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

    I like to homebrew incarnum stuff, particularly dual-progression prcs. All of this was originally posted on minmaxboards; links are in my extended sig.

    This is everything I have so far:

    Post 1: Index
    Post 2: Feats
    Post 3: Warpsoul
    Post 4: Warpsoul soulmelds
    Post 5: Necrocarnate fix
    Post 6: New necrocarnum soulmelds
    Post 7: Primal Soul
    Post 8: Soulfused Transcendant
    Post 9: Soulknight
    Post 10: Tiger Avatar
    Post 11: Dracarnum Acolyte
    Post 12: Warped Disciple
    Post 13: Azure Ascetic
    Post 23: Xevu (race)
    Post 28: Extractor
    Post 29: Extractor Soulmelds
    Post 32: Essence Devourer

    Some of these, particularly Dracarnum Acolyte, need some feedback & editing.
    Last edited by sirpercival; 2013-01-31 at 10:24 PM.
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  2. - Top - End - #2
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    Default Re: sirpercival's Incarnum menagerie

    Azure Meditation [Incarnum]
    You can channel incarnum to increase your effectiveness with a particular martial discipline.
    Prerequisites: Con 13, one martial manuever.
    Benefit: Once per day, you can invest essentia into this feat and choose one discipline from which you know maneuvers. You gain a +1 insight bonus to attack rolls with that discipline's preferred weapons and a +1 insight bonus to checks with that discipline's associated skill for each point of essentia invested in this feat. You gain 1 point of essentia.

    Bizarre Menace
    When shaping your soulmelds, you twist the soul energy into strange and worrying visages.
    Prerequisites: Intimidate 4 ranks, ability to shape a soulmeld.
    Benefit: Whenever you shape your soulmelds, choose any number of them to twist. You gain a competence bonus to Intimidate checks equal to the number of twisted soulmelds you have; however, you take an equal penalty to Bluff, Diplomacy, Disguise, Gather Information, and Perform checks, as creatures are distracted by the fearsome way you look.
    Special: If you are an aberration or have at least one Aberrant feat, increase the competence bonus to Intimidate to +2 per twisted soulmeld.
    Note: The same soulmeld cannot be both twisted and camouflaged.

    Construct Meldshaper [Incarnum]
    You can channel incarnum despite being a construct.
    Prerequisites: Int 3, construct type.
    Benefit: Use your Charisma score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save DC, use your Charisma score instead.

    Camouflage Essence
    You have figured out a way to shape soul energy more subtly.
    Prerequisites: Disguise 2 ranks, ability to shape a soulmeld.
    Benefit: By manipulating the incarnum which makes up your soulmelds, you can disguise the melds you shape as normal parts of your body and equipment when you shape them, by making a Disguise check. Wary creatures can determine that the camouflaged soulmelds are not what they seem by making a Spot check against your Disguise check result; such creatures receive a +2 bonus to their Spot checks per essentia invested in one of your soulmelds to notice that soulmeld.

    In addition, you can use this ability to make your mundane disguises more convincing by reinforcing them with appropriately-altered soulmelds. If you shape soulmelds as part of constructing a disguise with the Disguise skill (which increases the time to make the check by the amount of time required to shape the soulmelds), you gain a competence bonus on the check equal to the number of soulmelds you camouflage, and only creatures which penetrate the disguise can attempt to notice your soulmelds.

    Midnight Recovery [Incarnum]
    You can channel incarnum to recover your expended maneuvers.
    Prerequisites: Con 13, one martial maneuver.
    Benefit: Once per day, you can invest essentia into this feat and choose one or more maneuvers that you know (and have readied). Each maneuver to be affected requires the investment of 1 essentia. The first time you have one of the chosen maneuvers readied and expended during the day, you automatically recover (and are granted, if applicable) that maneuver as a free action. Once essentia is invested in a maneuver, it remains invested until you choose to recover the maneuver, at which point the essentia returns to your essentia pool. You gain 1 point of essentia.

    Necrocarnum Acolyte [Incarnum]
    You have experienced the power of necrocarnum, a dark and twisted form of incarnum. The power gained from this source can be great, but many decry its origins as evil.
    Prerequisites: Ability to shape soulmelds, nongood alignment.
    Benefit: You gain the ability to shape soulmelds with the Necrocarnum descriptor regardless of your alignment. If your alignment is Evil, the essentia capacity of any Necrocarnum soulmeld you shape increases by 1.

    Unusual Array
    You can wear your soulmelds in new combinations.
    Prerequisites: Disguise 6 ranks, Camouflage Essence.
    Benefit: When you camouflage your soulmelds, you can also (with some difficulty) place them on different chakras than they would normally occupy. For each soulmeld you wish to move off of its normal chakras, make a Disguise check against a DC determined by the chakra you intend for it to occupy, as shown in the table below. If you are successful, the soulmeld occupies the new chakra. You cannot bind a soulmeld altered in this way to a chakra (other than the totem chakra), though you can invest essentia in it as normal. Moving a camouflaged soulmeld to a different chakra increases the DC to pinpoint it as abnormal by +2.
    {table=head]Chakra|DC
    Crown|15
    Feet|17
    Hands|17
    Arms|19
    Brow|19
    Shoulders|19
    Throat|21
    Waist|21
    Heart|24
    Soul|27[/table]
    Last edited by sirpercival; 2013-08-17 at 08:01 AM.
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  3. - Top - End - #3
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    Default Re: sirpercival's Incarnum menagerie

    Warpsoul

    Alignment: Any non-good.
    HD: d8
    Races: Usually human. Races with strong ties to nature rarely become warpsouls, as they feel that the class's connection to aberrations is... unnatural.
    Abilities: Constitution is the primary ability score for meldshaping, as in other meldshaping classes. A high Wisdom is also key, as it is important to be of strong stuff to combat the madness that can overtake a warpsoul.

    {table=head]Lvl | BAB | Fort | Ref | Will | Special | Soulmelds | Essentia | Chakra Binds
    1 | +0 | +0 | +0 | +2 | Touch of madness (meldshaper level, soulmeld DC) | 2 | 1 | 0
    2 | +1 | +0 | +0 | +3 | Chakra bind (crown) | 3 | 2 | 1
    3 | +2 | +1 | +1 | +3 | Alien senses | 3 | 3 | 1
    4 | +3 | +1 | +1 | +4 | Chakra bind (feet, hands) | 4 | 4 | 1
    5 | +3 | +1 | +1 | +4 | -- | 4 | 5 | 1
    6 | +4 | +2 | +2 | +5 | Touch of madness (essentia) | 4 | 6 | 2
    7 | +5 | +2 | +2 | +5 | -- | 5 | 7 | 2
    8 | +6/+1 | +2 | +2 | +6 | Alien constitution | 5 | 8 | 2
    9 | +6/+1 | +3 | +3 | +6 | Chakra bind (arms, brow, shoulders) | 5 | 9 | 2
    10 | +7/+2 | +3 | +3 | +7 | Telepathy | 6 | 10 | 3
    11 | +8/+3 | +3 | +3 | +7 | Touch of madness (capacity) | 6 | 11 | 3
    12 | +9/+4 | +4 | +4 | +8 | -- | 6 | 12 | 3
    13 | +9/+4 | +4 | +4 | +8 | Alien mentality | 7 | 13 | 3
    14 | +10/+5 | +4 | +4 | +9 | Chakra bind (throat, waist) | 7 | 14 | 4
    15 | +11/+6/+1 | +5 | +5 | +9 | Improved alien constitution | 7 | 15 | 4
    16 | +12/+7/+2 | +5 | +5 | +10 | Touch of madness (chakra) | 8 | 16 | 4
    17 | +12/+7/+2 | +5 | +5 | +10 | Chakra bind (heart) | 8 | 17 | 4
    18 | +13/+8/+3 | +6 | +6 | +11 | Alien resistance | 8 | 18 | 5
    19 | +14/+9/+4 | +6 | +6 | +11 | -- | 9 | 19 | 5
    20 | +15/+10/+5 | +6 | +6 | +12 | Chakra bind (soul), alien transformation | 9 | 20 | 5
    [/table]



    Class Skills (2+Int modifier per level, x4 at 1st level): Concentration, Craft, Knowledge (arcana), Knowledge (the Planes), Listen, Profession, Spellcraft, and Spot.

    Class Features

    Weapon and Armor Proficiency: You are proficient with all simple weapons, with light armor, and with shields (except tower shields).

    Meldshaping: A warpsoul's primary ability is shaping incarnum soulmelds, which are drawn from the warpsoul soulmeld list below. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate’s melds, or the bestial spirits of totemist, you channel the strange, unnatural essence of aberrations. The Difficulty Class for a saving throw against a warpsoul soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your warpsoul level.

    A warpsoul can shape only a certain number of soulmelds per day. Your daily allotment is shown on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level the number of soulmelds you can shape increases.

    At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is shown on the table above. Your character level determines the maximum essentia capacity as usual. As a swift action, you can reallocate your essentia investments in your soulmelds every round. A warpsoul does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.

    Chakra binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level, as shown in the table above.

    At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra, and at 20th level you can bind a soulmeld to your soul chakra.

    Touch of madness: You have learned how to tap more fully into the essence of the aberrations that make up your soulmelds; however, such power comes at a price. As an immediate action, you can voluntarily take a point of Wisdom burn to raise the meldshaper level or soulmeld DC of one of your soulmelds by one; this increase lasts for a number of rounds equal to your Constitution modifier.

    At 6th level, you can instead, as an immediate action, spend two uses of this ability and take 2 points of Wisdom burn to gain one temporary essentia. You can invest the temporary essentia (subject to the normal capacity for your receptacles) as part of the action, and it lasts for a number of rounds equal to twice your Constitution modifier.

    At 11th level, as an immediate action you can spend three uses of this ability and take 3 points of Wisdom burn to temporarily increase the essentia capacity of one of your soulmelds by one for a number of rounds equal to three times your Constitution modifier. You can reallocate your essentia to take advantage of this increased capacity as part of the action.

    At 16th level, your connection to the essence of aberrations is unparalleled. As an immediate action, you can spend four uses of this ability and take 4 points of Wisdom burn to temporarily bind one of your soulmelds to a chakra that it occupies. This chakra bind does not count against your daily number of chakra binds from the levels in this class, and the soulmeld remains bound for a number of rounds equal to four times your Constitution modifier. The Wisdom burned by this ability cannot be prevented, reduced, or healed by magic -- it must be healed normally.

    Alien senses: Beginning at 3rd level, your association with aberrations has given you uncanny senses. You gain Alertness as a bonus feat, and you also gain darkvision out to 60 feet. If you already have darkvision from another source, the range of your darkvision increases by 60 feet.

    Alien constitution: At 8th level, the aberrant nature of your soulmelds has begun to alter your physical make-up. You heal at twice the normal rate, and you gain damage reduction 5/magic. You heal ability damage (including Wisdom burn from your touch of madness ability) at the rate of 1 point every hour.

    At 15th level, your physical essence has changed even more. You gain fast healing 2, and you heal ability damage (including Wisdom burned via touch of madness) at the rate of 1 point every 10 minutes.

    Telepathy: Starting at 10th level, you are so attuned to your surroundings that you gain telepathy at a range of 60 feet.

    Alien mentality: At 13th level, your mind becomes more difficult to affect by those who don't understand your aberrant nature. You gain slippery mind, as the rogue special ability.

    Alien resistance (Su): Beginning at 18th level, your psyche is so alien to others that it becomes almost impossible to affect. You are permanently under the effect of mind blank, as the spell.

    Alien transformation: At 20th level, you have completely subsumed the essence of aberrations. Your type changes to aberration, and your Wisdom and Charisma scores are permanently reduced by 2 points. However, you gain a permanent 2-point increase to your Intelligence and Constitutions scores, and you can use true strike as a supernatural ability 3 times per day. You gain immunity to poison, and your DR improves to 10/adamantine.
    Last edited by sirpercival; 2013-01-31 at 07:39 PM.
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  4. - Top - End - #4
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    Default Re: sirpercival's Incarnum menagerie

    Warpsoul Soulmelds
    • Crown
      • Gibbering Mask -- +2 bonus to Spot checks
      • Naga Hood -- +1 bonus to saves vs. mind-affecting effects
      • Rusted Cap -- Smell metal objects from 30 feet away
    • Feet
      • Carrion Boots -- 10 foot climb speed
      • Delver Greaves -- 10 foot burrow speed
      • Grell Robe -- +2 bonus to Jump and Listen checks
    • Hands
      • Ettercap Claws -- +4 bonus to Climb checks
      • Filch Gloves -- +2 bonus to Sleight of Hand
      • Otyugh Mantle -- +2 bonus to grapple checks
    • Arms
      • Athach Gauntlets -- +1 bonus to ranged attack rolls
      • Chuul Bracers -- 10 foot swim speed
    • Brow
      • Gibbering Mask -- +2 bonus to Spot checks
      • Illithid Mask -- Spell resistance 5
    • Shoulders
      • Athach Gauntlets -- +1 bonus to ranged attack rolls
      • Blackcloak -- 10% miss chance
      • Otyugh Mantle -- +2 bonus to grapple checks
      • Phasm Shirt -- +4 bonus to Disguise checks
    • Throat
      • Aboleth Gills -- +4 bonus to swim checks
      • Neothelid Gorget -- Blindsight 5 feet
    • Waist
      • Pseudonatural Belt -- Resistance to acid and electricity 5
      • Umber Sash -- +1 bonus to natural armor
    • Heart
      • Choker Vest -- +4 bonus to Hide and Move Silently checks
      • Filch Gloves -- +2 bonus to Sleight of Hand checks
      • Phasm Shirt -- +4 bonus to Disguise checks
    • Soul
      • Aboleth Gills -- +4 bonus to Swim speed
      • Beholder Shroud -- Can't be flanked
      • Grell Robe -- +2 bonus to Jump and Listen checks


    Warpsoul Soulmeld Descriptions

    Spoiler
    Show
    Aboleth Gills
    Descriptors: Evil.
    Classes: Warpsoul.
    Chakra: Soul or throat.
    Saving Throw: See text.

    While wearing aboleth gills, you gain a +4 insight bonus on Swim checks. Essentia: Every point of essentia invested in the aboleth gills increases the bonus by 2.

    Chakra Bind (Soul) You gain the ability to attempt to enslave any one living, humanoid creature within 30 feet as a standard action. The target must succeed on a Will save (DC of this soulmeld) or be affected as though by a dominate person spell (caster level equal to your meldshaper level). An enslaved creature obeys your telepathic commands until freed by remove curse or one minute per meldshaper level, whichever is sooner. The control is also broken if you die or travel more than 1 mile from your slave. This is a supernatural, mind-affecting compulsion ability, and you cannot use the ability more than once per day on a single person.

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


    Athach Gauntlets
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Arms or shoulders.
    Saving Throw: See text.

    Your athach gauntlets grant you a +1 insight bonus on ranged attack rolls. Essentia: Every point of essentia invested in the athach gauntlets increases the bonus by 1.

    Chakra Bind (Arms) When athach gauntlets are bound to your arms chakra, you gain the extraordinary ability to throw rocks. You can throw stones that way 50 pounds and do damage equal to 2d6 + your Strength modifier; the range increment for your thrown rocks is 80 feet.

    Chakra Bind (Shoulders) You gain the Powerful Build extraordinary ability. You can function in many ways as if you are one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


    Beholder Shroud
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Soul.
    Saving Throw: See text.

