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malonkey1
2013-09-22, 12:06 PM
Alright, Incarnum was one of my absolute favorite systems, especially since it's so different than spellcasting or psionics. For those of you who are unaware of Incarnum, the short-short version is "the epitome of Difficult but Awesome." The less-short version is that Incarnum users take advantage of a form of blue-tinged spirit energy called Incarnum to to shape lasting magical effects in the form of semi-real objects that are placed on certain parts of their body.

The Prestige Classes, Monsters, and other stuff can be found Here (http://www.giantitp.com/forums/showthread.php?t=305947).

The Basics: How Does it Work?
Before we begin, I feel I should clarify some terms and rues from the start (which Magic of Incarnum should have done).

Incarnum: Composed of the souls of the dead and the yet-born, Incarnum is the material from which soulmelds are formed.

Essentia: The pale, hair-thin wisps of Incarnum Energy that are used to fuel Incarnum abilities. Some creatures, including characters with Incarnum classes or certain feats, have a pool of Essentia. Essentia is used not by being spent, like Magus Arcane Points, or a Monk's Ki Pool. Instead, it is merely invested, the points being placed in the Essentia Receptacle (that is, a soulmeld or ability that can receive essentia) until such time as your choose (or are forced) to regain those points or redistribute them. Distributing Essentia is a swift action, no matter how many or few essentia points you move. You can gain Essentia from levels in a meldshaping class, certain feats, or a natural racial essentia reserve. Your essentia pools from different classes stack, and you can use essentia from any source with any receptacle. Any given receptacle has a capacity of 1 per 4 HD (rounded up) unless otherwise stated.



Essentia Damage: Sometimes, there will be an effect which causes you to temporarily lose Essentia Points. This effect is called Essentia Damage. This lost Essentia is first deducted from your uninvested Essentia, and then from your soulmelds and other essentia receptacles in the order the player chooses until all the lost essentia has been accounted for. Essentia damage is healed like ability damage, either over time or by spells and effects like restoration spells. The amount of essentia you can invest in any one receptacle at a time is limited to 1/5 your Hit Dice, rounded up.


Soulmeld: A semi-real magical object formed of Incarnum and placed on the body, which provides a magical effect. Creating a soulmeld is called "shaping" the soulmeld. Soulmelds may be "bound", intensifying their effect but locking out magic items on the same body slot, and can have Essentia "invested" in them to improve them. Soulmelds remain shaped until you unshape them, which can be done at will. If you wish to shape a new one, however, you must spend an hour meditating after resting for 8 hours (except in certain special circumstances.) A soulmeld is a supernatural ability, and can not be dispelled like a spell would (although it can be suppressed). Classes with a list of soulmelds don't need to learn them, and can simply shape any melds on their list. However, Meldshapers are limited in how many melds they can have shaped at a time. Meldshaping classes may never have more than the lesser of: their Con score - 10 soulmelds; Or the amount allowed for their level shaped at a time in the "Melds" column of their class table; shaped at one time. Non-meldshapers who have the ability to shape soulmelds from the Shape Soulmeld feat, they are not bound by the latter restriction, but the restriction still applies for Meldshapers who have received access to additional soulmelds from other classes' lists.

Meldshaper: A Meldshaper is simply one who can shape soulmelds. A Soulmeld has a Meldshaper level, much like a spell has a caster level. They can be suppressed like a magic item. When using dispel magic to suppress a soulmeld, use the soulmeld's meldshaper level in place the the caster level. A Meldshaper's Meldshaper level is equal to his levels in a meldshaping class +1/2 of all other Hit Dice (meldshaper levels from different meldshaping classes don't stack directly, so a Totemist 5/Soulborn 4 would have two separate MSLs of 7 and 6 respectively). If you have the ability to shape soulmelds without having levels in a meldshaping class, your meldshaper level is considered to be 1/2 your level. This meldshaper level increase only advances your meldshaper level, not your essentia, soulmelds, or binds from your classes. Classes that explicitly grant meldshaper advancement offer it in place of their normal 1/2 level increase, and advance essentia, soulmelds, and binds as well as meldshaper level.

Binding: Eventually, most meldshapers gain the ability to "bind" their soulmelds, making them more physically real, and placing them firmly on the body. When a Soulmeld (or occasionally an item) is bound to a chakra (below), it attaches to the body. Despite the fact that they become physically real, and often behave like magic items, they do not prevent you from using magic items on the same body part. You may bind your soulmelds while shaping them normally, and may unbind them at will, although you must still rest 8 hours and spend one hour meditating to bind new ones (Again, you can bind while shaping normally). You may have bound at any one time to a number of chakra equal to either the number of grades of chakra you have the ability to bind to (Least, Lesser, Greater, or Superior) or the number given for your class level. If you have multiple classes which grant chakra binds, the number you may have bound stack, but you do not stack levels for determining open chakra. You may bind any soulmeld you have access to to the appropriate chakra provided it is open.

Chakra: A term taken from the seats of spiritual energy in Hindu beliefs, a Chakra under the Incarnum system is a place on the body to which Soulmelds can be shaped and bound. Each Chakra is, obviously, associated with a specific item slot. You can't bind to a chakra until you gain the ability to, by way of class ability or feat. Shaping to a chakra doesn't occupy that chakra for magic items, but binding does.

ChakraSlot
CrownHead
FeetFeet
HandsHands
ArmsWrists
BrowHeadband
ShouldersShoulders
ThroatNeck
WaistBelt
HeartBody
SoulArmor


Skills:
There are no new skills, but there is a new use for the Spellcraft Skill. Additionally, if you want to answer question about Incarnum with Knowledge[Arcana] or Knowledge[Planes].

Spellcraft (Int):
Spellcraft is used not only to identify soulmelds, but also to reassign them to different chakra.
Reassign Soulmeld:
You can attempt to focus the energies of a soulmeld, shaping it to a different chakra than is normal for the meld, although you must bind it to its normal chakra if you intend to bind it. The DC varies on which chakra the meld is normally shaped to, and which chakra you are attempting to move it to. If a Soulmeld would have multiple DCs for reassigning it, use the lowest. If you have a chakra-reassigned soulmeld shaped and later wish to bind it, then the soulmeld moves to an appropriate chakra and is then bound to it.

Original ChakraBase DC
Least Chakra (Crown, Feet, Hands)10
Lesser Chakra (Brow, Shoulders)15
Greater Chakra (Throat, Waist)20
Superior Chakra (Heart, Soul)25


New ChakraDC Modifier
No Difference(Crown to Hands, Heart to Soul, etc.)+2
1-grade Difference(Brow to Throat, Feet to Waist, etc.)+5
2-grade Difference(Crown to Waist, Soul to Shoulders, etc.)+10
3-grade difference(Soul to Feet, Hands to Heart, etc.)+15

The DC for a Soulmeld not on your class list is increased by +5.
Action: No action, but must be done while shaping the soulmeld to be reassigned.
Retry?: You may not retry with a given soulmeld until the next time you attempt to shape the soulmeld.
As you can see, early-chakra melds are the easiest to reassign, and it's easier to make small moves than large ones.

Identify Soulmeld:
This is a simple DC 20 check. You need to be able to see or otherwise accurately perceive the features of the meld, and make a DC 20 Spellcraft check. This isn't an action, but doe not permit a retry.

Now that I've explained the basics of the system, I'll be posting updates of each base class, along with the prestige classes in the next few posts. Please do offer your criticism as you see fit.


When using the Akashic Mysteries supplement from Dreamscarred Press, it's important to note the following:

Essence is identical to Essentia, and can be used interchangeably (e.g. you could invest Essentia from a feat into a Vizer's veils)
The terms Soulmeld and Veil, as well as Meldshaping and Veilweaving, can be used interchangeably.

malonkey1
2013-09-22, 12:07 PM
The Incarnate
Incarnates are the epitomes of their alignments, capable of terrifying wrath, exalted kindness, unbending rigidity, or total unpredictability. They use Incarnum to support their alignment.
Game Rules Information:
Alignment: Incarnates must have a pure alignment, being extreme on a single axis. This means they must be Lawful Neutral, Chaotic Neutral, Neutral Evil, or Neutral Good.
Hit Die: d8
Skill Points Per Level: 4+Int
Class Skills: Craft (Int), Knowledge[Arcana, Religion, Planes] (Int), Profession (Wis), and Spellcraft (Int)

Table: The Incarnate

LevelBABFortRefWillSpecialMeldsBindsEssentia
1+0+2+0+2detect opposition301
2+1+3+0+3Chakra Bind (Crown)312
3+2+3+1+3Expanded Capacity +1, Radiance313
4+3+4+1+4Chakra Binds (Feet, Hands), Incarnate Power414
5+3+4+1+4Bonus Feat415
6+4+5+2+5426
7+5+5+2+5Incarnum Attunement, Incarnate Power527
8+6/+1+6+2+6Expanded Capacity +2, Intermediate Radiance528
9+6/+1+6+3+6Chakra Binds (Arms, Brow, Shoulders)529
10+7/+2+7+3+7Incarnate Power6310
11+8/+3+7+3+7Bonus Feat6311
12+9/+4+8+4+86312
13+9/+4+8+4+8Expanded Capacity +3, Advanced Radiance, Incarnate Power7313
14+10/+5+9+4+9Chakra Binds (Throat, Waist)7414
15+11/+6/+1+9+5+97416
16+12/+7/+2+10+5+10Chakra Bind (Heart), Incarnate Power8418
17+12/+7/+2+10+5+10Bonus Feat8420
18+13/+8/+3+11+6+11Expanded Capacity +4, Ultimate Incarnum Radiance8522
19+14/+9/+4+11+6+11Chakra Bind (Soul), Incarnate Power9524
20+15/+10/+5+12+6+12Perfect Meldshaper, Font of Life9526


Proficiencies: Incarnates are proficient with all simple weapons, as well as a single martial or exotic weapon of your choice, and with light and medium armor and shields (excluding tower shields).
Meldshaping (Su): Incarnates shape magical effects to their bodies called Soulmelds. The Soulmelds act as receptacles for Essentia, and the saving throw for a Soulmeld's effect is 10 + 2*Invested Essentia + Wis Bonus. She may have the lesser of her class level limit or her Con-10 Soulmelds shaped at once. They later gain the ability to bind to Chakra (although you may not bind more than is given on the table), gaining additional effects. He may not shape melds counter to his alignment.
Detect Opposition (Sp): At level 1, an Incarnate gains the ability to detect those with an alignment opposing her own. This ability functions as detect good, detect evil, detect law, or detect chaos, as appropriate, and can be used at will as a move action.
Radiance (Su): At level 3 as a free action, an Incarnate can release a field of pure Incarnum exemplifying their alignment once per day. Their alignment determines the exact effects of this ability. In addition to this ability, at level 8 and 13, she receives a new power that she can use in place of the original effect. You can have this effect active for a total 1/2 your class level + Con Bonus rounds. She gains additional ways to use this ability at levels 8, 13 and 18. These are also free actions to activate unless stated otherwise.
Good

Shielding Light (Level 3): The Incarnate glows with a bright silver light. She gains a +1 bonus to AC, Fortitude and Will Saves, +1 per 5 class levels.
Healing Heart (Level 8): The Incarnate's pure soul allows her to mend wounds. She gains Fast Healing 1 per 6 class levels (min 1).
Bastion (Level 13): The Incarnate is skilled at preventing evil from passing. Any movement or non-attack action, including charges and 5-foot steps provokes attacks of opportunity from her.
Protector (Level 18): You can shield your allies from harm by drawing attacks to yourself. Any time an ally within 5 feet of you would be hit with an attack while you are using this radiance, you may make a Will save (DC equals the attack's attack roll - the ally's AC) to take the attack yourself. If the DC would be less than 5, you don't need to make the save. When taking the attack, you are attacked, using the same roll. Against that attack (and its effects), you have DR 10/- and resistance 10 to all energy types, both of which stack with other sources.

Evil

Wrathful Rage (Level 3): The Incarnate is shrouded in an ash-gray aura. She gains a bonus to melee damage rolls equal to 2 + 1 per 5 class levels.
Cruel Wounding (Level 8): The Incarnate's hate grants her increased ability to draw blood. She adds her Wisdom bonus to attack rolls.
Bloodlust (Level 13): An Incarnate feeds of the anguish of others. Whenever she makes a hit with a melee attack, she heals a number of hit points equal to her Wisdom Bonus + 1/2 her class level.
Hateful Fury (Level 18): Your wrath can confound armor and magical shielding. While in Radiance, you are treated as having a BAB equal to your class level for melee attacks, and you may reroll a single attack once every 1d4 rounds, using the better roll.

Chaotic

Fleetness of Foot (Level 3): The Incarnate's body glows with a greenish nimbus, and her movements speeds increase by 10 feet + 5 per 5 class levels as a swift action.
Boundless Spirit (Level 8): The Incarnate's boundless spirit frees them from entangling. She can move normally through nonmagical rough terrain, and adds her Wisdom modifier to Acrobatics and Fly checks.
Chaotic Movement (Level 13): An Incarnate can be hard to pin down. She is always treated as having partial concealment against attacks.
Sprinting Strikes (Level 18): You can run and strike, surprising a foe. You gain the Pounce ability, and are under the effects of a haste and freedom of movement spell.

Lawful

Lawgiver's Strike (Level 3): The Incarnate glows with a blood-red corona. She receives a +1 bonus to attack rolls + 1 per 5 class levels.
Blade of Justice (Level 8): The Incarnate is like the law she follows: indiscriminate. She bypasses DR up to an amount equal to her Wisdom bonus.
Swift Trial (Level 13): The Incarnate can bring justice swifter than any other. When confirming a critical threat, she treats her BAB from this class as equal to her class level
Gavel of Justice (Level 18): Your hand bears the hammer of justice. Your attack while under the effect of this Radiance deal damage as if made with weapons one size larger, and can be optionally treated as one size larger when making CMB checks.

Rapid Meldshaping (Su): An Incarnate can call upon the reserves of energy in her body to shape a Soulmeld as a full-round action. While doing so, she may unshape a soulmeld. This provokes attacks of opportunity, and she may not bind the Soulmelds she shapes with this ability, although she could bind it as she would a normal Soulmeld.
Share Radiance (Su): At level 7, an Incarnate can choose to share the benefits of her Radiance with allies within 30 feet of her. The effects end on a creature if it moves out of range, and Radiance can not be shared with creatures whose alignment opposes her alignment (Good cannot share with Evil, for example).
Incarnate Powers (Su or Ex): Incarnate Powers are gained at level 4, And every 3rd level thereafter. These power are specific abilities that you choose to exemplify within your alignment, and often affect how you can use your Radiance ability. Many Powers have prerequisites, but all have special benefits that allow you to uphold your convictions more effectively. Unless otherwise stated, these can only be chosen once each. If a power modifies your Radiance or allows you to forgo the benefits of your Radiance when entering one in exchange for a different effect, that effect can be shared with the subject of your Share Radiance ability once you acquire it. If an ability offers a save, its DC is 10+1/2 class level+Wisdom Mod.

Agility (Su): You can expend 2 rounds of Radiance as an immediate action to gain a +3 insight bonus on a Reflex save.
Pith (Su): You can expend 2 rounds of Radiance as an immediate action to gain a +3 insight bonus on a Fortitude save.
Composure (Su): You can expend 2 rounds of Radiance as an immediate action to gain a +3 insight bonus on a Will save.
Focus (Ex): When you enter Radiance, you can forgo its normal benefits. Instead, each consecutive time you hit a target with an attack, you gain a cumulative +1/5 level insight bonus to attack rolls against that target (up to your Wisdom Bonus). The bonus only increases by +1, up to your class level, each round, and lasts until the end of the encounter or until you attack another target.
Necrocarnum Spark (Su): Evil or Necrocarnum Acolyte feat; When entering Radiance, you gain a +1 profane bonus to all saves and are treated as both undead and your normal creature type for the purposes of spells and magical effects.
Calm (Su): You can use your connection with the souls of others to replicate the effects of a calm emotions spell. This is a standard action to start, but only a move action to maintain. To activate this ability, you must spend 2 rounds of Radiance, and you must expend a round of radiance each round you choose to maintain it.
Charm (Su): An Incarnate knows that force is not the only way to get his way. You can expend any number of round of radiance up to your Wisdom Bonus while making a Bluff, Intimidate or Diplomacy check to gain a competence bonus equal to the number of Radiance rounds expended.
Conviction (Su): level 7; You are more thoroughly convicted to your alignment than most others, and as a result, you can use your radiance for longer. Gain 5 extra rounds of Radiance per day. You may choose this benefit multiple times.
Faith (Su): Non-evil, Level 7; Your faith in your cause rivals the faith of a Cleric or Paladin in his god. While in Radiance, any undead, and any Outsiders with an alignment that opposes your own, that damage you with a melee weapon must make a Will (DC 10 + 1/2 class level + Wis Mod) save or be rendered shaken for 1 round. This is not a mind-affecting effect, but if the creature has turn resistance, they may apply their bonus to this save.
Necrocarnum Curse: Evil or Necrocarnum Acolyte feat, level 7; You can expend 4 rounds of Radiance to place a curse on a single living creature within 30 feet of you for 1 minute. You may only have one such curse active at a time.
Keen Edge (Su): Level 10; By expending a round of Radiance as a free action, you can increase the threat range of your attacks for this round by 1 (up to 15-20, but stacking with other similar effects such as keen weapons). At level 20, this threat range increase to improves to 2.
Blood Poison(Su): Level 10; You see the vile filth that oppose your cause, and see fit to cause them ill as punishment. By expending 2 rounds of Radiance, you poison a touched weapon or piece of ammunition. This is a unique poison composed of Incarnum and hate, that deals 2 Con damage to a creature hit with the poisoned weapon, with a save DC of 15 + your Wis bonus, a frequency of 1 round/level for 24 hours, and is cured after a number of saves equal to your Wisdom bonus (minimum 1). This poison lasts 1 rond/level, or until the weapon or ammunition is used hit with an attack.
Weapon of Conviction (Su): Level 10; You can cut down particularly powerful enemies of the cause with relative ease.When entering a Radiance you can forgo the normal benefits to give weapons you wield the holy, unholy, axiomatic, or anarchic quality as appropriate to your alignment.
Necrocarnum Drain (Su): Evil or Necrocarnum Acolyte feat, Level 10; While in a Radiance, if you deal lethal damage with a weapon (the actual weapon's damage, not extra damage from spells or magical effects), you heal damage equal to half that weapon's damage. (For example, if you attack in injured a creature with a greatsword, dealing 8 damage from the weapon itself, you heal 4 hit points).
Perserverance (Ex): Level 10; Your perserverance is unmatched, allowing you to keep cool in the heat of battle. When making a skill check, you can expend 4 rounds of Radiance to take 10, even under stress. You may not use this ability more than once per skill per day.
Firebrand (Su): Non-evil, Level 10; You are a soldier of your cause, and this cause manifests in the form of mystical flames which crawl across your weapons. When you enter Radiance, any weapon attacks you make deal a amount of extra positive energy damage equal to your Wisdom bonus. This is highly concentrated positive energy that even burns the living, and is twice as destructive to undead, being counted as double damage against them.
Necrocarnum Wrath (Su): Evil or Necrocarnum Acolyte, level 10; You can bring the wicked agony of Necrocarnum on the soul of your enemy. When entering Radiance, you can choose to forgo the normal benefits to automatically confirm critical threats against living creatures. This is draining to living Incarnates, and they are fatigued for 2 rounds for every round they have this effect active.
Soul Sight (Su): Level 10; You can see the wisps of energy that pervade all things, living, undead or otherwise animate. You gain blindsense 10 while in Radiance, and can use detect magic or detect incarnum at will.
Healing Flash (Su): Non-evil, Level 13; Your Incarnum energy overflows so much, it spills into your body and into your allies' bodies. While in Radiance, any time you hit with a weapon attack, you and all allies within 30 feet of you heal 1d6 health.
Necrocarnum Aura (Su): Evil or Necrocarnum Acolyte feat, Level 15; While in a Radiance, you are surrounded by an aura that is deleterious to life. This aura imposes a -2 profane penalty to attack rolls and saving throws on all living creatures within 15 feet of you.
Gravity of Conviction (Su): Level 13; The weight of your mantle isn't just there to give you back strain. By expending 3 rounds of Radiance, all attacks made with a single touched weapon deal damage as if they were a size larger at no penalty.
Tyranny: Level 13; Sometimes, the only way to make sure your cause is seen through is to take control by force. As a full action, you can expend 3 rounds of radiance to attempt to dominate a creature as per domicate monster. A Will save (DC 10 + 1/2 class level + Wis Bonus) negates this effect. You must take a standard action and expend a round of radiance each round to maintain the effect.
Necrocarnum Ravage (Su): Evil or Necrocarnum Acolyte feat, level 17; You have become a bubbling pit of tormented souls. When entering a radiance, you can forgo its regular effect to intead gain the following benefits: You deal 1d6 damage to all creatures within 10 feet of you at the end of your turn, and gain 1 temporary hit point and 1 temporary essentia for each creature with a CR of at least 1/2 your character level affected by this ability. The temporary HP stack with itself indefinitely, but the temporary essentia only stack up to your Wisdom Bonus (minimum 1). The temporary essentia and hit points each last 1 minute.
Elemental Essentia (Su): Level 17; While trickier for you to pin down, you have learned to bend the souls of elementals to your cause. You can expend 1 round of Radiance to give a touched weapon the corrosive, flaming, icy or shocking burst quality. You can have this effect active on multiple weapons simultaneously (but only one such effect per weapon), and can maintain the effect on any and all weapons by expending a single round of radiance at the start of your turn as a free action.
Essentia Power (Su):Level 17; You have gained a near-complete mastery of Incarnum which allows you to fill one of your soulmelds with azure wisps of essentia. When entering a Radiance, you can forgo the normal effects to treat one of your essentia receptacles as completely full. You may reassign essentia from that receptacle elsewhere in the same action (if you would be able to do so). You are left exhausted at the end of this Radiance for as many rounds as you spend in the Radiance.
Incarnum Burn (Su): Level 17; You can violently divest your essentia, blasting any creatures neaby with pure, anadulterated Incarnum. You can, as a full action, divest a number of Essentia equal to 1/2 your class level+Wis Bonus from various sources (not including feats or other effects that require essentia to remain invested for a period of time). Creatures within 10 feet of you take 1d6 damage per essentia divested, but you take essentia damage equal to 1/2 the amount of essentia divested in such a way.

Bonus Feats: At levels 5, 11, & 17, Incarnates receive any one Incarnum feat whose prerequisites she meets as a bonus feat.
Expanded Capacity (Ex): At level 3, and every 5th level afterward, an Incarnate's Soulmelds have their Essentia Capacity increased by +1 (in addition to their normal capacity increases from level).
Incarnum Attunement (Ex): At level 7, an Incarnate's ability to use Incarnum improves. When determining effects related to Incarnum (including maximum shaped soulmelds, etc.), her Constitution is treated as 2 higher (So a Con 15 Incarnate would be treated as Con 17 for the purposes of her soulmelds.)
True Incarnate (Su): A 15th-level Incarnate becomes a Native Outsider with the Incarnum subtype and a subtype appropriate to her alignment. Her weapon and natural attacks are treated as this alignment. She also gains 3 racial essentia, not stacking with existing racial essentia.
Perfect Meldshaper (Su): At level 20, an Incarnate can enter a state of perfect fusion with Incarnum. Once per day, as a free action, she may enter this state for up to 3 + Wis Bonus rounds. While in this state, she treats her Soulmelds as if they all hold their maximum amount of Essentia. During this state, she may not reallocate her Essentia.
Font of Life (Su): Your body is so brimming with Incarnum that even death's grip is only temporary. If you are slain, and your Essentia Pool is greater than zero (including invested essentia, but not including essentia lost to essentia damage), you return to life as per the true resurrection spell 1d6 days later. Each time you die and are raised in this manner, the amount of time between resurrections doubles. (So an Incarnate that has died and returned 4 times would rise 1d6*16 days later.) Some especially devious Incarnates have actually used this to evade capture from enemies, "playing possum" until they return. As with any normal resurrection, you can refuse it, but if you refuse, this ability does not offer another resurrection until the next time you return by some other means and then die again.

malonkey1
2013-09-22, 12:08 PM
The Soulborn
Soulborns are mighty warriors who champion two causes with the power of Incarnum. In many ways, they resemble Paladins, but can follow a wider variety of alignments. This class was always regarded as lackluster compared to the other two Incarnum classes, and compared to other base classes in general. I gave it a boost that I feel should be sufficient
Game Rules Information:
Alignment: Soulborns are extremists at heart, and thus can have no neutral components to their alignment.
Hit Die: d10
Skill Points Per Level: 4+Int
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge[Arcana, Planes] (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str)

Table: The Soulborn

LevelBABFortRefWillSpecialMeldsEssentiaBinds
1+1+2+0+0Smite Opposition (1/day), Willful Incarnum, detect opposition110
2+2+3+0+0Azure Grace, Incarnum Power110
3+3+3+1+1Bonus Feat110
4+4+4+1+1Smite Opposition (2/day)120
5+5+4+1+1Chakra Binds (Crown, Feet, Hands), Soulmeld Training221
6+6/+1+5+2+2Bonus Feat221
7+7/+2+5+2+2Smite Opposition (3/day), Incarnum Power231
8+8/+3+6+2+2Soulmeld Training331
9+9/+4+6+3+3Share Incarnum Power, Chakra Binds (Arms, Brow, Shoulders), Bonus Feat332
10+10/+5+7+3+3Smite Opposition (4/day)342
11+11/+6/+1+7+3+3Soulmeld Training342
12+12/+7/+2+8+4+4Incarnum Power, Chakra Binds (Throat, Waist), Bonus Feat452
13+13/+8/+3+8+4+4Smite Opposition (5/day)453
14+14/+9/+4+9+4+4Soulmeld Training463
15+15/+10/+5+9+5+5Bonus Feat, Incarnum Attunement573
16+16/+11/+6/+1+10+5+5Chakra Bind (Heart)593
17+17/+12/+7/+2+10+5+5Smite Opposition (6/day), Incarnum Power, Soulmeld Training5114
18+18/+13/+8/+3+11+6+6Bonus Feat5134
19+19/+14/+9/+4+11+6+6Chakra Bind (Soul)6154
20+20/+15/+10/+5+12+6+6Smite Opposition (7/day), Soulmeld Training6174


Proficiencies: Soulborns are proficient with all simple and martial weapons; light, medium and heavy armor; and shields (excluding tower shields).
Smite Opposition (Su): Soulborns are the incarnations of their alignments, and have a particular ability to mount attacks against those that oppose them. This ability, gained at level 1, functions in most ways like a Paladin's Smite Evil, except as follows: This ability functions against any creature whose alignment opposes the user, instead of just evil (e.g. a Chaotic Evil Soulborn can smite lawful and good creatures, but the bonuses are not doubled if the target is both). The Soulborn can invest Essentia in this ability. While this essentia is invested, the Smite grants an additional bonus to attack rolls equal to the Essentia Invested. At levels 4, 7, 10, 13, 17, and 20, she gains an additional use of this ability.
Willful Incarnum (Ex): Soulborns can tap into their potent soul energy more easily than others, supplementing their training with raw force of personality. Soulborns add their Charisma Bonus (if any) to their Essentia Pool.
Detect Opposition (Su): As per the Incarnate ability.
Azure Grace Soulborns are warriors of Incarnum, and that magical nature allows them to resist effects that would slay normal people. At level 2, a Soulborn gains the ability to invest Essentia in this ability, gaining a +1 bonus to all saves per 2 Essentia invested.
Incarnum Power (Su): Soulborns, being the energy charged warriors they are, manifest permanent magical changes to their body. The first way they change is that their eyes change color and take on a faint glow (as bright as a candle, but they can suppress it to an imperceptible glow or return it to full brightness as a free action). The exact nature of these powers vary by alignment, but they are always gained at levels 2, 7, 12 and 17, and they are constantly active passive effects, although you can choose to suspend or resume any or all benefits as a free action.

