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    Ogre in the Playground
     
    Xuldarinar's Avatar

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    Default [D&D 3.5 Content] Incarnum Diversity [PEACH]

    INCARNUM DIVERSITY

    Essentia, the very essence of one's soul, is a powerful resource. Meldshapers learn to invest it into what has come to be known as soulmelds, but even they are only scratching the surface. Spells, invocations, and even powers exist to aid one in tapping into this resource, but few things are one way..

    FEATS
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    Table 1-1: Feats




    ABERRANT SOUL [ABERRANT]
    Prerequisite: Aberration Blood, essentia pool 2
    Benefit: Your essentia pool increases by 1 for every aberrant feat you possess.

    ASCETIC SOUL [GENERAL]
    Prerequisite: Improved Unarmed Strike, Smite Opposition
    Benefit: Your monk and soul born levels stack for the purpose of determining your unarmed strike damage as well as determining the extra damage dealt by your smite opposition ability.
    In addition, you can multi class freely between the soulborn and monk classes. You must still remain lawful in order to continue advancing as a monk, and must remain an eligible alignment to retain your soul born abilities and take soul born levels. You still face the normal XP penalties for having multiple classes more than one level apart.


    BORN DEVOTEE [GENERAL]
    Prerequisite: Smite Evil, Smite Opposition
    Benefit: Your paladin and soulborn levels stack for the purpose of determining the extra damage and the uses per day of your smite evil ability as well as your smite opposition ability.
    In addition, you may multi class freely between the paladin and soul born classes. You must still remain lawful good in order to retain your paladin and soul born abilities and take levels in paladin and soul born. You still face the normal XP penalties for having multiple classes more than one level apart


    BORN INQUISITOR [GENERAL]
    Prerequisite: Smite Opposition, Sneak Attack
    Benefit: When you successfully use your sneak attack ability and your smite opposition ability against the same foe in a single attack, you can potentially daze your foe. An opponent affected by both abilities must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round.
    In addition, you can multi class freely between the soulborn and rogue classes. You must still remain an eligible alignment in order to retain your soul born abilities and take soul born levels. You still face the normal XP penalties for having multiple classes more than one level apart.
    Special: You may use sudden strike or skirmish to qualify for this feat and use this ability when combining the either with smite opposition. In either case, replace mentions of rogue with ninja or scout respectively.


    BORN PREFORMER [GENERAL]
    Prerequisite: Bardic Music, Smite Opposition
    Benefit: If you have levels in soul born and bard, those levels stack for the purpose of determining the bonus damage dealt by your smite opposition ability and determining the number of times per day you can use your bardic music. This feat does not allow additional daily uses of smite opposition or bardic music abilities beyond what your class levels would normally allow.
    Furthermore, you may invest essentia into your Bardic Music at the start of your day. You increase the number of rounds the effects of your performance last after you stop performing and the save DCs (if any) by a number equal to the essentia invested. Once so invested, it remains invested for 24 hours.


    BORN TRACKER [GENERAL]
    Prerequisite: Track, Smite Opposition, Wild Empathy
    Benefit: If you have levels in soul born and ranger, those levels stack for the purposes of determining the extra damage dealt by your smite opposition ability and determining the advancement of your favored enemy class feature.

    DIVINE INCARNATE [GENERAL]
    Prerequisite: Incarnum radiance, ability to turn/rebuke undead, access to the incarnum domain
    Benefit: If you have levels in cleric and incarnate, those levels stack for the purposes of determining your effective cleric level for turn/rebuke undead as well as determining your effective incarnate level for Incarnum radiance. This feat, however, does not grant additional uses of incarnum radiance.
    In addition, the number of times you can use Turn/Rebuke Undead is now 3 + Constitution modifier. The power of your Turn/Rebuke checks, however, is still based off of Charisma.


