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  1. - Top - End - #31
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Hey, sirpercival!

    A little request...

    Could you make me a 3 or 5-level PrC that takes the Worg's Pelt soulmeld and changes it into something Barghest themed, that would ideally be accessible to a creature with the ability to shape the Worg's Pelt, an essentia pool of 5, and the ability to bind soulmelds to their Totem chakra?
    Quote Originally Posted by segtrfyhtfgj View Post
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

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    Quote Originally Posted by Amechra View Post
    Hey, sirpercival!

    A little request...

    Could you make me a 3 or 5-level PrC that takes the Worg's Pelt soulmeld and changes it into something Barghest themed, that would ideally be accessible to a creature with the ability to shape the Worg's Pelt, an essentia pool of 5, and the ability to bind soulmelds to their Totem chakra?
    Ask and ye shall receive...

    How's this?


    ESSENCE DEVOURER

    BECOMING AN ESSENCE DEVOURER
    An Essence Devourer is a totemist who has given over to the darkness, and turned the deadly Worg Pelt into something far more sinister.

    ENTRY REQUIREMENTS
    Alignment: any Evil.
    Skills: Knowledge (the Planes) 6 ranks.
    Essentia Pool: 5
    Meldshaping: Ability to shape the Worg Pelt soulmeld and bind it to the Totem chakra.

    Class Skills
    The Essence Devourer's class skills are Bluff, Craft, Handle Animal, Hide, Intimidate, Jump, Knowledge (nature), Knowledge (the planes), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival, Swim.
    Skills Points at Each Level: 4 + int

    {table=head]Level | BAB | Fort | Ref | Will | Special | Meldshaping
    1 | +1 | +2 | +2 | +0 | Barghest transformation, Track | -
    2 | +2 | +3 | +3 | +0 | Barghest transformation | +1 level of existing class
    3 | +3 | +3 | +3 | +1 | Feed, greater barghest transformation | +1 level of existing class
    [/table]

    Weapon and Armor Proficiencies: An Essence Devourer gains no new weapon or armor proficiencies.

    Meldshaping: At each Essence Devourer level except 1st, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the Essence Devourer level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming an Essence Devourer, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

    Barghest transformation (Su): Upon entering this class, and again at 2nd level, you learn how to tap into something deeper and darker than the usual Worg soul energy of your Worg Pelt soulmeld. Choose one of the abilities below; you gain the benefit of that ability whenever you bind the Worg Pelt to your Totem chakra.

    Barghest Transformations
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    Barghest claws: You gain 2 secondary claw attacks, which deal 1d4 base damage, in addition to your primary bite attack. Your claw and bite attacks count as evil-aligned and lawful-aligned for the purposes of overcoming damage reduction.

    Blink: You can use blink (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

    Goblin form: As a standard action, you can take the shape of a normal goblin, as per the Change Shape ability. You can remain in that form for as long as you like; returning to your normal form is a standard action.

    Levitate: You can use levitate (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

    Misdirection: You can use misdirection (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

    Pass without trace: You can use pass without trace (as the spell) as a swift action, which lasts for a number of rounds equal to your meldshaper level.

    Scent: You gain the scent special ability.


    Track: You gain Track as a bonus feat.

    Feed (Su): By consuming the lifeforce of a slain foe, you grant yourself power. As a full-round action, you can feed on the corpse of a creature of Hit Dice greater than or equal to your own, and that has been dead for no longer than 1 minute per meldshaper level. By doing so, you increase the essentia capacity of your Worg Pelt soulmeld by 1, and gain 1 temporary essentia, which you may invest immediately as part of the same action. Both of these effects last for 24 hours before disappearing; however, the temporary essentia may only be invested in your Worg Pelt soulmeld. Multiple uses of this ability stack, up to a number of times equal to your normal maximum essentia capacity, as shown in the table on page 19 of Magic of Incarnum.

    Consuming a creature's lifeforce this way is an evil act, and destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. However, a wish, miracle, or true resurrection spell can restore a devoured victim to life.

    The first time you use this ability, your Worg Pelt soulmeld gains the Necrocarnum descriptor. Each time you shape Worg Pelt from then on, it retains the Necrocarnum descriptor.

    Greater barghest transformation (Su): At 3rd level, your connection to the nightmare which is a barghest has strengthened, filling you with hunger and dark power. Choose one of the abilities below; you gain the benefit of that ability whenever you bind the Worg Pelt to your Totem chakra. You may instead select two Barghest Transformations from the list above.

    Greater Barghest Transformations
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    Charm monster: You can use charm monster (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.

    Dimension Door: You can use dimension door (as the spell) as a standard action, up to a distance of 5 feet per essentia invested in your Worg Pelt soulmeld.

    Dire Wolf form: As a standard action, you can take the shape of a normal dire wolf, as per the Change Shape ability. You can remain in that form for as long as you like; returning to your normal form is a standard action.

    Growth: Your size category increases by one, granting you increased space and reach and changing your size bonus to AC and attacks as normal. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, and a -2 size penalty to Dexterity. Your natural armor increases by an amount equal to the amount of essentia invested in your Worg Pelt.

    Invisbility sphere: You can use invisibility sphere (as the spell) as a standard action, which lasts for a number of rounds equal to the number of essentia invested in the Worg Pelt.
    Last edited by sirpercival; 2013-02-01 at 07:18 AM.
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  3. - Top - End - #33
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Thanks! This'll see some use with stating out the "Barghests" in my upcoming game...

    I'll probably end up letting them chow down on anyone to get the bonus essentia, just for the horror of watching them eat one of their own allies...

    As to the limit for essentia invested, is it intended to go up to the normal maximum for my Worg's Pelt, or my normal maximum for other soulmelds?

    For example, I've got my Worg's Pelt bound to my Totem chakra, giving me +1 maximum essentia to my Worg's Pelt. Would I use +2 (my normal maximum) or +3 (my Worg Pelt's maximum)?

    EDIT: It might also be kinda cool if having even a single point of temporary essentia from feed turned your Worg's Pelt added the Necrocarnum descriptor to your Worg's pelt, which becomes permanent; becoming a Necrocarnate Barghest would be cool...
    Last edited by Amechra; 2013-02-01 at 12:11 AM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  4. - Top - End - #34
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Quote Originally Posted by Amechra View Post
    Thanks! This'll see some use with stating out the "Barghests" in my upcoming game...
    No problem, I was inspired. :)

    I'll probably end up letting them chow down on anyone to get the bonus essentia, just for the horror of watching them eat one of their own allies...

    As to the limit for essentia invested, is it intended to go up to the normal maximum for my Worg's Pelt, or my normal maximum for other soulmelds?

    For example, I've got my Worg's Pelt bound to my Totem chakra, giving me +1 maximum essentia to my Worg's Pelt. Would I use +2 (my normal maximum) or +3 (my Worg Pelt's maximum)?
    I intended it to be your normal max for other soulmelds, to keep things in check. I'll try and clarify.

    EDIT: It might also be kinda cool if having even a single point of temporary essentia from feed turned your Worg's Pelt added the Necrocarnum descriptor to your Worg's pelt, which becomes permanent; becoming a Necrocarnate Barghest would be cool...
    Ooh... I like it. I'll make the change. Are you going to use my version of the Necrocarnate?
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Do we breath oxygen and eat food?

    That's a yes.

    I'm kinda annoyed that there isn't a nice fast method to get into Necrocarnate, but eh.

    I AM running 1st level Gestalt, and the Barghests are important enough to use the same chargen stuff as the players, so they can get the first 10 levels of Necrocarnate, at least (I'm looking at it from a 20th level perspective; they're around level 8 right now, which is why I asked for it to be short.)
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Quote Originally Posted by sirpercival View Post
    Ask and ye shall receive...
    Wizard that uses soulmelds instead of spells, do it, doit now! (Ideally Intelligence for Soulmeld D.C.'s.)

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    Quote Originally Posted by Reality Glitch View Post
    Wizard that uses soulmelds instead of spells, do it, doit now! (Ideally Intelligence for Soulmeld D.C.'s.)
    I'm not really sure what you mean - am I using wizard for thematic inspiration, or mechanical inspiration? Or both?
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    I would think both, but at least theme (and maybe soulmelds that play into that theme mechanically (maybe several that replicate actual spells on the wizard/sorcerer spell list.))

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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Oh my, if you're taking requests, then I've certainly got one for you! I'd like to see a dual-prog Prestige Class of your Jongleur and the Archivist. That is genuinely my only requirement. I simply believe that it'd be amazing. :D

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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Spoiler: By request
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    Quote Originally Posted by Reality Glitch View Post
    I would think both, but at least theme (and maybe soulmelds that play into that theme mechanically (maybe several that replicate actual spells on the wizard/sorcerer spell list.))
    Well, here you go.


    ARCANTOR

    Image!

    Occupying a middle ground between the ephemeral magyks of the Wizard and the enduring artifacts of the Artificer, the Arcantor is a learned individual who infuses the soul-stuff of incarnum with arcane energy.

    MAKING AN ARCANTOR
    An Arcantor is an arcane meldshaper.
    Abilities: Intelligence (for meldshaping) and Constitution (for meldshaping and hit points) are an Arcantor's most important attributes.
    Races: Azurin humans, as well as races drawn to the arcane arts such as elves and gnomes, are the most common Arcantors.
    Alignment: Any, though the rigorous study required to become an Arcantor tends to draw those of lawful alignment.
    Starting Gold: As wizard.
    Starting Age: As wizard.

    HD: d4

    Class Skills
    The Arcantor's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int) x4
    Skill Points at Each Additional Level: 2 + Int

    Table: The Arcantor
    Level BAB Fort Ref Will Special Melds Essentia Binds
    1 +0 +0 +0 +2 Familiar, Repertoire, Specialization 2 1 0
    2 +1 +0 +0 +3 Specialist chakra bind (+1 capacity) 3 2 1
    3 +1 +1 +1 +3 Far horizon 3 3 1
    4 +2 +1 +1 +4 Chakra bind (crown, feet, hands) 4 4 1
    5 +2 +1 +1 +4 4 5 1
    6 +3 +2 +2 +5 Specialist chakra bind (+1 ML) 4 6 2
    7 +3 +2 +2 +5 Far horizon 5 7 2
    8 +4 +2 +2 +6 5 8 2
    9 +4 +3 +3 +6 Chakra bind (arms, brow, shoulders) 5 9 2
    10 +5 +3 +3 +7 6 10 3
    11 +5 +3 +3 +7 Far horizon 6 11 3
    12 +6/+1 +4 +4 +8 Specialist chakra bind (2 melds) 6 12 3
    13 +6/+1 +4 +4 +8 7 13 3
    14 +7/+2 +4 +4 +9 Chakra bind (throat, waist) 7 14 3
    15 +7/+2 +5 +5 +9 Far horizon 7 16 4
    16 +8/+3 +5 +5 +10 Specialist chakra bind (+2 capacity) 8 18 4
    17 +8/+3 +5 +5 +10 Chakra bind (heart) 8 20 4
    18 +9/+4 +6 +6 +11 8 22 5
    19 +9/+4 +6 +6 +11 Far horizon 9 24 5
    20 +10/+5 +6 +6 +12 Chakra bind (soul) 9 26 5

    Weapon and Armor Proficiencies: Arcantors are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with an arcantor's movements, which can cause her soulmelds to fail. Whenever an Arcantor activates one of her soulmelds, she must roll successfully against the Arcane Spell Failure of any armor she wears, or the effect of the soulmeld fails. This does not apply to soulmelds with a continuous effect.