Chaotic Evil

Ashen Eyes (Level 2): The Soulborn is immune to Strength penalties, damage, or drain.
Cause Suffering (Level 7): Any creatures who attack the Soulborn in melee take 1d4 + Cha Bonus damage.
Blood Drinker (Level 12): Whenever the Soulborn lands a critical hit or killing blow, She gains 1d3 temporary Essentia, which last for the rest of the encounter.
Born Killer (Level 17): When making a critical hit, the Soulborn's damage multiplier increases by 1 (max x4).

Chaotic Good

Emerald Eyes (Level 2): The Soulborn is immune to paralysis.
Quickness of Mind (Level 7): The Soulborn receives a bonus on Acrobatics, Fly, Initiative, and CMD equal to her Charisma Bonus.
Crippling Strike (Level 12): Any creature upon whom the Soulborn lands a critical hit takes a morale penalty on attack and damage equal to her Charisma Bonus for the rest of the encounter.
Walk Anywhere (Level 17): The Soulborn is treated as if permanently under the effects of a freedom of movement spell.

Lawful Evil

Scarlet Eyes (Level 2): The Soulborn is immune to exhaustion. Any effect that would render her exhausted render her fatigued.
Blood Oath (Level 7): When making an attack against an opponent you have already dealt weapon damage to, you receive a +2 bonus to attacks against them for 5 minutes.
Domination (Level 12): The Soulborn receives a +5 bonus to Bluff, Diplomacy and Intimidate checks, as well as CMB
Unstoppable (Level 17): The Soulborn gains fast healing 3.

Lawful Good

Eyes of Gold (Level 2): The Soulborn is immune to fear effects and receives a +4 bonus to will saves vs. enchantment.
Dispense Justice (Level 7): The Soulborn receives a +1 bonus to weapon damage and AC for every opponent she threatens.
Righteous Wrath (Level 12): The Soulborn gains a +3 morale bonus to attacks against those who have attacked on of her allies in her presence for the duration of the encounter.
Break the Dishonorable (Level 17): Upon rolling a natural 20 on an attack roll, a Soulborn can afflict the target of that attack with the disabled condition for 1d4 rounds. The target may make a Will save (DC 10 + ½ class level + Cha Bonus) to negate the effect. Undead and constructs can be affected by this ability, even though they cannot normally become disabled.

Bonus Feats: A Soulborn is warrior and a mystic, and as such, learns to fight like a Fighter might, but they also learn more spiritual tricks. At every 3rd level, a Soulborn may choose any Incarnum or Combat feat for which she qualifies as a bonus feat.
Meldshaping (Su): A Soulborn shapes Soulmelds much like Incarnates, although she receives less melds and binds per day. She uses melds from the Soulborn List (although she learns others, see below). Melds possessing an alignment descriptor opposing any component of her alignment cannot be shaped by her. The Save DCs of Soulborn Soulmelds are 10+2*invested essentia+Cha Modifier.
Soulmeld Training (Ex): A Soulborn's martial training teaches her to seek out new ways to use Incarnum normally not available to her. At level 5, and every 5th level after that, the Soulmeld adds a new soulmeld from another class's list to her list of shape-able soulmelds.
Share Incarnum Power (Ex): Experienced Soulborns are capable of becoming a font of energy for short bursts of time, imbuing all allies within 60 feet of her with any one of her Incarnum Power abilities as a standard action for a number of rounds per day equal to her class level. This ability grants one single Incarnum Power the Soulborn has (her choice) to all allies within range of this effect. If this would grant immunity to an effect a target is currently under, they are released from this effect (The effect returns if it would still be active at the end of the Incarnum Power sharing). This ability can not share an Incarnum Power to any with an alignment more than two steps from that of the user. The Soulborn gains additional daily uses at levels 13 and 17.
Incarnum Attunement (Ex): At level 13, a Soulborn's ability to use Incarnum improves. When determining effects related to Incarnum (including maximum shaped soulmelds, etc.), her Constitution is treated as 2 higher (So a Con 15 Soulborn would be treated as Con 17 for the purposes of her soulmelds.)
Incarnum Body (Ex): Soulborns at this level of power have learned to shed the shackles of aging, being sustained by their own force of will. A level 19 Soulborn's body ceases to age, protecting her from any penalties that accrue due to aging. She keeps any existing penalties, and still gains bonuses. Additionally, they gain the Incarnum Subtype, they ignore the first 5 points of any essentia damage they take (they can voluntarily suspend this effect), as well as DR 10/Alignment, where “Alignment” is an alignment component that opposes a component of her own alignment.
Incarnum Fury (Su): Soulborns who have mastered their art can acheive a perfect, Incarnum-fueled fury. At level 20, a Soulborn can fly into such a magical fury (not a rage) as free action once per day. While in this state, the Soulborn is treated as if under the effects of her Smite Opposition ability with maximum essentia invested, without consuming additional uses of this ability or investing any essentia. All attacks she makes in this state are treated as affected by Smite Opposition, magical and aligned the same as the Soulborn's. Finally, she receives a Frightful Presence that renders all who fail their save frightened for 2d6 rounds (Will DC 10 + 1/2 class level + Cha Bonus). This ability lasts for 1 minute per Charisma Bonus (minimum 1 minute).

malonkey1
2013-09-22, 12:09 PM
The Totemist
Totemists are shamanic and highly spiritual Incarnum users that venerate and seek to emulate magical beasts, shaping soulmelds that grant them many of the powers of the creatures they revere.
Game Rule Information:
Alignment: Any
Hit Die: d8
Skill Points Per Level: 4+Int
Class Skills: Craft (Int), Handle Animal (Cha), Knowledge[Arcana, Nature, Planes] (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str)

Table: The Totemist

LevelBABFortRefWillSpecialMeldsEssentiaBinds
1+0+2+2+0Wild Empathy, Totemic Empathy210
2+1+3+3+0Totem Chakra Bind321
3+2+3+3+1Totem's Protection321
4+3+4+4+1Totem Power431
5+3+4+4+1Chakra Binds (Crown, Feet, Hands)431
6+4+5+5+2Totem Chakra Bind (+1 Meldshaper level), Totem Ferocity442
7+5+5+5+2Incarnum Attunement552
8+6/+1+6+6+2Rebind Totem 1/day, Totem Power552
9+6/+1+6+6+3Chakra Binds (Arms, Brow, Shoulders)562
10+7/+2+7+7+3Totem Adaptability673
11+8/+3+7+7+3Totem Chakra Bind (Double Bind)683
12+9/+4+8+8+4Rebind Totem 2/day, Totem Power, Totem Resistance693
13+9/+4+8+8+47103
14+10/+5+9+9+4Chakra Binds (Throat, Waist)7114
15+11/+6/+1+9+9+5Totem Chakra Bind (+2 capacity)7124
16+12/+7/+2+10+10+5Rebind Totem 3/day, Totem Power8134
17+12/+7/+2+10+10+5Chakra Bind (Heart), Totemic Healing8144
18+13/+8/+3+11+11+68165
19+14/+9/+4+11+11+69185
20+15/+10/+5+12+12+6Totem Embodiment, Rebind Totem 4/day, 2 Totem Powers9205


Proficiencies: Totemists are proficient with simple weapons, light armor, and shields (but not tower shields)
Meldshaping (Su): Totemists shape Soulmelds from the Totemist List. Their save DCs are equal to 10+2*invested essentia+Con Modifier. Additionally, they are able to bind Soulmelds to a unique Chakra called a Totem Chakra. A Totemist may not shape to the Totem Chakra, but she may bind to it, moving the meld to that Chakra and freeing up the one it previously occupied. At levels 2 and 14, the Essentia capacity of a Soulmeld bound to this Chakra increases by +1. At level 6, the meldshaper level of a Soulmeld bound to this Chakra is treated as one higher than normal. At level 10, the Totemist can bind a Soulmeld to both her Totem Chakra and to another Chakra simultaneously, gaining the benefits of both binds, but occupying both chakra.
Wild Empathy (Su): Much like Druids, Totemists are keenly in tune with nature, granting thm the power to communicate with animals. This ability functions as the Druid class feature, except that it can be used on magical beasts with an Intelligence of up to ½ her class level without penalty.
Totemic Empathy (Ex): Totemists have an innate empathic bond with specific creatures. The Totemist receives a bonus on Empathy attempts, Sense Motive checks, and Charisma-based checks equal to the Essentia invested in her Totem Chakra, provided she has a soulmeld pertaining to the target bound there. (e.g. she has manticore belt bound, and 3 essentia invested in it. She receives a +3 bonus on Charisma-based checks involving manticores.).
Totem's Protection (Ex): Totemists with a little experience under their belt have learned to resist the powers of the creatures they revere. 3rd-level Totemists receive a +4 bonus to saving throws against the abilities of magical beasts.
Totem Powers (Su): Totemists have a strange, almost innate connection to the wild, and gain certain benefits no matter what type of creature they have bonded themselves to. At levels 4, 8, 12, 16 and 20, you can choose from any of the following benefits, which are active, at all times, so long as you have a soulmeld bound to your Totem Chakra. Unless stated otherwise, each ability may be chosen multiple times, and stacks with itself unless otherwise stated. At level 20, you receive 2 Totem Powers.

Totem Focus: You receive the benefits of the Ability Focus for all of your Totemist soulmelds. This may be selected only once.
Lethal Claws: Your natural attacks deal an extra 1 bleed damage (not stacking with bleed damage they already deal).
Favored Terrain: You gain a faored terrain, as the Ranger class feature. Each time you select this benefit, you gain a new favored terrain and the bonuses from your existing favored terrains increase as a Ranger's would each time a Ranger gains a new faovred terrain.
Totemic Accuracy: You receive the benefit of the Weapon Focus Feat with attacks granted by your Soulmelds. You may only select this benefit once.
DR 1/-
Resistance 5 to a single energy type (acid, cold, electric, fire or sonic). You may select any one of these energy types at any applicable time, choosing to gain a new resistance or improve an existing one. This does not stack with other forms of energy resistance.
Totemic Vitality: You receive Fast Healing equal to the amount of Essentia invested in your Totem Chakra. You may only select this benefit once, and it does not stack with other sources of fast healing.
Darkvision: You receive Darkvision out to 30 feet. Each additonal time you take this ability, it extends the distance of your darkvision by 10 feet.

Totem Ferocity (Su): Your teeth grow long and jagged, and your nails sharpen and become twisted and gnarled like the claws of a vicious beast, as a faint blue haze drifts from your mouth. As a move action, you can enter a state of mystically induced fury. At level 6, you can make your natural weapons more effective, causing them to deal damage as if you were one size larger. This ability is mutually exclusive with Wild Empathy, Totem Resistance, and Totem Healing, and if you activate one, the others become disabled.
Incarnum Attunement (Ex): At level 7, a Totemist's ability to use Incarnum improves. When determining effects related to Incarnum (including maximum shaped soulmelds, etc.), her Constitution is treated as 2 higher (So a Con 15 Totemist would be treated as Con 17 for the purposes of her soulmelds.)
Rebind Totem (Su): Totemists have a limited ability to change the soulmeld currently bound to their Totem Chakra. At level 8, a Totemist can change which of their shaped Soulmelds is currently bound to their Totem Chakra once per day as an immediate action. They receive an additional daily use of this ability at levels 12, 16, and 20.
Totem Adaptibility (Ex): A Totemist knows that sometimes one creature's power is more useful than another. When binding any soulmeld to the Totem Chakra, you can choose to receive the benefits of another possible bind of that chakra (choosing the Waist Chakra benefit of the Phoenix Belt in place of its Totem bind benefit, for example). You may still Double-bind this soulmeld with your Totem Chakra class feature, but you must choose a different bind effect for the non-Totem Chakra side, and it may not be the Totem Bind effect. This effectively allows you to have two different chakra bind effects from a soulmeld by forgoing your Totem bind.
Totem Resistance (Su): Your sking becomes scaly, covered in a hide ove extremely smooth, fine scales. These scales are a translucent, reflective blue, and they are cool to the touch. Totemists eventually learn to use their connection to nature to stave off magical attack. At level 12, you can choose to gain Spell Resistance of 10+twice the essentia invested in your Totem Chakra as an immediate action. This ability is mutually exclusive with Wild Empathy, Totem Ferocity, and Totemic Healing.
Totemic Healing (Su): Your features soften, and your hair takes on a softer, more feathery quality, and when you focus your power the right way, your fingertips glow with a rich, azure light. A masterful Totemist learns not only the destructive powers of the beasts they revere, but also their healing power. As a standard action, you can heal a touched creature 2d6+the amount of essentia invested in your Totem Chakra. You may do this a number of times per day equal to the essentia capacity of your Totem Chakra (not counting increases from feats or spells, but counting increases due to your class features). When you use this ability, your Wild Empathy, Totem Ferocity and Totem Resistance are rendered inactive for 1d6 rounds.
Totem Embodiment (Su): Totemists, when they have reached complete attunement with their objects of veneration, can make their Totem Chakra far mor potent for a brief period of time. Once per day, a level 20 Totemist can double the effectiveness of her Totem Chakra, (free action) treating every point of Essentia invested into a soulmeld bound to it is as 2 points. This lasts a number of rounds equal to her Constitution score. This does not increase your Totem Chakra's capacity or grant you additional Essentia, but it makes each point of essentia grant double the benefits (So a Totemist using this ability with a Totem-bound Phase Shirt with 3 essentia receives a +6 enhancement bonus on the bite attack it grants instead of a +3.)

malonkey1
2013-09-22, 12:10 PM
Feats:
Incarnum is not solely the purview of meldshapers, of course. Nearly any character can dip into the cerulean magic of Incarnum.

A-C
Azure Enmity [Incarnum]
Your hatred burns a bright blue.
Prerequisites: Con 13, Favored Enemy class feature
Benefit: You may invest essentia in this feat. You gain an insight bonus equal to the amount of invested essentia on Bluff, Listen, Perception, Sense Motive, and Survival checks made against any of your favored enemies. You also gain 1 essentia.
Special: A Ranger may select this as a bonus feat at any level, regardless of combat style.

Azure Grit [Combat][Incarnum]
When you combine gun-play with Incarnum, those punks better feel lucky.
Prerequisites: Con 13, Wis 13, Grit Pool of 1
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. You receive additional Grit equal to the invested essentia, and your maximum Grit total increases by an amount equal to the invested essentia. You also gain 1 Essentia

Azure Talent [Incarnum][Psionic]
Your eyes flash blue when you use psionics
Prerequisites: Con 13, a Power Point reserve
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. During this time, you receive bonus power points equal to twice the invested essentia. If you have an item or soulmeld bound to your Crown chakra, you receive an additional 2
power points if you have at least 1 essentia invested in this feat. You also gain 1 essentia.
Note: This is not directly compatible with Pathfinder Rules as Paizo has never printed a psionic system, but it is included to go along with Dreamscarred Press's Psionics collection. If you use another Psionics system that is similar to 3.5 Psionics, this should still be compatible.

Azure Touch [Incarnum]
Your healing power is tinged with blue wisps.
Prerequisites: Con 13; Lay on Hands, Wholeness of Body, or a similar ability
Benefit: Once per day, you may invest essentia in this feat, which remains invested for 24 hours and cannot be voluntarily divested. Add the invested essentia to your class level when determining the limits of any appropriate class features. You also gain 1 essentia.

Azure Toughness [Incarnum]
You gain preternatural durability.
Prerequisites: Con 13
Benefit: Once per day, you may invest essentia in this feat, which remains invested for 24 hours and cannot be voluntarily divested. Your maximum and total hit points increase by 3 for each point of essentia invested in this feat. You also gain 1 essentia.
Special: You may substitute this feat for Toughness when determining prerequisites

Azure Turning [Channeling][Incarnum]
Your mastery of Incarnum injures those you turn.
Prerequisites: Con 13; either Divine Censure, Turn Undead, or a similar ability.
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. When you attempt to turn creatures (such as undead through the Turn Undead feat), you deal 1d8 incarnate energy damage per point of essentia invested to any creatures who could be potentially turned by the ability. You also gain 1 essentia.

Bonus Essentia [Incarnum]
You have an unusually large amount of soul energy within you.
Prerequisites: Con 13, 6 HD
Benefit: You gain 2 essentia, 3 if you have or gain the ability to shape soulmelds.

Cerulean Bombs [Incarnum]
Your Alchemical bombs flash with blue flares of fire.
Prerequisites: Con 13, Int 13, Alchemical Bomb class feature
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. Your combs deal an additional 1d6 damage per essentia invested. If you are using a bomb with a discovery that changes the damage dice's size, the size of these dice change accordingly. You also gain 1 Essentia.

Cerulean Challenge [Incarnum]
When you shout a challenge, your eyes seem to flare with blue flame.
Prerequisites: Con 13, Challenge class feature
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. You gain one additional daily use of your Challenge ability, and the penalty it inflicts increases by 1 per 2 Essentia invested.

Cerulean Fortitude [Incarnum]
Your gut is like blue steel.
Prerequisites: Con 13
Benefit: You may invest essentia in this feat. You receive an insight bonus on Fortitude saves equal to the invested essentia. You also gain 1 essentia.

Cerulean Reflexes [Incarnum]
Your eyes glint blue as you avoid a deadly trap.
Prerequisites: Con 13
Benefit: As Cerulean Fortitude, but the bonus applies to Reflex saves.

Cerulean Will [Incarnum]
Your mind is cloaked in an azure shield.
Prerequisites: Con 13
Benefit: As Cerulean Fortitude, but the bonus applies to Will saves.

Cobalt Expertise [Combat][Incarnum]
You channel the agility and skill of ancient warriors.
Prerequisites: Combat Expertise, Con 13, Int 13
Benefit: You may invest essentia in this feat. You gain a bonus to CMB, CMD, and to make or resist feint attempts equal to the essentia invested. You also gain an insight bonus equal to the invested essentia to AC when using Combat Expertise (up to a maximum value equal to the penalty accepted on the attack roll). You also get 1 essentia.

Cobalt Power [Combat][Incarnum]
You call upon the strength and power of ancient warriors.
Prerequisites: Power Attack, Con 13, Str 13
Benefit: You may invest essentia in this feat. You receive an insight bonus to CMB, attack rolls, and weapon damage rolls equal to the amount of essentia invested, although the extra damage from this feat may not exceed your attack penalty from Power Attack. You also gain 1 essentia.

Cobalt Rage [Incarnum]
While you rage, your eyes glow with blue flames.
Prerequisites: Con 13, Rage class feature.
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. While raging, you gain a bonus on Will saves and damage rolls equal to the invested essentia, and your rage duration total increases by a number of rounds equal to the invested essentia. You also gain 1 essentia.

Cobalt Charge [Combat][Incarnum]
Your weapon glows with blue light as you charge your enemies.
Prerequisites: Con 13
Benefit: You may invest essentia in this feat. You receive an insight bonus to attack and damage rolls on charge attacks equal to the amount of essentia invested. You also gain 1 essentia.

Cobalt Critical [Combat][Incarnum]
You see a flash of blue when you strike particularly well.
Prerequisites: Con 13
Benefit: You may invest essentia in this feat. You receive a bonus on rolls to confirm critical hits equal to the invested essentia and deals extra damage equal to the invested essentia (applied before critical multipliers). You also gain 1 essentia.

Cobalt Precision [Combat][Incarnum]
You can pierce hearts with a sliver of blue.
Prerequisites: Point Blank Shot, Con 13
Benefit: You may invest essentia in this feat. You receive an insight bonus on ranged attack rolls equal to invested essentia. You also gain 1 essentia.
Special: A Ranger with the Archery or Crossbow combat styles may choose this feat as a bonus feat at or after level 6.

Cyan Eidolon [Incarnum]
Your Eidolon is tinted blue, and its body is more complex than most others.
Prerequisites: Con 13, Extra Evolution
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. Upon investing said essentia, your Eidolon gains or improves evolutions up to a total additional value equal to the essentia invested.


D-N
Divine Soultouch [Channel][Incarnum]
You can transform divine power into Incarnum energy.
Prerequisites: Con 13, Channel Energy
Benefit: You can spend a Channel as a standard action to grant yourself temporary essentia equal to ½ your channel dice for 1 round. While this effect is active, your essentia capacity is increased by 1.

Double Chakra [Incarnum]
One of your chakra can hold an unusually large amount of incarnum.
Prerequisites: Meldshaper level 9, ability to bind a soulmeld to a chakra
Benefit: Choose a chakra to which you can bind soulmelds. That chakra can have shaped (and bound) to it up to 2 soulmelds.
Special: You may choose this feat multiple times. Its effects do not stack, and you must choose a different chakra each time.

Expanded Soulmeld Capacity [Incarnum]
You can hold an abnormally high amount of energy in a soulmeld.
Prerequisites: Con 15, ability to shape soulmelds
Benefit: When you shape your soulmelds, choose 1 soulmeld. That soulmeld can hold 1 more essentia than is normally allowed. You may change this each time you shape soulmelds.
Special: You may select this feat multiple times, but may only apply it once to any given soulmeld at a time.

Healing Soul [Incarnum]
Your wounds and scars flash with azure light before healing.
Prerequisites: Heal 1 rank, Con 13
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. You may heal yourself up to a total number of hit points equal to your hit dice*essentia invested per day as a swift action (you may spread this as you choose). If you can bind a soulmeld or item to your soul chakra, this amount doubles to 2*HD*essentia/day.

Heart of Incarnum [Incarnum]
Your ties to the power of the soul grant you improved vitality.
Prerequisites: Ability to bind a soulmeld to your heart chakra
Benefit: You gain bonus hit points equal to your essentia pool. If the size of your essentia pool changes, so does the amount of hit points granted by this feat.

Incarnum Resistance
You have not a trace of Incarnum in your body.
Prerequisites: No Essentia Pool
Benefit: You receive a +4 bonus on saves vs. incarnum- or soulmeld-based effects and against the supernatural abilities of Incarnum-subtype creatures.
Special: You lose this benefit if you gain an essentia pool.

Incarnum Spellshaping [Incarnum]
You can weave soulstuff into your magic.
Prerequisites: Con 13, Ability to cast 1st-level spells
Benefit: You can learn, prepare, and cast spells with the incarnate descriptor. You also gain 1 essentia.
Special: Clerics and other characters who choose or receive the Incarnum Domain receive this feat for free. If you are a spellcaster that automatically knows the entirety of their spell list automatically (Warmage, Beguiler, or Dread Necromancer), you simply them to your list.

Incarnum-Fortified Body [Incarnum]
Your control over Incarnum toughens your flesh.
Prerequisites: Any 2 Incarnum feats
Benefit: You receive 2 hit points for every Incarnum Feat you possess (including this one), and gain 2 more for each new incarnum feat you take after this. You also receive a +4 bonus on Fortitude saves vs. death effects and death from massive damage.

Indigo Judgement [Incarnum]
When you call down Judgement on your enemies, Gods and Spirits alike heed your cry.
Prerequisites: Con 13, Judgement class feature
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. You gain 1 extra daily use of your Judgement class feature per Essentia Invested, and increase your effect Inquisitor level by 1 per Essentia invested.

Indigo Strike [Incarnum]
Your weapon glows a pale blue when you strike a vulnerable foe.
Prerequisites: Con 13; sneak attack.
Benefit: You may invest essentia in this feat. You gain an insight bonus equal to invested essentia on damage rolls when delivering sneak attacks. The bonus only applies once on any given attack. You also gain 1 essentia.

