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sirpercival
2014-08-28, 02:20 PM
GREEN MAN

Image! (http://alwaysbequesting.files.wordpress.com/2012/08/gw2_sylvari.png)

A Green Man is an incarnum user who wields the slow, quiet souls of plants and fungi.

MAKING A GREEN MAN
A Green Man is a multipurpose character, like all incarnum users.
Abilities: Wisdom and Constitution are very important for a Green Man's meldshaping (and hit points and Will saves); Strength and Dexterity are important for a Green Man focusing on combat.
Races: Mandrakes are the most common Green Men, along with other incarnum races like Azurin, and races drawn to cultivation of flora like elves and halflings.
Alignment: Any, but usually neutral.
Starting Gold: As totemist.
Starting Age: As totemist.

Class Skills
The Green Man's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (Arcana, Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Dice: d8

LevelBABFortRefWillSpecialMeldsEssentiaBinds
1st+0+2+0+0Photosynthesis, soul of the forest210
2nd+1+3+0+0Chakra bind (hands)321
3rd+2+3+1+1Whispered vigilance (1st)331
4th+3+4+1+1Chakra bind (crown, feet)431
5th+3+4+1+1Capacity for growth +1441
6th+4+5+2+2Soulseed452
7th+5+5+2+2Whispered vigilance552
8th+6/+1+6+2+2New growth562
9th+6/+1+6+3+3Chakra bind (arms, brow, shoulders)673
10th+7/+2+7+3+3Improved soulseed683
11th+8/+3+7+3+3Whispered vigilance (2nd)693
12th+9/+4+8+4+4Capacity for growth +26103
13th+9/+4+8+4+4Greater soulseed6113
14th+10/+5+9+4+4Chakra bind (throat, waist)7123
15th+11/+6/+1+9+5+5Whispered vigilance7134
16th+12/+7/+2+10+5+5Improved new growth7144
17th+12/+7/+2+10+5+5Chakra bind (heart)8164
18th+13/+8/+3+11+6+6Germination8185
19th+14/+9/+4+11+6+6Whispered vigilance (3rd)9205
20th+15/+10/+5+12+6+6Chakra bind (soul)9225


Weapon and Armor Proficiencies: As a Green Man, you gain no proficiencies with armor, though you are proficient with simple weapons and any natural weapons or armor you acquire from class features or soulmelds.

Meldshaping: A Green Man's primary ability is shaping incarnum soulmelds, which are drawn from the Green Man soulmeld list (given below). You know and can shape any soulmeld from this list. The Difficulty Class for a saving throw against a Green Man soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your Green Man level.

A Green Man can shape only a certain number of soulmelds per day, as given on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the table above (this pool is in addition to the extra point of essentia you gain from the Green Man base traits). Your Hit Dice, as noted on Magic of Incarnum Table 2—1: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action each round, you can reallocate your essentia investments. A Green Man does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Chakra Binds: Beginning at 2nd 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 that 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 (see the Chakra Binds column on the table above). At 2nd level, you can bind a soulmeld to your hands chakra. Beginning at 4th level, you can bind soulmelds to your crown or feet chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras, and at 14th level, you can bind soulmelds to your throat or waist chakras. At 17th and 20th level, you unlock you heart and soul chakras, respectively.

Photosynthesis (Ex): Green Men learn quickly to draw upon the light of the sun for sustenance, like the plants they emulate. If you spend at least 1 hour per day in bright sunlight (or equivalent magical light, such as the daylight spell), you do not need to eat or drink.

Soul of the Forest (Su): A Green Man wields the warm, often-dormant soul of nature. By calling this nascent animus to his will, the Green Man becomes a powerful and deadly combatant. Whenever you are in a natural environment, your Green Man soulmelds cannot be unshaped against your will. In addition, at all times you gain an armor bonus equal to twice the number of Green Man soulmelds you have shaped at any time; this armor bonus does not stack with an armor bonus from any other source. You may invest essentia into this class feature as you would any other essentia receptacle (subject to the usual maximum); for each essentia invested this way, you gain a +1 enhancement bonus to your armor bonus granted by this class. In addition, when you gain this class feature, you may select a +1-equivalent armor enchantment, which you can apply instead of the +1 enhancement bonus when investing essentia into this class feature. You may change the chosen armor enchantment each time you gain a level of Green Man, and may choose equivalent enchantments up to the maximum enhancement bonus you can generate (due to the limit on invested essentia).

Whispered Vigilance (Sp): The trees are always watching, and a Green Man can tap into that knowledge. At 3rd level, choose a 0th- or 1st-level divination spell, which you may use once per day as a spell-like ability. If you have a racial spell-like ability, you may spend uses of that ability in place of daily uses of this ability, and vice versa. Once per day, you can invest essentia into this class feature to gain one additional daily use of this ability for each invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

At 7th level and every 4 levels after, you may select an additional divination spell as a spell-like ability, using the same pool of daily uses. At 11th level and 19th level, the maximum level of divination spell you can select increases by 1, as shown on the table above.

Capacity for Growth (Ex): A Green Man wields a more primal form of incarnum, built of the souls of plant creatures throughout history. Like his forebears, he grows. At 5th level, and again at 12th level, the essentia capacity of your feats, racial abilities, and class features increases by 1, superseding the number on MoI Table 2—1. This does not apply to soulmelds or magic items, but only to feats, class features, or other abilities that allow essentia investment.

Soulseed: As plants are cultivated for food, tools, and companionship, so a Green Man learns to cultivate incarnum for use by everyone. At 6th level, you gain Soulcrafting (http://www.minmaxboards.com/index.php?topic=9725.0) as a bonus feat, even if you don't meet the prerequisites.

