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Xuldarinar
2013-06-20, 02:54 AM
INCARNUM DIVERSITY

Essentia, the very essence of one's very soul, is a powerful resource. Meldshapers learn to invest it into what has come to be known as soulmelds, but even they are only scratching the surface. Spells, invocations, and even powers exist to aid one in tapping into this resource, but few things are one way..


FEATS


Table 1-1: Feats

General FeatsPrerequisitesBenefit
Ascetic SoulImproved Unarmed Strike, smite oppositionMonk and soul born levels stack for unarmed strike damage and smite opposition damage
Born DevoteeSmite evil, smite oppositionPaladin and soulborn levels stack for smite evil and smite opposition
Born InquisitorSmite opposition, sneak attackUse smite opposition and sneak attack together to daze a foe
Born PerformerBardic music, smite oppositionBard and soulborn levels stack for bardic music and smite opposition
Born TrackerTrack, smite opposition, wild empathyRanger and soulborn levels stack for smite opposition and wild empathy
Divine IncarnateIncarnum radiance, ability to turn/rebuke undead, access to the incarnum domainIncarnate and Cleric levels stack for Incarnum radiance and turn undead
Incarnum-forged BodyWarforged, 1st level onlyBecome incarnum-forged, gain 1 essentia, gain soulborn as favored class.
Purify ChakraAny good alignmentAdds good descriptor to soulmelds of a certain chakra; neutral creatures take half damage, good creatures take no damage
SoulthiefMeldshaper level 1st, steal spellSteal soulmelds instead of spells
Violate ChakraAny evil alignmentAdds evil descriptor to soulmelds of a certain chakra; deals half damage as vile damage.
Wild TotemistTotem chakra bind, WildshapeDruid and totemist levels stack for Totem chakra bind and Wildshape

Incarnum FeatsPrerequisitesBenefit
Essentia BindingCon 13, Soul binding or Bind vestigeExchange essentia for improved soul binding
Essentia BlastCon 13Exchange essentia to gain the ability to let forth a blast of magical energy
Greater MeldmanifestingCon 15, Lesser Meldmanifesting, Knowledge (psionics) 12Exchange essentia to gain manifesting
Greater Soul InfusionCon 15, Least Soul Infusion, Knowledge (architecture and engineering) 12Exchange essentia to gain improved infusing
Greater SpellshapingCon 15, Lesser Spellshaping; Knowledge (arcana) 12 or Knowledge (religion) 12Exchange essentia to gain even greater spellcasting
Knife of IncarnumCon 13Exchange essentia to create gain the ability to form a blade of incarnum.
Least MeldmanifestingCon 13, Knowledge (psionics) 4Exchange essentia to gain manifesting
Least Soul InfusionCon 13, Knowledge (architecture and engineering) 4Exchange essentia to gain infusing
Least SpellshapingCon 13; Knowledge (arcana) 4 or Knowledge (religion) 4Exchange essentia to gain spellcasting
Lesser MeldmanifestingCon 14, Least Meldmanifesting, Knowledge (psionics) 8Exchange essentia to gain improved manifesting
Lesser Soul InfusionCon 14, Least Soul Infusion, Knowledge (architecture and engineering) 8Exchange essentia to gain improved infusing
Lesser SpellshapingCon 14, Least Spellshaping; Knowledge (arcana) 8 or Knowledge (religion) 8Exchange essentia to gain improved spellcasting
Soul steeped in ShadowCon 13, Must have been exposed to Shadow, Knowledge (the planes) 4Exchange essentia to gain mystery-usage
Soul steeped in Shadow, ImprovedCon 14, Soul steeped in Shadow, Knowledge (the planes) 8Exchange essentia to improve mystery-usage
Soul steeped in Shadow, TrueCon 15, Improved Soul steeped in Shadow, Knowledge (the planes) 12Exchange essentia to improve mystery-usage
Speak from the SoulCon 13, Truespeak 4 ranksExchange essentia for bonus on truespeaking checks

Aberration FeatsPrerequisitesBenefit
Aberrant SoulAberration Blood, essentia pool 2Gain 1 essentia per aberrant feat

Tainted FeatsPrerequisitesBenefit
Tainted MeldshapingModerate corruption, ability to shape soulmeldsMeldshaping becomes based on taint

ABERRANT SOUL [ABERRANT]
Prerequisite: Aberration Blood, essentia pool 2
Benefit: Your essentia pool increases by 1 for every aberrant feat you possess.

ASCETIC SOUL [GENERAL]
Prerequisite: Improved Unarmed Strike, Smite Opposition
Benefit: Your monk and soul born levels stack for the purpose of determining your unarmed strike damage as well as determining the extra damage dealt by your smite opposition ability.
In addition, you can multi class freely between the soulborn and monk classes. You must still remain lawful in order to continue advancing as a monk, and must remain an eligible alignment to retain your soul born abilities and take soul born levels. You still face the normal XP penalties for having multiple classes more than one level apart.


BORN DEVOTEE [GENERAL]
Prerequisite: Smite Evil, Smite Opposition
Benefit: Your paladin and soulborn levels stack for the purpose of determining the extra damage and the uses per day of your smite evil ability as well as your smite opposition ability.
In addition, you may multi class freely between the paladin and soul born classes. You must still remain lawful good in order to retain your paladin and soul born abilities and take levels in paladin and soul born. You still face the normal XP penalties for having multiple classes more than one level apart


BORN INQUISITOR [GENERAL]
Prerequisite: Smite Opposition, Sneak Attack
Benefit: When you successfully use your sneak attack ability and your smite opposition ability against the same foe in a single attack, you can potentially daze your foe. An opponent affected by both abilities must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round.
In addition, you can multi class freely between the soulborn and rogue classes. You must still remain an eligible alignment in order to retain your soul born abilities and take soul born levels. You still face the normal XP penalties for having multiple classes more than one level apart.
Special: You may use sudden strike or skirmish to qualify for this feat and use this ability when combining the either with smite opposition. In either case, replace mentions of rogue with ninja or scout respectively.


BORN PREFORMER [GENERAL]
Prerequisite: Bardic Music, Smite Opposition
Benefit: If you have levels in soul born and bard, those levels stack for the purpose of determining the bonus damage dealt by your smite opposition ability and determining the number of times per day you can use your bardic music. This feat does not allow additional daily uses of smite opposition or bardic music abilities beyond what your class levels would normally allow.
Furthermore, you may invest essentia into your Bardic Music at the start of your day. You increase the number of rounds the effects of your performance last after you stop performing and the save DCs (if any) by a number equal to the essentia invested. Once so invested, it remains invested for 24 hours.


BORN TRACKER [GENERAL]
Prerequisite: Track, Smite Opposition, Wild Empathy
Benefit: If you have levels in soul born and ranger, those levels stack for the purposes of determining the extra damage dealt by your smite opposition ability and determining the advancement of your favored enemy class feature.

DIVINE INCARNATE [GENERAL]
Prerequisite: Incarnum radiance, ability to turn/rebuke undead, access to the incarnum domain
Benefit: If you have levels in cleric and incarnate, those levels stack for the purposes of determining your effective cleric level for turn/rebuke undead as well as determining your effective incarnate level for Incarnum radiance. This feat, however, does not grant additional uses of incarnum radiance.
In addition, the number of times you can use Turn/Rebuke Undead is now 3 + Constitution modifier. The power of your Turn/Rebuke checks, however, is still based off of Charisma.