Midnight Arcana [Incarnum]
When you swing your blade or cast a spell, it shimmers with a deep blue aura of Incarnum.
Prerequisites: Con 13, an Arcane Pool of at least 1
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. You gain additional arcane points equal to the invested essentia, and your maximum arcane point total increases by the number of essentia invested. Also, you gain 1 essentia.

Midnight Augmentation [Incarnum][Psionic]
You can fill yourself with incarnum power to augment your psionics.
Prerequisites: Con 13, ability to manifest 2nd-level powers
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. While doing so, select a psionic power you can manifest. If you choose to expend your psionic focus while manifesting a power, you may augment it at a cost reduced by the amount of essentia invested in this feat, to a minimum of 1 Power Point. You may not invest essentia in this feat greater than the level of the power you select while so investing. You also gain 1 essentia.
Note: This is not directly compatible with Pathfinder Rules as Paizo has never printed a psionic system, but it is included to go along with Dreamscarred Press's Psionics collection. If you use another Psionics system that is similar to 3.5 Psionics, this should still be compatible.

Midnight Breath [Incarnum]
Your mouth flares with bright blue sparks when you activate your breath weapon.
Prerequisites: Con 13, a Breath Weapon with a recharge expressed in rounds (e.g 1d4 rounds, 5 rounds)
Benefit: You may invest essentia in this feat. The save DC for your Breath Weapon increases by the amount of Essentia invested, but the recharge time increases by a number of rounds equal to 1/2 the Essentia invested (rounding up). You can choose to forgo the benefit when using a breath weapon in order to keep the recharge time unchanged. You also gain 1 Essentia.

Midnight Dodge [Combat][Incarnum]
Your feet flash blue as you evade an attack.
Prerequisites: Con 13, Dex 13
Benefits: You may invest essentia in this feat. You receive a dodge bonus to AC equal to the amount of essentia invested. You also gain 1 essentia.
Special: This feat may be substituted for Dodge when determining prerequisites.

Midnight Metamagic [Incarnum]
You spells burst with sparks of blue.
Prerequisites: Con 13, ability to cast spells, any metamagic feat
Benefit: Once per day, you can invest essentia into this feat and choose one or more spells that you know (and have prepared, if you prepare spells) to apply the effect of a metamagic feat that you know. Each spell to be affected requires the investment of a number of essentia equal to the normal spell level adjustment required by the metamagic feat (min. 1). The next time you cast that spell, the spell gains the effect of that metamagic feat without any change to its level or casting time. You can apply the effect of this feat to as many spells as you can afford to invest with essentia. You can apply the effect of different metamagic feats to different spells, as long as you know all metamagic feats applied and you have sufficient essentia capacity to do so. Once essentia is invested in a spell, it remains invested until the spell is cast, at which point the essentia returns to your essentia pool. You gain 1 point of essentia.

Necrocarnum Acolyte [Incarnum]
You have learned to resist the corrupting effects of necrocarnum enough to use it for yourself.
Prerequisites: Ability to shape soulmelds, nongood alignment
Benefit: Your necrocarnum soulmelds no longer have the [evil] descriptor, and their save DCs receive a +1 profane bonus.


O-U

Open Greater Chakra [Incarnum]
You can open a powerful energy center in your body to have a soulmeld bound to it.
Prerequisites: Con 17, 18 HD
Benefit: Choose either your Throat or Waist Chakra. You can bind soulmelds to that Chakra from here onward, and gain an additional meld/item bound, only applicable to that chakra. If you choose Throat, melds bound there grant a +1 insight bonus to Bluff and Diplomacy, while if you chose Waist, melds bound there grant a +1 insight bonus to Fortitude saves.
Special: You may choose this feat twice, choosing a different Chakra each time.

Open Least Chakra [Incarnum]
You can open a weak energy center in your body to have a soulmeld bound to it.
Prerequisites: Con 13, 6 HD
Benefit: As Open Greater Chakra, except the options are the Crown, Feet, or Hands Chakra, with Crown offering a +1 insight bonus on Will saves; Feet offering a +1 insight bonus on Acrobatics and Stealth checks; and Hands
offering a +1 insight bonus on Climb and Swim checks.
Special: You may choose this feat 3 times, choosing a different chakra each time.

Open Lesser Chakra [Incarnum]
You can open a moderate center of power in your body to
have a soulmeld bound to it.
Prerequisites: Con 15, 12 HD
Benefit: As Open Greater Chakra, except the choices are Arms, Brow, or Shoulders, with Arms offering a +2 insight bonus to CMB and CMD when grappling; Brow offering a +1 Insight bonus to Perception checks; and Shoulders offering a +1 insight bonus on Reflex saves.

Psycarnum Blade [Incarnum]
You can weave soul energy into your mind blade, granting
you great power.
Prerequisites: Con 13, ability to form a Mind Blade
Benefit: You may invest essentia in this feat. You can expend your psionic focus while making an attack with your Mind Blade to grant the attack an insight bonus to damage equal to 1d6 per essentia invested. You also gain 1 essentia.
Note: This is not directly compatible with Pathfinder Rules as Paizo has never printed a psionic system, but it is included to go along with Dreamscarred Press's Psionics collection. If you use another Psionics system that is similar to 3.5 Psionics, this should still be compatible.

Psycarnum Crystal [Incarnum][Psionic]
Your psicrystal is brimming with psychic and Incarnum energy to the point where it almost has a soul.
Prerequisites: Con 13, essentia pool, psicrystal affinity
Benefit: As long as your psicrystal is within arms reach of you, you receive 1 bonus essentia.

Psycarnum Infusion [Incarnum][Psionic]
You can fill yourself with a mix of mental and spiritual energies.
Prerequisites: Con 13
Benefit: By expending your psionic focus, you may treat any one of you incarnum receptacles as if it were completely full to capacity with essentia until the start of your next turn.

Sapphire Fist [Combat][Incarnum]
You can use Incarnum to strike true with your unarmed attacks.
Prerequisites: Stunning Fist, Con 13
Benefit: You may invest essentia in this feat. The save DC for your Stunning Fist (and any derived effects) increase by an amount equal to the invested essentia. You also gain 1 essentia.
Special: Monks may select this feat as one of their bonus feats.

Sapphire Ki
Your body courses with the soul energy of others, enhancing your own life force. When you use a ki ability, your hands and eyes glow blue.
Prerequisites:
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. You gain additional ki points and your maximum ki point total increases by a number equal to the amount of essentia invested.

Sapphire Smite [Incarnum]
Your smites ring true, as your eyes gleam like sapphires.
Prerequisites: Con 13, ability to Smite (Smite evil, Smite Domain Power, or similar ability)
Benefit: Once per day, you may invest essentia in
this feat, which remains invest for 24 hours and cannot be voluntarily divested. You gain additional uses of any one of your smite abilities, and a +1 insight bonus on smite damage per invested essentia. You also gain 1 essentia.

Sapphire Sprint [Incarnum]
You leave a thin blue trail as you run on the winds.
Prerequisites: Con 13
Benefit: You may invest essentia in this feat. You receive an insight bonus of +5 feet per essentia invested to all movement speeds when using the run action. If you have the ability to bind a soulmeld to your
feet chakra, you also keep your Dexterity bonus when running and gain an insight bonus to AC equal to the invested essentia against any attacks of opportunity you provoke when moving out of a threatened square during a run. You also gain 1 essentia.

Shape Soulmeld [Incarnum]
You can shape a single soulmeld.
Prerequisites: Con 13
Benefit: You gain the ability to shape any one soulmeld with a meldshaper level of 1/2 your level if you lack an existing meldshaper level, or as if it were one of your normal melds if you possess a meldshaper level. If you have essentia, you may invest it in this soulmeld, and this soulmeld may be bound if you are able.
Special: You may select this feat multiple times, choosing a different soulmeld each time.

Share Soulmeld [Incarnum]
You can share a soulmeld with your companion.
Prerequisite: Ability to shape soulmelds, familiar, mount, or other companion with which you can share spells.
Benefit: You may share the effects of any soulmeld currently effecting you with any of your companions, such as familiars or mounts, with whom you share spells, provided they remain within 5 feet of you.

Soulsight [Incarnum]
You can see the life around you.
Prerequisites: Con 13, Wis 13
Benefit: You may invest essentia in this feat. You receive a limited form of blindsense that operates at a range of 5 feet per essentia invested. This blindsense is only effective at pinpointing living creatures and creatures with the Incarnum subtype. If you have the ability to bind a soulmeld to your brow chakra, the blindsense granted by this feat is capable of detecting both living and nonliving creatures. You also gain 1 essentia.

Soultouched Spellshaping [Incarnum]
You can infuse spells with Incarnum energy.
Prerequisites: Con 13
Benefit: You may invest essentia in this feat. You gain an insight bonus on caster level checks equal to the invested essentia. You also gain 1 essentia.

Split Chakra [Incarnum]
You may gain the benefits of a bound soulmeld and a magic item simultaneously.
Benefit: When this feat is selected, choose a chakra. You keep the benefits of magic items in the corresponding body slot while also benefiting from a soulmeld bound to that chakra.

Unliving Meldshaper [Incarnum][Monster]
Although you are unliving, you still have some kind of life force.
Prerequisites: Int 3, construct or undead; or half-construct or half-undead without a Constitution score.
Benefit: Replace any mentions of your Constitution with your Wisdom in the context of your maximum daily soulmelds and bonus essentia (and soulmeld save DCs, if applicable), as well as prerequisites for Incarnum feats.

Spells:
Incarnum is a very pure form of magic, but some crafty mages have learned to weave it into their spells, and even psychics can use it to perform unique abilities. Spells with the [Incarnum] descriptor require having the Incarnum Spellshaping feat to cast, even from spell trigger or spell completion items. "Divine" or "Arcane" notes that it applies to all divine or arcane (as appropriate) spell lists not explicitly mentioned. Some Incarnum spells allow you to invest essentia in them. Prepared casters must invest essentia in each spell as they prepare them, and may not divest that essentia until the spell has been cost. If you prepare the same spell multiple times, you only need to invest the essentia once. Spontaneous casters simply invest in a level of spells, and any spell cast from a slot of that level which have an essentia effect will receive the essentia investment effects.

A-I

Adept Spirit
Divination [Incarnum]
Level: Arcane 3, Divine 2, Witch 2
Components: V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You bestow the soul of a great ancient spellcaster on the creature touched, giving him great skill with magic. As an immediate action, the target creature can activate the adept spirit. While active, the spirit's wisdom and learning provide the recipient of the spell with a +1 insight bonus to caster level and a +2 insight bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence-based skill checks. The adept spirit remains active for 1 minute, and then its power is expended and the spell ends. No creature can be the target of more than one adept spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essentia you invest in this spell, the bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence-based skill checks provided by the spirit improves by 1. (The bonus to caster level is not improved by essentia investment).

Adept Spirit, Mass
Divination [Incarnum]
Level: Arcane 7, Divine 6, Witch 6
Components:
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level
As adept spirit, except as noted above. Each target must activate his own adept spirit separately.

Animal Spirit
Divination [Incarnum]
Level: Druid 2, Ranger 2, Witch 3
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You bestow a small portion of the soul-energy of the animal kingdom on the creature touched, granting him some of an animal's sensory capabilities. As an immediate action, the target creature can activate the animal spirit. While active, the spirit's keen senses provide the recipient of the spell with low-light vision and scent, as well as a +2 insight bonus on Wisdom checks and Wisdom-based skill checks. The animal spirit remains active for 1 minute, and then its power is expended and the spell ends. No creature can be the target of more than one animal spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect. Essentia: For every point of essentia you invest in this spell, the bonus on Wisdom checks and Wisdom-based skill checks provided by the spirit improves by 2.

Animal Spirit, Mass
Divination [Incarnum]
Level: Druid 6, Witch 7
Components:
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level
As animal spirit, except as noted above. Each target must activate his own animal spirit separately.

Channel the Mishtai
Necromancy [Incarnum]
Level: Arcane 2
Components: V, S,
Casting Time: 1 round
Range: Touch
Target: One living creature
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes
You invite the soul-energy of a long-departed mishtai to share a living body. The would-be host must have an Intelligence, Wisdom, and Charisma of at least 5. The mishtai that you channel is drawn from one particular era of the millennia of ancient mishtai history, and it possesses a particular station in the highly ordered mishtai society. The mishtai helps or hinders but does not control the subject. Roll 1d6 and consult the table below to determine the nature of the mishtai that shares the subject's body and its effects upon him (if the subject is a mishtai, skarn or rilkan, roll 1d10 instead).
Essentia: Every point of essentia invested in this spell extends the duration by 1 minute.
{table=head]Roll|Mishtai Spirit (Time Period): Effect
1|Inbred moron of the late decadent period (Segorn Period): Take –2 penalty on all skill checks; subject must succeed on a Will save (using the spell’s normal save DC) or be dazed for 1 round.
2|Hearty mishtai serf of the early period just after the discovery of incarnum (Tal Period): Gain +2 insight bonus on Strand Con-based ability and skill checks; lose ability to read and write.
3|Mishtai noblewoman of the Golden Age of Mishtai (Sudarn Period): Gain +2 insight bonus on Cha-based ability and skill checks; take –2 penalty on Fortitude saves.
4|Sage of Ur-Mishtai from the postcollapse remnants of mishtai society (Geryn Period): Gain +2 insight bonus on Int based ability and skill checks; take –1 penalty on attack rolls.
5|Royal scout of the Landwalker’s League (Sudarn Period): Gain +2 insight bonus on Dex- and Wis-based ability and skill checks; take –2 penalty on Will saves.
6|Bonded wizard of the Perfect Circle guild (Sudarn Period): Gain +1 insight bonus to arcane caster level; lose 1 hit point per Hit Die.
7|Sarkros, mishtai knight of the Defenders of Ril (Tal Period): Gain +1 insight bonus on melee attack rolls and damage rolls; proficiency with all martial weapons.
8|“The Pillow Spider,” famed female rogue (Sudarn Period): Gain +4 insight bonus on Hide and Move Silently checks; sneak attack +1d6.
9|Dallyster Harkedde, Curator of the Incarnate Fane (Segorn Period): Gain 1 point of essentia.
10|Mentriphiste Carre, “The Argent Paladin,” Champion of the Mishtai and Martyr of the Frozen Pyre (Sudarn Period): Gain +2 insight bonus on attack rolls and damage rolls against evil creatures; immunity to fear effects.[/table]

Channel the Mishtai, Greater
Necromancy [Incarnum]
Level: Arcane 6
Components:
Range: Touch
Duration: 1 hour
As channel the mishtai, except as noted above and as follows.
Instead of rolling randomly, you can choose which mishtai spirit to channel with this spell.
If the subject is a Mishtai, rilkan or skarn, you can choose any of the ten spirits; otherwise, you can choose only one of the first six listed.
You cannot attempt to channel the same spirit more than once per week.
Essentia: Every point of essentia invested in this spell extends the duration by 1 hour.

Conjure Lesser Midnight Construct
Conjuration (Creation) [Incarnum]
Level: Arcane 4
Components: V, S, M (Bead of dark glass)
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One conjured midnight construct
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

You create a single lesser midnight construct. The creature appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The midnight construct acts normally on the last round of the spell's duration and dissipates at the end of its turn. Midnight constructs are not summoned; they are created on the plane you inhabit, using incarnum you coalesce. Thus, they are not subject to effects that hedge out or otherwise affect outsiders or summoned creatures.
Essentia: You can invest essentia in a midnight construct when you create it to gain one or more of the following modifications to the construct. Every point of essentia can be invested in any one modification:

Combat Power: +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested.
Damage Reduction: Increase the construct's DR by 2 points per point of essentia invested.
Land Speed Increase: Increase the construct's land speed by 10 feet per point of essentia invested.

Conjure Greater Midnight Construct
Conjuration (Creation) [Incarnum]
Level: Arcane 8
As conjure lesser midnight construct, except as noted above and as follows.
You conjure a greater midnight construct instead of a lesser midnight construct.
Essentia: In addition to the options listed for conjure lesser midnight construct and conjure midnight construct, you gain two new options for modifying your midnight construct by investing essentia:

Teleportation: Bestow the ability to teleport as a move action, with a range of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).
Soulburning Aura: Bestow a damaging aura of dark soul-energy. The aura deals 1 point of Strength damage per point of essentia invested (Will negates, DC 10 + 1/2 construct's HD + essentia invested) to all creatures adjacent to the construct at the end of the construct's turn.


[B]Conjure Midnight Construct
Conjuration (Creation) [Incarnum]
Level: Arcane 6
As conjure lesser midnight construct, except as noted above and as follows.
You conjure a midnight construct instead of a lesser midnight construct.
Essentia: In addition to the options listed for conjure lesser midnight construct, you gain two new options for modifying your midnight construct by investing essentia:
[list]
Fly Speed: Bestow a fly speed of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).
Deadly Aura: Bestow a damaging aura. The aura deals 1d6 points of damage per point of essentia invested (Fort half, DC 10 + 1/2 construct's HD + essentia invested) to all creatures adjacent to the construct at the end of the construct's turn.

Detect Incarnum
Divination
Level: Arcane 1, Divine 1, Incarnum 1
Components: V, S, DF,
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level
Saving Throw: None
Spell Resistance: No
You can sense the presence of incarnum. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of incarnum (including creatures with the incarnum subtype, soulmelds, or magic items invested with essentia). 2nd Round: Number of incarnum auras (soulmelds, creatures with the incarnum subtype, and so on) in the area and the power of the most potent aura present (see the table). 3rd Round: The power and location of each aura. If an aura is outside your line of sight, you can discern its direction but not its exact location. The power of an incarnum aura depends on the type of creature or object that you're detecting and its Hit Dice or caster level, as shown on the table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Creature or object|Faint|Moderate|Strong|Overwhelming
Creature with incarnum subtype (HD)|10 or lower|11–25|26–50|51 or higher
Creature with essentia (essentia pool)|2 or less|3–10|11–30|31 or higher
Shaped soulmeld (meldshaper level)|5th or lower|6th–11th|12th–20th|21st or higher
Essentia-invested object (caster level)|5th or lower|6th–11th|12th–20th|21st or higher

Divest Essentia
Necromancy
Level: Arcane 2
Components: V,
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
By delivering a jolt of magical energy to your target, you scramble his personal essence, causing all essentia he has currently invested (with some exceptions; see below) to return to his essentia pool as if the target had set his essentia investment to 0. This doesn't prevent the target from reinvesting essentia normally on his next turn, but it might make him vulnerable in the meantime. Essentia invested in an incarnum feat or other receptacle that can't be reallocated by the target as a swift action can't be affected by this spell.

Essentia Lock
Abjuration
Level: Arcane 4, Divine 4, Incarnum 4
Components: V, S, AF, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
When you cast essentia lock, you freeze the subject's current allocation of essentia in place. The target is unable to shift essentia to or from any soulmelds, feats, or other essentia receptacles he might possess, and must maintain his current allocation of essentia for the duration of the spell. Creatures without essentia are unaffected by this spell.
Arcane Focus: A tiny padlock made of silver (10 gp).

Guardian Spirit
Divination [Incarnum]
Level: Arcane 4, Divine 3
Components: V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You bestow a prescient unborn soul on the creature touched, giving him an uncanny ability to anticipate danger. As an immediate action, the target creature can activate the guardian spirit. While active, the spirit's prescience provides the recipient of the spell with a +2 insight bonus on Armor Class, Reflex saving throws, Dexterity checks (including initiative checks), and Dexterity-based skill checks. The guardian spirit remains active for 1 minute, and then its power is expended and the spell ends. No creature can be the target of more than one guardian spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essentia you invest in this spell, the bonus provided by the spirit improves by 1.

Guardian Spirit
Divination [Incarnum]
Level:Arcane 8, Divine 7
Components:
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level
As guardian spirit, except as noted above.
Each target must activate his own guardian spirit separately.

Incarnum Apotheosis
Transmutation [Incarnum]
Level: Incarnum 8
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round/3 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your touch suffuses the target with incarnum. For the duration of this spell, all soulmelds, incarnum feats, and other incarnum receptacles of the target are treated as if the maximum allowable quantity of essentia had been invested in them. The subject is also immune to any effect that would reduce his essentia pool or unshape his soulmelds.
Essentia: Every point of essentia invested in this spell extends its duration by 1 round.

Incarnum Arc
Evocation [Incarnum]
Level: Arcane 2
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Line from you to a point you designate within range
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
When you cast this spell, you create a drifting "lightning rod" of incarnum that appears at the point you designate within range. Instantly, an arc of soul energy forms between you and the incarnum rod, creating a line. At the end of your turn, any living creature in that line takes 1d6 points of damage (Reflex negates). In subsequent rounds, incarnum arcs again between you and the rod at the end of your turn. You can move the rod up to 20 feet by an act of will as a move action, or you can leave it in place and move yourself if you wish to change the path of the arc. If the distance between you and the rod at the end of your turn is beyond the spell's range, no arc occurs but the spell remains active.
Essentia: Every point of essentia invested in this spell increases the damage dealt by 1d6 points (2d6 points for 1 point of essentia, 3d6 points for 2 points of essentia, and so on).
Material Component: A small brass rod.

Incarnum Bladestorm
Conjuration (Creation) [Incarnum]
Level: Arcane 7, Incarnum 7
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (20 ft. radius, 40 ft. high)
Duration: 1 round/level
Saving Throw: Will half
Spell Resistance: No
This spell creates a whirling storm of jagged incarnum blades that inflict psychic damage on all within their area. This storm of incarnum blades deals 1d6 points of Wisdom damage to all living creatures within the area (Will half). This damage is dealt each round at the end of your turn (as well as to any creature who enters the storm). You can move the incarnum bladestorm up to 10 feet as a move action.
Essentia: For every point of essentia you invest, the incarnum blades deal 1 additional point of Wisdom damage.
Material Component: A handful of needles.

Incarnum Vigor
Transmutation [Incarnum]
Level: Divine 6, Druid 7, Incarnum 6, Witch 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You infuse the target with incarnum laced with positive energy.
He gains fast healing 1.
In addition, any spell he casts that heals hit point damage heals an additional amount to each creature affected by that spell equal to your caster level or twice the healing spell's level, whichever is lower. For example, a cleric casting mass cure serious wounds would add either +14 (twice the level of the mass cure serious wounds spell) or the incarnum vigor's caster level, whichever is lower, to the healing provided to each target of the spell. Essentia: Every point of essentia you invest in this spell increases the fast healing granted by 1 point.

Incarnum Weapon
Conjuration (Creation) [Incarnum]
Level: Cleric/Oracle 5, Incarnum 5, Inquisitor 5
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Large weapon of incarnum
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: No
An oversized weapon made of pure incarnum springs into existence and attacks opponents at a distance, as you direct it, dealing 2d6 points of damage per hit. In addition, any living creature struck by the incarnum weapon takes 1 point of Wisdom drain (a successful Will save negates the Wisdom drain). The weapon takes a form based on your alignment: battleaxe (chaotic), flail (evil), warhammer (good), or longsword (law). Casters can choose any weapon whose alignment is not opposed to theirs (neutral casters can choose any of the four weapons). Regardless of the weapon's form, it threatens a critical only on a 20 and deals double damage on a critical hit.
The incarnum weapon strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon; for example, it can damage creatures that have damage reduction. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, it returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. An incarnum weapon cannot be harmed by physical attacks, but it can be affected by any effect that would affect a spell or a soulmeld. An incarnum weapon's Armor Class against touch attacks is 11 (10 + size bonus for Small object).
Essentia: Every point of essentia you invest in the incarnum weapon adds a +1 insight bonus on the weapon's attack rolls and damage rolls and expands the weapon's critical threat range by 1. For example, an incarnum weapon spell with 2 points of essentia invested would have a +2 insight bonus on attack rolls and damage rolls and would have a critical threat range of 18-20.

malonkey1
2013-09-22, 12:11 PM
Spells Cont.

O-W
Open Least Chakra
Transmutation
Level: Arcane 4, Divine 4
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You use magic to open a chakra, allowing a creature to form a bind that it otherwise couldn't. (The spell has no effect on chakras already bound; it doesn't allow you to bind a chakra twice). You can open the crown, feet, or hands with this spell. The target can bind to his chakra as if he had gained the ability to use a chakra bind from a feat/class feature.

Open Greater Chakra
Transmutation
Level: Arcane 9, Divine 9
As open least chakra, except this allows you to open the subject's arms, brow, crown, feet, hands, shoulders, throat, or waist.

Open Lesser Chakra
Transmutation
Level: Arcane 7, Divine 7
As open least chakra, except this allows you to open the subject's arms, brow, crown, feet, hands, or shoulders.

Protection from Incarnum
Abjuration
Level: Arcane 1, Divine 1
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
You ward a creature from incarnum. The spell forms a barrier at a distance of 1 foot around the warded creature. The barrier is normally invisible, but flashes blue when struck by incarnum. While protected, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both bonuses apply only against natural weapons or effects made by incarnum creatures or soulmelds. A side effect is that it prevents the subject from gaining essentia, even if such an effect would be beneficial. Such effects automatically fail if targeted on the subject.

Rend Essentia
Necromancy [Evil, Incarnum]
Level: Arcane 4, Magus 3, Witch 3
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When you cast this spell, you consume a portion of your enemy's soul and become stronger. You deal 1d4+1/3 CL points of Cha damage (Max 1d4+5). If the target has an essentia pool, he instead takes it as Essentia damage. This spell can't reduce Charisma below 1. You gain 1 temporary essentia for every point of essentia or Charisma damage you deal to the subject. This temporary essentia remains 1 minute.
Material Component: A black pearl worth at least 100 gp.

