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thegurullamen
2008-12-02, 12:27 AM
Warmelder

http://www.wizards.com/dnd/images/moi_gallery/91048.jpg
Look at the awesome. A warmelder might look like this.

A warmelder is a soulmelder who uses the power of Incarnum in a much different way: he forges weapons from the souls of powerful warriors, priests, magicians and rogues of the past. By binding these specific souls to himself, the warmelder can make use of their knowledge, experiences and insights to turn the tides of battle. More often, though, warmelders direct battles far from the front lines, using powerful incantations or rituals to aid their allies before taking up their own powerful arms. Warmelders have limited access to more traditional soulmelds, but most prefer to master their own warmelds and never dabble in the arts of "pure incarnum".

Hit Die: d8

Skill Points: (4 + Int modifier) per level

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), All Knowledges (taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex) and Use Rope (Dex)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds Known|Essentia|Chakra Binds

1st|
+0|
+0|
+0|
+2|War Melder, Subsume|
2 (0)|
1|
0

2nd|
+1|
+0|
+0|
+3|Persona Guidance +2|
3 (0)|
2|
0

3rd|
+2|
+1|
+1|
+3|Soulmelder|
3 (1)|
3|
0

4th|
+3|
+1|
+1|
+4|Least Chakra Bind (crown)|
4 (1)|
4|
1

5th|
+3|
+1|
+1|
+4|Insight|
4 (1)|
5|
1

6th|
+4|
+2|
+2|
+5|Weapon/Armor Bind|
4 (2)|
6|
1

7th|
+5|
+2|
+2|
+5|Lesser Chakra Bind (feet, hands), Incantations|
5 (2)|
7|
1

8th|
+6/+1|
+2|
+2|
+6|Persona Guidance +4|
5 (2)|
8|
2

9th|
+6/+1|
+3|
+3|
+6|Unleash 1/encounter|
5 (3)|
9|
2

10th|
+7/+2|
+3|
+3|
+7|Insight|
6 (3)|
10|
2

11th|
+8/+3|
+3|
+3|
+7|Greater Insights|
6 (3)|
11|
2

12th|
+9/+4|
+4|
+4|
+8|Overpowering Soul|
6 (4)|
12|
3

13th|
+9/+4|
+4|
+4|
+8|Greater Chakra Bind (brow, shoulders, arms)|
7 (4)|
13|
3

14th|
+10/+5|
+4|
+4|
+9|Unleash 2/encounter, Persona Guidance +6|
7 (4)|
14|
3

15th|
+11/+6/+1|
+5|
+5|
+9|Insight|
7 (5)|
15|
3

16th|
+12/+7/+2|
+5|
+5|
+10|Greater Weapon/Armor Bind|
8 (5)|
16|
4

17th|
+12/+7/+2|
+5|
+5|
+10|Essentia Font|
8 (5)|
17|
4

18th|
+13/+8/+3|
+6|
+6|
+11|High Chakra Bind (throat, waist, heart), High Rituals|
8 (6)|
18|
4

19th|
+14/+9/+4|
+6|
+6|
+11|Unleash 3/encounter, Persona Guidance +8|
9 (6)|
19|
4

20th|
+15/+10/+5|
+6|
+6|
+12|Insight, Perfect Weapon/Armor|
9 (6)|
20|
5[/table]

Proficiencies: A Warmelder is proficient in all simple weapons. She gains no proficiency in any armor but is proficient in all shields (except tower shields.)

War Melder: A Warmelder draws her power from strong and unique individuals who came before her. Tapping into Incarnum, the material of the souls, she can forge bonds with the remnants of certain individuals. These bonds manifest in the form of soulmelded weapons or armor that only the Warmelder can use. Soulmelded weapons and armor are considered masterwork and behave exactly as their physical counterparts would (unless otherwise noted). They also act exactly as soulmelds, counting against your daily meldshaping and total meld limits. You may shape more than one weapon or armor meld at one time, but you may only benefit from one at a time. Switching between two shaped melds takes a full-round action that provokes AoOs.

Subsume: A Warmelder may place a part of herself in her soulmelds. By investing essentia into any weapon or armor she forms, she gains additional minor benefits. While essentia is invested in weapon or armor, a Warmelder may treat herself as two levels higher for determining the effects of a Weapon/Armor Bind (see below.) Unlike typical soulmelds, a Warmelder may invest one more than the normal allotment of essentia in weapon or armor soulmelds. (So, 2 at 1st level, 3 at 6th, 4 at 12th and 5 at 18th.) Investing or removing essentia from a meld is a free action.

