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View Full Version : [3.5] A few totemist soulmelds.



zagan
2011-10-18, 12:09 PM
Hello all, I finally manage to finish my latest project after much delay. So itís with pleasure that I present you nine new Totemist soulmelds. It was inspired by Glimbur work that you can find here (http://www.giantitp.com/forums/showthread.php?p=6320953#post6320953), and I want to thank him for the inspiration.

These soulmeld are fore the most part based on lesser know magical beast, apart from the Hydra heads, and I think they can give some more versatility to the totemist. Let me know what you think.

{table=head]
Soulmeld|
Chakra|
Effects

Asperi Shoe|
--|You can use feather falls at will
|
Feet|You can gain the benefit of a levitate or air walk spells.
|
Shoulder|You gain total wind immunity
|
Totem|You gain two hoofs natural weapon

Elsewhale Collar|
--|You can hold your breath for much longer period
|
Heart|You can use plane shift twice per day
|
Throat|You can carry passenger inside your mouth
|
Totem|You gain blindsense and if you invest enough essentia blindsight

Gem Shell|
--|You can use one zero level spell of your choice at will
|
Crown|You can use one second level spell of your choice at will
|
Totem|You can use one first level spell of your choice at will

Gravorg Sash|
--|You gain a bonus on Hide checks
|
Waist|You can use reverse gravity as a spell-like ability
|
Totem|You gain a climb speed

Hydra Heads|
--|You gain a bonus on Listen and Spot checks
|
Hands|You gain the benefit of the Combat Reflexes feat
|
Heart|You gain Fast healing
|
Totem|Your head and arms become Hydra heads

Mauler Greaves|
--|You gain a bonus on Tumble check
|
Feet|You gain immunity to disease and to poison
|
Totem|You grown claws and you can make tumbling attacks

Tirbana Dermoskeleton|
--|You gain the ability to inflict a penalty to Will save with a touch
|
Crown|You gain the ability to put other creature to sleep
|
Hand|You can negate an enchantment affecting one creature
|
Totem|You deal bonus skirmish damage after moving

Steelwing Mantle|
--|You gain a gain a shield bonus to AC
|
Hand|You can make ranged attack with razorfeather
|
Shoulder|You can create a hail of razorfeather or create a shield of razorfeather
|
Totem|You gain steelwing that you can use as natural weapon

Wasp Stinger|
--|You gain the ability to use magic Missile
|
Crown|You gain the ability to see invisibility
|
Totem|You grown a stinger that you can use as a natural weapon

[/table]


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Asperi Shoe
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_3.jpg

Descriptors: Air
Classes: Totemist
Chakra: Feet or shoulder (totem)
Saving Throw: See text
Incarnum wraps around your feet in the shape of black hooves surround by silver hairs. While wearing them you seem to float half an inch above the ground.

Asperi MM2 p25 are formidable flying horse, at ease living in very high mountain area. Totemist revere them for their relationship with the wind. While wearing your asperi shoe you can as an immediate action use feather fall, as the spell, as a spell-like ability at will and you use it even if you are flat-footed. Your caster level for this purpose is equal to your meldshaper level but the save DC is standard for a soulmeld instead of based on the spell level.

Essentia: Every point of essentia invested in the Asperi Shioe grant you a +1 dodge bonus to AC against missile attack.

Chakra Bind (Feet)
The shape of your leg change to become horse-like with silver or grey fur. In addition an unseen wind seem to always circle around your legs.

You can as a standard action activate an effect identical to that of a levitate spells on yoursself only. This last until you choose to dismis it, a free action. While levitating you do take penalty on your melee or ranged attack roll. When you reach a meldshaper level of at least ten you can instead activate an effect identical to that of an air walk spell instead. In addition your speed while air walking improve by 1ft per each 1 mph above 20 mph of the prevailing wind when going in the same direction. Adverse wind do not slow you down.