Soul Blight
Necromancy
Level: Arcane 2
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You rip away some of the target's essence, damaging the target's essentia pool. You deal 1d4+1/3 CL essentia damage, to a maximum of 1d4+3 points at caster level 9th. Creatures that don't have essentia pools suffer no effects from this spell.
Material Component: A tiny crystal vial.

Soul Boon
Necromancy
Level: Arcane 2, Cleric 3, Incarnum 2, Witch 3
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast this spell, you invoke souls unborn to reinforce the recipient's essentia. The creature touched gains 1/3 CL temporary essentia, to a maximum of 5 essentia at caster level 15th.
Material Component: An empty insect cocoon.

Soulbanned Zone
Abjuration
Level: Arcane 8
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You create an immobile area within which no incarnum can be used.
All soulmelds are suppressed within the soulbanned zone. Essentia cannot be invested or reallocated by any creature within the area; currently invested essentia has no effect inside the zone. Incarnum creatures are not otherwise affected by the soulbanned zone (they can enter normally). Only creatures entirely within the soulbanned zone are affected. Should a creature be larger than the area enclosed by the soulbanned zone (or only partially within it), it can use its essentia incarnum-based abilities normally.

Soulbleed
Necromancy [Evil][Incarnum]
Level: Arcane 4
Components: V
Casting Time: 1 swift action
Range: Touch
Target: One melee weapon
Duration: 1 round/level (D)
Saving Throw: None (object) or fort negates; see text
Spell Resistance: No (object) or yes; see text
You invest your weapon with the power to bleed away part of the victim's essentia. Each time you hit a living creature with a weapon affected by soulbleed wounding, that creature loses 1 point of essentia unless it succeeds on a Fortitude save. You don't gain the essentia; it is simply lost. Spell resistance applies against this effect. If any round of the spell's duration goes by in which no living creature is affected by the spell (either because you didn't hit a living creature or because no saving throw was failed), you take 1d6 points of damage from the spell. No save or spell resistance is allowed to resist this effect. This spell works only as long as you wield the weapon affected. Any other wielder gains no benefit from the effect.

Soulmeld Blessing
Evocation [Incarnum]
Level: Divine 2, Witch 2
Components: V, DF,
Casting Time: 1 swift action
Range: 20 ft.
Target: Up to one creature/level in a 20-ft. radius burst centered on you
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
When you cast soulmeld blessing, you provide each affected creature with a surfeit of essentia. Affected creatures can immediately reallocate their essentia pool as if they had taken a swift action to do so (even though it isn't their turn and no action is required). Essentia that cannot be reallocated with a swift action (for example, essentia invested in an incarnum feat) cannot be redistributed.

Soulmeld Disjunction
Abjuration
Level: Arcane 9, Incarnum 9
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All soulmelds shaped on one creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell rips apart the soulmelds shaped on a particular creature, unshaping them in a burst of scattered incarnum. Make a caster level check (1d20 + caster level, maximum +25) against each of the soulmelds shaped on the chosen creature (against a DC of 11 + meldshaper level), starting with the soulmeld with the highest essentia investment (break ties randomly).
Add +4 to the DC if the soulmeld is bound to a chakra. Essentia invested in unshaped soulmelds returns to its owner's essentia pool.

Suppress Magic
Abjuration
Level: Arcane 2, Cleric 2
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One object or soulmeld
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
You attempt to suppress the functioning of a single magic item or soulmeld.
If you succeed on a caster level check against the item or soulmeld (against a DC of 11 + meldshaper level), the item or soulmeld loses all magical properties for the duration of the spell. This is identical to the effect of a dispel magic spell targeted on an object, except for duration and your ability to invest essentia to improve your caster level check. This spell has no effect on ongoing spell effects, even if those effects are on items (such as greater magic weapon).
Essentia: Every point of essentia invested in this spell grants you a +2 insight bonus on your caster level check to suppress the item.
If the spell fails to affect the item, the invested essentia immediately returns to your pool.

Unbind Chakra
Necromancy
Level: Arcane 4
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You temporarily sever one or more chakra binds between the target and his soulmelds and/or magic items. This affects one chakra bind for every four caster levels, to a maximum of three binds at 12th level. For the spell's duration, the target creature loses all benefits of the severed chakra binds. The target also takes 1d6 points of damage per chakra bind severed. At the time of casting, you can choose particular chakra binds to sever (such as arms or soul). If you do not choose specific chakra binds, the DM randomly determines which chakra binds are affected.
Essentia: Every point of essentia you invest in this spell adds +1d6 to the damage dealt per chakra bind severed.

Unshape Soulmeld
Abjuration
Level: Cleric 4, Sorcerer 4, Wizard 4, Witch 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You unshape (destroy) one soulmeld currently shaped on the target creature. You can choose a specific soulmeld if you wish; otherwise, the soulmeld affected is chosen randomly from all those currently shaped on the target. To succeed in unshaping the soulmeld, you must make a caster level check (1d20 + your caster level, maximum +15) against a DC of 11 + the meldshaper level of the soulmeld (add +4 to the DC if the soulmeld is bound to a chakra). If the unshaped soulmeld was bound to one of the target's chakras, the target takes damage equal to 3d6 points plus 1 additional point per caster level (maximum 3d6+15). Essentia invested in an unshaped soulmeld returns to the target's essentia pool. If the target creature has no soulmelds shaped, this spell has no effect.

Valiant Spirit
Divination [Incarnum]
Level: Bard 4, Divine 4
Components: V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You bestow the soul of a great ancient hero on the creature touched, giving him great skill in battle. As an immediate action, he can activate the valiant spirit. While active, the spirit's courage provides the recipient of the spell with a +2 morale bonus on attack rolls, damage rolls, Fortitude saves, Strength checks, and Strength-based skill checks. The valiant spirit remains active for 1 minute, and then its power is expended and the spell ends. No creature can be the target of more than one valiant spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essentia you invest in this spell, the bonus provided by the spirit improves by 1.

Valiant Spirit
Divination [Incarnum]
Level: Cleric 8
Components:
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level
As valiant spirit, except as noted above.
Each target must activate his own valiant spirit separately.

Wall of Incarnum
Conjuration (Creation) [Incarnum]
Level: Arcane 3, Incarnum 3,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Incarnum wall whose area is up to one 5-ft. square/level
Duration: 1 minute/level (D)
Saving Throw: Will partial; see text
Spell Resistance: No
You cause a flat, vertical, opaque barrier of incarnum to spring into being.
The wall cannot be conjured so that it occupies the same space as a creature or another object, but it can be adjacent to such. It must always be a flat plane, although you can shape its edges to fit the available space. The wall of incarnum must be anchored to a surface, but this can be a floor, a ceiling, or even a wall. The wall of incarnum can't be moved once it is created.
A wall of incarnum is 1 inch thick. It can be dispelled, but it cannot be damaged or broken, and spells cannot pass through it. Ethereal creatures can pass through it, but any other creature (including the caster) attempting to pass through a wall must succeed on a Will save or be blocked by the barrier. Regardless of the save's result, the wall of incarnum deals 1d4 points of essentia damage (or Wisdom damage if the creature has no essentia) to the creature.
Essentia: Every point of essentia invested in the wall of incarnum increases the damage dealt on a failed Will save by 1 point.
Material Component: A tiny, shield-shaped piece of blue quartz.

Wrathful Doom
Necromancy [Evil, Incarnum]
Level: Arcane 6
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: No
You turn your opponent's essentia against him by beckoning to dark powers that prey on soulstuff. Each round on your turn, beginning on the round in which you cast this spell, your opponent takes damage equal to the amount of essentia in his essentia pool (up to a maximum value equal to your caster level) and is dazed for 1 round. A successful Will save halves the damage dealt and negates the daze effect; this save must be repeated each round that the spell lasts.

Powers
Powers are the purview of Psionics, and if you're not using Dreamscarred Press Psionics or a similar system, these abilities may not be compatible with your game. You can invest your essentia into your psionics to gain benefits from powers with essentia effects. You must invest the essentia into your psionics,m but to use the essentia effect, you must expend your psionic focus, as if using a metapsionic feat.You may use essentia effects while using metapsionic effects without needing to expend multiple psionic focuses, as a single psionic focus is sufficient to use both simultaneously.

Incarnum Fusion
Metacreativity
Level: Psychic warrior 3, shaper 4
Display: Visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: Psychic warrior 5, shaper 7
You gain damage reduction 2/adamantine, and your claws are treated as weapons of your alignment for the purpose of overcoming damage reduction. Claws created by means of the power claws of the beast, or a similar spell or effect, can be affected by this power if you do not otherwise possess natural claw attacks.
Essentia: Every point of essentia invested in this power increases the damage reduction by 1 point. Your claws also gain an enhancement bonus on attack rolls and damage rolls equal to the number of points of invested essentia.

Open Chakra, Psionic
Psychometabolism
Level: Psion/wilder 4, psychic warrior 4
Display: Auditory, material
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7
You use your psionic powers to pry open one chakra, allowing a creature to form a chakra bind that it otherwise could not. You can open a creature’s crown, feet, or hands chakra with this power. A creature benefiting from this power can bind a soulmeld or magic item to his opened chakra just as if he had gained the ability to form a chakra bind from a feat or class feature. Augment: If you spend 6 additional power points, you can open the subject’s arms, brow, or shoulders chakra. If you spend 10 additional power points, you can open the subject’s throat or waist chakra.

Soul Crystal
SOUL CRYSTAL
Metacreativity
Level: Psion/wilder 7
Display: Material
Manifesting Time: 1 round
Range: 0 ft.
Effect: One soul-imbued crystal shard
Duration: 1 hour/level or until discharged
Saving Throw: None
Power Resistance: No
Power Points: 13
You call into being a shard of psionic crystal and entice the soul of a powerful psion not yet born to enter the shard. You then imbue the soul crystal with a single power you know and can manifest, and a number of power points you expend from your power reserve (in addition to the points necessary to manifest soul crystal in the first place). You can choose to bestow a number of power points up to twice your manifester level. Any creature you give the created soul crystal to can then manifest the imbued power, using the power point reserve you bestowed in the crystal. The wielder’s manifester level is equal to your own manifester level when you create the crystal, so the wielder can choose to augment the power you implanted in the crystal (if manifester level and the soul crystal’s remaining power point reserve permit) or possibly use the power multiple times. The imbued power can be manifested only by spending power points from the reserve you initially created when you made the soul crystal, so if you give the crystal to another manifester, that character can’t use her own power points to manifest the power in the soul crystal. Manifesting a power from the soul crystal is a standard action that provokes an attack of opportunity. The person using the soul crystal makes all decisions about targeting the imbued power, just as if she were a psion manifesting the power herself. The soul crystal persists until the duration of the power lapses or there are no longer sufficient power points remaining in the crystal’s reserve to manifest the imbued power one time.

Soulmelds
Now for the meat of the system: Soulmelds. These are magical objects created from pure soulstuff and formed onto the body.

Reading Soulmeld Descriptions
Name[Desriptors]: Soulmelds lack "schools" to speak of, and are classified by descriptors. If a meld has the Necrocarnum descriptor, it's made of vile Necrocarnum, and also carry the Evil descriptor. Necrocarnum is far beyond simple evil incarnum, formed of evil souls. It comes from tormenting good souls. The descriptors for soulmelds include: acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, lawful, light, mind-affecting, necrocarnum, sonic, and water.
Classes: What classes innately have access to this soulmeld.
Chakra: The chakra to which this soulmeld can be shaped and/or bound. (totem) indicates that a Totemist could bind it to his Totem Chakra.
Saving Throw: Similar to spells, this denotes what type of save it allows, and what the save does, as well as if the effect to be saved against is harmless.
Descriptive Text: This part describes the visual look of the meld, and explains the effects of the meld. Damage values for natural weapons given in soulmelds are for medium creatures, and may be higher or lower based on the actual size of the user.
Essentia: This shows the effect of Essentia Investment on the meld. When the letter E is used where a numerical value should be, that means that the value is variable based on the amount of essentia invested.
Chakra Bind (Chakra): This portion describes how the meld changes in appearance when bound to a given Chakra, plus what additional benefits are gained from that chakra bind.


A-Dia
Acrobat Boots
Classes: Incarnate
Chakra: Feet
Saving Throw: None
[I]You form incarnum into a pair of light, supple boots that fit over your feet and any other boots you might wear. Small ruffs of blue-white fur crown each boot. While you wear them, you feel light on your feet. It is difficult to resist the temptation to bounce on the balls of your feet when you’re standing still.
Channeling energy from the most agile and nimble of souls, you claim some measure of that agility for yourself. While wearing acrobat boots, you gain a +2+2E insight bonus on Acrobatics & Escape Artist checks.
Chakra Bind (Feet): Your acrobat boots join fast to your feet and help to slow you whenever you fall.
You are under a constant feather fall effect, which you can extend to E allies within 20 feet of you as an immediate action for a total number of rounds per day equal to your meldshaper level.

Adamant Pauldrons
Classes: Incarnate
Chakra: Shoulders
Saving Throw: None
You shape incarnum into blue crystalline plates of shoulder armor. They float slightly above your shoulders, leaving room for clothing and other armor. In battle, these pauldrons seem to draw attacks toward them, steering blows away from your most vital areas.
Your adamant pauldrons grant you protection from physical attacks. Whenever a critical hit or sneak attack is scored on you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Essentia: You gain DR E invested in this soulmeld. This damage reduction is bypassed only by attacks of an alignment opposed to that of your incarnate cause (good, evil, chaos, or law). Thus, if you invest 3 points of essentia in your adamant pauldrons and you are a good incarnate, you gain damage reduction 3/evil.
Chakra Bind (Shoulders)
Your incarnate pauldrons settle over your shoulders, and they seem to be joined by a crystalline lattice of blue energy across your back. Their power to deflect blows away from vital areas is increased.
The chance that your adamant pauldrons negate a critical hit
or sneak attack against you increases to 50%. Additionally, your Damage reduction from this soulmeld is doubled to 2E.

Airstep Sandal
Descriptors: Air
Classes: Incarnate
Chakra: Feet
Saving Throw: None
You shape incarnum into a pair of sky-blue sandals. They surround your feet without quite touching them, fitting over any boots or shoes you wear. When you use the flight ability of the sandals, you leave a faint trail of blue vapor behind you, which disperses after a few seconds.
Many creatures have the gift of flight, and with this soulmeld, you channel soul energy derived from such creatures to borrow that gift. While worn, the airstep sandals allow you to fly up to 10+10E feet (good maneuverability) as a move action once per round. You must end the flight solidly supported or you fall.
Chakra Bind (Feet)Your airstep sandals merge into your feet, turning your legs sky blue from your knees down to your toes. You become capable of aerial acrobatics, turning on a dime in midair with a soft burst of pale blue mist.
You now fly with perfect maneuverability.

Ankheg Breatplate (Ankhegs, insects)
Descriptors: Acid
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
A thick, chitinous breastplate forms around your torso. The green plates of the armor glisten like the thorax of a living insect. Soft tissue and living muscle bind the plates together, rather than the chain and leather of conventional armor.
Ankhegs are burrowing predators protected by thick plates of chitin. The totemist tradition reveres them as protectors, but it also seeks to claim the destructive power of their mandibles and their acidic spittle. Your ankheg breastplate grants you a +2+E armor bonus to your Armor Class. As always, this bonus does not stack with an armor bonus from a different source (such as actual armor you might be wearing). If you have another armor bonus, the higher bonus applies. This soulmeld has no maximum Dexterity bonus, armor check penalty, or arcane spell failure. It is treated as light armor for the purpose of determining your speed and adjudicating class features dependent on armor (however, you are always treated as proficient in its use.)
Chakra Bind (Throat)
Green chitin spreads from your breastplate up your neck, blending into your skin there. This thickened skin seems to pulse slowly, in a rhythm unrelated to the beat of your heart or the movement of your breath.
You gain the ability to spit a line of acid as a standard action. You can emit a line of acid that is 5+5E feet long. Targets in the line take 2d8 points of acid damage plus 2d8 points for every point of invested essentia. They can reduce this damage by half with a successful Reflex save. You must wait 1d8-E rounds before using this ability again.
Chakra Bind (Totem)
Green-brown chitin spreads from your breastplate up your neck to your face, and you sprout serrated mandibles like those of a giant insect. Outside of combat, they slowly open and close without any conscious direction.
In battle, you can use these terrible clenching jaws to tear the fl esh of your foes. When you shift essentia to this soulmeld, the mandibles sizzle with acid.
You gain a bite attack that deals 1d8 points of damage +Ed4 acid damage.

APPARITION RIBBON
Classes: Incarnate
Chakra: Throat
Saving Throw: None
A diaphanous scarf wraps around your neck, its ends trailing off into wispy tendrils that seem to follow or mimic the movement of your arms.
You form incarnum into a bridge of energy between yourself and the incorporeal world of spirits and other ghostly creatures. In melee, every time you miss an incorporeal foe because of its incorporealness, you can reroll your miss chance percentile roll one time to see if you actually hit.
Essentia: You gain a +2E insight bonus on damage rolls against incorporeal creatures.
Chakra Bind (Throat)
The wispy tendrils of the scarf lengthen and surround you as you
appear to become incorporeal.
When you bind apparition ribbon to your throat chakra, you gain the ability to become incorporeal for brief periods of time. You gain all the benefits of the incorporeal subtype, including a deflection bonus equal to your Charisma bonus (minimum +1). Activating this ability is a standard action, and your incorporealness lasts for 1+E rounds. Additionally, you gain a touch attack that deals 1d6 Wisdom damage (Will half, minimum 1) while incorporeal. After you activate this ability, you can’t voluntarily change the soulmeld’s essentia investment until the duration of incorporealness ends. If the essentia investment is decreased involuntarily to the point where the number of consecutive rounds spent incorporeal equals or exceeds the essentia invested, you immediately become corporeal. If you are within a solid object when the duration of incorporealness ends, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel. Each day, you can spend a total number of rounds incorporeal equal to your meldshaper level.

ARCANE FOCUS
Classes: Incarnate, soulborn
Chakra: Throat
Saving Throw: See text
A necklace of blue crystals fits around your neck. The crystals shed a faint glow that increases in brightness when you cast a damaging spell.
Drawing upon the soul energy of spellcasters and warmages, meldshapers who also cast arcane spells can use the incarnum energy to intensify spells that cause harm to others. You shape incarnum into a periapt or other trinket, known as an arcane focus, which you then wear about your neck. When you cast an arcane spell that deals damage, your spell’s damage is increased by 1+E point per die. This extra damage is pure incarnum energy. Spells that divide their damage among multiple targets, such as magic missile, deal the extra damage once to each affected target. This soulmeld does not affect spells that do not deal damage.
Chakra Bind (Throat)
Barely visible wisps of incarnum writhe from your arcane focus, tendrils of soul energy that twist into arcane symbols as you cast arcane spells. When you cast a damaging spell, the spell is accompanied by a blue-white burst of raw incarnum energy.
The energy and power behind your offensive spells can temporarily overcome your opponents. Whenever you cast a spell that deals damage to a single creature or requires a single creature to make a Reflex or Fortitude save, that creature must succeed on an (additional, if applicable) Fortitude save (using the soulmeld’s save DC, not the spell’s) or be stunned for 1 round. If the target creature(s) suffer no effect from the spell (whether because of a successful saving throw, spell resistance, or resistance to the damage dealt by the spell), this has no effect.

ARMGUARDS OF DISRUPTION
Descriptors: Good
Classes: Incarnate, soulborn
Chakra: Arms, Hands
Saving Throw: None
Blue-sheened silver bracers form around your forearms. Blue-white sparks leap from your hand to undead creatures you touch.
The energy of incarnum and the soulless bodies of undead creatures are on opposite ends of a spectrum. When properly shaped, incarnum can become an anathema to undead creatures, crumbling corporeal forms and disrupting undead spirits. Your touch is harmful to undead. While wearing armguards of disruption, you deal 1d6+Ed6 points of damage to an undead creature with a successful melee touch attack (incoporeal undead do not benefit from the normal miss chance afforded by being incorporeal). You can use armguards of disruption only once per round, and you must announce that you are using them before making the attack; if you miss, the charge for that round is wasted.
Chakra Bind (Arms)
Incarnum flows from the bracers to envelop you and then fades into invisibility. A corona of blue-white energy erupts when an undead creature attacks you, blocking its blows and suppressing its powers.
You gain an insight bonus to your AC and on your saving throws of +1+E/2. These bonuses are doubled to +2+E against attacks and abilities from undead creatures.
Chakra Bind (Hands)
The armguards become bulkier, and when you wield a weapon, it crackles with sparks of energy.
When this meld is bound to the Hands Chakra, you can channel the energy of this soulmeld through your attacks. When making an attack of any kind, you can choose to attempt to affect it with the armguard's power. If the attack hits, the target suffers the normal effects of the attack, plus the damage of the armguards. This applies to all attacks made in a full attack or series of attacks, if you so choose.

BASILISK MASK (Basilisks, legged reptiles)
Descriptors: Earth
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: See text
A hideous mask with red-brown scales forms around and over your face, actually floating about an inch in front of your nose. The visage is reptilian, with a protruding lower jaw and teeth jutting upward. Bony spines stick up from the top of the mask, completing the portrait of a basilisk.
While the basilisk is feared primarily for its petrifying gaze, totemists also revere it as a patron of vision. Your basilisk mask grants you low-light vision.
Essentia: The basilisk mask grants you darkvision with a range of 30E feet.
Chakra Bind (Brow)
Your basilisk mask merges into your forehead, and your eyes are now clearly visible in the face of the basilisk. The visual effect is a little unsettling, but the improvement to your perception is dramatic.
You gain Blindsight out to 10+ 5E feet, and the scent special ability.
Chakra Bind (Totem)
Behind the mask, your eyes glow with a pale green radiance that is clearly visible through the eyes of the basilisk. There is a sense of weight in your forehead, but it is not entirely unpleasant—more like a power anxious to be exercised.
By directing your gaze on a creature within 30 feet who can see you, you can temporarily turn that creature to stone (as the flesh to stone spell, except that the duration is only E minutes). A successful Fortitude save negates this effect. Using this ability is a full-round action.

BEAST TAMER CIRCLET
Classes: Totemist
Chakra: Crown (totem)
Saving Throw: None
You channel undifferentiated soul energy into a gleaming silver band that encircles your forehead at a distance of about an inch. If you concentrate, you can hear a very quiet murmur of growls, shrieks, and other animal noises—the cacophony of the beast world.
Rather than channeling the specific soul energy of a particular kind of magical beast to emulate that beast, totemists sometimes prefer to use incarnum in a more general way to improve their interactions with all beasts. You gain a +2+2E insight bonus on Handle Animal and wild empathy checks.
Chakra Bind (Crown)
Your silver circlet fuses to your head, sending silver-blue tendrils like tiny veins under your skin. The endless clamor of beast noises becomes intelligible to you—you understand the range of needs and emotions that drives these utterances—but you are still able to ignore it with a modicum of concentration.
You gain the ability to speak with animals, as the spell. You can also use this ability to communicate with magical beasts that have an Intelligence score of 1 or 2.
Chakra Bind (Totem)
Instead of a gleaming silver band around your head, your beast tamer circlet manifests as a ring of silver hair, while all the hair on your head becomes long and coarse like a beast’s mane.
You gain the ability to use animal trance, as the spell. You can use this ability once per minute, and it lasts as long as you maintain concentration and have any amount of essentia invested in your beast tamer circlet, to a maximum of 1 minute per meldshaper level.

BEHIR GORGET (Behirs, draconic creatures)
Descriptors: Electricity
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
Incarnum forms a large, deep blue collar around your neck, like part of a suit of plate armor. The color is darker on the back and fades to pale blue in the front, and bands of gray-brown line the top and bottom. The gorget tapers to a sharp point above your breastbone.
Powerful beasts that resemble dragons, behirs are revered for their dangerous electrical breath weapon. Their dozen legs grant them stability, a quality totemists seek to appropriate through this soulmeld. Their hatred of dragons makes this a popular soulmeld for totemists planning to slay a dragon—particularly a blue or bronze dragon. Your behir gorget gives you a +4 CMD vs. bull rushes and trip attempts.
Essentia: If you invest essentia in your behir gorget, it protects you from electricity damage. You gain 5E resistance to electricity.
Chakra Bind (Throat)
Your armored collar merges into your throat, and your neck lengthens very slightly. You can feel a constant tingling in the sides of your neck, and tiny sparks occasionally spit from your mouth when you speak—particularly when you get excited or angry.
You gain the ability to project a line of lightning similar to a behir’s breath weapon. You can emit a line of lightning that is 5 +5E feet long. Targets in the line take 2d8+2Ed8 points of electricity damage (reflex half). After using this, you can't use it again for 1d8-E rounds
Chakra Bind (Totem)
As you bind your behir gorget to your totem chakra, its hard blue plating spreads up your neck to incorporate your entire head. Your face lengthens, and your jaw grows monstrous. Sharp teeth fill your mouth, allowing you to bite your foes savagely in combat. Sparks crackle in your mouth whenever you open it to bite—or even to speak.
You gain a bite attack that deals 1d8 points of damage +Ed4 elecrtical damage.

