PDA

View Full Version : Incarnum Redone (3.5)[PEACH]



BelGareth
2012-10-31, 06:11 PM
Incarnum

I loved the system since the first time I read it, although, to be honest, it confused the heck out of me.

But since then, I have taken the metaphorical dive head first and grasped it by the throat with a kung fu grip.

And well, the whole system is freaking awesome, fluff wise it blows the socks of any competitors, but crunch wise was a little...weak and wonkey.

At first I tried to rewrite it for Pathfinder, and stalled, and since then I have written a new class that was, originally designed for Pathfinder (Psicarnum for those interested), but seeing as i play 3.5 almost 95% of the time and the system was, well...never truly fixed, I thought to myself, why not do a fix?

Well here you go

So some glaring issues have always bothered me with the Incarnum system:

WALL OF TEXT, ATTACK!


The Chakras were given out in a random, strange order.
These needed to be fixed, and really how hard is it to establish a base line and scale it with a progression for 10 things? (I mean really, 20 levels, 10 chakras...basic math).

So, I established a spell equivalency using the 10 levels of chakras (and also reshuffled them slightly) as follows-

Spell Level EquivalentSpell level
1Crown/Totem
2Hands
3Feet
4Arms
5Throat
6Waist
7Brow
8Shoulders
9Heart
9+Soul


So, when making or tweaking the soulmelds I tried (my best) to adhere to the power level of the equivalent spell.
And now, the chakras could be gained at a constant steady rate for all classes, not in a humbledy bumbledy way that the designers saw fit to do.



Max Essentia per level
Why is it a max of 4 in 20 levels, this makes no sense, 5 is the magic number, for almost everything, +5 is the max enhancement bonus for weapons and armor, 5 goes into 20 perfectly (well so does 4, but whos counting!), +5 is the max for Cloaks of REsistance, Rings of Protection...etc...it is undeniably the one number you want a class ability to go to, especially if it is going to mirror or emulate magic items.

So I changed it. (oooh!)

Like so:

LevelMax Essentia
1-41
5-82
9-123
13-164
17-205


This allows almost all the soulmelds to level proportionatley and not to overpower anything, giving the classes a slight boost. (but only just, something else still needs to be tweeked)



Max total amount of Chakras bound.
This always intrigued me, not so much for the Soulborn, but for the Totemist and Incarnate (especially for the Incarnate) the max amount of chakra binds was 5!

Why was the creme of the mechanic restricted so much? especially for the Incarnate? (who uses them the most!)
who knows, but the amount of soulmelds and Binds needed to be boosted, its the core mechanic of the classes for cryin outloud!

So as you can see in my redux, the classes are able to bind almost all of their chakra. Oh and the soul Chakra is only available to the Incarnate, befitting their class as the profressional Meldshaper.



This is probably going to rub a few people the wrong way, but...blocking off magic items? WHAT?
This is more than stupid, just because the mechanic emulates and sometimes mirrors magic items does not mean you should block them from use, (even if there is a feat to allow it, waste of a feat!) other classes don't block off the ability to use magic items because of their abilities!

The Paladin gets to wear a Cloak of Resistance! Why can't Meldshapers!

So, in these redux's I took that away. Now I understand why, it goes with the fluff, the 10 12 magic items slots and the 10 chakras mirror, but this is a situation where the fluff shouldn't have overridden the crunch.



Feats Lock in Essentia?
What?
Why?

There is no reason for this, none whatsoever, now a few do need them, for anti abuse reasons, but the others, there is no reason, if you have essentia, you should be able to move it around. It's what it does!

Nobody puts Baby in the corner!

I'm confused....so I unlocked Them! HAH!

BelGareth
2012-10-31, 06:14 PM
Incarnate Class


Class skills (6 + Int Modifier per level): The Incarnate's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather information (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Knowledge (Incarnum) (Int), Profession (Int), Spellcraft (Int).

Alignment: Incarnates hold to one alignment extreme. As an incarnate, you must choose one alignment component: good, evil, law, or chaos.

Starting Age: As Cleric

Starting Wealth: As Cleric

Hit Dice: d8


LevelBABFort SaveRef SaveWill SaveSpecialSoulmeldsEssentiaChakra Binds
1st +0 +2 +0 +2 Aura, detect opposition 110
2nd +1 +3 +0 +3 Chakra bind (crown) 111
3rd +2 +3 +1 +3 Incarnum Radiance 1/day 211
4th +3 +4 +1 +4 Chakra bind (Hands) 212
5th +3 +4 +1 +4 Expanded Soulmeld Capacity +1, Rapid meldshaping 1/day 352
6th +4 +5 +2 +5 Chakra bind (Feet) 373
7th +5 +5 +2 +5 Incarnum Radiance 2/day 493
8th +6/+1 +6 +2 +6 Chakra bind (Arms) 4114
9th +6/+1 +6 +3 +6 Share Incarnum Radiance 5144
10th +7/+2 +7 +3 +7 Chakra bind (Throat) 5175
11th +8/+3 +7 +3 +7 Incarnum Radiance 3/day, Rapid meldshaping 1/day6205
12th +9/+4 +8 +4 +8 Chakra bind (Waist) 6226
13th +9/+4 +8 +4 +8 Expanded Soulmeld Capacity +2 7286
14th +10/+5 +9 +4 +9 Chakra bind (Brow) 7337
15th +11/+6/+1 +9 +5 +9 Incarnum Radiance 4/day 8387
16th +12/+7/+2 +10 +5 +10 Chakra bind (Shoulder) 8428
17th +12/+7/+2 +10 +5 +10 Rapid meldshaping 1/day 9468
18th +13/+8/+3 +11 +6 +11 Chakra bind (Heart) 9509
19th +14/+9/+4 +11 +6 +11 Incarnum Radiance 4/day, Perfect Meldshaper 10549
20th +15/+10/+5 +12 +6 +12 Chakra bind (Soul), True Incarnation 105810


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

Meldshaping: An incarnate’s primary ability is shaping incarnum soulmelds, which are drawn from the incarnate soulmeld list (shown later). You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below). The Difficulty Class for a saving throw against an incarnate soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your incarnate level. An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape one soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of soulmelds. 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 and you gain additional essentia equal to half your Constitution modifier. As a swift action, you can reallocate your essentia investments in your soulmelds every round. An incarnate 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.

Soulmeld Table


ChakraSoulMeldAffect
CrownCrystal Helm+2 will saves vs Charm & compulsion
-Diadem of PurelightCreate light, creatures gain +2 Perception within light
-Disenchanter MaskDetect Magic at will
-Elder Spirit+4 on certain knowledge checks
-Enigma HelmProtection from Divination
-Hunters Circlet+2 Survival and Heal
-Incarnate ArmorGain +5 Armor bonus
-SoulSpark FamiliarGain a soulspark Familiar
-Soulspeaker CircletUnderstand specified language
-Truthseeker Goggles+2 to diplomacy, Sense Motive & Search
---
HandsBlood TalonsDiehard & Toughness feats
-BloodWar Guantlets+1 morale to hit in melee
-Energy Guantlets+1d6 energy to melee attacks
-Gloves of the Poisoned SoulMelee touch attack that deals poison
-Lucky DiceGain Luck bonuses
-Mauling Guantlets+2 on strength checks
-SoulSpark FamiliarGain a soulspark Familiar
-Sighting gloves+1 damage to ranged weapons
-Theft Gloves+2 to Disable device and sleight of hand
---
FeetAcrobatic Boots+2 to Acrobatics & Escape Artist
-Airstep SandalsSmall fly speed
-Cerulean SandalsWalk on Water
-Dragon TailGain tail attack
-Impulse BootsUncanny Dodge
-Thunderstep Bootssonic damage after charge
---
ArmsArmguards of Disruption+1d6 vs undead
-Blood TalonsDiehard & Toughness feats
-BloodWar Guantlets+1 morale to hit in melee
-Bluesteel Bracers+2 Initiative
-Heart of the ElementalBonus to damage wih melee attacks
-Incarnate WeaponGain weapon made of Incarnum
-Lifebond VestmentsGain Channel positive energy burst as cleric
-Mauling Guantlets+2 on strength checks
-Riding Bracers+4 to ride and handle animal
-Sailors Bracers+4 to swim, Profession(sailer)
---
ThroatApparition RibbonWeapons you wield gain Ghost touch
-Arcane FocusDeal Additional Damage with spells
-Dissolving SpittleSpit acid
-Planar WardMental and Possesion control
-Silvertonge Mask+2 to bluff and diplomacy
-SoulSpark FamiliarGain a soulspark Familiar
-Soulspeaker CircletUnderstand specified language
---
WaistBlink ShirtDimension Door ability
-Dragon TailGain tail attack
-Elemental CinctureResistance 10 to one element
-Heart of the ElementalBonus to damage vs creatures of chosen energy
[td]-[tr]-Incarnate AvatarAlignment based bonus to movement
-Lifebond vestementGain Lay on hands ability
-Therapuetic MantleHeal additional health when healed with spells
-Vitality Belt+4 to constitution based checks
---
BrowDisenchanter MaskDetect Magic at will
-Fearsome Mask+2 Intimidate
-Illusion Veil+1 DC to your Illusion spells
-Keeneye Lenses+4 Perception
-Mages Spectacles+4 Decipher script, Spellcraft and Use Magic Device
-Silvertonge Mask+2 to bluff and diplomacy
-SoulSpark FamiliarGain a soulspark Familiar
---
ShouldersAdamant PauldronsLight Fortification
-Dragon Mantle+2 Fort Saves
-Pauldrons of HealthImmune to disease, sickened and nausea
-Pegasus Cloak+2 Jump
-Shadow Cloak+4 to stealth
-Wind CloakDR vs ranged weapons
---
HeartBlink ShirtDimension Door ability
-Dragon Mantle+2 Fort Saves
-Heart of the ElementalBonus to damage vs creatures of chosen energy
-Lifebond VestmentsGain Channel positive energy burst as cleric
-Spellward shirtGain SR 10
---
SoulElder Spirit+4 on certain knowledge checks
-Fellmist robesMiss chance
-Incarnate AvatarAbilities dependent on alignment
-Keeneye Lenses+4 Perception
-Planar ChausublePlanar Protection



Chakra Binds: Beginning at 1st level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. The number of chakra binds that you can have active at any one time depends on your level.

Aura (Ex): You have a particularly powerful aura corresponding to your alignment (see the detect evil spell). The power of your aura is equal to your incarnate level, just like the aura of a cleric. Similarly, your soulmelds always radiate good, evil, law, or chaos (according to your alignment) as though they were aligned magic items with a caster level equal to your class level.

Detect Opposition (Sp): At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law.

Expanded Soulmeld Capacity (Ex): Incarnates are specially gifted in their ability to invest essentia into soulmelds. At 5th level and again at 15th level, the essentia capacity of your soulmelds increases by 1. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.

Incarnum Radiance (Su): As an incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can activate this ability as a free action once per day at 3rd level, twice per day at 7th level, and one additional time per day for every four levels gained thereafter (3/day at 11th level, 4/day at 15th and 5/day at 19th). This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round).


Good: Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every four levels gained (+2 at 4th level, +3 at 8th, +4 at 12th, and +5 at 16th level).

Evil: An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every four levels gained (+2 at 4th level, +3 at 8th, +4 at 12th, and +5 at 16th level).

Lawful: You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every four levels gained (+2 at 4th level, +3 at 8th, +4 at 12th, and +5 at 16th level).

Chaotic: A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bonus. This increase improves by 10 feet for every four levels gained (+20 at 4th level, +30 at 8th, +40 at 12th, and +50 at 16th level).


Rapid Meldshaping (Su): As your ability to channel incarnum into soulmelds increases, you learn to shape a small number of soulmelds instantly. Starting at 5th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra. You can use this ability twice per day at 11th level and three times per day at 17th.

Share Incarnum Radiance (Su): As you gain control over your powers of incarnum, you learn to share the effect of your incarnum radiance with nearby allies who share at least some of your morals or ethics. Beginning at 9th level, when you activate your incarnum radiance (see above) you can choose for its benefit to also affect all allies within 30 feet of you. Any ally who moves more than 30 feet from you loses the benefit until he returns within range. Allies who do not share one aspect of your alignment cannot gain the benefit of your incarnum radiance. For example, a good incarnate’s incarnum radiance benefit cannot be shared with allies who are not good.

Perfect Meldshaper (Su): At 19th level, you gain the ability to flood your body with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the incarnate soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Constitution modifier. During this duration, you can’t reallocate essentia from your incarnate soulmelds. You can use this ability once per day.

True Incarnation (Su): When you reach 20th level, the process of merging incarnum with your flesh is complete, and you are transformed into a new type of creature. You gain the outsider(local) type, as well as the alignment subtype corresponding to your incarnate cause. Both your natural and weapon attacks are henceforth treated as having the alignment of that subtype for the purpose of overcoming damage reduction. You gain damage reduction 10/(opposite your alignment) and Fast healing 10.


SoulBorn Class


Class skills (4 + Int Modifier per level): Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (Incarnum) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str)

Alignment: Soulborns are polarized in their alignments, hewing to strong convictions of morality and ethics. As such, they can only be lawful good, chaotic good, lawful evil, or chaotic evil.

Starting Age: As Paladin

Starting Wealth: As Paladin

Hit Dice: d12


LevelBABFort SaveRef SaveWill SaveSpecialSoulmeldsEssentiaChakra Binds
1st +1 +2 +0 +2 Aura, Smite opposition, Detect opposition 110
2nd +2 +3 +0 +3 Incarnum Defense 110
3rd +3 +3 +1 +3 Bonus Feat 210
4th +4 +4 +1 +4 Chakra Binds (Crown) 221
5th +5 +4 +1 +4 Lay on hands 331
6th +6/+1 +5 +2 +5 Turn Undead 341
7th +7/+2 +5 +2 +5 Bonus Feat 351
8th +8/+3 +6 +2 +6 Chakra Binds (Hands), Incarnum Defense 462
9th +9/+4 +6 +3 +6 Share incarnum defense 1/day 482
10th +10/+5 +7 +3 +7 Incarnum Body 492
11th +11/+6/+1 +7 +3 +7 Bonus Feat 5102
12th +12/+7/+2 +8 +4 +8 Chakra Binds (Feet) 5123
13th +13/+8/+3 +8 +4 +8 Share incarnum defense 1/day 5143
14th +14/+9/+4 +9 +4 +9 Incarnum Defense 6163
15th +15/+10/+5 +9 +5 +9 Bonus Feat 6183
16th +16/+11/+6/+1 +10 +5 +10 Chakra Binds (Arms) 6194
17th +17/+12/+7/+2 +10 +5 +10 Share incarnum defense 1/day 7204
18th +18/+13/+8/+3 +11 +6 +11 Timeless Body 7224
19th +19/+14/+9/+4 +11 +6 +11 Bonus Feat 7234
20th +20/+15/+10/+5 +12 +6 +12 Chakra Binds (Throat), Champion Incarnate 8255


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

Meldshaping: A SoulBorn is able to shape incarnum soulmelds, which are drawn from the SoulBorn soulmeld list (shown later). You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below). The Difficulty Class for a saving throw against a SoulBorn soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your SoulBorn level. A SoulBorn can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape one soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of soulmelds. 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. As a swift action, you can reallocate your essentia investments in your soulmelds every round. A SoulBorn 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.

Soulmeld Table

{table=head]Chakra|SoulMeld|Affect
Crown|Crystal Helm|+2 will saves vs Charm & compulsion
|Diadem of Purelight|Create light, creatures gain +2 Perception within light
|Disenchanter Mask|Detect Magic at will
|Elder Spirit|+4 on certain knowledge checks
|Enigma Helm|Protection from Divination
|Hunters Circlet|+2 Survival and Heal
|Incarnate Armor|Gain +5 Armor bonus
|SoulSpark Familiar|Gain a soulspark Familiar
|Soulspeaker Circlet|Understand specified language
|Truthseeker Goggles|+2 to diplomacy, Sense Motive & Search
|
Hands|Blood Talons|Diehard & Toughness feats
|BloodWar Guantlets|+1 morale to hit in melee
|Energy Guantlets|+1d6 energy to melee attacks
|Gloves of the Poisoned Soul|Melee touch attack that deals poison
|Lucky Dice|Gain Luck bonuses
|Mauling Guantlets|+2 on strength checks
|SoulSpark Familiar|Gain a soulspark Familiar
|Sighting gloves|+1 damage to ranged weapons
|Theft Gloves|+2 to Disable device and sleight of hand
|
Feet|Acrobatic Boots|+2 to Acrobatics & Escape Artist
|Airstep Sandals|Small fly speed
|Cerulean Sandals|Walk on Water
|Dragon Tail|Gain tail attack
|Impulse Boots|Uncanny Dodge
|Thunderstep Boots|sonic damage after charge
|
Arms|Armguards of Disruption|+1d6 vs undead
|Blood Talons|Diehard & Toughness feats
|BloodWar Guantlets|+1 morale to hit in melee
|Bluesteel Bracers|+2 Initiative
|Heart of the Elemental|Bonus to damage wih melee attacks
|Incarnate Weapon|Gain weapon made of Incarnum
|Lifebond Vestments|Gain Channel positive energy burst as cleric
|Mauling Guantlets|+2 on strength checks
|Riding Bracers|+4 to ride and handle animal
|Sailors Bracers|+4 to swim, Profession(sailer)
|
Throat|Apparition Ribbon|Weapons you wield gain Ghost touch
|Arcane Focus|Deal Additional Damage with spells
|Dissolving Spittle|Spit acid
|Planar Ward|Mental and Possesion control
|Silvertonge Mask|+2 to bluff and diplomacy
|SoulSpark Familiar|Gain a soulspark Familiar
|Soulspeaker Circlet|Understand specified language
|
Waist|Blink Shirt|Dimension Door ability
|Dragon Tail|Gain tail attack
|Elemental Cincture|Resistance 10 to one element
|Heart of the Elemental|Bonus to damage vs creatures of chosen energy
|Incarnate Avatar|Alignment based bonus to movement
|Lifebond vestement|Gain Lay on hands ability
|Therapuetic Mantle|Heal additional health when healed with spells
|Vitality Belt|+4 to constitution based checks
[/table]


Aura (Ex): As a soulborn, you have a particularly powerful aura corresponding to your alignment (see the detect evil spell for details).

Detect opposition (Su): At will, a Soulborn can use detect alignment (Except it can only detect the two alignments opposite to the Soulborns), as the spell. A SoulBorn can, as a move action, concentrate on a single item or individual within 60 feet and determine if it's alignment, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Soulborn does not detect the alignments in any other object or individual within range.

Smite Opposition (Su): Once per Soulborn level per day, a SoulBorn can call out her incarnum-fueled convictions to aid her against her foe. As a free action, the SoulBorn chooses one target within sight to smite. If this target is of an alignement opposite the SoulBorns, You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per soulborn level. These bonuses apply only against creatures whose alignment opposes at least one component. Regardless of the target, smite Opposition attacks automatically bypass any DR the creature might possess.

Incarnum Defense (Su): Your incarnum-fused soul dramatically affects your body and mind. At 2nd level, this manifests as a visible change in your appearance, as well as a particular immunity. The appearance and effects of this fusion depend on your alignment:

Lawful Good: Your eyes become orbs of solid gold in color, with no visible pupil or iris. You gain immunity to fear.
Chaotic Good: Your irises turn emerald green. You gain immunity to paralysis.
Lawful Evil: Your pupils display an unholy red hue. You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead).
Chaotic Evil: Your eyes become solid orbs of shadowy blackness, with no visible pupil or iris. You gain immunity to any penalty, damage, or drain to your Strength.

At 8th level you gain another bonus as follows:
Lawful Good: Immune to charm spells and spell like abilities
Chaotic Good: Constant Freedom of Movement.
Lawful Evil: Immunity to Fatigue.
Chaotic Evil: You gain immunity to any penalty, damage, or drain to your Charisma.


At 14th level you gain your final bonus as follows:
Lawful Good: Sacred bonus to AC equal to your Charismia Modifier.
Chaotic Good: Sacred bonus to Attack equal to your Charisma Modifier.
Lawful Evil: Profane bonus to AC equal to your Charismia Modifier.
Chaotic Evil: Profane bonus to Attack equal to your Charisma Modifier.


Bonus Feat: At 3rd, 7th, 11th, 15th and 19th levels, you gain a bonus incarnum feat for which you meet the prerequisites.

Chakra Binds: Beginning at 4th level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. The number of chakra binds that you can have active at any one time depends on your level.

Lay on Hands (Su): Beginning at 5th level, a Good SoulBorn with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her SoulBorn level × her Charisma bonus. A SoulBorn may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. If the SoulBorn uses her Lay on hands on a creature within one step of her alignment she doubles the affect.

Alternatively, an Evil SoulBorn can use this power to deal damage to creatures and not heal. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The SoulBorn decides how many of her daily allotment of points to use as damage after successfully touching an creature. If the SoulBorn uses her Lay on hands on a creature within one step of her alignment she doubles the affect.

Turn/Rebuke Undead (Su): When a Soulborn reaches 6th level, she gains the supernatural ability to turn undead if she is good aligned and rebuke undead if she is evil aligned. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of five levels lower would.

Share Incarnum Defense (Su): Starting at 9th level, once per day as a swift action you can share your incarnum defense ability with all allies within 10ft, providing them with the same ability that you enjoy. No component of the ally’s alignment may be opposed to yours; for example, a lawful good soulborn can affect creatures of lawful good, neutral good, lawful neutral, or neutral alignment, but cannot share the incarnum defense with a chaotic or evil ally. The effect lasts for a number of rounds equal to 3 + your Charisma modifier.

You can use this ability one additional time per day for every four levels gained above 9th (2/day at 13th level and 3/day at 17th).

Incarnum Body(Ex): The constant flow of Incarnum through your body has inured your physical form to damage increasing your threshold for pain, you gain a bonus amount of hit points equal to the amount of essentia. These bonus hit points are added to your hit point total and act like normal hit points.

Timeless Body (Ex): Upon attaining 18th level, the presence of incarnum within your body becomes so prevalent that your aging process changes dramatically. You no longer age and any penalties you do have are removed.

Champion Incarnate (Su): You become a champion of your cause, you gain DR 5/opposed alignment, You no longer need to eat or breathe and your Detect opposition is considered to be always active.


The Totemist


Class skills (4 + Int Modifier per level): The Totemist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (Incarnum) (Int), Listen (Wis), Profession (Int), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Alignment: Any Nuetral

Starting Age: As Druid

Starting Wealth: As Druid

Hit Dice: d8


LevelBABFort SaveRef SaveWill SaveSpecialSoulmeldsEssentiaChakra Binds
1st +0 +2 +2 +0 Wild empathy, Chakra binds (Totem), Nature Sense111
2nd +1 +3 +3 +0 Totem chakra (+1 capacity) 122
3rd +2 +3 +3 +1 Chakra binds (crown) 222
4th +3 +4 +4 +1 Totems Protection 232
5th +3 +4 +4 +1 Chakra binds (Hands) 353
6th +4 +5 +5 +2 Totem chakra (+1 meldshaper level), Rebind totem soulmeld 1/day 363
7th +5 +5 +5 +2 Chakra binds (Feet) 473
8th +6/+1 +6 +6 +2 Totem chakra (2x Bind) 494
9th +6/+1 +6 +6 +3 Chakra binds (Arms) 5114
10th +7/+2 +7 +7 +3 Rebind totem soulmeld 2/day 5144
11th +8/+3 +7 +7 +3 Chakra binds (Throat) 6175
12th +9/+4 +8 +8 +4 Totem chakra (+2 capacity) 6205
13th +9/+4 +8 +8 +4 Chakra binds (Waist) 7245
14th +10/+5 +9 +9 +4 Rebind totem soulmeld 3/day 7286
15th +11/+6/+1 +9 +9 +5 Chakra binds (Brow) 8326
16th +12/+7/+2 +10 +10 +5 Totem chakra (+1 meldshaper level) 8356
17th +12/+7/+2 +10 +10 +5 Chakra binds (Shoulders) 9397
18th +13/+8/+3 +11 +11 +6 Totem chakra (3x Bind), Rebind totem soulmeld 4/day 9437
19th +14/+9/+4 +11 +11 +6 Chakra binds (Heart) 10477
20th +15/+10/+5 +12 +12 +6 Totem Embodiment 10508


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

Meldshaping (Su): A Totemist’s primary ability is shaping incarnum soulmelds, which are drawn from the Totemist soulmeld list. You know and can shape any soulmeld from this list. The Difficulty Class for a saving throw against a Totemist soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your totemist level. A Totemist can shape only a certain number of soulmelds per day. 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 one soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of soulmelds. At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. A Totemist 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.

Soulmeld Table

{table=head]Chakra|SoulMeld|Affect
Crown|Disenchanter Mask|Detect Magic at will
|Frost Helm|Endure Elements (cold)
|Hunters Circlet|+2 Heal and Survival
|Shedu Crown|Immune to push back effects
|Three fold mask of the chimera|Cannot be flanked
|
Feet|Dragon Tail|Tail attack
|Dread Carapace|+2 damage to bite attacks, +1 damage to claws
|Lamdshark Boots|+4 to Acrobatics
|Totem Avatar|Bonus HP equal to Meldshaping level
|Urskan Greeves|+5 Acrobatics on Ice
|Worg Pelt|+2 stealth
|
Hands|Blood Talons|Gain Diehard & Toughness feats
|Claws of the Worm|Gain 2 claw attacks
|Kruthik Claws|+4 to stealth
|RageClaws|Diehard feat plus other abilities
|Sphinx Claws|+1 competence bonus to strength check and strength based skills
|Worg Pelt|+2 stealth
|
Arms|Claws of the Worm|Gain 2 claw attacks
|Dread Carapace|+2 damage to bite attacks, +1 damage to claws
|Girallon Arms|+2 climb and Grapple
|Kraken Mantle|Swim speed
|Lammasu Mantle|+2 deflection vs Evil creatures
|Riding Bracers|+2 Ride and Handle Animal
|Totem Avatar|Bonus HP equal to Meldshaping level
|
Brow|Basilisk Mask|Low light Vision
|Disnechanter Mask|Detect Magic at will
|DragonFire Mask|Low light vision
|Great Raptor Mask|+2 Perception
|Krenshar Mask|+4 Jump and Stealth
|Unicorn Brow|+2 Wild Empathy and Stealth
|Ythrak Mask|+4 to Perception checks
|
Shoulders|Displacer Mantle|+4 Stealth
|Dragon Mantle|+2 to Fort saves
|Lammasu Mantle|+2 deflection vs Evil creatures
|Pegasus Belt|+2 to Acrobatics and Featherfall (continuous)
|Phase Cloak|+4 climb check plus other climb abilities
|Shadow Mantle|+4 tp preception
|Totem Avatar|Bonus HP equal to Meldshaping level
|
Throat|Ankheg Breastplate|+4 to AC
|Behir Gorget|+4 vs Bull rush and Trip
|Brass Mane|+4 Intimidate
|Dissovling Spittle|Spit Acid
|DragonFire Mask|Low light vision
|Gorgon Mask|+1 Fort, +2 vs Bull Rushed, Trip, Overrun and Trample
|Winter Mask|Touch of Fatigue
|
Waist|Dragon Tail|Tail attack
|Heart of Fire|+1 insight damage vs Cold creatures
|Lamie Belt|+4 to stealth and Bluff
|Manticore Belt|+2 Acrobatics and Perception
|Phoenix Belt|Endure Elements (Hot)
|Wormtail belt|+2 Natural Armor
|
Heart|Blink Shirt|Short ranged Teleport
|Dragon Mantle|+2 to Fort saves
|Dread Carapace|+2 damage to bite attacks, +1 damage to claws
|Shedu Crown|Immune to push back effects
|Totem Avatar|Bonus HP equal to Meldshaping level
|
Soul|Three fold mask of the chimera|Cannot be flanked
[/table]


Essentia (Su): Listed is the amount of Essentia you gain from your class levels (the numbers do not stack), this is in addition to the amount you gain from having a high Constitution score which is equal to an amount of half your Constitution modifier (round down).

Chakra Binds (Su): Beginning at 1st level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. The number of chakra binds that you can have active at any one time depends on your level.

Totem Chakra Bind (Su): At 1st level, you gain access to a unique chakra: the totem chakra. This chakra is not associated with any location on the body, but rather represents your connection to the wild soul energy of nature, embodied in the magical beasts of the world. When you bind a soulmeld to your totem chakra, you take on characteristics of the ceature represented by the meld—usually involving a limited physical transformation.

At 2nd level Any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds.

At 12th level, the capacity of any soulmeld bound to your totem chakra increases by an additional point.

At 6th level, the effective meldshaper level of a soulmeld you have bound to your totem chakra is equal to your actual meldshaper level +1. The primary effect of this benefit is to make that soulmeld harder to unshape. This increases again to +2 at 16th level.

At 8th level, you gain the ability to bind a soulmeld to your totem chakra and to another chakra at the same time. You gain the special benefits of both chakra binds. At 18th level you can bind a single soulmeld to three chakras receiving the benefit from all three.

Wild Empathy (Ex): A Totemist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Totemist rolls 1d20 and adds her Totemist's level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Totemist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Totemist can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Nature Sense (Ex): You gain a bonus equal to half your level to any Knowledge Nature checks.

Totems Protection (Ex): While you have your Totem Chakra bound to a soulmeld, you receive a +2 insight bonus to all saves.

Rebind Totem Soulmeld (Su): As your link to your totem chakra strengthens, you learn to shift the ties that bind your soulmelds. Starting at 7th level, once per day you can unbind a soulmeld from your totem chakra and bind a different meld to that chakra, as long as the new meld is one you already have shaped. This requires a full-round action and provokes attacks of opportunity.

You can use this ability one additional time for every four levels gained above 6th (2/day at 10th level, 3/day at 14th, and 4/day at 18th).

Totem Embodiment (Su): At 20th level, you gain the ability to temporarily link your body and soul to your totem chakra. This greatly enhances the power of essentia invested in soulmelds bound to that chakra. For the duration of this ability, all soulmelds act as though they have the maximum essentia invested. Activating this ability is a free action that does not provoke attacks of opportunity. It can be used once per day and lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 4).

BelGareth
2012-10-31, 06:23 PM
Totemist Soulmelds
A-K


ANKHEG BREASTPLATE

Descriptors: Acid
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
A thick, chitinous breastplate forms around your torso. The green plates of the armor glisten like the thorax of a living insect. Soft tissue and living muscle bind the plates together, rather than the chain and leather of conventional armor.
Ankhegs are burrowing predators protected by thick plates of chitin. The totemist tradition reveres them as protectors, but it also seeks to claim the destructive power of their mandibles and their acidic spittle. Your ankheg breastplate grants you a +4 armor bonus to your Armor Class. As always, this bonus does not stack with an armor bonus from a different source (such as actual armor you might be wearing). If you have another armor bonus, the higher bonus applies. This soulmeld has no maximum Dexterity bonus, armor check penalty, or arcane spell failure. It is treated as light armor for the purpose of determining your speed and adjudicating class features dependent on armor.
Essentia: For every point of essentia you invest in your ankheg breastplate, the armor bonus granted by the soulmeld improves by 1.

Chakra Bind (Throat)
Green chitin spreads from your breastplate up your neck, blending into your skin there. This thickened skin seems to pulse slowly, in a rhythm unrelated to the beat of your heart or the movement of your breath.
You gain the ability to spit a line of acid as a standard action. As a standard action you can emit a line of acid that is 10 feet long plus 10 feet per point of invested essentia, you must wait 1d4 rounds to spit again. Targets in the line take acid damage equal to 1d6/2 levels plus 1d6 points for every point of invested essentia. They can reduce this damage by half with a successful Reflex save.

Chakra Bind (Totem)
Green-brown chitin spreads from your breastplate up your neck to your face, and you sprout serrated mandibles like those of a giant insect. Outside of combat, they slowly open and close without any conscious direction. In battle, you can use these terrible clenching jaws to tear the flesh of your foes. When you shift essentia to this soulmeld, the mandibles sizzle with acid.
You gain a bite attack that deals 1d8 points of damage. You can use this bite either as a primary attack (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). Every point of essentia invested in this soulmeld adds 1d4 points of acid damage to your bite damage.


BASILISK MASK

Descriptors: None
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: See text
A hideous mask with red-brown scales forms around and over your face, actually floating about an inch in front of your nose. The visage is reptilian, with a protruding lower jaw and teeth jutting upward. Bony spines stick up from the top of the mask, completing the portrait of a basilisk.
While the basilisk is feared primarily for its petrifying gaze, totemists also revere it as a patron of vision. Your basilisk mask grants you low-light vision.
Essentia: The basilisk mask grants you darkvision with a range of 30 feet per point of essentia invested in the soulmeld.

Chakra Bind (Brow)
Your basilisk mask merges into your forehead, and your eyes are now clearly visible in the face of the basilisk. The visual effect is a little unsettling, but the improvement to your perception is dramatic.
You gain the benefit of the Blindsight out to 30 ft.