ESSENTIA BINDING [INCARNUM]
You learn how to offer up soul energy when binding vestiges, enhancing their gifts and making them more likely to cooperate.
Prerequisites: Soul binding or Bind Vestige, meldshaper level 5th.
Benefit: For the purposes of the highest level vestige you can bind, add half of your meldshaper levels to your binder level (if any). When you bind a vestige, you may choose to invest a number of essentia points to give an insight bonus to your binding check equal to half the number of invested essentia. In exchange, you may increase your effective binder level for supernatural abilities granted by your vestige by the amount of invested essentia, up to your hit die. All essentia invested remains invested into the bind until the bind ends.
You gain 1 point of essentia.


ESSENTIA BLAST [INCARNUM]
Prerequisites: Con 13
Benefit: Once per day, you can invest essentia into this feat. You gain the ability to use essentia blast as a spell-like ability. essentia blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An essentia blast deals 1d6 points of damage per essentia invested into this feat. This damage is increased by 1d6 when used against a living creature who's alignment opposes at least one component of your own alignment. An essentia blast is the equivalent of a spell whose level is equal to one-half the character's meldshaper level (rounded down), to a maximum of 5th.
An essentia blast is subject to spell resistance. An essentia blast deals half damage to objects. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special: Essentia blast can be effected by essence and shape invocations.


GREATER MELDMANIFESTING [INCARNUM]
Prerequisites:Con 15, Lesser Meldmanifesting: Knowledge (psionics) 12
Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to manifest 4th and 5th level powers. In addition you gain a number of power points equal to 5 times the essentia invested. You can only invest essentia in this feat if you have essentia invested in Lesser Meldmanifesting, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Lesser Meldmanifesting. Upon selecting this feat you gain 1 4th-level power and 1 5th-level power known.
All essentia invested remains invested for 24 hours or until all power points gained by this feat are used.
You gain 1 point of essentia.


GREATER SOUL INFUSION [INCARNUM]
Prerequisites: Con 15, Lesser Soul Infusion, Knowledge (architecture and engineering) 12
Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to cast 4th and 5th level infusions. In addition, you gain 4th and 5th level infusion slots equal to the essentia invested. You can only invest essentia in this feat if you have essentia invested in Lesser Soul Infusion feat, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Lesser Soul Infusion. Upon selecting this feat you gain 1 4th-level infusion and 1 5th-level infusion known.
All essentia invested remains invested for 24 hours or until all infusion slots gained by this feat are used.
You gain 1 point of essentia.


GREATER SPELLSHAPING [INCARNUM]
Prerequisites:Con 15, Lesser Spellshaping; Knowledge (arcana) 12 or Knowledge (religion) 12
Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to prepare and cast 4th and 5th level spells, usable a number of times per day equal to the essentia invested in this feat. For instance, investing 1 point of essentia would grant 1 4th-level spell and 1 5th-level spell slot. You can only invest essentia in this feat if you have essentia invested in Lesser Spellshaping, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Lesser Spellshaping.
All essentia invested remains invested for 24 hours or until all spell slots gained by this feat are used.
You gain 1 point of essentia.


IMPROVED SOUL STEEPED IN SHADOW [INCARNUM]
Prerequisite: Con 14, Soul steeped in Shadow, Knowledge (the planes) 8
Benefit: Once per day you may invest essentia into this feat. Upon gaining this feat you select a 2nd and 3rd level mystery. When you have essentia invested in this feat you may use these each a number of times per day equal to essentia invested. This invested essentia remains invested for 24 hours, or until you have used all of your uses for your mysteries. You cannot invest essentia in this feat if you do not have essentia invested in soul steeped in shadow, nor can you invest more essentia in this feat than you have invested in soul steeped in shadow.
You gain 1 point of essentia.


INCARNUM-FORGED BODY [GENERAL]
As a warforged, your body can be crafted specially to tap into your 'soul', providing you with increased ability with using soulmelds
Prerequisites: Warforged, 1st level only.
Benefit: You gain 1 point of essentia at 1st level, regardless of whether you choose a meldshaping class. In addition, you may treat soulborn as a favored class.
Special: Unlike most feats, this feat must be taken at 1st level during character creation.


KNIFE OF INCARNUM [INCARNUM]
Prerequisites: Con 13
Benefit: Once per day, you can invest essentia into this feat. When you have essentia invested in this feat you may manifest a blade made of essentia as a move action. The blade is identical (except visually) to a short sword of a size appropriate for its wielder. The wielder of the knife of incarnum gains the usual benefits to his attack roll and damage roll from a high Strength bonus (or Dexterity with the weapon finesse feat). This ability requires 1 essentia. For every additional point of essentia invested, up to 6 total, increase the bonus of this weapon by one. For example, if a meldshaper invests 3 essentia into this feat, the blade formed has an enhancement bonus of +2.
The blade can be broken (it has a hardness 10 and 10 hit points); however, the knife can simply be created again with the meldshaper's next move action. Once the amount of essentia is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Special: Knife of Incarnum may be used to meet prerequisites as if it were the mind blade class feature and benefits from abilities that benefit mind blade.


LEAST MELDMANIFESTING [INCARNUM]
Prerequisites: Con 13 Knowledge (psionics) 4
Benefit: Once per day, you can invest essentia into this feat. By investing essentia into this feat you gain the ability to manifest 1st level powers and gain power points to the number of essentia invested. The Difficulty Class for saving throws against powers manifested using this feat is equal to 10 + the power level + your Constitution modifier (or Wisdom in the cast of an Incarnate). Your manifester level is equal to your meldshaper level. Upon selecting this feat you gain 2 1st level powers known
All essentia invested remains invested for 24 hours or until all power points gained by this feat are used.
In addition, you gain knowledge (psionics) as a class skill.
You gain 1 point of essentia.


LEAST SOUL INFUSION [INCARNUM]
Prerequisites: Con 13, Knowledge (architecture and engineering) 4
Benefit: Once per day, you can invest essentia into this feat. By investing essentia into this feat you gain the ability to cast 1st level infusions and gain 1st-level infusion slots equal to to the number of essentia invested. The Difficulty Class for saving throws against infusions cast using this feat is equal to 10 + the infusion level + your Constitution modifier (or Wisdom in the cast of an Incarnate). Your effective caster level is equal to your meldshaper level. Upon selecting this feat you gain 2 1st level infusions known
All essentia invested remains invested for 24 hours or until all infusion slots gained by this feat are used.
In addition, you gain knowledge (architecture and engineering) as a class skill.
You gain 1 point of essentia.


LEAST SPELLSHAPING [INCARNUM]
Prerequisites: Con 13; Knowledge (arcana) 4 or Knowledge (religion) 4
Benefit: Once per day, you can invest essentia into this feat. By investing essentia into this feat you gain the ability to prepare and cast 1st level spells a number of times per day equal the amount of essentia invested. You also gain the ability to cast a number of prepared The Difficulty Class for saving throws against any spell cast using this feat is equal to 10 + the level of the spell + your Constitution modifier (or Wisdom in the case of an Incarnate). Your caster level is equal to your meldshaper level. Spells cast by means of this feat are treated as divine spells.
Just having this feat does not teach you any spells. You, however, can prepare spells from a borrowed spell book or prayerbook. You may only prepare wizard spells if you have the sufficient ranks in Knowledge (arcana) for the spell, and you may only prepare cleric spells if you have the sufficient ranks in Knowledge (religion)
All essentia invested remains invested for 24 hours or until all spell slots gained by this feat are used.
You gain 1 point of essentia.


LESSER MELDMANIFESTING [INCARNUM]
Prerequisites: Con 15, Least Meldmanifesting, Knowledge (psionics) 8
Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to manifest 2nd and 3rd level powers. In addition you gain a number of power points equal to 3 times the essentia invested. You can only invest essentia in this feat if you have essentia invested in Least Meldmanifesting, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Least Meldmanifesting. Upon selecting this feat you gain 1 2nd-level power and 1 3rd-level power known.
All essentia invested remains invested for 24 hours or until all power points gained by this feat are used.
You gain 1 point of essentia.