Chakra Bind (Shoulder)
Silver fur appear on the back of your legs up to your backside to take the shape of an horse-like tails.

You gain immunity to all natural or magical wind effect unless you chooses to let them affect you. This benefit applies equally to mountain gales, magical windstorms, elemental whirlwinds, and other similar effects.

Chakra Bind (Totem)
The hoofs on your feet become bigger and seemingly more solid, bitting wind assault all creature touched with them.

You can use the hoofs on your feet as a pair of primary natural weapons that deal 1d4 point of damage (if you are medium, adjust accordingly otherwise). For every point of essentia you invest in your Asperi Shoe, you gain a +1 enhancement bonus on attack rolls and damage rolls with these hoofs. These hoofs prevent you from using any other natural weapon on your feet, such as claw, or to use manufactured weapon with your feet, like a raptoran footbow.


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Elsewhale Collar
http://www.wizards.com/dnd/images/planar_gallery/82554.jpg

Descriptors: None
Classes: Totemist
Chakra: Heart or throat (totem)
Saving Throw: See text
A thick collar made of blue flesh grow around your neck. This collar glisten with water and is wet to the touch.

Elsewhale PlH p117 are revered by totemist for their ability to travel the planes and to survive in harsh watery environment. The Elsewhale Collar allow you to hold your breath for a number of rounds equal to three times your Constitution modifier.

Essentia: Every point of essentia invested in the elsewhale collar increases the number of rounds you can hold your breath by your Constitution modifier. For example with one point of essentia invest you can hold your breath for four times your Constitution modifier, with two points five times, etc.

Chakra Bind (Heart)
The flesh that compose your collar expend down to cover your upper body and a blowhole appear on your back.

You can use plane shift, as the spell, as a spell-like ability twice per day. Your caster level for this purpose is equal to your meldshaper level but the save DC is standard for a soulmeld instead of based on the spell level.

Chakra Bind (Throat)
Your collar crept up around your mouth giving it the appearance of a whale mouth.

As a standard action you can considerably expand the size of your mouth, once expand this way a creature of up to your size can enter it. Your mouth can contain one medium creature, four small creatures, sixteen tiny creatures and so one (if you are medium, adjust accordingly otherwise). Unwilling creature can be forced inside your mouth in any way that would allow the forced movement of a creature (bull-rush maneuver, telekinesis spells, etc..). Once creatures are inside you can return your mouth to itís original size and the creature inside are safely shunt into an extradimensional space. They can remain inside your mouth this way for a number of rounds equal to the time you can hold your breath, after this time the creature are automatically eject in a square adjacent to you. The inside of your mouth is similar to the extradimentional space create byt the rope trick spell, creature inside can breath normally, it's dark unless they posses a source of light. Creature inside your mouth cannot harm you and in fact they cannot intereact with you at all and vice versa, you do not hear them talk and cannot talk to them for example. For every point of essentia invest in the Elsewhale Collar your mouth can hold an additional medium creature, if essentia is divest from this soulmeld while you are holding in your mouth more creatures than the remaining amount of essentia would allow, the excessive creatures (randomly chosen) are immediately eject in squares adjacent to you.

Chakra Bind (Totem)
The collar around your neck expand giving you a very big neck and unseen below it your vocal cord also expand.

You gain the blindsense special quality with a range of 10ft plus 10ft per point of essentia invest into the elsewhale collar. In addition if you invest at least four points of essentia into the elsewhale collar you gain blindsight instead with the same range. Both your blindsense or blindsight are based on echolocation, as a consequence they are negate in any area of silence.


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Gem Shell
http://www.wizards.com/dnd/images/MM5_Gallery/106301.jpg

Descriptors: None
Classes: Totemist
Chakra: Crown (totem)
Saving Throw: See text
A shell made of chitin appear on your head. Itís stud with six gems a various sort.