New Growth (Su): Plants are known for incredible rates of growth, and as a Green Man you emulate this ability. Starting at 8th level, you heal 1 hit point every 10 minutes, and 1 point of ability damage every hour. Once per day, you may invest essentia in this ability to increase the amount of hit point and ability damage you heal by 1 point per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Improved Soulseed: Green Men can share the bounty of their abilities. At 10th level, you gain Chakraic Panoply (http://www.minmaxboards.com/index.php?topic=9725.0) as a bonus feat, even if you don't meet the prerequisites.

Greater Soulseed: The generosity of a Green Man knows no bounds. At 13th level, you gain Azure Technochorigisy (http://www.minmaxboards.com/index.php?topic=9725.0) as a bonus feat, even if you don't meet the prerequisites.

Improved New Growth (Su): A Green Man sprouts like bamboo. Upon reaching 16th level, your New Growth ability heals you 1 hit point per minute and 1 point of ability damage per 10 minutes, increased via essentia as normal.

Germinate (Su): Green Men can plant the seeds of their own renewal. Starting at 18th level, once per day you can invest essentia into this ability. If you die with essentia invested in this ability, you are automatically reincarnated as a Mandrake after 1 hour. This effect otherwise functions as per the reincarnate spell. Reduce the delay time by up to 10 minutes per invested essentia (to a minimum of 1 minute). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

If you are returned to life by some other means before you are reincarnated by this ability, the effect is canceled.

sirpercival
2014-08-28, 02:24 PM
Green Man Soulmeld List
Any
Topiary Garment -- Stand perfectly still, as a statue

Crown
Green Crown -- Create a sleep effect
Myconic Growth -- Release spores to alert your allies
Woad Cap -- +4 insight bonus to Balance checks
Yellow Musk Bracers -- Gain a vine whip natural attack

Feet
Briarvex Boots -- Gain woodland stride
Gaseous Galoshes -- You cannot be flanked
Kelp Clogs -- Cold resistance 5
Woad Cap -- +4 insight bonus to Balance checks

Hands
Ironmaw Gauntlets -- Your natural attacks cause blood loss
Oaken Gloves -- +1 enhancement bonus to Strength
Orcwort Tunic -- +1 enhancement bonus to Constitution
Sundew Gloves -- Creatures attacking you take 1d6 acid damage
Twist of Night -- +1 resistance bonus to saves

Arms
Assassin Cowl -- +4 insight bonus to Listen checks
Oaken Gloves -- +1 enhancement bonus to Strength
Twist of Night -- +1 resistance bonus to saves
Yellow Musk Bracers -- Gain a vine whip natural attack

Brow
Assassin Cowl -- +4 insight bonus to Listen checks
Greenvise Mask -- Sense creatures in contact with vegetation
Phantom Veil -- +4 insight bonus to Move Silently checks
Vine Visage -- +4 insight bonus to Escape Artist checks

Shoulders
Battlebriar Cloak -- Gain a thorn volley natural attack
Cape of Needles -- Sprout spines which act as armor spikes
Myconic Growth -- Release spores to alert your allies
Tumblebrush Cloak -- Gain a 20% miss chance vs piercing attacks

Throat
Dark Collar -- Fire resistance 5
Myconic Growth -- Release spores to alert your allies
Sporebat Pendant -- Gain a 20% miss chance in shadows
Twist of Night -- +1 resistance bonus to saves

Waist
Fungusash -- Startle your enemies with a piercing shriek
Mantle of Blossoms -- Become Tiny and gain a fly speed
Octopus Belt -- Acid resistance 5
Tendriculos Cincture -- +2 enhancement bonus to natural armor

Heart
Ironmaw Gauntlets -- Your natural attacks cause blood loss
Mantle of Blossoms -- Become Tiny and gain a fly speed
Orcwort Tunic -- +1 enhancement bonus to Constitution
Shambling Vest -- Electricity resistance 5

Soul
Battlebriar Cloak -- Gain a thorn volley natural attack
Gaseous Galoshes -- You cannot be flanked
Greenvise Mask -- Sense creatures in contact with vegetation
Treant Shroud -- Deal double damage vs objects
Twist of Night -- +1 resistance bonus to saves



Green Man Soulmeld Descriptions

Assassin Cowl
Descriptors: None.
Classes: Green Man.
Chakra: Arms, Brow.
Saving Throw: None.
Your face is shrouded in a mass of vines.

While wearing assassin cowl, you become skilled at making use of your non-visual senses. You gan a +4 insight bonus to Listen checks. Essentia: Every point of essentia invested in the assassin cowl increases the bonus by +2.

Chakra Bind (Arms)
The vines creep down your arms, tightening with each pulse of your wooden heart.

You gain the Constrict extraordinary ability, and deal 1d6 damage + 1.5 times your Strength modifier on a successful grapple check. Increase the base damage die size by 1 category for every essentia invested in assassin cowl.

Chakra Bind (Brow)
The vines completely cover your eyes, seemingly obscuring your vision.

You gain Blindsight to a range of 20 feet + 5 feet per invested essentia.


Battlebriar Cloak
Descriptors: None.
Classes: Green Man.
Chakra: Shoulders, Soul.
Saving Throw: None.
You sprout a curtain of nettles.

Using the battlebriar cloak, as a standard action you can fling a large thorn as a primary natural ranged attack which deals 1d6 damage + your Strength modifier. Treat these as thrown weapons with a range increment and maximum range of 60 feet. Essentia: For each point of essentia invested in the battlebriar cloak, you can fling an additional thorn as part of the same standard action, as a volley attack.

Chakra Bind (Shoulders)
The thorns spread around you grow long and flexible, clogging the space around you.

The Tumble check DC to move freely through your threatened area is increased by 3, +3 for each invested essentia.

Chakra Bind (Soul)
Your movements are imitated by long, prehensile tendrils.