    Familiar: An Arcantor can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp, and results in a Soulspark (see Magic of Incarnum pg 197). The creature serves as a companion and servant, and increases in power as the Arcantor increases in power. If the familiar dies or is dismissed by the Arcantor, the Arcantor must attempt a DC 15 Fortitude saving throw. Failure means she loses 200 experience points per Arcantor level; success reduces the loss to one-half that amount. However, an Arcantor's experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

    Meldshaping: An Arcantor's primary ability is shaping incarnum soulmelds, which are drawn (mostly) from the Arcantor soulmeld list given below. An Arcantor begins play knowing 5 soulmelds of her choice from her class list; see Repertoire, below, for details. She may shape any soulmeld in her repertoire. The Difficulty Class for a saving throw against an Arcantor soulmeld is 10 + number of points of essentia invested in the soulmeld + her Intelligence modifier. Her meldshaper level is equal to her Arcantor level.

    An Arcantor can shape only a certain number of soulmelds per day. Her base daily allotment is given on the table above. The maximum number of soulmelds that an Arcantor can have shaped simultaneously is equal to her Constitution score minus 10 or the number of soulmelds allowed for her level, whichever is lower. At 1st level, she can shape two soulmelds at a time (assuming she has a Constitution score of at least 12). As an Arcantor advances in level, she can shape an increasing number of soulmelds.

    At 1st level, an Arcantor also gains access to her personal pool of essentia, which can be invested into her soulmelds to increase their power. An Arcantor's essentia pool's size is shown on the table above. Her character level, as noted on Magic of Incarnum page 19, determines the maximum quantity of essentia that she can invest in any single soulmeld. As a swift action, an Arcantor can reallocate her essentia investments in her soulmelds and other essentia receptacles every round (see Essentia, MoI page 50). An Arcantor must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds, MoI page 49).

    Repertoire: Unlike other incarnum users, an Arcantor does not automatically have access to all soulmelds on her class list; instead, she learns to shape particular soulmelds through concentrated study and research into the fusion of arcanum and incarnum. An Arcantor begins play knowing 5 soulmelds of her choice from the Arcantor class list (subject to the restrictions of her Specialization, as described below), and learns one additional Arcantor soulmeld every level after 1st (which costs no extra time or resources). Prestige classes which grant +1 level of an existing meldshaping class also allow the Arcantor to automatically add soulmelds to her Repertoire.

    An Arcantor can learn soulmelds in other ways, as well, and from other class soulmeld lists. The Shape Soulmeld feat adds the chosen soulmeld to the Arcantor's repertoire, which she then may shape using her normal soulmeld slots. In addition, an Arcantor can learn a soulmeld from another willing meldshaper who knows it and has it shaped. Learning a soulmeld in this way is a rather involved process. First, the Arcantor must analyze the soulmeld with a Spellcraft check (DC 20 + twice the standard essentia capacity of the soulmeld, based on the other meldshaper's Hit Dice and MoI page 19). If the skill check fails, the Arcantor cannot attempt to analyze the soulmeld until the next day. The other meldshaper must be present for this analysis, as well as the rest of the learning process.

    Once the soulmeld has been analyzed, the Arcantor must spend a day studying the soulmeld (the meldshaper must have the soulmeld shaped during this time). At the end of the day, she must make a Spellcraft check (at a DC of 5 less than the DC to analyze the soulmeld). An Arcantor who has specialized in a school of magic gains a +2 bonus on the Spellcraft check if the new soulmeld is associated with her specialty school. She cannot, however, learn any soulmelds associated with her prohibited schools. If the check succeeds, the Arcantor understands the soulmeld and can add it to her repertoire by spending 24 hours in meditation and spending 100 gp in magical materials. The process leaves the source meldshaper unharmed. If the check fails, the Arcantor cannot understand or learn the soulmeld. She cannot attempt to learn that soulmeld again until she gains another rank in Spellcraft.

    Specialization: A school is one of eight groupings of magical effects, each defined by a common theme. If desired, an Arcantor may specialize in one school of magic. If she does so, she gains access to the Specialist chakra bind at level 2 (see below). A specialist Arcantor can bind soulmelds associated with her chosen school to the Specialist bind, and also gains a +2 bonus on Spellcraft checks to learn the soulmelds of her chosen school (see Repertoire, above). The Arcantor must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic, which become her prohibited schools. Soulmelds associated with the Arcantor's prohibited school or schools are not available to her, either via the soulmelds she learns automatically, or by adding to her Repertoire in other ways (such as the Shape Soulmeld feat, or by learning from other meldshapers). She may not learn such soulmelds, nor can she shape them. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

    An Arcantor who chooses not to specialize (a "generalist") may not bind soulmelds to the Specialist chakra (and gains no access to any chakras until 4th level); however, the benefits to a given soulmeld that would have been granted by the Specialist bind instead apply to a single chakra which the Arcantor chooses each day when shaping her soulmelds. For example, a 12th-level generalist Arcantor can bind 2 soulmelds to any one of her chakras (subject to her daily limit on chakra binds), and each soulmeld she binds to that chakra gains a +1 increase to its essentia capacity and +1 meldshaper level.

    Chakra Binds: Beginning at 2nd level, an Arcantor can bind her soulmelds to her chakras, granting her 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, MoI page 50), so that she cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that an Arcantor can have active at any one time depends on her level (see the Chakra Binds column on the table above). At 2nd level, the Arcantor can bind a soulmeld to her Specialist chakra (see below). Beginning at 4th level, she can bind soulmelds to her crown, feet or hands chakras. At 9th level, she can bind soulmelds to her arms, brow, or shoulders chakras. At 14th level, she can bind soulmelds to her throat or waist chakras. At 17th level, she can bind a soulmeld to her heart chakra, and at 20th level she can bind a soulmeld to her soul chakra. For more information on chakra binds, see MoI page 51.

    Specialist chakra bind: Upon reaching 2nd level, a specialist Arcantor gains access to a unique chakra: the Specialist chakra. This chakra is not associated with any location on the body, but rather represents her deepened understanding of a particular school of magic. Since the Specialist chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict her use of magic items that take up a body location.

    Any soulmeld bound to an Arcantor's Specialist chakra has an essentia capacity 1 higher than the normal capacity for her soulmelds. For example, a 2nd-level Arcantor can invest up to 2 points of essentia in any soulmeld bound to her Specialist chakra bind (rather than the normal limit of 1 point of essentia at level 2). At 16th level, the capacity of any soulmeld bound to her Specialist chakra increases by an additional point (meaning that a 15th-level Arcantor could invest up to 5 points of essentia in that soulmeld). At 6th level, the effective meldshaper level of a soulmeld the Arcantor has bound to her Specialist chakra is equal to her actual meldshaper level +1. The primary effect of this benefit is to make that soulmeld harder to unshape. At 12th level, an Arcantor gains the ability to bind two soulmelds to her Specialist chakra at the same time. She gains the special benefits of both chakra binds.

    Far Horizon: At 3rd level, and every four levels after, an Arcantor expands her knowledge and understanding of magic. She gains Shape Soulmeld as a bonus feat, adding a non-prohibited soulmeld from any class list to her Repertoire.

    Arcantor's Familiar
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    An Arcantor's familiar is a Least Soulspark that gains new powers when summoned to service. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal Soulspark it once was. The familiar also grants a special ability to its master whenever the master and familiar are within 1 mile of each other: the Arcantor treats its Constitution score as 2 higher for the purposes of determining how many soulmelds the Arcantor may have shaped at the same time. As usual, levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

    Familiar Basics
    Use the basic statistics for a Least Soulspark (MoI 197), but make the following changes:

    Hit Dice: For the purpose of effects related to number of Hit Dice, use the Arcantor's character level or the familiar’s normal HD total, whichever is higher.

    Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

    Attacks: Use the Arcantor's base attack bonus, as calculated from all her classes. Use the familiar’s Dexterity modifier to get the familiar’s attack bonus for melee and ranged attacks. Damage equals that of a normal Lesser Soulspark.

    Saving Throws: For each saving throw, use either the familiar’s base save bonus or the master’s (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

    Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for a Soulspark of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

    Incarnum Shroud: As the standard Soulspark ability, except the creature has an essentia pool equal to the number of Hit Dice for a normal Soulspark of the appropriate kind.

    Master Class Level Natural Armor Adj. Int Special
    1st-2nd +1 6 Alertness, improved evasion, share soulmelds, empathic link
    3rd-4th +2 7 Deliver touch attacks
    5th-6th +3 8 Lesser Soulspark, speak with master
    7th-8th +4 9 Speak across souls
    9th-10th +5 10 Soulspark
    11th-12th +6 11 Spell resistance
    13th-14th +7 12
    15th-16th +8 13 Greater Soulspark
    17th-18th +9 14
    19th-20th +10 15

    Familiar Ability Descriptions
    All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

    Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

    Int: The familiar’s Intelligence score.

    Alertness (Ex): While a familiar is within arm’s reach, the Arcantor gains the benefit of the Alertness feat.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Share Soulmeld: While a familiar is within arm's reach, the Arcantor gains the benefit of the Share Soulmeld feat.

    Empathic Link (Su): The Arcantor has an empathic link with her familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that her familiar does.

    Deliver Touch Attacks (Su): If the Arcantor is 3rd level or higher, the familiar can deliver touch attacks for her. If the master and the familiar are in contact at the time the master activates a soulmeld which requires a touch attack, she can designate her familiar as the "toucher." The familiar can then deliver the touch attack just as the master could. As usual, if the master activates another soulmeld before the touch is delivered, the effect dissipates harmlessly.

    Lesser Soulspark: When the master reaches 5th level, the familiar improves to become a Lesser Soulspark (MoI pg 197).

    Speak with Master (Ex): If the Arcantor is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

    Speak Across Souls (Ex): If the master is 7th level or higher, the familiar can communicate with any creature that has a soul. Such communication is limited by the intelligence of the conversing creatures.

    Soulspark: When the master reaches 9th level, the familiar improves to become a Soulspark (MoI pg 197).

    Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

    Greater Soulspark: When the master reaches 15th level, the familiar improves to become a Greater Soulspark (MoI pg 197).
    Last edited by sirpercival; 2014-11-19 at 09:27 PM.
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Arcantor Soulmeld List
    • Crown
      • Abjurant Aegis -- All creatures within 30 feet gain a +2 resistance bonus to saves vs mind-affecting effects
      • Captivant Control -- Distract nearby creatures with a thought
      • Conjurant Cloak -- Create a 15-foot-radius cloud of mist
      • Divinant Declaration -- Gain a +4 insight bonus on Decipher Script and Sense Motive checks
      • Evocant Effort -- Duplicate the effects of the bigby's helpful hand spell
      • Imaginant Invention -- Change your appearance, as the disguise self spell
      • Necromant Neurosis -- Demoralize as a move action instead of a standard action
      • Transmutant Trance -- Gain darkvision 60'
      • Universal Arcanum -- Perform minor tricks
    • Feet
      • Abjurant Anchor -- Gain a +4 insight bonus to prevent being moved against your will
      • Captivant Curse -- Curse a creature to take 1d6 damage per round
      • Conjurant Conduction -- Teleport a willing creature up to 30 feet
      • Divinant Discovery -- Gain a +4 insight bonus to Search and Spot checks
      • Evocant Edifice -- Create a floating disk of force to carry things
      • Imaginant Indecision -- Mask magical auras
      • Necromant Nocturne -- Deal 1d6 negative energy damage and gain equal temporary hp with a touch
      • Transmutant Transit -- Gain a +30 foot enhancement bonus to speed for 1 round per level
    • Hands
      • Abjurant Armor -- Grant a creature a +3 armor bonus for 1 round/level
      • Captivant Curse -- Curse a creature to take 1d6 damage per round
      • Conjurant Castigation -- Deal 1d6 bludgeoning, piercing, or slashing damage with a ranged touch attack
      • Divinant Discernment -- Grant a creature a +2 insight bonus to any roll
      • Evocant Edge -- Attack your opponents with a blade of force
      • Imaginant Illustration -- Duplicate the effects of the ghost sound spell
      • Necromant Negation -- Inflict a 1d6 Strength penalty with a melee touch attack
      • Transmutant Transit -- Gain a +30 foot enhancement bonus to speed for 1 round per level
      • Universal Arcanum -- Perform minor tricks
    • Arms
      • Abjurant Armor -- Grant a creature a +3 armor bonus for 1 round/level
      • Captivant Compulsion -- Give a creature a one-word command
      • Conjurant Castigation -- Deal 1d6 bludgeoning, piercing, or slashing damage with a ranged touch attack
      • Divinant Destiny -- Gain the benefit of a Luck feat
      • Evocant Effort -- Duplicate the effects of the bigby's helpful hand spell
      • Imaginant Imitation -- Shroud a nearby creature in concealing shadows
      • Necromant Nihilism -- Fatigue an opponent with a melee touch attack
      • Transmutant Tactics -- Grant an ally an immediate, extra attack as a standard action.
    • Brow
      • Abjurant Attrition -- Spells of a certain school are difficult to cast around you
      • Captivant Charm -- Gain a +2 insight bonus to Charisma-based checks
      • Conjurant Call -- Summon a nearby unattended object to your hand
      • Divinant Deduction -- Make a Lore check to know relevant information
      • Evocant Eruption -- Deal 1d6 energy damage as a ray attack
      • Imaginant Iridescence -- Blind, stun, or knock a target unconscious for 1 round as a 15-foot ray
      • Necromant Nemesis -- Animate a Tiny animal or humanoid as a zombie or skeleton
      • Transmutant Trance -- Gain darkvision 60'
    • Shoulders
      • Abjurant Abnegation -- Dispel spell effects with a touch
      • Captivant Coma -- Put target to sleep with a touch attack
      • Conjurant Cloak -- Create a 15-foot-radius cloud of mist
      • Divinant Detection -- Detect magical auras
      • Evocant Efflation -- Create a 30-foot line of 25mph winds
      • Imaginant Icon -- Throw your voice as ventriloquism
      • Necromant Nourishment -- Gain three times your meldshaper level temporary hp
      • Transmutant Tactics -- Grant an ally an immediate, extra attack as a standard action.
    • Throat
      • Abjurant Aegis -- All creatures within 30 feet gain a +2 resistance bonus to saves vs mind-affecting effects
      • Captivant Charm -- Gain a +2 insight bonus to Charisma-based checks
      • Conjurant Conception -- Create 1 cubic foot of vegetable matter
      • Divinant Detection -- Detect magical auras
      • Evocant Eruption -- Deal 1d6 energy damage as a ray attack
      • Imaginant Illustration -- Duplicate the effects of the ghost sound spell
      • Necromant Nocturne -- Deal 1d6 negative energy damage and gain equal temporary hp with a touch
      • Transmutant Tumescence -- Reduce touched opponent's size and increase your own
    • Waist
      • Abjurant Anchor -- Gain a +4 insight bonus to prevent being moved against your will
      • Captivant Catalyst -- A nearby creature gains a +1 morale bonus to many checks
      • Conjurant Cumbrance -- Make a 10-foot-radius patch of ground very slippery
      • Divinant Destiny -- Gain the benefit of a Luck feat
      • Evocant Echo -- Creatures attack you take 1d6 energy damage
      • Imaginant Imitation -- Shroud a nearby creature in concealing shadows
      • Necromant Nemesis -- Animate a Tiny animal or humanoid as a zombie or skeleton
      • Transmutant Tumescence -- Reduce touched opponent's size and increase your own
    • Heart
      • Abjurant Ablation -- Gain energy resistance 5 against a single energy type
      • Captivant Catalyst -- A nearby creature gains a +1 morale bonus to many checks
      • Conjurant Conduction -- Teleport a willing creature up to 30 feet
      • Divinant Deduction -- Make a Lore check to know relevant information
      • Evocant Edifice -- Create a floating disk of force to carry things
      • Imaginant Indecision -- Mask magical auras
      • Necromant Nourishment -- Gain three times your meldshaper level temporary hp
      • Transmutant Transformation -- Transform into a Diminutive Animal for as long as you concentrate
    • Soul
      • Abjurant Ablation -- Gain energy resistance 5 against a single energy type
      • Captivant Control -- Distract nearby creatures as a with a thought
      • Conjurant Call -- Summon a nearby unattended object to your hand
      • Divinant Discovery -- Gain a +4 insight bonus to Search and Spot checks
      • Evocant Edge -- Attack your opponents with a blade of force
      • Imaginant Icon -- Throw your voice as ventriloquism
      • Necromant Negation -- Inflict a 1d6 Strength penalty with a melee touch attack
      • Transmutant Transcendance -- Gain a +2 bonus on ability checks with a chosen ability score



    Arcantor Soulmeld Descriptions pt 1
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    Abjurant Ablation
    School: Abjuration.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Heart, Soul, Specialist.
    Saving Throw: None.

    When you shape Abjurant Ablation, choose an energy type. You gain energy resistance 5 to the chosen energy. Essentia: For each point of essentia invested in Abjurant Ablation, increase the energy resistance by 5.

    Chakra Bind (Heart)
    When Abjurant Ablation is bound to your heart chakra, the resistance applies to all energy types.

    Chakra Bind (Soul)
    By binding Abjurant Ablation to your soul chakra, you become immune to the chosen energy type.

    Chakra Bind (Specialist)
    If you bind Abjurant Ablation to your Specialist chakra, as a standard action you may transfer your energy resistance for 1 round to another creature within 30 feet.


    Abjurant Abnegation
    School: Abjuration
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Shoulders, Specialist.
    Saving Throw: None.

    Shaping Abjurant Abnegation grants you the ability to dispel magical effects with a touch. By spending a standard action, you can use your touch to end an ongoing spell that you have identified with Spellcraft. You make a dispel check (1d20 + your caster level, maximum +5) against the spell effect to dispel it. Magic items carried by a creature are not affected unless you target one of them specifically. Essentia: For each essentia invested in Abjurant Abnegation, increase the maximum bonus on the dispel check by +3.

    Chakra Bind (Shoulders)
    If you bind Abjurant Abnegation to your shoulders chakra, you can attempt to steal a spell effect that you dispel from your opponent. You can only attempt to steal an effect for which you are a legal target. If your dispel check is successful, make a Spellcraft check against a DC of 20 + the spell's level; if you are successful, you gain the effect of that spell for the remainder of its duration, as if it had been cast on you instead of the original target, and the opponent loses the effect.

    Chakra Bind (Specialist)
    When Abjurant Abnegation is bound to your Specialist chakra, you can use your dispelling touch at a range of 30 feet by making a ranged touch attack.


    Abjurant Aegis
    School: Abjuration.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Crown, Specialist, Throat.
    Saving Throw: None.

    When you shape Abjurant Aegis, creatures around you gain a measure of protection from mental attacks. All creatures within 30 feet of you gain a +2 resistance bonus to saves vs mind-affecting effects. Essentia: For every essentia invested in Abjurant Aegis, increase the resistance bonus by +1.

    Chakra Bind (Crown)
    By binding Abjurant Aegis to your crown chakra, all creatures affected by Abjurant Aegis gain Slippery Mind, as the rogue special ability.

    Chakra Bind (Specialist)
    When you bind Abjurant Aegis to your Specialist chakra, you can exclude any number of creatures up to your meldshaper level from gaining the benefit of the resistance bonus.

    Chakra Bind (Throat)
    If Abjurant Aegis is bound to your throat chakra, you can suppress the normal effects of the soulmeld for 1 round as a standard action. If you do so, you may choose one creature in the area to gain the benefit of the mind blank spell until the beginning of your next turn.


    Abjurant Anchor
    School: Abjuration
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Feet, Specialist, Waist.
    Saving Throw: See text.

    With Abjurant Anchor shaped, you are difficult to move by any means. You gain a +4 insight bonus to checks or saves to avoid being bull rushed, grappled, or otherwise moved against your will. Essentia: Every essentia invested in Abjurant Anchor increases the insight bonus by +2.

    Chakra Bind (Feet)
    When Abjurant Anchor is bound to your feet chakra, you can make a touch attack as a standard action to prevent a creature from using extradimensional travel. Whenever a touched creature attempts to utilize extradimensional travel, it must make a Will save (DC equal to the DC of this soulmeld) or be unable to do so, as per the dimensional anchor spell.

    Chakra Bind (Specialist)
    If you bind Abjurant Anchor to your Specialist chakra, creatures tend to teleport closer to you than they intend. Whenever a creature teleports into a square within 15 feet of you (even if that square is due to error and the initial target square was elsewhere), the creature instead teleports into an unoccupied square adjacent to you, chosen at random. If there are no unoccupied squares adjacent to you, the teleport is unaffected. The net radius increases by 5 feet for each essentia invested in Abjurant Anchor. You can raise or lower this ability as a move action.

    Chakra Bind (Waist)
    By binding Abjurant Anchor to your waist chakra, you can prevent extradimensional travel in a 20-foot radius emanation centered on you, as per the dimensional lock spell. The radius of the area increases by 5 feet per invested essentia. You can activate or deactivate this ability as a full-round action.


    Abjurant Armor
    School: Abjuration.
    Descriptors: None.
    Class: Arcantor.
    Chakra: Arms, Hands, Specialist.
    Saving Throw: None.

    While wearing Abjurant Armor, you sheathe a target in magical force. By spending a move action, you can grant a touched target a +3 armor bonus to armor class, as if wearing the bracers of armor wondrous item. The benefit lasts for 1 round per meldshaper level, and you may only affect one creature at a time with this ability; using it again ends any previous instances. Essentia: Every point of essentia invested in Abjurant Armor increases the bonus by +1, and also increases the number of simultaneous creatures you can affect by 1.

    Chakra Bind (Arms)
    When bound to your arms chakra, the armor bonus from Abjurant Armor applies to touch attacks.

    Chakra Bind (Hands)
    You sprout a shield of force from your hand when you bind Abjurant Armor to your hands chakra, which grants you a shield bonus to armor class equal to the amount of invested essentia.

    Chakra Bind (Specialist)
    When you bind Abjurant Armor to your Specialist chakra, you automatically gain the armor bonus at all times. This does not count against your normal limit of instances.


    Abjurant Attrition
    School: Abjuration
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Brow, Specialist.
    Saving Throw: None.

    When you shape Abjurant Attrition, choose a school of magic; you create an area in which spells of that school is difficult to cast. Any creature attempting to cast a spell of the chosen school, or to activate an item which produces a spell or effect of that school, within 15 feet of you must make a caster level check against the DC of this soulmeld (using their caster level or the caster level of the item, as appropriate), or the spell fails. In addition, creatures in the area (other than you) attempting to activate an ability granted by a soulmeld associated with the chosen school must similarly make a meldshaper level check to do so. You may raise or lower this ability as a swift action. Essentia: The radius of the attrition area increases by 5 feet for each essentia invested in Abjurant Feedback.

    Chakra Bind (Brow)
    By binding Abjurant Attrition to your brow chakra, you can attempt to counterspell a spell of the chosen school as it is being cast. You must ready an action to counterspell as normal. This ability is otherwise similar to using dispel magic to counterspell a spell, except that you use your meldshaper level in place of caster level, to a maximum of +5, +5 per invested essentia.