    ESSENTIA BINDING [INCARNUM]
    You learn how to offer up soul energy when binding vestiges, enhancing their gifts and making them more likely to cooperate.
    Prerequisites: Soul binding or Bind Vestige, meldshaper level 5th.
    Benefit: For the purposes of the highest level vestige you can bind, add half of your meldshaper levels to your binder level (if any). When you bind a vestige, you may choose to invest a number of essentia points to give an insight bonus to your binding check equal to half the number of invested essentia. In exchange, you may increase your effective binder level for supernatural abilities granted by your vestige by the amount of invested essentia, up to your hit die. All essentia invested remains invested into the bind until the bind ends.
    You gain 1 point of essentia.


    ESSENTIA BLAST [INCARNUM]
    Prerequisites: Con 13
    Benefit: Once per day, you can invest essentia into this feat. You gain the ability to use essentia blast as a spell-like ability. essentia blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An essentia blast deals 1d6 points of damage per essentia invested into this feat. This damage is increased by 1d6 when used against a living creature who's alignment opposes at least one component of your own alignment. An essentia blast is the equivalent of a spell whose level is equal to one-half the character's meldshaper level (rounded down), to a maximum of 5th.
    An essentia blast is subject to spell resistance. An essentia blast deals half damage to objects. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
    You gain 1 point of essentia.
    Special: Essentia blast can be effected by essence and shape invocations.


    GREATER MELDMANIFESTING [INCARNUM]
    Prerequisites:Con 15, Lesser Meldmanifesting: Knowledge (psionics) 12
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to manifest 4th and 5th level powers. In addition you gain a number of power points equal to 5 times the essentia invested. You can only invest essentia in this feat if you have essentia invested in Lesser Meldmanifesting, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Lesser Meldmanifesting. Upon selecting this feat you gain 1 4th-level power and 1 5th-level power known.
    All essentia invested remains invested for 24 hours or until all power points gained by this feat are used.
    You gain 1 point of essentia.


    GREATER SOUL INFUSION [INCARNUM]
    Prerequisites: Con 15, Lesser Soul Infusion, Knowledge (architecture and engineering) 12
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to cast 4th and 5th level infusions. In addition, you gain 4th and 5th level infusion slots equal to the essentia invested. You can only invest essentia in this feat if you have essentia invested in Lesser Soul Infusion feat, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Lesser Soul Infusion. Upon selecting this feat you gain 1 4th-level infusion and 1 5th-level infusion known.
    All essentia invested remains invested for 24 hours or until all infusion slots gained by this feat are used.
    You gain 1 point of essentia.


    GREATER SPELLSHAPING [INCARNUM]
    Prerequisites:Con 15, Lesser Spellshaping; Knowledge (arcana) 12 or Knowledge (religion) 12
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to prepare and cast 4th and 5th level spells, usable a number of times per day equal to the essentia invested in this feat. For instance, investing 1 point of essentia would grant 1 4th-level spell and 1 5th-level spell slot. You can only invest essentia in this feat if you have essentia invested in Lesser Spellshaping, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Lesser Spellshaping.
    All essentia invested remains invested for 24 hours or until all spell slots gained by this feat are used.
    You gain 1 point of essentia.


    IMPROVED SOUL STEEPED IN SHADOW [INCARNUM]
    Prerequisite: Con 14, Soul steeped in Shadow, Knowledge (the planes) 8
    Benefit: Once per day you may invest essentia into this feat. Upon gaining this feat you select a 2nd and 3rd level mystery. When you have essentia invested in this feat you may use these each a number of times per day equal to essentia invested. This invested essentia remains invested for 24 hours, or until you have used all of your uses for your mysteries. You cannot invest essentia in this feat if you do not have essentia invested in soul steeped in shadow, nor can you invest more essentia in this feat than you have invested in soul steeped in shadow.
    You gain 1 point of essentia.


    INCARNUM-FORGED BODY [GENERAL]
    As a warforged, your body can be crafted specially to tap into your 'soul', providing you with increased ability with using soulmelds
    Prerequisites: Warforged, 1st level only.
    Benefit: You gain 1 point of essentia at 1st level, regardless of whether you choose a meldshaping class. In addition, you may treat soulborn as a favored class.
    Special: Unlike most feats, this feat must be taken at 1st level during character creation.