Gem scarab MM5 p62 are know by totemist for their variety, numerous type of gem scarab exist each with their own power. When shaping the gem shell soulmeld chose one 0 level spell from the Cleric, Druid or Sorcerer/Wizard list. This spell must not have any expensive material component, expensive focus, experience point cost or that require you to be of a specific race or alignment. You can use the chosen spell as a spell like ability at will but only once every ten rounds. Unlike with normal spell-like ability the casting time is the same as the chosen spell. Your caster level for this purpose is equal to your meldshaper level but the save DC is standard for a soulmeld instead of based on the spell level.

Essentia: Every point of essentia invested in the gem shell reduces the number of rounds you must wait before using the chosen spell again by one, to a minimum of one. The duration of the wait is determined on the round the spell is used after this point essentia can freely be invest or divest from the gem shell without affecting this duration.

Chakra Bind (Crown)
The gem on your shells increases in size and quality, pure diamond and fist size emerald for example.

As the basic effect but you can chose any one second level spell with the same criteria. Invest essentia also reduce the times need to wait between uses in the same way. Unlike with the basic effect you can only use the chosen spell three times per day plus one additional times per day for every two meldshaper levels you have above five. Finally if you meldshaper level is at least thirteen you can use it at will instead.

Chakra Bind (Totem)
Your gem shell expend to cover your whole head.

As the basic effect but you can chose any one first level spell with the same criteria. Invest essentia also reduce the times need to wait between uses in the same way. Unlike with the basic effect you can only use the chosen spell three times per day plus one additional times per day for every two meldshaper levels you have above two. Finally if you meldshaper level is at least seven you can use it at will instead.


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Gravorg Sash
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_71.jpg

Descriptors: None
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: See text
Incarnum wrap around you in the form a sash made of fur, the color is a mixture of white, gray and black.

Gravorg (MM2 p119) are know for their control of gravity that they use to hunt. Your Gravorg Sach grant you a +4 competence bonus on Hide check.

Essentia: Every point of essentia invested in the Gravorg Sash increases the bonus by 2.

Chakra Bind (Waist)
A long striped tail develop from your sash, by pointing it somewhere you can modify gravity.

You can use reverse gravity, as the spell, as a spell-like ability at will. Your caster level for this purpose is equal to your meldshaper level but the save DC is standard for a soulmeld instead of based on the spell level. You can only create one instance of reverse gravity at a times.

Chakra Bind (Totem)
Your sash expend to cover your arms and legs.

You gain a climb speed equal to half your base land speed. This grant you a +8 bonus on Climb check, you can take 10 on Climb checks, even if rushed or threatened, and you can use your Dexterity modifier instead of your Strength modifiers on Climb checks. Every point of essentia invest into the Gravorg Sash increases your climb speed by 5ft.


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Hydra Heads
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG156.jpg

Descriptors: None
Classes: Totemist
Chakra: Hand or heart (totem)
Saving Throw: None
Ghostly green incarnum form around your head and arms into the shape of three hydra heads.

Totemist revere hydra for their ability to regenerate from severe wound, for their savagery and for their ability to attack simultaneously with all their heads. Your Hydra Heads grant you a +2 competence bonus on Listen and Spot checks.

Essentia: Every point of essentia invested in the Hydra Heads increases the bonus by 2.

Chakra Bind (Hands)
The hydra heads around your hands become more agitated, twitching at the slightest danger.

When bound to your hands chakra your Hydra Heads grant you the benefit of the combat reflexes feat. In addition for every point of essentia invest in the Hydra Heads you can make an additional attack of opportunity per round.

Chakra Bind (Heart)
Your ghostly hydra flesh crept up all over your body.

When bound to your heart chakra your Hydra Heads grant the fast healing special quality. You regain five hit points per round plus two additional hit points per point of essentia invest into your Hydra Heads.

Chakra Bind (Totem)
Your tree hydra heads truly take physical shape, replacing your own head and your two arms.