LESSER SOUL INFUSION [INCARNUM]
Prerequisites: Con 15, Least Soul Infusion, Knowledge (architecture and engineering) 8
Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to cast 2nd and 3rd level infusions. In addition, you gain 2nd and 3rd level infusion slots equal to the essentia invested. You can only invest essentia in this feat if you have essentia invested in Least Soul Infusion feat, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Least Soul Infusion. Upon selecting this feat you gain 1 2nd-level infusion and 1 3rd-level infusion known.
All essentia invested remains invested for 24 hours or until all infusion slots gained by this feat are used.
You gain 1 point of essentia.


LESSER SPELLSHAPING [INCARNUM]
Prerequisites: Con 15, Least Spellshaping; knowledge (arcana) 8 or Knowledge (religion) 8
Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to prepare and cast 2nd and 3rd level spells, usable a number of times per day equal to the essentia invested in this feat. For instance, investing 1 point of essentia would grant 1 2nd-level spell and 1 3rd-level spell slot. You can only invest essentia in this feat if you have essentia invested in Least Spellshaping, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Least Spellshaping.
All essentia invested remains invested for 24 hours or until all spell slots gained by this feat are used.
You gain 1 point of essentia.

PURIFY CHAKRA [GENERAL]
Prerequisite: Any good alignment
Benefit: Upon taking this feat, select a chakra you can bind a soulmeld to. From that point forward, any soulmeld that occupies that chakra gains the good subtype. Furthermore, if the soulmeld deals damage, neutral creatures take half damage, while good creatures take no damage at all. Evil outsiders affected by the soulmeld take extra damage: The soulmeld damage is increased by one die step (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on, using the same progression as weapons increasing in size). For example, if purified lightning gauntlets with 3 essentia invested in them deal 4d6 points of electricity damage to evil creatures, half damage to neutral creatures, and no damage at all to good creatures. Evil outsiders (except ones immune to electricity) take 4d8 points of damage.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different chakra.


SOUL STEEPED IN SHADOW [INCARNUM]
Prerequisite: Con 13, Must have been exposed to shadow, Knowledge (the planes) 4
Benefit: Once per day you may invest essentia into this feat. Upon gaining this feat you select a single fundamental and 1st-level mystery. When you have essentia invested in this feat you may use these each a number of times per day equal to essentia invested. This invested essentia remains invested for 24 hours, or until you have used all of your uses for your mysteries. The Difficulty Class for saving throws against any mystery cast using this feat is equal to 10 + the mystery level + your Constitution modifier (or Wisdom in the case of an Incarnate). Your caster level for mysteries cast through this feat is equal to your meldshaper level.
You gain 1 point of essentia.


SOULTHIEF [GENERAL]
Prerequisite:Meldshaper level 1st, steal spell
Benefit: You can use your steal spell ability to steal soul energy instead of spell energy. Instead of stealing a spell, you can choose to steal a number of essentia equal to the maximum level of spell you can steal minus 1. Stolen essentia is treated as invested essentia for the victim and is returned after 1 hour. Anything the stolen essentia has been invested in is unshaped when this essentia is returned.
You can also, instead of stealing essentia, steal a soulmeld currently shaped by the target. All invested essentia remains invested but the soulmeld then only lasts for 10 rounds + 1 per level of steal spell - 1 per invested essentia to a minimum of 1 round. The stolen meld is unstable and the invested essentia returns to its owner after the meld has fallen apart. For the purposes of stealing melds, consult the table below.

Table 1-2: Spell Levels of Soulmelds
{table=head]Chakra|Effective Spell Level
Crown|1st
Feet, Hands|2nd
Arms, brow, shoulders|5th
Throat, waist|7th
Heart|8th
Soul|9th [/table]


SPEAK FROM THE SOUL [INCARNUM]
Prerequisites: Con 13, Truespeak 4 ranks
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Truespeaking checks equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia

TAINTED MELDSHAPING [TAINTED]
Prerequisite: Moderate corruption, ability to shape soulmelds
Benefit: For the purposes of meldshaping, from now on you use your Corruption score in place of Constitution, and your Depravity score in place of Wisdom. Furthermore, all soulmelds you shape from this point forward gain the evil descriptor.
From this point forward, whenever you shape an evil soulmeld, you must make a Fort save (DC 10 + total essentia currently invested in evil soulmelds) or increase your corruption score by 1.
Special:
If you are using taint rules more akin to Unearthed Arcana instead of Heroes of Horror, for the purposes of meldshaping you use your taint score + 10. In this situation, the save remains the same, but failure increases your taint score by 1.

TRUE SOUL STEEPED IN SHADOW [INCARNUM]
Prerequisite: Con 15, Improved Soul steeped in Shadow, Knowledge (the planes) 12
Benefit: Once per day you may invest essentia into this feat. Upon gaining this feat you select a 4th and 5th level mystery. When you have essentia invested in this feat you may use these each a number of times per day equal to essentia invested. This invested essentia remains invested for 24 hours, or until you have used all of your uses for your mysteries. You cannot invest essentia in this feat if you do not have essentia invested in improved soul steeped in shadow and you cannot invest more essentia in this feat than you have invested in improved soul steeped in shadow.
You gain 1 point of essentia.


VIOLATE CHAKRA [GENERAL]
Prerequisite: Any evil alignment
Benefit: Upon taking this feat, select a chakra you can bind a soulmeld to. From that point forward, any soulmeld that occupies that chakra gains the evil subtype. Furthermore, if the soulmeld deals damage, half that damage (rounded down) is vile damage. For example, if violated lightning gauntlets have 3 essentia invested in them, then they deal 2d6 points of electricity damage and 2d6 points of vile electricity damage (but creatures immune to electricity take no damage).
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different chakra.


WILD TOTEMIST [GENERAL]
Prerequisite: Totem Chakra Bind, Wildshape
Benefit: If you have levels in druid and totemist, those levels stack for the purposes of determining advancement of your totem chakra bind class feature as well as determining your effective druid level for Hit Die and duration of wild shape. This feat, however, does not increase your uses of wild shape nor advancement of it.
Special: If you are using the Irregular (http://www.giantitp.com/forums/showthread.php?t=281819) class, an aberration version of the totemist, you can take this feat. The feat would then require Far Chakra in place of Totem Chakra Bind, and the Aberration Wildshape feat. In this case, Irregular levels and Druid levels would stack for advancement of Far Chakra and determining effective druid level for wild shape.


RACES


ALLOPRAX [HOMEBREW]
The Far Realm's answers to tieflings, they are known for their aberrant mindsets and their determination. Stubborn and curious, they approach all problems head on with little concern for themselves. In spite of their heritage or perhaps thanks to their heritage, they make incredible meldshapers, having great constitution and wisdom scores. Like other planetouched, their abilities with meldshaping vary a bit from other races.

For more information on the alloprax, click here (http://www.giantitp.com/forums/showthread.php?308829-D-amp-D-3-5-Race-Alloprax-(Far-Realm-Planetouched)-PEACH).

ALLOPRAX INCARNATE
While most alloprax already embrace their heritage, the alloprax incarnate accentuate it. Capable combatants, coupled with their inherent madness and backed up by essentia, they are forces to be reckoned with. Most alloprax feel themselves above the concepts of good and evil, and as such chaotic and lawful incarnates are by far the most common.
A alloprax incarnate's number of soulmelds, total essentia, and chakra binds are as detailed on page 21 of Magic of Incarnum.
Hit Die: d8

Requirements
To take an alloprax incarnate substitution level, a character must be an alloprax about to take their 1st, 3rd, or 7th level in incarnate.