    While you have beholder shroud shaped, you cannot be flanked, except by a rogue of a level equal to this soulmeld's meldshaper level + 4. Essentia: You gain a +2 insight bonus to Spot checks for each essentia invested in the beholder shroud.

    Chakra Bind (Soul) When you bind beholder shroud to your soul chakra, you gain the ability to fire an antimagic ray as a spell-like ability at will; this functions exactly as the spell on page 14 of the Spell Compendium. The caster level is equal to this soulmeld's meldshaper level, and the Will save DC is the DC of this soulmeld. Activating this ability is a standard action.


    Blackcloak
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Shoulders.
    Saving Throw: See text.

    With the blackcloak hanging from your shoulders, the shadows around you shift and make it difficult for enemies to see you. You gain a 10% miss chance against melee and ranged attacks. Essentia: Every point of essentia invested in the blackcloak increases the miss chance by 5%.

    Chakra Bind (Shoulders) When you bind the blackcloak to your shoulders, you gain the ability to emit an eerie, terrifying moan. This ability functions exactly like the moan special attack of a cloaker, except that the DC to resist the effects is equal to the DC of this soulmeld.


    Carrion Boots
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Feet.
    Saving Throw: None.

    While wearing carrion boots, you gain a climb speed of 10 feet. Essentia: Every point of essentia invested in the carrion boots increases your climb speed by 5 feet.

    Chakra Bind (Feet) You gain Track as a bonus feat, and a +2 bonus to Survival checks for each point of essentia invested in the carrion boots.


    Choker Vest
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Heart.
    Saving Throw: None.

    With the choker vest shaped, you gain a +4 insight bonus on Hide and Move Silently checks. Essentia: Every point of essentia invested in the choker vest increases the bonus by 2.

    Chakra Bind (Heart) When you bind the choker vest to your heart chakra, you become supernaturally quick. You can take an extra standard action or move action during your turn each round.


    Chuul Bracers
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Arms.
    Saving Throw: See text.

    While wearing chuul bracers, you gain swim speed of 10 feet. Essentia: Every point of essentia invested in the chuul bracers increases your swim speed by 5 feet.

    Chakra Bind (Arms) You gain the ability to make a paralyzing touch with the claws extending from your arms. You can make a touch attack as a standard action; if you succeed, your opponent must make a Fort save or be paralyzed for 1 round. The duration of the paralysis increases by 1 for each essentia invested in the chuul bracers.

    Delver Greaves
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Feet.
    Saving Throw: None.

    With delver greaves shaped, you gain a burrow speed of 10 feet. Essentia: Every point of essentia invested in the delver greaves increases your burrow speed by 5 feet.

    Chakra Bind (Feet) You gain tremorsense at a range of 30 feet. Each essentia invested in delver greaves increases the range of your tremorsense by 10 feet.


    Ettercap Claws
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Hands.
    Saving Throw: See text.

    While wearing ettercap claws, you gain a +4 insight bonus on Climb checks. Essentia: Every point of essentia invested in the ettercap claws increases the bonus by 2.

    Chakra Bind (Hands) With ettercap claws bound to your hands chakra, you gain the extraordinary ability to throw a web. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement. An entangled creature can escape with an Escape Artist check or burst the web with a Strength check, at DCs equal to the DC of this soulmeld. The web has 6 hit points, hardness 0, and takes double damage from fire.


    Filch Gloves
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Hands or Heart.
    Saving Throw: See text.

    With filch gloves shaped, you gain a +2 insight bonus to Sleight of Hand checks. Essentia: For each point of essentia invested in the filch gloves, the bonus increases by 2.

    Chakra Bind (Hands) You gain the ability to detect magic at will as a spell-like ability, with a caster level equal to this soulmeld's meldshaper level.

    Chakra Bind (Heart) With filch gloves bound to your heart chakra, you gain the ability to use ethereal jaunt at will as a supernatural ability with a caster level equal to this soulmeld's meldshaper level. Using this ability is a standard action.


    Gibbering Mask
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Brow or crown.
    Saving Throw: See text.

    While wearing the gibbering mask, you gain a +2 insight bonus to Spot checks. Essentia: For each point of essentia invested in the gibbering mask, the bonus increases by 2.

    Chakra Bind (Brow) When you bind gibbering mask to your brow chakra, you gain the extraordinary ability to gibber as a standard action. All creatures (other than you) within a 60-foot spread must succeed on a Will save (DC equal to the DC of this soulmeld) or be affected as though by a confusion spell for 1 round. This is a sonic mind-affecting compulsion effect, and a creature that successfully saves cannot be affected by your gibbering for 24 hours. Every point of essentia invested in the gibbering mask increases the duration of the confusion effect by 1 round.

    Chakra Bind (Crown) As a standard action, you can fire a stream of acidic spittle at one opponent within 30 feet. You make a ranged touch attack; if it hits, you deal 1d4 points of acid damage, and the target must succeed on a Fortitude save or be blinded for 1d4 rounds (DC equal to the DC of this soulmeld). Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. Each point of essentia invested in the gibbering mask increases the acid damage by 1d4 points.


    Grell Robe
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Feet or soul.
    Saving Throw: None.

    With the grell robe shaped, you gain a +2 bonus on Jump and Listen checks. Essentia: For each point of essentia invested in the grell robe, the bonus to Jump and Listen improve by 2.

    Chakra Bind (Feet) You gain a fly speed of 10 feet (perfect maneuverability); each point of invested essentia increases your fly speed by 10 feet.

    Chakra Bind (Soul) When you bind grell robe to your soul chakra, you become blind, but gain the ability to maneuver and fight as well as a sighted creature. You gain blindsight out to 60 feet, and you are immune to gaze attacks, visual illusions, and other attack forms that rely on sight. You also gain a +1 insight bonus to initiative checks for each essentia invested in this soulmeld.


    Illithid Mask
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Brow.
    Saving Throw: See text.

    While wearing the illithid mask, you gain spell and power resistance 5. Essentia: For each point of essentia invested in the illithid mask, the spell and power resistance increases by 4.

    Chakra Bind (Brow) You gain the ability to unleash a mind blast as a standard action. This is a spell-like ability that forms as a 30-foot cone. Anyone caught in the cone must succeed at a Will save (DC equal to the DC of this soulmeld) or be stunned for 3 rounds. For each essentia invested in the illithid mask, the range increases by 10 feet and the duration increases by 1 round.


    Naga Hood
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Crown.
    Saving Throw: See text.

    With the naga hood shaped, you gain a +1 insight bonus to saving throws against mind-affecting abilities. Essentia: For each point of essentia invested in the naga hood, the bonus increases by 1.

    Chakra Bind (Crown) When you bind naga hood to your crown chakra, you can use detect thoughts as a spell-like ability at will, with a caster level equal to this soulmeld's meldshaper level. The DC of the Will save is equal to the DC of this soulmeld.


    Neothelid Gorget
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Throat.
    Saving Throw: See text.

    While wearing the neothelid gorget, you gain blindsight at a range of 5 feet. Essentia: For each point of essentia invested in the neothelid gorget, the range of blindsight increases by 5 feet.

    Chakra Bind (Throat) With the neothelid gorget bound to your throat chakra, you gain a breath weapon. As a standard action you can breathe a cone of acid 30 feet long that does 2d4 acid damage (Reflex save for half damage, DC equal to this soulmeld's DC). Every point of essentia invested in the neothelid gorget increases the range by 10 feet and the acid damage by 2d4.


    Otyugh Mantle
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Shoulders or hands.
    Saving Throw: See text.

    When you wear the otyugh mantle, you gain a +2 insight bonus to grapple checks. Essentia: The bonus to grapple checks increases by +2 per point of essentia invested in the otyugh mantle.

    Chakra Bind (Hands) You gain the improved grab ability.

    Chakra Bind (Shoulders) You can make a touch attack as a standard action to infect your enemy with filth fever -- Fortitude save DC equal to this soulmeld's DC, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The Dex and Con damage increase by 1 point each for every point of essentia invested in the otyugh mantle.


    Phasm Shirt
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Heart or Shoulders.
    Saving Throw: None.

    With the phasm shirt shaped, you gain a +4 insight bonus to Disguise checks. Essentia: For each point of essentia invested in the phasm shirt, the bonus increases by 2.

    Chakra Bind (Heart) You gain the alternate form supernatural ability, which you can use to take any form of Large size or smaller.

    Chakra Bind (Shoulders) With the phasm shirt bound to your shoulders chakra, you gain immunity to poison, sleep, paralysis, polymorph, and stunning effects. You are not subject to critical hits and cannot be flanked except by a rogue of 4 levels higher than this soulmeld's meldshaper level.


    Pseudonatural Belt
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Waist.
    Saving Throw: None.

    While wearing the pseudonatural belt, you gain resistance 5 to acid and electricity. Essentia: For each point of essentia invested in the pseudonatural belt, the resistance to acid and electricity increases by 5.

    Chakra Bind (Waist) You gain two tentacle natural attacks, which do 1d6 damage (for a medium creature) + your strength modifier. You can use these as primary attacks, or as secondary attacks with a -5 penalty, in which case you only add half your strength modifier to damage. For each essentia invested in the pseudonatural belt, you gain a +1 enhancement bonus to attack and damage rolls with your tentacles.


    Rusted Cap
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Crown.
    Saving Throw: None.

    With the rusted cap shaped, you can scent metal objects (as the scent special ability) at a range of 30 feet. Essentia: For each point of essentia invested in the rusted cap, the range of your scent increases by 10 feet.

    Chakra Bind (Crown) When the rusted cap is bound to your crown chakra, you gain the ability to make a rusting touch as a standard action. Make a touch attack against a metal object; if it is successful, you cause the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save (DC equal to the DC of this soulmeld) or be dissolved.


    Umber Sash
    Descriptors: None.
    Classes: Warpsoul.
    Chakra: Waist.
    Saving Throw: See text.

    While wearing the umber sash, you gain a +1 enhancement bonus to your natural armor. (If you don't have natural armor, you have an effective natural armor bonus of +0.) Essentia: For each point of essentia invested in the umber sash, the bonus to natural armor increases by 1 point.

    Chakra Bind (Waist) You gain the ability to make a confusing gaze attack against a single target within 30 feet as a standard action. This is a spell-like ability with a caster level equal to the meldshaper level of this soulmeld, and functions as the confusion spell, with the DC equal to the DC of this soulmeld.
    Last edited by sirpercival; 2012-08-20 at 05:02 PM.
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    A rewrite of the monumentally dysfunctional prc from Magic of Incarnum.

    NECROCARNATE

    I'm not copy/pasting all the flavor text. Sorry.

    BECOMING A NECROCARNATE
    A necrocarnate is generally an evil Incarnate, though other methods of entry are possible.

    ENTRY REQUIREMENTS
    Alignment: any Evil.
    Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
    Feats: Necrocarnum Acolyte*.
    Meldshaping: Ability to shape a soulmeld with the necrocarnum descriptor, ability to bind a soulmeld to the crown, feet, and hands chakras.

    *new feat above

    Class Skills
    The Necrocarnate's class skills are Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, and Spellcraft.
    Skills Points at Each Level: 2 + int

    {table=head][row]Level | BAB | Fort | Ref | Will | Special | Meldshaping
    1 | +0 | +2 | +0 | +2 | Necrocarnum focus, bonded touch | -
    2 | +1 | +3 | +0 | +3 | Harvest soul energy | +1 level of existing class
    3 | +2 | +3 | +1 | +3 | Chakra bind (arms, brow, shoulders) | +1 level of existing class
    4 | +3 | +4 | +1 | +4 | Necrocarnum soulshield | +1 level of existing class
    5 | +3 | +4 | +1 | +4 | Necrocarnum animation | +1 level of existing class
    6 | +4 | +5 | +2 | +5 | Improved necrocarnum touch | -
    7 | +5 | +5 | +2 | +5 | Transfer soul energy | +1 level of existing class
    8 | +6 | +6 | +2 | +6 | Chakra bind (throat, waist) | +1 level of existing class
    9 | +6 | +6 | +3 | +6 | Necrocarnum skin | +1 level of existing class
    10 | +7 | +7 | +3 | +7 | Greater necrocarnum touch | +1 level of existing class
    11 | +8 | +7 | +3 | +7 | Chakra bind (heart) | -
    12 | +9 | +8 | +4 | +8 | Consume soul energy | +1 level of existing class
    13 | +9 | +8 | +4 | +8 | Chakra bind (soul), necrocarnum apocalypse | +1 level of existing class
    [/table]

    Weapon and Armor Proficiencies: A necrocarnate gains no new weapon or armor proficiencies.

    Meldshaping: At each necrocarnate level except 1st, 6th, and 11th 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 necrocarnate 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 a necrocarnate, 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.

    Necrocarnum focus: Upon entering this class, you focus your studies more fully on necrocarnum. You add all necrocarnum soulmelds to your class soulmeld list (and your soulmelds known, if applicable). In addition, your necrocarnum soulmelds are extremely hard to suppress or unshape -- you gain a bonus to rolls to resist suppression or unshaping of your necrocarnum soulmelds (as well as the DC for others to suppress your soulmelds) equal to your class level. Finally, the essentia capacity of any necrocarnum soulmeld you have shaped increases by 1.

    Bonded touch (Su): Necrocarnates learn a great many uses of the necrocarnum touch soulmeld; as a result, they have developed a way to use it in conjunction with other soulmelds. As long as you have at least one other necrocarnum soulmeld shaped, you may shape the necrocarnum touch soulmeld without it occupying a chakra or using up one of your daily soulmelds. If you bind necrocarnum touch to your arms chakra, the soulmeld occupies the arms chakra as normal.

    In addition, whenever you have the necrocarnum touch soulmeld shaped, you can make touch attacks with it in place of normal attacks (instead of as a standard action). This allows you, for example, to make multiple attacks with the soulmeld as part of a full-attack action if your base attack bonus is +6 or greater. This benefit applies even when you make ranged touch attacks by using the arms chakra bind ability.

    Harvest soul energy (Su): Beginning at 2nd level, whenever you damage an opponent with your necrocarnum touch (to a maximum of once per round), you gain one point of temporary essentia which you may immediately invest in your necrocarnum soulmelds as part of the same action. This temporary essentia lasts for a number of rounds equal to the number of essentia invested in your necrocarnum touch when you gain it. If you later change the number of essentia invested in necrocarnum touch, the duration of any existing temporary essentia you gained from this ability does not change. Temporary essentia granted by this ability stack.

    Chakra binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your lesser chakras (arms, brow, and shoulders), in addition to any other chakras you have available. When you attain 8th level, your greater chakras (throat and waist) become available for chakra binds. At 11th level, you can bind soulmelds or magic items to your heart chakra, and at 13th level your soul chakra becomes available.

    Necrocarnum soulshield (Su): At 4th level, the necrocarnum that you surround yourself with provides some protection against other harmful effects. You gain a profane bonus to all your saving throws equal to half the number of necrocarnum soulmelds you have bound at any time.

    Necrocarnum animation (Su): Upon reaching 5th level, you gain an incredible command over the powers of necrocarnum and undeath. Whenever your kill a creature with your necrocarnum touch attack, you may choose to have that creature rise 1d4 rounds later as a necrocarnum zombie under your control. The necrocarnum zombies you create remain under your control indefinitely. No matter how many times you use this ability, however, you can control only 4 HD worth of necrocarnum zombies per meldshaper level. If you exceed this number, all the newly created zombies fall under your control, and any excess zombies from previous uses of this ability become uncontrolled. (You choose which creatures are released.) If you have the necrocarnum circlet bound to your crown chakra, the necrocarnum zombie created by that chakra bind does not count toward the limit.

