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Thread: Gravesoul Warrior (PEACH)

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    Troll in the Playground
     
    MindFlayer

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: Gravesoul Warrior (PEACH)

    Gravesoul

    "Death is not the greatest loss in life. The greatest loss is what dies inside us while we live."
    -Norman Cousins

    Class Benefits
    Spoiler
    Show

    Hit Die: D8
    Skill Points: 4 + Int modifier

    Class Skills
    • Balance (Dex)
    • Climb (Str)
    • Concentration (Con)
    • Intimidate (Cha)
    • Jump (Str)
    • Knowledge (Religion) (Int)
    • Knowledge (the Planes) (Int)
    • Listen (Wis)
    • Profession (Wis)
    • Search (Int)
    • Speak Language
    • Spot (Wis)
    • Swim (Str)
    • Tumble (Dex)


    Weapon and Armor Proficiency:
    Gravesoul are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


    Table: Gravesoul Meldshaping
    Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Soulmelds Essentia Chakra Binds
    1st +0 +2 +0 +2 Grave Gate, Tomb-Tainted Soul 2 1 0
    2nd +1 +3 +0 +3 Chakra Bind (Hand), Vitality of Undeath 3 1 1
    3rd +2 +3 +1 +3 Chanel Undeath, Corpse Conversion 3 2 1
    4th +3 +4 +1 +4 Bonus Feat 4 2 1
    5th +3 +4 +1 +4 Chakra Binds (Crowns, Feet) 4 3 1
    6th +4 +5 +2 +5 Devourer's Boon 1pt 4 3 2
    7th +5 +5 +2 +5 Corpse Conversion 5 4 2
    8th +6/+1 +6 +2 +6 Bonus Feat 5 4 2
    9th +6/+1 +6 +3 +6 Chakra Binds (Arms, Brow, Shoulder) 6 5 3
    10th +7/+2 +7 +3 +7 Entropic Blade 6 5 3
    11th +8/+3 +7 +3 +7 Corpse Conversion 6 6 3
    12th +9/+4 +8 +4 +8 Devourer's Boon 2pt, Bonus Feat 6 6 3
    13th +9/+4 +8 +4 +8 Chakra Binds (Throat, Waist) 7 7 3
    14th +10/+5 +9 +4 +9 7 8 4
    15th +11/+6/+1 +9 +5 +9 Corpse Conversion 7 9 4
    16th +12/+7/+2 +10 +5 +10 Bonus Feat 8 10 4
    17th +12/+7/+2 +10 +5 +10 Chakra Bind (Heart) 8 11 4
    18th +13/+8/+3 +11 +6 +11 Devourer's Boon 3pt 8 12 5
    19th +14/+9/+4 +11 +6 +11 Corpse Conversion 9 13 5
    20th +15/+10/+5 +12 +6 +12 Undead Scion, Living Lich 9 14 5

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    2.1 Class Features

    [COLOR="#000000"] Meldshaping ι 1 ι
    • A Gravesoul's primary ability is shaping incarnum soulmelds, which are drawn from the gravesoul soulmeld list below. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate's melds, your soulmelds channel the necrotic spirits of undeath.
    • The Difficulty Class for a saving throw against a gravesoul soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your gravesoul level.
    • A gravesoul can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table: Gravesoul. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.
    • At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on Table: Gravesoul. Your character level, as noted on the Essentia Capacity table, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (Essentia, Magic of Incarnum, page 50).
    • A Gravesoul does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day (see Shaping Soulmelds, Magic of Incarnum, page 49).


    Essentia Capacity
    Character Level Essentia Capacity
    1st-5th 1
    6th-11th 2
    12th-17th 3
    18th-20th 4

    Grave Gate ι 1 ι
    At first level gains his connection to the soul-stuff of the undead.
    • The Gravesoul gets this soulmeld as a permanent meld shape, and if an effect would normally unshape the soulmeld, it is instead suppressed. This does not count against number of soulmelds shaped.


    Tomb-Tainted Soul ι 1 ι
    • At 1st level, the gravesoul gains Tomb-Tainted Soul (Libris Mortis: The Book of the Dead, pg. 31) as a bonus feat.

    Chakra Binds: ι 2 ι
    • Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, Magic of Incarnum, page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.
    • The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table: Gravesoul). Beginning at 5th level, you can bind soulmelds to your crown, feet, or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra. You never gain the ability to bind a soulmeld to your soul chakra.

    For more information on chakra binds, see Magic of Incarnum, page 51.

    Vitality of Undeath(Ex}: ι 2 ι
    • At 2nd level, a Gravesoul receives max hit points per Gravesoul level. All his past hit die are converted to max hit points as well.

    Channel Undeath(Su}: ι 3 ι
    • Beginning at 3rd level, you can use a standard action to use any touch attack or cast any touch spell you know and deliver the effect through your weapon with a melee attack. Using a touch attack or casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the touch attack or spell is resolved.
    • At 13th level, you can cast any touch attack or touch spell you know as part of a full attack action, and the touch attack or spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.


    Corpse Conversion ι 4 ι
    • Every 4th level beginning at 3, the Gravesoul's body reacts to the heavy quantities of necromantic energies flowing through it. Choose one undead graft from the following list at each level: 3, 7, 11, 15, and 19. Bonuses from these graft stack.

    Spoiler: Corpse Conversion Grafts
    Show

    Bonemail: Bonemail resembles armor crafted from interlocking bones and shards of bone, but it is actually part of the grafted creature's body. Bonemail grants a +2 natural armor bonus to the grafted creature's AC.