    KNIFE OF INCARNUM [INCARNUM]
    Prerequisites: Con 13
    Benefit: Once per day, you can invest essentia into this feat. When you have essentia invested in this feat you may manifest a blade made of essentia as a move action. The blade is identical (except visually) to a short sword of a size appropriate for its wielder. The wielder of the knife of incarnum gains the usual benefits to his attack roll and damage roll from a high Strength bonus (or Dexterity with the weapon finesse feat). This ability requires 1 essentia. For every additional point of essentia invested, up to 6 total, increase the bonus of this weapon by one. For example, if a meldshaper invests 3 essentia into this feat, the blade formed has an enhancement bonus of +2.
    The blade can be broken (it has a hardness 10 and 10 hit points); however, the knife can simply be created again with the meldshaper's next move action. Once the amount of essentia is chosen, it cannot be altered and remains invested for 24 hours.
    You gain 1 point of essentia.
    Special: Knife of Incarnum may be used to meet prerequisites as if it were the mind blade class feature and benefits from abilities that benefit mind blade.


    LEAST MELDMANIFESTING [INCARNUM]
    Prerequisites: Con 13 Knowledge (psionics) 4
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia into this feat you gain the ability to manifest 1st level powers and gain power points to the number of essentia invested. The Difficulty Class for saving throws against powers manifested using this feat is equal to 10 + the power level + your Constitution modifier (or Wisdom in the cast of an Incarnate). Your manifester level is equal to your meldshaper level. Upon selecting this feat you gain 2 1st level powers known
    All essentia invested remains invested for 24 hours or until all power points gained by this feat are used.
    In addition, you gain knowledge (psionics) as a class skill.
    You gain 1 point of essentia.


    LEAST SOUL INFUSION [INCARNUM]
    Prerequisites: Con 13, Knowledge (architecture and engineering) 4
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia into this feat you gain the ability to cast 1st level infusions and gain 1st-level infusion slots equal to to the number of essentia invested. The Difficulty Class for saving throws against infusions cast using this feat is equal to 10 + the infusion level + your Constitution modifier (or Wisdom in the cast of an Incarnate). Your effective caster level is equal to your meldshaper level. Upon selecting this feat you gain 2 1st level infusions known
    All essentia invested remains invested for 24 hours or until all infusion slots gained by this feat are used.
    In addition, you gain knowledge (architecture and engineering) as a class skill.
    You gain 1 point of essentia.


    LEAST SPELLSHAPING [INCARNUM]
    Prerequisites: Con 13; Knowledge (arcana) 4 or Knowledge (religion) 4
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia into this feat you gain the ability to prepare and cast 1st level spells a number of times per day equal the amount of essentia invested. You also gain the ability to cast a number of prepared The Difficulty Class for saving throws against any spell cast using this feat is equal to 10 + the level of the spell + your Constitution modifier (or Wisdom in the case of an Incarnate). Your caster level is equal to your meldshaper level. Spells cast by means of this feat are treated as divine spells.
    Just having this feat does not teach you any spells. You, however, can prepare spells from a borrowed spell book or prayerbook. You may only prepare wizard spells if you have the sufficient ranks in Knowledge (arcana) for the spell, and you may only prepare cleric spells if you have the sufficient ranks in Knowledge (religion)
    All essentia invested remains invested for 24 hours or until all spell slots gained by this feat are used.
    You gain 1 point of essentia.


    LESSER MELDMANIFESTING [INCARNUM]
    Prerequisites: Con 15, Least Meldmanifesting, Knowledge (psionics) 8
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to manifest 2nd and 3rd level powers. In addition you gain a number of power points equal to 3 times the essentia invested. You can only invest essentia in this feat if you have essentia invested in Least Meldmanifesting, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Least Meldmanifesting. Upon selecting this feat you gain 1 2nd-level power and 1 3rd-level power known.
    All essentia invested remains invested for 24 hours or until all power points gained by this feat are used.
    You gain 1 point of essentia.


