Jeff the Green
2013-03-01, 05:52 AM
Nightwearer
http://i631.photobucket.com/albums/uu39/JeffreyTheGreen/the_accursed_shadow_by_sirtiefling-d5nuacn.jpg
Image by SirTiefling (http://sirtiefling.deviantart.com/). Used with permission.
Incarnum can be cerulean, turquoise, sapphire, indigo, cobolt, or navy. Or it can be the blue of midnight, that blue close to black you wonder if it's even a color. It sucks you in and devours you, and the only way to escape without becoming a hollow shell of a man is to make it a part of you.
—Rikrik, Kobold Nightwearer
Most incarnates are dabblers. They do a little bit of everything, never committing themselves to one strategy. The soulmelds they shape and bind change day by day, and they rarely have one they can call their favorite.
But then, they rarely have access to the likes of the raiment of the night.
The three soulmelds that make up the raiment of the night—the dusk gloves, the twilight cloak, and the midnight vestments—draw upon the souls of deceased thieves, saboteurs, enchanters, ninjas, illusionists, spies, and even those mortals affected by the blood of Vecna, whose only connection to the world is the imprint their soul left on incarnum. They bestow the power to hide from enemies, to trick them, to blind them, and to craft spells that bypass their defenses and ensnare them in webs of shadow and deceit.
Anyone, with some knowledge and skill, can learn to shape one or two of the raiment's members, but to truly master them takes skill at deception and magic in addition to meldshaping. These rare meldshaper-mages are the nightwearers.
Hitdie
d4.
Requirements
To qualify to become a nightwearer, a character must fulfill all of the following criteria.
Skills
Hide 8, Knowledge (arcana) 8, Move Silently 8, Sleight of Hand 8.
Feats
Incarnum Spellshaping or Midnight Metamagic.
Spellcasting
Ability to cast 1st-level arcane spells.
Meldshaping
Ability to shape two soulmelds.
Special
Must have the Cloaked Casting class feature.
Table: The Nightwearer
Level
Base AttackBonus
Fort Save
Ref Save
Will Save
Special
Spellcasting/Meldshaping
1st
+0
+0
+0
+2
Bind dusk gloves, raiment of the night
+1 level of existing meldshaping class or +1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Cloaked casting, incarnum magic
+1 level of existing meldshaping class/+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Chakra binds (crown, feet, hands), low-light vision
+1 level of existing meldshaping class/+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Hidden incarnum (invisible)
+1 level of existing meldshaping class/+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Darkvision, expanded essentia capacity
+1 level of existing spellcasting class/+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Bind twilight mantle
+1 level of existing meldshaping class/+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Improved low-light vision
+1 level of existing meldshaping class/+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Chakra binds (arms, brow, shoulders)
+1 level of existing meldshaping class/+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Ebon vision, hidden incarnum (undetectable)
+1 level of existing meldshaping class/+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Bind midnight robe
+1 level of existing meldshaping class/+1 level of existing spellcasting class
Class Skills (6 + Int modifier per level): Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Gather Information, Hide, Knowledge (arcana), Knowledge (local), Knowledge (the planes), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Tumble, Use Magic Device
Class Features
All of the following are Class Features of the the nightwearer prestige class.
Weapon and Armor Proficiency
Nightwearers gain no proficiency with any weapon or armor.
Meldshaping
At every level except 1st, a nightwearer increases her meldshaper level, the number of soulmelds she can shape, the number of chakra binds she can create, and her essentia pool as if she had also gained a level in whatever meldshaping class to which she belonged before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one meldshaping class before becoming a nightwearer, she must decide to which class she adds each level for the purpose of determining her essentia pool, meldshaper level, and the number of soulmeleds and chakra binds available.
At 1st-level, a nightwearer increases her meldshaper level, the number of soulmelds she can shape, the number of chakra binds she can create, and her essentia pool as if she had also gained a level in whatever meldshaping class to which she belonged before she added the prestige class level if her meldshaper level is lower than her caster level. If her meldshaper level is equal to her caster level when she takes her first level in nighwearer, she may choose whether to progress her meldshaping or her spellcasting.