    Enervating Arm: An enervating arm is a gaunt limb of dessicated, leathery flesh. It grants a +4 inherent bonus to the grafted creature's Strength. Twice per day, the grafted creature can use an enervating touch to bestow one negative level on a living creature. Removing the negative level requires a DC 14 Fortitude save. A touch that misses does not count against the daily limit.

    Eye of Flame: This crimson eye-shaped gem fits into a humanoid creature's empty eye socket and can produce a*fireball*once per day upon command. The*fireball*deal 10d6 points of damage (Reflex DC 14 half). Half of the damage is fire damage, and the other half is divine damage that affects even targets resistant to fire.

    Mohrg's Tongue: This long, cartilaginous tongue bears sharp claws at its tip. The grafted creature can make touch attacks with the tongue (treat it as a secondary weapon). A successful touch paralyzes the target for 1d4 minutes (Fortitude DC 17 negates).

    Mummified Eye: This hard, round orb fits into a humanoid creature's empty eye socket and looks much like a normal eye at first glance, but it has a distinctly dry appearance and does not move in the socket. The grafted creature can use the*eyebite*spell as a 12th-level caster once per day.

    Mummified Hand: This withered hand is swathed in the remnants of funereal wrappings. The grafted creature can use the mummified hand to deliver a slam attack; the damage dealt is the same as that dealt by a zombie of the creature's size. In addition, three times per day the grafted creature can deliver mummy rot with a slam attack. The choice to use mummy rot must be made before the attack is rolled; if the attack misses, the daily use is lost. The Fortitude save to resist the mummy rot is DC 16.

    Paralyzing Arm: A paralyzing arm is a hardy limb of preserved undead flesh. It grants a +4 inherent bonus to the grafted creature's Strength. Twice per day, the grafted creature can use a paralyzing touch. A living creature touched must make a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralyzing touch. A touch that misses does not count against the daily limit.

    Skeletal Hand: The grafted creature can use this bony hand to make claw attacks. The damage dealt is the same as that dealt by a skeleton of the creature's size.

    Undead Skin: This mottled gray hide grants the grafted creature 25% resistance to critical hits and sneak attacks, similar to*armor of light fortification. This resistance doesn't stack with similar abilities.

    Vampiric Fangs: This set of sharp teeth replaces the creature's existing teeth. The grafted creature gains the ability to drain blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round. On each such successful drain attack, the grafted creature gains 5 temporary hit points that last for up to 1 hour.

    Weakening Arm: A weakening arm is a skeletal forelimb that grants a +4 inherent bonus to the grafted creature's Strength. Twice per day, the grafted creature can use a weakening touch. A living creature touched takes 1d6 points of Strength damage. A touch that misses does not count against the daily limit.



    Bonus Feats ι 4/8/12/16/20 ι
    • At 4th level, a Gravesoul gains a bonus feat off the the Fighter bonus feat list. He must qualify for the feat before taking it.
    • The gravesoul gains an additional bonus feat every 4 class levels thereafter.

    Devourer’s Boon(Su) ι 6 ι
    • Once per day, you may trap the essence of a living creature who dies within 30ft of you.
    • The trapped essence provides you with a number of Grave Essentia equal to 1/2 the creature's HD (maximum class level). Grave Essentia fades when you reshape soulmelds, and does not stack (you may only have 1 trapped essence at once). It may be assigned to the same benefit as regular Essentia, and reallocated as part of the same swift action.
    • Grave Essentia does not count against maximum essentia invested in a given receptacle, but instead has its own limit based on class level. At 6th level, you may invest 1 point of Grave Essentia into a given receptacle. At 12th level, this increases to 2 points, and to 3 points at 18th level.
    • A creature whose essence you trap cannot be resurrected until you reshape soul melds or trap another essence.


    Entropic Blade ι 10 ι
    • Once per day for every four levels (rounded down), the Gravesoul may empower his weapon with some of the purest death imaginable. The result is called the Entropic Blade. When the Gravesoul successfully deals damage with its entropic blade, the victim must make a Fortitude save or be overcome with searing pain, as the victim’s form melts, flows, writhes, and boils. During this entropic state, the victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round spent in this entropic state, the victim takes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it discorporates into nothingness. A victim can gain control over itself by taking a standard action to attempt a Charisma check. Success renders the victim immune from the entropic state for 1 minute. On a failure, the victim can still repeat this check each round until successful. The entropic state is not a disease or a curse, so it is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its state for the duration of the spell. A restoration,heal, or greater restoration spell removes the affliction (though a separate restoration is necessary to restore any drained points of Wisdom). The save DC is Charisma-based. If the Entropic Blade stack misses, it still counts against the daily allotment.

    Undead Scion ι 20 ι
    • At 20th level, you gain the ability to make your body a conduit for profane energies. This greatly empowers all of your soulmelds. For the duration of this ability, all of your soulmelds are treated as having 2 more essentia invested in them than they already do (this cannot surpass your maximum essentia capacity).
    • Activating this ability is a free action that does not provoke attacks of opportunity. It can be used once per day and lasts for a number of minutes equal to your Constitution bonus (minimum 1).

    Living Lich ι 20 ι
    The Gravesoul has grown beyond life. He becomes a living lich as the Grave Gate subsumes his vitality.
    The Gravesoul gains the Lich template with the following changes:
    • Loses the lich negative energy attack.
    • Loses lich fear aura.
    • Loses lich DR.
    • Keeps meldshaping.
    • The Grave Gate changes fundamentally as it becomes akin to a phylactery. It can now be dispelled at a difficulty of (HD+Con+the number of soulmelds shaped). If the Grave Gate is dispelled, it reshapes in 1d4 rounds automatically. During that time, the Gravesoul has no Constitution score like any other undead and death is permanent.

    Soulmeld List
    Last edited by LairdMaon; 2018-05-05 at 11:03 AM.