Chakra Bind (Totem)
Behind the mask, your eyes glow with a pale green radiance that is clearly visible through the eyes of the basilisk. There is a sense of weight in your forehead, but it is not entirely unpleasant—more like a power anxious to be exercised. By directing your gaze on a creature within 30 feet who can see you, you can temporarily turn that creature to stone (as the flesh to stone spell, except that the duration is only 1 round per Constitution modifier). A successful Fortitude save negates this effect. Using this ability is a full-round action. You can use this ability a number of times equal to 3 + your Constitution modifier.


BEHIR GORGET

Descriptors: Electricity
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
Incarnum forms a large, deep blue collar around your neck, like part of a suit of plate armor. The color is darker on the back and fades to pale blue in the front, and bands of gray-brown line the top and bottom. The gorget tapers to a sharp point above your breastbone.
Powerful beasts that resemble dragons, behirs are revered for their dangerous electrical breath weapon. Their dozen legs grant them stability, a quality totemists seek to appropriate through this soulmeld. Their hatred of dragons makes this a popular soulmeld for totemists planning to slay a dragon—particularly a blue or bronze dragon. Your behir gorget gives you a +4 bonus to resist being bull rushed or tripped.
Essentia: If you invest essentia in your behir gorget, it protects you from electricity damage. You gain resistance to electricity equal to 5 times the number of points of essentia you invest in this soulmeld.

Chakra Bind (Throat)
Your armored collar merges into your throat, and your neck lengthens very slightly. You can feel a constant tingling in the sides of your neck, and tiny sparks occasionally spit from your mouth when you speak—particularly when you get excited or angry.
You gain the ability to project a line of lightning similar to a behir’s breath weapon. As a standard action, you can emit a line of lightning that is 10 feet long plus 10 feet per point of invested essentia, you must wait 1d4 rounds to use this ability again. Targets in the line take electricity damage equal to 1d6/2 levels plus 1d6 per point of invested essentia, and they can reduce this damage by half with a successful Reflex save.

Chakra Bind (Totem)
As you bind your behir gorget to your totem chakra, its hard blue plating spreads up your neck to incorporate your entire head. Your face lengthens, and your jaw grows monstrous. Sharp teeth fill your mouth, allowing you to bite your foes savagely in combat. Sparks crackle in your mouth whenever you open it to bite—or even to speak.
You gain a bite attack that deals 1d8 points of damage. You can use this bite either as a primary attack (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). Every point of essentia invested in this soulmeld adds 1d4 points of electricity damage to your bite damage.


BLINK SHIRT

Descriptors: None
Classes: Totemist
Chakra: Heart (totem)
Saving Throw: None
This rough-looking garment fits over armor and other clothing and looks like it has been made of coarse brown fur, but it displays obviously magical features. The shirt seems to shift and move on its own, and it fades into a barely corporeal mist near your waist. Most disconcerting of all, patches of the garment seem transparent, as if they have temporarily shifted to some strange elsewhere. Because different parts of the garment appear phased out at different times, these patches of incorporeality seem to roam over the surface of the shirt.
Blink dogs have two closely related abilities that define their hunting tactics. Totemists emulate both their shortrange teleportation and the blinking that gives them their name. Good-aligned totemists and those planning to fight displacer beasts shape this meld, invoking the blink dog’s natural good alignment and their hatred for those creatures. By shaping incarnum into a shirt resembling blink dog fur, you gain the ability to teleport (as dimension door) up to 10 feet at will. Using this ability is a standard action. After using this ability, you can’t take any other actions until your next turn. You cannot bring along other creatures; you affect only yourself.
Essentia: Investing essentia in this soulmeld increases the distance you can teleport. For every point of essentia invested, you can teleport an additional 10 feet.

Chakra Bind (Heart)
The appearance of your blink shirt changes, except that now wherever it seems transparent, you do as well. Strange patches of incorporeality float over your entire body.
You can use Etherealness as the spell (with a caster level equal to your meldshaper level). Activating or dismissing the effect is a standard action.

Chakra Bind (Totem)
Your posture becomes slightly hunched, giving you the merest hint of a canine appearance. Your ears also take on sharp points.
You can use the dimension door ability of this soulmeld as a move action and act afterwards.


BLOOD TALONS

Descriptors: None
Chakra: Hands
Saving Throw: None
Incarnum forms a pair of eagle talons around your hands. They are ghostly and insubstantial, almost like a violet mist surrounding your hands, but the three-toed shape is as clear as the sharp claws in their outline. Blood hawks are fierce birds of prey noted for their blood lust. They are similar to sharks in their frenzy while feeding—in fact, they fight beyond the threshold of death. Meldshapers who shape bloodtalons hope to emulate the ferocious tenacity, keen eyesight, and sheer savagery of these creatures. You can continue to fight without penalty if you are disabled or dying. You gain the Diehard and Toughness feat as bonus feats with this Soulmeld active.
Essentia: You gain a +2 bonus on Spot checks and 1 temporary hit points per point of essentia you invest in your bloodtalons.

Chakra Bind (Hands)
Rather than being surrounded by violet mist, your hands themselves turn a deep shade of violet, like the blue of incarnum mixed with rich blood red. Somehow, your hands feel eager to grasp and tear, to speed past your opponents’ defenses and tear at their eyes. You gain the benefit of the Weapon Finesse feat when attacking with natural weapons.

Chakra Bind (Arms)
The skin of your hands becomes red-orange and scaly like the talons of a blood hawk, your fingers grow knobby and strong, and your nails lengthen into fierce talons with sharp points and edges. You can use your bloodtalons as natural weapons. You can make two claw attacks that each deal 1d6 points of damage plus your Strength modifier. On the round after you hit with a claw attack, the wounds bleed for an additional 1 point of damage per point of essentia you had invested in your bloodtalons when you made the attack. Nonliving creatures are immune to this blood loss effect.
While the claws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time.


BRASS MANE

Descriptors: Sonic
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
This feral mask has leonine qualities, including a coarse mane of thick, brass-colored hair. Onlookers familiar with the mighty dragonnes recognize the similarities between those fearsome desert predators and the features of the mask.
Dragonnes are vicious and deadly hunters. Because of their terrible roar, totemists associate them with fear and don brass manes to strike terror into enemy hearts. While you wear your brass mane, you gain a +4 competence bonus on Intimidate checks.
Essentia: Every point of essentia invested in this soulmeld increases the competence bonus it grants on Intimidate checks by +2.

Chakra Bind(Throat)
The hair of your brass mane extends down your neck, forming brassy scales that cover your throat and reach down to your breastbone. Your voice gets louder unless you make a conscious effort to keep it quiet.
Once per minute, you can loose a devastating roar. All creatures except dragonnes within 10 feet must succeed on a Will save or become fatigued for 1d4 rounds. The range of this effect is extended by 10 feet for every point of essentia invested in the soulmeld.

Chakra Bind (Totem)
Your face blends into the mask, your jaws growing long and sprouting huge fangs. You can make powerful bite attacks to tear the flesh of your foes.
You gain a bite attack that deals 1d8 points of damage. You can use this bite either as a primary attack (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). Every point of essentia invested in this soulmeld grants a +1 enhancement bonus on attack rolls and damage rolls made with the bite attack.


CLAWS OF THE WYRM

Descriptors: Draconic
Classes: totemist
Chakra: Arms, hands (totem)
Saving Throw: None
A pair of dragonlike arms, wreathed in blue fire, hover above your own arms and mimic your actions. The arms have long, sharp talons of cerulean light.
This soulmeld draws on the most basic of draconic attack forms, granting you claws that deal damage of 1d6 points if you are Medium. 1d4 if you are Small, or 1d8 if you are Large, plus your Strength modifier. You can attack with one claw as a standard action or with both claws as a full-round action (using your full base attack bonus). It you already have claw attacks, use either your normal claw damage or the damage given for this soulmeld, whichever is higher.
Essentia: For every point of essentia invested in your claws of the wyrm, you gain a +1 enhancement bonus on attack rolls and damage rolls made with the claws.

Chakra Bind (Arms)
The dragon arms settle onto your forearms, though the claws remain loose from your hands. The fire of the arms is reduced, but they glow with a dull inner light.
The threat range of your claws of the wyrm doubles (to 19-20). This benefit stack’s with any other effect that improves the threat range of your claw attacks.

Chakra Bind (Hands)
The dragon claws bind to your hands, lengthening and growing serrated spines.
The damage dealt by your claws of the wyrm improves by one step (from 1d6 to 1d8, if you are Medium), if you already have claw attacks, use either your normal claw damage or the damage given for this bind, whichever is higher.

Chakra Bind (Totem)
The dragon arms become more fleshlike and animated, growing up toward your back and linking with your shoulder blades. Hard, bright scales spread over your shoulders, upper chest, and upper arms.
You gain a climb speed equal to 1/2 your base land speed (rounded up to the nearest 5-foot increment). In addition you gain a Natural Armor bonus equal to the amount of Essentia invested in this soulmeld.


DISENCHANTER MASK

Descriptors: None
Chakra: Brow, Crown
Saving Throw: None
You shape incarnum from Diviners long lost, from the present and in the future onto your forehead like a circlet of flowing mithral. By shaping this soulmeld, Soulmelders hope to gain the power to combat magic—particularly against foes armed with large numbers of magic items. You can use a detect magic effect as the spell, with a range of 10 feet. You can use this ability as often as desired, but no more than once per round (as a standard action).
Essentia: For every point of essentia you invest in your disenchanter mask, the range of its detect magic effect increases by 10 feet.

Chakra Bind (Brow)
Your disenchanter circlet binds to your forehead, and your eyes are replaced with glassy black eyes. Colors seem somehow more alive to your sight—particularly the colors of spell effects and items that you know to be magical. When using this soulmeld’s detect magic ability, you can instantly determine the number, strength, and location of each magical aura present as if you had been concentrating for 3 rounds. You must still make Spellcraft checks as normal to determine the school of magic involved in each aura.

Chakra Bind (Crown)
You gain the ability to identify the properties of a magic aura, you gain the ability to cast Identify as the spell a number of times a day equal to the amount of essentia points invested.

Chakra Bind (Totem)
Your face lengthens and shapes into the mask you wear, and the dangling tongue of the mask becomes your own tongue. As you extend it, you can practically taste magic in the air, and when you use the tongue to drain magic, it tastes strong and sweet, almost like a liqueur.
You can use the long tongue of your disenchanter mask to make a melee touch attack as a standard action. (You cannot use the tongue as a natural secondary weapon, nor can you make any other attacks in the same round as you make a tongue attack.) The tongue has a reach 5 feet longer than your natural reach, but you cannot use it to make attacks of opportunity. It uses your normal base attack bonus. If you hit with the tongue attack, you deal no damage but have a chance to temporarily suppress a magic item that the target might have. Unless you choose a specific item held or worn by the target (such as “the sword he holds” or “his bracers”), you affect magic items in the following order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including rings), and anything remaining. To suppress the item, you must succeed on a meldshaper level check (1d20 + your meldshaper level) against a DC of 11 + the magic item’s caster level. Success means that the item’s magical properties are suppressed for 10 minutes. You can also use this ability to temporarily suppress the magic of a specific soulmeld, but you must specify the soulmeld to be affected; otherwise you affect a magic item instead. Use the soulmeld’s meldshaper level as its caster level.


DISPLACER MANTLE

Descriptors: None
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: None
This cloak of blue-black fur wraps around your shoulders and hangs down your back to the waist. The fur bends and catches light strangely, actually creating a slight blurring effect around your entire body.
Displacer beasts are vicious predators, but to the totemist they symbolize stealth and deception. With this soulmeld, you hope to claim the displacer beast’s light-bending deception to conceal and protect yourself. The displacer mantle slightly blurs your outline, providing a +4 competence bonus on Hide checks.
Essentia: The competence bonus on Hide checks increases by 2 for every point of essentia invested in this soulmeld.

Chakra Bind (Shoulders)
As you bind the mantle to your shoulders, its midnight hue spreads into the skin of your shoulders and upper arms. A light-bending glamer surrounds you, shifting and wavering your outline.
Your displacer mantle surrounds you with a glamer similar to a greater invisibility spell, granting you the benefits of the spell. A true seeing effect allows the user to see your position.

Chakra Bind (Totem)
A pair of tentacles extends from your shoulder blades. They end in pads ridged with sharp horn, allowing you to lash out even at distant foes to batter and tear them.
You gain two tentacle attacks which are secondary attacks (-5 to attack). Each tentacle deals 1d4 points of damage plus your Strength modifier. The tentacles have reach equal to your normal natural reach plus 5 feet; however, you do not have sufficient control over the tentacles to make attacks of opportunity with them. Every point of essentia invested in the displacer mantle grants you a +1 enhancement bonus on damage rolls made with the tentacle attacks.


DISSOLVING SPITTLE

Descriptors: Acid
Classes: Totemist
Chakra: Throat
Saving Throw: None
Incarnum forms a metallic blue-green torc around your neck. The ends of the torc resemble black or copper dragons facing each other in front of your throat. A constant bitter taste floods your mouth, but it seems to make the flavor of certain foods more enjoyable—particularly well-cooked meat.
The infamous incarnate Murthien the Soul-Render, for all his forays into the abomination that is necrocarnum, also used dissolving spittle almost as a calling card. While this meld is favored by chaotic and evil incarnates because of acid’s association with both suffering and dissolution, incarnates of all alignments find acidic spittle a useful weapon against a variety of opponents. As a standard action, you can spit a glob of acid at a target within 30 feet. This requires a ranged touch attack to hit and deals acid damage equal to 1d6/2 levels. Using dissolving spittle provokes attacks of opportunity. You can use dissolving spittle a number of times equal to 3 + your Constitution modifier.
Essentia: Every point of essentia you invest in your dissolving spittle increases the damage dealt by 1d6 points.

Chakra Bind (Throat)
Instead of a torc around your neck, the writhing shape of a twoheaded dragon arcs around your throat in blue-green scales. Tendrils of midnight blue extend up your neck and down into your shoulders like diseased veins.
When you use your ability to spit acid at an opponent, the target takes normal damage in the round you spit acid. You also roll again for damage 1 round later.


DRAGON MANTLE

Descriptors: Draconic
Classes: Soulborn, Incarnate
Chakra: Heart, shoulders (totem)
Saving Throw: None
Incarnum forms heavy plates of armor that resemble blue dragonhide. The plates hover above your back and shoulders, having an almost winglike appearance.
You draw on the incarnum of the mightiest dragons to increase your resilience. You gain a +2 enhancement bonus on Fortitude saves.
Essentia: You gain resistance to acid, electricity, fire, and cold equal to 3 × the number of points of essentia invested in this soulmeld. It you already have resistance to any of these energy types from another source, it stacks with the resistance granted by this chakra bind.

Chakra Bind (Heart)
The blue dragonhide plate armor fuses with your torso, invigorating your entire body with draconic energy.
You gain fast healing equal to half the number of points of essentia invested in this soulmeld.

Chakra Bind (Shoulders)
The blue dragonhide plate armor fits tightly to your shoulders and runs down your back and across your upper arms.
You gain damage reduction X/magic, where X equals the number of points of essentia you have invested in your dragon mantle. As long as at least 1 point of essentia is invested in this soulmeld, your natural attacks overcome damage reduction as if they were magic weapons.

Chakra Bind (Totem)
Long, draconic wings sprout from the shoulders of your blue dragonhide plate armor.
You can extend wings from this soulmeld to gain the ability to fly (poor maneuverability) as a move action. You can fly up to 30 feet + 10 feet for each point of essentia you have invested in your dragon mantle.


DRAGON TAIL

Descriptors: Draconic
Classes: Incarnate, totemist
Chakra: Feet, waist (totem)
Saving Throw: See text
Incarnum forms a row of dragon vertebrae floating inches from your own spine. Ribs grow from the vertebrae, creating a cloak that conceals your back. The cloak continues to grow behind you, extending into a long dragon tail.
You form a draconic tail that can strike foes, dealing 1d8 points of bludgeoning damage + your Strength modifier, this attack is a secondary attack.
Essentia: For every point of essentia invested in your dragon tail, the tail's attack gains a +1 enhancement bonus on attack rolls and damage rolls.

Chakra Bind (Feet)
The tail of this soulmeld grows broad and thick.
The dragon tail provides you with a measure of stability. You gain a +2 competence bonus on Balance and Swim checks. For each point of essentia invested in your dragon tail, the bonus improves by 2. Additionally you are able to stand from prone as a move action without provoking attacks of opportunity.

Chakra Bind (Waist)
The vertebrae fuse to your back, the ribs blending into your own. The tail becomes lively and animate, constantly twitching from side to side.
The dragon tail has reach as if it were a reach weapon sized for you. Its damage dealt increases to 2d6 points + 1–1/2 × your Strength bonus.

Chakra Bind (Totem)
The tail takes on the appearance of flesh and bone and becomes more agile and animated
As a standard action, you can make a tail sweep. All creatures adjacent to you automatically take damage as if they had been struck by your dragon tail (Reflex half).


DRAGONFIRE MASK

Descriptors: Draconic, Fire
Classes: Totemist
Chakra: Brow, throat (totem)
Saving Throw: See text
Incarnum forms a dragon head of dull blue fire that wreaths your head and floats above your shoulders. It stares straight ahead, its expression unchanging. The eyes and mouth of the dragon head are full of brighter, flickering fire that shoots out light.
Dragons are renowned for their amazing visual acuity and unsettling presence, but even more so for their devastating breath weapons. This soulmeld combines all three aspects into a single potent mask. Totemists revel in the normal benefits they receive from this soulmeld and the effect its appearance can have on the meek and fearful. You gain low-light vision out to 60ft. while this soulmeld is shaped, if you already have low-light vision, it extends the range by 30ft.
Essentia: For every point of essentia invested in your dragonfire mask, you gain a +2 competence bonus on Spot checks.

Chakra Bind (Brow)
Your own eyes flicker with the same flames that burn within your dragon head.
You gain darkvision out to 60 feet (or your existing darkvision extends another 30 feet).

Chakra Bind (Throat)
A seething ring of fire encircles your neck, and wisps of smoke occasionally burst from the dragon head.
You gain the ability to emit a fiery breath weapon as a standard action. The breath weapon is a 30-foot cone that deals 5d6 points of fire damage + an extra 1d6 points of fire damage for every point of essentia invested in your dragonfire mask. Targets are allowed a Reflex save for half damage. After using your breath weapon, you must wait 1d4 rounds before you can use it again.

Chakra Bind (Totem)
The dragon head becomes a solid blue mask, forming a hollow shape that completely encloses your head at a distance. Fire still trails from its eyes and open mouth.
You can emanate an aura of frightful presence once per round as a swift action. All creatures within 10 feet with fewer Hit Dice than you become shaken for 1 round. A successful Will save negates the effect and renders the creature immune to the frightful presence of this soulmeld for 24 hours. For every point of essentia you have invested in your dragonfire mask, the radius of the frightful presence increases by 10 feet, and its duration increases by 1 round.


DREAD CARAPACE

Descriptors: None
Classes: Totemist
Chakra: Arms, feet, or heart (totem)
Saving Throw: See text
Incarnum forms into a heavy, caramel-brown carapace covering your back. Short spines protrude from this shell, and light gleams from its surface. Though it has no actual protective value (unless you bind it to your heart chakra), the carapace fills you with the destructive power of the tarrasque.
Possibly the most dreaded of all magical beasts, the tarrasque is also the only magical beast whose power is channeled and embodied in two different soulmelds—dread carapace and totem avatar. Totemists who shape dread carapace can emulate a variety of the tarrasque’s many aspects—primary among them its sheer power in melee combat. While your dread carapace is shaped, you gain a +2 bonus on damage rolls when you are using a bite attack, or a +1 bonus when you are using a claw or other natural attack.
Essentia: Every point of essentia you invest in your dread carapace increases the damage bonus by 2 (for bite attacks) or 1 (for other natural weapons).

Chakra Bind (Arms)
While the appearance of your dread carapace is unchanged, your upper arms manifest scaly plates, while spikes emerge from your elbows. At the same time, any natural weapons you possess become more deadly, sharper, longer, better able to slice through skin and armor to tear at vulnerable flesh.
The threat range of any natural attacks you possess (either naturally or as a result of another soulmeld) is doubled. This doesn’t stack with any other effect that increases the threat range of your natural weapon.

Chakra Bind (Feet)
While the appearance of your dread carapace is unchanged, your legs become increasingly muscular, and their shape alters slightly so that you more naturally move on just your toes and the balls of your feet.
Once per minute, you can add an enhancement bonus of +60 feet to your speed for 1 round.

Chakra Bind (Heart)
Your dread carapace takes on a highly reflective sheen, suggesting the tarrasque’s ability to reflect spells back on their casters. Spells have a hard time reaching through your carapace to affect you.
You gain spell resistance equal to 6 + your meldshaper level.

Chakra Bind (Totem)
Two mighty horns jut from your head. Though they are useless in combat, they alter your appearance, making your countenance quite fearsome. When you charge, your visage suggests something utterly inhuman, striking fear into the hearts of your foes.
When you charge, all enemies within 60 feet who can see you become shaken for 1 round (Will negates).


FROST HELM

Descriptors: Cold, sonic
Classes: Totemist
Chakra: Crown (totem)
Saving Throw: See text
Incarnum forms into a bluewhite helm resembling the bizarre head of a frost worm. It floats above the top of your head, its strange lumpy shape rising to a tall nodule at the front and top.
Frost worms are terrible arctic predators known for the weird stunning trill they produce from the nodules atop their heads. Totemists in cold lands favor this soulmeld, claiming the frost worm’s power to protect themselves from the cold environment. They also use frost helm to mimic the frost worm’s trill and its frigid breath weapon. Because of the frost worm’s legendary hatred for the remorhaz, totemists don this meld when leading remorhaz hunting parties. While wearing a frost helm, you can exist comfortably in conditions between –50 and 90° Fahrenheit without having to make Fortitude saves as the Endure Elements spell. Your equipment is likewise protected.
Essentia: If you invest essentia in your frost helm, it also protects you from cold damage. You gain resistance to cold equal to 5 times the number of points of essentia you invest in this soulmeld.

Chakra Bind (Crown)
Your frost helm fuses to the top of your head, actually opening a breathing channel in the strange nodule at the helm’s crown.
As a standard action, you can project a ray of cold energy from your forehead, reminiscent of a frost worm’s breath weapon. You must make a ranged touch attack to hit a creature with this ray. If you hit, the ray deals cold damage 1d6/2 levels plus an additional 1d6 points for every point of essentia you invest in your frost helm.

Chakra Bind (Totem)
Your frost helm fuses to your head and seems to spread downward, changing the appearance of your upper face to resemble the head of a frost worm. Your eyes meld into the helm’s strange nodule, your cheeks twist into lumpy protrusions, and the skin of your face grows thick and blue-white.
As a standard action, you can produce a trilling sound that stuns opponents within 20 feet. You can target one creature plus one additional creature per point of essentia you invest in your frost helm. Targets must succeed on a Will save or be stunned for 1d4 rounds. If attacked, a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected by your frost helm’s trill for 24 hours. Frost worms are immune to this effect.


GIRALLON ARMS

Descriptors: None
Classes: Totemist
Chakra: Arms (totem)
Saving Throw: None
Incarnum coalesces around your arms and upper torso, forming blue-white fur that seems to enhance your arm and chest muscles. It also extends from your fingers to form ghostly claws that, despite their insubstantial appearance, help you gain purchase while climbing or grappling.
Totemists hope to claim the savage ferocity of the girallon as their own by shaping this meld. Known for its great strength and fierce claws, the girallon is a totem of power and aggression. Your girallon arms grant you a +2 competence bonus on Climb checks and grapple checks.
Essentia: Every point of essentia invested in your girallon arms increases the bonus on Climb checks and grapple checks by 2.

Chakra Bind (Arms)
The blue-white fur of your girallon arms grows longer at your forearms, forming tufts of hair near your elbows.
If you hit a single target with at least two claw attacks, whether these attacks come from your girallon arms, a different soulmeld, your own innate abilities, or some other source, you can latch onto the opponent’s body and tear the flesh. You gain a Rend Attack that deals the claws damage + 1.5 x Strength.

Chakra Bind (Totem)
Incarnum forms two additional, powerful arms that spring out from your ribs. These spirit arms mirror the movements of your real arms. All four of your arms are tipped with long claws that no longer seem ghostly, but quite real—and quite sharp.
You gain four claws that you can use as natural weapons, dealing 1d4 points of damage with each claw. All Claws are primary attacks, using your full attack bonus and adding your Strength bonus on your damage roll. Every point of essentia you invest in your girallon arms grants you a +1 enhancement bonus on attack rolls and damage rolls with your claw attacks.


GORGON MASK

Descriptors: None
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
Incarnum forms a mask resembling the head of a steel-plated bull, complete with long, arcing silver horns. The mask’s eyes are empty black pits.
Totemists revere the gorgon as an icon of passive strength and endurance. Its steel-plated hide and great fortitude, as well as its association with petrification, signify the unyielding strength of a cliff wall standing against the sea. At the same time, its aggressive nature leads totemists to emulate the gorgon’s ability to crush its foes beneath its hooves. While wearing a gorgon mask, you gain a +1 resistance bonus on Fortitude saves and a +2 resistance bonus on any check or saving throw to resist being bull rushed, tripped, overrun, or trampled.
Essentia: Every point of essentia you invest in your gorgon mask increases your resistance bonuses by 1.

Chakra Bind (Throat)
The dusky, metallic scales of your gorgon mask extend down your neck, forming a sharp ridge along your upper spine. Wisps of green smoke escape from your mouth.
You gain the ability to breathe a cloud of petrifying gas on an adjacent foe. If the target fails a Fortitude save, it turns to stone, as the flesh to stone spell. You can use this ability once per minute. This does not provoke an attack of oportunity.

Chakra Bind (Totem)
The metallic scales of your gorgon mask extend down over your shoulders, lending bulk and solidity to your frame. You feel strength coursing through your legs in particular, giving you the ability to run down your foes and crush them beneath your feet.
You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. You merely have to move over the opponents in your path; any creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5 feet, it is considered trampled only if you move over all the squares it occupies. Your trample attack deals 1d8 points of bludgeoning damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifier. If you are larger than Medium or smaller than Small, the damage scales up or down accordingly.
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. (Opponents whose space is larger than 5 feet and whom you do not trample can also make attacks of opportunity at the same penalty.) An opponent can give up its attack of opportunity and instead attempt a Reflex save to take half damage from your trample. You can deal trampling damage to each target only once per round, no matter how many times your movement takes you over a target creature.


GREAT RAPTOR MASK

Descriptors: None
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None
You shape incarnum into a large mask that surrounds your whole head, resembling the head of a giant eagle or a giant owl. The feathered plumage is brown and white with the faintest tinge of purple-blue, and the mask’s large, glassy eyes gleam sky blue.
Giant eagles and giant owls are revered for their exceptional eyesight. Totemists lay claim to the power of these intelligent birds to see distant objects more clearly and, more broadly, to escape from danger through quick reflexes and quicker thinking. You gain a +2 competence bonus on Spot checks.
Essentia: Every point of essentia you invest in your great raptor mask increases the competence bonus by 2.

Chakra Bind (Brow)
Your great raptor mask has large eyes that gather every scrap of light and reflect it as a pale, blue-green glow. The mask is fused to your forehead, and your eyes are melded into the eyes of the mask—which no longer look glassy, but very much alive.
You gain the superior vision of a giant owl, granting you the ability to see invisible creatures out to 60ft. This is a continous affect.

Chakra Bind (Totem)
Your head transforms to take on the appearance of a giant eagle, becoming one with your great raptor mask. While still enhancing your vision, this soulmeld also heightens your reflexive reaction to danger, allowing you to dodge entirely out of the way of dangerous effects.
You gain evasion. With a successful Reflex save against an attack that allows a Reflex save for half damage, you take no damage.


HEART OF FIRE

Descriptors: Fire
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: None
A rough stone of blazing red hangs at the center of a loose belt around your waist. You feel warmth spreading from the stone into your body, though it is not enough to ward off extreme cold. At the sight of a frost giant or some other creature of cold, however, that warmth surges through your body like consuming fire, eager to sear your opponents’ flesh.
The remorhaz is one of the most fearsome predators of arctic regions. Unlike many creatures native to those realms, it is not immune to cold damage; it endures the extremes of winter temperatures by generating huge amounts of heat. Totemists shape this soulmeld when fighting frost giants (since the remorhaz considers frost giants to be prey) and when they hunt large game in cold climes. You gain a +1 insight bonus on attack rolls and damage rolls against creatures with the cold subtype.
Essentia: Every point of essentia you invest in your heart of fire increases your insight bonus on attack rolls and damage rolls against cold creatures by 1.

Chakra Bind (Waist)
A red glow suffuses your body, concentrated in your abdomen. Rather than a blazing red stone at your waist, your heart of fire is subsumed into your flesh, filling your body with its fiery fury.
Any creature striking you with a natural weapon or unarmed strike takes 1d6 points of fire damage per point of essentia you invest in your heart of fire. Weapons striking you take the same damage, but most objects take only half damage from fire (divide the damage dealt by 2 before applying the weapon’s hardness). Creatures grappling you take this damage every round at the end of your turn, regardless of whether you succeed or fail on a grapple check to deal damage to them. This damage does not stack with the fire damage provided by the heart of fire’s totem chakra bind.

Chakra Bind (Totem)
The heat of the blazing stone at your waist spreads through your body, lashing out through your attacks at any opponent you face. When you enter combat, your skin glows red with the fiery power coursing through your veins.
Your natural weapons or unarmed strikes deal an additional 1d4 points of fire damage per point of essentia you invest in your heart of fire. Creatures grappling you take this damage every round at the end of your turn, regardless of whether you succeed or fail on a grapple check to deal dam age to them.


HUNTER’S CIRCLET

Descriptors: None
Classes: totemist
Chakra: Crown (totem)
Saving Throw: None
You shape incarnum into a sky-blue headband that resembles a wreath of twining ivy.
Hunting is one of the primordial activities of the humanoid races, a sport of survival. By calling upon the soul energy of mighty hunters past, present, and future, meldshapers hope to gain insight into their talents. Your hunter’s circlet grants you a +2 insight bonus on Heal and Survival checks.
Essentia: Every point of essentia you invest in your hunter’s circlet increases the insight bonus by 2.

Chakra Bind (Crown)
The sky-blue ivy of your hunter’s circlet weaves into your hair, winding down to your shoulders.
You gain Track as the Rangers class ability.

Chakra Bind (Totem)
There is no change to your own appearance or that of the circlet, but from your perspective, the world around you changes enormously. It is suddenly alive with smells—from obvious, overpowering odors you noticed before but not in such richness of detail, to subtle scents unlike anything in your experience. You channel beast energy to gain a limited version of the scent special quality. You can detect opponents by sense of smell, noting their presence. You gain the Scent ability. You also gain a +4 competence bonus on Survival checks to track a creature when you can bring your sense of smell to bear on the task.


KRAKEN MANTLE

Descriptors: None
Classes: Totemist
Chakra: Arms (totem)
Saving Throw: None
Incarnum forms into a mantle around your shoulders and torso, resembling the triangular mantle of a kraken’s body. It is smooth and sleek to the touch, and it lets you glide through water as if you were born to it. An evil ruler of the aquatic depths, the kraken is, above all, a fast and competent swimmer. Totemists revere the creature and claim its abilities to swim and breathe water, as well as the power of its many arms for grabbing and grappling. A kraken mantle greatly enhances your ability to swim, giving you a swim speed equal to your base land speed.
Essentia: Every point of essentia you invest in your kraken mantle increases your effective speed for the purposes of swimming by 5 feet.

Chakra Bind (Arms)
The smooth, sleek substance of your mantle spreads down to your upper arms, becoming one with your flesh. Your arms themselves grow slightly more flexible, helping you gain purchase on a grappled foe. They also gain a measure of constricting strength, helping you squeeze the life from your enemies just as the kraken does.
You gain a bonus on grapple checks equal to the number of points of essentia you invest in your kraken mantle. In addition, you gain the special attack Constrict(1d8 + Strength Modifier).

Chakra Bind (Totem)
Your eyes grow large, with enormous pupils ringed with red, resembling the staring eyes of a kraken.
You can breathe water or air equally well, as if you were constantly under the effect of a water breathing spell.


KRENSHAR MASK

Descriptors: Fear, mind-affecting, sonic
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: See text
You form incarnum into a snarling, bestial mask of exposed bone and muscle. Its basic form is somewhere between that of a large cat and a wolf, but it lacks skin, showing sharp teeth, white bone, and pink-red muscles.
The krenshar is an embodiment of nightmare. Totemists revere it as an agile hunter capable of making great leaps, stalking with stealth, and inspiring fear. While wearing your krenshar mask, you gain a +4 competence bonus on Jump and Move Silently checks.
Essentia: Every point of essentia you invest in your krenshar mask increases your competence bonus on Jump and Move Silently checks by 2.