    Chakra Bind (Specialist)
    With Abjurant Attrition bound to your Specialist chakra, you can change the chosen school of magic at any time by spending 1 minute in concentration.


    Captivant Catalyst
    School: Enchantment.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Heart, Specialist, Waist.
    Saving Throw: None.

    When you shape Captivant Catalyst, you gain the ability to inspire heroic actions in an ally. As a standard action, you can grant a creature within 30 feet a +1 morale bonus to attack rolls, saves, and skill and ability checks for 1 round/level. You may only affect a single creature at a given time; using this ability again ends any previous instances. Essentia: For each point of essentia invested in Captivant Catalyst, increase the morale bonus by +1.

    Chakra Bind (Heart)
    When Captivant Catalyst is bound to your heart chakra, whenever you use the base ability of this soulmeld, you grant the target a +4 morale bonus on Strength and Constitution, as well as double the normal bonus on attack rolls, saves, and skill and ability checks. The creature also gains temporary hit points equal to your meldshaper level for the duration.

    Chakra Bind (Specialist)
    By binding Captivant Catalyst to your Specialist chakra, you can affect a number of creatures equal to the invested essentia whenever you activate this soulmeld's base ability.

    Chakra Bind (Waist)
    If you bind Captivant Catalyst to your waist chakra, you gain the morale bonus from this soulmeld at all times, which does not count against the number of instances you can have active at any time.


    Captivant Charm
    School: Enchantment
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Brow, Specialist, Throat.
    Saving Throw: See text.

    Shaping Captivant Charm grants you a silver tongue. You are incredibly convincing, gaining a +2 insight bonus to Charisma checks and Charisma-based skill checks. Essentia: For each essentia invested in Captivant Charm, increase the insight bonus on the by +2.

    Chakra Bind (Brow)
    If you bind Captivant Charm to your brow chakra, as a standard action, you can attempt to charm any creature. This ability works as the charm monster spell, and lasts for 10 minutes per invested essentia. You may charm only one creature with this ability at a time; if you attempt to charm another while a previous creature is still charmed, the earlier charm ends. A creature which saves against this ability is immune to its effects for 24 hours.

    Chakra Bind (Specialist)
    If you bind Captivant Charm to your Specialist chakra, as a standard action, you can attempt to charm a humanoid with whom you can communicate. This ability works as the charm person spell, and lasts for 1 minute per invested essentia. You may charm only one creature with this ability at a time; if you attempt to charm another while a previous creature is still charmed, the earlier charm ends. A creature which saves against this ability is immune to its effects for 24 hours.

    Chakra Bind (Throat)
    When Captivant Charm is bound to your throat chakra, as a standard action, you can attempt to charm all humanoids within 30 feet with whom you can communicate. This ability works as the mass charm person spell, and lasts for 10 minutes per invested essentia. You may have only one instance of this ability active at a time; if you attempt to activate it again while a previous instance is still in effect, the earlier charm ends. A creature which saves against this ability is immune to its effects for 24 hours.


    Captivant Coma
    School: Enchantment.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Shoulders, Specialist.
    Saving Throw: Will negates.

    When you shape Captivant Coma, you can attempt to put a creature to sleep with a touch. As a standard action, you can make a melee touch attack against a creature of up to 4 Hit Dice. If you are successful, your target must make a Will save or fall asleep for 1 minute or until woken up. Essentia: For every essentia invested in Captivant Coma, you can affect a creature with 2 more Hit Dice.

    Chakra Bind (Shoulders)
    By binding Captivant Coma to your Shoulders chakra, you can cause your target to become confused for 1 minute on a failed save instead of falling asleep.

    Chakra Bind (Specialist)
    When you bind Captivant Coma to your Specialist chakra, you can choose to affect all creatures within 30 feet of you with your sleep touch (instead of making a touch attack), up to the normal Hit Dice limit. Creatures with the lowest Hit Dice are affected first, and you are immune to the effect of your own Captivant Coma.


    Captivant Compulsion
    School: Enchantment
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Arms, Specialist.
    Saving Throw: See text.

    With Captivant Compulsion shaped, as a full-round action you can give a command one-word in length, as per the command spell, against any target within 30 feet. The target receives a Will save (DC equal to the DC of this soulmeld) to negate the effect. A creature which saves against this ability is immune to its effects for 24 hours. Essentia: You gain a +2 insight bonus on checks to defeat spell resistance for each essentia invested in Captivant Compulsion.

    Chakra Bind (Arms)
    When Captivant Compulsion is bound to your arms chakra, you can attempt to exert control over a humanoid creature within 30 feet. This control takes a standard action to initiate, and lasts for as long as you maintain concentration; it otherwise functions as the dominate person spell. A targeted creature receives a Will save (DC equal to the DC of this soulmeld) to negate the effect. A creature which saves against this ability is immune to its effects for 24 hours.

    Chakra Bind (Specialist)
    If you bind Captivant Compulsion to your Specialist chakra, you can attempt to wrest control of a compulsion effect which is affecting a nearby creature. By spending a full-round action in concentration, you can make a caster level check against a DC of 20 + the caster level of a compulsion effect affecting a creature within 30 feet of you. If you succeed, you are treated as the caster of the compulsion effect for all purposes. You can dismiss the effect (if it is dismissable), or continue to gain the benefit of the effect. For example, a charmed creature would be friendly toward you instead of the original caster. The original caster of the effect is aware of the change if it succeeds on a Spellcraft check (DC 15 + the spell's level).


    Captivant Control
    School: Enchantment.
    Descriptors: None.
    Class: Arcantor.
    Chakra: Crown, Soul, Specialist.
    Saving Throw: See text.

    While shaping Captivant Control, you gain the ability to distract your opponents. By spending a standard action, you can force a single opponent within 30 feet to make a Will save or become distracted, as per the distract spell, for 1 round per two meldshaper levels. You may only affect one creature at a time with this ability; if you attempt to distract a creature while another is still affected by this ability, the attempt fails. Essentia: Every point of essentia invested in Captivant Control increases the number of simultaneous creatures you can affect by 1, and the maximum Hit Dice of affected creatures by +2.

    Chakra Bind (Crown)
    When bound to your crown chakra, Captivant Control allows you to implant a suggestion in a distracted creature's mind with a standard action. This works as the suggestion spell, with a caster level equal to your meldshaper level, but can only be used on a creature you have already distracted, who receives a -2 penalty on the Will save against the suggestion.

    Chakra Bind (Soul)
    You can lay a geas on a creature when you bind Captivant Control to your soul chakra. This process takes 10 minutes of concentration, with the target creature present, and is otherwise identical to the geas spell with a caster level equal to your meldshaper level. You may only lay one geas at a time; if you lay a second geas before the first has been discharged, the previous geas is lifted.

    Chakra Bind (Specialist)
    When you bind Captivant Control to your Specialist chakra, you can perform a touch attack as a standard action to force your opponent to make a Will save. On a failed save, the target is dazed for 1 round per invested essentia; on each round after the first, the target may make a new Will save to end the effect.


    Captivant Curse
    School: Enchantment
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Feet, Hands, Specialist.
    Saving Throw: See text.

    When you shape Captivant Curse, you can lay a debilitating curse on an opponent by speaking a single word as a standard action. Your curse can affect one creature within 30 feet who has hit points equal to no more than twice your meldshaper level; the target takes 1d6 points of damage per round for 2 rounds. Essentia: Increase the damage by +1d6 and the hit point maximum by +20 for each essentia invested in Captivant Curse.

    Chakra Bind (Feet)
    By binding Captivant Curse to your feet chakra, instead of its normal effect, your curse ability can cause a creature to be treated as flat-footed for 1 round.

    Chakra Bind (Hands)
    When you bind Captivant Curse to your hands chakra, instead of its normal effect, your curse ability can cause a creature to be deafened for 1 round + 1 round per invested essentia.

    Chakra Bind (Specialist)
    With Captivant Curse bound to your Specialist chakra, instead of its normal effect, your curse ability can cause a creature to laugh uncontrollably for 2 rounds + 2 per invested essentia. This curse can affect creatures of any number of Hit Dice, but a targeted creature can make a Will save to resist the effect. In all other ways this ability functions as per the hideous laughter spell. A creature which successfully saves against this ability is immune for 24 hours.


    Conjurant Call
    School: Conjuration.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Brow, Soul, Specialist.
    Saving Throw: See text.

    When you shape Conjurant Call, you can call an unattended object to your hand. The object must weigh no more than 5 lbs, and be no more than 15 feet from you (and within line of sight); when you activate this ability as a standard action, the object is instantly teleported to your hands. You must have at least one empty hand for this ability to function. Essentia: For each point of essentia invested in Conjurant Call, increase the weight limit by 5 lbs and the maximum distance by 5 feet.

    Chakra Bind (Brow)
    When you bind Conjurant Call to your brow chakra, you can spend 1 hour preparing an item for later recall. At any time in the future, as long as Conjurant Call is bound to your brow chakra (even if it has not been at some point in the intervening time), you can spend a standard action to recall the prepared item to your hand as long as it is unattended, at any distance and even if it on another plane. You may only have one item prepared at a time; if you prepare a second item before summoning the first, the first preparation is lost.

    Chakra Bind (Soul)
    When you bind Conjurant Call to your soul chakra, you can attempt to trap a nearby creature's soul in the soulmeld. Doing so requires a standard action, and allows the target a Will save to resist. The target can have no more Hit Dice than three times the amount invested essentia. If the target fails, its soul is trapped as per the trap the soul spell completion option (with this soulmeld taking the place of the gem). The soul remains trapped for as long as you have Conjurant Call bound to your Soul chakra and as long as there is sufficient essentia invested in the soulmeld to trap a soul of the given Hit Dice.

    If the soul you trap comes from a creature with the Incarnum subtype, you can choose to consume the trapped soul to gain temporary essentia equal to that creature's essentia pool, which lasts for 1 hour. If you ever consume a soul this way, Conjurant Call gains the Evil and Necrocarnum subtypes every subsequent time you shape it.

    Chakra Bind (Specialist)
    When you bind Conjurant Call to your Specialist chakra, you gain the ability to summon creatures to do your bidding. By spending 1 round in concentration, you can duplicate the effects of a summon monster spell, of a level no higher than the number of invested essentia. The caster level for the effect is equal to your meldshaper level. You may only have a maximum of one instance of summon monster in effect at any given time; if you activate this ability again while a previous version is still in effect, the previous one ends.


    Conjurant Castigation
    School: Conjuration
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Arms, Hands, Specialist.
    Saving Throw: None.

    Shaping Conjurant Castigation grants you the ability to fling deadly projectiles at your enemies. As a standard action, you can make a ranged attack against an opponent within 60 feet to deal 1d6 bludgeoning, piercing, or slashing damage (chosen when you shape the soulmeld) per three meldshaper levels (rounded down, minimum 1). Essentia: For each essentia invested in Conjurant Castigation, you can fling another projectile at the same or a different target within 60 feet, as part of the same standard action.

    Chakra Bind (Arms)
    If you bind Conjurant Castigation to your arms chakra, you can spend a standard action to affect all creatures in a 20-foot-radius burst, centered on any square within 100 feet, as if they were hit by your projectile attack.

    Chakra Bind (Hands)
    When Conjurant Castigation is bound to your hands chakra, resolve your projectile attacks against your opponent's touch AC.

    Chakra Bind (Specialist)
    Binding Conjurant Castigation to your Specialist chakra increases the damage from your projectile attack to 1d6 per two meldshaper levels (rounded down, minimum 1).


