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    Ogre in the Playground
    Join Date
    Aug 2008
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    Midwest, not Middle East
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    Male

    Default Re: GitP PrC Contest XXVII: Epically Destined

    Unbound

    "I don't have to be able to do everything. I just need to be able to do the right thing."


    Incarnum has been described as the ability to change your capabilities from day to day. Facotums change their capabilities every combat. It was only natural that such inquisitive people would investigate alternative power sources, with interesting results.

    Becoming An Unbound
    A typical Unbound... there is no typical Unbound. Factotums can act as fighters, mages, thieves, or some of each. They all pick up some magical aptitude. Meldshapers use the diverse powers of life itself to enhance their abilities. When these disparate paths are united something flexible yet strong is formed.

    ENTRY REQUIREMENTS
    Arcane Dilletante class feature
    Ability to bind a soulmeld to the Crown chakra.
    Cobalt Cantrip (new feat detailed below)

    Spoiler
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    Expected entry is Factotum 2/Incarnate 2. It's also viable to enter as Factotum 2/Totemist 5 but that puts one behind on Arcane Dilletante and, honestly, if you are theurging one should start the theurge class asap.

    Class Skills
    The Unbound's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana, religion, the planes) (Int), Profession (Wis), Spellcraft (Int). In addition, at the first level of Unbound a character may select four additional skills to add to their class skill list.
    Skills Points at Each Level: 4 + int mod

    Hit Dice: d8
    Custom

    Level BAB Fort Ref Will Special
    Extra Inspiration
    1st +0 +2 +0 +2 Educated Meldshaping, Flexible Soul(1), Arcane Dilletante(Caster Level, +1 spell level)
    0
    2nd +1 +3 +0 +3 Soul Learning, Azure Avoidance
    1
    3rd +2 +3 +1 +3 Unbound Soul(1), Arcane Dilletante (+1 spell)
    1
    4th +3 +4 +1 +4 Soul Learning, Flexible Soul(2)
    1
    5th +3 +4 +1 +4 Indigo Insight
    2
    6th +4 +5 +2 +5 Unbound Soul (2), Soul Learning,Arcane Dilletante (+1 spell)
    2
    7th +5 +5 +2 +5 Flexible Soul(3), Soul's Protection
    2
    8th +6 +6 +2 +6 Arcane Dilletante (+1 spell, +1 spell level)
    3
    9th +6 +6 +3 +6 Soul Learning, Unbound Soul (3)
    3
    10th +7 +7 +3 +7 Enlightened Soul, Flexible Soul(4),Arcane Dilletante(+1 spell)
    3
    Weapon Proficiencies: An Unbound gains no new proficiencies in weapons or armor.

    Inspiration Points(Ex):Attention to meldshaping does not diminish an Unbound's broad studies. Inspiration points from this class are added to your inspiration points from all other classes.

    Educated Meldshaping(Ex):Soulmelds can be shaped by will, by faith, or by cunning. Levels in unbound stack with levels in one previous meldshaping class for purposes of number of soulmelds shaped, essentia progression, number of chakra binds allowed, tiers of chakra binds opened, and meldshaper level. If the character does not have a meldshaper class then the levels advance meldshaping as an Incarnate. In addition, the save DC's for your Incarnate soulmelds are now based on Int instead of Wis or Con.

    Arcane Dilletante(SLA):Souls are brimming with magic power. This can be used for established magical effects. Levels in Unbound increase the maximum level of spell and number of spells possible for the Arcane Dilletante class feature of Factotum. Levels in Unbound stack with levels in Factotum to determine caster level for these SLA's.

    Flexible Soul(Ex):Holding a reserve of souls in potentia allows an Unbound to sidestep the lengthy shaping process. An unbound can shape a number of soulmelds at the beginning of an encounter equal to the number after Flexible soul. This is a free action which can be done on the Unbound's turn. These are not bonus soulmelds and do not allow an Unbound to shape more soulmelds than their Incarnate progression allows, in effect a first level Unbound has to shape three soulmelds at the beginning of the day but can select the last one at the beginning of each encounter. At the end of the encounter the soulmelds which were shaped via Flexible Soul unshape.
    Spoiler
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    This sort of ability really calls for a decent amount of system mastery. I suggest making a table or a cheat sheet for effects you will want often. It is better to use sub-optimal soulmelds and binds than to take ten minutes at the start of combat.