Chakra Bind (Brow)
Your eyes stare forth from your krenshar mask, taking on a green-blue color. The jaws of the mask move as you speak, its muscles flexing weirdly in full view—an intimidating effect, to say the least.
As a result of the mask’s frightful appearance, you gain a competence bonus on Intimidate checks equal to the bonus the mask gives on Jump and Move Silently checks.

Chakra Bind (Totem)
Your face becomes one with your krenshar mask, so all its muscles move to match your expressions. A ridge of skin around the edge of the mask quivers when you grow angry or enter combat, and a growling edge creeps into your voice.
You gain the ability to produce a loud screech (as a standard action) similar to that of a krenshar. In combination with the frightening aspect of the mask, this shriek causes one creature within 30 feet of you to become frightened for 1 round if it fails a Will save. (The creature must also be able to see you.) This is a sonic, mind-affecting fear effect.


KRUTHIK CLAWS

Descriptors: Acid
Classes: Totemist
Chakra: Hands or shoulders (totem)
Saving Throw: None
Incarnum forms chitinous plates that hover over your shoulders and down your arms to your hands. At the backs of your hands, these plates take on long, triangular shapes like the scythe-claws of a kruthik, though these blades extend only barely beyond your fingertips.
Kruthiks (described in the Miniatures Handbook) are vicious predators distinguished by their incredible agility. Totemists shape this soulmeld to claim a portion of that agility, as well as the acidic secretions and acid resistance possessed by fully mature kruthiks. With kruthik claws shaped, you gain a +4 competence bonus on Hide and Move Silently checks.
Essentia: For every point of essentia you invest in your kruthik claws, your competence bonus on Hide and Move Silently checks increases by 2.

Chakra Bind (Hands)
The chitinous blades merge into the backs of your hands and sprout numerous sharp spines near your wrists. A sense of quickness dances in your fingers.
You gain the benefit of the Weapon Finesse feat when attacking with natural weapons.

Chakra Bind (Shoulders)
Chitin plates fuse to your shoulders and grow thick and hard. Additional plates spread across your back, rising in a crest over your shoulders.
You gain resistance to acid 10. Every point of essentia invested in your kruthik claws increases this resistance by 5 points.

Chakra Bind (Totem)
Enormous, serrated, scythelike claws extend from your wrists to cover your hands. Vicious spikes emerge from the base of these blades, and a bright blue acidic secretion lines the cutting edge.
You can use your two claws as natural weapons that deal 1d6 points of damage plus your Strength modifier. For every point of essentia you invest in your kruthik claws, you deal an additional 1d4 points of acid damage with each claw attack. While the claws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time.




*Note Some SoulMelds that appear on the Incarnate & Soulborn list might appear on the Totemist list, but they may not do the same thing.

BelGareth
2012-10-31, 06:25 PM
Totemist Soulmelds
L-Y


LAMIA BELT

Descriptors: Evil
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: None
You form incarnum into a belt of golden-brown fur at your waist. If you touch it with your bare skin, you sometimes catch mental echoes of cruelty and anger. When you enter combat, some part of your mind is less interested in defeating your opponents than in causing them pain.
Lamias are among the most humanlike of magical beasts, more similar to monstrous humanoids such as centaurs than to ankhegs or yrthaks. They are also evil and cruel, and it is hard to shape a lamia belt without being tainted by that evil. Totemists willing to take the risk hope to gain a lamia’s gift for deception, as well as mimicking its four-legged form or its speed and agility in combat. While you wear your lamia belt, you gain a +4 competence bonus on Bluff and Hide checks.
Essentia: For every point of essentia you invest in your lamia belt, your competence bonus on Bluff and Hide checks increases by 2.

Chakra Bind (Waist)
Instead of a physical belt of fur, your lamia belt manifests as fur sprouting from your skin, from your waist down to your knees. Your legs also become slightly more muscular.
You gain an enhancement bonus of +10 feet to your land speed, and you gain the benefit of the Spring Attack feat.

Chakra Bind (Totem)
The lower part of your body below your lamia belt takes on the shape of a lion, with four legs ending in sharp claws, a long, tufted tail, and coarse golden-brown fur. The upper portion of your body is unchanged, though perhaps a spark of evil grows stronger in your heart.
Your leonine lower half is equipped with claws you can use as natural weapons. You can make two claw attacks as natural secondary attacks after attacking with a weapon or another natural attack (such as a bite). These attacks take a –5 penalty from your full base attack bonus and deal 1d4 points of damage.


LAMMASU MANTLE

Descriptors: Good
Classes: totemist
Chakra: Arms or shoulders (totem)
Saving Throw: See text
You form incarnum into a mantle of fur and feathers, shining golden brown around your shoulders and back. The cloak hangs down to your knees in back and wraps comfortably around your body to close in the front, if you wish. It is quite warm in cold weather, but not too hot in warmer temperatures. Wearing it makes you feel noble and righteous.
Lammasus are noble creatures, sometimes called the archons of the natural world. Totemists of lawful good alignment hold them up as the ideal of perfection for magical beasts, to be emulated in every way possible. By shaping this soulmeld, totemists hope to claim their righteous protection from the touch of evil creatures. Your lammasu mantle protects you against the attacks of evil creatures. You gain a +2 deflection bonus to your Armor Class against attacks made or effects created by evil creatures.
Essentia: For every point of essentia you invest in your lammasu mantle, you gain a +1 resistance bonus on saving throws against the spells and effects used by evil creatures.

Chakra Bind (Arms)
The golden-brown fur of your mantle spreads down to your upper arms. At the same time, a palpable aura of goodness and power extends around you, cloaking your allies in the same protection the mantle gives you.
The deflection and resistance bonuses granted by the lammasu mantle apply to all allies within 10 feet of you.

Chakra Bind (Shoulders)
Your lammasu mantle becomes one with your shoulders, and its feathers separate from its fur to form small, nonfunctional wings that spread behind you as if to ward off attackers.
No summoned creatures except those of good alignment can approach within 10 feet of you (as the magic circle against evil spell).

Chakra Bind (Totem)
The golden-brown fur around your shoulders extends upward into an impressive mane around your head. There is a sensation in your mouth as if you were savoring a warm, sweet drink.
You can breathe a 15-foot cone of fire as a standard action an amount of times equal to 3 + Constitution modifier. Creatures within the area take fire damage equal to 2d4/2 levels, plus 1d4 points of fire damage per point of invested essentia (Reflex half).


LANDSHARK BOOTS

Descriptors: None
Classes: Totemist
Chakra: Feet (totem)
Saving Throw: None
You shape incarnum into a pair of boots that resemble the heavy clawed feet of a bulette. Leathery skin encases your legs up to your knees, and enormous claws extend from the front of your feet.
The bulette, also called the landshark, is closely associated with the earth in totemist traditions. Totemists channel the spirit energy of the bulette to attain connection with the earth—borrowing a measure of its tremorsense or its ability to burrow through the earth—as well as to mimic its fearsome qualities as a voracious predator. While wearing the landshark boots, you gain a +4 competence bonus on Jump checks.
Essentia: Every point of essentia you invest in the landshark boots increases the competence bonus on Jump checks by 2.

Chakra Bind (Feet)
The leathery skin of your landshark boots extends up to the middle of your thighs, and your legs thicken. The boots transmit vibrations from the earth into your feet, allowing you to sense the movement of nearby creatures.
As long as you are touching the ground, you can take a move action to sense the number of creatures within 10 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this ability. Every point of essentia you invest in your landshark boots extends the range of your limited tremorsense by 5 feet.

Chakra Bind (Totem)
Your hands as well as your feet gain the heavy claws of a bulette, including one prominent central claw and two smaller claws on the sides. These massive claws emerge from the backs of your hands so you can bring them to bear while making a fist.
You can use the claws on your hands as natural weapons that deal 1d6 points of damage. You cannot use a shield while these claws are in place. For every point of essentia you invest in your landshark boots, you gain a +1 enhancement bonus on attack rolls and damage rolls with these claws. The claws do not prevent you from using your hands normally or even binding another soulmeld to your hands chakra. However, you cannot hold an item in your hand and attack with your claws at the same time.


MANTICORE BELT

Descriptors: None
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: None
Incarnum forms a belt of spotted fur around your waist. At your back, short spines emerge from the belt. You note a marked increase in your appetite while you wear the belt.
Manticores are fierce hunters that possess a unique ranged attack. Even totemists who do not share the manticore’s evil bent shape this meld to gain a reliable way of attacking foes from a distance, not to mention the power of flight. While wearing your manticore belt, you gain a +2 enhancement bonus on Jump and Spot checks.
Essentia: For every point of essentia you invest in your manticore belt, your enhancement bonus on Jump and Spot checks increases by 2.

Chakra Bind (Waist)
Your manticore belt sprouts a pair of large, draconic wings. Though they are perched at your waist and flap awkwardly, these wings give you a reasonable ability of flight.
You can fly with average maneuverability at a speed of 30 feet +10 feet per point of essentia invested in your manticore belt. You gain the Flyby Attack feat (see page 303 of the Monster Manual).

Chakra Bind (Totem)
A long, thick tail emerges from the back of your manticore belt, writhing and lashing at your command. At its tip is a cluster of spikes. Like a manticore, you can propel those spikes at your foes.
As a standard action, you can snap your tail to loose a volley of spikes equal to the number of points of essentia you invest in your manticore belt. This attack has a range increment of 30 feet and a maximum range of 150 feet. All targets must be within 30 feet of each other. Make a ranged attack roll for each spike using your full base attack bonus. A successful hit deals 1d6 points of damage plus one-half your Strength modifier.


PEGASUS CLOAK

Descriptors: None
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: None
You shape an elegant cloak, seemingly made of feathers and pure radiance. A thing of great beauty and delicacy, it evokes thoughts of a pair of beautiful white wings.
Majestic horses of the skies, pegasi are naturally associated with the air and with flight. Totemists shape this soulmeld to claim their mastery of the air, and eventually to gain true f light. While wearing the pegasus cloak, you gain the effect of a feather fall spell at all times. You also gain a +2 enhancement bonus on Jump checks, since the winglike cloak provides a slight boost to your leaps.
Essentia: Your enhancement bonus on Jump checks increases by 2 for every point of essentia you invest in your pegasus cloak.

Chakra Bind (Shoulders)
Even as your shoulders take on the cloudy white color of a pegasus’ coat, your pegasus cloak forms into two distinct wings that you can use to achieve true flight.
You can extend the feathers of the cloak to form a great pair of birdlike wings, allowing limited flight capability. This grants you the ability to fly (average maneuverability). You can fly up to 30 feet + 10 feet per point of essentia you invest in your pegasus cloak.


PHASE CLOAK

Descriptors: None
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: See text
You form incarnum into a gray and white cloak with mottled blue markings that seems to shift and flow over your back like liquid.
Phase spiders are magical beasts that resemble spiders, and they represent all of spiderkind in totemist thinking. They are associated with mobility of all sorts, from their ability to climb walls to their ethereal phasing power.
You gain a +4 competence bonus on Climb checks. In addition, you can always choose to take 10 on a Climb check, even if rushed or threatened, and you retain your Dexterity bonus to Armor Class while climbing.
Essentia: For every point of essentia you invest in your phase cloak, your competence bonus on Climb checks increases by 2.

Chakra Bind (Shoulders)
Your phase cloak becomes even more like a silvery gray liquid, seeming to flow like a gentle stream even when completely motionless. Its mottled blue markings also extend to the skin of your shoulders and upper torso.
When you use a move action to move at least 5 feet, you can become ethereal during the movement. Among other effects, this means that you can cross difficult terrain without penalty and even pass through walls. While moving, you are not subject to attacks of opportunity except from creatures that can see into the Ethereal Plane and affect ethereal creatures. However, you become material after each move. Thus, if you perform a double move, you must end your first move in a space where you can return to the Material Plane before becoming ethereal again for the second part of your move. If you are within a solid object when your etherealness ends, you are immediately shunted to the nearest open space, taking 1d6 points of damage per 5 feet that you so travel. While using this ability, you are subject to possible attack by creatures on the Ethereal Plane.

Chakra Bind (Totem)
A terrible spidery head extends like a hood from your phase cloak, covering your face. Eight silver-white eyes set in dark blue chitin cover your own eyes, and a huge pair of fangs dripping poison covers your mouth.
You gain a bite attack that deals 1d4 points of damage and injects a mild poison (Fortitude negates, initial damage 1d3 Con, secondary damage none). This is a primary attack (using your full base attack bonus and your Strength bonus on damage rolls). Every point of essentia invested in this soulmeld grants a +1 enhancement bonus on attack rolls and poison DC made with the bite attack.


PHOENIX BELT

Descriptors: Fire
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: See text
You shape a belt made of feathers the color of flame—various reds, oranges, and yellows. The feathers seem to shift in color, pulsing softly, like the embers of a dying fire.
Totemists revere phoenixes as divine creatures or at least the messengers of the gods, and in channeling their power for soulmelds they hope to lay claim to power that is nearly divine. Phoenixes are primarily associated with fire, but their effective immortality gives them associations with protection and rebirth as well. This soulmeld is most popular among totemists native to hot desert and jungle lands. Your phoenix belt protects you from harm in hot environments. You can exist comfortably in conditions between 40 and 140° Fahrenheit without having to make Fortitude saves, as the spell Endure Elements. Your equipment is likewise protected.
Essentia: If you invest essentia in your phoenix belt, it also protects you from fire damage. You gain resistance to fire equal to 5 times the number of points of essentia you invest in this soulmeld.

Chakra Bind (Waist)
You have a very palpable sense of fire burning within you, but in a pleasant, comforting way, much like a heated stone warming a cold bed at night. When subjected to fire damage, the feathers of your phoenix belt flare up briefly, as coals fanned by a breeze.
You can turn fire damage into fast healing. Whenever your resistance to fire (whether from this soulmeld or another source) reduces the damage dealt to you by a fire-based attack, you gain fast healing 1 for a number of rounds equal to the amount of damage negated by your resistance. For example, if you were hit with a fireball for 22 points of damage and had resistance to fire 10, you would gain fast healing 1 for 10 rounds (since your resistance negated 10 points of damage). If instead you were hit with burning hands for 6 points of damage, you would gain fast healing 1 for only 6 rounds (since your resistance negated only 6 points of damage). The fast healing granted by this chakra bind doesn’t stack with itself (or with any other kind of fast healing). If this chakra bind would grant you fast healing from a second source of fire damage, use only the longer remaining duration.

Chakra Bind (Totem)
Now it is no longer just the feathers in your phoenix belt that seem to glow like hot coals, but your eyes and, to an extent, your skin as well. Your eyes burn red, and your skin gives off a soft heat like a warm hearth. With a moment’s concentrated effort, however, that fire can be made real around you, and quite painful to those who threaten you.
As a standard action, you can create a momentary ring of fire that surrounds you. Creatures adjacent to you take 2d6 points of fire damage per point of essentia you invest in your phoenix belt. A successful Reflex save reduces this damage by half. You can use this a number of times equal to 3 + your Constitution modifier.


RAGECLAWS

Descriptors: Mind-affecting
Classes: Totemist
Chakra: Hands (totem)
Saving Throw: None
You form incarnum into a pair of furred gloves tipped with short claws. These gloves fit over your hands as well as any other gloves or gauntlets you might wear. When you clench your hands into fists, you can feel a surge of anger and determination well up inside you.
The rageclaws soulmeld makes no attempt to channel soul energy from any particular kind of magical beast. Rather, it taps into the primal rage and survival instinct shared by all creatures of that type, a powerful will to survive and prevail. Totemists typically shape this meld when they expect to face overwhelming odds, but some totemists shape it simply to gain courage and fury in battle. While you wear your rageclaws, you can continue to fight without penalty if you are disabled or dying. You gain the benefit of the Diehard feat and are not staggered when using it.
Essentia: Investing essentia in rageclaws increases the range of negative hit points at which you can continue functioning. Every point of essentia invested effectively increases your death threshold to your Constitution + 3/point of essentia. 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 (Hands)
The fur of your rageclaws merges into your hands, and your fingers become tipped with small, dark claws instead of nails. Each blow that lands on your body causes a blood rage to swell up in you, building until you are near death and then erupting in desperate fury.
When you take damage in the previous round, you gain a +2 morale bonus on melee attack rolls, melee weapon damage rolls, and Fortitude saves. Though similar in some ways to a barbarian’s rage, this state applies no restriction on what actions you can take. This bonus increases by +1 for every point of essentia invested.

Chakra Bind (Totem)
The fur of your rageclaws merges into your hands, and your fingers become tipped with long, sharp claws you can use to tear the flesh of your foes.
You can use your rageclaws as a pair of natural weapons(2 claws) that deal 1d6 points of damage plus your Strength modifier. When you grapple an opponent, you can Rake(2 claws). While the rageclaws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time. You gain a +1 enhancement bonus on attack rolls and damage rolls with your claws for every point of essentia invested in this soulmeld.


RIDING BRACERS

Descriptors: None
Classes: totemist
Chakra: Arms (totem)
Saving Throw: None
You form incarnum into a pair of hard leather bracers that encircle your wrists. They smell noticeably of horse and hay.
Humanoids have ridden horses into battle for ages, and by channeling the soul energy of these mounted warriors—and their steeds—you increase your own skill at mounted combat. Wearing the riding bracers grants you a +4 insight bonus on Handle Animal and Ride checks.
Essentia: Every point of essentia invested in the riding bracers increases the insight bonus on Handle Animal and Ride checks by 2.

Chakra Bind (Arms)
Your riding bracers clench tight around your wrists. When you mount a steed, your bracers almost seem to guide your hands on the reins. When you draw a weapon while mounted, you, your mount, and your weapon all seem to move in a coordinated, deadly dance.
When mounted, you gain a +2 insight bonus on melee damage rolls and a +2 dodge bonus to Armor Class.

Chakra Bind (Totem)
There is no change in the appearance of your riding bracers, but when you mount a steed, you feel a close connection with the animal. It almost seems to respond to your mental commands as much as to your hands on the reins.
If you are riding an animal, or a magical beast with an Intelligence score of 1 or 2, you can handle the creature as a free action or push it as a move action, even if you don’t have any ranks in the Handle Animal skill. In addition, your mount gains evasion, as the rogue class feature.


SHADOW MANTLE

Descriptors: Darkness
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: None
Incarnum forms a rough cloak of stony gray around your shoulders and back. As you move, the cloak writhes behind you, suggesting the movement of tentacles. It seems to collect shadow, always appearing darker than the surrounding area.
The darkmantle is hardly the most fearsome of magical beasts, but its association with darkness and perception makes the soulmeld that channels its energy a powerful one. Totemists in subterranean cultures are particularly partial to the shadow mantle soulmeld. Channeling the merest suggestion of a darkmantle’s powerful blindsight, you gain a +4 competence bonus on Listen checks.
Essentia: Every point of essentia you invest in your shadow mantle increases the competence bonus on Listen checks by 2.

Chakra Bind (Shoulders)
The shadows of your mantle deepen, and its coloration grows darker. Blackness seems to cling in every fold and sometimes trail off in wisps from the mantle’s substance.
You gain the ability to cast Ethereal Jaunt as a spell like ability a number of times per day equal to 3 + the amount of essentia invested, your caster level equals your meldshaper level.

Chakra Bind (Totem)
Your shadow mantle literally draws shadows to itself, and it changes color to match your surroundings. You find it much easier to hide from view by drawing the cloak around your body and ducking your head into its membranous collar.
As a swift action, you can surround yourself with a globe of magical darkness to a radius of 5 feet per point of invested essentia. You also gain blindsight with the same radius. Thus, you are completely aware of all creatures within the radius of darkness, but you are invisible to them unless they have some way of piercing magical darkness. On the other hand, creatures beyond the radius of your darkness are invisible to you, but they can guess your location within the darkness. If you enter a zone of magical silence, your blindsight no longer functions. You can end the darkness effect as a swift action; ending the darkness effect also ends your blindsight.


SHEDU CROWN

Descriptors: Good, mind-affecting
Classes: Totemist
Chakra: Crown or heart (totem)
Saving Throw: See text
Glowing argent incarnum forms a shining crown that hovers slightly above your head. Its presence lends a regal air to your bearing, and you feel yourself become more calm, more dignified, and more stable—emotionally and even physically grounded.
A shedu is a noble beast related to the lammasu, distinguished by the crown it wears. With a human head atop the body of a five-legged bull, a shedu possesses a physical stability that reflects its moral purity and mental stamina as well. You are immune to being pushed back as the result of a bull rush, including the effects of spells such as Bigby’s forceful hand and telekinesis (when used to perform a bull rush).
Essentia: You gain a competence bonus on saving throws against mind-affecting spells and effects equal to the number of points of essentia you invest in your shedu crown.

Chakra Bind (Crown)
Your shedu crown settles firmly on your head, but its appearance is otherwise unchanged.
You can communicate telepathically with any creature within 10 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This is a mind-affecting effect.

Chakra Bind (Heart)
The appearance of your shedu crown is unchanged, but when you use the power of this chakra bind, it briefly flare as with brilliant silver light.
You can shift from the Material Plane to the Ethereal Plane as a standard action and return to the Material Plane as a free action. Each day, you can spend a total number of rounds on the Ethereal Plane equal to your meldshaper level (each use counts as a minimum of 1 round). This ability otherwise functions as the etherealness spell.

Chakra Bind (Totem)
Your hair grows into a bushy mane beneath your crown. If you are male, your beard likewise grows. Your body looks and feels more solid and strong.
You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. You merely have to move over the opponents in your path; any creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5 feet, it is considered trampled only if you move over all the squares it occupies. Your trample attack deals 1d8 points of bludgeoning damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifi er. If you are larger than Medium or smaller than Small, the damage scales up or down accordingly.
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. (Opponents whose space is larger than 5 feet and whom you do not trample can also take attacks of opportunity at the same penalty.) An opponent can also give up its attack of opportunity and instead attempt a Reflex save to take half damage from your trample. You can deal trampling damage to each target only once per round, no matter how many times your movement takes you over a target creature.


SPHINX CLAWS

Descriptors: None
Classes: Totemist
Chakra: Hands (totem)
Saving Throw: None
A powerful set of retractable, catlike claws forms over your hands. These magical claws seem almost alive, and they perfectly follow every move of your own hands and fingers.
Sphinxes are among the most powerful and majestic of all magical beasts. In the view of some totemists, they embody what it is to be a magical beast. Totemists hold up different varieties of sphinx as the pinnacle of sphinxkind: the gruff and noble androsphinx, the clever and enigmatic gyno sphinx, the avaricious and powerful crio sphinx, or the detestable hieracosphinx. Whichever variety a totemist seeks to emulate, the effects of sphinx claws are the same—they make the totemist a clawing, pouncing terror to behold. While wearing sphinx claws, you gain a +1 competence bonus on Strength checks and Strength-based skill checks, such as Climb and Jump checks and checks made to break down doors or to bull rush an opponent.
Essentia: Every point of essentia you invest in your sphinx claws increases the competence bonus by 1.

Chakra Bind (Hands)
Your hands become one with the claws that surround them, overlarge for your size. The most profound change, however, is in your proficiency in combat—a powerful urge grows within you to leap at your foes, tearing with claws and teeth until your prey lies motionless in your savage grip.
You gain the Pounce special ability with your natural attacks.

Chakra Bind (Totem)
Your hands become one with the claws that surround them, overlarge for your size. You find you can use them to tear at your foes, and with that ability comes a powerful desire to put these tools to use. Will you temper that bloodlust with the wisdom of the gynosphinx or the nobility of the androsphinx? Or will you give in to it completely,
rampaging like a hieracosphinx?
You can use your sphinx claws as natural weapons that deal 1d8 points of damage plus your Strength modifier. For every point of essentia you invest in your sphinx claws, you gain a +1 enhancement bonus on your attack rolls and damage rolls with the claws. While the claws are shaped, you can retain the normal use of your hands at any time, although you cannot hold an item in your hand and attack with the claws at the same time.


THREEFOLD MASK OF THE CHIMERA

Descriptors: None
Classes: Totemist
Chakra: Crown, Heart or Totem
Saving Throw: None
You form incarnum into a three-sided mask that hovers in front of your face. As you turn your head, the mask does not turn with you, so you can look out three different sets of eyes—and somehow each face of the mask seems to color your view of the world through it. The mask depicts the three heads of a chimera—a savage dragon, a fierce lion, and a demonic goat.
Totemists look to chimeras as a representation of multiplicity united. In a certain sense, they are the patrons of meldshaping itself—uniting disparate elements of beast souls and humanoid bodies to create powerful effects. At the simplest level, the threefold mask of the chimera grants you the ability to focus your attention in multiple directions simultaneously. You can’t be flanked while this soulmeld is shaped.
Essentia: Every point of essentia invested in your threefold mask grants you a +1 competence bonus on Search and Spot checks.

Chakra Bind (Crown)
Your threefold mask attaches to your forehead and now moves with your head as you turn. By focusing your concentration, you can tap into the mask’s multiple perspectives to act more quickly, though at a cost.
A number of times per day equal to the amount of essentia invested into this soulmeld, you can take an extra move action during your turn. You can only take one extra action per turn.

Chakra Bind (Heart)
You experience a profound quickness of mind, almost as if three minds were thinking your thoughts and directing your actions, though this multiplicity of views can be confusing as well.
This chakra bind functions as the crown chakra bind, except that instead of an extra move action, you can take an extra standard action. You can only take on extra action per turn (to include extra move actions from the Crown Chakra Bind).

Chakra Bind (Totem)
Your threefold mask is no longer just a mask—your head branches into the three monstrous heads of a chimera. Three pairs of eyes look out on the world at once, three heads direct your actions, and three sets of savage jaws slaver for prey.
You can use the heads of your threefold mask to make natural attacks. The dragon head bites for 1d8 points of damage, the lion head bites for 1d6 points of damage, and the goat head gores for 1d6 points of damage. As a standard action, you can attack with any one of these heads, applying your full Strength modifier as a bonus on your damage roll. As a full attack action, you can attack with all three heads, applying your full Strength modifier on all three damage rolls. Alternatively, as part of a full attack, you can make a secondary attack with all of the heads at a –5 penalty, applying only one-half your Strength modifier as a bonus on your damage roll.(the Multiattack feat can reduce this penalty)


TOTEM AVATAR

Descriptors: None
Classes: Totemist
Chakra: Arms, feet, heart, or shoulders (totem)
Saving Throw: None
You shape incarnum into an imposing avatar of bestial power. This corporeal shape fits over your clothing and armor, but it makes you seem like a hulking gray render in outline and features. Your actual body is only barely visible within the gray, hairless form. The render’s broad shoulders and sinewy arms encompass yours and extend beyond them to translucent clawed hands scraping the ground.
To some totemists, the greatest of the magical beasts are those that walk upright like humanoids but embody raw physical power—gray renders, owlbears, rampagers, blood apes, and the dreaded tarrasque. All of these creatures are totems of body strength, with the various abilities that come with physical might. By default, the avatar resembles a gray render in its outline and features, but it changes to resemble different magical beasts if you bind it to a chakra. The totem avatar grants you 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: You gain an enhancement bonus to your natural armor bonus equal to the number of points of essentia you invest in your totem avatar.

Chakra Bind (Arms)
Your totem avatar resembles an owlbear—no less hulking and stooped than the gray render form, but covered in a shaggy coat of feathers and fur.
You gain the benefit of the Improved Grab ability.

Chakra Bind (Feet)
Your totem avatar resembles a rampager, with four elephantine legs, two muscular arms with hooked claws, a headless body with a gaping maw planted on the forward part of the torso, and a thick tail dragging behind.
You gain stability as if you were a four-legged creature, giving you a +4 bonus on checks to resist a bull rush, overrun, or trip attack. You are also treated as if you were one size category larger than normal when making a check to resist a bull rush, grapple, overrun, or trip attack (effectively granting you an additional +4 on such checks).

Chakra Bind (Heart)
Your totem avatar resembles the legendary tarrasque, though on a much smaller scale. Its hulking form leans forward of your own, it’s back covered with a thick, spiny carapace. Two mighty horns sprout from its head, and its jaw opens wide to reveal dozens of knifelike teeth.
You gain damage reduction 5/adamantine. The amount of this damage reduction increases by 1 for every point of essentia you invest in the soulmeld.

Chakra Bind (Shoulders)
Your totem avatar resembles a blood ape, taking on the appearance of a red-furred gorilla.
Your natural weapons (whether from soulmelds or other sources) deal damage as if you were one size category larger.

Chakra Bind (Totem)
When you bind your totem avatar to your totem chakra, you become a little more like the gray render it represents. In particular, your body alters to better fill the musculature of the mighty beast avatar, lending you strength to smite your foes.
Your totem avatar grants you a morale bonus on damage rolls made with natural weapons (whether from soulmelds or other natural sources) equal to the number of points of essentia you invest in it.


UNICORN HORN

Descriptors: None
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None
You shape the pure soul energy of a unicorn into an ivory-colored horn that seems to sprout from your forehead. Its color is an unblemished white, and it seems to glow with a soft blue-white radiance. Its purity flows into you, and it is difficult to conceive of an evil thought with the horn so close to your mind.
Unicorns are like lammasus in their devotion to goodness and even surpass them in purity. Good totemists revere them as embodiments of all that is good in nature, and shape unicorn horns when they prepare to do battle with evil—particularly undead. You gain a +2 competence bonus on wild empathy and Move Silently checks.
Essentia: Your bonus on wild empathy and Move Silently checks increases by 2 for every point of invested essentia.

Chakra Bind (Brow)
A streak of white appears in your hair near the unicorn horn, and your eyes change color—becoming deep sea-blue, violet, or fiery gold.
You gain the ability to detect evil once per round as a standard action.

Chakra Bind (Totem)
A tuft of white hair hangs down from your forehead around your unicorn horn, while your forehead itself thickens somewhat to support the horn it bears. All of your hair transforms into a cascading white mane, and if you are male a white beard sprouts from your chin. You can feel purity and energy flowing into your body through your horn.
You can gore with the unicorn horn as a natural weapon that deals 1d6 points of damage. You gain an enhancement bonus on attack rolls and damage rolls with your horn equal to the number of points of essentia you invest in it. If you hit an undead creature with your horn attack, you deal an extra 1d6 points of damage. This attack is a secondary attack.


URSKAN GREAVES

Descriptors: None
Classes: Totemist
Chakra: Feet (totem)
Saving Throw: None
Incarnum forms steel plates backed with white fur that fit over your shins, covering any clothing, boots, or armor you might wear. When you walk through ice and snow, your feet find solid purchase.
Urskans are arctic-dwelling creatures much like intelligent polar bears. The other races of the north know and fear them for the heavy plate armor they wear, for their strength and ferocity, and for the fierce power of their charging attacks. It is precisely these qualities that totemists seek to emulate by shaping urskan greaves. You can move across ice and through snow at your normal speed, and you gain a +5 bonus on Balance checks made on ice.
Essentia: If you invest essentia in your urskan greaves, they protect you from cold damage. You gain resistance to cold equal to 5 times the number of points of essentia you invest in this soulmeld.

Chakra Bind (Feet)
White fur covers your lower legs and your urskan greaves merge
into your flesh. Strength seems to radiate up from your greaves through your whole frame, lending power to your attacks when you can build up a good running start.
You gain the ability to make a powerful charge. When you charge, if your melee attack hits, you deal an additional +1d4 points of damage per point of essentia you invest in your urskan greaves.

Chakra Bind (Totem)
White fur covers your legs and strength pours through you. No foe can stand in your way when you put all your strength into your charge.
When you attempt to overrun an opponent, the target cannot choose to avoid you. You also gain a +2 bonus on your Strength check to knock down your opponent, with an additional +1 for every point of essentia you invest in your urskan greaves. In addition if you Trample an opponent (with another souldmeld) you gain an insight bonus to damage equal to the essentia invested in this soulmeld.


WINTER MASK

Descriptors: Cold
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
You shape incarnum into a snow-white mask resembling the head of a wolf. A snarling muzzle filled with sharp teeth protrudes from the front of the mask, and eyes like blue ice crystals stare out in defiance.
Evil tribes of arctic dwellers particularly revere the winter wolf. It is the embodiment of winter itself—deadly, fierce, cunning, and unrelenting in its assault on life and warmth. Totemists shape winter masks to claim the destructive power of winter as their own. Your touch takes on the bitter cold of winter; you can choose to inflict a chilling fatigue on an opponent you touch in combat. You must make a successful melee touch attack. The target is fatigued unless it succeeds on a Fortitude save. Creatures resistant or immune to cold are immune to this effect.
Essentia: Your touch attack also deals 1d4 points of cold damage for every point of essentia you invest in your winter mask.

Chakra Bind (Throat)
White fur spreads down from your winter mask to cover your throat. Your mouth is filled with a pleasant cold, like sucking a piece of ice on a hot day.
You gain the ability to breathe a cone of cold. Once every 1d4 rounds, you can emit a 15-foot-long cone of cold. Targets in the cone take cold damage equal to 1d6/2 levels plus 2d6 additional points of damage for every point of invested essentia (Reflex half).

