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View Full Version : Contest Local Speakeasy: Home Brewing 3.X Competition IV: The Final Frontier



ShiningStarling
2016-10-22, 12:00 PM
The Final Frontier


http://images.akamai.steamusercontent.com/ugc/524904249274121803/4C3CF0C00C76A83B94F84DEF48141E73EEE8AB3C/
Space core from Portal 2

Welcome one and all to the 3.X Local Speakeasy, custodian of many Home Brews. Bring a new brew to the table, or have a taste of someone else's. The 'brews in this fine establishment are not your heavy Base Classes, or the ever popular 10 level Prestige Classes. Here patrons enjoy lighter fare: Items, Feats, Skill Tricks or Uses, Spells, Powers, Invocations, Vestiges, Soulmelds, and Maneuvers for those looking to add a little flavor to their day, Alternate Class Features, Racial Substitution Levels, Prestige Classes of few levels, and Monsters for those seeking a bit more kick, and for guests of hearty guts, we also take and provide Alternate Rules. But ah, I hear you say, the Theme is the thing...


This month's theme is
SPACE

Spacefaring races, black hole magic, starships, falling stars, sending people into orbit, calling ground control, you got it, right here.

Rules

Entry must not be a base class, nor a prestige class exceeding 3 levels, and must be for 3.X
Entry must be original, and made for this contest
Entry must be related to the theme
Entry must be completed by November 16th 31st, 2016
Entry must be easy to read (templates will be provided)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry)


Breaking any of these rules will disqualify you, and plagiarism will get you reported.

Bring forth your best!

Ladies, Gentlemen, Distinguished Patrons and Brewers, Entities of Great Signifigance, and all the rest of you...

Let us begin!

Chat Thread is here. (http://www.giantitp.com/forums/showthread.php?489919-Local-Speakeasy-Competition-Chat-No-Reservations-necessary&p=20842312#post20842312) Please only post entries in this thread, the chat thread is for everything other than entries.

Credit to Temotei for most of the Class template, to Zaydos for the other templates other than Monster, ACF, and RSL

ShiningStarling
2016-10-22, 12:05 PM
Templates


Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature
Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature

Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):
Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):

Feats:
Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.
Feats:
Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.
Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:
Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:

Invocations:
Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).
Invocations:
Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestiges:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Vestiges:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.

Mysteries:
Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics
Mysteries:
Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:
Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.
Utterances:
Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.
Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Soulmelds:
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.
Soulmelds:
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):
MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):

khadgar567
2016-10-22, 12:38 PM
okay this is gonna be good so any ideas

Jormengand
2016-10-23, 10:37 AM
Space
"Humanity has the stars in its future"
- Isaac Aasimov

Space is, essentially, both unreachable and deadly without exeptional measures. A very few spells can allow a creature to reach there, along with some inventions. Space contains many hazards and is almost impossible to survive without specialist equipment.

Many planes have space-like locations, but the planes which do are all material planes of some description, such as the prime material, Sigil, Mechanus, and the like. Elemental or energy-based planes tend not to have space, with the exception of the plane of negative energy (space tends to be in the weakly negative areas of the plane).

On the prime material, it is entirely possible to find the Dark Sun, Dragonlance, Ebberon, the Forgotten Realms, Greyhawk, Ravenloft, and of course Spelljammer, while the remains of the Planescape are scattered across the planes. However, travelling between these diverse locations is difficult for multiple reasons.

Whenever a creature is born, it is assigned a single non-space area - usually a planet - on each plane. If it was born in a non-space area, then it is assigned that one for that plane. For example, a creature born in Neverwinter will be assigned the Forgotten Realms. Once this is determined, creatures cannot teleport through or into space, or plane shift into a different non-space area until they travel there manually, at which point that non-space area is assigned to the creature and the old one unassigned; creatures cannot plane shift into space at all. That is, it's not only impossible to teleport through or into space (short of a spell which specifically mentions this, such as nailed to the sky), but you also can't bypass this with a pair of plane shifts. A creature who is assigned to the Forgotten Realms, for example, can travel to the plane of air by plane shift, but cannot then plane shift back onto the material plane to reach Greyhawk; only the Forgotten Realms.