Spellcasting
At every level except 1st, a nightwearer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class to which she belonged before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a nightwearer, she must decide to which class she adds each level for the purpose of determining spells per day and spells known.
At 1st-level, a nightwearer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class to which she belonged before she added the prestige class level if her caster level is lower than her meldshaper level. If her meldshaper level is equal to her caster level when she takes her first level in nighwearer, she may choose whether to progress her meldshaping or her spellcasting.
Raiment of the Night (Ex)
Upon taking her first level, a nightwearer gains the ability to shape the dusk gloves, twilight mantle, and midnight cloak soulmelds.
Bind Dusk Gloves
Starting at 1st level a nightwearer gains the ability to bind her dusk gloves soulmeld to her hands chakra, even if she cannot normally bind soulmelds to that chakra.
Cloaked Casting (Ex)
Starting at 2nd level, a nightwearer adds her nightwearer level -1 to her beguiler level to determine the effect of her cloaked casting and surprise casting abilities. For example, a 4th-level beguiler/1st-level incarnate/5th-level nightwearer would gain a +2 bonus on rolls made to to overcome the spell resistance of a spell's target if it would be denied a Dexterity bonus to AC.
Incarnum Magic (Ex)
A 2nd-level nightwearer adds all spells from the Sorcerer/Wizard spell list to her spell list. The nightwearer still must possess the Incarnum Spellshaping feat to cast spells.
Chakra Binds
As she attain higher levels, a nightwearer can bind her soulmelds and magic items to her chakras, gaining new powers based on the combination chosen. At 3rd level, she can bind her soulmelds or magic items to her least chakras (crown, feet, and hands), in addition to any other chakras she has available. When she attains 8th level, her lesser chakras (arms, brow, and shoulders) become available for chakra binds.
Low-Light Vision (Su)
At 3rd-level, a nightwearer gains low-light vision, allowing her to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. If she already has low-light vision, she gains improved low-light vision, allowing her to see four times as far in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Hidden Incarnum (Ex)
Starting at 4th level, a nightwearer is able to hide her soulmelds from observation. This is a free action, and renders her soulmelds invisible until she uses a free action to make them visible again. At 9th-level, a nightwearer may choose to also render her soulmelds undetectable by any sense, including magical ones like [i]true seeing.
Effects that rely on the soulmeld's visibility (such as the miss chance of twilight cloak or the concealment of fellmist robe) cease to function when the soulmeld is hidden, and using a hidden soulmeld to attack an enemy causes it to instantly become visible, though the nightwearer can re-hide them with a free action. By the time she does so, however, all observers will have had time to identify them as normal.
Darkvision (Su)
At 5th level, a nightwearer gains Darkvision 60'. If she already had darkvision, the range of her darkvision increases by 60'.
Expanded Essentia Capacity (Ex)
At 5th level the essentia capacity of a nightwearer's dusk gloves, twilight mantle, and midnight cloak soulmelds increases by 1, superseding the number on Table 2-1 in Magic of Incarnum.
Bind Twilight Mantle
Starting at 6th level a nightwearer gains the ability to bind her twilight mantle soulmeld to her shoulders chakra, even if she cannot normally bind soulmelds to that chakra.
Improved Low-Light Vision (Su)
At 7th level a nightwearer gains improved low-light vision, allowing her to see four times as far in starlight, moonlight, torchlight, and similar conditions of poor illumination. If she already has improved low-light vision, she gains the ability to see eight times as far in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Ebon Vision (Su)
At 9th level a nightwearer gains the ability to see in magical darkness up to her darkvision range.
Bind Midnight Robe
At 10th level she gains the ability to bind her midnight robe soulmeld to her soul chakra, even if she cannot normally bind soulmelds to that chakra.
Raiment of the Night
The raiment of the night is a set of three soulmelds: the dusk gloves, the twilight cloak, and the midnight vestments. These soulmelds are normally unavailable to incarnates, soulborn, and totemists, but can be accessed through either taking the Shape Soulmeld feat or entering the nightwearer prestige class.
Dusk Gloves
Descriptors: Darkness
Chakra: Hands
Saving Throw: See text
[i]Gloves, seemingly of a leather died the color of black grapes and embroidered at the cuffs with melon-colored thread, cover your hands tightly, leaving only your fingers bare. Only the subtly shifting and flickering colors reveal them to be anything more than they seem.