    Soul Learning(Ex):Many disciplines have useful soulmelds. Other souls hold untapped potential. In the great tradition of factotums everywhere, an Unbound can learn just enough to do the unexpected. Unbound may add a soulmeld to their class list at levels 2, 4, 6, and 9. These soulmelds may be from the Totemist, Incarnate, or Soulborn list or from the list of additional soulmelds appended at the end of this class.

    Azure Avoidance::Many factotums happen to dodge at just the right time. They rely on their own insight, while you call in outside help.You can invest essentia in this class feature as though it were a soulmeld. As a free action, you may spend a point of inspiration and gain the amount of essentia invested in this class feature as a dodge bonus to AC for one round.

    Unbound Soul(Ex):Refinement of the holding of half-formed soulmelds allows an Unbound to quickly bind them. Similarly to Flexible Soul, an Unbound does not need to select all of their chakra binds at the beginning of the day. This feature is identical to Flexible Soul except for chakra binds instead of soulmelds. For example, a third level Unbound has to decide one bind at the beginning of the day but can select the other soulmeld to be bound at the beginning of an encounter as a free action. At the end of the encounter soulmelds which were bound using this ability unbind.
    Spoiler
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    This sort of ability really calls for a decent amount of system mastery. I suggest making a table or a cheat sheet for effects you will want often. It is better to use sub-optimal soulmelds and binds than to take ten minutes at the start of combat.


    Indigo Insight:Study of all the vagaries and methods of Incarnum use gives special insight on how others use Incarnum.A fifth level Unbound can identify which chakra a soulmeld is bound to with a DC 25 Spellcraft check, taken as a free action which cannot be retried. In addition, if an Unbound invests two points of essentia in this class feature he can see the receptacles (feats, soulmelds, class features) and essentia allocation of everyone within line of sight.

    Soul's Protection:Souls are quite difficult to kill. They pass some of this ability to you, if you're clever about it.As an immediate action, you may spend an inspiration point to gain energy resistance 15 to a chosen element for one round. At character level 20, this resistance increases to 20.

    Enlightened Soul(Su): Soul energy is untapped potential. A master Unbound can interchange personal brilliance and soulful support.As a free action once per round, a tenth level Unbound may either spend an inspiration point to gain two essentia for the encounter or lose two essentia for the encounter to gain an inspiration point, which may increase the current pool above the normal maximum of inspiration points.

    New Feats
    Spoiler
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    Cobalt Cantrip[Incarnum]
    You augment your faux-magic with soul energy for stronger effects.
    Prerequisites: Con 13, Arcane Dilletante Class Feature
    Benefit: Once per day you can invest essentia into this feat. For every two points of essentia in this feat the maximum level of spell you can cast via Arcane Dilletante increases by one. It is unwise to invest essentia into this feat after selecting your spells for Arcane Dilletante for the day.
    You gain one point of essentia.


    Additional Soumelds
    Spoiler
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    Note: The Mind chakra is a special chakra unlocked at level 27 of the Epic Destiny associated with the Unbound which is called Soul of Improvisation. Soulmelds cannot be shaped to the Mind chakra.

    Arms of the Rogue
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Rogues are known for their precise hand work. You gain this ability as well
    You gain a +2 insight bonus to disable device, search, and sleight of hand. Each point of essentia in this soulmeld increases the bonus by +2.

    Chakra bind: Arms
    Rogues are also precise in combat
    You gain +1d6 sneak attack, as the rogue class feature. For each two points of essentia in this soulmeld you gain another d6 of sneak attack.

    Chakra Bind: Mind
    Rogues teach each other tricks and maneuvers which others have trouble learning. You lift one of them from the souls of rogues past and yet to come
    You gain a Rogue special ability, chosen at the time of shaping this soulmeld. Every three essentia in this soulmeld grant another rogue special ability.

    Raiment of the Paladin
    Descriptors: Good or Law or Chaos or Evil
    Classes: Unbound
    Chakra: Shoulders, Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Paladins need discernment, courtly graces, and riding abilities. These skills seem trivial until one meets a paladin without them.
    You gain a +2 insight bonus to sense motive, diplomacy, and ride. Each point of essentia invested in this soulmeld improves this bonus to skills by 2. If you have at least three essentia in this soulmeld you may treat any mount you ride as trained for combat for purposes of controlling it in combat.

