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Lacoran
2014-07-21, 09:11 AM
Shards of the Incarnum
In the constant battles of the Sapphire Hierarch, the shard of the Pure Incarnum they possess has never been tapped in this way before. In a time of desperation while under siege by monsters and demons, a Totemist comrade of the Hierarch, immerged himself in the Pure Incarnum, melding with it and joining his soul to its power. When he immerged he was wearing the Shards of the Incarnum. Now as a true warrior of the Incarnum he fought back the siege and let loss the true power of the Incarnum. After the battle the Hierarch where given the shards back by the Totemist, but were unable to recombine back into the Pure Incarnum. Unsure of what to do with such power, they felt it would be best to separate the items. They gave a few pieces back the totemist to give the magical beast he knew and trusted. They spread the items out amongst their temples. It did not take long for the Necrocarnum’s to discover the items and they ransacked the various temples in search of them. Over time all the items were lost, but because of the Evil nature of the Necrocarnum, they fought amongst themselves over the items so much that now no one knows where the items are and who possess them.

Lore
Characters who have ranks in Knowledge (Plane) or who have the Bardic Knowledge ability, can research the Shards of the Incarnum to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the Information from lower DCs.
• DC 15: The Shards of the Incarnum where first created in a time of desperation by a totemist who in an attempt gain the power needed to save his companions merged his soul with the Pure Incarnum. He did not die and instead emerged from the ordeal with the set.
• DC 20: The Necrocarnum wish to capture and use the set. They will stop at nothing to find it and will kill, steal, lie, or do anything necessary to obtain even one piece of the set.
• DC 25: The Sapphire Hierarch wishes to find and contain the power of all the Shards of Incarnum. Very few have the skill and powers necessary to create new sets so it is believed that there is only one set in existence.
• DC 30: A check result of 30 or higher reveals the location of another piece of the set. Use this to drive further adventure and direct PCs toward some location or story you would like them to explore.

Appearance: Each shard of the Incarnum appears to be made of a simple material (iron, leather, cloth, etc…) as described with each item. Each item has the texture, shape, etc… which means it appears to made of the material in every way with one exception, all of the items have an ice blue color.



Name
Location
Effect
Gold Cost


Armor of the Incarnum
Body (Armor)
Soulbound Chainshirt +1
4,300


Body of the Incarnum
Torso
+2 to Con
6,000


Claws of the Incarnum
Arms
Grant wearer benefits of Deflect Arrow feats and Natural Attacks are treated as Silver and Magic
4,000


Energy of the Incarnum
Head
3 charge per day, temporary adds essentia to essentia receptacles
3,000


Healing of the Incarnum
Throat
Gain Healing soul feat
7,200


Incarnum Stone
Face
Gain ability to bind Soulmelds to Brow chakra
10,000


Protection of the Incarnum
Shoulders
+1 to all saving throws; stores up to 2 essentia for extra bonuses
5,000


Reflex of the Incarnum
Hands
+2 Dexterity
6,000


Speed of the Incarnum
Feet
Haste for 5 rounds per day; stores up to 4 essentia for extra rounds
8,000


Strength of the Incarnum
Waist
+4 Strength
18,000




Collection Benefits
Pieces Worn Benefit
4 Items Sharing of chakra (Ex): You can bind a souldmeld to any chakra occupied by the
Shards of the Incarnum.
7 Items Increased Power of the shards (SU): Shards become more powerful (see each item)
10 Items Increased Power of the Incarnum (SU): All Incarnum receptacles gains +1 essentia and +1 to capacity

Armor of the Incarnum
Price: 4,300 gp
Body Slot: Body (Armor)
Caster Level: 6th
Aura: Moderate: Abjuration (DC 18)
Activation: Swift (Mental)
Weight: 25 lb

+1 Mithral Chain Shirt with Soul bound property: Can invest up to 2 essentia or character current essentia capacity, whichever is less, in armor, each point of essentia increase AC bonus by +1
Increased Power: Becomes a base of +3 Chain Shirt, instead of +1.