    LESSER SOUL INFUSION [INCARNUM]
    Prerequisites: Con 15, Least Soul Infusion, Knowledge (architecture and engineering) 8
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to cast 2nd and 3rd level infusions. In addition, you gain 2nd and 3rd level infusion slots equal to the essentia invested. You can only invest essentia in this feat if you have essentia invested in Least Soul Infusion feat, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Least Soul Infusion. Upon selecting this feat you gain 1 2nd-level infusion and 1 3rd-level infusion known.
    All essentia invested remains invested for 24 hours or until all infusion slots gained by this feat are used.
    You gain 1 point of essentia.


    LESSER SPELLSHAPING [INCARNUM]
    Prerequisites: Con 15, Least Spellshaping; knowledge (arcana) 8 or Knowledge (religion) 8
    Benefit: Once per day, you can invest essentia into this feat. By investing essentia in this feat you gain the ability to prepare and cast 2nd and 3rd level spells, usable a number of times per day equal to the essentia invested in this feat. For instance, investing 1 point of essentia would grant 1 2nd-level spell and 1 3rd-level spell slot. You can only invest essentia in this feat if you have essentia invested in Least Spellshaping, and must do so at the same time as that investment. The amount of essentia invested in this feat cannot exceed the amount invested in Least Spellshaping.
    All essentia invested remains invested for 24 hours or until all spell slots gained by this feat are used.
    You gain 1 point of essentia.

    PURIFY CHAKRA [GENERAL]
    Prerequisite: Any good alignment
    Benefit: Upon taking this feat, select a chakra you can bind a soulmeld to. From that point forward, any soulmeld that occupies that chakra gains the good subtype. Furthermore, if the soulmeld deals damage, neutral creatures take half damage, while good creatures take no damage at all. Evil outsiders affected by the soulmeld take extra damage: The soulmeld damage is increased by one die step (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on, using the same progression as weapons increasing in size). For example, if purified lightning gauntlets with 3 essentia invested in them deal 4d6 points of electricity damage to evil creatures, half damage to neutral creatures, and no damage at all to good creatures. Evil outsiders (except ones immune to electricity) take 4d8 points of damage.
    Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different chakra.


    SOUL STEEPED IN SHADOW [INCARNUM]
    Prerequisite: Con 13, Must have been exposed to shadow, Knowledge (the planes) 4
    Benefit: Once per day you may invest essentia into this feat. Upon gaining this feat you select a single fundamental and 1st-level mystery. When you have essentia invested in this feat you may use these each a number of times per day equal to essentia invested. This invested essentia remains invested for 24 hours, or until you have used all of your uses for your mysteries. The Difficulty Class for saving throws against any mystery cast using this feat is equal to 10 + the mystery level + your Constitution modifier (or Wisdom in the case of an Incarnate). Your caster level for mysteries cast through this feat is equal to your meldshaper level.
    You gain 1 point of essentia.


    SOULTHIEF [GENERAL]
    Prerequisite:Meldshaper level 1st, steal spell
    Benefit: You can use your steal spell ability to steal soul energy instead of spell energy. Instead of stealing a spell, you can choose to steal a number of essentia equal to the maximum level of spell you can steal minus 1. Stolen essentia is treated as invested essentia for the victim and is returned after 1 hour. Anything the stolen essentia has been invested in is unshaped when this essentia is returned.
    You can also, instead of stealing essentia, steal a soulmeld currently shaped by the target. All invested essentia remains invested but the soulmeld then only lasts for 10 rounds + 1 per level of steal spell - 1 per invested essentia to a minimum of 1 round. The stolen meld is unstable and the invested essentia returns to its owner after the meld has fallen apart. For the purposes of stealing melds, consult the table below.