Persona Guidance: The spirits of the weapons and armor you meld lend you their wisdom. At 2nd level, you gain a +2 bonus to the skill listed in the meld's persona section. This increases to +4 at 8th level, +6 at 14th and +8 at 19th.

Soulmelder: A Warmelder can shape a small number of normal soulmelds. Instead of gaining knowledge of all soulmelds, a Warmelder has a list of melds known. At 3rd level and every three levels thereafter, a Warmelder may add another soulmeld from the Incarnate meld list to her list of melds known. The DC for a saving throw against your soulmeld is equal to 10 + your Con modifier + twice the number of points of essentia invested in the meld. You may have a number of melds shaped at one time equal to or less than your Con score minus 10. you may shape

Chakra Binds: Beginning at 4th level, you can bind soulmelds to your chakras. At first, melds may only be bound to the crown chakra. At 7th level, the feet and hand chakras open. At 13th level, the brow, shoulder and arm chakras open and at 18th level, the throat, waist and heart chakras can be bound. You may only have one chakra bound per four soulmelder levels you possess (maximum of four.)

Insight: Your dealings with strong personas has granted you insights into the nature of souls. At fifth level and every five levels thereafter, you gain an Incarnum feat for free.

Weapon/Armor Bind: At 6th level, you learn to make better use of your special melds. Soulmelded weapons and armor can be bound to any chakra and confer different benefits based on which chakra they take up. (See below.) Furthermore, as you advance in level, your armor and weapon melds gain enhancement bonuses. These enhancement bonuses must be split evenly between numeric enhancement and the enhancement abilities listed by each meld (such as flaming, shocking, etc. See the "Bound Abilities" section of the melds below. Note: Since the list of armor abilities is limited, all armor melds have access to all armor enhancement abilities keyed to an enhancement bonus number An enhancement bonus ability cannot be chosen unless it has an appropriate bonus.) At 16th level, you may split the enhancement bonus however you wish. To determine the bonus, refer to the table below:


{table=head]Level|Chakra Required|Bonus
6th-7th|Least|+2
8th-9th|Least|+3
10th-11th|Lesser|+4
12th-13th|Lesser|+5
14th-15th|Lesser|+6
16th-17th|Greater|+7
18th-19th|Greater|+8
20th+|High|+9[/table]

Incantations: After binding a soulmelded weapon or armor to a lesser or higher level chakra, a Warmelder may spend essentia invested in her soulmeld to chant an incantation. Spent essentia still counts as invested in the soulmeld and cannot be removed or invested in another soulmeld, though it may be still be burned. Spent essentia no longer counts towards any bonus effects the soulmeld might have, however. Essentia remains spent until the incantation's effect has ended or heals at a rate of one per hour in the case of Instantaneous effects.

Unleash: At 9th level, you learn to channel the souls of the warriors whose weapons you wield. As a swift action, you may spend one essentia invested in a weapon soulmeld to increase your BAB to equal your Hit Dice for one round. The spent essentia is restored after one hour or, in the case of multiple uses within the same hour, one hour after the last time you use this ability. You may use this ability once per encounter. This ability can be used twice per encounter at 14th level and three times per encounter at 19th level.

Greater Insights: At 11th level, you can make better use of your Incarnum feats. As an immediate action, you may spend a point of essentia invested in an Incarnum feat to double the numeric effect of the feat for one round. In addition, you gain either Cerulean Reflexes, Cerulean Fortitude or Cerulean Will for free at this level.

Overpowering Soul: If you invest 4 or more essentia into a weapon or armor soulmeld while shaping it, you may rearrange the meld's weapon or armor special abilities. The changed abilities may not exceed the number of enhancement bonuses allowed by your level nor may they exceed the normal +5/+5-abilities cap. (In other words, no +1 dancing vorpal weapon melds may be shaped.) Furthermore, while invested with 4 or more essentia, weapon melds are no longer limited to the Bound abilities list and may make use of any enhancement ability on any of the melds' ability lists. The changes to the shaped meld last as long as you have 4 or more essentia invested in the meld. If you the essentia falls below four, the weapon's original limits return until you reinvest the proper amount of essentia, in which case you may reinstate your earlier changes.

Essentia Font: At 17th level, a Warmelder becomes more attuned with her own essentia. Spent essentia heals after an encounter (or five minutes.) This has no effect on burnt essentia.

High Rituals: After binding a soulmelded weapon or armor to a high chakra, a Warmelder may burn essentia invested in her soulmeld to power a high ritual. Unlike incantations, high rituals take a long time to cast. Unless otherwise noted, all high rituals take at least 10 minutes to perform. At the cost of one extra burnt essentia, any high ritual can be performed in two rounds. For rituals emulating spells with focuses or material components with high costs, the meld acts as the component or focus (with no adverse effects.)

