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sirpercival
2012-08-20, 03:19 PM
I like to homebrew incarnum stuff, particularly dual-progression prcs. All of this was originally posted on minmaxboards; links are in my extended sig.

This is everything I have so far:

Post 1: Index
Post 2: Feats (http://www.giantitp.com/forums/showthread.php?p=13759640#post13759640)
Post 3: Warpsoul (http://www.giantitp.com/forums/showthread.php?p=13759647#post13759647)
Post 4: Warpsoul soulmelds (http://www.giantitp.com/forums/showthread.php?p=13759651#post13759651)
Post 5: Necrocarnate fix (http://www.giantitp.com/forums/showthread.php?p=13759876#post13759876)
Post 6: New necrocarnum soulmelds (http://www.giantitp.com/forums/showthread.php?p=13759924#post13759924)
Post 7: Primal Soul (http://www.giantitp.com/forums/showthread.php?p=13759934#post13759934)
Post 8: Soulfused Transcendant (http://www.giantitp.com/forums/showthread.php?p=13759962#post13759962)
Post 9: Soulknight (http://www.giantitp.com/forums/showthread.php?p=13759969#post13759969)
Post 10: Tiger Avatar (http://www.giantitp.com/forums/showthread.php?p=13759976#post13759976)
Post 11: Dracarnum Acolyte (http://www.giantitp.com/forums/showthread.php?p=13759995#post13759995)
Post 12: Warped Disciple (http://www.giantitp.com/forums/showthread.php?p=13760005#post13760005)
Post 13: Azure Ascetic (http://www.giantitp.com/forums/showthread.php?p=13760014#post13760014)
Post 23: Xevu (http://www.giantitp.com/forums/showthread.php?p=13803690#post13803690) (race)
Post 28: Extractor (http://www.giantitp.com/forums/showthread.php?p=14629720#post14629720)
Post 29: Extractor Soulmelds (http://www.giantitp.com/forums/showthread.php?p=14629731#post14629731)
Post 32: Essence Devourer (http://www.giantitp.com/forums/showthread.php?p=14630486#post14630486)

Some of these, particularly Dracarnum Acolyte, need some feedback & editing.

sirpercival
2012-08-20, 03:21 PM
Azure Meditation
You can channel incarnum to increase your effectiveness with a particular martial discipline.
[i]Prerequisites: Con 13, one martial manuever.
Benefit: Once per day, you can invest essentia into this feat and choose one discipline from which you know maneuvers. You gain a +1 insight bonus to attack rolls with that discipline's preferred weapons and a +1 insight bonus to checks with that discipline's associated skill for each point of essentia invested in this feat. You gain 1 point of essentia.

Bizarre Menace
When shaping your soulmelds, you twist the soul energy into strange and worrying visages.
Prerequisites: Intimidate 4 ranks, ability to shape a soulmeld.
Benefit: Whenever you shape your soulmelds, choose any number of them to twist. You gain a competence bonus to Intimidate checks equal to the number of twisted soulmelds you have; however, you take an equal penalty to Bluff, Diplomacy, Disguise, Gather Information, and Perform checks, as creatures are distracted by the fearsome way you look.
Special: If you are an aberration or have at least one Aberrant feat, increase the competence bonus to Intimidate to +2 per twisted soulmeld.
Note: The same soulmeld cannot be both twisted and camouflaged.

Construct Meldshaper [Incarnum]
You can channel incarnum despite being a construct.
Prerequisites: Int 3, construct type.
Benefit: Use your Charisma 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 Charisma score instead.

Camouflage Essence
You have figured out a way to shape soul energy more subtly.
Prerequisites: Disguise 2 ranks, ability to shape a soulmeld.
Benefit: By manipulating the incarnum which makes up your soulmelds, you can disguise the melds you shape as normal parts of your body and equipment when you shape them, by making a Disguise check. Wary creatures can determine that the camouflaged soulmelds are not what they seem by making a Spot check against your Disguise check result; such creatures receive a +2 bonus to their Spot checks per essentia invested in one of your soulmelds to notice that soulmeld.

In addition, you can use this ability to make your mundane disguises more convincing by reinforcing them with appropriately-altered soulmelds. If you shape soulmelds as part of constructing a disguise with the Disguise skill (which increases the time to make the check by the amount of time required to shape the soulmelds), you gain a competence bonus on the check equal to the number of soulmelds you camouflage, and only creatures which penetrate the disguise can attempt to notice your soulmelds.

Midnight Recovery [Incarnum]
You can channel incarnum to recover your expended maneuvers.
Prerequisites: Con 13, one martial maneuver.
Benefit: Once per day, you can invest essentia into this feat and choose one or more maneuvers that you know (and have readied). Each maneuver to be affected requires the investment of 1 essentia. The first time you have one of the chosen maneuvers readied and expended during the day, you automatically recover (and are granted, if applicable) that maneuver as a free action. Once essentia is invested in a maneuver, it remains invested until you choose to recover the maneuver, at which point the essentia returns to your essentia pool. You gain 1 point of essentia.

Necrocarnum Acolyte [Incarnum]
You have experienced the power of necrocarnum, a dark and twisted form of incarnum. The power gained from this source can be great, but many decry its origins as evil.
Prerequisites: Ability to shape soulmelds, nongood alignment.
Benefit: You gain the ability to shape soulmelds with the Necrocarnum descriptor regardless of your alignment. If your alignment is Evil, the essentia capacity of any Necrocarnum soulmeld you shape increases by 1.

Unusual Array
You can wear your soulmelds in new combinations.
Prerequisites: Disguise 6 ranks, Camouflage Essence.
Benefit: When you camouflage your soulmelds, you can also (with some difficulty) place them on different chakras than they would normally occupy. For each soulmeld you wish to move off of its normal chakras, make a Disguise check against a DC determined by the chakra you intend for it to occupy, as shown in the table below. If you are successful, the soulmeld occupies the new chakra. You cannot bind a soulmeld altered in this way to a chakra (other than the totem chakra), though you can invest essentia in it as normal. Moving a camouflaged soulmeld to a different chakra increases the DC to pinpoint it as abnormal by +2.
{table=head]Chakra|DC
Crown|15
Feet|17
Hands|17
Arms|19
Brow|19
Shoulders|19
Throat|21
Waist|21
Heart|24
Soul|27[/table]

sirpercival
2012-08-20, 03:22 PM
Warpsoul

Alignment: Any non-good.
HD: d8
Races: Usually human. Races with strong ties to nature rarely become warpsouls, as they feel that the class's connection to aberrations is... unnatural.
Abilities: Constitution is the primary ability score for meldshaping, as in other meldshaping classes. A high Wisdom is also key, as it is important to be of strong stuff to combat the madness that can overtake a warpsoul.

{table=head]Lvl | BAB | Fort | Ref | Will | Special | Soulmelds | Essentia | Chakra Binds
1 | +0 | +0 | +0 | +2 | Touch of madness (meldshaper level, soulmeld DC) | 2 | 1 | 0
2 | +1 | +0 | +0 | +3 | Chakra bind (crown) | 3 | 2 | 1
3 | +2 | +1 | +1 | +3 | Alien senses | 3 | 3 | 1
4 | +3 | +1 | +1 | +4 | Chakra bind (feet, hands) | 4 | 4 | 1
5 | +3 | +1 | +1 | +4 | -- | 4 | 5 | 1
6 | +4 | +2 | +2 | +5 | Touch of madness (essentia) | 4 | 6 | 2
7 | +5 | +2 | +2 | +5 | -- | 5 | 7 | 2
8 | +6/+1 | +2 | +2 | +6 | Alien constitution | 5 | 8 | 2
9 | +6/+1 | +3 | +3 | +6 | Chakra bind (arms, brow, shoulders) | 5 | 9 | 2
10 | +7/+2 | +3 | +3 | +7 | Telepathy | 6 | 10 | 3
11 | +8/+3 | +3 | +3 | +7 | Touch of madness (capacity) | 6 | 11 | 3
12 | +9/+4 | +4 | +4 | +8 | -- | 6 | 12 | 3
13 | +9/+4 | +4 | +4 | +8 | Alien mentality | 7 | 13 | 3
14 | +10/+5 | +4 | +4 | +9 | Chakra bind (throat, waist) | 7 | 14 | 4
15 | +11/+6/+1 | +5 | +5 | +9 | Improved alien constitution | 7 | 15 | 4
16 | +12/+7/+2 | +5 | +5 | +10 | Touch of madness (chakra) | 8 | 16 | 4
17 | +12/+7/+2 | +5 | +5 | +10 | Chakra bind (heart) | 8 | 17 | 4
18 | +13/+8/+3 | +6 | +6 | +11 | Alien resistance | 8 | 18 | 5
19 | +14/+9/+4 | +6 | +6 | +11 | -- | 9 | 19 | 5
20 | +15/+10/+5 | +6 | +6 | +12 | Chakra bind (soul), alien transformation | 9 | 20 | 5
[/table]



Class Skills (2+Int modifier per level, x4 at 1st level): Concentration, Craft, Knowledge (arcana), Knowledge (the Planes), Listen, Profession, Spellcraft, and Spot.

Class Features

Weapon and Armor Proficiency: You are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Meldshaping: A warpsoul's primary ability is shaping incarnum soulmelds, which are drawn from the warpsoul soulmeld list below. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate’s melds, or the bestial spirits of totemist, you channel the strange, unnatural essence of aberrations. The Difficulty Class for a saving throw against a warpsoul soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your warpsoul level.

A warpsoul can shape only a certain number of soulmelds per day. Your daily allotment is shown on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level the number of soulmelds you can shape increases.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is shown on the table above. Your character level determines the maximum essentia capacity as usual. As a swift action, you can reallocate your essentia investments in your soulmelds every round. A warpsoul does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.

Chakra binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level, as shown in the table above.

At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra, and at 20th level you can bind a soulmeld to your soul chakra.

Touch of madness: You have learned how to tap more fully into the essence of the aberrations that make up your soulmelds; however, such power comes at a price. As an immediate action, you can voluntarily take a point of Wisdom burn to raise the meldshaper level or soulmeld DC of one of your soulmelds by one; this increase lasts for a number of rounds equal to your Constitution modifier.

At 6th level, you can instead, as an immediate action, spend two uses of this ability and take 2 points of Wisdom burn to gain one temporary essentia. You can invest the temporary essentia (subject to the normal capacity for your receptacles) as part of the action, and it lasts for a number of rounds equal to twice your Constitution modifier.

At 11th level, as an immediate action you can spend three uses of this ability and take 3 points of Wisdom burn to temporarily increase the essentia capacity of one of your soulmelds by one for a number of rounds equal to three times your Constitution modifier. You can reallocate your essentia to take advantage of this increased capacity as part of the action.

At 16th level, your connection to the essence of aberrations is unparalleled. As an immediate action, you can spend four uses of this ability and take 4 points of Wisdom burn to temporarily bind one of your soulmelds to a chakra that it occupies. This chakra bind does not count against your daily number of chakra binds from the levels in this class, and the soulmeld remains bound for a number of rounds equal to four times your Constitution modifier. The Wisdom burned by this ability cannot be prevented, reduced, or healed by magic -- it must be healed normally.

Alien senses: Beginning at 3rd level, your association with aberrations has given you uncanny senses. You gain Alertness as a bonus feat, and you also gain darkvision out to 60 feet. If you already have darkvision from another source, the range of your darkvision increases by 60 feet.

Alien constitution: At 8th level, the aberrant nature of your soulmelds has begun to alter your physical make-up. You heal at twice the normal rate, and you gain damage reduction 5/magic. You heal ability damage (including Wisdom burn from your touch of madness ability) at the rate of 1 point every hour.

At 15th level, your physical essence has changed even more. You gain fast healing 2, and you heal ability damage (including Wisdom burned via touch of madness) at the rate of 1 point every 10 minutes.

Telepathy: Starting at 10th level, you are so attuned to your surroundings that you gain telepathy at a range of 60 feet.

Alien mentality: At 13th level, your mind becomes more difficult to affect by those who don't understand your aberrant nature. You gain slippery mind, as the rogue special ability.

Alien resistance (Su): Beginning at 18th level, your psyche is so alien to others that it becomes almost impossible to affect. You are permanently under the effect of mind blank, as the spell.

Alien transformation: At 20th level, you have completely subsumed the essence of aberrations. Your type changes to aberration, and your Wisdom and Charisma scores are permanently reduced by 2 points. However, you gain a permanent 2-point increase to your Intelligence and Constitutions scores, and you can use true strike as a supernatural ability 3 times per day. You gain immunity to poison, and your DR improves to 10/adamantine.

sirpercival
2012-08-20, 03:23 PM
Warpsoul Soulmelds

Crown
Gibbering Mask -- +2 bonus to Spot checks
Naga Hood -- +1 bonus to saves vs. mind-affecting effects
Rusted Cap -- Smell metal objects from 30 feet away
Feet
Carrion Boots -- 10 foot climb speed
Delver Greaves -- 10 foot burrow speed
Grell Robe -- +2 bonus to Jump and Listen checks
Hands
Ettercap Claws -- +4 bonus to Climb checks
Filch Gloves -- +2 bonus to Sleight of Hand
Otyugh Mantle -- +2 bonus to grapple checks
Arms
Athach Gauntlets -- +1 bonus to ranged attack rolls
Chuul Bracers -- 10 foot swim speed
Brow
Gibbering Mask -- +2 bonus to Spot checks
Illithid Mask -- Spell resistance 5
Shoulders
Athach Gauntlets -- +1 bonus to ranged attack rolls
Blackcloak -- 10% miss chance
Otyugh Mantle -- +2 bonus to grapple checks
Phasm Shirt -- +4 bonus to Disguise checks
Throat
Aboleth Gills -- +4 bonus to swim checks
Neothelid Gorget -- Blindsight 5 feet
Waist
Pseudonatural Belt -- Resistance to acid and electricity 5
Umber Sash -- +1 bonus to natural armor
Heart
Choker Vest -- +4 bonus to Hide and Move Silently checks
Filch Gloves -- +2 bonus to Sleight of Hand checks
Phasm Shirt -- +4 bonus to Disguise checks
Soul
Aboleth Gills -- +4 bonus to Swim speed
Beholder Shroud -- Can't be flanked
Grell Robe -- +2 bonus to Jump and Listen checks


Warpsoul Soulmeld Descriptions

Aboleth Gills
Descriptors: Evil.
Classes: Warpsoul.
Chakra: Soul or throat.
Saving Throw: See text.

While wearing aboleth gills, you gain a +4 insight bonus on Swim checks. Essentia: Every point of essentia invested in the aboleth gills increases the bonus by 2.

Chakra Bind (Soul) You gain the ability to attempt to enslave any one living, humanoid creature within 30 feet as a standard action. The target must succeed on a Will save (DC of this soulmeld) or be affected as though by a dominate person spell (caster level equal to your meldshaper level). An enslaved creature obeys your telepathic commands until freed by remove curse or one minute per meldshaper level, whichever is sooner. The control is also broken if you die or travel more than 1 mile from your slave. This is a supernatural, mind-affecting compulsion ability, and you cannot use the ability more than once per day on a single person.

Chakra Bind (Throat) When aboleth gills is bound to your throat chakra, at will as a standard action you can use minor image as a spell-like ability, with a caster level equal to your meldshaper level. The DC to disbelieve your image is the DC of this soulmeld.


Athach Gauntlets
Descriptors: None.
Classes: Warpsoul.
Chakra: Arms or shoulders.
Saving Throw: See text.

Your athach gauntlets grant you a +1 insight bonus on ranged attack rolls. Essentia: Every point of essentia invested in the athach gauntlets increases the bonus by 1.

Chakra Bind (Arms) When athach gauntlets are bound to your arms chakra, you gain the extraordinary ability to throw rocks. You can throw stones that way 50 pounds and do damage equal to 2d6 + your Strength modifier; the range increment for your thrown rocks is 80 feet.

Chakra Bind (Shoulders) You gain the Powerful Build extraordinary ability. You can function in many ways as if you are one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


Beholder Shroud
Descriptors: None.
Classes: Warpsoul.
Chakra: Soul.
Saving Throw: See text.

While you have beholder shroud shaped, you cannot be flanked, except by a rogue of a level equal to this soulmeld's meldshaper level + 4. Essentia: You gain a +2 insight bonus to Spot checks for each essentia invested in the beholder shroud.

Chakra Bind (Soul) When you bind beholder shroud to your soul chakra, you gain the ability to fire an antimagic ray as a spell-like ability at will; this functions exactly as the spell on page 14 of the Spell Compendium. The caster level is equal to this soulmeld's meldshaper level, and the Will save DC is the DC of this soulmeld. Activating this ability is a standard action.


Blackcloak
Descriptors: None.
Classes: Warpsoul.
Chakra: Shoulders.
Saving Throw: See text.

With the blackcloak hanging from your shoulders, the shadows around you shift and make it difficult for enemies to see you. You gain a 10% miss chance against melee and ranged attacks. Essentia: Every point of essentia invested in the blackcloak increases the miss chance by 5%.

Chakra Bind (Shoulders) When you bind the blackcloak to your shoulders, you gain the ability to emit an eerie, terrifying moan. This ability functions exactly like the moan special attack of a cloaker, except that the DC to resist the effects is equal to the DC of this soulmeld.


Carrion Boots
Descriptors: None.
Classes: Warpsoul.
Chakra: Feet.
Saving Throw: None.

While wearing carrion boots, you gain a climb speed of 10 feet. Essentia: Every point of essentia invested in the carrion boots increases your climb speed by 5 feet.

Chakra Bind (Feet) You gain Track as a bonus feat, and a +2 bonus to Survival checks for each point of essentia invested in the carrion boots.


Choker Vest
Descriptors: None.
Classes: Warpsoul.
Chakra: Heart.
Saving Throw: None.

With the choker vest shaped, you gain a +4 insight bonus on Hide and Move Silently checks. Essentia: Every point of essentia invested in the choker vest increases the bonus by 2.

Chakra Bind (Heart) When you bind the choker vest to your heart chakra, you become supernaturally quick. You can take an extra standard action or move action during your turn each round.


Chuul Bracers
Descriptors: None.
Classes: Warpsoul.
Chakra: Arms.
Saving Throw: See text.

While wearing chuul bracers, you gain swim speed of 10 feet. Essentia: Every point of essentia invested in the chuul bracers increases your swim speed by 5 feet.

Chakra Bind (Arms) You gain the ability to make a paralyzing touch with the claws extending from your arms. You can make a touch attack as a standard action; if you succeed, your opponent must make a Fort save or be paralyzed for 1 round. The duration of the paralysis increases by 1 for each essentia invested in the chuul bracers.

Delver Greaves
Descriptors: None.
Classes: Warpsoul.
Chakra: Feet.
Saving Throw: None.

With delver greaves shaped, you gain a burrow speed of 10 feet. Essentia: Every point of essentia invested in the delver greaves increases your burrow speed by 5 feet.

Chakra Bind (Feet) You gain tremorsense at a range of 30 feet. Each essentia invested in delver greaves increases the range of your tremorsense by 10 feet.


Ettercap Claws
Descriptors: None.
Classes: Warpsoul.
Chakra: Hands.
Saving Throw: See text.

While wearing ettercap claws, you gain a +4 insight bonus on Climb checks. Essentia: Every point of essentia invested in the ettercap claws increases the bonus by 2.

Chakra Bind (Hands) With ettercap claws bound to your hands chakra, you gain the extraordinary ability to throw a web. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement. An entangled creature can escape with an Escape Artist check or burst the web with a Strength check, at DCs equal to the DC of this soulmeld. The web has 6 hit points, hardness 0, and takes double damage from fire.


Filch Gloves
Descriptors: None.
Classes: Warpsoul.
Chakra: Hands or Heart.
Saving Throw: See text.

With filch gloves shaped, you gain a +2 insight bonus to Sleight of Hand checks. Essentia: For each point of essentia invested in the filch gloves, the bonus increases by 2.

Chakra Bind (Hands) You gain the ability to detect magic at will as a spell-like ability, with a caster level equal to this soulmeld's meldshaper level.

Chakra Bind (Heart) With filch gloves bound to your heart chakra, you gain the ability to use ethereal jaunt at will as a supernatural ability with a caster level equal to this soulmeld's meldshaper level. Using this ability is a standard action.


Gibbering Mask
Descriptors: None.
Classes: Warpsoul.
Chakra: Brow or crown.
Saving Throw: See text.

While wearing the gibbering mask, you gain a +2 insight bonus to Spot checks. Essentia: For each point of essentia invested in the gibbering mask, the bonus increases by 2.

Chakra Bind (Brow) When you bind gibbering mask to your brow chakra, you gain the extraordinary ability to gibber as a standard action. All creatures (other than you) within a 60-foot spread must succeed on a Will save (DC equal to the DC of this soulmeld) or be affected as though by a confusion spell for 1 round. This is a sonic mind-affecting compulsion effect, and a creature that successfully saves cannot be affected by your gibbering for 24 hours. Every point of essentia invested in the gibbering mask increases the duration of the confusion effect by 1 round.

Chakra Bind (Crown) As a standard action, you can fire a stream of acidic spittle at one opponent within 30 feet. You make a ranged touch attack; if it hits, you deal 1d4 points of acid damage, and the target must succeed on a Fortitude save or be blinded for 1d4 rounds (DC equal to the DC of this soulmeld). Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. Each point of essentia invested in the gibbering mask increases the acid damage by 1d4 points.


Grell Robe
Descriptors: None.
Classes: Warpsoul.
Chakra: Feet or soul.
Saving Throw: None.

With the grell robe shaped, you gain a +2 bonus on Jump and Listen checks. Essentia: For each point of essentia invested in the grell robe, the bonus to Jump and Listen improve by 2.

Chakra Bind (Feet) You gain a fly speed of 10 feet (perfect maneuverability); each point of invested essentia increases your fly speed by 10 feet.

Chakra Bind (Soul) When you bind grell robe to your soul chakra, you become blind, but gain the ability to maneuver and fight as well as a sighted creature. You gain blindsight out to 60 feet, and you are immune to gaze attacks, visual illusions, and other attack forms that rely on sight. You also gain a +1 insight bonus to initiative checks for each essentia invested in this soulmeld.


Illithid Mask
Descriptors: None.
Classes: Warpsoul.
Chakra: Brow.
Saving Throw: See text.

While wearing the illithid mask, you gain spell and power resistance 5. Essentia: For each point of essentia invested in the illithid mask, the spell and power resistance increases by 4.

Chakra Bind (Brow) You gain the ability to unleash a mind blast as a standard action. This is a spell-like ability that forms as a 30-foot cone. Anyone caught in the cone must succeed at a Will save (DC equal to the DC of this soulmeld) or be stunned for 3 rounds. For each essentia invested in the illithid mask, the range increases by 10 feet and the duration increases by 1 round.


Naga Hood
Descriptors: None.
Classes: Warpsoul.
Chakra: Crown.
Saving Throw: See text.

With the naga hood shaped, you gain a +1 insight bonus to saving throws against mind-affecting abilities. Essentia: For each point of essentia invested in the naga hood, the bonus increases by 1.

Chakra Bind (Crown) When you bind naga hood to your crown chakra, you can use detect thoughts as a spell-like ability at will, with a caster level equal to this soulmeld's meldshaper level. The DC of the Will save is equal to the DC of this soulmeld.


Neothelid Gorget
Descriptors: None.
Classes: Warpsoul.
Chakra: Throat.
Saving Throw: See text.

While wearing the neothelid gorget, you gain blindsight at a range of 5 feet. Essentia: For each point of essentia invested in the neothelid gorget, the range of blindsight increases by 5 feet.

Chakra Bind (Throat) With the neothelid gorget bound to your throat chakra, you gain a breath weapon. As a standard action you can breathe a cone of acid 30 feet long that does 2d4 acid damage (Reflex save for half damage, DC equal to this soulmeld's DC). Every point of essentia invested in the neothelid gorget increases the range by 10 feet and the acid damage by 2d4.


Otyugh Mantle
Descriptors: None.
Classes: Warpsoul.
Chakra: Shoulders or hands.
Saving Throw: See text.

When you wear the otyugh mantle, you gain a +2 insight bonus to grapple checks. Essentia: The bonus to grapple checks increases by +2 per point of essentia invested in the otyugh mantle.

Chakra Bind (Hands) You gain the improved grab ability.

Chakra Bind (Shoulders) You can make a touch attack as a standard action to infect your enemy with filth fever -- Fortitude save DC equal to this soulmeld's DC, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The Dex and Con damage increase by 1 point each for every point of essentia invested in the otyugh mantle.


Phasm Shirt
Descriptors: None.
Classes: Warpsoul.
Chakra: Heart or Shoulders.
Saving Throw: None.

With the phasm shirt shaped, you gain a +4 insight bonus to Disguise checks. Essentia: For each point of essentia invested in the phasm shirt, the bonus increases by 2.

Chakra Bind (Heart) You gain the alternate form supernatural ability, which you can use to take any form of Large size or smaller.

Chakra Bind (Shoulders) With the phasm shirt bound to your shoulders chakra, you gain immunity to poison, sleep, paralysis, polymorph, and stunning effects. You are not subject to critical hits and cannot be flanked except by a rogue of 4 levels higher than this soulmeld's meldshaper level.


Pseudonatural Belt
Descriptors: None.
Classes: Warpsoul.
Chakra: Waist.
Saving Throw: None.

While wearing the pseudonatural belt, you gain resistance 5 to acid and electricity. Essentia: For each point of essentia invested in the pseudonatural belt, the resistance to acid and electricity increases by 5.

Chakra Bind (Waist) You gain two tentacle natural attacks, which do 1d6 damage (for a medium creature) + your strength modifier. You can use these as primary attacks, or as secondary attacks with a -5 penalty, in which case you only add half your strength modifier to damage. For each essentia invested in the pseudonatural belt, you gain a +1 enhancement bonus to attack and damage rolls with your tentacles.


Rusted Cap
Descriptors: None.
Classes: Warpsoul.
Chakra: Crown.
Saving Throw: None.

With the rusted cap shaped, you can scent metal objects (as the scent special ability) at a range of 30 feet. Essentia: For each point of essentia invested in the rusted cap, the range of your scent increases by 10 feet.

Chakra Bind (Crown) When the rusted cap is bound to your crown chakra, you gain the ability to make a rusting touch as a standard action. Make a touch attack against a metal object; if it is successful, you cause the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save (DC equal to the DC of this soulmeld) or be dissolved.


Umber Sash
Descriptors: None.
Classes: Warpsoul.
Chakra: Waist.
Saving Throw: See text.

While wearing the umber sash, you gain a +1 enhancement bonus to your natural armor. (If you don't have natural armor, you have an effective natural armor bonus of +0.) Essentia: For each point of essentia invested in the umber sash, the bonus to natural armor increases by 1 point.

Chakra Bind (Waist) You gain the ability to make a confusing gaze attack against a single target within 30 feet as a standard action. This is a spell-like ability with a caster level equal to the meldshaper level of this soulmeld, and functions as the confusion spell, with the DC equal to the DC of this soulmeld.

sirpercival
2012-08-20, 04:10 PM
A rewrite of the monumentally dysfunctional prc from Magic of Incarnum.


NECROCARNATE

I'm not copy/pasting all the flavor text. Sorry.

BECOMING A NECROCARNATE
A necrocarnate is generally an evil Incarnate, though other methods of entry are possible.

ENTRY REQUIREMENTS
Alignment: any Evil.
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
Feats: Necrocarnum Acolyte*.
Meldshaping: Ability to shape a soulmeld with the necrocarnum descriptor, ability to bind a soulmeld to the crown, feet, and hands chakras.

*new feat above

Class Skills
The Necrocarnate's class skills are Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, and Spellcraft.
Skills Points at Each Level: 2 + int

{table=head][row]Level | BAB | Fort | Ref | Will | Special | Meldshaping
1 | +0 | +2 | +0 | +2 | Necrocarnum focus, bonded touch | -
2 | +1 | +3 | +0 | +3 | Harvest soul energy | +1 level of existing class
3 | +2 | +3 | +1 | +3 | Chakra bind (arms, brow, shoulders) | +1 level of existing class
4 | +3 | +4 | +1 | +4 | Necrocarnum soulshield | +1 level of existing class
5 | +3 | +4 | +1 | +4 | Necrocarnum animation | +1 level of existing class
6 | +4 | +5 | +2 | +5 | Improved necrocarnum touch | -
7 | +5 | +5 | +2 | +5 | Transfer soul energy | +1 level of existing class
8 | +6 | +6 | +2 | +6 | Chakra bind (throat, waist) | +1 level of existing class
9 | +6 | +6 | +3 | +6 | Necrocarnum skin | +1 level of existing class
10 | +7 | +7 | +3 | +7 | Greater necrocarnum touch | +1 level of existing class
11 | +8 | +7 | +3 | +7 | Chakra bind (heart) | -
12 | +9 | +8 | +4 | +8 | Consume soul energy | +1 level of existing class
13 | +9 | +8 | +4 | +8 | Chakra bind (soul), necrocarnum apocalypse | +1 level of existing class
[/table]

Weapon and Armor Proficiencies: A necrocarnate gains no new weapon or armor proficiencies.

Meldshaping: At each necrocarnate level except 1st, 6th, and 11th you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the necrocarnate level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a necrocarnate, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Necrocarnum focus: Upon entering this class, you focus your studies more fully on necrocarnum. You add all necrocarnum soulmelds to your class soulmeld list (and your soulmelds known, if applicable). In addition, your necrocarnum soulmelds are extremely hard to suppress or unshape -- you gain a bonus to rolls to resist suppression or unshaping of your necrocarnum soulmelds (as well as the DC for others to suppress your soulmelds) equal to your class level. Finally, the essentia capacity of any necrocarnum soulmeld you have shaped increases by 1.

Bonded touch (Su): Necrocarnates learn a great many uses of the necrocarnum touch soulmeld; as a result, they have developed a way to use it in conjunction with other soulmelds. As long as you have at least one other necrocarnum soulmeld shaped, you may shape the necrocarnum touch soulmeld without it occupying a chakra or using up one of your daily soulmelds. If you bind necrocarnum touch to your arms chakra, the soulmeld occupies the arms chakra as normal.

In addition, whenever you have the necrocarnum touch soulmeld shaped, you can make touch attacks with it in place of normal attacks (instead of as a standard action). This allows you, for example, to make multiple attacks with the soulmeld as part of a full-attack action if your base attack bonus is +6 or greater. This benefit applies even when you make ranged touch attacks by using the arms chakra bind ability.

Harvest soul energy (Su): Beginning at 2nd level, whenever you damage an opponent with your necrocarnum touch (to a maximum of once per round), you gain one point of temporary essentia which you may immediately invest in your necrocarnum soulmelds as part of the same action. This temporary essentia lasts for a number of rounds equal to the number of essentia invested in your necrocarnum touch when you gain it. If you later change the number of essentia invested in necrocarnum touch, the duration of any existing temporary essentia you gained from this ability does not change. Temporary essentia granted by this ability stack.

Chakra binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your lesser chakras (arms, brow, and shoulders), in addition to any other chakras you have available. When you attain 8th level, your greater chakras (throat and waist) become available for chakra binds. At 11th level, you can bind soulmelds or magic items to your heart chakra, and at 13th level your soul chakra becomes available.

Necrocarnum soulshield (Su): At 4th level, the necrocarnum that you surround yourself with provides some protection against other harmful effects. You gain a profane bonus to all your saving throws equal to half the number of necrocarnum soulmelds you have bound at any time.

Necrocarnum animation (Su): Upon reaching 5th level, you gain an incredible command over the powers of necrocarnum and undeath. Whenever your kill a creature with your necrocarnum touch attack, you may choose to have that creature rise 1d4 rounds later as a necrocarnum zombie under your control. The necrocarnum zombies you create remain under your control indefinitely. No matter how many times you use this ability, however, you can control only 4 HD worth of necrocarnum zombies per meldshaper level. If you exceed this number, all the newly created zombies fall under your control, and any excess zombies from previous uses of this ability become uncontrolled. (You choose which creatures are released.) If you have the necrocarnum circlet bound to your crown chakra, the necrocarnum zombie created by that chakra bind does not count toward the limit.

Improved necrocarnum touch (Su): Beginning at 6th level, the damage dealt by your necrocarnum touch soulmeld increases to 1d10 per essentia invested in the soulmeld. In addition, your necrocarnum touch threatens a critical on a 19 or 20, and whenever you successfully confirm a critical hit with it, your opponent gains one negative level, as per the enervation spell (with a caster level equal to your meldshaper level).

Transfer soul energy (Su): Beginning at 7th level, you can redistribute essentia you gain from harvesting soul energy among your undead minions. As an immediate action, you may transfer any number of temporary essentia gained from your Harvest Soul Energy class feature to any necrocarnum zombie or zombies under your control. You may distribute the essentia however you like among your controlled zombies, who can immediately invest it without spending an action.

Necrocarnum skin (Su): At 9th level, the necrocarnum you've shaped has infused your living skin with some of its profane essence. You gain damage reduction equal to the number of necrocarnum soulmelds you have shaped at any time, which is overcome only by good-aligned weapons. In addition, you gain resistance to one energy type of your choice equal to twice the number of necrocarnum soulmelds you have shaped at any time. You can change the type of energy resistance at any time by spending a swift action.

