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Ziegander
2012-02-07, 02:45 PM
Magic of Incarnum Redux

http://www.google.com/url?source=imglanding&ct=img&q=http://img.waffleimages.com/5150ced01e790b2ca6d739cfe36c7fef6898674c/t/CurseotDragonsEye02.jpg&sa=X&ei=ADUSUJC8IcfLqgHS7oDACg&ved=0CAwQ8wc&usg=AFQjCNELUN8Pl5nwPIQPSaGoBAWMbbmdNg


Meldshaper Level
Your meldshaper level is equal to the sum of your levels in meldshaping classes (Incarnate, Soulborn, and/or Totemist) + the sum of your levels in non-meldshaping classes. For example, a Fighter 2/Soulborn 4/Totemist 2 would have a meldshaper level of 7.

Essentia
You have a base essentia pool equal to your meldshaper level. You have an investment limit to the amount of essentia you may invest into a single receptacle (soulmeld, class feature, feat, etc) equal to your meldshaper level rounded up. There are a variety of means through which your base essentia pool may be increased such as through class, feats, and/or items. Allocating (or reallocating) essentia is a swift action in which you may move as much or as little essentia as you like between any number of receptacles.

Soulmelds
Shaping soulmelds requires 5 minutes of Concentration, regardless of how many are being shaped. This can be done any number of times per day. A soulmeld can share its body slot with an item unless it is bound to a Chakra. A soulmeld that can be bound to multiple Chakra can be shaped once to each of those Chakra, but when shaped to multiple Chakra its benefits do not stack with itself.

Chakra Binds
Binding soulmelds to open Chakras requires more effort, or 1 hour of Concentration, regardless of how many are being bound. This can be done any number of times per day. When you unshape a soulmeld, if it was bound to a Chakra then that Chakra becomes open again. The only limit to the number of soulmelds that a character is able to bind is the number of Chakras that character is able to open. Only one soulmeld can be bound to the same Chakra, but any number of soulmelds can be shaped to the same Chakra.

The Incarnate


http://highlatencylife.files.wordpress.com/2009/12/frost-mage-by-dan-scott.jpg

Alignment: Any Chaotic, any Evil, any Good, or any Lawful.
Hit Die: 1d6

{table=head]Level|BAB|Fort|Ref|Will|Special |
Bonus Essentia|
Soulmelds|
Chakras

1st|+0|+0|+0|+2|Aura, Detect Opposition, Open Chakra (Least)|
1|
2|
1

2nd|+1|+0|+0|+3|Incarnum Feat|
1|
3|
1

3rd|+1|+1|+1|+3||
2|
3|
2

4th|+2|+1|+1|+4|Rapid Meldshaping 1/day|
2|
4|
2

5th|+2|+1|+1|+4||
3|
4|
3

6th|+3|+2|+2|+5|Incarnum Feat|
3|
5|
3

7th|+3|+2|+2|+5|Open Chakra (Lesser)|
4|
5|
4

8th|+4|+2|+2|+6|Rapid Meldshaping 2/day|
4|
6|
4

9th|+4|+3|+3|+6||
5|
6|
5

10th|+5|+3|+3|+7|Incarnum Feat|
5|
7|
5

11th|+5|+3|+3|+7||
6|
7|
6

12th|+6/+1|+4|+4|+8|Rapid Meldshaping 3/day|
6|
8|
6

13th|+6/+1|+4|+4|+8|Open Chakra (Greater)|
7|
8|
7

14th|+7/+2|+4|+4|+9|Incarnum Feat|
7|
9|
7

15th|+7/+2|+5|+5|+9||
8|
9|
8

16th|+8/+3|+5|+5|+10|Rapid Meldshaping 4/day|
8|
10|
8

17th|+8/+3|+5|+5|+10||
9|
10|
9

18th|+9/+4|+6|+6|+11|Incarnum Feat|
9|
11|
9

19th|+9/+4|+6|+6|+11|Open Soul Chakra|
10|
11|
10

20th|+10/+5|+6|+6|+12|Rapid Meldshaping 5/day, True Incarnation|
10|
12|
10
[/table]

Class Skills (2 + Int modifier): Concentration, Craft, Decipher Script, Diplomacy, Knowledge (Arcane), Knowledge (Religion), Knowledge (The Planes), Speak Language, Spellcraft, and Use Magic Device.

Weapon & Armor Proficiency
An Incarnate is proficient with all simple weapons and with light armor, but is not proficient with shields.


The Soulborn


http://cdnimg.visualizeus.com/thumbs/2b/37/conceptart,dnd,gw2-2b37529679b5cc45cfa600c1bcc6a595_h.jpg

Alignment: Any
Hit Die: 1d10

{table=head]Level|BAB|Fort|Ref|Will|Special |
Soulmelds|
Chakras

1st|+1|+2|+0|+2|Azure Armaments, Cerulean Smite|
0|
0

2nd|+2|+3|+0|+3|Open Chakra (Least)|
1|
1

3rd|+3|+3|+1|+3|Sapphire Radiance|
1|
1

4th|+4|+4|+1|+4|Combat Feat|
2|
1

5th|+5|+4|+1|+4|Improved Smite|
2|
2

6th|+6/+1|+5|+2|+5|Incarnum Feat|
3|
2

7th|+7/+2|+5|+2|+5|Share Radiance 1/day|
3|
2

8th|+8/+3|+6|+2|+6|Open Chakra (Lesser)|
3|
3

9th|+9/+4|+6|+3|+6|Improved Radiance|
4|
3

10th|+10/+5|+7|+3|+7|Combat Feat|
4|
3

11th|+11/+6/+1|+7|+3|+7|Share Radiance 2/day|
4|
4

12th|+12/+7/+2|+8|+4|+8|Incarnum Feat|
5|
4

13th|+13/+8/+3|+8|+4|+8|Greater Smite|
5|
4

14th|+14/+9/+4|+9|+4|+9|Open Chakra (Greater)|
5|
5

15th|+15/+10/+5|+9|+5|+9|Share Radiance 3/day|
6|
5

16th|+16/+11/+6/+1|+10|+5|+10|Combat Feat|
6|
5

17th|+17/+12/+7/+2|+10|+5|+10|Greater Radiance|
6|
6

18th|+18/+13/+8/+3|+11|+6|+11|Incarnum Feat|
7|
6

19th|+19/+14/+9/+4|+11|+6|+11|Share Radiance 4/day|
7|
6

20th|+20/+15/+10/+5|+12|+6|+12|Open Soul Chakra, Perfect Soul|
7|
7
[/table]

Class Skills (4 + Int modifier): Appraise, Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Jump, Profession, Ride, Sense Motive, Swim, and Tumble.

Weapon & Armor Proficiency
A Soulborn is proficient with all simple and martial weapons; with all light, medium, and heavy armors; and with all shields (including Tower Shields).

Azure Armaments (Ex): A 1st level Soulborn is able to shape the Incarnate Armor, Incarnate Shield, and Incarnate Weapon soulmelds even though it cannot yet shape any other melds from its class list.

Cerulean Smite (Su): Whenever a Soulborn attacks a creature that is Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good, or a creature that has an alignment subtype, if he attacks with an Incarnum Weapon (see soulmelds), he gains a bonus to his attack rolls equal to his Constitution modifier and deals extra damage with his attacks equal to the total number of essentia points he possesses.