Like spent essentia, burnt essentia counts as one essentia point towards incantations and cannot be divested. Unlike spent essentia, burnt essentia does not heal quickly. It heals at a rate of one per day. Furthermore, if a character has a number of burnt essential exceeding their Con score - 10, they cannot invest or gain benefits from invested essentia until the number of burnt essentia falls below the threshold. A meld infused with burnt essentia cannot be willingly unshaped until the essentia is completely healed, though it can be traded out for another shaped meld of the same category (i.e., weapon for weapon or armor for armor.) If forcefully unshaped, the meld deals 2d20 damage to the shaper and its attacker and naturally reforms within 2d10 minutes.

Perfect Weapon/Armor: Once per day, you may take Constitution damage equal to twice the number of burnt essentia on a single soulmeld to instantly heal the burnt essentia on that meld. Furthermore, you may choose one weapon and one armor soulmeld. The essentia capacities for these melds permanently increases by one and all essentia spent in these melds heals at a rate of one per round.


Warmelder Weapon and Armor Melds:

* denotes a new spell which can be found below.
# denotes standard action (or shorter) casting times
[SC]: Found in the Spell Compendium

Weapons

Staff of Charon (Quarterstaff)
Bound Abilities: vampiric, wounding, dancing, ghost touch, disrupting, bane (undead), unholy (Note: abilities chosen apply to both ends of the staff.)
Powers: The Staff of Charon deals an extra 1d6 damage to undead creatures. While wielding the Staff, you gain a +5 foot speed bonus to any form of movement you possesses (land, swim, fly, etc.) This increases to +10 at 10HD. Finally, the weapon projects an aura of fluxing entropy. Low HD creatures and objects within 30 feet of the Staff appear to wilt or age but act as if unaffected.
Incantation: Speak With Dead (1 essentia), Phantom Steed [takes the form of a floating boat] (2 essentia), Teleport (4 essentia), Finger of Death (5 essentia)
High Ritual: Reincarnate (3 essentia), Plane Shift (4 essentia), True Resurrection (5 essentia), Soul Bind (5 essentia), Reaper's Task* (5 essentia)
Persona: Charon was once the high priest of Wee Jas charged with travelling and founding new orders in her name. Raised to avatar status by the god herself, Charon now ferries the servants of the goddess to her otherworldly home or into the damned abyss. Unlike most priests of Wee Jas, Charon despised undead, believing them to be a perversion of the ultimate end and an insult to his deity. The Staff of Charon's key skill is Knowledge (religion).
Essentia: Each essentia invested increases the bonus damage to undead by 1 and the aura radius to increase by 10 feet.

Brazen (Rapier)
Bound Abilities: keen, dancing, shock, shocking burst, defending, speed, vorpal
Powers: While wielding Brazen, you gain a +2 bonus to all Jump, Balance, Climb, Swim and Tumble checks. This bonus increases to +4 at 10HD. You also gain two Desert Sun maneuvers plus one stance (each of a level equal to half of your Warmelder level) and a recharge method like a Swordsage.
Incantation: Jump (1 essentia), Expeditious Retreat (1 essentia), Cat's Grace (2 essentia), Featherfall (2 essentia), Fly (3 essentia), Water Walk (3 essentia), Air Walk (4 essentia)
High Ritual: Razor's Edge* (3 essentia), Favored by Luck* (4 essentia), Foresight# (5 charges)
Persona: Killian was a reckless gnome who often wandered the northern shores of his homeland. Legends say that he sometimes spent days dodging lightning bolts in hurricanes or raced sharks in reef-riddled waters. Others say he made a deals with a rogue air elemental, gaining his powers but also an insatiable wanderlust in the process. Killian's key skill is Tumble.
Essentia: For every point of essentia invested, you gain access to one movement skill trick and an additional use of your maneuvers each encounter.

Gentle Harvester (Scythe)
Bound Abilities: defending, dancing, wounding, life drinking, bane (fire outsider), bane (plant), keen
Powers: While held, the Gentle Harvester grants its wielder a number of temporary hit points equal to their HD. Once gone, these hit points cannot be replenished until the melder has rested for a night. The number of temporary hit points granted is doubled for creatures of the plant Type. Creatures wielding the Harvester can encourage or discourage the growth of plants. By spending an hour with a plant, the wielder can encourage it to produce more fruit, grow in unnatural patterns or to unusual sizes and even wilt prematurely. (These effects happen when they normally would, i.e. the plant will not suddenly produce fruit in the winter or instantly bend into new shapes.)
Incantation: Shield (1 essentia), Sanctuary (1 essentia), Mage Armor, Mass (2 essentia), Command Plants (3 essentia), Repel Wood (3 essentia), Barkskin (3 essentia), Stoneskin (4 essentia), Barkskin, Mass (4 essentia)
High Ritual: Permanent Animate Plants (3 essentia), High Harvest* (3 essentia), Heroes' Feast (3 essentia), Liveoak (3 essentia), Permanent Wall of Force (4 essentia), Shapechange# [Plant forms only.] (4 essentia), Extended Control Plants (5 essentia)
Persona: Verne Grey [plants and defense] Verne's key ability is Knowledge (nature).
Essentia: For each point of essentia invested, the wielder gains two extra temporary hit points and may talk to one more plant at a time.