Greater necrocarnum touch (Su): Upon reaching 10th level, the damage dealt by your necrocarnum touch soulmeld increases to 1d12 per essentia invested in the soulmeld. In addition, your necrocarnum touch threatens a critical hit on an 18, 19, or 20, and whenever you successfully confirm a critical hit with it, your opponent gains 1d4 negative levels, as per the energy drain spell (with a caster level equal to your meldshaper level). The DC to remove the negative level is equal to 10 + 1/2 meldshaper level + the number of essentia invested in necrocarnum touch.

Consume soul energy (Su): At 12th level, when one of your minions is destroyed, you can consume the necrocarnum within it, regaining temporary power. Whenever a necrocarnum zombie under your control is reduced to 0 or fewer hit points, as an immediate action you may gain a number of temporary essentia equal to the essentia pool of the zombie (not including any temporary essentia it gained through your Transfer Soul Energy power). This temporary essentia lasts for one round, and stacks with temporary essentia gained from other sources. Using this ability destroys the soul of the original creature utterly, preventing any form of raising or resurrection. There is a 50% chance that a wish,miracle, or true resurrection spell cannot restore to life a victim consumed by this spell; check once for each destroyed creature, and if the d% roll fails, the creature cannot be brought back to life by mortal magic.

Necrocarnum apocalypse: Upon reaching 13th level, the number of Hit Dice of necrocarnum zombies you can control with your Necrocarnum Animation class feature increases to 8 HD times your meldshaper level.

sirpercival
2012-08-20, 04:18 PM
New Necrocarnum Soulmelds

Necrocarnum Aura
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Shoulders, Soul.
Saving Throw: None.

Twisted, crackling necrocarnum extends from you, darkening the air around you with chill.

While you have necrocarnum aura shaped, all opponents within 10 feet of you suffer a -2 morale penalty on saving throws. This is a mind-affecting fear effect. Essentia: For every point of essentia invested in the necrocarnum aura, opponents affected by the aura suffer a -1 penalty on attack rolls. This is a mind-affecting fear effect.

Chakra Bind (Shoulders) Your necrocarnum aura affects all opponents with 30 feet of you.

Chakra Bind (Soul) The penalties imposed by your necrocarnum aura are no longer morale penalties, becoming untyped -- however, they do not stack with penalties imposed by other necrocarnum auras. In addition, the ability of the necrocarnum aura is no longer a mind-affecting fear affect.


Necrocarnum Boots
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Feet.
Saving Throw: None.

As necrocarnum envelops your feet and ankles, the ground beneath you shrivels and blackens, and your shadow gyrates sickeningly behind you.

When you shape necrocarnum boots, you gain a +4 circumstance bonus to Jump checks as necrocarnum billows out of the boots behind you. Essentia: Every point of essentia invested in the necrocarnum boots increases the bonus to Jump checks by +2.

Chakra Bind (Feet) You gain the ability to levitate yourself (as the spell), with a speed of 10 feet per essentia invested in this soulmeld, as the necrocarnum beneath your feet gains solidity and supports you.


Necrocarnum Gaze
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Brow.
Saving Throw: Will.

Your eyes cloud with shadowy necrocarnum, radiating a painful blackness.

As long as you have necrocarnum gaze shaped, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Essentia: Unconscious living creatures within 30 feet of you suffer 1d6 points of damage per round for every point of essentia invested in the necrocarnum gaze. This is a gaze attack.

Chakra Bind (Brow) Conscious, living creatures within 30 feet are subject to your gaze attack, and must make a Will save or take 1d6 points of nonlethal damage per round for every point of essentia invested in the necrocarnum gaze.


Necrocarnum Gloves
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Hands.
Saving Throw: None.

Necrocarnum twists into shadowy prongs stretching forward from the ends of your arms. They ripple and writhe with the slightest breeze.

With necrocarnum gloves shaped, you gain a +2 circumstance bonus on Open Lock and Sleight of Hand checks. Essentia: Every point of essentia invested in the necrocarnum gloves increases the bonus to Open Lock and Sleight of Hand checks by +2.

Chakra Bind (Hands) Your natural reach doubles, but only for touch attacks and natural attacks made with your arms (such as unarmed strikes, claw attacks, or slam attacks).


Necrocarnum Spear
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Arms.
Saving Throw: None.

A long shaft of necrocarnum springs into being in your hands, its point wickedly sharp.

You shape necrocarnum into a longspear (sized normally for you). The longspear functions as a normal longspear, except that it deals half piercing and half profane damage. Your necrocarnum spear cannot be sundered or otherwise destroyed (except by effects that unshape soulmelds). If your necrocarnum spear leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible, it falls at your feet (but attempts to return again on your next turn). Any other creature attempting to wield your necrocarnum spear gains none of its special benefits (but can wield it as a normal longspear). Essentia: When you invest essentia into your necrocarnum spear, it gains a +1 enhancement bonus to attack and damage for each invested essentia.

Chakra Bind (Arms) When you hit a living creature with your necrocarnum spear, you can release the spear, letting it pull itself into the target's body. The spear deals damage equal to that dealt by the initial hit every round until removed, at which point it dissipates. While the spear is embedded in the subject, the subject also suffers a penalty to AC equal to the number of essentia invested in the spear. The subject can attempt a Fortitude save as a standard action to remove the spear. You can create a new necrocarnum spear without dissipating ones already embedded in living creatures.


Necrocarnum Wake
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Feet.
Saving Throw: Reflex.

As you walk, the ground behind you is covered with a disgusting residue of necrocarnum which dissipates slowly.

While you have necrocarnum wake shaped, spaces you move through are tainted for 1 minute, dealing 1d4 damage to creatures that attempt to move through them. A creature who remains in a tainted square suffers this damage every round at the beginning of your turn. You are immune to your own necrocarnum wake. Essentia: Every point of essentia invested in the necrocarnum wake increases the damage cause by tainted squares by 1d4.

Chakra Bind (Feet) Black skeletal hands made of the souls of the dead bound in necrocarnum grasp at those who pass through the tainted trail you leave behind. Any creature who attempts to move through a square tainted by your necrocarnum wake must make a Reflex save or be immobilized for 1 round. A successful save allows passage through tainted squares for 1 round.

sirpercival
2012-08-20, 04:21 PM
Primal Soul

This is an incarnum+psionic dual progression, based on black blood cultist and entered via Wilder/Totemist.

Requirements
Alignment: Any non-good
Skills: Survival 6 ranks, Knowledge (Psionics) 6 ranks
Feats: Azure Talent
Special: Ability to bind a soulmeld to the totem chakra, wild surge +2

HD: d8

Skills: The Primal Soul's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (arcana, nature, psionics, the planes) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill points per level: 4 + Int


{table=head] Level | BAB | Fort | Ref | Will | Special | Manifesting or Meldshaping
1 | +0 | +0 | +2 | +2 | Chakra bind (hands), claw bind, damage reduction 1/silver, primal powers | +1 level of existing manifesting class and +1 level of existing meldshaping class
2 | +1 | +0 | +3 | +3 | Primal essentia | +1 level of existing meldshaping class
3 | +2 | +1 | +3 | +3 | Scent, Improved Grapple | +1 level of existing manifesting class
4 | +3 | +1 | +4 | +4 | Chakra bind (crown, feet), damage reduction 3/silver | +1 level of existing meldshaping class
5 | +3 | +1 | +4 | +4 | Primal talent | +1 level of existing manifesting class
6 | +4 | +2 | +5 | +5 | Stranglehold | +1 level of existing meldshaping class
7 | +5 | +2 | +5 | +5 | Greater claw bind | +1 level of existing manifesting class
8 | +6 | +2 | +6 | +6 | Savage grapple | +1 level of existing meldshaping class
9 | +6 | +3 | +6 | +6 | Chakra bind (arms, brow, shoulders), damage reduction 5/silver | +1 level of existing manifesting class
10 | +7 | +3 | +7 | +7 | Primal Apotheosis | +1 level of existing manifesting class and +1 level of existing meldshaping class[/table]

Manifesting: At the levels indicated in the table, a primal soul gains additional power points per day and access to new powers as if he also gained a level in any one manifesting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit he would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). If he had more than one manifesting class before becoming a primal soul, he must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.

Meldshaping: At the levels indicated in the table, a primal soul increases his meldshaper level, the number of soulmelds he can shape, the number of chakra binds he can create, and his essentia pool as if he had gained a level in a meldshaping class to which he belonged prior to gaining the soul manifester level. He does not, however, gain any other abilities of that class, such as new tiers of chakra binds. If he had more than one meldshaping class before becoming a primal soul, he must decide to which class to add each level for the purpose of determining his essentia pool, meldshaper level, and number of soulmelds and chakra binds available.

Chakra bind: A primal soul can bind a soulmeld to his hands chakra. At 4th level, he gains the ability to bind soulmelds to his crown and feet chakras; at 9th level, he gains the ability to bind soulmelds to his arms, brow, and shoulder chakras.

Claw bind: Whenever a primal soul binds a soulmeld to his hands chakra, he may choose to forgo the usual benefit of the chakra bind to instead gain the benefit of binding that soulmeld to the totem chakra, if the soulmeld would grant him a claw attack. The primal soul may not use this ability for a soulmeld that cannot be bound to the totem chakra, or a soulmeld that does not grant a claw attack.

Alternatively, whenever the primal soul manifests the claws of the beast power, he may bind it to his hands chakra. If he does so, the duration of the power does not end until he shapes new soulmelds the next day, and he gains an enhancement bonus to attack and damage rolls with the claws equal to the number of essentia he invests in this class feature.

Primal powers: Add the following powers to the primal soul's class list. The primal soul may learn these powers as they normally learn powers.
1st level -- bite of the wolf, claws of the beast, grip of iron, metaphysical claw, prevenom
2nd level -- painful strike, psionic lion's charge
3rd level -- claws of the vampire, duodimensional claw
4th level -- claw of energy, truevenom

Damage reduction (Ex): A primal soul gains damage reduction 1/silver. This damage reduction stacks with DR gained from other sources, and it increases by 1 each at 4th and 9th level.

Primal essentia: Beginning at 2nd level, whenever a primal soul uses his wild surge ability, gains 1 temporary essentia which he can immediately invest (subject to the essentia capacity of his receptacles). This temporary essentia lasts for a number of rounds equal to one-half his class level, rounded down.

Scent (Ex): At 3rd level, a primal soul gains the scent special ability.

Improved Grapple: A primal soul gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.

Primal talent: Beginning at 5th level, when a primal soul invests essentia in the Azure Talent feat, the amount of bonus power points he receives increases to 3 times the amount of invested essentia.

Stranglehold: A 6th-level primal soul learns how to snap the necks of fallen enemies, allowing him to perform a coup-de-grace with a claw attack as a move action.

Greater claw bind: At 7th level, the base damage of a primal soul's claw attacks gained through the claw bind class feature increases by one step, as if they had the Improved Natural Attack (claw) feat. This increase stacks with the feat.

Savage grapple: Starting at 8th level, a primal soul deals damage as if he had hit with all his natural weapons on a successful grapple check.

Primal apotheosis: At 10th level, a primal soul has completely subsumed the psychic power within him. Once per day as a swift action, he may expend his psionic focus and spend 15 power points to treat all of his soulmelds, incarnum feats (except Azure Talent), and other incarnum receptacles as if the maximum allowed quantity of essentia had been invested in them. He is also immune to any effect which would reduce his essential pool or unshape his soulmelds. This effect lasts for a number of rounds equal to half his manifester level.

sirpercival
2012-08-20, 04:24 PM
SOULFUSED TRANSCENDANT

"By three methods we may learn wisdom: First, by reflection, which is noblest; Second, by imitation, which is easiest; and third by experience, which is the bitterest."

--Confucius

A Soulfused Transcendant bonds with particular soulmelds, binding them permanently to his chakras.

BECOMING A SOULFUSED TRANSCENDANT
The fastest path to becoming a Soulfused Transcendant is from the Incarnate or Totemist class.

ENTRY REQUIREMENTS
Skills: Knowledge (arcana) 13 ranks.
Feats: Expanded Soulmeld Capacity
Meldshaping: Ability to shape 4 soulmelds, ability to bind a soulmeld to a lesser chakra.

Hit die: d6.

Class Skills
The Soulfused Transcendant's class skills are Concentration, Craft, Knowledge (arcana), Knowledge (the planes), Listen, Profession, Spot, and Spellcraft.
Skills Points at Each Level : 2 + Int

{table=head]Level | BAB | Fort |Ref |Will |Special
1 | +0 | +2 | +0 | +2 |Soulfused chakra (least), soulmeld training
2 | +1 | +3 | +0 | +3 |Soulfused chakra (least)
3 | +2 | +3 | +1 | +3 |Soulfire 1/day
4 | +3 | +4 | +1 | +4 |Soulfused chakra (lesser)
5 | +3 | +4 | +1 | +4 |Soulfused chakra (lesser)
6 | +4 | +5 | +2 | +5 |Soulfire 2/day
7 | +5 | +5 | +2 | +5 |Soulfused chakra (greater)
8 | +6 | +6 | +2 | +6 |Soulfused essence
9 | +6 | +6 | +3 | +6 |Soulfire 3/day
10 | +7 | +7 | +3 | +7 |Soulfused chakra (advanced)
[/table]

Weapon and Armor Proficiencies: Soulfused Transcendents gain no new weapon, armor, or shield proficiencies.

Soulmeld training: Your soulfused transcendent levels stack with your other meldshaping class levels to determine the effective meldshaper level for your soulmelds.

Soulfused chakra: You gain the ability to permanently bind a soulmeld to a chakra. Choose any soulmeld you have the ability to shape, and one of your least chakras (crown, feet, or hands); every time you shape your soulmelds for the day, you also shape the chosen soulmeld and bind it to the chosen chakra. This soulmeld and chakra bind do not count against the normal number of shaped soulmelds and chakra binds you gain from your other meldshaping levels, and does not restrict any other soulmeld or magic item from being bound to the same chakra. At 2nd level, you gain an additional soulfused least chakra; at 4th and 5th level, you gain a soulfused lesser (arms, shoulders, or brow) or least chakra; at 7th level, you gain a soulfused greater (throat or waist), lesser, or least chakra; and at 10th level you gain a soulfused advanced (heart or soul), greater, lesser, or least chakra. The normal restriction of one chakra bind per soulmeld still applies. If you have the ability bind to a chakra not listed above (such as a Totemist's totem chakra), you may substitute that chakra for any other soulfused chakra you would gain at any level.

Soulfire (Su): Beginning at 3rd level, you gain the ability to fill your soulfused chakras to the brim with essentia. Once per day as a swift action which does not provoke attacks of opportunity, you can treat all of your soulfused soulmelds as if they were filled to capacity with temporary essentia. As part of the same action, you can reallocate your normal essentia pool to any other soulmelds or essentia receptacles you have, if you wish. This temporary essentia persists for a number of rounds equal to 3 + your Soulfused Transcendent level. At 6th and 9th level, you gain an additional daily use of this ability.

Soulfused Essence (Su): Upon reaching 8th level, you have soulfused your chakras so often that they are now permanently bound to the soulmelds you've fused. Your soulfused soulmelds cannot be unshaped by any means, and do not unshape at the end of the day. They are continually active even when you are in an antimagic field or dead magic zone, being powered by your own soul energy instead of the ambient incarnum used by other soulmelds.

sirpercival
2012-08-20, 04:25 PM
SOULKNIGHT

"Your cause is pointless, and will be ignored -- or destroyed."

-Gant Marick, soulknight

A soulknight walks a path that is clear (even when crooked), the fullest manifestation of their own essence.

BECOMING A SOULKNIGHT
With the correct feat selection, any character may become a soulknight, though the fastest path is through a combination of Incarnate and Crusader.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Feats: Azure Meditation.
Meldshaping: Ability to shape the Incarnate Weapon soulmeld, ability to bind a soulmeld to a chakra.
Maneuvers: One Devoted Spirit maneuver, one Devoted Spirit stance.

Hit die: d8.

Class Skills
The Soulknight's class skills are Balance, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (religion), Martial Lore, Profession, and Ride.
Skills Points at Each Level : 4 + int

{table=head]Level | BAB | Fort | Ref | Will | Man. Known | Man. Readied | Stances Known | Special | Meldshaping
1 | +1 | +2 | +0 | +2 | 0 | 0 | 1 | Disciplined weapon, devotion chakra bind | —
2 | +2 | +3 | +0 | +3 | 0 | 0 | 0 | Incarnate strike, chakra bind (crown, feet, hands) | +1 level of existing class
3 | +3 | +3 | +1 | +3 | 1 | 0 | 0 | Devotion chakra bind (+1 meldshaper level) | +1 level of existing class
4 | +4 | +4 | +1 | +4 | 0 | 1 | 0 | Devoted essentia stance | +1 level of existing class
5 | +5 | +4 | +1 | +4 | 0 | 0 | 1 | Devotion chakra bind (+1 capacity) | +1 level of existing class
6 | +6 | +5 | +2 | +5 | 1 | 0 | 0 | Incarnate counter | —
7 | +7 | +5 | +2 | +5 | 0 | 0 | 0 | Devotion chakra bind (+1 DC) | +1 level of existing class
8 | +8 | +6 | +2 | +6 | 0 | 1 | 0 | Force of will, chakra bind (arms, brow, shoulders) | +1 level of existing class
9 | +9 | +6 | +3 | +6 | 1 | 0 | 0 | Devotion chakra bind (+2 capacity) | +1 level of existing class
10 | +10 | +7 | +3 | +7 | 0 | 0 | 0 | Devotion incarnate | +1 level of existing class[/table]


Weapon and Armor Proficiencies: A soulknight gains no new weapon or armor proficiencies.

Meldshaping: At each soulknight level except 1st and 6th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulknight level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a soulknight, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Maneuvers: At 3rd level and every 3 levels after, you gain a new maneuver known from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full soulknight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 4th level and 8th level, you gain an additional maneuver readied (and granted, if applicable) per day.

Stances known: At 1st and 5th level, you learn a new martial stance from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven disciplines. You must meet a stance's prerequisite to learn it.

Disciplined weapon (Su): Whenever you invest essentia into your Azure Meditation feat, if you have your Incarnate Weapon soulmeld shaped, if you choose you may change the weapon type into any preferred weapon for the discipline you chose with Azure Meditation. You must be proficient with the chosen weapon. Any feats you have which would normally only apply to the Incarnate Weapon's original type still grant you their benefit.

Devotion chakra bind: You gain access to a unique chakra: the devotion chakra. This chakra is not associated with any location on the body, but rather represents your dedication to your own soul and essence. Since the devotion chakra doesn’t match a body location, binding a soulmeld to this chakra doesn’t restrict your use of magic items that take up a body location, and you can bind any soulmeld to which you have access to the devotion chakra. Soulmelds bound to your devotion chakra cannot be unshaped or unbound by any means by an outside source (though you can unshape and unbind them as normal), and unlike other soulmelds, continue to function in an antimagic field or null magic zone.

Whenever you bind a soulmeld to your devotion chakra, choose one other chakra which that soulmeld could be bound to. You gain an additional effect based on the chakra you choose and the essentia invested in the soulmeld, as shown in the table below.

Beginning at 3rd level, any soulmeld bound to your devotion chakra has an effective meldshaper level 1 higher than normal for your other soulmelds. At 5th level, any soulmeld bound to your devotion chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. At 7th level, the DC for any effects caused by any soulmeld bound to your devotion chakra increases by +1. At 9th level, any soulmeld bound to your devotion chakra has an essentia capacity 2 higher than the normal capacity for your soulmelds.

{table=head]Chakra | Effect
Crown | +2 attack and damage with Diamond Mind maneuvers per invested essentia
Feet | +2 attack and damage with Desert Wind maneuvers per invested essentia
Hands | +2 attack and damage with Shadow Hand maneuvers per invested essentia
Arms | +2 attack and damage with Setting Sun maneuvers per invested essentia
Brow | +2 attack and damage with Devoted Spirit maneuvers per invested essentia
Shoulders | +2 attack and damage with Iron Heart maneuvers per invested essentia
Throat | +2 attack and damage with White Raven maneuvers per invested essentia
Waist | +2 attack and damage with Stone Dragon maneuvers per invested essentia
Heart | Gain 2 temp hp per invested essentia each time you initiate a maneuver
Soul | +1 insight to saves per invested essentia for 1 round each time you initiate a maneuver
Totem | +2 attack and damage with Tiger Claw maneuvers per invested essentia[/table]

Incarnate strike (Su): When you reach 2nd level, whenever you invests essentia into your Incarnate Weapon soulmeld, you may choose to gain the benefit of this ability instead of the normal effects you would have gained from investing essentia in the soulmeld. If you do so, whenever you initiate a strike, you may heal any ally within 30 feet 1d6 hit points per point of invested essentia.

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 2nd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

Devoted essentia stance (Su): At 4th level, you learn how to channel the energy from one of your stances in a new way. While you are in a Devoted Spirit stance, you can forgo its normal benefit as a swift action to gain the effect of devoted essentia stance. This ability lasts as long as you would maintain the stance; you can also stop using devoted essentia stance and resume gaining the normal benefit of the stance as a swift action. When you activate this ability, you gain 1 bonus essentia for as long as you remain in the stance; this bonus essentia increases by 1 for every 3 levels after 4th (granting you 2 bonus essentia at 7th, and 3 bonues essentia at 10th). You can invest the bonus essentia as part of the same action as activating this ability.

Incarnate counter (Su): Beginning at 6th level, whenever you initiate a counter, you gain an insight bonus to Armor Class equal to twice the number of essentia invested in this class feature. This bonus lasts for 1 round per two class levels (rounded down).

Force of will (Ex): Upon reaching 8th level, you can expend a readied maneuver as an immediate action to substitute a Will save for a Fortitude or Reflex save. You may use this ability a number of times per day equal to your Constitution modifier.

Devotion incarnate (Su): At 10th level, when assigning your chakra binds for the day, you can bind a single stance that you know to your Soul chakra; this requires a daily chakra bind, but can be done even if you cannot normally bind soulmelds to your Soul chakra. Once the chosen stance is bound to your Soul chakra, you gain the benefits of that stance until you unshape your soulmelds for the day. You can then enter and gain the benefit of other stances (in addition to the benefit of your bound stance) as normal. Unlike other chakra binds, binding a stance to your Soul chakra with this ability does not prevent you from using magic items in the associated body slot.

sirpercival
2012-08-20, 04:26 PM
TIGER AVATAR

"I've always wondered if humans have gizzards... maybe I'll open you up and find out."

-Thrug, tiger avatar

A rush of wind, claws flashing in the moonlight, and then... a sickening thud.

BECOMING A TIGER AVATAR
A tiger avatar must have levels in Totemist, and most also have levels in Warblade or Swordsage (though with the correct feat selection this is unnecessary).

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Feats: Midnight Recovery.
Meldshaping: Ability to bind a soulmeld to the Totem chakra.
Maneuvers: One Tiger Claw maneuver, one Tiger Claw stance.

Hit die: d10

Class Skills
The Tiger Avatar's class skills are Balance, Climb, Concentration, Craft, Handle Animal, Hide, ntimidate, Jump, Knowledge (nature), Knowledge (the planes), Listen, Martial Lore, Profession, Ride, Spot, Survival, Swim, Tumble
Skills Points at Each Level : 4 + int

{table=head]Level | BAB | Fort | Ref | Will | Man. Known | Man. Readied | Stances Known | Special | Meldshaping
1 | +1 | +2 | +2 | +0 | 0 | 0 | 0 | Essence of the hunter 2, totem claws | —
2 | +2 | +3 | +3 | +0 | 1 | 0 | 0 | Smoke in the grass | +1 level of existing class
3 | +3 | +3 | +3 | +1 | 0 | 1 | 0 | Chakra bind (crown, feet, hands) | +1 level of existing class
4 | +4 | +4 | +4 | +1 | 1 | 0 | 0 | Tiger soul +1 | +1 level of existing class
5 | +5 | +4 | +4 | +1 | 0 | 0 | 1 | Essence of the hunter 4 | +1 level of existing class
6 | +6 | +5 | +5 | +2 | 1 | 1 | 0 | Totem transformation | —
7 | +7 | +5 | +5 | +2 | 0 | 0 | 0 | Tiger soul +2 | +1 level of existing class
8 | +8 | +6 | +6 | +2 | 1 | 0 | 0 | Sudden kill, chakra bind (arms, brow, shoulders) | +1 level of existing class
9 | +9 | +6 | +6 | +3 | 0 | 1 | 0 | Essence of the hunter 6 | +1 level of existing class
10 | +10 | +7 | +7 | +3 | 1 | 0 | 0 | Walk with the reaper, tiger soul +3 | +1 level of existing class[/table]

Weapon and Armor Proficiencies: A tiger avatar gains no new weapon or armor proficiencies.

Meldshaping: At each tiger avatar level except 1st and 6th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the tiger avatar level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a tiger avatar, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Maneuvers: At every even level, you gain a new maneuver known from Tiger Claw or Shadow Hand disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full tiger avatar levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied (and granted, if applicable) per day.

Stances known: At 5th level, you learn a new martial stance from the Tiger Claw or Shadow Hand disciplines. You must meet a stance's prerequisite to learn it.

Essence of the hunter (Su): Tiger avatars know that the first blood you draw is the most important. The first time you successfully deal damage to an opponent in combat, you gain 2 bonus essentia which last for 1 round, which you can invest in your soulmelds immediately. You gain the benefit of this ability the first time you damage each opponent in a given encounter. The amount of bonus essentia granted by this ability increases by 2 every 4 levels.

Totem claws (Su): Whenever you are in a Tiger Claw stance and have a soulmeld bound to your totem chakra that grants you a claw attack, the essentia capacity of that soulmeld increases by 1. In addition, any claw attacks you gain from soulmelds or Totem Transformation count as Shadow Hand preferred weapons.

Smoke in the grass (Ex): Beginning at 2nd level, you can use the Hide skill even while being observed. In addition, whenever you initiate a strike against an opponent who is denied their Dexterity bonus to AC against your attack, you gain a +2 bonus on attack and damage rolls for that strike for each essentia invested in this class feature.

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

Tiger soul (Su): Upon reaching 4th level, whenever you perform a Tiger Claw strike with claws granted to you by a soulmeld bound to your totem chakra (or your Totem Transformation ability, see below), the critical threat range of your claws increases by +1. This threat range increase stacks with other effects that would increase your threat range (such as the Improved Critical feat), but is applied last so that it is not multiplied. The threat range increase is raised by 1 for every 3 levels after 4th (an increase of +2 at 7th level, and +3 at 10th level).

Totem transformation (Su): At 6th level, you gain the ability transform into your totem animal. While you are in a Tiger Claw stance and have a soulmeld bound to your Totem chakra that grants you a claw attack, you can forgo the normal benefits as a swift action to gain the effect of the totem transformation. You can reassign the essentia you had invested in the soulmeld as part of the same action. This ability lasts as long as you would maintain the stance and have the soulmeld shaped; you can also stop using the totem transformation and resume gaining the normal benefit of the stance and soulmeld as a swift action.

When you activate this ability, you transform into a hybrid creature similar to a weretiger. You gain a +3 bonus to Strength, a +1 bonus to Dexterity, a +1 bonus to Constitution, and a +1 bonus to natural armor for each essentia invested in this class feature. You gain 2 primary claw attacks which do 1d4 base damage and 1 secondary bite attack which does 1d6 base damage (for a Medium creature). You gain the scent ability and low-light vision if you did not have them already, as well as damage reduction 2/silver for each essentia invested in this class feature.

Sudden kill (Ex): When you reach 8th level, whenever a creature that you threaten in melee becomes unconscious or helpless, you may expend a readied Tiger Claw maneuver as a free action to perform a coup de grace with all of your natural weapons gained from soulmelds or your Totem Transformation ability.

Walk with the reaper (Ex): At 10th level, you are truly an avatar of the hunter, and your opponents must tread warily. Whenever you threaten an enemy in combat, that enemy must make a Will save opposed by the result of your Intimidate check or become frightened; a successful save leaves them shaken. Enemies who are normally immune to fear gain a +4 bonus to their Will save, and are shaken on a failed save (no effect on a successful save). This is a passive ability, which requires no action to use.

sirpercival
2012-08-20, 04:29 PM
DRACARNUM SAVANT

"All magical creatures are descended from dragons (of course, some more distantly than others). It is when we tap into this shared essence that we recover the ancient knowledge which we have lost."

-Eldrex Hearth, dracarnum savant and scholar

Deep within a dragon's soul is a shining gem, where each facet shows a glimmer of possibility: the fates of those tied to the ancient and arcane creature that understands magic and nature beyond humanity's furthest reckoning.

BECOMING A DRACARNUM SAVANT
A dracarnum savant is most often a Dragonfire Adept / Incarnate or Totemist, though it is possible to qualify as simply a DFA with the appropriate feats.

ENTRY REQUIREMENTS
Feats: Dragontouched.
Meldshaping: Ability to bind a soulmeld to a chakra.
Invocations: Must know two draconic invocations.
Special: Breath weapon 2d6, Scales class feature.

Hit die: d6.

Class Skills
The Dracarnum Savant's class skills are Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Search, Sense Motive, Speak Language, Spellcraft, Spot, and Use Magic Device.
Skills Points at Each Level : 4 + int

{table=head]Level | BAB | Fort | Ref | Will | Special | Invoking and Meldshaping
1 | +0 | +2 | +0 | +0 | Draconic totem (1 soulmeld) | +1 level of existing invoking and meldshaping classes
2 | +1 | +3 | +0 | +0 | Breath meld 2d6 | +1 level of existing invoking and meldshaping classes
3 | +2 | +3 | +1 | +1 | Dragonskin, chakra binds (crown, feet, hands) | +1 level of existing invoking class
4 | +3 | +4 | +1 | +1 | Draconic totem (2 soulmelds) | +1 level of existing meldshaping class
5 | +3 | +4 | +1 | +1 | Breath meld 3d6, dragoneyes | +1 level of existing invoking and meldshaping classes
6 | +4 | +5 | +2 | +2 | Draconic essence | +1 level of existing invoking and meldshaping classes
7 | +5 | +5 | +2 | +2 | Draconic totem (3 soulmelds) | +1 level of existing invoking class
8 | +6 | +6 | +2 | +2 | Breath meld 4d6, chakra binds (arms, brow, shoulders) | +1 level of existing meldshaping class
9 | +6 | +6 | +3 | +3 | Dragonheart | +1 level of existing invoking and meldshaping classes
10 | +7 | +7 | +3 | +3 | Draconic totem (4 soulmelds), dragonsoul | +1 level of existing invoking and meldshaping classes[/table]

Weapon and Armor Proficiencies: A dracarnum savant gains no new weapon or armor proficiencies.

Meldshaping: At each even dracarnum savant level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the dracarnum savant level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a dracarnum savant, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Invocations: At each odd level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the dracarnum savant level, including breath weapon damage. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a dracarnum savant, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Draconic totem: You gain the ability to bind certain soulmelds to your totem chakra (if you didn't have the ability already), just like a totemist, with the exceptions below (see the Totemist class feature description for more information). You can only bind Draconic soulmelds which have totem chakra effects to the totem chakra, unless you gain the ability to bind soulmelds to your totem chakra from another class. In addition, you add all draconic soulmelds to your class list.

Unlike other chakras, draconic soulmelds that occupy your draconic totem chakra also occupy (and can be bound to) other chakras as well; however, they are limited to the chakras that they could normally occupy. For example, a dracarnum savant who binds the Dragon Tail soulmeld to his draconic totem chakra would choose to have the soulmeld also occupy the feet or waist chakra, and could bind the soulmeld to one of those chakras if he chose (and had enough daily chakra binds).

At 1st level, you can bind one draconic soulmeld to your totem chakra; the number of draconic soulmelds you can bind to your totem chakra at a time increases by 1 for every three additional levels of dracarnum savant you take (2 at 4th level, 3 at 7th level, and 4 at 10th level). No matter how many draconic soulmelds you bind to your dragon totem chakra, it only costs 1 of your daily chakra binds.

Breath meld (Su): Beginning at 2nd level, whenever you have a draconic soulmeld occupying your throat chakra, your breath weapon damage increases by 2d6 for each essentia you have invested in the soulmeld. This bonus damage increases by 1d6 per invested essentia for every 3 additional levels of dracarnum savant you take (3d6 at 5th level and 4d6 at 8th level).

Dragonskin (Ex): Upon reaching 3rd level, you can invest incarnum to increase the thickness and hardness of your scales. Whenever you have a draconic soulmeld occupying your waist chakra, the natural armor bonus granted by your Scales class feature increases by +1 for every essentia you invest in the soulmeld.

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

Dragoneyes (Su): At 5th level, whenever you have a draconic soulmeld occupying your brow chakra, you gain blindsense at a range of 5 feet per invested essentia.

Draconic Essence (Su): Beginning at 6th level, whenever you cast a draconic invocation, you gain 1 bonus essentia which you can invest immediately. This bonus essentia lasts for 1 round for a least invocation, 2 rounds for a lesser invocation, 3 rounds for a greater invocation, or 4 rounds for a dark invocation.

Dragonheart (Ex): At 9th level, whenever you have a draconic soulmeld occupying your heart chakra, you gain bonus hit points equal to your dracarnum savant level times the amount of essentia invested in the soulmeld.

Dragonsoul (Su): When you reach 10th level, your connection with your dragon totem is unmatched. Whenever you have a draconic soulmeld occupying your soul chakra, you gain a +1 insight bonus to saves per invested essentia.

sirpercival
2012-08-20, 04:31 PM
A prc for Warpsoul/Binders who want to know even more things that should not be known.


