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    Troll in the Playground
     
    Gralamin's Avatar

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    Feb 2005

    Default [Soulmelds] Spirit of the Vermin

    Some Totemists believe in not only worshiping magical beasts, but also Vermin. from this end, some soulmelds have been discovered or created that allow them to gain the abilities of these creatures.

    To use vermin soulmelds, you merely need take the following feat:
    Spirit of the Vermin
    Some Totemists believe in worshiping Vermin, granting them odd powers.
    Prerequisite: Con 13, Meldshaper level 3rd, Totem's Protection
    Benefit: You may shape Vermin Soulmelds. In addition, your Totem's Protection ability also functions against vermin.

    Vermin Soulmelds

    Damned Claws
    Descriptors: None
    Classes: Totemist
    Chakra: Hands (Totem)
    Saving Throw: None

    A large set of giant red claws form over your hands, staying an inch off of them.

    The Monstrous Crab is feared by many for its power, and grants totemists some of its might.
    Your Damned Claws gives you +2 bonus to Grapple.
    Essentia: For each point of essentia invested in Damned Claws, increase the bonus to grapple by 2.

    Chakra Bind (Hands)
    The Claws fuse into your arms, giving you the creatures full strength.
    Each of your hands becomes a claw that deal damage according to the table below. In addition, each claw has 1.5 times the strength modifier applied to its attacks. You cannot wield any objects in your hands while this soulmeld is in effect.
    {table=head]Size|Damage
    Fine|1
    Diminutive|1d2
    Tiny|1d3
    Small|1d4
    Medium|1d6
    Large|1d8
    Huge|2d6
    Gargantuan|3d6
    Colossal|4d6[/table]
    You also gain the Constrict ability with the claws, automatically dealing the damage of one claw on the grappled enemy each turn.

    Chakra Bind (Totem)
    The Red claws skin extend up your body to your head, creating a crab-like face around your head. at the same time, it extends down to your feet.

    You gain the aquatic subtype, as well as a swim speed of 30ft. You also gain the improved Grab ability. (If your attack hits an opponent that is at least one size category smaller then you, you may start a grapple as a free action without provoking attacks of opportunity. This may only be used with Natural attacks, or unarmed strikes.)

    Jaws of the Many Legged
    Descriptors: None
    Classes: Totemist
    Chakra: Throat (Totem)
    Saving Throw: None

    A pair of grotesque jaws form around your face.
    You gain a bite Attack, according to your size on the table below.
    {table=head]Size|Damage
    Fine|1
    Diminutive|1d2
    Tiny|1d3
    Small|1d4
    Medium|1d6
    Large|1d8
    Huge|2d6
    Gargantuan|3d6
    Colossal|4d6[/table]
    Essentia: You gain a +1 enhancement bonus to the bite attack, for each point of essential invested.

    Chakra Bind (Throat)
    The Jaws latch onto your head, and you taste bile.
    Your jaws become poisonous, dealing damage depending on your size:
    {table=head]Size|Damage
    Fine|1 Dex
    Diminutive|1 Dex
    Tiny|1 Dex
    Small|1d2 Dex
    Medium|1d3 Dex
    Large|1d4 Dex
    Huge|1d6 Dex
    Gargantuan|1d8 Dex
    Colossal|2d6 Dex[/table]
    The DC is equal to 10 + Constitution modifier + half of your meldshaper level.

    Chakra Bind (Totem)
    The jaws extend down your body, creating tiny legs as it goes.
    You gain a Climb speed of 40 ft. In addition, you gain the following skill bonuses: +1/Essentia invested to Spot checks, and +2/Essentia invested to Climb and Hide Checks. You may use either Strength or Dexterity on Climb checks, whichever is higher. You also may take 10 on climb checks.


    More to Come!
    Last edited by Gralamin; 2007-09-29 at 12:45 PM.

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