    Chakra bind: Shoulders
    Paladins are protected by the grace of their god. You gain a... similar effect
    You gain a sacred bonus to saving throws equal to the lower of your Int modifier or your level in Unbound. Each point of essentia gives you DR 1/alignment opposed to yours. For example, three essentia in this soulmeld for a NG Unbound would provide DR 3/Evil. If there exists more than one opposed alignment then any portion of the alignment overcomes your DR. For example a CE Unbound would gain DR/Lawful or Good. A TN Unbound gains DR which can be overcome by any of Evil, Good, Law, or Chaos.

    Chakra bind: Arms
    Paladins strike down evil. Now you can strike down... opponents, anyway
    You gain an effect similar to a smite. It may be used once per round as a free action and your total number of smites per encounter is equal to the amount of essentia invested in this soulmeld divided by two. You gain your Int bonus to hit with an attack designated as a smite and twice your Unbound level to damage.

    Chakra Bind: Mind
    Look at my horse. My horse is amazing.
    You may summon a special mount, as a paladin. Your effective paladin level is equal to your meldshaper level. In addition, the mount gains two special abilities from the Astral Construct Menu A or one ability from the Astral Construct Menu B, as found in the Expanded Psionics Handbook. Each point of essentia gives another ability from Menu A, and two abilities from a lower menu can be traded up for an ability from the next menu. If the mount does not have the appropriate appendages to use an ability it grows them; for example claws to allow rend. Such grown appendages deal normal damage for their type of natural attack for the creature's size.

    Clerical Vestment

    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Clerics turn away the undead
    You may turn undead with an effective cleric level equal to your Unbound level plus two You may turn undead a number of times per day equal to your Int modifier. Each point of essentia in this soulmeld increases your effective cleric level for turning by one.

    Chakra Bind: Arms
    Clerics heal the innocent or the guilty.
    You may heal with a touch as a standard action. The total amount you can heal per encounter is equal to your Int mod multiplied by the amount of essentia in this soulmeld. You may use the healing all at once or split it up.

    Chakra Bind: Mind
    Gods are surprisingly free with their power. After all, you got some.
    You gain the ability to cast any cleric spell with a spell level equal to or lower than your meldshaper level divided by four. You may do this once an encounter. Each two points of essentia in this soulmeld let you cast another cleric spell per encounter. You may not cast domain-only spells with this ability.

    Soul of War
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Some people devote themselves to pure martial skill.
    You gain proficiency in an exotic weapon.
    Essentia Effect: Each point of essentia in this soulmeld gives you another point of base attack bonus, with a cap of your character level.

    Chakra Bind: Arms
    There are many martial tricks. You now can use some of them
    When you shape this soulmeld you gain the effects of a fighter bonus feat which you qualify for. Each two points of essentia in this soulmeld give you the effects of another fighter bonus feat for which you qualify.

    Chakra Bind: Mind
    You are, if not the ultimate warrior, at least in the top one hundred.
    When you shape this soulmeld you gain the effects of an epic fighter bonus feat which you qualify for. Each two points of essentia in this soulmeld give you the effects of another epic fighter bonus feat for which you qualify.

    Thrill of the Hunt
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Hands, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Some people study the hunt and how to take down specific creatures. You can pinch off some of their tracking prowess
    When you shape this soulmeld you gain the effects of the Track feat.
    Essentia effect: Each point of essentia in this soulmeld grants a +2 insight bonus to Survival and Knowledge(Nature) checks.

    Chakra Bind: Hands
    Some people swing two swords like they don't even care.
    You gain the benefit of the Two Weapon Fighting feat. If you invest two essentia you gain the benefit of the Improved Two Weapon Fighting feat. If you invest four essentia you gain the benefit of the Greater Two Weapon Fighting feat.

    Chakra Bind: Arms
    Some folks prefer to fight at a distance
    You gain the benefit of the Point Blank Shot feat. If you invest two essentia you get the benefit of the Rapid Shot feat. If you invest four essentia you gain the benefit of the Manyshot feat.

    Chakra Bind: Mind
    The careful study of anatomy of foes is tricky to replicate with general knowledge. But you've done it.
    You gain Favored Enemy as a ranger of three quarters of your meldshaper level. Each point of essentia in this soulmeld increases your effective ranger level by one.