WARPED DISCIPLE

"That is not dead which can eternal lie,
And with strange aeons even death may die."

"The end is near. I hear a noise at the door, as of some immense slippery body lumbering against it. It shall not find me. God, that hand! The window! The window!"

Some people, having tasted of the fruit of forbidden knowledge, simply cannot get enough of it. Those people become Warped Disciples, drawing on the strange and horrifying soul energy left behind by the inhabitants of the Far Realm.

BECOMING A WARPED DISCIPLE
A warped disciple begins as a Warpsoul, and either has levels of Binder or has the Improved Bind Vestige feat.

ENTRY REQUIREMENTS
Skills: Knowledge (the planes) 8 ranks.
Meldshaping: Ability to bind a soulmeld to the crown chakra.
Soul Binding: Ability to bind a 3rd-level vestige.
Special: Touch of madness class feature.

Hit die: d8.

Class Skills
The Warped Disciple's class skills are Bluff, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (the Planes), Profession, and Spellcraft.
Skills Points at Each Level : 4 + int

{table=head]Level | BAB | Fort | Ref | Will | Special | Meldshaping | Soul Binding
1 | +0 | +0 | +0 | +2 | Forbidden lore, madness (DC) | +1 level of existing class | +1 level of existing class
2 | +1 | +0 | +0 | +3 | Soulbound vestige | +1 level of existing class | -
3 | +2 | +1 | +1 | +3 | Madness (refresh 1) | +1 level of existing class | +1 level of existing class
4 | +3 | +1 | +1 | +4 | Chakra bind (feet, hands) | - | +1 level of existing class
5 | +3 | +1 | +1 | +4 | Madness (essentia) | +1 level of existing class | +1 level of existing class
6 | +4 | +2 | +2 | +5 | Improved soulbound vestige | +1 level of existing class | -
7 | +5 | +2 | +2 | +5 | Madness (refresh 2) | +1 level of existing class | +1 level of existing class
8 | +6 | +2 | +2 | +6 | Chakra bind (arms, brow, shoulders) | - | +1 level of existing class
9 | +6 | +3 | +3 | +6 | Madness (capacity) | +1 level of existing class | +1 level of existing class
10| +7 | +3 | +3 | +7 | Greater soulbound vestige, mindburn | +1 level of existing class | -
11| +8 | +3 | +3 | +7 | Madness (refresh 3) | +1 level of existing class | +1 level of existing class
12| +9 | +4 | +4 | +8 | Chakra bind (throat, waist) | - | +1 level of existing class[/table]

Weapon and Armor Proficiencies: A warped disciple gains no new weapon or armor proficiencies.

Meldshaping: At each warped disciple level shown in the table above, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the warped disciple level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a warped disciple, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Soul Binding Bonus: At each warped disciple level shown in the table, your soul binding ability improves as if you had also gained a level in the binder class. The given warped disciple levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained. If you do not have any levels in binder, your effective binder level is equal to the total number of soul binding levels you gain from warped disciple.

Forbidden lore: When you become a warped disciple, you dedicate yourself to the forbidden lore of the Far Realm, inhabited by being so alien and horrifying that even the usual aberrations and vestiges seem tame and friendly in comparison. This dedication has its price, however -- your mind is tainted by its association with the Old Ones and Outer Gods, and so other vestiges will no longer respond to your summons for fear of bringing about the Old Ones' wrath. You can no longer bind any vestige available to a normal binder; instead, you may only form pacts with vestiges found here (http://www.minmaxboards.com/index.php?topic=4007.0) (or, since those aren't finished yet, The Demented One'se Mythos Vestiges found here (http://www.giantitp.com/forums/showthread.php?t=68757), here (http://www.giantitp.com/forums/showthread.php?t=68834), here (http://www.giantitp.com/forums/showthread.php?t=69093), and here (http://www.giantitp.com/forums/showthread.php?t=85280)).

Madness (Su): Upon entering this class, you gain a pool of Madness points (MP) equal to 5 times your Wisdom score. You can spend these madness points to increase the effectiveness of your vestige granted abilities and your soulmelds. Once spent or loss, MP do not return naturally, but can be restored by certain spells (up to a maximum of 5 times your Wisdom score). Heal, restoration, and greater restoration can restore 1 MP per caster level instead of their normal effect; limited wish, miracle, and wish restore you to your maximum MP. However, you can lose your grip on sanity rather quickly, with the right prompting. Whenever you are subject to a fear effect, you lose 1 MP per caster level of the effect (or HD of the creature producing the effect, if it does not have a caster level). In addition, any time you make a poor pact, make a Will save against the binding DC of the vestige or lose a number of MP equal to twice the level of the vestige.

You can spend 2 MP at any time as a free action to apply a +1 insight bonus to the save DC of any soulmeld you have bound or one of your vestige granted abilities, for a number of rounds equal to your Wisdom modifier. At 3rd level, you can spend 3 MP whenever using a vestige granted ability that has a 5-round recharge time to reduce the recharge time by 1 round; at 7th level, doing so instead reduces the recharge time by 2 rounds, and at 11th level you reduce the recharge time by 3 rounds. Multiple applications of the ability to the same soulmeld or vestige granted ability do not stack.

At 5th level, you can spend 4 MP as a free action at any time to gain one temporary essentia, which lasts for a number of rounds equal to your Wisdom modifier. You can invest that essentia immediately as part of the same free action. At 9th level, you can spend 5 MP at any time to apply a +1 insight bonus to the essentia capacity of one of your essentia receptacles for a number of rounds equal to your Wisdom modifier. You can reallocate your essentia immediately as part of the same free action to take advantage of this increased capacity.

You no longer gain the usual benefit from your Touch of Madness ability; instead, you can use Touch of Madness to grant yourself temporary Madness points. As an immediate action, you can voluntarily take 1 point of Wisdom burn to grant yourself two temporary MP per warped disciple level, which last for a number of rounds equal to your (adjusted) Wisdom modifier. The Wisdom burned by this ability cannot be prevented, reduced, or healed by magic -- it must be healed normally. The temporary MP you gain are used up first, just like temporary hit points.

Once per day, you can invest essentia into this class feature. You regain Madness points at a rate of 1 per hour per point of essentia invested in the class feature. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Soulbound vestige (Su): Beginning at 2nd level, when binding a vestige, you may bind the vestige to your Soul chakra. This requires one of your daily chakra binds, and works like any other chakra bind except that you bind a vestige (with which you've made a good pact) instead of a soulmeld. This ability counts as being able to bind a soulmeld to your Soul chakra.

When a vestige is bound to your soul chakra, you gain some benefits. Once per day you can invest essentia in your soulbound vestige, where it remains for 24 hours or until you reshape your soulmelds and/or your pact with that vestige ends. You gain an insight bonus equal to the invested essentia on attack and damage rolls, skill checks, and saves relating to your vestige granted abilities, as well as an increase in your Madness pool equal to twice the invested essentia. In addition, while a vestige is bound to your soul chakra, the essentia capacity of all your soulmelds bound to other chakras increases by 1.

Chakra binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 4th level, you can bind your soulmelds or magic items to your feet and hands chakras, in addition to any other chakras you have available. When you attain 8th level, your arms, brow, and shoulders chakras become available for chakra binds. At 12th level, you gain the ability to bind your soulmelds or magic items to your throat and waist chakras.

Improved soulbound vestige (Su): At 6th level, you can invest and reallocate essentia in your soulbound vestige as normal any number of times per day. In addition, the insight bonus to attack and damage rolls, skill checks, and saves increases to twice the invested essentia.

Greater soulbound vestige (Su): When you reach 10th level, whenever you have a vestige bound to your soul chakra, the essentia capacity of all your soulmelds bound to other chakras increases by an additional 1 (to 2 total). In addition, you can bind two vestiges to your soul chakra at once as per the Double Chakra feat; you invest essentia in each vestige individually.

Mindburn At 10th level, you learn to call upon your madness to help you succeed at any cost. Whenever you fail a saving throw, you can spend MP as an immediate action equal to twice the amount you failed the save by; if you do so, you succeed on the saving throw instead.

sirpercival
2012-08-20, 04:32 PM
This is a dual-progression prestige class for incarnum and spellshape auras, using DonQuixote's amazing Spellshaping Codices (http://www.minmaxboards.com/index.php?board=64.0). However, since the system is currently undergoing a major overhaul, I may need to edit this extensively. Be warned.

Azure Ascetic
"There are a few of us who have learned the real secret of soul energy... and have managed to share it with others. It's not an easy path you have chosen, but I think, in the end, that you will find yourself better for it."
--Sorrin Fleer, azure ascetic, to an aspiring pilgrim

Some anchorites learn to connect, not only to the strength and power of their own soul, but to the combined soul-energy of all creatures who have ever lived, otherwise known as incarnum. These "azure ascetics" learn to increase the power and versatility of their spellshape auras by combining them with soulmelds, essentia, and chakra binds.

Becoming an Azure Ascetic
The most obvious path to becoming an azure ascetic includes levels in the anchorite class, as it grants the ability to project spellshape auras, and levels in an incarnum class. However, any spellshaper can gain a slightly weaker aura by taking the Spellshape Aura feat, and any character can gain access to soulmelds, essentia, and chakra binds through the relevant feats, allowing those of wildly varying backgrounds to enter this class.

Entry Requirements
Skills: Knowledge (arcana) 8 ranks
Arcane Formulae: Ability to shape 2nd-level formulae
Meldshaping: Ability to bind a soulmeld to a chakra
Special: Must be able to project at least one spellshape aura

{table=head]Level | BAB | Fort | Ref | Will | Form. Known | Form. Prepared | Special | Meldshaping
1 | +0 | +0 | +0 | +2 | 1 | 0 | Aura bind I, aura investment | —
2 | +1 | +0 | +0 | +3 | 0 | 1 | Aura bind I, chakra bind (crown, feet, hands) | +1 level of existing class
3 | +1 | +1 | +1 | +3 | 1 | 0 | Aura bind I, soulmeld projection | +1 level of existing class
4 | +2 | +1 | +1 | +4 | 1 | 0 | Aura bind II, spellshape infusion | +1 level of existing class
5 | +2 | +1 | +1 | +4 | 1 | 0 | Aura bind II, improved aura investment | —
6 | +3 | +2 | +2 | +5 | 0 | 1 | Aura bind II, chakra bind (arms, brow, shoulders) | +1 level of existing class
7 | +3 | +2 | +2 | +5 | 1 | 0 | Aura bind III, improved soulmeld projection | +1 level of existing class
8 | +4 | +2 | +2 | +6 | 1 | 0 | Aura bind III, greater aura investment | +1 level of existing class
9 | +4 | +3 | +3 | +6 | 1 | 0 | Aura bind (heart), improved spellshape infusion | +1 level of existing class
10| +5 | +3 | +3 | +7 | 0 | 1 | Aura bind (soul), chakra bind (throat, waist) | +1 level of existing class[/table]

Class Skills (4 + Int modifier per level): Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcana, religion, the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Class Features
All of the following are class features of the azure ascetic.

Formulae: At each indicated level, you gain a new formula known from any of the circles of formulae to which you have access. In addition to meeting the formula's prerequisite, your spellshaping ability score must be equal to at least 10 + the formula's level in order to learn it. You add your full azure ascetic levels to your shaper level to determine your total shaper level and your highest-level formulae known.

At each indicated level, you gain an additional formula prepared per day.

Meldshaping: At each indicated level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the azure ascetic level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming an azure ascetic, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Aura Investment (Su): At 1st level, you learn the most basic technique of the azure ascetic, that of investing essentia into your spellshape aura. You may invest essentia into any spellshape aura you project at any time, as if it were a soulmeld. For each essentia you invest in a spellshape aura, your effective shaper level for that aura increases by +1.

Aura Bind (Su): Also at first level, you learn to bind your spellshape auras to your chakras. Choose one of your least chakras (crown, feet, or hands); you may use one of your daily chakra binds to bind your spellshape aura to that chakra. You gain access to another least chakra at level 2 and 3; for levels 4 thru 6, choose a lesser chakra (arms, brow, or shoulders) at each level; and at levels 7 and 8, choose a greater chakra (throat or waist) to gain access to. At level 9 you can bind a spellshape aura to your heart chakra, and at level 10 you can bind a spellshape aura to your soul chakra. You may bind a spellshape aura you project to any chakra you have access to through this ability, even if you do not have the ability to bind soulmelds to that chakra; each spellshape aura you project can be bound to only one chakra at a time. The benefit of binding a spellshape aura to a given chakra is described in the table below; each benefit applies to any creature affected by the bound spellshape aura.

{table=head]Chakra | Benefit
Crown | Gain a +1 bonus to Will saves to resist enchantment spells and effects for each essentia invested in the aura.
Feet | Gain a +1 bonus to Reflex saves to take half damage from area-of-effect spells for each essentia invested in the aura.
Hands | Gain a +1 bonus to attack rolls with spellshape attacks for each essentia invested in the aura.
Arms | Gain a +2 bonus to opposed checks for each essentia invested in the aura.
Brow | Gain blindsense at a range of 10 feet per essentia invested in the aura
Shoulders | Reroll a natural 1 on a saving throw once per minute for each essentia invested in the aura.
Throat | Gain damage reduction equal to three times the number of essentia invested in the aura, bypassed only by spellshape attacks.
Waist | Each round, ignore 3 points of energy damage (of any type) per point of essentia invested in the aura.
Heart | Gain fast healing equal to 3 times the number of essentia invested in the aura.
Soul | Gain spell resistance equal to 10 + three times the number of essentia invested in the aura, which applies only to spells and spell-like abilities cast by enemies.[/table]

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 2nd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 6th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds, and at 10th level you can bind soulmelds or magic items to your greater chakras (throat and waist).

Soulmeld Projection (Su): Once you reach 3rd level, you learn to project the effects of your soulmelds the same way you would a spellshape aura. At any time as a swift action, you can choose to forego the normal effect of a spellshape aura you project (including the effect of an aura bind, if applicable) to grant the benefit of any soulmeld you have shaped to all allies within range of your spellshape aura. You do not project the effects of the soulmeld's chakra binds, if applicable, only its base effect. You may reallocate your essentia as part of the same swift action.

Spellshape Infusion (Su): Beginning at 4th level, you learn to blend spellshaping and incarnum to an even greater degree. Once per round as a free action, you may expend a prepared formula to gain 1 temporary essentia point which lasts for one round. You can immediately invest that essentia as part of the same action.

Improved Aura Investment (Su): At 5th level, the essentia capacity of your spellshape auras increases by 1.

Improved Soulmeld Projection: Starting at 7th level, whenever you use your soulmeld projection ability, if the soulmeld is bound to a chakra, any creatures affected by your soulmeld projection also gain the benefit of an aura bind for that chakra.

Greater aura investment (Su): Upon reaching 8th level, the essentia capacity of your spellshape auras again increases by 1. In addition, whenever you shape a formula from the same circle as an aura you have essentia invested in, that formula gains a bonus to its effective shaper level equal to the amount of essentia invested in the spellshape aura.

Improved Spellshape Infusion: At 9th level, your blending of incarnum and spellshaping is masterful. Whenever you use your spellshape infusion ability, you instead gain temporary essentia equal to half the level of the formula you expended, rounded up.

Deviston
2012-08-20, 06:30 PM
Wow... impressive work.

sirpercival
2012-08-20, 07:07 PM
Wow... impressive work.

Thank you! I've now ported everything.

sirpercival
2012-08-22, 11:35 AM
Anyone have comments on the Dracarnum Acolyte? I'm not sure I'm so happy with it...

Garryl
2012-08-22, 01:08 PM
Anyone have comments on the Dracarnum Acolyte? I'm not sure I'm so happy with it...

You mean the Dracarnum Savant? Although you're welcome to make a Dracarnum Acolyte if you want.

What's troubling you, exactly?

Dragonheart is 9th in table and 8th in text.

If you came in as a Totemist, you don't actually get any class features at level 1 of the class. This is totally fine since this is a dual progression class at level 1 and it's loaded with class features the rest of the levels. Just felt I should mention it. Actually, maybe add some or all draconic soulmelds to your soulmeld list at level 1?

How does Dragonskin work if you don't have the Scales ability?

Maybe change Dragoneyes to blindsense, not blindsight, as true dragons only have 'sense, not 'sight?

I'll reiterate some of the points I remember being made in the original thread:
- Draconic totem really outdoes the Totemist on its major class feature (4 binds instead of 2, and 3 free binds to boot).
- Breath Meld is a major spike in damage for your breath weapon.

Amechra
2012-08-22, 01:24 PM
Warped Acolyte (or whatever it is called) should link to the Demented One's Mythos Vestiges instead of Bhu's; they have the advantage of being done.

sirpercival
2012-08-22, 02:04 PM
You mean the Dracarnum Savant? Although you're welcome to make a Dracarnum Acolyte if you want. Yes, savant. Whooops. The acolyte will be for an Idealist ;)


What's troubling you, exactly? I dunno, I got some comments on it on minmax that I didn't really understand but that made me think it wasn't good in a nebulous sort of way.


Dragonheart is 9th in table and 8th in text. I shall fix.


If you came in as a Totemist, you don't actually get any class features at level 1 of the class. This is totally fine since this is a dual progression class at level 1 and it's loaded with class features the rest of the levels. Just felt I should mention it. Actually, maybe add some or all draconic soulmelds to your soulmeld list at level 1? Yes, that's a good idea. Will do.


How does Dragonskin work if you don't have the Scales ability? It works because it's an implied prereq (we had that discussion already)... but I'll make it an explicit prereq to avoid this problem.


Maybe change Dragoneyes to blindsense, not blindsight, as true dragons only have 'sense, not 'sight? Hm, yes. Will do.


I'll reiterate some of the points I remember being made in the original thread:
- Draconic totem really outdoes the Totemist on its major class feature (4 binds instead of 2, and 3 free binds to boot). Any suggestions?

- Breath Meld is a major spike in damage for your breath weapon. I never felt that the normal breath weapon damage was particularly awe-inspiring... you'll have something like 20d6 as a standard action at 20th level, which is definitely good, but doesn't seem overpowered as I think about it right now. Do you disagree?




Warped Acolyte (or whatever it is called) should link to the Demented One's Mythos Vestiges instead of Bhu's; they have the advantage of being done. Yes, I'll include that as an alternative source as well. I had originally conceived the Warped Disciple while brainstorming with bhu, but I can add TDO's.

Garryl
2012-08-22, 03:15 PM
It works because it's an implied prereq (we had that discussion already)... but I'll make it an explicit prereq to avoid this problem.


I dislike implied prerequisites. All it takes is one good ACF, or an alternate route the author didn't think of, or some new piece of homebrew (and, being homebrew itself, this is particularly relevant) and it all falls to pieces.



I never felt that the normal breath weapon damage was particularly awe-inspiring... you'll have something like 20d6 as a standard action at 20th level, which is definitely good, but doesn't seem overpowered as I think about it right now. Do you disagree?


At level 18, with no optimisation, feats, bonuses, or anything else, (just 4 essentia and Dragonfire Adept 3/meldshaper 2/Dracocarnum Savant 10/Common 3) you have a 22d6 breath weapon. The problem isn't that it's too high, it's that too much of it comes from too few essentia. Your essentia capacity should actually be 2-3 points higher than the basic 4, so that's actually 34d6 damage if you care about it (Incarnate or Totemist 2 entry, an Incarnum Focus, and Improved Essentia Capacity, or whichever version it is that boosts one of your soulmelds not your feats). +2d6 for turning those Commoner levels to DFA, but that's paltry. And remember, a straight DFA would be doing 9d6 damage at the same level, or 45d6 only once every 2 rounds with Five-fold Breath of Tiamat (reduced by energy resistance 5 times, and taking 36 damage for the privilege).

Essentia usually scales damage at 1d6 per essentia, occasionally rising to about 2d6 (effectively) for some of the better melds and/or with chakra binds. This gives twice as much per essentia.

Some of my issues stem from how your breath weapon damage jumps so suddenly on the levels the ability improves and/or you gain increased essentia capacity. At the first level you get it, your damage increases from 2d6 to 7d6, for example (+1d6 for an odd DFA invoker level, +2d6 x2 for 2 essentia capacity, and again that's before Incarnate/Totemist/feat-based capacity boosts). At level 5, you jump by a mere 3d6 (+1d6 per capacity boost), another 4d6 at level 7 (odd DFA, +1 capacity for ECL 12), and the level after that you get another 3d6 (+1d6 per capacity boost, which can be up to 3 by now). Every level of this class (other than level 10 where you get +1d6 for an odd DFA level), you get exactly +0 breath damage over the previous level.

sirpercival
2012-08-22, 03:32 PM
What if I made it 1d6 at level 2, and 2d6 at level 8? It's still kinda a jump, but it's much less brutal...

Deviston
2012-08-22, 06:01 PM
Another option would be to increase the die damage instead of more die, or maybe add some +1's or more to the end of the damage. More dice isn't ALWAYS the answer. Or perhaps with every even numbered essentia (2,4,6 etc.) you gain an effect instead of more damage.
The target takes half again as much on the next round.
You may shape your breath weapon to be a line, selecting a point along the line where it turns into a 15 foot cone.
The breath clings to their flesh, causing them to take increased damage on subsequent element damaging effects equal to 1/4 the damage recieved on the initial breath (lasts for 5 rounds and can't effect a target more than once in a 24 hour period).

I'm always a promoter of "more stuff" versus "MAUR DEEPS!"

sirpercival
2012-08-28, 06:56 PM
XEVU

"Your soul is... strange. Its taste is unfamiliar to me."

Xevu are strange, warped creatures who draw sustenance from incarnum. They are humanoid in shape, standing slightly taller than humans, and significantly thinner. Their skin is coppery and ridged, and their overlarge eyes are entirely black with no irises or sclera.

XEVU RACIAL TRAITS
+2 Con, +2 Wis, -4 Cha: Due to their strange metabolism, xevu are quite hardy, and their connection to the substrate of incarnum that permeates the world makes them extremely aware of their surroundings. However, their alien mentality causes difficulties relating to or understanding other creatures, and the feeling is mutual.
Medium: As Medium creatures, xevu have no special bonuses or penalties due to their size.
Aberration (Incarnum): As aberrations with the incarnum subtype, xevu are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Xevu base speed is 30 feet.
Xevu (unlike most aberrations) do not have darkvision.
Unlike most aberrations, xevu do not eat or drink, though they do breathe and sleep.
Essentia Pool: A xevu's essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia.
Aberrant Incarnum (Ex): A xevu's [Aberrant] feats count as feats for abilities which depend on the number of [Incarnum] feats she has.
Incarnum Dependency (Ex): Xevu's bodies rely on incarnum for sustenance. When a xevu is born, its sire shapes a soulmeld (chosen from the list below) which the infant xevu bonds to, and has shaped at all times (with a meldshaper level equal to the xevu's Hit Dice). The xevu may not bind its bonded soulmeld to a chakra or invest essentia in it unless the xevu has at least one level in a meldshaping class which has that soulmeld on its class soulmeld list. If and when the xevu does take levels in such a meldshaping class, it must always use one of daily soulmelds to shape its bonded soulmeld, though it may decide to bind the soulmeld to a chakra or not, as normal.

If at any time a xevu does not have its bonded soulmeld shaped, or if the bonded soulmeld is suppressed, the xevu begins to starve and takes 1d4 points of nonlethal damage per hour. This nonlethal damage may not be recovered until the bonded soulmeld is shaped again, not even through the use of magical healing. The DC for a spell or effect to unshape or suppress a xevu's bonded soulmeld is increased by +2.

[i]List of Bonded Soulmelds:
Aboleth Gills (Warpsoul)
Acrobat Boots (Incarnate)
Beast Tamer Circlet (Totemist)
Behir Gorget (Totemist)
Brass Mane (Totemist)
Ettercap Claws (Warpsoul)
Filch Gloves (Warpsoul)
Gibbering Mask (Warpsoul)
Girallon Arms (Totemist)
Great Raptor Mask (Totemist)
Grell Robe (Warpsoul)
Hunter's Circlet (Soulborn, Totemist)
Keeneye Lenses (Incarnate)
Manticore Belt (Totemist)
Mauling Gauntlets (Incarnate)
Phasm Shirt (Warpsoul)
Shadow Mantle (Totemist)
Silvertongue Mask (Incarnate, Soulborn)
Sphinx Claws (Totemist)
Theft Gloves (Incarnate)
Truthseeker Goggles (Incarnate)
Unicorn Horn (Totemist)
Worg Pelt (Totemist)

Automatic Language: Common, Xevu. Bonus Languages: Any (other than secret languages, such as Druidic). Incarnum contains soul energy from all sorts of creatures, exposing xevu to many different linguistic experiences.
Favored Class: Warpsoul.

STARTING AGE
Adulthood: 45
Barbarian, Rogue, Sorcerer: +3d6
Bard, Fighter, Paladin, Ranger: +5d6
Cleric, Druid, Monk, Wizard: +7d6

AGING EFFECTS
Middle Age: 150 years
Old: 225 years
Venerable: 300 years
Maximum Age: +3d% years

HEIGHT AND WEIGHT
Base Height: Male 5'3", Female 5'2"
Height Modifier: +2d10
Base Weight: Male 100 lbs, Female 90 lbs
Weight Modifier: x(1d6)

XEVU CHARACTERS
Xevu are almost always meldshapers, due to their physiology.
Adventuring Race: Xevu adventure to learn more about the creatures whose soul-energy they have tasted.
Character Development: Most Xevu are Warpsouls, as they identify much more easily with alien creatures than a particular alignment or with magical beasts.
Character Names: Xevu names are nearly unpronounceable by members of other races, being mostly clicks and odd whooshing sounds. As such, xevu are often given nicknames by their allies.

ROLEPLAYING A XEVU
Xevu are strange and rarely understand idioms, jokes, etc. made by members of more normal races. They have little to no empathy for other creatures, and often make strange comments about the souls of those around them.

MORE FLUFF TO BE FILLED IN BELOW

Personality: A xevu might have a strange sense of humor.
Behaviors: Typical behaviors for a member of this race..
Language:Notes on this races language..

RACE SOCIETY
Description of this races society, culture, and civilization.
Alignment : What alignment is common to members of this race and why.
Lands : Where do they normally live.
Settlements : Where do they normally live when not in their homelands.
Beliefs :Typical religious beliefs.
Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race

sirpercival
2012-08-28, 07:05 PM
Anyone have ideas for fluff & racial feats?

Amechra
2012-08-28, 07:50 PM
I know what game this is for... I think.

Anyway... I think there should be racial feats that allow them to do stuff like change their alignment for the purposes of what Soulmelds they can use/the benefits from them, and the like.

sirpercival
2012-08-28, 08:45 PM
I know what game this is for... I think. Lol. I like the idea separate from the game, but yes.


Anyway... I think there should be racial feats that allow them to do stuff like change their alignment for the purposes of what Soulmelds they can use/the benefits from them, and the like. That's pretty kewl... I like it. Meta-incarnum feats. I'll see if I can rumble some up and put them in the Feats post.

sirpercival
2012-08-29, 01:41 AM
I edited the Aberrant Incarnum and Incarnum Dependency abilities of the Xevu (the latter so that baby xevu who can't shape a soulmeld don't die immediately). Thoughts? Is this LA +0?

sirpercival
2013-01-31, 07:40 PM
Designer's note:
This is inspired by the character Dom Cobb, from Christopher Nolan's absolutely brilliant movie Inception. The character of Cobb is an Extractor, someone who hacks into peoples' minds through their dreams, discovering the information that they keep there. In the dreamscape, an extractor would fight off projections of someone's subconscious (sometimes well-trained and dangerous projections), and otherwise act like a secret agent or high-society jewel thief.

The turning point for designing this class came when I remembered Plato's Allegory of the Cave (http://en.wikipedia.org/wiki/Allegory_of_the_Cave), which (in a nutshell) says that we are all operating as if chained to the wall of a cave, watching shadows projected in front of us play out the soap opera of life. Only when we understand and question our situation (i.e., become philosophers), can we begin to comprehend the deeper truths.

So, the Extractor is a character who operates in the real world as if it was a dreamscape, with the deeper, underlying reality always out of reach. (It's also kind of like Shadows and the Pattern in the Amber series by Roger Zelazny, and also like the Matrix.) By coming to this realization, and by making use of dreams-within-dreams, the Extractor gains power over his surroundings.

This uses phaedrusxy's variant Lucid Dreaming (http://www.minmaxboards.com/index.php?topic=7283.0) rules, from his WIP Mindscapes campaign setting.


Extractor

Relevant image (http://i34.photobucket.com/albums/d109/ojiji/Joyous%20Cascade%202/Inception_Extractor.jpg) (from Google image search)

The dream has become their reality. Who am I to say otherwise?

You, an Extractor, have discovered a secret: your world is not real. Every person you meet is a mental somnambulist, walking around unknowing within the Dreamscape, this colossal shared reverie of the Dream -- or perhaps they are simply projections of your subconscious which you interact with. Who can say?

Those folk who are learned in the arcane arts, who have traveled the planes, believe that you are simply misguided, and manipulate the same metaphysical forces that everyone else does. Some people just refuse to see what's in front of their collective face.

Because you know this secret, you can shape the world around you simply by what you can imagine. You can cause bizarre, unexpected occurrences in the blink of an eye, or put more effort into designing an item of more permanent assistance. You've learned to break into the vaults of your enemies' minds using layered dream, to discover their deepest secrets.

However, your subconscious is a fickle thing, just as likely to betray you to your enemies as aid you.

Adventures: An Extractor adventures for any number of reasons. Some are mercenary thieves, assembling a team of assistants to perform chimeric espionage through carefully-designed dreamscapes. Others might quest for a way to wake up from the Dream, or to reunite themselves with loved ones. A number of Extractors adventure simply to push boundaries, to discover the furthest limits of their imagination, and of the Dreamscape.

Characteristics: An Extractor is an extremely adaptable character, capable of affecting the shared reality of the Dream in a number of different ways. Depending on which soulmelds and maneuvers the Extractor prepares, he can be a deadly melee combatant, a dangerous ranged striker, or an out-of-combat swiss army knife. And then, of course, there is Extraction, the method by which an Extractor can swipe a target's secrets out of his mind.

Alignment: Due to the... somewhat unethical nature of purloining information from other peoples' heads, few Extractors are lawful. However, they run the gamut of the moral axis -- some Extractors seek ways to blackmail their opponents, while others may be looking for where the hostages have been hidden, to perform a rescue.

Religion: Most Extractors do not worship gods, believing them to be mere constructs of the Dream (though powerful ones). However, the more religious among them tend to render obeisance to deities of dream, knowledge, secrets, thieves, and trickery.

Background: Becoming an extractor requires a surprising amount of training. One must learn to manipulate dreams in a number of different ways, both short term and long term. Extraction requires schooling in at least 6 different skills, usually 8, with other skills being quite useful as well.

There are no academies for Extraction -- almost all training is done via apprenticeship. A skilled Extractor will look for young recruits who show the right blend of skills and ambition, and introduce them to the heady, dangerous excitement of extraction. Prospective Extractors often become addicted to the pure creation of the dreamscape. However, learning about the Dream can be somewhat traumatizing...

Races: Though all creatures are constructs or inhabitants of the shared Dreamspace, the real work is done by dreams-within-dreams. Therefore, only races who are able to dream can become Extractors. Humans in particular have the right mix of ambition, intelligence, and creativity to become Extractors, but halflings, half-elves, and lesser planetouched will often study the somnambulant science as well.

Other Classes: An Extractor can get along well with almost anyone; every creature of consequence can be useful in the Dream. However, they blend most easily with skillful classes such as bard, rogue, and factotum.

Role: The Extractor is primarily a skillful utility character, adaptable to almost any situation. Using inspiration, soulmelds, and maneuvers, they can be very effective combatants, though they fall behind dedicated front-liners. However, Extractors tend to gravitate towards positions of leadership in the party. They would much rather give orders than take them, though they recognize and value good counsel.

Adaptation: An Extractor could be changed to a more traditional psychic thief if a campaign setting cannot support the Dream thematically, or the Lucid Dreaming mechanics. In such a case, the abilities could be restructured to be based on psionics. Or, an Extractor could be a creature touched by the lower planes, warping reality around him through the force of his personality and constructing elaborate visions and delusions to corrupt his enemies to darkness.

GAME RULE INFORMATION
Extractors have the following game statistics.
Abilities: Controlling the dreamscape requires enormous willpower and physical fortitude, and so an Extractor needs Wisdom and Constitution to be most effective. Strength is also important, as many of the Extractor's maneuvers entail melee attacks. Intelligence, Dexterity, and Charisma are useful for many of an Extractor's important skills.
Alignment: Any, though lawful alignments are rare.
Hit Die: d8
Starting Age: As rogue.
Starting Gold: As rogue.