Sapphire Radiance (Su): Starting at 3rd level, a Soulborn's soul emits a brilliant blue radiance that provides him with noticeable benefits. In addition to giving off light as a fire of his size, the Soulborn gains one of the following effects, depending on his alignment:


Chaotic Evil - You are immune to Blindness and Deafness.

Chaotic Good - You are immune to all Diseases.

Chaotic Neutral - You are immune to Compulsion effects.

Lawful Evil - You gain spell resistance 11 + character level against Transmutation effects.

Lawful Good - You are immune to Fear effects.

Lawful Neutral - You cannot be flanked.

Neutral Evil - You are immune to ability drain.

Neutral Good - ? ? ? ?

True Neutral - You gain spell resistance 11 + character level against Divination effects.


Combat Feats
At 4th level and every six levels thereafter a Soulborn gains a bonus feat chosen from the Fighter's list of bonus feats. He must still meet the prerequisites of any feats gained this way.

Improved Smite (Su): Starting at 5th level, whenever a Soulborn attacks a creature that is Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good, or a creature that has an alignment subtype, he overcomes Damage Reduction as if his weapon were silver, cold iron, and aligned with the appropriate alignment.

Incarnum Feats
At 6th level and every six levels thereafter a Soulborn gains a bonus feat. He must still meet the prerequisites of any feats gained this way.

Share Radiance (Su): Starting at 7th level, once per day, as a free action a Soulborn may grant all allies within his Aura the benefits of his Sapphire Radiance ability. This ability lasts for a number of rounds equal to 1 + his Constitution modifier. He gains additional daily uses of this ability every four levels after 7th.

Improved Radiance (Su): Starting at 9th level, a Soulborn's Sapphire Radiance ability improves, granting him additional benefits:


[I]Chaotic Evil - Hostile creatures adjacent to you that are immune to Fear effects may be affected by Fear effects normally even if they are immune to all mind-affecting effects.

Chaotic Good - You are immune to all Poisons.

Chaotic Neutral -

Lawful Evil -

Lawful Good -

Lawful Neutral - You cannot be surprised.

Neutral Evil - You are immune to Energy Drain.

Neutral Good - You cannot be Cursed or Possessed.

True Neutral -


Greater Smite (Su): Starting at 13th level, whenever a Soulborn attacks a creature that is Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good, or a creature that has an alignment subtype, he overcomes Damage Reduction of any kind, deals lethal damage to creatures with Regeneration, and any damage he deals cannot be healed by any means.

Greater Radiance (Su): Starting at 17th level, a Soulborn's Sapphire Radiance ability improves, granting him exceptional benefits:


Chaotic Evil - Hostile creatures adjacent to you suffer a -2 penalty to saving throws.

Chaotic Good -

Chaotic Neutral -

Lawful Evil -

Lawful Good -

Lawful Neutral -

Neutral Evil -

Neutral Good -

True Neutral -


Perfect Soul (Su): Nothing here yet...


The Totemist


http://www.wizards.com/dnd/images/moi_gallery/91039.jpg

Alignment: Any
Hit Die: 1d8

{table=head]Level|BAB|Fort|Ref|Will|Special |
Natural Attacks|
Soulmelds|
Chakras

1st|+0|+2|+2|+0|Primal Strike, Wild Empathy|
1d6|
1|
0

2nd|+1|+3|+3|+0|Open Chakra (Least)|
1d6|
1|
1

3rd|+2|+3|+3|+1|Wild Surge 1/day|
1d6|
2|
1

4th|+3|+4|+4|+1|Incarnum Feat|
1d8|
2|
1

5th|+3|+4|+4|+1|Eldritch Strike|
1d8|
3|
2

6th|+4|+5|+5|+2|Wild Surge 2/day|
1d8|
3|
2

7th|+5|+5|+5|+2|A Thousand Faces|
1d8|
4|
2

8th|+6/+1|+6|+6|+2|Open Chakra (Lesser)|
1d10|
4|
3

9th|+6/+1|+6|+6|+3|Aligned Strike|
1d10|
5|
3

10th|+7/+2|+7|+7|+3|Wild Surge 3/day|
1d10|
5|
3

11th|+8/+3|+7|+7|+3|Incarnum Feat|
1d10|
6|
4

12th|+9/+4|+8|+8|+4|Many Forms Initiate|
2d6|
6|
4

13th|+9/+4|+8|+8|+4|Metalline Strike|
2d6|
7|
4

14th|+10/+5|+9|+9|+4|Open Chakra (Greater)|
2d6|
7|
5

15th|+11/+6/+1|+9|+9|+5|Wild Surge 4/day|
2d6|
8|
5

16th|+12/+7/+2|+10|+10|+5|Master of Many Forms|
2d8|
8|
5

17th|+12/+7/+2|+10|+10|+5|Epic Strike|
2d8|
9|
6

18th|+13/+8/+3|+11|+11|+6|Incarnum Feat|
2d8|
9|
6

19th|+14/+9/+4|+11|+11|+6|Timeless Body|
2d8|
10|
6

20th|+15/+10/+5|+12|+12|+6|Wild Surge 5/day, Open Soul Chakra|
2d10|
10|
7
[/table]

Class Skills (6 + Int modifier): Balance, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Tumble.

Weapon & Armor Proficiency
A Totemist is proficient with all simple weapons and with the Battleaxe, Falchion, Glaive, Greataxe, Handaxe, Kukri, Longbow, Net, Scimitar, Shortbow, Throwing Axe, Trident, and Whip. A Totemist is also proficient with light and medium armor as well as shields (but not Tower Shields). A Totemist is prohibited from wearing metal armor and using metal shields.

Natural Attacks
When attacking with a natural attack, if that attack deals less damage than the value listed in the table above, the Totemist deals the damage listed in the table above instead of that natural attack's normal damage. Increase or decrease the listed damage for Totemists of larger or smaller sizes.

Primal Strike (Su): A Totemist can invest essentia into this feature. When he does he gains an enhancement bonus to his attacks with natural weapons for every odd essentia invested in this way (1st, 3rd, 5th, etc) and gains an effective enhancement bonus in magical weapon properties for every even essentia invested (2nd, 4th, etc).

Eldritch Strike (Su): Starting at 5th level, a Totemist's natural attacks are considered magical weapons.

Aligned Strike (Su): Starting at 9th level, a Totemist's natural attacks are considered to be aligned with any alignment(s) appropriate to overcome a creature's damage reduction.

Metalline Strike (Su): Starting at 13th level, a Totemist's natural attacks are considered to be made of any special material appropriate to overcome a creature's damage reduction.

Epic Strike (Su): Starting at 17th level, a Totemist's natural attacks overcome all damage reduction, including DR X/-- and DR X/epic.

More to come...

Ziegander
2012-02-07, 02:58 PM
Soulmelds A - H

Saving throw DCs for all Soulmelds are calculated using the following formula: 10 + the number of essentia invested + your Constitution modifier.

ACADEM'S DIADEM
Descriptors: None
Classes: Incarnate
Chakra: Brow
Saving Throw: None

You may attempt Knowledge checks untrained while your Academ's Diadem is shaped. Further, you gain a +2 competence bonus to all Knowledge checks for every point of essentia invested into your Academ's Diadem.

Chakra Bind (Brow)
You gain a +1 enhancement bonus to Intelligence for every point of essentia invested into your Academ's Diadem.