Chakra Bind (Totem)
Your face blends into that of your winter mask, merging with its lupine features. Your eyes appear in the mask’s eye sockets, and they become the pale ice-blue of a winter wolf’s eyes. Your jaws become the powerful maw of a winter wolf as well, and frost clings to the white fur around your muzzle as you breathe.
You gain a bite attack that deals 1d6 points of damage. The bite attack is a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). Every point of essentia invested in this soulmeld adds 1d4 points of cold damage to your bite damage.


WORG PELT

Descriptors: None
Classes: Totemist
Chakra: Feet or hands (totem)
Saving Throw: None
You gather worg spirits around you to form a cloaklike garment. It strongly resembles the pelt of a worg, from the top of the beast’s head perched atop your own to forelegs extending down your arms and rear legs hanging behind you. The fur is dark and thick, and glassy red eyes smolder in its face.
Worgs are quintessential hunters—stalking predators, quick runners, and fierce combatants. Totemists who shape worg pelt soulmelds hope to emulate some or all of these qualities, and sometimes the worg’s malicious evil as well. Your worg pelt grants you a +2 competence bonus on Hide and Move Silently checks.
Essentia: Every point of essentia that you invest in your worg pelt increases the competence bonus on Hide and Move Silently checks by 2.

Chakra Bind (Feet)
The hind legs of your worg pelt fuse into your own legs, lengthening your feet and shins while shortening your thighs, enabling you to run on your toes like a predatory animal. Your legs are totally covered in the dark gray fur of a worg.
Your base land speed increases by 5 feet, plus an additional 5 feet for every point of essentia you invest in your worg pelt.

Chakra Bind (Hands)
The forelegs of your worg pelt fuse into your own arms, adding weight and bulk to your hands. Your arms and hands are completely covered in the dark gray fur of a worg.
When you hit with a bite attack—whether it is a bite attack you naturally possess, one granted by binding this soulmeld to your totem chakra, or one granted by another soulmeld, spell, or special effect—you can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip you.

Chakra Bind (Totem)
The head of your worg pelt becomes one with your own head. Your eyes begin to glow red and replace the glassy eyes of the pelt, while your lower jaw extends to join the upper muzzle of the pelt, granting you a fierce bite attack.
You gain a bite attack that deals 1d6 points of damage. The bite attack is a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). Every point of essentia invested in this soulmeld grants you a +1 enhancement bonus on attack rolls and damage rolls with your bite attack.


WORMTAIL BELT

Descriptors: None
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: See text
Incarnum forms a wide belt of thick purple scales around your waist. Though the belt does not serve as armor (and easily fits around any armor you might wear), it thickens your skin and tints it a faint purple color.
The purple worm is one of the most feared magical beasts, particularly by those who live or adventure far beneath the surface of the earth. Many have despaired of ever penetrating its thick hide before dying in its gullet or being poisoned by the stinger at the tip of its tail. This soulmeld, particularly common among totemists in underground communities, is an attempt to emulate the awesome protection and the dangerous power of the purple worm. You gain a +2 enhancement bonus to your existing natural armor bonus. (If you do not have natural armor, you have an effective natural armor bonus of +0.)
Essentia: The enhancement bonus to your natural armor bonus increases by 1 for every point of essentia you invest in your wormtail belt.

Chakra Bind (Waist)
Rather than forming a belt of purple scales at your waist, the soulmeld shapes plating on the skin of your torso and legs. Dark purple on the back and lighter in front, these scales seem to add to your bulk, and definitely increase your power in melee combat.
You gain the Awesome Blow feat and are treated as one size category larger than usual when using it (up to a maximum of Colossal). The save DC to resist your awesome blow is calculated as normal for your soulmelds, rather than being based on the damage you deal.

Chakra Bind (Totem)
A thick, purple-scaled tail emerges from the back of your wormtail belt. It is long enough that you can reach it around you to attack your foes with the stinger at its end, which drips with poison.
You can use your wormtail belt’s stinger to make natural attacks. The stinger is a secondary attack suffering -5 to hit, and the stinger deals 1d6 points of damage. In addition, the stinger delivers a weakening poison that deals initial damage of 1d4 Strength (no secondary damage). A successful Fortitude save negates the poison damage. Every point of essentia you invest in your wormtail belt gives you a +1 enhancement bonus on your attack rolls with the stinger, as well as increasing the poison’s save DC as normal.


YRTHAK MASK

Descriptors: Sonic
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None
You shape incarnum into a bizarre mask, basically crocodilian in form. It lacks eyes entirely, and a weird hornlike protrusion juts from the top and front—resembling the strange yrthak in its overall appearance.
Yrthaks inhabit desolate mountainous regions and are not widely revered by totemists. Even so, their association with sound, sonic energy, and hearing makes the yrthak mask a powerful soulmeld. You gain a +4 competence bonus on Listen checks.
Essentia: Every point of essentia that you invest in your yrthak mask increases the competence bonus on Listen checks by 2.

Chakra Bind (Brow)
Your yrthak mask fuses to your forehead, though your mouth still speaks inside the mouth of the mask. Your vision dims somewhat, but you find yourself alive to the world of sounds around you—including some you had never heard before. You find that you can discern a creature’s location with great accuracy simply by listening to the sounds it makes.
You gain a limited form of blindsense. You can take a move action to pinpoint the location of every creature within 10 feet of you to which you have line of effect. The range of this ability increases by 10 feet for every point of essentia you invest in your yrthak mask. Any creature you cannot see still has total concealment against you, and you still have the normal miss chance when attacking foes with concealment. Visibility still affects your movement. You are still denied your Dexterity bonus to Armor Class against attacks from creatures you cannot see. Even as your other senses are heightened, your visual acuity diminishes.

Chakra Bind (Totem)
Your yrthak mask becomes your actual face, and your jaws lengthen into the crocodilian maw of a yrthak. The mask is too awkward to allow you to make bite attacks, but you can focus sonic energy through the hornlike protrusion on the front of the mask, using it to stab your foes with rays of pure sound.
Once every 2 rounds, you can focus sonic energy into a ray up to 60 feet long. This is a ranged touch attack that deals 1d6/2 levels + 1d6 per point of essentia invested sonic damage to a single target.




*Note Some SoulMelds that appear on the Incarnate & Soulborn list might appear on the Totemist list, but they may not do the same thing.

BelGareth
2012-10-31, 06:28 PM
Incarnate & SoulBorn Soulmeld List
A-Im


ACROBAT BOOTS

Descriptors: None
Chakra: Feet
Saving Throw: None
You form incarnum into a pair of light, supple boots that fit over your feet and any other boots you might wear. Small ruffs of blue-white fur crown each boot. While you wear them, you feel light on your feet. It is difficult to resist the temptation to bounce on the balls of your feet when you’re standing still.
Channeling energy from the most agile and nimble of souls, you claim some measure of that agility for yourself. While wearing acrobat boots, you gain a +4 insight bonus on Tumble, Balance and Escape Artist checks. (This soulmeld let’s you attempt these checks untrained.)
Essentia: Every point of essentia invested in the acrobat boots increases the bonus by 2.

Chakra Bind (Feet)
Your acrobat boots join fast to your feet and help to slow you whenever you fall.
You gain a constant feather fall affect as the spell.


ADAMANT PAULDRONS

Descriptors: None
Chakra: Shoulders
Saving Throw: None
You shape incarnum into blue crystalline plates of shoulder armor. They float slightly above your shoulders, leaving room for clothing and other armor. In battle, these pauldrons seem to draw attacks toward them, steering blows away from your most vital areas. The use of adamant pauldrons carries a stigma in some incarnate circles because of the example of Murthien the Soul-Render. The infamous incarnate is said to have worn adamant pauldrons on which the tormented visages of imprisoned souls were clearly visible, wracked with pain from the necrocarnum energies Murthien wielded. Wise incarnates refuse to allow the corrupted practice of one notable individual to prevent them from employing a highly useful soulmeld, however. Your adamant pauldrons grant you protection from physical attacks. You gain Light Fortification.
Essentia: You gain damage reduction equal to the number of points of essentia invested in this soulmeld. This damage reduction is bypassed only by attacks of an alignment opposed to that of your incarnate cause (good, evil, chaos, or law). Thus, if you invest 3 points of essentia in your adamant pauldrons and you are a good incarnate, you gain damage reduction 3/evil. If you are a SoulBorn you must choose one alignment.

Chakra Bind (Shoulders)
Your incarnate pauldrons settle over your shoulders, and they seem to be joined by a crystalline lattice of blue energy across your back. Their power to deflect blows away from vital areas is increased. You gain Fortification as per the armor special ability.


AIRSTEP SANDALS

Descriptors: None
Chakra: Feet
Saving Throw: None
You shape incarnum into a pair of sky-blue sandals. They surround your feet without quite touching them, fitting over any boots or shoes you wear. When you use the flight ability of the sandals, you leave a faint trail of blue vapor behind you, which disperses after a few seconds. Many creatures have the gift of flight, and with this soulmeld, you channel soul energy derived from such creatures to borrow that gift. The rilkan incarnate Davi the Trickster was rarely seen without this soulmeld shaped, and she claimed that she could communicate with the djinn whose soul energy she borrowed to form it. While worn, the airstep sandals allow you to fly up to 10
feet (good maneuverability).
Essentia: Every point of essentia you invest in your airstep sandals increases the distance you can fly by 10 feet.

Chakra Bind (Feet)
Your airstep sandals merge into your feet, turning your legs sky blue from your knees down to your toes. You become capable of aerial acrobatics, turning on a dime in midair with a soft burst of pale blue mist.
You fly with perfect maneuverability. In practical terms, this means that you can reverse direction without paying a movement cost, you can turn freely without spending any extra movement, and you can ascend at full speed.


APPARITION RIBBON

Descriptors: None
Chakra: Throat
Saving Throw: None
A diaphanous scarf wraps around your neck, its ends trailing off into wispy tendrils that seem to follow or mimic the movement of your arms. You form incarnum into a bridge of energy between yourself and the incorporeal world of spirits and other ghostly creatures. Weapons you wield (including natural and Unarmed strikes) are considered to have the GhostTouch weapon special ability.
Essentia: Every point of essentia invested in apparition ribbon grants you a +2 insight bonus on damage rolls against incorporeal creatures.

Chakra Bind (Throat)
The wispy tendrils of the scarf lengthen and surround you as you appear to become incorporeal.
When you bind apparition ribbon to your throat chakra, you gain the ability to become incorporeal for brief periods of time. You gain all the benefits of the incorporeal subtype, including a deflection bonus equal to your Charisma bonus (minimum +1). Activating this ability is a standard action, and your incorporealness lasts for 1 round plus 1 round per point of essentia invested in the soulmeld at the time it was activated. After you activate this ability, you can’t voluntarily change the soulmeld’s essentia investment until the duration of incorporealness ends. If the essentia investment is decreased involuntarily to the point where the number of consecutive rounds spent incorporeal equals or exceeds the essentia invested, you immediately become corporeal. If you are within a solid object when the duration of incorporealness ends, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel. Each day, you can spend a total number of rounds incorporeal equal to your meldshaper level.


ARCANE FOCUS

Descriptors: None
Chakra: Throat
Saving Throw: See text
A necklace of blue crystals fits around your neck. The crystals shed a faint glow that increases in brightness when you cast a damaging spell.
Drawing upon the soul energy of spellcasters and warmages, meldshapers who also cast arcane spells can use the incarnum energy to intensify spells that cause harm to others. You shape incarnum into a periapt or other trinket, known as an arcane focus, which you then wear about your neck. When you cast an arcane spell that deals damage, your spell’s damage is increased by an amount equal to your Constitution Modifier. Spells that divide their damage among multiple targets, such as magic missile, deal the extra damage once to each affected target. This soulmeld does not affect spells that do not deal damage.
Essentia: Every point of essentia you invest in your arcane focus increases the extra damage by a multiplication of your Constitution Modifier. (as in 2 points is 2 * your Con Mod)

Chakra Bind (Throat)
Barely visible wisps of incarnum writhe from your arcane focus, tendrils of soul energy that twist into arcane symbols as you cast arcane spells. When you cast a damaging spell, the spell is accompanied by a blue-white burst of raw incarnum energy.
The energy and power behind your offensive spells can temporarily overcome your opponents. Whenever you cast a spell that deals damage to a single living creature, that creature must succeed on a Fortitude save (using the soulmeld’s save DC, not the spell’s) or be dazed for 1 round. If the target creature(s) takes no damage from the spell (whether because of a successful saving throw, spell resistance, or resistance to the damage dealt by the spell), this has no effect.


ARMGUARDS OF DISRUPTION

Descriptors: Chaotic, evil, good, or lawful
Chakra: Arms
Saving Throw: None
Blue-sheened silver bracers form around your forearms. Blue-white sparks leap from your hand to undead creatures you touch.
The energy of incarnum and the soulless bodies of undead creatures are on opposite ends of a spectrum. When properly shaped, incarnum can become an anathema to undead creatures, crumbling corporeal forms and disrupting undead spirits. Your touch is harmful to undead. While wearing armguards of disruption, you deal +1d6 points of damage to an undead creature with each successful melee strike. This bonus applies to your weapons , natural weapons and unarmed strikes.
Essentia: Every point of essentia invested increases the damage dealt by your armguards of disruption by 1d6 points.

Chakra Bind (Arms)
Incarnum flows from the bracers to envelop you and then fades into invisibility. A corona of blue-white energy erupts when an undead creature attacks you, blocking its blows and suppressing its powers. You gain an insight bonus to your AC and on your saving throws equal to the number of points of essentia invested in your armguards of disruption. These bonuses apply only against attacks made by undead creatures.


BLINK SHIRT

Descriptors: None
Chakra: Heart
Saving Throw: None
This rough-looking garment fits over armor and other clothing and looks like it has been made of coarse brown fur, but it displays obviously magical features. The shirt seems to shift and move on its own, and it fades into a barely corporeal mist near your waist. Most disconcerting of all, patches of the garment seem transparent, as if they have temporarily shifted to some strange elsewhere. Because different parts of the garment appear phased out at different times, these patches of incorporeality seem to roam over the surface of the shirt. Blink dogs have two closely related abilities that define their hunting tactics. By shaping incarnum into a shirt resembling blink dog fur, you gain the ability to teleport (as dimension door) up to 10 feet at will. Using this ability is a standard action. After using this ability, you can’t take any other actions until your next turn. You cannot bring along other creatures; you affect only yourself.
Essentia: Investing essentia in this soulmeld increases the distance you can teleport. For every point of essentia invested, you can teleport an additional 10 feet.

Chakra Bind (Heart)
The appearance of your blink shirt changes, except that now wherever it seems transparent, you do as well. Strange patches of incorporeality float over your entire body.
You can use Etherealness as the spell (with a caster level equal to your meldshaper level). Activating or dismissing the effect is a standard action.

Chakra Bind (Waist)
Your posture becomes slightly hunched, giving you the merest hint of a canine appearance. Your ears also take on sharp points. You can use the dimension door ability of this soulmeld as a move action. (You still cannot act afterwards, unlike the Totem Chakra bind for totemists)


BLOODTALONS

Descriptors: None
Chakra: Hands
Saving Throw: None
Incarnum forms a pair of eagle talons around your hands. They are ghostly and insubstantial, almost like a violet mist surrounding your hands, but the three-toed shape is as clear as the sharp claws in their outline. Blood hawks are fierce birds of prey noted for their blood lust. They are similar to sharks in their frenzy while feeding—in fact, they fight beyond the threshold of death. Meldshapers who shape bloodtalons hope to emulate the ferocious tenacity, keen eyesight, and sheer savagery of these creatures. You can continue to fight without penalty if you are disabled or dying. You gain the Diehard and Toughness feat as bonus feats with this Soulmeld active.
Essentia: You gain a +2 bonus on Spot checks and 1 temporary hit point per point of essentia you invest in your bloodtalons.

Chakra Bind (Hands)
Rather than being surrounded by violet mist, your hands themselves turn a deep shade of violet, like the blue of incarnum mixed with rich blood red. Somehow, your hands feel eager to grasp and tear, to speed past your opponents’ defenses and tear at their eyes. You gain the benefit of the Weapon Finesse feat when attacking with natural weapons.

Chakra Bind (Arms)
The skin of your hands becomes red-orange and scaly like the talons of a blood hawk, your fingers grow knobby and strong, and your nails lengthen into fierce talons with sharp points and edges. You can use your bloodtalons as natural weapons. You can make two claw attacks that each deal 1d6 points of damage plus your Strength modifier. On the round after you hit with a claw attack, the wounds bleed for an additional 1 point of damage per point of essentia you had invested in your bloodtalons when you made the attack. Nonliving creatures are immune to this blood loss effect.
While the claws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time.


BLOODWAR GAUNTLETS

Descriptors: mind-affecting
Chakra: Arms or hands
Saving Throw: See text
Incarnum forms into black gauntlets that encase your hands and extend in heavy iron bands up your forearms to your elbows, where they end in vicious-looking spikes. They seem large for your hands and actually cover any gloves or gauntlets you might already be wearing, but they move in perfect unison with your fingers and hands. When it is very quiet, you can sometimes hear the sounds of battle coming from the night-black metal of the gauntlets. The Lower Planes are consumed in an unending battle between demons and devils, though this so-called Blood War rarely has much impact on the Material Plane. When you shape this soulmeld, you channel some of the raw, savage ferocity of that eternal conflict, using it to increase your own power in combat. While you wear your bloodwar gauntlets, you gain a +1 morale bonus on melee attack rolls.
Essentia: For every point of essentia you invest in your bloodwar gauntlets, you gain a +1 morale bonus on melee damage rolls.

Chakra Bind (Arms)
Your bloodwar gauntlets bind themselves to your wrists and forearms. Instead of separate rings of metal extending up your arms, they now form a solid sheath of completely unreflective metal in which fiendish visages manifest and subside, always contorted with rage and pain. You can use a standard action to release the soulmeld’s violent energy in a tumultuous blast, the blast deals 1d6 points of damage for every point of essentia invested to all creatures within a 20-footradius burst, excluding you. A successful Fortitude save halves this damage.

Chakra Bind (Hands)
Your bloodwar gauntlets bind themselves to your hands, shrinking to better fit them. The metal fingertips of the gauntlets are long and sharply pointed. They sometimes seem to drip blood, though the liquid that falls from them vanishes almost as soon as it touches the ground. Your critical multiplier increases by one and you gain a +4 bonus on rolls made to confirm critical threats.


BLUESTEEL BRACERS

Descriptors: None
Chakra: Arms
Saving Throw: None
You harness the soul energy of mighty warriors past, present, and future, shaping that incarnum into bands of bright blue steel that surround your wrists and lower arms. You feel a soft tingling in your wrists that grows stronger when danger is near. Because war has always been a part of mortal history, warrior souls are plentiful. Meldshapers can readily tap into this font of martial knowledge to improve their own prowess on the field of battle, in particular honing the sense of approaching danger that allows skilled warriors to get the drop on their foes. Your bluesteel bracers enhance your reactions and keep your mind in a state of constant battle readiness, granting you a +4 insight bonus on initiative checks.
Essentia: Investing essentia in your bluesteel bracers enhances your ability to deal damage in combat. The bracers provide an insight bonus on weapon damage rolls equal to the number of points of essentia that you invest in the soulmeld.

Chakra Bind (Arms)
Your bluesteel bracers affix themselves to your arms, extending swirling patterns of bright metallic blue up your biceps. When danger is near, your nearby allies share your sense of it and find themselves more ready for battle. All allies within 30 feet of you when initiative is rolled gain the +4 bonus on initiative granted by this soulmeld and the bonus on damage for each point of essentia invested .


CERULEAN SANDALS

Descriptors: None
Chakra: Feet
Saving Throw: None
Incarnum forms into a pair of sandals that surround your feet and any other footwear you might have on. The sandals resemble blue crystal ice, but just beneath the surface, they seem to flow like water. To shape cerulean sandals, you draw on soul energy with ties to the Astral Plane, channeling qualities of weightlessness to enhance your movement abilities. Your cerulean sandals allow you to walk on water (as if under the effect of a water walk spell).
Essentia: You can invest essentia to increase your base speed with cerulean sandals. Every point of essentia invested in this soulmeld grants an enhancement bonus of +5 feet to your base land speed. This bonus applies only to land speed and does not improve any other forms of movement, such as climb or fly speeds.

Chakra Bind (Feet)
Your feet and lower legs are encased in a sheath of blue-gray energy. This substance resembles ice, but motes of light like tiny stars drift through it as well. You can run on walls, you may traverse walls (not ceilings) as long as you end your movement on solid ground.


CRYSTAL HELM

Descriptors: none
Chakra: Crown
Saving Throw: None
You shape incarnum into a light helm that surrounds your head and anything you might be wearing on it, including another helm. The substance of this helm is transparent crystal with a faceted appearance. As it rests over your head, you can almost feel a barrier erected behind your eyes, barring the way to those who would intrude into your mind. Crystal in its many forms is frequently associated with mental powers, hence its widespread use by characters with psionic powers. With this soulmeld, you shape incarnum into a crystalline form to draw on its protective qualities. The soulmeld provides protection against mental effects, granting you a +2 resistance bonus on Will saving throws against charm and compulsion.
Essentia: You can increase the protective properties granted by a crystal helm by investing essentia in the soulmeld. You gain a deflection bonus to your Armor Class equal to the number of points of essentia that you invest in the crystal helm.

Chakra Bind (Crown)
Your crystal helm settles snugly around your head, and tendrils of cold power work their way through your body. If you close your eyes, you can almost see your own hands glowing like a mystic crystal suffused with unearthly radiance. You gain the ability to see invisible creatures.


DIADEM OF PURELIGHT

Descriptors: Light
Chakra: Crown
Saving Throw: None
A shimmering ring of incarnum energy wreathes your head, shedding a pure blue-white light. The light clearly outlines the shapes of creatures and objects it illuminates, enhancing your visual acuity. The light of souls is pure, highlighting the nuances of physical forms. This soulmeld draws upon that power to shed light on the meldshaper’s surroundings. You shape incarnum into a circlet that illuminates the area around you. Your diadem of purelight sheds light as a torch, illuminating a 20-foot radius with bright illumination (and out to a 40-foot radius of shadowy illumination). Creatures gain a +2 insight bonus on Spot and Listen checks when attempting to see anything within the radius of illumination (including within the shadowy illumination). For the purpose of interacting with darkness spells, the diadem of purelight is treated as a light spell of a level equal to its invested essentia.
Essentia: Every point of essentia you invest in your diadem of purelight increases the radius of illumination by 10 feet. The radius of shadowy illumination is always double the radius of bright illumination. For example, a diadem of purelight with 2 points of invested essentia sheds bright light to a radius of 40 feet, and shadowy illumination to a radius of 80 feet.

Chakra Bind (Crown)
The light from the headband becomes steady and constant, amplifying the contrast between different creatures and objects. The diadem of purelight negates any concealment less than total concealment within the radius of its bright light. This has no effect on invisibility or other forms of total concealment, but creatures protected by fog, blur spells, and the like gain no concealment from such effects.


DISENCHANTER MASK

Descriptors: None
Chakra: Brow, Crown
Saving Throw: None
You shape incarnum from Diviners long lost, from the present and in the future onto your forehead like a circlet of flowing mithral. By shaping this soulmeld, Soulmelders hope to gain the power to combat magic—particularly against foes armed with large numbers of magic items. You can use a detect magic effect as the spell, with a range of 10 feet. You can use this ability as often as desired, but no more than once per round (as a standard action).
Essentia: For every point of essentia you invest in your disenchanter mask, the range of its detect magic effect increases by 10 feet.

Chakra Bind (Brow)
Your disenchanter circlet binds to your forehead, and your eyes replace the glassy black eyes. Colors seem somehow more alive to your sight—particularly the colors of spell effects and items that you know to be magical. When using this soulmeld’s detect magic ability, you can instantly determine the number, strength, and location of each magical aura present as if you had been concentrating for 3 rounds. You must still make Spellcraft checks as normal to determine the school of magic involved in each aura.

Chakra Bind (Crown)
You gain the ability to identify the properties of a magic aura, you gain the ability to cast Identify as the spell a number of times a day equal to the amount of essentia points invested.


DISSOLVING SPITTLE

Descriptors: Acid
Chakra: Throat
Saving Throw: None
Incarnum forms a metallic blue-green torc around your neck. The ends of the torc resemble black or copper dragons facing each other in front of your throat. A constant bitter taste floods your mouth, but it seems to make the flavor of certain foods more enjoyable—particularly well-cooked meat.
The infamous incarnate Murthien the Soul-Render, for all his forays into the abomination that is necrocarnum, also used dissolving spittle almost as a calling card. While this meld is favored by chaotic and evil incarnates because of acid’s association with both suffering and dissolution, incarnates of all alignments find acidic spittle a useful weapon against a variety of opponents. As a standard action, you can spit a glob of acid at a target within 30 feet. This requires a ranged touch attack to hit and deals acid damage equal to 1d6/2 levels. Using dissolving spittle provokes attacks of opportunity. You can use dissolving spittle a number of times equal to 3 + your Constitution modifier.
Essentia: Every point of essentia you invest in your dissolving spittle increases the damage dealt by 1d6 points.

Chakra Bind (Throat)
Instead of a torc around your neck, the writhing shape of a twoheaded dragon arcs around your throat in blue-green scales. Tendrils of midnight blue extend up your neck and down into your shoulders like diseased veins.
When you use your ability to spit acid at an opponent, the target takes normal damage in the round you spit acid. You also roll again for damage 1 round later.


DRAGON MANTLE

Descriptors: none
Classes: Soulborn, Incarnate
Chakra: Heart, shoulders
Saving Throw: None
Incarnum forms heavy plates of armor that resemble blue dragonhide. The plates hover above your back and shoulders, having an almost winglike appearance.
You draw on the incarnum of the mightiest dragons to increase your resilience. You gain a +2 enhancement bonus on Fortitude saves.
Essentia: You gain resistance to acid, electricity, fire, and cold equal to 3 × the number of points of essentia invested in this soulmeld. It you already have resistance to any of these energy types from another source, it stacks with the resistance granted by this chakra bind.

Chakra Bind (Heart)
The blue dragonhide plate armor fuses with your torso, invigorating your entire body with draconic energy.
You gain fast healing equal to half the number of points of essentia invested in this soulmeld.

Chakra Bind (Shoulders)
The blue dragonhide plate armor fits tightly to your shoulders and runs down your back and across your upper arms.
You gain damage reduction X/magic, where X equals the number of points of essentia you have invested in your dragon mantle. As long as at least 1 point of essentia is invested in this soulmeld, your natural attacks overcome damage reduction as if they were magic weapons.


DRAGON TAIL

Descriptors: none
Classes: Incarnate, totemist
Chakra: Feet, waist (totem)
Saving Throw: See text
Incarnum forms a row of dragon vertebrae floating inches from your own spine. Ribs grow from the vertebrae, creating a cloak that conceals your back. The cloak continues to grow behind you, extending into a long dragon tail.
You form a draconic tail that can strike foes, dealing 1d8 points of bludgeoning damage + your Strength modifier, this attack is a secondary attack.
Essentia: For every point of essentia invested in your dragon tail, the tail's attack gains a +1 enhancement bonus on attack rolls and damage rolls.

Chakra Bind (Feet)
The tail of this soulmeld grows broad and thick.
The dragon tail provides you with a measure of stability. You gain a +2 competence bonus on Balance and Swim checks. For each point of essentia invested in your dragon tail, the bonus improves by 2. Additionally you are able to stand from prone as a move action without provoking attacks of opportunity.

Chakra Bind (Waist)
The vertebrae fuse to your back, the ribs blending into your own. The tail becomes lively and animate, constantly twitching from side to side.
The dragon tail has reach as if it were a reach weapon sized for you. Its damage dealt increases to 2d6 points + 1–1/2 × your Strength bonus.


ELDER SPIRIT

Descriptors: none
Classes: Incarnate, Soulborn
Chakra: Crown, soul
Saving Throw: None
A serpentine dragon of blue fire coils in the air above your head, twisting and undulating in response to your own movements. Any dragonblooded creature has a link, however tenuous, to the spirit of a full-blooded dragon ancestor. This soulmeld calls on that ancient link to bring forth a wisp of the dragon's soul. You gain a +4 insight bonus on Knowledge (arcana), Knowledge (history), and Use Magic Device checks, and you can make these checks untrained.
Essentia: Every point of essentia you have invested in your elder spirit increases the insight bonus by 2.

Chakra Bind (Crown)
The dragon roils around your forehead, its facial expression matching your own.
You are immune to frightful presence, sleep, and paralysis effects as if you were a dragon. You gain a +4 insight bonus on Intimidate checks; each point of essentia invested in your elder spirit increases this bonus by 2.

Chakra Bind (Soul)
The dragon becomes a symbol on a heraldic device of blue fire that settles onto your chest.
You gain True seeing as a contious effect.


ELEMENTAL CINCTURE

Descriptors: None
Chakra: Waist
Saving Throw: See text
The soulborn Cecylla the Puresoul was renowned as a model of monastic piety who favored a clerical appearance. She always wore vestments over her armor, and a flame cincture gathered her alb around her waist. When she slew the mighty dragon Garragauth the Red, it is certain that her flame cincture saved her life.
When you shape elemental cincture, you gain resistance 10 to the element chosen at the time of the soulmeld.
Essentia: Every point of essentia invested in your elemental cincture increases your resistance to by 5.

Chakra Bind (Waist)
Energy attacks are not simply absorbed and dispersed, but instead the energy is bound within the belt, eagerly awaiting release.
You can release a blast of energy from your Elemental cincture. Whenever your Elemental cincture prevents damage, the energy remains latent within the cord for 1 round. On your next turn, you can release the stored energy as a swift action to blast any target within 60 feet. The energy blast deals energy damage equal to the amount of damage prevented by the Elemental cincture in the previous round. A successful Reflex save reduces the damage by half.


ENERGY GAUNTLETS

Descriptors: Electricity/Fire/Sonic/Cold/Acid
Chakra: Hands
Saving Throw: None
Incarnum forms into a pair of metallic gloves that hover around your hands and any other gloves or gauntlets you wear. Blue arcs of electricity crackle between the fingers and spark between the gloves when you bring your hands close to each other. N’doka the North Star, a good incarnate of recent times, is said to have earned her sobriquet through the use of this soulmeld, creating such a bright flare of electrical power in a battle with a beholder that her allies were able to locate her by following the glow on the horizon. While wearing Energy gauntlets, you can deal 1d6 points of your chosen energy damage with a successful melee touch attack (a standard action).
Essentia: Every point of essentia you invest in your Energy gauntlets increases the damage dealt by 1 point.

Chakra Bind (Hands)
Your Energy gauntlets settle firmly around your hands. When you grip a weapon, Energy of your chosen type courses up its length and crackles at its tip. A lingering scent of ozone clings to you. You can add the chosen energy damage dealt by Energy gauntlets to your attacks made with a handheld weapon, unarmed strike, or any natural attack using your hands (such as a slam or claw), but this requires a normal melee attack rather than a touch attack.


ENIGMA HELM

Descriptors: None
Chakra: Crown
Saving Throw: None
You form incarnum into a shadowy helm floating above and around your head. Shadows swirl like rising smoke beneath its surface. The helm wraps itself like a cloak around your mind, protecting your secrets and shielding your will. Meldshapers favor this soulmeld to ward their minds from divination and mind-affecting spells. They speak of the incarnum involved as the essence of secrets or the soul of mystery. Your enigma helm protects you from divinations. While wearing this soulmeld, you become difficult to detect by divination spells (as the nondetection spell). If a divination is attempted against you, the caster of the divination must succeed on a caster level check against a DC of 11 + your meldshaper level.
Essentia: You gain an enhancement bonus on Will saves equal to the number of points of essentia invested.

Chakra Bind (Crown)
Your enigma helm rests solidly on your head. In the center of your forehead, a dusky gem holds swirling shadowstuff—and it’s not clear whether the gem is part of the helm or part of your own head. Any attempt to charm you is redirected to the gem in your forehead. As a result, you gain complete immunity to enchantment (charm) effects.


FEARSOME MASK

Descriptors: Mind-affecting
Chakra: Brow
Saving Throw: See text
You shape incarnum into a ferocious-looking mask that covers your face. It resembles a powerful outsider of your alignment, either majestic in splendor or terrible in its evil. Somewhere deep in your mind is a quivering knot of fear, but you find that you can channel that fear and use it to intimidate others. Fear, some would argue, is among the most powerful forces in the multiverse. The lives of many are dominated by it—some avoid all danger and conflict because of their fear, while others ride to power by inspiring fear in others. In shaping this soulmeld, you draw on the primordial power of fear, acknowledging the fear that lives in your own heart even as you direct it outward to inspire fear in those around you. While wearing the fearsome mask, you gain a +2 insight bonus on Intimidate checks.
Essentia: Every point of essentia you invest in your fearsome mask increases the insight bonus by 2.