BLINK SHIRT (Blink Dogs, canines)
Classes: Totemist
Chakra: Heart (totem)
Saving Throw: None
This rough-looking garment fits over armor and other clothing and looks like it has been made of coarse brown fur, but it displays obviously magical features. The shirt seems to shift and move on its own, and it fades into a barely corporeal mist near your waist. Most disconcerting of all, patches of the garment seem transparent, as if they have temporarily shifted to some strange elsewhere. Because different parts of the garment appear phased out at different times, these patches of incorporeality seem to roam over the surface of the shirt.
Blink dogs have two closely related abilities that define their hunting tactics. Totemists emulate both their short range teleportation and the blinking that gives them their name. Good-aligned totemists and those planning to fight displacer beasts shape this meld, invoking the blink dog’s natural good alignment and their hatred for those creatures. By shaping incarnum into a shirt resembling blink dog fur, you gain the ability to teleport (as dimension door) up to 10+10E feet at will. Using this ability is a move action. After using this ability, you can’t take any other actions until your next turn. You cannot bring along other creatures; you affect only yourself.
Chakra Bind (Heart)
The appearance of your blink shirt changes little, except that now wherever it seems transparent, you do as well. Strange patches of incorporeality float over your entire body.
You can use blink as the spell (with a caster level equal to your meldshaper level). activating or dismissing the effect is a free action. Additionally, you can create an ethereal jaunt effect once per 6-E hours (minimum 1 minute), also using your meldshaper level as caster level.
Chakra Bind (Totem)
Your posture becomes slightly hunched, giving you the merest hint of a canine appearance. Your ears also take on sharp points.
You can use the dimension door ability of this soulmeld as a swift action.

BLOODTALONS(Blood Hawks, birds of prey)
Classes: Totemist
Chakra: Hands (totem)
Saving Throw: None
Incarnum forms a pair of eagle talons around your hands. They are ghostly and insubstantial, almost like a violet mist surrounding your hands, but the three-toed shape is as clear as the sharp claws in their outline.
Blood hawks are fierce birds of prey noted for their blood lust. They are similar to sharks in their frenzy while feeding—in fact, they fight beyond the threshold of death. Totemists who shape bloodtalons hope to emulate the ferocious tenacity, keen eyesight, and sheer savagery of these creatures. You gain the Ferocity special quality.
Essentia: You gain a +2E bonus on Perception checks.
Chakra Bind (Hands)
Rather than being surrounded by violet mist, your hands themselves turn a deep shade of violet, like the blue of incarnum mixed with rich blood red. Somehow, your hands feel eager to grasp and tear, to speed past your opponents’ defenses and tear at their eyes.
As a move action, you can enter a fury fuelled by bloodlust, gaining a +E/2 bonus to Strength, and taking a -E/2 penalty to Intelligence and Wisdom. This effect lasts for up to 1/2 your Meldshaper Level + E rounds, or until you end the effect (a free action). You are left fatigued for a number of rounds equal to the number of round spent in this state. You can divide your rounds of this effect as you choose, much like a Barbarian's rage (and may also use rage-dependent abilities such as Barbarian Rage Powers in this rage as well).
Chakra Bind (Totem)
The skin of your hands becomes red-orange and scaly like the talons of a blood hawk, your fingers grow knobby and strong, and your nails lengthen into fierce talons with sharp points and edges.
You can use your bloodtalons as natural weapons. You can make two claw attacks that each deal 1d4 points of damage +1E bleed. Every point of essentia invested in the bloodtalons grants a +1 enhancement bonus on attack rolls made with the claw attacks. While the claws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time.

BLOODWAR GAUNTLETS
Descriptors: Evil, mind-affecting
Classes: Incarnate
Chakra: Arms or hands
Saving Throw: See text
Incarnum forms into black gauntlets that encase your hands and extend in heavy iron bands up your forearms to your elbows, where they end in vicious-looking spikes. They seem large for your hands and actually cover any gloves or gauntlets you might already be wearing, but they move in perfect unison with your fingers and hands. When it is very quiet, you can sometimes hear the sounds of battle coming from the night-black metal of the gauntlets.
The Lower Planes are consumed in an unending battle between demons and devils, though this so-called Blood War rarely has much impact on the Material Plane. When you shape this soulmeld, you channel some of the raw, savage ferocity of that eternal conflict, using it to increase your own power in combat. While you wear your bloodwar gauntlets, you gain a +1 morale bonus on melee attack rolls.
Essentia: You gain a +E morale bonus on melee damage rolls.
Chakra Bind (Arms)
Your bloodwar gauntlets bind themselves to your wrists and forearms. Instead of separate rings of metal extending up your arms, they now form a solid sheath of completely unreflective metal in which fi endish visages manifest and subside, always contorted with rage and pain.
You can use a standard action to release the soulmeld’s violent energy in a tumultuous blast. The blast deals (3*E)d6 points of damage to all creatures within a 20-footradius burst, excluding you. A successful Fortitude save halves this damage. If you do so, the benefits of this soulmeld are suppressed for 1 minute, during which you may not use this effect.
Chakra Bind (Hands)
Your bloodwar gauntlets bind themselves to your hands, shrinking to better fit them. The metal fingertips of the gauntlets are long and sharply pointed. They sometimes seem to drip blood, though the liquid that falls from them vanishes almost as soon as it touches the ground.
You gain a +4 bonus on rolls made to confirm critical threats, and the threat range for all of your melee attacks doubles (max 15-20, not stacking with the keen property or similar effects).

BLUESTEEL BRACERS
Classes: Incarnate, soulborn
Chakra: Arms
Saving Throw: None
You harness the soul energy of mighty warriors past, present, and future, shaping that incarnum into bands of bright blue steel that surround your wrists and lower arms. You feel a soft tingling in your wrists that grows stronger when danger is near.
Because war has always been a part of mortal history, warrior souls are plentiful. Meldshapers can readily tap into this font of martial knowledge to improve their own prowess on the field of battle, in particular honing the sense of approaching danger that allows skilled warriors to get the drop on their foes. Your bluesteel bracers enhance your reactions and keep your mind in a state of constant battle readiness, granting you a +2 insight bonus on initiative checks.
Essentia: Investing essentia in your bluesteel bracers enhances your ability to deal damage in combat. The bracers provide an +E insight bonus on weapon damage rolls.
Chakra Bind (Arms)
Your bluesteel bracers affix themselves to your arms, extending swirling patterns of bright metallic blue up your biceps. When danger is near, your nearby allies share your sense of it and find themselves more ready for battle.
The bonuses from this soulmeld are doubled (both the base effect and the Essentia benefit). All allies within 30 feet of you when initiative is rolled gain the +2 bonus on initiative granted by the unbound version of this soulmeld, as well as constantly receiving the damage bonus as if they were under the effects of the unbound version of this soulmeld, with essentia invested equal to your own investment in this soulmeld.

BRASS MANE(Dragonnes, big cats)
Descriptors: Sonic
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
This feral mask has leonine qualities, including a coarse mane of thick, brass-colored hair. Onlookers familiar with the mighty dragonnes recognize the similarities between those fearsome desert predators and the features of the mask. Dragonnes are vicious and deadly hunters. Because of their terrible roar, totemists associate them with fear and don brass manes to strike terror into enemy hearts.
While you wear your brass mane, you gain a +4+2E competence bonus on Intimidate checks.
Chakra Bind (Throat)
The hair of your brass mane extends down your neck, forming brassy scales that cover your throat and reach down to your breastbone. Your voice gets louder unless you make a conscious effort to keep it quiet.
You can loose a devastating roar. All creatures except dragonnes within 10 feet must succeed on a Will save or become frightened for the duration of the encounter. The range of this effect is extended by 10 feet for every point of essentia invested in the soulmeld. After using this effect, you must wait 1d8-E rounds to use it again.
Chakra Bind (Totem)
Your face blends into the mask, your jaws growing long and
sprouting huge fangs. You can make powerful bite attacks to tear
the flesh of your foes.
You gain a bite attack that deals 1d8 points of damage. Essentia invested in this soulmeld grants a +E enhancement bonus on attack rolls and damage rolls made with the bite attack.

CERULEAN SANDALS
Classes: Incarnate, Soulborn
Chakra: Feet
Saving Throw: None
Incarnum forms into a pair of sandals that surround your feet and any other footwear you might have on. The sandals resemble blue crystal ice, but just beneath the surface, they seem to flow like water.
To shape cerulean sandals, you draw on soul energy with ties to the Astral Plane, channeling qualities of weightlessness to enhance your movement abilities. Your cerulean sandals allow you to walk on water (as if under the effect of a water walk spell).
Essentia: You can invest essentia to increase your base
speed with cerulean sandals. Increase your base speed by +5E This bonus applies only to land speed and does not improve any other forms of movement, such as climb or fly speeds.
Chakra Bind (Feet)
Your feet and lower legs are encased in a sheath of blue-gray energy. This substance resembles ice, but motes of light like tiny stars drift through it as well.
You can use dimension door as the spell, up to a total distance of 10 feet per meldshaper level. You can use this ability (in increments of 10 feet) any number of times, until the total distance has been traversed. Once you have expended the full distance of this ability, it does not recharge until you had 8 hours of rest. This requires a standard action to activate.

CRYSTAL HELM
Descriptors: Force
Classes: Incarnate, soulborn
Chakra: Crown
Saving Throw: None
You shape incarnum into a light helm that surrounds your head and anything you might be wearing on it, including another helm. The substance of this helm is transparent crystal with a faceted appearance. As it rests over your head, you can almost feel a barrier erected behind your eyes, barring the way to those who would intrude into your mind.
Crystal in its many forms is frequently associated with mental powers, hence its widespread use by characters with psionic powers. With this soulmeld, you shape incarnum into a crystalline form to draw on its protective qualities. The soulmeld provides protection against mental effects, granting you a +2 resistance bonus on Will saving throws.
Essentia: You can increase the protective properties granted by a crystal helm by investing essentia in the soulmeld. You gain a +E deflection bonus to your Armor Class.
Chakra Bind (Crown)
Your crystal helm settles snugly around your head, and tendrils of cold power work their way through your body. If you close your eyes, you can almost see your own hands glowing like a mystic crystal suffused with unearthly radiance. Like the invisible power of magical force, your attacks slice through the boundaries between worlds.
Your weapon attacks gain the force descriptor, making them useful against incorporeal foes. They also deal +E force damage.

DIADEM OF PURELIGHT
Descriptors: Light
Classes: Incarnate, soulborn
Chakra: Crown
Saving Throw: None
A shimmering ring of incarnum energy wreathes your head, shedding a pure blue-white light. The light clearly outlines the shapes of creatures and objects it illuminates, enhancing your visual acuity. The light of souls is pure, highlighting the nuances of physical forms.
This soulmeld draws upon that power to shed light on the meldshaper’s surroundings. You shape incarnum into a circlet that illuminates the area around you. Your diadem of purelight sheds light as a torch, illuminating a 20-foot radius with bright illumination (and out to a 40-foot radius of shadowy illumination). Creatures gain a +2 insight bonus on Perception checks when attempting to see anything within the radius of illumination (including within the shadowy illumination). For the purpose of interacting with darkness spells, the
diadem of purelight is treated as a light spell of a level equal to its invested essentia.
Essentia: Increases the radius of illumination by 10E feet. The radius of shadowy illumination is always double the radius of bright illumination. For example, a diadem of purelight with 2 points of invested essentia sheds bright light to a radius of 40 feet, and shadowy illumination to a radius of 80 feet.
Chakra Bind (Crown)
The light from the headband becomes steady and constant, amplifying the contrast between different creatures and objects.
The diadem of purelight negates any concealment less than total concealment within the radius of its bright light, including invisibility, but not other forms of total concealment. Creatures protected by fog, blur spells, and the like gain no concealment from such effects.

malonkey1
2013-09-22, 12:12 PM
Soulmelds (Cont.)
Dis-I
DISENCHANTER MASK (Disenchanters, ungulates)
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None
You shape incarnum into a silver mask with a snout, protrusions, and a forked tongue. The mask gleams in the light, and the tongue sways on its own.
Disenchanters feed on magic. You can use detect magic, with a range of 10 feet. You can use this at will, up to once/round (standard action).
Essentia: For every point of essentia you invest in your disenchanter mask, the range of its detect magic effect increases by 10 feet.
Chakra Bind (Brow)
Your disenchanter mask binds to your forehead. Your eyes replace the mask's eyes. Colors seem alive to you—particularly the colors of magic.
When using this soulmeld’s detect magic, you instantly determine number, strength, & location of each aura present as if you had concentrated for 3 rounds. You needn't make Spellcraft checks to determine the school of magic in each aura.
Chakra Bind (Totem)
Your face lengthens into the mask, and the tongue becomes your own. As you extend it, you can taste magic in the air, and when you use the tongue to drain magic, it tastes strong and sweet.
You can use the tongue of your mask to make a melee touch attack. The tongue is a reach weapon. If you hit with the tongue attack, you deal no damage but have a chance to suppress a magic item that the target may have. Unless you choose a specific item held or worn by the target, you affect magic items in the order: shield, armor, helmet, item in hand, cloak, stowed/sheathed weapon, bracers, clothes, jewelry, anything else. To suppress the item, you must succeed on a meldshaper level check (1d20 + meldshaper level) against a DC of 11+target CL. Success means the item’s magical properties are suppressed for 10 minutes. You can also use this ability to suppress a specific soulmeld, but you must specify the soulmeld to be affected. Use the soulmeld’s meldshaper level as its caster level.

DISPLACER MANTLE (Displacer Beasts, felines)
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: None
This cloak of blue-black fur wraps around your shoulders and hangs down your back to the waist. The fur bends and catches light strangely, actually creating a slight blurring effect around your entire body.
Displacer beasts are vicious predators, but to the totemist they symbolize stealth and deception. With this soulmeld, you hope to claim the displacer beast’s light-bending deception to conceal and protect yourself. The displacer mantle slightly blurs your outline, providing a +4+2E competence bonus on Stealth checks.
Chakra Bind (Shoulders)
As you bind the mantle to your shoulders, its midnight hue spreads into the skin of your shoulders and upper arms. A light-bending glamer surrounds you, shifting and wavering your outline.
Your displacer mantle surrounds you with a glamer similar to a displacement spell, granting you concealment (50% miss chance). This concealment is not negated by true seeing.
Chakra Bind (Totem)
A pair of tentacles extends from your shoulder blades. They end in pads ridged with sharp horn, allowing you to lash out even at distant foes to batter and tear them.
You gain two tentacle attacks appropriate for your size. The tentacles have reach equal to your normal natural reach plus 5 feet. These tentacles receive a +E enhancement bonus on damage rolls.

DISSOLVING SPITTLE
Descriptors: Acid
Classes: Incarnate
Chakra: Throat
Saving Throw: None
Incarnum forms a blue-green torc around your neck. The ends resemble dragons facing each other in front of your throat. A bitter taste floods your mouth, but it seems to make the flavor of certain foods better—particularly meat.
While this meld is favored by chaotic and evil incarnates because of acid’s association with both suffering and dissolution, incarnates of all alignments find acidic spittle a useful weapon against a variety of opponents. As a standard action, you can spit a glob of acid at a target within 30 feet. This requires a ranged touch attack to hit and deals 2d6+2Ed6 points of acid damage. Using dissolving spittle does not provoke attacks of opportunity.
Chakra Bind (Throat)
Instead of a torc around your neck, the writhing shape of a twoheaded dragon arcs around your throat in blue-green scales. Tendrils of midnight blue extend up your neck and down into your shoulders like diseased veins.
When you use your ability to spit acid at an opponent, the target takes normal damage in the round you spit acid. You also roll again for damage 1 round later.

DREAD CARAPACE (The Tarrasque)
Classes: Totemist
Chakra: Arms, feet, or heart (totem)
Saving Throw: See text
Incarnum forms into a heavy, caramel-brown carapace covering your back. Short spines protrude from this shell, and light gleams from its surface. Though it has no actual protective value (unless you bind it to your heart chakra), the carapace fills you with the destructive power of the tarrasque.
Possibly the most dreaded of all magical beasts, the tarrasque is also the only magical beast whose power is channeled and embodied in two different soulmelds—dread carapace and totem avatar. Totemists who shape dread carapace can emulate a variety of the tarrasque’s many aspects—primary among them its sheer power in melee combat. While your dread carapace is shaped, you gain a +2E bonus on damage rolls when you are using a bite attack, or a +E bonus when you are using a claw or other natural attack. In exchange, you take a –E penalty on attack rolls with natural weapons.
Chakra Bind (Arms)
While the appearance of your dread carapace is unchanged, your upper arms manifest scaly plates, while spikes emerge from your elbows. At the same time, any natural weapons you possess become more deadly—sharper, longer, better able to slice through skin and armor to tear at vulnerable flesh.
The threat range of any natural attacks you possess (either naturally or as a result of another soulmeld) is doubled. This doesn’t stack with any other effect that increases the threat range of your natural weapon. Your natural weapons also deal damage as if one size larger.
Chakra Bind (Feet)
While the appearance of your dread carapace is unchanged, your legs become increasingly muscular, and their shape alters slightly so that you more naturally move on just your toes and the balls of your feet.
Once per minute, you can gain the effects of a haste spell for 1 round as a swift action.
Chakra Bind (Heart)
Your dread carapace takes on a highly reflective sheen, suggesting the tarrasque’s ability to reflect spells back on their casters. Spells have a hard time reaching through your carapace to affect you.
You gain spell resistance 10 + 4E., and heal hit points equal to (1+E)*spell level whenever you resist a spell.
Chakra Bind (Totem)
Two mighty horns jut from your head. Though they are useless in combat, they alter your appearance, making your countenance quite fearsome. When you charge, your visage suggests something utterly inhuman, striking fear into the hearts of your foes.
When you charge, all enemies within 60 feet who can see you become shaken for 1 round (Will negates).

ENIGMA HELM
Classes: Incarnate, soulborn
Chakra: Crown
Saving Throw: None
You form incarnum into a shadowy helm floating above and around your head. Shadows swirl like rising smoke beneath its surface. The helm wraps itself like a cloak around your mind, protecting your secrets and shielding your will.
Meldshapers favor this soulmeld to ward their minds from divination and mind-affecting spells. They speak of the incarnum involved as the essence of secrets or the soul of mystery. Your enigma helm protects you from divinations. While wearing this soulmeld, you become difficult to detect by divination spells (as the nondetection spell). If a divination is attempted against you, the caster of the divination must succeed on a caster level check against a DC of 11 + your meldshaper level.
Essentia: You gain a +E enhancement bonus on Will saves.
Chakra Bind (Crown)
Your enigma helm rests solidly on your head. In the center of your
forehead, a dusky gem holds swirling shadowstuff—and it’s not clear
whether the gem is part of the helm or part of your own head.
Any attempt to charm you is redirected to the gem in your forehead. As a result, you gain complete immunity to enchantment (charm) effects.

FEARSOME MASK
Descriptors: Mind-affecting
Classes: Soulborn
Chakra: Brow
Saving Throw: See text
You shape incarnum into a ferocious-looking mask that covers your face. It resembles a powerful outsider of your alignment, either majestic in splendor or terrible in its evil. Somewhere deep in your mind is a quivering knot of fear, but you find that you can channel that fear and use it to intimidate others.
Fear, some would argue, is among the most powerful forces in the multiverse. The lives of many are dominated by it—some avoid all danger and conflict because of their fear, while others ride to power by inspiring fear in others. In shaping this soulmeld, you draw on the primordial power of fear, acknowledging the fear that lives in your own heart even as you direct it outward to inspire fear in those around you.
While wearing the fearsome mask, you gain a +2+2E insight bonus on Intimidate checks.
Chakra Bind (Brow)
Your eyes, clearly visible through your fearsome mask, blaze with fiery wrath that strikes terror into the hearts of those that meet your gaze.
Your gaze causes enemy creatures (but not allies) to become frightened for 1 minute (Will reduces to shaken). This otherwise functions as normal for a gaze attack. This is a mind-affecting effect. Additionally, you can affect creatures normally immune to mind-affecting effects, provided they have less Hit Dice than your HD+2E

FELLMIST ROBE
Descriptors: Air
Classes: Incarnate
Chakra: Soul
Saving Throw: None
Incarnum coalesces around your body into a sheath of gray mist. It hangs about you like a thick fog that moves with you, creating the illusion that you are drifting over the ground rather than walking. This robe of mist masks your true location, protecting you from ranged attacks.
Some incarnates imagine they are channeling soul energy from swamp-dwelling creatures, while others imagine their fellmist robes are shaped from the ghostly spirits of the dead. Your fellmist robe provides you with minor concealment (10+5E% miss chance, max 50%). You do not suffer the same drawback—your attacks are unaffected. A strong wind (21 mph or greater) disperses the fellmist robe, though it reforms 1 round after the wind stops.
Chakra Bind (Soul)
Your fellmist robe draws closer to your body, at the same time growing denser and shrouding your form more effectively—even against adjacent foes.
Your fellmist robe provides even greater concealment, increasing the concealment it provides by 50% (the maximum concealment becomes 100% total). it can no longer be blown away, and grants you a flight speed equal to twice your base speed with perfect maneuverability.

FLAME CINCTURE
Descriptors: Fire
Classes: Incarnate, soulborn
Chakra: Waist
Saving Throw: See text
Incarnum forms into a cord of blue fire, which you wear tied around your waist. Its flames are cool to the touch. The loose ends dance around your legs like tongues of flame with wills of their own. When you are exposed to fire, the flames of your belt flare brightly, as if feeding on the fire around you.
The flames of the Elemental Plane of Fire are not to be toyed with, but when controlled properly, they can be a powerful tool for protection and even destruction. When you shape flame cincture, you gain resistance to fire 10+5E.
Chakra Bind (Waist)
Energy attacks are not simply absorbed and dispersed, but instead
the energy is bound within the belt, eagerly awaiting release.
You can release a blast of fire from your flame cincture. Whenever your flame cincture prevents damage, the energy remains latent within the cord for 1 round. On your next turn, you can release the stored energy as a swift action to blast any target within 60 feet. The energy blast deals 1d6 fire damage per point of damage prevented by the flame cincture in the previous round. A successful Reflex save reduces the damage by half.

FROST HELM (Animals native to freezing environments)
Descriptors: Cold, sonic
Classes: Totemist
Chakra: Crown (totem)
Saving Throw: See text
Incarnum forms into a bluewhite helm resembling the bizarre head of a frost worm. It floats above the top of your head, its strange lumpy shape rising to a tall nodule at the front and top.
Frost worms are terrible arctic predators known for the weird stunning trill they produce from the nodules atop their heads. Totemists in cold lands favor this soulmeld, claiming the frost worm’s power to protect themselves from the cold environment. They also use frost helm to mimic the frost worm’s trill and its frigid breath weapon. Because of the frost worm’s legendary hatred for the remorhaz, totemists don this meld when leading remorhaz hunting parties. While wearing a frost helm, you can exist comfortably in conditions between –50 and 90° Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected.
Essentia: If you invest essentia in your frost helm, it also protects you from cold damage. You gain resistance 5E to cold.
Chakra Bind (Crown)
Your frost helm fuses to the top of your head, actually opening a breathing channel in the strange nodule at the helm’s crown. As a standard action, you can project a ray of cold energy from your forehead, reminiscent of a frost worm’s breath weapon.
You must make a ranged touch attack to hit a creature with this ray. If you hit, the ray deals 1d6+Ed6 points of cold damage.
Chakra Bind (Totem)
Your frost helm fuses to your head and seems to spread downward, changing the appearance of your upper face to resemble the head of a frost worm. Your eyes meld into the helm’s strange nodule, your cheeks twist into lumpy protrusions, and the skin of your face grows thick and blue-white.
As a standard action, you can produce a trilling sound that stuns opponents within 20 feet. You can target 1+E creatures. Targets must succeed on a Will save or be stunned for 1d4 rounds. Once a creature has resisted, it cannot be affected by your frost helm’s trill for 24 hours. Frost worms are immune to this effect.

GIRALLON ARMS (Girallons, Apes)
Classes: Totemist
Chakra: Arms (totem)
Saving Throw: None
Incarnum coalesces around your arms and upper torso, forming blue-white fur that seems to enhance your arm and chest muscles. It also extends from your fingers to form ghostly claws that, despite their insubstantial appearance, help you gain purchase while climbing or grappling.
Totemists hope to claim the savage ferocity of the girallon as their own by shaping this meld. Known for its great strength and fierce claws, the girallon is a totem of power and aggression. Your girallon arms grant you a +2+2E competence bonus on Climb checks and CMB.
Chakra Bind (Arms)
The blue-white fur of your girallon arms grows longer at your forearms, forming tufts of hair near your elbows.
any time you hit a single target with two claw attacks, whether these attacks come from your girallon arms, a different soulmeld, your own innate abilities, or some other source, you can latch onto the opponent’s body and tear the flesh. This automatically deals double claw damage, including double your Strength bonus. This counts as having the Rend ability.
Chakra Bind (Totem)
Incarnum forms two additional, powerful arms that spring out from your ribs. These spirit arms mirror the movements of your real arms. All four of your arms are tipped with long claws that no longer seem ghostly, but quite real—and quite sharp.
You gain four claws that you can use as natural weapons. These claws receive a +E enhancement bonus on attack rolls and damage rolls with your claw attacks.

GLOVES OF THE POISONED SOUL
Descriptors: Evil
Classes: Soulborn
Chakra: Hands
Saving Throw: Fortitude negates
Slick green gloves slide over your hands. They appear moist but are
dry to the touch.
By focusing the energy of souls damned for eternity, you form green gloves of incarnum that writhe with evil power. When you touch a foe, the condemned souls poison the target, forcing their hopeless will against it. Once per round, you can attempt to inflict a terrible, mind-wracking poison on a foe with a melee touch attack. The poison deals 1+E point of Wisdom damage immediately and another 1+E point of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save.
Chakra Bind (Hands)
The gloves merge with your hands, giving your hands a green cast.
Your fingertips drip with viscous slime.
When gloves of the poisoned soul are bound to your hands chakra, the poison also deals Strength damage equal to the amount of Wisdom damage dealt (one save resists both effects).