    Stealth of the Ninja
    Descriptors: Shadow
    Classes: Unbound
    Chakra: Waist, Arms, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Ninjas!
    You gain a +2 insight bonus to Hide and Move Silently. In addition, you gain the Poison Use ability.
    Essentia Effect: Your bonus to Hide and Move Silently improves by 2 for each point of essentia in this soulmeld.

    Charka Bind: Waist

    Ninjas are invisible.
    You gain the ability to cast greater invisibility on yourself at will with a caster level equal to your meldshaper level.

    Chakra Bind: Arms
    Ninjas hit people who aren't paying attention.
    You gain +1d6 sneak attack, as the rogue ability. For each two points of essentia in this soulmeld you gain another +1d6 sneak attack.

    Chakra Bind: Mind
    Suddenly ninjas everywhere!
    You may move between the Ethereal and Prime Material planes as a standard action. Each point of essentia gives you nothing extra, sorry.


    Discipline of the Monk
    Descriptors: None
    Classes: Unbound
    Chakra: Feet, Hands
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Some folks control themselves so well they can hit people for relevant amounts of damage.
    You gain Improved Unarmed Strike and your base unarmed damage becomes 1d6 (assuming you are medium size).
    Essentia Effect: Each point of essentia in the soulmeld gives you a +1 enhancement bonus to hit and damage with unarmed strikes.

    Chakra Bind: Feet
    Monks avoid damage with great alacrity. Now you can too.
    You gain the smaller of your Int bonus or your Unbound level as an insight bonus to AC as long as you are not wearing armor or using a shield.

    Chakra Bind: Hands
    Monks move their hands at blinding speed. But if you know the trick...
    You gain the ability to make an extra unarmed attack in a full attack if you take a -2 to all attacks on that round. Each point of essentia invested in this ability reduces the penalty by one. Three essentia is not helpful, but four essentia lets you take -2 to hit and get two attacks as a standard action. Additional essentia reduces the penalty on the standard action double attack.

    Chakra Bind: Mind
    Few martial masters have perfected the ability to kill with a touch. It's not really that complicated once you learn the secret.
    You gain Quivering Palm as a monk except all uses of Wis are replaced with Int. Each two points of essentia in this soulmeld lets you cast Dimension Door with a caster level equal to your meldshaper level once per encounter.

    Vigilance of the Scout
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Waist, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Some people are light of foot and mobile.
    You gain a +5' insight bonus to your move speed. Each point of essentia in this soulmeld increases your move speed bonus by 5'.

    Chakra Bind: Arms
    Agile people strike from unexpected angles
    You gain +1d6 skirmish damage, as the scout ability. For each two points of essentia in this soulmeld you gain another +1d6 skirmish damage. In addition, every odd point of essentia (1,3,5, etc) grants a +1 insight bonus to AC if you were eligible to deal skirmish damage this round.

    Chakra Bind: Waist
    Sometimes being unseen is the best policy.
    You gain the Hide in Plain Sight ability in natural terrain. Each point of essentia in this soulmeld gives a +1 insight bonus to Hide.

    Chakra Bind: Mind
    Legendary scouts can see without sight. This normally takes years of intense training and dedication.
    You gain blindsight 15'. Each point of essentia increases the range of your blindsight by 5'.

    Buckles of the Swash
    Descriptors: None
    Classes: Unbound
    Chakra: Arms, Feet, Mind
    Saving Throw: None
    Special: Cannot be shaped via Shape Soulmeld
    Daring and dashing warriors exhibit feats of derring do. But it's not that complicated, really.
    You gain a +2 insight bonus to Tumble, Balance, and Use Rope.
    Essentia Effect: Your bonus to skills from this soulmeld improves by 2 for each point of essentia invested in this soulmeld. In addition, if you have at least two points of essentia in this soulmeld you are not flatfooted while balancing.

    Chakra Bind: Arms
    Striking with insight and forethought is more effective
    You gain the smaller of your Int bonus and your Unbound level as an insight bonus to damage with melee weapons.

    Chakra Bind: Feet
    Agility and grace under fire are hallmarks of a true swashbuckler.
    You gain the ability to charge through difficult terrain and through allies. Each point of essentia in this soulmeld grants a +1 insight bonus on Reflex saves.