Your three hydra heads grant you three natural bite attacks that deal 1d6 point of damage (if you are medium, adjust accordingly otherwise). Unlike normal natural weapon the bite attacks gain this way can only be used in very specific way. You can either attack with all three heads as standard action, attack with all three heads at the end of a charge, in both case the bites are considered primary natural weapon, or attacks with all three heads as part of a full attack action, in this case the bites are considered secondary natural weapons. For every point of essentia you invest in your Hydra heads, you gain a +1 enhancement bonus on attack rolls and damage rolls with these bites. When bound to your totem chakra your Hydra heads, prevent you from using any other natural weapon on your hands, such as claw, to wield manufactured weapon, to use any object that require the use of hands or to gesture in order to produce somantic component. The new shape of your head does not prevent you from talking.


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Mauler Greaves
http://www.wizards.com/dnd/images/ToMagic_Gallery/96075.jpg

Descriptors: None
Classes: Totemist
Chakra: Feet (totem)
Saving Throw: None
Ethereal lion paws appear around your feet when you shape Mauler Greaves.

Roving MaulerToM p86 are among the strangest of magical beast, seemingly made of five lion legs and two lion heads, totemist however know that these strange creature are able to move with uncanny swiftness and precision that few can match. Your Mauler Greaves grant a +4 competence bonus on Tumble checks. In addition you can make Tumble checks untrained.

Essentia: Every point of essentia invested in the Mauler Greaves increases the bonus by 2.

Chakra Bind (Feet)
A lion head appear on you chest that seem to glare at every creature it can see, and in particular those carrying disease or poison.

When bound to your feet chakra, your Mauler Greaves grant you immunity to mundane disease and poison. In addition if you were afflicted with such disease or poison when shaping and then binding your Mauler Greaves they are immediately removed.

Chakra Bind (Totem)
The lion paws of your feet become reals and you also gain some on your hands.

You use the four lion paws on your hands and feet like claws, they are primary natural weapon dealing 1d4 points of damage (if you are medium, adjust accordingly otherwise). When making a full attack you can only use up to twos of those claws and not all four, but you can use any combination of them, the two on your hands, the two on your feet or even one from your hands and one from your feet.
In addition you gain the ability to make a tumbling attack, you can literally run over opponents. As a full round action, you can move up to your speed, tumbling over any creature in your path. Any creature that occupies a space through which you tumbles is subject to a claw attacks regardless of its size. If you tumbles over part of an occupied square, the creature within can it can make an attack of opportunity against you at a -4 penalty. You can negate the attack of opportunity if you succeeds on a DC 25 Tumble check to move through the creature space and reach. A failed check does not cause you to stop, but it does allow the target an attack of opportunity. You can only attack each target only once per round, no matter how many times you movement takes you through that targetís square.
For every point of essentia you invest in your Mauler Greaves, you gain a +1 enhancement bonus on attack rolls and damage rolls with theses claw and you can move an additional 5 feet when making a tumbling attack.


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Tirbana Dermoskeleton
http://www.wizards.com/dnd/images/MM5_Gallery/106342.jpg

Descriptors: None
Classes: Totemist
Chakra: Crown, hand (totem)
Saving Throw: See text
An insect-like carapace appear on your back, itís color varying from blue to green to yellow.

Tirbana are a group of magical beast that look like insect, they are know for conquering isolated village to reproduce. Totemist revere them for their ability to capture creature without killing them.
Shaping the Tirbana Dermoskeleton soulmeld allow you to make disorienting touch. With a successful melee touch attack you can cause a creature to take a -1 penalty on Will save for one minute. The effects of multiple touch attack does not stack.

Essentia: Every point of essentia invested in the Tirbana Dermoskeleton increases the penalty by 1. And if you invest at least four point of essentia into the Tirbana Dermoskeleton you can use this ability as a move action instead.

Chakra Bind (Crown)
The carapace on your back stretch to cover your mouth.