While wearing dusk gloves, you may take 10 on Sleight of Hand checks even if threatened or distracted, including checks to conceal your spellcasting (whether as part of a Skill Trick or not).
Essentia: You gain a an insight bonus to Sleight of Hand checks equal to +2 times the number of points of essentia you invest in your dusk gloves.
Chakra Bind (Hands)
Shadows dance about your hands and flicker like a candle in a draught. They lick at your arms and anything you hold
You gain the ability to blind your enemies with shadows. As a swift action you may direct these shadows to a single creature within 30 feet plus 5 feet per point of essentia invested in your dusk gloves. The target must make a Will save or be blinded by the shadows enveloping its face. These shadows begin to dissipate at the beginning of its next turn, but remain long enough to grant all creatures concealment in relation to the target until the end of its turn.
Twilight Cloak
Descriptors: Darkness
Chakra: Shoulders
Saving Throw: None
You shape incarnum into a cloak and mantle in an unearthly shade of dark, washed-out blue that cover your shoulders and chest. It fluters about you even when the air is still and obscures your position.
While wearing the twilight cloak you gain a +4 insight bonus to Hide and Move Silently.
Essentia: For each point of essentia you invest you gain a 5% miss chance. This miss chance stacks with any other miss chance (except those that do not stack with any other miss chance).
Chakra Bind (Shoulders)
Wisps of incarnum drift from your cloak and form signs of secrets, darkness, and misdirection in every language, even, apparently, those yet unspoken. Whenever you pass a shadow, it seems to merge with your cloak momentarily.
While wearing a twilight cloak, you gain the ability to hide in plain sight—that is, you can use the Hide skill even while being observed and without cover or concealment so long as you are within 10 feet of a shadow. See the shadowdancer class feature (http://www.d20srd.org/srd/prestigeClasses/shadowdancer.htm#hideInPlainSight). For each point of invested essentia you may be an additional 10 feet away from a shadow and still hide in plain sight.
Midnight Vestments
Descriptors: Darkness
Chakra: Soul
Saving Throw: None
Incarnum congeals to form a skin-tight suit of blue-black energy. It covers you from collarbone to ankle and wrist and to everyone but you feels chill to the touch.
Any time you act in a surprise round you may add the effect of the Enlarge Spell, Extend Spell, Reach Spell, Silent Spell, or Still Spell feats, or any Metamagic feat you have with a spell level adjustment of +1 or lower, to a Enchantment, Illusion, Necromancy, or [Darkness] spell without using a higher level slot or increasing its casting time.
Essentia: Any enemy that is unaware of your presence or position (such as during a surprise round in which they do not act or when you have total concealment relative to them) and that fails a save to, takes damage (including nonlethal damage, ability damage, or ability drain) from, or is afflicted with a negative condition by an Enchantment, Illusion, Necromancy, or [Darkness] spell, spell-like ability, or soulmeld you cast suffers an additional affect for a number of rounds equal to each point of essentia you invest. A successful save (at midnight vestment's DC) reduces the duration to 1 round, or negates it if 1 or no points of essentia are invested.
If it was affected by an Enchantment effect it takes a -3 penalty to attack rolls and AC as it is distracted by the confusing thoughts coursing through its mind, if it was affected by an Illusion effect it is sickened as the illusions disrupt its sense of balance, if it was affected by a Necromancy effect it is fatigued as chill energy saps its strength, and if it was affected by a [Darkness] effect it treats all creatures as having concealment and takes a -4 penalty on all spot checks.
A creature immune to the effect of a spell, such as a creature affected by mindblank and subjected to a [Mind-Affecting] spell, is likewise immune to this effect.
Chakra Bind (Soul)
Your midnight vestments swirl with incandescent blue lights like myriads of stars in the night sky. When you cast a spell associated with the darker forces, they wink out for a moment before returning.