    Chakra Bind: Mind
    Legendary swashbucklers weaken their foes with skillful blows. With their souls guiding your hand you can do this as well.
    Whenever you critically hit an opponent the opponent takes a point of strength and constitution damage. Each point of essentia invested in this soulmeld increases the damage to strength and constitution by one.

    Playing an Unbound
    Combat: You are a factotum and an Incarnate. Use tricks and strange abilities. Maybe you have ranks in Iajutsu focus. Maybe you have the right item and the right skill at the right time. Whateva.
    Advancement: Honestly, after this class, you could get back in to Incarnate or take... Tome of Battle classes are nice for multiclassing. Join some strange PrC?
    Resources: Good luck with that. There isn't an overarching organization of Unbound unless there is one associated with a church... which there probably isn't. Use your adventuring party.

    Unbound in the world
    Glowing and unpredictable, there's no one I'd rather have on my side for skulduggery than Ralph.
    Daily Life: A typical day for an Unbound starts with a swordfight before breakfast. Then a good breakfast... can't adventure on an empty stomach. Then go steal a dragon's horde and wrap up the day by banishing an outsider. Just for kicks.
    Notables: Ralph was known for his mockery of fighters for their lack of fighting prowess. When they mobbed him he balanced, tumbled, and climbed away.
    Organizations: There aren't any. Factotums tend to congregate in adventuring parties, and Incarnates can be gregarious or solitary. The combination of the two tends to be unstructured.

    NPC Reaction
    They are unlikely to know what to think. If one can make the knowledge checks to recognize soulmelds, the factotum abilities are still confusing. Even if one becomes familiar with the abilities of an Unbound, said abilities can change tomorrow.

    Unbound in the game
    It is very similar to a gestalt of Incarnate and Factotum, but each side is 3 levels behind and the Factotum does not get Cunning Surge. Flexibility will be high but a lack of specialization means it shouldn't be too powerful in one area.
    Adaptation: It would be possible to make this Factotum/Totemist instead, but the fluff grates a bit.
    Encounters: An Unbound isn't a great solo combatant or BBEG but is a strange NPC to meet or part of an adversarial party.

    Sample Encounter
    Oh no! Suddenly, a glowing dude and three minotaurs! Roll for initiative!

    Epic Destiny: Soul of Improvisation


    Some people refuse to be tied down to one archetype. These folks expand their abilities until they can pretend to do almost anything. It might not work for long, and it might not be as powerful as a real specialist, but the ability to always do something is nothing to sneeze at.

    To start the Soul of Improvisation epic destiny a character must have the Enlightened Soul class feature.

    21:Careful study of Incarnum has borne fruit: you can finally bind soulmelds as well as people who walk a narrower path. You gain access to all chakra binds which a 20th level Incarnate would have access to, as well as the Totem bind. This does not give you extra chakra binds, it only opens new ones. It does not include other special class specific binds, for example the Mind bind.

    24:Your mastery of incarnum grew slower than a more dedicated adherent, but you now surpass those who follow only one tradition. Your class soulmeld list is now the sum of the Totemist, Incarnate, Soulborn, and Unbound soulmeld lists.

    27:Discontent with your mastery of traditional meldshaping, you experiment with soulmelds and discover even greater power. Your careful study and incredible luck have led you to a previously unknown chakra bind, called the Mind bind. This is like the Totem bind in that you cannot shape soulmelds to it but you can bind soulmelds to it.

    30:Buoyed by souls, calling on your own broad experience, you can emulate even Epic powers of others. You may select any feature of any other Epic Destiny besides a 30th level ability. You have this ability. You may select another ability the next in-game day. You then have that ability instead.

    Additional Mind Binds
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    Adamant Pauldrons: Mind Bind
    You are more unshakeable than magical automata.You gain all of the immunities of the Construct type:
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    Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain, immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), not at risk of death from massive damage, you do not eat, sleep, or breathe.


    Arcane Focus: Mind Bind
    You are no legendary Archmage. However, you can fake it.You may apply metamagic to your Arcane Dilletante spells. You can apply a total level adjustment of metamagic equal to the amount of essentia you have invested in this soulmeld, and you do not need to have the metamagic feats you are applying. You may modify one Arcane Dilletante SLA per encounter this way. In addition, the shaped and essentia effects of the Arcane Focus apply to your Arcane Dilletante spell like abilities.