You can make one additional attack of opportunity per round, +1 for each essentia invested in the battlebriar cloak. Unlike the Combat Reflexes feat, this ability does not grant you the ability to make attacks of opportunity while flat-footed.


Briarvex Boots
Descriptors: Evil.
Classes: Green Man.
Chakra: Feet.
Saving Throw: None.
A layer of brambles wraps your feet.

While wearing briarvex boots, you can move easily over difficult terrain. You gain the Woodland Stride ability, as a druid. Essentia: You gain DR /slashing equal to the number of essentia invested in the briarvex boots.

Chakra Bind (Feet)
The brambles extend, overtaking magical thorns in your path.

When you bind briarvex boots to your feet, your Woodland Stride ability improves, allowing you to move through magically manipulated thorns, briars or overgrown areas (including the entangle spell and similar effects) without being impeded or taking damage in any way.


Cape of Needles
Descriptors: None.
Classes: Green Man.
Chakra: Shoulders.
Saving Throw: None.
A curtain of green needles falls from your shoulders.

With the cape of needles shaped, you gain a layer of cactus-like spines which act like armor spikes, but count as a secondary natural attack. In addition, any creature who attacks you with a natural or non-reach melee weapon takes 1d4 piercing damage from the needles. Essentia: Each essentia invested in the cape of needles increases the die size of the automatic piercing damage by 1 step. Also, as long as you have at least 1 essentia invested, the damage from your spines bypasses damage reduction as if they were magic.

Chakra Bind (Shoulders)
The needles change color, altering to match your surroundings.

When the cape of needles is bound to your shoulders, you gain camouflage as the ranger ability, and gain a +2 insight bonus per invested essentia to Hide checks on any round in which you move no more than half your speed.


Dark Collar
Descriptors: Evil.
Classes: Green Man.
Chakra: Throat.
Saving Throw: See text.
Your throat is wrapped with a layer of dark, slimy bark.

When you wear the dark collar, you can more easily resist fire damage. You gain fire resistance 5. Essentia: For every essentia invested in the dark collar, increase the granted fire resistance by 5.

Chakra Bind (Throat)
The wet, slimy bark extends to cover your mouth, and your eyes fill with hatred.

By binding dark collar to your throat chakra, you gain the ability to use confusion as a spell-like ability against a single target within 50 feet as a standard action. The caster level is equal to the meldshaper level of this soulmeld, and the effect has a DC equal to the DC of this soulmeld.


Fungusash
Descriptors: None.
Classes: Green Man.
Chakra: Waist.
Saving Throw: See text.
Around your waist, a spongy sash forms, which whistles quietly when you move too quickly.

Wearing the fungusash grants you the ability to let out a piercing shriek to startle your enemies. As a standard action, you may force every creature other than yourself within 30 feet to make a Will save or become shaken for 2 rounds. This ability has no effect on creatures who are already shaken, frightened, panicked, or cowering, or deafened creatures. Essentia: Each essentia invested in the fungusash increases the duration of the shaken condition by 1 round.

Chakra Bind (Waist)
The sash at your waist sprouts rubbery tentacles.

When you bind fungusash to your waist chakra, you gain 1 tentacle secondary natural attack which deals 1d4 damage + half your Strength modifier for a Medium creature. The reach of the tentacle is 5 feet more than your normal melee reach. You gain an additional tentacle attack for every essentia invested in fungusash. As long as you have at least 1 essentia invested in the fungusash, your tentacle attacks bypass damage reduction as if they were magic.


Gaseous Galoshes
Descriptors: None.
Classes: Green Man.
Chakra: Feet, Soul.
Saving Throw: See text.
Your legs and feet are covered in bubbling, buoyant spores.

While wearing gaseous galoshes, you cannot be flanked except by a rogue of a level at least equal to the meldshaper level of this soulmeld. Essentia: For each essentia invested in the gaseous galoshes, you gain a +2 insight bonus to Search and Spot modifiers.

Chakra Bind (Feet)
The spores on your legs inflate, lifting you into the air.

When you bind gaseous galoshes to your feet, you gain a fly speed of 10 feet + 5 feet per invested essentia, with poor maneuverability, and are constantly under the effects of the feather fall spell.

Chakra Bind (Soul)
The spores expand upward, covering your entire body, ready to rupture.

If you would die due to an attack with a natural or non-reach melee weapon while gaseous galoshes are bound to your soul chakra, you instead explode outward in a shower of spores. The creature which caused the killing blow must make a Fortitude save or be infested with your spores, which grow rapidly, causing 1d4 Constitution damage per hour. When the creature is reduced to 0 Constitution, it dies, reduced to a pulpy mess which then grows into you over the course of 10 minutes, as if you had benefitted from the resurrection spell. Creatures which are immune to poison or ability damage are immune to this effect; the infestation is affected by neutralize poison, delay poison, or similar effects as if it was a poison.


Green Crown
Descriptors: Good.
Classes: Green Man.
Chakra: Crown.
Saving Throw: See text.
A supple wreath of branches and leaves forms around your head.

While the green crown is shaped, you can use an ability common to elven guardians. As a standard action once every 1d3 rounds, you may use sleep as a spell-like ability, with a caster level equal to the meldshaper level of this soulmeld, and a DC equal to this soulmeld's DC. Essentia: Each essentia invested in the green crown increases the number of Hit Dice of creatures you can affect by 4.

Chakra Bind (Crown)
Your wreath sprouts twigs which wave around like a moth's antennae.

By binding the green crown to your crown chakra, you can create an alarm effect every 10 minutes as a spell-like ability. Doing so requires a standard action, and has a caster level equal to the meldshaper level of this soulmeld. Alarms created this way are audible only.


Greenvise Mask
Descriptors: None.
Classes: Green Man.
Chakra: Brow, Soul.
Saving Throw: See text.
Your face is covered by a leafed, toothy mouth.