When bound to your crown chakra, your Tirbana Dermoskeleton allow you to create a sleep drone effect. As a full round action you can cause living creature within a 60 foot radius spread to fall asleep unless they succeed on a Will save. An affected creature stay asleep until it take damage, is awakened by another creature (a standard action), or until 10 minutes have passed.

Chakra Bind (Hand)
Carapace appear on the back of your hands.

When bound to your hand chakra, your Tirbana Dermoskeleton allow you to negate enchantment with a touch. If you touch a creature affect by a enchantment spell or effect, the creature is allowed a new saving throw against the spell or effect, at the original DC. If multiple enchantments are in effect on the target, it receives a new save for the most recent effects. For every point of essentia you invest in your Tirbana Dermoskeleton the target receive a +1 bonus on the saving throw against the enchantment effect.

Chakra Bind (Totem)
You sprout jagged-like spike one your arms and legs.

When bound to your totem chakra, your Tirbana Dermoskeleton allow you deals extra damage after moving. You deals an extra 1d6 points of damage on all attacks you makes during any round in which you moved at least 10 feet. This extra damage applies only on attacks made during your turn and is considered precision damage. For every two points of essentia you invest in your Tirbana Dermoskeleton you deal an additional 1d6 points of damage when moving at least 10 feet. In addition your Tirbana Dermoskeleton grant you gain a competence bonus to AC during any round in which you moved at least 10 feet. This bonus last until the start of your next turn and vary depending on the essentia invest in it, as follow. One point grant a +1 bonus, three points grant a +2 bonus, five point grant a +3 bonus and this continue in this manner.


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Steelwing Mantle
http://www.wizards.com/dnd/images/MM5_Gallery/106327.jpg

Descriptors: None
Classes: Totemist
Chakra: Hand, shoulder (totem)
Saving Throw: See text
Wing made of feather glinting like steel and as sharp as razor appear around your arms.

SteelwingMM5 p168 are huge extraplanar bird of prey, with feather as sharp of razor. They are know to be fierce and deadly combatants, totemist hope to gain those trait when shaping this soulmeld. Shaping the Steelwing Mantle soulmeld grant you a +2 shield bonus to AC.

Essentia: Every point of essentia invested in the Steelwing Mantle increases the bonus by 1.

Chakra Bind (Hand)
The feather that composed your wing seem to vibrate as if ready to fly away.

When bound to your hand chakra, your Steelwing Mantle allow you to make ranged attack with your razor feather. Attacking with razorfeather is considered an attack action. Razorfeather deal 1d4 points of slashing damage (if you are medium, adjust accordingly otherwise), threaten a critical hit on a 17-20, have a range increment of 30ft and are considered to be both thrown weapon and natural weapon (if enhance with effect such as magic fang it apply only to one razorfeather). In addition if you invest at least four point of essentia into the Steelwing Mantle attack made with razorfeather ignore all form of miss chance.

Chakra Bind (Shoulder)
Your wing seem to ruffle constantly and a few razorfeather flutter around you.

When bound to your shoulder chakra, your Steelwing Mantle allow you to create two different effect. First you can as a standard action unleash a hail of razorfeathers, itís a 60-foot cone dealing 1d6 point of slashing damage per meldshaper level to every creature in the area, a creature is allowed to make a Reflex save to avoid all damage. You can use this option once every 1d4 rounds.
You second option is to as a standard action create a shield of razorfeather around yourself, it remain active for five round. While itís active any creature within 5 feet of you take 5d6 points of slashing damage and you gain concealment against any non-adjacent opponent. You cannot use this concealment to hide. While the shield of razorfeather is active you cannot unleash a hail of razorfeathers.

Chakra Bind (Totem)
Your wing become quite real, glinting in the sunlight and looking as if they could cut the air itself.