    Conjurant Cloak
    School: Conjuration.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Crown, Shoulders, Specialist.
    Saving Throw: None.

    When you shape Conjurant Cloak, you gain the ability to surround yourself with a cloud of mist. As a standard action, you can fill the area around you with fog, as per the fog cloud spell, in an emanation of radius 15 feet, centered on any square such that at least one square of fog is adjacent to you. Once the fog appears, it remains stationary even if you move away. The fog lasts for 1 round per meldshaper level. Essentia: For every essentia invested in Conjurant Cloak, increase the radius of the emanation by 5 feet.

    Chakra Bind (Crown)
    When Conjurant Cloak is bound to your crown chakra, you can see through fog and mist at no penalty, including magical fog (such as the effects of this soulmeld).

    Chakra Bind (Shoulders)
    By binding Conjurant Cloak to your shoulders chakra, the mist cloud becomes solid, as per the solid fog spell.

    Chakra Bind (Specialist)
    When you bind Conjurant Cloak to your Specialist chakra, you can activate this soulmeld as an immediate action instead of a standard action. If you do so in response to an attack, assuming one of you and the attacker is inside the fog, the attack against you suffers the appropriate miss chance.


    Conjurant Conception
    School: Conjuration
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Crown, Specialist, Throat.
    Saving Throw: None.

    With Conjurant Conception shaped, you can create a small, nonmagical object made of vegetable matter by concentrating for 1 minute. The object must be no larger than 1 cubic foot, be worth no more than 1 gp, and lasts for 1 minute before vanishing. You must succeed on an appropriate skill check to make a complex item, and the item cannot be used as a material component. When created, the object appears in your hand. You cannot create more than one object at a time with this ability; creating a second item while a first is still in effect causes the first to vanish. Essentia: Every essentia invested in Conjurant Conception increases the duration of the item by 1 minute, and doubles the maximum gp value of the item.

    Chakra Bind (Specialist)
    If you bind Conjurant Conception to your Specialist chakra, you can activate this soulmeld as a standard action.

    Chakra Bind (Throat)
    By binding Conjurant Conception to your throat chakra, the quantity of material you create becomes 1 cubic foot per level, it lasts for 1 hour/level, and the object can be made of normal metal or stone in addition to vegetable matter. In addition, you can shape and place the object however you like within a range of 30 feet per level, as long as the object is continuous and rests somewhere that can support it. While the object need not be one solid piece, it must be roughly continuous (for example, you could create a bridge across a chasm, but not a disconnected set of tables and chairs).


    Conjurant Conduction
    School: Conjuration.
    Descriptors: None.
    Class: Arcantor.
    Chakra: Feet, Heart, Specialist.
    Saving Throw: See text.

    While shaping Conjurant Conduction, you can teleport a touched willing creature up to 30 feet in any direction with a full-round action. The new space must be within line of sight and line of effect. The creature can't move into a space occupied by another creature, nor can it teleport into a solid object, otherwise the teleport fails and the action is wasted. The target can bring along objects weighing up to their maximum load, but can't bring other creatures. Essentia: Every point of essentia invested in Conjurant Conduction increases the maximum distance by 30 feet.

    Chakra Bind (Feet)
    When bound to your feet chakra, Conjurant Conduction allows you to teleport as a swift action, up to 10 feet in any direction, to a square to which you have line of sight and which can support your weight.

    Chakra Bind (Heart)
    When you bind Conjurant Conduction to your heart chakra, you may spend a full-round action to teleport, as per the spell, with a caster level equal to your meldshaper level. You can teleport a maximum of one creature with this ability, and an additional creature per invested essentia.

    Chakra Bind (Specialist)
    By binding Conjurant Conduction to your Specialist chakra, you can attempt to teleport an unwilling creature with your touch; your target receives a Will save to resist the effect.


    Conjurant Cumbrance
    School: Conjuration
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Specialist, Waist.
    Saving Throw: See text.

    When you shape Conjurant Cumbrance, you gain the ability to cause the ground in an area to become slick and dangerous as a standard action. Choose a single square within 10 feet of you; a 10-foot-radius spread centered on the chosen square becomes slippery, as per the grease spell, for 2 rounds. The save DC against the grease is equal to the DC of this soulmeld. Essentia: Increase the duration of the effect by 2 rounds for each essentia invested in Conjurant Cumbrance.

    Chakra Bind (Specialist)
    By binding Conjurant Cumbrance to your Specialist chakra, you can cause the area to be sticky instead of slick, trapping creatures who move into or through it. Any creature attempting to enter or leave a square inside the area, but only once per creature per movement, must make a Reflex save (DC equal to the DC of this soulmeld) or become entangled. An entangled creature cannot move without spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. A creature who is not entangled may move by making a DC 15 Strength or Escape artist check, and moving up to half their speed on a successful check.

    Chakra Bind (Waist)
    With Conjurant Cumbrance bound to your waist chakra, you can instead fill a 20-foot -radius spread (centered on any square within 20 feet of you) with grasping tentacles, as per the black tentacles spell, with a caster level equal to your meldshaper level. The Strength score of the tentacles for grapple checks is 15 + 2 per invested essentia, and each successful grapple check deals 1d6 damage, +2 per invested essentia.


    Divinant Declaration
    School: Divination.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Crown, Specialist.
    Saving Throw: None.

    When you shape Divinant Declaration, you become far more skilled at condensing fact from the vapor of nuance. You gain a +4 insight bonus to Decipher Script and Sense Motive checks. Essentia: For each point of essentia invested in Divinant Declaration, increase the insight bonus by +2.

    Chakra Bind (Crown)
    When Divinant Declaration is bound to your crown chakra, you can spend a standard action to be able to speak and understand the language of any creature, as per the tongues spell, for as long as you maintain concentration. Maintaining concentration on this effect does not prevent you from communicating at the same time.

    Chakra Bind (Specialist)
    By binding Divinant Declaration to your Specialist chakra, you can spend a standard action to be able to read and understand any language, as per the comprehend languages spell, for as long as you maintain concentration. Maintaining concentration on this effect does not prevent you from listening or reading at the same time.


    Divinant Deduction
    School: Divination
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Brow, Heart, Specialist.
    Saving Throw: None.

    Shaping Divinant Deduction grants you the ability to discover knowledge which might otherwise be hidden. You can make a Lore check to determine whether you know a piece of relevant information by rolling 1d20 + your meldshaper level + your Intelligence modifier. This otherwise functions as the Bardic Knowledge ability. Essentia: For each essentia invested in Divinant Deduction, gain a +2 insight bonus to a single Knowledge check, chosen when you shape this soulmeld.

    Chakra Bind (Brow)
    When you bind Divinant Deduction to your brow chakra, you gain the ability to scry, as per the scrying spell, by spending 1 hour in concentration. The caster level of the effect is equal to your meldshaper level.

    Chakra Bind (Heart)
    If you bind Divinant Deduction to your heart chakra, you can spend 1d4x10 minutes in concentration to gain the benefit of the legend lore spell for an object, person, or place which is at hand.

    Chakra Bind (Specialist)
    When Divinant Deduction is bound to your Specialist chakra, you can identify an item that you hold in your hand, as per the identify spell, by spending an hour in concentration.


    Divinant Destiny
    School: Divination.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Arms, Specialist, Waist.
    Saving Throw: None.

    When you shape Divinant Destiny, choose a single luck feat for which you meet the prerequisites. You gain the benefit of the chosen feat for as long as you have this soulmeld shaped. Essentia: For every essentia invested in Divinant Destiny, you gain a +1 luck bonus on attack rolls, damage rolls, saves, or skill and ability checks, chosen when you shape the soulmeld.

    Chakra Bind (Arms)
    By binding Divinant Destiny to your arms chakra, you can curse an opponent with bad luck. As a standard action, you may make a melee touch attack against your opponent; if you succeed, for 1 round your opponent must make all rolls twice, taking the worse result each time.

    Chakra Bind (Specialist)
    When you bind Divinant Destiny to your Specialist chakra, you gain the benefit of two luck feats for which you meet the prerequisites, instead of one.

    Chakra Bind (Waist)
    With Divinant Destiny bound to your waist chakra, you are blessed by good fortune. You may reroll any single roll that you have just made, before you know whether it succeeded. You must take the second result, even if it is worse. You may use this ability once per day, plus an additional time per day for each invested essentia (for example, if you have used this ability twice, you must have two essentia invested whenever you wish to use it again on the same day). Using this ability does not require an action.


    Divinant Detection
    School: Divination
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Shoulders, Specialist, Throat.
    Saving Throw: See text.

    With Divinant Detection shaped, you can detect magical auras, as per the detect magic spell, simply by concentrating. You can make Spellcraft checks to identify school as normal. Essentia: You gain a +2 insight bonus on Spellcraft checks to identify a spell or a school of magic for each essentia invested in Divinant Detection.

    Chakra Bind (Shoulders)
    When Divinant Detection is bound to your shoulders chakra, you can detect surface thoughts, as per the detect thoughts spell, simply by concentrating. This is a mind-affecting effect, and allows a Will save (DC equal to the DC of this soulmeld) to negate.

    Chakra Bind (Specialist)
    When you bind Divinant Detection to your Specialist chakra, you can determine the alignment of a creature you can see by spending a standard action in concentration. The undetectable alignment spell, and similar effects such as nondetection or mind blank, render a creature immune to this ability.

    Chakra Bind (Throat)
    If you bind Divinant Detection to your throat chakra, you gain the benefit of the detect scrying spell at all times, with a caster level equal to your meldshaper level.


    Divinant Discernment
    School: Divination.
    Descriptors: None.
    Class: Arcantor.
    Chakra: Hands, Specialist.
    Saving Throw: See text.

    While shaping Divinant Discernment, you can spend a standard action to grant a single touched creature a measure of intuition about their immediate future. At any time within 1 minute per meldshaper level, as a free action the creature may gain a +2 insight bonus on a single roll (which ends the effect). You may not have more than one instance of this ability in effect at any given time; using it again cancels any previous instances. Essentia: Every point of essentia invested in Divinant Discernment allows you to affect one additional creature at any given time.

    Chakra Bind (Hands)
    When Divinant Discernment is bound to your hands chakra, increase the insight bonus granted by this soulmeld by +1 per invested essentia.

    Chakra Bind (Specialist)
    When you bind Divinant Discernment to your Specialist chakra, you retains your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.


    Divinant Discovery
    School: Divination
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Feet, Soul, Specialist.
    Saving Throw: None.

    When you shape Divinant Discovery, you become excellent at finding things. You gain a +4 insight bonus to Search and Spot checks. Essentia: Increase insight bonus by +2 for each essentia invested in Divinant Discovery.

    Chakra Bind (Feet)
    By binding Divinant Discovery to your feet chakra, you can gain the benefit of the locate creature spell, with a caster level equal to your meldshaper level, for as long as you concentrate.

    Chakra Bind (Soul)
    When you bind Divinant Discovery to your soul chakra, you can gain the benefit of the discern location spell by spending 1 hour in concentration.

    Chakra Bind (Specialist)
    With Divinant Discovery bound to your Specialist chakra, you can gain the benefit of the locate object spell, with a caster level equal to your meldshaper level, for as long as you concentrate.
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  12. - Top - End - #42
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    Arcantor Soulmeld Descriptions pt 2
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    Evocant Echo
    School: Evocation.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Specialist, Waist.
    Saving Throw: None.

    When you shape Evocant Echo, choose an energy type. Any creature attacking you with a natural attack or non-reach melee weapon takes 1d6 damage of the chosen type. Essentia: For each point of essentia invested in Evocant Echo, increase the damage by 1d6.