You gain a +2 insight bonus to the DCs and caster level checks to overcome Spell Resistance of any Enchantment, Illusion, Necromancy, or [Darkness] spells, spell-like abilities, and soulmelds you use. Each point of invested essentia increases this bonus by 1.
http://i631.photobucket.com/albums/uu39/JeffreyTheGreen/the_accursed_shadow_by_sirtiefling-d5nuacn.jpg
Image by SirTiefling (http://sirtiefling.deviantart.com/). Used with permission.
Incarnum can be cerulean, turquoise, sapphire, indigo, cobolt, or navy. Or it can be the blue of midnight, that blue close to black you wonder if it's even a color. It sucks you in and devours you, and the only way to escape without becoming a hollow shell of a man is to make it a part of you.
—Rikrik, Kobold Nightwearer
Most incarnates are dabblers. They do a little bit of everything, never committing themselves to one strategy. The soulmelds they shape and bind change day by day, and they rarely have one they can call their favorite.
But then, they rarely have access to the likes of the raiment of the night.
The three soulmelds that make up the raiment of the night—the dusk gloves, the twilight cloak, and the midnight vestments—draw upon the souls of deceased thieves, saboteurs, enchanters, ninjas, illusionists, spies, and even those mortals affected by the blood of Vecna, whose only connection to the world is the imprint their soul left on incarnum. They bestow the power to hide from enemies, to trick them, to blind them, and to craft spells that bypass their defenses and ensnare them in webs of shadow and deceit.
Anyone, with some knowledge and skill, can learn to shape one or two of the raiment's members, but to truly master them takes skill at deception and magic in addition to meldshaping. These rare meldshaper-mages are the nightwearers.
Hitdie
d4.
Requirements
To qualify to become a nightwearer, a character must fulfill all of the following criteria.
Skills
Hide 8, Knowledge (arcana) 8, Move Silently 8, Sleight of Hand 8.
Feats
Incarnum Spellshaping or Midnight Metamagic.
Spellcasting
Ability to cast 1st-level arcane spells.
Meldshaping
Ability to shape two soulmelds.
Special
Must have the Cloaked Casting class feature.
Table: The Nightwearer
Level
Base AttackBonus
Fort Save
Ref Save
Will Save
Special
Spellcasting/Meldshaping
1st
+0
+0
+0
+2
Bind dusk gloves, raiment of the night
+1 level of existing meldshaping class or +1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Cloaked casting, incarnum magic
+1 level of existing meldshaping class/+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Chakra binds (crown, feet, hands), low-light vision
+1 level of existing meldshaping class/+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Hidden incarnum (invisible)
+1 level of existing meldshaping class/+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Darkvision, expanded essentia capacity
+1 level of existing spellcasting class/+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Bind twilight mantle
+1 level of existing meldshaping class/+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Improved low-light vision
+1 level of existing meldshaping class/+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Chakra binds (arms, brow, shoulders)
+1 level of existing meldshaping class/+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Ebon vision, hidden incarnum (undetectable)
+1 level of existing meldshaping class/+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Bind midnight robe
+1 level of existing meldshaping class/+1 level of existing spellcasting class
Class Skills (6 + Int modifier per level): Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Gather Information, Hide, Knowledge (arcana), Knowledge (local), Knowledge (the planes), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Tumble, Use Magic Device
Class Features
All of the following are Class Features of the the nightwearer prestige class.
Weapon and Armor Proficiency
Nightwearers gain no proficiency with any weapon or armor.
Meldshaping
At every level except 1st, a nightwearer increases her meldshaper level, the number of soulmelds she can shape, the number of chakra binds she can create, and her essentia pool as if she had also gained a level in whatever meldshaping class to which she belonged before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one meldshaping class before becoming a nightwearer, she must decide to which class she adds each level for the purpose of determining her essentia pool, meldshaper level, and the number of soulmeleds and chakra binds available.
At 1st-level, a nightwearer increases her meldshaper level, the number of soulmelds she can shape, the number of chakra binds she can create, and her essentia pool as if she had also gained a level in whatever meldshaping class to which she belonged before she added the prestige class level if her meldshaper level is lower than her caster level. If her meldshaper level is equal to her caster level when she takes her first level in nighwearer, she may choose whether to progress her meldshaping or her spellcasting.
Spellcasting
At every level except 1st, a nightwearer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class to which she belonged before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming a nightwearer, she must decide to which class she adds each level for the purpose of determining spells per day and spells known.
