Milo v3
2014-07-16, 08:24 PM
Okay, here are some additional soulmelds starting with magical beasts from the Environment supplements, so content below will reference spells and creatures from Frostburn, Sandstorm, and Stormwrack.
Ashworm Scarf
Branta Helm
Chekryan Gauntlet
Chilblain Belt
Crows Feet - Giant Raven
Dry Headdress - Camelopardel
Dunewinder Coat
Hammerclaw Bracers
Hippocampus Flats
Pack Cowl - Sand hunter
Seawolf Mask
Thunderbird Talons
Tlalusk Pauldrons
Toad Tights - Ice Toad
Ramfish ?
Sisiutl ?
Ashworm Scarf
Descriptors: None
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See below.
A transparent cable of chitin coils around your neck, over and over to the level it looks like you'd be suffocating, with the stinger tipped end of it hanging halfway down your back.
This soulmeld draws upon the ashworms desire and instinct to eternally swim through the dunes, granting you a burrow speed of 10 ft. that only works in sand, ash, dust, and even softsand (but not slipsand, packed dirt, or rock). This travel doesn't leave a tunnel.
Essentia: For every point of essentia invested in your Ashworm Scarf, the burrow speed increases by 10 ft.
Chakra Bind (Throat)
As the chitin lowers from your neck it slowly thickens until the stinger is that of an immense scorpion.
You gain a sting natural attack that deals 1d6 piercing damage and inflicts poison. The statistics of the poison are; Injury, Fortitude DC 10 + 1/2 Soulmelder Level + Constitution modifier, initial and secondary damage 2d6 Str.
Chakra Bind (Totem)
Upon stepping upon the sumran sands, the serpentine creature around your neck loosens until the stinger looks like it's only an inch away from the grains of silica.
While standing on sand, ash, dust, or softsand (but not slipsand, packed dirt, or rock), that is deep and empty enough to hold your volume, you gain the benefits of Improved Evasion. When improved evasion is used in this way you instantly burrow into the material your standing upon enough to contain your entire body.
Dry Headdress
Descriptors: None
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None.
Two long curving horns sprout from your brow, dust seems to be constantly drifting from their tips.
This soulmeld draws upon the unicorns of the wastes, camelopardel to grant protection from dryness. With this soulmeld you don't suffer from dehydration.
Essentia: If you invest essentia in your dry headdress, it protects you from desiccation damage. You gain resistance to desiccation equal to 5 times the number of points of essentia you invest in this soulmeld.
Chakra Bind (Brow)
Instead of dust drifting from the tips of your horns, every now and then you can see droplets of rain.
Everyone within 30 ft. radius gains resistance to desiccation equal to the amount you are currently gaining from this soulmeld.
Chakra Bind (Totem)
Slips of sand constantly stir around the tips of this soulmelds horns.
As a standard action you may cause a Halo of Sand (Sandstorm) effect, this functions as the spell with your meldshaper level being your caster level. After being used, this ability can only be used again 5 round after the spell effect ends.
Ashworm Scarf
Branta Helm
Chekryan Gauntlet
Chilblain Belt
Crows Feet - Giant Raven
Dry Headdress - Camelopardel
Dunewinder Coat
Hammerclaw Bracers
Hippocampus Flats
Pack Cowl - Sand hunter
Seawolf Mask
Thunderbird Talons
Tlalusk Pauldrons
Toad Tights - Ice Toad
Ramfish ?
Sisiutl ?
Ashworm Scarf
Descriptors: None
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See below.
A transparent cable of chitin coils around your neck, over and over to the level it looks like you'd be suffocating, with the stinger tipped end of it hanging halfway down your back.
This soulmeld draws upon the ashworms desire and instinct to eternally swim through the dunes, granting you a burrow speed of 10 ft. that only works in sand, ash, dust, and even softsand (but not slipsand, packed dirt, or rock). This travel doesn't leave a tunnel.
Essentia: For every point of essentia invested in your Ashworm Scarf, the burrow speed increases by 10 ft.
Chakra Bind (Throat)
As the chitin lowers from your neck it slowly thickens until the stinger is that of an immense scorpion.
You gain a sting natural attack that deals 1d6 piercing damage and inflicts poison. The statistics of the poison are; Injury, Fortitude DC 10 + 1/2 Soulmelder Level + Constitution modifier, initial and secondary damage 2d6 Str.
Chakra Bind (Totem)
Upon stepping upon the sumran sands, the serpentine creature around your neck loosens until the stinger looks like it's only an inch away from the grains of silica.
While standing on sand, ash, dust, or softsand (but not slipsand, packed dirt, or rock), that is deep and empty enough to hold your volume, you gain the benefits of Improved Evasion. When improved evasion is used in this way you instantly burrow into the material your standing upon enough to contain your entire body.
Dry Headdress
Descriptors: None
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None.
Two long curving horns sprout from your brow, dust seems to be constantly drifting from their tips.
This soulmeld draws upon the unicorns of the wastes, camelopardel to grant protection from dryness. With this soulmeld you don't suffer from dehydration.
Essentia: If you invest essentia in your dry headdress, it protects you from desiccation damage. You gain resistance to desiccation equal to 5 times the number of points of essentia you invest in this soulmeld.
Chakra Bind (Brow)
Instead of dust drifting from the tips of your horns, every now and then you can see droplets of rain.
Everyone within 30 ft. radius gains resistance to desiccation equal to the amount you are currently gaining from this soulmeld.
Chakra Bind (Totem)
Slips of sand constantly stir around the tips of this soulmelds horns.
As a standard action you may cause a Halo of Sand (Sandstorm) effect, this functions as the spell with your meldshaper level being your caster level. After being used, this ability can only be used again 5 round after the spell effect ends.