Your steelwing function as a pair of primary natural weapon dealing 1d4 points of slashing damage (if you are medium, adjust accordingly otherwise) and threaten a critical hit on a 17-20. However your wings prevent you from effectively using weapon in your hand. When your Steelwing Mantle soulmeld is bound to your Totem chakra you take a -4 penalty to attack roll with all manufatured weapon. Your steelwing cannot be used to fly. For every point of essentia you invest in your Steelwing Mantle, you gain a +1 enhancement bonus on attack rolls and damage rolls with your wings.


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Wasp Stinger
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_99.jpg

Descriptors: Force
Classes: Totemist
Chakra: Crown (totem)
Saving Throw: None
A translucent wasp stinger appear on your back.

Totemist admire phase wasp MM2 p168 for their link with force energy and for their ability to detect invisible creature. Shaping the Wasp Stinger soulmeld allow you to use the magic missile spell as a spell-like ability with a caster level equal to your meldshaper level. Once you have used this ability you must wait 1d4 rounds before using it again.

Essentia: Every point of essentia invested in the Wasp Stinger augment the damaged dealt by your magic missile by one. For example if you invest two points of essentia into this soulmeld your magic missile would deal 1d4+3 points of damage.

Chakra Bind (Crown)
A yellow and black carapace appear on the top of your head.

When bound to your crown chakra, you can as a standard action gain the benefit of the see invisibility spell this last 10 minutes but you can reactivate it immediatly after it by using another standard action. If you invest at least two points of essentia in your Wasp Stinger you can instead activate it as a move action and if you invest at least four you can do so as a swift action.

Chakra Bind (Totem)
The wasp stinger become real and menacing.

Your stinger function as secondary natural weapon dealing 1d6 points of piercing damage (if you are medium, adjust accordingly otherwise). For every point of essentia you invest in your Wasp Stinger, you gain a +1 enhancement bonus on attack rolls and damage rolls with your stinger.

Hanuman
2011-10-19, 02:23 AM
I really like these, bookmarked!

zagan
2011-10-19, 01:45 PM
I really like these, bookmarked!

I'm glad you like them, thanks for the support.

Glimbur
2011-10-19, 02:57 PM
PEACH!

Asperi Shoe.

Incarnum wraps around your feet in the shape of black hoofves surround by silver hairs. While wearing them you seem to float half an inch above the ground. I think Incarnum is a singular item, not plural. Other typos are corrected in bold.
It's a problem with featherfall, not your soulmeld, but you should make it abundantly clear that you can cast featherfall whenever you fall, flatfooted or not.
Air Walk is a 4th level spell. It's not as good as a real fly speed, but it might be a bit too good to have at will at 5th level. It's thematic though, and I'm not sure what to replace it with.
Immunity to wind is generally not a big deal. Situational, but it could come in handy.
Totem bind is fine. "(if you are medium, adjust accordingly otherwise)" should probably be "(if you arelarger or smaller than medium, adjust accordingly otherwise)". I like that essentia increases to-hit and damage like a real magic weapon would.

Elsewhale Collar: Shaped effect is fitting. I have fond memories of buying an item so I could hold my breath for twelve hours in preparation for a one shot in the tomb of horrors... that game didn't get very far though.
Plane Shift at level 17 is not a worry. I might make it usable 1/day with an additional use per day per point of essentia invested in it.
For the throat bind: is there sufficient air in this extradimensional space? Can only willing creatures enter it, or is there a way (bull rush, grapple, telekinesis) to get nonwilling creatures in there? If the latter, what happens if a creature wants out? It seems kind of niche/specialized in application for a Throat bind.
Blindsense and blindsight are nice. I might make blindsight kick in at 3 essentia, rather than 4, but that would make all day blindsense available at 6th level which is probably too soon.