    Table 1-2: Spell Levels of Soulmelds
    {table=head]Chakra|Effective Spell Level
    Crown|1st
    Feet, Hands|2nd
    Arms, brow, shoulders|5th
    Throat, waist|7th
    Heart|8th
    Soul|9th [/table]


    SPEAK FROM THE SOUL [INCARNUM]
    Prerequisites: Con 13, Truespeak 4 ranks
    Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Truespeaking checks equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
    You gain 1 point of essentia

    TAINTED MELDSHAPING [TAINTED]
    Prerequisite: Moderate corruption, ability to shape soulmelds
    Benefit: For the purposes of meldshaping, from now on you use your Corruption score in place of Constitution, and your Depravity score in place of Wisdom. Furthermore, all soulmelds you shape from this point forward gain the evil descriptor.
    From this point forward, whenever you shape an evil soulmeld, you must make a Fort save (DC 10 + total essentia currently invested in evil soulmelds) or increase your corruption score by 1.
    Special:
    If you are using taint rules more akin to Unearthed Arcana instead of Heroes of Horror, for the purposes of meldshaping you use your taint score + 10. In this situation, the save remains the same, but failure increases your taint score by 1.

    TRUE SOUL STEEPED IN SHADOW [INCARNUM]
    Prerequisite: Con 15, Improved Soul steeped in Shadow, Knowledge (the planes) 12
    Benefit: Once per day you may invest essentia into this feat. Upon gaining this feat you select a 4th and 5th level mystery. When you have essentia invested in this feat you may use these each a number of times per day equal to essentia invested. This invested essentia remains invested for 24 hours, or until you have used all of your uses for your mysteries. You cannot invest essentia in this feat if you do not have essentia invested in improved soul steeped in shadow and you cannot invest more essentia in this feat than you have invested in improved soul steeped in shadow.
    You gain 1 point of essentia.


    UNHINGED MELDSHAPER [GENERAL]
    Prerequisite: Meldshaper level 1st
    Benefit: For the purposes of meldshaping, your Wisdom modifier is treated as being multiplied by -1. For example, an incarnate with this feat possessing a Wisdom score of 6, would receive a +2 modifier instead of a -2 modifier to their soulmeld's save DCs.


    VIOLATE CHAKRA [GENERAL]
    Prerequisite: Any evil alignment
    Benefit: Upon taking this feat, select a chakra you can bind a soulmeld to. From that point forward, any soulmeld that occupies that chakra gains the evil subtype. Furthermore, if the soulmeld deals damage, half that damage (rounded down) is vile damage. For example, if violated lightning gauntlets have 3 essentia invested in them, then they deal 2d6 points of electricity damage and 2d6 points of vile electricity damage (but creatures immune to electricity take no damage).
    Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different chakra.


    WILD TOTEMIST [GENERAL]
    Prerequisite: Totem Chakra Bind, Wildshape
    Benefit: If you have levels in druid and totemist, those levels stack for the purposes of determining advancement of your totem chakra bind class feature as well as determining your effective druid level for Hit Die and duration of wild shape. This feat, however, does not increase your uses of wild shape nor advancement of it.
    Special: If you are using the Irregular class, an aberration version of the totemist, you can take this feat. The feat would then require Far Chakra in place of Totem Chakra Bind, and the Aberration Wildshape feat. In this case, Irregular levels and Druid levels would stack for advancement of Far Chakra and determining effective druid level for wild shape.


    RACES
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    ALLOPRAX [HOMEBREW]
    The Far Realm's answers to tieflings, they are known for their aberrant mindsets and their determination. Stubborn and curious, they approach all problems head on with little concern for themselves. In spite of their heritage or perhaps thanks to their heritage, they make incredible meldshapers, having great constitution and wisdom scores. Like other planetouched, their abilities with meldshaping vary a bit from other races.

    For more information on the alloprax, click here.