Class Skills
The Extractor's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Architecture & Engineering, Dungeoneering, The Planes) (Int), Listen (Wis), Lucid Dreaming (http://www.minmaxboards.com/index.php?topic=7283.0) (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Extractor
{table=head]Level|BAB|Fort|Ref|Will|Inspiration|Special|Soulme lds|Essentia|Chakra Binds
1st|+0|+0|+2|+2|2|Inspiration, awakened defense, subliminal knowledge|1|1|0
2nd|+1|+0|+3|+3|3|Awakened essence, fugue state (1 maneuver), fugue stance|2|1|0
3rd|+2|+1|+3|+3|3|Chakra bind (crown), extraction|2|2|1
4th|+3|+1|+4|+4|3|Impose will, lucid projection 20%|3|2|1
5th|+3|+1|+4|+4|4|Chakra bind (feet, hands), fugue state (2 maneuvers)|3|3|1
6th|+4|+2|+5|+5|4|Awakened offense|3|3|2
7th|+5|+2|+5|+5|4|Awakened capacity, fugue state (3 maneuvers)|4|4|2
8th|+6/+1|+2|+6|+6|5|Improved extraction, lucid projection 40%|4|5|2
9th|+6/+1|+3|+6|+6|5|Chakra bind (arms, brow, shoulders)|4|5|2
10th|+7/+2|+3|+7|+7|5|Fugue state (4 maneuvers)|5|6|3
11th|+8/+3|+3|+7|+7|6|Contagious awakening|5|7|3
12th|+9/+4|+4|+8|+8|6|Fugue state (5 maneuvers), lucid projection 60%|5|7|3
13th|+9/+4|+4|+8|+8|6|Greater extraction|6|8|3
14th|+10/+5|+4|+9|+9|7|Chakra bind (throat, waist)|6|9|4
15th|+11/+6/+1|+5|+9|+9|7|Fugue state (6 maneuvers), we need to go deeper|6|10|4
16th|+12/+7/+2|+5|+10|+10|7|Awakened transcendence, lucid projection 80%|7|11|4
17th|+12/+7/+2|+5|+10|+10|8|Fugue state (7 maneuvers)|7|12|4
18th|+13/+8/+3|+6|+11|+11|8|Supreme extraction|7|13|5
19th|+14/+9/+4|+6|+11|+11|8|Chakra bind (heart)|8|14|5
20th|+15/+10/+5|+6|+12|+12|10|Dream disruption, fugue state (8 maneuvers), lucid projection 100%|8|16|5
[/table]

Class Features
All of the following are class features of the Extractor.

Weapon and Armor Proficiencies: An Extractor is proficient with all simple weapons, as well as the falchion, scimitar, short sword, and any weapons created with Infinite Shore maneuvers. Extractors are also proficient with light armor and with shields (but not tower shields).

Dreamshaping: When a dreamer Awakens, learning the difference between active and passive participation in the Dream, he begins to shape the Dream around him in noticeable ways. He understands that Incarnum, which others believe to be the residual soul energy derived from all creatures which ever have been and will be, is instead the raw material of the Dream, which he can mold to his specifications.

An Extractor can shape incarnum soulmelds, which are drawn from the Extractor soulmeld list below. He knows and can shape any soulmeld from this list. The Difficulty Class for a saving throw against an Extractor soulmeld is 10 + number of points of essentia invested in the soulmeld + the Extractor's Wisdom modifier. His meldshaper level is equal to his Extractor level.

An Extractor can shape only a certain number of soulmelds per day. His base daily allotment is given on the table above; the maximum number of soulmelds that an Extractor can have shaped simultaneously is equal to his Constitution score minus 10, or the number of soulmelds allowed for his level, whichever is lower. At 1st level, he can shape one soulmeld at a time (assuming he has a Constitution score of at least 11). As he advances in level, he can shape an increasing number of soulmelds.

At 1st level, an Extractor also gains access to his personal pool of essentia, which can be invested into his soulmelds to increase their power. An Extractor's essentia pool's size is shown on the table above. The maximum quantity of essentia that can be invested in any single soulmeld is given in Magic of Incarnum, table 2.1. Each round as a swift action, an Extractor can reallocate his essentia investments in his soulmelds if he wishes. An Extractor does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Inspiration: An Extractor must be adaptable, able to meet any situation that he might encounter in the Dreamscape with insight and creativity, even when he isn't properly prepared. To represent this training, an Extractor gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level, as shown on the table above.

Awakened Defense (Ex): An Extractor's preternatural awareness of the flow of Dream around him grants him uncanny defenses against those which try to attack him. He may spend an inspiration point as a free action (even when it isn't his turn) to gain an insight bonus to Armor Class equal to his Wisdom modifier for 1 round. He can use this ability even when wearing medium or heavier armor, but no more than once per round.

Subliminal Knowledge (Ex): By connecting to a fundamental reality beyond the Dream, an Extractor can gain insight into the laws which govern his present reality. This grants him ability beyond that which the non-Awakened normally possess. By spending an inspiration point as a free action (even when it isn't his turn), an Extractor can make a Lucid Dreaming check to gain an insight bonus (as shown on the table below) to the next skill check within 1 round, as long as he has at least 1 rank in that skill. He cannot use this ability while performing an Extraction (but see Improved Extraction, below).

{table=head]LD Check Result|Insight Bonus
15 or less|+2
16-25|+4
26-35|+6
36-45|+8
46 or more|+10[/table]

Awakened Essence (Ex): An Extractor of 2nd level or higher has learned to control his surroundings, drawing upon the Dreamscape to gain additional power and resources when necessary. At any time (even if it isn't his turn), he can spend 1 inspiration point to gain 1 temporary point of essentia, which he may invest immediately. This temporary essentia lasts for 1 round.

Fugue State (Su): Beginning at 2nd level, an Extractor learns to briefly dissociate himself with his normal identity, granting him unusual and fearsome power over the Dreamscape. By spending 1 inspiration point, he can initiate a martial maneuver that he has readied.

At the start of each day, the Extractor chooses and readies a number of maneuvers from the Infinite Shore (http://www.ruleofcool.com/smf/index.php/topic,776.0.html) discipline based on his Extractor level. He can choose one maneuver at 2nd level, and additional maneuvers as shown on the table above. The maximum level of maneuver he can use is equal to half his class level, rounded up, though he can only ready one maneuver of his maximum level. His initiator level equals his Extractor level (plus half his levels in non-initiating classes, as normal). He need not meet the prerequisites (other than minimum initiator level) for the maneuvers he chooses. He begins each encounter with all of his maneuvers readied.

When the Extractor rests for 8 hours, he readies new maneuvers, and loses any unexpended maneuvers from the previous day, though he can select the same maneuver on consecutive days. The Extractor cannot ready the same maneuver multiple times to use it more than once during the same day.

Fugue Stance (Su): A small part of a 2nd-level Extractor's subconscious remains disconnected from the Dream even when he interacts with it normally on a conscious level. When readying his maneuvers for the day, the Extractor may choose to reduce his inspiration pool by 1 for the rest of the day. If he does so, he chooses one Infinite Shore stance for which he meets the initiator level prerequisite. He may leave and enter that stance freely throughout the day, using the normal rules for stances.

Chakra Binds: At 3rd level, an Extractor can bind soulmelds to his chakras, granting him new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum), so that one cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that an Extractor can have active at any one time depends on his level (see the Chakra Binds column on the table above). At 3rd level, he can bind a soulmeld to his crown chakra. Beginning at 5th level, the Extractor can bind soulmelds to his feet or hands chakras. At 9th level, he can bind soulmelds to his arms, brow, or shoulders chakras. At 14th level, he can bind soulmelds to your throat or waist chakras. At 19th level, he can bind a soulmeld to his heart chakra. He never gains the ability to bind soulmelds to his soul chakra (though he may do so via an Epic feat).

Extraction (Su): Upon reaching 3rd level, an Extractor is practiced enough at controlling the Dreamscape that he can begin to attempt his namesake: extraction.

Extraction
The Basics of Extraction
Extraction is the process of gaining hidden information from another creature's mind, without the target realizing that you're doing so, by means of a shared dream, a second layer beyond the base Dreamscape. Extraction is a specialized usage of the Lucid Dreaming skill (and complementary skills) and the dreamscape, and can only be performed while both Extractor and target are dreaming.

Performing an extraction requires five steps:
Designing the dreamscape
Initiating and maintaining the dreamscape
Drawing the target into the shared dream
Acquiring the information
Obscuring the purpose of the dream

Designing the dreamscape
The first step to performing an extraction is designing the dreamscape in which it will take place. This can be a difficult task, as the target's subconscious projections will attempt to end the dream; to counteract this, the design must be a maze complex enough to allow the Extractor time to acquire the information. Designing mazes of such complexity requires significant effort.

To design a dreamscape, the Extractor rolls a Knowledge (Architecture and Engineering) check. The check result determines the maximum complexity of dreamscape he may design, as shown on the table below (along with the time investment, and the duration of the maze in subjective time). He may choose to design a dreamscape of less complexity, which requires less time and has a shorter duration.

Once a dreamscape has been designed, it remains available to the Extractor for a number of days equal to his class level, before the memory has eroded significantly enough to prevent its use. An Extractor may have only one dreamscape designed at a time, and each dreamscape may only be used once; after a particular dreamscape has been used for an extraction, he must design a new one.

{table=head]Kno:A&E|Complexity|Design Time|Duration|Dream Points
9 or less|0|30 minutes|Unsuccessful design|0
10-14|1|1 hour|10 minutes|1
15-19|2|3 hours|20 minutes|1
20-24|3|6 hours|30 minutes|4
25-29|4|12 hours|1 hour|4
30-34|5|1 day|6 hours|4
35-39|6|2 days|1 day|7
40-44|7|3 days|3 days|7
45-49|8|5 days|1 week|7
50 or more|9|2 weeks|10[/table]

Initiating and maintaining the dreamscape
Once the dreamscape has been designed, it requires a DC 20 Lucid Dreaming check to initiate, just like changing an aspect of one's personal dreamscape. This check is made while awake, just before falling asleep; if the check is successful, upon falling asleep the Extractor appears in the dreamscape instead of a normal dream, and is immediately aware that he is dreaming. Initiating the dreamscape carries a cost in Dream Points just like any other manipulation of the dreamscape, dependent on the complexity of the design; the cost in Dream Points is shown on the table above.

Under normal conditions, maintaining the dreamscape once it has been initiated is trivial, and requires no special attention on the dreamer's part. However, if the dreamer takes damage, or is otherwise in a stressful situation, he must make a Concentration check (DC 10 + 3 times the complexity of the dreamscape) to maintain the dreamscape's integrity. Changing conditions outside the dreamscape (i.e., alterations to the surroundings of the Extractor's sleeping body) can also have similar effects on the dreamscape (such as changing the direction of gravity in the dreamscape as the orientation of the Extractor's body changes), and force the dreamer to concentrate on maintaining the integrity of the dreamscape just like other stressful situations. In any case, the Extractor does not make a Concentration check to maintain the dreamscape more than once per round unless he receives damage multiple times.

If the Extractor fails such a Concentration check, the dreamscape becomes unstable. The entire dreamscape suffers as if from an earthquake spell, which lasts until the Extractor succeeds at a Concentration check (made once each round) at a DC 10 higher than the normal DC to maintain the dreamscape. After 5 consecutive rounds of instability, the entire dreamscape disintegrates and all participating dreamers wake up.

Dreamscapes designed for Extraction are more durable than normal dreamscapes, however. If the Extractor dies in a dreamscape he is maintaining, even though he disappears immediately, the dreamscape persists for 5 rounds, unstable, before collapsing.

Drawing the target into the shared dream
Once the dreamscape has been initiated and is being maintained, the dreaming target must first be located, which requires a Lucid Dreaming check as normal. Once the target has been identified and located, it can be drawn into the prepared dreamscape with a second, opposed Lucid Dreaming check. This works as normal, except that the Extractor suffers a penalty to the second check based on the distance between his sleeping body and the target's, as shown in the table below.

{table=head]Distance|Penalty
10 feet or less|No penalty
11–30 feet|-1
31–60 feet|-2
61–100 feet|-4
101–200 feet|-6
201–500 feet|-8
500–1000 feet|-10
1001 feet or more|-12[/table]

Acquiring the information
Actually coming into possession of the information is the most difficult part of an extraction.

First, the Extractor must find the information he is looking for. Locating the information requires a Gather Information check, opposed by the target's best Knowledge skill. The more knowledge the target has, the more easily it can confuse the trail that the Extractor is attempting to follow. This stage can be made easier or more difficult by whether or not the target knows that the information the Extractor is looking for is important. A usual Extractor trick is to build a vault or safe into the design of the dream; any secrets the target knows will automatically be stored there for safekeeping by the target's subconscious when it enters the dreamscape; this grants the Extractor a +2 bonus to his Gather Information check. However, if the target doesn't know that the information the Extractor wants is important, it won't store that information in the safe, and it's much more difficult to find, imposing a -5 penalty to the Extractor's Gather Information check instead.

If the Gather Information check is successful, the Extractor knows exactly where the information he is after is stored (assuming the target has the information in the first place); if it is unsuccessful, the Extractor may retry as often as he likes. However, each Gather Information check requires an amount of subjective time which is normal for the skill, which is why designing a maze of sufficient complexity (and therefore duration) is essential. If the length of time spent locating the information is longer than the duration of the dreamscape, the dream ends with the Extractor unsuccessful.

Once the information has been located, the Extractor must bypass the target's natural (and possibly trained) defenses to gain access to it. This requires an Open Lock check, opposed by the target's Will save; the target's bonus on Sense Motive checks also apply as a bonus to the Will save (except without double-counting the target's Wisdom modifier). This is more difficult if the target is attempting to guard the information, either consciously or subconsciously, in which case the target gains a +4 bonus to the Will save. If the target doesn't particularly care to guard the information, it suffers a -3 penalty to its Will save instead. If the Open Lock check is successful, the Extractor acquires the information and may leave the dreamscape whenever he wishes.

The Extractor has two other tools which may be used to aid either stage of this phase. By using Disguise and Forgery, he may attempt to mitigate the target's obfuscation and/or defenses if he chooses, to make the extraction easier. He may apply each skill check to only one stage, chosen when he attempts the check, though he may apply both skills to the same stage if he likes. Both skills are opposed by the target's Spot check, and the Extractor must make new skill checks each time he repeats the key check for the appropriate stage (e.g., if he is using Disguise in the first stage and fails the Gather Information check, he must make a new Disguise check to affect the next Gather Information check). For each successful skill check applied to the first stage, reduce the time required for the Gather Information check by one third; for each successful skill check applied to the second stage, the Extractor gains a +3 bonus to his Open Lock check.

Obscuring the purpose of the dream
Certainly the simplest, and perhaps the most important of the phases of an extraction is the last one: convincing the target to believe, upon waking, that this was all just a dream, and nothing of true import actually occurred. This is a simple Bluff check, opposed by the target's Lucid Dreaming check. If the Extractor fails, the target realizes upon waking that he was the subject of an Extraction; otherwise, he will simply recall a particularly vivid and confusing dream.

Supplemental Extraction Rules

Collaborative extraction
More than one character can collaborate to perform an extraction. Each creature participating in the extraction must have at least 3 ranks in Lucid Dreaming. An Extractor must maintain the dreamscape and draw in the target, but any number of other creatures may contribute. Any other skill checks can be divided up among the other contributing creatures, who may also Aid Another for any check they do not directly contribute, if they wish.

The Kick
An Extractor can leave a dreamscape prematurely by having an ally initiate a "kick" -- a sensation which automatically wakes the Extractor. Usual kicks are abrupt changes of gravity (the sensation of falling or of hitting water), or sharp jolts. The kick is usually agreed upon to occur when certain conditions are met in the next layer down, or when a certain amount of time has passed. If an ally initiates a kick, the Extractor automatically exits the dreamscape, which becomes unstable if the departed Extractor was maintaining it, as normal.


Impose Will (Ex): When an Extractor reaches 4th level, he learns to impose his will on the Dreamscape around him. As a standard action which provokes attacks of opportunity, the Extractor can make a Lucid Dreaming check to regain spent inspiration points as shown on the table below. This ability cannot raise your pool of inspiration points above your normal maximum. However, doing so comes with a risk: whenever he uses this ability, there is a 10% chance per point of regained inspiration that he becomes trapped in his own subconscious for a long subjective time, though he returns to his current situation when little actual time has passed. If this happens, the Extractor becomes exhausted for 1 round, even if he is normally immune to exhaustion (though the exhaustion disappears at the beginning of his next turn); in addition, he takes 2 points each of Intelligence, Wisdom, and Charisma damage.

{table=head]LD Check Result|Inspiration points
15 or less|1
16-25|2
26-35|3
36-45|4
46 or more|5[/table]

Lucid Projection (Su): An Extractor's subconscious is a powerful thing, able to affect the world around him even when he doesn't intend. Often the result is helpful, but other times it can sabotage the Extractor's plans, as his mental skeletons escape the closet.

Upon achieving 4th level, an Extractor gains a Lucid Projection, which functions as a cohort of his Extractor level -3. However, the Projection does not exit all the time. At the beginning of each encounter, there is a 20% chance that the Lucid Projection appears, in a random open square up to 100 feet away from the Extractor (line of sight or effect is not required). Appearance chance and position are rolled by the DM.

When the Lucid Projection appears, it has all the knowledge of the situation that the Extractor has, and is initially Friendly towards the Extractor and his allies. However the Projection is fickle; each round that the Projection exists, the Extractor must make a Will save (DC 13 + the Projection's HD + 2 times the number of successful saves) or the Projection turns Hostile towards the Extractor and his allies for the remainder of the encounter.

Once the Lucid Projection has appeared, it remains for the duration of the encounter or until killed, at which point it disappears. The chance that the Projection will appear increases by 20% every 4 levels after 4th; at 20th level, the Projection appears every encounter.

Awakened Offense (Ex): Beginning at 6th level, an Extractor learns to use his preternatural abilities in more aggressive ways. He may use his Subliminal Knowledge ability to gain a bonus on his next attack roll within 1 round instead of his next skill check.

Awakened Capacity (Ex): At 7th level, an Extractor realizes that the only thing which limits him is his own preconceptions. As part of reallocating his essentia, he can spend an inspiration point as a free action to increase the capacity of one of his soulmelds by 1 for one round. This ability can be used no more often than once per round.

Improved Extraction (Su): When an Extractor achieves 8th level, he has gained significant experience at extraction. When obscuring the purpose of the dream, he may use his Subliminal Knowledge ability to improve his Bluff check; in addition, he reduces the time requirement to design a dreamscape of a given complexity by one category.

Contagious Awakening (Ex): Staring at 11th level, an Extractor can impart some insight into the existence and workings of the Dream to others. Whenever he uses his Awakened Defense, Awakened Offense, or Subliminal Knowledge abilities, he may spend an additional inspiration point to have the bonus affect all allies within 10 feet. In the case of Awakened Offense and Subliminal Knowledge, each ally gains the bonus to the next appropriate roll they make within 1 round (the skill, if applicable, must be the same skill that the Extractor modifies).

Greater Extraction (Su): An Extractor of 13th level or higher is a master of extraction. When drawing a target into a shared dream, the Extractor reduces the penalties for distance to the target by half, and may use his Subliminal Knowledge ability to improve his Gather Information, Disguise, or Forgery check while acquiring the information.

We need to go deeper (Su): At 15th level, an Extractor has learned that sometimes, one layer of dream is not enough. He must be able to go deeper, to add another layer when necessary.

Double-layer extraction
Performing a double-layer extraction is similar to performing two single-layer extractions. The differences are described below.

Designing and maintaining the dreamscapes
Both dreamscape layers must be designed as normal. Then, they are initiated in order, requiring two separate Lucid Dreaming checks; the DC for initiating the 2nd layer is increased by 5, as normal. Note that due to the compounded timeflow of the layered dreamscapes, for each second that passes in the first layer, 10 seconds pass in the second layer (as normal for multi-layer dreamscapes).

Maintaining two layered dreamscapes at the same time is quite difficult, however -- each minute of subjective time that the Extractor is in the second layer, he must make a Concentration check (DC 15 + 2 times the number of successful checks) or lose control of both dreamscapes. In this case, both dreamscapes become unstable. Because of this, most Extractors work in teams of at least two, with one maintaining each layer, which causes no difficulty as long as the dreamer of the first layer remains on that layer.

Drawing the target into the shared dream
The target is drawn into the first layer as normal. Once inside the first layer, the target can be drawn into the second layer with a Lucid Dreaming check which costs 0 Dream Points; the target suffers a -5 penalty on the opposed Lucid Dreaming check.

Acquiring the information
This is the main purpose of including a second layer. Since the second layer is deeper in the target's subconscious, the Extractor gains a +5 bonus on checks to acquire the information. However, the target's subconscious fights back harder in deeper levels, and the duration of a dreamscape of a given complexity is one category less.

Obscuring the purpose of the dream
The second layer of dreamscape is significantly less stable than the first layer, and the Extractor suffers a -5 penalty to obscure the purpose of the second layer. However, even if the target discovers the purpose of the second layer, as long as the Extractor successfully obscures the purpose of the first layer, the full purpose of the dream is obscured.


Awakened Transcendence (Ex): Beginning at 16th level, an Extractor can use his awareness of the Dream to achieve incredible heights of prowess. As a free action (even when it's not his turn, but no more often than once per round), he can spend 1 inspiration point to treat one of his essentia receptacles as filled with essentia to its maximum capacity for 1 round.

Supreme Extraction (Su): By 18th level, an Extractor has reached the pinnacle of extraction. He may draw a target into a shared dream with no penalties for distance; he reduces the time requirement to design a dreamscape of a given complexity by an additional category; and he may use his Subliminal Knowledge ability to improve any skill checks while performing an extraction.

Dream Disruption (Su): Upon reaching 20th level, an Extractor can control the Dream in ways normally reserved for transient dreamscapes. By spending a full-round action, the Extractor can destabilize the Dreamscape within a radius equal to 10 feet times his Wisdom modifier.

Within the destabilized area, the substance of the plane becomes raw, wild dreamstuff. The planar traits match that of Limbo, but with bounded size and with no Chaos-alignment (i.e., Subjective Directional Gravity, Highly Morphic, Sporadic Element-Dominant, and Wild Magic). Controlling the dreamstuff is identical to controlling parts of Limbo.

The destabilization slowly heals over time as the overarching identity of the Dream reasserts itself. The disrupted area shrinks at the rate of 10 feet per hour, until it disappears entirely.

sirpercival
2013-01-31, 07:42 PM
Extractor Soulmelds

Soulmeld List


Crown
Considering Cap -- Gain a +2 bonus on Knowledge checks
Insidious Pendant -- Gain a +1 bonus to the DC of one of your supernatural abilities
Lucid Crown -- Gain a +2 bonus on Lucid Dreaming checks
Oblivion Cowl -- Be protected against divinations

Feet
Drift Boots -- Glide up to 15 feet as a move action
Mirage Mocassins -- Ignore speed penalties for difficult terrain
Somnambulant Cincture -- Gain bonuses to Infinite Shore maneuvers
Wandering Shoes -- Move 10 feet in a round to gain the benefit of a feat

Hands
Daydream Gloves -- Gain a +2 bonus on Open Lock checks
Dreamer's Totem -- Always know how deep you are in the Dreamscape
Duplicitous Gage -- Gain a +2 bonus on Forgery checks
Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
Scrutiny Shroud -- Gain a +2 bonus on Sense Motive checks

Arms
Bracers of Projection -- Subconsciously make your attacks more effective
Daydream Gloves -- Gain a +2 bonus on Open Lock checks
Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
Soporific Vambraces -- Make a touch attack to put target to sleep
Trance Bracers -- Gain bonus hit points equal to your meldshaper level.

Brow
Mask of Faces -- Gain a +2 bonus on Disguise checks
Oblivion Cowl -- Be protected against divinations
Plain Masque -- Gain a +2 bonus on Bluff checks
Stargazer Veil -- Gain a +2 bonus on Gather Information checks

Shoulders
Dreamer's Totem -- Always know how deep you are in the Dreamscape
Inconsequential Cloak -- Gain a +2 bonus on Hide checks
Reverie Pauldrons -- Continue fighting while disabled or dying
Sandmantle -- Creatures near you may fall asleep
Trance Bracers -- Gain bonus hit points equal to your meldshaper level

Throat
Brooch of Stars -- Gain a +2 bonus on Concentration checks
Dreamer's Totem -- Always know how deep you are in the Dreamscape
Delusion Ribbon -- Gain a +2 bonus to Will saves vs illusion & enchantment spells
Insidious Pendant -- Gain a +1 bonus to the DC of one of your supernatural abilities
Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing

Waist
Discontinuous Sash -- Teleport 10 feet as a move action
Finder's Vest -- Gain a +2 bonus on Search checks
Skirt of Silver Moonlight -- Gain a +2 bonus to Tumble checks
Somnambulant Cincture -- Gain bonuses to Infinite Shore maneuvers
Wandering Shoes -- Move 10 feet in a round to gain the benefit of a feat

Heart
Brooch of Stars -- Gain a +2 bonus on Concentration checks
Finder's Vest -- Gain a +2 bonus on Search checks
Mantle of the Fated -- Gain a +1 luck bonus on various checks
Synchronous Symphony -- Gain a +1 bonus to initiative checks

Soul
Dreamer's Totem -- Always know how deep you are in the Dreamscape
Inconsequential Cloak -- Gain a +2 bonus to Hide checks
Mantle of the Fated -- Gain a +1 luck bonus on various checks
Scrutiny Shroud -- Gain a +2 bonus on Sense Motive checks


Soulmeld Descriptions
Bracers of Projection
Descriptors: None.
Classes: Extractor.
Chakra: Arms.
Saving Throw: None.
A pair of nearly transparent bracers coalesce around your forearms, shimmering with colors seen only out of the corner of your eye.

While wearing bracers of projection, your subconscious mind reaches into the dreamscape around you to alter events in your favor. Whenever you make a successful Lucid Dreaming or Concentration check, you gain a +2 insight bonus on attack and damage rolls for 1 round. Essentia: Every point of essentia invested in the bracers of projection increases the bonus by 2.

Chakra Bind (Arms)
The bracers expand outward into huge, opalescent and diaphanous limbs stretching beyond your usual grasp.

Whenever you would make a melee attack, before declaring the target of your attack, you can choose a single subject as a free action. Make a Lucid Dreaming check against a DC equal to the subject's AC. If you succeed, your reach increases by 10 feet for this melee attack, but only for the purpose of attacking the subject. Even on a failure, you can still choose to attack another valid target you threaten.


Brooch of Stars
Descriptors: None.
Classes: Extractor.
Chakra: Heart or Throat.
Saving Throw: None.
Incarnum forms into a tiny constellation of brilliant blue motes which rests in the center of your chest.

Your brooch of stars grants you a +2 insight bonus on Concentration checks, serving as a focus to ward away random thoughts which might distract you. Essentia: Every point of essentia invested in the brooch of stars increases the bonus by +2.

Chakra Bind (Heart)
The motes sink into your body, leaving azure pinpricks over your heart.

When brooch of stars is bound to your heart chakra, you become immune to attacks by nonmagical weapons, taking no damage from them whatsoever. Such weapons simply slide off of your skin without leaving a mark. (Attacks which bypass damage reduction as if they were magical, such as a monk's ki strike (magic), count as magical for this ability.) In addition, whenever you take damage from a magical weapon, you may make a Reflex save against a DC of 10 + 1/2 attacker's BAB + attacker's Str or Dex modifier (whichever was used on the attack roll) to reduce the damage by half. Evasion does not apply to this ability.

Chakra Bind (Throat)
Little sparkles of blue swirl around your neck like a choker.

While brooch of stars is bound to your throat chakra, you can take 10 on skill checks even when stress or other factors would normally prevent you from doing so. You cannot use this ability to take 10 on skill check for which you cannot take 10 even under ideal conditions (such as Use Magic Device).


Considering Cap
Descriptors: None.
Classes: Extractor.
Chakra: Crown.
Saving Throw: None.
Incarnum forms a large, triangular cream-colored hat with three points.

By shaping a considering cap, you pledge to take time to think about the consequences of your words and actions, based on your knowledge and experience. You gain a +2 insight bonus to Knowledge checks. Essentia: For each point of essentia invested in the considering cap, increase the bonus by +1.

Chakra Bind (Crown)
Words written in an ancient and unreadable script appear on the three faces of the hat.

When you bind considering cap to your crown chakra, you learn to plan out exactly how to accomplish a given task, which increases your likely hood of success. You may substitute a Knowledge check for any other skill check you would make, as long as you have at least 5 ranks in the given skill, -1 rank per point of essentia invested in the cap. If you do so, the check takes twice as long as the original skill check would have taken.


Daydream Gloves
Descriptors: None.
Classes: Extractor.
Chakra: Arms or Hands.
Saving Throw: None.
Soft, dark grey calfskin forms around your hands, but the ends of the fingers seem to blur and bleed into nothingness.

Daydream gloves make your obstacles evanescent, nothing more than the idle wanderings of a bored mind. While you have them shaped, you gain a +2 bonus to Open Lock checks. Essentia: Increase the bonus by +2 for each essentia invested in the daydream gloves.

Chakra Bind (Arms)
The gloves extend backward over your forearms, and your entire hands seem to fade into mist.

If you bind daydream gloves to your arms chakra, you may resolve up to one melee attack per round against your opponent's touch AC instead of his normal AC.

Chakra Bind (Hands)
Veins of smoky silver and bronze thread through the material of the gloves.

You gain the benefit of the Improved Disarm feat while the daydream gloves are bound to your hands chakra, even if you don't meet the prerequisites.


Delusion Ribbon
Descriptors: None.
Classes: Extractor.
Chakra: Throat.
Saving Throw: See text.
Incarnum weaves into a ribbon that wraps gently around your neck. Its color changes depending on the viewing angle.

While under the influence of a delusion ribbon, you can see through magical untruths. While you have the soulmeld shaped, you gain a +2 insight bonus to saves against illusion and enchantment spells and effects. Essentia: For each essentia invested in the delusion ribbon, increase the save bonus by +1.

Chakra Bind (Throat)
The ribbon acquires a ghostly visual echo, sitting a few inches above your skin.

When delusion ribbon is bound to your throat chakra, at will as a standard action you can use minor image as a spell-like ability, with a caster level equal to your meldshaper level. The DC to disbelieve your image is the DC of this soulmeld.


Discontinuous Sash
Descriptors: None.
Classes: Extractor.
Chakra: Waist.
Saving Throw: None.
Around your waist forms a rich cloth sash, which seems to have large sections missing.

A discontinuous sash grants you the inconstancy of location that happens often in dreams. While you have the meld shaped, you may teleport up to 10 feet at will (with no chance for error) as a move action. The new space must be within line of sight and line of effect. You can't use the sash to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the teleport fails and the action is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. Essentia: Each essentia invested in the discontinuous sash grants you a +1 dodge bonus to AC.

Chakra Bind (Waist)
The missing pieces of the sash move and shift and dizzying speed.

If you bind discontinuous sash to your waist chakra, at will you may spend a full-round action to teleport up to 50 feet for each essentia invested in the sash (as per dimension door). You may not use this ability in consecutive rounds, and you cannot bring along other creatures; you affect only yourself.


Dreamer's Totem
Descriptors: None.
Classes: Extractor.
Chakra: Hands, Shoulders, Soul, or Throat.
Saving Throw: None.
Incarnum coalesces into a small, otherwise unremarkable object which has significance only to you.

A dreamer's totem is a tool used quite often by Extractors and other creatures familiar with lucid dreaming. It's one of the few ways to be sure, to be absolutely certain, whether you're awake or in a dream. While the dreamer's totem is shaped, you always know how many layers deep in dream you are. Essentia: When you invest essentia in the dreamer's totem, you gain additional dream points when dreaming equal to twice the amount of invested essentia.

Chakra Bind (Hands)
Your totem becomes an object which is held in one hand, and as you move it through the air, the substance of the Dream coalesces into a desired shape.

By binding the dreamer's totem to your hands chakra, you are granted the ability to temporarily shape raw dreamstuff into a useful mundane object, which functions identically to a normal object of the same sort. By making a DC 16 Wisdom check as a full-round action, you can control up to a 1-foot cube of dreamstuff; each essentia invested in the totem increases the dimensions of the cube you can affect by 1 foot.

If your Wisdom check succeeds, you can reshape the dreamstuff as you desire. Once control is established, the shape lasts as long as you remain within 100 feet of it; if you move out of that range, the dreamstuff the item is made of dissipates into nothingness. Thus, if you have sufficient patience and strong enough will, you can construct small fortresses out of dreamsruff, even
if you must do so a few cubic feet at a time.

Another creature can break your control over the Dreamscape by succeeding on an opposed Wisdom check. If they succeed, the item dissipates as if you had moved out of range.

Chakra Bind (Shoulders)
The totem winds itself around your upper arm, becoming a string or ribbon which only you know the material of.

Binding the dreamer's totem to your shoulders chakra allows you to use your control of the Dreamscape to your advantage in a physical context. Whenever you make a Strength- or Dexterity-based skill check, you may substitute a Lucid Dreaming check if you wish.

Chakra Bind (Soul)
The totem itself does not change, but you are surrounded by a faint aura of wispy grey smoke.

Whenever you bind the dreamer's totem to your soul chakra, you gain the ability to physically enter a dreamscape, without leaving a sleeping body behind. You may make a DC 20 Lucid Dreaming check whenever you go to sleep; if you succeed, you enter the dreamscape physically, as per the dream walk spell (Heroes of Horror). Entering further layers of dream increases the DC by +5 for each layer.

Chakra Bind (Throat)
Your totem is a pin or brooch with a secret carving on the back.

If you bind the dreamer's totem to your throat chakra, you gain the ability to follow creatures through the Dreamscape by sensing the eddies they make in the dreamstuff. This works exactly like the Track feat, except you use Lucid Dreaming in place of Survival.