Gem Shell is for prestidigitation. It's the best cantrip. It could also be used for Cure Minor Wounds which means painfully slow unlimited out of combat healing. Probably not a big worry. Unlimited castings of a particular 1st level spell at second level feels too strong. 2nd level spell at 5th level, likewise, is probably too much. I'm not sure of the best level to get a certain spell level at will. As an aside, some prestige classes (Trapsmith) get spells much sooner than usual (Haste as a 1st level spell) so you probably need a clause about Sorc/Wiz, Cleric, and Druid spells only.

Gravorg Sash shaped effect is legit.
Reverse Gravity is a 7th level spell. The wizard just got it last level, and now you can cast it at will. However... it's more of a funny spell than a powerful one, so this is probably ok.
Climb speed is reasonable for a Totem bind.

Hydra Heads could give a bigger bonus on skills, but Spot and Listen are really good so this is probably ok.
Hands bind is solid.
Heart bind is kind of unimpressive for 17th level. I'd consider FH 5 + 2 per essentia. That's enough to make more of a difference at high levels.
Totem bind is better as a standard action than Chimera Mask but worse than it as a full round action, which is ok.

Mauler Greaves are based on the silliest monster. Shaped effect is good.
Feet bind is stronger than Paladin's third level ability Divine Health, but it costs a bind so it's probably ok.
It's a little unclear why you get 4 claws if you can only use two... consider allowing the use of more claws with enough essentia invested. Likewise, tumbling attack is cool but it scales poorly so it might deserve another claw attack (or just double damage, to reduce the number of attack rolls) at 4ish essentia invested.

Tirbana Demoskeleton shaped effect is synergistic, but probably not worth a standard action. It might be worth throwing on a d4 of damage or something.
The crown bind should have a duration, otherwise it is theoretically possible that people you put to sleep will never wake up. 10 minutes should suffice.
Hand bind is cool. I like the Resurgence spell, so a similar effect from a thematic monster is cool.
"This extra damage applies only on attacks made during your turn and is considered precision damage." English is tricky stuff.

Steelwing Mantle shaped effect is a bit weak, but it's an unusual bonus type for a totemist. 2 + essentia would probably be ok.
Hand bind could do with another feather for every two essentia invested. That's still mostly weaker than Manticore Belt, but it's not the Totem bind.
Shoulder bind is just plain cool. It seems like a reasonable amount of damage; it is more than the breath weapons in MoI do but MLd6 with Ref save negates in a cone isn't super scary.
Totem bind is fine.

Wasp Stinger is a lot of magic missiles, but it's only magic missile. You do get another magic missile for every two CL with a max of 5 missiles at CL 9 so the bonus from essentia will add up. 5d4+20 with SR and Shield as the only defenses at level 9 isn't too scary though.
See Invisible all day long at 5th level might be too soon.
Totem bind is a little lackluster, consider adding poison (though the DC will be pretty terrible because soulmeld DCs are terrible).

BelGareth
2011-10-19, 09:25 PM
These look great, would I be able to reference them with my Project: Unleashed Incarnum and Pathfinder Redux? (http://www.giantitp.com/forums/showthread.php?p=12061455#post12061455)

This would add great flavor and flexibility to the class.

zagan
2011-10-20, 06:24 AM
Thank you very much for the peach.


PEACH!

Asperi Shoe.
I think Incarnum is a singular item, not plural. Other typos are corrected in bold.

I'll correct that.


It's a problem with featherfall, not your soulmeld, but you should make it abundantly clear that you can cast featherfall whenever you fall, flatfooted or not.

Noted.


Air Walk is a 4th level spell. It's not as good as a real fly speed, but it might be a bit too good to have at will at 5th level. It's thematic though, and I'm not sure what to replace it with.

You can't use it on an ally, so it reduce it's power a little. Perhaps make it work like levitate up till your ML become 7th and then it become Air walk ?


Immunity to wind is generally not a big deal. Situational, but it could come in handy.
Totem bind is fine. "(if you are medium, adjust accordingly otherwise)" should probably be "(if you arelarger or smaller than medium, adjust accordingly otherwise)".