    ALLOPRAX INCARNATE
    While most alloprax already embrace their heritage, the alloprax incarnate accentuate it. Capable combatants, coupled with their inherent madness and backed up by essentia, they are forces to be reckoned with. Most alloprax feel themselves above the concepts of good and evil, and as such chaotic and lawful incarnates are by far the most common.
    A alloprax incarnate's number of soulmelds, total essentia, and chakra binds are as detailed on page 21 of Magic of Incarnum.
    Hit Die: d8

    Requirements
    To take an alloprax incarnate substitution level, a character must be an alloprax about to take their 1st, 3rd, or 7th level in incarnate.

    Class Skills
    Alloprax incarnate substitution levels grant the same class skills as the standard incarnate class, plus Sense Motive.
    Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

    Table 2-4: Alloprax Incarnate Substitution Levels
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Meldshaping
    1st|+0|+2|+0|+2|Aura, detect opposition, martial weapon|As standard incarnate
    3rd|+1|+3|+1|+3|Expand soulmeld capacity +1, incarnum radiance 1/day|As standard incarnate
    7th|+3|+5|+2|+5|Telepathy|As standard incarnate [/table]

    Class Features

    Martial Weapon: Alloprax are notorious for approaching every situation head on. As such, they train for combat more than traditional incarnate. At 1st level, he can select any martial melee weapon and gain the Martial Weapon Proficiency and Weapon Focus feats with that weapon. Alloprax incarnates tend to select flails.
    This benefit does not replace any incarnate class feature.

    Incarnum Radiance (Su): An alloprax incarnate's incarnum radiance class feature functions normally, with one addition. While an alloprax incarnate has incarnate radiance active, creatures native to the Material Plane take a -1 morale penalty on attack rolls against the alloprax incarnate as the aura surrounding them forms writhing tentacles, giving their aura a faint resemblance to that of their horrific ancestors.

    Telepathy (Su): An alloprax incarnate can mingle the soul energy of mortals with his aberrant mind to grant him the ability to communicate telepathically with any other creature within 100 feet that has a language. This ability only functions as long as an alloprax incarnate has a soulmeld bout to his crown chakra.
    This benefit replaces a standard incarnate's share incarnum radiance class feature gained at 7th level.

    DROW
    The dark elves, cursed by Corellon Larethian, share a similar bond to incarnum to that of their surface dwelling counterparts.

    DROW SOULBORN
    HIT DIE: d10

    Requirements
    To take a drow soulborn substitution level, a character must be a chaotic evil drow about to take her 1st, 2nd, or 7th level of soulborn.

    Class Skills
    Drow soulborn substitution levels grant the same class skills as the standard soulborn class, plus Hide and knowledge (dungeoneering).
    Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

    Table 2-1: Drow Soulborn Substitution Levels
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Meldshaping
    1st|+1|+2|+0|+0|Aura, smite opposition 1/day|As standard soul born
    2nd|+2|+3|+0|+0|Incarnum Defense, Poison use|As standard soulborn
    7th|+7/+2|+5|+2|+2|Arms of the Spider|As standard soul born [/table]

    Class Features
    All of the following are features of the drow soulborn racial substitution levels.
    Smite Opposition (Su): A drow soulborn's link to the master archers of her race allows her to charge her crossbow attacks with the power of incarnum. She can deliver smite attacks just as a normal soulborn. However, she can deliver this smite attack with either a bolt fired from a crossbow, or with a melee attack (unlike the normal smite opposition attic, which can only be delivered with a melee attack). The foe to be smited must be within 30 feet of her to deliver the smite attack by a bolt.
    This effect augments, but does not replace, the standard soulborn's ability to smite opposition.
    Poison Use: At 2nd level, a drow soulborn's connection to their ancestor's teaches them the use of poison. She never risks accidentally poisoning herself when applying poison to a weapon.
    Arms of the Spider(Ex): When ever a soulmeld occupies a drow soulborn's arm chakra, she gains an insight bonus on climb checks equal to twice the invested essentia and may take 10 on climbing checks.
    If a soulmeld is actually bound to her arm chakra, she gains a climbing speed equal to her movement speed.
    This benefit replaces the standard soulborn's bonus feat gained at 7th level.