Drift Boots
Descriptors: None.
Classes: Extractor.
Chakra: Feet.
Saving Throw: None.
Soft boots of pure white, like untouched snow or cumulus clouds, form on your feet.

When you shape drift boots, you gain the ability to glide gently on the wind. You negate all damage from falling, and can travel 15 feet forward for every 5 feet of descent. You glide at a speed of 15 feet with average maneuverability (you can never hover while gliding, even if your maneuverability improves). You glide (negating falling damage) even if you become unconscious or helpless in the air. Essentia: For each essentia invested in drift boots, increase both your gliding speed and the forward travel distance by 5 feet.

Chakra Bind (Feet)
The boots become wispier, more like cirrus clouds.

When bound to your feet chakra, drift boots catch unseen winds to allow you to fly. You can fly with good maneuverability at a speed of 5 feet per invested essentia. You can mix gliding and flying in the same move action (in 5-foot increments), allowing you to maneuver aloft even with relatively low flight speeds.


Duplicitous Gage
Descriptors: None.
Classes: Extractor.
Chakra: Hands.
Saving Throw: None.
Gloves of thin, off-white silk form out of incarnum around your hands.

The duplicitous gage grants you the ability to use objects to tell lies. You gain a +2 insight bonus on Forgery checks. Essentia: Each essentia invested in duplicitous gage increases the bonus by +2.

Chakra Bind (Hands)
The material of the gloves hardens to thick leather, with delicately pointed fingertips.

When you bind duplicitous gage to your hands chakra, you can see past the lies that your eyes tell you. Whenever you make a ranged attack which suffers a miss chance, reduce that miss chance by 5% for each essentia invested in duplicitous gage, to a minimum of 0%.


Finder's Vest
Descriptors: None.
Classes: Extractor.
Chakra: Heart or Waist.
Saving Throw: None.
Incarnum weaves into a sturdy vest of brown wool, with several useful pockets.

Shaping a finder's vest makes it easier for you to find the things you want and need. You gain a +2 insight bonus on Search checks. Essentia: For each essentia invested in finder's vest, increase the bonus by +2.

Chakra Bind (Heart)
One of the vest's pockets holds a compass, which always points in the direction you need.

The finder's vest, when bound to your heart chakra, grants you the ability to use find the path at will as a standard action. This is a supernatural ability, with a caster level equal to your meldshaper level.

Chakra Bind (Waist)
A wide, armored belt forms at the bottom of the vest, which is weighted down with several hanging pouches.

While bound to your waist chakra, the finder's vest prevents you from being moved against your will. You gain a +2 bonus to rolls which would allow you to resist being moved, which increases by +1 for every essentia invested in the soulmeld.


Inconsequential Cloak
Descriptors: None.
Classes: Extractor.
Chakra: Shoulders or Soul.
Saving Throw: None.
A shroud of incarnum settles over you, making you indistinct and beneath notice.

With the inconsequential cloak hanging from your shoulders, you seem to melt into the background, making it difficult to notice you and pick you out from your surroundings. You gain a +2 bonus on Hide checks. Essentia: Every point of essentia invested in the inconsequential cloak increases the bonus by +2.

Chakra Bind (Shoulders)
The cloak closes more tightly around you, and you fade even further into the scenery, a blur in your opponents' peripheral vision.

When you bind the inconsequential cloak to your shoulder chakra, you benefit from a miss chance against melee and ranged attacks of 10% + 10% for each essentia invested in the soulmeld (max 50%). This ability counts as concealment for determining whether or not you can make a Hide check.

Chakra Bind (Soul)
By concentrating, you can cause the cloak to shroud you completely from detectability.

By spending a move action while inconsequential cloak is bound to your soul chakra, you can grant yourself the benefit of the superior invisibility spell, as if cast on yourself with a caster level equal to your meldshaper level, until the beginning of your next turn. This is a supernatural ability.

Insidious Pendant
Descriptors: None.
Classes: Extractor.
Chakra: Crown or Throat.
Saving Throw: None.
Incarnum creeps around your throat, laying in a snakelike coil.

An insidious pendant is a subtle soulmeld, which can bolster many of your other abilities without seeming to affect anything by itself. When you shape the insidious pendant, choose a supernatural ability that you have; the DC of that ability is increased by +1. Essentia: For each point of essentia you invest in the insidious pendant, the DC of the chosen ability increases by an additional +1.

Chakra Bind (Crown)
The snake slithers up to rest on your head, its gemstone eyes quite unsettling with their stare.

If you bind insidious pendant to your crown chakra, whenever a creature fails a save against the chosen supernatural ability, you may treat the creature as flat-footed against your attacks for 1 round.

Chakra Bind (Throat)
The head of the snake seems to burrow deep into your body, and your neck is covered with faint greenish scales.

Whenever you bind insidious pendant to your throat chakra, instead of affecting a single supernatural ability, the DC increase applies to every supernatural ability you have.


Lucid Crown
Descriptors: None.
Classes: Extractor.
Chakra: Crown.
Saving Throw: None.
A crystalline circlet coalesces around your head, glowing with the pure clear light of dawn.

When you shape lucid crown, your dreams gain incredible depth of clarity, and you develop more awareness and control over them. You gain a +2 bonus to Lucid Dreaming checks. Essentia: Every point of essentia you invest in the lucid crown increases the bonus by +2.

Chakra Bind (Crown)
The crown grows more prominent crystal clusters, which emanate an inner light of deep lavender.

When bound to your crown chakra, lucid crown makes it easier for you to alter your surroundings. The volume that you can affect with the Change Aspect usage of the Lucid Dreaming skill is doubled.


Mantle of the Fated
Descriptors: None.
Classes: Extractor.
Chakra: Heart or Soul.
Saving Throw: None.
Incarnum erupts into a rich robe of maroon brocade, draping you with its solid weight. The embroidery on the robe changes with your mood.

Shaping the mantle of the fated gives you unparalleled control over your own fate. As a swift action, choose one of the following: attack rolls, damage rolls, any one type of saving throw, or skill and ability checks for any one ability . You gain a +1 luck bonus to rolls of the chosen type until the start of your next turn. Essentia: Every point of essentia you invest in the mantle of the fated increases the bonus by +1.

Chakra Bind (Heart)
The robe thickens over your chest, becoming something akin to armor.

If you bind mantle of the fated to your heart chakra, you are protected against effects which would damage your life force directly. You become immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch). You are not granted immunity to other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal.

Chakra Bind (Soul)
The air around you darkens, taking on a hue similar to the robe.

When you bind mantle of the fated to your soul chakra, you become the absolute master of your own fate. Any time you make an attack roll, skill check, ability check, or saving throw, you may roll twice and take the better result.


Mask of Faces
Descriptors: None.
Classes: Extractor.
Chakra: Brow.
Saving Throw: None.
A mask of pure incarnum covers your face, making your features more malleable.

While you have the mask of faces shaped, you tap into the mutability of dream identities and visages. You gain a +2 insight bonus to Disguise checks. Essentia: For each point of essentia you invest in the mask of faces, increase the bonus by +2.

Chakra Bind (Brow)
The mask sinks into your skin, which abruptly alters to suit your whims.

Binding mask of faces to your brow chakra grants you the ability to change your appearance. You can assume any humanoid form, as the change shape special ability (MM 306). You can remain in the form as long as the soulmeld remains shaped, or until you take a standard action to assume a new form or return to your natural form.


Mirage Moccasins
Descriptors: None.
Classes: Extractor.
Chakra: Feet.
Saving Throw: None.
Incarnum forms into soft leather moccasins on your feet, which seem to ripple and fade if you look at them wrong.

Shaping mirage moccasins helps you walk even on terrain as fickle as desert sand. You ignore the speed penalty for difficult terrain, including any penalties for overland movement. However, this ability does not allow you to charge through difficult terrain. Essentia: You gain a +2 insight bonus to Balance checks for each point of essentia invested in mirage moccasins.

Chakra Bind (Feet)
The moccasins, and your feet inside them, become much more hazy, and your step becomes unimaginably light.

While mirage moccasins are bound to your feet chakra, you can stand and move with no penalty on liquids and other surfaces which cannot normally support your weight, like water, quicksand, or fragile branches.


Nightmare Weapon
Descriptors: None.
Classes: Extractor.
Chakra: Arms or Hands or Throat.
Saving Throw: None.
Your weapon is coated with an oily black sheen.

When you shape a nightmare weapon, your attacks evoke the deep, dark monsters of the night. You gain a +4 bonus to Intimidate checks when demoralizing. Essentia: For each point of essentia invested in nightmare weapon, increase the bonus by +2.

Chakra Bind (Arms)
The oily blackness curls out of your arms, and looking into it, one can feel endless depths of terror.

The nightmare weapon, when bound to your arms chakra, makes your enemies quaver with fear whenever you strike them. Any time you make a successful attack (but no more often than once per round), you may make a demoralize attempt as an immediate action against the target you struck.

Chakra Bind (Hands)
Your weapon seems to take on a sense of... hunger.

When you bind nightmare weapon to your hands chakra, you increase the critical multiplier of your weapon by +1, and you gain a bonus to confirm critical hits equal to the amount of invested essentia.

Chakra Bind (Throat)
Whenever you open your mouth, small puffs of pure, inky incarnum leak out, and your voice carries a faint, resonant echo of screams.

If you bind nightmare weapon to your throat chakra, you can demoralize opponents who are normally immune to fear. However, such creatures receive a +5 bonus to their save, and the duration of the effect, if any, is halved (to a minimum of 1 round).


Oblivion Cowl
Descriptors: None.
Classes: Extractor.
Chakra: Brow or Crown.
Saving Throw: None.
Around your head settles a hood of stark grey, which throws your face in impenetrable shadow.

The oblivion cowl is a powerful defensive soulmeld, designed to protect you from prying eyes and searching thoughts. While you have the oblivion cowl shaped, any creature attempting a divination effect (or clairsentience effect) against you must succeed at a caster (or manifester) level check against a DC of 11 + your meldshaper level, or the effect fails to affect you. Essentia: Each point of essentia invested in oblivion cowl increases the DC by +1.

Chakra Bind (Brow)
Your face is completely hidden by the cowl -- for all anyone else can tell, you have no face at all.

While oblivion cowl is bound to your brow chakra, you are immune to charm and compulsion effects. Creatures attempting such effects find nothing behind the cowl for the magic to hold on to.

Chakra Bind (Crown)
The top of the cowl grows significantly heavier, as if lined with... lead?

When you bind oblivion cowl to your crown chakra, you gain a bonus to Will saves vs mind-affecting effects equal to the amount of invested essentia.


Plain Masque
Descriptors: None.
Classes: Extractor.
Chakra: Brow.
Saving Throw: Will negates; see text.
Incarnum swirls in front of your face, taking the shape of a mask of... your face.

When you shape plain masque, you learn to lie in the most effective way: by speaking the plain truth. You gain a +2 insight bonus to Bluff checks. Essentia: For every point of essentia invested in plain masque, increase the bonus by +2.

Chakra Bind (Brow)
No visible change occurs, but you feel the masque settle even more firmly onto your face.

When you bind plain masque to your brow chakra, you learn to see past the lies others tell. At will as a standard action, you may use discern lies as a supernatural ability with a caster level equal to your meldshaper level. The DC of the spell is equal to the DC of this soulmeld.


Reverie Pauldrons
Descriptors: None.
Classes: Extractor.
Chakra: Shoulders.
Saving Throw: None.
Silvery armor forms around your shoulders, which seems as light as spun sugar, and as hard as steel.

Whenver reverie pauldrons are shaped, your body realizes that the Dream is not real, and that therefore you should not be shackled by the normal conventions of life and death. When reduced to 0 hit points, you can act as if you weren’t disabled (that is, you ignore the normal restriction to only a single move or standard action per turn), and do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to –1 to –9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at –1 to –9 hit points. When your current hit points drop to –10 or lower, you immediately die.

Essentia: Investing essentia in reverie pauldrons increases the range of negative hit points at which you can continue functioning. Every point of essentia invested effectively reduces the point at which you die by 3 (such as from –10 to –13). You can continue to fight without penalty until you reach that hit point total. If your essentia investment in this soulmeld is reduced (whether voluntarily or involuntarily) and your current hit point total is at or below the point at which you would die, you immediately die. For example, if you are currently at –16 hit points and reduce your essentia investment from 3 points to 2 points, you would die (since your new point of death would be –16).

Chakra Bind (Shoulders)
The material of the pauldrons thickens, becoming broader and sturdier, to take the weight of many blows.

If reverie pauldrons is bound to your shoulders chakra, you gain DR /– equal to three times the invested essentia.


Sandmantle
Descriptors: None.
Classes: Extractor.
Chakra: Shoulders.
Saving Throw: Will negates; Fortitude half; see text.
A light cloak seemingly made of beige sand flutters around your shoulders.

When you shape a sandmantle, the creatures around you become drowsy and begin to fall asleep. Each creature within 20 feet with 5 or fewer HD must make a Will save or fall asleep. You may raise or lower this effect as a swift action. A successful save grants a creature immunity to the effects of this soulmeld for 1 hour. You are immune to the effects of your own sandmantle. Essentia: For each essentia invested in sandmantle, increase the maximum HD of creature you can affect by +3 HD.

Chakra Bind (Shoulders)
The sandy cloak expands outward, and sand moves in hypnotic whorls around you.

By binding sandmantle to your shoulders chakra, you gain the ability to create a sand auger, a whirlwind of erosive grit around yourself. You can cause a sand auger as a standard action at will, and it lasts until the beginning of your next turn (at which point you can recreate the whirlwind by spending another standard action). The sand auger is a cylinder, 40 feet high and with a 10-foot radius centered on you. Any creature caught within (other than you) takes 1d6 damage per invested essentia (Fortitude save for half); unprotected flames are smothered, and protected flames have a 50% chance of blowing out.


Scrutiny Shroud
Descriptors: None.
Classes: Extractor.
Chakra: Hands or Soul.
Saving Throw: None.
The air around you sharpens in focus, as if looking through a magnifying glass.

When you shape the scrutiny shroud, you gain increased sensitivity to nuance in body language and expression. You gain a +2 insight bonus to Sense Motive checks. Essentia: Each point of essentia invested in scrutiny shroud increases the bonus by +2.

Chakra Bind (Hands)
The field of clarity around you spreads out to a larger radius, and your hands itch with new sensation.

Binding scrutiny shroud to your hands chakra allows you to sense things in situations where you would normally be unable to do so. At will, you can spend a standard action to grant yourself the benefit of the touchsight power as a psi-like ability, with a manifester level of 5, for 1 round. Each essentia invested in the soulmeld increases the duration by 1 round and the manifester level by +3.

Chakra Bind (Soul)
The air around you doesn't change visibly, but you can feel the magical charge building up.

If you bind scrutiny shroud to your soul chakra, you are continually affected as if by the true seeing spell, with a caster level equal to your meldshaper level.


Skirt of Silver Moonlight
Descriptors: None.
Classes: Extractor.
Chakra: Waist.
Saving Throw: None.
Around your waist drapes a kilt of the softest silk, white with silver threads running through it in glorious rays.

Whenever you shape the scrutiny shroud, your steps are as soft as moonlight. You gain a +2 insight bonus to Tumble checks. Essentia: For each point of invested essentia, the bonus granted by the skirt of silver moonlight increases by +2.

Chakra Bind (Waist)
The white material of the skirt fades from view, leaving only a fine webwork of silver threads around your waist.

When you bind the skirt of silver moonlight to your waist chakra, you become as slippery as a moonbeam, as subtle as starlight. At will, you can spend a standard action to grant yourself the benefit of the freedom of movement spell as a supernatural ability with a caster level equal to your meldshaper level. The effect lasts for 1 round + 1 round per invested essentia.


Somnambulant Cincture
Descriptors: None.
Classes: Extractor.
Chakra: Feet or Waist.
Saving Throw: None.
A tasseled rope made of brown and gold thread twines around your waist.

The somnambulant cincture is a soulmeld designed for those who wield dreamstuff directly, as weapons against their enemies. While it is shaped, you gain a +1d4 bonus damage to each attack made while initiating an Infinite Shore strike. Essentia: Each point of essentia invested in the somnambulant cincture increases the bonus damage by +1d4.

Chakra Bind (Feet)
The tasseled ends of the cincture stretch down and encircle your legs, creating ropy greaves.

Binding the somnambulant cincture to your feet chakra helps guide your steps when moving within the Dream. Whenever you initiate an Infinite Shore boost or counter, your movement speed increases by +5 feet per point of essentia invested in the soulmeld until the beginning of your next turn.

Chakra Bind (Waist)
The cincture tightens slightly around your waist, and the threads turn varied shades of brilliant blue.

If you bind the somnambulant cincture to your waist chakra, your connection to the Dream intensifies. Whenever you enter an Infinite Shore stance, the essentia capacity of this soulmeld improves by 1, and you gain 1 temporary essentia which you can invest as part of the same action. Both of these benefits last until you exit the stance.


Soporific Vambraces
Descriptors: None.
Classes: Extractor.
Chakra: Arms.
Saving Throw: Fortitude partial.
A pair of vambraces made of dull grey leather writhes into being around your forearms. Just looking at them makes your eyes droop.

Soporific vambraces grant your touch the ability to put people to sleep. You may make a melee touch attack as a standard action; if it succeeds, your opponent must make a Fortitude save or fall asleep. On a failed save, or if your opponent is immune to sleep effects, the opponent is fatigued instead, for 1 round. This fatigue does not stack with any other fatigue, including from multiple applications of this ability. Essentia: For each point of invested essentia, increase the duration of the fatigue by 1 round, on a failed save.

Chakra Bind (Arms)
The material of the vambraces develops silver and black embroidered whorls which are lazily hypnotic.

If you bind soporific vampraces to your arms chakra, a creature who succeeds on the save vs your touch attack is exhausted for 1 round, then fatigued for the normal fatigue duration.


Stargazer Veil
Descriptors: None.
Classes: Extractor.
Chakra: Brow.
Saving Throw: None.
A veil coalesces over your face, loosely woven of midnight blue incarnum, and embroidered with silver stars.

When you shape a stargazer's veil, you learn to read horoscopes in the stars; this gives you insight into the people you encounter, and you know exactly what questions to ask. You gain a +2 insight bonus to Gather Information checks. Essentia: Every point of essentia invested in the stargazer veil, increase the bonus by +2.

Chakra Bind (Brow)
Silver lines appear on the veil, connecting the embroidered stars into constellations.

When you bind the stargazer veil to your brow chakra, the stars hold portents of more significance than mere horoscopes. As a standard action at will, you may use augury as a supernatural ability, with a caster level equal to your meldshaper level.


Synchronous Symphony
Descriptors: None.
Classes: Extractor.
Chakra: Heart.
Saving Throw: None.
A small music box pin made of purest silver appears just over your heart. Lovely tinkles of melody emanate from it.

A synchronous symphony is a method of organizing actions, using the cues and rhythm of the music to standardize timing. While the symphony is shaped, you gain a +2 insight bonus to initiative checks. Essentia: Every point of essentia invested in the synchronous symphony increases the bonus by +1.

Chakra Bind (Heart)
The sound coming from the music box suddenly swells into a full orchestral arrangement.

By binding the synchronous symphony to your heart chakra, you gain the ability to synchronize your actions with those of your companions. When determining initiative order, you may choose to have any number of allies with lower initiative rolls act on the same initiative count as you. However, doing so lowers your initiative count (and thus the initiative count of all synchronized allies) by 1 + 1 for each ally you synchronize with.


Trance Bracers
Descriptors: None.
Classes: Extractor.
Chakra: Arms or Shoulders.
Saving Throw: None.
Heavy bracers made from braided leather twine up your arm in intricate patterns.

When you shape trance bracers, you acquire a state of mind where the trials and tribulations of the physical world have less effect on you. In this trance state, you are able to ignore the pain and rigor of your activities to some extent. You gain bonus hit points equal to your meldshaper level. These hit points don’t go away first the way temporary hit points do; if this soulmeld is unshaped or suppressed, you lose the hit points granted by it. Essentia: Each point of essentia invested in trance bracers grants you a +1 insight bonus to Fortitude saves.

Chakra Bind (Arms)
The braided leather of the bracers bulges into the shape of extra muscles.

If you bind trance bracers to your arms chakra, your trance allows you to set aside the normal limitations of strength and leverage, instead wringing the absolute maximum effort and efficiency out of your anatomy. You gain the Powerful Build ability (as per the Half-Giant racial trait).

Chakra Bind (Shoulders)
Stiff leather pauldrons form and attach to the ends of the bracers.

Binding trance bracers to your shoulders chakra grants you the ability to toughen your skin through meditative exercises. You gain a +2 bonus to your natural armor, +2 per invested essentia. This stacks with natural armor you gain from your race, class features, or feats, but not with that granted by temporary effects such as magic items, spells, powers, etc.


Wandering Shoes
Descriptors: None.
Classes: Extractor.
Chakra: Feet or Waist.
Saving Throw: None.
A pair of sturdy shoes, designed to withstand the rigors of lengthy travel, appears on your feet.

By shaping wandering shoes, you learn to let your mind wander while your path stays focused, granting you a wider, more adaptable set of solutions to your problems. When you shape this soulmeld, choose a feat for which you qualify. As long as you move at least 10 feet in a round, you gain the benefit of the chosen feat until the beginning of your next turn. Essentia: For every point of essentia invested in wandering shoes, increase your base land speed by 5 feet when making a double move, charge, or run action.

Chakra Bind (Feet)
The soles of the shoes thicken, becoming hardier and more wear-resistant -- literally made for walking.

When you bind wandering shoes to your feet chakra, your feet walk in spirit even when they aren't walking physically. You gain the benefit of the chosen feat at all times, even when you move less than 10 feet in a round.

Chakra Bind (Waist)
You acquire a leather belt made of the same material as the shoes.

If you bind wandering shoes to your waist chakra, the efficiency of your wandering increases. Whenever you take a 5-foot step in a round, you can move up to 10 feet instead.

sirpercival
2013-01-31, 07:43 PM
Extractor was originally an entry in Base Class Challenge XV: Lights! Camera! I'll be rewriting the extraction rules, but I figured I'd post this here anyway (since this will be its resting place).

Amechra
2013-01-31, 07:54 PM
Hey, sirpercival!

A little request...

Could you make me a 3 or 5-level PrC that takes the Worg's Pelt soulmeld and changes it into something Barghest themed, that would ideally be accessible to a creature with the ability to shape the Worg's Pelt, an essentia pool of 5, and the ability to bind soulmelds to their Totem chakra?

sirpercival
2013-01-31, 10:21 PM
Hey, sirpercival!

A little request...

Could you make me a 3 or 5-level PrC that takes the Worg's Pelt soulmeld and changes it into something Barghest themed, that would ideally be accessible to a creature with the ability to shape the Worg's Pelt, an essentia pool of 5, and the ability to bind soulmelds to their Totem chakra?Ask and ye shall receive...

How's this?


ESSENCE DEVOURER

BECOMING AN ESSENCE DEVOURER
An Essence Devourer is a totemist who has given over to the darkness, and turned the deadly Worg Pelt into something far more sinister.

ENTRY REQUIREMENTS
Alignment: any Evil.
Skills: Knowledge (the Planes) 6 ranks.
Essentia Pool: 5
Meldshaping: Ability to shape the Worg Pelt soulmeld and bind it to the Totem chakra.

Class Skills
The Essence Devourer's class skills are Bluff, Craft, Handle Animal, Hide, Intimidate, Jump, Knowledge (nature), Knowledge (the planes), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival, Swim.
Skills Points at Each Level: 4 + int

{table=head]Level | BAB | Fort | Ref | Will | Special | Meldshaping
1 | +1 | +2 | +2 | +0 | Barghest transformation, Track | -
2 | +2 | +3 | +3 | +0 | Barghest transformation | +1 level of existing class
3 | +3 | +3 | +3 | +1 | Feed, greater barghest transformation | +1 level of existing class
[/table]

Weapon and Armor Proficiencies: An Essence Devourer gains no new weapon or armor proficiencies.

Meldshaping: At each Essence Devourer level except 1st, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the Essence Devourer level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming an Essence Devourer, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Barghest transformation (Su): Upon entering this class, and again at 2nd level, you learn how to tap into something deeper and darker than the usual Worg soul energy of your Worg Pelt soulmeld. Choose one of the abilities below; you gain the benefit of that ability whenever you bind the Worg Pelt to your Totem chakra.

Barghest Transformations
Barghest claws: You gain 2 secondary claw attacks, which deal 1d4 base damage, in addition to your primary bite attack. Your claw and bite attacks count as evil-aligned and lawful-aligned for the purposes of overcoming damage reduction.

Blink: You can use blink (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

Goblin form: As a standard action, you can take the shape of a normal goblin, as per the Change Shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) ability. You can remain in that form for as long as you like; returning to your normal form is a standard action.

Levitate: You can use levitate (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

Misdirection: You can use misdirection (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

Pass without trace: You can use pass without trace (as the spell) as a swift action, which lasts for a number of rounds equal to your meldshaper level.

Scent: You gain the scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) special ability.


Track: You gain Track as a bonus feat.

Feed (Su): By consuming the lifeforce of a slain foe, you grant yourself power. As a full-round action, you can feed on the corpse of a creature of Hit Dice greater than or equal to your own, and that has been dead for no longer than 1 minute per meldshaper level. By doing so, you increase the essentia capacity of your Worg Pelt soulmeld by 1, and gain 1 temporary essentia, which you may invest immediately as part of the same action. Both of these effects last for 24 hours before disappearing; however, the temporary essentia may only be invested in your Worg Pelt soulmeld. Multiple uses of this ability stack, up to a number of times equal to your normal maximum essentia capacity, as shown in the table on page 19 of Magic of Incarnum.

Consuming a creature's lifeforce this way is an evil act, and destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. However, a wish, miracle, or true resurrection spell can restore a devoured victim to life.

The first time you use this ability, your Worg Pelt soulmeld gains the Necrocarnum descriptor. Each time you shape Worg Pelt from then on, it retains the Necrocarnum descriptor.

Greater barghest transformation (Su): At 3rd level, your connection to the nightmare which is a barghest has strengthened, filling you with hunger and dark power. Choose one of the abilities below; you gain the benefit of that ability whenever you bind the Worg Pelt to your Totem chakra. You may instead select two Barghest Transformations from the list above.

Greater Barghest Transformations
Charm monster: You can use charm monster (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

Dimension Door: You can use dimension door (as the spell) as a standard action, up to a distance of 5 feet per essentia invested in your Worg Pelt soulmeld.

Dire Wolf form: As a standard action, you can take the shape of a normal dire wolf, as per the Change Shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) ability. You can remain in that form for as long as you like; returning to your normal form is a standard action.

Growth: Your size category increases by one, granting you increased space and reach and changing your size bonus to AC and attacks as normal. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, and a -2 size penalty to Dexterity. Your natural armor increases by an amount equal to the amount of essentia invested in your Worg Pelt.

Invisbility sphere: You can use invisibility sphere (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

Amechra
2013-01-31, 11:46 PM
Thanks! This'll see some use with stating out the "Barghests" in my upcoming game...

I'll probably end up letting them chow down on anyone to get the bonus essentia, just for the horror of watching them eat one of their own allies...

As to the limit for essentia invested, is it intended to go up to the normal maximum for my Worg's Pelt, or my normal maximum for other soulmelds?

For example, I've got my Worg's Pelt bound to my Totem chakra, giving me +1 maximum essentia to my Worg's Pelt. Would I use +2 (my normal maximum) or +3 (my Worg Pelt's maximum)?

EDIT: It might also be kinda cool if having even a single point of temporary essentia from feed turned your Worg's Pelt added the Necrocarnum descriptor to your Worg's pelt, which becomes permanent; becoming a Necrocarnate Barghest would be cool...

sirpercival
2013-02-01, 07:14 AM
Thanks! This'll see some use with stating out the "Barghests" in my upcoming game... No problem, I was inspired. :)


I'll probably end up letting them chow down on anyone to get the bonus essentia, just for the horror of watching them eat one of their own allies...

As to the limit for essentia invested, is it intended to go up to the normal maximum for my Worg's Pelt, or my normal maximum for other soulmelds?

For example, I've got my Worg's Pelt bound to my Totem chakra, giving me +1 maximum essentia to my Worg's Pelt. Would I use +2 (my normal maximum) or +3 (my Worg Pelt's maximum)? I intended it to be your normal max for other soulmelds, to keep things in check. I'll try and clarify.


EDIT: It might also be kinda cool if having even a single point of temporary essentia from feed turned your Worg's Pelt added the Necrocarnum descriptor to your Worg's pelt, which becomes permanent; becoming a Necrocarnate Barghest would be cool... Ooh... I like it. I'll make the change. Are you going to use my version of the Necrocarnate?

Amechra
2013-02-01, 07:36 AM
Do we breath oxygen and eat food?

That's a yes.

I'm kinda annoyed that there isn't a nice fast method to get into Necrocarnate, but eh.

I AM running 1st level Gestalt, and the Barghests are important enough to use the same chargen stuff as the players, so they can get the first 10 levels of Necrocarnate, at least (I'm looking at it from a 20th level perspective; they're around level 8 right now, which is why I asked for it to be short.)

Reality Glitch
2014-11-13, 07:27 PM
Ask and ye shall receive...Wizard that uses soulmelds instead of spells, do it, doit now! :smallbiggrin: (Ideally Intelligence for Soulmeld D.C.'s.)

sirpercival
2014-11-13, 08:02 PM
Wizard that uses soulmelds instead of spells, do it, doit now! :smallbiggrin: (Ideally Intelligence for Soulmeld D.C.'s.)

I'm not really sure what you mean - am I using wizard for thematic inspiration, or mechanical inspiration? Or both?

Reality Glitch
2014-11-13, 10:15 PM
I would think both, but at least theme (and maybe soulmelds that play into that theme mechanically (maybe several that replicate actual spells on the wizard/sorcerer spell list.))

caledscratcher
2014-11-14, 05:55 AM
Oh my, if you're taking requests, then I've certainly got one for you! I'd like to see a dual-prog Prestige Class of your Jongleur and the Archivist. That is genuinely my only requirement. I simply believe that it'd be amazing. :D

sirpercival
2014-11-16, 02:05 PM
I would think both, but at least theme (and maybe soulmelds that play into that theme mechanically (maybe several that replicate actual spells on the wizard/sorcerer spell list.)) Well, here you go.


ARCANTOR

Image! (http://th00.deviantart.net/fs70/PRE/i/2013/298/4/d/space_mage_by_axl99-d6ru3ej.jpg)

Occupying a middle ground between the ephemeral magyks of the Wizard and the enduring artifacts of the Artificer, the Arcantor is a learned individual who infuses the soul-stuff of incarnum with arcane energy.

MAKING AN ARCANTOR
An Arcantor is an arcane meldshaper.
Abilities: Intelligence (for meldshaping) and Constitution (for meldshaping and hit points) are an Arcantor's most important attributes.
Races: Azurin humans, as well as races drawn to the arcane arts such as elves and gnomes, are the most common Arcantors.
Alignment: Any, though the rigorous study required to become an Arcantor tends to draw those of lawful alignment.
Starting Gold: As wizard.
Starting Age: As wizard.

HD: d4

Class Skills
The Arcantor's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Table: The Arcantor
LevelBABFortRefWillSpecialMeldsEssentiaBinds
1 +0 +0 +0 +2 Familiar, Repertoire, Specialization21 0
2 +1 +0 +0 +3 Specialist chakra bind (+1 capacity)32 1
3 +1 +1 +1 +3 Far horizon 33 1
4 +2 +1 +1 +4 Chakra bind (crown, feet, hands) 44 1
5 +2 +1 +1 +4 45 1
6 +3 +2 +2 +5 Specialist chakra bind (+1 ML) 46 2
7 +3 +2 +2 +5 Far horizon 57 2
8 +4 +2 +2 +6 58 2
9 +4 +3 +3 +6 Chakra bind (arms, brow, shoulders) 59 2
10+5 +3 +3 +7 6103
11+5 +3 +3 +7 Far horizon 6113
12+6/+1 +4 +4 +8 Specialist chakra bind (2 melds) 6123
13+6/+1 +4 +4 +8 7133
14+7/+2 +4 +4 +9 Chakra bind (throat, waist) 7143
15+7/+2 +5 +5 +9 Far horizon 7164
16+8/+3 +5 +5 +10Specialist chakra bind (+2 capacity)8184
17+8/+3 +5 +5 +10Chakra bind (heart) 8204
18+9/+4 +6 +6 +11 8225
19+9/+4 +6 +6 +11Far horizon 9245
20+10/+5 +6 +6 +12Chakra bind (soul) 9265

Weapon and Armor Proficiencies: Arcantors are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with an arcantor's movements, which can cause her soulmelds to fail. Whenever an Arcantor activates one of her soulmelds, she must roll successfully against the Arcane Spell Failure of any armor she wears, or the effect of the soulmeld fails. This does not apply to soulmelds with a continuous effect.