Hektant Arcaniss (Greatsword)
Bound Abilities: bane (dragon), shock, flaming, frost, acidic, the four bursts, vorpal
Powers: Hektant's wielder gains energy resistance 5 to one of the four basic elements (chosen when the meld is shaped and cannot be changed until the meldshaper has rested for a night.) This resistance increases to 10 at 10HD. When struck by any attack that deals an amount of elemental damage that exceeds your level, the Hektant's wielder may deal an amount of damage of the same energy type equal to her level to one opponent within 10 feet of you as an immediate action. When attacking dragons, your attacks deal an extra 1d4 damage of that dragon's vulnerability.
Incantation: Shocking Grasp (1 essentia), Scorching Ray (2 essentia), Lightning Bolt (3 essentia), Fireball (3 essentia), Acidic Breath[SC] (3 essentia), Wall of Ice (4 essentia), Cone of Cold (5 essentia)
High Ritual: Chain Lightning (1 essentia), Delayed Blast Fireball (1 essentia), Shapechange# [Dragon forms only] (4 essentia), Slayer's Call* (5 essentia), Wish (5 essentia)
Persona: Unlike most melds, the Hektant is a fragment of a sentient weapon. After years under the control of a tribe of dragonslayers, the original Hektant used the blood it had collected in fights with powerful dragons to forge its own soul. While the real sword still exists, the meld makes use of the remnants of the created soul floating in the Incarnum. The Hektant's key skill is Use Magic Device.
Essentia: For each point of essentia invested, the energy resistance increases by 2.

Fear and Trembling (Longsword and Shield)
Bound Abilities: bane (air outsider), bane (fire outsider), frost, freezing burst, acidic, caustic burst, free (wielder is under effects of Freedom of Movement spell, +5 bonus)
Powers: While wielding Fear and Trembling, you gain a +5 to all Swim checks, a swim speed equal to your land speed and do not take an armor check penalty to your Swim skill checks. At 10 HD, you gain tremorsense out to ten feet. While standing on land or in water, you gain a +2 bonus all all checks made to resist tripping, grapples, disarms or sunderings. While wielding the weapon and shield, you no longer feel hungry nor need to eat (though you must still drink water.)
Incantation: Obscuring Mist (1 essentia), Survivalist's Knack* (2 essentia), Stone Shape (3 essentia), Control Water (3 essentia), Righteous Might (4 essentia), Planar Binding, Lesser (4 essentia), Earthquake (5 essentia)
High Ritual: Planar Binding, Greater [Earth or water creatures only.] (3 essentia), Permanent Prismatic Wall (4 essentia), Contingent Prismatic Sphere (5 essentia), Summon Elemental Monolith [Earth or water elementals only.] (5 essentia)
Persona: Unnamed half orc. Faith over reason. This meld's key ability is Swim.
Essentia: For each point of essentia invested, you gain a +2 bonus to your Swim checks and add five feet to your tremorsense radius.

Jester's Gloves (Special)
Bound Abilities: speed, flaming, shocking, flaming burst, shocking burst, defending, thundering
Powers: The Jester's Gloves are not a weapon themselves, but allow you to summon a wide variety of objects which you can use as weapons. As a free action, you can use the Gloves to conjure a small, one handed item which you can either use or throw. With this ability, you can conjure and use any tool or item worth 1gp or less. These items can only be used by you and fade away if passed to another creature. You can conjure more expensive items, but these may only be thrown as weapons and not employed in any other way.
--Items thrown as weapons deal 1d4 damage plus your strength modifier. They type of damage the weapon deals is decided by you when you conjure it. It is impossible to score a critical hit with these weapons (see Essentia, below.)
--Finally, you may cast Prestidigitation, Light and Dancing Lights at will.
Incantations: Ventriloquism (1 essentia), Whispering Wind (2 essentia), Produce Flame (2 essentia), Invisibility (3 essentia), Invisibility Sphere (3 essentia), Rainbow Pattern (4 essentia), Shadow Evocation (5 essentia), Mislead (5 essentia)
High Ritual: Greater Invisibility (1 essentia), Wind Walk (1 essentia), Control Winds (2 essentia), Scintilating Pattern (2 essentia), Veil (2 essentia), Fire Storm (3 essentia), Shadow Conjuration, Greater (3 essentia), Incindiary Cloud (4 essentia), Teleport Object (4 essentia), Weird (5 essentia)
Persona (wind and fire story)'s key skill is Perform (any).
Essentia Each point of essentia invested in this meld increases the damage die of the Gloves' thrown weapons by one step (i.e., from d4 to d6 to d8 to d10 to d12.) While essentia is invested in this meld, the items also gain a critical threat range equal to the number of essentia invested, up to a maximum of 16-20. The critical multiplier is times two.