When you shape the greenvise mask, you can sense creatures in contact with vegetation. This ability works like Tremorsense, with a range of 20 feet, but only for creatures in contact with vegetation (it need not be the same vegetation that you are in contact with). Essentia: Every essentia invested in the greenvise mask increases the range of this ability by 5 feet.

Chakra Bind (Brow)
The toothy maw stretches forward, grasping for nearby prey.

Binding greenvise mask to your brow chakra grants you a primary bite natural attack which deals 2d8 damage + your Strength modifier for a Medium creature. In addition, you have Improved Grab with the bite attack. For each essentia invested in the greenvise mask, increase the die size of the by attack damage by 1 step. Also, as long as you have at least 1 essentia invested, the damage from your bite bypasses damage reduction as if it was magic.

Chakra Bind (Soul)
Vines twirl down around your torso, and small wisps of corrosive fog seep from hidden stoma.

At will, when greenvise mask is bound to your soul chakra, you can release a death fog as a standard action. This creates an obscuring fog as per the fog cloud spell, filling a cylinder 40 feet high and with a 60-foot radius; creatures other than you inside the fog cannot move extradimensionally, as per the dimensional anchor spell. In addition, creatures other than you inside the cloud take 3d8 acid damage per round until the fog dissipates after 3d6 rounds, or is dispersed with a severe or stronger wind.


Ironmaw Gauntlets
Descriptors: Evil.
Classes: Green Man.
Chakra: Hands, Heart.
Saving Throw: See text.
Around your hands form a pair of wooden gauntlets, hard as steel.

With the ironmaw gauntlets shaped, your attacks cause your enemies to bleed. Whenever you damage an enemy with a natural weapon, the wound bleeds for an additional 1 point of damage per round thereafter. The bleeding can be stopped by a Heal check (DC equal to the DC of this soulmeld) or by receiving at least 1 point of magical healing. Multiple applications of this ability against the same creature do not stack. Essentia: Each essentia invested in the ironmaw gauntlets increases the bleeding damage by 1.

Chakra Bind (Hands)
Tendrils drip from the gauntlets' fingertips.

When you bind ironmaw gauntlets to your hands chakra, you gain the ability to extend a tendril from your gauntlet, making a ranged touch attack as a standard action against any creature within 30 feet. If you succeed, the tendril attaches to your target. In future rounds, you may spend a move action to make an opposed Strength check against the target; if you succeed, you pull the target 10 feet closer to you. In any case, the target may not move further away from you while the tendril is attached, though it may move closer of its own volition. The target may attempt to escape the tendril by making an Escape Artist or Strength check as a swift action (DC equal to the DC of this soulmeld), or by sundering the tendril with a slashing weapon; a tendril has hp equal to this soulmeld's meldshaper level.

Chakra Bind (Heart)
Branches stretch from the gauntlets, creating an ironwood maw on your torso.

While ironmaw gauntlets are bound to your heart chakra, you can engulf a creature whom you are pinning. You deal 2d6 + your Strength modifier damage (for a Medium creature) each round that the creature remains pinned, and the creature must hold its breath or begin to suffocate. While the creature is engulfed, you are not counted as grappling, and may take normal actions until the creature escapes the pin (and the engulfment) or dies.


Kelp Clogs
Descriptors: None.
Classes: Green Man.
Chakra: Feet.
Saving Throw: None.
Your feet are covered in a thick, stiff layer of seaweed.

While kelp clogs are shaped, your body can absorb cold like the great ocean. You gain cold resistance 5. Essentia: Each essentia invested in the kelp clogs increases the resistance by 5.

Chakra Bind (Feet)
In water, the kelp clogs soften and extend trailing fronds.

By binding kelp clogs to your feet, you gain a swim speed of 10 feet + 10 feet per invested essentia. You also gain a +8 bonus on any Swim check to perform some special action or avoid a hazard, and you can always choose to take 10 on Swim checks, even if distracted or endangered.


Mantle of Blossoms
Descriptors: None.
Classes: Green Man.
Chakra: Heart, Waist.
Saving Throw: See text.
You are draped with a carpet of blood-red flowers.

When you shape the mantle of blossoms, you can become a floating flower until the beginning of your next turn by spending a standard action. Your size changes to Tiny (altering your size bonuses to AC and attack rolls as normal), you take a -8 penalty to Strength, and you gain a fly speed of 10 feet with good maneuverability. Essentia: Each essentia invested in the mantle of blossoms increases your fly speed by 5 feet.

Chakra Bind (Heart)
The red flowers enrobing you grow smaller and more vibrant, and with a thought you fracture into a thousand drifting blossoms.

Whenever the primary ability of mantle of blossoms is active, if it is bound to your heart chakra, you also gain the swarm subtype and all related abilities. The DC of the Distraction effect is equal to the save DC of this soulmeld.

Chakra Bind (Waist)
The mantle cinches at the waist with a thorned belt that drips poison.

When mantle of blossoms is bound to your waist, all natural attacks you have carry poison (Contact DC equal to the soulmeld's DC, 1 round paralysis/1 minute paralysis).


Myconic Growth
Descriptors: None.
Classes: Green Man.
Chakra: Crown, Shoulders, Throat.
Saving Throw: See text.
A fungal sac grows from your skin.

With the myconic growth shaped, you gain the ability to release distress spores like a myconid. As a standard action, you can create a cloud of spores 30 feet in radius, which alert your allies to danger. Any allies in range lose the flatfooted condition (if applicable). In addition, all sleeping creatures in the affected area awaken; those who are unconscious because of nonlethal damage wake up and are staggered. (Dying creatures are unaffected). Essentia: Every essentia invested in the myconic growth increases the spore radius by 10 feet.