Familiar: An Arcantor can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp, and results in a Soulspark (see Magic of Incarnum pg 197). The creature serves as a companion and servant, and increases in power as the Arcantor increases in power. If the familiar dies or is dismissed by the Arcantor, the Arcantor must attempt a DC 15 Fortitude saving throw. Failure means she loses 200 experience points per Arcantor level; success reduces the loss to one-half that amount. However, an Arcantor's experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

Meldshaping: An Arcantor's primary ability is shaping incarnum soulmelds, which are drawn (mostly) from the Arcantor soulmeld list given below. An Arcantor begins play knowing 5 soulmelds of her choice from her class list; see Repertoire, below, for details. She may shape any soulmeld in her repertoire. The Difficulty Class for a saving throw against an Arcantor soulmeld is 10 + number of points of essentia invested in the soulmeld + her Intelligence modifier. Her meldshaper level is equal to her Arcantor level.

An Arcantor can shape only a certain number of soulmelds per day. Her base daily allotment is given on the table above. The maximum number of soulmelds that an Arcantor can have shaped simultaneously is equal to her Constitution score minus 10 or the number of soulmelds allowed for her level, whichever is lower. At 1st level, she can shape two soulmelds at a time (assuming she has a Constitution score of at least 12). As an Arcantor advances in level, she can shape an increasing number of soulmelds.

At 1st level, an Arcantor also gains access to her personal pool of essentia, which can be invested into her soulmelds to increase their power. An Arcantor's essentia pool's size is shown on the table above. Her character level, as noted on Magic of Incarnum page 19, determines the maximum quantity of essentia that she can invest in any single soulmeld. As a swift action, an Arcantor can reallocate her essentia investments in her soulmelds and other essentia receptacles every round (see Essentia, MoI page 50). An Arcantor must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds, MoI page 49).

Repertoire: Unlike other incarnum users, an Arcantor does not automatically have access to all soulmelds on her class list; instead, she learns to shape particular soulmelds through concentrated study and research into the fusion of arcanum and incarnum. An Arcantor begins play knowing 5 soulmelds of her choice from the Arcantor class list (subject to the restrictions of her Specialization, as described below), and learns one additional Arcantor soulmeld every level after 1st (which costs no extra time or resources). Prestige classes which grant +1 level of an existing meldshaping class also allow the Arcantor to automatically add soulmelds to her Repertoire.

An Arcantor can learn soulmelds in other ways, as well, and from other class soulmeld lists. The Shape Soulmeld feat adds the chosen soulmeld to the Arcantor's repertoire, which she then may shape using her normal soulmeld slots. In addition, an Arcantor can learn a soulmeld from another willing meldshaper who knows it and has it shaped. Learning a soulmeld in this way is a rather involved process. First, the Arcantor must analyze the soulmeld with a Spellcraft check (DC 20 + twice the standard essentia capacity of the soulmeld, based on the other meldshaper's Hit Dice and MoI page 19). If the skill check fails, the Arcantor cannot attempt to analyze the soulmeld until the next day. The other meldshaper must be present for this analysis, as well as the rest of the learning process.

Once the soulmeld has been analyzed, the Arcantor must spend a day studying the soulmeld (the meldshaper must have the soulmeld shaped during this time). At the end of the day, she must make a Spellcraft check (at a DC of 5 less than the DC to analyze the soulmeld). An Arcantor who has specialized in a school of magic gains a +2 bonus on the Spellcraft check if the new soulmeld is associated with her specialty school. She cannot, however, learn any soulmelds associated with her prohibited schools. If the check succeeds, the Arcantor understands the soulmeld and can add it to her repertoire by spending 24 hours in meditation and spending 100 gp in magical materials. The process leaves the source meldshaper unharmed. If the check fails, the Arcantor cannot understand or learn the soulmeld. She cannot attempt to learn that soulmeld again until she gains another rank in Spellcraft.

Specialization: A school is one of eight groupings of magical effects, each defined by a common theme. If desired, an Arcantor may specialize in one school of magic. If she does so, she gains access to the Specialist chakra bind at level 2 (see below). A specialist Arcantor can bind soulmelds associated with her chosen school to the Specialist bind, and also gains a +2 bonus on Spellcraft checks to learn the soulmelds of her chosen school (see Repertoire, above). The Arcantor must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic, which become her prohibited schools. Soulmelds associated with the Arcantor's prohibited school or schools are not available to her, either via the soulmelds she learns automatically, or by adding to her Repertoire in other ways (such as the Shape Soulmeld feat, or by learning from other meldshapers). She may not learn such soulmelds, nor can she shape them. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

An Arcantor who chooses not to specialize (a "generalist") may not bind soulmelds to the Specialist chakra (and gains no access to any chakras until 4th level); however, the benefits to a given soulmeld that would have been granted by the Specialist bind instead apply to a single chakra which the Arcantor chooses each day when shaping her soulmelds. For example, a 12th-level generalist Arcantor can bind 2 soulmelds to any one of her chakras (subject to her daily limit on chakra binds), and each soulmeld she binds to that chakra gains a +1 increase to its essentia capacity and +1 meldshaper level.

Chakra Binds: Beginning at 2nd level, an Arcantor can bind her soulmelds to her chakras, granting her new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, MoI page 50), so that she cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that an Arcantor can have active at any one time depends on her level (see the Chakra Binds column on the table above). At 2nd level, the Arcantor can bind a soulmeld to her Specialist chakra (see below). Beginning at 4th level, she can bind soulmelds to her crown, feet or hands chakras. At 9th level, she can bind soulmelds to her arms, brow, or shoulders chakras. At 14th level, she can bind soulmelds to her throat or waist chakras. At 17th level, she can bind a soulmeld to her heart chakra, and at 20th level she can bind a soulmeld to her soul chakra. For more information on chakra binds, see MoI page 51.

Specialist chakra bind: Upon reaching 2nd level, a specialist Arcantor gains access to a unique chakra: the Specialist chakra. This chakra is not associated with any location on the body, but rather represents her deepened understanding of a particular school of magic. Since the Specialist chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict her use of magic items that take up a body location.

Any soulmeld bound to an Arcantor's Specialist chakra has an essentia capacity 1 higher than the normal capacity for her soulmelds. For example, a 2nd-level Arcantor can invest up to 2 points of essentia in any soulmeld bound to her Specialist chakra bind (rather than the normal limit of 1 point of essentia at level 2). At 16th level, the capacity of any soulmeld bound to her Specialist chakra increases by an additional point (meaning that a 15th-level Arcantor could invest up to 5 points of essentia in that soulmeld). At 6th level, the effective meldshaper level of a soulmeld the Arcantor has bound to her Specialist chakra is equal to her actual meldshaper level +1. The primary effect of this benefit is to make that soulmeld harder to unshape. At 12th level, an Arcantor gains the ability to bind two soulmelds to her Specialist chakra at the same time. She gains the special benefits of both chakra binds.

Far Horizon: At 3rd level, and every four levels after, an Arcantor expands her knowledge and understanding of magic. She gains Shape Soulmeld as a bonus feat, adding a non-prohibited soulmeld from any class list to her Repertoire.

Arcantor's Familiar
An Arcantor's familiar is a Least Soulspark that gains new powers when summoned to service. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal Soulspark it once was. The familiar also grants a special ability to its master whenever the master and familiar are within 1 mile of each other: the Arcantor treats its Constitution score as 2 higher for the purposes of determining how many soulmelds the Arcantor may have shaped at the same time. As usual, levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar Basics
Use the basic statistics for a Least Soulspark (MoI 197), but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the Arcantor's character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the Arcantor's base attack bonus, as calculated from all her classes. Use the familiar’s Dexterity modifier to get the familiar’s attack bonus for melee and ranged attacks. Damage equals that of a normal Lesser Soulspark.

Saving Throws: For each saving throw, use either the familiar’s base save bonus or the master’s (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for a Soulspark of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Incarnum Shroud: As the standard Soulspark ability, except the creature has an essentia pool equal to the number of Hit Dice for a normal Soulspark of the appropriate kind.

Master Class LevelNatural Armor Adj.IntSpecial
1st-2nd+16Alertness, improved evasion, share soulmelds, empathic link
3rd-4th+27Deliver touch attacks
5th-6th+38Lesser Soulspark, speak with master
7th-8th+49Speak across souls
9th-10th+510Soulspark
11th-12th+611Spell resistance
13th-14th+712
15th-16th+813Greater Soulspark
17th-18th+914
19th-20th+1015

Familiar Ability Descriptions
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the Arcantor gains the benefit of the Alertness feat.

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

Share Soulmeld: While a familiar is within arm's reach, the Arcantor gains the benefit of the Share Soulmeld feat.

Empathic Link (Su): The Arcantor has an empathic link with her familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that her familiar does.

Deliver Touch Attacks (Su): If the Arcantor is 3rd level or higher, the familiar can deliver touch attacks for her. If the master and the familiar are in contact at the time the master activates a soulmeld which requires a touch attack, she can designate her familiar as the "toucher." The familiar can then deliver the touch attack just as the master could. As usual, if the master activates another soulmeld before the touch is delivered, the effect dissipates harmlessly.

Lesser Soulspark: When the master reaches 5th level, the familiar improves to become a Lesser Soulspark (MoI pg 197).

Speak with Master (Ex): If the Arcantor is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak Across Souls (Ex): If the master is 7th level or higher, the familiar can communicate with any creature that has a soul. Such communication is limited by the intelligence of the conversing creatures.

Soulspark: When the master reaches 9th level, the familiar improves to become a Soulspark (MoI pg 197).

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Greater Soulspark: When the master reaches 15th level, the familiar improves to become a Greater Soulspark (MoI pg 197).

sirpercival
2014-11-16, 02:06 PM
Arcantor Soulmeld List
Crown
Abjurant Aegis -- All creatures within 30 feet gain a +2 resistance bonus to saves vs mind-affecting effects
Captivant Control -- Distract nearby creatures with a thought
Conjurant Cloak -- Create a 15-foot-radius cloud of mist
Divinant Declaration -- Gain a +4 insight bonus on Decipher Script and Sense Motive checks
Evocant Effort -- Duplicate the effects of the bigby's helpful hand spell
Imaginant Invention -- Change your appearance, as the disguise self spell
Necromant Neurosis -- Demoralize as a move action instead of a standard action
Transmutant Trance -- Gain darkvision 60'
Universal Arcanum -- Perform minor tricks

Feet
Abjurant Anchor -- Gain a +4 insight bonus to prevent being moved against your will
Captivant Curse -- Curse a creature to take 1d6 damage per round
Conjurant Conduction -- Teleport a willing creature up to 30 feet
Divinant Discovery -- Gain a +4 insight bonus to Search and Spot checks
Evocant Edifice -- Create a floating disk of force to carry things
Imaginant Indecision -- Mask magical auras
Necromant Nocturne -- Deal 1d6 negative energy damage and gain equal temporary hp with a touch
Transmutant Transit -- Gain a +30 foot enhancement bonus to speed for 1 round per level

Hands
Abjurant Armor -- Grant a creature a +3 armor bonus for 1 round/level
Captivant Curse -- Curse a creature to take 1d6 damage per round
Conjurant Castigation -- Deal 1d6 bludgeoning, piercing, or slashing damage with a ranged touch attack
Divinant Discernment -- Grant a creature a +2 insight bonus to any roll
Evocant Edge -- Attack your opponents with a blade of force
Imaginant Illustration -- Duplicate the effects of the ghost sound spell
Necromant Negation -- Inflict a 1d6 Strength penalty with a melee touch attack
Transmutant Transit -- Gain a +30 foot enhancement bonus to speed for 1 round per level
Universal Arcanum -- Perform minor tricks

Arms
Abjurant Armor -- Grant a creature a +3 armor bonus for 1 round/level
Captivant Compulsion -- Give a creature a one-word command
Conjurant Castigation -- Deal 1d6 bludgeoning, piercing, or slashing damage with a ranged touch attack
Divinant Destiny -- Gain the benefit of a Luck feat
Evocant Effort -- Duplicate the effects of the bigby's helpful hand spell
Imaginant Imitation -- Shroud a nearby creature in concealing shadows
Necromant Nihilism -- Fatigue an opponent with a melee touch attack
Transmutant Tactics -- Grant an ally an immediate, extra attack as a standard action.

Brow
Abjurant Attrition -- Spells of a certain school are difficult to cast around you
Captivant Charm -- Gain a +2 insight bonus to Charisma-based checks
Conjurant Call -- Summon a nearby unattended object to your hand
Divinant Deduction -- Make a Lore check to know relevant information
Evocant Eruption -- Deal 1d6 energy damage as a ray attack
Imaginant Iridescence -- Blind, stun, or knock a target unconscious for 1 round as a 15-foot ray
Necromant Nemesis -- Animate a Tiny animal or humanoid as a zombie or skeleton
Transmutant Trance -- Gain darkvision 60'

Shoulders
Abjurant Abnegation -- Dispel spell effects with a touch
Captivant Coma -- Put target to sleep with a touch attack
Conjurant Cloak -- Create a 15-foot-radius cloud of mist
Divinant Detection -- Detect magical auras
Evocant Efflation -- Create a 30-foot line of 25mph winds
Imaginant Icon -- Throw your voice as ventriloquism
Necromant Nourishment -- Gain three times your meldshaper level temporary hp
Transmutant Tactics -- Grant an ally an immediate, extra attack as a standard action.

Throat
Abjurant Aegis -- All creatures within 30 feet gain a +2 resistance bonus to saves vs mind-affecting effects
Captivant Charm -- Gain a +2 insight bonus to Charisma-based checks
Conjurant Conception -- Create 1 cubic foot of vegetable matter
Divinant Detection -- Detect magical auras
Evocant Eruption -- Deal 1d6 energy damage as a ray attack
Imaginant Illustration -- Duplicate the effects of the ghost sound spell
Necromant Nocturne -- Deal 1d6 negative energy damage and gain equal temporary hp with a touch
Transmutant Tumescence -- Reduce touched opponent's size and increase your own

Waist
Abjurant Anchor -- Gain a +4 insight bonus to prevent being moved against your will
Captivant Catalyst -- A nearby creature gains a +1 morale bonus to many checks
Conjurant Cumbrance -- Make a 10-foot-radius patch of ground very slippery
Divinant Destiny -- Gain the benefit of a Luck feat
Evocant Echo -- Creatures attack you take 1d6 energy damage
Imaginant Imitation -- Shroud a nearby creature in concealing shadows
Necromant Nemesis -- Animate a Tiny animal or humanoid as a zombie or skeleton
Transmutant Tumescence -- Reduce touched opponent's size and increase your own

Heart
Abjurant Ablation -- Gain energy resistance 5 against a single energy type
Captivant Catalyst -- A nearby creature gains a +1 morale bonus to many checks
Conjurant Conduction -- Teleport a willing creature up to 30 feet
Divinant Deduction -- Make a Lore check to know relevant information
Evocant Edifice -- Create a floating disk of force to carry things
Imaginant Indecision -- Mask magical auras
Necromant Nourishment -- Gain three times your meldshaper level temporary hp
Transmutant Transformation -- Transform into a Diminutive Animal for as long as you concentrate

Soul
Abjurant Ablation -- Gain energy resistance 5 against a single energy type
Captivant Control -- Distract nearby creatures as a with a thought
Conjurant Call -- Summon a nearby unattended object to your hand
Divinant Discovery -- Gain a +4 insight bonus to Search and Spot checks
Evocant Edge -- Attack your opponents with a blade of force
Imaginant Icon -- Throw your voice as ventriloquism
Necromant Negation -- Inflict a 1d6 Strength penalty with a melee touch attack
Transmutant Transcendance -- Gain a +2 bonus on ability checks with a chosen ability score




Arcantor Soulmeld Descriptions pt 1


Abjurant Ablation
School: Abjuration.
Descriptors: None.
Classes: Arcantor.
Chakra: Heart, Soul, Specialist.
Saving Throw: None.

When you shape Abjurant Ablation, choose an energy type. You gain energy resistance 5 to the chosen energy. Essentia: For each point of essentia invested in Abjurant Ablation, increase the energy resistance by 5.

Chakra Bind (Heart)
When Abjurant Ablation is bound to your heart chakra, the resistance applies to all energy types.

Chakra Bind (Soul)
By binding Abjurant Ablation to your soul chakra, you become immune to the chosen energy type.

Chakra Bind (Specialist)
If you bind Abjurant Ablation to your Specialist chakra, as a standard action you may transfer your energy resistance for 1 round to another creature within 30 feet.


Abjurant Abnegation
School: Abjuration
Descriptors: None.
Classes: Arcantor.
Chakra: Shoulders, Specialist.
Saving Throw: None.

Shaping Abjurant Abnegation grants you the ability to dispel magical effects with a touch. By spending a standard action, you can use your touch to end an ongoing spell that you have identified with Spellcraft. You make a dispel check (1d20 + your caster level, maximum +5) against the spell effect to dispel it. Magic items carried by a creature are not affected unless you target one of them specifically. Essentia: For each essentia invested in Abjurant Abnegation, increase the maximum bonus on the dispel check by +3.

Chakra Bind (Shoulders)
If you bind Abjurant Abnegation to your shoulders chakra, you can attempt to steal a spell effect that you dispel from your opponent. You can only attempt to steal an effect for which you are a legal target. If your dispel check is successful, make a Spellcraft check against a DC of 20 + the spell's level; if you are successful, you gain the effect of that spell for the remainder of its duration, as if it had been cast on you instead of the original target, and the opponent loses the effect.

Chakra Bind (Specialist)
When Abjurant Abnegation is bound to your Specialist chakra, you can use your dispelling touch at a range of 30 feet by making a ranged touch attack.


Abjurant Aegis
School: Abjuration.
Descriptors: None.
Classes: Arcantor.
Chakra: Crown, Specialist, Throat.
Saving Throw: None.

When you shape Abjurant Aegis, creatures around you gain a measure of protection from mental attacks. All creatures within 30 feet of you gain a +2 resistance bonus to saves vs mind-affecting effects. Essentia: For every essentia invested in Abjurant Aegis, increase the resistance bonus by +1.

Chakra Bind (Crown)
By binding Abjurant Aegis to your crown chakra, all creatures affected by Abjurant Aegis gain Slippery Mind, as the rogue special ability.

Chakra Bind (Specialist)
When you bind Abjurant Aegis to your Specialist chakra, you can exclude any number of creatures up to your meldshaper level from gaining the benefit of the resistance bonus.

Chakra Bind (Throat)
If Abjurant Aegis is bound to your throat chakra, you can suppress the normal effects of the soulmeld for 1 round as a standard action. If you do so, you may choose one creature in the area to gain the benefit of the mind blank spell until the beginning of your next turn.


Abjurant Anchor
School: Abjuration
Descriptors: None.
Classes: Arcantor.
Chakra: Feet, Specialist, Waist.
Saving Throw: See text.

With Abjurant Anchor shaped, you are difficult to move by any means. You gain a +4 insight bonus to checks or saves to avoid being bull rushed, grappled, or otherwise moved against your will. Essentia: Every essentia invested in Abjurant Anchor increases the insight bonus by +2.

Chakra Bind (Feet)
When Abjurant Anchor is bound to your feet chakra, you can make a touch attack as a standard action to prevent a creature from using extradimensional travel. Whenever a touched creature attempts to utilize extradimensional travel, it must make a Will save (DC equal to the DC of this soulmeld) or be unable to do so, as per the dimensional anchor spell.

Chakra Bind (Specialist)
If you bind Abjurant Anchor to your Specialist chakra, creatures tend to teleport closer to you than they intend. Whenever a creature teleports into a square within 15 feet of you (even if that square is due to error and the initial target square was elsewhere), the creature instead teleports into an unoccupied square adjacent to you, chosen at random. If there are no unoccupied squares adjacent to you, the teleport is unaffected. The net radius increases by 5 feet for each essentia invested in Abjurant Anchor. You can raise or lower this ability as a move action.

Chakra Bind (Waist)
By binding Abjurant Anchor to your waist chakra, you can prevent extradimensional travel in a 20-foot radius emanation centered on you, as per the dimensional lock spell. The radius of the area increases by 5 feet per invested essentia. You can activate or deactivate this ability as a full-round action.


Abjurant Armor
School: Abjuration.
Descriptors: None.
Class: Arcantor.
Chakra: Arms, Hands, Specialist.
Saving Throw: None.

While wearing Abjurant Armor, you sheathe a target in magical force. By spending a move action, you can grant a touched target a +3 armor bonus to armor class, as if wearing the bracers of armor wondrous item. The benefit lasts for 1 round per meldshaper level, and you may only affect one creature at a time with this ability; using it again ends any previous instances. Essentia: Every point of essentia invested in Abjurant Armor increases the bonus by +1, and also increases the number of simultaneous creatures you can affect by 1.

Chakra Bind (Arms)
When bound to your arms chakra, the armor bonus from Abjurant Armor applies to touch attacks.

Chakra Bind (Hands)
You sprout a shield of force from your hand when you bind Abjurant Armor to your hands chakra, which grants you a shield bonus to armor class equal to the amount of invested essentia.

Chakra Bind (Specialist)
When you bind Abjurant Armor to your Specialist chakra, you automatically gain the armor bonus at all times. This does not count against your normal limit of instances.


Abjurant Attrition
School: Abjuration
Descriptors: None.
Classes: Arcantor.
Chakra: Brow, Specialist.
Saving Throw: None.

When you shape Abjurant Attrition, choose a school of magic; you create an area in which spells of that school is difficult to cast. Any creature attempting to cast a spell of the chosen school, or to activate an item which produces a spell or effect of that school, within 15 feet of you must make a caster level check against the DC of this soulmeld (using their caster level or the caster level of the item, as appropriate), or the spell fails. In addition, creatures in the area (other than you) attempting to activate an ability granted by a soulmeld associated with the chosen school must similarly make a meldshaper level check to do so. You may raise or lower this ability as a swift action. Essentia: The radius of the attrition area increases by 5 feet for each essentia invested in Abjurant Feedback.

Chakra Bind (Brow)
By binding Abjurant Attrition to your brow chakra, you can attempt to counterspell a spell of the chosen school as it is being cast. You must ready an action to counterspell as normal. This ability is otherwise similar to using dispel magic to counterspell a spell, except that you use your meldshaper level in place of caster level, to a maximum of +5, +5 per invested essentia.

Chakra Bind (Specialist)
With Abjurant Attrition bound to your Specialist chakra, you can change the chosen school of magic at any time by spending 1 minute in concentration.


Captivant Catalyst
School: Enchantment.
Descriptors: None.
Classes: Arcantor.
Chakra: Heart, Specialist, Waist.
Saving Throw: None.

When you shape Captivant Catalyst, you gain the ability to inspire heroic actions in an ally. As a standard action, you can grant a creature within 30 feet a +1 morale bonus to attack rolls, saves, and skill and ability checks for 1 round/level. You may only affect a single creature at a given time; using this ability again ends any previous instances. Essentia: For each point of essentia invested in Captivant Catalyst, increase the morale bonus by +1.

Chakra Bind (Heart)
When Captivant Catalyst is bound to your heart chakra, whenever you use the base ability of this soulmeld, you grant the target a +4 morale bonus on Strength and Constitution, as well as double the normal bonus on attack rolls, saves, and skill and ability checks. The creature also gains temporary hit points equal to your meldshaper level for the duration.

Chakra Bind (Specialist)
By binding Captivant Catalyst to your Specialist chakra, you can affect a number of creatures equal to the invested essentia whenever you activate this soulmeld's base ability.

Chakra Bind (Waist)
If you bind Captivant Catalyst to your waist chakra, you gain the morale bonus from this soulmeld at all times, which does not count against the number of instances you can have active at any time.


Captivant Charm
School: Enchantment
Descriptors: None.
Classes: Arcantor.
Chakra: Brow, Specialist, Throat.
Saving Throw: See text.

Shaping Captivant Charm grants you a silver tongue. You are incredibly convincing, gaining a +2 insight bonus to Charisma checks and Charisma-based skill checks. Essentia: For each essentia invested in Captivant Charm, increase the insight bonus on the by +2.

Chakra Bind (Brow)
If you bind Captivant Charm to your brow chakra, as a standard action, you can attempt to charm any creature. This ability works as the charm monster spell, and lasts for 10 minutes per invested essentia. You may charm only one creature with this ability at a time; if you attempt to charm another while a previous creature is still charmed, the earlier charm ends. A creature which saves against this ability is immune to its effects for 24 hours.

Chakra Bind (Specialist)
If you bind Captivant Charm to your Specialist chakra, as a standard action, you can attempt to charm a humanoid with whom you can communicate. This ability works as the charm person spell, and lasts for 1 minute per invested essentia. You may charm only one creature with this ability at a time; if you attempt to charm another while a previous creature is still charmed, the earlier charm ends. A creature which saves against this ability is immune to its effects for 24 hours.

Chakra Bind (Throat)
When Captivant Charm is bound to your throat chakra, as a standard action, you can attempt to charm all humanoids within 30 feet with whom you can communicate. This ability works as the mass charm person spell, and lasts for 10 minutes per invested essentia. You may have only one instance of this ability active at a time; if you attempt to activate it again while a previous instance is still in effect, the earlier charm ends. A creature which saves against this ability is immune to its effects for 24 hours.


Captivant Coma
School: Enchantment.
Descriptors: None.
Classes: Arcantor.
Chakra: Shoulders, Specialist.
Saving Throw: Will negates.

When you shape Captivant Coma, you can attempt to put a creature to sleep with a touch. As a standard action, you can make a melee touch attack against a creature of up to 4 Hit Dice. If you are successful, your target must make a Will save or fall asleep for 1 minute or until woken up. Essentia: For every essentia invested in Captivant Coma, you can affect a creature with 2 more Hit Dice.

Chakra Bind (Shoulders)
By binding Captivant Coma to your Shoulders chakra, you can cause your target to become confused for 1 minute on a failed save instead of falling asleep.

Chakra Bind (Specialist)
When you bind Captivant Coma to your Specialist chakra, you can choose to affect all creatures within 30 feet of you with your sleep touch (instead of making a touch attack), up to the normal Hit Dice limit. Creatures with the lowest Hit Dice are affected first, and you are immune to the effect of your own Captivant Coma.


Captivant Compulsion
School: Enchantment
Descriptors: None.
Classes: Arcantor.
Chakra: Arms, Specialist.
Saving Throw: See text.

With Captivant Compulsion shaped, as a full-round action you can give a command one-word in length, as per the command spell, against any target within 30 feet. The target receives a Will save (DC equal to the DC of this soulmeld) to negate the effect. A creature which saves against this ability is immune to its effects for 24 hours. Essentia: You gain a +2 insight bonus on checks to defeat spell resistance for each essentia invested in Captivant Compulsion.

Chakra Bind (Arms)
When Captivant Compulsion is bound to your arms chakra, you can attempt to exert control over a humanoid creature within 30 feet. This control takes a standard action to initiate, and lasts for as long as you maintain concentration; it otherwise functions as the dominate person spell. A targeted creature receives a Will save (DC equal to the DC of this soulmeld) to negate the effect. A creature which saves against this ability is immune to its effects for 24 hours.

Chakra Bind (Specialist)
If you bind Captivant Compulsion to your Specialist chakra, you can attempt to wrest control of a compulsion effect which is affecting a nearby creature. By spending a full-round action in concentration, you can make a caster level check against a DC of 20 + the caster level of a compulsion effect affecting a creature within 30 feet of you. If you succeed, you are treated as the caster of the compulsion effect for all purposes. You can dismiss the effect (if it is dismissable), or continue to gain the benefit of the effect. For example, a charmed creature would be friendly toward you instead of the original caster. The original caster of the effect is aware of the change if it succeeds on a Spellcraft check (DC 15 + the spell's level).


Captivant Control
School: Enchantment.
Descriptors: None.
Class: Arcantor.
Chakra: Crown, Soul, Specialist.
Saving Throw: See text.

While shaping Captivant Control, you gain the ability to distract your opponents. By spending a standard action, you can force a single opponent within 30 feet to make a Will save or become distracted, as per the distract spell, for 1 round per two meldshaper levels. You may only affect one creature at a time with this ability; if you attempt to distract a creature while another is still affected by this ability, the attempt fails. Essentia: Every point of essentia invested in Captivant Control increases the number of simultaneous creatures you can affect by 1, and the maximum Hit Dice of affected creatures by +2.

Chakra Bind (Crown)
When bound to your crown chakra, Captivant Control allows you to implant a suggestion in a distracted creature's mind with a standard action. This works as the suggestion spell, with a caster level equal to your meldshaper level, but can only be used on a creature you have already distracted, who receives a -2 penalty on the Will save against the suggestion.

Chakra Bind (Soul)
You can lay a geas on a creature when you bind Captivant Control to your soul chakra. This process takes 10 minutes of concentration, with the target creature present, and is otherwise identical to the geas spell with a caster level equal to your meldshaper level. You may only lay one geas at a time; if you lay a second geas before the first has been discharged, the previous geas is lifted.

Chakra Bind (Specialist)
When you bind Captivant Control to your Specialist chakra, you can perform a touch attack as a standard action to force your opponent to make a Will save. On a failed save, the target is dazed for 1 round per invested essentia; on each round after the first, the target may make a new Will save to end the effect.


Captivant Curse
School: Enchantment
Descriptors: None.
Classes: Arcantor.
Chakra: Feet, Hands, Specialist.
Saving Throw: See text.

When you shape Captivant Curse, you can lay a debilitating curse on an opponent by speaking a single word as a standard action. Your curse can affect one creature within 30 feet who has hit points equal to no more than twice your meldshaper level; the target takes 1d6 points of damage per round for 2 rounds. Essentia: Increase the damage by +1d6 and the hit point maximum by +20 for each essentia invested in Captivant Curse.

Chakra Bind (Feet)
By binding Captivant Curse to your feet chakra, instead of its normal effect, your curse ability can cause a creature to be treated as flat-footed for 1 round.

Chakra Bind (Hands)
When you bind Captivant Curse to your hands chakra, instead of its normal effect, your curse ability can cause a creature to be deafened for 1 round + 1 round per invested essentia.

Chakra Bind (Specialist)
With Captivant Curse bound to your Specialist chakra, instead of its normal effect, your curse ability can cause a creature to laugh uncontrollably for 2 rounds + 2 per invested essentia. This curse can affect creatures of any number of Hit Dice, but a targeted creature can make a Will save to resist the effect. In all other ways this ability functions as per the hideous laughter spell. A creature which successfully saves against this ability is immune for 24 hours.


Conjurant Call
School: Conjuration.
Descriptors: None.
Classes: Arcantor.
Chakra: Brow, Soul, Specialist.
Saving Throw: See text.

When you shape Conjurant Call, you can call an unattended object to your hand. The object must weigh no more than 5 lbs, and be no more than 15 feet from you (and within line of sight); when you activate this ability as a standard action, the object is instantly teleported to your hands. You must have at least one empty hand for this ability to function. Essentia: For each point of essentia invested in Conjurant Call, increase the weight limit by 5 lbs and the maximum distance by 5 feet.

Chakra Bind (Brow)
When you bind Conjurant Call to your brow chakra, you can spend 1 hour preparing an item for later recall. At any time in the future, as long as Conjurant Call is bound to your brow chakra (even if it has not been at some point in the intervening time), you can spend a standard action to recall the prepared item to your hand as long as it is unattended, at any distance and even if it on another plane. You may only have one item prepared at a time; if you prepare a second item before summoning the first, the first preparation is lost.

Chakra Bind (Soul)
When you bind Conjurant Call to your soul chakra, you can attempt to trap a nearby creature's soul in the soulmeld. Doing so requires a standard action, and allows the target a Will save to resist. The target can have no more Hit Dice than three times the amount invested essentia. If the target fails, its soul is trapped as per the trap the soul spell completion option (with this soulmeld taking the place of the gem). The soul remains trapped for as long as you have Conjurant Call bound to your Soul chakra and as long as there is sufficient essentia invested in the soulmeld to trap a soul of the given Hit Dice.

If the soul you trap comes from a creature with the Incarnum subtype, you can choose to consume the trapped soul to gain temporary essentia equal to that creature's essentia pool, which lasts for 1 hour. If you ever consume a soul this way, Conjurant Call gains the Evil and Necrocarnum subtypes every subsequent time you shape it.

Chakra Bind (Specialist)
When you bind Conjurant Call to your Specialist chakra, you gain the ability to summon creatures to do your bidding. By spending 1 round in concentration, you can duplicate the effects of a summon monster spell, of a level no higher than the number of invested essentia. The caster level for the effect is equal to your meldshaper level. You may only have a maximum of one instance of summon monster in effect at any given time; if you activate this ability again while a previous version is still in effect, the previous one ends.


Conjurant Castigation
School: Conjuration
Descriptors: None.
Classes: Arcantor.
Chakra: Arms, Hands, Specialist.
Saving Throw: None.

Shaping Conjurant Castigation grants you the ability to fling deadly projectiles at your enemies. As a standard action, you can make a ranged attack against an opponent within 60 feet to deal 1d6 bludgeoning, piercing, or slashing damage (chosen when you shape the soulmeld) per three meldshaper levels (rounded down, minimum 1). Essentia: For each essentia invested in Conjurant Castigation, you can fling another projectile at the same or a different target within 60 feet, as part of the same standard action.

Chakra Bind (Arms)
If you bind Conjurant Castigation to your arms chakra, you can spend a standard action to affect all creatures in a 20-foot-radius burst, centered on any square within 100 feet, as if they were hit by your projectile attack.

Chakra Bind (Hands)
When Conjurant Castigation is bound to your hands chakra, resolve your projectile attacks against your opponent's touch AC.

Chakra Bind (Specialist)
Binding Conjurant Castigation to your Specialist chakra increases the damage from your projectile attack to 1d6 per two meldshaper levels (rounded down, minimum 1).