    Improved necrocarnum touch (Su): Beginning at 6th level, the damage dealt by your necrocarnum touch soulmeld increases to 1d10 per essentia invested in the soulmeld. In addition, your necrocarnum touch threatens a critical on a 19 or 20, and whenever you successfully confirm a critical hit with it, your opponent gains one negative level, as per the enervation spell (with a caster level equal to your meldshaper level).

    Transfer soul energy (Su): Beginning at 7th level, you can redistribute essentia you gain from harvesting soul energy among your undead minions. As an immediate action, you may transfer any number of temporary essentia gained from your Harvest Soul Energy class feature to any necrocarnum zombie or zombies under your control. You may distribute the essentia however you like among your controlled zombies, who can immediately invest it without spending an action.

    Necrocarnum skin (Su): At 9th level, the necrocarnum you've shaped has infused your living skin with some of its profane essence. You gain damage reduction equal to the number of necrocarnum soulmelds you have shaped at any time, which is overcome only by good-aligned weapons. In addition, you gain resistance to one energy type of your choice equal to twice the number of necrocarnum soulmelds you have shaped at any time. You can change the type of energy resistance at any time by spending a swift action.

    Greater necrocarnum touch (Su): Upon reaching 10th level, the damage dealt by your necrocarnum touch soulmeld increases to 1d12 per essentia invested in the soulmeld. In addition, your necrocarnum touch threatens a critical hit on an 18, 19, or 20, and whenever you successfully confirm a critical hit with it, your opponent gains 1d4 negative levels, as per the energy drain spell (with a caster level equal to your meldshaper level). The DC to remove the negative level is equal to 10 + 1/2 meldshaper level + the number of essentia invested in necrocarnum touch.

    Consume soul energy (Su): At 12th level, when one of your minions is destroyed, you can consume the necrocarnum within it, regaining temporary power. Whenever a necrocarnum zombie under your control is reduced to 0 or fewer hit points, as an immediate action you may gain a number of temporary essentia equal to the essentia pool of the zombie (not including any temporary essentia it gained through your Transfer Soul Energy power). This temporary essentia lasts for one round, and stacks with temporary essentia gained from other sources. Using this ability destroys the soul of the original creature utterly, preventing any form of raising or resurrection. There is a 50% chance that a wish,miracle, or true resurrection spell cannot restore to life a victim consumed by this spell; check once for each destroyed creature, and if the d% roll fails, the creature cannot be brought back to life by mortal magic.

    Necrocarnum apocalypse: Upon reaching 13th level, the number of Hit Dice of necrocarnum zombies you can control with your Necrocarnum Animation class feature increases to 8 HD times your meldshaper level.
    Last edited by sirpercival; 2012-10-07 at 09:40 PM.
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    New Necrocarnum Soulmelds

    Spoiler
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    Necrocarnum Aura
    Descriptors: Necrocarnum.
    Classes: Incarnate.
    Chakra: Shoulders, Soul.
    Saving Throw: None.

    Twisted, crackling necrocarnum extends from you, darkening the air around you with chill.

    While you have necrocarnum aura shaped, all opponents within 10 feet of you suffer a -2 morale penalty on saving throws. This is a mind-affecting fear effect. Essentia: For every point of essentia invested in the necrocarnum aura, opponents affected by the aura suffer a -1 penalty on attack rolls. This is a mind-affecting fear effect.

    Chakra Bind (Shoulders) Your necrocarnum aura affects all opponents with 30 feet of you.

    Chakra Bind (Soul) The penalties imposed by your necrocarnum aura are no longer morale penalties, becoming untyped -- however, they do not stack with penalties imposed by other necrocarnum auras. In addition, the ability of the necrocarnum aura is no longer a mind-affecting fear affect.


    Necrocarnum Boots
    Descriptors: Necrocarnum.
    Classes: Incarnate.
    Chakra: Feet.
    Saving Throw: None.

    As necrocarnum envelops your feet and ankles, the ground beneath you shrivels and blackens, and your shadow gyrates sickeningly behind you.

    When you shape necrocarnum boots, you gain a +4 circumstance bonus to Jump checks as necrocarnum billows out of the boots behind you. Essentia: Every point of essentia invested in the necrocarnum boots increases the bonus to Jump checks by +2.

    Chakra Bind (Feet) You gain the ability to levitate yourself (as the spell), with a speed of 10 feet per essentia invested in this soulmeld, as the necrocarnum beneath your feet gains solidity and supports you.


    Necrocarnum Gaze
    Descriptors: Necrocarnum.
    Classes: Incarnate.
    Chakra: Brow.
    Saving Throw: Will.

    Your eyes cloud with shadowy necrocarnum, radiating a painful blackness.

    As long as you have necrocarnum gaze shaped, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Essentia: Unconscious living creatures within 30 feet of you suffer 1d6 points of damage per round for every point of essentia invested in the necrocarnum gaze. This is a gaze attack.

    Chakra Bind (Brow) Conscious, living creatures within 30 feet are subject to your gaze attack, and must make a Will save or take 1d6 points of nonlethal damage per round for every point of essentia invested in the necrocarnum gaze.


    Necrocarnum Gloves
    Descriptors: Necrocarnum.
    Classes: Incarnate.
    Chakra: Hands.
    Saving Throw: None.

    Necrocarnum twists into shadowy prongs stretching forward from the ends of your arms. They ripple and writhe with the slightest breeze.

    With necrocarnum gloves shaped, you gain a +2 circumstance bonus on Open Lock and Sleight of Hand checks. Essentia: Every point of essentia invested in the necrocarnum gloves increases the bonus to Open Lock and Sleight of Hand checks by +2.

    Chakra Bind (Hands) Your natural reach doubles, but only for touch attacks and natural attacks made with your arms (such as unarmed strikes, claw attacks, or slam attacks).


    Necrocarnum Spear
    Descriptors: Necrocarnum.
    Classes: Incarnate.
    Chakra: Arms.
    Saving Throw: None.

    A long shaft of necrocarnum springs into being in your hands, its point wickedly sharp.

    You shape necrocarnum into a longspear (sized normally for you). The longspear functions as a normal longspear, except that it deals half piercing and half profane damage. Your necrocarnum spear cannot be sundered or otherwise destroyed (except by effects that unshape soulmelds). If your necrocarnum spear leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible, it falls at your feet (but attempts to return again on your next turn). Any other creature attempting to wield your necrocarnum spear gains none of its special benefits (but can wield it as a normal longspear). Essentia: When you invest essentia into your necrocarnum spear, it gains a +1 enhancement bonus to attack and damage for each invested essentia.

    Chakra Bind (Arms) When you hit a living creature with your necrocarnum spear, you can release the spear, letting it pull itself into the target's body. The spear deals damage equal to that dealt by the initial hit every round until removed, at which point it dissipates. While the spear is embedded in the subject, the subject also suffers a penalty to AC equal to the number of essentia invested in the spear. The subject can attempt a Fortitude save as a standard action to remove the spear. You can create a new necrocarnum spear without dissipating ones already embedded in living creatures.


    Necrocarnum Wake
    Descriptors: Necrocarnum.
    Classes: Incarnate.
    Chakra: Feet.
    Saving Throw: Reflex.

    As you walk, the ground behind you is covered with a disgusting residue of necrocarnum which dissipates slowly.

    While you have necrocarnum wake shaped, spaces you move through are tainted for 1 minute, dealing 1d4 damage to creatures that attempt to move through them. A creature who remains in a tainted square suffers this damage every round at the beginning of your turn. You are immune to your own necrocarnum wake. Essentia: Every point of essentia invested in the necrocarnum wake increases the damage cause by tainted squares by 1d4.

    Chakra Bind (Feet) Black skeletal hands made of the souls of the dead bound in necrocarnum grasp at those who pass through the tainted trail you leave behind. Any creature who attempts to move through a square tainted by your necrocarnum wake must make a Reflex save or be immobilized for 1 round. A successful save allows passage through tainted squares for 1 round.

    Last edited by sirpercival; 2012-08-20 at 05:25 PM.
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    Primal Soul

    This is an incarnum+psionic dual progression, based on black blood cultist and entered via Wilder/Totemist.

    Requirements
    Alignment: Any non-good
    Skills: Survival 6 ranks, Knowledge (Psionics) 6 ranks
    Feats: Azure Talent
    Special: Ability to bind a soulmeld to the totem chakra, wild surge +2

    HD: d8

    Skills: The Primal Soul's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (arcana, nature, psionics, the planes) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skill points per level: 4 + Int


    {table=head] Level | BAB | Fort | Ref | Will | Special | Manifesting or Meldshaping
    1 | +0 | +0 | +2 | +2 | Chakra bind (hands), claw bind, damage reduction 1/silver, primal powers | +1 level of existing manifesting class and +1 level of existing meldshaping class
    2 | +1 | +0 | +3 | +3 | Primal essentia | +1 level of existing meldshaping class
    3 | +2 | +1 | +3 | +3 | Scent, Improved Grapple | +1 level of existing manifesting class
    4 | +3 | +1 | +4 | +4 | Chakra bind (crown, feet), damage reduction 3/silver | +1 level of existing meldshaping class
    5 | +3 | +1 | +4 | +4 | Primal talent | +1 level of existing manifesting class
    6 | +4 | +2 | +5 | +5 | Stranglehold | +1 level of existing meldshaping class
    7 | +5 | +2 | +5 | +5 | Greater claw bind | +1 level of existing manifesting class
    8 | +6 | +2 | +6 | +6 | Savage grapple | +1 level of existing meldshaping class
    9 | +6 | +3 | +6 | +6 | Chakra bind (arms, brow, shoulders), damage reduction 5/silver | +1 level of existing manifesting class
    10 | +7 | +3 | +7 | +7 | Primal Apotheosis | +1 level of existing manifesting class and +1 level of existing meldshaping class[/table]

    Manifesting: At the levels indicated in the table, a primal soul gains additional power points per day and access to new powers as if he also gained a level in any one manifesting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit he would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). If he had more than one manifesting class before becoming a primal soul, he must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.

    Meldshaping: At the levels indicated in the table, a primal soul increases his meldshaper level, the number of soulmelds he can shape, the number of chakra binds he can create, and his essentia pool as if he had gained a level in a meldshaping class to which he belonged prior to gaining the soul manifester level. He does not, however, gain any other abilities of that class, such as new tiers of chakra binds. If he had more than one meldshaping class before becoming a primal soul, he must decide to which class to add each level for the purpose of determining his essentia pool, meldshaper level, and number of soulmelds and chakra binds available.

    Chakra bind: A primal soul can bind a soulmeld to his hands chakra. At 4th level, he gains the ability to bind soulmelds to his crown and feet chakras; at 9th level, he gains the ability to bind soulmelds to his arms, brow, and shoulder chakras.

    Claw bind: Whenever a primal soul binds a soulmeld to his hands chakra, he may choose to forgo the usual benefit of the chakra bind to instead gain the benefit of binding that soulmeld to the totem chakra, if the soulmeld would grant him a claw attack. The primal soul may not use this ability for a soulmeld that cannot be bound to the totem chakra, or a soulmeld that does not grant a claw attack.

    Alternatively, whenever the primal soul manifests the claws of the beast power, he may bind it to his hands chakra. If he does so, the duration of the power does not end until he shapes new soulmelds the next day, and he gains an enhancement bonus to attack and damage rolls with the claws equal to the number of essentia he invests in this class feature.

    Primal powers: Add the following powers to the primal soul's class list. The primal soul may learn these powers as they normally learn powers.
    1st level -- bite of the wolf, claws of the beast, grip of iron, metaphysical claw, prevenom
    2nd level -- painful strike, psionic lion's charge
    3rd level -- claws of the vampire, duodimensional claw
    4th level -- claw of energy, truevenom

    Damage reduction (Ex): A primal soul gains damage reduction 1/silver. This damage reduction stacks with DR gained from other sources, and it increases by 1 each at 4th and 9th level.

    Primal essentia: Beginning at 2nd level, whenever a primal soul uses his wild surge ability, gains 1 temporary essentia which he can immediately invest (subject to the essentia capacity of his receptacles). This temporary essentia lasts for a number of rounds equal to one-half his class level, rounded down.

    Scent (Ex): At 3rd level, a primal soul gains the scent special ability.

    Improved Grapple: A primal soul gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.

    Primal talent: Beginning at 5th level, when a primal soul invests essentia in the Azure Talent feat, the amount of bonus power points he receives increases to 3 times the amount of invested essentia.

    Stranglehold: A 6th-level primal soul learns how to snap the necks of fallen enemies, allowing him to perform a coup-de-grace with a claw attack as a move action.

    Greater claw bind: At 7th level, the base damage of a primal soul's claw attacks gained through the claw bind class feature increases by one step, as if they had the Improved Natural Attack (claw) feat. This increase stacks with the feat.

    Savage grapple: Starting at 8th level, a primal soul deals damage as if he had hit with all his natural weapons on a successful grapple check.

    Primal apotheosis: At 10th level, a primal soul has completely subsumed the psychic power within him. Once per day as a swift action, he may expend his psionic focus and spend 15 power points to treat all of his soulmelds, incarnum feats (except Azure Talent), and other incarnum receptacles as if the maximum allowed quantity of essentia had been invested in them. He is also immune to any effect which would reduce his essential pool or unshape his soulmelds. This effect lasts for a number of rounds equal to half his manifester level.
    Last edited by sirpercival; 2012-08-20 at 05:37 PM.
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    SOULFUSED TRANSCENDANT

    "By three methods we may learn wisdom: First, by reflection, which is noblest; Second, by imitation, which is easiest; and third by experience, which is the bitterest."
    --Confucius

    A Soulfused Transcendant bonds with particular soulmelds, binding them permanently to his chakras.

    BECOMING A SOULFUSED TRANSCENDANT
    The fastest path to becoming a Soulfused Transcendant is from the Incarnate or Totemist class.

    ENTRY REQUIREMENTS
    Skills: Knowledge (arcana) 13 ranks.
    Feats: Expanded Soulmeld Capacity
    Meldshaping: Ability to shape 4 soulmelds, ability to bind a soulmeld to a lesser chakra.

    Hit die: d6.

    Class Skills
    The Soulfused Transcendant's class skills are Concentration, Craft, Knowledge (arcana), Knowledge (the planes), Listen, Profession, Spot, and Spellcraft.
    Skills Points at Each Level : 2 + Int

    {table=head]Level | BAB | Fort |Ref |Will |Special
    1 | +0 | +2 | +0 | +2 |Soulfused chakra (least), soulmeld training
    2 | +1 | +3 | +0 | +3 |Soulfused chakra (least)
    3 | +2 | +3 | +1 | +3 |Soulfire 1/day
    4 | +3 | +4 | +1 | +4 |Soulfused chakra (lesser)
    5 | +3 | +4 | +1 | +4 |Soulfused chakra (lesser)
    6 | +4 | +5 | +2 | +5 |Soulfire 2/day
    7 | +5 | +5 | +2 | +5 |Soulfused chakra (greater)
    8 | +6 | +6 | +2 | +6 |Soulfused essence
    9 | +6 | +6 | +3 | +6 |Soulfire 3/day
    10 | +7 | +7 | +3 | +7 |Soulfused chakra (advanced)
    [/table]

    Weapon and Armor Proficiencies: Soulfused Transcendents gain no new weapon, armor, or shield proficiencies.

    Soulmeld training: Your soulfused transcendent levels stack with your other meldshaping class levels to determine the effective meldshaper level for your soulmelds.