ACROBAT BOOTS
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Feet
Saving Throw: None

You may attempt Tumble checks untrained while your Acrobat Boots are shaped. Further, you may make a single 90 turn during a charge. Finally, you gain a +2 competence bonus to Jump and Tumble checks for every point of essentia invested into your Acrobat Boots.

Chakra Bind (Feet)
For every point of essentia invested into your Acrobat Boots you ignore 2d6 points of fall damage.

ADAMANT PAULDRONS
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Shoulders
Saving Throw: None

While your Adamant Pauldrons are shaped, if you are struck by a critical hit or sneak attack there is a 25% chance the the critical hit or sneak attack is negated and damage rolled normally. Further, you gain DR 1/-- for every point of essentia invested into your Adamant Pauldrons. This DR stacks with other sources of DR X/-- you possess.

Chakra Bind (Shoulders)
There is an additional 5% chance that a critical hit or sneak attack made against you is negated for every point of essentia invested into your Adamant Pauldrons. This effect stacks with any other chance you might have to negate critical hits or sneak attacks.

AGILITY BELT
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Waist
Saving Throw: None

While the Agility Belt is shaped you retain your Dexterity modifier to AC even when caught flat-footed. Further, you gain a +2 competence bonus to Balance and Escape Artist checks for every point of essentia invested into your Acrobat Boots.

Chakra Bind (Waist)
You cannot be flanked or denied your Dexterity bonus to AC under any circumstances, and for every point of essentia invested into your Agility Belt you gain a +5ft enhancement bonus to land speed.

AIRSTEP SANDALS
Descriptors: None
Classes: Incarnate, Soulborn, Totemist
Chakra: Feet, Waist
Saving Throw: None

While your Airstep Sandals are shaped, if you fly your maneuverability improves by 1 step. Further, you gain a +5ft enhancement bonus to any fly speed you may have per point of essentia invested into your Airstep Sandals.

Chakra Bind (Feet)

You may fly up to 10ft (clumsy maneuverability) as a standard action once per round. You must end your movement supported by a solid surface or you fall. This speed is increased by your invested essentia as above.

Chakra Bind (Waist)

You gain a 30ft fly speed (average maneuverability). You do not need to spend standard actions to fly in this way, nor do you need to end your movement supported to avoid falling. Likewise, this speed is increased by your invested essentia.

ALERT CIRCLET
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Crown
Saving Throw: None

While your Alert Circlet is shaped you are able to detect the presence of secret doors like an Elf. Further, you gain a +2 competence bonus to Listen and Spot checks for every point of essentia invested into your Alert Circlet.

Chakra Bind (Crown)
You gain Tremorsense out to 10ft for every point of essentia invested in your Alert Circlet.

ANKHEG BREASTPLATE
Descriptors: Acid
Classes: Totemist
Chakra: Crown, Throat
Saving Throw: Reflex half (Throat)

While your Ankheg Breastplate is shaped you gain a +2 armor bonus to AC and items you carry are immune to the effects of acid or rust (though you are still susceptible). As always, this bonus does not stack with an armor bonus from a different source (such as actual armor you might be wearing). If you have another armor bonus, the higher bonus applies. This soulmeld has no maximum Dexterity bonus, armor check penalty, or arcane spell failure. It is treated as light armor for the purpose of determining your speed and adjudicating class features dependent on armor.

For every point of essentia invested into your Ankheg Breastplate the armor bonus to your AC increases by 1.

Chakra Bind (Crown)
You gain a natural Bite attack that deals 1d8 points of damage (bludgeoning, piercing, and slashing). You may use this as a primary attack (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a 5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). When you hit with this Bite attack, for every point of essentia invested into your Ankheg Breastplate, you deal 1 extra acid damage.

Chakra Bind (Throat)
You gain a breath weapon, a line effect, out to 10ft per point of essentia invested into your Ankheg Breastplate, that deals 1d8 acid damage per point of essentia invested (Reflex halves). After using this breath weapon you must wait 1d4 rounds before using it again.

APPARITION RIBBON
Descriptors: None
Classes: Incarnate
Chakra: Throat, Soul
Saving Throw: None

While your Apparition Ribbon is shaped you have a 50% miss chance against incorporeal touch attacks. Further, you gain a +1 deflection bonus to AC for every point of essentia invested into your Apparition Ribbon.

Chakra Bind (Throat)
You are always considered to have Total Concealment (50% miss chance) against all attacks.

Chakra Bind (Soul)
You gain all the benefits of the incorporeal subtype, including a deflection bonus equal to your Charisma modifier (minimum +1) that stacks with the deflection bonus you gain from investing essentia into your Apparition Ribbon. You also gain an incorporeal touch attack that deals 1d6 Intelligence, Wisdom, and Charisma damage (roll separately).

ARMGUARDS OF DISRUPTION
Descriptors: Good
Classes: Incarnate, Soulborn
Chakra: Hands, Arms
Saving Throw: Will negates (see text)

While your Armguards of Disruption are shaped Undead creatures must succeed on a Will save in order to attack you in melee. Further, you may deal 1d6 damage per point of essentia invested in your Armguards of Disruption to an Undead creature with a melee touch attack.

Chakra Bind (Hands)
Your touch is especially deadly to the Undead and deals an additional 1d6 damage per point of essentia invested (total of 2d6 per point of essentia).

Chakra Bind (Arms)
When you successfully hit an Undead creature with a melee weapon you deal 1d6 additional damage per point of essentia invested in your Armguards of Disruption.

ATHLETE'S GLOVES
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Arms
Saving Throw: None

While your Athlete's Gloves are shaped you don't lose your dexterity bonus to AC while climbing, you may take 10 on Swim checks, and you gain a +2 competence bonus to Climb and Swim checks for every point of essentia invested into your Athlete's Gloves.

Chakra Bind (Arms)
You gain a +1 enhancement bonus to Strength for every point of essentia invested into your Athlete's Gloves.

BASILISK MASK
Descriptors: None
Classes: Totemist
Chakra: Brow
Saving Throw: Fortitude negates (Brow)

While your Basilisk Mask is shaped you gain low-light vision and can see through 10ft of darkness per point of essentia invested into your Basilisk Mask, even magical darkness.

Chakra Bind (Brow)
You gain a Gaze attack out to 10ft per point of essentia invested that reduces the speed of any creature that fails its Fortitude save by 10ft. If a creature is reduced to 0 speed it must immediately make another save, and if this one fails that creature is permanently Petrified.

BEAST TAMER CIRCLET
Descriptors: None
Classes: Totemist
Chakra: Crown
Saving Throw: None

While your Beast Tamer Circlet is shaped the attitudes of all Animals and Magical Beasts you encounter are improved toward you (and only you) by one step. Further, you gain a +2 bonus to Wild Empathy checks for every point of essentia invested into it.

Chakra Bind (Crown)
You gain the ability to Speak with Animals as the spell, and can use this ability to speak with Magical Beasts that have Intelligence scores of 1 or 2.

BEHIR GORGET
Descriptors: Electricity
Classes: Totemist
Chakra: Crown, Throat
Saving Throw: Reflex half (Throat)

While your Behir Gorget is shaped you gain Resistance to Electricity 5 and a +2 bonus to resist being bull rushed or tripped per point of essentia invested into your Behir Gorget.