Chakra Bind (Brow)
Your eyes, clearly visible through your fearsome mask, blaze with fiery wrath that strikes terror into the hearts of those that meet your gaze. Your gaze causes enemy creatures within 30ft. (but not allies) to become shaken for 1 minute (Will negates). This otherwise functions as normal for a gaze attack. This is a mind-affecting effect.


FELLMIST ROBE

Descriptors: None
Chakra: Soul
Saving Throw: None
Incarnum coalesces around your body into a sheath of gray mist. It hangs about you like a thick fog that moves with you, creating the illusion that you are drifting over the ground rather than walking. This robe of mist masks your true location, His fellmist robe helps protect an incarnate from attacks protecting you from ranged attacks. Some incarnates imagine they are channeling soul energy from swamp dwelling creatures, while others imagine their fellmist robes are shaped from the ghostly spirits of the dead. Your fellmist robe provides you with minor concealment (10% miss chance) against any attacker more than 5 feet from you. You do not suffer the same drawback—your attacks against nonadjacent targets are unaffected. A strong wind (21 mph or greater) disperses the fellmist robe, though it reforms 1 round after the wind stops.
Essentia: Every point of essentia invested in your fellmist robe improves the concealment slightly, increasing the miss chance by 5% (up to a maximum of 50%).

Chakra Bind (Soul)
Your fellmist robe draws closer to your body, at the same time growing denser and shrouding your form more effectively—even against adjacent foes.
Your fellmist robe provides its concealment against even adjacent attackers. It resists winds up to 50 mph, though stronger winds still temporarily disperse the robe.


GLOVES OF THE POISONED SOUL

Descriptors: Evil
Chakra: Hands
Saving Throw: Fortitude negates
Slick green gloves slide over your hands. They appear moist but are dry to the touch. By focusing the energy of souls damned for eternity, you form green gloves of incarnum that writhe with evil power. When you touch a foe, the condemned souls poison the target, forcing their hopeless will against it. Once per round, you can attempt to inflict a terrible, mind-wracking poison on a foe with a melee touch attack. The poison deals 1 point of Wisdom damage immediately and another 1 point of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save. No creature can be affected by the gloves more than once in a 24-hour period.
Essentia: Every point of essentia you invest in your gloves increases the Wisdom damage dealt (both primary and secondary damage) by 1 point.

Chakra Bind (Hands)
The gloves merge with your hands, giving your hands a green cast. Your fingertips drip with viscous slime. When gloves of the poisoned soul are bound to your hands chakra, the poison also deals Strength damage equal to the amount of Wisdom damage dealt (one save resists both effects).


HEART OF THE ELEMENTAL

Descriptors: Fire/cold/electricity/acid
Chakra: Waist
Saving Throw: None
You gain a +1 insight bonus on attack rolls and damage rolls against creatures with the chosen energy subtype.
Essentia: Every point of essentia you invest in your heart of fire increases your insight bonus on attack rolls and damage rolls against creatures of the chosen type by 1.

Chakra Bind (Waist)
A red glow suffuses your body, concentrated in your abdomen, your heart of the elemental is subsumed into your flesh, filling your body with its fury. Any creature striking you with a weapon, natural weapon or unarmed strike takes 1d6 points of your chosen energy damage per point of essentia you invest in your heart of the elemental. Creatures grappling you take this damage every round at the end of your turn, regardless of whether you succeed or fail on the combat maneuver.

Chakra Bind (Arms)
The power of the element intensifies spreading through your body, lashing out through your attacks at any opponent you face. When you enter combat, your skin glows red(or blue/brown/white) with the power coursing through your veins. Your weapons, natural weapons or unarmed strikes deal an additional 1d4 points of energy damage per point of essentia you invest in your heart of the elemental. Creatures grappling you take this damage every round at the end of your turn, regardless of what the combat maneuver results in.


HUNTER’S CIRCLET

Descriptors: None
Chakra: Crown
Saving Throw: None
You shape incarnum into a sky-blue headband that resembles a wreath of twining ivy. Hunting is one of the primordial activities of the humanoid races, a sport of survival. By calling upon the soul energy of mighty hunters past, present, and future, meldshapers hope to gain insight into their talents. Your hunter’s circlet grants you a +2 insight bonus on Heal and Survival checks.
Essentia: Every point of essentia you invest in your hunter’s circlet increases the insight bonus by 2.

Chakra Bind (Crown)
The sky-blue ivy of your hunter’s circlet weaves into your hair, you gain the ability to Track creatures as the feat and you can move at your normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.


ILLUSION VEIL

Descriptors: None
Chakra: Brow
Saving Throw: None
You shape incarnum into a wispy veil, which fades into invisibility when you wear it. When you cast an illusion spell, tendrils of incarnum surround and merge with the illusory effect, making it more vibrant and believable. A meldshaper can pull soul energy into his illusion spells, reinforcing the illusion with the memories of that which was once real. Primarily used to increase the effectiveness of silent image and similar spells, some meldshaper/spellcasters use illusion veil to weave incarnum into shadow magic, such as shadow evocation. While wearing the illusion veil, you can focus the energy of incarnum into visible and nearly tangible shapes. These wisps of energy enhance your illusion spells, making them seem more real. You gain a +1 insight bonus to the save DCs of your illusion spells and spell-like abilities.
Essentia: Whenever you cast an illusion spell or use an illusion-based spell-like ability, you add 1 round to the duration for every point of essentia invested in this soulmeld at the time of casting. This has no effect on a spell with an instantaneous duration, such as a shadow evocation used to duplicate fireball.

Chakra Bind (Brow)
A dim blue glow emanates from your eyes. A brief flash, visible only to you, scans across your field of vision periodically, outlining creatures and objects while heightening your awareness. When your illusion veil is bound to your brow chakra, you can more easily perceive false reality. You can see invisibility, as the spell. You also gain an insight bonus on Spot checks and on saves against illusion spells equal to the number of points of essentia invested in your illusion veil.


IMPULSE BOOTS

Descriptors: None
Chakra: Feet
Saving Throw: None
You shape incarnum into boots that surround your feet (as well as any other footwear you might have) and reach up almost to your knees. Midnight blue in color, the impulse boots seem to be made of smooth, supple leather. You channel the spirits of rogues and scoundrels, barbarians, and all who think quickly on their feet, forming that elemental quality into boots that help you do the same. Your impulse boots grant you the ability to avoid dangerous effects. While wearing this soulmeld, you gain the uncanny dodge ability.
Essentia: You gain an enhancement bonus on Reflex saves equal to the number of points of essentia invested.

Chakra Bind (Feet)
Your impulse boots merge with your feet, and extend their midnight- blue color in tendrils reaching up your legs to your waist, like snaking veins just under your skin. You gain the evasion ability.




*Note Some SoulMelds that appear on the Incarnate & Soulborn list might appear on the Totemist list, but they may not do the same thing.

BelGareth
2012-10-31, 06:29 PM
Incarnate & SoulBorn Soulmeld List
In-W

INCARNATE AVATAR

Descriptors: Chaotic, evil, good, or lawful
Chakra: Waist
Saving Throw: None
You gather incarnum around you to form a second body encasing your own, a physical form superimposed over your body, clothing, and armor. In form, it resembles one of the most powerful champions of your alignment: a demon, inevitable, angel, or yugoloth. Its movements—even its facial expressions—are in perfect synchronization with your own, so that in every way you appear to be the imposing avatar of your alignment’s ideals. Incarnates channel soul energy that conforms to the ideals of their alignment, so in some ways this soulmeld exemplifies the nature of the incarnate class. The incarnum used to shape an incarnate avatar comes from the outer-planar embodiment's of the incarnate’s alignment and takes their form. In shaping this meld, incarnates hope to transcend their own mortal frames and attain the perfect embodiment of their alignment ideals represented by the avatar.
The appearance of your incarnate avatar depends on your alignment.

Chaos: Your incarnate avatar resembles a blue Glabrezu. The Glabrezu form is hulking and brutish, with enormous claws and a horned dog like face.
Evil: Your incarnate avatar has the form of a nycaloth: a four-armed, gargoylelike humanoid with green skin and (nonfunctional) batlike wings.
Good: Your incarnate avatar takes the form of an astral deva, with pearl-white skin and (nonfunctional) white feathered wings.
Law: Your incarnate avatar resembles a marut, a powerful humanoid form with golden armor over an onyx body.

Incarnate avatar is treated as a chaotic, evil, good, or lawful effect, based on your alignment.
Essentia: Investing essentia in your incarnate avatar gives you a specific benefit depending on your alignment.
Chaos: You gain an insight bonus on attack rolls for every point of essentia that you invest in this soulmeld. 1-2: 1d6, 3-4: 1d8 and 5-6: 1d10. This is rolled every round.
Evil: You gain a +2 insight bonus on melee damage rolls for every point of essentia that you invest in this soulmeld.
Good: You gain a +1 insight bonus to your Armor Class for every point of essentia that you invest in this soulmeld.
Law: You gain a +1 insight bonus on melee attack rolls for every point of essentia that you invest in this soulmeld.

Chakra Bind (Waist)
You gain an ability based on your alignment.
Chaos: You gain an enhancement bonus of +30 feet to your base land speed.
Evil: You can fly at a speed of 30 feet (good maneuverability).
Good: You can fly at a speed of 30 feet (good maneuverability).
Law: You gain immunity to daze, paralysis, petrification, and stun, as well as to any magical effect that would slow you.



INCARNATE ARMOR

Descriptors: Chaotic, evil, good, or lawful
Chakra: Crown
Saving Throw: None
In the hands of skilled meldshapers, Incarnum is not only a weapon but also their armor. These Meldshapers literally wrap themselves in a cocoon of incarnum, steeling it to protect as true steel or adamantine would. The Meldshaper gains a set of armor that protects them as well as any real set of armor. They gain a +5 armor bonus to AC with no movement, or armor check penalty.
Essentia: For every essentia invested you gain +1 enhancement bonus to your armor.

Chakra Bind (crown)
When you bind the armor to your Crown chakra you gain the same abilities as Incarnate weapon, you gain half your essentia invested as enhancement bonuses, which can only be used on special abilities.


INCARNATE WEAPON

Descriptors: Chaotic, evil, good, or lawful
Chakra: Arms
Saving Throw: See text
In the hands of an incarnate/Soulborn, alignment is literally a weapon. The incarnate Phanallashtam the Lawbringer is remembered almost as much for the Sword of Law he used to smite the Chaos Dragon as for the legal code he introduced to the world at the birth of civilization. Phanallashtam claimed that the two were one and the same: The Sword of Law was all law in metallic form, slicing through disorder with a sharp, clean cut. You shape incarnum into a melee weapon (sized normally for you despite its overlarge appearance) that is particularly harmful to creatures of the opposing alignment. Damage you deal with the weapon gains the alignment descriptor matching your devoted cause and penetrates damage reduction accordingly. The type of weapon is of any weapon that the Meldshaper is proficient with; any feats with effects that apply to a particular kind of weapon (such as Weapon Focus) function normally. Your incarnate weapon cannot be sundered or otherwise destroyed (except by effects that unshape soulmelds). If your incarnate weapon 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 incarnate weapon gains none of its special benefits (but can wield it as a normal weapon of that kind). Incarnate weapon is treated as a chaotic, evil, good, or lawful effect, based on your alignment. (Note: SoulBorns choose one aspect of their alignment to affect the weapon)
Essentia: The incarnate weapon gains an enhancement bonus on attack rolls and damage rolls equal to the number of points of essentia you invest in it.

Chakra Bind (Arms)
You gain the ability to shape a weapon with special abilities; you gain half your essentia invested as special abilities. (round down)
For example:
If you invest 2 at 5th level you can have a +2 Keen weapon.


KEENEYE LENSES

Descriptors: None
Chakra: Brow or soul
Saving Throw: None
Incarnum forms a pair of transparent blue lenses that hover in front of your eyes. As you peer through them, the world does not take on their blue color, but you fi nd yourself more easily able to notice small details, even at long distances.
By shaping this soulmeld, you channel the soul energy of sharp-witted scouts and spies to improve your eyesight. The contemporary incarnate N’doka the North Star is never seen without incarnate lenses shaped due to the number of attempts made on her life by doppelgangers and other shapechangers. While you have keeneye lenses shaped, you gain a +4 insight bonus on Spot and Sense Motive checks.
Essentia: Every point of essentia you invest in your keeneye lenses increases the insight bonus by 2.

Chakra Bind (Brow)
Instead of blue lenses hovering before you, the actual lenses of your eyes gain the blue tinge of incarnum. To an outside observer, your eyes look like solid blue orbs, although some distinction between the blue “white,” the iris, and the pupil of your eyes is still noticeable. To you, the world simply seems sharp and clear—even things that are invisible to unaided sight.
You gain the ability to see invisible creatures and objects normally (as if under the effect of a see invisibility spell).

Chakra Bind (Soul)
Neither your appearance nor that of your keeneye lenses changes at all, but the way you see the world changes dramatically. It is as though you are seeing into a different layer of reality, piercing some veil of obscurity to see beyond mere appearances.
You see all things as they truly are, as if you were constantly under the effect of a true seeing spell.


LIFEBOND VESTMENTS

Descriptors: None
Chakra: Arms or Waist
Saving Throw: None
You shape incarnum into a fine, long-sleeved robe. It is a solid color—silver if you are good, gray if you are evil, red if you are lawful, or green if you are chaotic—but raw incarnum dances like elegant embroidery at the ends of the sleeves and the hem by your feet. If the soul is the animating force of a living creature, then incarnum might be seen as the essence of life itself. Incarnates who shape lifebond vestments embrace that concept of incarnum and wield it as a healing power, similar to positive energy. While wearing the lifebond vestments, you can turn/rebuke undead as a cleric of equal level to your Meldshaper level. However you can only affect one undead creature at a time. You can use this ability a number of times per day equal to your Constitution modifier.
Essentia: Every point of essentia you invest in your lifebond vestments adds an additional use of turn/rebuke undead ability.

Chakra Bind (Arms)
The sleeves of your lifebond vestments clasp tightly around your wrists, bound there by glowing rings of blue incarnum. Every wave of your hands sends shimmering blue sparks into the air.
You can now affect more than creature, each point of essentia grants you the ability to affect an additional creature.

Chakra Bind (Waist)
Additional embroidered designs, formed not of thread but of incarnum, appear down the front of your lifebond vestments, glowing brightly when you use the powers of the vestments but otherwise appearing simply decorative.
You gain the lay on hands special ability as a Paladin of the same level. If you already are able to Lay on Hands double the amount of Hit points you are able to heal.


LUCKY DICE

Descriptors: None
Chakra: Hands
Saving Throw: None
With a flick of your wrist, you send two cubes spinning out of your open palm. With a flash, the dice disappear a moment after they stop rolling, and you sense that your luck is changing. The dice are a metaphor, a physical representation of the forces of luck—good luck, in this case. They draw upon favorable spirit energy to grant you a small boon. You can use your lucky dice as a swift action, choosing an aspect of yourself to which to apply extra luck. You gain a +1 luck bonus on one of the following, at your option: attack rolls and damage rolls, saving throws, or skill and ability checks. This bonus lasts until the start of your next turn. When using this meld, roll 2d6. If the result is any combination of numbers that add up to 7, the luck bonus applies to all of the listed types of rolls.
Essentia: Every point of essentia invested in the lucky dice at the time you activate its special ability increases the duration of the luck bonus by 1 round. Because lucky dice can be rolled every round, it’s possible for the soulmeld to provide bonuses to more than one type of check during a given round.

Chakra Bind (Hands)
Your comrades fight better when luck is on their side. Your lucky dice provide their bonus to all allies who are within 30 feet of you when you gain the bonus.


MAGE’S SPECTACLES

Descriptors: None
Chakra: Brow
Saving Throw: None
You shape incarnum into pair of blue-lensed spectacles. While perched on your nose, these spectacles give you a peculiar visual acuity, heightening your sensitivity to arcane details while granting you insight into the meaning and significance behind those details. With this soulmeld, you summon forth soul energy from generations of wizards to grant you powers of acuity and magical aptitude.
While you wear the mage’s spectacles, you gain a +4 insight bonus on Decipher Script, Spellcraft, and Use Magic Device checks. The mage’s spectacles also allow you to make these checks untrained.
Essentia: Every point of essentia you invest in your mage’s spectacles increases the insight bonus granted to the listed skill checks by 2.

Chakra Bind (Brow)
Instead of spectacles perched on your nose, your mage’s spectacles manifest as a third eye embedded in your forehead, its iris a rich azure. Through this eye, magical inscriptions open their secrets. You can decipher magical inscriptions as if you were constantly under the effect of a read magic spell.


MAULING GAUNTLETS

Descriptors: None
Chakra: Arms or hands
Saving Throw: None
Incarnum forms gauntlets that surround your hands (including any gloves or gauntlets you already wear) and extend up your arms to your elbows. The metal gleams a burnished blue. Spikes and blades jut out in various places from these gauntlets, each one whispering an ancient battle cry in your mind. Mauling gauntlets are said to channel the fierce power of warriors throughout history. While wearing mauling gauntlets, you gain a +2 morale bonus on Strength checks and Strength-based skill checks, such as those to break down doors or to bull rush an opponent.
Essentia: Every point of essentia you invest in your mauling gauntlets increases the morale bonus by 2.

Chakra Bind (Arms)
Your mauling gauntlets extend winding bands of blue steel up past your elbows, almost to your shoulders. In places, these bands of metal seem fused with your skin. Your mauling gauntlets double the critical threat range of any melee weapon you wield. This does not stack with any other effect that increases a weapon’s threat range, such as the Improved Critical feat or the keen weapon special quality.

Chakra Bind (Hands)
Rather than actual gauntlets, this soulmeld transforms your hands into hard blue metal. Whenever you bend your fingers, echoes of the battlefield flit through your mind, until they form a constant undertone of war chants and battle cries inspiring you to greater accomplishments in battle. You gain a morale bonus on damage equal to the morale bonus on Strength checks granted by the mauling gauntlets on all of your unarmed strikes. You also gain the benefit of the Improved Unarmed Strike feat, if you already posses that feat you instead gain the Superior Unarmed Strike feat.


PAULDRONS OF HEALTH

Descriptors: None
Chakra: Shoulders
Saving Throw: None
Incarnum shapes heavy plates of armor that hover above your shoulders. They seem formed of pearly white alabaster except for a thin band of runic carvings etched in midnight blue. The essential nature of incarnum is to provide life and health to mortal bodies, since it is made of the energy of souls. Pauldrons of health distill that quality to ward you against effects targeting your vitality or health. While wearing pauldrons of health, you are immune to disease, as well as being sickened or nauseated.
Essentia: You gain an enhancement bonus on Fortitude saves equal to the number of points of essentia you invest in your pauldrons of health.

Chakra Bind (Shoulders)
Settled directly on your shoulders, your incarnate pauldrons glow with a faint but vibrant silver-blue energy. In the immediate presence of the undead, they glow a little brighter, and if you are subjected to an energy drain attack, they momentarily flare to brilliant intensity as the attack dissipates. You gain immunity to energy drain.


PEGASUS CLOAK

Descriptors: None
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: None
You shape an elegant cloak, seemingly made of feathers and pure radiance. A thing of great beauty and delicacy, it evokes thoughts of a pair of beautiful white wings.
Majestic horses of the skies, pegasi are naturally associated with the air and with flight. Totemists shape this soulmeld to claim their mastery of the air, and eventually to gain true f light. While wearing the pegasus cloak, you gain the effect of a feather fall spell at all times. You also gain a +2 enhancement bonus on Jump checks, since the winglike cloak provides a slight boost to your leaps.
Essentia: Your enhancement bonus on Jump checks increases by 2 for every point of essentia you invest in your pegasus cloak.

Chakra Bind (Shoulders)
Even as your shoulders take on the cloudy white color of a pegasus’ coat, your pegasus cloak forms into two distinct wings that you can use to achieve true flight.
You can extend the feathers of the cloak to form a great pair of birdlike wings, allowing limited flight capability. This grants you the ability to fly (average maneuverability). You can fly up to 30 feet + 10 feet per point of essentia you invest in your pegasus cloak.


PLANAR CHASUBLE

Descriptors: None
Chakra: Soul
Saving Throw: None
Incarnum forms an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but raw incarnum is woven like blue thread into intricate patterns down its front. The planar chasuble binds the raw material of another plane to the garment and infuses it with power. When you wear the chasuble, you are considered a native on any plane with an alignment trait matching your chosen alignment (and gain the extraplanar subtype while on the Material Plane). While on such a plane, you ignore the effect of any alignment traits of the plane. For example, a lawful incarnate who shapes this soulmeld would be considered native to any plane with the lawful trait, including the Seven Mounting Heavens of Celestia and the Nine Hells of Baator. You also gain resistance 10 to a specific energy type, based on your alignment. Chaotic incarnates gain resistance to electricity 10, evil incarnates gain resistance to acid 10, good incarnates gain resistance to cold 10, and lawful incarnates gain resistance to fire 10.
Essentia: Every point of essentia invested in your planar chasuble increases the resistance to the specified energy type by 5 points.

Chakra Bind (Soul)
The embroidered patterns formed by raw incarnum in the front of your planar chasuble constantly shift and seem to depict living scenes from planes beyond the material world.
Once per week you can open a gate, as the spell, to any plane with an alignment trait matching your chosen alignment. You may use this for travel or summoning as per the spell.


PLANAR WARD

Descriptors: None
Chakra: Throat
Saving Throw: See text
You shape incarnum into an amulet bound tight to your throat by a slender blue chain. The amulet itself resembles a large blue sapphire carved into the shape of a scarab beetle holding a solar disk between its front legs. The planar ward soulmeld duplicates some of the effects of spells such as protection from evil and dismissal, but incarnates through the ages have argued that the soulmeld is actually the earlier form of this warding magic. In fact, some have argued that planar ward was the first soulmeld ever shaped, long before the principles of incarnum were fully understood, as the ancestors of the humanoid races sought protection from forces greater than themselves. Your planar ward protects you from mental control. It blocks any attempt to possess you (by a magic jar attack, for example) or exercise mental control over you, including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over you. The protection does not prevent such effects from targeting you, but it suppresses the effect for the duration of the planar ward’s effect. If you were to unshape your planar ward while the effect granting mental control continued, the would-be controller would then be able to mentally command you. Likewise, the planar ward keeps out a possessing life force but does not expel one if it is in place before the soulmeld is shaped.
Essentia: The planar ward provides a morale bonus on saves made to resist the supernatural or spell-like abilities of extraplanar creatures. The bonus is equal to the number of points of essentia invested in the soulmeld.

Chakra Bind (Throat)
Your planar ward takes the form of a glowing blue orb embedded in the base of your throat. When an extraplanar creature strikes you, the orb flares with blue light, enveloping the attacker for an instant. You can drive an extraplanar creature back to its home plane. Whenever you are struck by an extraplanar creature, the attacking creature must succeed on a Will save or be driven back to its home plane. The creature adds its Hit Dice as a bonus on its saving throw, and you add your meldshaper level to the planar ward’s save DC. A successful save renders the creature immune to this effect for 24 hours.


RIDING BRACERS

Descriptors: None
Chakra: Arms
Saving Throw: None
You form incarnum into a pair of hard leather bracers that encircle your wrists. They smell noticeably of horse and hay.
Humanoids have ridden horses into battle for ages, and by channeling the soul energy of these mounted warriors—and their steeds—you increase your own skill at mounted combat. Wearing the riding bracers grants you a +4 insight bonus on Handle Animal and Ride checks.
Essentia: Every point of essentia invested in the riding bracers increases the insight bonus on Handle Animal and
Ride checks by 2.

Chakra Bind (Arms)
Your riding bracers clench tight around your wrists. When you mount a steed, your bracers almost seem to guide your hands on the reins. When you draw a weapon while mounted, you, your mount, and your weapon all seem to move in a coordinated, deadly dance.
When mounted, you gain a +2 insight bonus on melee damage rolls and a +2 dodge bonus to Armor Class.


SAILOR’S BRACERS

Descriptors: None
Chakra: Arms
Saving Throw: None
Incarnum forms a pair of leather bands surrounding your wrists (and any other bracers or bracelets you might wear). When you are still and your eyes are closed, you feel a gentle rocking as if you were aboard a ship on a calm sea.
You call upon the talents of generations of seafaring men and women to increase your profi ciency at the work of sailing. Shaping sailor’s bracers makes the sea your home. While you wear your sailor’s bracers, you gain a +4 insight bonus on Swim, Profession (sailor), and Use Rope checks. This soulmeld also lets you make Profession (sailor) checks untrained.
Essentia: Every point of essentia you invest in your sailor’s bracers increases the insight bonus by 2.

Chakra Bind (Arms)
Instead of plain leather, your sailor’s bracers seem formed of fish scales—and indeed, large fins sprout from their sides to help you swim.
You can swim at up to your speed (as a full-round action) or up to half your speed (as a move action). You take no penalty on attack rolls made underwater (as if you had freedom of movement).


SHADOW CLOAK

Descriptors: None
Chakra: Shoulders
Saving Throw: See text
You form incarnum into a gray and white cloak with mottled blue markings that seems to shift and flow over your back like liquid.
You channel the energy of rogues, assassin and scouts to utilize their innate stealth. You gain a +4 competence bonus on Stealth checks.
Essentia: For every point of essentia you invest in your Shadow cloak, your competence bonus on Stealth checks increases by 2.

Chakra Bind (Shoulders)
You gain the ability to hide in plain sight


SIGHTING GLOVES

Descriptors: None
Chakra: Hands
Saving Throw: None
Turquoise incarnum energy briefly forms a sheath around your hands before merging with your flesh. The energy steadies your hands so that when you launch an arrow or throw a weapon, it flies true, leaving blue-green sparks in its wake. You form incarnum into gloves of energy, which are absorbed into your skin after you fit them around your hands. The soulmeld draws upon the soul energy of legendary archers, improving your aim while giving you insightful hints regarding the best time to release an arrow, fire a bolt, or throw an axe. You gain a +1 insight bonus on damage rolls made with ranged weapons.
Essentia: Every point of essentia invested in sighting gloves increases the insight bonus by 1.

Chakra Bind (Hands)
Your grip on your ranged weapon is as light as can be, requiring only the slightest motion to release your arrow, pull the trigger of your crossbow, or deliver your throw. When you bind sighting gloves to your hands chakra, you no longer provoke attacks of opportunity when using a ranged weapon.


SILVERTONGUE MASK

Descriptors: None
Chakra: Brow or throat
Saving Throw: See text
A plain silver mask conceals your lower face while exposing your eyes. The mask is initially featureless, with a simple horizontal slot at your mouth, but subtle images shift across its surface as you interact with others. Silvertongue masks were used by some of the first incarnates to gain the favor of neighboring tribes and nations by providing familiar and comforting images to accompany diplomatic pleas. The soulmeld draws on the souls of quick-witted and slick-tongued heroes, helping to guide the meldshaper in beguilement or negotiation. You shape incarnum into a silver-blue mask that you wear over your face. Your silvertongue mask grants you a +2 insight bonus on Bluff and Diplomacy checks.
Essentia: Every point of essentia you invest in your silvertongue mask increases the insight bonus by 2.

Chakra Bind (Brow)
Blue crystalline lenses grow out from the mask, covering your eyes. These lenses enhance your sensitivity to body language and mannerisms.
You gain the ability to cast glibeness as a spell like ability a number of times a day equal to your Constitution Modifier. Your caster level is equal to your Meldshaper level.

Chakra Bind (Throat)
The silver mask melds into your face and neck, from your cheekbones down to your collar, as if your skin were turned to silver. When you attempt to compel a creature, that creature sees a face that is recognizable, but not quite familiar. When bound to the throat chakra, the silvertongue mask allows you to make a suggestion (as the spell) to any creature as a standard action. A successful Will save negates this effect. A creature targeted by this ability, regardless of whether or not it succeeds on its save, can’t be targeted again by the same ability for 24 hours. This is a mind-affecting, language dependent effect.


SOULSPARK FAMILIAR

Descriptors: Chaotic, evil, good, or lawful
Chakra: Brow, crown, Hands or throat
Saving Throw: None
A spark of light hovers over your shoulder. While featureless, it seems to emote using its own brilliance, ranging from an angry burn to a contented glow. Soulspark familiars are nearly constant companions of some meldshapers, filling the role of a loyal defender, a confidant, a guard, or sometimes simply a light to show the way. You shape a small mote of soul energy called a least soulspark, which accompanies you and can attack your foes at your direction. The presence of the soulspark grants you the Alertness feat.
The soulspark follows you, typically hovering near your shoulder. You can communicate empathically with the soulspark, and directing it to attack a creature is a free action. A soulspark familiar whose creator is incapable of issuing new directions follows its last command as long as it is able, after which it returns to hover over its creator. If the soulspark is reduced to 0 or fewer hit points, the meld unshapes.
Essentia: When you allocate essentia to your soulspark familiar, you can select any of the following effects. You may invest essentia in as many as you choose.
Align Attack: The first point of essentia invested makes the soulspark’s attack good, evil, lawful, or chaotic, as you choose, allowing it to bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment. Every point beyond the first grants the soulspark a +1 bonus on damage against any creature of the opposing alignment.
Attack Bonus: Every point of essentia grants the soulspark a +1 bonus on its attack rolls and damage rolls.
Deflection Bonus: Every point of essentia grants the soulspark a +1 deflection bonus to Armor Class.
Healing: Every point of essentia invested grants the soulspark a certain amount of fast healing. A least soulspark gains fast healing equal to 1 × the points of essentia invested, a lesser soulspark gains fast healing equal to 2 × the points of essentia invested, a standard soulspark gains fast healing equal to 3 × the points of essentia invested, and a greater soulspark gains fast healing equal to 4 × the points of essentia invested.
Saving Throw Bonus: Every point of essentia grants the soulspark a +1 resistance bonus on all saving throws.

Chakra Bind (Crown)
Your soulspark shimmers like the desert sky.
If you bind soulspark familiar to your Crown chakra, you create a standard soulspark.

Chakra Bind (Hands)
Your soulspark glows sapphire blue, like a brilliant gemstone. If you bind soulspark familiar to your Hands chakra, you create a lesser soulspark.

Chakra Bind (Throat)
Your soulspark shimmers like the desert sky.
If you bind soulspark familiar to your Throat chakra, you create a standard soulspark.

Chakra Bind (Brow)
Your soulspark burns with a fierce blue-white light. If you bind soulspark familiar to your Brow chakra, you create a greater soulspark.


SOULSPEAKER CIRCLET

Descriptors: None
Chakra: Crown or throat
Saving Throw: None
A light blue circlet sits atop your head, with serrated points above each of your ears. A faint voice whispers in your mind, translating the words that you hear. This soulmeld draws on the linguistic talents of creatures living and dead to translate an unfamiliar language. Choose a language when you shape your soulspeaker circlet. While the soulmeld is shaped, you can understand the spoken forms of that language. This does not provide you the ability to speak, read, or write that language.
Essentia: For every point of essentia invested in soulspeaker circlet, you can select an additional language that you understand.

Chakra Bind (Crown)
The circlet merges with your flesh, remaining visible as a band of blue across your forehead, similar to a tattoo. The whispers in your mind now translate your own thoughts, telling you the words you must speak to be understood. The soulspeaker circlet grants you the ability to speak those languages for which it grants understanding. You still cannot read or write these languages.

Chakra Bind (Throat)
The circlet extends tendrils that reach down your head to wrap around your neck. Your words can now be translated directly into thought. As you communicate telepathically with others, those creatures perceive a slight pulsing radiance emanating from the soulmeld. You can communicate telepathically with any creature within a range of 20 feet per point of invested essentia, as long as that creature has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This is a mind-affecting effect.


SPELLWARD SHIRT

Descriptors: None
Chakra: Heart
Saving Throw: None
Incarnum forms into a cerulean tunic that covers your torso, fitting comfortably over any other clothing or armor you wear. Except for its unusual color, it seems like a relatively mundane garment—until you are subjected to any spell effect. When that happens, the color of the shirt comes alive, forming intricate patterns of swirls, bursts, and spirals as the shirt attempts to deflect the magical energy. Meldshapers have long sought ways to use their own unique magic to protect them from the arcane and divine effects that are so common in the world, and the spellward shirt is one of the simplest such means. While worn, the spellward shirt grants you spell resistance 10.
Essentia: Every point of essentia you invest in your spellward shirt increases the spell resistance granted by the soulmeld by 4.

Chakra Bind (Heart)
The soul energy of your spellward shirt is bound into your flesh, its cerulean color tinting your skin all over your body. You gain the ability to cast spell immunity as the spell a number of times per day equal to your Constitution Modifier.