Apart from blocking teleportation, the vacuum of space is also deadly. It deals 1d4 points of damage every round, while the cold of space or the heat of nearby stars deals 2d6 points of cold or fire damage as appropriate. These can only be mitigated with some kind of effect that protects against the vacuum specifically, and effects which give resistance to fire or cold as appropriate.

The following spells are useful in space:

Space Protection
Abjuration
Level: Cleric 5, Druid 5, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You protect a creature from the void of space

The creature touched takes 4 points less damage from vacuum effects, and has resistance to fire 12 and cold 12. They do not suffer the effects of suffocation (but suffer from drowning normally).

Interstellar Teleport
Conjuration (Teleportation)
Level: Sorcerer/wizard 9
You teleport between planets

This spell works like greater teleport except that it can transfer you across space as though space didn't block teleportation.

sirpercival
2016-11-10, 06:16 AM
Astronomer Variant: Soul Refractor
In a campaign allowing incarnum, as an astronomer (http://www.minmaxboards.com/index.php?topic=9313.0), you might naturally focus your studies on learning to shape and bind soulmelds. If so, your research into star charts and the many uses of an astrolabe would fall by the wayside.

Abilities: As a Soul Refractor, you will rely on Constitution far more than Charisma.

Base Save Bonus: The Soul Refractor has good Fortitude and Will saves, and poor Reflex saves.

Class Features
The Soul Refractor has all the standard astronomer class features, except as noted below.

Observe Phenomena: You learn fewer phenomena than a normal astronomer, as shown on the table below.

Meldshaping: You shape incarnum soulmelds, drawn from the list of Soul Refractor soulmelds below, to aid your focus when observing phenomena. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate’s melds, or the bestial spirits of totemist, your soulmelds represent the indurate essence of scientists long past. The Difficulty Class for a saving throw against one of your soulmelds is 10 + the amount of invested essentia + your Constitution modifier. Your meldshaper level is equal to your Observer level.

You can shape only a certain number of soulmelds per day; the daily allotment is shown on the table below. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape one soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, the number of soulmelds you can shape increases.

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 below; while you do not gain any actual essentia from this class feature until 2nd level, at 1st level you count as having an essentia pool of size 0. Your character level determines the maximum essentia capacity of one of your soulmelds (or other essentia receptacles, such as feats, items, or class features) as described in The Magic of Incarnum, table 2.1. Each round as a swift action, you can reallocate your essentia investments in your soulmelds and other receptacles. You do not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape your soulmelds for the day.

Star Charts: You do not gain the Star Charts class feature at 2nd level, and cannot attune yourself to Constellations.

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, as shown in the table below.

At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra, and at 20th level you can bind a soulmeld to your soul chakra.

Astrolabe Technique: You do not gain the Astrolabe Technique class feature at 3rd, 7th, 11th, 15th, or 19th level.

Antikythera (Su): At 7th level, you are inspired by the spirit of an ancient astronomer to construct a computation device to help you predict eclipses and phases of the moon. Increase the essentia capacity of any one soulmeld you have shaped by 1. Whenever you make a Spot check to alter the current Inferior Conjunctions, you may choose a different soulmeld to have increased capacity.

At 12th level, and again at 19th level, the number of soulmelds with expanded capacity increases by 1 (to 2 at 12th level, and 3 at 19th level). You may only change one selected soulmeld each time you alter the current Inferior Conjunctions.

Planisphere: You do not gain the Planisphere class feature at 12th level.

The Soul Refractor

LevelPhenomenaSoulmeldsEssentiaChakra Binds
1st
3
1
0
0
2nd
4
2
1
1
3rd
4
2
1
1
4th
5
2
2
1
5th
6
3
2
1
6th
6
3
3
1
7th
7
3
3
1
8th
8
4
4
2
9th
8
4
4
2
10th
8
4
5
2
11th
9
5
5
2
12th
10
5
6
2
13th
10
5
6
2
14th
11
6
7
3
15th
12
6
7
3
16th
12
6
8
3
17th
13
7
8
4
18th
14
7
9
4
19th
14
7
9
4
20th
15
8
10
5



Soul Refractor Soulmelds
Unlike soulmelds for other classes, a Soul Refractor soulmeld can be shaped on and bound to any chakra, though each has an affinity for a particular chakra. When a Soul Refractor soulmeld is bound to a chakra to which it has an affinity, it grants you a chakra bind ability as normal. However, when you bind it to any other chakra, it instead grants you an Inferior Conjunction at the beginning of each encounter. Thus, a Soul Refractor must decide between gaining more chakra bind abilities by binding soulmelds to their chakra affinities, or making Observing easier by way of access to more automatic Inferior Conjunctions at the start of an encounter.