Body of the Incarnum
Price: 6,000 gp
Body Slot: Torso
Caster Level: 8th
Aura: Moderate Transmutation
Activation: Free action and part of Swift (mental) to invested essentia
Weight: ---

This shirt adds to the wearer’s Constitution score in the form of an enhancement bonus of +2. Both gloves must be worn for the magic to be effective. Can invest up to 4 essentia or character current essentia capacity, whichever is less, in the shirt, each point of essentia grants the character a +1 insight bonus to all Constitution based skills checks and ability checks.
Increased Power: Shirt grant +4 to Constitution, instead of +2

Claws of the Incarnum
Price: 4,000 gp
Body Slot: Arms
Caster Level: 4th
Aura: Faint abjuration (DC 18)
Activation: immediate action (Mental)
Weight: ---

Twice per day the wearer may act as if he had the Deflect Arrows feat, even if he does not meet the prerequisites for it. Both bracers must be worn for the magic to be effective. At least one hand or appendage with natural attack (such as a tail) must be free to take advantage of the magic. As a response to being targeted with a ranged attack (immediate action), the wearer may also invest essentia in the Bracers. Each point of essentia allows the wearer to use the Deflect Arrow feat (or Snatch Arrow if power increased) an additional time each day. Once essentia has been invested in the item it cannot be redistributed until the next day, but it can be added to. If the character losses the Bracers, the essentia remains in the items but returns at the start of the next day as normal.
Also all natural attacks of the wearer are treated as if they are Magic and Silver for the purpose of overcoming damage reduction.
Increased Power: When using the Deflect arrow feat it act as Snatch Arrow but only with his hand only, not other appendages such as tentacles or a tail. Also all natural attacks of the wearer are treated as if Adamantine, allowing him to bypass damage reduction and to ignore hardness less than 20.

Energy of the Incarnum
Price: 3000 gp
Body Slot: Head
Caster Level: 11th
Aura: Moderate: (DC 20) Transmutation
Activation: Swift (Command)
Weight: 3 lb

This Helm has 3 charges, which are renewed each day at dawn. Spending 1 or more charges maximizes the invested Essentia in one or more of your essentia receptacles for 1 minute, chosen when you activate. While this ability is in effect, you can’t reallocate Essentia from the affected Receptacle.
1 Charge: Maximized essentia in one receptacle
2 Charge: Maximized essentia in two receptacles
3 Charge: Maximized essentia in three receptacles
Increased Power: You gain bonus essentia equal the number of shards of the Incarnum you are currently wearing. If a shard of the Incarnum removed for any reason, you can select which item losses the point of essentia.

Healing of the Incarnum
Price: 7, 200 gp
Body Slot: Throat
Caster Level: 6th
Aura: Faint; (DC 17) conjuration
Activation: ---; see text
Weight: ---;

The wearer of this amulet gains the Healing soul feat ability (MoI 38.
If the wear, already possess this feat or selects it after gain the item, instead the amount of HPs heal when using this feat is double.
Example: 14 level Totemist with a Con of 18 (+4) has a max essentia capacity of 3 in the Healing Soul feat. If he invests 3 essentia in the feat he can heal 12 HPs (2*3*2=12) as a swift action 3 times a day. Or if 17 level Totemist with a Con of 18 (+4) has a max essentia capacity of 3 in the Healing Soul feat. If he invests 3 essentia in the feat he can heal 24 HPs (4*3*2=12, 4 per invested essentia instead of 2 because bind a soulmeld to heart chakra) as a swift action 3 times a day.
Increased Power: The wearer gains Fast Healing equal to invested Essentia, Item has max essentia capacity equal to characters normal Max Capacity.

Incarnum Stone
Price: 10,000 gp
Body Slot: Face
Caster Level: 9th
Aura: Moderate; (Dc 19) Transmutation
Activation: --; see text
Weight: ---

When you use the proper command thought, this gem adheres to the center of your forehead (the same command thought will remove it). While wearing the item, you can bind a soulmeld to your brow chakra, gain the normal ability granted by such a bind. This effect functions despite the fact that you currently using a magical item in that chakra. If you already able to bind a soulmeld to your brow chakra, the item instead grant you 1 bonus essentia that can be invested only in a soulmeld bound to your brow chakra.
If you are also wearing a magic item that grants an enhancement bonus to your wisdom, you can unshaped a soulmeld bound to your brow chakra and immediately reshape another soulmeld, even binding it to your brow chakra if you want. This ability requires a FRA and can be used only once per day.
Increased Power: Grants the user one extra souldmeld per day and one extra chakra bind both of which must be used to create and bind a soulmeld to the Brow chakra. In additional, all soul melds that can be bound to the brow chakra become available to the character but the soulmelds a character does not normally possess for his brow chakra can only be created on the brow chakra location. If the character loss the item or it is dispelled then the soulmeld is automatically unshaped. If the item is returned the soulmeld cannot be reshaped until the following day. However if the item is suppressed such as with an anti-magic field, then the soulmeld and its bind is only lost while the item suppressed and return automatically once the item is no longer suppressed.