Class Skills
Alloprax incarnate substitution levels grant the same class skills as the standard incarnate class, plus Sense Motive.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-4: Alloprax Incarnate Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Meldshaping
1st|+0|+2|+0|+2|Aura, detect opposition, martial weapon|As standard incarnate
3rd|+1|+3|+1|+3|Expand soulmeld capacity +1, incarnum radiance 1/day|As standard incarnate
7th|+3|+5|+2|+5|Telepathy|As standard incarnate [/table]

Class Features

Martial Weapon: Alloprax are notorious for approaching every situation head on. As such, they train for combat more than traditional incarnate. At 1st level, he can select any martial melee weapon and gain the Martial Weapon Proficiency and Weapon Focus feats with that weapon. Alloprax incarnates tend to select flails.
This benefit does not replace any incarnate class feature.

Incarnum Radiance (Su): An alloprax incarnate's incarnum radiance class feature functions normally, with one addition. While an alloprax incarnate has incarnate radiance active, creatures native to the Material Plane take a -1 morale penalty on attack rolls against the alloprax incarnate as the aura surrounding them forms writhing tentacles, giving their aura a faint resemblance to that of their horrific ancestors.

Telepathy (Su): An alloprax incarnate can mingle the soul energy of mortals with his aberrant mind to grant hi the ability to communicate telepathically with any other creature within 100 feet that has a language. This ability only functions as long as an alloprax incarnate has a soulmeld bout to his crown chakra.
This benefit replaces a standard incarnate's share incarnum radiance class feature gained at 7th level.

DROW
The dark elves, cursed by Corellon Larethian, share a similar bond to incarnum to that of their surface dwelling counterparts.

DROW SOULBORN
HIT DIE: d10

Requirements
To take a drow soulborn substitution level, a character must be a chaotic evil drow about to take her 1st, 2nd, or 7th level of soulborn.

Class Skills
Drow soulborn substitution levels grant the same class skills as the standard soulborn class, plus Hide and knowledge (dungeoneering).
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-1: Drow Soulborn Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Meldshaping
1st|+1|+2|+0|+0|Aura, smite opposition 1/day|As standard soul born
2nd|+2|+3|+0|+0|Incarnum Defense, Poison use|As standard soulborn
7th|+7/+2|+5|+2|+2|Arms of the Spider|As standard soul born [/table]

Class Features
All of the following are features of the drow soulborn racial substitution levels.
Smite Opposition (Su): A drow soulborn's link to the master archers of her race allows her to charge her crossbow attacks with the power of incarnum. She can deliver smite attacks just as a normal soulborn. However, she can deliver this smite attack with either a bolt fired from a crossbow, or with a melee attack (unlike the normal smite opposition attic, which can only be delivered with a melee attack). The foe to be smited must be within 30 feet of her to deliver the smite attack by a bolt.
This effect augments, but does not replace, the standard soulborn's ability to smite opposition.
Poison Use: At 2nd level, a drow soulborn's connection to their ancestor's teaches them the use of poison. She never risks accidentally poisoning herself when applying poison to a weapon.
Arms of the Spider(Ex): When ever a soulmeld occupies a drow soulborn's arm chakra, she gains an insight bonus on climb checks equal to twice the invested essentia and may take 10 on climbing checks.
If a soulmeld is actually bound to her arm chakra, she gains a climbing speed equal to her movement speed.
This benefit replaces the standard soulborn's bonus feat gained at 7th level.

HALF-ELVES AND HALF-ORC
Azurin for almost all intents and purposes are human, and as such can breed just as easily with orcs and elves as other humans. While the resulting offspring have a chance to be identical to standard half-elves or half-orc, the offspring can also be an azurin half-elf or azurin half-orc. Azurin half-elves and azurin half-orc gain the following traits in addition to the traits for half-elves and half-orc listed in the player's handbook:

Humanoid (Incarnum): Azurin half-elves/half-orcs are humanoids with the incarnum subtype.
Essentia Pool: An azurin half-elf/half-orc is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia.
Favored Class: Soulborn.


In addition, just as azurin age differently from humans, azurin half-elves and half-orc age differently from the standard half-elves and half-orc.

Table 2-2: Random Starting Ages
{table=head]Race|Adulthood|Simple Classes|Moderate Classes|Complex Classes
Azurin Half-elf|18|+1d6|+2d6|+3d4
Azurin Half-orc|13|+1d4|+1d6|+2d4 [/table]

Table 2-3: Aging Effects
{table=head]Race|Middle Age|Old|Vulnerable|Maximum Age
Azurin Half-elf|49|73|100|+3d10
Azurin Half-orc|24|35|48|+2d8 [/table]

HELLBRED
The Hellbred are a race introduced in the Fiendish Codex II. Souls of the damned that sought redemption too late, they are granted a second chance at life. Only a truly legendary act of good can save them from damnation..

Evil Exception (Incarnum) (Ex): Regardles of alignment or class restrictions, a hellbred can use soulmelds with the evil descriptor. This ability does not shield a hellbred from losing access to class features if he violates a class's code of conduct.

UMBRAGEN [DRAGON MAGAZINE #330]
Umbragen share an unusual closeness to darkness along with their souls. Inspite of their willingness to part with it, some choose to embrace their soul and use it for power. An umbragen may treat the alignment requirement for elf soulborn substitution levels as Lawful evil and add hide to their class skills. In addition, any soulmeld or any other manifestation of essentia shaped by an umbragen appears to be made of darkness. Umbragen who take the Dark Blood racial feat have their essentia pool reduced to 0 as what remains of their soul is consumed by the Umbra. All other umbragen racial feats lower their essentia pool by 1 point as parts of their soul are being consumed by the Umbra.

WARFORGED
Among the many forms of warforged that exist, some were forged to wield psionics. As such, it wouldn't be that far out there to assume some were forged to wield their souls. (See the Incarnum-forged Body feat above)


CLASS AND PRESTIGE CLASS VARIANTS

BLACKGUARD VARIANT: BLACK SOUL
The black soul, like the blackguard, epitomizes evil. He is nothing short of a mortal fiend. His soul is in constant torment, causing all soulmelds he shapes to be forged of necrocarnum. He delights in inflicting pain on the living, and even more so to the souls of his victims.

Requirements
Alignment: Neutral Evil
Base Attack Bonus: +6
Skills: Hide 5 ranks, Knowledge (the planes) 2 ranks
Feats: Cobalt Power
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.

Class Skills
The black soul's class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Str) and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier

Table 3-1: The Black Soul
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Essentia|Chakra Binds
1st|+1|+2|+0|+0|Aura of evil, Smite good 1/day, poison use|1|0|0
2nd|+2|+3|+0|+0|Necrocarnum defense (25%)|1|1|0
3rd|+3|+3|+1|+1|Chakra binds (crown, feet, hands), Aura of Despair|2|2|1
4th|+4|+4|+1|+1|Harvest Soul, Smite good 2/day, Sneak attack +1d6|2|3|1
5th|+5|+4|+1|+1|Fiendish Servant|2|3|1
6th|+6|+5|+2|+2|Necrocarnum defense (50%)|3|4|1
7th|+7|+5|+2|+2|Chakra binds (arms, brow, shoulders), Smite good 3/day, Sneak attack +2d6|3|5|2
8th|+8|+6|+2|+2|Sneak Attack +2d6|3|5|2
9th|+9|+5|+3|+3|-|4|6|2
10th|+10|+7|+3|+3|Chakra binds (throat, waist), Necrocarnum defense (75%), Smite good 4/day, Sneak attack +3d6|4|7|2