GORGON MASK (Gorgons, bovines)
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
Incarnum forms a mask resembling the head of a steel-plated bull,
complete with long, arcing silver horns. The mask’s eyes are empty
black pits.
Totemists revere the gorgon as an icon of passive strength and endurance. Its steel-plated hide and great fortitude, as well as its association with petrification, signify the unyielding strength of a cliff wall standing against the sea. At the same time, its aggressive nature leads totemists to emulate the gorgon’s ability to crush its foes beneath its hooves. While wearing a gorgon mask, you gain a +1+E resistance bonus on Fortitude saves and a +2+E resistance bonus on to CMD.
Chakra Bind (Throat)
The dusky, metallic scales of your gorgon mask extend down your neck, forming a sharp ridge along your upper spine. Wisps of green smoke escape from your mouth.
You gain the ability to breathe a cloud of petrifying gas in a 10-foot line. If the target fails a Fortitude save, it turns to stone, as the flesh to stone spell. After using this ability, you must wait 10-2E minutes (minimum 1 minute).
Chakra Bind (Totem)
The metallic scales of your gorgon mask extend down over your shoulders, lending bulk and solidity to your frame. You feel strength coursing through your legs in particular, giving you the ability to run down your foes and crush them beneath your feet.
You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. You merely have to move over the opponents in your path; any creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5 feet, it is considered trampled only if you move over all the squares it occupies. Your trample attack deals 1d8 points of bludgeoning damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifier. If you are larger than Medium or smaller than Small, the damage scales up or down accordingly. Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. (Opponents whose space is larger than 5 feet and whom you do not trample can also make attacks of opportunity at the same penalty.) An opponent can give up its attack of opportunity and instead attempt a Reflex save to take half damage from your trample. You can deal trampling damage to each target only once per round, no matter how many times your movement takes you over a target creature.

GREAT RAPTOR MASK (Birds of Prey)
Descriptors: None
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None
You shape incarnum into a large mask that surrounds your whole head, resembling the head of a giant eagle or a giant owl. The feathered plumage is brown and white with the faintest tinge of purple-blue, and the mask’s large, glassy eyes gleam sky blue.
Giant eagles and giant owls are revered for their exceptional eyesight. Totemists lay claim to the power of these intelligent birds to see distant objects more clearly and, more broadly, to escape from danger through quick reflexes and quicker thinking. You gain a +2+E competence bonus on Perception checks.
Chakra Bind (Brow)
Your great raptor mask has large eyes that gather every scrap of light and reflect it as a pale, blue-green glow. The mask is fused to your forehead, and your eyes are melded into the eyes of the mask—which no longer look glassy, but very much alive.
You gain the superior low-light vision of a giant owl, allowing you to see five times as far as a human can in dim light and granting you Darkvision out to 5+5E feet. The Perception bonus from this doubles to +4+2E.
Chakra Bind (Totem)
Your head transforms to take on the appearance of a giant eagle, becoming one with your great raptor mask. While still enhancing your vision, this soulmeld also heightens your reflexive reaction to danger, allowing you to dodge entirely out of the way of dangerous effects.
You gain evasion. With a successful Reflex save against an effect that allows a Reflex save for a reduced effect, you receive no effect.

HEART OF FIRE (Remorhaz, serpents)
Descriptors: Fire
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: None
A rough stone of blazing red hangs at the center of a loose belt around your waist. You feel warmth spreading from the stone into your body, though it is not enough to ward off extreme cold. At the sight of a frost giant or some other creature of cold, however, that warmth surges through your body like consuming fire, eager to sear your opponents’ flesh.
The remorhaz is one of the most fearsome predators of arctic regions. Unlike many creatures native to those realms, it is not immune to cold damage; it endures the extremes of winter temperatures by generating huge amounts of heat. Totemists shape this soulmeld when fighting frost giants (since the remorhaz considers frost giants to be prey) and when they hunt large game in cold climes. You gain a +1+E insight bonus on attack rolls and deal +1+E fire damage with attacks.
Chakra Bind (Waist)
A red glow suffuses your body, concentrated in your abdomen. Rather
than a blazing red stone at your waist, your heart of fire is subsumed
into your flesh, filling your body with its fiery fury.
Any creature striking you with a melee attack takes 2Ed8 points of fire damage. Weapons striking you take the same damage, but most objects take only half damage from fire (divide the damage dealt by 2 before applying the weapon’s hardness). Creatures grappling you take this damage every round at the end of your turn. This damage does stack with the fire damage provided by the heart of fire’s totem chakra bind.
Chakra Bind (Totem)
The heat of the blazing stone at your waist spreads through your body, lashing out through your attacks at any opponent you face. When you enter combat, your skin glows red with the fiery power coursing through your veins.
Your natural weapons or unarmed strikes deal an additional Ed6 points of fire. Creatures grappling you take this damage every round at the end of your turn.

HUNTER’S CIRCLET (Small mammals)
Classes: Soulborn, totemist
Chakra: Crown (totem)
Saving Throw: None
You shape incarnum into a sky-blue headband that resembles a wreath of twining ivy.
Hunting is one of the primordial activities of the humanoid races, a sport of survival. By calling upon the soul energy of mighty hunters past, present, and future, meldshapers hope to gain insight into their talents. Your hunter’s circlet grants you a +2+2E insight bonus on Heal and Survival checks.
Chakra Bind (Crown)
The sky-blue ivy of your hunter’s circlet weaves into your hair, winding down to your shoulders.
You gain the benefit of the ranger's Track ability, using your meldshaper level in place of your Ranger level. This stacks with a Ranger's Track.
Chakra Bind (Totem)
There is no change to your own appearance or that of the circlet, but from your perspective, the world around you changes enormously. It is suddenly alive with smells—from obvious, overpowering odors you noticed before but not in such richness of detail, to subtle scents unlike anything in your experience.
You channel beast energy to gain the scent special quality.

ILLUSION VEIL
Classes: Incarnate, soulborn
Chakra: Brow
Saving Throw: None
You shape incarnum into a wispy veil, which fades into invisibility when you wear it. When you cast an illusion spell, tendrils of incarnum surround and merge with the illusory effect, making it more vibrant and believable.
A meldshaper can pull soul energy into his illusion spells, reinforcing the illusion with the memories of that which was once real. Primarily used to increase the effectiveness of silent image and similar spells, some meldshaper/spellcasters use illusion veil to weave incarnum into shadow magic, such as shadow evocation. While wearing the illusion veil, you can focus the energy of incarnum into visible and nearly tangible shapes. These wisps of energy enhance your illusion spells, making them seem more real. You gain a +1+E insight bonus to the save DCs of your illusion spells and spell-like abilities.
Essentia: Whenever you cast an illusion spell or use an illusion-based spell-like or supernatural ability, you add E rounds to the duration. This doesn't effect spells with an instantaneous duration, such as a shadow evocation used to duplicate fireball.
Chakra Bind (Brow)
A dim blue glow emanates from your eyes. A brief flash, visible only to you, scans across your field of vision periodically, outlining creatures and objects while heightening your awareness.
When your illusion veil is bound to your brow chakra, you can more easily perceive false reality. You gain low-light vision, Darkvision 30, and Blindsense 30. You also gain a +E insight bonus on Perception checks and on saves against illusions.

IMPULSE BOOTS
Classes: Incarnate, soulborn
Chakra: Feet
Saving Throw: None
You shape incarnum into boots that surround your feet (as well as any other footwear you might have) and reach up almost to your knees. Midnight blue in color, the impulse boots seem to be made of smooth, supple leather.
You channel the spirits of rogues and scoundrels, barbarians, and all who think quickly on their feet, forming that elemental quality into boots that help you do the same. Your impulse boots grant you the ability to avoid dangerous effects. While wearing this soulmeld, you gain the uncanny dodge ability as a Barbarian of your Meldshaper level.
Essentia: You gain a +E enhancement bonus on Reflex saves.
Chakra Bind (Feet)
Your impulse boots merge with your feet, and extend their midnight-blue color in tendrils reaching up your legs to your waist, like snaking veins just under your skin.
You gain evasion (as the Monk class feature). If you have invested at least 3 Essentia into this soulmeld, you instead receive Improved Evasion.

INCARNATE AVATAR
Descriptors: Chaotic, evil, good, or lawful
Classes: Incarnate
Chakra: Soul
Saving Throw: None
You gather incarnum around you to form a second body encasing your own, a physical form superimposed over your body, clothing, and armor. In form, it resembles one of the most powerful champions of your alignment: a slaad, inevitable, angel, or yugoloth. Its movements—even its facial expressions—are in perfect synchronization with your own, so that in every way you appear to be the imposing avatar of your alignment’s ideals.
Incarnates channel soul energy that conforms to the ideals of their alignment, so in some ways this soulmeld exemplifies the nature of the incarnate class. The incarnum used to shape an incarnate avatar comes from the outer-planar embodiments of the incarnate’s alignment and takes their form. In shaping this meld, incarnates hope to transcend their own mortal frames and attain the perfect embodiment of their alignment ideals represented by the avatar. The appearance of your incarnate avatar depends on your alignment (If you have more than one non-neutral alignment component, you must choose which benefit to receive, which can not be changed until the next time you shape this meld. If you are True Neutral, you may choose any one effect, which, again, may not be changed until the next time you shape this meld).
Chaos: Your incarnate avatar resembles a blue slaad. The slaad form is hulking and brutish, with enormous claws and a toothy maw.
Evil: Your incarnate avatar has the form of a nycaloth: a four-armed, gargoylelike humanoid with green skin and (nonfunctional) batlike wings.
Good: Your incarnate avatar takes the form of an astral deva, with pearl-white skin and (nonfunctional) white, feathered wings.
Law: Your incarnate avatar resembles a marut, a powerful humanoid form with golden armor over an onyx body.
Unlike other soulmelds, the incarnate avatar provides no benefit without the investment of essentia.
Incarnate avatar is treated as a chaotic, evil, good, or lawful effect, based on your alignment.
Essentia: Investing essentia in your incarnate avatar gives you a specific benefit depending on your alignment.
Chaos: You gain a +E insight bonus on ranged attack rolls.
Evil: You gain a +2E insight bonus on melee damage rolls.
Good: You gain a +E insight bonus to your Armor Class.
Law: You gain a +E insight bonus on melee attack rolls.
Chakra Bind (Soul)
Your body transforms into the appearance of your incarnate avatar. There is no longer any distinction between its hands and yours, its feet and yours, its heart and yours. You are imbued with the purest essence of your alignment—it fills your soul and spurs you to action. At the same time, it grants you greater power to help you live out your convictions. You gain an ability based on your alignment.
[LIST]
Chaos: You gain an enhancement bonus of +30 feet to your base land speed, immunity to lawful spells, a +E insight bonus on saves vs. the effects of lawful creatures and acid immunity.
Evil: You can fly at a speed of 30 feet (good maneuverability), immunity to good spells, a +E insight bonus on saves vs. the effects of good creatures, and fire immunity.
Good: You can fly at a speed of 30 feet (good maneuverability), immunity to evil spells, a +E insight bonus on saves vs. the effects of evil creatures, and electricity immunity
Law: You gain immunity to daze, paralysis, petrification, and stun, as well as to any magical effect that would slow you, chaotic spells and cold damage. You gain a +E insight bonus on saves vs. the effects of chaotic creatures.


INCARNATE WEAPON
Descriptors: Chaotic, evil, good, or lawful
Classes: Incarnate
Chakra: Arms
Saving Throw: See text
Incarnum forms into a one-handed melee weapon that embodies your alignment. The weapon seems large for your hand, but it is balanced perfectly for you to wield it. Clutching it in your hand, you feel it resonate with your deepest convictions and firmest beliefs, and it hums with power.
In the hands of an incarnate, alignment is literally a weapon. You shape incarnum into a melee weapon (sized normally for you despite its overlarge appearance) that is particularly harmful to creatures of the opposing alignment. Damage you deal with the weapon gains the alignment descriptor
matching your devoted cause and penetrates damage reduction accordingly.
Chaotic incarnates create a battleaxe, evil incarnates create a flail, good incarnates create a warhammer, and lawful incarnates create a longsword. If you are a Soulborn or otherwise have gained the ability to shape this meld and possess two non-neutral alignment components, you may choose to receive one or both of the weapons, but you do not gain any added ability to fight with two weapons. Nonproficiency penalties never apply to the use of an incarnate weapon, though any feats with effects that apply to a particular kind of weapon (such as Weapon Focus) function normally. Your incarnate weapon cannot be sundered or otherwise destroyed (except by effects that unshape soulmelds). If your incarnate weapon 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 incarnate weapon gains none of its special benefits (but can wield it as a normal weapon of that kind). Incarnate weapon is treated as a chaotic, evil, good, or lawful effect, based on your alignment.
Essentia: The incarnate weapon(s) gains a +E enhancement bonus on attack rolls and damage rolls.
Chakra Bind (Arms)
Bands of steel form around your forearms. When you hold your incarnate weapon, a chain of nearly invisible blue incarnum connects it to the steel bracer on your weapon hand, channeling the force of your conviction directly to your weapon. As a swift action, you can charge the incarnate weapon with the stunning power of pure conviction. If the next melee attack that you make is successful, the target (as long as at least one component of its alignment is opposed to your devoted alignment) must succeed on a Fortitude saving throw or be paralyzed until the beginning of your next turn. If the attack is unsuccessful, the charge is lost with no effect. As long as you have the incarnate weapon soulmeld shaped, you can continue to charge the weapon with this stunning force, but the weapon can only ever hold one charge of this power at a time.


J-Lif
KEENEYE LENSES
Classes: Incarnate
Chakra: Brow or soul
Saving Throw: None
Incarnum forms a pair of transparent blue lenses that hover in front of your eyes. As you peer through them, the world does not take on their blue color, but you find yourself more easily able to notice small details, even at long distances.
By shaping this soulmeld, you channel the soul energy of sharp-witted scouts and spies to improve your eyesight. While you have keeneye lenses shaped, you gain a +4+2E insight bonus on Perception checks.
Chakra Bind (Brow)
Instead of blue lenses hovering before you, the actual lenses of your eyes gain the blue tinge of incarnum. To an outside observer, your eyes look like solid blue orbs, although some distinction between the blue “white,” the iris, and the pupil of your eyes is still noticeable. To you, the world simply seems sharp and clear—even things that are invisible to unaided sight.
You gain the ability to see invisible creatures and objects normally (as if under the effect of a true seeing spell).
Chakra Bind (Soul)
Neither your appearance nor that of your keeneye lenses changes at all, but the way you see the world changes dramatically. It is as though you are seeing into a different layer of reality, piercing some veil of obscurity to see beyond mere appearances.
You can see how things may unfurl, granting you a foresight effect on yourself and 1 creature per 2 essentia (chosen at the time of binding).

KRAKEN MANTLE (Krakens, squids, octopodes)
Classes: Totemist
Chakra: Arms (totem)
Saving Throw: None
Incarnum forms into a mantle around your shoulders and torso, resembling the triangular mantle around a kraken’s body. It is smooth and sleek to the touch, and it lets you glide through water as if you were born to it.
An evil ruler of the aquatic depths, the kraken is, above all, a fast and competent swimmer. Totemists revere the creature and claim its abilities to swim and breathe water, as well as the power of its many arms for grabbing and grappling. A kraken mantle greatly enhances your ability to swim, giving you a +8 competence bonus on Swim checks. With a successful Swim check, you can move at up to your speed (as a full-round action) or at one-half your speed (as a move action).
Essentia: Your effective speed for the purposes of swimming by increases by 5E feet. For example, if you have a base land speed of 30 feet and invest 4 points of essentia in your kraken mantle, you can swim 50 feet (30 + [4 × 5 feet]) as a full-round action or 25 feet as a move action.
Chakra Bind (Arms)
The smooth, sleek substance of your mantle spreads down to your upper arms, becoming one with your fl esh. Your arms themselves grow slightly more flexible, helping you gain purchase on a grappled foe. They also gain a measure of constricting strength, helping you squeeze the life from your enemies just as the kraken does.
You gain a +E bonus on CMB checks. In addition, with a successful grapple check, you deal 1d10 points of bludgeoning damage plus your Strength modifier (or 1d8 points if you are Small) to your opponent.
Chakra Bind (Totem)
Your eyes grow large, with enormous pupils ringed with red, resembling the staring eyes of a kraken. You can breathe water or air equally well, as if you were constantly under the effect of a water breathing spell.

KRENSHAR MASK (Wolves, canines)
Descriptors: Fear, mind-affecting, sonic
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: See text
You form incarnum into a snarling, bestial mask of exposed bone and muscle. Its basic form is somewhere between that of a large cat and a wolf, but it lacks skin, showing sharp teeth, white bone, and pink-red muscles.
The krenshar is an embodiment of nightmare. Totemists revere it as an agile hunter capable of making great leaps, stalking with stealth, and inspiring fear. While wearing your krenshar mask, you gain a +4+2E competence bonus on Acrobatics and Stealth checks.
Chakra Bind (Brow)
Your eyes stare forth from your krenshar mask, taking on a green-blue color. The jaws of the mask move as you speak, its muscles flexing weirdly in full view—an intimidating effect, to say the least.
As a result of the mask’s frightful appearance, you gain a competence bonus on Intimidate checks equal to the bonus the mask gives on Acrobatics and Stealth checks.
Chakra Bind (Totem)
Your face becomes one with your krenshar mask, so all its muscles move to match your expressions. A ridge of skin around the edge of the mask quivers when you grow angry or enter combat, and a growling edge creeps into your voice.
You gain the ability to produce a loud screech (as a standard action) similar to that of a krenshar. In combination with the frightening aspect of the mask, this shriek causes one creature within 30 feet of you to become frightened for 1 round if it fails a Will save. (The creature must also be able to see you.) This is a sonic, mind-affecting fear effect.

KRUTHIK CLAWS (Kruthiks, insects)
Descriptors: Acid
Classes: Totemist
Chakra: Hands or shoulders (totem)
Saving Throw: None
Incarnum forms chitinous plates that hover over your shoulders and down your arms to your hands. At the backs of your hands, these plates take on long, triangular shapes like the scythe-claws of a kruthik, though these blades extend only barely beyond your fingertips.
Kruthiks are vicious predators distinguished by their incredible agility. Totemists shape this soulmeld to claim a portion of that agility, as well as the acidic secretions and acid resistance possessed by fully mature kruthiks. With kruthik claws shaped, you gain a +4+2E competence bonus Stealth checks.
Chakra Bind (Hands)
The chitinous blades merge into the backs of your hands and sprout numerous sharp spines near your wrists. A sense of quickness dances in your fingers.
You gain the benefit of the Weapon Finesse feat when attacking with natural weapons, and you may also apply your Dexterity bonus to damage in place of Strength with natural weapons.
Chakra Bind (Shoulders)
Chitin plates fuse to your shoulders and grow thick and hard. Additional plates spread across your back, rising in a crest over your shoulders.
You gain resistance to acid 10. Every point of essentia invested in your kruthik claws increases this resistance by 5 points.
Chakra Bind (Totem)
Enormous, serrated, scythelike claws extend from your wrists to cover your hands. Vicious spikes emerge from the base of these blades, and a bright blue acidic secretion lines the cutting edge.
You can use your two claws as natural weapons that each deal 1d6 points of damage +Ed4 acid damage While the claws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time.

LAMIA BELT (Lamia, felines)
Descriptors: Evil
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: None
You form incarnum into a belt of golden-brown fur at your waist. If you touch it with your bare skin, you sometimes catch mental echoes of cruelty and anger. When you enter combat, some part of your mind is less interested in defeating your opponents than in causing them pain.
Lamias are among the most humanlike of magical beasts, more similar to monstrous humanoids such as centaurs than to ankhegs or yrthaks. They are also evil and cruel, and it is hard to shape a lamia belt without being tainted by that evil. Totemists willing to take the risk hope to gain a lamia’s gift for deception, as well as mimicking its four-legged form or its speed and agility in combat. While you wear your lamia belt, you gain a +4+2E competence
bonus on Bluff checks.
Chakra Bind (Waist)
Instead of a physical belt of fur, your lamia belt manifests as fur sprouting from your skin, from your waist down to your knees. Your legs also become slightly more muscular.
You gain an enhancement bonus of +10 feet to your land speed, and you gain the benefit of the Mobility and Spring Attack feats.
Chakra Bind (Totem)
The lower part of your body below your lamia belt takes on the shape of a lion, with four legs ending in sharp claws, a long, tufted tail, and coarse golden-brown fur. The upper portion of your body is unchanged, though perhaps a spark of evil grows stronger in your heart.
Your leonine lower half is equipped with claws you can use as natural weapons. These attacks deal 1d4 points of damage each.

LAMMASU MANTLE (Lammasu, big cats, raptors)
Descriptors: Good
Classes: Incarnate, totemist
Chakra: Arms or shoulders (totem)
Saving Throw: See text
You form incarnum into a mantle of fur and feathers, shining golden brown around your shoulders and back. The cloak hangs down to your knees in back and wraps comfortably around your body to close in the front, if you wish. It is quite warm in cold weather, but not too hot in warmer temperatures. Wearing it makes you feel noble and righteous.
Lammasus are noble creatures, sometimes called the archons of the natural world. Totemists of lawful good alignment hold them up as the ideal of perfection for magical beasts, to be emulated in every way possible. By shaping this soulmeld, totemists hope to claim their righteous protection from the touch of evil creatures. Your lammasu mantle protects you against the attacks of evil creatures. You gain a +2 deflection bonus to your Armor Class against attacks made or effects created by evil creatures.
Essentia: You gain a +E resistance bonus on saving throws against the spells and effects used by evil creatures and effects with the evil descriptor.
Chakra Bind (Arms)
The golden-brown fur of your mantle spreads down to your upper arms. At the same time, a palpable aura of goodness and power extends around you, cloaking your allies in the same protection the mantle gives you.
The deflection and resistance bonuses granted by the lammasu mantle apply to all allies within 10 feet of you.
Chakra Bind (Shoulders)
Your lammasu mantle becomes one with your shoulders, and its feathers separate from its fur to form small, nonfunctional wings that spread behind you as if to ward off attackers. No summoned creatures except those of good alignment can approach within 10+5E feet of you (as the magic circle against
evil spell). Any evil creatures who manage to enter this circle take Ed6 damage at the end of your turn.
Chakra Bind (Totem)
The golden-brown fur around your shoulders extends upward into an impressive mane around your head. There is a sensation in your mouth as if you were savoring a warm, sweet drink.
You can breathe a 15-foot cone of fire as a move action. Creatures within the area take 1d4+Ed4 points of fire damage (Reflex half).

LANDSHARK BOOTS (Bullettes, burrowing creatures)
Descriptors: Earth
Classes: Totemist
Chakra: Feet (totem)
Saving Throw: None
You shape incarnum into a pair of boots that resemble the heavy clawed feet of a bulette. Leathery skin encases your legs up to your knees, and enormous claws extend from the front of your feet.
The bulette, also called the landshark, is closely associated with the earth in totemist traditions. Totemists channel the spirit energy of the bulette to attain connection with the earth—borrowing a measure of its tremorsense or its ability to burrow through the earth—as well as to mimic its fearsome qualities as a voracious predator. While wearing the landshark boots, you gain a +4+2E competence bonus on Acrobatics checks.
Chakra Bind (Feet)
The leathery skin of your landshark boots extends up to the middle of your thighs, and your legs thicken and grow stronger. The boots transmit vibrations from the earth into your feet, allowing you to sense the movement of nearby creatures.
As long as you are touching the ground, you can take a move action to sense the number of creatures within 10+5E feet that are also touching the ground and the direction to each one. You can pinpoint the location of any creature with this ability, but this does not negate concealment.
Chakra Bind (Totem)
Your hands as well as your feet gain the heavy claws of a bulette, including one prominent central claw and two smaller claws on the sides. These massive claws emerge from the backs of your hands so you can bring them to bear while making a fist.
You can use the claws on your hands as natural weapons that deal 1d6 points of damage. You cannot use a shield while these claws are in place. These claws possess a +E enhancement bonus on attack rolls and damage rolls with these claws. If, as part of a move, you achieve a Jump check result good enough to make a 5-foot high jump while within reach of an opponent, you can attack that opponent with all four claws as a standard action. You use the same attack bonus for all four attacks. You cannot make any other attacks in the same round, whether from natural weapons or manufactured weapons. The claws do not prevent you from using your hands normally
or even binding another soulmeld to your hands chakra. However, you cannot hold an item in your hand and attack with your claws at the same time.

LIFEBOND VESTMENTS
Classes: Incarnate
Chakra: Arms or heart
Saving Throw: None
You shape incarnum into a fine, long-sleeved robe. It is a solid color—silver if you are good, gray if you are evil, red if you are lawful, or green if you are chaotic—but raw incarnum dances like elegant embroidery at the ends of the sleeves and the hem by your feet.
If the soul is the animating force of a living creature, then incarnum might be seen as the essence of life itself. Incarnates who shape lifebond vestments embrace that concept of incarnum and wield it as a healing power, similar to
positive energy. While wearing the lifebond vestments, you can channel your
own life force to heal others. By laying your hands upon a living creature (a standard action), you heal a chosen amount of damage in the touched creature up to a maximum of 1 hit point per meldshaper level +5E. At the same time, you take damage equal to one-half the amount healed (round fractions up). You may not use this ability on any one creature more than once per hour, but this ability can also be used to damage undead, dealing damage equal to the healing normally given to living creatures, similarly to a Paladin's Lay on Hands.
Chakra Bind (Arms)
The sleeves of your lifebond vestments clasp tightly around your wrists, bound there by glowing rings of blue incarnum. Every wave of your hands sends shimmering blue sparks into the air.
You can bestow healing upon a creature up to 30 feet away, instead of by touch. Additionally, instead of taking damage equal to 1/2 the damage healed, you instead take damage equal to 1/(2+E) times the damage healed.
Chakra Bind (Heart)
Additional embroidered designs, formed not of thread but of incarnum, appear down the front of your lifebond vestments, glowing brightly when you use the powers of the vestments but otherwise appearing simply decorative.
You can bestow healing at will on any given creature. Additionally, the damage you take from this healing becomes nonlethal damage.

malonkey1
2013-09-22, 12:13 PM
Lig-P
LIGHTNING GAUNTLETS
Descriptors: Electricity
Classes: Incarnate
Chakra: Hands
Saving Throw: None
Incarnum forms into a pair of metal gloves that hover around your hands and any other gloves or gauntlets you wear. Blue arcs crackle between the fingers and spark between the gloves when you bring your hands close.
These gauntlets fizzle with energy you can use on enemies. While wearing lightning gauntlets, you can deal 1d6+Ed6 points of electricity damage with a melee touch attack (standard action).
Chakra Bind (Hands)
Your lightning gauntlets settle firmly around your hands. When you grip a weapon, electricity courses up it and crackles at its tip. the scent of ozone clings to you.
You can add the electricity damage of the lightning gauntlets to all weapon attacks, natural weapons, and unarmed strikes for 1 round (activating this effect is a swift action), The charge disappears at the beginning of your next turn.