THEFT GLOVES

Descriptors: None
Chakra: Hands
Saving Throw: None
You shape incarnum into a pair of supple black leather gloves that fit over your hands as well as any other gloves or gauntlets you might wear. Despite the material covering your fingertips, the gloves grant you exacting precision in certain tasks—those that typically relate to thievery. You borrow the talents of burglars throughout history to grant yourself a semblance of their ability. While you have theft gloves shaped, you gain a +2 insight bonus on Disable Device, Open Lock, and Sleight of Hand checks. This soulmeld also lets you make Disable Device, Open Lock, and Sleight of Hand checks untrained.
Essentia: Every point of essentia you invest in your theft gloves increases the insight bonus by 2.

Chakra Bind (Hands)
Instead of physical gloves, your theft gloves manifest as a dusky blue color over the skin of your hands. In addition to great precision, you also find your fingertips tremendously sensitive, and they seem to tingle when you run them over something that carries a trap. You gain the trapfinding ability.


THERAPEUTIC MANTLE

Descriptors: None
Chakra: waist
Saving Throw: None
A sheath of incarnum energy surrounds your body and is slowly absorbed into your skin. As healing magic is applied to you, the affected area sparkles with tiny blue motes. The spirit energy of incarnum resonates with life energy. This soulmeld amplifies spells and effects that repair the physical form. You shape incarnum into a sheath of energy that sinks into your skin and helps to focus healing magic that targets you. Whenever you are the target of a spell or effect that heals hit point damage, the spell heals additional damage equal to its spell level. Whenever you are healed you heal an additional amount equal to 2 times the spell level.
Essentia: Every point of essentia invested increases the additional healing by 2 more hit points.


THUNDERSTEP BOOTS

Descriptors: Sonic
Chakra: Feet
Saving Throw: See text
You shape incarnum into a pair of heavy boots that fit over your feet and any other boots you might wear. Cobalt steel forms rings around your calves and reinforces the toes of the boots. The legendary soulborn Odravan the Red was known for charging into battle wearing thunderstep boots at the head of a well-trained mercenary unit. Foes who survived Odravan’s charge were usually stunned and quickly fell to his allies’ swords. When you charge, your thunderstep boots channel sonic energy into your attack. If you hit with a melee attack at the end of a charge, the target takes an additional 1d4 points of sonic damage.
Essentia: Every point of essentia you invest in your thunderstep boots increases the damage dealt by 1d4 points.

Chakra Bind (Feet)
Your thunderstep boots bind themselves to your feet. Any creature taking damage from your thunderstep boots is also stunned for 1 round. A successful Fortitude save negates this effect.


TRUTHSEEKER GOGGLES

Descriptors: None
Chakra: Crown
Saving Throw: None
Incarnum forms blue-lensed goggles that hover in front of your eyes. The world does not seem blue to you; rather, small details become apparent, whether they are in something you search or in someone’s facial expression and posture. Calling upon the soul energy of investigators living and dead, you grant yourself keen powers of detection. While you wear your truthseeker goggles, you gain a +2 insight bonus on Gather Information, Search, and Sense Motive checks.
Essentia: Every point of essentia you invest in your truthseeker goggles increases the insight bonus by 2.

Chakra Bind (Crown)
Your truthseeker goggles rest firmly before your eyes, granting you sight even in darkness. You gain darkvision out to 60 feet.


VITALITY BELT

Descriptors: None
Chakra: Waist
Saving Throw: None
Incarnum forms a stout metallic belt that girds your waist. The metal gleams silver-blue; links of azure chain bind the plates together. Life and health well up from this belt into your body. Like other soulmelds that draw on incarnum as a source of vitality (including pauldrons of health, lifebond vestments, and therapeutic mantle), the vitality belt translates the soul energy of incarnum directly into physical energy to empower your body. While wearing your vitality belt, you gain a +4 morale bonus on Constitution checks and Constitution-based skill checks (but not on Fortitude saves).
Essentia: For every point of essentia you invest in your vitality belt, you gain bonus hit points equal to your meldshaper level. These are not temporary hit points and are not depleted first as are temporary hit points. You can render yourself staggered, unconscious, or even dead by changing the quantity of essentia invested in this soulmeld.

Chakra Bind (Waist)
A large star sapphire adorns the center of your vitality belt, gleaming vibrantly in any light. Any time you are subjected to an attack that would drain your vitality, the star at the heart of the sapphire dims momentarily, but your health does not suffer. You are immune to Constitution damage and Constitution drain.


WIND CLOAK

Descriptors:None
Chakra:Shoulders
Saving Throw:See text
A gauzy cloak of incarnum settles over you, swirling about you as a gentle breeze blows through your hair. A stirring of air at your feet disturbs nearby dust. The wind cloak coaxes the spirit energy of incarnum to swirl around your body, creating a wind that might deflect small objects or even larger airborne projectiles. The swirling soul energy around you protects you from ranged attacks, absorbing some of the momentum of projectiles and other ranged weapons. You gain damage reduction 2/magic against ranged weapons. (This soulmeld doesn’t grant you the ability to damage creatures with similar damage reduction.) The damage reduction granted by wind cloak applies against all ranged weapons regardless of their size. Tiny and smaller flying creatures that attempt to enter your space must succeed on a Fortitude save to do so. Failure means their movement stops adjacent to your space, and any remaining movement left in their action is lost.
Essentia:Every point of essentia invested increases the damage reduction by 2. For example, a wind cloak with 2 points of invested essentia would provide damage reduction 6/magic against ranged weapons.

Chakra Bind (Shoulders)
As arrows fly in, the wind of your soulmeld swirls around, deflecting them away, perhaps even back at your attackers. Bound to the shoulders chakra, wind cloak deflects ranged attacks as if you had the Deflect Arrows feat. You don’t need a free hand to use the feat—the wind cloak itself deflects the incoming arrows (or bolts, spears, and so on). This effect functions even if you are caught flat-footed. Every point of essentia you invest in your wind cloak increases by one the number of arrows you can deflect in a round.



*Note Some SoulMelds that appear on the Incarnate & Soulborn list might appear on the Totemist list, but they may not do the same thing.

BelGareth
2012-10-31, 06:30 PM
Feats

INCARNUM FEATS
Incarnum feats are similar to soulmelds in that they allow you to invest essentia into them, increasing their power. However large your essentia pool is, you can only invest a certain amount of essentia into any one soulmeld, feat, class feature, magic item, or other incarnum receptacle. Your character level determines this essentia capacity. Incarnum feats display visual manifestations of their effect, such as a faint radiance or glow. Unless noted otherwise, these effects do not provide any actual illumination and do not affect a character’s ability to hide


AZURE ENMITY [INCARNUM]

You can channel incarnum to enhance your ability to deal damage to your favored enemies. Whenever you strike a favored enemy while essentia is invested in this feat, a gleam of faint blue radiance shines forth from your eyes.
Prerequisites: You may invest essentia into this feat.
You gain an insight bonus equal to the invested essentia on Bluff, Listen, Sense Motive, Spot, Survival checks, attack and damage rolls made against all of your favored enemies.
You gain 1 point of essentia.


AZURE TALENT [INCARNUM, PSIONIC]

The soul energy of incarnum increases your mental capacity.
Prerequisites: Con 13, a power point reserve.
Benefit: Once per day, you can invest essentia into this feat. You gain bonus power points equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your crown chakra (even if you don’t have one currently bound), you gain an additional 2 bonus power points as long as at least 1 point of essentia is invested in this feat.
You gain 1 point of essentia.


AZURE TOUCH [INCARNUM]

You can channel incarnum to enhance your ability to heal. When you use your incarnum-infused healing class feature, your hands glow bright blue.
Prerequisites: Con 13, lay on hands or wholeness of body class feature.
Benefit: You may invest essentia into this feat. Add the invested essentia to your class level to determine the amount of healing available to you from your lay on hands or wholeness of body class features. If you have both class features, the benefit applies to both.
You gain 1 point of essentia.


AZURE TOUGHNESS [INCARNUM]

You can use incarnum to boost your physical vigor.
Prerequisite: Con 13.
Benefit: Once per day, you can invest essentia into this feat. You gain one hit point per/level per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the hit points are lost.
You gain 1 point of essentia.
Special: Azure Toughness can be used in place of the Toughness feat to qualify for a feat, prestige class, or other special ability. If this feat is the target of additional Essentia by a class ability/special ability/spell or feat the max amount of temporary HP's you can receive is limited to the Max potential essentia/level/day.


AZURE TURN UNDEAD [INCARNUM]

You can blast undead with incarnum-purified positive energy. When you use this feat, your brow is enveloped in a brilliant blue corona.
Prerequisites: Con 13, Turn undead class feature.
Benefit: You may invest essentia into this feat. When you successfully turn undead, you deal an additional +1d6 points of damage per point of essentia invested.
You gain 1 point of essentia.


AZURE WILD SHAPE [INCARNUM]

You can channel incarnum to enhance your combat prowess while wild shaped. Whenever you deal damage with a natural weapon while this feat is active, a flash of blue light bursts from the natural weapon that delivered the strike.
Prerequisites: Con 13, wild shape class feature.
Benefit: You may invest essentia into this feat. While wild shaped, you gain an insight bonus on damage rolls made with natural weapons equal to the invested essentia.
You gain 1 point of essentia.


BONUS ESSENTIA

You are better able to harness your personal store of incarnum.
Prerequisites: Con 13, character level 6th.
Benefit: You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia.


CERULEAN FORTITUDE [INCARNUM]

You can use incarnum to boost your ability to resist effects that would adversely affect your health.
Prerequisite: Con 13.
Benefit: You may invest essentia into this feat. You gain an insight bonus on Fortitude saves equal to the invested essentia.
You gain 1 point of essentia.
Special: Cerulean Fortitude can be used in place of the Great Fortitude feat to qualify for a feat, prestige class, or other special ability.


CERULEAN REFLEXES [INCARNUM]

You can use incarnum to boost your ability to avoid harm.
Prerequisite: Con 13.
Benefit: You may invest essentia into this feat. You gain an insight bonus on Reflex saves equal to the invested essentia.
You gain 1 point of essentia.
Special: Cerulean Reflexes can be used in place of the Lightning Reflexes feat to qualify for a feat, prestige class, or other special ability.


CERULEAN WILL [INCARNUM]

You can use incarnum to boost your willpower.
Prerequisite: Con 13.
Benefit: You may invest essentia into this feat. You gain an insight bonus on Will saves equal to the invested essentia.
You gain 1 point of essentia.
Special: Cerulean Reflexes can be used in place of the Iron Will feat to qualify for a feat, prestige class, or other special ability.


COBALT CHARGE [INCARNUM]

You can channel incarnum to deal devastating strikes when charging. When you make a charge attack while this feat is active, your weapon momentarily turns deep blue.
Prerequisite: Con 13.
Benefit: You may invest essentia into this feat. You gain an insight bonus on attack rolls and damage rolls equal to the invested essentia on all charge attacks.
You gain 1 point of essentia.


COBALT CRITICAL [INCARNUM]

You can focus your spirit into your melee weapon attacks, dealing more damage with successful critical strikes.
Prerequisite: Con 13.
Benefit: You may invest essentia into this feat. You gain an insight bonus equal to the invested essentia on melee attack rolls made to confirm a critical threat. You also gain an insight bonus equal to the invested essentia on melee damage rolls made as part of a critical hit. (This extra damage is added before damage is multiplied for the critical hit.)
You gain 1 point of essentia.


COBALT EXPERTISE [INCARNUM]

By channeling the soul energy of weapon masters past, present, and future, you become more adept at maneuvers of skill and expertise.
Prerequisites: Con 13, Int 13, Combat Expertise.
Benefit: You may invest essentia into this feat. You gain an insight bonus on checks made to succeed on a disarm attack, a feint in combat, or a trip attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia to AC when using Combat Expertise (up to a maximum value equal to the penalty accepted on the attack roll).
You gain 1 point of essentia.


COBALT POWER [INCARNUM]

By channeling the soul energy of brutal warriors past, present, and future, you become more capable of overcoming your enemies through sheer strength.
Prerequisites: Con 13, Str 13, Power Attack.
Benefit: You may invest essentia into this feat. You gain an insight bonus on checks made to succeed on a bull rush, overrun, or sunder attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia on damage rolls made when using Power Attack (up to a maximum value equal to the penalty accepted on the attack roll).
You gain 1 point of essentia.


COBALT PRECISION [INCARNUM]

You can focus your soul energy into your ranged attacks, dealing more damage with successful critical hits.
Prerequisites: Con 13, Point Blank Shot.
Benefit: You may invest essentia into this feat. You gain an insight bonus equal to the invested essentia on ranged attack rolls and ranged damage rolls. Both of these bonuses apply only against targets within 30 feet and is considered precision damage.
You gain 1 point of essentia.


COBALT RAGE [INCARNUM]

You can channel incarnum to enhance your rage. When you do so, your eyes turn deep blue in color.
Prerequisites: Con 13, rage class feature.
Benefit: You may invest essentia into this feat.
While raging, you gain an insight bonus on melee damage rolls and on Will saves equal to the invested essentia.
You gain 1 point of essentia.


DIVINE SOULTOUCH [DIVINE]

You can channel positive or negative energy to imbue yourself with incarnum.
Prerequisites: Con 13, ability to turn or rebuke undead.
Benefit: You can spend a Turn undead attempt as a free action to add 1 point of essentia to your essentia pool for 1 round. For the duration of this effect, your essentia capacity in all soulmelds, incarnum feats, and other essentia-powered abilities is increased by 1. You can use this ability once per round.


DOUBLE CHAKRA

One of your chakras becomes capable of holding more incarnum than it is normally capable of containing.
Prerequisite: Meldshaper level 9th.
Benefit: When this feat is selected, choose a chakra to which you can bind soulmelds. Two of your shaped soulmelds can occupy (and be bound to) that chakra simultaneously. This counts as two chakra binds.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra.
Normal: Without this feat, each chakra can only be occupied or bound by a single soulmeld.


EXPANDED SOULMELD CAPACITY

Your soul’s tie to incarnum allows you to maintain more essentia in a single soulmeld.
Prerequisites: Con 15, meldshaper level 1st.
Benefit: When you shape your soulmelds, choose one soulmeld. Your essentia capacity for that soulmeld is increased by 1 (up to a maximum of your Constitution bonus). Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping. You can’t apply this feat’s effects more than once to the same soulmeld.


HEALING SOUL [INCARNUM]

You can draw upon the soul energy of incarnum to heal your wounds.
Prerequisites: Con 13, Heal 1 rank.
Benefit: You may invest essentia in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 5 hp per point of essentia invested in the feat, and you can use the feat a number of times per day equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your soul chakra, each use of this ability instead heals 10 hp per point of essentia invested in the feat.
You gain 1 point of essentia.


HEART OF INCARNUM

You tap into the power of your heart chakra to gain resilience.
Prerequisite: Ability to bind a soulmeld to your heart chakra.
Benefit: You gain hit points equal to your essentia pool.
If the size of your essentia pool changes, the number of hit points granted by this feat change to match the new total.


IMPROVED ESSENTIA CAPACITY

Your capability of investing essentia improves.
Prerequisites: Con 15, essentia pool 2.
Benefit: The essentia capacity of your incarnum feats improves by 1, up to a maximum value equal to your Constitution bonus.


INCARNUM-FORTIFIED BODY

The incarnum within you strengthens your body’s toughness, enabling you to withstand greater injury.
Benefit: When you take this feat, you gain 2 hit points for each incarnum feat you have. Whenever you take a new incarnum feat, you gain 2 more hit points.
You also gain a +4 bonus on Fortitude saves made to avoid death from massive damage.


INCARNUM RESISTANCE

Your body, untainted by incarnum, is not easily affected by the power of soul energy.
Prerequisite: No essentia pool.
Benefit: You gain a +2 bonus on saving throws against effects generated by soulmelds.
Special: You lose the benefit of this feat if you gain any essentia.


INCARNUM SPELLSHAPING [INCARNUM]

You gain the ability to invest incarnum into your spellcasting.
Prerequisites: Con 13, ability to cast 1st-level spells.
Benefit: You can learn, prepare, and/or cast spells with the incarnum descriptor as appropriate for your class’s spellcasting ability.
You gain 1 point of essentia.


INDIGO STRIKE [INCARNUM]

You can channel incarnum to enhance your ability to deal damage with your skirmish attack, sneak attack, or sudden strike. When you do so, your eyes turn dark blue.
Prerequisites: Con 13 and skirmish, sneak attack, or sudden strike class feature.
Benefit: You may invest essentia into this feat. You gain an insight bonus on damage rolls made when delivering attacks with the skirmish, sneak attack, or sudden strike class feature equal to twice the invested essentia. If you have more than one of the listed class features, the bonus applies only once on any given attack.
You gain 1 point of essentia.


MIDNIGHT AUGMENTATION [INCARNUM, PSIONIC]

You can augment a psionic power with your personal soul energy rather than mental energy. When you manifest the
augmented power, a circle of blue-black energy momentarily coruscates around your brow.
Prerequisites: Con 13, ability to manifest 2nd-level psionic powers.
Benefit: Once per day, you can invest essentia into this feat and choose a particular psionic power that you know.
If you expend your psionic focus when manifesting that power, the power point cost to augment that power is reduced by a value equal to the invested essentia. This can’t reduce the augmentation cost to less than 1. You can’t invest more essentia in this feat than the chosen power’s level, even if the maximum essentia capacity of this feat would normally be higher than that value. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


MIDNIGHT DODGE [INCARNUM]

You can channel incarnum to enhance your ability to avoid attacks against you. As long as you have at least 1 point of essentia invested in this feat, your legs and feet turn blueblack in color.
Prerequisites: Con 13, Dex 13.
Benefit: You may invest essentia in this feat. You gain a dodge bonus equal to half the essentia invested in this feat. This stacks with the Dodge feat.
You gain 1 point of essentia.
Special: Midnight Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.


MIDNIGHT METAMAGIC [INCARNUM]

You can channel incarnum to alter your prepared spells. When you cast such a spell, your hands gleam with a dark blue radiance.
Prerequisites: Con 13, ability to cast 1st-level spells, any metamagic feat.
Benefit: Once per day, you can invest essentia into this feat and choose one or more spell that you know (and have prepared, if you prepare spells) to apply the effect of a metamagic feat that you know. Each spell to be affected requires the investment of a number of essentia equal to the normal spell level adjustment required by the metamagic feat (minimum 1 point of essentia). The next time you cast that spell, the spell gains the effect of that metamagic feat without any change to its level (or casting time, if you cast spells spontaneously). You can apply the effect of this feat to as many spells as you can afford to invest with essentia. You can apply the effect of different metamagic feats to different spells, as long as you know all metamagic feats applied and you have sufficient essentia capacity to do so. For example, you could invest 1 point of essentia to enlarge a spell (as Enlarge Spell) and 2 points of essentia to empower a spell (as Empower Spell), as long as you had at least 3 points of essentia to invest, had an essentia capacity of 3 or greater, and knew both the Empower Spell and Enlarge Spell feats. Once essentia is invested in a spell, it remains invested until the spell is cast, at which point the essentia returns to your essentia pool.
You gain 1 point of essentia.


PSYCARNUM BLADE [INCARNUM, PSIONIC]

You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes with the weapon.
Prerequisites: Con 13, ability to form a mind blade.
Benefit: You may invest essentia into this feat. You can expend your psionic focus when making an attack with your mind blade to gain an insight bonus on the damage roll equal to 1d4 per point of invested essentia. You must decide whether or not to use this feat prior to making the attack roll. If your attack misses, you still expend your psionic focus.
You gain 1 point of essentia.


PSYCARNUM CRYSTAL [PSIONIC]

Your psicrystal taps into the natural ebb and flow of incarnum, turning it into a small reservoir of soul energy.
Prerequisites: Con 13, Psicrystal Affinity, essentia pool.
Benefit: As long as your psicrystal is within arm’s reach, you can choose to have it share the affects of one soulmeld, including any invested essentia bonuses.


PSYCARNUM INFUSION [PSIONIC]

You transform your mental focus into a brief burst of soul energy.
Prerequisites: Con 13, Autohypnosis 4 ranks.
Benefit: To use this feat, you must expend your psionic focus. Until the start of your next turn, one of your soulmelds, incarnum feats, class features, or other incarnum receptacles is treated as if it had essentia invested in it equal to its maximum essentia capacity. You don’t gain any bonus essentia from this effect. You may do this an amount of times equal to your constitution modifier.


SAPPHIRE FIST [INCARNUM]

You can channel incarnum to enhance your ability to deliver unarmed attacks. When you deliver unarmed attacks while essentia is invested in this feat, your hands burn with a faint blue flamelike radiance.
Prerequisites: Con 13, Stunning Fist.
Benefit: You may invest essentia into this feat. Add the invested essentia as an insight bonus on the damage roll for any attack made with Unarmed Strikes.
You gain 1 point of essentia.


SAPPHIRE SMITE [INCARNUM]

You can channel incarnum to enhance your ability to deliver mighty blows. When you do so, your eyes glisten as if they had become brilliant blue gemstones.
Prerequisites: Con 13, ability to smite (smite evil class feature, smite domain power, or similar ability)
Benefit: You may invest essentia into this feat. You gain a +1 bonus on damage dealt by your smite for every point of essentia invested.
You gain 1 point of essentia.


SAPPHIRE SPRINT [INCARNUM]

Drawing on the soul energy of great runners of history, you infuse your body with incarnum to speed your steps. Whenever you run, your feet shine with a bright blue gleam.
Prerequisite: Con 13.
Benefit: You may invest essentia into this feat. When you use the run action, you gain an insight bonus to your speed equal to 5 feet per point of invested essentia. This applies regardless of the form of movement used to run. You also gain an insight bonus equal to the invested essentia on Constitution checks made to continue running. If you have the ability to bind a soulmeld to your feet chakra, you also keep your Dexterity bonus when running and gain an insight bonus to AC equal to the invested essentia against any attacks of opportunity you provoke when moving out of a threatened square during a run.
You gain 1 point of essentia.


SHAPE SOULMELD

You gain the ability to shape a single soulmeld.
Prerequisite: Con 13, 5th level, Crown Chakra unlocked
Benefit: When this feat is selected, choose a soulmeld from any class’s soulmeld list. You can shape that soulmeld using the normal meldshaping rules. Once chosen, the soulmeld granted by this feat can never be changed. Your meldshaper level for this soulmeld is equal to one-half your character level. If you have essentia, you can invest essentia in the soulmeld as normal. If you have the ability to bind a soulmeld to a chakra, you can bind this soulmeld to any chakra available to you (as long as the soulmeld can be bound to that chakra).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new soulmeld. Soulborns, Totemists and Incarnates can take this feat to use a soulmeld from a different soulmeld list.


SHARE SOULMELD

You can share a soulmeld with an ally with which you have a special bond.
Prerequisite: Ability to shape soulmelds and a familiar, animal companion, or mount with whom you can share spells.
Benefit: At your option, any soulmeld shaped by you and currently affecting you can also affect your familiar, animal companion, or mount.


SOULSIGHT [INCARNUM]

You can attune your soul to sense living creatures near you. When you use this feat, your eyes glow with a blue luminescence.
Prerequisites: Con 13, Wis 13, Perception 5 ranks.
Benefit: You may invest essentia into this feat. While essentia is invested in this feat you can activate a limited form of blindsense, capable of pinpointing living creatures only, as a move action. This blindsense has a range equal to 5 feet per point of invested essentia. The blindsense lasts until the start of your next turn. If you have the ability to bind a soulmeld to your brow chakra, the blindsense granted by this feat is capable of detecting both living and nonliving creatures.
You gain 1 point of essentia.


SOULTOUCHED SPELLCASTING [INCARNUM]

By fusing your spells with incarnum, they become more capable of overcoming enemy magic and spell resistance.
Prerequisite: Con 13.
Benefit: You may invest essentia into this feat. You gain an insight bonus on dispel checks and on caster level checks made to defeat spell resistance equal to the invested essentia.
You gain 1 point of essentia.


UNDEAD MELDSHAPER [MONSTROUS]

Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.
Prerequisites: Int 3, undead type.
Benefits: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld’s save DC, use your Wisdom score instead.


INVEST ESSENTIA [INCARNUM]

You gain the ability to tap into your personal reservoir of soul energy, in doing so you learn how to invest it into your soulmelds.
Prerequisite: Shape Soulmeld Feat
Benefit: You gain Essentia and can invest it into the soulmelds you can shape. You can invest 1 point of essentia at levels 1st – 8th, 2 points at levels 9th – 16th and 3 points at 17th level and up. You do not gain bonus essentia and can only invest it into the soulmeld granted to you from the Shape Soulmeld feat.

BelGareth
2012-10-31, 06:41 PM
DM Options

Optional Feats


Open X Chakra
These Feats allow none Soulmelders to attain the power of binding their chakras. This goes around the mechanic of forcing PC's to take levels as Meldshapers and may allow access to more powerful affects without having to go through the appropriate classes. Additionally, the these can be used to allow soulmelders to gain additional chakras to bind at higher levels (EPIC).

OPEN CROWN CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 11, character level 4th.
Benefit: You can now bind a soulmeld to your Crown chakra.

OPEN HANDS CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 12, Open Crown Chakra, character level 6th.
Benefit: You can now bind a soulmeld to your Hands chakra.

OPEN FEET CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 13, Open Hands Chakra, character level 8th.
Benefit: You can now bind a soulmeld to your Feet chakra.

OPEN ARMS CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 14, Open Feet Chakra, character level 10th.
Benefit: You can now bind a soulmeld to your Arms chakra.

OPEN THROAT CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 15, Open Arms Chakra, character level 12th.
Benefit: You can now bind a soulmeld to your Throat chakra.

OPEN WAIST CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 16, Open Throat Chakra, character level 14th.
Benefit: You can now bind a soulmeld to your Waist chakra.

OPEN BROW CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 17, Open Waist Chakra, character level 16th.
Benefit: You can now bind a soulmeld to your Brow chakra.

OPEN SHOULDERS CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 18, Open Brow Chakra, character level 18th.
Benefit: You can now bind a soulmeld to your Shoulders chakra.

OPEN HEART CHAKRA
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 19, Open Shoulder Chakra, character level 20th.
Benefit: You can now bind a soulmeld to your Heart chakra.

OPEN SOUL CHAKRA [EPIC]
You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.
Prerequisites: Con 20, Open Heart Chakra, character level 22nd.
Benefit: You can now bind a soulmeld to your Soul chakra.

BelGareth
2012-10-31, 06:42 PM
Prestige Classes

Incandescent Champion

Requirements
Alignment: Any Good
Base attack bonus: +6
Essentia pool: 1

Class skills (4 + Int Modifier per level): The Incandescent Champion's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Knowledge (Incarnum) (Int), Profession (Wis) and Ride (Dex).

Hit Dice: d10

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

1st| +1| +1 | +0 | +1 |Incandescent Strike, Incarnum Body

2nd| +2 | +1| +1 | +1 |Incarnum Overload 1/day

3rd| +3 | +2 | +1 | +2 |Unbearable Countenance

4th| +4 | +2 | +1 | +2 |Incarnum Overload 2/day

5th| +5 | +3 | +2 | +3 |Incandescent Ray

6th| +6 | +3 | +2 | +3 |Incarnum Overload 3/day

7th| +7 | +4 | +2 | +4 |Fast Healing

8th| +8 | +4 | +3 | +4 |Incarnum Overload 4/day

9th| +9 | +5 | +3 | +5 |Incandescent Aura

10th| +10 | +5 | +3 | +5 |Incandescent Transcendence, Incarnum Overload 5/day
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Incandescent Champion stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity, amount of essentia and Chakras unlocked. If you have multiple classes before entering this prestige class, you must choose one to progress.

Incandescent Strike (Su): You can channel Incarnum to increase the damage dealt by your melee attacks. You gain a sacred bonus on your damage rolls equal to the number of points of essentia invested in this ability. Whenever you have essentia invested in incandescent strike, your hands glow with a bright light equivalent to that produced by a light spell.

Unbearable Countenance (Su): When you attain 3rd level, inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within 30 feet shaken for 1 round (Will negates; save DC 10 + invested essentia + Cha modifier). Your glance becomes a mind affecting fear effect, and using it requires a move action. Any foe that successfully saves against this effect is immune to your unbearable countenance for 1 hour thereafter. This ability is always active.

Incarnum Overload (Ex): At 2nd level, you can temporarily boost the maximum essentia capacity of any soulmeld, Incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability increases by an amount equal to your Charisma bonus (minimum +1). This ability is usable once per day as a free action.

You gain an additional use of this ability for every 2 levels in this class to a total of 5/day at 10th level.

Incandescent Ray (Su): Beginning at 5th level, you can channel incarnum into a ray of pure, brilliant soul energy at will. Using this ability is a standard action; you must make a successful ranged touch attack to hit your target. The incandescent ray has a range of 60 feet and deals 2d8 points of damage per point of essentia invested in this ability. This is untyped damage and affected by Spell resistance.

Fast Healing (Su): When you reach 7th level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the amount of essentia you invested in this ability.

Incandescent Aura (Su): Once you attain 8th level, incarnum has become so integral to your physical form that your body constantly exudes pure, brilliant soul energy. At the start of your turn, every creature adjacent to you that you designate as a foe takes 1d6 points of damage per point of essentia invested in this ability. A successful Will save halves this damage (DC 10 + invested essentia + Cha modifier). This ability is always active.

If you have essentia invested in your incandescent aura ability, you shine with a bright light equivalent to that produced by a daylight spell (caster level equals incandescent champion level).

Incandescent Transcendence: At 10th level, you forsake your mortal nature to fully embrace the power of your spirit. Your type changes to outsider, and you gain the native and good subtypes. Your natural weapons and any weapons you wield are treated as good-aligned for the purpose of overcoming damage reduction.

Furthermore, as a standard action at will the Incadescent Champion can turn into pure luminous energy. Upon assuming this form, you become incorporeal and gain a fly speed of 60 feet (perfect maneuverability). You cannot make attacks, cast spells, or activate special abilities while in your energy form, though you can invest essentia as usual, user your Incandescent Ray ability and your incandescent aura functions normally.


Incarnum Blade

Requirements
Alignment: Any
Base attack bonus: +5
Skills: Concentration 8 ranks
Essentia pool: 2

Class skills (4 + Int Modifier per level): The Incarnum Blade's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Incarnum) (Int), Profession (Wis), Ride (Dex), and Swim (Str).

Hit Dice: d12

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

1st| +1| +1 | +0 | +0 | Shape Blademeld, Blademeld Chakra Binds (Crown, Feet), Incarnum Body

2nd| +2 | +1| +1 | +1 | Blademeld Chakra Binds (Hands, Arms)

3rd| +3 | +2 | +1 | +1 | Blademeld Chakra Binds (Brow, Shoulders), Rebind Blademeld

4th| +4 | +2 | +1 | +1 | Blademeld Chakra Binds (Throat, Waist), Dual Chakra Bind

5th| +5 | +3 | +2 | +2 | Blademeld Chakra Binds (Heart, Soul)
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Incarnum Blade stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity, amount of essentia and Chakras unlocked. If you have multiple classes before entering this prestige class, you must choose one to progress.

Shape Blademeld (Su): At 1st level, you gain the ability to create a special Soulmeld called a blademeld by wrapping incarnum into a melee weapon of your choice. Doing so ties the chosen weapon more closely to your mind and soul and grants it special powers.

A weapon with a blademeld shaped on it appears to have a blue glow and is treated as a magic weapon for the purpose of overcoming damage reduction. Its hardness improves by 5, and its hit points increase by 5 per level you possess in Incarnum Blade. The weapon gains a bonus on saving throws and damage rolls equal to 2 x your Incarnum Blade level.

Shaping the blademeld requires 8 hours of rest followed by 1 hour of meditation, just like shaping any other soulmeld does. The blademeld remains shaped until you unshape it, though it unshapes automatically if the weapon to which it is attached is sundered or otherwise destroyed. Simply losing possession of the weapon does not unshape the blademeld, and it still retains its enhanced hardness, hit points, save bonuses and damage bonuses even if you are not holding it. The wielder benefits granted by the blademeld do not apply to anyone else who might pick it up.

The Incarnum Blade is able to shape his Blademeld in addition to any other soulemelds he has.

Blademeld Chakra Bind (Su):When you shape your blademeld, you can bind it to one of your body’s chakras. Doing so grants you a special ability that lasts as long as the blademeld is shaped and the weapon is held. Unlike most soulmelds, the blademeld’s appearance does not change while it is bound to a chakra, and the affected chakra is not apparent in any way to an onlooker.

Furthermore, the weapon to which the blademeld is attached is still wielded normally, even if it is bound to a chakra other than your hands. You can be disarmed normally, and it can still be sundered in the usual way. If you lose or put down the weapon while it is bound, it remains bound and retains the special characteristics it gains from the blademeld; you also retain the special ability gained from the bind. No one else can benefit from the weapon’s incarnum-based powers. Unlike a typical chakra bind, this one does not close the corresponding body slot.