Class Features

Weapon and Armor Proficiency: Black souls are proficient with all simple and martial weapons, with all types of armor, and with shields.
Aura of Evil (Ex): As a black soul, you have a particularly powerful aura of evil. (see the detect evil spell for details).
Smite Good: Once per day you can channel the power of your necrocarnum-fueled convictions to attempt to smite a foe with a melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per class level. These bonuses apply only against good aligned creatures.
At 4th, 7th, and 10th level, you can smite good one additional time per day.
Poison Use: Black souls are skilled at the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.
Meldshaping: A blacksoul gains a limited ability to shape soulmelds, which are drawn from the soul born soulmeld list. You know and can shape any soulmeld from this list, so long as they do not have the good, lawful, or chaotic descriptors. In addition, all soulmelds you meld shape are treated as having the necrocarnum subtype.
The Difficulty Class for saving throws against a black soul soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your black soul level.
A black soul can shape only a certain number of soulmelds per day. YOur base daily allotment is given on the table above. The maximum number of soulmelds you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, which ever is lower. At 1st level you can shape one soulmeld at a time. As you advance in level, you can shape an increasing number of soulmelds.
At 2nd level, you gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the table above. Your character level determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round.
A black soul 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 shoulmelds for the day.
Necrocarnum Defense: Your necrocarnum-fused soul dramaticly affects your body and mind. At 2nd level, this manifests as a visible change in your appearance. Black motes of light begin to appear, swimming slowly under your skin. Your eyes turn to solid orbs of black with a black mote of light where your pupils used to be. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. At 6th-level this increases to 50% and at 10th-level this increases to 75%.
Chakra Binds: Begining at 3rd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so you cannot also benefit from a magic item worn on the body slot associated with that chakra.
The number of chakra binds that you can have active at any one time depends on your level. At 3rd level, you can bind soulmelds to your crown, feet, or hands chakras. At 7th level, you can bind soulmelds to your arms, brow, and shoulders chakra. At 10th level, you can bind soulmelds to your throat or waist chakras. You never gain the ability to bind a soulmeld to your heart or soul chakras.
Aura of Despair: Beginning at 3rd level, the black soul radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
Harvest Soul: Unlike a traditional meldshaper who relies entirely on his own pool of soul energy to power his soulmelds, you tap the soul energy of others for your power. Beginning at 4th level, you can preform a short ritual to capture the soul energy of a newly dead corpse. This ritual requires 1 minute of uninterrupted concentration plus the corpse of a living creature that has been dead for no longer than 1 hour per black soul level you possess minus 3. At the end of the ritual, you gain a number of essentia points equal to one-half your black soul level (rounded down). This benefit lasts for 24 hours. No corpse can be used for this purpose more than once and you may not gain more essentia from harvest soul than twice your class level within a 24 hour period from this class feature.
Sneak Attack: This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a black soul gets a sneak attack bonus from another source, the bonuses on damage stack.
Fiendish Servant: As the blackguard's fiendish servant class feature, except they can call a fiendish least soulspark.

Fallen Soulborn
Black souls who have levels in the soulborn class gain extra abilities the more levels of soulborn they have.
An ex-soulborn who becomes a black soul gains all the following abilities that apply, according to the number of soul born levels the character has.
1-2: Smite good 1/day. (this is in addition to the ability granted to all black souls at 1st level)
3-4: Necrocarnum Acolyte as a bonus feat.
5-6: Sneak attack damage is increased by 1d6. Smite good 2/day.
7-8: Undead summoning. Once per day, the black soul can use a summon undead I spell to call forth undead creatures. For this spell, the caster level is double the black soul's class level. In addition, undead summoned by this gain the evil and incarnum subtypes.
9-10: Necrocarnum Companion. In addition to the fiendish servant, the black soul gains (at 5th level) a Medium sized Necrocarnum zombie as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a fiendish servant when the black soul gains levels. Smite good 3/day
11 or more: An ex-soulborn of this stature immediately gains a black soul level for each soulborn level he trades in. With the loss of soulborn levels, the character no longer gains as many extra abilities for being an ex-soulborn.

Fizban
2013-06-20, 07:09 AM
While an interesting idea, letting you switch out one class for another whenever you want with just a feat is. . . shall we say easily abused? I'm pretty sure it's just a bad idea. That said, the specifics:

First, incarnum mechanics: soulmelds are not per day, it's just a maximum simulataneous melds shaped limit. As long as you don't choose to unshape a particular meld, it stays there until something manages to forcibly remove it, which is rare. Second: you can't actually unshape a meld whenever you want, you have to do it in the same process as shaping new melds, which can only be done right after 8 hours of rest. In any case, being able to just cancel it out whenever is way too good when every single other incarnum feat forces the investment for 24 hours.

Invoking. So you can trade all or most of your essentia for eldritch blast at full power and all your soulmelds for 3/4 of a warlock's invocations. Assuming you have to pick them in order rather than just loading up on 9 dark invocations, that's still ridiculously good: one feat gives you access to more than 3/4 of another class, except you can also repick every day. Would a sorcerer trade a few spells known for that? Not even a question. And if there happens to be a soulmeld better at something than an invocation, you get to mix and match for the best of both worlds. It's just ridiculous, the only class I can think of with similar versatility is a Spirit Shaman, which only gets ignored because Druids have free animal companions and wild shaping.

Binding. A composite thing that lets you basically get Practiced on all your binding stuff. Considering that binder does actually have some class features to lose out on if you go dallying about with soulmelds this is probably okay. Or at least not as crazy.

Psionics. Well, at least the powers known actually has a sharp limit, low enough to even make a real Wilder flinch. Except you can still change them every day, and with the augmentable scaling nature of powers that still makes it ridiculously good. since you don't actually need the highest level of powers for top tier effects. Once again, you may only have 1/6 the powers known of an Erudite, but you never have to bother learning them and can just not use them if you don't think it's worth it that day.

Mysteries. Congratulations, you managed to find a way to make the Shadowcaster worse when it already had some of the most restricted casting. By giving the entire class away for a single feat.

Full Spellcasting. AHAHAHAHAHAHAHAHAHA


So, yeah. Even if every single one of those required you to make any choices once and stick with them, they'd still be too good. I get that the idea is to be turn your meldshaping into another class, but you're basically giving away entire classes. Top tier classes, with full power. And with more choice in how you do it than anything else ever has. With no downsides other than "oh, I guess I'm not using that feat today." Look at the chameleon: it's whole thing is being able to be any class, it's limited to 5th level spells, it needs a spellbook for arcane spells, and is also a difficult to enter prestige class. These feats make an Incarnate a better Chameleon than a Chameleon when it comes to anything magical, with hardly any effort. Maybe if they maxed out at half your level, but it's pretty clear you wanted full power and that I just cannot endorse. If you really want it to work you can't just give away X levels of a class for a feat, you'll have to write stuff out specifically for all of them. I'd also suggest making them proper incarnum feats with the normal investing limits, and feat chain if you want to let people invest more.

Xuldarinar
2013-06-20, 08:04 AM
Alright. I know they are on the powerful end. I prefer starting there and bringing them down. And, drawing upon what you said I will bring them down in power level.

I will contest one thing here though. Quoting the incarnate's meldshaping entry: "An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table 2-2: the Incarnate. The maximum number of soulmelds you can have shaped simultaneously is equal to your Constitution score Minus 10 or the number of soulmelds allowed for your level, which ever is lower.

So, perhaps i'm misinterpreting "soulmelds per day."

back to the degree of power this has. I'll turn it down. Thank you for at least taking the time to respond. At this point.. I think I'm just going to do a full re-write. Keeping to the original concept but remodeling things to a more balanced form and as incarnum feats.

cameronpants
2013-06-20, 09:00 AM
This is a very cool idea. As written, they are too powerful. What I would do is not remove the maximum essentia allowed in a feat. That way, a 6th level Incarnate without any other abilities to improve essentia capacities could have 2 essentia in these feats. I'd also allow each feat to grant a single essentia and gain the [incarnum] tag. Maybe add a new feat that increases the max essentia in a single feat to be increased by 2; by 20th one could have 7 essentia in one of these. Hell, two even. An incarnate 20 who can cast and manifest 4th level spells/powers? For 5 feats, 14 essentia, and a bunch of soulmeld slots? Opens the door to utility without destroying balance.