Chakra Bind (Crown)
The growth protrudes from the top of your head.

With myconic growth bound to your crown chakra, you can release spores that enable communication. You release a rapport spore cloud (similar to a distress cloud) as a standard action, and all creatures in the area are telepathically connected for 1d6 minutes. Creatures may make a Fortitude save vs poison to avoid being telepathically connected (the effect is harmless). Once telepathic contact has been established, the range of communication is 120 feet.

Chakra Bind (Shoulders)
The myconic growth sprouts from your shoulders.

When myconic growth is bound to your shoulders chakra, you can release pacifying spores. As a standard action, you can fire a 30-foot ray with a ranged touch attack; the target must make a Fort save vs poison or become passive, as per the calm emotions spell, for 1 round. The duration of the effect increases by 1 round for each invested essentia.

Chakra Bind (Throat)
Your throat protrudes a myconic growth.

If you bind myconic growth to your throat chakra, you can release animating spores. As a full-round action, you can animate an adjacent corpse of no more than one size category larger than you into a temporary servant. The servant has the statistics of a zombie of the same size, except that it keeps its previous creature type (instead of the undead type, thus it cannot be turned or affected as an undead). The servant remains animated and under your control for 1 minute per invested essentia before crumbling to dust.


Oaken Gloves
Descriptors: Good.
Classes: Green Man.
Chakra: Arms, Hands.
Saving Throw: None.
Gloves made of flexible wood cover your hands.

By shaping oaken gloves, you are infused with the clout of an oaken defender. You gain a +1 enhancement bonus to Strength. Essentia: For each essentia invested in the oaken gloves, increase the enhancement bonus by +1.

Chakra Bind (Arms)
Oaken tendrils move up your arms, reinforcing their natural strength.

If you bind oaken gloves to your arms chakra, you gain Powerful Build as the Half-Giant racial trait. In addition, each of your natural weapons increases its damage by one size category.

Chakra Bind (Hands)
The wooden gloves thicken, carrying far more mass.

When you bind oaken gloves to your hands chakra, you can strike with more force. You gain the benefit of the Power Attack feat, even if you do not meet the prerequisites.


Octopus Belt
Descriptors: Evil.
Classes: Green Man.
Chakra: Waist.
Saving Throw: See text.
A rubbery black belt slithers around your waist.

When octopus belt is shaped, you acquire the acid resistance of an octopus tree. You gain acid resistance 5. Essentia: Your acid resistance increases by 5 for every essentia invested in the octopus belt.

Chakra Bind (Waist)
The belt becomes thicker and more frightening.

By binding octopus belt to your waist chakra, you gain the Frightful Presence extraordinary ability, with a range of 30 feet and a DC equal to the DC of this soulmeld.


Orcwort Tunic
Descriptors: None.
Classes: Green Man.
Chakra: Hands, Heart.
Saving Throw: None.
A tunic of leafy branches forms around your torso.

When you shape orcwort tunic, you reflect the legendary toughness of the orcwort. You gain a +1 enhancement bonus to Constution. Essentia: The enhancement bonus increases by +1 for every essentia invested in the orcwort tunic.

Chakra Bind (Hands)
Grasping branches wrap around your hands.

If you bind orcwort tunic to your hands chakra, you gain the Improved Grab special ability with any single natural attack mode you have, chosen when you bind the soulmeld.

Chakra Bind (Heart)
Fruit pods sprout on your tunic.

When you bind orcwort tunic to your heart chakra, you gain the ability to release plant minions called Wortlings. You can release one Wortling as a full-round action; use the description and stats of a Wortling on Monster Manual II pg 165. You count as the parent orcwort of any Wortlings created this way. You may have only one Wortling active at a time, plus an additional for each essentia invested in this soulmeld; if you release a new one when you are at your limit, or if you reduce your limit by reallocating essentia, you choose which Wortlings crumble to sludge, down to your current limit. Any released Wortlings you have are destroyed when you unshape this soulmeld.


Phantom Veil
Descriptors: None.
Classes: Green Man.
Chakra: Brow.
Saving Throw: None.
A diaphanous veil covers your face, and you fade slightly from view.

When you shape phantom veil, you embody the stealth of a phantom fungus. You gain a +4 insight bonus on Move Silently checks. Essentia: Each essentia invested in the phantom veil increases the bonus by +2.

Chakra Bind (Brow)
The veil disappears completely, and shortly so do you.

When phantom veil is bound to your brow chakra, you may spend a standard action to turn invisible, as the greater invisibility spell, for 1 round. Each invested essentia increases the duration by 1 round. This ability is not subject to the invisibility purge spell.


Shambling Vest
Descriptors: None.
Classes: Green Man.
Chakra: Heart.
Saving Throw: None.
You sprout a vest of rotting vegetation.

When you shape shambling vest, you acquire a bit of the shambling mound's resistance to lightning. You gain Electricity resistance 5. Essentia: Each essentia invested in the shambling vest increases the resistance by 5.

Chakra Bind (Heart)
The vest crackles and sparks as you move.

When you bind shambling vest to your heart chakra, you can absorb some of the electricity that would otherwise affect you. Whenever you are the target of electricity damage, you gain 1 temporary hit point for every 5 points of electricity damage you would be dealt before applying any resistance or immunities. You gain additional temporary hit points equal to the number of essentia invested in this soulmeld, which last for 1d4 rounds. Temporary hit points granted by this soulmeld stack.


Sporebat Pendant
Descriptors: None.
Classes: Green Man.
Chakra: Throat.
Saving Throw: See text.
You sprout a necklace made of dark grey fungus.

While sporbat pendant is shaped, you can hide in the shadows as easily as a sporebat. Attacks against you suffer a 20% miss chance whenever you are in any illumination darker than natural daylight, except for artificial illuniation, or the area of any [Light] spell. This counts as concealment for the purposes of hiding or being Sneak Attacked. Essentia: Each essentia invested in the sporebat pendant increases the miss chance by 5%.