For example, a blademeld bound to your hands chakra does not prevent you from wearing a pair of magic gloves. Blademeld chakra bind does not grant you the ability to bind soulmelds or other magic items to your chakras. At 1st level, you can bind your blademeld to your Crown and Feet chakras; at 2nd level, you can bind it to your Hands and Arms chakra's; at 3rd level, you can bind it to your Brow and Shoulders chakra's; at 4th level, you can bind it to your Throat and Waist chakra's; and at 5th level, you can bind it to your Heart and Soul chakra's; Binding your blademeld to a chakra grants you a special ability according to the chakra chosen, as detailed below.

Additionally you may invest Essentia into your Blademeld with varying effects depending on the chakra bound to it.


Crown Chakra: As long as this chakra bind is in effect, you have uncanny battlefield insight. The Incarnum Blade retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an Incarnum Blade already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Essentia: For each point of essentia invested you gain a +1 bonus on attacks of opportunity.

Feet Chakra: You react more quickly than usual to danger, gaining a +4 insight bonus on initiative checks, while this chakra bind is in effect. In addition, you can make attacks of opportunity with the blademeld weapon even while flat-footed.

Essentia: For each point of essentia invested you gain a +5 bonus to speed.

Hands Chakra: You are able to swing your blademeld with tremendous speed. While the blademeld is bound to this chakra, you gain an additional attack made at your highest attack bonus when attacking with the blademeld weapon as a full attack action. This does not stack with similar abilities such as Haste and the Speed property.

Essentia: For each point of essentia invested you gain a +1 bonus to attack and damage rolls with your blademeld weapon.

Arms Chakra: You can deal devastating strikes in combat. While it is in effect, this chakra bind grants you a +4 insight bonus on attack rolls made to confirm a critical threat with the blademeld weapon.

Essentia: For every 2 point's of essentia invested you increase the critical threat range with your blademeld weapon by 1.

Brow Chakra: You can more effectively battle foes that you can’t see clearly while this chakra bind is in effect. You ignore any miss chances that your opponent has while wielding your blademeld weapon. You must still be able to see your oppoenent.

Essentia: For every point of essentia invested you gain a +2 bonus to Spot & Listen checks.

Shoulders Chakra: You gain the ability to avoid certain particularly deadly strikes. Any time a melee attack would deal you a critical hit or sneak attack, you have a 25% chance to negate the extra damage from it. This ability is active as long as this chakra bind is in effect. You need not be aware of the attack for the ability to function, but it grants no benefit if you are unconscious or otherwise helpless.

Essentia: For every 2 point's of essentia invested you gain a +1 bonus to your saves.

Throat Chakra: At will, you can brandish the weapon bearing the blademeld and utter a hearty battle shout that demoralizes foes. Each enemy within 60 feet who can hear you must save or become shaken for 1 round (Will DC 10 + incarnum blade level + Con modifier). You can use this ability at will as a standard action as long as the chakra bind is in effect.

Essentia: For every point of essentia invested you increase the DC of your shout by +1.

Waist Chakra: As long as this chakra bind is in effect, you are incredibly stable and well balanced when wielding your blademeld weapon. The Incarnum Blade cannot be knocked prone while wielding his blademeld weapon.

Essentia: For every point of essentia invested you gain a +2 bonus to all opposed bull rush, feint and disarm checks.

Heart Chakra: The weapon bearing the blademeld grants you improved health and well-being in combat as long as this chakra bind is in effect. You gain bonus hit points equal to twice your character level. These extra hit points are not lost first the way temporary hit points are; if you change the chakra bind of your blademeld, you lose them immediately.

Essentia: As a move action the Incarnum Blade can heal an amount of hit points equal to his Constitution modifier x the amount of essentia points invested. The Incarnum Blade can do this an amount of times per day equal to his Constitution modifier. Once essentia is invested in this chakra bind it is locked in for 24 hours.

Soul Chakra: Your blademeld weapon gains an alignment for the purpose of overcoming damage reduction. When you activate the chakra bind, you can choose any single alignment component (chaos, evil, good, or law) that matches one of your own. Thereafter, the choice cannot be changed until a new blademeld is shaped. Your weapon bypasses any DR of a creature with the chosen alignment.

Essentia: For every point of essentia invested you deal +1d4 damage to creatures with the appropriate alignment.


Rebind Blademeld (Su): At 3rd level, you gain the ability to change the chakra to which your blademeld is bound. You can use this ability a number of times per day equal to 1 + your Constitution bonus (minimum 1/day). Rebinding your blademeld is a standard action that does not provoke attacks of opportunity.

At 5th level, you can change one or both of your blademeld’s two chakra binds simultaneously as a standard action.

Dual Chakra Binding: Upon attaining 4th level, you can bind your blademeld to two of your chakras simultaneously. The second chakra bind must be one that was gained at a lower incarnum blade level than the first. For example, if the first chakra bind is throat, the second cannot be waist; it must be lesser or least. You gain the special abilities from both chakra binds as though you were using each independently.


Indigo Blade

Requirements
Maneuver’s: Any two Diamond Mind, Devoted Spirit or Iron Heart Maneuver’s
Base attack bonus: +5
Essentia pool: 1

Class skills (4 + Int Modifier per level): The Indigo Blade's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Knowledge (Incarnum) (Int), Martial Lore (Int), Profession (Wis) and Ride (Dex).

Hit Dice: d10

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Man.Known|Man.Readied|Stances known|Special

1st| +1| +1 | +1 | +0 | 1 | 0 | 0 | Incarnum Body

2nd| +2 | +1| +1 | +1 | 0 | 0 | 0 | Martial Spirit

3rd| +3 | +2 | +2 | +1 | 1 | 1 | 0 | Indigo Investiture

4th| +4 | +2 | +2 | +1 | 0 | 0 | 0 | Bonus Feat

5th| +5 | +3 | +3 | +2 | 1 | 0 | 1 | Soul Whip

6th| +6 | +3 | +3 | +2 | 0 | 1 | 0 | Expanded Capacity +1

7th| +7 | +4 | +4 | +2 | 1 | 0 | 0 | Warriors Spirit

8th| +8 | +4 | +4 | +3 | 0 | 0 | 0 | Bonus Feat

9th| +9 | +5 | +5 | +3 | 1 | 1 | 0 | One Thousand Adepts

10th| +10 | +5 | +5 | +3 | 0 | 0 | 0 | Indigo Incarnation
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Indigo Blade stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity, amount of essentia and Chakras unlocked. If you have multiple classes before entering this prestige class, you must choose one to progress.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or White Raven discipline. You must meet a maneuver’s prerequisite to learn it. You add your full eternal blade 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 per day.

Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or White Raven disciplines. You must meet a stance’s prerequisite to learn it.

Martial Spirit (Su): The Indigo Blade has forged a link between his Soul and his martial discipline, he is able to recover his spent maneuvers by his soul power alone. As a swift action, the Indigo Blade can invest an amount of Essentia into his Martial Spirit to recover a spent maneuver (or as part of reassigning his essentia). He must invest an amount of essentia equal to the level of the maneuver to instantly recover it. Having essentia already in his martial spirit has no affect, essentia must be actively invested to recover a maneuver. The maneuver may be used and invested in as normal. The normal max essentia capacity is ignored for the martial spirit, an Indigo Blade can invest a maximum of 9 essentia into the Martial Spirit.

Indigo Investiture (Su): The Indigo Blade learns how to invest his martial maneuvers with the essence of all past, present and future Adepts. A blue aura surrounds his weapon as he initiates the strike, releasing a blast of Indigo energy upon impact. The Indigo Blade is able to invest his readied maneuvers just like soulmelds. For each point of essentia invested, the strike gains an insight bonus to hit and damage. The essentia remains invested in the maneuver until the Indigo Blade reassigns it.

Bonus Feat: The Indigo Blade gains a bonus Incarnum or Tome of Battle feat(pg 30) at 4th & 8th level. He must still meet the prerequisites for the feat.

Soul Whip (Ex): The Indigo Blade learns the signature maneuver of his order.


Soul Whip
Indigo Blade (Strike)
Level: 5
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
Your blade glows with a deep indigo and fades from reality, becoming ghost like, allowing you to strike your foes very soul.

As part of this maneuver, you make a single melee attack. If this attack hits, your opponent loses 2d6 essentia for 10 minutes or (if they have no essentia pool) takes 4 points of Charisma damage in addition to your attack’s normal damage. A successful Fortitude save (DC 15 + your Con modifier) reduces the essentia loss by half or the Charisma damage to 2 points, although the foe still takes full normal melee damage.

Special: This maneuver may be invested in as normal.


Expanded Capacity (Ex): Indigo Blades are specially gifted in their ability to invest essentia into their class features. At 5th level, the essentia capacity of your class features increases by 1. This only applies to the class features from this class, not to feats, soulmelds, or other abilities that allow essentia investment.

Warriors Spirit (Su): The Indigo Blade learns to harness the lifelong achievements of all the sublime masters that ever have been or will be, allowing him to increase his mastery over his discipline. A deep Indigo aura surrounds you, which flashes brightly when you initiate a martial maneuver. The Indigo Blade is able to invest essentia into his Warrior's Spirit, For each point of essentia invested, he gains an insight bonus to his initiator level.

One Thousand Adepts (Su): The Indigo Blade learns the ultimate soulmeld of his order. By harnessing the spirits of a thousand adepts, he can perform his martial strikes with such intensity and power that no one is able to withstand them. The Indigo Blade gains a blue blurry outline, as if thousands of warriors were all standing in his place at once, whenever he moves or strikes with his blade they follow leaving a faint trail of deep indigo. The Indigo Blade is able to invest essentia into One Thousand Adepts, For each point of essentia invested, he gains an insight bonus to his maneuver DC's.

Indigo Incarnation (Ex): The Indigo Blade has reached the pinnacle of his order, gaining the knowledge to utilize the fabled Indigo Incarnation stance. By empowering himself with the power of all Indigo Blades, he gains immense power and martial prowess unknown to most.

Indigo Incarnation
Indigo Blade (Stance)
Level: 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You grow in size, and a whirlwind of Indigo Incarnum swirls around you in a maelstrom of soul energy.

Your size grows one category larger, granting you the benefits and penalties of the increased size; your gear is likewise increased in size. You gain a myriad of abilities depending on how much essentia you invest into this Stance. You may invest essentia into this stance when you shift into it as the same swift action. You gain damage reduction x/-, +x morale bonus to-hit and melee damage, Fast Healing x, and Resistance cold, fire, electricity, acid (5 times x), where x is the amount of essentia invested.

You may only remain in this stance for 1 round for every 2 initiator levels you posses, after which, the Indigo Blade loses the stances benefits and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.



Ironsoul Forgemaster

Requirements
Alignment: Any non evil
Skills: Craft (armorsmithing or weaponsmithing) 8 ranks, Knowledge (arcana) 2 ranks.
Meldshaping: Ability to shape soulmelds.

Class skills (4 + Int Modifier per level): The Ironsoul Forgemaster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (Incarnum) (Int), Profession (Int), Sense Motive (Wis), and Spellcraft (Int).

Hit Dice: d8

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

1st| +0| +1 | +0 | +1 |Incarnum Body, Secrets of the Forge

2nd| +1 | +1| +1 | +1 |Shieldmeld

3rd| +2 | +2 | +1 | +2 |Armormeld, Forge Lore

4th| +3 | +2 | +1 | +2 |Greater Shieldmeld

5th| +3 | +3 | +2 | +3 |Weaponmeld, Greater Armormeld
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Ironsoul Forgemaster stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity, amount of essentia and Chakras unlocked. If you have multiple classes before entering this prestige class, you must choose one to progress.

Secrets of the Forge (Ex): At 1st level, you gain Craft Magic Arms and Armor (see page 81 of the Player’s Handbook) as a bonus feat, even if you do not meet the prerequisites. Your effective caster level for the purpose of crafting magic arms and armor is three times your ironsoul forgemaster level. For example, a 5th-level incarnate/2ndlevel ironsoul forgemaster is treated as a 6th-level caster for the purpose of creating magic arms and armor. These effective levels also stack with any other caster levels that might apply. You must still meet any other prerequisites for creating the desired item, such as other feats or the casting of specific spells. This stipulation might mean that you need the assistance of other characters to create a particular item.

Shieldmeld (Su): At 2nd level, you create a special bond with any shield that you craft. This bond allows you to invest essentia in the shield as if it were a soulmeld. Doing so grants you resistance 3 per point of invested essentia against acid, cold, electricity, fire, and sonic damage. You gain this ability only while using the shield for defense, not while carrying it on your back or in a container. If you stop using the shield, you lose the ability until you use it again, though you can reinvest the essentia in another soulmeld or ability on your next turn, as normal.

At 4th level this ability improves, allowing the Forgemaster to shape a greater shieldmeld, the forgemaster gains a bonus to his shield bonus to AC equal to half the amount of essentia invested. This is in addition to the energy resistance.

Forge Lore (Ex): When you attain 3rd level, the soul energy flowing through your mind and body establishes a connection to the souls of your people’s ancestral forgemasters. This soul-to-soul communion grants you an insight bonus equal to double your ironsoul forgemaster level on all Craft (armorsmithing) and Craft (weaponsmithing) checks.

Armormeld (Su): At 3rd level, you create a special bond with any suit of armor that you craft. This bond allows you to invest essentia in the armor as if it were a soulmeld. Doing so reduces the armor check penalty and increases the maximum dexterity modifier by the amount of essentia invested.

At 5th level this ability improves, allowing the Forgemaster to shape a greater armormeld, the ironsoul forgemaster gains damage reduction n/—, where n is equal the points of essentia invested. This damage reduction stacks with any damage reduction of the same kind granted by the armor.
You gain this ability only while wearing the armor in the usual way. If you stop wearing it or if it is destroyed, you lose the ability until you put it on again, though you can reinvest the essentia in another soulmeld or ability on your next turn as normal.

Weaponmeld (Su): At 5th level, you create a special bond with any weapon that you craft. This bond allows you to invest essentia in the weapon as if it were a soulmeld. Doing so grants you an insight bonus equal to the number of points of invested essentia on your rolls to hit and twice that on your damage rolls. If you have at least 1 point of essentia invested in the weapon, it also dazes any living opponent you strike with it for 1 round (Fortitude negates, DC 10 + invested essentia + Con modifier).
You gain this ability only while wielding the weapon in the usual way. If you stop wielding it, you lose the ability until you pick it up again, though you can reinvest the essentia in another soulmeld or ability on your next turn as normal.


Soulcaster

Requirements
Spellcasting: Able to cast 2nd level arcane spells
Feats: Incarnum Spellshaping.
Skills: Knowledge (arcana) 8 ranks.
Meldshaping: Ability to shape soulmelds; ability to bind a soulmeld to a chakra.

Class skills (4 + Int Modifier per level): The Soulcasters's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Knowledge (Incarnum) (Int), Profession (Int), and Spellcraft (Int).

Hit Dice: d6

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st| +0 | +0 | +0 | +1 | Arcane investment (1), Incarnum Body|+1 level of existing arcane spellcasting class

2nd| +1 | +1 | +1 | +1 | Arcane Distillation (1st) |+1 level of existing arcane spellcasting class

3rd| +2 | +1 | +1 | +2 | Midnight Metamagic |+1 level of existing arcane spellcasting class

4th| +3 | +1 | +1 | +2 | Arcane Distillation (2nd) |+1 level of existing arcane spellcasting class

5th| +3 | +2 | +2 | +3 | Arcane investment (2) |+1 level of existing arcane spellcasting class

6th| +4 | +2 | +2 | +3 | Arcane Distillation (3rd) |+1 level of existing arcane spellcasting class

7th| +5 | +2 | +2 | +4 | Midnight Power |+1 level of existing arcane spellcasting class

8th| +6 | +3 | +3 | +4 | Arcane Distillation (4th) |+1 level of existing arcane spellcasting class

9th| +6 | +3 | +3 | +5 | Improved Midnight Metamagic |+1 level of existing arcane spellcasting class

10th| +7 | +3 | +3 | +5 | Arcane investment (3), Arcane Distillation (5th) |+1 level of existing arcane spellcasting class
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Soulcaster stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity, amount of essentia and Chakras unlocked. If you have multiple classes before entering this prestige class, you must choose one to progress.

Arcane Investment (Su): Beginning at 1st level, you can invest essentia in your arcane spells to make them more powerful. As part of the swift action to reinvest your essentia, you can choose to invest 1 point of essentia in any spell that you know (and have prepared, if you prepare spells). Doing so increases the caster level of the spell and its save DC by 1. Once so used, the essentia returns to your essentia pool and can be invested into soulmelds or other effects.

This ability improves, allowing the soulcaster to invest 2 essentia at into spells at 5th level gaining +2 caster level and spell DC and 3 essentia at 10th level for +3 caster level and spell DC.

Arcane Distillation (Su): At 2nd level, you can use the magical energy of your spells to augment your essentia pool. By sacrificing an arcane spell slot (or one prepared arcane spell, if you prepare spells) of 1st level, you gain 1 point of essentia for 1 round. This essentia can be invested or otherwise used as normal, but it disappears at the start of your next turn. This ability is usable once per round as a free action.

This ability improves, allowing the soulcaster to sacrifice higher spell levels. At 4th level a soulcaster is able to sacrifice a 2nd level spell gaining 2 essentia, at 6th a 3rd level spell for 3 essentia, 8th a 4th level spell for 4 essentia and a 5th level spell at 10th for 5 essentia.

Midnight Metamagic (Ex): At 3rd level, the soulcaster gains Midnight metamagic as a bonus feat. If the soulcaster already has the Midnight Metamagic feat he gains a bonus feat for which he meets the prerequisites for.

In addition, the soulcaster can change the affected spells by spending 10 minutes of meditation. He may do this any amount of times.

Midnight Power (Ex): At 7th level, the soulcaster learns to empower his spells to push through the innate resistance of creatures. The soulcaster can invest essentia into this class ability like a soulmeld, for each point of essentia invested, he receives a +1 insight bonus to spell penetration checks to overcome spell resistance.

Improved Midnight Metamagic (Ex): At 9th level, the soulcaster has learned how to fine tune his manipulation of spells with essentia. When using the midnight metamagic feat the amount of essentia required to fuel the metamagic feats is lessened by 1.


Midnight Shaper

Requirements
Feat: Boost Construct
Skills: Craft (sculpting) 8
Essentia: 1 point of Essentia

Class skills (4 + Int Modifier per level): The Midnight Shaper's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), Spelcraft (Int), and Use Psionic Device (Cha).

Hit Dice: d6

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Powers Known
1st | +0 | +0 | +0 | +1 | Incarnum Body, Midnight Investment (Least, 30 ft.) | -
2nd | +1 | +1 | +1 | +1 | Energy transfer | +1 level of existing manifesting class
3rd | +2 | +1 | +1 | +2 | Midnight Investment (100 ft.) | +1 level of existing manifesting class
4th | +3 | +1 | +1 | +2 | Midnight Investment (Lesser) | +1 level of existing manifesting class
5th | +3 | +2 | +2 | +3 | Midnight Investment (500 ft.) | +1 level of existing manifesting class
6th | +4 | +2 | +2 | +3 | Practiced Shaper | +1 level of existing manifesting class
7th | +5 | +2 | +2 | +4 | Midnight Investment (1000 ft.) | +1 level of existing manifesting class
8th | +6 | +3 | +3 | +4 | Midnight Investment (Greater) | +1 level of existing manifesting class
9th | +6 | +3 | +3 | +5 | Midnight Investment (1 mile/construct level) | +1 level of existing manifesting class
10th| +7 | +3 | +3 | +5 | Master sculpturer | +1 level of existing manifesting class
[/table]

Proficiencies: Midnight Shapers gain no proficiency with any weapon or armor.

Incarnum Body (Ex): Your levels in Midnight Shaper stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity, amount of essentia. If you have multiple classes before entering this prestige class, you must choose one to progress.

Midnight Investment (Su): The Midnight Shaper learns the keystone ability of his class. He gains the ability to invest his essentia into his astral constructs. The Nidnight Shaper gains the rudimentary understanding necessary to invest his astral constructs with his essentia, as he gains levels he unlocks other abilities to invest into.

The Midnight Shaper can invest essentia into any of the abilities that are unlocked as if they were soulmelds as part of the swift action used to adjust his essentia. He may invest in any amount of abilities, including into multiple astral constructs.

At 1st level, the Midnight shaper must be within 30 ft of his Astral construct to invest his essentia, likewise the astral construct must remain within 30 ft to retain the benefit. This range increases as the midnight shaper gains levels, at 3rd it is 100 ft, 5th it is 500 ft, 7th it is 1000 ft and at 9th it is 1 mile per level of the astral construct created.

At 1st level he is able to invest in any of the Least abilities as if they were soulmelds.

Least

Combat Power: +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested.

Speed Increase: Increase the construct’s chosen speed type by 10 feet per point of essentia invested.

Size decrease: For every 3 points of essentia, decrease the astral construct by one size category as per the Compression (http://www.d20srd.org/srd/psionic/powers/compression.htm) power.

Reach: Choose one of the astral constructs natural attacks, for every 2 points of essentia invested, the reach for that natural attack increases by +5ft.


Lesser

Size increase: For every 3 points of essentia, increase the astral construct by one size category as per the Expansion (http://www.d20srd.org/srd/psionic/powers/expansion.htm) power.

Fast Healing: Increase the astral constructs fast healing by 1 for each point of essentia invested. If the astral construct has no fast healing, this has no affect.

Extra Energy: The astral construct deals an additional 2 points of energy damage of the same type as the chosen type for its Energy touch ability. This has no affect if the astral construct does not have the Energy touch ability.

Resistances: Increase the astral constructs resistance(s) by 3 for each point of essentia invested. If the astral construct has no Resistance(s), this has no affect.

Sneak Attack: For each point of essentia invested the astral construct gains +1d6 sneak attack as the rogues ability (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack).

Deadly Aura: Bestow a damaging aura. The aura deals 1d8 points of damage per point of essentia invested (Fort half, DC 10 + 1/2 construct’s HD + essentia invested) to all creatures adjacent to the construct at the end of the construct’s turn.


Greater

Regeneration: The astral construct gains the ability to regrow limbs. It gains Regeneration 1 per point of invested essentia. This causes the construct to only be dismissed once it has reached -10 hp or when the power runs out.

Enhanced Damage Reduction: The astral construct's damage reduction grows stronger becoming more resistant.
For 3 points of essentia, the damage reduction becomes x/[alignment] where the alignment descriptor matches one of your own.
For 4 points of essentia it becomes x/[alignment] & magic.
For 5 points of essentia the damage reduction improves to x/-.

Teleportation: Bestow the ability to teleport as a move action, with a range of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).

Soulburning Aura: Bestow a damaging aura of dark soul-energy. The aura deals 1 point of Strength damage per point of essentia invested (Will negates, DC 10 + 1/2 construct’s HD + essentia invested) to all creatures adjacent to the construct at the end of the construct’s turn.


Energy transfer (Su): The Midnight shaper gains the ability to directly fuel his constructs by funneling his mental might directly into their essence. As an immediate action, the midnight shaper may spend any amount of power points to prevent an equal amount of damage done. Any extra power points spent over the amount of damage dealt are wasted. The range at which the Midnight shaper is able to funnel is mental power is the same as the same as the midnight investment ability.

Practiced Shaper (Ex): The Midnight shaper is so practiced in shaping the astral constructs that he is able to manifest them much faster than usual. At 6th level, the Midnight shaper may manifest the astral construct power as a standard action.

Master sculpturer (Su): The Midnight shaper has reached the pinnacle of his art, able to craft the most ferocious or slyly beautiful constructs imaginable. The Midnight shaper may keep his constructs awake by sheer force of will, all astral constructs created by you receive a bonus to will saves against powers to dismiss them such as Dismiss Ectoplasm (http://www.d20srd.org/srd/psionic/powers/dismissEctoplasm.htm) equal to half his level. Additionally, he may even manifest and direct them in places where psionic effects do not normally function (such as within a null psionics field), a midnight shaper can attempt to sustain his constructs by making a DC 20 Will save. On a successful save, the he maintains his them for a number of rounds equal to his Intelligence modifier before he needs to check again. On an unsuccessful attempt, his constructs are dismissed.


More Coming...

BelGareth
2012-10-31, 06:59 PM
Skills


Knowledge (Incarnum) (Int)
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. This entry specifically relates to the body of lore dealing with the phenomena of Incarnum in all its many manifestations.

Knowledge (incarnum) covers ancient mysteries, rites, and ceremonies in the practice of soulmelds and using incarnum. You can use this skill to identify incarnum monsters and their special powers or vulnerabilities.

Synergy
If you have 5 or more ranks in Knowledge (Incarnum), you get a +2 bonus on Soulcraft checks.
If you have 5 or more ranks in Knowledge (Incarnum), you get a +2 bonus on Knowledge (the Planes) checks.
If you have 5 or more ranks in Knowledge (the Planes), you get a +2 bonus on Knowledge (Incarnum) checks.

Untrained
An untrained Knowledge (incarnum) check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).


Alternate Class Features

Barbarian

Level: 3rd
Replaces: The Barbarian loses Trap sense and Damage Reduction including all increases at later levels.
Benefit: The Barbarian gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Barbarian does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Bard

Level: 1st
Replaces: The Bard loses 1 spell known per level and 1 spell slot cast per day per level.
Benefit: The Bard gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Bard does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Dragon Shaman

Level: 1st
Replaces: The Dragon Shaman starts play with only 1 Draconic aura, gaining +1 aura every odd level thereafter with a maximum known of 5 at 9th level.
Benefit: The Dragon Shaman gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragon Shaman does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Dragonfire Adept

Level: 1st
Replaces: The Dragonfire Adept's breath weapon deals d4's instead of d6's.
Benefit: The Dragonfire Adept gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragonfire Adept does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Duskblade

Level: 1st
Replaces: The Duskblade loses 1 spell known per level and 1 spell slot cast per day per level.
Benefit: The Duskblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Duskblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Fighter

Level: 4th
Replaces: The Fighter does not gain a bonus fighter feat at 4th or every even level thereafter, instead he gains a bonus fighter feat at 5th level and every 3 levels thereafter. (8th, 11th, 14th, 17th and 20th)
Benefit: The Fighter gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Fighter does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Hexblade

Level: 4th
Replaces: The Hexblade does not gain any spells or spellcasting levels.
Benefit: The Hexblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Hexblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Marshal

Level: 4th
Replaces: The Marshal loses the Grant Move action ability and any later improvements.
Benefit: The Marshal gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Marshal does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Monk

Level: 1st
Replaces: The Monk loses Evasion and his Unarmed strike damage die is one die smaller. (Medium is d4, Large is d6 and small is d3)
Benefit: The Monk gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Monk does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Paladin

Level: 4th
Replaces: The Paladin does not gain any spells or spellcasting levels.
Benefit: The Paladin gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Paladin does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Psychic Warrior

Level: 1st
Replaces: The Psychic Warrior loses 1 power known per level and power points dependent on his level. See table below.
Benefit: The Psychic Warrior gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Psychic Warrior does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

{table=head]Level|Power points / day|Powers known|Maximum Power Level Known
1|0|1|1st
2|0|1|1st
3|1|2|1st
4|3|2|2nd
5|5|3|2nd
6|7|4|2nd
7|11|4|3rd
8|15|5|3rd
9|19|6|3rd
10|23|6|4th
11|27|7|4th
12|35|8|4th
13|43|8|5th
14|51|9|5th
15|59|10|5th
16|67|10|6th
17|79|11|6th
18|91|12|6th
19|103|13|6th
20|115|14|6th
[/table]



Ranger

Level: 4th
Replaces: The Ranger does not gain any spells or spellcasting levels.
Benefit: The Ranger gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Ranger does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Rogue

Level: 1st
Replaces: The Rogue's sneak attack ability deals d4's instead of d6's.
Benefit: The Rogue gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Rogue does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Scout

Level: 1st
Replaces: The scouts Skirmish ability deals d4's instead of d6's and he also loses Evasion at 5th level.
Benefit: The Scout gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Scout does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Soulknife

Level: 4th
Replaces: The Soulknives Mind blade ability deals d6's instead of d8's and he loses Wild talent at 1st level.
Benefit: The Soulknife gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Soulknife does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Warlock

Level: 1st
Replaces: The Warlocks Eldritch Blast ability deals d4's instead of d6's.
Benefit: The Warlock gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Warlock does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

BelGareth
2012-11-01, 07:45 PM
Feel free to post, if you want to.

Tvtyrant
2012-11-01, 07:51 PM
I like that there is more equivalence with already existing systems; makes it feel more intuitive (because chances are the reader has already memorized those).

Do you think you could boost the Totemist to full BaB? The Totemist is all about smacking things in the face, but the lower BaB makes this sometimes hard to pull off.

I like that the Dragonfire Mask grants you an actual breath weapon. This lets you use your metabreath feats on it, which could get intense.

Amnoriath
2012-11-01, 11:09 PM
The Aligned Soulmeld clause now officially has banned the Soulborn from shaping any soulmelds with an alignment descriptor. Honestly, I never understood why they had this stupid rule. Not only does it not make sense from an alignment perspective but it isn't even fair if they aren't going to give an even roughly equal amount of soulmelds in each.

BelGareth
2012-11-02, 01:00 PM
I like that there is more equivalence with already existing systems; makes it feel more intuitive (because chances are the reader has already memorized those).

Do you think you could boost the Totemist to full BaB? The Totemist is all about smacking things in the face, but the lower BaB makes this sometimes hard to pull off.

I like that the Dragonfire Mask grants you an actual breath weapon. This lets you use your metabreath feats on it, which could get intense.

Thanks, in regards to the Totemist, I have a ACL lined for it that will do the trick (that or another class like it). You know what, I will, the Ranger is a D8 and very similar...Full BAB coming up. (I might add some DM options and ACL's for it too)

And yes, even though that breath attack is slightly weaker than some of the others. Metabreath it up!


The Aligned Soulmeld clause now officially has banned the Soulborn from shaping any soulmelds with an alignment descriptor. Honestly, I never understood why they had this stupid rule. Not only does it not make sense from an alignment perspective but it isn't even fair if they aren't going to give an even roughly equal amount of soulmelds in each.

I haven't actually changed the Aligned soulmeld clause, but I do see your point. While there isn't a whole lot of melds that are aligned, I don't see why the ones with the alignments (with maybe an exception to necrocarnum) are restricted. I am going to remove/change those....SoulBorns are restrcited enough as it is.

Thanks for the comments.

toapat
2012-11-02, 01:24 PM
while i havent read through more then the first post, i have these to say:

1: There are 12 magic item slots, and 10 Chakras.

2: Some soul melds are worth as much or even more then magic items, Sphinx claws* and the one that give flight per essentia are the most obvious.

*a Charger paladin is going to be getting +120 damage from that alone

BelGareth
2012-11-02, 02:00 PM
while i havent read through more then the first post, i have these to say:

1: There are 12 magic item slots, and 10 Chakras.
Quite, but leaving only 2 open is silly to me, and yes I know I extended the option for chakra binds to 10 and not 5. But even blocking off 5 is rediculous.

But that is my opinion and yours may vary.


2: Some soul melds are worth as much or even more then magic items, Sphinx claws* and the one that give flight per essentia are the most obvious.
And so are some invocations (fell flight comes to mind) but they do not block off magic items.


*a Charger paladin is going to be getting +120 damage from that alone
More info on this would be helpful, not sure how a charger paladin can get a +120 damage from sphinx claws.
As far as I can see, it grants bonuses to Str checks, Bull rushes, a bite attack and Pounce.....

toapat
2012-11-02, 02:13 PM
As far as I can see, it grants bonuses to Str checks, Bull rushes, a bite attack and Pounce.....

Pounce, but more specifically, that Charging Smite is not in and of itself locked to a single attack like smite evil. having a lance doubles the already impressive 3x level to damage.

BelGareth
2012-11-02, 02:20 PM
Pounce, but more specifically, that Charging Smite is not in and of itself locked to a single attack like smite evil. having a lance doubles the already impressive 3x level to damage.

Pounce alone is not broken, you can get it from other classes (UA Barbarian for example) and by the time you get it via Incarnum you are 2 feats deep and at least 7th level (I modified the Open Least Chakra feat). To me, as a player/DM, 2 feats for Pounce is a good tradeoff, I would allow it in games I ran and it would be something I might choose to get with my characters.

toapat
2012-11-02, 02:30 PM
Pounce alone is not broken, you can get it from other classes (UA Barbarian for example) and by the time you get it via Incarnum you are 2 feats deep and at least 7th level (I modified the Open Least Chakra feat). To me, as a player/DM, 2 feats for Pounce is a good tradeoff, I would allow it in games I ran and it would be something I might choose to get with my characters.

1: Pounce is broken, because of Lances, bonus damage, and how charging works.
2: 2 feats when charging itself is minimal investment. Rhino Charge just layers on the rediculous
3: Lion Spirit Totem is from Complete Chamion, and better then Lion totem from UA

BelGareth
2012-11-02, 02:35 PM
1: Pounce is broken, because of Lances, bonus damage, and how charging works.
2: 2 feats when charging itself is minimal investment. Rhino Charge just layers on the rediculous
3: Lion Spirit Totem is from Complete Chamion, and better then Lion totem from UA

And this is the crux of the game, if the DM is ok with sphinx claws (or pounce) then they can allow it in their games. If not then they can bar it.