LUCKY DICE
Classes: Incarnate, soulborn
Chakra: Hands
Saving Throw: None
With a flick of the wrist, you send two dice spinning out of your hand. The dice disappear a moment after they stop rolling, and you sense that your luck has changed.
The dice are a physical representation of the forces of luck. You can use your lucky dice as a swift action, choosing an aspect of yourself to which you apply extra luck. You gain a +E luck bonus on one of the following: attack and damage rolls; saving throws; or skill and ability checks. This bonus lasts until the start of your next turn. When using this meld, roll 2d6. If the result is 7, the luck bonus applies to all of the listed types of rolls.
Essentia: The duration increases by E rounds. You may still roll each round, and if it turns up a 7, the additional bonuses apply only for that round.
Chakra Bind (Hands)
Your comrades fight better when luck is on their side.
Your lucky dice provide their bonus to all allies who are within 30 feet of you when you gain the bonus. You may also reroll one die when rolling the 2d6 for this soulmeld, but you must accept the new roll.

MAGE’S SPECTACLES
Classes: Incarnate
Chakra: Brow
Saving Throw: None
You shape incarnum into pair of blue glasses. While worn, these spectacles give you a peculiar visual acuity, heightening your sensitivity to arcana while granting you insight into their meaning
With this soulmeld, you summon forth souls from generations of wizards to grant you acuity and magical aptitude. While you wear the mage’s spectacles, you gain a +4+2E insight bonus on Linguistics, Spellcraft, and Use Magic Device checks. You can make these checks untrained.
Chakra Bind (Brow)
Instead of spectacles, your mage’s spectacles manifest as a third eye, its iris a rich azure. Through this eye, magical inscriptions open their secrets.
You can decipher magical inscriptions and detect magical effects as if you were constantly under the effects of read magic, detect magic, and detect incarnum. Additionally, you can make Perception checks to detect divination effects targeted at you or the area around you, with a DC equal to 10+the effects caster level. You receive a +E insight bonus on the check.

MANTICORE BELT (Manticores, reptiles)
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: None
Incarnum forms a belt of fur around your waist. At your back, spines emerge from it. You note an increase in your appetite while you wear the belt.
Manticores are fierce hunters that possess a unique attack. Even totemists who don't share the manticore’s evil shape this meld to gain a way of attacking foes from a distance, not to mention flight. While wearing your manticore belt, you gain a +4+2E enhancement bonus on Acrobatics and Perception.
Chakra Bind (Waist)
Your manticore belt sprouts a pair of large, draconic wings. Though they are perched at your waist and flap awkwardly, these wings give you a reasonable ability of flight.
You can fly with clumsy maneuverability at a speed of 10E feet and the Flyby Attack feat. For every 2 Essentia, the maneuverability of this flight improves by one level (up to Good). Once per day, while this soulmeld is bound, you may take the form of a Manticore as per beast shape IV.
Chakra Bind (Totem)
A long, thick tail emerges from the back of your manticore belt. At its tip is a cluster of spikes.
Like a manticore, you can propel those spikes at your foes. As a standard action, you can loose a volley of spikes equal to the number of points of essentia you invest in your manticore belt. This attack has a range increment of 30 feet and a maximum range of 150 feet. All targets must be within 30 feet of each other. Make a ranged attack roll for each spike using your full base attack bonus. A successful hit deals 1d6 points of damage plus one-half your Strength modifier.

MANTLE OF THE ELEMENTS
Descriptors: Acid, Cold, Electricity, or Fire
Classes: Incarnate
Chakra: Shoulders
Saving Throw: See text
You shape incarnum into a cloak of wispy blue flame, an acrid blue mist, a field of crackling light, or a bluish frost. The cloak covers your arms and almost closes in front of you, where a band of the same crosses over your heart to connect the cloak’s two edges.
The Mantle of the Elements is a rare example of Incarnum tinged with elemental energy. While you wear your mantle, any creature that strikes you with its body or a handheld melee weapon takes 2d8+Ed8 points of acid, cold, electric, or fire damage (chosen when you shape the meld). Creatures wielding weapons with exceptional reach, such as longspears, are not subject to this damage if they attack you. The mantle of energy grants shadowy illumination in your space, but provides no further lighting.
Chakra Bind (Shoulders)
Your mantle glows particularly brightly around your shoulders, forming a high collar behind your head and neck.
As a standard action, you can spin your weapon around you, briefly expanding the mantle to encompass all squares within your reach. Any creatures in those squares take damage as if they had attacked you with a handheld weapon (Reflex half). The mantle of flame then returns to its normal effect.

MAULING GAUNTLETS
Classes: Soulborn
Chakra: Arms or hands
Saving Throw: None
Incarnum forms gauntlets that surround your hands (including any gloves or gauntlets you already wear) and extend up your arms to your elbows. The metal gleams a burnished blue. Spikes and blades jut out in various places from these gauntlets, each one whispering an ancient battle cry in your mind.
Mauling gauntlets are said to channel the fierce power of warriors throughout history. While wearing mauling gauntlets, you gain a +2+2E morale bonus on Strength checks (but not on Strength-based skill checks) and CMB.
Chakra Bind (Arms)
Your mauling gauntlets extend winding bands of blue steel up past your elbows, almost to your shoulders. In places, these bands of metal seem fused with your skin.
Your mauling gauntlets double the critical threat range of any melee weapon you wield. This does not stack with any other effect that increases a
weapon’s threat range, such as the Improved Critical feat or the keen weapon special quality. It also increases the critical damage multiplier by 1. This part does stack with similar effects unless otherwise stated.
Chakra Bind (Hands)
Rather than actual gauntlets, this soulmeld transforms your hands into hard blue metal. Whenever you bend your fingers, echoes of the battlefield flit through your mind, until they form a constant undertone of war chants and battle cries inspiring you to greater accomplishments in battle.
You gain a morale bonus on unarmed strike damage equal to the morale bonus on Strength checks granted by the mauling gauntlets. You also gain the benefit of the Improved Unarmed Strike feat.

NECROCARNUM CIRCLET
Descriptors: Evil, Necrocarnum
Classes: Incarnate, soulborn
Chakra: Crown
Saving Throw: None
Necrocarnum bends itself into a matte black crown that seems to consume light. The fractured remnants of souls broken by the power of necrocarnum float within this soulmeld. These forms barely surface in this dark and foreboding crown, yet even the faintest glimpse is unsettling.
You form necrocarnum into a dark circlet that rests on your head like a crown. The circlet allows you to detect nearby undead, bolster their turn resistance, and even animate a necrocarnum zombie. While this soulmeld is shaped, you unerringly detect the presence and position of undead creatures within 30 feet. This ability functions like the blindsight ability, except that it detects only undead creatures.
Essentia: As long as at least 1 essentia is invested in this meld, Undead within a 30-foot radius gain channel resistance; and they receive a +E bonus to saves vs. channeling effects. If you animated the undead, the bonus is doubled.
Chakra Bind (Crown)
A matching coil of necrocarnum forms around the head of a corpse. Filled with the dark power of necrocarnum, the corpse shambles to its feet, its flesh and mind overtaken by the curse of undeath.
A necrocarnum zombie resembles a shambling corpse with black motes of shadow slowly swimming under its rotting skin. When you shape this soulmeld and bind it to your crown chakra, you can cause it to animate corpses within 30 feet as necrocarnum zombies. The affected creatures' total Hit Dice cannot exceed your meldshaper level. This requires a full-round action per creature raised and provokes attacks of opportunity; in addition, you take damage equal to the necrocarnum zombies' total Hit Dice, which may not be healed as long as the zombie remains animated. The animated zombie's Essentia pool is increased by +E. The animated zombies can act immediately on your turn. You have complete control over the zombie as long as you maintain line of effect. Should this line of effect be broken, the zombie acts on its own accord to carry out your last instructions. You reestablish control as soon as you reestablish line of effect. You can have only one necrocarnum zombie animated at any given time. Animating additional creatures with total HD that would cause you to exceed your limit turn the originals into inert corpses. If this soulmeld is unshaped, any necrocarnum zombies created by it return to inert corpses.

NECROCARNUM MANTLE
Descriptors: Evil, Necrocarnum
Classes: Incarnate, soulborn
Chakra: Throat
Saving Throw: None
A long cloak of shifting shadow drapes from your shoulders and down your back. Faint forms seem to swim in the depths of this shadow, tortured and twisted shapes that once might have been human. These apparitions writhe and buckle, wracked by incomprehensible agony. Their tortured, elongated faces hold their gaping mouths open in soundless eternal screams.
You form a cloak of necrocarnum that surrounds you with necromantic energy. Meldshapers who take the time to explain their use of such evil energies declare that the cloak’s protective qualities suggest that necrocarnum is not a source of evil as others suggest, ignoring the fact that these protective qualities resemble and exemplify the traits of unlife. While you have a necrocarnum mantle shaped, you gain immunity to disease. Shaping the mantle suspends the effects of any disease currently afflicting you, but they resume affecting you as normal once this meld is unshaped.
Essentia: As you invest essentia in the necrocarnum mantle, necrocarnum floods through your mind, granting you the ability to shake off mental effects. You gain a +1+E profane bonus on saving throws against mind-affecting effects.
Chakra Bind (Throat)
The shadowy mantle clings tightly to your throat, drawing your features further into darkness. At the same time, the shadows of the cloak seem longer, spreading over a wider area and shifting at the touch of some foul, unseen breeze.
As long as the necrocarnum mantle is bound to your throat chakra, you gain immunity to poison and curses.

NECROCARNUM SHROUD
Descriptors: Evil, Necrocarnum
Classes: Incarnate, soulborn
Chakra: Soul or waist
Saving Throw: See text
A deadening field of necrocarnum radiates from you, filling the air around you with faint, shadowy tendrils.
You force necrocarnum to shape a life-draining field around you. While you have the necrocarnum shroud shaped, you gain a +1 profane bonus on attack rolls and damage rolls any time a living creature takes damage while within 5+5E feet of you. This bonus lasts for 1 round. If a living creature dies while adjacent to you, the bonus instead lasts for a number of rounds equal to the creature’s Hit Dice.
Chakra Bind (Soul)
Necrocarnum laces through your very being, turning your skin a light-eating matte black. Even more unsettling than your skin color, your eyes turn a deep and lusterless black as well, devoid of iris, pupil, or white.
While you have necrocarnum shroud bound to your soul chakra, you can take a standard action to strike a living foe with the raw evil of necrocarnum. When you use this ability, you must make a successful melee touch attack against the intended victim. If successful, your touch bestows 1d4 negative levels on the target (Fortitude half). For each negative level bestowed, you gain 1 temporary point of essentia and 5 temporary hit points. The temporary essentia lasts until the end of your next turn. The temporary hit points fade after 1 hour.
Chakra Bind (Waist)
The shadowy tendrils of necrocarnum that surround you seem to reach out toward nearby creatures. These faint touches of necrocarnum instill terror into many creatures, affecting their ability to fight.
At the beginning of your turn, any creature within the area of your life-draining field becomes frightened and fatigued for 1 round (Will negates the fatigue and reduces frightened to shaken).

NECROCARNUM TOUCH
Descriptors: Evil, Necrocarnum
Classes: Incarnate, soulborn
Chakra: Arms
Saving Throw: See text
Jet black shadows wreathe your hands and forearms, coiling and twisting with a life of their own. These insubstantial coils of energy hint at evil and agony, seeming to draw light and hope out of the surrounding area.
You call upon dark powers to twist and torture the soul energy that is incarnum. The result, a cloying, sickly energy of great evil, twines itself around your hands and arms, allowing you to disguise some of your movements, draw the life force directly from living creatures, or even fill the air with bolts of pure necrocarnum. The coiling energy makes the movements of your hands and arms hard to follow. While you have necrocarnum touch
shaped, you gain a +4+2E profane bonus on Sleight of Hand checks (as well as the ability to use the skill untrained) and on Bluff checks made to feint in combat.
Essentia: Whenever you invest essentia in necrocarnum touch, you can use the dark energy to inflict damage on living creatures. You can make a melee touch attack as a standard action. This attack deals Ed8 points of damage but only on living creatures. You can also choose to touch an undead creature to heal it an equal amount.
Chakra Bind (Arms)
The shadowy strands of evil that twine about your hands and arms elongate, trailing tendrils of shadow into the area immediately around you. When you clench your fists, this shadow gathers, and you can release this energy in dark bolts of necrocarnum.
While necrocarnum touch is bound to your arms chakra, you can fire a ray of pure necrocarnum as a standard action. This ray requires a ranged touch attack to hit and has a range of 30 feet. If it strikes a living creature, it deals 2Ed8+Meldshaper Level points of damage. This can also be used to heal an undead creature by an equal amount.

NECROCARNUM VESTMENTS
Descriptors: Evil, Necrocarnum
Classes: Incarnate, soulborn
Chakra: Heart or waist
Saving Throw: See text
Necrocarnum twists and writhes into the shape of long, flowing vestments. These vestments cling tightly to your shoulders, but drape loosely over the rest of your body, obscuring other garments behind an ever-shifting screen of terror. As with all necrocarnum melds, faint forms seem to swim in the depths of this shadowy vestment. These tortured apparitions seem wracked by incomprehensible agony, their elongated faces wrenched open in eternal screams.
Necrocarnum vestments bind necrocarnum into a shadowy robe. This strange soulmeld deadens both flesh and spirit, granting you a resistance to cold as well as an unholy ability to withstand physical blows. When bound closer to your spirit, the vestments can shed a radius of killing frost or even shield you from deadly necromantic effects. When you have necrocarnum vestments shaped, you gain resistance to cold 5 as the energies of necrocarnum deaden your flesh to the effects of cold.
Essentia: You gain 5E bonus hit points. These are not temporary hit points and are not depleted first as are temporary hit points. You can render yourself staggered, unconscious, or even dead by changing the quantity of essentia invested in this soulmeld.
Chakra Bind (Heart)
Black necrocarnum energy coalesces around your heart. This effect is usually covered by clothing or armor, but anyone viewing the skin of your chest sees coils of dark energy swirling beneath the surface, as if your skin were a portal to a forgotten maelstrom of evil.
When you have necrocarnum vestments bound to your heart chakra, you are immune to stunning and death effects, and are treated as undead for the purposes of healing spells and similar effects. You can suspend or resume this as a free action.
Chakra Bind (Waist)
Necrocarnum binds to your flesh, sheathing you in a sinister web of energy. The necrocarnum pulses with the chill touch of pure evil, spreading a deadening cold to nearby creatures.
When you have necrocarnum vestments bound to your waist chakra, any creature adjacent to you at the end of your turn takes 2Ed6 points of negative energy damage (Fortitude negates). This heals undead, and any creature with channel resistance can choose to apply that benefit to the save against this effect.

NECROCARNUM WEAPON
Descriptors: Evil, Necrocarnum
Classes: Incarnate, soulborn
Chakra: Hands
Saving Throw: None
Shadowy threads of necrocarnum bind to your weapon. This dark energy seems to ripple beneath the surface of the weapon, pulsing irregularly from your hands to the tip of the weapon and back again.
You bind the taint of necrocarnum to a weapon. The energies enable you to penetrate the damage of some good-aligned creatures, deal extra damage with the weapon, and even strike directly at the soul energy of those you hit. When you shape this soulmeld, choose a weapon that you hold. As long as the soulmeld is shaped, the weapon bypasses damage reduction as if it were evil-aligned. The soulmeld remains shaped if you put the weapon down or
if another creature wields it, but other creatures do not benefit from any of the soulmeld’s effects, including the benefits of essentia investment or binding it to a chakra. The weapon suffers no ill effects from shaping or unshaping
the soulmeld.
Essentia: You gain a +E profane bonus on damage rolls and on attack rolls made to confirm a critical threat. Both of these bonuses apply only when the weapon is used against a living creature.
Chakra Bind (Hands)
When you strike a living creature in a particularly vulnerable area, necrocarnum floods from your weapon into the victim. At the same time, pure blue soul energy, incarnum unsullied by the taint of necrocarnum, fl ows into you, granting you a temporary increase in power.
When you have a necrocarnum weapon soulmeld bound to your hands chakra and you successfully make a critical hit with the weapon on a living creature, you gain temporary essentia equal to the number of points of essentia invested in this soulmeld. You can use this essentia normally, but it fades after 10 rounds. (Multiple uses of this ability don’t stack.) This ability works normally for critical hits delivered when making a coup de grace attack. When a creature is hit with a critical hit the the necrocarnum weapon, they must make a Fortitude save or be sickened for E+1 rounds.

PAULDRONS OF HEALTH
Classes: Incarnate, soulborn
Chakra: Shoulders
Saving Throw: None
Incarnum shapes heavy plates of armor that hover above your shoulders. They seem formed of pearly white alabaster except for a thin band of runic carvings etched in midnight blue.
The essential nature of incarnum is to provide life and health to mortal bodies, since it is made of the energy of souls. Pauldrons of health distill that quality to ward you against effects targeting your vitality or health. While wearing pauldrons of health, you are immune to disease, as well as being sickened or nauseated.
Essentia: You gain an +E enhancement bonus on Fortitude saves.
Chakra Bind (Shoulders)
Settled directly on your shoulders, your incarnate pauldrons glow with a faint but vibrant silver-blue energy. In the immediate presence of the undead, they glow a little brighter, and if you are subjected to an energy drain attack, they momentarily flare to brilliant intensity as the attack dissipates.
You gain immunity to energy drain.

PEGASUS CLOAK (Pegasuses, horses, donkeys, zebras)
Descriptors: Air
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: None
You shape an elegant cloak, seemingly made of feathers and pure radiance. A thing of great beauty and delicacy, it evokes thoughts of a pair of beautiful white wings.
Majestic horses of the skies, pegasi are naturally associated with the air and with flight. Totemists shape this soulmeld to claim their mastery of the air, and eventually to gain true flight. While wearing the pegasus cloak, you gain the effect of a feather fall spell at all times. You also gain a +4+2E enhancement bonus on Acrobatics and Fly checks, since the winglike cloak provides a slight boost to your leaps and stabilizes existing flight.
Chakra Bind (Shoulders)
Even as your shoulders take on the cloudy white color of a pegasus’s coat, your pegasus cloak forms into two distinct wings that you can use to achieve true flight. You can extend the feathers of the cloak to form a great pair
of birdlike wings. This allows you to fly (average maneuverability) at a speed of 10+10E feet.
Chakra Bind (Totem)
Your mantle takes the form of a pair of great wings, rooted strongly to your back. They aren't quite good enough for flight, but they certainly could deal some damage.
You gain 2 Wing attacks that deal 1d4 damage each. These wing attacks possess a +E enhancement bonus to attack and damage.

PHASE CLOAK (Phase spiders, arachnids)
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: See text
You form incarnum into a gray and white cloak with mottled blue markings that seems to shift and flow over your back like liquid.
Phase spiders are magical beasts that resemble spiders, and they represent all of spiderkind in totemist thinking. They are associated with mobility of all sorts, from their ability to climb walls to their ethereal phasing power. You gain a +4+2E competence bonus on Climb checks. In addition, you can always choose to take 10 on a Climb check, even if rushed or threatened, and you retain your Dexterity bonus to Armor Class while climbing.
Chakra Bind (Shoulders)
Your phase cloak becomes even more like a silvery gray liquid, seeming
to flow like a gentle stream even when completely motionless. Its mottled blue markings also extend to the skin of your shoulders and upper torso.
When move at least 5 feet, you can become ethereal during the movement. Among other effects, this means that you can cross difficult terrain without penalty and even pass through walls. While moving, you are not subject to attacks of opportunity except from creatures that can see into the Ethereal Plane and affect ethereal creatures. However, you become material after each move. Thus, if you perform a double move, you must end your first move in a space where you can return to the Material Plane before becoming ethereal again for the second part of your move. If you are within a solid object when your ethereal-ness ends, you are immediately shunted to the nearest open space, taking 1d6 points of damage per 5 feet that you so travel. While using this ability, you are subject to possible attack by creatures on the Ethereal Plane.
Chakra Bind (Totem)
A terrible spidery head extends like a hood from your phase cloak, covering your face. Eight silver-white eyes set in dark blue chitin cover your own eyes, and a huge pair of fangs dripping poison covers your mouth.
You gain a bite attack that deals 1d4 points of damage and injects a mild poison (Fortitude negates, initial damage 1d3 Con, secondary damage none). You can use this bite either as a primary attack (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). This bite attack receives a +E enhancement bonus on attack rolls.

PHOENIX BELT (Phoenices, birds)
Descriptors: Fire
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: See text
You shape a belt made of feathers the color of flame—various reds, oranges, and yellows. The feathers seem to shift in color, pulsing softly, like the embers of a dying fire.
Totemists revere phoenixes as divine creatures or at least the messengers of the gods, and in channeling their power for soulmelds they hope to lay claim to power that is nearly divine. Phoenixes are primarily associated with fire, but their effective immortality gives them associations with protection and rebirth as well. This soulmeld is most popular among totemists native to hot desert and jungle lands. Your phoenix belt protects you from harm in hot environments. You can exist comfortably in conditions between 40 and 140° Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected.
Essentia: If you invest essentia in your phoenix belt, it also protects you from fire damage. You gain resistance 5E to fire
Chakra Bind (Waist)
You have a very palpable sense of fire burning within you, but in a pleasant, comforting way, much like a heated stone warming a cold bed at night.
When subjected to fire damage, the feathers of your phoenix belt flare up briefly, as coals fanned by a breeze. You can turn fire damage into fast healing. Whenever your resistance to fire (whether from this soulmeld or another source) reduces the damage dealt to you by a fire-based attack, you gain fast healing 2+E for a number of rounds equal to the amount of damage negated by your resistance. For example, if you were hit with a fireball for 22 points of damage and had resistance to fire 10, you would gain fast healing 1 for 10 rounds (since your resistance negated 10 points of damage). If instead you were hit with burning hands for 6 points of damage, you would gain fast healing 1 for only 6 rounds (since your resistance negated only 6 points of damage). The fast healing granted by this chakra bind doesn’t stack with itself (or with any other kind of fast healing). If this chakra bind would grant you fast healing from a second source of fire damage, they don't stack. Instead, the longer duration is used.
Chakra Bind (Totem)
Now it is no longer just the feathers in your phoenix belt that seem to glow like hot coals, but your eyes and, to an extent, your skin as well.
Your eyes burn red, and your skin gives off a soft heat like a warm hearth. With a moment’s concentrated effort, however, that fire can be made real around you, and quite painful to those who threaten you. Creatures adjacent to you take 2Ed6 points of fire damage. A successful Reflex save reduces this damage by half.

PLANAR CHASUBLE
Descriptors: None
Classes: Incarnate
Chakra: Brow or soul
Saving Throw: None
Incarnum forms an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but raw incarnum is woven like blue thread into intricate patterns down its front.
The planar chasuble binds the raw material of another plane to the garment and infuses it with power. When you wear the chasuble, you are considered a native on any plane with an alignment trait matching your alignment (and gain the extraplanar subtype while on the Material Plane). While on such a plane, you ignore the effect of any alignment traits of the plane. For example, a lawful incarnate who shapes this soulmeld would be considered native to any plane with the lawful trait, including the Seven Mounting Heavens of Celestia and the Nine Hells of Baator. You also gain resistance 10+5E to a specific energy type, based on your alignment (If more than one could apply, you must choose which one you receive upon shaping the soulmeld). Chaotic incarnates gain resistance to electricity 10+5E, evil incarnates gain resistance to acid 10+5E, good incarnates gain resistance to cold 10+5E, and lawful incarnates gain resistance to fire 10+5E.
Chakra Bind (Brow)
When you activate your incarnum radiance, the glow surrounding you also courses through the incarnum threads in your planar chasuble.
Your effective Incarnate level for determining Radiance rounds and the potency of Radiance effects is increased by 1+(E/2). This does not grant the Radiance ability to Non-Incarnates, although it can be useful for multiclass Incarnates.
Chakra Bind (Soul)
The embroidered patterns formed by raw incarnum in the front of your planar chasuble constantly shift and seem to depict living scenes from planes beyond the material world.
You can open a gate, as the spell, to any plane with an alignment trait matching your alignment (or back to your home plane). Each gate you open costs 1,000 XP if you use the “calling creatures” function. You can use this ability as often as you want, but the DC to convince any outsiders that step out of the gate to help you increases by 10 each time you use it in a 24-hour period.