Crown
Catalogue of Messier -- Monitor the status of an ally. [Declination]
Ephemerides of Brahmagupta -- Gain your Intelligence modifier as a dodge bonus to AC. [Azimuth]
Feet
Points of Lagrange -- Move through difficult terrain at no penalty. [Gravity]
Variables of Leavitt -- Do not provoke attacks of opportunity from moving through threatened squares. [Phase]
Hands
Pulsar of Bell -- Send a message to a creature you can see. [Spin]
Rings of Huygens -- Use mage hand at will. [Moon]
Arms
Equation of Drake -- Gain a +2 insight bonus to ranged touch attack rolls. [Declination]
Material of Zwicky -- Gain a slam natural attack. [Gravity]
Brow
Eclipses of Shi Shen -- Gain darkvision 30 feet, and see through magical darkness. [Occultation]
Radiation of Hawking -- Gain Blind-Fight for ranged attacks. [Phase]
Shoulders
Bodies of Tombaugh -- Gain a +2 deflection bonus to AC. [Orbit]
Classes of Cannon -- Gain a +2 insight bonus to various saves. [Stars]
Throat
Comets of Shoemaker -- Use an unlimited supply of icy ammunition.
Zone of Shapley -- Avoid negative planar effects. [Orbit]
Waist
Circumference of Eratosthenes -- Gain benefits as if you were larger or smaller. [Spin]
Moon of Gan De -- Gain temporary essentia from altering Inferior Conjunctions. [Moon]
Heart
Cosmos of Sagan -- Comprehend all languages. [Azimuth]
Planet of Galle -- Gain cold resistance 5. [Transit]
Soul
Galaxy of Azophi -- Creatures who attack you suffer from faerie fire. [Stars]
Mysteries of Wu Xian -- Gain a [Quantum] feat as a bonus feat. [Occultation]



Bodies of Tombaugh
Descriptors: Earth.
Classes: Soul Refractor.
Chakra Affinity: Shoulders.
Saving Throw: See text.
Small, misshapen lumps of solid incarnum begin to orbit you, deflecting incoming attacks.

When you shape Bodies of Tombaugh, you gain a +2 deflection bonus to AC. Essentia: Every point of essentia invested in Bodies of Tombaugh increases the bonus by +1.

Chakra Bind (Shoulders)
By binding Bodies of Tombaugh to your shoulders chakra, you impel your cloud of satellites to orbit faster, damaging creatures who come in range. Any creature within 5 feet of you takes 2d8 bludgeoning damage per round from impacts. Each point of essentia invested in Bodies of Tombaugh increases the damage each round by 1d8, and the range of the effect increases by 5 feet for every 2 points of invested essentia. A successful Reflex save each round halves the damage.

Chakra Bind (Other)
If you bind Bodies of Tombaugh to any other chakra, you gain the Orbit Inferior Conjunction automatically at the start of each encounter.

Catalogue of Messier
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Crown.
Saving Throw: None.
A crystalline cap of transparent, blue-tinged incarnum forms on your head; ghostly images of your allies can just barely be seen moving in the facets.

With Catalogue of Messier shaped, you can monitor the health and position of your allies. Choose one ally with a touch when you shape the soulmeld; you gain the benefit of the status spell with that ally as the target. You can choose a different ally at any time with a touch by spending a full-round action. Essentia: You can monitor an additional ally for every point of essentia invested in Catalogue of Messier. You can only choose 1 different ally at a time with each full-round action.

Chakra Bind (Crown)
If you bind Catalogue of Messier to your crown chakra, you can communicate telepathically with any ally you are currently monitoring, as per the mindlink psionic power.

Chakra Bind (Other)
If you bind Catalogue of Messier to any other chakra, you gain the Declination Inferior Conjunction automatically at the start of each encounter.

Circumference of Eratosthenes
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Waist.
Saving Throw: None.
Around your waist twines a slender cord of braided incarnum, glowing softly in alternating blue, green, brown, and gold.