Chakra Bind (Crown)
Your Resistance to Electricity increases to 10 and you gain a natural Bite attack that deals 1d8 points of damage (bludgeoning, piercing, and slashing). You may use this as a primary attack (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a 5 penalty on the attack roll and applying only half your Strength bonus on your damage roll).

Chakra Bind (Throat)
You gain a breath weapon, a line effect, out to 10ft per point of essentia invested into your Behir Gorget, that deals 1d8 electricity damage per point of essentia invested, +1 damage per die against creatures holding or wearing a lot of metal (Reflex halves, DC +2 vs creatures holding or wearing a lot of metal). After using this breath weapon you must wait 1d4 rounds before using it again.

BLINK SHIRT
Descriptors: None
Classes: Incarnate
Chakra: Arms, Heart
Saving Throw: Reflex negates (Arms)

While your Blink Shirt is shaped you may use a Dimension Door effect at-will, as the spell except that you cannot bring other creatures with you and you may only teleport a distance up to 10ft per point of essentia invested into your Blink Shirt.

Chakra Bind (Arms)
When you use your Dimension Door effect, you may bring willing creatures with you, up to one creature touched per point of essentia invested into your Blink Shirt (to a max of 8), or you may forcibly teleport an unwilling creature by making a melee touch attack as a standard action. If your attack hits, and the creature fails a Reflex save, you may teleport it a distance up to 10ft per point of essentia invested into your Blink Shirt.

Chakra Bind (Heart)
When you use your Dimension Door effect it costs you only a move action and after using it you may take any remaining actions you have in the turn.

BLOODTALONS
Descriptors: None
Classes: Totemist
Chakra: Arms, Heart
Saving Throw: None

While your Bloodtalons are shaped you gain a pair of natural Claw attacks that deal 1d4 damage each (for a medium-sized creature). You may use both Claws as a primary attack (in which case they use your full base attack bonus and add your full Strength bonus on each damage roll) or as a secondary attack (with a 5 penalty on the attack rolls and applying only half your Strength bonus on the damage rolls).

Further, you deal +2 damage per point of essentia invested into your Bloodtalons whenever you hit with one or more of your Bloodtalons and are below 50% of your maximum hit points.

Chakra Bind (Arms)
You benefit from the Diehard feat even if you don't meet the prerequisites. You do not die at -10 hit points, but rather at a number of negative hit points equal to 10 + the number of points of essentia invested into your Bloodtalons. You may continue fighting until you reach that number of negative hit point, at which time you immediately die.

Chakra Bind (Heart)
Whenever you hit with one or more of your Bloodtalons you regain 1 lost hit point per point of essentia invested into your Bloodtalons.

BLUESTEEL BRACERS
Descriptors: None
Classes: Soulborn
Chakra: Arms
Saving Throw: None

While your Bluesteel Bracers are shaped you gain a +2 bonus to initiative and you may use immediate actions and attacks of opportunity even if you are flat-footed.

At the start of your first turn during an encounter, if you were the first to act in that encounter, you gain temporary hit points equal to 3 the number of essentia invested into your Bluesteel Bracers. These temporary hit points last until the end of the encounter and do not stack with any other temporary hit points you might possess.

Chakra Bind (Arms)
Once per round, you may sacrifice temporary hit points to gain additional actions. If you sacrifice 5 THP, then you may make an additional attack of opportunity against a creature that has provoked one against you (even if you are normally only entitled to one attack of opportunity per round). If you sacrifice 10 THP on your turn, then you may take an additional move action. If you sacrifice 20 THP on your turn, then you may take an additional standard action. If you sacrifice 30 THP on your turn, then you may take an additional turn directly after your current one.

BRASS MANE
Descriptors: Fear, Mind-Affecting
Classes: Soulborn, Totemist
Chakra: Crown, Throat
Saving Throw: Will negates (Throat)

While your Brass Mane is shaped you are treated as one size category larger than you are for all beneficial purposes (but not for any detrimental purposes), including weapon size.

For every point of essentia invested into your Brass Mane you gain a +1 bonus to Will saves against Fear effects.

Chakra Bind (Crown)
You are immune to Fear effects and you gain a natural Bite attack that deals 1d8 points of damage (bludgeoning, piercing, and slashing). You may use this as a primary attack (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a 5 penalty on the attack roll and applying only half your Strength bonus on your damage roll).

Chakra Bind (Throat)
You may let loose a devastating roar, like unto a Dragonne, affecting all unfriendly creatures within a 10ft-radius of you per point of invested essentia. Creatures that fail their Will saves become Fatigued. Creatures that fail by 5 or more become Exhausted. After using this roar you must wait 1d4 rounds before using it again.

CRYSTAL HELM
Descriptors: Force
Classes: Incarnate, Soulborn
Chakra: Crown
Saving Throw: None

While your Crystal Helm is shaped you gain a +2 bonus to Will saves. For every point of essentia invested into your Crystal Helm you gain Resistance 1 to Cold, Electricity, Fire, and Force.

Chakra Bind (Crown)
Double the energy resistance granted you by your Crystal Helm (if any). Furthermore, you are veiled in an invisible sheath of force, granting your weapons and armor the Ghost Touch property.

DIADEM OF PURELIGHT
Descriptors: Good
Classes: Incarnate
Chakra: Brow
Saving Throw: Fortitude negates

While your Diadem of Purelight is shaped, you may use it to provide clear illumination in a 20ft cone and shadowy illumination in a 40ft cone. For every point of essentia you invest in your Diadem of Purelight, increase the length of the cone by 10ft for the clear illumination and 20ft for the shadowy illumination. You may turn this effect on and off as a free action, even when it isn't your turn.

The light provided by your Diadem of Purelight pierces magical concealment effects (including Darkness and similar spells) whose effective spell level is less than or equal to the number of points of essentia invested into it. For effects without a spell level, the light bypasses such effects if their effective caster level is less than or equal to twice the number of points of essentia invested into your Diadem of Purelight.

Chakra Bind (Brow)
Each Evil creature within the clear illumination provided by your Diadem of Purelight must succeed on a Fortitude save at the start of its turn to avoid being Blinded for 1 minute. On a successful save, the creature is Dazzled for 1 round.

DISENCHANTER MASK
Descriptors: None
Classes: Incarnate, Totemist
Chakra: Brow
Saving Throw: Will negates

While your Disenchanter Mask is shaped you gain a +2 bonus to saving throws against spells, spell-like abilities, and supernatural abilities, and you automatically Detect Magic, as the spell, at all times, out to a 10ft-radius from yourself per point of essentia you invest into your Disenchanter Mask.

Chakra Bind (Brow)
You gain a Gaze attack out to 10ft per essentia invested that suppresses a magic item of any creature that fails its Will save. Unless you actively Gaze at the target, you affect magic items in the following order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including rings), and anything remaining. Items remain suppressed as long as they remain within range of your Gaze and for 1 round thereafter.

DISPLACER CLOAK
Descriptors: None
Classes: Totemist
Chakra: Shoulders
Saving Throw: None

While your Displacer Cloak is shaped you have concealment (20% miss chance) against ranged attacks, and gain a +2 bonus to Hide and Move Silently checks per point of essentia invested into it.