Armors

Devotion: (Breastplate)
Powers: While Devotion is worn, you gain spell resistance equal to 7 + your number of Hit Dice. At 10 HD, this increases to 15 + HD. While within 30 feet of any spell being cast, you may make a Spellcraft check to identify it, even if you are not aware of it (though doing so imposes a -15 penalty to the check.) By spending one essentia invested in this meld, you may attempt to dispel any spell as an immediate action as per Dispel Magic (or Greater Dispel Magic at 15HD.) Essentia spent this way heals at the end of the encounter (or after five minutes of rest.)
Incantation: Sanctuary (1 essentia), Burning Hands (1 essentia), Mirror Image (1 essentia), Magic Missile [No caster level/missile limit.] (2 essentia), Cure Moderate Wounds [Note: Healing incantations cannot be used on a target with more than 50% of their maximum hit points.] (2 essentia), Lightning Storm (3 essentia), Remove Curse (3 essentia), Dispel Magic (3 essentia), Wall of Fire (4 essentia), Cure Light Wounds, Mass (4 essentia)
High Ritual: Break Enchantment (3 essentia), Prismatic Spray# (3 essentia), Greater Dispel Magic (3 essentia), Polar Ray# (4 essentia), Shadow Evocation# (4 essentia), Cure Critical Wounds, Mass# (4 essentia), Heal# (4 essentia), Hellfire Strike*# (5 essentia), Mass Heal (5 essentia)
Persona: [red mage] 's key skill is Spellcraft.
Essentia: For each point of essentia invested in the meld, you gain an additional 2 to your SR.

Scribe's Mail: (Banded Mail)
Powers: While wearing the Scribe's Mail, you can read any written language. You gain a +4 bonus to all saving throws involving written words or runes. While wearing the Scribe's Mail, you can cast spells from scrolls just as if you were a wizard or cleric. At 10 HD, you may use wands without needing to roll a UMD check. By studying any item for 10 minutes, you can identify it as if you had cast Identify on it. Finally, you always remember anything you have read while wearing the Mail (you may not use this to scribe spellbooks, however.)
Incantation: True Strike (1 essentia), Read Thoughts (2 essentia), Commune (3 essentia), Major Creation (4 essentia), Clairaudience/Clairvoyance (4 essentia), True Seeing (5 essentia)
High Ritual: Mordekainan's Magnificent Mansion (2 essentia), Divination (3 essentia), Fabricate (3 essentia), Greater Scrying (4 essentia), Legend Lore (4 essentia), Discern Location (4 essentia), Genesis (5 essentia)
Persona: [hidden knowledge, void, location, dangerous secrets] 's key skill is Knowledge (arcana).
Essentia: Essentia invested in this meld can be spent or burnt to fuel the incantations and rituals of other melds. You may burn your maximum number of essentia invested on this meld to decrease the essentia cost of an incantation or high ritual on any meld you have shaped by one.

Infernowalker's Robe: (Leather Armor)
Powers: While wearing the Robe, you gain an innate bonus on Sense Motive checks versus evil outsiders equal to your HD. You suffer no adverse effects from the environments of evil-aligned planes and are under the effects of a continuous Endure Elements spell. You gain a +4 bonus on all saves against Good aligned spells and effects. Finally, you gain a sonic breath weapon that deals 1d4 damage per two HD you possess in a 15 foot cone or 30 foot line (chosen each time you attack.) This increases to 30 feet and 60 feet respectively at 10 HD.
Incantation: Burning Hands (1 essentia), Fireball (2 essentia), Summon Monster III [Evil creatures only.] (2 essentia), Lesser Planar Binding [Evil Outsiders only.] (3 essentia), Dimensional Anchor (4 essentia), Summon Monster VI [Evil creatures Only.] (4 essentia)
High Ritual: Plane Shift (3 essentia), Dismissal# (4 essentia), Greater Planar Binding [Evil Outsiders only.] (4 essentia), Summon Monster IX [Evil creatures only.] (4 essentia), Gate (5 essentia), Hellfire Strike* (5 essentia)
Persona: (Story) ...'s key skill is Knowledge (planes).
Essentia: For each point of essentia invested, the damage from your breath weapon and fire incantations increases by one.