    HALF-ELVES AND HALF-ORC
    Azurin for almost all intents and purposes are human, and as such can breed just as easily with orcs and elves as other humans. While the resulting offspring have a chance to be identical to standard half-elves or half-orc, the offspring can also be an azurin half-elf or azurin half-orc. Azurin half-elves and azurin half-orc gain the following traits in addition to the traits for half-elves and half-orc listed in the player's handbook:
    • Humanoid (Incarnum): Azurin half-elves/half-orcs are humanoids with the incarnum subtype.
    • Essentia Pool: An azurin half-elf/half-orc is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia.
    • Favored Class: Soulborn.


    In addition, just as azurin age differently from humans, azurin half-elves and half-orc age differently from the standard half-elves and half-orc.

    Table 2-2: Random Starting Ages
    {table=head]Race|Adulthood|Simple Classes|Moderate Classes|Complex Classes
    Azurin Half-elf|18|+1d6|+2d6|+3d4
    Azurin Half-orc|13|+1d4|+1d6|+2d4 [/table]

    Table 2-3: Aging Effects
    {table=head]Race|Middle Age|Old|Vulnerable|Maximum Age
    Azurin Half-elf|49|73|100|+3d10
    Azurin Half-orc|24|35|48|+2d8 [/table]

    HELLBRED
    The Hellbred are a race introduced in the Fiendish Codex II. Souls of the damned that sought redemption too late, they are granted a second chance at life. Only a truly legendary act of good can save them from damnation..

    Evil Exception (Incarnum) (Ex): Regardles of alignment or class restrictions, a hellbred can use soulmelds with the evil descriptor. This ability does not shield a hellbred from losing access to class features if he violates a class's code of conduct.

    UMBRAGEN [DRAGON MAGAZINE #330]
    Umbragen share an unusual closeness to darkness along with their souls. Inspite of their willingness to part with it, some choose to embrace their soul and use it for power. An umbragen may treat the alignment requirement for elf soulborn substitution levels as Lawful evil and add hide to their class skills. In addition, any soulmeld or any other manifestation of essentia shaped by an umbragen appears to be made of darkness. Umbragen who take the Dark Blood racial feat have their essentia pool reduced to 0 as what remains of their soul is consumed by the Umbra. All other umbragen racial feats lower their essentia pool by 1 point as parts of their soul are being consumed by the Umbra.

    WARFORGED
    Among the many forms of warforged that exist, some were forged to wield psionics. As such, it wouldn't be that far out there to assume some were forged to wield their souls. (See the Incarnum-forged Body feat above)


    CLASS AND PRESTIGE CLASS VARIANTS
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    BLACKGUARD VARIANT: BLACKSOUL
    The blacksoul, like the blackguard, epitomizes evil. He is nothing short of a mortal fiend. His soul is in constant torment, causing all soulmelds he shapes to be forged of necrocarnum. He delights in inflicting pain on the living, and even more so to the souls of his victims.

    Requirements
    Alignment: Neutral Evil
    Base Attack Bonus: +6
    Skills: Hide 5 ranks, Knowledge (the planes) 2 ranks
    Feats: Cobalt Power
    Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.

    Class Skills
    The blacksoul's class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Str) and Spellcraft (Int)
    Skill Points at Each Level: 2 + Int modifier