Chakra Bind (Shoulders)
You benefit from concealment against all attacks, you gain the Darkstalker feat, you leave no trail (unless you wish to), and you gain a pair of natural Tentacle attacks that have reach and deal 1d4 damage each (for a medium-sized creature). You may use both Tentacles as a primary attack (in which case they use your full base attack bonus and add your full Strength bonus on each damage roll) or as a secondary attack (with a 5 penalty on the attack rolls and applying only half your Strength bonus on the damage rolls).

DREAD CARAPACE
Descriptors: Fear
Classes: Totemist
Chakra: Arms, Feet, Heart
Saving Throw: Will negates (Heart)

While your Dread Carapace is shaped your natural attacks are treated as one size category larger and you gain a +6 armor bonus to AC. As always, this bonus does not stack with an armor bonus from a different source (such as actual armor you might be wearing). If you have another armor bonus, the higher bonus applies. This soulmeld has a +2 maximum Dexterity bonus, -6 armor check penalty, and 30% arcane spell failure. It is treated as medium armor for the purpose of determining your speed and adjudicating class features dependent on armor.

For every point of essentia invested into your Dread Carapace the armor bonus to your AC increases by 1.

Chakra Bind (Arms)
Your attacks with natural weapons threaten a critical hit on a roll of 19 or 20. Furthermore, for every point of essentia invested into your Dread Carapace you suffer a -1 penalty to attacks with natural weapons, but deal +2 additional damage with a Bite, Gore, or Slam attack, or +1 additional damage with a Claw, Sting, or Tentacle attack.

Chakra Bind (Feet)
As a free action you may add a 20ft enhancement bonus to your speed for 1 round. After you do so, you cannot do so again for 1d4 rounds, during which time you are Fatigued. For every point of essentia invested into your Dread Carapace, increase this enhancement bonus by 10ft.

Chakra Bind (Heart)
Whenever you charge or attack, creatures within 20ft + 10ft/essentia invested that fail their Will saves become Shaken for as long as they remain within range. A creature may only be subjected to this ability once per round; however, a creature that succeeds on its saving throw is not immune to the effect for any period of time and a creature that fails its saving throw more than once can have its Fear escalated.

ENIGMA HELM
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Crown
Saving Throw: None

While your Enigma Helm is shaped you gain a +1 deflection bonus to AC, a +1 resistance bonus to saves, and Spell Resistance against Divination spells and effects equal to 11 + 2 per point of essentia invested into your Enigma Helm.

Chakra Bind (Crown)
Your bonuses to AC and saves become untyped, your SR applies against Divination and Transmutation spells and effects, and you become immune to Charm effects.

FELLMIST ROBE
Descriptors: None
Classes: Incarnate
Chakra: Soul
Saving Throw: Fortitude halves (Soul)

While your Fellmist Robe is shaped you are surrounded, in a 20ft-radius (including vertically), by an Obscuring Mist effect as the spell, +10ft per essentia invested in the Fellmist Robe. For every point of essentia invested, you are able to see through 5ft of mist as if it weren't there.

Chakra Bind (Soul)
The Obscuring Mist effect is replaced with a Solid Fog effect that doesn't hamper your own movement. You may see through the Fog like you could the mist depending on your invested essentia. You may also assume (or dismiss) Gaseous Form, as the spell, at-will as a free action, and you deal 1d6 acid damage per point of essentia invested to any creature you share a space with (Fort halves) while you are gaseous.

FLAME CINCTURE
Descriptors: Fire
Classes: Incarnate, Soulborn
Chakra: Waist
Saving Throw: Reflex halves (Waist)

While your Flame Cincture is shaped, your attacks deal 1 extra fire damage, and you deal 1 fire damage to creatures that strike you with melee attacks. This fire damage increases to 1d6, in both instances, if you move 10ft or more on your turn.

Further, when you invest essentia into your Flame Cincture, it can absorb fire damage dealt to you, up to 10 damage per point of essentia invested per encounter. At the end of any encounter in which the Flame Cincture absorbed fire damage, any absorbed damage is released harmlessly.

Chakra Bind (Waist)
As a standard action, you may release fire damage that has been absorbed by your Flame Cincture in a cone out out to 10ft per point of invested essentia, emptying the soulmeld of as much or as little damage as you wish. Creatures in the cone-shaped area suffer that amount of fire damage (Reflex halves). Your Flame Cincture is then free to absorb up to that amount once more. At the end of any encounter in which the Flame Cincture absorbed fire damage you may choose to release the absorbed damage or to store it for later use.

FROST HELM
Descriptors: Cold
Classes: Incarnate, Soulborn, Totemist
Chakra: Crown, Shoulders
Saving Throw: None

While your Frost Helm is shaped you gain a +2 natural armor bonus to AC as long as you avoid environmental temperatures above 70 fahrenheit, and a +1 natural armor bonus to AC in temperatures between 70 and 90 (at higher temperatures you gain no natural armor bonus at all).

Furthermore, you gain Resistance to Cold equal to 3 the number of points of essentia invested into your Frost Helm.

Chakra Bind (Crown)
You suffer no hindrances to your attacks, movement, skill checks, or sight from the following weather effects: Rain, Snow, Heavy Snow, Sleet, Hail, Fog, Strong Wind, or Severe Wind.

Chakra Bind (Shoulders)
During any round in which you do not move more than 5ft, your attacks deal 1d6 extra cold damage per essentia invested, and creatures grappling you or that hit you with melee attacks suffer 1d6 extra cold damage per essentia invested.

GIRALLON ARMS
Descriptors: None
Classes: Totemist
Chakra: Arms
Saving Throw: None

While your Girallon Arms are shaped you are considered armed even when you are unarmed, meaning you do not provoke attacks of opportunity for attacking with your Unarmed Strike, you deal 1d6 damage with your Unarmed Strike which can be lethal or nonlethal at your choice, and your Unarmed Strike is treated as either a manufactured or a natural weapon at any given time, depending on which would be more beneficial to you.

You gain a +2 bonus on Bull Rush, Disarm, and Grapple attempts you make while unarmed for every point of essentia invested into your Girallon Arms.

Chakra Bind (Arms)
You grow a second pair of arms, and claws at the fingertips of each of your arms' hands. You may only use two of these claws as a primary attack at a time. When you do, they deal 1d6 damage plus your Strength modifier and use your full base attack bonus. You may use the other claws, or all four of these claws together, as secondary weapons. Whenever you use your claws a secondary weapons they deal only 1d4 damage plus your Strength modifier. Each time during a round that you hit a creature with two or more claw attacks, you rend dealing 2d6 + 1 your Strength modifier in damage.

You may use your extra arms to manipulate objects, but they have effective Strength and Dexterity modifiers that are half that of your normal arms, rounded down (for example, if you had 18 Strength, a +4 modifier, and 13 Dex, a +1 modifier, when using your extra arms you would be treated as having only a +2 Strength modifier and a +0 Dexterity modifier). Your extra arms can't be used to wield two-handed weapons, and any weapons wielded by your extra arms are considered off-hand weapons.

GLOVES OF THE POISONED SOUL
Descriptors: Evil
Classes: Incarnate
Chakra: Hands, Soul
Saving Throw: Fortitude negates (Hands & Soul)

While your Gloves of the Poisoned Soul are shaped, you never risk poisoning yourself when applying or otherwise working with poisons, and you gain a +1 bonus to Fortitude saving throws against Poison for every point of essentia invested into them.

Any poisons you have personally prepared and/or applied while your Gloves of the Poisoned Soul are shaped get a +1 enhancement bonus to save DCs per point of essentia invested into them.