Xuldarinar
2013-06-20, 09:07 AM
This is a very cool idea. As written, they are too powerful. What I would do is not remove the maximum essentia allowed in a feat. That way, a 6th level Incarnate without any other abilities to improve essentia capacities could have 2 essentia in these feats. I'd also allow each feat to grant a single essentia and gain the [incarnum] tag. Maybe add a new feat that increases the max essentia in a single feat to be increased by 2; by 20th one could have 7 essentia in one of these. Hell, two even. An incarnate 20 who can cast and manifest 4th level spells/powers? For 5 feats, 14 essentia, and a bunch of soulmeld slots? Opens the door to utility without destroying balance.

It looks like you came in right before I changed things. I've toned them way down. What do you think of the changes?


Edit: The current state of these feats can allow: up to 5th level spells (3 feats), up to 5th level powers (3 feats), up to 5th level mysteries (3 feats), binding/incarnum synergy, an eldritch blast that deals xd6 (x is amount of essentia invested), and shape mind blade.

Amechra
2013-06-20, 12:24 PM
Most Incarnum feats only give 1 essentia...

Any reason these give two?

Xuldarinar
2013-06-20, 12:53 PM
Most Incarnum feats only give 1 essentia...

Any reason these give two?

There really isn't a reason in particular to be honest. I could always crank most, if not all, down to 1 essentia. Infact I think I'll get on that.

Xuldarinar
2013-06-21, 09:07 AM
8 theurgic feats have been added, bringing this thread up to 20 feats.

Nightraiderx
2013-06-21, 10:41 AM
It's pretty interesting although there may be a typo between
Soul Stepped in shadow improved and soul stepped in shadow true
you have 3rd and 4th and 4th and 5th, I am guessing you probably
meant to say 2nd and 3rd level mysteries with that feat.
Also: if you take incarnum spellcasting with your meldspellcasting feats,
that allows a non caster the ability to cast incarnum spells by preparing them?
if so, I think that would make incarnate pretty versatile.

These feats also make Soul Manifester and Soul Caster alot more viable.
you can have a lvl 20 version of incarnate 1 wizard 9/soul caster 10
With ALOT of spells. 24 extra spell slots up to 5th level if they fill all of the recepticales. 4 more slots from 0th to 5th, 5 if they take the feat and invest heavily in it. Gets some free +5 metamagic per day as well.

Soul Manifesters are even more crazy, since they have the ability to fill an incarnum recepticle by dropping thier focus, filling up their greater meldmanifester feat and basically getting a mass load of power points to use. and also powers on the fly up to 5th level.


I find knife of incarnum could go well with the soulknife feat and I think it should qualify for it so you can get the incarnum psychic strike.

Essential Blast would go nice with stuff like Arcane focus for incarnate.

Although there is one big problem with meldmanifesting/meldspellcasting prequisites going right out the window for early entry. A human/azurin with 2 flaws could essential at 1st level have a spell slot of each level up to 5th level and then on top of that be able to CAST spells using incarnum spellshaping or just by the nature of meldmanifesting automatically giving powers. This makes spellcasting classes like warmage, beguiler, cleric and dread necro, dangerous since they can get early access to their higher tier spells and have more spellslots to use them. And incarnum spells aren't too powerful so I'd probably let meldspellcasting slide. It would be cool to have an incarnate be able to cast incarnum stuff since it's specific and he will have more incarnum to use than anyone else.

I'd like to use some of these feats for a homebrew world I'm creating using the ToB homebrew classes and changes, you'd get full credit of course. I'm also thinking of making fixes for the soulmelds, some feel limited in their use/application and could use updates.

Xuldarinar
2013-06-21, 11:01 AM
It's pretty interesting although there may be a typo between
Soul Stepped in shadow improved and soul stepped in shadow true
you have 3rd and 4th and 4th and 5th, I am guessing you probably
meant to say 2nd and 3rd level mysteries with that feat.
Also: if you take incarnum spellcasting with your meldspellcasting feats,
that allows a non caster the ability to cast incarnum spells by preparing them?
if so, I think that would make incarnate pretty versatile.

These feats also make Soul Manifester and Soul Caster alot more viable.
you can have a lvl 20 version of incarnate 1 wizard 9/soul caster 10
With ALOT of spells. 24 extra spell slots up to 5th level if they fill all of the recepticales. 4 more slots from 0th to 5th, 5 if they take the feat and invest heavily in it. Gets some free +5 metamagic per day as well.

Soul Manifesters are even more crazy, since they have the ability to fill an incarnum recepticle by dropping thier focus, filling up their greater meldmanifester feat and basically getting a mass load of power points to use. and also powers on the fly up to 5th level.


I find knife of incarnum could go well with the soulknife feat and I think it should qualify for it so you can get the incarnum psychic strike.

Essential Blast would go nice with stuff like Arcane focus for incarnate.

Although there is one big problem with meldmanifesting/meldspellcasting prequisites going right out the window for early entry. A human/azurin with 2 flaws could essential at 1st level have a spell slot of each level up to 5th level and then on top of that be able to CAST spells using incarnum spellshaping or just by the nature of meldmanifesting automatically giving powers. This makes spellcasting classes like warmage, beguiler, cleric and dread necro, dangerous since they can get early access to their higher tier spells and have more spellslots to use them. And incarnum spells aren't too powerful so I'd probably let meldspellcasting slide. It would be cool to have an incarnate be able to cast incarnum stuff since it's specific and he will have more incarnum to use than anyone else.

I'd like to use some of these feats for a homebrew world I'm creating using the ToB homebrew classes and changes, you'd get full credit of course. I'm also thinking of making fixes for the soulmelds, some feel limited in their use/application and could use updates.

Im glad you like these enough to even considering using these. I have corrected the typo you mentioned and will add prerequisites to a few of the feats to reduce opportunities for abuse, especially at early levels. Im deciding between adding skill requirements and adding meldshaper level requirements. Meldshaper level requirements would correlate with a spellcasting/manifesting level so you couldn't gain either before someone else would. A skill requirement would have to be tailored similarly. What do you think?

Also, I think I'll add a line to knife of incarnum to treat it as mind blade for the purposes of prerequisites and effects. Maybe something similar for essentia blast relating to invocations.


Edit: Added skill requirements. These are set up as 6, 8, and 10. You couldn't gain spells, psionics, or mysteries through the feats above at 1st level, but you could do so and advance them at 3rd, 6th, and 9th. Psionics, without another way of gaining knowledge (psionics) as a class skill, would be earliest attainable at 6th level and advanced at 9th and 12th. A soulborn, however, can gain the 2nd feat at 7th and the 3rd then at 9th.

I've added the clauses i mentioned earlier to Knife of incarnum and Essentia blast, along with a clause that allows the gained spellcating prepare and cast spells of the incarnum subtype.

Nightraiderx
2013-06-21, 12:09 PM
Definately allows for some versatility if the meldshaper chooses to use it.
I feel the meldshaping skill requirements are a bit high, would 4, 6, and 8 skill ranks be easier? I don't think getting the limited spell casting at first level is going to hurt as much it was getting the lesser and greater abilities. There are feats that add all knowledge skills as class skills but it's a feat investment so it makes it a bit more fair. I'd remove the incarnum spell thing because it undermines the incarnum spellcasting feat, but that's just my opinion of it.