    Soulfused chakra: You gain the ability to permanently bind a soulmeld to a chakra. Choose any soulmeld you have the ability to shape, and one of your least chakras (crown, feet, or hands); every time you shape your soulmelds for the day, you also shape the chosen soulmeld and bind it to the chosen chakra. This soulmeld and chakra bind do not count against the normal number of shaped soulmelds and chakra binds you gain from your other meldshaping levels, and does not restrict any other soulmeld or magic item from being bound to the same chakra. At 2nd level, you gain an additional soulfused least chakra; at 4th and 5th level, you gain a soulfused lesser (arms, shoulders, or brow) or least chakra; at 7th level, you gain a soulfused greater (throat or waist), lesser, or least chakra; and at 10th level you gain a soulfused advanced (heart or soul), greater, lesser, or least chakra. The normal restriction of one chakra bind per soulmeld still applies. If you have the ability bind to a chakra not listed above (such as a Totemist's totem chakra), you may substitute that chakra for any other soulfused chakra you would gain at any level.

    Soulfire (Su): Beginning at 3rd level, you gain the ability to fill your soulfused chakras to the brim with essentia. Once per day as a swift action which does not provoke attacks of opportunity, you can treat all of your soulfused soulmelds as if they were filled to capacity with temporary essentia. As part of the same action, you can reallocate your normal essentia pool to any other soulmelds or essentia receptacles you have, if you wish. This temporary essentia persists for a number of rounds equal to 3 + your Soulfused Transcendent level. At 6th and 9th level, you gain an additional daily use of this ability.

    Soulfused Essence (Su): Upon reaching 8th level, you have soulfused your chakras so often that they are now permanently bound to the soulmelds you've fused. Your soulfused soulmelds cannot be unshaped by any means, and do not unshape at the end of the day. They are continually active even when you are in an antimagic field or dead magic zone, being powered by your own soul energy instead of the ambient incarnum used by other soulmelds.
    Last edited by sirpercival; 2012-08-20 at 05:54 PM.
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    SOULKNIGHT

    "Your cause is pointless, and will be ignored -- or destroyed."
    -Gant Marick, soulknight

    A soulknight walks a path that is clear (even when crooked), the fullest manifestation of their own essence.

    BECOMING A SOULKNIGHT
    With the correct feat selection, any character may become a soulknight, though the fastest path is through a combination of Incarnate and Crusader.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +4
    Feats: Azure Meditation.
    Meldshaping: Ability to shape the Incarnate Weapon soulmeld, ability to bind a soulmeld to a chakra.
    Maneuvers: One Devoted Spirit maneuver, one Devoted Spirit stance.

    Hit die: d8.

    Class Skills
    The Soulknight's class skills are Balance, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (religion), Martial Lore, Profession, and Ride.
    Skills Points at Each Level : 4 + int

    {table=head]Level | BAB | Fort | Ref | Will | Man. Known | Man. Readied | Stances Known | Special | Meldshaping
    1 | +1 | +2 | +0 | +2 | 0 | 0 | 1 | Disciplined weapon, devotion chakra bind | —
    2 | +2 | +3 | +0 | +3 | 0 | 0 | 0 | Incarnate strike, chakra bind (crown, feet, hands) | +1 level of existing class
    3 | +3 | +3 | +1 | +3 | 1 | 0 | 0 | Devotion chakra bind (+1 meldshaper level) | +1 level of existing class
    4 | +4 | +4 | +1 | +4 | 0 | 1 | 0 | Devoted essentia stance | +1 level of existing class
    5 | +5 | +4 | +1 | +4 | 0 | 0 | 1 | Devotion chakra bind (+1 capacity) | +1 level of existing class
    6 | +6 | +5 | +2 | +5 | 1 | 0 | 0 | Incarnate counter | —
    7 | +7 | +5 | +2 | +5 | 0 | 0 | 0 | Devotion chakra bind (+1 DC) | +1 level of existing class
    8 | +8 | +6 | +2 | +6 | 0 | 1 | 0 | Force of will, chakra bind (arms, brow, shoulders) | +1 level of existing class
    9 | +9 | +6 | +3 | +6 | 1 | 0 | 0 | Devotion chakra bind (+2 capacity) | +1 level of existing class
    10 | +10 | +7 | +3 | +7 | 0 | 0 | 0 | Devotion incarnate | +1 level of existing class[/table]


    Weapon and Armor Proficiencies: A soulknight gains no new weapon or armor proficiencies.

    Meldshaping: At each soulknight level except 1st and 6th, 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 soulknight 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 a soulknight, 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.

    Maneuvers: At 3rd level and every 3 levels after, you gain a new maneuver known from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full soulknight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 4th level and 8th level, you gain an additional maneuver readied (and granted, if applicable) per day.

    Stances known: At 1st and 5th level, you learn a new martial stance from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven disciplines. You must meet a stance's prerequisite to learn it.

    Disciplined weapon (Su): Whenever you invest essentia into your Azure Meditation feat, if you have your Incarnate Weapon soulmeld shaped, if you choose you may change the weapon type into any preferred weapon for the discipline you chose with Azure Meditation. You must be proficient with the chosen weapon. Any feats you have which would normally only apply to the Incarnate Weapon's original type still grant you their benefit.

    Devotion chakra bind: You gain access to a unique chakra: the devotion chakra. This chakra is not associated with any location on the body, but rather represents your dedication to your own soul and essence. Since the devotion chakra doesn’t match a body location, binding a soulmeld to this chakra doesn’t restrict your use of magic items that take up a body location, and you can bind any soulmeld to which you have access to the devotion chakra. Soulmelds bound to your devotion chakra cannot be unshaped or unbound by any means by an outside source (though you can unshape and unbind them as normal), and unlike other soulmelds, continue to function in an antimagic field or null magic zone.

    Whenever you bind a soulmeld to your devotion chakra, choose one other chakra which that soulmeld could be bound to. You gain an additional effect based on the chakra you choose and the essentia invested in the soulmeld, as shown in the table below.

    Beginning at 3rd level, any soulmeld bound to your devotion chakra has an effective meldshaper level 1 higher than normal for your other soulmelds. At 5th level, any soulmeld bound to your devotion chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. At 7th level, the DC for any effects caused by any soulmeld bound to your devotion chakra increases by +1. At 9th level, any soulmeld bound to your devotion chakra has an essentia capacity 2 higher than the normal capacity for your soulmelds.

    {table=head]Chakra | Effect
    Crown | +2 attack and damage with Diamond Mind maneuvers per invested essentia
    Feet | +2 attack and damage with Desert Wind maneuvers per invested essentia
    Hands | +2 attack and damage with Shadow Hand maneuvers per invested essentia
    Arms | +2 attack and damage with Setting Sun maneuvers per invested essentia
    Brow | +2 attack and damage with Devoted Spirit maneuvers per invested essentia
    Shoulders | +2 attack and damage with Iron Heart maneuvers per invested essentia
    Throat | +2 attack and damage with White Raven maneuvers per invested essentia
    Waist | +2 attack and damage with Stone Dragon maneuvers per invested essentia
    Heart | Gain 2 temp hp per invested essentia each time you initiate a maneuver
    Soul | +1 insight to saves per invested essentia for 1 round each time you initiate a maneuver
    Totem | +2 attack and damage with Tiger Claw maneuvers per invested essentia[/table]

    Incarnate strike (Su): When you reach 2nd level, whenever you invests essentia into your Incarnate Weapon soulmeld, you may choose to gain the benefit of this ability instead of the normal effects you would have gained from investing essentia in the soulmeld. If you do so, whenever you initiate a strike, you may heal any ally within 30 feet 1d6 hit points per point of invested essentia.

    Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 2nd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

    Devoted essentia stance (Su): At 4th level, you learn how to channel the energy from one of your stances in a new way. While you are in a Devoted Spirit stance, you can forgo its normal benefit as a swift action to gain the effect of devoted essentia stance. This ability lasts as long as you would maintain the stance; you can also stop using devoted essentia stance and resume gaining the normal benefit of the stance as a swift action. When you activate this ability, you gain 1 bonus essentia for as long as you remain in the stance; this bonus essentia increases by 1 for every 3 levels after 4th (granting you 2 bonus essentia at 7th, and 3 bonues essentia at 10th). You can invest the bonus essentia as part of the same action as activating this ability.

    Incarnate counter (Su): Beginning at 6th level, whenever you initiate a counter, you gain an insight bonus to Armor Class equal to twice the number of essentia invested in this class feature. This bonus lasts for 1 round per two class levels (rounded down).

    Force of will (Ex): Upon reaching 8th level, you can expend a readied maneuver as an immediate action to substitute a Will save for a Fortitude or Reflex save. You may use this ability a number of times per day equal to your Constitution modifier.

    Devotion incarnate (Su): At 10th level, when assigning your chakra binds for the day, you can bind a single stance that you know to your Soul chakra; this requires a daily chakra bind, but can be done even if you cannot normally bind soulmelds to your Soul chakra. Once the chosen stance is bound to your Soul chakra, you gain the benefits of that stance until you unshape your soulmelds for the day. You can then enter and gain the benefit of other stances (in addition to the benefit of your bound stance) as normal. Unlike other chakra binds, binding a stance to your Soul chakra with this ability does not prevent you from using magic items in the associated body slot.
    Last edited by sirpercival; 2012-10-07 at 09:41 PM.
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    TIGER AVATAR

    "I've always wondered if humans have gizzards... maybe I'll open you up and find out."
    -Thrug, tiger avatar

    A rush of wind, claws flashing in the moonlight, and then... a sickening thud.

    BECOMING A TIGER AVATAR
    A tiger avatar must have levels in Totemist, and most also have levels in Warblade or Swordsage (though with the correct feat selection this is unnecessary).

    ENTRY REQUIREMENTS
    Base Attack Bonus: +4
    Feats: Midnight Recovery.
    Meldshaping: Ability to bind a soulmeld to the Totem chakra.
    Maneuvers: One Tiger Claw maneuver, one Tiger Claw stance.

    Hit die: d10

    Class Skills
    The Tiger Avatar's class skills are Balance, Climb, Concentration, Craft, Handle Animal, Hide, ntimidate, Jump, Knowledge (nature), Knowledge (the planes), Listen, Martial Lore, Profession, Ride, Spot, Survival, Swim, Tumble
    Skills Points at Each Level : 4 + int

    {table=head]Level | BAB | Fort | Ref | Will | Man. Known | Man. Readied | Stances Known | Special | Meldshaping
    1 | +1 | +2 | +2 | +0 | 0 | 0 | 0 | Essence of the hunter 2, totem claws | —
    2 | +2 | +3 | +3 | +0 | 1 | 0 | 0 | Smoke in the grass | +1 level of existing class
    3 | +3 | +3 | +3 | +1 | 0 | 1 | 0 | Chakra bind (crown, feet, hands) | +1 level of existing class
    4 | +4 | +4 | +4 | +1 | 1 | 0 | 0 | Tiger soul +1 | +1 level of existing class
    5 | +5 | +4 | +4 | +1 | 0 | 0 | 1 | Essence of the hunter 4 | +1 level of existing class
    6 | +6 | +5 | +5 | +2 | 1 | 1 | 0 | Totem transformation | —
    7 | +7 | +5 | +5 | +2 | 0 | 0 | 0 | Tiger soul +2 | +1 level of existing class
    8 | +8 | +6 | +6 | +2 | 1 | 0 | 0 | Sudden kill, chakra bind (arms, brow, shoulders) | +1 level of existing class
    9 | +9 | +6 | +6 | +3 | 0 | 1 | 0 | Essence of the hunter 6 | +1 level of existing class
    10 | +10 | +7 | +7 | +3 | 1 | 0 | 0 | Walk with the reaper, tiger soul +3 | +1 level of existing class[/table]

    Weapon and Armor Proficiencies: A tiger avatar gains no new weapon or armor proficiencies.

    Meldshaping: At each tiger avatar level except 1st and 6th, 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 tiger avatar 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 a tiger avatar, 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.

    Maneuvers: At every even level, you gain a new maneuver known from Tiger Claw or Shadow Hand disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full tiger avatar levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied (and granted, if applicable) per day.

    Stances known: At 5th level, you learn a new martial stance from the Tiger Claw or Shadow Hand disciplines. You must meet a stance's prerequisite to learn it.

    Essence of the hunter (Su): Tiger avatars know that the first blood you draw is the most important. The first time you successfully deal damage to an opponent in combat, you gain 2 bonus essentia which last for 1 round, which you can invest in your soulmelds immediately. You gain the benefit of this ability the first time you damage each opponent in a given encounter. The amount of bonus essentia granted by this ability increases by 2 every 4 levels.

    Totem claws (Su): Whenever you are in a Tiger Claw stance and have a soulmeld bound to your totem chakra that grants you a claw attack, the essentia capacity of that soulmeld increases by 1. In addition, any claw attacks you gain from soulmelds or Totem Transformation count as Shadow Hand preferred weapons.

    Smoke in the grass (Ex): Beginning at 2nd level, you can use the Hide skill even while being observed. In addition, whenever you initiate a strike against an opponent who is denied their Dexterity bonus to AC against your attack, you gain a +2 bonus on attack and damage rolls for that strike for each essentia invested in this class feature.

    Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

    Tiger soul (Su): Upon reaching 4th level, whenever you perform a Tiger Claw strike with claws granted to you by a soulmeld bound to your totem chakra (or your Totem Transformation ability, see below), the critical threat range of your claws increases by +1. This threat range increase stacks with other effects that would increase your threat range (such as the Improved Critical feat), but is applied last so that it is not multiplied. The threat range increase is raised by 1 for every 3 levels after 4th (an increase of +2 at 7th level, and +3 at 10th level).

    Totem transformation (Su): At 6th level, you gain the ability transform into your totem animal. While you are in a Tiger Claw stance and have a soulmeld bound to your Totem chakra that grants you a claw attack, you can forgo the normal benefits as a swift action to gain the effect of the totem transformation. You can reassign the essentia you had invested in the soulmeld as part of the same action. This ability lasts as long as you would maintain the stance and have the soulmeld shaped; you can also stop using the totem transformation and resume gaining the normal benefit of the stance and soulmeld as a swift action.

    When you activate this ability, you transform into a hybrid creature similar to a weretiger. You gain a +3 bonus to Strength, a +1 bonus to Dexterity, a +1 bonus to Constitution, and a +1 bonus to natural armor for each essentia invested in this class feature. You gain 2 primary claw attacks which do 1d4 base damage and 1 secondary bite attack which does 1d6 base damage (for a Medium creature). You gain the scent ability and low-light vision if you did not have them already, as well as damage reduction 2/silver for each essentia invested in this class feature.

    Sudden kill (Ex): When you reach 8th level, whenever a creature that you threaten in melee becomes unconscious or helpless, you may expend a readied Tiger Claw maneuver as a free action to perform a coup de grace with all of your natural weapons gained from soulmelds or your Totem Transformation ability.

    Walk with the reaper (Ex): At 10th level, you are truly an avatar of the hunter, and your opponents must tread warily. Whenever you threaten an enemy in combat, that enemy must make a Will save opposed by the result of your Intimidate check or become frightened; a successful save leaves them shaken. Enemies who are normally immune to fear gain a +4 bonus to their Will save, and are shaken on a failed save (no effect on a successful save). This is a passive ability, which requires no action to use.
    Last edited by sirpercival; 2012-10-07 at 09:41 PM.
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    DRACARNUM SAVANT

    "All magical creatures are descended from dragons (of course, some more distantly than others). It is when we tap into this shared essence that we recover the ancient knowledge which we have lost."
    -Eldrex Hearth, dracarnum savant and scholar

    Deep within a dragon's soul is a shining gem, where each facet shows a glimmer of possibility: the fates of those tied to the ancient and arcane creature that understands magic and nature beyond humanity's furthest reckoning.