If you have Circumference of Eratosthenes shaped, you have greater control of your size than other creatures. Your size bonus to AC, attack rolls, and Hide checks, as well as your space when using the Escape artist skill, is determined as if you were one size category smaller. Your size bonus for checks to bull rush, grapple, or overrun (and your checks to avoid any of those) as well as the size of creatures that you can bull rush, grapple, or overrun, is determined as if you were one size category larger. Essentia: Each point of essentia invested in Circumference of Eratosthenes increases your carrying capacity by 50% of your normal carrying capacity.

Chakra Bind (Waist)
If you bind Circumference of Eratosthenes to your waist chakra, your size bonuses are determined as if you were three sizes smaller or larger than your actual size category instead of one. You can also move through any occupied square, as the occupying creature always counts as either three size categories larger or smaller than you.

Chakra Bind (Other)
If you bind Circumference of Eratosthenes to any other chakra, you gain the Spin Inferior Conjunction automatically at the start of each encounter.

Classes of Cannon
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Shoulders.
Saving Throw: None.
A sumptuous cape of striated colors extends from your shoulders, twinkling with inner light as it ripples in a nonexistent breeze.

By shaping Classes of Cannon, you gain a measure of protection against a variety of effects. When you shape the soulmeld, you gain a +2 insight bonus to the first type of save indicated on the table below, and the cape shimmers with the associated colored glow. Each time you make use of a bonus, you receive the next bonus until it is used, and so forth. You may also move to the next bonus whenever you wish by spending a full-round action in concentration. When you reach the end of the list, it starts again at the beginning. Essentia: Every point of essentia you invest in Classes of Cannon increases the insight bonus by +1.


[tr]ColorBenefit
WhiteSaves vs spells and spell-like abilities.
VioletSaves to avoid being dazed.
IndigoSaves to avoid becoming confused.
BlueSaves vs cold effects.
GreenSaves vs poison.
YellowSaves vs electricity effects.
OrangeSaves vs acid effects.
RedSaves vs fire effects.

Chakra Bind (Shoulders)
When you bind Classes of Cannon to your shoulders chakra, the vibrant colors of the cape twist and swirl in a disconcerting pattern. Any creature which can see you suffers a 10% miss chance on attacks against you, + 5% per invested essentia.

Chakra Bind (Other)
If you bind Classes of Cannon to any other chakra, you gain the Stars Inferior Conjunction automatically at the start of each encounter.

Comets of Shoemaker
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Throat.
Saving Throw: None.
A chain of glittering, icy orbs hangs from your neck.

When you shape Comets of Shoemaker, you can use the orbs from your necklace as an endless supply of ammunition for a bow, crossbow, sling, or other ranged weapon which requires ammunition. Treat this as regular ammunition for that weapon, except that it deals cold damage instead of the usual type(s), and it is always destroyed on impact. Using ammunition in this way allows you to reload a sling or crossbow as a free action instead of the normal action. Essentia: The ammunition gains a +1 enhancement bonus for each point of essentia invested in Comets of Shoemaker.

Chakra Bind (Throat)
When Comets of Shoemaker is bound to your throat chakra, you gain the ability to redirect ranged attacks targeting you. Whenever you are the target of a ranged attack or a ranged touch attack, you can spend an immediate action to deflect the attack toward another target within 30 feet. Use the same attack roll. If the redirected attack hits the new target, resolve it as normal. Otherwise, the attack targets you as intended. Once you use this ability, you cannot use it again for 1 minute; reduce this time by 1 round per invested essentia.

Chakra Bind (Other)
If you bind Comets of Shoemaker to any other chakra, you gain the Transit Inferior Conjunction automatically at the start of each encounter.

Cosmos of Sagan
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Heart.
Saving Throw: See text.
Incarnum swirls into a shirt of rich maroon, with a distinctive high-necked collar.

With Cosmos of Sagan shaped, you can understand any written or spoken language, as per the comprehend languages spell. Essentia: You gain a +2 insight bonus to Knowledge (the Planes) checks per essentia invested in Cosmos of Sagan.

Chakra Bind (Heart)
When you bind Cosmos of Sagan to your heart chakra, the magnificence of the Universe overwhelms your opponents. Whenever you observe a phenomenon, any opponent within 30 feet of you must make a Will save against the DC of this soulmeld or become shaken for 1d6 minutes. Creatures who fail the save but are already shaken (or frightened) become frightened (or panicked) by this effect instead.