I'd also separate the lists from arcane/divine incarnum spells and only allow the complete list if you invest the proper ranks in both know (religion) or know (arcane)

I do like that you allowed incarnum blast and knife of incarnum to qualify as their respective things, it would open up more feats for them.
incarnum knife also allows one to two weapon fight using the incarnate weapon soulmeld.

Xuldarinar
2013-06-21, 02:48 PM
Definately allows for some versatility if the meldshaper chooses to use it.
I feel the meldshaping skill requirements are a bit high, would 4, 6, and 8 skill ranks be easier? I don't think getting the limited spell casting at first level is going to hurt as much it was getting the lesser and greater abilities. There are feats that add all knowledge skills as class skills but it's a feat investment so it makes it a bit more fair. I'd remove the incarnum spell thing because it undermines the incarnum spellcasting feat, but that's just my opinion of it.

I'd also separate the lists from arcane/divine incarnum spells and only allow the complete list if you invest the proper ranks in both know (religion) or know (arcane)

I do like that you allowed incarnum blast and knife of incarnum to qualify as their respective things, it would open up more feats for them.
incarnum knife also allows one to two weapon fight using the incarnate weapon soulmeld.

I've eased the skill requirements as suggested as well as removing the thing regarding incarnum spells. I've also added a clause that places a restriction/requirement regarding the knowledge skill.

Are there any other fixes/changes you'd advice? In addition, do you have any ideas for feats I could add?

Waker
2013-06-21, 03:18 PM
Hmm, I like this idea so far. Being that Incarnum is already a multi-class friendly system, the theurge feats fit particularly well. I haven't gone over these with a fine-toothed comb yet, but I will later. For now the only thing I'll say is that often these theurge feats will advance one power from each class and then they have a third ability that mixes two of them together. So perhaps you could add a few things like
Divine Incarnate
...
In addition the number of times you can use Turn/Rebuke Undead is now 3+Constitution modifier. The power of your Turn/Rebuke checks is still based off of Charisma.

or
Born Performer
...
You may invest essentia into your Bardic Music at the start of your day. You increase the number of rounds the effects of your performance last after you stop performing and the save DCs (if any) by a number equal to the essentia invested. Once so invested, it remains invested for 24 hours.

These are just quick off the top of my head examples, so they may not be entirely balanced. I just think it gives a decent bit of mechanical and roleplaying elements rather than just "advance two powers".

Xuldarinar
2013-06-21, 03:24 PM
Hmm, I like this idea so far. Being that Incarnum is already a multi-class friendly system, the theurge feats fit particularly well. I haven't gone over these with a fine-toothed comb yet, but I will later. For now the only thing I'll say is that often these theurge feats will advance one power from each class and then they have a third ability that mixes two of them together. So perhaps you could add a few things like
Divine Incarnate
...
In addition the number of times you can use Turn/Rebuke Undead is now 3+Constitution modifier. The power of your Turn/Rebuke checks is still based off of Charisma.

or
Born Performer
...
You may invest essentia into your Bardic Music at the start of your day. You increase the number of rounds the effects of your performance last after you stop performing and the save DCs (if any) by a number equal to the essentia invested. Once so invested, it remains invested for 24 hours.

These are just quick off the top of my head examples, so they may not be entirely balanced. I just think it gives a decent bit of mechanical and roleplaying elements rather than just "advance two powers".

I like these ideas and will include them as well as considering options for the other feats. I appreciate all the input I can get.

Fizban
2013-06-22, 01:49 AM
"An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table 2-2: the Incarnate. The maximum number of soulmelds you can have shaped simultaneously is equal to your Constitution score Minus 10 or the number of soulmelds allowed for your level, which ever is lower.
Huh, I'm so used to skipping over stuff I didn't notice. It's still terrible terminology since nothing else in the base soulmeld mechanics is daily as far as I know and you can't have more soulmelds shaped then you can shape in one day, making the use of "day" completely pointless. Way to go Wizards. So I guess that was the right word choice to match them.

New stuff. Born Devotee could probably advance both uses/day as well since it's just smiting. Born tracker should advance favored enemy rather than wild empathy, which has nothing to do with tracking and no one cares about in my experience. Essentia Blast is nice, as good or better than the blasting melds (blasting melds are sad). Knife of Essentia is basically the same thing as Shape Soulmeld: Incarnum Weapon, except it's more thought out (Incarnum Weapon teleports to your hand constantly for example). Manifesting should use the power level for DCs like everything else, unless it's meant to be some sort of balancing factor for having a harder time changing your powers known. You should specify if divine spells are still off the whole list, or if you require an archivist's prayerbook just like a wizard's spellbook, and you should choose a class spell list when you take the feat to prevent free theurging. The skill requirements should require you be a high enough level to get the spells the feat grants normally, or 4/8/12 ranks for 1st/3rd/5th spells at 1st/5th/9th level (excessive/slash/specificity). I'd also suggest doing the same powers known as you've used with the shadow feats, it's easier that way and doesn't punish/reward taking the feats at weird times. Wild Totemist could use clarification on what exact parts of wildshape it does benefit (HD and duration?).

I'm impressed. You managed to take this and actually make it work in no time at all. Stepping on a wizard's toes a bit by eventually getting more high level spells and the essentia cost is partially offset by the points from the feat (in fact they're still better than Dragonmarks by far, granting multiple effects of your choice), but having to find/buy your own book and be stuck with a particular class goes a long way towards balancing those out from there. Burning three feats tends to take the cheese out of anything that would otherwise be broken, even with some kind of build trying to preserve a main class while getting free essentia to turn into spellcasting will have to pay up in feats. As does maxing out at 5th level, which was so natural I almost forgot to mention it.

Nightraiderx
2013-06-22, 06:43 AM
Huh, I'm so used to skipping over stuff I didn't notice. It's still terrible terminology since nothing else in the base soulmeld mechanics is daily as far as I know and you can't have more soulmelds shaped then you can shape in one day, making the use of "day" completely pointless. Way to go Wizards. So I guess that was the right word choice to match them.

New stuff. Born Devotee could probably advance both uses/day as well since it's just smiting. Born tracker should advance favored enemy rather than wild empathy, which has nothing to do with tracking and no one cares about in my experience. Essentia Blast is nice, as good or better than the blasting melds (blasting melds are sad). Knife of Essentia is basically the same thing as Shape Soulmeld: Incarnum Weapon, except it's more thought out (Incarnum Weapon teleports to your hand constantly for example). Manifesting should use the power level for DCs like everything else, unless it's meant to be some sort of balancing factor for having a harder time changing your powers known. You should specify if divine spells are still off the whole list, or if you require an archivist's prayerbook just like a wizard's spellbook, and you should choose a class spell list when you take the feat to prevent free theurging. The skill requirements should require you be a high enough level to get the spells the feat grants normally, or 4/8/12 ranks for 1st/3rd/5th spells at 1st/5th/9th level (excessive/slash/specificity). I'd also suggest doing the same powers known as you've used with the shadow feats, it's easier that way and doesn't punish/reward taking the feats at weird times. Wild Totemist could use clarification on what exact parts of wildshape it does benefit (HD and duration?).

I'm impressed. You managed to take this and actually make it work in no time at all. Stepping on a wizard's toes a bit by eventually getting more high level spells and the essentia cost is partially offset by the points from the feat (in fact they're still better than Dragonmarks by far, granting multiple effects of your choice), but having to find/buy your own book and be stuck with a particular class goes a long way towards balancing those out from there. Burning three feats tends to take the cheese out of anything that would otherwise be broken, even with some kind of build trying to preserve a main class while getting free essentia to turn into spellcasting will have to pay up in feats. As does maxing out at 5th level, which was so natural I almost forgot to mention it.