At 1st-level, a nightwearer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class to which she belonged before she added the prestige class level if her caster level is lower than her meldshaper level. If her meldshaper level is equal to her caster level when she takes her first level in nighwearer, she may choose whether to progress her meldshaping or her spellcasting.
Raiment of the Night (Ex)
Upon taking her first level, a nightwearer gains the ability to shape the dusk gloves, twilight mantle, and midnight cloak soulmelds.
Bind Dusk Gloves
Starting at 1st level a nightwearer gains the ability to bind her dusk gloves soulmeld to her hands chakra, even if she cannot normally bind soulmelds to that chakra.
Cloaked Casting (Ex)
Starting at 2nd level, a nightwearer adds her nightwearer level -1 to her beguiler level to determine the effect of her cloaked casting and surprise casting abilities. For example, a 4th-level beguiler/1st-level incarnate/5th-level nightwearer would gain a +2 bonus on rolls made to to overcome the spell resistance of a spell's target if it would be denied a Dexterity bonus to AC.
Incarnum Magic (Ex)
A 2nd-level nightwearer adds all spells from the Sorcerer/Wizard spell list to her spell list. The nightwearer still must possess the Incarnum Spellshaping feat to cast spells.
Chakra Binds
As she attain higher levels, a nightwearer can bind her soulmelds and magic items to her chakras, gaining new powers based on the combination chosen. At 3rd level, she can bind her soulmelds or magic items to her least chakras (crown, feet, and hands), in addition to any other chakras she has available. When she attains 8th level, her lesser chakras (arms, brow, and shoulders) become available for chakra binds.
Low-Light Vision (Su)
At 3rd-level, a nightwearer gains low-light vision, allowing her to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. If she already has low-light vision, she gains improved low-light vision, allowing her to see four times as far in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Hidden Incarnum (Ex)
Starting at 4th level, a nightwearer is able to hide her soulmelds from observation. This is a free action, and renders her soulmelds invisible until she uses a free action to make them visible again. At 9th-level, a nightwearer may choose to also render her soulmelds undetectable by any sense, including magical ones like [i]true seeing.
Effects that rely on the soulmeld's visibility (such as the miss chance of twilight cloak or the concealment of fellmist robe) cease to function when the soulmeld is hidden, and using a hidden soulmeld to attack an enemy causes it to instantly become visible, though the nightwearer can re-hide them with a free action. By the time she does so, however, all observers will have had time to identify them as normal.
Darkvision (Su)
At 5th level, a nightwearer gains Darkvision 60'. If she already had darkvision, the range of her darkvision increases by 60'.
Expanded Essentia Capacity (Ex)
At 5th level the essentia capacity of a nightwearer's dusk gloves, twilight mantle, and midnight cloak soulmelds increases by 1, superseding the number on Table 2-1 in Magic of Incarnum.
Bind Twilight Mantle
Starting at 6th level a nightwearer gains the ability to bind her twilight mantle soulmeld to her shoulders chakra, even if she cannot normally bind soulmelds to that chakra.
Improved Low-Light Vision (Su)
At 7th level a nightwearer gains improved low-light vision, allowing her to see four times as far in starlight, moonlight, torchlight, and similar conditions of poor illumination. If she already has improved low-light vision, she gains the ability to see eight times as far in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Ebon Vision (Su)
At 9th level a nightwearer gains the ability to see in magical darkness up to her darkvision range.
Bind Midnight Robe
At 10th level she gains the ability to bind her midnight robe soulmeld to her soul chakra, even if she cannot normally bind soulmelds to that chakra.
Raiment of the Night
The raiment of the night is a set of three soulmelds: the dusk gloves, the twilight cloak, and the midnight vestments. These soulmelds are normally unavailable to incarnates, soulborn, and totemists, but can be accessed through either taking the Shape Soulmeld feat or entering the nightwearer prestige class.
Dusk Gloves
Descriptors: Darkness
Chakra: Hands
Saving Throw: See text
[i]Gloves, seemingly of a leather died the color of black grapes and embroidered at the cuffs with melon-colored thread, cover your hands tightly, leaving only your fingers bare. Only the subtly shifting and flickering colors reveal them to be anything more than they seem.