Chakra Bind (Other)
If you bind Cosmos of Sagan to any other chakra, you gain the Azimuth Inferior Conjunction automatically at the start of each encounter.

Eclipses of Shi Shen
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Brow.
Saving Throw: None.
You shape incarnum into a pair of crystalline spectacles, each circular lens bearing a dark blotch in the center.

By shaping Eclipses of Shi Shen, you gain darkvision to a range of 30 feet, and can see through magical darkness as easily as you can through natural darkness. Essentia: Every essentia invested in Eclipses of Shi Shen increases the range of your darkvision by 30 feet.

Chakra Bind (Brow)
If you bind Eclipses of Shi Shen to your brow chakra, you can see through solid matter, as per a ring of x-ray vision, to a range (and maximum thickness) of 5 feet per invested essentia.

Chakra Bind (Other)
If you bind Eclipses of Shi Shen to any other chakra, you gain the Occultation Inferior Conjunction automatically at the start of each encounter.

Ephemerides of Brahmagupta
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Crown.
Saving Throw: None.
Tiny celestial bodies of effervescent incarnum whirl around your head in a complicated pattern.

If you have Ephemerides of Brahmagupta shaped, you are better able to calculate the position and trajectory of creatures and objects around you. You gain a dodge bonus to AC equal to your Intelligence modifier. Essentia: Each essentia invested in Ephemerides of Brahmagupta grants you a +1 insight bonus to initiative checks.

Chakra Bind (Crown)
By binding Ephemerides of Brahmagupta to your crown chakra, you gain a bonus to Observer level when observing a phenomenon equal to the amount of invested essentia. This ability has no effect on the number of Inferior Conjunctions you can have active at any given time.

Chakra Bind (Other)
If you bind Ephemerides of Brahmagupta to any other chakra, you gain the Azimuth Inferior Conjunction automatically at the start of each encounter.

Equation of Drake
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Arms.
Saving Throw: None.
Sequences of arcane mathematical and scientific symbols twine about your forearms, like delicate tattoos in a deep blue ink.

When you shape Equation of Drake, the mathematics of your craft guide your every move. You gain a +2 insight bonus to ranged touch attack rolls. Essentia: The insight bonus increases by +2 for each essentia invested in Equation of Drake.

Chakra Bind (Arms)
When you bind Equation of Drake to your arms chakra, you gain the ability to feel the presence of other creatures. You gain the benefit of the touchsight psionic power, to a range of 20 feet + 10 feet per invested essentia.

Chakra Bind (Other)
If you bind Equation of Drake to any other chakra, you gain the Declination Inferior Conjunction automatically at the start of each encounter.

Galaxy of Azophi
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Soul.
Saving Throw: None.
Tiny pinpricks of blue luminescence form beneath your skin.

With Galaxy of Azophi shaped, your subcutaneous astrarium is contagious. Whenever you a struck by a melee attack, the attacker is affected as if by the faerie fire spell for 1 minute. Essentia: Increase the duration of the faerie fire effect by 1 minute for every essentia invested in Galaxy of Azophi.

Chakra Bind (Soul)
If you bind Galaxy of Azophi to your soul chakra, you observe your place in the Universe with stunning clarity. You are immune to being moved against your will in any way. This includes magical means such as teleportation, or more mundane means such as being tripped, grappled, bull-rushed, overrun, or picked up by a flying creature.

Chakra Bind (Other)
If you bind Galaxy of Azophi to any other chakra, you gain the Stars Inferior Conjunction automatically at the start of each encounter.

Material of Zwicky
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Arms.
Saving Throw: None.
Your arms are shrouded in shadowy incarnum, as if cloaked with black mist.

By shaping Material of Zwicky, you increase the gravity around your limbs, granting them an inexorable weight. You gain a slam primary natural attack which deals 1d8 bludgeoning damage + your Strength modifier on a successful hit. Essentia: Each essentia invested in Material of Zwicky increases the base damage die of your slam attack by one step (as if you had increased in size by one category).