Chakra Bind (Throat)
The pendant turns matte black, with dark energy crackling over the surface.

By binding sporebat pendant to your throat chakra, you can fire a ray as standard action which inflicts 1 negative level as per the eneveration spell, to at any target within a range of 60 feet.


Sundew Gloves
Descriptors: None.
Classes: Green Man.
Chakra: Hands.
Saving Throw: None.
Your hands are enclosed in sticky red vine-gloves.

With sundew gloves shaped, you are protected by the acidic coating of the red sundew. Any creature which attacks you with a natural or non-reach melee weapon takes 1d6 acid damage. Essentia: Every essentia invested in the sundew gloves increases the acid damage die size by one step.

Chakra Bind (Hands)
Acid drips from the tips of your gloves' fingers.

By binding sundew gloves to your hands chakra, you can gain the ability to make a melee touch attack as a standard action. If your attack is successful, you deal acid damage to the target equal to your acidic coating damage, which also takes the same amount of acid damage on the following round. Each essentia invested in the Sundew Gloves adds an additional round of acid damage to the target. Multiple applications of this ability to the same target do not stack.


Tendriculos Cincture
Descriptors: None.
Classes: Green Man.
Chakra: Waist.
Saving Throw: None.
Leafy arms seem to encircle your waist.

When you shape tendriculos cincture, you gain some of the protections of a tendriculos. You gain a +2 enhancement bonus to your natural armor. Essentia: Increase the enhancement bonus by +1 for each essentia invested in tendriculos cincture.

Chakra Bind (Waist)
The leafy arms expand, supporting and strengthening your wrestling ability.

If you bind tendriculos cincture to your waist chakra, you gain twice the amount of the natural armor bonus granted by this soulmeld as an insight bonus to grapple checks. In addition, you can grapple creatures of any size, and if you attempt to grapple a creature under the benefit of the freedom of movement spell, you can make an opposed meldshaper level check (using the meldshaper level of this soulmeld) against the caster level of the spell to grapple the creature anyway.


Topiary Garment
Descriptors: None.
Classes: Green Man.
Chakra: Any.
Saving Throw: None.
You are covered in a layer of shrubbery clothing.

Shaping topiary garment gives you the ability to freeze in place, like a topiary guardian. If you take no actions during your turn, you are counted as motionless until the beginning of your next turn. When you are motionless, an observer must make a DC 30 Spot check to determine that you are actually a creature and not a sculpted shrub. Essentia: For each essentia invested in the topiary garment, you gain a +2 bonus to attack and damage rolls for any attack which would deal nonlethal damage.

Chakra Bind (Any)
The topiary garment takes on the appearance of another soulmeld you have shaped.

When you bind topiary garment to one of your chakras, choose another soulmeld that you have bound to a chakra. Topiary garment grants the benefit the chosen soulmeld would have granted if it had been bound to the topiary garment's chakra instead. For example, if you had orcwort tunic bound to your heart chakra, you could bind topiary garment to your hands chakra to gain the hands bind ability of the orcwort tunic.


Treant Shroud
Descriptors: Good.
Classes: Green Man.
Chakra: Soul.
Saving Throw: None.
A wispy green shadow forms around you, taking the shape of a mobile tree.

When you shape treant shroud, you gain the benefit of the Improved Sunder feat even if you don't meet the prerequisites, and your attacks deal double damage to objects and structures. Essentia: For each essentia invested in the treant shroud, you gain a +2 bonus to melee damage rolls.

Chakra Bind (Soul)
The image of a treant surrounding you gains more depth and focus.

By binding treant shroud to your soul chakra, you can animate a nearby tree into a treant as per the liveoak spell. Doing so requires 1 minute of concentration, and you may only animate one tree in this way at a time; further trees that you animate cause the previous effects to end. A treant that you create this way does not have a treant's normal animate trees ability. The duration of this ability is 1 minute per essentia invested in this soulmeld.


Tumblebrush Cloak
Descriptors: None.
Classes: Green Man.
Chakra: Shoulders.
Saving Throw: See text.
You sprout a cloak of wispy strands of vegetation.

While wearing tumblebrush cloak, your form takes on aspects of the plague brush. Attacks made against you with piercing weapons (manufactured or natural) suffer a 20% miss chance. Weapons which deal multiple types of damage (such as a morningstar) suffer half that miss chance amount. Essentia: Increase the miss chance by 5% for each essentia invested in the tumblebrush cloak.

Chakra Bind (Shoulders)
The tumblebrush cloak puffs up into a rough sphere, allowing you to roll over your enemies.

By binding tumblebrush cloak to your shoulders chakra, you gain the Trample special ability, which deals 1d8 damage + 1.5 times your Strength modifier for a Medium creature. The Reflex save DC for half damage is equal to the DC of this soulmeld.


Twist of Night
Descriptors: Evil.
Classes: Green Man.
Chakra: Arms, Hands, Soul, Throat.
Saving Throw: See text.
Your form becomes dark, twisted, and strangely compelling.

When you shape the twist of night, you acquire some of a night twist's unholy grace. You gain a +1 resistance bonus to all saves. Essentia: Each essentia invested in the twist of night increases the resistance bonus by +1.

Chakra Bind (Arms)
Your arms turn to black branches.

When you bind twist of night to your arms chakra, you can use gust of wind at will as a spell-like ability. Activating this ability requires a standard action; the caster level of the spell is equal to the meldshaper level of this soulmeld, and the save DC is equal to the DC of this soulmeld.

Chakra Bind (Hands)
Your hands and fingers swell with dark wood.