Chakra Bind (Hands)
Any creature you touch, at your option, must succeed at a Fortitude saving throw to avoid suffering a minor dose of poison that deals 1 initial Strength and Dexterity damage per odd point of essentia invested into your Gloves of the Poisoned Soul (1st, 3rd, 5th, etc) and 1 secondary Constitution damage per even point of essentia invested (2nd, 4th, etc). Using this option costs you a swift action.

This poison does not benefit from the enhancement bonus to poison save DCs you get from your Gloves of the Poisoned Soul like other poisons do.

A creature may only be poisoned once by this minor dose in a 24 hour period, and after using this poison you must wait 1d4 minutes before using it again.

Chakra Bind (Soul)
You are immune to ability damage, ability drain, disease, and all poisons. You may, however, still carry diseases and poisons within your body, and release them upon unsuspecting victims you touch. You may transfer any diseases and/or poisons in your system into a creature you touch as a swift action, which they must then fight off with their own Fortitude saves as appropriate to the effect. Regardless of the victim's success or failure, those doses of disease and/or poison are gone from your body.

This effect can be combined with the Chakra Bind (Hands) effect.

GORGON MASK
Descriptors: None
Classes: Incarnate, Totemist
Chakra: Crown, Throat
Saving Throw: Fortitude partial (Throat)

While your Gorgon Mask is shaped you gain a +2 bonus to Fortitude saves and for every point of essentia invested into it, you gain a +2 bonus to avoid being Bull Rushed, Grappled, or Overrun.

Chakra Bind (Crown)
You gain a pair of sturdy horns that grant you a Gore attack, which deals 1d8 piercing damage plus your Strength modifier. You may ready your Gore attack against a charge, and when you do your attack of opportunity deals double damage. The Gore also deals double damage when you use it with a charge attack of your own. You may only use this Gore attack as a primary attack and not a secondary attack, which means that it always uses your full base attack bonus and always adds your full Strength modifier to damage.

Chakra Bind (Throat)
You are able to release a cone of toxic gas out to 10ft per point of essentia invested in your Gorgon Mask a number of times per day up to your meldshaper level. Creatures caught in this cone that fail their Fortitude saves are permanently turned to stone as if by a Flesh to Stone spell. After using this breath weapon you must wait 1d4 rounds to use it again.

GREAT RAPTOR MASK
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Brow
Saving Throw: None

While your Great Raptor Mask is shaped, you gain a +10ft enhancement bonus to all movement speeds and for every point of essentia invested into it you may make an additional attack of opportunity each round.

Chakra Bind (Brow)
You gain a +1 enhancement bonus to Dexterity per point of essentia invested into your Great Raptor Mask.

HUNTER'S CIRCLET
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Crown
Saving Throw: None

While your Hunter's Circlet is shaped you benefit from the Track feat, and for every point of essentia invested in it you gain a +2 bonus to Heal, Knowledge (Nature), and Survival checks.

Chakra Bind (Crown)
You gain the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) special quality.

Ziegander
2012-02-07, 03:00 PM
Reserved for Soulmelds I - P

SOULMELD
Descriptors:
Classes:
Chakra:
Saving Throw:

Saving throw DCs equal 10 + the number of essentia invested + your Constitution modifier.

INCARNUM ARMOR
Descriptors: None
Classes: Soulborn
Chakra: Crown, Shoulders, Waist
Saving Throw: None

When shaped, Incarnum Armor takes the form of any armor that you are proficient with and provides you with the same benefits and drawbacks as the real thing. Unlike other soulmelds, Incarnum Armor is fully solid even before it is bound to a Chakra and occupies the Armor body slot even when not bound to a Chakra. When bound to a Chakra, the Incarnum Armor continues to occupy the Armor body slot as well as the Chakra slot. Incarnum Armor can be bound to multiple Chakra at once.

The enhancement bonus, or effective enhancement bonus, of the Incarnum Armor increases as you invest essentia into it. For every odd essentia invested into it (1st, 3rd, 5th, etc) your Incarnum Armor gains a +1 enhancement bonus to AC and becomes magic armor. For every even essentia invested into it (2nd, 4th, etc) your Incarnum Armor gains a +1 equivalent enhancement bonus in magical armor properties.

Chakra Bind (Crown)
A gleaming bluesteel helmet forms over your head, and while your Incarnum Armor remains shaped you may reroll a single Will save you make once each round.

Chakra Bind (Shoulders)
Sturdy bluesteel pauldrons cover your shoulders and protect your arms and chest, and while your Incarnum Armor remains shaped you are immune to the effects of all spells up to 3rd level as the Lesser Globe of Invulnerability spell.

Chakra Bind (Waist)
A heavy bluesteel girdle snakes around your waist and hangs over your hips and thighs, and while your Incarnum Armor remains shaped you suffer no penalties to movement from your armor or from any other source and benefit from a Freedom of Movement effect as the spell.

Chakra Binds (Crown, Shoulders, & Waist)
If your Incarnum Armor is bound to your Crown Chakra, your Shoulders Chakra, and your Waist Chakra simultaneously you are immune to spells up to 4th level as Globe of Invulnerability and you are immune to mind-afflicting effects.

INCARNUM SHIELD
Descriptors: None
Classes: Soulborn
Chakra: Arms
Saving Throw: None

When shaped, Incarnum Shield takes the form of any shield that you are proficient with and provides you with the same benefits and drawbacks as the real thing. Unlike other soulmelds, Incarnum Shield is fully solid even before it is bound to a Chakra and occupies one of your hands (unless you shape it into a Buckler) even when not bound to a Chakra. This does not prevent that hand from wearing and benefiting from magic gloves or gauntlets, but it does keep you from carrying items in that hand in the same way that the type of shield the soulmeld has been shaped into does. When bound to a Chakra, the Incarnum Shield continues to occupy that hand as well as the Chakra slot.

The enhancement bonus, or effective enhancement bonus, of the Incarnum Shield increases as you invest essentia into it. For every odd essentia invested into it (1st, 3rd, 5th, etc) your Incarnum Shield gains a +1 enhancement bonus to AC and becomes a magic shield. For every even essentia invested into it (2nd, 4th, etc) your Incarnum Shield gains a +1 equivalent enhancement bonus in magical shield properties.

Chakra Bind (Arms)
You can reflect up to a number of spell levels per day equal to the number of essentia invested into your Incarnum Shield as Spell Turning. You may reflect a maximum number of spell levels in this way each day equal to your meldshaper level rounded up.

INCARNUM WEAPON
Descriptors: None
Classes: Soulborn
Chakra: Hands, Shoulders
Saving Throw: Fort negates (Shoulders)

When shaped, Incarnum Weapon takes the form of any weapon that you are proficient with and provides you with the same benefits and drawbacks as the real thing. Unlike other soulmelds, Incarnum Weapon is fully solid even before it is bound to a Chakra and occupies one or more of your hands, in the same way the real weapon does, even when not bound to a Chakra. This does not prevent that hand (or hands) from wearing and benefiting from magic gloves or gauntlets, but it does keep you from carrying items in that hand (or hands) in the same way that the type of weapon the soulmeld has been shaped into does. When bound to a Chakra, the Incarnum Weapon continues to occupy that hand (or hands) as well as the Chakra slot.