    Crystal Helm: Mind Bind
    Even psionic powers are within your ken now.You gain a manifester level equal to three quarters of your meldshaper level. Gain power points as a psion of that level, using Int for bonus power points. You know one psionic power from the Psion general list or from a Psion specialty of each level which your manifester level allows you to manifest, with a maximum power level of nine. In addition, make a list of additional powers you might want, in order. Each point of essentia grants you an additional power from that list. For example, a 27th level Unbound with a meldshaper level of 25 might choose Deja Vu, Elfsight, Eradicate Invisibility, Mindwipe, Incarnate, Suspend Life, Ultrablast, and Recall Death as his known powers, and then put Breath of the Black Dragon, Psionic True Seeing, and Co-Opt Concentration on his extra power list. If he invests two essentia in the Crystal Helm he can also manifest Breath of The Black Dragon and Psionic True Seeing.
    Special: This bind cannot be shaped via Unbound Soul, it must be bound how soulmelds are normally bound.

    Disenchanter Mask: Mind Bind
    Sometimes an obscure means of dispelling is the best approach.As a standard action, you may attempt to dispel a number of effects equal to the amount of essentia you have in this soulmeld. The range on this ability is line of sight. For the CL check for dispelling, use your meldshaper level. This works similarly to a targeted Dispel Magic except there is no cap on caster level to the dispel check and it can only dispel one effect per dispelling, unlike the targeted version of Dispel Magic used on a person. For example, with three essentia in this soulmeld you could attempt to dispel your opponent, his boots, and his sword. You could only dispel one of his flying, his haste, or his stoneskin spells because you only targeted him once.
    Spoiler
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    This could lead to a lot of rolling. It is also, at first blush, pretty useful: it's a free chain dispel with no CL cap. However, Disjunction has been available for ten levels. The major advantage is that this is dispelling which is not a spell or psionic.


    Dread Carapace:Mind Bind
    Sages and scholars do not know how to replicate the reflective properties of the Tarrasque's hide. They should ask you.Any ray, line, cone, or magic missile(as the spell) which would affect you has a 10% chance of being reflected back to the original caster. Each point of essentia in this soulmeld increases the chance by 10%.

    Lifebond Vestments:Mind Bind
    Souls do not die, they simply pass on. You can call them back.You gain the ability to cause the effect of a True Resurrection. This effect takes a minute to cast. It does not cost diamonds, as a True Res normally does. It does inflict two points of constitution burn on you each time you use it, if the con burn is resisted or ineffective due to immunities the True Res does not work.

    Necrocarnum Mantle:Mind Bind
    Undead souls can provide a useful shield against a number of effects. You gain all of the immunities of the Undead type:
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    Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    Not at risk of death from massive damage.
    You do not breathe, eat, or sleep.


    Necrocarnum Touch:Mind Bind
    Undead souls hunger for the energy of life. You can feed them.Your touch deals a negative level, if you wish. If you have sufficient BAB for a second iterative attack you may make two attacks with this ability as a full round action. You may not make more than two attacks per full round action with this ability. For every two points of essentia invested in this soulmeld your touch deals an additional negative level. The negative levels persist for a number of hours equal to your meldshaper level.

    Rage Claws: Mind Bind
    Even blind anger has its uses.If you are dealt enough hit point damage to kill you, you do not die immediately. You may continue to act normally for a number of rounds equal to your intelligence modifier. When this time runs out you die as normal. You may not have your hit points restored by any method while you are in this state. Spells which raise the dead (Revive, Raise Dead, Resurrection, etc) treat you as dead i.e. a valid target.

    Riding Bracers: Mind Bind
    You can steer your mount better than you can move yourself. Perspective has its advantages.You automatically succeed on all Ride checks.
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    This seems pretty useless, until you realize that Mounted Combat lets you use Ride instead of AC for 1 attack/round against your mount. It's still of dubious use, but...


    Sailor's Bracers: Mind Bind
    The chorus of salty sea dogs guiding your hands and informing your intuition has become infallible.You automatically succeed on all Profession(Sailor) checks and any ship which has you as part of its crew or as captain has its speed multiplied by ten.

    Shadow Mantle: Mind Bind
    The methods of stealth and avoidance are innate to you now.You gain Hide In Plain Sight which means you can hide yourself without cover and in plain view of people. In addition, you gain the benefits of the feat Darkstalker from Lords of Madness. The bonus to Listen from this soulmeld also applies to Hide and Move Silently.

    Sighting Gloves: Mind Bind
    Legendary archers adjust your grip, your aim, now breathe... release. They are peerless, and now you are as well.All range increments of any ranged weapon you use are doubled, and you no longer take range penalties to hit for any ranged attack.

    Soulspark Familiar:Mind Bind
    For most meldshapers, a soulspark familiar is a novelty. You have made one which is... more substantial.You gain a Soulspark as a creature which follows you and obeys your orders. It cannot stray more than 120' from you or the soulmeld unshapes. ML is an abbreviation for meldshaper level, its statistics are as follows
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    True Soulspark
    Tiny Outsider(Alignment[same as yours], Incarnum, Native)
    Hit Dice: ML
    Initiative:
    Speed: 20', 30' fly
    Armor Class:17+ML/2 (+2 size,+ML/2 dex, +5 natural )
    Base Attack/Grapple: ML/ML-7
    Attack: Soul Blast +(3ML/2+3 ) for (1d12+ML+5)
    Full Attack: Soul Blast +(3ML/2+3 )/+(3ML/2+3+ )-5/+(3ML/2+3+ )-10/+(3ML/2+3+ )-15 for (1d12+ML+5)
    Space/Reach: 2.5'/0'
    Special Attacks: Soul Blast
    Special Qualities: Amorphous, DR (ML/2)/Alignment[opposite of yours], evasion, incarnum shroud
    Saves: Fort Ref Will
    Abilities: Str 13, Dex 10+ML, Con 16+(ML/2), Int 6, Wis 13, Cha 21
    Skills: Chosen by master, (ML+3)*6 skill points, class skills as incarnate
    Feats: Improved Initiative, Lightning Reflexes, Weapon Focus (Soul Blast), additional feats chosen by master

    Soul Blast: Ranged attack with range of 5' which does not provoke. Can be used for iterative attacks for a True Soulspark.
    Amorphous: Immune to crits, foes gain no benefit by flanking it.
    Incarnum Shroud: Can use essentia to boost offense (+essentia to attack and damage, as insight bonus), defense (+essentia to AC and saving throws), healing (essentia*2 fast healing). Essentia comes from meldshaper.


    Spellward Shirt: Mind Bind
    Magic is your shield, your tool, and now your plaything.If any spell is negated by your Spellward Shirt (either by the SR or the spell immunity effect of the Heart Bind), you may redirect it to target its caster as a free action which may be taken out of turn.

    Thunderstep Boots: Mind Bind
    Fee fie fo fum!At the end of a charge, you may produce either a cone or a spread of sonic damage. You are not affected by this sonic damage despite being its origin. The cone is 20' long with an additional 10' per point of essentia in this soulmeld. The spread is 10' in radius with an additional 5' per point of essentia. In either case, the sonic damage does 5d12 points of sonic damage to all creatures and objects in the area besides the originator of the effect. Each point of essentia increases the damage by 1d12 and if at least three points of essentia are in the soulmeld everyone affected by the damage must also make a Fort save of DC 10+Int Mod+Essentia invested or be dazed for one round.

    Wormtail Belt: Mind Bind
    Purple worms swallow people whole. Why shouldn't you?As a standard action, you may make a melee touch attack against an opponent who is within your reach. If it hits, you make opposed grapple checks. If the opponent fails, he/she/it is swallowed whole. It lands in a gullet which has hp equal to your maximum hp divided by two, AC equal to your AC without armor or shield bonuses, and which does 4d10+1.5*Str Mod + 1d6 acid damage. The acid damage is increased by 1d6 per point of essentia in this soulmeld, and in addition each point of essentia gives the gullet DR 1/-. Each creature swallowed lands in its own gullet. If a creature does enough damage to escape it lands in any square adjacent to the Unbound who used this soulmeld on them in the first place. If a creature dies it also lands next to the Unbound who swallowed it. Teleport effects do not help one escape the gullet, it is effectively a pocket plane. Interplanar travel can work, but such a spell or ability requires a caster level check against the Unbound's meldshaper level +10.
    Last edited by Glimbur; 2021-07-13 at 03:02 PM. Reason: Fixing Table