The game rules is as it has always been, a guideline, intended to empower the DM to make the whole thing fun.

If you do not like the Pounce/sphinx claws, ok, do not use them/allow them in games you run.

I on the other hand (as expressed above) disagree. and the beauty of the boards, gaming and homebrew is that's ok.

I was hoping to get creative/constructive feedback and not get hung up on one issue.

I appreciate where you are coming from, so, what would you suggest I do to remedy this? (I am after all, creating some ACL/DM options for alternate rules)

toapat
2012-11-02, 02:50 PM
I was hoping to get creative/constructive feedback and not get hung up on one issue.

I appreciate where you are coming from, so, what would you suggest I do to remedy this? (I am after all, creating some ACL/DM options for alternate rules)

i would make it so that some of the truly exceptional soulmelds do consume a slot for magic items when bound, but most wont, because class features are class features.

Amnoriath
2012-11-02, 02:55 PM
I haven't actually changed the Aligned soulmeld clause, but I do see your point. While there isn't a whole lot of melds that are aligned, I don't see why the ones with the alignments (with maybe an exception to necrocarnum) are restricted. I am going to remove/change those....SoulBorns are restrcited enough as it is.

Thanks for the comments.

It is precisely because of Necrocarnum. I talked about this before in the Incarnum Unleashed part 2 Evil got the upperhand because all they had to do was keep their Incarnum weapon shaped at the low levels until they could afford a skillful weapon. Their aura, Incarnate Avatar, and Bloodwar Gauntlets would easily add up bonus damage in the 30's(original) and there were a couple of different means to increase attack off the now moderate progression. However they also had a buddy to share some of the brutality with. Lawful and Chaotic didn't get any other than their version of Incarnate x(arguably though the Lawful Avatar soul bind is one of the best) than good got the Lammasu Mantle and something else. The theme of the Incarnate is that they are suppose alignment x incarnate but only evil got that major distinction.

BelGareth
2012-11-02, 03:51 PM
It is precisely because of Necrocarnum. I talked about this before in the Incarnum Unleashed part 2 Evil got the upperhand because all they had to do was keep their Incarnum weapon shaped at the low levels until they could afford a skillful weapon. Their aura, Incarnate Avatar, and Bloodwar Gauntlets would easily add up bonus damage in the 30's(original) and there were a couple of different means to increase attack off the now moderate progression. However they also had a buddy to share some of the brutality with. Lawful and Chaotic didn't get any other than their version of Incarnate x(arguably though the Lawful Avatar soul bind is one of the best) than good got the Lammasu Mantle and something else. The theme of the Incarnate is that they are suppose alignment x incarnate but only evil got that major distinction.

So your only issue is with Necrocarnum....Those soulmelds are not on the list.

I took them out, I am still working on them and plan to do a Prestige class for its use.


i would make it so that some of the truly exceptional soulmelds do consume a slot for magic items when bound, but most wont, because class features are class features.

I could change the power level for the soulmeld, say...equivalent to a 6th level spell ? That would make it a Waist Bind.

I'm also thinking of removing the feats to gain access to bining chakras, allowing only those PC's who take levels to do so.

Tvtyrant
2012-11-02, 04:38 PM
My suggestion for pounce is make it only apply to natural attacks. That works for everything that a Totemist has, but prevents dip abuse.

toapat
2012-11-02, 04:44 PM
I could change the power level for the soulmeld, say...equivalent to a 6th level spell ? That would make it a Waist Bind.

I'm also thinking of removing the feats to gain access to bining chakras, allowing only those PC's who take levels to do so.

removing the open chakra feats hurts the incarnum classes more then Charger paladin and other builds. ok, so you can customize a class and get some things PCs normally arent supposed to, Awesome. Its just that you have to keep in mind that not all abilities are equal.

BelGareth
2012-11-02, 05:08 PM
My suggestion for pounce is make it only apply to natural attacks. That works for everything that a Totemist has, but prevents dip abuse.

That's a very good idea, i like it. plus pouncing with a lance has cheese all over it, this will just enforce that.


removing the open chakra feats hurts the incarnum classes more then Charger paladin and other builds. ok, so you can customize a class and get some things PCs normally arent supposed to, Awesome. Its just that you have to keep in mind that not all abilities are equal.

I disagree, the only reason they need a feat to take an additional chakra should be for Epic levels for the chakras that are not unlocked via their class levels, if they were allowed to take them before that, they would screw the class chakras.

Amnoriath
2012-11-02, 10:22 PM
So your only issue is with Necrocarnum....Those soulmelds are not on the list.

I took them out, I am still working on them and plan to do a Prestige class for its use.



Yes, but they are still going to have the evil descriptor right? The point is the original and now there is no reason to think that the Incarnates ever even fit their fluff aside from the evil because they don't have soulmelds of their own.

BelGareth
2012-11-02, 10:37 PM
Yes, but they are still going to have the evil descriptor right? The point is the original and now there is no reason to think that the Incarnates ever even fit their fluff aside from the evil because they don't have soulmelds of their own.

Well...yes, however i am planning on redoing the Necrocarnate PRC and having/redoing the soulmelds only for the PRC. I also fully intend to redo the Sapphire Hierarch and make similar PRC's for all four alignments and an opposite to Necrocarnum (I'm thinking Animacarnum) so...to answer your question, yes. But the other alignments will have theirs too.

BelGareth
2012-11-10, 01:34 PM
Ok, here is a new PRC, ToB + Incarnum. PEACH.

Indigo Blade

Requirements
Maneuver’s: Any two Diamond Mind, Devoted Spirit or Iron Heart Maneuver’s
Base attack bonus: +5
Essentia pool: 3

Class skills (4 + Int Modifier per level): The Indigo Blade's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Martial Lore (Int), Profession (Wis) and Ride (Dex).

Hit Dice: d10

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Man Known|Man Readied|Stances known|Special

1st| +1| +1 | +1 | +0 | 1 | 0 | 0 | Incarnum Body

2nd| +2 | +1| +1 | +1 | 0 | 0 | 0 | Martial Spirit

3rd| +3 | +2 | +2 | +1 | 1 | 1 | 0 | Indigo Investiture

4th| +4 | +2 | +2 | +1 | 0 | 0 | 0 | Bonus Feat

5th| +5 | +3 | +3 | +2 | 1 | 0 | 1 | Soul Whip

6th| +6 | +3 | +3 | +2 | 0 | 1 | 0 | Expanded Capacity +1

7th| +7 | +4 | +4 | +2 | 1 | 0 | 0 | Warriors Spirit

8th| +8 | +4 | +4 | +3 | 0 | 0 | 0 | Bonus Feat

9th| +9 | +5 | +5 | +3 | 1 | 1 | 0 | One Thousand Adepts

10th| +10 | +5 | +5 | +3 | 0 | 0 | 0 | Indigo Incarnation
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Indigo Blade stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity and amount of essentia. If you have multiple classes before entering this prestige class, you must choose one to progress.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or White Raven discipline. You must meet a maneuver’s prerequisite to learn it. You add your full Indigo blade 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 per day.

Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, Stone Dragon, or White Raven disciplines. You must meet a stance’s prerequisite to learn it.

Martial Spirit (Su): The Indigo Blade has forged a link between his Soul and his martial discipline, he is able to recover his spent maneuvers by his soul power alone. As a swift action, the Indigo Blade can invest an amount of Essentia into his Martial Spirit to recover a spent maneuver (or as part of reassigning his essentia). He must invest an amount of essentia equal to the level of the maneuver to instantly recover it. Having essentia already in his martial spirit has no affect, essentia must be actively invested to recover a maneuver. The maneuver may be used and invested in as normal. The normal max essentia capacity is ignored for the martial spirit, an Indigo Blade can invest a maximum of 9 essentia into the Martial Spirit. You may only recover one maneuver per round.

Indigo Investiture (Su): The Indigo Blade learns how to invest his martial maneuvers with the essence of all past, present and future Adepts. A blue aura surrounds his weapon as he initiates the strike, releasing a blast of Indigo energy upon impact. The Indigo Blade is able to invest his readied maneuvers just like soulmelds. For each point of essentia invested, the strike gains an insight bonus to hit and damage. The essentia remains invested in the maneuver until the Indigo Blade reassigns it.

Bonus Feat: The Indigo Blade gains a bonus Incarnum or Tome of Battle feat(pg 30) at 4th & 8th level. He must still meet the prerequisites for the feat.

Soul Whip (Ex): The Indigo Blade learns the signature maneuver of his order.


Soul Whip
Indigo Blade (Strike)
Level: 5
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
Your blade glows with a deep indigo and fades from reality, becoming ghost like, allowing you to strike your foes very soul.

As part of this maneuver, you make a single melee attack. If this attack hits, your opponent loses 2d6 essentia for 10 minutes or (if they have no essentia pool) takes 4 points of Charisma damage in addition to your attack’s normal damage. A successful Fortitude save (DC 15 + your Con modifier) reduces the essentia loss by half or the Charisma damage to 2 points, although the foe still takes full normal melee damage.

Special: This maneuver may be invested in as normal.


Expanded Capacity (Ex): Indigo Blades are specially gifted in their ability to invest essentia into their class features. At 5th level, the essentia capacity of your class features increases by 1. This only applies to the class features from this class, not to feats, soulmelds, or other abilities that allow essentia investment.

Warriors Spirit (Su): The Indigo Blade learns to harness the lifelong achievements of all the sublime masters that ever have been or will be, allowing him to increase his mastery over his discipline. A deep Indigo aura surrounds you, which flashes brightly when you initiate a martial maneuver. The Indigo Blade is able to invest essentia into his Warrior's Spirit, For each point of essentia invested, he gains an insight bonus to his initiator level.

One Thousand Adepts (Su): The Indigo Blade learns the ultimate soulmeld of his order. By harnessing the spirits of a thousand adepts, he can perform his martial strikes with such intensity and power that no one is able to withstand them. The Indigo Blade gains a blue blurry outline, as if thousands of warriors were all standing in his place at once, whenever he moves or strikes with his blade they follow leaving a faint trail of deep indigo. The Indigo Blade is able to invest essentia into One Thousand Adepts, For each point of essentia invested, he gains an insight bonus to his maneuver DC's.

Indigo Incarnation (Ex): The Indigo Blade has reached the pinnacle of his order, gaining the knowledge to utilize the fabled Indigo Incarnation stance. By empowering himself with the power of all Indigo Blades, he gains immense power and martial prowess unknown to most.

Indigo Incarnation
Indigo Blade (Stance)
Level: 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You grow in size, and a whirlwind of Indigo Incarnum swirls around you in a maelstrom of soul energy.

Your size grows one category larger, granting you the benefits and penalties of the increased size; your gear is likewise increased in size. You gain a myriad of abilities depending on how much essentia you invest into this Stance. You may invest essentia into this stance when you shift into it as the same swift action. You gain damage reduction x/-, +x morale bonus to-hit and melee damage, Fast Healing x, and Resistance cold, fire, electricity, acid (5 times x), where x is the amount of essentia invested.

You may only remain in this stance for 1 round for every 2 initiator levels you posses, after which, the Indigo Blade loses the stances benefits and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

ntg
2012-11-15, 01:51 PM
Like you, i was initially confused by the system but after reading it several times i got the hang of it. i liked the versatility and that it was a totally new system but the spells/soulmelds were like horrid. for a versatile system, why restrict it with stupid alignment, surely it's not THAT important.
I haven't read everything you have posted but it looks like a good & solid revision to me.

BelGareth
2012-11-16, 02:24 AM
Thanks, I hope to hear what you think once you have read it more in depth, it is, a Work In Progress, and I have a lot to do...so any input is valued.

BelGareth
2012-11-16, 04:19 AM
Added some ACF's

Alternate Class Features

Artificer

Level: 1st
Replaces: The Artificer loses 1 spell known per level and 1 spell slot cast per day per level.
Benefit: The Artificer gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Artificer does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Barbarian

Level: 3rd
Replaces: The Barbarian loses Trap sense and Damage Reduction including all increases at later levels.
Benefit: The Barbarian gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Barbarian does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Bard

Level: 1st
Replaces: The Bard loses 1 spell known per level and 1 spell slot cast per day per level.
Benefit: The Bard gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Bard does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Dragon Shaman

Level: 1st
Replaces: The Dragon Shaman starts play with only 1 Draconic aura, gaining +1 aura every odd level thereafter with a maximum known of 5 at 9th level.
Benefit: The Dragon Shaman gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragon Shaman does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Dragonfire Adept

Level: 1st
Replaces: The Dragonfire Adept's breath weapon deals d4's instead of d6's.
Benefit: The Dragonfire Adept gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragonfire Adept does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Duskblade

Level: 1st
Replaces: The Duskblade loses 1 spell known per level and 1 spell slot cast per day per level.
Benefit: The Duskblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Duskblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Fighter

Level: 4th
Replaces: The Fighter does not gain a bonus fighter feat at 4th or every even level thereafter, instead he gains a bonus fighter feat at 5th level and every 3 levels thereafter. (8th, 11th, 14th, 17th and 20th)
Benefit: The Fighter gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Fighter does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Hexblade

Level: 4th
Replaces: The Hexblade does not gain any spells or spellcasting levels.
Benefit: The Hexblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Hexblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Marshal

Level: 4th
Replaces: The Marshal loses the Grant Move action ability and any later improvements.
Benefit: The Marshal gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Marshal does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Monk

Level: 1st
Replaces: The Monk loses all his bonus feats and his Unarmed strike damage die is one die smaller. (Medium is d4, Large is d6 and small is d2)
Benefit: The Monk gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Monk does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Paladin

Level: 4th
Replaces: The Paladin does not gain any spells or spellcasting levels.
Benefit: The Paladin gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Paladin does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Psychic Warrior

Level: 1st
Replaces: The Psychic Warrior loses 1 power known per level and power points dependent on his level. See table below.
Benefit: The Psychic Warrior gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Psychic Warrior does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

{table=head]Level]/b]|[b]Power points / day|Powers known|Maximum Power Level Known
1|0|1|1st
2|0|1|1st
3|1|2|1st
4|3|2|2nd
5|5|3|2nd
6|7|4|2nd
7|11|4|3rd
8|15|5|3rd
9|19|6|3rd
10|23|6|4th
11|27|7|4th
12|35|8|4th
13|43|8|5th
14|51|9|5th
15|59|10|5th
16|67|10|6th
17|79|11|6th
18|91|12|6th
19|103|13|6th
20|115|14|6th
[/table]



Ranger

Level: 4th
Replaces: The Ranger does not gain any spells or spellcasting levels.
Benefit: The Ranger gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Ranger does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Rogue

Level: 1st
Replaces: The Rogue's sneak attack ability deals d4's instead of d6's.
Benefit: The Rogue gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Rogue does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Scout

Level: 1st
Replaces: The scouts Skirmish ability deals d4's instead of d6's and also loses Evasion at 5th level.
Benefit: The Scout gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Scout does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Soulknife

Level: 4th
Replaces: The Soulknives Mind blade ability deals d6's instead of d8's and loses Wild talent at 1st level.
Benefit: The Soulknife gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Soulknife does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Warlock

Level: 1st
Replaces: The Warlocks Eldritch Blast ability deals d4's instead of d6's.
Benefit: The Warlock gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Warlock does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

Tvtyrant
2012-11-16, 12:38 PM
Added some ACF's

Alternate Class Features

Artificer

Level: 1st
Replaces: The Artificer loses 1 spell known per level and 1 spell slot cast per day per level.
Benefit: The Artificer gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Artificer does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Barbarian

Level: 3rd
Replaces: The Barbarian loses Trap sense and Damage Reduction including all increases at later levels.
Benefit: The Barbarian gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Barbarian does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Bard

Level: 1st
Replaces: The Bard loses 1 spell known per level and 1 spell slot cast per day per level.
Benefit: The Bard gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Bard does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Dragon Shaman

Level: 1st
Replaces: The Dragon Shaman starts play with only 1 Draconic aura, gaining +1 aura every odd level thereafter with a maximum known of 5 at 9th level.
Benefit: The Dragon Shaman gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragon Shaman does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Dragonfire Adept

Level: 1st
Replaces: The Dragonfire Adept's breath weapon deals d4's instead of d6's.
Benefit: The Dragonfire Adept gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragonfire Adept does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Duskblade

Level: 1st
Replaces: The Duskblade loses 1 spell known per level and 1 spell slot cast per day per level.
Benefit: The Duskblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Duskblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Fighter

Level: 4th
Replaces: The Fighter does not gain a bonus fighter feat at 4th or every even level thereafter, instead he gains a bonus fighter feat at 5th level and every 3 levels thereafter. (8th, 11th, 14th, 17th and 20th)
Benefit: The Fighter gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Fighter does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Hexblade

Level: 4th
Replaces: The Hexblade does not gain any spells or spellcasting levels.
Benefit: The Hexblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Hexblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Marshal

Level: 4th
Replaces: The Marshal loses the Grant Move action ability and any later improvements.
Benefit: The Marshal gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Marshal does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Monk

Level: 1st
Replaces: The Monk loses all his bonus feats and his Unarmed strike damage die is one die smaller. (Medium is d4, Large is d6 and small is d2)
Benefit: The Monk gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Monk does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Paladin

Level: 4th
Replaces: The Paladin does not gain any spells or spellcasting levels.
Benefit: The Paladin gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Paladin does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Psychic Warrior

Level: 1st
Replaces: The Psychic Warrior loses 1 power known per level and power points dependent on his level. See table below.
Benefit: The Psychic Warrior gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Psychic Warrior does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

{table=head]Level]/b]|[b]Power points / day|Powers known|Maximum Power Level Known
1|0|1|1st
2|0|1|1st
3|1|2|1st
4|3|2|2nd
5|5|3|2nd
6|7|4|2nd
7|11|4|3rd
8|15|5|3rd
9|19|6|3rd
10|23|6|4th
11|27|7|4th
12|35|8|4th
13|43|8|5th
14|51|9|5th
15|59|10|5th
16|67|10|6th
17|79|11|6th
18|91|12|6th
19|103|13|6th
20|115|14|6th
[/table]



Ranger

Level: 4th
Replaces: The Ranger does not gain any spells or spellcasting levels.
Benefit: The Ranger gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Ranger does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Rogue

Level: 1st
Replaces: The Rogue's sneak attack ability deals d4's instead of d6's.
Benefit: The Rogue gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Rogue does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Scout

Level: 1st
Replaces: The scouts Skirmish ability deals d4's instead of d6's and also loses Evasion at 5th level.
Benefit: The Scout gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Scout does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Soulknife

Level: 4th
Replaces: The Soulknives Mind blade ability deals d6's instead of d8's and loses Wild talent at 1st level.
Benefit: The Soulknife gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Soulknife does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


Warlock

Level: 1st
Replaces: The Warlocks Eldritch Blast ability deals d4's instead of d6's.
Benefit: The Warlock gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Warlock does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.



I am pretty sure that Artificers do not have spells known, as they do not use spells. This makes it a win-win for them. They do get infusions, but I am fairly certain that those are not spells.

Hellfire014
2012-11-17, 02:47 AM
Funny, I read through MoI today and this is on the front page of Homebrew...
Anyway...


Incarnum Body (Ex): Your levels in Incandescent Champion stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity and amount of essentia. If you have multiple classes before entering this prestige class, you must choose one to progress.

Incarnum Body is vastly inferior to +1 Meldshaper Class. Only increasing the meldshaping level and essentia, wheres the additional soulmelds and chakra binds you can create?

Cerulean Fortitude, Reflexes, Will, and Critical are Incarnum versions of Great Fortitude, Lightning Reflexes, Iron Will, and Improved Critical, so why not let them be used in place of their respective feats, like you have with Dodge/Toughness?
Speaking of which, why keep Azure Toughness as temporary HP? Would making it (1/2Meldshaper Level) bonus HP per essentia be too powerful?


You mixed up the Soulborn and Incarnate Aligned Soulmeld features

Incarnate: You can bind a chakra before you get access to one. Should be 0 @ level 1

Soulborn: You get only the ONE smite? even regular soulborn had 5 at 20

Totemist: Is full BAB really necessary on them? Totemists, from what I've seen on the forums, are all about massive amounts of natural attacks.



Monk

Level: 1st
Replaces: The Monk loses all his bonus feats and his Unarmed strike damage die is one die smaller. (Medium is d4, Large is d6 and small is d2)
Benefit: The Monk gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Monk does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


You put small unarmed attacks at 2 die sizes smaller. It should be d3
Why get rid of the bonus feats? Those are pretty much the only good things on a monk! :smalltongue: Swap that with losing slow fall (all levels) and half the speed bonus? I would have suggested the unarmored AC bonus as well (but keeping the Wis->AC), but that's already in Skarn monk subs.
Maybe allow monks to invest essentia into Slow Fall, allowing them to treat falls as 20ft shorter per essentia invested? Show the poor monk some love!

BelGareth
2012-11-17, 03:37 AM
I am pretty sure that Artificers do not have spells known, as they do not use spells. This makes it a win-win for them. They do get infusions, but I am fairly certain that those are not spells.

Woops :smallredface:

I missed that somehow, and forgot that they have no known infusions, so I'm going to remove them from the list.


Funny, I read through MoI today and this is on the front page of Homebrew...
Anyway...
how strange. :smallwink:



Incarnum Body is vastly inferior to +1 Meldshaper Class. Only increasing the meldshaping level and essentia, wheres the additional soulmelds and chakra binds you can create?

Yes, I have been meaning to change this, it was supposed to be additional soulmelds but not binds.


Cerulean Fortitude, Reflexes, Will, and Critical are Incarnum versions of Great Fortitude, Lightning Reflexes, Iron Will, and Improved Critical, so why not let them be used in place of their respective feats, like you have with Dodge/Toughness?

Good point.



Speaking of which, why keep Azure Toughness as temporary HP? Would making it (1/2Meldshaper Level) bonus HP per essentia be too powerful?

I don't think so, however, there are a bunch of other abilities and the feats: HEART OF INCARNUM and INCARNUM-FORTIFIED BODY grant bonus HP's. I was going for the whole Soul power/Incarnum linked to Con making the classes really tough. (which is way more evident in the SoulBorn)



You mixed up the Soulborn and Incarnate Aligned Soulmeld features
Thanks, got this fixed. (actually, since I changed all soulmeld alignment descriptors to change to whatever the soulmelder is, I just removed them, as there is no such restriction)


Incarnate: You can bind a chakra before you get access to one. Should be 0 @ level 1
Nice Catch, thanks. [Fixed]


Soulborn: You get only the ONE smite? even regular soulborn had 5 at 20
The smite ability reads as follows:

Smite Opposition (Su): Once per Soulborn level per day, a SoulBorn can call out her incarnum-fueled convictions to aid her against her foe.


Totemist: Is full BAB really necessary on them? Totemists, from what I've seen on the forums, are all about massive amounts of natural attacks.
I think so, compare the Ranger to it. Same HD, same BAB, same amount of class gimmicks. Fits to me.


You put small unarmed attacks at 2 die sizes smaller. It should be d3
oops, darn typos. (I swear!)


Why get rid of the bonus feats? Those are pretty much the only good things on a monk! :smalltongue: Swap that with losing slow fall (all levels) and half the speed bonus? I would have suggested the unarmored AC bonus as well (but keeping the Wis->AC), but that's already in Skarn monk subs.
Maybe allow monks to invest essentia into Slow Fall, allowing them to treat falls as 20ft shorter per essentia invested? Show the poor monk some love!
You do have a point, it was hard to sub out abilities for the obviously bad classes and allow the ACF's to work with homebrew fixes. I replaced the Feat loss with Evasion.

toapat
2012-11-17, 11:25 AM
Azure Toughness in MoI is not just +3 temporary HP, it is +3 max HP for each essentia invested

you missed the point about Having only 1 Smite ever, as in normally classes that get smiting have it 5/day at 20

danzibr
2012-11-17, 01:48 PM
I haven't had time to look through all of it (just Totemist), but so far is looks awesome. We are of similar opinion with some of the... well, things that need improving with MoI. Nice work, BelGareth.

Edit: Oh right, minor note. Used affect when should have been effect.

BelGareth
2012-11-18, 01:45 AM
Azure Toughness in MoI is not just +3 temporary HP, it is +3 max HP for each essentia invested

Looking back, I realized I changed it to temp HP's to reduce the impact of reinvesting essentia, for which I locked the feat. So with that said, I can change it back to bonus HP's like it used to be.


you missed the point about Having only 1 Smite ever, as in normally classes that get smiting have it 5/day at 20
I think you missed the wording of the ability. once per class level per day means at 20th level they can smite 20 times per day.


I haven't had time to look through all of it (just Totemist), but so far is looks awesome. We are of similar opinion with some of the... well, things that need improving with MoI. Nice work, BelGareth.

Edit: Oh right, minor note. Used affect when should have been effect.
Thanks! Look forward to see what you think of it once you have sifted through it all.

danzibr
2012-11-19, 07:50 AM
I don't know much about the other classes, but as far as the buffs to Totemist, I gotta say I like it. They needed more essentia pretty badly. Also, from what I remember of the soulmelds (Girallon Arms, for example), I like the changes there too.

I didn't realize you were such a homebrewer.

BelGareth
2012-11-19, 10:00 AM
I don't know much about the other classes, but as far as the buffs to Totemist, I gotta say I like it. They needed more essentia pretty badly. Also, from what I remember of the soulmelds (Girallon Arms, for example), I like the changes there too.

I didn't realize you were such a homebrewer.

Thanks! I totally agree with the essentia thing, and i had to increase it anyway for changing the essentia capacity.

I try to do some brew every week, keeps the doctor away...or is it the weeping angels?:smallbiggrin:

Kane0
2012-11-23, 04:06 PM
Question: If all the meldshapers in your revision can bind pretty much all their melds, why place a limit at all? Why not just let any soulmeld you have be able to be bound? There is already a limit on the melds available and binds you can use, and to a lesser extent essentia available to make use of the bind, so why put in a fourth restriction?

SiuiS
2012-11-23, 04:57 PM
Interesting. I personally don't think some of the things you 'fixed' were a problem, but it's a matter o viewpoint; incarnum was perhaps one of (if not the) best balanced options in the game. It's just that everything else is so wonky...


I like that there is more equivalence with already existing systems; makes it feel more intuitive (because chances are the reader has already memorized those).

Do you think you could boost the Totemist to full BaB? The Totemist is all about smacking things in the face, but the lower BaB makes this sometimes hard to pull off.

I like that the Dragonfire Mask grants you an actual breath weapon. This lets you use your metabreath feats on it, which could get intense.

I think full base attack bonus on the foremost would be bad, myself. They get, what, upwards of ten attacks a round? They weren't based on the ranger, they were based on the monk – medium attack, mobile, multiple strikes. Only they succeeded where the monk failed. Totemism was already the best incarnum class, which means it is the one least requiring such a boost.


Haven't looked at everything yet. Not sure I will, as I've been really touchy lately and I don't think muh of incarnum needs to be fixed. Except necrocsrnum, high was fluffed as "evil because we say so" and that's stupid. I mean was an actual explanation so hard?

kjbro
2012-11-26, 03:53 AM
This is looking pretty awesome, and I'm about to test it out in a short-term campaign. Out of curiosity, do you have any work done on updating the Ironsoul Forgemaster?

BelGareth
2012-12-17, 02:40 AM
Question: If all the meldshapers in your revision can bind pretty much all their melds, why place a limit at all? Why not just let any soulmeld you have be able to be bound? There is already a limit on the melds available and binds you can use, and to a lesser extent essentia available to make use of the bind, so why put in a fourth restriction?
Well, actually some of them cannot, there is a slight shift in variance as to when they receive them and how many they can bind, the incarnate for example is like this.


Interesting. I personally don't think some of the things you 'fixed' were a problem, but it's a matter o viewpoint; incarnum was perhaps one of (if not the) best balanced options in the game. It's just that everything else is so wonky...



I think full base attack bonus on the foremost would be bad, myself. They get, what, upwards of ten attacks a round? They weren't based on the ranger, they were based on the monk – medium attack, mobile, multiple strikes. Only they succeeded where the monk failed. Totemism was already the best incarnum class, which means it is the one least requiring such a boost.


Haven't looked at everything yet. Not sure I will, as I've been really touchy lately and I don't think muh of incarnum needs to be fixed. Except necrocsrnum, high was fluffed as "evil because we say so" and that's stupid. I mean was an actual explanation so hard?

I disagree with the full bab thing, and especially with comparing it to the monk (for which i believe should have full bab), matter of opinion i guess, fortunately a DM can just say 'with medium BAB' and boom you're good to go.


This is looking pretty awesome, and I'm about to test it out in a short-term campaign. Out of curiosity, do you have any work done on updating the Ironsoul Forgemaster?
Thanks, I am working on the Ironsoul Forgemaster currently, as i'm also working on some unique items that im going to link to the class (as well as open it to other races, racial PRC's are yucky) scratch that, I'm working on it right now...

And done:
Ironsoul Forgemaster

Requirements
Alignment: Any non evil
Skills: Craft (armorsmithing or weaponsmithing) 8 ranks, Knowledge (arcana) 2 ranks.
Meldshaping: Ability to shape soulmelds.

Class skills (4 + Int Modifier per level): The Ironsoul Forgemaster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (Incarnum) (Int), Profession (Int), Sense Motive (Wis), and Spellcraft (Int).

Hit Dice: d8

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

1st| +0| +1 | +0 | +1 |Incarnum Body, Secrets of the Forge

2nd| +1 | +1| +1 | +1 |Shieldmeld

3rd| +2 | +2 | +1 | +2 |Armormeld, Forge Lore

4th| +3 | +2 | +1 | +2 |Greater Shieldmeld

5th| +3 | +3 | +2 | +3 |Weaponmeld, Greater Armormeld
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Ironsoul Forgemaster stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity, amount of essentia and Chakras unlocked. If you have multiple classes before entering this prestige class, you must choose one to progress.

Secrets of the Forge (Ex): At 1st level, you gain Craft Magic Arms and Armor (see page 81 of the Player’s Handbook) as a bonus feat, even if you do not meet the prerequisites. Your effective caster level for the purpose of crafting magic arms and armor is three times your ironsoul forgemaster level. For example, a 5th-level incarnate/2ndlevel ironsoul forgemaster is treated as a 6th-level caster for the purpose of creating magic arms and armor. These effective levels also stack with any other caster levels that might apply. You must still meet any other prerequisites for creating the desired item, such as other feats or the casting of specific spells. This stipulation might mean that you need the assistance of other characters to create a particular item.

Shieldmeld (Su): At 2nd level, you create a special bond with any shield that you craft. This bond allows you to invest essentia in the shield as if it were a soulmeld. Doing so grants you resistance 3 per point of invested essentia against acid,
cold, electricity, fire, and sonic damage. You gain this ability only while using the shield for defense, not while carrying it on your back or in a container. If you stop using the shield, you lose the ability until you use it again, though you can reinvest the essentia in another soulmeld or ability on your next turn, as normal.

At 4th level this ability improves, allowing the Forgemaster to shape a greater shieldmeld, the forgemaster gains an insight bonus to his shield bonus to AC equal to half the amount of essentia invested. This is in addition to the energy resistance.

Forge Lore (Ex): When you attain 3rd level, the soul energy flowing through your mind and body establishes a connection to the souls of your people’s ancestral forgemasters. This soul-to-soul communion grants you an insight bonus equal to double your ironsoul forgemaster level on all Craft (armorsmithing) and Craft (weaponsmithing) checks.

Armormeld (Su): At 3rd level, you create a special bond with any suit of armor that you craft. This bond allows you to invest essentia in the armor as if it were a soulmeld. Doing so reduces the armor check penalty and increases the maximum dexterity modifier by the amount of essentia invested.

At 5th level this ability improves, allowing the Forgemaster to shape a greater armormeld, the ironsoul forgemaster gains damage reduction n/—, where n is equal the points of essentia invested. This damage reduction stacks with any damage reduction of the same kind granted by the armor.
You gain this ability only while wearing the armor in the usual way. If you stop wearing it or if it is destroyed, you lose the ability until you put it on again, though you can reinvest the essentia in another soulmeld or ability on your next turn as normal.

Weaponmeld (Su): At 5th level, you create a special bond with any weapon that you craft. This bond allows you to invest essentia in the weapon as if it were a soulmeld. Doing so grants you an insight bonus equal to the number of points of invested essentia on your rolls to hit and twice that on your damage rolls. If you have at least 1 point of essentia invested in the weapon, it also dazes any living opponent you strike with it for 1 round (Fortitude negates, DC 10 + invested essentia + Con modifier).
You gain this ability only while wielding the weapon in the usual way. If you stop wielding it, you lose the ability until you pick it up again, though you can reinvest the essentia in another soulmeld or ability on your next turn as normal.