If you shape Incarnum Weapon into a weapon that requires ammunition such as a bow or crossbow, the Incarnum Weapon creates its own ammunition for each shot but must still be reloaded as normal.

The enhancement bonus, or effective enhancement bonus, of the Incarnum Weapon increases as you invest essentia into it. For every odd essentia invested into it (1st, 3rd, 5th, etc) your Incarnum Weapon gains a +1 enhancement bonus to AC and becomes a magic weapon. For every even essentia invested into it (2nd, 4th, etc) your Incarnum Weapon gains a +1 equivalent enhancement bonus in magical weapon properties.

You may shape Incarnum Weapon multiple times, but only as many times as you have hands able to wield the shaped weapons.

Chakra Bind (Hands)
You gain a bonus to damage when you make a charge attack with your Incarnum Weapon equal to twice the number of essentia invested into your Incarnum Weapon.

Chakra Bind (Shoulders)
You are able to put great power behind each attack with your Incarnum Weapon such that, as a standard action, you attack any one creature and if your attack hits and deals damage then that creature must succeed on a Fortitude save to avoid being Dazed for 1 round.

Ziegander
2012-02-07, 03:01 PM
Reserved for Soulmelds Q - Z

SOULMELD
Descriptors:
Classes:
Chakra:
Saving Throw:

Saving throw DCs equal 10 + the number of essentia invested + your Constitution modifier.

RIDER'S REINS
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Hands
Saving Throw: None

While your Rider's Reins are shaped you may handle an animal as a free action and push an animal as a move action. Further, you gain a +2 competence bonus to Handle Animal and Ride checks for every point of essentia invested into your Rider's Reins.

Chakra Bind (Hands)
You benefit from the Mounted Combat feat while your Rider's Reins are shaped.

Ziegander
2012-02-07, 03:02 PM
Arcane Focus
Prerequisites: Con 13, Meldshaper Level 1st, Able to cast 1st level arcane spells
Benefit: You may invest essentia into this feat. For every odd essentia invested (1st, 3rd, 5th, etc) you deal +1 damage per die with arcane spells that deal damage. For every even essentia invested (2nd, 4th, etc) you gain a +1 bonus to your caster level when casting arcane Abjuration, Conjuration, Necromancy, and Transmutation spells.

Extra Essentia [INCARNUM]
Prerequisites: Con 13
Benefit: You gain 1 point of essentia.
Special: You may take this feat multiple times. Each time you take it beyond the first, rather than gain 1 point of essentia, you gain a number of points of essentia equal to the number of Extra Essentia feats you possess.

Open Least Chakra [INCARNUM]
Prerequisites: Con 13, Meldshaper Level 1st
Benefit: You gain the ability to open one of the following Chakras: Crown, Feet, or Hands.
Special: You may take this feat multiple times, and each time you do you gain the ability to open a new Chakra from the above list.

Open Lesser Chakra [INCARNUM]
Prerequisites: Con 13, Meldshaper Level 7th
Benefit: You gain the ability to open one of the following Chakras: Arms, Brow, or Shoulders.
Special: You may take this feat multiple times, and each time you do you gain the ability to open a new Chakra from the above list.

Open Greater Chakra [INCARNUM]
Prerequisites: Con 13, Meldshaper Level 13th
Benefit: You gain the ability to open one of the following Chakras: Heart, Throat, or Waist.
Special: You may take this feat multiple times, and each time you do you gain the ability to open a new Chakra from the above list.

Practiced Meldshaper [INCARNUM]
Prerequisites: Con 15
Benefit: Your meldshaper level is equal to the sum of your levels in meldshaping classes (Incarnate, Soulborn, and/or Totemist) + the sum of your levels in all other classes.
Normal: Your meldshaper level is equal to the sum of your levels in meldshaping classes + the sum of your levels in all other classes.

Shape Soulmeld [INCARNUM]
Prerequisites: Con 13
Benefit: Choose a Soulmeld from any class's Soulmeld list. You gain the ability to shape the chosen Soulmeld using the normal meldshaping rules.
Special: You may take this feat multiple times, and each time you do you gain the ability shape a new Soulmeld chosen from any class's Soulmeld list.

Soulsight [INCARNUM]
Prerequisites: Con 13, Wis 13, Concentration 4 ranks, Meldshaper Level 1st
Benefit: You detect the presence of living creatures within 5ft per point of essentia you possess. You do not automatically pinpoint those creatures' locations or know the direction to any such creature, but by spending a move action and making a Concentration check (DC 10 + Creature's CR) you can discern the direction to a single creature whose presence you detect and pinpoint the location of that creature if it is within 5ft per two meldshaper levels.
Special: You may use this feat like the Track feat but only to track living creatures. When you do, use the Concentration skill rather than the Survival skill but check against the same DCs.

Versatile Chakra [INCARNUM]
Prerequisites: Con 15, Ability to bind any Soulmeld to any Chakra
Benefit: Choose a Chakra you are able to bind Soulmelds to. When you bind a soulmeld to that Chakra it may share the body slot with an item or even other Soulmelds. You can bind more than one Soulmeld to the chosen Chakra.
Special: You cannot choose the Soul Chakra with this feat.
Special: You may take this feat multiple times. Each time you do choose another Chakra you are able to bind Soulmelds to.

Ziegander
2012-02-07, 03:03 PM
One last reserved post just in case. Let the games begin!

Tacitus
2012-02-07, 05:23 PM
Hmm... I've seen a number of incarnum reworks, and a fair few of the changes here are seen in the Incarnate, but one thing I've noticed is that the Incarnate gets way more soulmelds than they could ever shape. Unless, of course, it is your intent to allow multiple soulmelds to occupy the same chakra when unbound. Otherwise, even with taking a feat tax of Versatile Chakra, he'd run out of room somewhere in the middle, and depending on your reading never have room for the last two soulmelds.

Now obviously you're not done, but that bit stuck out at me, and I'm impatient. XD

Ziegander
2012-02-07, 05:39 PM
Hmm... I've seen a number of incarnum reworks, and a fair few of the changes here are seen in the Incarnate, but one thing I've noticed is that the Incarnate gets way more soulmelds than they could ever shape. Unless, of course, it is your intent to allow multiple soulmelds to occupy the same chakra when unbound. Otherwise, even with taking a feat tax of Versatile Chakra, he'd run out of room somewhere in the middle, and depending on your reading never have room for the last two soulmelds.

Now obviously you're not done, but that bit stuck out at me, and I'm impatient. XD

Well, I can't yet decide if I want to do Soulmelds known with the classes or stick with them being able to shape anything on their lists. Right now I'm leaning toward using Soulmelds known.

The Underlord
2012-02-07, 06:36 PM
I have to ask, what the point? Incarnum works fine as it is(except for the soulborn) so why do you want to change it? Also I have a major problem? Why do you have soulmelds known? Part of the magic of incarnum(lol pun) was that there was no "soulmelds known" column. Thats part of the reason people like incarnum, so why did you feel that you needed to put a limit on soulmelds known? It just cuts the versatility of incarnum and destroys the whole "different abilities each day" aspect.

Ziegander
2012-02-07, 06:44 PM
I have to ask, what the point? Incarnum works fine as it is(except for the soulborn) so why do you want to change it?

Because I'm bored. :smallamused:


Also I have a major problem? Why do you have soulmelds known? Part of the magic of incarnum(lol pun) was that there was no "soulmelds known" column. Thats part of the reason people like incarnum, so why did you feel that you needed to put a limit on soulmelds known? It just cuts the versatility of incarnum and destroys the whole "different abilities each day" aspect.