    Chakra Bind (Specialist)
    When Evocant Echo is bound to your Specialist chakra, whenever you successfully strike a creature with a natural attack or non-reach melee weapon, the struck creature takes 1d4 points of damage of the chosen energy type per invested essentia.

    Chakra Bind (Waist)
    By binding Evocant Echo to your waist chakra, whenever you take energy damage of the chosen type, you take half damage. If the effect allows a save, you take no damage on a successful save.


    Evocant Efflation
    School: Evocation
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Shoulders, Specialist.
    Saving Throw: See text.

    Shaping Evocant Efflation allows you to manipulate the air around you using subtle pulses of force. As a standard action, you can create a burst of air in a 30-foot line; the wind speed is 25 mph (a strong wind); use this page for details on the effects of high winds. The line of wind lasts for 1 round. A Fortitude save renders a creature immune to a given use of this effect. Essentia: Each essentia invested in Evocant Efflation increases the range by 10 feet and the wind speed by 10 mph.

    Chakra Bind (Shoulders)
    If you bind Evocant Efflation to your shoulders chakra, you can spend a standard action to create a wall of wind, as per the wind wall spell, at a range of up to 30 feet per invested essentia. The wall may be up to 10 feet long and 5 feet high per invested essentia, and lasts for 1 round per meldshaper level. You may create only one such wall at a time; if you create another wall while one is still in existence, the previous wall vanishes.

    Chakra Bind (Specialist)
    When Evocant Efflation is bound to your Specialist chakra, you can send a focused blast of air at an object to attempt to destroy it. You can shatter a single object of no more than 5 feet in diameter as per the shatter spell. Activating this ability requires a standard action, and you may target any object within 30 feet. You may not use this ability to damage large structures or objects. An attended object receives a Will save to resist, as normal; the DC is equal to the DC of this soulmeld.


    Evocant Edge
    School: Evocation.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Hands, Soul, Specialist.
    Saving Throw: See text.

    When you shape Evocant Edge, you can sprout a blade of force from your hand, with which you can make melee attacks. Use your meldshaper level in place of your Base Attack Bonus for attack rolls and determining how many iterative attacks you receive with this blade, and use your Intelligence modifier in place of your Strength modifier on the attack roll. The blade deals 1d8 points of damage plus your Intelligence modifier, and has a critical threat range of 20/x3. Your force blade counts as magic for the purposes of bypassing damage reduction. Essentia: For every essentia invested in Evocant Edge, increase the reach of your force blade by 5 feet; note that if the reach of the weapon is greater than your normal reach, you cannot threaten squares adjacent to you, as normal for a reach weapon.

    Chakra Bind (Hands)
    By binding Evocant Edge to your hands chakra, you can fling your force blade at an enemy within 30 feet as a standard action. The blade strikes unerringly, automatically dealing 1d8 damage + your Intelligence modifier to any creature who is not protected by an effect which explicitly defeats magic missile or similar effects. The damage dealt by this use of the soulmeld carries the [Force] descriptor. For each essentia, you can fling an additional force blade as part of the same action at the same or a different target; however, if you fling more than one blade, it requires a full-round action instead of a standard action. The force blade reforms in your hand at the beginning of your next turn.

    Chakra Bind (Soul)
    When you bind Evocant Edge to your soul chakra, whenever you strike a creature with your force blade as a melee attack, you may choose as a free action to affect that creature as if by a targeted greater dispel magic, with a caster level equal to your meldshaper level. If you successfully dispel an effect with this ability, the struck creature takes additional damage from the attack equal to the amount of invested essentia times the level of the dispelled effect.

    Chakra Bind (Specialist)
    If you bind Evocant Edge to your Specialist chakra, your force blade is unaffected by damage reduction, and its damage gains the [Force] descriptor, allowing you to strike ethereal and incorporeal creatures at no penalty.


    Evocant Edifice
    School: Evocation
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Feet, Heart, Specialist.
    Saving Throw: See text.

    With Evocant Edifice shaped, you can create a floating disk of force with a standard action. The disk can support up to 100 lbs of weight, and lasts for 1 hour per meldshaper level or until you dismiss it with a swift action; otherwise, it functions as the floating disk spell. Essentia: Every essentia invested in Evocant Edifice increases the weight limit of the disk by 100 lbs.

    Chakra Bind (Feet)
    When Evocant Edifice is bound to your feet chakra, you can leave a wall of force behind you when you move. By spending a full-round action to move up to your speed, you can create a wall of force (as the spell) in the spaces that you travel through. The wall is the same height that you are, and lasts for 1 round plus one round per invested essentia before disappearing.

    Chakra Bind (Heart)
    By binding Evocant Edifice to your heart chakra, you can spend a full-round action creating a cage of force to trap a creature, as per the forcecage spell. You can affect any creature within 30 feet, and the cage lasts for 1 round per invested essentia.

    Chakra Bind (Specialist)
    If you bind Evocant Edifice to your Specialist chakra, you can spend an immediate action to shield yourself with a shroud of force, granting you cover against a single effect (breaking line of effect, as per the wings of cover spell). You can use this ability once per day, plus one additional time per day for each invested essentia (for example, if you have used this ability twice, you must have two essentia invested whenever you wish to use it again on the same day).


    Evocant Effort
    School: Evocation.
    Descriptors: None.
    Class: Arcantor.
    Chakra: Arms, Crown, Specialist.
    Saving Throw: See text.

    While shaping Evocant Effort, you can create a magical hand of force which aids you. You can duplicate the effects of the bigby's helpful hand spell at will as a standard action, with a caster level equal to your meldshaper level. Essentia: Every point of essentia invested in Evocant Effort increases the competence bonus to Craft, Disable Device, and Open Locks checks by +2.

    Chakra Bind (Arms)
    When bound to your arms chakra, Evocant Effort allows you to instead (if you choose) duplicate the effects of the bigby's interposing hand spell. You may only have one instance of this spell in effect at a time; a second attempt to activate this ability while an earlier instance is still in effect automatically fails.

    Chakra Bind (Crown)
    By binding Evocant Effort to your crown chakra, you can instead (if you choose) duplicate the effects of the bigby's tripping hand spell. You may only have one instance of this spell in effect at a time; a second attempt to activate this ability while an earlier instance is still in effect automatically fails.

    Chakra Bind (Specialist)
    When you bind Evocant Effort to your Specialist chakra, you can instead (if you choose) duplicate the effects of the bigby's warding hand spell. You may only have one instance of this spell in effect at a time; a second attempt to activate this ability while an earlier instance is still in effect automatically fails.


    Evocant Eruption
    School: Evocation
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Brow, Specialist, Throat.
    Saving Throw: See text.

    When you shape Evocant Eruption, choose an energy type. You can fire a ray of the chosen energy type with a standard action at any creature within 30 feet. If your ranged touch attack is successful, you deal 1d6 damage of the chosen type. Essentia: Increase the energy damage by 1d6 for each essentia invested in Evocant Eruption.

    Chakra Bind (Brow)
    By binding Evocant Eruption to your brow chakra, as a standard action you can fill a cylinder 20 feet in radius and 40 feet tall, centered on any square within 100 feet, with energy of the chosen type. Creatures within the area take 2d6 damage + 2d6 per invested essentia, and may make a Reflex save for half damage.

    Chakra Bind (Specialist)
    When you bind Evocant Eruption to your Specialist chakra, as a standard action you can have your energy attack affect every creature in a 40-foot line originating from you. Affected creatures may make a Reflex save for half damage.

    Chakra Bind (Throat)
    With Evocant Eruption bound to your throat chakra, you can release a 75-foot cone of the chosen energy from your position as a standard action, dealing 3d6 points of damage + 3d6 per invested essentia to each creature in the area (Reflex save for half damage).


    Imaginant Icon
    School: Illusion.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Shoulders, Soul, Specialist.
    Saving Throw: Will negates (disbelief).

    When you shape Imaginant Icon, you can throw your voice like a professional. You can duplicate the effects of the ventriloquism spell as a standard action, for as long as you concentrate. Essentia: For each point of essentia invested in Imaginant Icon, you gain a +2 bonus to Bluff and Gather Information checks.

    Chakra Bind (Shoulders)
    When Imaginant Icon is bound to your shoulders chakra, you can surround yourself with flickering, shifting images of yourself. By spending a standard action, you can duplicate the effects of the mirror image spell for 1 round per meldshaper level. Each use of this ability produces 1d4 images, +1 image per invested essentia, to a maximum of 8; multiple uses do not stack.

    Chakra Bind (Soul)
    When you bind Imaginant Icon to your soul chakra, you can throw off an image of yourself, which moves and acts like you. As a standard action, you can duplicate the effects of the project image spell, with a caster level equal to your meldshaper level. In addition, any soulmeld ability whose range is touch or greater can originate from the image instead of from you.

    Chakra Bind (Specialist)
    By binding Imaginant Icon to your Specialist chakra, you can duplicate the effects of the magic mouth spell as a standard action, with a caster level equal to your meldshaper level. You can have one instance of this ability in effect at a time, plus one additional instance per invested essentia; instances over the limit disappear in the order they were created.


    Imaginant Illustration
    School: Illusion
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Hands, Specialist, Waist.
    Saving Throw: Will negates (disbelief).

    Shaping Imaginant Illustration allows you to create phantom sounds. As a standard action, you can duplicate the effects of the ghost sound spell, with a caster level equal to your meldshaper level. The DC to disbelieve the illusion is equal to the DC of this soulmeld. Essentia: For each essentia invested in Imaginant Illustration, gain a +2 insight bonus to Listen and Move Silently checks.

    Chakra Bind (Hands)
    When you bind Imaginant Illustration to your hands chakra, you can spend a standard action to duplicate the effects of the minor image spell, with a caster level equal to your meldshaper level. You cannot have more than one image in effect at a time; creating a new one causes any previous images to vanish. The DC to disbelieve the illusion is equal to the DC of this soulmeld.

    Chakra Bind (Specialist)
    If you bind Imaginant Illustration to your Specialist chakra, you can spend a standard action to duplicate the effects of the silent image spell, with a caster level equal to your meldshaper level. You cannot have more than one image in effect at a time; creating a new one causes any previous images to vanish. However, you can use the base ability of this soulmeld to create sound for your image, as normal. The DC to disbelieve the illusion is equal to the DC of this soulmeld.

    Chakra Bind (Throat)
    When Imaginant Illustration is bound to your throat chakra, you can create an image which follows instructions that you set. You can spend a standard action to duplicate the effects of the programmed image spell, with a caster level equal to your meldshaper level. You cannot have more than one image in effect at a time, even if an existing image has not yet been triggered; creating a new one causes any previous images to vanish. The DC to disbelieve the illusion is equal to the DC of this soulmeld.


    Imaginant Imitation
    School: Illusion.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Arms, Specialist, Waist.
    Saving Throw: See text.

    When you shape Imaginant Imitation, you can cover your target in shadow. As a standard action, you can designate one creature within 30 feet to be shrouded in shadows, granting that creature concealment; however, that creature's visibility is reduced to 5 feet, and other creatures gain concealment against the target as well. The shadows last for 1 round per meldshaper level. A successful Will save to disbelieve negates this effect. You may only have one instance of this effect active at any given time; using this ability again before the first duration runs out ends all previous effects. Essentia: For every essentia invested in Imaginant Imitation, you can affect another target as part of the same instance (and with the same action).