What I mean by that (if you are medium, adjust accordingly otherwise) is that the indicated damage is one for medium and if you are not medium you adjust accordingly.


I like that essentia increases to-hit and damage like a real magic weapon would.

Standard for Soulmeld.


Elsewhale Collar: Shaped effect is fitting. I have fond memories of buying an item so I could hold my breath for twelve hours in preparation for a one shot in the tomb of horrors... that game didn't get very far though.
Plane Shift at level 17 is not a worry. I might make it usable 1/day with an additional use per day per point of essentia invested in it.

I don't like tying use per day to essentia investment because you can invest and divest essentia at will and I choose twice a day because if you find yourself in a dangerous situation after using it you can flee.


For the throat bind: is there sufficient air in this extradimensional space?

It's implied but I'll make it clearer.


Can only willing creatures enter it, or is there a way (bull rush, grapple, telekinesis) to get nonwilling creatures in there? If the latter, what happens if a creature wants out? It seems kind of niche/specialized in application for a Throat bind.

Nice idea about unwilling creature, I'll add it.


Gem Shell is for prestidigitation. It's the best cantrip. It could also be used for Cure Minor Wounds which means painfully slow unlimited out of combat healing. Probably not a big worry. Unlimited castings of a particular 1st level spell at second level feels too strong. 2nd level spell at 5th level, likewise, is probably too much. I'm not sure of the best level to get a certain spell level at will.

I might add a limit per day at low level and it become at will later.


As an aside, some prestige classes (Trapsmith) get spells much sooner than usual (Haste as a 1st level spell) so you probably need a clause about Sorc/Wiz, Cleric, and Druid spells only.

Excellent point.


Hydra Heads could give a bigger bonus on skills, but Spot and Listen are really good so this is probably ok.
Hands bind is solid.
Heart bind is kind of unimpressive for 17th level. I'd consider FH 5 + 2 per essentia. That's enough to make more of a difference at high levels.

Your probably right.


It's a little unclear why you get 4 claws if you can only use two... consider allowing the use of more claws with enough essentia invested. Likewise, tumbling attack is cool but it scales poorly so it might deserve another claw attack (or just double damage, to reduce the number of attack rolls) at 4ish essentia invested.

The four claw are for thematic reason, it mean that when you tumble you literraly roll and can strike with all four claw but not always the same one.
Asd for improving tumbling attack, well it's copied straight from the monster and I don't want to stray too far from it. I'll think about it.


Tirbana Demoskeleton shaped effect is synergistic, but probably not worth a standard action. It might be worth throwing on a d4 of damage or something.

Same thing as mauler, it's copied from the monster.


The crown bind should have a duration, otherwise it is theoretically possible that people you put to sleep will never wake up. 10 minutes should suffice.

Excellent point.


"This extra damage applies only on attacks made during your turn and is considered precision damage." English is tricky stuff.

:smallredface: thanks.


Steelwing Mantle shaped effect is a bit weak, but it's an unusual bonus type for a totemist. 2 + essentia would probably be ok.

Okay.


Hand bind could do with another feather for every two essentia invested. That's still mostly weaker than Manticore Belt, but it's not the Totem bind.

I don't understand. You can make as many attack as a full attack would allow.


See Invisible all day long at 5th level might be too soon.

I might add the need to activate it, like a move or swift action.


Totem bind is a little lackluster, consider adding poison (though the DC will be pretty terrible because soulmeld DCs are terrible).

The monster does not have poison, but I may add bonus damage like magic missile or a force effect.

Thanks again for the Peach.


These look great, would I be able to reference them with my Project: Unleashed Incarnum and Pathfinder Redux? (http://www.giantitp.com/forums/showthread.php?p=12061455#post12061455)

This would add great flavor and flexibility to the class.

Yeah, I suppose I admit that i don't know much about Pathfinder but your work seem fine at first glance. So yeah go for it.

Edit: I've made a few adjustment based on Glimbur peach.