Conjurant Cloak
School: Conjuration.
Descriptors: None.
Classes: Arcantor.
Chakra: Crown, Shoulders, Specialist.
Saving Throw: None.

When you shape Conjurant Cloak, you gain the ability to surround yourself with a cloud of mist. As a standard action, you can fill the area around you with fog, as per the fog cloud spell, in an emanation of radius 15 feet, centered on any square such that at least one square of fog is adjacent to you. Once the fog appears, it remains stationary even if you move away. The fog lasts for 1 round per meldshaper level. Essentia: For every essentia invested in Conjurant Cloak, increase the radius of the emanation by 5 feet.

Chakra Bind (Crown)
When Conjurant Cloak is bound to your crown chakra, you can see through fog and mist at no penalty, including magical fog (such as the effects of this soulmeld).

Chakra Bind (Shoulders)
By binding Conjurant Cloak to your shoulders chakra, the mist cloud becomes solid, as per the solid fog spell.

Chakra Bind (Specialist)
When you bind Conjurant Cloak to your Specialist chakra, you can activate this soulmeld as an immediate action instead of a standard action. If you do so in response to an attack, assuming one of you and the attacker is inside the fog, the attack against you suffers the appropriate miss chance.


Conjurant Conception
School: Conjuration
Descriptors: None.
Classes: Arcantor.
Chakra: Crown, Specialist, Throat.
Saving Throw: None.

With Conjurant Conception shaped, you can create a small, nonmagical object made of vegetable matter by concentrating for 1 minute. The object must be no larger than 1 cubic foot, be worth no more than 1 gp, and lasts for 1 minute before vanishing. You must succeed on an appropriate skill check to make a complex item, and the item cannot be used as a material component. When created, the object appears in your hand. You cannot create more than one object at a time with this ability; creating a second item while a first is still in effect causes the first to vanish. Essentia: Every essentia invested in Conjurant Conception increases the duration of the item by 1 minute, and doubles the maximum gp value of the item.

Chakra Bind (Specialist)
If you bind Conjurant Conception to your Specialist chakra, you can activate this soulmeld as a standard action.

Chakra Bind (Throat)
By binding Conjurant Conception to your throat chakra, the quantity of material you create becomes 1 cubic foot per level, it lasts for 1 hour/level, and the object can be made of normal metal or stone in addition to vegetable matter. In addition, you can shape and place the object however you like within a range of 30 feet per level, as long as the object is continuous and rests somewhere that can support it. While the object need not be one solid piece, it must be roughly continuous (for example, you could create a bridge across a chasm, but not a disconnected set of tables and chairs).


Conjurant Conduction
School: Conjuration.
Descriptors: None.
Class: Arcantor.
Chakra: Feet, Heart, Specialist.
Saving Throw: See text.

While shaping Conjurant Conduction, you can teleport a touched willing creature up to 30 feet in any direction with a full-round action. The new space must be within line of sight and line of effect. The creature can't move into a space occupied by another creature, nor can it teleport into a solid object, otherwise the teleport fails and the action is wasted. The target can bring along objects weighing up to their maximum load, but can't bring other creatures. Essentia: Every point of essentia invested in Conjurant Conduction increases the maximum distance by 30 feet.

Chakra Bind (Feet)
When bound to your feet chakra, Conjurant Conduction allows you to teleport as a swift action, up to 10 feet in any direction, to a square to which you have line of sight and which can support your weight.

Chakra Bind (Heart)
When you bind Conjurant Conduction to your heart chakra, you may spend a full-round action to teleport, as per the spell, with a caster level equal to your meldshaper level. You can teleport a maximum of one creature with this ability, and an additional creature per invested essentia.

Chakra Bind (Specialist)
By binding Conjurant Conduction to your Specialist chakra, you can attempt to teleport an unwilling creature with your touch; your target receives a Will save to resist the effect.


Conjurant Cumbrance
School: Conjuration
Descriptors: None.
Classes: Arcantor.
Chakra: Specialist, Waist.
Saving Throw: See text.

When you shape Conjurant Cumbrance, you gain the ability to cause the ground in an area to become slick and dangerous as a standard action. Choose a single square within 10 feet of you; a 10-foot-radius spread centered on the chosen square becomes slippery, as per the grease spell, for 2 rounds. The save DC against the grease is equal to the DC of this soulmeld. Essentia: Increase the duration of the effect by 2 rounds for each essentia invested in Conjurant Cumbrance.

Chakra Bind (Specialist)
By binding Conjurant Cumbrance to your Specialist chakra, you can cause the area to be sticky instead of slick, trapping creatures who move into or through it. Any creature attempting to enter or leave a square inside the area, but only once per creature per movement, must make a Reflex save (DC equal to the DC of this soulmeld) or become entangled. An entangled creature cannot move without spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. A creature who is not entangled may move by making a DC 15 Strength or Escape artist check, and moving up to half their speed on a successful check.

Chakra Bind (Waist)
With Conjurant Cumbrance bound to your waist chakra, you can instead fill a 20-foot -radius spread (centered on any square within 20 feet of you) with grasping tentacles, as per the black tentacles spell, with a caster level equal to your meldshaper level. The Strength score of the tentacles for grapple checks is 15 + 2 per invested essentia, and each successful grapple check deals 1d6 damage, +2 per invested essentia.


Divinant Declaration
School: Divination.
Descriptors: None.
Classes: Arcantor.
Chakra: Crown, Specialist.
Saving Throw: None.

When you shape Divinant Declaration, you become far more skilled at condensing fact from the vapor of nuance. You gain a +4 insight bonus to Decipher Script and Sense Motive checks. Essentia: For each point of essentia invested in Divinant Declaration, increase the insight bonus by +2.

Chakra Bind (Crown)
When Divinant Declaration is bound to your crown chakra, you can spend a standard action to be able to speak and understand the language of any creature, as per the tongues spell, for as long as you maintain concentration. Maintaining concentration on this effect does not prevent you from communicating at the same time.

Chakra Bind (Specialist)
By binding Divinant Declaration to your Specialist chakra, you can spend a standard action to be able to read and understand any language, as per the comprehend languages spell, for as long as you maintain concentration. Maintaining concentration on this effect does not prevent you from listening or reading at the same time.


Divinant Deduction
School: Divination
Descriptors: None.
Classes: Arcantor.
Chakra: Brow, Heart, Specialist.
Saving Throw: None.

Shaping Divinant Deduction grants you the ability to discover knowledge which might otherwise be hidden. You can make a Lore check to determine whether you know a piece of relevant information by rolling 1d20 + your meldshaper level + your Intelligence modifier. This otherwise functions as the Bardic Knowledge ability. Essentia: For each essentia invested in Divinant Deduction, gain a +2 insight bonus to a single Knowledge check, chosen when you shape this soulmeld.

Chakra Bind (Brow)
When you bind Divinant Deduction to your brow chakra, you gain the ability to scry, as per the scrying spell, by spending 1 hour in concentration. The caster level of the effect is equal to your meldshaper level.

Chakra Bind (Heart)
If you bind Divinant Deduction to your heart chakra, you can spend 1d4x10 minutes in concentration to gain the benefit of the legend lore spell for an object, person, or place which is at hand.

Chakra Bind (Specialist)
When Divinant Deduction is bound to your Specialist chakra, you can identify an item that you hold in your hand, as per the identify spell, by spending an hour in concentration.


Divinant Destiny
School: Divination.
Descriptors: None.
Classes: Arcantor.
Chakra: Arms, Specialist, Waist.
Saving Throw: None.

When you shape Divinant Destiny, choose a single luck feat for which you meet the prerequisites. You gain the benefit of the chosen feat for as long as you have this soulmeld shaped. Essentia: For every essentia invested in Divinant Destiny, you gain a +1 luck bonus on attack rolls, damage rolls, saves, or skill and ability checks, chosen when you shape the soulmeld.

Chakra Bind (Arms)
By binding Divinant Destiny to your arms chakra, you can curse an opponent with bad luck. As a standard action, you may make a melee touch attack against your opponent; if you succeed, for 1 round your opponent must make all rolls twice, taking the worse result each time.

Chakra Bind (Specialist)
When you bind Divinant Destiny to your Specialist chakra, you gain the benefit of two luck feats for which you meet the prerequisites, instead of one.

Chakra Bind (Waist)
With Divinant Destiny bound to your waist chakra, you are blessed by good fortune. You may reroll any single roll that you have just made, before you know whether it succeeded. You must take the second result, even if it is worse. You may use this ability once per day, plus an additional time per day for each invested essentia (for example, if you have used this ability twice, you must have two essentia invested whenever you wish to use it again on the same day). Using this ability does not require an action.


Divinant Detection
School: Divination
Descriptors: None.
Classes: Arcantor.
Chakra: Shoulders, Specialist, Throat.
Saving Throw: See text.

With Divinant Detection shaped, you can detect magical auras, as per the detect magic spell, simply by concentrating. You can make Spellcraft checks to identify school as normal. Essentia: You gain a +2 insight bonus on Spellcraft checks to identify a spell or a school of magic for each essentia invested in Divinant Detection.

Chakra Bind (Shoulders)
When Divinant Detection is bound to your shoulders chakra, you can detect surface thoughts, as per the detect thoughts spell, simply by concentrating. This is a mind-affecting effect, and allows a Will save (DC equal to the DC of this soulmeld) to negate.

Chakra Bind (Specialist)
When you bind Divinant Detection to your Specialist chakra, you can determine the alignment of a creature you can see by spending a standard action in concentration. The undetectable alignment spell, and similar effects such as nondetection or mind blank, render a creature immune to this ability.

Chakra Bind (Throat)
If you bind Divinant Detection to your throat chakra, you gain the benefit of the detect scrying spell at all times, with a caster level equal to your meldshaper level.


Divinant Discernment
School: Divination.
Descriptors: None.
Class: Arcantor.
Chakra: Hands, Specialist.
Saving Throw: See text.

While shaping Divinant Discernment, you can spend a standard action to grant a single touched creature a measure of intuition about their immediate future. At any time within 1 minute per meldshaper level, as a free action the creature may gain a +2 insight bonus on a single roll (which ends the effect). You may not have more than one instance of this ability in effect at any given time; using it again cancels any previous instances. Essentia: Every point of essentia invested in Divinant Discernment allows you to affect one additional creature at any given time.

Chakra Bind (Hands)
When Divinant Discernment is bound to your hands chakra, increase the insight bonus granted by this soulmeld by +1 per invested essentia.

Chakra Bind (Specialist)
When you bind Divinant Discernment to your Specialist chakra, you retains your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.


Divinant Discovery
School: Divination
Descriptors: None.
Classes: Arcantor.
Chakra: Feet, Soul, Specialist.
Saving Throw: None.

When you shape Divinant Discovery, you become excellent at finding things. You gain a +4 insight bonus to Search and Spot checks. Essentia: Increase insight bonus by +2 for each essentia invested in Divinant Discovery.

Chakra Bind (Feet)
By binding Divinant Discovery to your feet chakra, you can gain the benefit of the locate creature spell, with a caster level equal to your meldshaper level, for as long as you concentrate.

Chakra Bind (Soul)
When you bind Divinant Discovery to your soul chakra, you can gain the benefit of the discern location spell by spending 1 hour in concentration.

Chakra Bind (Specialist)
With Divinant Discovery bound to your Specialist chakra, you can gain the benefit of the locate object spell, with a caster level equal to your meldshaper level, for as long as you concentrate.

sirpercival
2014-11-16, 02:07 PM
Arcantor Soulmeld Descriptions pt 2


Evocant Echo
School: Evocation.
Descriptors: None.
Classes: Arcantor.
Chakra: Specialist, Waist.
Saving Throw: None.

When you shape Evocant Echo, choose an energy type. Any creature attacking you with a natural attack or non-reach melee weapon takes 1d6 damage of the chosen type. Essentia: For each point of essentia invested in Evocant Echo, increase the damage by 1d6.

Chakra Bind (Specialist)
When Evocant Echo is bound to your Specialist chakra, whenever you successfully strike a creature with a natural attack or non-reach melee weapon, the struck creature takes 1d4 points of damage of the chosen energy type per invested essentia.

Chakra Bind (Waist)
By binding Evocant Echo to your waist chakra, whenever you take energy damage of the chosen type, you take half damage. If the effect allows a save, you take no damage on a successful save.


Evocant Efflation
School: Evocation
Descriptors: None.
Classes: Arcantor.
Chakra: Shoulders, Specialist.
Saving Throw: See text.

Shaping Evocant Efflation allows you to manipulate the air around you using subtle pulses of force. As a standard action, you can create a burst of air in a 30-foot line; the wind speed is 25 mph (a strong wind); use this page (http://www.d20srd.org/srd/weather.htm#winds) for details on the effects of high winds. The line of wind lasts for 1 round. A Fortitude save renders a creature immune to a given use of this effect. Essentia: Each essentia invested in Evocant Efflation increases the range by 10 feet and the wind speed by 10 mph.

Chakra Bind (Shoulders)
If you bind Evocant Efflation to your shoulders chakra, you can spend a standard action to create a wall of wind, as per the wind wall spell, at a range of up to 30 feet per invested essentia. The wall may be up to 10 feet long and 5 feet high per invested essentia, and lasts for 1 round per meldshaper level. You may create only one such wall at a time; if you create another wall while one is still in existence, the previous wall vanishes.

Chakra Bind (Specialist)
When Evocant Efflation is bound to your Specialist chakra, you can send a focused blast of air at an object to attempt to destroy it. You can shatter a single object of no more than 5 feet in diameter as per the shatter spell. Activating this ability requires a standard action, and you may target any object within 30 feet. You may not use this ability to damage large structures or objects. An attended object receives a Will save to resist, as normal; the DC is equal to the DC of this soulmeld.


Evocant Edge
School: Evocation.
Descriptors: None.
Classes: Arcantor.
Chakra: Hands, Soul, Specialist.
Saving Throw: See text.

When you shape Evocant Edge, you can sprout a blade of force from your hand, with which you can make melee attacks. Use your meldshaper level in place of your Base Attack Bonus for attack rolls and determining how many iterative attacks you receive with this blade, and use your Intelligence modifier in place of your Strength modifier on the attack roll. The blade deals 1d8 points of damage plus your Intelligence modifier, and has a critical threat range of 20/x3. Your force blade counts as magic for the purposes of bypassing damage reduction. Essentia: For every essentia invested in Evocant Edge, increase the reach of your force blade by 5 feet; note that if the reach of the weapon is greater than your normal reach, you cannot threaten squares adjacent to you, as normal for a reach weapon.

Chakra Bind (Hands)
By binding Evocant Edge to your hands chakra, you can fling your force blade at an enemy within 30 feet as a standard action. The blade strikes unerringly, automatically dealing 1d8 damage + your Intelligence modifier to any creature who is not protected by an effect which explicitly defeats magic missile or similar effects. The damage dealt by this use of the soulmeld carries the [Force] descriptor. For each essentia, you can fling an additional force blade as part of the same action at the same or a different target; however, if you fling more than one blade, it requires a full-round action instead of a standard action. The force blade reforms in your hand at the beginning of your next turn.

Chakra Bind (Soul)
When you bind Evocant Edge to your soul chakra, whenever you strike a creature with your force blade as a melee attack, you may choose as a free action to affect that creature as if by a targeted greater dispel magic, with a caster level equal to your meldshaper level. If you successfully dispel an effect with this ability, the struck creature takes additional damage from the attack equal to the amount of invested essentia times the level of the dispelled effect.

Chakra Bind (Specialist)
If you bind Evocant Edge to your Specialist chakra, your force blade is unaffected by damage reduction, and its damage gains the [Force] descriptor, allowing you to strike ethereal and incorporeal creatures at no penalty.


Evocant Edifice
School: Evocation
Descriptors: None.
Classes: Arcantor.
Chakra: Feet, Heart, Specialist.
Saving Throw: See text.

With Evocant Edifice shaped, you can create a floating disk of force with a standard action. The disk can support up to 100 lbs of weight, and lasts for 1 hour per meldshaper level or until you dismiss it with a swift action; otherwise, it functions as the floating disk spell. Essentia: Every essentia invested in Evocant Edifice increases the weight limit of the disk by 100 lbs.

Chakra Bind (Feet)
When Evocant Edifice is bound to your feet chakra, you can leave a wall of force behind you when you move. By spending a full-round action to move up to your speed, you can create a wall of force (as the spell) in the spaces that you travel through. The wall is the same height that you are, and lasts for 1 round plus one round per invested essentia before disappearing.

Chakra Bind (Heart)
By binding Evocant Edifice to your heart chakra, you can spend a full-round action creating a cage of force to trap a creature, as per the forcecage spell. You can affect any creature within 30 feet, and the cage lasts for 1 round per invested essentia.

Chakra Bind (Specialist)
If you bind Evocant Edifice to your Specialist chakra, you can spend an immediate action to shield yourself with a shroud of force, granting you cover against a single effect (breaking line of effect, as per the wings of cover spell). You can use this ability once per day, plus one additional time per day for each invested essentia (for example, if you have used this ability twice, you must have two essentia invested whenever you wish to use it again on the same day).


Evocant Effort
School: Evocation.
Descriptors: None.
Class: Arcantor.
Chakra: Arms, Crown, Specialist.
Saving Throw: See text.

While shaping Evocant Effort, you can create a magical hand of force which aids you. You can duplicate the effects of the bigby's helpful hand spell at will as a standard action, with a caster level equal to your meldshaper level. Essentia: Every point of essentia invested in Evocant Effort increases the competence bonus to Craft, Disable Device, and Open Locks checks by +2.

Chakra Bind (Arms)
When bound to your arms chakra, Evocant Effort allows you to instead (if you choose) duplicate the effects of the bigby's interposing hand spell. You may only have one instance of this spell in effect at a time; a second attempt to activate this ability while an earlier instance is still in effect automatically fails.

Chakra Bind (Crown)
By binding Evocant Effort to your crown chakra, you can instead (if you choose) duplicate the effects of the bigby's tripping hand spell. You may only have one instance of this spell in effect at a time; a second attempt to activate this ability while an earlier instance is still in effect automatically fails.

Chakra Bind (Specialist)
When you bind Evocant Effort to your Specialist chakra, you can instead (if you choose) duplicate the effects of the bigby's warding hand spell. You may only have one instance of this spell in effect at a time; a second attempt to activate this ability while an earlier instance is still in effect automatically fails.


Evocant Eruption
School: Evocation
Descriptors: None.
Classes: Arcantor.
Chakra: Brow, Specialist, Throat.
Saving Throw: See text.

When you shape Evocant Eruption, choose an energy type. You can fire a ray of the chosen energy type with a standard action at any creature within 30 feet. If your ranged touch attack is successful, you deal 1d6 damage of the chosen type. Essentia: Increase the energy damage by 1d6 for each essentia invested in Evocant Eruption.

Chakra Bind (Brow)
By binding Evocant Eruption to your brow chakra, as a standard action you can fill a cylinder 20 feet in radius and 40 feet tall, centered on any square within 100 feet, with energy of the chosen type. Creatures within the area take 2d6 damage + 2d6 per invested essentia, and may make a Reflex save for half damage.

Chakra Bind (Specialist)
When you bind Evocant Eruption to your Specialist chakra, as a standard action you can have your energy attack affect every creature in a 40-foot line originating from you. Affected creatures may make a Reflex save for half damage.

Chakra Bind (Throat)
With Evocant Eruption bound to your throat chakra, you can release a 75-foot cone of the chosen energy from your position as a standard action, dealing 3d6 points of damage + 3d6 per invested essentia to each creature in the area (Reflex save for half damage).


Imaginant Icon
School: Illusion.
Descriptors: None.
Classes: Arcantor.
Chakra: Shoulders, Soul, Specialist.
Saving Throw: Will negates (disbelief).

When you shape Imaginant Icon, you can throw your voice like a professional. You can duplicate the effects of the ventriloquism spell as a standard action, for as long as you concentrate. Essentia: For each point of essentia invested in Imaginant Icon, you gain a +2 bonus to Bluff and Gather Information checks.

Chakra Bind (Shoulders)
When Imaginant Icon is bound to your shoulders chakra, you can surround yourself with flickering, shifting images of yourself. By spending a standard action, you can duplicate the effects of the mirror image spell for 1 round per meldshaper level. Each use of this ability produces 1d4 images, +1 image per invested essentia, to a maximum of 8; multiple uses do not stack.

Chakra Bind (Soul)
When you bind Imaginant Icon to your soul chakra, you can throw off an image of yourself, which moves and acts like you. As a standard action, you can duplicate the effects of the project image spell, with a caster level equal to your meldshaper level. In addition, any soulmeld ability whose range is touch or greater can originate from the image instead of from you.

Chakra Bind (Specialist)
By binding Imaginant Icon to your Specialist chakra, you can duplicate the effects of the magic mouth spell as a standard action, with a caster level equal to your meldshaper level. You can have one instance of this ability in effect at a time, plus one additional instance per invested essentia; instances over the limit disappear in the order they were created.


Imaginant Illustration
School: Illusion
Descriptors: None.
Classes: Arcantor.
Chakra: Hands, Specialist, Waist.
Saving Throw: Will negates (disbelief).

Shaping Imaginant Illustration allows you to create phantom sounds. As a standard action, you can duplicate the effects of the ghost sound spell, with a caster level equal to your meldshaper level. The DC to disbelieve the illusion is equal to the DC of this soulmeld. Essentia: For each essentia invested in Imaginant Illustration, gain a +2 insight bonus to Listen and Move Silently checks.

Chakra Bind (Hands)
When you bind Imaginant Illustration to your hands chakra, you can spend a standard action to duplicate the effects of the minor image spell, with a caster level equal to your meldshaper level. You cannot have more than one image in effect at a time; creating a new one causes any previous images to vanish. The DC to disbelieve the illusion is equal to the DC of this soulmeld.

Chakra Bind (Specialist)
If you bind Imaginant Illustration to your Specialist chakra, you can spend a standard action to duplicate the effects of the silent image spell, with a caster level equal to your meldshaper level. You cannot have more than one image in effect at a time; creating a new one causes any previous images to vanish. However, you can use the base ability of this soulmeld to create sound for your image, as normal. The DC to disbelieve the illusion is equal to the DC of this soulmeld.

Chakra Bind (Throat)
When Imaginant Illustration is bound to your throat chakra, you can create an image which follows instructions that you set. You can spend a standard action to duplicate the effects of the programmed image spell, with a caster level equal to your meldshaper level. You cannot have more than one image in effect at a time, even if an existing image has not yet been triggered; creating a new one causes any previous images to vanish. The DC to disbelieve the illusion is equal to the DC of this soulmeld.


Imaginant Imitation
School: Illusion.
Descriptors: None.
Classes: Arcantor.
Chakra: Arms, Specialist, Waist.
Saving Throw: See text.

When you shape Imaginant Imitation, you can cover your target in shadow. As a standard action, you can designate one creature within 30 feet to be shrouded in shadows, granting that creature concealment; however, that creature's visibility is reduced to 5 feet, and other creatures gain concealment against the target as well. The shadows last for 1 round per meldshaper level. A successful Will save to disbelieve negates this effect. You may only have one instance of this effect active at any given time; using this ability again before the first duration runs out ends all previous effects. Essentia: For every essentia invested in Imaginant Imitation, you can affect another target as part of the same instance (and with the same action).

Chakra Bind (Arms)
By binding Imaginant Imitation to your arms chakra, you can entrap nearby creatures in shadowy chains. As a standard action, you can force all creatures within 10 feet of you, +5 feet per invested essentia, to make a Will save to disbelieve; creatures that fail are entangled, and cannot move. Trapped creatures remain so for as long as you concentrate (each round as a standard action), or may make a Strength check or Escape Artist check (DC 20) as a full-round action to escape.

Chakra Bind (Specialist)
When you bind Imaginant Imitation to your Specialist chakra, you can spend a standard action to create a shadowy barrier, which lasts for 1 round. The barrier is a straight, vertical 10-foot square, and can be placed anywhere within 30 feet of you; each invested essentia adds an additional 10-foot square of area and increases the range by 20 feet. The shadowy barrier does not prevent movement, but obscures all non-magical vision (including darkvision) and blocks line of sight. Alternatively, you can use this ability to counter or dispel any [Light] spell up to a level equal to the number of invested essentia.

Chakra Bind (Waist)
With Imaginant Imitation bound to your waist chakra, you gain the ability to travel through the Plane of Shadow. This ability functions as the shadow walk spell, targeting only you plus up to one additional creature per invested essentia (which must remain invested for the duration of the effect, or the effect ends for all targets). You may use this ability at will, as a standard action.


Imaginant Indecision
School: Illusion.
Descriptors: None.
Class: Arcantor.
Chakra: Feet, Heart, Specialist.
Saving Throw: See text.

While shaping Imaginant Indecision, you can mask magical auras at will. As a standard action, you can cause a magical item to register as nonmagical (as per the magic aura spell), or you can hide magical effects cast upon an object (as per the hidden ward spell). In either case, the effect lasts for 1 hour per meldshaper level. Essentia: Every point of essentia invested in Imaginant Indecision grants a +4 competence bonus to Hide and Move Silently checks.

Chakra Bind (Feet)
When Imaginant Indecision is bound to your feet chakra, you can spend a standard action to grant a touched creature the benefit of the blur spell for 1 round per meldshaper level.

Chakra Bind (Heart)
By binding Imaginant Indecision to your heart chakra, you gain the benefit of the improved invisibility spell at all times. You can raise or lower this ability as a swift action.

Chakra Bind (Specialist)
When you bind Imaginant Indecision to your Specialist chakra, you can spend a swift action at will to grant a single touched creature the benefit of the invisibility spell for 1 round.


Imaginant Invention
School: Illusion
Descriptors: None.
Classes: Arcantor.
Chakra: Crown, Specialist.
Saving Throw: See text.

With Imaginant Invention shaped, you can change your appearance at will, as the disguise self spell. This effect lasts for 10 minutes per meldshaper level. Essentia: Each time you use this ability, you can affect an additional creature (with a touch, for the same duration) for each essentia invested in Imaginant Invention.

Chakra Bind (Crown)
When Imaginant Invention is bound to your crown chakra, choose a creature or object within 30 feet of you. Any divination spell or effect which reveals auras detects the chosen target instead of you, as per the misdirection spell, as long as the object is within 30 feet of you. You may designate a new target by spending a full-round action.

Chakra Bind (Specialist)
When you bind Imaginant Invention to your Specialist chakra, as a standard action you cancel all sound within 20 feet of you, as per the silence spell. The effect lasts for 1 round + 1 round per invested essentia.


Imaginant Iridescence
School: Illusion
Descriptors: None.
Classes: Arcantor.
Chakra: Brow, Specialist.
Saving Throw: Will negates (see text).

When you shape Imaginant Iridescence, you gain the ability to release a spray of blinding colors. As a standard action at will, you can fire a ray of color at any single target within 15 feet. The target must make a Will save; on a failed save, the creature is affected as per the color spray spell. Essentia: Increase the duration of the effects by 1 round for each essentia invested in Imaginant Iridescence.

Chakra Bind (Brow)
By binding Imaginant Iridescence to your brow chakra, you can create a glowing pattern of colors to fascinate your enemies. You can use this ability at will as a standard action, and it lasts for as long as you concentrate. Up to 6 HD of creatures per invested essentia are affected on a failed Will save. This ability functions otherwise as the rainbow pattern spell.

Chakra Bind (Specialist)
With Imaginant Iridescence bound to your Specialist chakra, you can create a mesmerizing spread of colors to fascinate your enemies. You can use this ability at will as a standard action, and it lasts for as long as you concentrate. You can affect 2d4 +1 per invested essentia HD of creatures on a failed Will save. This ability functions otherwise as the hypnotic pattern spell.


Necromant Negation
School: Necromancy.
Descriptors: None.
Classes: Arcantor.
Chakra: Hands, Soul, Specialist.
Saving Throw: See text.

When you shape Necromant Negation, you can sap an opponent's strength with a touch. By spending a standard action, you can make a touch attack against an opponent; if you are successful, the opponent takes a 1d6 penalty to Strength for 1 minute. Multiple applications of this ability do not stack, and you cannot reduce an oppponent's Strength below 1 with this ability. Essentia: For each point of essentia invested in Necromant Negation, increase the Strength penalty by 1.

Chakra Bind (Hands)
When Necromant Negation is bound to your hands chakra, you deal ability damage instead of applying a penalty with your touch attack.

Chakra Bind (Soul)
By binding Necromant Negation to your soul chakra, your touch drains life force directly. Whenever you use your touch attack, you may inflict 1 negative level, +1 per 2 invested essentia (rounded down), instead of an ability penalty. The DC to remove the negative levels after 24 hours is equal to the DC of this soulmeld. For each negative level inflicted by this ability, you gain 5 temporary hit points, which stack with each other.

Chakra Bind (Specialist)
When you bind Necromant Negation to your Specialist chakra, choose an ability score. Your touch attack applies a penalty to the given ability score instead of Strength.


Necromant Nemesis
School: Necromancy
Descriptors: None.
Classes: Arcantor.
Chakra: Brow, Specialist, Waist.
Saving Throw: None.

Shaping Necromant Nemesis grants you the ability to animate corpses into skeletons or zombies. By spending 1 minute in concentration, you can animate a Tiny or smaller Animal or Humanoid corpse into a skeleton or zombie, with Hit Dice no greater than twice your meldshaper level, as per the animate dead spell. You can only animate one creature at a time with this ability; if you animate another while a previous target is still animated, the previous one collapses, inert. You automatically control the undead you animate with this ability. If this soulmeld becomes suppressed (but not unshaped), you lose control of the animated undead until the soulmeld is no longer suppressed; however, if the soulmeld becomes unshaped, the animation ends entirely. Essentia: For each essentia invested in Necromant Nemesis, increase the maximum size category of corpse you can animate by 1 step.

Chakra Bind (Brow)
If you bind Necromant Nemesis to your brow chakra, you are no longer limited to Animal or Humanoid corpses; you can animate any corpse which is a legal target for animate dead, within the size and Hit Dice limitations of this soulmeld.

Chakra Bind (Specialist)
When Necromant Nemesis is bound to your Specialist chakra, you can choose to animate a creature as a Necrocarnum Zombie (see MoI pg 186 for details) instead of a normal skeleton or zombie. If you do so, this soulmeld gains the Necrocarnum and Evil descriptors.

Chakra Bind (Waist)
Binding Necromant Nemesis to your waist chakra allows you to teleport between the bodies of undead creatures, as per the door of decay spell, with a range of 100 feet per meldshaper level.


Necromant Neurosis
School: Necromancy.
Descriptors: None.
Classes: Arcantor.
Chakra: Crown, Specialist.
Saving Throw: See text.

When you shape Necromant Neurosis, you gain the ability to demoralize an opponent as a move action instead of a standard action. Essentia: For every essentia invested in Necromant Neurosis, you gain a +2 insight bonus to Intimidate checks.

Chakra Bind (Crown)
By binding Necromant Neurosis to your crown chakra, you can inspire fear with a thought. As a standard action, you can touch an opponent, forcing it to make a Will save or become shaken for 1 minute. Multiple applications of this ability stack as normal. While this is a mind-affecting fear effect.

Chakra Bind (Specialist)
When you bind Necromant Neurosis to your Specialist chakra, any fear effects you create (including uses of the Intimidate skill) are no longer mind-affecting.


Necromant Nihilism
School: Necromancy
Descriptors: None.
Classes: Arcantor.
Chakra: Arms, Specialist.
Saving Throw: See text.

With Necromant Nihilism shaped, you gain the ability to make your opponents tired and apathetic. You may make a ranged touch attack as a standard action; if it succeeds, your opponent must make a Fortitude save or become fatigued for 2 rounds. This fatigue does not stack with itself, but does stack with fatigue from other sources. Essentia: Every essentia invested in Necromant Nihilism increases the duration of the fatigue by 1 round.

Chakra Bind (Arms)
When Necromant Nihilism is bound to your arms chakra, your fatiguing ray carries exhaustion. A creature which fails its save is exhausted instead of fatigued, while a creature which succeeds is fatigued instead.

Chakra Bind (Specialist)
If you bind Necromant Nihilism to your Specialist chakra, this soulmeld carries sickness. A creature which fails its save is sickened instead of fatigued. This sickness does not stack with itself, but if used on a creature which is already sickened from another source, the creature becomes nauseated instead.


Necromant Nocturne
School: Necromancy.
Descriptors: None.
Class: Arcantor.
Chakra: Feet, Specialist, Throat.
Saving Throw: See text.

While shaping Necromant Nocturne, your touch carries vampiric energy. As a standard action, you can make a melee touch attack against an opponent, which if successful deals 1d6 points of negative energy damage. You gain the damage you deal as temporary hit points which last for 1 hour. Temporary hit points gained from multiple uses of this ability do not stack. Essentia: Every point of essentia invested in Necromant Nocturne increases the damage by +1d6.

Chakra Bind (Feet)
When bound to your feet chakra, Necromant Nocturne allows you to steal speed from your opponents. A creature damaged by your vampiric touch attack must make a Fortitude save or be paralyzed for 1 round. If you successfully paralyze a creature this way, you gain a +5 foot enhancement bonus to your base speed for 1 round for each essentia invested in Necromant Nocturne.

Chakra Bind (Specialist)
By binding Necromant Nocturne to your Specialist chakra, you can use your vampiric touch attack at a range of 30 feet + 10 feet per invested essentia (as a ranged touch attack).