Cerulean Platemail: (Platemail)
Powers: When struck by a spell or spell-like ability, you may make a Will save against the spell's DC to learn it. The spell can be cast by spending essentia on it as if it were an incantation. (Each spell cast this way costs a number of essentia equal to half of its spell level, rounded up. For spells on multiple spell lists, use the most appropriate spell list to determine its cost.) Once a spell is cast, you cannot cast it again unless you learn it again. You may know up to your HD x 3 in spell levels at a given time. (Unshaping this meld does not affect any spells know; you regain the list when the meld is reshaped.) Additionally, you gain DR 5/-- against attacks from evil outsiders. This increases to DR 10/-- at 10 HD.
Incantation: Hide From Undead (1 essentia), Ventriloquism (1 essentia), Daylight (2 essentia), Minor Image (2 essentia), Fly (3 essentia), Major Image (3 essentia), Invisibility, Greater (4 essentia), Blade Barrier (4 essentia)
High Ritual: Mirage Arcana (1 essentia), Holy Word (2 essentia), Permanent Image (2 essentia), Programmed Image (3 essentia), Sunburst (4 essentia), Shapechange# [Good Outsider forms only.] (5 essentia), Gate [To Good-aligned planes/angelic creatures only.] (5 essentia)
Persona: Once one of Vecna's spies in the great city of Sigil, Omen kept watch over the deity's stores and followers via the city's extensive portal network. When agents of Hieronius began investigating his work, Omen arranged for their illegal operation's discovery by the Queen of Pain but was betrayed himself by a mole. While fleeing, Omen was captured by the Heironians and given the option to convert or be left for the Queen. Sanctified by the paladins, Omen spent the rest of his life working under Heironius, using his knowledge of illusions and his divinely-inspired blue magic to root out Vecna's cults. Omen's key skill is Knowledge (religion).
Essentia: For each point of essentia invested, you gain a +1 sacred bonus to your AC against evil outsiders.

Infiltrator's Vestments: (Chainshirt)
Powers: You gain a +2 bonus to all skill checks made to gain entry to a secure location. This increases to +4 at 10 HD. You also gain two Shadow Hand maneuvers plus one stance (each of a level equal to half of your Warmelder level) and a recharge method like a Swordsage.
Incantation: Knock (2 essentia), Glitterdust (2 essentia), Passwall (3 essentia), Animate Objects (3 essentia), Freedom of Movement (4 essentia), Shadowstep (4 essentia), Dimension Door (4 essentia), Gaseous Form (4 essentia), Otto's Irresistable Dance (5 essentia)
High Ritual: [i]Phase Door (3 essentia), Teleport Without Error (4 essentia), Time Stop# (4 essentia), Etherealness (5 essentia)
Persona: (Story) ...'s key skill is Move Silently. (This is MC Hammer, superspy. Stop. Bullet Time.)
Essentia: For each point of essentia invested in this meld, you gain an interaction skill trick and an extra use of your maneuvers each encounter.

[u]Trophy Hunter's Pelt: (Leather Hide)
Powers: While worn, the Pelt confers the Scent ability to its wearer. At 10HD, the wearer gains echolocation (blindsense) out to 30ft and the ability to Shapeshift (as per the alternative druid ability from the PHBII) as a druid of your level - 2. (While shapeshifted, your melds remain active, changing appearance to conform to your new form.) In addition, the Pelt's wearer can always track any animal, regardless of any and all adverse conditions.
Incantation: Speak with Animals (1 essentia), Snake's Swiftness[SC] (1 essentia), Bear's Endurance (2 essentia), Bull's Strength (2 essentia), Cat's Grace (2 essentia), Eagle's Splendor (2 essentia), Fox's Cunning (2 essentia), Owl's Wisdom (2 essentia), Blindsight[SC] (2 essentia), Snare (3 essentia), Dominate Animal (3 essentia), Snake's Swiftness, Mass[SC] (3 essentia), Bear's Endurance, Mass (4 essentia), Bull's Strength, Mass (4 essentia), Cat's Grace, Mass (4 essentia), Eagle's Splendor, Mass (4 essentia), Fox's Cunning, Mass (4 essentia), Owl's Wisdom, Mass (4 essentia), Polymorph (4 essentia)
High Ritual: Persistant Summon Nature's Ally I-III# (1 essentia), Quickened, Extended Summon Nature's Ally IV-VI# (2 essentia), Summon Nature's Ally VII-IX# (3 essentia), Polymorph Any Object (4 essentia), Shapechange# [Animal or magical beast forms only.] (5 essentia)
Persona: (Story) ...'s key skill is Survival
Essentia: Each point of essentia increases the range of the echolocation by 10 feet and grants a +1 damage bonus to attacks made with a shifted form's natural weapons.