    Chakra Bind (Arms)
    By binding Imaginant Imitation to your arms chakra, you can entrap nearby creatures in shadowy chains. As a standard action, you can force all creatures within 10 feet of you, +5 feet per invested essentia, to make a Will save to disbelieve; creatures that fail are entangled, and cannot move. Trapped creatures remain so for as long as you concentrate (each round as a standard action), or may make a Strength check or Escape Artist check (DC 20) as a full-round action to escape.

    Chakra Bind (Specialist)
    When you bind Imaginant Imitation to your Specialist chakra, you can spend a standard action to create a shadowy barrier, which lasts for 1 round. The barrier is a straight, vertical 10-foot square, and can be placed anywhere within 30 feet of you; each invested essentia adds an additional 10-foot square of area and increases the range by 20 feet. The shadowy barrier does not prevent movement, but obscures all non-magical vision (including darkvision) and blocks line of sight. Alternatively, you can use this ability to counter or dispel any [Light] spell up to a level equal to the number of invested essentia.

    Chakra Bind (Waist)
    With Imaginant Imitation bound to your waist chakra, you gain the ability to travel through the Plane of Shadow. This ability functions as the shadow walk spell, targeting only you plus up to one additional creature per invested essentia (which must remain invested for the duration of the effect, or the effect ends for all targets). You may use this ability at will, as a standard action.


    Imaginant Indecision
    School: Illusion.
    Descriptors: None.
    Class: Arcantor.
    Chakra: Feet, Heart, Specialist.
    Saving Throw: See text.

    While shaping Imaginant Indecision, you can mask magical auras at will. As a standard action, you can cause a magical item to register as nonmagical (as per the magic aura spell), or you can hide magical effects cast upon an object (as per the hidden ward spell). In either case, the effect lasts for 1 hour per meldshaper level. Essentia: Every point of essentia invested in Imaginant Indecision grants a +4 competence bonus to Hide and Move Silently checks.

    Chakra Bind (Feet)
    When Imaginant Indecision is bound to your feet chakra, you can spend a standard action to grant a touched creature the benefit of the blur spell for 1 round per meldshaper level.

    Chakra Bind (Heart)
    By binding Imaginant Indecision to your heart chakra, you gain the benefit of the improved invisibility spell at all times. You can raise or lower this ability as a swift action.

    Chakra Bind (Specialist)
    When you bind Imaginant Indecision to your Specialist chakra, you can spend a swift action at will to grant a single touched creature the benefit of the invisibility spell for 1 round.


    Imaginant Invention
    School: Illusion
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Crown, Specialist.
    Saving Throw: See text.

    With Imaginant Invention shaped, you can change your appearance at will, as the disguise self spell. This effect lasts for 10 minutes per meldshaper level. Essentia: Each time you use this ability, you can affect an additional creature (with a touch, for the same duration) for each essentia invested in Imaginant Invention.

    Chakra Bind (Crown)
    When Imaginant Invention is bound to your crown chakra, choose a creature or object within 30 feet of you. Any divination spell or effect which reveals auras detects the chosen target instead of you, as per the misdirection spell, as long as the object is within 30 feet of you. You may designate a new target by spending a full-round action.

    Chakra Bind (Specialist)
    When you bind Imaginant Invention to your Specialist chakra, as a standard action you cancel all sound within 20 feet of you, as per the silence spell. The effect lasts for 1 round + 1 round per invested essentia.


    Imaginant Iridescence
    School: Illusion
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Brow, Specialist.
    Saving Throw: Will negates (see text).

    When you shape Imaginant Iridescence, you gain the ability to release a spray of blinding colors. As a standard action at will, you can fire a ray of color at any single target within 15 feet. The target must make a Will save; on a failed save, the creature is affected as per the color spray spell. Essentia: Increase the duration of the effects by 1 round for each essentia invested in Imaginant Iridescence.

    Chakra Bind (Brow)
    By binding Imaginant Iridescence to your brow chakra, you can create a glowing pattern of colors to fascinate your enemies. You can use this ability at will as a standard action, and it lasts for as long as you concentrate. Up to 6 HD of creatures per invested essentia are affected on a failed Will save. This ability functions otherwise as the rainbow pattern spell.

    Chakra Bind (Specialist)
    With Imaginant Iridescence bound to your Specialist chakra, you can create a mesmerizing spread of colors to fascinate your enemies. You can use this ability at will as a standard action, and it lasts for as long as you concentrate. You can affect 2d4 +1 per invested essentia HD of creatures on a failed Will save. This ability functions otherwise as the hypnotic pattern spell.


    Necromant Negation
    School: Necromancy.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Hands, Soul, Specialist.
    Saving Throw: See text.

    When you shape Necromant Negation, you can sap an opponent's strength with a touch. By spending a standard action, you can make a touch attack against an opponent; if you are successful, the opponent takes a 1d6 penalty to Strength for 1 minute. Multiple applications of this ability do not stack, and you cannot reduce an oppponent's Strength below 1 with this ability. Essentia: For each point of essentia invested in Necromant Negation, increase the Strength penalty by 1.

    Chakra Bind (Hands)
    When Necromant Negation is bound to your hands chakra, you deal ability damage instead of applying a penalty with your touch attack.

    Chakra Bind (Soul)
    By binding Necromant Negation to your soul chakra, your touch drains life force directly. Whenever you use your touch attack, you may inflict 1 negative level, +1 per 2 invested essentia (rounded down), instead of an ability penalty. The DC to remove the negative levels after 24 hours is equal to the DC of this soulmeld. For each negative level inflicted by this ability, you gain 5 temporary hit points, which stack with each other.

    Chakra Bind (Specialist)
    When you bind Necromant Negation to your Specialist chakra, choose an ability score. Your touch attack applies a penalty to the given ability score instead of Strength.


    Necromant Nemesis
    School: Necromancy
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Brow, Specialist, Waist.
    Saving Throw: None.

    Shaping Necromant Nemesis grants you the ability to animate corpses into skeletons or zombies. By spending 1 minute in concentration, you can animate a Tiny or smaller Animal or Humanoid corpse into a skeleton or zombie, with Hit Dice no greater than twice your meldshaper level, as per the animate dead spell. You can only animate one creature at a time with this ability; if you animate another while a previous target is still animated, the previous one collapses, inert. You automatically control the undead you animate with this ability. If this soulmeld becomes suppressed (but not unshaped), you lose control of the animated undead until the soulmeld is no longer suppressed; however, if the soulmeld becomes unshaped, the animation ends entirely. Essentia: For each essentia invested in Necromant Nemesis, increase the maximum size category of corpse you can animate by 1 step.

    Chakra Bind (Brow)
    If you bind Necromant Nemesis to your brow chakra, you are no longer limited to Animal or Humanoid corpses; you can animate any corpse which is a legal target for animate dead, within the size and Hit Dice limitations of this soulmeld.

    Chakra Bind (Specialist)
    When Necromant Nemesis is bound to your Specialist chakra, you can choose to animate a creature as a Necrocarnum Zombie (see MoI pg 186 for details) instead of a normal skeleton or zombie. If you do so, this soulmeld gains the Necrocarnum and Evil descriptors.

    Chakra Bind (Waist)
    Binding Necromant Nemesis to your waist chakra allows you to teleport between the bodies of undead creatures, as per the door of decay spell, with a range of 100 feet per meldshaper level.


    Necromant Neurosis
    School: Necromancy.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Crown, Specialist.
    Saving Throw: See text.

    When you shape Necromant Neurosis, you gain the ability to demoralize an opponent as a move action instead of a standard action. Essentia: For every essentia invested in Necromant Neurosis, you gain a +2 insight bonus to Intimidate checks.

    Chakra Bind (Crown)
    By binding Necromant Neurosis to your crown chakra, you can inspire fear with a thought. As a standard action, you can touch an opponent, forcing it to make a Will save or become shaken for 1 minute. Multiple applications of this ability stack as normal. While this is a mind-affecting fear effect.

    Chakra Bind (Specialist)
    When you bind Necromant Neurosis to your Specialist chakra, any fear effects you create (including uses of the Intimidate skill) are no longer mind-affecting.


    Necromant Nihilism
    School: Necromancy
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Arms, Specialist.
    Saving Throw: See text.

    With Necromant Nihilism shaped, you gain the ability to make your opponents tired and apathetic. You may make a ranged touch attack as a standard action; if it succeeds, your opponent must make a Fortitude save or become fatigued for 2 rounds. This fatigue does not stack with itself, but does stack with fatigue from other sources. Essentia: Every essentia invested in Necromant Nihilism increases the duration of the fatigue by 1 round.

    Chakra Bind (Arms)
    When Necromant Nihilism is bound to your arms chakra, your fatiguing ray carries exhaustion. A creature which fails its save is exhausted instead of fatigued, while a creature which succeeds is fatigued instead.

    Chakra Bind (Specialist)
    If you bind Necromant Nihilism to your Specialist chakra, this soulmeld carries sickness. A creature which fails its save is sickened instead of fatigued. This sickness does not stack with itself, but if used on a creature which is already sickened from another source, the creature becomes nauseated instead.


    Necromant Nocturne
    School: Necromancy.
    Descriptors: None.
    Class: Arcantor.
    Chakra: Feet, Specialist, Throat.
    Saving Throw: See text.

    While shaping Necromant Nocturne, your touch carries vampiric energy. As a standard action, you can make a melee touch attack against an opponent, which if successful deals 1d6 points of negative energy damage. You gain the damage you deal as temporary hit points which last for 1 hour. Temporary hit points gained from multiple uses of this ability do not stack. Essentia: Every point of essentia invested in Necromant Nocturne increases the damage by +1d6.

    Chakra Bind (Feet)
    When bound to your feet chakra, Necromant Nocturne allows you to steal speed from your opponents. A creature damaged by your vampiric touch attack must make a Fortitude save or be paralyzed for 1 round. If you successfully paralyze a creature this way, you gain a +5 foot enhancement bonus to your base speed for 1 round for each essentia invested in Necromant Nocturne.

    Chakra Bind (Specialist)
    By binding Necromant Nocturne to your Specialist chakra, you can use your vampiric touch attack at a range of 30 feet + 10 feet per invested essentia (as a ranged touch attack).

    Chakra Bind (Throat)
    When you bind Necromant Nocturne to your throat chakra, you can steal your opponent's senses. A creature damaged by your vampiric touch attack must make a Fortitude save or become permanently blind or deaf (chosen when you shape the soulmeld).


    Necromant Nourishment
    School: Necromancy
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Heart, Shoulders, Specialist.
    Saving Throw: None.

    When you shape Necromant Nourishment, you become infused with necromantic energy, bolstering your physique. You gain temporary hit points equal to three times your meldshaper level. Essentia: You gain a +1 resistance bonus to Fortitude saves for each essentia invested in Necromant Nourishment.

    Chakra Bind (Heart)
    By binding Necromant Nourishment to your heart chakra, you take on the characteristics of an undead creature. You become immune to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, non-lethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects. You need not breathe, eat, or sleep. You are damaged by cure spells and healed by inflict spells, and you count as having the undead type for the purposes of spells or effects which affect undead. You gain turn resistance equal to twice the amount of essentia invested in Necromant Nourishment.

    Chakra Bind (Shoulders)
    By binding Necromant Nourishment to your shoulders chakra, you can transfer hit points to an ally with a touch. By spending a standard action, you can sacrifice any number of your hit points (not temporary hit points) to grant your target an equal number of temporary hit points, which last for 1 hour.

    Chakra Bind (Specialist)
    With Necromant Nourishment bound to your Specialist chakra, you can monitor the life force of all creatures within 30 feet, as per the deathwatch spell.