Chakra Bind (Throat)
When you bind Necromant Nocturne to your throat chakra, you can steal your opponent's senses. A creature damaged by your vampiric touch attack must make a Fortitude save or become permanently blind or deaf (chosen when you shape the soulmeld).


Necromant Nourishment
School: Necromancy
Descriptors: None.
Classes: Arcantor.
Chakra: Heart, Shoulders, Specialist.
Saving Throw: None.

When you shape Necromant Nourishment, you become infused with necromantic energy, bolstering your physique. You gain temporary hit points equal to three times your meldshaper level. Essentia: You gain a +1 resistance bonus to Fortitude saves for each essentia invested in Necromant Nourishment.

Chakra Bind (Heart)
By binding Necromant Nourishment to your heart chakra, you take on the characteristics of an undead creature. You become immune to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, non-lethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects. You need not breathe, eat, or sleep. You are damaged by cure spells and healed by inflict spells, and you count as having the undead type for the purposes of spells or effects which affect undead. You gain turn resistance equal to twice the amount of essentia invested in Necromant Nourishment.

Chakra Bind (Shoulders)
By binding Necromant Nourishment to your shoulders chakra, you can transfer hit points to an ally with a touch. By spending a standard action, you can sacrifice any number of your hit points (not temporary hit points) to grant your target an equal number of temporary hit points, which last for 1 hour.

Chakra Bind (Specialist)
With Necromant Nourishment bound to your Specialist chakra, you can monitor the life force of all creatures within 30 feet, as per the deathwatch spell.


Transmutant Tactics
School: Transmutation.
Descriptors: None.
Classes: Arcantor.
Chakra: Arms, Shoulders, Specialist.
Saving Throw: See text.

When you shape Transmutant Tactics, you can spend a standard action to allow an ally within 30 feet to immediately make a single melee or ranged attack, without affecting the target's place in the initiative order. The granted attack follows the normal rules for attacks. This ability cannot allow a creature to make more than one additional attack in a round; creatures who have already made additional attacks in the same round (due to this or similar effects, such as the haste spell) are immune to this effect. Essentia: For each point of essentia invested in Transmutant Tactics, you gain a +1 dodge bonus to AC.

Chakra Bind (Arms)
When Transmutant Tactics is bound to your arms chakra, you can instead grant one additional attack to all allies within 10 feet per invested essentia.

Chakra Bind (Shoulders)
By binding Transmutant Tactics to your shoulders chakra, you can grant a creature within 30 feet the benefits of the haste spell, or inflict the effects of the slow spell, as a standard action (allowing a Will or Fortitude save, as appropriate). The effect lasts for 2 rounds per invested essentia.

Chakra Bind (Specialist)
When you bind Transmutant Tactics to your Specialist chakra, you can spend an immediate action at will to grant a target within 30 feet an enhancement on a single initiative check equal to the amount of invested essentia. You can use this ability even while flatfooted.


Transmutant Trance
School: Transmutation
Descriptors: None.
Classes: Arcantor.
Chakra: Brow, Crown, Specialist.
Saving Throw: None.

Shaping Transmutant Trance grants you darkvision to a range of 60 feet, or increases your existing darkvision range by 60 feet. Essentia: For each essentia invested in Transmutant Trance, you gain a +2 insight bonus to Spot and Listen checks.

Chakra Bind (Brow)
If you bind Transmutant Trance to your brow chakra, you gain blindsense to a range of 5 feet per meldshaper level.

Chakra Bind (Crown)
When Transmutant Trance is bound to your crown chakra, you gain tremorsense to a range of 30 feet.

Chakra Bind (Specialist)
Binding Transmutant Trance to your Specialist chakra allows you to share the benefits of this soulmeld (not including this ability) with all allies within 10 feet per invested essentia.


Transmutant Transcendance
School: Transmutation.
Descriptors: None.
Classes: Arcantor.
Chakra: Soul, Specialist.
Saving Throw: None.

When you shape Transmutant Transcendance, choose an ability score. You gain a +2 competence bonus to ability checks with that score. Essentia: For every essentia invested in Transmutant Transcendance, increas the competence bonus by +2.

Chakra Bind (Soul)
When you bind Transmutant Transcendance to your soul chakra, you can spend a standard action to grant a touched creature a +2 enhancement bonus to all ability scores per invested essentia. This effect lasts for 1 round per meldshaper level, and you may have only one instance of this ability in effect at a time; activating it again causes all previous instances to end.

Chakra Bind (Specialist)
By binding Transmutant Transcendance to your Specialist chakra, you can spend a standard action to grant a +4 enhancement bonus to the chosen ability score with a touch. The enhancement bonus lasts for 1 minute per two meldshaper levels (rounded down). You may only have one instance of this ability per invested essentia in effect at any given time; if the amount of invested essentia drops too low, or you use this ability too many times, all previous instances of the effect are ended.


Transmutant Transformation
School: Transmutation
Descriptors: None.
Classes: Arcantor.
Chakra: Heart, Specialist.
Saving Throw: See text.

With Transmutant Transformation shaped, you can take the form of a small animal as a standard action. Choose a single creature of Animal type, of size Diminutive or smaller, when shaping this soulmeld; each time you use this ability, you transform into the chosen animal. You remain in this form for as long as you concentrate; see the Polymorph subschool (Rules Compendium pg 122) for the effects of the transformation. Essentia: Every essentia invested in Transmutant Transformation increases the size of creature you may transform into by 1 size category.

Chakra Bind (Heart)
When Transmutant Transformation is bound to your heart chakra, you can choose a creature of a type different than Animal, but the chosen creature must have no more Hit Dice than your Meldshaper level. You are still limited by the creature's size category, as normal.

Chakra Bind (Specialist)
If you bind Transmutant Transformation to your Specialist chakra, you can transform another creature as you would yourself, with a touch. You must similarly concentrate to maintain the transformation, and an unwilling creature receives a Fortitude save to resist the transformation.


Transmutant Transit
School: Transmutation.
Descriptors: None.
Class: Arcantor.
Chakra: Feet, Hands, Specialist.
Saving Throw: None.

While shaping Transmutant Transit, you can spend a standard action to gain a +30 foot enhancement bonus to speed for 1 minute per meldshaper level. Essentia: For every point of essentia invested in Transmutant Transit, you may affect another creature whom you touch with this ability whenever you activate it.

Chakra Bind (Feet)
When Transmutant Transit is bound to your feet chakra, you gain a burrow speed of 30 feet. You may choose to leave a 5-foot-diameter tunnel when you burrow.

Chakra Bind (Hands)
By binding Transmutant Transit to your hands chakra, you gain a climb speed of 15 feet.

Chakra Bind (Specialist)
When you bind Transmutant Transit to your Specialist chakra, you gain a swim speed of 30 feet.


Transmutant Tumescence
School: Transmutation
Descriptors: None.
Classes: Arcantor.
Chakra: Specialist, Throat, Waist.
Saving Throw: See text.

When you shape Transmutant Tumescence, you gain the ability to steal an opponent's size with a touch attack. Whenever you successfully touch a humanoid opponent larger than you, you can force the opponent to make a Fortitude save. On a failed save, the opponent shrinks in size by one category (as per the reduce person spell), and you grow in size by one category (as per the enlarge person spell). The size change lasts for 1 round per Meldshaper level. Alternatively, you may grant the size increase to an ally with a touch, as long as the opponent was also larger than the chosen ally. Essentia: You gain a +2 insight bonus on grapple checks and checks to prevent being bull rushed or overrun for each essentia invested in Transmutant Tumescence.

Chakra Bind (Specialist)
By binding Transmutant Tumescence to your Specialist chakra, you can also affect creatures of the Animal, Fey, Giant, or Monstrous Humanoid types with your touch attack.

Chakra Bind (Throat)
If you bind Transmutant Tumescence to your throat chakra, you can also affect creatures of the Aberration, Dragon, Magical Beast, or Outsider types with your touch attack.

Chakra Bind (Waist)
By binding Transmutant Tumescence to your waist chakra, you can shrink your opponent up to two size categories (to a minimum of Fine) and enlarge yourself up to two size categories (to a maximum of Colossal) with your touch attack.


Universal Arcanum
School: Universal
Descriptors: None.
Classes: Arcantor.
Chakra: Crown, Hands.
Saving Throw: None.

Universal Arcanum is a useful soulmeld that most Arcantors learn. When it is shaped, you gain the benefit of the prestidigitation spell at all times, though the effects last for a maximum of 1 hour as normal. Essentia: You gain a +2 insight bonus to Knowledge (Arcana) checks for each essentia invested in Universal Arcanum.

Chakra Bind (Crown)
If Universal Arcanum is bound to your crown chakra, you gain the benefit of the read magic spell at all times.

Chakra Bind (Hands)
If Universal Arcanum is bound to your hands chakra, you can place an arcane mark (as the spell) with a touch as a standard action.

sirpercival
2014-11-16, 02:10 PM
Oh my, if you're taking requests, then I've certainly got one for you! I'd like to see a dual-prog Prestige Class of your Jongleur and the Archivist. That is genuinely my only requirement. I simply believe that it'd be amazing. :D

Thinking about this... I'm not sure how well the concepts blend. But I'm sure I'll come up with something eventually... lol.

Reality Glitch
2014-11-16, 02:37 PM
Thank you for the Arcantor, It looks great. My only concern is the Repertoire feature, unless your going to make the soulmelds uber-powerful, it seems like a heftier drawback then the totemist's illiteracy.

sirpercival
2014-11-16, 02:57 PM
Thank you for the Arcantor, It looks great. My only concern is the Repertoire feature, unless your going to make the soulmelds uber-powerful, it seems like a heftier drawback then the totemist's illiteracy.

Well, thematically & mechanically it's equivalent to the Wizard's spellbook. The advantage to it is that you can learn soulmelds from any list... and also, especially at low levels, how many soulmelds do you actually choose between? I've never used more than 3 or 4 on rotation at low levels.

Reality Glitch
2014-11-16, 03:25 PM
OH! I must have missed the bit about choosing from any soulmeld list. That seems fair now.

sirpercival
2014-11-16, 03:34 PM
OH! I must have missed the bit about choosing from any soulmeld list. That seems fair now.

Well, not for the one you automatically get every level... but you can learn from any soulmeld list during play just like you could if you got access to another wizard's spellbook.

EDIT: I clarified a little.

sirpercival
2014-11-18, 12:02 PM
First school of Arcantor soulmelds is posted.

Amechra
2014-11-18, 02:44 PM
Are you going to make 6 Soulmelds for each School, right?

(Please do Necromancy next. Please.)

sirpercival
2014-11-18, 02:55 PM
Are you going to make 6 Soulmelds for each School, right?

(Please do Necromancy next. Please.)
That's correct, and sure! :D

How do you like the class?

Reality Glitch
2014-11-18, 03:08 PM
The class is great and so far really captures wizardly flavor really well.

I, too, am trying my hand at an incarnum homebrew, the Spirit Sniper. (see signature) It is still a work in progress though, like your Arcantor.

Amechra
2014-11-18, 03:52 PM
That's correct, and sure! :D

How do you like the class?

It's pretty great.

It kinda makes me want to write up a Psionic equivalent, with Soulmeld sets for the different disciplines. Because that would be pretty boss.

Reality Glitch
2014-11-18, 04:50 PM
I was thinking that same thing.

Amechra
2014-11-18, 05:44 PM
Not that we're requesting it or anything; I at least don't want a repeat (you know what I'm talking about.)

Hey Percy, do you mind if I use your Necrocarnum soulmelds for something?

sirpercival
2014-11-18, 05:47 PM
Not that we're requesting it or anything; I at least don't want a repeat (you know what I'm talking about.) Lol. I don't have time for it anyway. Go to town!


Hey Percy, do you mind if I use your Necrocarnum soulmelds for something? Of course not :D I'm also going to try very hard to not have the necromancy Arcantor melds be Necrocarnum.

Amechra
2014-11-18, 07:20 PM
Also, looking through the Dracarnum Savant... did you really mean to have Breath Meld be that strong?

I mean, you can easily get 4-5 Essentia invested into one Soulmeld, which means you get a +16d6 or +20d6 to your Breath Weapon.

Seems a tad excessive, especially since you can combo that with the Draconic Mask bound to your Throat Chakra, to get a 2d6 + 5[E]d6 Breath Weapon.

Reality Glitch
2014-11-18, 08:35 PM
I noticed that your tables are still broken, any intention of fixing them?

sirpercival
2014-11-18, 08:37 PM
Also, looking through the Dracarnum Savant... did you really mean to have Breath Meld be that strong?

I mean, you can easily get 4-5 Essentia invested into one Soulmeld, which means you get a +16d6 or +20d6 to your Breath Weapon.

Seems a tad excessive, especially since you can combo that with the Draconic Mask bound to your Throat Chakra, to get a 2d6 + 5[E]d6 Breath Weapon. No I didn't. I'll have to fix that at some point.


I noticed that your tables are still broken, any intention of fixing them? Yes, eventually... The problem is that I have so many tables in so many threads that it's hard to become motivated to even start.

Reality Glitch
2014-11-18, 08:43 PM
I know how you feel, starting is always the hardest part.

Amechra
2014-11-18, 09:17 PM
Ta-da! What do you think? (http://www.giantitp.com/forums/showthread.php?384314-Necrocarnate-Incarnate-ACF-PEACH&p=18423377#post18423377)

(Yeah, I know they lack any way to gain temporary Essentia from creatures dying; I apologize.)

Reality Glitch
2014-11-18, 10:13 PM
I suggest posting them here rather than their own thread, makes life easier.

Amechra
2014-11-18, 10:36 PM
But they aren't Percy's, and therefor have no place in this thread.

I only linked it because it's using the Necrocarnum Gloves soulmeld.

sirpercival
2014-11-19, 09:23 PM
Necromancy posted. I'm also tweaking the generalist option, since it's too powerful right now.


Ta-da! What do you think? (http://www.giantitp.com/forums/showthread.php?384314-Necrocarnate-Incarnate-ACF-PEACH&p=18423377#post18423377)

(Yeah, I know they lack any way to gain temporary Essentia from creatures dying; I apologize.) Very nice. It works better that way than as a PrC, I think.


I suggest posting them here rather than their own thread, makes life easier.


But they aren't Percy's, and therefor have no place in this thread.

I only linked it because it's using the Necrocarnum Gloves soulmeld. Correct, lol. This is for my stuff! There's enough of it... bluh.

Amechra
2014-11-20, 10:13 AM
Gotta say those are lovely; I think I might need to make a PrC that specializes in them further (Necromant Nemesis especially).

I'd love to see Conjuration next, if only to see how you handle a "Summoning" Soulmeld.

sirpercival
2014-11-21, 03:31 PM
Gotta say those are lovely; I think I might need to make a PrC that specializes in them further (Necromant Nemesis especially).

I'd love to see Conjuration next, if only to see how you handle a "Summoning" Soulmeld.

Done; I'm not quite as happy with those, not sure why... any suggestions or comments would be appreciated.

What would you like next?

Amechra
2014-11-21, 03:51 PM
Conjurant Call feels really weird to me, namely in how jumpy it is. Thing is, I can't think of any suggestions on how to smooth out the progression...

I like Conjurant Conception quite a lot.

Otherwise, they look fine to me...

(Enchantment next? Or maybe Divination?)

sirpercival
2014-11-23, 08:33 PM
Conjurant Call feels really weird to me, namely in how jumpy it is. Thing is, I can't think of any suggestions on how to smooth out the progression...

I like Conjurant Conception quite a lot.

Otherwise, they look fine to me...

(Enchantment next? Or maybe Divination?)
http://cdn.meme.am/instances/250x250/56375202.jpg

In other news, I ran over the 50k character limit... :smallfurious: so now the soulmeld descriptions will take up two posts. I'd move the list into the main class post to save room, except that I'm only 2/3 done so there's no way that would actually help. I'll have to scavenge another post, or just post later & link, for the non-arcantor school assignments.

Oh, and I added in another random new soulmeld. Should be popular... :D

sirpercival
2014-11-24, 09:12 PM
Made some clarifications & tweaks, and completely rewrote most of Conjurant Call.

sirpercival
2014-11-25, 10:22 PM
Evocation posted.

Amechra
2014-11-25, 10:59 PM
Evocant Eclipse doesn't seem like the right name for a wind effect.

How about Evocant Efflation?

sirpercival
2014-11-26, 06:20 AM
Evocant Eclipse doesn't seem like the right name for a wind effect.

How about Evocant Efflation?

Lovely, thank you.

Just to Browse
2014-11-29, 05:10 AM
Things:
Arcantor generalist seems like a bad choice, even if it stops you from having prohibited schools. Losing that chakra is a big deal, though it could be reasonably effective as a level 2 dip if you have another class that grants chakra binds. It just seems a pretty bad choice on its own, and I don't see the possibility of having Arcantor 20 (Generalist) characters that aren't obviously worse than their focused counterparts. That's a fine consequence, I just want to make sure you're aware of it.
Some of the essentia-investment benefits are huge here. I'm not saying that's bad, but this class is just begging for 3 levels of incarnate and azurin for Expanded Soulmeld Capacity.
When I saw necromant nourishment it reminded me of the extractor's trance bracers. It looks like trance bracers are the same as necromant nourishment but worse. Is there a use for them that I'm missing?
I can redo the tables in this thread if you want. I know some brewers want to be 100% involved in writing their stuff, so I'm asking instead of just doing it.
I can't wait to see your use of illusion. It would be great to see some soulmeld grant forms of invisibility, since the only thing that really does it now is shadow mantle (MoI) but it's pretty crappy unless you have devil's darksight or whatever. Another I'd like to see is something that fools detect magic, if there isn't an effect for that already.

sirpercival
2014-11-29, 08:25 AM
Things:
Arcantor generalist seems like a bad choice, even if it stops you from having prohibited schools. Losing that chakra is a big deal, though it could be reasonably effective as a level 2 dip if you have another class that grants chakra binds. It just seems a pretty bad choice on its own, and I don't see the possibility of having Arcantor 20 (Generalist) characters that aren't obviously worse than their focused counterparts. That's a fine consequence, I just want to make sure you're aware of it.
Some of the essentia-investment benefits are huge here. I'm not saying that's bad, but this class is just begging for 3 levels of incarnate and azurin for Expanded Soulmeld Capacity.
When I saw necromant nourishment it reminded me of the extractor's trance bracers. It looks like trance bracers are the same as necromant nourishment but worse. Is there a use for them that I'm missing?
I can redo the tables in this thread if you want. I know some brewers want to be 100% involved in writing their stuff, so I'm asking instead of just doing it.
I can't wait to see your use of illusion. It would be great to see some soulmeld grant forms of invisibility, since the only thing that really does it now is shadow mantle (MoI) but it's pretty crappy unless you have devil's darksight or whatever. Another I'd like to see is something that fools detect magic, if there isn't an effect for that already.

Responses:
Yeah... at first I had Generalist too good, now it's significantly inferior. I don't know what a good balance point is... anyone have suggestions for how to make Generalist a reasonable option?
Those three levels mean you never get the soul bind... but I do see what you're saying.
Not really. Necromancy does temp hp, so I needed a way to implement that which wasn't (a) spammable ad nauseum, and (b) trivial beyond belief.
That would be awesome! I always accept help... :D


I've posted some more edits to existing melds, and also the first illusion meld.

Just to Browse
2014-11-30, 06:36 AM
Should be everything in this thread.

Table: The Warpsoul
LevelBABFortRefWillSpecialMeldsEssentiaBinds
1+0+0+0+2Touch of madness (meldshaper level, soulmeld DC)210
2+1+0+0+3Chakra bind (crown)321
3+2+1+1+3Alien senses331
4+3+1+1+4Chakra bind (feet, hands)441
5+3+1+1+4451
6+4+2+2+5Touch of madness (essentia)462
7+5+2+2+5572
8+6/+1+2+2+6Alien constitution582
9+6/+1+3+3+6Chakra bind (arms, brow, shoulders)592
10+7/+2+3+3+7Telepathy6103
11+8/+3+3+3+7Touch of madness (capacity)6113
12+9/+4+4+4+86123
13+9/+4+4+4+8Alien mentaity7133
14+10/+5+4+4+9Chakra bind (throat, waist)7144
15+11/+6/+1+5+5+9Improved alien constitution7154
16+12/+7/+2+5+5+10Touch of madness (chakra)8164
17+12/+7/+2+5+5+10Chakra bind (heart)8174
18+13/+8/+3+6+6+11Alien resistance8185
19+14/+9/+4+6+6+119195
20+15/+10/+5+6+6+12Chakra bind (soul), alien transformation9205



Table: The Necrocarnate
LevelBABFortRefWillSpecialMeldshaping
1+0+2+0+2Necrocarnum focus, bonded touch-
2+1+3+0+3Harvest soul energy+1 level of existing class
3+2+3+1+3Chakra bind (arms, brow, shoulders)+1 level of existing class
4+3+4+1+4Necrocarnum soulshield+1 level of existing class
5+3+4+1+4Necrocarnum animation+1 level of existing class
6+4+5+2+5Improved necrocarnum touch-
7+5+5+2+5Transfer soul energy+1 level of existing class
8+6+6+2+6Chakra bind (throat, waist)+1 level of existing class
9+6+6+3+6Necrocarnum skin+1 level of existing class
10+7+7+3+7Greater necrocarnum touch+1 level of existing class
11+8+7+3+7Chakra bind (heart)-
12+9+8+4+8Consume soul energy+1 level of existing class
13+9+8+4+8Chakra bind (soul), necrocarnum apocalypse+1 level of existing class


Table: The Primal Soul
LevelBABFortRefWillSpecialManifesting or Meldshaping
1+0+0+2+2Chakra bind (hands), claw bind, damage reduction 1/silver, primal powers+1 level of existing manifesting class and +1 level of existing meldshaping class
2+1+0+3+3Primal essentia+1 level of existing meldshaping class
3+2+1+3+3Scent, Improved Grapple+1 level of existing manifesting class
4+3+1+4+4Chakra bind (crown, feet), damage reduction 3/silver+1 level of existing meldshaping class
5+3+1+4+4Primal talent+1 level of existing manifesting class
6+4+2+5+5Stranglehold+1 level of existing meldshaping class
7+5+2+5+5Greater claw bind+1 level of existing manifesting class
8+6+2+6+6Savage grapple+1 level of existing meldshaping class
9+6+3+6+6Chakra bind (arms, brow, shoulders), damage reduction 5/silver+1 level of existing manifesting class
10+7+3+7+7Primal apotheosis+1 level of existing meldshaping class
[/tr]


Table: The Soulfused Transcendent
LevelBABFortRefWillSpecial
1+0+2+0+2Soulfused chakra (least), soulmeld training
2+1+3+0+3Soulfused chakra (least)
3+2+3+1+3Soulfire 1/day
4+3+4+1+4Soulfused chakra (lesser)
5+3+4+1+4Soulfused chakra (lesser)
6+4+5+2+5Soulfire 2/day
7+5+5+2+5Soulfused chakra (greater)
8+6+6+2+6Soulfused essence
9+6+6+3+6Soulfire 3/day
10+7+7+3+7Soulfused chakra (advanced)
[/tr]


Table: The Soulknight
LevelBABFortRefWillMan. KnownMan. ReadiedStances KnownSpecialMeldshaping
1+1+2+0+2001Disciplined weapon, devotion chakra bind-
2+2+3+0+3000Incarnate strike, chakra bind (crown, feet, hands)+1 level of existing class
3+3+3+1+3100Devoted chakra bind (+1 meldshaper level)+1 level of existing class
4+4+4+1+4010Devoted essentia stance+1 level of existing class
5+5+4+1+4001Devoted chakra bind (+1 capacity)+1 level of existing class
6+6+5+2+5100Incarnate counter-
7+7+5+2+5000Devotion chakra bind (+1 DC)+1 level of existing class
8+8+6+2+6010Force of will, chakra bind (arms, brow, shoulders)+1 level of existing class
9+9+6+3+6100Devotion chakra bind (+2 capacity)+1 level of existing class
10+10+7+3+7000Devotion incarnte+1 level of existing class


Table: The Tiger Avatar
LevelBABFortRefWillMan. KnownMan. ReadiedStances KnownSpecialMeldshaping
1+1+2+2+0000Essence of the hunter 2, totem claws-
2+2+3+3+0100Smoke in the grass+1 level of existing class
3+3+3+3+1010Chakra bind (crown, feet, hands)+1 level of existing class
4+4+4+4+1100Tiger soul +1+1 level of existing class
5+5+4+4+1001Essence of the hunter 4+1 level of existing class
6+6+5+5+2110Totem transformation-
7+7+5+5+2000Tiger soul +2+1 level of existing class
8+8+6+6+2100Sudden kill, chakra bind (arms, brow, shoulders)+1 level of existing class
9+9+6+6+3010Essence of the hunter 6+1 level of existing class
10+10+7+7+3100Walk with the reaper, tiger soul +3+1 level of existing class


Table: The Dracarnum Savant
LevelBABFortRefWillSpecialInvoking or Meldshaping
1+0+2+0+0Draconic totem (1 soulmeld)+1 level of existing invoking class and +1 level of existing meldshaping class
2+1+3+0+0Breath meld 2d6+1 level of existing invoking class and +1 level of existing meldshaping class
3+2+3+1+1Dragonskin, chakra binds (crown, feet, hands)+1 level of existing invoking class
4+3+4+1+1Draconic totem (2 soulmelds)+1 level of existing meldshaping class
5+3+4+1+1Breath meld 3d6, dragoneyes+1 level of existing invoking class and +1 level of existing meldshaping class
6+4+5+2+2Draconic essence+1 level of existing invoking class and +1 level of existing meldshaping class
7+5+5+2+2Draconic totem (3 soulmelds)+1 level of existing invoking class
8+6+6+2+2Breath meld 4d6, chakra binds (arms, brow, shoulders)+1 level of existing meldshaping class
9+6+6+3+3Dragonheart+1 level of existing invoking class and +1 level of existing meldshaping class
10+7+7+3+3Draconic totem (4 soulmelds), dragonsoul+1 level of existing invoking class and +1 level of existing meldshaping class
[/tr]


Table: The Warped Disciple
LevelBABFortRefWillSpecialSoul Binding or Meldshaping
1+0+0+0+2Forbidden lore, madness (DC)+1 level of existing soul binding class and +1 level of existing meldshaping class
2+1+0+0+3Soulbound vestige+1 level of existing meldshaping class
3+2+1+1+3Madness (refresh 1)+1 level of existing soul binding class and +1 level of existing meldshaping class
4+3+1+1+4Chakra bind (feet, hands)+1 level of existing soul binding class
5+3+1+1+4Madness (essentia)+1 level of existing soul binding class and +1 level of existing meldshaping class
6+4+2+2+5Improved soulbound vestige+1 level of existing meldshaping class
7+5+2+2+5Madness (refresh 2)+1 level of existing soul binding class and +1 level of existing meldshaping class
8+6+2+2+6Chakra bind (arms, brow, shoulders)+1 level of existing soul binding class
9+6+3+3+6Madness (capacity)+1 level of existing soul binding class and +1 level of existing meldshaping class
10+7+3+3+7Greater soulbound vestige, mindburn+1 level of existing meldshaping class
[/tr]
11+8+3+3+7Madness (refresh 3)+1 level of existing soul binding class and +1 level of existing meldshaping class
12+9+4+4+8Chakra bind (throat, waist)+1 level of existing soul binding class
[/tr]


Table: The Azure Ascetic
LevelBABFortRefWillForm. KnownForm. PreparedSpecialMeldshaping
1+0+0+0+200Aura bind I, aura investment-
2+1+0+0+300Aura bind I, chakra bind (crown, feet, hands)+1 level of existing class
3+1+1+1+310Aura bind I, soulmeld projection+1 level of existing class
4+2+1+1+401Aura bind II, spellshape infusion+1 level of existing class
5+2+1+1+400Aura bind II, improved aura investment-
6+3+2+2+510Aura bind II, chakra bind (arms, brow, shoulders)+1 level of existing class
7+3+2+2+500Aura bind III, improved soulmeld projection+1 level of existing class
8+4+2+2+601Aura bind III, greater aura investment+1 level of existing class
9+4+3+3+610Aura bind (heart), improved spellshape infusion+1 level of existing class
10+5+3+3+700Aura bind (soul), chakra bind (throat, waist)+1 level of existing class


Table: The Extractor WARNING: SOMETHING WEIRD GOING ON IN THIS TABLE. CAN'T FIND OUT WHAT.
LevelBABFortRefWillInspirationSpecialMeldsEssentia Binds
1+0+0+2+22Inspiration, awakened defense, subliminal knowledge110
2+1+0+3+33Awakened essence, fugue state (1 maneuver), fugue stance210
3+2+1+3+33Chakra bind (crown), extraction221
4+3+1+4+43Impose will, lucid projection 20%321
5+3+1+4+44Chakra bind (feet, hands), fugue state (2 maneuvers)331
6 +4 +2 +5 +5 4 Awakened offense332
7 +5 +2 +5 +5 4 Awakened capacity, fugue state (3 maneuvers) 4 4 2
8+6/+1+2+6+65Improved extraction, lucid projection 40%452
9+6/+1+3+6+65Chakra bind (arms, brow, shoulders)452
10+7/+2+3+7+75Fugue state (4 maneuvers)563
11+8/+3+3+7+76Contagious awakening573
12+9/+4+4+8+86Fugue state (5 maneuvers), lucid projection 60%573
13+9/+4+4+8+86Greater extraction683
14+10/+5+4+9+97Chakra bind (throat, waist)694
15+11/+6/+1+5+9+97Fugue state (6 maneuvers), we need to go deeper6104
16+12/+7/+2+5+10+107Awakened transcendence, lucid projection 80%7114
17+12/+7/+2+5+10+108Fugue state (7 maneuvers)7124
18+13/+8/+3+6+11+118Supreme extraction7135
19+14/+9/+4+6+11+118Chakra bind (heart)8145
20+15/+10/+5+6+12+1210Dream disruption, fugue state (8 maneuvers), lucid projection 100%8165


Table: The Essence Devourer
LevelBABFortRefWillSpecialMeldshaping
1+1+2+2+0Barghest transformation, track-
2+2+3+3+0Barghest transformation+1 level of existing class
3+3+3+3+1Feed, greater barghest transformation+1 level of existing class

Just to Browse
2014-12-01, 02:20 AM
Double post to keep the tables separate.

Necromant nourishment gives 3xlvl in temp HP, +1 Fort per Essentia. Trace bracers give 1xlvl regular HP, +1 Fort per Essentia. Nourishment looks far better than trance bracers unless you need powerful build.
For generalist, you could grant early access to one chakra bind. Alternatively you could just force every arcantor to specialize and make the generalist a variant class so you can make big changes.

Amechra
2014-12-04, 04:26 PM
How many uses of Touch of Madness do Warpsouls get?

Just to Browse
2014-12-04, 06:46 PM
As many uses as you can handle until you keel over from Wisdom burn.

Amechra
2014-12-04, 07:06 PM
But the mechanics say that you need to spend uses for all of the later abilities (I was trying to draw his attention to something he hadn't removed from earlier.)

Reality Glitch
2015-02-21, 03:10 PM
I can't wait to see what the last two schools (Illusion and Transmutation) will be like for the Arcantor.

sirpercival
2015-02-22, 07:45 AM
I can't wait to see what the last two schools (Illusion and Transmutation) will be like for the Arcantor.

Thanks for reminding me! Illusion has now been posted.

Reality Glitch
2015-02-23, 12:26 AM
Imaginant Imitation
School: Divination.I think you have a typographical error here.

sirpercival
2015-02-25, 02:47 PM
Transmutation done, and that's all the new soulmelds! Anyone who'd like to contribute school assignments for non-Arcantor melds is certainly welcome to do so..... HINT HINT

Just to Browse
2015-03-02, 02:54 AM
Transmutation done, and that's all the new soulmelds! Anyone who'd like to contribute school assignments for non-Arcantor melds is certainly welcome to do so..... HINT HINT

I gave it a shot. Looked over the incarnate list and assigned to each school, including universal. Enchantment and Illusion are very sparse, cause I couldn't find anything that would fit.

Abjuration:
Crystal Helm
Enigma Helm
Lammasu Mantle
Planar Chasuble
Planar Ward
Spellward Shirt

Enchantment:
Bloodwar Gauntlets
Silvertongue Mask

Conjuration:

Soulspark Familiar
Lifebond Vestments
Therapeutic Mantle
Dissolving Spittle
Strongheart Vest
Fellmist Robe



Divination:

Impulse Boots
Lucky Dice
Theft Gloves
Truthseeker Goggles
Apparition Ribbon



Evocation:

Diadem of Purelight
Lightning Gauntlets
Incarnate Weapon
Mantle of Flame
Wind Cloak
Flame Cincture



Illusion:
Illusion Veil

Necromancy:

Necrocarnum Circlet
Necrocarnum Weapon
Armguards of Disruption
Necrocarnum Touch
Necrocarnum Mantle
Necrocarnum Shroud
Necrocarnum Vestments



Transmutation:

Acrobat Boots
Airstep Sandals
Cerulean Sandals
Sighting Gloves
Bluesteel Bracers
Sailor's Bracers
Riding Bracers
Keeney Lenses
Pauldrons of Health
Adamant Pauldrons
Incarnate Avatar



Universal:
Mage's Spectacles
Arcane Focus

Reality Glitch
2015-03-03, 10:30 AM
This is all really cool; thank you!