    BECOMING A DRACARNUM SAVANT
    A dracarnum savant is most often a Dragonfire Adept / Incarnate or Totemist, though it is possible to qualify as simply a DFA with the appropriate feats.

    ENTRY REQUIREMENTS
    Feats: Dragontouched.
    Meldshaping: Ability to bind a soulmeld to a chakra.
    Invocations: Must know two draconic invocations.
    Special: Breath weapon 2d6, Scales class feature.

    Hit die: d6.

    Class Skills
    The Dracarnum Savant's class skills are Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Search, Sense Motive, Speak Language, Spellcraft, Spot, and Use Magic Device.
    Skills Points at Each Level : 4 + int

    {table=head]Level | BAB | Fort | Ref | Will | Special | Invoking and Meldshaping
    1 | +0 | +2 | +0 | +0 | Draconic totem (1 soulmeld) | +1 level of existing invoking and meldshaping classes
    2 | +1 | +3 | +0 | +0 | Breath meld 2d6 | +1 level of existing invoking and meldshaping classes
    3 | +2 | +3 | +1 | +1 | Dragonskin, chakra binds (crown, feet, hands) | +1 level of existing invoking class
    4 | +3 | +4 | +1 | +1 | Draconic totem (2 soulmelds) | +1 level of existing meldshaping class
    5 | +3 | +4 | +1 | +1 | Breath meld 3d6, dragoneyes | +1 level of existing invoking and meldshaping classes
    6 | +4 | +5 | +2 | +2 | Draconic essence | +1 level of existing invoking and meldshaping classes
    7 | +5 | +5 | +2 | +2 | Draconic totem (3 soulmelds) | +1 level of existing invoking class
    8 | +6 | +6 | +2 | +2 | Breath meld 4d6, chakra binds (arms, brow, shoulders) | +1 level of existing meldshaping class
    9 | +6 | +6 | +3 | +3 | Dragonheart | +1 level of existing invoking and meldshaping classes
    10 | +7 | +7 | +3 | +3 | Draconic totem (4 soulmelds), dragonsoul | +1 level of existing invoking and meldshaping classes[/table]

    Weapon and Armor Proficiencies: A dracarnum savant gains no new weapon or armor proficiencies.

    Meldshaping: At each even dracarnum savant level, 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 dracarnum savant 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 a dracarnum savant, 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.

    Invocations: At each odd level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the dracarnum savant level, including breath weapon damage. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a dracarnum savant, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

    Draconic totem: You gain the ability to bind certain soulmelds to your totem chakra (if you didn't have the ability already), just like a totemist, with the exceptions below (see the Totemist class feature description for more information). You can only bind Draconic soulmelds which have totem chakra effects to the totem chakra, unless you gain the ability to bind soulmelds to your totem chakra from another class. In addition, you add all draconic soulmelds to your class list.

    Unlike other chakras, draconic soulmelds that occupy your draconic totem chakra also occupy (and can be bound to) other chakras as well; however, they are limited to the chakras that they could normally occupy. For example, a dracarnum savant who binds the Dragon Tail soulmeld to his draconic totem chakra would choose to have the soulmeld also occupy the feet or waist chakra, and could bind the soulmeld to one of those chakras if he chose (and had enough daily chakra binds).

    At 1st level, you can bind one draconic soulmeld to your totem chakra; the number of draconic soulmelds you can bind to your totem chakra at a time increases by 1 for every three additional levels of dracarnum savant you take (2 at 4th level, 3 at 7th level, and 4 at 10th level). No matter how many draconic soulmelds you bind to your dragon totem chakra, it only costs 1 of your daily chakra binds.

    Breath meld (Su): Beginning at 2nd level, whenever you have a draconic soulmeld occupying your throat chakra, your breath weapon damage increases by 2d6 for each essentia you have invested in the soulmeld. This bonus damage increases by 1d6 per invested essentia for every 3 additional levels of dracarnum savant you take (3d6 at 5th level and 4d6 at 8th level).

    Dragonskin (Ex): Upon reaching 3rd level, you can invest incarnum to increase the thickness and hardness of your scales. Whenever you have a draconic soulmeld occupying your waist chakra, the natural armor bonus granted by your Scales class feature increases by +1 for every essentia you invest in the soulmeld.

    Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

    Dragoneyes (Su): At 5th level, whenever you have a draconic soulmeld occupying your brow chakra, you gain blindsense at a range of 5 feet per invested essentia.

    Draconic Essence (Su): Beginning at 6th level, whenever you cast a draconic invocation, you gain 1 bonus essentia which you can invest immediately. This bonus essentia lasts for 1 round for a least invocation, 2 rounds for a lesser invocation, 3 rounds for a greater invocation, or 4 rounds for a dark invocation.

    Dragonheart (Ex): At 9th level, whenever you have a draconic soulmeld occupying your heart chakra, you gain bonus hit points equal to your dracarnum savant level times the amount of essentia invested in the soulmeld.

    Dragonsoul (Su): When you reach 10th level, your connection with your dragon totem is unmatched. Whenever you have a draconic soulmeld occupying your soul chakra, you gain a +1 insight bonus to saves per invested essentia.
    Last edited by sirpercival; 2012-10-07 at 09:41 PM.
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    A prc for Warpsoul/Binders who want to know even more things that should not be known.

    WARPED DISCIPLE

    "That is not dead which can eternal lie,
    And with strange aeons even death may die."


    "The end is near. I hear a noise at the door, as of some immense slippery body lumbering against it. It shall not find me. God, that hand! The window! The window!"

    Some people, having tasted of the fruit of forbidden knowledge, simply cannot get enough of it. Those people become Warped Disciples, drawing on the strange and horrifying soul energy left behind by the inhabitants of the Far Realm.

    BECOMING A WARPED DISCIPLE
    A warped disciple begins as a Warpsoul, and either has levels of Binder or has the Improved Bind Vestige feat.

    ENTRY REQUIREMENTS
    Skills: Knowledge (the planes) 8 ranks.
    Meldshaping: Ability to bind a soulmeld to the crown chakra.
    Soul Binding: Ability to bind a 3rd-level vestige.
    Special: Touch of madness class feature.

    Hit die: d8.

    Class Skills
    The Warped Disciple's class skills are Bluff, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (the Planes), Profession, and Spellcraft.
    Skills Points at Each Level : 4 + int

    {table=head]Level | BAB | Fort | Ref | Will | Special | Meldshaping | Soul Binding
    1 | +0 | +0 | +0 | +2 | Forbidden lore, madness (DC) | +1 level of existing class | +1 level of existing class
    2 | +1 | +0 | +0 | +3 | Soulbound vestige | +1 level of existing class | -
    3 | +2 | +1 | +1 | +3 | Madness (refresh 1) | +1 level of existing class | +1 level of existing class
    4 | +3 | +1 | +1 | +4 | Chakra bind (feet, hands) | - | +1 level of existing class
    5 | +3 | +1 | +1 | +4 | Madness (essentia) | +1 level of existing class | +1 level of existing class
    6 | +4 | +2 | +2 | +5 | Improved soulbound vestige | +1 level of existing class | -
    7 | +5 | +2 | +2 | +5 | Madness (refresh 2) | +1 level of existing class | +1 level of existing class
    8 | +6 | +2 | +2 | +6 | Chakra bind (arms, brow, shoulders) | - | +1 level of existing class
    9 | +6 | +3 | +3 | +6 | Madness (capacity) | +1 level of existing class | +1 level of existing class
    10| +7 | +3 | +3 | +7 | Greater soulbound vestige, mindburn | +1 level of existing class | -
    11| +8 | +3 | +3 | +7 | Madness (refresh 3) | +1 level of existing class | +1 level of existing class
    12| +9 | +4 | +4 | +8 | Chakra bind (throat, waist) | - | +1 level of existing class[/table]

    Weapon and Armor Proficiencies: A warped disciple gains no new weapon or armor proficiencies.

    Meldshaping: At each warped disciple level shown in the table above, 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 warped disciple 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 a warped disciple, 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.

    Soul Binding Bonus: At each warped disciple level shown in the table, your soul binding ability improves as if you had also gained a level in the binder class. The given warped disciple levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained. If you do not have any levels in binder, your effective binder level is equal to the total number of soul binding levels you gain from warped disciple.

    Forbidden lore: When you become a warped disciple, you dedicate yourself to the forbidden lore of the Far Realm, inhabited by being so alien and horrifying that even the usual aberrations and vestiges seem tame and friendly in comparison. This dedication has its price, however -- your mind is tainted by its association with the Old Ones and Outer Gods, and so other vestiges will no longer respond to your summons for fear of bringing about the Old Ones' wrath. You can no longer bind any vestige available to a normal binder; instead, you may only form pacts with vestiges found here (or, since those aren't finished yet, The Demented One'se Mythos Vestiges found here, here, here, and here).

    Madness (Su): Upon entering this class, you gain a pool of Madness points (MP) equal to 5 times your Wisdom score. You can spend these madness points to increase the effectiveness of your vestige granted abilities and your soulmelds. Once spent or loss, MP do not return naturally, but can be restored by certain spells (up to a maximum of 5 times your Wisdom score). Heal, restoration, and greater restoration can restore 1 MP per caster level instead of their normal effect; limited wish, miracle, and wish restore you to your maximum MP. However, you can lose your grip on sanity rather quickly, with the right prompting. Whenever you are subject to a fear effect, you lose 1 MP per caster level of the effect (or HD of the creature producing the effect, if it does not have a caster level). In addition, any time you make a poor pact, make a Will save against the binding DC of the vestige or lose a number of MP equal to twice the level of the vestige.

    You can spend 2 MP at any time as a free action to apply a +1 insight bonus to the save DC of any soulmeld you have bound or one of your vestige granted abilities, for a number of rounds equal to your Wisdom modifier. At 3rd level, you can spend 3 MP whenever using a vestige granted ability that has a 5-round recharge time to reduce the recharge time by 1 round; at 7th level, doing so instead reduces the recharge time by 2 rounds, and at 11th level you reduce the recharge time by 3 rounds. Multiple applications of the ability to the same soulmeld or vestige granted ability do not stack.

    At 5th level, you can spend 4 MP as a free action at any time to gain one temporary essentia, which lasts for a number of rounds equal to your Wisdom modifier. You can invest that essentia immediately as part of the same free action. At 9th level, you can spend 5 MP at any time to apply a +1 insight bonus to the essentia capacity of one of your essentia receptacles for a number of rounds equal to your Wisdom modifier. You can reallocate your essentia immediately as part of the same free action to take advantage of this increased capacity.

    You no longer gain the usual benefit from your Touch of Madness ability; instead, you can use Touch of Madness to grant yourself temporary Madness points. As an immediate action, you can voluntarily take 1 point of Wisdom burn to grant yourself two temporary MP per warped disciple level, which last for a number of rounds equal to your (adjusted) Wisdom modifier. The Wisdom burned by this ability cannot be prevented, reduced, or healed by magic -- it must be healed normally. The temporary MP you gain are used up first, just like temporary hit points.

    Once per day, you can invest essentia into this class feature. You regain Madness points at a rate of 1 per hour per point of essentia invested in the class feature. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

    Soulbound vestige (Su): Beginning at 2nd level, when binding a vestige, you may bind the vestige to your Soul chakra. This requires one of your daily chakra binds, and works like any other chakra bind except that you bind a vestige (with which you've made a good pact) instead of a soulmeld. This ability counts as being able to bind a soulmeld to your Soul chakra.

    When a vestige is bound to your soul chakra, you gain some benefits. Once per day you can invest essentia in your soulbound vestige, where it remains for 24 hours or until you reshape your soulmelds and/or your pact with that vestige ends. You gain an insight bonus equal to the invested essentia on attack and damage rolls, skill checks, and saves relating to your vestige granted abilities, as well as an increase in your Madness pool equal to twice the invested essentia. In addition, while a vestige is bound to your soul chakra, the essentia capacity of all your soulmelds bound to other chakras increases by 1.

    Chakra binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 4th level, you can bind your soulmelds or magic items to your feet and hands chakras, in addition to any other chakras you have available. When you attain 8th level, your arms, brow, and shoulders chakras become available for chakra binds. At 12th level, you gain the ability to bind your soulmelds or magic items to your throat and waist chakras.

    Improved soulbound vestige (Su): At 6th level, you can invest and reallocate essentia in your soulbound vestige as normal any number of times per day. In addition, the insight bonus to attack and damage rolls, skill checks, and saves increases to twice the invested essentia.

    Greater soulbound vestige (Su): When you reach 10th level, whenever you have a vestige bound to your soul chakra, the essentia capacity of all your soulmelds bound to other chakras increases by an additional 1 (to 2 total). In addition, you can bind two vestiges to your soul chakra at once as per the Double Chakra feat; you invest essentia in each vestige individually.

    Mindburn At 10th level, you learn to call upon your madness to help you succeed at any cost. Whenever you fail a saving throw, you can spend MP as an immediate action equal to twice the amount you failed the save by; if you do so, you succeed on the saving throw instead.
    Last edited by sirpercival; 2014-01-31 at 02:05 PM.
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    This is a dual-progression prestige class for incarnum and spellshape auras, using DonQuixote's amazing Spellshaping Codices. However, since the system is currently undergoing a major overhaul, I may need to edit this extensively. Be warned.

    Azure Ascetic
    "There are a few of us who have learned the real secret of soul energy... and have managed to share it with others. It's not an easy path you have chosen, but I think, in the end, that you will find yourself better for it."
    --Sorrin Fleer, azure ascetic, to an aspiring pilgrim

    Some anchorites learn to connect, not only to the strength and power of their own soul, but to the combined soul-energy of all creatures who have ever lived, otherwise known as incarnum. These "azure ascetics" learn to increase the power and versatility of their spellshape auras by combining them with soulmelds, essentia, and chakra binds.

    Becoming an Azure Ascetic
    The most obvious path to becoming an azure ascetic includes levels in the anchorite class, as it grants the ability to project spellshape auras, and levels in an incarnum class. However, any spellshaper can gain a slightly weaker aura by taking the Spellshape Aura feat, and any character can gain access to soulmelds, essentia, and chakra binds through the relevant feats, allowing those of wildly varying backgrounds to enter this class.

    Entry Requirements
    Skills: Knowledge (arcana) 8 ranks
    Arcane Formulae: Ability to shape 2nd-level formulae
    Meldshaping: Ability to bind a soulmeld to a chakra
    Special: Must be able to project at least one spellshape aura

    {table=head]Level | BAB | Fort | Ref | Will | Form. Known | Form. Prepared | Special | Meldshaping
    1 | +0 | +0 | +0 | +2 | 1 | 0 | Aura bind I, aura investment | —
    2 | +1 | +0 | +0 | +3 | 0 | 1 | Aura bind I, chakra bind (crown, feet, hands) | +1 level of existing class
    3 | +1 | +1 | +1 | +3 | 1 | 0 | Aura bind I, soulmeld projection | +1 level of existing class
    4 | +2 | +1 | +1 | +4 | 1 | 0 | Aura bind II, spellshape infusion | +1 level of existing class
    5 | +2 | +1 | +1 | +4 | 1 | 0 | Aura bind II, improved aura investment | —
    6 | +3 | +2 | +2 | +5 | 0 | 1 | Aura bind II, chakra bind (arms, brow, shoulders) | +1 level of existing class
    7 | +3 | +2 | +2 | +5 | 1 | 0 | Aura bind III, improved soulmeld projection | +1 level of existing class
    8 | +4 | +2 | +2 | +6 | 1 | 0 | Aura bind III, greater aura investment | +1 level of existing class
    9 | +4 | +3 | +3 | +6 | 1 | 0 | Aura bind (heart), improved spellshape infusion | +1 level of existing class
    10| +5 | +3 | +3 | +7 | 0 | 1 | Aura bind (soul), chakra bind (throat, waist) | +1 level of existing class[/table]

    Class Skills (4 + Int modifier per level): Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcana, religion, the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

    Class Features
    All of the following are class features of the azure ascetic.