I was saying 4,6,8 but the 4,8,12 requirement is a good halfway point.
Meldmanifesting was the most of my worries and having it based off the mystery progression makes it easier to control and harder to abuse.

I agree with the prayerbook idea, I only said you needed skill ranks in both so that you can have access to the incarnum spells when you take the incarnum spellcasting feat. Specifying a class spell list when you get the ability would be nice, but it won't be free thuerging since they still require both a prayerbook and a spellbook to even prepare those kinds of
spells and the spell casting can't really advance as easily. Maybe should add a clause for spells with the incarnum descriptor can be prepared regardless or something..

Xuldarinar
2013-06-22, 10:06 AM
Thank you for the input thus far. I've made the skill changes and specified that Knowledge (arcana) grants the ability to prepare wizard spells from spell books, and Knowledge (religion) grants the ability to prepare cleric spells from prayer books. I've made it so you gain 2 1st-level powers with the least, 1 2nd and 1 3rd with the Lesser and 1 4th and 1 5th with the greater forms of the Meldmanifester feat. I've fixed the issue with the DCs, making them 10 + spell/power level + constitution. I've tweaked some of the theurgic feats. Im glad this is balancing out as quickly as it is.


Edit: 3 more feats added. Least soul infusion, Lesser soul infusion, and Greater soul infusion. Each granting 2 infusions known, require Knowledge (architecture and engineering) and advance at the same rate as their spellcasting, manifesting, and mystery using equivalents. I've considered including Truenaming but… eh… If someone else makes it or wants it up there then it will be. But I don't touch true naming unless someone requests it. I also have considered maneuvers, but the same deal there.

Edit 2: Added entries regarding the hellbred and warforged races, along with adding the Incarnum-forged feat. This feat is pretty much the essentia equivalent of the psyforged feat.

Fizban
2013-06-23, 06:49 AM
Wow, a reason to actually use Hellbred too. They suck so hard but now they give you a chance to have soulmeld damage without being evil just to get class features, they have an actual use. Okay maybe they're not that bad, but aside from letting a good cleric get the better half of summon monster I've never thought of a use for evil exception. Though maybe I should look some day.

Xuldarinar
2013-06-23, 07:18 AM
Wow, a reason to actually use Hellbred too. They suck so hard but now they give you a chance to have soulmeld damage without being evil just to get class features, they have an actual use. Okay maybe they're not that bad, but aside from letting a good cleric get the better half of summon monster I've never thought of a use for evil exception. Though maybe I should look some day.

Well, I remembered them and they looked like they could make pretty good meldshapers. If you take Infernal Aspect: Body, a bonus to constitution is pretty good for soulmelds, the bonus devil-touched feats don't hurt, but I saw so much potential in Evil Exception. Its a change that makes a lot of sense to do and can be a huge benefit.


Edit: Now, to pose a question to everyone. Would you permit the use of feats like meldmanifesting and spellshaping, to meet prerequisites for other things. For instance, would you have an incarnate/cleric with lesser spellshaping and at least 8 ranks of knowledge arcana qualify for mystic theurge? And would you have incarnate advanced by it?

Edit 2: Added entry involving hybrids of elves and orc with azurin.

Edit 3: And now an entry involving a home-brewed race of mine, the pharin. This entry includes substitution levels.

Edit 4: Added aberrant feat; Aberrant Soul.

Edit 5: Added 2 general feats: Purify Chakra and Violate Chakra.

Edit 6: Added 1 incarnum feat: Speak from the soul. It grants an insight bonus to true naming checks based on invested essentia. If I get to a 10th edit/update, I'm just going to put that as a separate post.

Edit 7: Added drow soulborn substitution levels.

Edit 8: Added umbragen [dragon magazine #330] entry.

Edit 9: Added blackguard variant: black soul. Essentially a incarnum revision of the blackguard. Don't know if its any good or not but I doubt it is severely over-powered.

Xuldarinar
2013-06-24, 05:16 PM
I've now been forced to compress the content here. So, instead of one long continuous page, it is now been broken apart by [SPOILER]. The categories that were there before remain, its just now a lot easier to scroll down and find what you are looking for. The current categories are: Feats, Races, and Class and Prestige Class variants. I'll keep adding content as I come up with it and as requested. Help balancing is always appreciated as are thoughts. As much as I enjoy the growth of this, I just hope I don't need another post to hold things.

JBPuffin
2013-07-15, 10:21 AM
This...is...awesome! I LOVE Incarnum, no matter how many people say it sucks! Thank you for giving the world some tools to improve it!

Xuldarinar
2013-07-15, 11:31 AM
This...is...awesome! I LOVE Incarnum, no matter how many people say it sucks! Thank you for giving the world some tools to improve it!

You are most welcome. This is one of the projects of mine I honestly had the most fun on. If anyone gets any ideas, myself included, this can still grow.

Xuldarinar
2013-09-08, 09:36 PM
Update: A perhaps long overdue addition. I've brought taint rules into the mix, adding a new feat. Perhaps this one is a little broken, but it should fit right in with the rest of Heroes of Horror.

Amnoriath
2013-09-24, 09:43 PM
Update: A perhaps long overdue addition. I've brought taint rules into the mix, adding a new feat. Perhaps this one is a little broken, but it should fit right in with the rest of Heroes of Horror.

Harvest soul is a broken feature as it was with the Necrocarnate. A few chickens could yield enough essentia to max all of your melds. If you could get a heart chakra, heart of incarnum would give bonus health based on your essentia pool increasing your health in the thousands given enough time.

Xuldarinar
2013-09-24, 11:13 PM
Harvest soul is a broken feature as it was with the Necrocarnate. A few chickens could yield enough essentia to max all of your melds. If you could get a heart chakra, heart of incarnum would give bonus health based on your essentia pool increasing your health in the thousands given enough time.

I absolutely cannot deny that. Some things in the game are just brutally broken.

Network
2013-09-25, 04:20 PM
SPEAK FROM THE SOUL [INCARNUM]
Prerequisites: Con 13, Truespeak 4 ranks
Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Truespeaking checks equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia
The bonus should be +2/invested essentia, not just +1/invested essentia. All soulmelds that give bonuses to skill checks scale by +2/invested essentia, and Truenamers need all the help they can get.

Xuldarinar
2013-09-25, 05:15 PM
The bonus should be +2/invested essentia, not just +1/invested essentia. All soulmelds that give bonuses to skill checks scale by +2/invested essentia, and Truenamers need all the help they can get.

Thats a good point. I've now made the requested change.


I welcome everyone to propose fixes/adjustments, share their thoughts, even provide content to add.

Amechra
2013-09-25, 06:50 PM
Could you put a cap on Harvest Soul? Or do something else besides just throwing up your hands and going "can't do nothin' 'bout that"?

Like, I don't know, 1 Essentia for each corpse you stole from goes bye-bye whenever you invest your Essentia. Or cap how many corpses you can get Essentia from at once; start with 2, and increase that by 1 at 7th and 10th levels; you'll have 20 extra essentia then, which is plenty.

Xuldarinar
2013-09-25, 07:13 PM
Could you put a cap on Harvest Soul? Or do something else besides just throwing up your hands and going "can't do nothin' 'bout that"?

Like, I don't know, 1 Essentia for each corpse you stole from goes bye-bye whenever you invest your Essentia. Or cap how many corpses you can get Essentia from at once; start with 2, and increase that by 1 at 7th and 10th levels; you'll have 20 extra essentia then, which is plenty.

At request, I have now added a limitation to it. The maximum essentia you may gain from harvest soul within a 24 hour period is equal to twice your class levels (meaning 8 when you gain the class feature, becoming 20 when you finish the prestige class)