Protection of the Incarnum
Price: 5000 gp
Body Slot: shoulders
Caster Level: 6th
Aura: Moderate: (DC18) abjuration
Activation: --
Weight: 1 lb

This cloak provides the wearer with a +1 resistance bonus to all saving throws, also the wearer can invest up to 2 essentia or character current essentia capacity, whichever is less, in cloak, each point of essentia increase resistance bonus by +1.
Increased Power: Becomes a base of +3 to resistance bonuses, instead of +1.

Reflex of the Incarnum
Price: 6,000 gp
Body Slot: Hands
Caster Level: 8th
Aura: Moderate Transmutation
Activation: Free action and part of Swift (mental) to invested essentia
Weight: ---

These Gloves add to the wearer’s Dexterity score in the form of an enhancement bonus of +2. Both gloves must be worn for the magic to be effective. Can invest up to 4 essentia or character current essentia capacity, whichever is less, in gloves, each point of essentia grants the character a +1 insight bonus to all dexterity based skills checks and ability checks.
Increased Power: Gloves grant +4 to dexterity instead of +2

Speed of the Incarnum
Price: 8,000 gp
Body Slot: Feet
Caster Level: 10th
Aura: Moderate Transmutation
Activation: Free action and part of Swift (mental) to invested essentia
Weight: 1 lb

As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 5 rounds each day. The duration of the haste effect need not be consecutive rounds. Can invest up to 4 essentia or character current essentia capacity, whichever is less, in item, each point of essentia increase the total duration of the item by 1 round. Once essentia has been invested in the item it cannot be redistributed until the next day, but it can be added to. If the character losses the boots, the essentia remains in the items but returns at the start of the next day as normal.
Increased Power: Becomes a base number of rounds increase to 10, instead of 5.

Strength of the Incarnum
Price: 18,000 gp
Body Slot: Waist
Caster Level: 10th
Aura: Moderate Transmutation
Activation: Free action and part of Swift (mental) to invested essentia
Weight: 1 lb

This belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4. Both gloves must be worn for the magic to be effective. Can invest up to 4 essentia or character current essentia capacity, whichever is less, in the belt, each point of essentia grants the character a +1 insight bonus to all Strength based skills checks and ability checks.
Increased Power: Belt grant +6 to Strength, instead of +4


Collection Benefits
Wearing the pieces of the Shards of the Incarnum, likes to more closely to the Incarnum, allowing to using soulmelds and essentia in more power ways and giving you more strength from the Incarnum.

4 Items Sharing of chakra (Ex): You can bind a souldmeld to any chakra occupied by a shard of the Incarnum gaining full bonuses from both; this is an exception to the normal rule that a bound soulmeld prevents the use of a magical item (MOI 108)
7 Items Increased Power of the shards (SU): The base powers of all the shard set items becomes more powerful (see each item)
10 Items Increased Power of the Incarnum (SU): All of the wearer’s Incarnum receptacles gains +1 essentia and +1 to capacity, this in addition to any amount invested in the receptacles. The +1 capacity can exceed the normal limit of Con Bonus and all feats, class abilities, etc... even those that can only be used once day, will gain this bonus, but not until it is used. This includes the Shards of Incarnum which can hold essential themselves.
Example: 14 level Totemist with a Con of 18 (+4) has a max essentia capacity of 3, 4 if it is bound to the totem chakra, so if he creates Sphinx claws and binds it to his totem chakra then he invests 4 essentia in it, it is treated as if it had 5 (4+1) essentia in it, even though it exceeds his normal max essentia. Or if has the Healing Soul feat and for his once a day use he invests 0 essentia in it is considered to have 1 essentia invested it (0+1), but it still counts as his once a day investing of essentia in the feat.