By binding twist of night to your hands chakra, you gain a primary slam natural attack which deals 1d8 damage + your Strength modifier for a Medium creature. The slam attack gains a +1 enhancement bonus for every essentia invested in [twist of night

Chakra Bind (Soul)
Your form warps into the stuff of nightmares.

If you bind twist of night to your soul chakra, you can use nightmare at will as a spell-like ability. Activating this ability requires 10 minutes; the caster level of the spell is equal to the meldshaper level of this soulmeld, and the save DC is equal to the DC of this soulmeld.

Chakra Bind (Throat)
Your tongue turns black, and haunting songs issue from your mouth.

When you bind twist of night to your throat chakra, you can use crushing despair at will as a spell-like ability. Activating this ability requires a standard action; the caster level of the spell is equal to the meldshaper level of this soulmeld, and the save DC is equal to the DC of this soulmeld.


Vine Visage
Descriptors: Evil.
Classes: Green Man.
Chakra: Brow.
Saving Throw: None.
Slimy vines frame your face.

By shaping vine visage, you inherit a measure of the vine horror's malleability. You gain a +4 insight bonus to Escape Artist checks. Essentia: Every essentia invested in the vine visage increases the insight bonus by +2.

Chakra Bind (Brow)
The vines around your face glitter and drip with swampy malevolence.

By binding vine visage to your brow chakra, you can animate any single vine, similar kind of plant life, or vine-like object within 15 feet as a standard action. An animated vine fights as an assassin vine in all respects, and remains animated for 2 rounds. The effect ends if the you are incapacitated or move out of range. You cannot animate more than one vine concurrently; if you animate another, the first falls motionless again. Each essentia invested in the vine visage increases the duration of the animation by 1 round.


Woad Cap
Descriptors: None.
Classes: Green Man.
Chakra: Crown, Feet.
Saving Throw: None.
A cap of bark and branch stubs sits rakishly atop your head.

With woad cap shaped, you emulate the warriors of the trees. You gain a +4 insight bonus to Balance checks. Essentia: Increase the insight bonus by +2 for each essentia invested in the woad cap.

Chakra Bind (Crown)
The branch stubs lengthen, seeming to grow into a crown of twigs.

If you bind woad cap to your crown chakra, as a standard action you can use warp wood as a spell-like ability at will, with a caster level equal to the meldshaper level of this soulmeld. Attended objects receive a Will save to avoid the effects, with a DC equal to the DC of this soulmeld.

Chakra Bind (Feet)
Bark covers your feet.

With woad cap bound to your feet chakra, you can walk between trees like a wood woad. At will, you can enter a living tree as a free action and exit from it or another living tree within 60 feet, continuing as though the distance between the trees had not been crossed. When you move in this manner, you can charge or run through trees so long as you move in a straight line when outside trees; however, You can exit a tree in any direction and from any part of the tree that has enough girth, allowing you one change of direction for each tree you pass through. The entrance and exit trees must have girths at least equal to yours, and you cannot take non-vegetable items or other creatures with you when you use this ability.


Yellow Musk Bracers
Descriptors: None.
Classes: Green Man.
Chakra: Arms, Crown.
Saving Throw: See text.
Vines with yellow and purple flowers twine around your arms.

When you shape yellow musk bracers, you can whip your vines at your opponents. You gain a vine whip primary natural attack which deals 1d3 slashing damage + your Strength modifier for a Medium creature. Essentia: Every essentia invested in the yellow musk bracers increases the base damage die size of your vine whip attack by 1 step. As long as you have at least 1 essentia invested, attacks with your vine whip bypass damage reduction as if they were magic.

Chakra Bind (Arms)
The vines on your arms sprout tiny, sharp tendrils.

When you bind yellow musk bracers to your arms chakra, your vine whip consumes the sentience of your opponents. Each successful attack with your vine whip also deals 1 point of Intelligence damage to the target for each point of invested essentia.

Chakra Bind (Crown)
A large, purple-yellow flower sprouts from the top of your head, swiveling to point at your enemies.

If yellow musk bracers is bound to your crown chakra, you can emit a puff of musk at your opponents. You can make a ranged touch attack against a target within 15 feet; if you succeed, the target must make a Fortitude save or be dazed for 1 round. Increase the range of the musk puff by 5 feet for each invested essentia.

sirpercival
2014-08-28, 02:25 PM
Mandrake

Image! (http://4.bp.blogspot.com/-E2RaBeCF0lI/TnG-vk3Oi4I/AAAAAAAAAsY/9FNZ9hoxjLU/s1600/Mandrake_small.png)

Mandrake Racial Traits:
-2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. A Mandrake is tough as old teak, and bears the wisdom of the earth; however, he is stolid and inflexible, and finds it hard to relate to other, quick-blooded races.
Medium Plant (Bloodsap, Incarnum): Your type is Plant, with the Bloodsap and Incarnum subtypes, which grant you the following traits:
Low-light vision.
Unlike other plants, your mind is relatively awake and quick-moving. Mandrakes are not immune to mind-affecting spells and effects.
Like other plants, Mandrakes are immune to poison, sleep effects, paralysis, and stunning.
Unlike other plants, a Mandrake's faster metabolism means that they are subject to critical hits and polymorph spells and effects.
Similarly, a Mandrake's metabolism means that they must sleep, breathe, and eat.
Sturdy Oak (Ex): A Mandrake counts as one size category larger than normal when grappling, and for resisting bull rush and overrun attempts.
Rootstaff (Sp): A Mandrake can use shillelagh as a spell-like ability once per day. In addition, once per day, a Mandrake can invest essentia into this racial ability, gaining an additional daily use of the spell-like ability for each invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
Essentia Pool: A Mandrake's essentia pool is permanently increased by 1. If he doesn’t have an essentia pool, this trait grants him one with a single point of essentia.
Automatic Languages: Common, Sylvan. Bonus languages: Any.
Favored Class: Cycle Warden, Druid, Green Man.

sirpercival
2014-08-28, 02:27 PM
Okie doke, feel free to post.