    Transmutant Tactics
    School: Transmutation.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Arms, Shoulders, Specialist.
    Saving Throw: See text.

    When you shape Transmutant Tactics, you can spend a standard action to allow an ally within 30 feet to immediately make a single melee or ranged attack, without affecting the target's place in the initiative order. The granted attack follows the normal rules for attacks. This ability cannot allow a creature to make more than one additional attack in a round; creatures who have already made additional attacks in the same round (due to this or similar effects, such as the haste spell) are immune to this effect. Essentia: For each point of essentia invested in Transmutant Tactics, you gain a +1 dodge bonus to AC.

    Chakra Bind (Arms)
    When Transmutant Tactics is bound to your arms chakra, you can instead grant one additional attack to all allies within 10 feet per invested essentia.

    Chakra Bind (Shoulders)
    By binding Transmutant Tactics to your shoulders chakra, you can grant a creature within 30 feet the benefits of the haste spell, or inflict the effects of the slow spell, as a standard action (allowing a Will or Fortitude save, as appropriate). The effect lasts for 2 rounds per invested essentia.

    Chakra Bind (Specialist)
    When you bind Transmutant Tactics to your Specialist chakra, you can spend an immediate action at will to grant a target within 30 feet an enhancement on a single initiative check equal to the amount of invested essentia. You can use this ability even while flatfooted.


    Transmutant Trance
    School: Transmutation
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Brow, Crown, Specialist.
    Saving Throw: None.

    Shaping Transmutant Trance grants you darkvision to a range of 60 feet, or increases your existing darkvision range by 60 feet. Essentia: For each essentia invested in Transmutant Trance, you gain a +2 insight bonus to Spot and Listen checks.

    Chakra Bind (Brow)
    If you bind Transmutant Trance to your brow chakra, you gain blindsense to a range of 5 feet per meldshaper level.

    Chakra Bind (Crown)
    When Transmutant Trance is bound to your crown chakra, you gain tremorsense to a range of 30 feet.

    Chakra Bind (Specialist)
    Binding Transmutant Trance to your Specialist chakra allows you to share the benefits of this soulmeld (not including this ability) with all allies within 10 feet per invested essentia.


    Transmutant Transcendance
    School: Transmutation.
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Soul, Specialist.
    Saving Throw: None.

    When you shape Transmutant Transcendance, choose an ability score. You gain a +2 competence bonus to ability checks with that score. Essentia: For every essentia invested in Transmutant Transcendance, increas the competence bonus by +2.

    Chakra Bind (Soul)
    When you bind Transmutant Transcendance to your soul chakra, you can spend a standard action to grant a touched creature a +2 enhancement bonus to all ability scores per invested essentia. This effect lasts for 1 round per meldshaper level, and you may have only one instance of this ability in effect at a time; activating it again causes all previous instances to end.

    Chakra Bind (Specialist)
    By binding Transmutant Transcendance to your Specialist chakra, you can spend a standard action to grant a +4 enhancement bonus to the chosen ability score with a touch. The enhancement bonus lasts for 1 minute per two meldshaper levels (rounded down). You may only have one instance of this ability per invested essentia in effect at any given time; if the amount of invested essentia drops too low, or you use this ability too many times, all previous instances of the effect are ended.


    Transmutant Transformation
    School: Transmutation
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Heart, Specialist.
    Saving Throw: See text.

    With Transmutant Transformation shaped, you can take the form of a small animal as a standard action. Choose a single creature of Animal type, of size Diminutive or smaller, when shaping this soulmeld; each time you use this ability, you transform into the chosen animal. You remain in this form for as long as you concentrate; see the Polymorph subschool (Rules Compendium pg 122) for the effects of the transformation. Essentia: Every essentia invested in Transmutant Transformation increases the size of creature you may transform into by 1 size category.

    Chakra Bind (Heart)
    When Transmutant Transformation is bound to your heart chakra, you can choose a creature of a type different than Animal, but the chosen creature must have no more Hit Dice than your Meldshaper level. You are still limited by the creature's size category, as normal.

    Chakra Bind (Specialist)
    If you bind Transmutant Transformation to your Specialist chakra, you can transform another creature as you would yourself, with a touch. You must similarly concentrate to maintain the transformation, and an unwilling creature receives a Fortitude save to resist the transformation.


    Transmutant Transit
    School: Transmutation.
    Descriptors: None.
    Class: Arcantor.
    Chakra: Feet, Hands, Specialist.
    Saving Throw: None.

    While shaping Transmutant Transit, you can spend a standard action to gain a +30 foot enhancement bonus to speed for 1 minute per meldshaper level. Essentia: For every point of essentia invested in Transmutant Transit, you may affect another creature whom you touch with this ability whenever you activate it.

    Chakra Bind (Feet)
    When Transmutant Transit is bound to your feet chakra, you gain a burrow speed of 30 feet. You may choose to leave a 5-foot-diameter tunnel when you burrow.

    Chakra Bind (Hands)
    By binding Transmutant Transit to your hands chakra, you gain a climb speed of 15 feet.

    Chakra Bind (Specialist)
    When you bind Transmutant Transit to your Specialist chakra, you gain a swim speed of 30 feet.


    Transmutant Tumescence
    School: Transmutation
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Specialist, Throat, Waist.
    Saving Throw: See text.

    When you shape Transmutant Tumescence, you gain the ability to steal an opponent's size with a touch attack. Whenever you successfully touch a humanoid opponent larger than you, you can force the opponent to make a Fortitude save. On a failed save, the opponent shrinks in size by one category (as per the reduce person spell), and you grow in size by one category (as per the enlarge person spell). The size change lasts for 1 round per Meldshaper level. Alternatively, you may grant the size increase to an ally with a touch, as long as the opponent was also larger than the chosen ally. Essentia: You gain a +2 insight bonus on grapple checks and checks to prevent being bull rushed or overrun for each essentia invested in Transmutant Tumescence.

    Chakra Bind (Specialist)
    By binding Transmutant Tumescence to your Specialist chakra, you can also affect creatures of the Animal, Fey, Giant, or Monstrous Humanoid types with your touch attack.

    Chakra Bind (Throat)
    If you bind Transmutant Tumescence to your throat chakra, you can also affect creatures of the Aberration, Dragon, Magical Beast, or Outsider types with your touch attack.

    Chakra Bind (Waist)
    By binding Transmutant Tumescence to your waist chakra, you can shrink your opponent up to two size categories (to a minimum of Fine) and enlarge yourself up to two size categories (to a maximum of Colossal) with your touch attack.


    Universal Arcanum
    School: Universal
    Descriptors: None.
    Classes: Arcantor.
    Chakra: Crown, Hands.
    Saving Throw: None.

    Universal Arcanum is a useful soulmeld that most Arcantors learn. When it is shaped, you gain the benefit of the prestidigitation spell at all times, though the effects last for a maximum of 1 hour as normal. Essentia: You gain a +2 insight bonus to Knowledge (Arcana) checks for each essentia invested in Universal Arcanum.

    Chakra Bind (Crown)
    If Universal Arcanum is bound to your crown chakra, you gain the benefit of the read magic spell at all times.

    Chakra Bind (Hands)
    If Universal Arcanum is bound to your hands chakra, you can place an arcane mark (as the spell) with a touch as a standard action.

    Last edited by sirpercival; 2015-02-25 at 02:46 PM.
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    Quote Originally Posted by caledscratcher View Post
    Oh my, if you're taking requests, then I've certainly got one for you! I'd like to see a dual-prog Prestige Class of your Jongleur and the Archivist. That is genuinely my only requirement. I simply believe that it'd be amazing. :D
    Thinking about this... I'm not sure how well the concepts blend. But I'm sure I'll come up with something eventually... lol.
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    Thank you for the Arcantor, It looks great. My only concern is the Repertoire feature, unless your going to make the soulmelds uber-powerful, it seems like a heftier drawback then the totemist's illiteracy.

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    Quote Originally Posted by Reality Glitch View Post
    Thank you for the Arcantor, It looks great. My only concern is the Repertoire feature, unless your going to make the soulmelds uber-powerful, it seems like a heftier drawback then the totemist's illiteracy.
    Well, thematically & mechanically it's equivalent to the Wizard's spellbook. The advantage to it is that you can learn soulmelds from any list... and also, especially at low levels, how many soulmelds do you actually choose between? I've never used more than 3 or 4 on rotation at low levels.
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    OH! I must have missed the bit about choosing from any soulmeld list. That seems fair now.

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    Quote Originally Posted by Reality Glitch View Post
    OH! I must have missed the bit about choosing from any soulmeld list. That seems fair now.
    Well, not for the one you automatically get every level... but you can learn from any soulmeld list during play just like you could if you got access to another wizard's spellbook.

    EDIT: I clarified a little.
    Last edited by sirpercival; 2014-11-16 at 03:36 PM.
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    First school of Arcantor soulmelds is posted.
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Are you going to make 6 Soulmelds for each School, right?

    (Please do Necromancy next. Please.)
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    Quote Originally Posted by Amechra View Post
    Are you going to make 6 Soulmelds for each School, right?

    (Please do Necromancy next. Please.)
    That's correct, and sure! :D

    How do you like the class?
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    The class is great and so far really captures wizardly flavor really well.

    I, too, am trying my hand at an incarnum homebrew, the Spirit Sniper. (see signature) It is still a work in progress though, like your Arcantor.

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    Quote Originally Posted by sirpercival View Post
    That's correct, and sure! :D

    How do you like the class?
    It's pretty great.

    It kinda makes me want to write up a Psionic equivalent, with Soulmeld sets for the different disciplines. Because that would be pretty boss.
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    I was thinking that same thing.

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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Not that we're requesting it or anything; I at least don't want a repeat (you know what I'm talking about.)

    Hey Percy, do you mind if I use your Necrocarnum soulmelds for something?
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    Quote Originally Posted by Amechra View Post
    Not that we're requesting it or anything; I at least don't want a repeat (you know what I'm talking about.)
    Lol. I don't have time for it anyway. Go to town!

    Hey Percy, do you mind if I use your Necrocarnum soulmelds for something?
    Of course not :D I'm also going to try very hard to not have the necromancy Arcantor melds be Necrocarnum.
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Also, looking through the Dracarnum Savant... did you really mean to have Breath Meld be that strong?

    I mean, you can easily get 4-5 Essentia invested into one Soulmeld, which means you get a +16d6 or +20d6 to your Breath Weapon.

    Seems a tad excessive, especially since you can combo that with the Draconic Mask bound to your Throat Chakra, to get a 2d6 + 5[E]d6 Breath Weapon.
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    I noticed that your tables are still broken, any intention of fixing them?

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    Quote Originally Posted by Amechra View Post
    Also, looking through the Dracarnum Savant... did you really mean to have Breath Meld be that strong?

    I mean, you can easily get 4-5 Essentia invested into one Soulmeld, which means you get a +16d6 or +20d6 to your Breath Weapon.

    Seems a tad excessive, especially since you can combo that with the Draconic Mask bound to your Throat Chakra, to get a 2d6 + 5[E]d6 Breath Weapon.
    No I didn't. I'll have to fix that at some point.

    Quote Originally Posted by Reality Glitch View Post
    I noticed that your tables are still broken, any intention of fixing them?
    Yes, eventually... The problem is that I have so many tables in so many threads that it's hard to become motivated to even start.
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    I know how you feel, starting is always the hardest part.

  30. - Top - End - #60
    Ettin in the Playground
     
    Amechra's Avatar

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    Dec 2010
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    Where I live.

    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Ta-da! What do you think?

    (Yeah, I know they lack any way to gain temporary Essentia from creatures dying; I apologize.)
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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