    Formulae: At each indicated level, you gain a new formula known from any of the circles of formulae to which you have access. In addition to meeting the formula's prerequisite, your spellshaping ability score must be equal to at least 10 + the formula's level in order to learn it. You add your full azure ascetic levels to your shaper level to determine your total shaper level and your highest-level formulae known.

    At each indicated level, you gain an additional formula prepared per day.

    Meldshaping: At each indicated level, 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 azure ascetic 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 azure ascetic, 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.

    Aura Investment (Su): At 1st level, you learn the most basic technique of the azure ascetic, that of investing essentia into your spellshape aura. You may invest essentia into any spellshape aura you project at any time, as if it were a soulmeld. For each essentia you invest in a spellshape aura, your effective shaper level for that aura increases by +1.

    Aura Bind (Su): Also at first level, you learn to bind your spellshape auras to your chakras. Choose one of your least chakras (crown, feet, or hands); you may use one of your daily chakra binds to bind your spellshape aura to that chakra. You gain access to another least chakra at level 2 and 3; for levels 4 thru 6, choose a lesser chakra (arms, brow, or shoulders) at each level; and at levels 7 and 8, choose a greater chakra (throat or waist) to gain access to. At level 9 you can bind a spellshape aura to your heart chakra, and at level 10 you can bind a spellshape aura to your soul chakra. You may bind a spellshape aura you project to any chakra you have access to through this ability, even if you do not have the ability to bind soulmelds to that chakra; each spellshape aura you project can be bound to only one chakra at a time. The benefit of binding a spellshape aura to a given chakra is described in the table below; each benefit applies to any creature affected by the bound spellshape aura.

    {table=head]Chakra | Benefit
    Crown | Gain a +1 bonus to Will saves to resist enchantment spells and effects for each essentia invested in the aura.
    Feet | Gain a +1 bonus to Reflex saves to take half damage from area-of-effect spells for each essentia invested in the aura.
    Hands | Gain a +1 bonus to attack rolls with spellshape attacks for each essentia invested in the aura.
    Arms | Gain a +2 bonus to opposed checks for each essentia invested in the aura.
    Brow | Gain blindsense at a range of 10 feet per essentia invested in the aura
    Shoulders | Reroll a natural 1 on a saving throw once per minute for each essentia invested in the aura.
    Throat | Gain damage reduction equal to three times the number of essentia invested in the aura, bypassed only by spellshape attacks.
    Waist | Each round, ignore 3 points of energy damage (of any type) per point of essentia invested in the aura.
    Heart | Gain fast healing equal to 3 times the number of essentia invested in the aura.
    Soul | Gain spell resistance equal to 10 + three times the number of essentia invested in the aura, which applies only to spells and spell-like abilities cast by enemies.[/table]

    Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 2nd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 6th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds, and at 10th level you can bind soulmelds or magic items to your greater chakras (throat and waist).

    Soulmeld Projection (Su): Once you reach 3rd level, you learn to project the effects of your soulmelds the same way you would a spellshape aura. At any time as a swift action, you can choose to forego the normal effect of a spellshape aura you project (including the effect of an aura bind, if applicable) to grant the benefit of any soulmeld you have shaped to all allies within range of your spellshape aura. You do not project the effects of the soulmeld's chakra binds, if applicable, only its base effect. You may reallocate your essentia as part of the same swift action.

    Spellshape Infusion (Su): Beginning at 4th level, you learn to blend spellshaping and incarnum to an even greater degree. Once per round as a free action, you may expend a prepared formula to gain 1 temporary essentia point which lasts for one round. You can immediately invest that essentia as part of the same action.

    Improved Aura Investment (Su): At 5th level, the essentia capacity of your spellshape auras increases by 1.

    Improved Soulmeld Projection: Starting at 7th level, whenever you use your soulmeld projection ability, if the soulmeld is bound to a chakra, any creatures affected by your soulmeld projection also gain the benefit of an aura bind for that chakra.

    Greater aura investment (Su): Upon reaching 8th level, the essentia capacity of your spellshape auras again increases by 1. In addition, whenever you shape a formula from the same circle as an aura you have essentia invested in, that formula gains a bonus to its effective shaper level equal to the amount of essentia invested in the spellshape aura.

    Improved Spellshape Infusion: At 9th level, your blending of incarnum and spellshaping is masterful. Whenever you use your spellshape infusion ability, you instead gain temporary essentia equal to half the level of the formula you expended, rounded up.
    Last edited by sirpercival; 2012-08-20 at 07:05 PM.
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    Wow... impressive work.

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    Quote Originally Posted by Deviston View Post
    Wow... impressive work.
    Thank you! I've now ported everything.
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    Anyone have comments on the Dracarnum Acolyte? I'm not sure I'm so happy with it...
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    Quote Originally Posted by sirpercival View Post
    Anyone have comments on the Dracarnum Acolyte? I'm not sure I'm so happy with it...
    You mean the Dracarnum Savant? Although you're welcome to make a Dracarnum Acolyte if you want.

    What's troubling you, exactly?

    Dragonheart is 9th in table and 8th in text.

    If you came in as a Totemist, you don't actually get any class features at level 1 of the class. This is totally fine since this is a dual progression class at level 1 and it's loaded with class features the rest of the levels. Just felt I should mention it. Actually, maybe add some or all draconic soulmelds to your soulmeld list at level 1?

    How does Dragonskin work if you don't have the Scales ability?

    Maybe change Dragoneyes to blindsense, not blindsight, as true dragons only have 'sense, not 'sight?

    I'll reiterate some of the points I remember being made in the original thread:
    - Draconic totem really outdoes the Totemist on its major class feature (4 binds instead of 2, and 3 free binds to boot).
    - Breath Meld is a major spike in damage for your breath weapon.
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Warped Acolyte (or whatever it is called) should link to the Demented One's Mythos Vestiges instead of Bhu's; they have the advantage of being done.
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    Quote Originally Posted by Garryl View Post
    You mean the Dracarnum Savant? Although you're welcome to make a Dracarnum Acolyte if you want.
    Yes, savant. Whooops. The acolyte will be for an Idealist ;)

    What's troubling you, exactly?
    I dunno, I got some comments on it on minmax that I didn't really understand but that made me think it wasn't good in a nebulous sort of way.

    Dragonheart is 9th in table and 8th in text.
    I shall fix.

    If you came in as a Totemist, you don't actually get any class features at level 1 of the class. This is totally fine since this is a dual progression class at level 1 and it's loaded with class features the rest of the levels. Just felt I should mention it. Actually, maybe add some or all draconic soulmelds to your soulmeld list at level 1?
    Yes, that's a good idea. Will do.

    How does Dragonskin work if you don't have the Scales ability?
    It works because it's an implied prereq (we had that discussion already)... but I'll make it an explicit prereq to avoid this problem.

    Maybe change Dragoneyes to blindsense, not blindsight, as true dragons only have 'sense, not 'sight?
    Hm, yes. Will do.

    I'll reiterate some of the points I remember being made in the original thread:
    - Draconic totem really outdoes the Totemist on its major class feature (4 binds instead of 2, and 3 free binds to boot).
    Any suggestions?
    - Breath Meld is a major spike in damage for your breath weapon.
    I never felt that the normal breath weapon damage was particularly awe-inspiring... you'll have something like 20d6 as a standard action at 20th level, which is definitely good, but doesn't seem overpowered as I think about it right now. Do you disagree?



    Warped Acolyte (or whatever it is called) should link to the Demented One's Mythos Vestiges instead of Bhu's; they have the advantage of being done.
    Yes, I'll include that as an alternative source as well. I had originally conceived the Warped Disciple while brainstorming with bhu, but I can add TDO's.
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    Quote Originally Posted by sirpercival View Post
    It works because it's an implied prereq (we had that discussion already)... but I'll make it an explicit prereq to avoid this problem.
    I dislike implied prerequisites. All it takes is one good ACF, or an alternate route the author didn't think of, or some new piece of homebrew (and, being homebrew itself, this is particularly relevant) and it all falls to pieces.

    I never felt that the normal breath weapon damage was particularly awe-inspiring... you'll have something like 20d6 as a standard action at 20th level, which is definitely good, but doesn't seem overpowered as I think about it right now. Do you disagree?
    At level 18, with no optimisation, feats, bonuses, or anything else, (just 4 essentia and Dragonfire Adept 3/meldshaper 2/Dracocarnum Savant 10/Common 3) you have a 22d6 breath weapon. The problem isn't that it's too high, it's that too much of it comes from too few essentia. Your essentia capacity should actually be 2-3 points higher than the basic 4, so that's actually 34d6 damage if you care about it (Incarnate or Totemist 2 entry, an Incarnum Focus, and Improved Essentia Capacity, or whichever version it is that boosts one of your soulmelds not your feats). +2d6 for turning those Commoner levels to DFA, but that's paltry. And remember, a straight DFA would be doing 9d6 damage at the same level, or 45d6 only once every 2 rounds with Five-fold Breath of Tiamat (reduced by energy resistance 5 times, and taking 36 damage for the privilege).

    Essentia usually scales damage at 1d6 per essentia, occasionally rising to about 2d6 (effectively) for some of the better melds and/or with chakra binds. This gives twice as much per essentia.

    Some of my issues stem from how your breath weapon damage jumps so suddenly on the levels the ability improves and/or you gain increased essentia capacity. At the first level you get it, your damage increases from 2d6 to 7d6, for example (+1d6 for an odd DFA invoker level, +2d6 x2 for 2 essentia capacity, and again that's before Incarnate/Totemist/feat-based capacity boosts). At level 5, you jump by a mere 3d6 (+1d6 per capacity boost), another 4d6 at level 7 (odd DFA, +1 capacity for ECL 12), and the level after that you get another 3d6 (+1d6 per capacity boost, which can be up to 3 by now). Every level of this class (other than level 10 where you get +1d6 for an odd DFA level), you get exactly +0 breath damage over the previous level.
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    What if I made it 1d6 at level 2, and 2d6 at level 8? It's still kinda a jump, but it's much less brutal...
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    Another option would be to increase the die damage instead of more die, or maybe add some +1's or more to the end of the damage. More dice isn't ALWAYS the answer. Or perhaps with every even numbered essentia (2,4,6 etc.) you gain an effect instead of more damage.
    The target takes half again as much on the next round.
    You may shape your breath weapon to be a line, selecting a point along the line where it turns into a 15 foot cone.
    The breath clings to their flesh, causing them to take increased damage on subsequent element damaging effects equal to 1/4 the damage recieved on the initial breath (lasts for 5 rounds and can't effect a target more than once in a 24 hour period).

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    XEVU

    "Your soul is... strange. Its taste is unfamiliar to me."

    Xevu are strange, warped creatures who draw sustenance from incarnum. They are humanoid in shape, standing slightly taller than humans, and significantly thinner. Their skin is coppery and ridged, and their overlarge eyes are entirely black with no irises or sclera.

    XEVU RACIAL TRAITS
    • +2 Con, +2 Wis, -4 Cha: Due to their strange metabolism, xevu are quite hardy, and their connection to the substrate of incarnum that permeates the world makes them extremely aware of their surroundings. However, their alien mentality causes difficulties relating to or understanding other creatures, and the feeling is mutual.
    • Medium: As Medium creatures, xevu have no special bonuses or penalties due to their size.
    • Aberration (Incarnum): As aberrations with the incarnum subtype, xevu are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Xevu base speed is 30 feet.
    • Xevu (unlike most aberrations) do not have darkvision.
    • Unlike most aberrations, xevu do not eat or drink, though they do breathe and sleep.
    • Essentia Pool: A xevu's essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia.
    • Aberrant Incarnum (Ex): A xevu's [Aberrant] feats count as [Incarnum] feats for abilities which depend on the number of [Incarnum] feats she has.
    • Incarnum Dependency (Ex): Xevu's bodies rely on incarnum for sustenance. When a xevu is born, its sire shapes a soulmeld (chosen from the list below) which the infant xevu bonds to, and has shaped at all times (with a meldshaper level equal to the xevu's Hit Dice). The xevu may not bind its bonded soulmeld to a chakra or invest essentia in it unless the xevu has at least one level in a meldshaping class which has that soulmeld on its class soulmeld list. If and when the xevu does take levels in such a meldshaping class, it must always use one of daily soulmelds to shape its bonded soulmeld, though it may decide to bind the soulmeld to a chakra or not, as normal.

      If at any time a xevu does not have its bonded soulmeld shaped, or if the bonded soulmeld is suppressed, the xevu begins to starve and takes 1d4 points of nonlethal damage per hour. This nonlethal damage may not be recovered until the bonded soulmeld is shaped again, not even through the use of magical healing. The DC for a spell or effect to unshape or suppress a xevu's bonded soulmeld is increased by +2.

      List of Bonded Soulmelds:
      Spoiler
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      Aboleth Gills (Warpsoul)
      Acrobat Boots (Incarnate)
      Beast Tamer Circlet (Totemist)
      Behir Gorget (Totemist)
      Brass Mane (Totemist)
      Ettercap Claws (Warpsoul)
      Filch Gloves (Warpsoul)
      Gibbering Mask (Warpsoul)
      Girallon Arms (Totemist)
      Great Raptor Mask (Totemist)
      Grell Robe (Warpsoul)
      Hunter's Circlet (Soulborn, Totemist)
      Keeneye Lenses (Incarnate)
      Manticore Belt (Totemist)
      Mauling Gauntlets (Incarnate)
      Phasm Shirt (Warpsoul)
      Shadow Mantle (Totemist)
      Silvertongue Mask (Incarnate, Soulborn)
      Sphinx Claws (Totemist)
      Theft Gloves (Incarnate)
      Truthseeker Goggles (Incarnate)
      Unicorn Horn (Totemist)
      Worg Pelt (Totemist)
    • Automatic Language: Common, Xevu. Bonus Languages: Any (other than secret languages, such as Druidic). Incarnum contains soul energy from all sorts of creatures, exposing xevu to many different linguistic experiences.
    • Favored Class: Warpsoul.


    STARTING AGE
    Adulthood: 45
    Barbarian, Rogue, Sorcerer: +3d6
    Bard, Fighter, Paladin, Ranger: +5d6
    Cleric, Druid, Monk, Wizard: +7d6

    AGING EFFECTS
    Middle Age: 150 years
    Old: 225 years
    Venerable: 300 years
    Maximum Age: +3d% years

    HEIGHT AND WEIGHT
    Base Height: Male 5'3", Female 5'2"
    Height Modifier: +2d10
    Base Weight: Male 100 lbs, Female 90 lbs
    Weight Modifier: x(1d6)

    XEVU CHARACTERS
    Xevu are almost always meldshapers, due to their physiology.
    Adventuring Race: Xevu adventure to learn more about the creatures whose soul-energy they have tasted.
    Character Development: Most Xevu are Warpsouls, as they identify much more easily with alien creatures than a particular alignment or with magical beasts.
    Character Names: Xevu names are nearly unpronounceable by members of other races, being mostly clicks and odd whooshing sounds. As such, xevu are often given nicknames by their allies.