Chakra Bind (Arms)
When you bind Material of Zwicky to your arms chakra, you can immobilize creatures by striking them with your slam attack. Whenever you successfully damage a creature with your slam natural attack, that creature becomes wreathed in invisible matter, causing the target to become entangled. Additionally, the creature functions as if on a plane with the Heavy Gravity (http://www.d20srd.org/srd/planes.htm#heavyGravity) trait. Both effects last for a number of rounds equal to the amount of invested essentia.

Chakra Bind (Other)
If you bind Material of Zwicky to any other chakra, you gain the Gravity Inferior Conjunction automatically at the start of each encounter.

Moon of Gan De
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Waist.
Saving Throw: None.
A vaguely spherical glow trails along beside you, shifting colors nearly imperceptibly.

When you shape Moon of Gan De, a globe of nearly invisible incarnum begins to orbit you. Whenever you succeed on a Spot check to add or change an Inferior Conjunction, you gain 1 temporary essentia, which you can invest in one of your soulmelds as part of the same action. The temporary essentia disappears after 1 round. Essentia: You gain a +2 insight bonus to Spot checks made to alter the current Inferior Conjunctions for every essentia invested in Moon of Gan De.

Chakra Bind (Waist)
By binding Moon of Gan De to your waist chakra, you gain fast healing equal to the number of Inferior Conjunctions you have active at any given time.

Chakra Bind (Other)
If you bind Moon of Gan De to any other chakra, you gain the Moon Inferior Conjunction automatically at the start of each encounter.

Mysteries of Wu Xian
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Soul.
Saving Throw: None.
Your form becomes slightly indistinct, as if viewed through imperfect glass.

Whenever Mysteries of Wu Xian is shaped, you become immersed in the secret knowledge of the Universe. You gain the benefit of a single [Quantum] feat for which you qualify, chosen when you shape this soulmeld. This feat cannot be used to meet prerequisites. Essentia: You gain a +2 insight bonus to Will saves for every essentia invested in Mysteries of Wu Xian.

Chakra Bind (Soul)
When you bind Mysteries of Wu Xian to your soul chakra, you become immune to special senses. You can be detected by normal sight and sound (though you can attempt to Hide or Move Silently to avoid detection) and touch, as well as low-light vision, darkvision, blindsight, blindsense, and scent, as long as they are granted via intrinsic racial abilities. Any other sense (such as tremorsense or life sense), and any sense granted by a spell, item, feat, psionic power, soulmeld, or similar effect, including racial senses granted by polymorph or similar effects, fails to detect you. You cannot be the target of spells of the Scrying subschool, though other Divination spells affect you normally, and Scrying spells which target an area can see you as normal.

Chakra Bind (Other)
If you bind Mysteries of Wu Xian to any other chakra, you gain the Occultation Inferior Conjunction automatically at the start of each encounter.

Planet of Galle
Descriptors: Cold.
Classes: Soul Refractor.
Chakra Affinity: Heart.
Saving Throw: See text.
Your torso is swathed in nebulous blue vapor.

If you shape Planet of Galle, you become infused with cool power of an ice giant. You gain cold resistance 5. Essentia: Each essentia invested in Planet of Galle increases the cold resistance by 5.

Chakra Bind (Heart)
By binding Planet of Galle to your heart chakra, your core of ice leeches heat from your surroundings. Creatures other than you within 30 feet of you take 1d4 points of cold damage per invested essentia per round (Fort save for half damage), and each round you heal damage equal to half of the cold damage dealt (rounded down, minimum 0). In addition, all fire damage dealt to creatures within 30 feet of you (including yourself) is halved. You can raise and lower this effect as a swift action.

Chakra Bind (Other)
If you bind Planet of Galle to any other chakra, you gain the Transit Inferior Conjunction automatically at the start of each encounter.

Points of Lagrange
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Feet.
Saving Throw: None.
The ground under your feet warps to become flatter and more stable.

When you shape Points of Lagrange, your potential for motion coalesces into a stable system. You can move through difficult terrain at no movement penalty. Essentia: You gain a +2 insight bonus to Reflex saves for every essentia invested in Points of Lagrange.

Chakra Bind (Feet)
When you bind Points of Lagrange to your feet chakra, you gain the ability to swap positions with any willing target within 10 feet per invested essentia as a move action. This is a teleportation effect. Once you use this ability, you cannot can use it again until 10 rounds have passed, minus 1 round for each invested essentia.

Chakra Bind (Other)
If you bind Points of Lagrange to any other chakra, you gain the Gravity Inferior Conjunction automatically at the start of each encounter.