    Table 3-1: The Blacksoul


    Class Features

    Weapon and Armor Proficiency: Blacksouls are proficient with all simple and martial weapons, with all types of armor, and with shields.
    Aura of Evil (Ex): As a blacksoul, you have a particularly powerful aura of evil. (see the detect evil spell for details).
    Smite Good: Once per day you can channel the power of your necrocarnum-fueled convictions to attempt to smite a foe with a melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per class level. These bonuses apply only against good aligned creatures.
    At 4th, 7th, and 10th level, you can smite good one additional time per day.
    Poison Use: Blacksouls are skilled at the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.
    Meldshaping: A blacksoul gains a limited ability to shape soulmelds, which are drawn from the soul born soulmeld list. You know and can shape any soulmeld from this list, so long as they do not have the good, lawful, or chaotic descriptors. In addition, all soulmelds you meldshape are treated as having the necrocarnum subtype.
    The Difficulty Class for saving throws against a blacksoul soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your black soul level.
    A blacksoul can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table above. The maximum number of soulmelds you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, which ever is lower. At 1st level you can shape one soulmeld at a time. As you advance in level, you can shape an increasing number of soulmelds.
    At 2nd level, you gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the table above. Your character level determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round.
    A blacksoul does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his shoulmelds for the day.
    Necrocarnum Defense: Your necrocarnum-fused soul dramaticly affects your body and mind. At 2nd level, this manifests as a visible change in your appearance. Black motes of light begin to appear, swimming slowly under your skin. Your eyes turn to solid orbs of black with a black mote of light where your pupils used to be. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. At 6th-level this increases to 50% and at 10th-level this increases to 75%.
    Chakra Binds: Begining at 3rd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so you cannot also benefit from a magic item worn on the body slot associated with that chakra.
    The number of chakra binds that you can have active at any one time depends on your level. At 3rd level, you can bind soulmelds to your crown, feet, or hands chakras. At 7th level, you can bind soulmelds to your arms, brow, and shoulders chakra. At 10th level, you can bind soulmelds to your throat or waist chakras. You never gain the ability to bind a soulmeld to your heart or soul chakras.
    Aura of Despair: Beginning at 3rd level, the blacksoul radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
    Harvest Soul: Unlike a traditional meldshaper who relies entirely on his own pool of soul energy to power his soulmelds, you tap the soul energy of others for your power. Beginning at 4th level, you can preform a short ritual to capture the soul energy of a newly dead corpse. This ritual requires 1 minute of uninterrupted concentration plus the corpse of a living creature that has been dead for no longer than 1 hour per black soul level you possess minus 3. At the end of the ritual, you gain a number of essentia points equal to one-half your blacksoul level (rounded down). This benefit lasts for 24 hours. No corpse can be used for this purpose more than once and you may not gain more essentia from harvest soul than twice your class level within a 24 hour period from this class feature.
    Sneak Attack: This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a black soul gets a sneak attack bonus from another source, the bonuses on damage stack.
    Fiendish Servant: As the blackguard's fiendish servant class feature, except they can call a fiendish least soulspark.

    Fallen Soulborn
    Blacksouls who have levels in the soulborn class gain extra abilities the more levels of soulborn they have.
    An ex-soulborn who becomes a black soul gains all the following abilities that apply, according to the number of soul born levels the character has.
    1-2: Smite good 1/day. (this is in addition to the ability granted to all black souls at 1st level)
    3-4: Necrocarnum Acolyte as a bonus feat.
    5-6: Sneak attack damage is increased by 1d6. Smite good 2/day.
    7-8: Undead summoning. Once per day, the blacksoul can use a summon undead I spell to call forth undead creatures. For this spell, the caster level is double the black soul's class level. In addition, undead summoned by this gain the evil and incarnum subtypes.
    9-10: Necrocarnum Companion. In addition to the fiendish servant, the blacksoul gains (at 5th level) a Medium sized Necrocarnum zombie as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a fiendish servant when the blacksoul gains levels. Smite good 3/day
    11 or more: An ex-soulborn of this stature immediately gains a blacksoul level for each soulborn level he trades in. With the loss of soulborn levels, the character no longer gains as many extra abilities for being an ex-soulborn.
    Last edited by Xuldarinar; 2013-12-24 at 06:00 AM.
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    Default Re: [D&D 3.5 Content] Incarnum Diversity [PEACH]

    Update: Added a couple of feats and fixed a couple of minor typos.

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