[u]New Spells

[u]Favored by Luck
[b]Enchantment
Level: Sor/Wiz 7, Luck 7 (replacement)
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No

You twist the fate of your next failures to your benefit. The next time you roll a natural one, reroll against the same DC. If you succeed on the new roll, treat the natural one as a natural twenty instead. You may reroll a number of natural ones equal to your highest ability modifier per casting of this spell. Failed rerolls do not count against this limit.

Material Component: A golden needle blessed by a cleric with the Luck domain worth at least 500 gp.

Hellfire Strike
Evocation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 10 minutes
Range: Extreme
Effect: Four ten-foot cubes of fire
Duration: Instantaneous
Saving Throw: Reflex (halves damage)
Spell Resistance: No

A mighty wizard long ago noted how sucky Meteor Swarm was for a ninth level spell and "fixed" it. For all intents and purposes, the spell is the same except instead of fire damage, it deals Hellfire (or untyped) damage.

Material Component: A handful of bat guano. Demonic bat guano is preferred, but make do with what you got.

High Harvest
Transmutation
Level: Drd 8
Components: V, S, M
Casting Time: 1 day
Range: 1 mile radius/level
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Raising your hands high, you bless the earth and airs around you, calling on the forces of nature and the souls of devoted farmers to aid in the coming year. Regardless of how the weather or other conditions may prove, the affected area produces the maximum amount of food and produce. Furthermore, any plant creatures in the area at the time of casting are affected as if the Heal spell were cast on them and gain 1 hp per day spent in the area. This spell negates blighting of any form.

Razor's Edge
Divination
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 10 minutes
Target: Self
Duration: 1 day
Saving Throw: Will (negates)
Spell Resistance: No

Guided by the luck of daredevils, you sense the pitfalls and strengths dangerous actions. Whenever you engage in a risky activity such as balancing on a highwire, running across a crumbling ledge or facing an opponent whose CR exceeds yours by 4 or more, you gain a +10 luck bonus on all skill checks for that action or a +4 luck bonus to AC and attack/damage rolls for that opponent. Rolling a natural one on any check for the day negates these bonuses for one full minute.

Material Component: A rabbit's hair wrapped around a bent sliver of iron.

Reaper's Task
Necromancy [Death]
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 hour
Range: Multiverse
Effect: Death
Duration: Instantaneous
Saving Throw: Will (negates)
Spell Resistance: No

After one hour of chanting, you think deeply about the focus' owner and unleash a pulse of pure negative energy. Regardless of their location, the energies strike the target who must make a Will save or die.

Spell Focus: A personal item or piece of the target creature.

Slayer's Call
Conjuration [Summon]
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 10 minutes
Range: Close (25 ft. +5 ft./level)
Effect: Summons one ghost dragon
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You wade through the souls of all dragonkind as you search for the proper Incarnum strands. After finding the correct remnants, you draw the soul of a long dead dragon back into existence. This spell can summon the ghost of any dragon of up to your caster level in HD. The dragon's ghost follows your commands until it dissipates at the end of the spell's duration. You can command the ghost to fight but doing so immediately ends the spell's effect once the encounter ends.

Spell Focus: A circle large enough to surround the summoned ghost drawn in melted wax.

Survivor's Knack
Divination
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: No

You gain a +10 bonus on all Survival checks to find food or clean water.

Material Component: A drop of muddy water or a piece of rotten meat.

thegurullamen
2008-12-02, 12:35 AM
Sorry that took so long. This is the first draft of the class. It's probably going to be retooled a couple of times over the course of....forever but it's nice to have the base out. Tell me what you think and hit me with the balance issues, of which there are probably a great many.

afroakuma
2008-12-02, 12:42 AM
Don't have time to assess fully at the moment, so I'll just say: great capturing of the voting themes, and it looks well-planned and executed.

thegurullamen
2008-12-04, 01:52 PM
Am I the only one that thinks a mini-gun meld would be both creatively irresponsible and awesome at once? Wonder if I should do it.

Probably should have discovered the Fallout franchise earlier in my life so I wouldn't geek out over it so hard, too.

Lert, A.
2008-12-04, 05:51 PM
I'll try to provide constructive criticism.