Hipster Dixit
2014-08-28, 02:51 PM
I'll post a true review once you put in the Green Man soulmelds; for now, I just want to let you know I'm a big fan of yor incarnum homebrew, and this is going to be awesome as well, for sure. I find the name a bit... I don't know... bland. Don't get it wrong, I myself am quite bad with names so I could just shut up... can't wait to see this done :D

drew2u
2014-08-28, 03:16 PM
Incarnum love? Check.

Plant-based powers that are thematic and cool? Check.

I fell in love with a verdant druid as my first ever character when I discovered a 3rd party spell called Green Blockade. I fell in love with the concept of Incarnum when it came out and think it's a great system that needs more love.

Have all my cookies.

sirpercival
2014-08-28, 03:57 PM
OK, the rest of the material is posted; the class & race could use more fluff, but it's functional.


I'll post a true review once you put in the Green Man soulmelds; for now, I just want to let you know I'm a big fan of yor incarnum homebrew, and this is going to be awesome as well, for sure. I find the name a bit... I don't know... bland. Don't get it wrong, I myself am quite bad with names so I could just shut up... can't wait to see this done :D

I'm glad you enjoy my work :) Incarnum is one of my top favorite published subsystems, and (as you know) I write a lot of it. I actually posted an entry in the current Base Class Challenge w/ an incarnum Draconic Ideals class.

Re: the name, the Green Man (http://en.wikipedia.org/wiki/Green_Man) is actually a concept from various mythologies, and I was also inspired by the Green Man (http://wot.wikia.com/wiki/Someshta) from Wheel of Time (which I'm sure also drew from the mythology).


Incarnum love? Check.

Plant-based powers that are thematic and cool? Check.

I fell in love with a verdant druid as my first ever character when I discovered a 3rd party spell called Green Blockade. I fell in love with the concept of Incarnum when it came out and think it's a great system that needs more love.

Have all my cookies. Yay! Have you seen the rest of my incarnum stuff? I have an entire menagerie! (Now, why didn't I post this in the menagerie? I have no idea, I didn't even think of it until now... oops.)

Amechra
2014-08-28, 04:03 PM
I again present this as an offering.

Corpse-Lily Channeling [Incarnum]
You can channel the energy of things that grow off rot and decay.
Prerequisites: Soul of the Forest, Necrocarnum Acolyte
Benefits: You gain a unique Chakra, referred to as the Corpse-Lily Chakra; you may bind any of your Green Man Soulmelds to the Corpse-Lily Chakra. Soulmelds bound to this unique chakra gain the Necrocarnum and Evil subtypes, and the Soulmeld appears to be rotting or otherwise deathly. The Spellcraft check to determine the Soulmeld bound to the Corpse-Lily Chakra takes a -5 penalty.
Special: Upon taking this feat, add 1 Essentia to your Essentia Pool.

sirpercival
2014-08-29, 03:48 PM
I again present this as an offering.

Corpse-Lily Channeling [Incarnum]
You can channel the energy of things that grow off rot and decay.
Prerequisites: Soul of the Forest, Necrocarnum Acolyte
Benefits: You gain a unique Chakra, referred to as the Corpse-Lily Chakra; you may bind any of your Green Man Soulmelds to the Corpse-Lily Chakra. Soulmelds bound to this unique chakra gain the Necrocarnum and Evil subtypes, and the Soulmeld appears to be rotting or otherwise deathly. The Spellcraft check to determine the Soulmeld bound to the Corpse-Lily Chakra takes a -5 penalty.
Special: Upon taking this feat, add 1 Essentia to your Essentia Pool.

Thank you!

Swok
2014-08-30, 01:09 PM
Does the armor benefit of soul of the forest only work in natural settings?

sirpercival
2014-08-30, 08:48 PM
Does the armor benefit of soul of the forest only work in natural settings?

Good catch, I missed that. Fixed.

I also edited the text for Germinate slightly.

Bombadil
2014-09-02, 12:24 PM
Now working on a build for a Mandrake Greenman Grapple build. Should be pretty fun tackling those great wyrm gold dragons. I do have one question, why 2 skill points per level? The skill list is clearly based on the druid list and has the same number of skills, why not bump it to 4 since this isn't an int based class?

sirpercival
2014-09-02, 12:37 PM
Now working on a build for a Mandrake Greenman Grapple build. Should be pretty fun tackling those great wyrm gold dragons. I do have one question, why 2 skill points per level? The skill list is clearly based on the druid list and has the same number of skills, why not bump it to 4 since this isn't an int based class?

It was mostly because the Plant type gives 2. I had copy-pasted the druid list, but actually I should construct a real skill list... here's what I'm thinking:

Balance
Craft
Escape Artist
Heal
Hide
Knowledge (Arcana, Nature)
Listen
Move Silently
Profession
Spot
Survival
Swim

Anything else? That list would totally handle 2 skill points.

Bombadil
2014-09-02, 05:33 PM
I'm just one of those guys that prefers all the non int based classes to have at least 4 skills per level. I think the class would be more attractive to a player if it was in the next tier of skill points and I think it could serve more and better functions with 4 per level. just my 2cp though.

sirpercival
2014-09-02, 07:03 PM
I'm just one of those guys that prefers all the non int based classes to have at least 4 skills per level. I think the class would be more attractive to a player if it was in the next tier of skill points and I think it could serve more and better functions with 4 per level. just my 2cp though.

Hm. I don't think I have a problem with that.

sirpercival
2014-09-03, 09:59 AM
OK, fixed some typos and balance issues with the soulmelds, and the skill list & skill points have been updated.