    ROLEPLAYING A XEVU
    Xevu are strange and rarely understand idioms, jokes, etc. made by members of more normal races. They have little to no empathy for other creatures, and often make strange comments about the souls of those around them.

    MORE FLUFF TO BE FILLED IN BELOW

    Personality: A xevu might have a strange sense of humor.
    Behaviors: Typical behaviors for a member of this race..
    Language:Notes on this races language..

    RACE SOCIETY
    Description of this races society, culture, and civilization.
    Alignment : What alignment is common to members of this race and why.
    Lands : Where do they normally live.
    Settlements : Where do they normally live when not in their homelands.
    Beliefs :Typical religious beliefs.
    Relations: How do they relate to other races.

    RACE ADVENTURES [*]Give at least three examples of an adventure for or involving a member of this race
    Last edited by sirpercival; 2012-10-07 at 09:42 PM.
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    Anyone have ideas for fluff & racial feats?
    Last edited by sirpercival; 2012-08-28 at 07:05 PM.
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    I know what game this is for... I think.

    Anyway... I think there should be racial feats that allow them to do stuff like change their alignment for the purposes of what Soulmelds they can use/the benefits from them, and the like.
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    Quote Originally Posted by Amechra View Post
    I know what game this is for... I think.
    Lol. I like the idea separate from the game, but yes.

    Anyway... I think there should be racial feats that allow them to do stuff like change their alignment for the purposes of what Soulmelds they can use/the benefits from them, and the like.
    That's pretty kewl... I like it. Meta-incarnum feats. I'll see if I can rumble some up and put them in the Feats post.
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    I edited the Aberrant Incarnum and Incarnum Dependency abilities of the Xevu (the latter so that baby xevu who can't shape a soulmeld don't die immediately). Thoughts? Is this LA +0?
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    Designer's note:
    Spoiler
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    This is inspired by the character Dom Cobb, from Christopher Nolan's absolutely brilliant movie Inception. The character of Cobb is an Extractor, someone who hacks into peoples' minds through their dreams, discovering the information that they keep there. In the dreamscape, an extractor would fight off projections of someone's subconscious (sometimes well-trained and dangerous projections), and otherwise act like a secret agent or high-society jewel thief.

    The turning point for designing this class came when I remembered Plato's Allegory of the Cave, which (in a nutshell) says that we are all operating as if chained to the wall of a cave, watching shadows projected in front of us play out the soap opera of life. Only when we understand and question our situation (i.e., become philosophers), can we begin to comprehend the deeper truths.

    So, the Extractor is a character who operates in the real world as if it was a dreamscape, with the deeper, underlying reality always out of reach. (It's also kind of like Shadows and the Pattern in the Amber series by Roger Zelazny, and also like the Matrix.) By coming to this realization, and by making use of dreams-within-dreams, the Extractor gains power over his surroundings.

    This uses phaedrusxy's variant Lucid Dreaming rules, from his WIP Mindscapes campaign setting.


    Extractor

    Relevant image (from Google image search)

    The dream has become their reality. Who am I to say otherwise?

    You, an Extractor, have discovered a secret: your world is not real. Every person you meet is a mental somnambulist, walking around unknowing within the Dreamscape, this colossal shared reverie of the Dream -- or perhaps they are simply projections of your subconscious which you interact with. Who can say?

    Those folk who are learned in the arcane arts, who have traveled the planes, believe that you are simply misguided, and manipulate the same metaphysical forces that everyone else does. Some people just refuse to see what's in front of their collective face.

    Because you know this secret, you can shape the world around you simply by what you can imagine. You can cause bizarre, unexpected occurrences in the blink of an eye, or put more effort into designing an item of more permanent assistance. You've learned to break into the vaults of your enemies' minds using layered dream, to discover their deepest secrets.

    However, your subconscious is a fickle thing, just as likely to betray you to your enemies as aid you.

    Adventures: An Extractor adventures for any number of reasons. Some are mercenary thieves, assembling a team of assistants to perform chimeric espionage through carefully-designed dreamscapes. Others might quest for a way to wake up from the Dream, or to reunite themselves with loved ones. A number of Extractors adventure simply to push boundaries, to discover the furthest limits of their imagination, and of the Dreamscape.

    Characteristics: An Extractor is an extremely adaptable character, capable of affecting the shared reality of the Dream in a number of different ways. Depending on which soulmelds and maneuvers the Extractor prepares, he can be a deadly melee combatant, a dangerous ranged striker, or an out-of-combat swiss army knife. And then, of course, there is Extraction, the method by which an Extractor can swipe a target's secrets out of his mind.

    Alignment: Due to the... somewhat unethical nature of purloining information from other peoples' heads, few Extractors are lawful. However, they run the gamut of the moral axis -- some Extractors seek ways to blackmail their opponents, while others may be looking for where the hostages have been hidden, to perform a rescue.

    Religion: Most Extractors do not worship gods, believing them to be mere constructs of the Dream (though powerful ones). However, the more religious among them tend to render obeisance to deities of dream, knowledge, secrets, thieves, and trickery.

    Background: Becoming an extractor requires a surprising amount of training. One must learn to manipulate dreams in a number of different ways, both short term and long term. Extraction requires schooling in at least 6 different skills, usually 8, with other skills being quite useful as well.

    There are no academies for Extraction -- almost all training is done via apprenticeship. A skilled Extractor will look for young recruits who show the right blend of skills and ambition, and introduce them to the heady, dangerous excitement of extraction. Prospective Extractors often become addicted to the pure creation of the dreamscape. However, learning about the Dream can be somewhat traumatizing...

    Races: Though all creatures are constructs or inhabitants of the shared Dreamspace, the real work is done by dreams-within-dreams. Therefore, only races who are able to dream can become Extractors. Humans in particular have the right mix of ambition, intelligence, and creativity to become Extractors, but halflings, half-elves, and lesser planetouched will often study the somnambulant science as well.

    Other Classes: An Extractor can get along well with almost anyone; every creature of consequence can be useful in the Dream. However, they blend most easily with skillful classes such as bard, rogue, and factotum.

    Role: The Extractor is primarily a skillful utility character, adaptable to almost any situation. Using inspiration, soulmelds, and maneuvers, they can be very effective combatants, though they fall behind dedicated front-liners. However, Extractors tend to gravitate towards positions of leadership in the party. They would much rather give orders than take them, though they recognize and value good counsel.

    Adaptation: An Extractor could be changed to a more traditional psychic thief if a campaign setting cannot support the Dream thematically, or the Lucid Dreaming mechanics. In such a case, the abilities could be restructured to be based on psionics. Or, an Extractor could be a creature touched by the lower planes, warping reality around him through the force of his personality and constructing elaborate visions and delusions to corrupt his enemies to darkness.

    GAME RULE INFORMATION
    Extractors have the following game statistics.
    Abilities: Controlling the dreamscape requires enormous willpower and physical fortitude, and so an Extractor needs Wisdom and Constitution to be most effective. Strength is also important, as many of the Extractor's maneuvers entail melee attacks. Intelligence, Dexterity, and Charisma are useful for many of an Extractor's important skills.
    Alignment: Any, though lawful alignments are rare.
    Hit Die: d8
    Starting Age: As rogue.
    Starting Gold: As rogue.

    Class Skills
    The Extractor's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Architecture & Engineering, Dungeoneering, The Planes) (Int), Listen (Wis), Lucid Dreaming (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Extractor
    {table=head]Level|BAB|Fort|Ref|Will|Inspiration|Special|Soulmelds|Essentia|Chakra Binds
    1st|+0|+0|+2|+2|2|Inspiration, awakened defense, subliminal knowledge|1|1|0
    2nd|+1|+0|+3|+3|3|Awakened essence, fugue state (1 maneuver), fugue stance|2|1|0
    3rd|+2|+1|+3|+3|3|Chakra bind (crown), extraction|2|2|1
    4th|+3|+1|+4|+4|3|Impose will, lucid projection 20%|3|2|1
    5th|+3|+1|+4|+4|4|Chakra bind (feet, hands), fugue state (2 maneuvers)|3|3|1
    6th|+4|+2|+5|+5|4|Awakened offense|3|3|2
    7th|+5|+2|+5|+5|4|Awakened capacity, fugue state (3 maneuvers)|4|4|2
    8th|+6/+1|+2|+6|+6|5|Improved extraction, lucid projection 40%|4|5|2
    9th|+6/+1|+3|+6|+6|5|Chakra bind (arms, brow, shoulders)|4|5|2
    10th|+7/+2|+3|+7|+7|5|Fugue state (4 maneuvers)|5|6|3
    11th|+8/+3|+3|+7|+7|6|Contagious awakening|5|7|3
    12th|+9/+4|+4|+8|+8|6|Fugue state (5 maneuvers), lucid projection 60%|5|7|3
    13th|+9/+4|+4|+8|+8|6|Greater extraction|6|8|3
    14th|+10/+5|+4|+9|+9|7|Chakra bind (throat, waist)|6|9|4
    15th|+11/+6/+1|+5|+9|+9|7|Fugue state (6 maneuvers), we need to go deeper|6|10|4
    16th|+12/+7/+2|+5|+10|+10|7|Awakened transcendence, lucid projection 80%|7|11|4
    17th|+12/+7/+2|+5|+10|+10|8|Fugue state (7 maneuvers)|7|12|4
    18th|+13/+8/+3|+6|+11|+11|8|Supreme extraction|7|13|5
    19th|+14/+9/+4|+6|+11|+11|8|Chakra bind (heart)|8|14|5
    20th|+15/+10/+5|+6|+12|+12|10|Dream disruption, fugue state (8 maneuvers), lucid projection 100%|8|16|5
    [/table]

    Class Features
    All of the following are class features of the Extractor.

    Weapon and Armor Proficiencies: An Extractor is proficient with all simple weapons, as well as the falchion, scimitar, short sword, and any weapons created with Infinite Shore maneuvers. Extractors are also proficient with light armor and with shields (but not tower shields).

    Dreamshaping: When a dreamer Awakens, learning the difference between active and passive participation in the Dream, he begins to shape the Dream around him in noticeable ways. He understands that Incarnum, which others believe to be the residual soul energy derived from all creatures which ever have been and will be, is instead the raw material of the Dream, which he can mold to his specifications.

    An Extractor can shape incarnum soulmelds, which are drawn from the Extractor soulmeld list below. He knows and can shape any soulmeld from this list. The Difficulty Class for a saving throw against an Extractor soulmeld is 10 + number of points of essentia invested in the soulmeld + the Extractor's Wisdom modifier. His meldshaper level is equal to his Extractor level.

    An Extractor can shape only a certain number of soulmelds per day. His base daily allotment is given on the table above; the maximum number of soulmelds that an Extractor can have shaped simultaneously is equal to his Constitution score minus 10, or the number of soulmelds allowed for his level, whichever is lower. At 1st level, he can shape one soulmeld at a time (assuming he has a Constitution score of at least 11). As he advances in level, he can shape an increasing number of soulmelds.

    At 1st level, an Extractor also gains access to his personal pool of essentia, which can be invested into his soulmelds to increase their power. An Extractor's essentia pool's size is shown on the table above. The maximum quantity of essentia that can be invested in any single soulmeld is given in Magic of Incarnum, table 2.1. Each round as a swift action, an Extractor can reallocate his essentia investments in his soulmelds if he wishes. An Extractor does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

    Inspiration: An Extractor must be adaptable, able to meet any situation that he might encounter in the Dreamscape with insight and creativity, even when he isn't properly prepared. To represent this training, an Extractor gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level, as shown on the table above.

    Awakened Defense (Ex): An Extractor's preternatural awareness of the flow of Dream around him grants him uncanny defenses against those which try to attack him. He may spend an inspiration point as a free action (even when it isn't his turn) to gain an insight bonus to Armor Class equal to his Wisdom modifier for 1 round. He can use this ability even when wearing medium or heavier armor, but no more than once per round.

    Subliminal Knowledge (Ex): By connecting to a fundamental reality beyond the Dream, an Extractor can gain insight into the laws which govern his present reality. This grants him ability beyond that which the non-Awakened normally possess. By spending an inspiration point as a free action (even when it isn't his turn), an Extractor can make a Lucid Dreaming check to gain an insight bonus (as shown on the table below) to the next skill check within 1 round, as long as he has at least 1 rank in that skill. He cannot use this ability while performing an Extraction (but see Improved Extraction, below).

    Spoiler
    Show
    {table=head]LD Check Result|Insight Bonus
    15 or less|+2
    16-25|+4
    26-35|+6
    36-45|+8
    46 or more|+10[/table]


    Awakened Essence (Ex): An Extractor of 2nd level or higher has learned to control his surroundings, drawing upon the Dreamscape to gain additional power and resources when necessary. At any time (even if it isn't his turn), he can spend 1 inspiration point to gain 1 temporary point of essentia, which he may invest immediately. This temporary essentia lasts for 1 round.

    Fugue State (Su): Beginning at 2nd level, an Extractor learns to briefly dissociate himself with his normal identity, granting him unusual and fearsome power over the Dreamscape. By spending 1 inspiration point, he can initiate a martial maneuver that he has readied.

    At the start of each day, the Extractor chooses and readies a number of maneuvers from the Infinite Shore discipline based on his Extractor level. He can choose one maneuver at 2nd level, and additional maneuvers as shown on the table above. The maximum level of maneuver he can use is equal to half his class level, rounded up, though he can only ready one maneuver of his maximum level. His initiator level equals his Extractor level (plus half his levels in non-initiating classes, as normal). He need not meet the prerequisites (other than minimum initiator level) for the maneuvers he chooses. He begins each encounter with all of his maneuvers readied.

    When the Extractor rests for 8 hours, he readies new maneuvers, and loses any unexpended maneuvers from the previous day, though he can select the same maneuver on consecutive days. The Extractor cannot ready the same maneuver multiple times to use it more than once during the same day.

    Fugue Stance (Su): A small part of a 2nd-level Extractor's subconscious remains disconnected from the Dream even when he interacts with it normally on a conscious level. When readying his maneuvers for the day, the Extractor may choose to reduce his inspiration pool by 1 for the rest of the day. If he does so, he chooses one Infinite Shore stance for which he meets the initiator level prerequisite. He may leave and enter that stance freely throughout the day, using the normal rules for stances.

    Chakra Binds: At 3rd level, an Extractor can bind soulmelds to his chakras, granting him 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, page 50 of Magic of Incarnum), so that one cannot also benefit from a magic item worn on the body slot associated with that chakra.

    The number of chakra binds that an Extractor can have active at any one time depends on his level (see the Chakra Binds column on the table above). At 3rd level, he can bind a soulmeld to his crown chakra. Beginning at 5th level, the Extractor can bind soulmelds to his feet or hands chakras. At 9th level, he can bind soulmelds to his arms, brow, or shoulders chakras. At 14th level, he can bind soulmelds to your throat or waist chakras. At 19th level, he can bind a soulmeld to his heart chakra. He never gains the ability to bind soulmelds to his soul chakra (though he may do so via an Epic feat).

    Extraction (Su): Upon reaching 3rd level, an Extractor is practiced enough at controlling the Dreamscape that he can begin to attempt his namesake: extraction.