First of all, an incarnum/invoker/(ritual)caster class is awesome. I go on the record as supporting the mini-gun meld.

A few little things:

Soulmelder:... You may have a number of melds shaped at one time equal to or less than your Con score minus 10. you may shape

Kind of ends there. Is there something significant to be added?


Chakra Binds:

Might be a little off on the description here. I believe you are describing a limited form of meldshaping - only able to shape in certain locations at certain levels vs. traditional any location, limited by number of melds that may be shaped - instead of actual chakra binding which is binding a meld to specific location for extra bonuses.


Weapons/Armors:

Are these complete? It appears not since there are no bound abilities for the armors - which if I read Weapon/armor binding correctly they should have - and there are no listed enhancements for chakra binds. The latter of course may not be an issue if the chakra bind section - mentioned above - is different from chakra binds of MoI.


Looking good so far. Keep it up.

thegurullamen
2008-12-04, 08:23 PM
I'll try to provided constructive criticism.

First of all, an incarnum/invoker/(ritual)caster class is awesome. I go on the record as supporting the mini-gun meld.

A few little things:

Soulmelder:... You may have a number of melds shaped at one time equal to or less than your Con score minus 10. you may shape

Kind of ends there. Is there something significant to be added?

Whoops. The problem with any large project is remembering to finish everything up. I do not envy the editing and refining process that awaits Zeta Kai and afroakuma for their collaborative VUACampaign Setting project. Unfortunately, I cannot remember for the life of me what I wanted to put there. I'll think about it and post later, if there's anything to post.


Chakra Binds:

Might be a little off on the description here. I believe you are describing a limited form of meldshaping - only able to shape in certain locations at certain levels vs. traditional any location, limited by number of melds that may be shaped - instead of actual chakra binding which is binding a meld to specific location for extra bonuses.

No, you can shape melds anywhere, but you can only bind them to limited locations as per the normal soulmelding/binding classes. It's all in there. Give it a reread and if you spot anything confusing, tell me about it and I'll rewrite or address it.


Weapons/Armors:

Are these complete? It appears not since there are no bound abilities for the armors - which if I read Weapon/armor binding correctly they should have - and there are no listed enhancements for chakra binds. The latter of course may not be an issue if the chakra bind section - mentioned above - is different from chakra binds of MoI.

The problem with listing the enhancement abilities for armor melds is that most armor enhancements are not +1, +2, etc. Most of them (such as Shadow or Slick) are flat gp prices instead, which I cannot balance/mechanicize without writing a confusing and frankly unfun chapter about. Instead, you can have any armor ability tied to a numeric score (+1, +2, etc.) on your armor Bound Abilities list for each armor meld.

Furthermore, since there aren't that many numeric armor abilities in core (and I can't imagine they focused too heavily on them in splat), I don't think this is too damaging. As it's such a potentially problematic area, balance issues need to be handled by a DM on a case-by-case basis (unfortunately).

I don't know how to answer the latter part of your question as I'm not especially familiar with MoI rules. I think, though, that the answer is that weapon/armor melds can be bound to any chakra but gain no special benefits from being bound to any specific chakra. They do however gain benefits from being bound to a specific "class" of chakra as described in the "Weapon/Armor Bind" section.


Looking good so far. Keep it up.

Thank you for critiquing. Been going nuts hoping someone would drop some feedback. Probably not the best state-of-mind to be in vis-a-vis creative writing, but that's the way the old brain works. So, thanks again.

Juhn
2008-12-04, 09:52 PM
I do not envy the editing and refining process that awaits Zeta Kai and afroakuma for their collaborative VUACampaign Setting project.

I'm assuming you meant to include Shadow Elf in there as well.

thegurullamen
2008-12-04, 10:16 PM
I'm assuming you meant to include Shadow Elf in there as well.

Whoops. I faux pas'd.

Lert, A.
2008-12-05, 01:51 AM
Now that my blood sugar is more normal - Gah! Remember to eat! - I am in a better position to evaluate.

When I look at it now, I do see what I was not getting before with exception of the mystery sentence which I will have to assume refers to pie, preferably cherry.

Unfortunately, I do not have the opportunity to properly playtest this at the moment - though I hope to add this to my own games, the third forum homebrew ever for me - but I can see a possible problem with total essentia. Using the totemist as a base +4 for feats, it might still be a little low considering incantations and the refresh rate (until 17th level when it pretty much reverses). Unfortunately, I can't think of a good intermediate refresh rate between 1 hour and 5 minutes, though 1/2 hour might be doable as possibly 9th (??). Difficult though.

Even better the second read through.:smalltongue: