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Thread: sirpercival's Incarnum menagerie (PEACH)

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    Oct 2011

    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Extractor Soulmelds

    Soulmeld List
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    • Crown
      • Considering Cap -- Gain a +2 bonus on Knowledge checks
      • Insidious Pendant -- Gain a +1 bonus to the DC of one of your supernatural abilities
      • Lucid Crown -- Gain a +2 bonus on Lucid Dreaming checks
      • Oblivion Cowl -- Be protected against divinations
    • Feet
      • Drift Boots -- Glide up to 15 feet as a move action
      • Mirage Mocassins -- Ignore speed penalties for difficult terrain
      • Somnambulant Cincture -- Gain bonuses to Infinite Shore maneuvers
      • Wandering Shoes -- Move 10 feet in a round to gain the benefit of a feat
    • Hands
      • Daydream Gloves -- Gain a +2 bonus on Open Lock checks
      • Dreamer's Totem -- Always know how deep you are in the Dreamscape
      • Duplicitous Gage -- Gain a +2 bonus on Forgery checks
      • Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
      • Scrutiny Shroud -- Gain a +2 bonus on Sense Motive checks
    • Arms
      • Bracers of Projection -- Subconsciously make your attacks more effective
      • Daydream Gloves -- Gain a +2 bonus on Open Lock checks
      • Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
      • Soporific Vambraces -- Make a touch attack to put target to sleep
      • Trance Bracers -- Gain bonus hit points equal to your meldshaper level.
    • Brow
      • Mask of Faces -- Gain a +2 bonus on Disguise checks
      • Oblivion Cowl -- Be protected against divinations
      • Plain Masque -- Gain a +2 bonus on Bluff checks
      • Stargazer Veil -- Gain a +2 bonus on Gather Information checks
    • Shoulders
      • Dreamer's Totem -- Always know how deep you are in the Dreamscape
      • Inconsequential Cloak -- Gain a +2 bonus on Hide checks
      • Reverie Pauldrons -- Continue fighting while disabled or dying
      • Sandmantle -- Creatures near you may fall asleep
      • Trance Bracers -- Gain bonus hit points equal to your meldshaper level
    • Throat
      • Brooch of Stars -- Gain a +2 bonus on Concentration checks
      • Dreamer's Totem -- Always know how deep you are in the Dreamscape
      • Delusion Ribbon -- Gain a +2 bonus to Will saves vs illusion & enchantment spells
      • Insidious Pendant -- Gain a +1 bonus to the DC of one of your supernatural abilities
      • Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
    • Waist
      • Discontinuous Sash -- Teleport 10 feet as a move action
      • Finder's Vest -- Gain a +2 bonus on Search checks
      • Skirt of Silver Moonlight -- Gain a +2 bonus to Tumble checks
      • Somnambulant Cincture -- Gain bonuses to Infinite Shore maneuvers
      • Wandering Shoes -- Move 10 feet in a round to gain the benefit of a feat
    • Heart
      • Brooch of Stars -- Gain a +2 bonus on Concentration checks
      • Finder's Vest -- Gain a +2 bonus on Search checks
      • Mantle of the Fated -- Gain a +1 luck bonus on various checks
      • Synchronous Symphony -- Gain a +1 bonus to initiative checks
    • Soul
      • Dreamer's Totem -- Always know how deep you are in the Dreamscape
      • Inconsequential Cloak -- Gain a +2 bonus to Hide checks
      • Mantle of the Fated -- Gain a +1 luck bonus on various checks
      • Scrutiny Shroud -- Gain a +2 bonus on Sense Motive checks


    Soulmeld Descriptions
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    Bracers of Projection
    Descriptors: None.
    Classes: Extractor.
    Chakra: Arms.
    Saving Throw: None.
    A pair of nearly transparent bracers coalesce around your forearms, shimmering with colors seen only out of the corner of your eye.

    While wearing bracers of projection, your subconscious mind reaches into the dreamscape around you to alter events in your favor. Whenever you make a successful Lucid Dreaming or Concentration check, you gain a +2 insight bonus on attack and damage rolls for 1 round. Essentia: Every point of essentia invested in the bracers of projection increases the bonus by 2.

    Chakra Bind (Arms)
    The bracers expand outward into huge, opalescent and diaphanous limbs stretching beyond your usual grasp.

    Whenever you would make a melee attack, before declaring the target of your attack, you can choose a single subject as a free action. Make a Lucid Dreaming check against a DC equal to the subject's AC. If you succeed, your reach increases by 10 feet for this melee attack, but only for the purpose of attacking the subject. Even on a failure, you can still choose to attack another valid target you threaten.


    Brooch of Stars
    Descriptors: None.
    Classes: Extractor.
    Chakra: Heart or Throat.
    Saving Throw: None.
    Incarnum forms into a tiny constellation of brilliant blue motes which rests in the center of your chest.

    Your brooch of stars grants you a +2 insight bonus on Concentration checks, serving as a focus to ward away random thoughts which might distract you. Essentia: Every point of essentia invested in the brooch of stars increases the bonus by +2.

    Chakra Bind (Heart)
    The motes sink into your body, leaving azure pinpricks over your heart.

    When brooch of stars is bound to your heart chakra, you become immune to attacks by nonmagical weapons, taking no damage from them whatsoever. Such weapons simply slide off of your skin without leaving a mark. (Attacks which bypass damage reduction as if they were magical, such as a monk's ki strike (magic), count as magical for this ability.) In addition, whenever you take damage from a magical weapon, you may make a Reflex save against a DC of 10 + 1/2 attacker's BAB + attacker's Str or Dex modifier (whichever was used on the attack roll) to reduce the damage by half. Evasion does not apply to this ability.

    Chakra Bind (Throat)
    Little sparkles of blue swirl around your neck like a choker.

    While brooch of stars is bound to your throat chakra, you can take 10 on skill checks even when stress or other factors would normally prevent you from doing so. You cannot use this ability to take 10 on skill check for which you cannot take 10 even under ideal conditions (such as Use Magic Device).


    Considering Cap
    Descriptors: None.
    Classes: Extractor.
    Chakra: Crown.
    Saving Throw: None.
    Incarnum forms a large, triangular cream-colored hat with three points.

    By shaping a considering cap, you pledge to take time to think about the consequences of your words and actions, based on your knowledge and experience. You gain a +2 insight bonus to Knowledge checks. Essentia: For each point of essentia invested in the considering cap, increase the bonus by +1.

    Chakra Bind (Crown)
    Words written in an ancient and unreadable script appear on the three faces of the hat.

    When you bind considering cap to your crown chakra, you learn to plan out exactly how to accomplish a given task, which increases your likely hood of success. You may substitute a Knowledge check for any other skill check you would make, as long as you have at least 5 ranks in the given skill, -1 rank per point of essentia invested in the cap. If you do so, the check takes twice as long as the original skill check would have taken.


    Daydream Gloves
    Descriptors: None.
    Classes: Extractor.
    Chakra: Arms or Hands.
    Saving Throw: None.
    Soft, dark grey calfskin forms around your hands, but the ends of the fingers seem to blur and bleed into nothingness.

    Daydream gloves make your obstacles evanescent, nothing more than the idle wanderings of a bored mind. While you have them shaped, you gain a +2 bonus to Open Lock checks. Essentia: Increase the bonus by +2 for each essentia invested in the daydream gloves.

    Chakra Bind (Arms)
    The gloves extend backward over your forearms, and your entire hands seem to fade into mist.

    If you bind daydream gloves to your arms chakra, you may resolve up to one melee attack per round against your opponent's touch AC instead of his normal AC.

    Chakra Bind (Hands)
    Veins of smoky silver and bronze thread through the material of the gloves.

    You gain the benefit of the Improved Disarm feat while the daydream gloves are bound to your hands chakra, even if you don't meet the prerequisites.


    Delusion Ribbon
    Descriptors: None.
    Classes: Extractor.
    Chakra: Throat.
    Saving Throw: See text.
    Incarnum weaves into a ribbon that wraps gently around your neck. Its color changes depending on the viewing angle.

    While under the influence of a delusion ribbon, you can see through magical untruths. While you have the soulmeld shaped, you gain a +2 insight bonus to saves against illusion and enchantment spells and effects. Essentia: For each essentia invested in the delusion ribbon, increase the save bonus by +1.

    Chakra Bind (Throat)
    The ribbon acquires a ghostly visual echo, sitting a few inches above your skin.

    When delusion ribbon is bound to your throat chakra, at will as a standard action you can use minor image as a spell-like ability, with a caster level equal to your meldshaper level. The DC to disbelieve your image is the DC of this soulmeld.


    Discontinuous Sash
    Descriptors: None.
    Classes: Extractor.
    Chakra: Waist.
    Saving Throw: None.
    Around your waist forms a rich cloth sash, which seems to have large sections missing.

    A discontinuous sash grants you the inconstancy of location that happens often in dreams. While you have the meld shaped, you may teleport up to 10 feet at will (with no chance for error) as a move action. The new space must be within line of sight and line of effect. You can't use the sash to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the teleport fails and the action is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. Essentia: Each essentia invested in the discontinuous sash grants you a +1 dodge bonus to AC.

    Chakra Bind (Waist)
    The missing pieces of the sash move and shift and dizzying speed.

    If you bind discontinuous sash to your waist chakra, at will you may spend a full-round action to teleport up to 50 feet for each essentia invested in the sash (as per dimension door). You may not use this ability in consecutive rounds, and you cannot bring along other creatures; you affect only yourself.


    Dreamer's Totem
    Descriptors: None.
    Classes: Extractor.
    Chakra: Hands, Shoulders, Soul, or Throat.
    Saving Throw: None.
    Incarnum coalesces into a small, otherwise unremarkable object which has significance only to you.

    A dreamer's totem is a tool used quite often by Extractors and other creatures familiar with lucid dreaming. It's one of the few ways to be sure, to be absolutely certain, whether you're awake or in a dream. While the dreamer's totem is shaped, you always know how many layers deep in dream you are. Essentia: When you invest essentia in the dreamer's totem, you gain additional dream points when dreaming equal to twice the amount of invested essentia.

    Chakra Bind (Hands)
    Your totem becomes an object which is held in one hand, and as you move it through the air, the substance of the Dream coalesces into a desired shape.

    By binding the dreamer's totem to your hands chakra, you are granted the ability to temporarily shape raw dreamstuff into a useful mundane object, which functions identically to a normal object of the same sort. By making a DC 16 Wisdom check as a full-round action, you can control up to a 1-foot cube of dreamstuff; each essentia invested in the totem increases the dimensions of the cube you can affect by 1 foot.

    If your Wisdom check succeeds, you can reshape the dreamstuff as you desire. Once control is established, the shape lasts as long as you remain within 100 feet of it; if you move out of that range, the dreamstuff the item is made of dissipates into nothingness. Thus, if you have sufficient patience and strong enough will, you can construct small fortresses out of dreamsruff, even
    if you must do so a few cubic feet at a time.

    Another creature can break your control over the Dreamscape by succeeding on an opposed Wisdom check. If they succeed, the item dissipates as if you had moved out of range.

    Chakra Bind (Shoulders)
    The totem winds itself around your upper arm, becoming a string or ribbon which only you know the material of.

    Binding the dreamer's totem to your shoulders chakra allows you to use your control of the Dreamscape to your advantage in a physical context. Whenever you make a Strength- or Dexterity-based skill check, you may substitute a Lucid Dreaming check if you wish.

    Chakra Bind (Soul)
    The totem itself does not change, but you are surrounded by a faint aura of wispy grey smoke.

    Whenever you bind the dreamer's totem to your soul chakra, you gain the ability to physically enter a dreamscape, without leaving a sleeping body behind. You may make a DC 20 Lucid Dreaming check whenever you go to sleep; if you succeed, you enter the dreamscape physically, as per the dream walk spell (Heroes of Horror). Entering further layers of dream increases the DC by +5 for each layer.

    Chakra Bind (Throat)
    Your totem is a pin or brooch with a secret carving on the back.

    If you bind the dreamer's totem to your throat chakra, you gain the ability to follow creatures through the Dreamscape by sensing the eddies they make in the dreamstuff. This works exactly like the Track feat, except you use Lucid Dreaming in place of Survival.


    Drift Boots
    Descriptors: None.
    Classes: Extractor.
    Chakra: Feet.
    Saving Throw: None.
    Soft boots of pure white, like untouched snow or cumulus clouds, form on your feet.

    When you shape drift boots, you gain the ability to glide gently on the wind. You negate all damage from falling, and can travel 15 feet forward for every 5 feet of descent. You glide at a speed of 15 feet with average maneuverability (you can never hover while gliding, even if your maneuverability improves). You glide (negating falling damage) even if you become unconscious or helpless in the air. Essentia: For each essentia invested in drift boots, increase both your gliding speed and the forward travel distance by 5 feet.

    Chakra Bind (Feet)
    The boots become wispier, more like cirrus clouds.

    When bound to your feet chakra, drift boots catch unseen winds to allow you to fly. You can fly with good maneuverability at a speed of 5 feet per invested essentia. You can mix gliding and flying in the same move action (in 5-foot increments), allowing you to maneuver aloft even with relatively low flight speeds.


    Duplicitous Gage
    Descriptors: None.
    Classes: Extractor.
    Chakra: Hands.
    Saving Throw: None.
    Gloves of thin, off-white silk form out of incarnum around your hands.

    The duplicitous gage grants you the ability to use objects to tell lies. You gain a +2 insight bonus on Forgery checks. Essentia: Each essentia invested in duplicitous gage increases the bonus by +2.

    Chakra Bind (Hands)
    The material of the gloves hardens to thick leather, with delicately pointed fingertips.

    When you bind duplicitous gage to your hands chakra, you can see past the lies that your eyes tell you. Whenever you make a ranged attack which suffers a miss chance, reduce that miss chance by 5% for each essentia invested in duplicitous gage, to a minimum of 0%.


    Finder's Vest
    Descriptors: None.
    Classes: Extractor.
    Chakra: Heart or Waist.
    Saving Throw: None.
    Incarnum weaves into a sturdy vest of brown wool, with several useful pockets.

    Shaping a finder's vest makes it easier for you to find the things you want and need. You gain a +2 insight bonus on Search checks. Essentia: For each essentia invested in finder's vest, increase the bonus by +2.

    Chakra Bind (Heart)
    One of the vest's pockets holds a compass, which always points in the direction you need.

    The finder's vest, when bound to your heart chakra, grants you the ability to use find the path at will as a standard action. This is a supernatural ability, with a caster level equal to your meldshaper level.

    Chakra Bind (Waist)
    A wide, armored belt forms at the bottom of the vest, which is weighted down with several hanging pouches.

    While bound to your waist chakra, the finder's vest prevents you from being moved against your will. You gain a +2 bonus to rolls which would allow you to resist being moved, which increases by +1 for every essentia invested in the soulmeld.


    Inconsequential Cloak
    Descriptors: None.
    Classes: Extractor.
    Chakra: Shoulders or Soul.
    Saving Throw: None.
    A shroud of incarnum settles over you, making you indistinct and beneath notice.

    With the inconsequential cloak hanging from your shoulders, you seem to melt into the background, making it difficult to notice you and pick you out from your surroundings. You gain a +2 bonus on Hide checks. Essentia: Every point of essentia invested in the inconsequential cloak increases the bonus by +2.

    Chakra Bind (Shoulders)
    The cloak closes more tightly around you, and you fade even further into the scenery, a blur in your opponents' peripheral vision.

    When you bind the inconsequential cloak to your shoulder chakra, you benefit from a miss chance against melee and ranged attacks of 10% + 10% for each essentia invested in the soulmeld (max 50%). This ability counts as concealment for determining whether or not you can make a Hide check.

    Chakra Bind (Soul)
    By concentrating, you can cause the cloak to shroud you completely from detectability.

    By spending a move action while inconsequential cloak is bound to your soul chakra, you can grant yourself the benefit of the superior invisibility spell, as if cast on yourself with a caster level equal to your meldshaper level, until the beginning of your next turn. This is a supernatural ability.

    Insidious Pendant
    Descriptors: None.
    Classes: Extractor.
    Chakra: Crown or Throat.
    Saving Throw: None.
    Incarnum creeps around your throat, laying in a snakelike coil.

    An insidious pendant is a subtle soulmeld, which can bolster many of your other abilities without seeming to affect anything by itself. When you shape the insidious pendant, choose a supernatural ability that you have; the DC of that ability is increased by +1. Essentia: For each point of essentia you invest in the insidious pendant, the DC of the chosen ability increases by an additional +1.

    Chakra Bind (Crown)
    The snake slithers up to rest on your head, its gemstone eyes quite unsettling with their stare.

    If you bind insidious pendant to your crown chakra, whenever a creature fails a save against the chosen supernatural ability, you may treat the creature as flat-footed against your attacks for 1 round.

    Chakra Bind (Throat)
    The head of the snake seems to burrow deep into your body, and your neck is covered with faint greenish scales.

    Whenever you bind insidious pendant to your throat chakra, instead of affecting a single supernatural ability, the DC increase applies to every supernatural ability you have.


    Lucid Crown
    Descriptors: None.
    Classes: Extractor.
    Chakra: Crown.
    Saving Throw: None.
    A crystalline circlet coalesces around your head, glowing with the pure clear light of dawn.

    When you shape lucid crown, your dreams gain incredible depth of clarity, and you develop more awareness and control over them. You gain a +2 bonus to Lucid Dreaming checks. Essentia: Every point of essentia you invest in the lucid crown increases the bonus by +2.

    Chakra Bind (Crown)
    The crown grows more prominent crystal clusters, which emanate an inner light of deep lavender.

    When bound to your crown chakra, lucid crown makes it easier for you to alter your surroundings. The volume that you can affect with the Change Aspect usage of the Lucid Dreaming skill is doubled.


    Mantle of the Fated
    Descriptors: None.
    Classes: Extractor.
    Chakra: Heart or Soul.
    Saving Throw: None.
    Incarnum erupts into a rich robe of maroon brocade, draping you with its solid weight. The embroidery on the robe changes with your mood.

    Shaping the mantle of the fated gives you unparalleled control over your own fate. As a swift action, choose one of the following: attack rolls, damage rolls, any one type of saving throw, or skill and ability checks for any one ability . You gain a +1 luck bonus to rolls of the chosen type until the start of your next turn. Essentia: Every point of essentia you invest in the mantle of the fated increases the bonus by +1.

    Chakra Bind (Heart)
    The robe thickens over your chest, becoming something akin to armor.

    If you bind mantle of the fated to your heart chakra, you are protected against effects which would damage your life force directly. You become immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch). You are not granted immunity to other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal.

    Chakra Bind (Soul)
    The air around you darkens, taking on a hue similar to the robe.

    When you bind mantle of the fated to your soul chakra, you become the absolute master of your own fate. Any time you make an attack roll, skill check, ability check, or saving throw, you may roll twice and take the better result.


    Mask of Faces
    Descriptors: None.
    Classes: Extractor.
    Chakra: Brow.
    Saving Throw: None.
    A mask of pure incarnum covers your face, making your features more malleable.

    While you have the mask of faces shaped, you tap into the mutability of dream identities and visages. You gain a +2 insight bonus to Disguise checks. Essentia: For each point of essentia you invest in the mask of faces, increase the bonus by +2.

    Chakra Bind (Brow)
    The mask sinks into your skin, which abruptly alters to suit your whims.

    Binding mask of faces to your brow chakra grants you the ability to change your appearance. You can assume any humanoid form, as the change shape special ability (MM 306). You can remain in the form as long as the soulmeld remains shaped, or until you take a standard action to assume a new form or return to your natural form.


    Mirage Moccasins
    Descriptors: None.
    Classes: Extractor.
    Chakra: Feet.
    Saving Throw: None.
    Incarnum forms into soft leather moccasins on your feet, which seem to ripple and fade if you look at them wrong.

    Shaping mirage moccasins helps you walk even on terrain as fickle as desert sand. You ignore the speed penalty for difficult terrain, including any penalties for overland movement. However, this ability does not allow you to charge through difficult terrain. Essentia: You gain a +2 insight bonus to Balance checks for each point of essentia invested in mirage moccasins.

    Chakra Bind (Feet)
    The moccasins, and your feet inside them, become much more hazy, and your step becomes unimaginably light.

    While mirage moccasins are bound to your feet chakra, you can stand and move with no penalty on liquids and other surfaces which cannot normally support your weight, like water, quicksand, or fragile branches.


    Nightmare Weapon
    Descriptors: None.
    Classes: Extractor.
    Chakra: Arms or Hands or Throat.
    Saving Throw: None.
    Your weapon is coated with an oily black sheen.

    When you shape a nightmare weapon, your attacks evoke the deep, dark monsters of the night. You gain a +4 bonus to Intimidate checks when demoralizing. Essentia: For each point of essentia invested in nightmare weapon, increase the bonus by +2.

    Chakra Bind (Arms)
    The oily blackness curls out of your arms, and looking into it, one can feel endless depths of terror.

    The nightmare weapon, when bound to your arms chakra, makes your enemies quaver with fear whenever you strike them. Any time you make a successful attack (but no more often than once per round), you may make a demoralize attempt as an immediate action against the target you struck.

    Chakra Bind (Hands)
    Your weapon seems to take on a sense of... hunger.

    When you bind nightmare weapon to your hands chakra, you increase the critical multiplier of your weapon by +1, and you gain a bonus to confirm critical hits equal to the amount of invested essentia.

    Chakra Bind (Throat)
    Whenever you open your mouth, small puffs of pure, inky incarnum leak out, and your voice carries a faint, resonant echo of screams.

    If you bind nightmare weapon to your throat chakra, you can demoralize opponents who are normally immune to fear. However, such creatures receive a +5 bonus to their save, and the duration of the effect, if any, is halved (to a minimum of 1 round).


    Oblivion Cowl
    Descriptors: None.
    Classes: Extractor.
    Chakra: Brow or Crown.
    Saving Throw: None.
    Around your head settles a hood of stark grey, which throws your face in impenetrable shadow.

    The oblivion cowl is a powerful defensive soulmeld, designed to protect you from prying eyes and searching thoughts. While you have the oblivion cowl shaped, any creature attempting a divination effect (or clairsentience effect) against you must succeed at a caster (or manifester) level check against a DC of 11 + your meldshaper level, or the effect fails to affect you. Essentia: Each point of essentia invested in oblivion cowl increases the DC by +1.

    Chakra Bind (Brow)
    Your face is completely hidden by the cowl -- for all anyone else can tell, you have no face at all.

    While oblivion cowl is bound to your brow chakra, you are immune to charm and compulsion effects. Creatures attempting such effects find nothing behind the cowl for the magic to hold on to.

    Chakra Bind (Crown)
    The top of the cowl grows significantly heavier, as if lined with... lead?

    When you bind oblivion cowl to your crown chakra, you gain a bonus to Will saves vs mind-affecting effects equal to the amount of invested essentia.


    Plain Masque
    Descriptors: None.
    Classes: Extractor.
    Chakra: Brow.
    Saving Throw: Will negates; see text.
    Incarnum swirls in front of your face, taking the shape of a mask of... your face.

    When you shape plain masque, you learn to lie in the most effective way: by speaking the plain truth. You gain a +2 insight bonus to Bluff checks. Essentia: For every point of essentia invested in plain masque, increase the bonus by +2.

    Chakra Bind (Brow)
    No visible change occurs, but you feel the masque settle even more firmly onto your face.

    When you bind plain masque to your brow chakra, you learn to see past the lies others tell. At will as a standard action, you may use discern lies as a supernatural ability with a caster level equal to your meldshaper level. The DC of the spell is equal to the DC of this soulmeld.


    Reverie Pauldrons
    Descriptors: None.
    Classes: Extractor.
    Chakra: Shoulders.
    Saving Throw: None.
    Silvery armor forms around your shoulders, which seems as light as spun sugar, and as hard as steel.

    Whenver reverie pauldrons are shaped, your body realizes that the Dream is not real, and that therefore you should not be shackled by the normal conventions of life and death. When reduced to 0 hit points, you can act as if you weren’t disabled (that is, you ignore the normal restriction to only a single move or standard action per turn), and do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to –1 to –9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at –1 to –9 hit points. When your current hit points drop to –10 or lower, you immediately die.

    Essentia: Investing essentia in reverie pauldrons increases the range of negative hit points at which you can continue functioning. Every point of essentia invested effectively reduces the point at which you die by 3 (such as from –10 to –13). You can continue to fight without penalty until you reach that hit point total. If your essentia investment in this soulmeld is reduced (whether voluntarily or involuntarily) and your current hit point total is at or below the point at which you would die, you immediately die. For example, if you are currently at –16 hit points and reduce your essentia investment from 3 points to 2 points, you would die (since your new point of death would be –16).

    Chakra Bind (Shoulders)
    The material of the pauldrons thickens, becoming broader and sturdier, to take the weight of many blows.

    If reverie pauldrons is bound to your shoulders chakra, you gain DR /– equal to three times the invested essentia.


    Sandmantle
    Descriptors: None.
    Classes: Extractor.
    Chakra: Shoulders.
    Saving Throw: Will negates; Fortitude half; see text.
    A light cloak seemingly made of beige sand flutters around your shoulders.

    When you shape a sandmantle, the creatures around you become drowsy and begin to fall asleep. Each creature within 20 feet with 5 or fewer HD must make a Will save or fall asleep. You may raise or lower this effect as a swift action. A successful save grants a creature immunity to the effects of this soulmeld for 1 hour. You are immune to the effects of your own sandmantle. Essentia: For each essentia invested in sandmantle, increase the maximum HD of creature you can affect by +3 HD.

    Chakra Bind (Shoulders)
    The sandy cloak expands outward, and sand moves in hypnotic whorls around you.

    By binding sandmantle to your shoulders chakra, you gain the ability to create a sand auger, a whirlwind of erosive grit around yourself. You can cause a sand auger as a standard action at will, and it lasts until the beginning of your next turn (at which point you can recreate the whirlwind by spending another standard action). The sand auger is a cylinder, 40 feet high and with a 10-foot radius centered on you. Any creature caught within (other than you) takes 1d6 damage per invested essentia (Fortitude save for half); unprotected flames are smothered, and protected flames have a 50% chance of blowing out.


    Scrutiny Shroud
    Descriptors: None.
    Classes: Extractor.
    Chakra: Hands or Soul.
    Saving Throw: None.
    The air around you sharpens in focus, as if looking through a magnifying glass.

    When you shape the scrutiny shroud, you gain increased sensitivity to nuance in body language and expression. You gain a +2 insight bonus to Sense Motive checks. Essentia: Each point of essentia invested in scrutiny shroud increases the bonus by +2.

    Chakra Bind (Hands)
    The field of clarity around you spreads out to a larger radius, and your hands itch with new sensation.

    Binding scrutiny shroud to your hands chakra allows you to sense things in situations where you would normally be unable to do so. At will, you can spend a standard action to grant yourself the benefit of the touchsight power as a psi-like ability, with a manifester level of 5, for 1 round. Each essentia invested in the soulmeld increases the duration by 1 round and the manifester level by +3.

    Chakra Bind (Soul)
    The air around you doesn't change visibly, but you can feel the magical charge building up.

    If you bind scrutiny shroud to your soul chakra, you are continually affected as if by the true seeing spell, with a caster level equal to your meldshaper level.


    Skirt of Silver Moonlight
    Descriptors: None.
    Classes: Extractor.
    Chakra: Waist.
    Saving Throw: None.
    Around your waist drapes a kilt of the softest silk, white with silver threads running through it in glorious rays.

    Whenever you shape the scrutiny shroud, your steps are as soft as moonlight. You gain a +2 insight bonus to Tumble checks. Essentia: For each point of invested essentia, the bonus granted by the skirt of silver moonlight increases by +2.

    Chakra Bind (Waist)
    The white material of the skirt fades from view, leaving only a fine webwork of silver threads around your waist.

    When you bind the skirt of silver moonlight to your waist chakra, you become as slippery as a moonbeam, as subtle as starlight. At will, you can spend a standard action to grant yourself the benefit of the freedom of movement spell as a supernatural ability with a caster level equal to your meldshaper level. The effect lasts for 1 round + 1 round per invested essentia.


    Somnambulant Cincture
    Descriptors: None.
    Classes: Extractor.
    Chakra: Feet or Waist.
    Saving Throw: None.
    A tasseled rope made of brown and gold thread twines around your waist.

    The somnambulant cincture is a soulmeld designed for those who wield dreamstuff directly, as weapons against their enemies. While it is shaped, you gain a +1d4 bonus damage to each attack made while initiating an Infinite Shore strike. Essentia: Each point of essentia invested in the somnambulant cincture increases the bonus damage by +1d4.

    Chakra Bind (Feet)
    The tasseled ends of the cincture stretch down and encircle your legs, creating ropy greaves.

    Binding the somnambulant cincture to your feet chakra helps guide your steps when moving within the Dream. Whenever you initiate an Infinite Shore boost or counter, your movement speed increases by +5 feet per point of essentia invested in the soulmeld until the beginning of your next turn.

    Chakra Bind (Waist)
    The cincture tightens slightly around your waist, and the threads turn varied shades of brilliant blue.

    If you bind the somnambulant cincture to your waist chakra, your connection to the Dream intensifies. Whenever you enter an Infinite Shore stance, the essentia capacity of this soulmeld improves by 1, and you gain 1 temporary essentia which you can invest as part of the same action. Both of these benefits last until you exit the stance.


    Soporific Vambraces
    Descriptors: None.
    Classes: Extractor.
    Chakra: Arms.
    Saving Throw: Fortitude partial.
    A pair of vambraces made of dull grey leather writhes into being around your forearms. Just looking at them makes your eyes droop.

    Soporific vambraces grant your touch the ability to put people to sleep. You may make a melee touch attack as a standard action; if it succeeds, your opponent must make a Fortitude save or fall asleep. On a failed save, or if your opponent is immune to sleep effects, the opponent is fatigued instead, for 1 round. This fatigue does not stack with any other fatigue, including from multiple applications of this ability. Essentia: For each point of invested essentia, increase the duration of the fatigue by 1 round, on a failed save.

    Chakra Bind (Arms)
    The material of the vambraces develops silver and black embroidered whorls which are lazily hypnotic.

    If you bind soporific vampraces to your arms chakra, a creature who succeeds on the save vs your touch attack is exhausted for 1 round, then fatigued for the normal fatigue duration.


    Stargazer Veil
    Descriptors: None.
    Classes: Extractor.
    Chakra: Brow.
    Saving Throw: None.
    A veil coalesces over your face, loosely woven of midnight blue incarnum, and embroidered with silver stars.

    When you shape a stargazer's veil, you learn to read horoscopes in the stars; this gives you insight into the people you encounter, and you know exactly what questions to ask. You gain a +2 insight bonus to Gather Information checks. Essentia: Every point of essentia invested in the stargazer veil, increase the bonus by +2.

    Chakra Bind (Brow)
    Silver lines appear on the veil, connecting the embroidered stars into constellations.

    When you bind the stargazer veil to your brow chakra, the stars hold portents of more significance than mere horoscopes. As a standard action at will, you may use augury as a supernatural ability, with a caster level equal to your meldshaper level.


    Synchronous Symphony
    Descriptors: None.
    Classes: Extractor.
    Chakra: Heart.
    Saving Throw: None.
    A small music box pin made of purest silver appears just over your heart. Lovely tinkles of melody emanate from it.

    A synchronous symphony is a method of organizing actions, using the cues and rhythm of the music to standardize timing. While the symphony is shaped, you gain a +2 insight bonus to initiative checks. Essentia: Every point of essentia invested in the synchronous symphony increases the bonus by +1.

    Chakra Bind (Heart)
    The sound coming from the music box suddenly swells into a full orchestral arrangement.

    By binding the synchronous symphony to your heart chakra, you gain the ability to synchronize your actions with those of your companions. When determining initiative order, you may choose to have any number of allies with lower initiative rolls act on the same initiative count as you. However, doing so lowers your initiative count (and thus the initiative count of all synchronized allies) by 1 + 1 for each ally you synchronize with.


    Trance Bracers
    Descriptors: None.
    Classes: Extractor.
    Chakra: Arms or Shoulders.
    Saving Throw: None.
    Heavy bracers made from braided leather twine up your arm in intricate patterns.

    When you shape trance bracers, you acquire a state of mind where the trials and tribulations of the physical world have less effect on you. In this trance state, you are able to ignore the pain and rigor of your activities to some extent. You gain bonus hit points equal to your meldshaper level. These hit points don’t go away first the way temporary hit points do; if this soulmeld is unshaped or suppressed, you lose the hit points granted by it. Essentia: Each point of essentia invested in trance bracers grants you a +1 insight bonus to Fortitude saves.

    Chakra Bind (Arms)
    The braided leather of the bracers bulges into the shape of extra muscles.

    If you bind trance bracers to your arms chakra, your trance allows you to set aside the normal limitations of strength and leverage, instead wringing the absolute maximum effort and efficiency out of your anatomy. You gain the Powerful Build ability (as per the Half-Giant racial trait).

    Chakra Bind (Shoulders)
    Stiff leather pauldrons form and attach to the ends of the bracers.

    Binding trance bracers to your shoulders chakra grants you the ability to toughen your skin through meditative exercises. You gain a +2 bonus to your natural armor, +2 per invested essentia. This stacks with natural armor you gain from your race, class features, or feats, but not with that granted by temporary effects such as magic items, spells, powers, etc.


    Wandering Shoes
    Descriptors: None.
    Classes: Extractor.
    Chakra: Feet or Waist.
    Saving Throw: None.
    A pair of sturdy shoes, designed to withstand the rigors of lengthy travel, appears on your feet.

    By shaping wandering shoes, you learn to let your mind wander while your path stays focused, granting you a wider, more adaptable set of solutions to your problems. When you shape this soulmeld, choose a feat for which you qualify. As long as you move at least 10 feet in a round, you gain the benefit of the chosen feat until the beginning of your next turn. Essentia: For every point of essentia invested in wandering shoes, increase your base land speed by 5 feet when making a double move, charge, or run action.

    Chakra Bind (Feet)
    The soles of the shoes thicken, becoming hardier and more wear-resistant -- literally made for walking.

    When you bind wandering shoes to your feet chakra, your feet walk in spirit even when they aren't walking physically. You gain the benefit of the chosen feat at all times, even when you move less than 10 feet in a round.

    Chakra Bind (Waist)
    You acquire a leather belt made of the same material as the shoes.

    If you bind wandering shoes to your waist chakra, the efficiency of your wandering increases. Whenever you take a 5-foot step in a round, you can move up to 10 feet instead.
    Last edited by sirpercival; 2013-02-01 at 07:42 AM.
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