It's an experiment as I keep playing with the mechanics. I'm going to rewrite basically all of the soulmelds in addition to writing a bunch of new ones. The more I work on this, though, the less I think it's even possible to do soulmelds known with Incarnum. So we'll see. I'm not sold on soulmelds known, but I am worried about the possibility of each class soulmeld list getting too full of good stuff.

Shadow Lord
2012-02-07, 08:00 PM
Ziegander, you continue to amaze. How you pump out so much awesome stuff impresses me. However, I do think that it might be best to just let people who use Magic of Incarnum to access their entire Soulmeld slot.

The Underlord
2012-02-07, 10:56 PM
I see the reason he is not. One of the changes is that you can re-shape your soulmelds as many times per day as you want. Full access would be a little too versatile for some people.

Ziegander
2012-02-08, 11:30 PM
The general plan I have is to design a lot of more "caster-like" soulmelds for the Incarnate soulmeld list, reserve more of the tactical/warrior soulmelds for the Soulborn soulmeld list, and design a bunch of soulmelds for the Totemist list to make them sort of a hybrid warrior-mage with a primal, druid-esque flavor.

I want to do away with the Totem Chakra because it makes taking a lot of the cool Totemist soulmelds less attractive simply because you can't get the cool Totem binds unless you're a Totemist. So, I want all of the Totemist's soulmelds to bind to conventional Chakras, so that they are multiclass/dip friendly. At the same time, I want to do something to preserve the primal flavor of the Totemist's soulmelds and class features.

My plan for the Totemist, so far, is to provide it with class features that specifically boost natural attacks and animalistic/totem-type effects gained through soulmelds. That way the soulmelds are still cool and function perfectly well for other classes, but the Totemist can still use them better.

Deepbluediver
2012-07-31, 12:26 PM
I like the idea of having a limited number of Soul-melds known, particularly if you are going to be adding more spell-like soulmelds. The limit should be high enough that players don't need to angonize over every choice, or develop some intense meta-game strategy to stay relevant, but low enough that not every particular player can do everything (like a wizard). Something like 1/2 to 1/3 of the total list of available melds seems like a good place to start, but wild mass-guessing. :smalltongue:

I also like opening more Chakras via feats; I feel that it adds to the customization of a character.


Here's a thought/question regarding essentia pools: as far as I can tell, you don't gain any bonus essentia from a stat, like you do for bonus spells or power points (if I'm mistaken, please correct me); the trade-off seems to be that you can gain it instead via the Extra Essentia-feat.
What do you think about doing something like this:
{table=head]Constitution|Bonus Essentia

8-9|0

10-11|0

12-13|+1

14-15|+2

16-17|+3

18-19|+4

20-21|+5

...|...[/table]
(if you think it's a terrible idea, please feel free to say so; I'm just throwing this out there)


Also, I saw your improved version of the Extra Essentia feat, but it still seems like even with bonus Incarnum feats you would need a hefty investment to make it worthwhile. Plus, I find that taking the same feat over and over again feels boring, particularly when there are more interesting choices.
What if instead you did something like this:

Extra Essentia
Prerequisites: Con 13
Benefit: You gain additional Essentia for your essentia pool based on your Meldshaper level, as given in the following table.
{table=head]Meldshaper Level|Bonus Essentia
1st-2nd|1

3rd-5th|2

6th-8th|3

9th-11th|4

12th-14th|5

15-17th|6

18th-21st|7

22nd-25th|8

...|...[/table]

Deviston
2012-07-31, 04:58 PM
I have come to see that the essentia allocation via the classes in core works fairly decently. However, I like the 1 essentia per meldshaper level better. I am currently twisting and shaping and slight of handing several sources (this redux as a major source) to make (imo) the soulborn work better.

::A little idea for the Redux Soulborn, move on if you'd like::
I feel the regular essentia cap works fine, except when you look at the Incarnate sword/armor/shield. I have done a caveat where those mels specifically get their cap as 1/2 level, but with no other means to increase them. With how few melds the soulborn gets, and with the fact that you aren't intended to have all melds maxed all the time (hence the baility to hot swap) it works out well. You have a large-ish pool for a few runes and most of the points get dolled into your armaments.

@deepbluediver
I worry about making essentia far too easy to get. As it stands, a single point is feat worthy (extra essentia core feat itself) and to take a single feat, and make it so you get it 6 more times for free... just a bit too much IMO. I would say keep the Redux E.E. feat, and change your table so you get 1 essentia for every 2 points of Con mod. That way an impatient person can dump into feats, but the patient man will get his in the end.

Or maybe...

Extra Essentia
Pre: Con 13, Meldshaper level 1
Ben: You gain bonus essentia equal to 1/4 your meldshaper level (minimum 1).

Improved Extra Essentia
Pre: Con 15, Extra Essentia, Meldshaper level 6
Ben: Your bonus essentia improves to 1/3 you meldshaper level.

Greater Extra Essentia
Pre: Con 17, Improved Extra Essentia, Meldshaper level 9
Ben: You bonus essentia improves to 1/2 you meldshaper level.
This way you aren't sinking as many feats (as core), but you still gain the high (actually higher) progression you displayed in your table.

Deepbluediver
2012-08-01, 09:10 AM
@deepbluediver
I worry about making essentia far too easy to get. As it stands, a single point is feat worthy (extra essentia core feat itself) and to take a single feat, and make it so you get it 6 more times for free... just a bit too much IMO. I would say keep the Redux E.E. feat, and change your table so you get 1 essentia for every 2 points of Con mod. That way an impatient person can dump into feats, but the patient man will get his in the end.

Or maybe...

Extra Essentia
Pre: Con 13
Ben: You gain bonus essentia equal to 1/8 your meldshaper level (minimum 1).

Improved Extra Essentia
Pre: Con 15, Extra Essentia
Ben: Your bonus essentia improves to 1/4 you meldshaper level (minimum 2).

Greater Extra Essentia
Pre: Con 17, Improved Extra Essentia
Ben: You bonus essentia improves to 1/2 you meldshaper level (minimum 3).
This way you aren't sinking as many feats (as core), but you still gain the high (actually higher) progression you displayed in your table.

Ok, that's certainly a fair point. IF you want to keep it in some form, then you would probably need a rule with a caveat, like this:
You gain bonus essentia equal to your Con-10 (constitution score minus ten); however this bonus cannot exceed your meldshaper level.

If the goal, however, is to avoid making Essentia to easy to get though, then Con is far too enticing a stat to stick it on, especially since it's fairly simple to push any one stat to 18+ at level 1.

Sticking with feats, I feel 3 is a nice compromise between 1 and "as many as you can"; the only thing I would tweak is to make the value in the first Extra Essentia feat equal to 1/6 your meldshaper level instead of 1/8.

Deviston
2012-08-04, 08:07 PM
I changed the feats so you need meldshaper levels to get them at a rate of 1, 6, and 9. Additionally, you get 1/4, 1/3, and 1/2 for essentia.

And I still vote 1 point of bonus essentia for every two points of Constitution modifier. You may never have more bonus essentia from having a high Constitution score than 1/4 your total melshaper levels.

This way, you get it, but it's not all granted at once. You have it meted out to you over the course of your 20 levels.