While wearing dusk gloves, you may take 10 on Sleight of Hand checks even if threatened or distracted, including checks to conceal your spellcasting (whether as part of a Skill Trick or not).
Essentia: You gain a an insight bonus to Sleight of Hand checks equal to +2 times the number of points of essentia you invest in your dusk gloves.
Chakra Bind (Hands)
Shadows dance about your hands and flicker like a candle in a draught. They lick at your arms and anything you hold
You gain the ability to blind your enemies with shadows. As a swift action you may direct these shadows to a single creature within 30 feet plus 5 feet per point of essentia invested in your dusk gloves. The target must make a Will save or be blinded by the shadows enveloping its face. These shadows begin to dissipate at the beginning of its next turn, but remain long enough to grant all creatures concealment in relation to the target until the end of its turn.
Twilight Cloak
Descriptors: Darkness
Chakra: Shoulders
Saving Throw: None
You shape incarnum into a cloak and mantle in an unearthly shade of dark, washed-out blue that cover your shoulders and chest. It fluters about you even when the air is still and obscures your position.
While wearing the twilight cloak you gain a +4 insight bonus to Hide and Move Silently.
Essentia: For each point of essentia you invest you gain a 5% miss chance. This miss chance stacks with any other miss chance (except those that do not stack with any other miss chance).
Chakra Bind (Shoulders)
Wisps of incarnum drift from your cloak and form signs of secrets, darkness, and misdirection in every language, even, apparently, those yet unspoken. Whenever you pass a shadow, it seems to merge with your cloak momentarily.
While wearing a twilight cloak, you gain the ability to hide in plain sight—that is, you can use the Hide skill even while being observed and without cover or concealment so long as you are within 10 feet of a shadow. See the shadowdancer class feature (http://www.d20srd.org/srd/prestigeClasses/shadowdancer.htm#hideInPlainSight). For each point of invested essentia you may be an additional 10 feet away from a shadow and still hide in plain sight.
Midnight Vestments
Descriptors: Darkness
Chakra: Soul
Saving Throw: None
Incarnum congeals to form a skin-tight suit of blue-black energy. It covers you from collarbone to ankle and wrist and to everyone but you feels chill to the touch.
Any time you act in a surprise round you may add the effect of the Enlarge Spell, Extend Spell, Reach Spell, Silent Spell, or Still Spell feats, or any Metamagic feat you have with a spell level adjustment of +1 or lower, to a Enchantment, Illusion, Necromancy, or [Darkness] spell without using a higher level slot or increasing its casting time.
Essentia: Any enemy that is unaware of your presence or position (such as during a surprise round in which they do not act or when you have total concealment relative to them) and that fails a save to, takes damage (including nonlethal damage, ability damage, or ability drain) from, or is afflicted with a negative condition by an Enchantment, Illusion, Necromancy, or [Darkness] spell, spell-like ability, or soulmeld you cast suffers an additional affect for a number of rounds equal to each point of essentia you invest. A successful save (at midnight vestment's DC) reduces the duration to 1 round, or negates it if 1 or no points of essentia are invested.
If it was affected by an Enchantment effect it takes a -3 penalty to attack rolls and AC as it is distracted by the confusing thoughts coursing through its mind, if it was affected by an Illusion effect it is sickened as the illusions disrupt its sense of balance, if it was affected by a Necromancy effect it is fatigued as chill energy saps its strength, and if it was affected by a [Darkness] effect it treats all creatures as having concealment and takes a -4 penalty on all spot checks.
A creature immune to the effect of a spell, such as a creature affected by mindblank and subjected to a [Mind-Affecting] spell, is likewise immune to this effect.
Chakra Bind (Soul)
Your midnight vestments swirl with incandescent blue lights like myriads of stars in the night sky. When you cast a spell associated with the darker forces, they wink out for a moment before returning.
You gain a +2 insight bonus to the DCs and caster level checks to overcome Spell Resistance of any Enchantment, Illusion, Necromancy, or [Darkness] spells, spell-like abilities, and soulmelds you use. Each point of invested essentia increases this bonus by 1.