Pulsar of Bell
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Hands.
Saving Throw: See text.
The space around your hands begins to glow with a light that pulses in a regular pattern.

By shaping Pulsar of Bell, you can send directional messages. By spending a standard action, you can send a message of 25 words or less to any creature you can see, regardless of range, line of sight, or effect. The target's understanding of the message is limited by its ability to hear and understand your language, as normal. Essentia: You can send the same message to an additional target with the same action for each essentia invested in Pulsar of Bell.

Chakra Bind (Hands)
When you bind Pulsar of Bell to your hands chakra, the pulsing light around your hands flashes blindingly bright at opportune times. Whenever a phenomenon you observe deals damage to a creature, that creature must make a Fortitude save against the DC of this soulmeld or be dazed for 1 round.

Chakra Bind (Other)
If you bind Pulsar of Bell to any other chakra, you gain the Spin Inferior Conjunction automatically at the start of each encounter.

Radiation of Hawking
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Brow.
Saving Throw: None.
A fine mist of glittering particles shimmers around your face.

When you shape Radiation of Hawking, the subatomic particles escaping from your skull illuminate your targets in an unearthly light. You gain the benefit of the Blind-Fight feat when making ranged attacks. Essentia: Each essentia invested in Radiation of Hawking grants you a +4 insight bonus to Search and Sense Motive checks.

Chakra Bind (Brow)
If you bind Radiation of Hawking to your brow chakra, you automatically make a save to disbelieve any illusion effects you can sense, even if you have not interact with them.

Chakra Bind (Other)
If you bind Radiation of Hawking to any other chakra, you gain the Phase Inferior Conjunction automatically at the start of each encounter.

Rings of Huygens
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Hands.
Saving Throw: None.
Your wrists are encircled by incarnum bracelets, shaped like swarming shards of ice, stone, and dust, which seem to float half an inch above the skin.

When Rings of Huygens are shaped, you can direct the shards to move things at your bidding. You can use mage hand as a supernatural ability at will. Essentia: The maximum weight of an object that your mage hand can lift increases by 15 lbs for each essentia invested in Rings of Huygens.

Chakra Bind (Hands)
If you bind Rings of Huygens to your hands chakra, the bracelets extend over your hands to increase your grip dramatically. You gain a climb speed equal to half your base land speed (rounded up to the nearest multiple of 5 feet), which increases by 10 feet for every essentia invested in Rings of Huygens.

Chakra Bind (Other)
If you bind Rings of Huygens to any other chakra, you gain the Moon Inferior Conjunction automatically at the start of each encounter.

Variables of Leavitt
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Feet.
Saving Throw: None.
Your lower extremities seem to pulsate, growing and shrinking in a semi-regular rhythm.

If you shape Variables of Leavitt, the shifting size of your feet lets you move in unpredictable ways. You do not provoke attacks of opportunity for moving through threatened areas. Essentia: You gain a +4 insight bonus to Tumble checks for each essentia invested in Variables of Leavitt, and can use Tumble untrained.

Chakra Bind (Feet)
When binding Variables of Leavitt to your feet chakra, you can judge distances far more accurately. You gain a bonus to Jump checks equal to the bonus on Tumble checks, and always jump as if you had a running start, even if you do not move before jumping.

Chakra Bind (Other)
If you bind Variables of Leavitt to any other chakra, you gain the Phase Inferior Conjunction automatically at the start of each encounter.

Zone of Shapley
Descriptors: None.
Classes: Soul Refractor.
Chakra Affinity: Throat.
Saving Throw: None.
A blue-green choker of liquid incarnum forms around your throat.

When you shape Zone of Shapley, the area you occupy is always habitable. You ignore any harmful traits of the plane you inhabit, as per the avoid planar effects spell. Essentia: Each essentia invested in Zone of Shapley grants you a +4 insight bonus to Survival checks.

Chakra Bind (Throat)
By binding Zone of Shapley to your throat chakra, it sustains you even under unwelcome conditions. You do not need to eat, drink, or breathe. In addition, you do not need sleep, and become immune to magical sleep effects.

Chakra Bind (Other)
If you bind Zone of Shapley to any other chakra, you gain the Orbit Inferior Conjunction automatically at the start of each encounter.