    Extraction
    Spoiler
    Show

    The Basics of Extraction
    Extraction is the process of gaining hidden information from another creature's mind, without the target realizing that you're doing so, by means of a shared dream, a second layer beyond the base Dreamscape. Extraction is a specialized usage of the Lucid Dreaming skill (and complementary skills) and the dreamscape, and can only be performed while both Extractor and target are dreaming.

    Performing an extraction requires five steps:
    • Designing the dreamscape
    • Initiating and maintaining the dreamscape
    • Drawing the target into the shared dream
    • Acquiring the information
    • Obscuring the purpose of the dream


    Designing the dreamscape
    The first step to performing an extraction is designing the dreamscape in which it will take place. This can be a difficult task, as the target's subconscious projections will attempt to end the dream; to counteract this, the design must be a maze complex enough to allow the Extractor time to acquire the information. Designing mazes of such complexity requires significant effort.

    To design a dreamscape, the Extractor rolls a Knowledge (Architecture and Engineering) check. The check result determines the maximum complexity of dreamscape he may design, as shown on the table below (along with the time investment, and the duration of the maze in subjective time). He may choose to design a dreamscape of less complexity, which requires less time and has a shorter duration.

    Once a dreamscape has been designed, it remains available to the Extractor for a number of days equal to his class level, before the memory has eroded significantly enough to prevent its use. An Extractor may have only one dreamscape designed at a time, and each dreamscape may only be used once; after a particular dreamscape has been used for an extraction, he must design a new one.

    {table=head]Kno:A&E|Complexity|Design Time|Duration|Dream Points
    9 or less|0|30 minutes|Unsuccessful design|0
    10-14|1|1 hour|10 minutes|1
    15-19|2|3 hours|20 minutes|1
    20-24|3|6 hours|30 minutes|4
    25-29|4|12 hours|1 hour|4
    30-34|5|1 day|6 hours|4
    35-39|6|2 days|1 day|7
    40-44|7|3 days|3 days|7
    45-49|8|5 days|1 week|7
    50 or more|9|2 weeks|10[/table]

    Initiating and maintaining the dreamscape
    Once the dreamscape has been designed, it requires a DC 20 Lucid Dreaming check to initiate, just like changing an aspect of one's personal dreamscape. This check is made while awake, just before falling asleep; if the check is successful, upon falling asleep the Extractor appears in the dreamscape instead of a normal dream, and is immediately aware that he is dreaming. Initiating the dreamscape carries a cost in Dream Points just like any other manipulation of the dreamscape, dependent on the complexity of the design; the cost in Dream Points is shown on the table above.

    Under normal conditions, maintaining the dreamscape once it has been initiated is trivial, and requires no special attention on the dreamer's part. However, if the dreamer takes damage, or is otherwise in a stressful situation, he must make a Concentration check (DC 10 + 3 times the complexity of the dreamscape) to maintain the dreamscape's integrity. Changing conditions outside the dreamscape (i.e., alterations to the surroundings of the Extractor's sleeping body) can also have similar effects on the dreamscape (such as changing the direction of gravity in the dreamscape as the orientation of the Extractor's body changes), and force the dreamer to concentrate on maintaining the integrity of the dreamscape just like other stressful situations. In any case, the Extractor does not make a Concentration check to maintain the dreamscape more than once per round unless he receives damage multiple times.

    If the Extractor fails such a Concentration check, the dreamscape becomes unstable. The entire dreamscape suffers as if from an earthquake spell, which lasts until the Extractor succeeds at a Concentration check (made once each round) at a DC 10 higher than the normal DC to maintain the dreamscape. After 5 consecutive rounds of instability, the entire dreamscape disintegrates and all participating dreamers wake up.

    Dreamscapes designed for Extraction are more durable than normal dreamscapes, however. If the Extractor dies in a dreamscape he is maintaining, even though he disappears immediately, the dreamscape persists for 5 rounds, unstable, before collapsing.

    Drawing the target into the shared dream
    Once the dreamscape has been initiated and is being maintained, the dreaming target must first be located, which requires a Lucid Dreaming check as normal. Once the target has been identified and located, it can be drawn into the prepared dreamscape with a second, opposed Lucid Dreaming check. This works as normal, except that the Extractor suffers a penalty to the second check based on the distance between his sleeping body and the target's, as shown in the table below.

    {table=head]Distance|Penalty
    10 feet or less|No penalty
    11–30 feet|-1
    31–60 feet|-2
    61–100 feet|-4
    101–200 feet|-6
    201–500 feet|-8
    500–1000 feet|-10
    1001 feet or more|-12[/table]

    Acquiring the information
    Actually coming into possession of the information is the most difficult part of an extraction.

    First, the Extractor must find the information he is looking for. Locating the information requires a Gather Information check, opposed by the target's best Knowledge skill. The more knowledge the target has, the more easily it can confuse the trail that the Extractor is attempting to follow. This stage can be made easier or more difficult by whether or not the target knows that the information the Extractor is looking for is important. A usual Extractor trick is to build a vault or safe into the design of the dream; any secrets the target knows will automatically be stored there for safekeeping by the target's subconscious when it enters the dreamscape; this grants the Extractor a +2 bonus to his Gather Information check. However, if the target doesn't know that the information the Extractor wants is important, it won't store that information in the safe, and it's much more difficult to find, imposing a -5 penalty to the Extractor's Gather Information check instead.

    If the Gather Information check is successful, the Extractor knows exactly where the information he is after is stored (assuming the target has the information in the first place); if it is unsuccessful, the Extractor may retry as often as he likes. However, each Gather Information check requires an amount of subjective time which is normal for the skill, which is why designing a maze of sufficient complexity (and therefore duration) is essential. If the length of time spent locating the information is longer than the duration of the dreamscape, the dream ends with the Extractor unsuccessful.

    Once the information has been located, the Extractor must bypass the target's natural (and possibly trained) defenses to gain access to it. This requires an Open Lock check, opposed by the target's Will save; the target's bonus on Sense Motive checks also apply as a bonus to the Will save (except without double-counting the target's Wisdom modifier). This is more difficult if the target is attempting to guard the information, either consciously or subconsciously, in which case the target gains a +4 bonus to the Will save. If the target doesn't particularly care to guard the information, it suffers a -3 penalty to its Will save instead. If the Open Lock check is successful, the Extractor acquires the information and may leave the dreamscape whenever he wishes.

    The Extractor has two other tools which may be used to aid either stage of this phase. By using Disguise and Forgery, he may attempt to mitigate the target's obfuscation and/or defenses if he chooses, to make the extraction easier. He may apply each skill check to only one stage, chosen when he attempts the check, though he may apply both skills to the same stage if he likes. Both skills are opposed by the target's Spot check, and the Extractor must make new skill checks each time he repeats the key check for the appropriate stage (e.g., if he is using Disguise in the first stage and fails the Gather Information check, he must make a new Disguise check to affect the next Gather Information check). For each successful skill check applied to the first stage, reduce the time required for the Gather Information check by one third; for each successful skill check applied to the second stage, the Extractor gains a +3 bonus to his Open Lock check.

    Obscuring the purpose of the dream
    Certainly the simplest, and perhaps the most important of the phases of an extraction is the last one: convincing the target to believe, upon waking, that this was all just a dream, and nothing of true import actually occurred. This is a simple Bluff check, opposed by the target's Lucid Dreaming check. If the Extractor fails, the target realizes upon waking that he was the subject of an Extraction; otherwise, he will simply recall a particularly vivid and confusing dream.

    Supplemental Extraction Rules

    Collaborative extraction
    More than one character can collaborate to perform an extraction. Each creature participating in the extraction must have at least 3 ranks in Lucid Dreaming. An Extractor must maintain the dreamscape and draw in the target, but any number of other creatures may contribute. Any other skill checks can be divided up among the other contributing creatures, who may also Aid Another for any check they do not directly contribute, if they wish.

    The Kick
    An Extractor can leave a dreamscape prematurely by having an ally initiate a "kick" -- a sensation which automatically wakes the Extractor. Usual kicks are abrupt changes of gravity (the sensation of falling or of hitting water), or sharp jolts. The kick is usually agreed upon to occur when certain conditions are met in the next layer down, or when a certain amount of time has passed. If an ally initiates a kick, the Extractor automatically exits the dreamscape, which becomes unstable if the departed Extractor was maintaining it, as normal.


    Impose Will (Ex): When an Extractor reaches 4th level, he learns to impose his will on the Dreamscape around him. As a standard action which provokes attacks of opportunity, the Extractor can make a Lucid Dreaming check to regain spent inspiration points as shown on the table below. This ability cannot raise your pool of inspiration points above your normal maximum. However, doing so comes with a risk: whenever he uses this ability, there is a 10% chance per point of regained inspiration that he becomes trapped in his own subconscious for a long subjective time, though he returns to his current situation when little actual time has passed. If this happens, the Extractor becomes exhausted for 1 round, even if he is normally immune to exhaustion (though the exhaustion disappears at the beginning of his next turn); in addition, he takes 2 points each of Intelligence, Wisdom, and Charisma damage.

    Spoiler
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    {table=head]LD Check Result|Inspiration points
    15 or less|1
    16-25|2
    26-35|3
    36-45|4
    46 or more|5[/table]


    Lucid Projection (Su): An Extractor's subconscious is a powerful thing, able to affect the world around him even when he doesn't intend. Often the result is helpful, but other times it can sabotage the Extractor's plans, as his mental skeletons escape the closet.

    Upon achieving 4th level, an Extractor gains a Lucid Projection, which functions as a cohort of his Extractor level -3. However, the Projection does not exit all the time. At the beginning of each encounter, there is a 20% chance that the Lucid Projection appears, in a random open square up to 100 feet away from the Extractor (line of sight or effect is not required). Appearance chance and position are rolled by the DM.

    When the Lucid Projection appears, it has all the knowledge of the situation that the Extractor has, and is initially Friendly towards the Extractor and his allies. However the Projection is fickle; each round that the Projection exists, the Extractor must make a Will save (DC 13 + the Projection's HD + 2 times the number of successful saves) or the Projection turns Hostile towards the Extractor and his allies for the remainder of the encounter.

    Once the Lucid Projection has appeared, it remains for the duration of the encounter or until killed, at which point it disappears. The chance that the Projection will appear increases by 20% every 4 levels after 4th; at 20th level, the Projection appears every encounter.

    Awakened Offense (Ex): Beginning at 6th level, an Extractor learns to use his preternatural abilities in more aggressive ways. He may use his Subliminal Knowledge ability to gain a bonus on his next attack roll within 1 round instead of his next skill check.

    Awakened Capacity (Ex): At 7th level, an Extractor realizes that the only thing which limits him is his own preconceptions. As part of reallocating his essentia, he can spend an inspiration point as a free action to increase the capacity of one of his soulmelds by 1 for one round. This ability can be used no more often than once per round.

    Improved Extraction (Su): When an Extractor achieves 8th level, he has gained significant experience at extraction. When obscuring the purpose of the dream, he may use his Subliminal Knowledge ability to improve his Bluff check; in addition, he reduces the time requirement to design a dreamscape of a given complexity by one category.

    Contagious Awakening (Ex): Staring at 11th level, an Extractor can impart some insight into the existence and workings of the Dream to others. Whenever he uses his Awakened Defense, Awakened Offense, or Subliminal Knowledge abilities, he may spend an additional inspiration point to have the bonus affect all allies within 10 feet. In the case of Awakened Offense and Subliminal Knowledge, each ally gains the bonus to the next appropriate roll they make within 1 round (the skill, if applicable, must be the same skill that the Extractor modifies).

    Greater Extraction (Su): An Extractor of 13th level or higher is a master of extraction. When drawing a target into a shared dream, the Extractor reduces the penalties for distance to the target by half, and may use his Subliminal Knowledge ability to improve his Gather Information, Disguise, or Forgery check while acquiring the information.

    We need to go deeper (Su): At 15th level, an Extractor has learned that sometimes, one layer of dream is not enough. He must be able to go deeper, to add another layer when necessary.

    Double-layer extraction
    Spoiler
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    Performing a double-layer extraction is similar to performing two single-layer extractions. The differences are described below.

    Designing and maintaining the dreamscapes
    Both dreamscape layers must be designed as normal. Then, they are initiated in order, requiring two separate Lucid Dreaming checks; the DC for initiating the 2nd layer is increased by 5, as normal. Note that due to the compounded timeflow of the layered dreamscapes, for each second that passes in the first layer, 10 seconds pass in the second layer (as normal for multi-layer dreamscapes).

    Maintaining two layered dreamscapes at the same time is quite difficult, however -- each minute of subjective time that the Extractor is in the second layer, he must make a Concentration check (DC 15 + 2 times the number of successful checks) or lose control of both dreamscapes. In this case, both dreamscapes become unstable. Because of this, most Extractors work in teams of at least two, with one maintaining each layer, which causes no difficulty as long as the dreamer of the first layer remains on that layer.

    Drawing the target into the shared dream
    The target is drawn into the first layer as normal. Once inside the first layer, the target can be drawn into the second layer with a Lucid Dreaming check which costs 0 Dream Points; the target suffers a -5 penalty on the opposed Lucid Dreaming check.

    Acquiring the information
    This is the main purpose of including a second layer. Since the second layer is deeper in the target's subconscious, the Extractor gains a +5 bonus on checks to acquire the information. However, the target's subconscious fights back harder in deeper levels, and the duration of a dreamscape of a given complexity is one category less.

    Obscuring the purpose of the dream
    The second layer of dreamscape is significantly less stable than the first layer, and the Extractor suffers a -5 penalty to obscure the purpose of the second layer. However, even if the target discovers the purpose of the second layer, as long as the Extractor successfully obscures the purpose of the first layer, the full purpose of the dream is obscured.


    Awakened Transcendence (Ex): Beginning at 16th level, an Extractor can use his awareness of the Dream to achieve incredible heights of prowess. As a free action (even when it's not his turn, but no more often than once per round), he can spend 1 inspiration point to treat one of his essentia receptacles as filled with essentia to its maximum capacity for 1 round.

    Supreme Extraction (Su): By 18th level, an Extractor has reached the pinnacle of extraction. He may draw a target into a shared dream with no penalties for distance; he reduces the time requirement to design a dreamscape of a given complexity by an additional category; and he may use his Subliminal Knowledge ability to improve any skill checks while performing an extraction.

    Dream Disruption (Su): Upon reaching 20th level, an Extractor can control the Dream in ways normally reserved for transient dreamscapes. By spending a full-round action, the Extractor can destabilize the Dreamscape within a radius equal to 10 feet times his Wisdom modifier.

    Within the destabilized area, the substance of the plane becomes raw, wild dreamstuff. The planar traits match that of Limbo, but with bounded size and with no Chaos-alignment (i.e., Subjective Directional Gravity, Highly Morphic, Sporadic Element-Dominant, and Wild Magic). Controlling the dreamstuff is identical to controlling parts of Limbo.

    The destabilization slowly heals over time as the overarching identity of the Dream reasserts itself. The disrupted area shrinks at the rate of 10 feet per hour, until it disappears entirely.
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  29. - Top - End - #29
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    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Extractor Soulmelds

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

    If you bind wandering shoes to your waist chakra, the efficiency of your wandering increases. Whenever you take a 5-foot step in a round, you can move up to 10 feet instead.
    Last edited by sirpercival; 2013-02-01 at 07:42 AM.
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  30. - Top - End - #30
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    Oct 2011

    Default Re: sirpercival's Incarnum menagerie (PEACH)

    Extractor was originally an entry in Base Class Challenge XV: Lights! Camera! I'll be rewriting the extraction rules, but I figured I'd post this here anyway (since this will be its resting place).
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

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