally have access to as a Warblade".

Tell me if you plan to make this change please.

I really like your wording, much better than mine. If you allow me I will take it.