PLANAR WARD
Descriptors: Mind-Affecting
Classes: Incarnate
Chakra: Throat
Saving Throw: See text
You shape incarnum into an amulet bound tight to your throat by a slender blue chain. The amulet itself resembles a large blue sapphire carved into the shape of a scarab beetle holding a solar disk between its front legs.
The planar ward soulmeld duplicates some of the effects of spells such as protection from evil and dismissal, but incarnates through the ages have argued that the soulmeld is actually the earlier form of this warding magic. In fact, some have argued that planar ward was the first soulmeld ever shaped, long before the principles of incarnum were fully understood, as the ancestors of the humanoid races sought protection from forces greater than themselves. Your planar ward protects you from mental control. It blocks any attempt to possess you (by a magic jar attack, for example) or exercise mental control over you, including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over you. The protection does not prevent such effects from targeting you, but it suppresses the effect for the duration of the planar ward’s effect. If you were to unshape your planar ward while the effect granting mental control continued, the would-be controller would then be able to mentally command you. Likewise, the planar ward keeps out a possessing life force but does not expel one if it is in place before the soulmeld is shaped.
Essentia: The planar ward provides a +E morale bonus on saves made to resist the supernatural or spell-like abilities of extraplanar creatures, such as non-native outsiders and elementals.
Chakra Bind (Throat)
Your planar ward takes the form of a glowing blue orb embedded in the base of your throat. When an extraplanar creature strikes you, the orb flares with blue light, enveloping the attacker for an instant.
You can drive an extraplanar creature back to its home plane. Whenever you are struck by an extraplanar creature, the attacking creature must succeed on a Will save or be driven back to its home plane. The creature adds its Hit Dice as a bonus on its saving throw, and you add your meldshaper level to the planar ward’s save DC. A successful save renders the creature immune to this effect for 24 hours.


R-Sh
RAGECLAWS (Predatory animals)
Descriptors: Mind-affecting
Classes: Totemist
Chakra: Hands (totem)
Saving Throw: None
You form incarnum into a pair of furred gloves tipped with short claws. These gloves fit over your hands as well as any other gloves or gauntlets you might wear. When you clench your hands into fists, you can feel a surge of anger and determination well up inside you.
You gain 3+3E Temporary HP. This temporary HP regenerates out of combat at a rate of E per hour.
Chakra Bind (Hands)
The fur of your rageclaws merges into your hands, and your fingers become tipped with small, dark claws instead of nails. Each blow that lands on your body causes a blood rage to swell up in you, building until you are near death and then erupting in desperate fury.
While your hit point total is below 3*E, you gain a +2+2E morale bonus on melee attack rolls, melee weapon damage rolls, and Fortitude saves. Though similar in some ways to a barbarian’s rage, this state applies no restriction on what actions you can take.
Chakra Bind (Totem)
The fur of your rageclaws merges into your hands, and your fingers become tipped with long, sharp claws you can use to tear the flesh of your foes.
You can use your rageclaws as a pair of claw attacks that deal 1d6 points of damage each. When you grapple an opponent, you can attack with both claws; these attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. While the rageclaws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time. You gain a +E enhancement bonus on attack rolls and damage rolls with your claws.

RIDING BRACERS (riding animals)
Classes: Incarnate, soulborn, totemist
Chakra: Arms (totem)
Saving Throw: None
You form incarnum into a pair of hard leather bracers that encircle your wrists. They smell noticeably of horse and hay.
Humanoids have ridden horses into battle for ages, and by channeling the soul energy of these mounted warriors—and their steeds—you increase your own skill at mounted combat. Wearing the riding bracers grants you a +4+2E insight bonus on Handle Animal and Ride checks.
Chakra Bind (Arms)
Your riding bracers clench tight around your wrists. When you mount a steed, your bracers almost seem to guide your hands on the reins. When you draw a weapon while mounted, you, your mount, and your weapon all seem to move in a coordinated, deadly dance.
When mounted, you gain a +2+E insight bonus on melee damage rolls and a +2+E dodge bonus to Armor Class. If you have the Mounted Combat feat, this bonus improves to +4+E.
Chakra Bind (Totem)
There is no change in the appearance of your riding bracers, but when you mount a steed, you feel a close connection with the animal. It almost seems to respond to your mental commands as much as to your hands on the reins.
If you are riding an animal, or a magical beast with an Intelligence score of 1 or 2, you can handle the creature as a free action or push it as a move action, even if you don’t have any ranks in the Handle Animal skill. In addition, your mount gains evasion, as the rogue class feature, while you are on it.

SAILOR’S BRACERS
Descriptors: Water
Classes: Incarnate, soulborn
Chakra: Arms
Saving Throw: None
Incarnum forms a pair of leather bands surrounding your wrists (and any other bracers or bracelets you might wear). When you are still and your eyes are closed, you feel a gentle rocking as if you were aboard a ship on a calm sea.
You call upon the talents of generations of seafaring men and women to increase your proficiency at the work of sailing. Shaping sailor’s bracers makes the sea your home. While you wear your sailor’s bracers, you gain a +4+2E insight bonus on Swim and Profession (sailor). This soulmeld also lets you make Profession (sailor) checks untrained.
Chakra Bind (Arms)
Instead of plain leather, your sailor’s bracers seem formed of fish scales—and indeed, large fins sprout from their sides to help you swim.
You gain a swim speed equal to your base movement speed. You receive the benefits of freedom of movement while underwater.

SHADOW MANTLE (Darkmantles, bats, squid)
Descriptors: Darkness
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: None
Incarnum forms a rough cloak of stony gray around your shoulders and back. As you move, the cloak writhes behind you, suggesting the movement of tentacles. It seems to collect shadow, always appearing darker than the surrounding area.
The darkmantle is hardly the most fearsome of magical beasts, but its association with darkness and perception makes the soulmeld that channels its energy a powerful one. Totemists in subterranean cultures are particularly partial to the shadow mantle soulmeld. Channeling the merest suggestion of a darkmantle’s
powerful blindsight, you gain a +4+2E competence bonus on Perception checks.
Chakra Bind (Shoulders)
The shadows of your mantle deepen, and its coloration grows darker. Blackness seems to cling in every fold and sometimes trail off in wisps from the mantle’s substance. You start to hear sounds too high for most humans to detect, and occasionally sounds too low, as well.
As a swift action, you can surround yourself with a globe of supernatural darkness to a radius of 5E feet. You also gain blindsight with the same radius. Thus, you are completely aware of all creatures within the radius of darkness, but you are invisible to them unless they have some way of piercing magical darkness. On the other hand, creatures beyond the radius of your darkness are invisible to you, but they can guess your location within the darkness. If you enter a zone of magical silence, your blindsight no longer functions. You can end the darkness effect as a swift action; ending the darkness effect does not end your blindsight.
Chakra Bind (Totem)
Your shadow mantle literally draws shadows to itself, and it changes color to match your surroundings. You find it much easier to hide from view by drawing the cloak around your body and ducking your head into its membranous collar.
You gain a competence bonus on Stealth checks equal to the bonus the soulmeld grants on Perception checks

SHEDU CROWN (Shedu, bovines)
Descriptors: Good, mind-affecting
Classes: Totemist
Chakra: Crown or heart (totem)
Saving Throw: See text
Glowing argent incarnum forms a shining crown that hovers slightly above your head. Its presence lends a regal air to your bearing, and you feel yourself become more calm, more dignified, and more stable—emotionally and even physically grounded.
A shedu is a noble beast related to the lammasu, distinguished by the crown it wears. With a human head atop the body of a five-legged bull, a shedu possesses a physical stability that reflects its moral purity and mental stamina as well. You are immune to being the bull rush maneuver, including the effects of spells such as Bigby’s forceful hand and telekinesis (when used to perform a bull rush). This is treated as an infinite bonus to CMD vs. bull rush, so if an affect or ability allows a Bull Rush to bypass CMD, it bypasses this effect as will.
Essentia: You gain a +E competence bonus on saving throws against mind-affecting spells and effects.
Chakra Bind (Crown)
Your shedu crown settles firmly on your head, but its appearance is otherwise unchanged.
You can communicate telepathically with any creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This is a mind-affecting effect.
Chakra Bind (Heart)
The appearance of your shedu crown is unchanged, but when you use the power of this chakra bind, it briefly flares with brilliant silver light.
You can shift from the Material Plane to the Ethereal Plane as a standard action and return to the Material Plane as a free action. Each day, you can spend a total number of rounds on the Ethereal Plane equal to twice your meldshaper level (each use counts as a minimum of 1 round). This ability otherwise functions as the ethereal jaunt spell.
Chakra Bind (Totem)
Your hair grows into a bushy mane beneath your crown. If you are male, your beard likewise grows. Your body looks and feels more solid and strong.
You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. You merely have to move over the opponents in your path; any creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5 feet, it is considered trampled only if you move over all the squares it occupies. Your trample attack deals 1d8 points of bludgeoning damage.

malonkey1
2013-09-22, 12:18 PM
Si-T
SIGHTING GLOVES
Classes: Incarnate, soulborn
Chakra: Hands
Saving Throw: None
Turquoise incarnum energy briefly forms a sheath around your hands before merging with your flesh. The energy steadies your hands so that when you launch an arrow or throw a weapon, it flies true, leaving blue-green sparks in its wake.
You form incarnum into gloves of energy, which are absorbed into your skin after you fit them around your hands. The soulmeld draws upon the soul energy of legendary archers, improving your aim while giving you insightful hints regarding the best time to release an arrow, fire a bolt, or throw an axe. You gain a +2+E insight bonus on damage rolls made with ranged weapons.
Chakra Bind (Hands)
Your grip on your ranged weapon is as light as can be, requiring only the slightest motion to release your arrow, pull the trigger of your crossbow, or deliver your throw.
You receive the benefits of the Precise Shot feat. If you have invested at least 3 Essentia into this soulmeld, you also gain the Manyshot feat. If you manage to invest at least 5 essentia into this feat, you receive the benefits of Improved Precise Shot.

SILVERTONGUE MASK
Descriptors: Mind-affecting
Classes: Incarnate, soulborn
Chakra: Crown or throat
Saving Throw: See text
A plain silver mask conceals your lower face while exposing your eyes. The mask is initially featureless, with a simple horizontal slot at your mouth, but subtle images shift across its surface as you interact with others.
Silvertongue masks were used by some of the first incarnates to gain the favor of neighboring tribes and nations by providing familiar and comforting images to accompany diplomatic pleas. The soulmeld draws on the souls of quick-witted and slick-tongued heroes, helping to guide the meldshaper in beguilement or negotiation. You shape incarnum into a silver-blue mask that you wear over your face. Your silvertongue mask grants you a +4+2E insight bonus on Bluff and Diplomacy checks.
Chakra Bind (Crown)
Blue crystalline lenses grow out from the mask, covering your eyes. These lenses enhance your sensitivity to body language and mannerisms.
You gain an insight bonus on Sense Motive checks equal to the bonus granted on Bluff and Diplomacy checks by the mask.
Chakra Bind (Throat)
The silver mask melds into your face and neck, from your cheekbones down to your collar, as if your skin were turned to silver. When you attempt to compel a creature, that creature sees a face that is recognizable, but not quite familiar.
When bound to the throat chakra, the silvertongue mask allows you to make a mass suggestion (as the spell, using your Meldshaper Level in place of caster level) to any creature or group of creatures as a standard action. A successful Will save negates this effect. A creature targeted by this ability, regardless of whether or not it succeeds on its save, can’t be targeted again by the same ability for 24 hours. This is a mind-affecting, language-dependent effect.

SOULSPARK FAMILIAR
Descriptors: Chaotic, Evil, Good, and/or Lawful
Classes: Incarnate, soulborn
Chakra: Brow, crown, or throat
Saving Throw: None
A spark of light hovers over your shoulder. While featureless, it seems to emote using its own brilliance, ranging from an angry burn to a contented glow.
Soulspark familiars are nearly constant companions of some meldshapers, filling the role of a loyal defender, a confidant, a guard, or sometimes simply a light to show the way. You shape a small mote of soul energy called a least soulspark, which accompanies you and can attack your foes at your direction. The presence of the soulspark grants you the Alertness feat. The soulspark follows you, typically hovering near your shoulder. If the soulspark is more than 10 feet from you at the end of its turn, it unshapes. You can communicate empathically with the soulspark, and directing it to attack a creature is a free action. A soulspark familiar whose creator is incapable of issuing new directions follows its last command as long as it is able, after which it returns to hover over its creator. If the soulspark is reduced to 0 or fewer hit points, the meld unshapes. A soulspark formed by this soulmeld does not have the incarnum shroud ability normally possessed by such creatures, nor does it have an essentia pool. If you have abilities, spells, feats or other things that can benefit familiars, they can be applied to this soulmeld.
Essentia: When you allocate essentia to your soulspark familiar, you can select one of the following effects. All essentia invested must be put toward the same effect.

Align Attack: The first point of essentia invested makes the soulspark’s attack good, evil, lawful, or chaotic, as you choose, allowing it to bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment, and grants the soulspark a +E bonus on damage against any creature of the opposing alignment.
Attack Bonus: Grant the soulspark a +E bonus on its attack rolls and damage rolls.
Deflection Bonus: Every point of essentia grants the soulspark a +E deflection bonus to Armor Class.
Healing: Grant the soulspark a certain amount of fast healing. A least soulspark gains fast healing E, a lesser soulspark gains fast healing 2E, a standard soulspark gains fast healing 3E, and a greater soulspark gains fast healing 4E.
Saving Throw Bonus: Grant the soulspark a +E resistance bonus on all saving throws.

Chakra Bind (Brow)
Your soulspark shimmers like the desert sky.
If you bind soulspark familiar to your brow chakra, you create a standard soulspark.
Chakra Bind (Crown)
Your soulspark glows sapphire blue, like a brilliant gemstone.
If you bind soulspark familiar to your crown chakra, you create a lesser soulspark.
Chakra Bind (Throat)
Your soulspark burns with a fierce blue-white light.
If you bind soulspark familiar to your throat chakra, you create a greater soulspark.

SOULSPEAKER CIRCLET
Classes: Soulborn
Chakra: Crown or throat
Saving Throw: None
A light blue circlet sits atop your head, with serrated points above each of your ears. A faint voice whispers in your mind, translating the words that you hear.
This soulmeld draws on the linguistic talents of creatures living and dead to translate an unfamiliar language. Choose a language when you shape your soulspeaker circlet. While the soulmeld is shaped, you can understand the spoken forms of that language. This does not provide you the ability to speak, read, or write that language.
Essentia: You understand E additional languages.
Chakra Bind (Crown)
The circlet merges with your flesh, remaining visible as a band of blue across your forehead, similar to a tattoo. The whispers in your mind now translate your own thoughts, telling you the words you must speak to be understood.
The soulspeaker circlet grants you the ability to speak, read, and write those languages for which it grants understanding.
Chakra Bind (Throat)
The circlet extends tendrils that reach down your head to wrap around your neck. Your words can now be translated directly into thought. As you communicate telepathically with others, those creatures perceive a slight pulsing radiance emanating from the soulmeld.
You can communicate telepathically with any creature within a range of 25E feet, as long as that creature has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This is a mind-affecting effect. You gain a +2+E insight bonus to Bluff, Diplomacy, Intimidate & Sense Motive checks against creatures with whom you are telepathically communicating, and can replicate the effects of a detect thoughts spell targeted on them.

SPELLWARD SHIRT
Classes: Incarnate, soulborn
Chakra: Heart
Saving Throw: None
Incarnum forms into a cerulean tunic that covers your torso, fitting comfortably over any other clothing or armor you wear. Except for its unusual color, it seems like a relatively mundane garment—until you are subjected to any spell effect. When that happens, the color of the shirt comes alive, forming intricate patterns of swirls, bursts, and spirals as the shirt attempts to deflect the magical energy.
Meldshapers have long sought ways to use their own unique magic to protect them from the arcane and divine effects that are so common in the world, and the spellward shirt is one of the simplest such means. While worn, the spellward shirt grants you spell resistance 5+4E.
Chakra Bind (Heart)
The soul energy of your spellward shirt is bound into your flesh, its cerulean color tinting your skin all over your body.
When you shape this soulmeld, you gain the ability to reflect a measure of the magic used against you back on its source. Any time you resist a spell with your Spell resistance, you have a 30+5E% chance to reflect the spell back on the creature that cast it, reducing its caster level by 5. If this would reduce the caster level below the level required to cast the spell, the spell simply dissipates without reflecting. If the caster has an effect active that would also reflect the spell, there is a 5% chance that a feedback loop would emerge, immediately teleporting all creatures and objects within a 60-foot-radius sphere of each to a random plane (all to the same plane, however.)

SPHINX CLAWS (Sphinx, big cats)
Classes: Totemist
Chakra: Arms (totem)
Saving Throw: None
A powerful set of retractable, catlike claws forms over your hands. These magical claws seem almost alive, and they perfectly follow every move of your own hands and fingers.
Sphinxes are among the most powerful and majestic of all magical beasts. In the view of some totemists, they embody what it is to be a magical beast. Totemists hold up different varieties of sphinx as the pinnacle of sphinxkind: the gruff and noble androsphinx, the clever and enigmatic gynosphinx, the avaricious and powerful criosphinx, or the detestable hieracosphinx. Whichever variety a totemist seeks to emulate, the effects of sphinx claws are the same—they make the totemist a clawing, pouncing terror to behold. While wearing sphinx claws, you gain a +2+2E competence bonus on Strength checks and Strength-based skill checks such as Climb and Swim checks and checks made to break down doors.
Chakra Bind (Arms)
Your hands become one with the claws that surround them, overlarge for your size. The most profound change, however, is in your proficiency in combat—a powerful urge grows within you to leap at your foes, tearing with claws and teeth until your prey lies motionless in your savage grip.
When you use the charge action, at the end of your charge you can make a full attack using any natural weapons you possess. You can use natural weapons that you have by virtue of your race or kind, or natural weapons derived from soulmelds you have shaped. If you elect to use this ability, you cannot make any attacks with manufactured weapons at the end of the same charge.
Chakra Bind (Totem)
Your hands become one with the claws that surround them, overlarge for your size. You find you can use them to tear at your foes, and with that ability comes a powerful desire to put these tools to use. Will you temper that bloodlust with the wisdom of the gynosphinx or the nobility of the androsphinx? Or will you give in to it completely, rampaging like a hieracosphinx?
You can use your sphinx claws as natural weapons that deal 1d8 points of damage each. You gain a +E enhancement bonus on your attack rolls and damage rolls with the claws. While the claws are shaped, you can retain the normal use of your hands at any time, although you cannot hold an item in your hand and attack with the claws at the same time.

STRONGHEART VEST
Classes: Incarnate, soulborn
Chakra: Heart or waist
Saving Throw: None
A heavy web belt of cyan energy wraps around your torso. When you wear it, you feel energized and revitalized. When you are struck by an attack that would damage your ability scores, a wave of incarnum energy passes through you, blunting the effectiveness of the attack.
The strongheart vest protects you from attacks that would reduce your ability scores. Any time you would take ability damage, such as Constitution damage or Strength damage, the amount of the damage is reduced by 1+3 point, to a minimum of 0. For example, if you fail a saving throw against the poison of a monstrous centipede and would normally take 2 points of Dexterity damage from its poison, you take 1 point instead. Ten rounds later, if you fail a second saving throw against the poison and would normally take 1 point of Dexterity damage, you take no Dexterity damage instead.
Chakra Bind (Heart)
Tendrils of blue-black webbing snake out from the vest, merging with your flesh. When you are struck by an attack that would drain your life force, you feel the energy of the strongheart vest surge through you, and you suffer no ill effect from the attack.
You gain immunity to energy drain and death effects.
Chakra Bind (Waist)
The energy of the vest extends down into your legs, becoming more solid as it spreads.
Your strongheart vest also reduces ability drain, such as that from a lamia or wraith. It reduces ability drain at the same rate that it reduces ability damage—1+E additional point for every point of essentia invested—each time you would take ability drain.

THEFT GLOVES
Classes: Incarnate
Chakra: Hands
Saving Throw: None
You shape incarnum into a pair of supple black leather gloves that fit over your hands as well as any other gloves or gauntlets you might wear. Despite the material covering your fingertips, the gloves grant you exacting precision in certain tasks—those that typically relate to thievery.
You borrow the talents of burglars throughout history to grant yourself a semblance of their ability. While you have theft gloves shaped, you gain a +4+2E insight bonus on Disable Device and Sleight of Hand checks. This soulmeld also lets you make Disable Device and Sleight of Hand checks untrained.
Chakra Bind (Hands)
Instead of physical gloves, your theft gloves manifest as a dusky blue color over the skin of your hands. In addition to great precision, you also find your fingertips tremendously sensitive, and they seem to tingle when you run them over something that carries a trap.
You gain the Trapfinding, as the Rogue ability, and Trap Sense as a Barbarian of 1/2 your meldshaper level.

THERAPEUTIC MANTLE
Classes: Incarnate, soulborn
Chakra: Shoulders
Saving Throw: None
A sheath of incarnum energy surrounds your body and is slowly absorbed into your skin. As healing magic is applied to you, the affected area sparkles with tiny blue motes.
The spirit energy of incarnum resonates with life energy. This soulmeld amplifies spells and effects that repair the physical form. You shape incarnum into a sheath of energy that sinks into your skin and helps to focus healing magic that targets you. Whenever you are the target of a spell or effect that heals hit point damage, the spell heals additional damage equal to its spell level+2E. If the effect laacks a spell level, use 1/2 the user's hit dice instead. For example, if you are targeted by a cure serious wounds spell cast by a 7th-level cleric, you would be healed of 3d8+10 points of damage (7 points for the cleric’s caster level and 3 points for the spell’s level).
Chakra Bind (Shoulders)
Focused outward, incarnum from the mantle bonds with the healing magic you conjure. Healing spells you cast are accompanied by blue-white motes of incarnum energy.
When bound to your shoulders chakra, therapeutic mantle increases the potency of healing spells that you cast. You gain an insight bonus (equal to the number of points of essentia invested in the soulmeld) to your caster level when casting spells of the healing subschool or using healing soulmelds or other supernatural abilities, and can ignore the caster level-based healing caps on these effects.

THREEFOLD MASK OF THE CHIMERA (Chimera, dragons, goats, lions)
Classes: Totemist
Chakra: Crown or soul (totem)
Saving Throw: None
You form incarnum into a three-sided mask that hovers in front of your face. As you turn your head, the mask does not turn with you, so you can look out three different sets of eyes—and somehow each face of the mask seems to color your view of the world through it. The mask depicts the three heads of a chimera—a savage dragon, a fierce lion, and a demonic goat.
Totemists look to chimeras as a representation of multiplicity united. In a certain sense, they are the patrons of meldshaping itself—uniting disparate elements of beast souls and humanoid bodies to create powerful effects. At the simplest level, the threefold mask of the chimera grants you the ability to focus your attention in multiple directions simultaneously. You can’t be flanked while this soulmeld is shaped.
Essentia: Your threefold mask grants you a +E competence bonus on Perception checks.
Chakra Bind (Crown)
Your threefold mask attaches to your forehead and now moves with your head as you turn. By focusing your concentration, you can tap into the mask’s multiple perspectives to act more quickly, though at a cost.
At the end of your turn, you can take one extra move action at no cost. If you choose to take this extra move action, you take a –5 penalty on attack rolls and to Armor Class until the end of your next turn. Furthermore, on your next turn, you can take only a single standard action or a move action (but not both, and not a full-round action).
Every point of essentia you invest in your threefold mask reduces by 1 the penalty applied on attack rolls and to Armor Class during the round following your extra move action. If you invest 5 or more points of essentia, you take no penalty on attack rolls and to AC made in the round following your extra move action (but are still restricted to taking only a single standard action or move action during that turn).
Chakra Bind (Soul)
You experience a profound quickness of mind, almost as if three minds were thinking your thoughts and directing your actions, though this multiplicity of views can be confusing as well.
This chakra bind functions as the crown chakra bind, except that instead of an extra move action, you can take an extra standard action at the end of your turn. The same penalties as described above also apply in the following round, and they can be reduced by essentia investment as listed above.
Chakra Bind (Totem)
Your threefold mask is no longer just a mask—your head branches into the three monstrous heads of a chimera. Three pairs of eyes look out on the world at once, three heads direct your actions, and three sets of savage jaws slaver for prey.
You can use the heads of your threefold mask to make natural attacks. The dragon head bites as a creature one size greater than you, the lion head bites and the goat head gores as a creature of your size.

THUNDERSTEP BOOTS
Descriptors: Sonic
Classes: Soulborn
Chakra: Feet
Saving Throw: See text
You shape incarnum into a pair of heavy boots that fit over your feet and any other boots you might wear. Cobalt steel forms rings around your calves and reinforces the toes of the boots.
These powerful boots crash and pound unless you make a conscious effort to walk quietly. When you charge, your thunderstep boots channel sonic energy into your attack. Any melee attacks you make at the end of a charge deal an additional 1d8+Ed8 points of sonic damage.
Chakra Bind (Feet)
Your thunderstep boots bind themselves to your feet.
Any creature taking damage from your thunderstep boots is also stunned and dazed for E rounds. A successful Fortitude save negates this effect, but the target must save separately for each.

TOTEM AVATAR (the Tarrasque, owls, bears, elephants, apes, Gray Renders)
Descriptors: None
Classes: Totemist
Chakra: Arms, feet, heart, or shoulders (totem)
Saving Throw: None
You shape incarnum into an imposing avatar of bestial power. This corporeal shape fits over your clothing and armor, but it makes you seem like a hulking gray render in outline and features. Your actual body is only barely visible within the gray, hairless form. The render’s broad shoulders and sinewy arms encompass yours and extend beyond them to translucent clawed hands scraping the ground.
To some totemists, the greatest of the magical beasts are those that walk upright like humanoids but embody raw physical power—gray renders, owlbears, rampagers, blood apes, and the dreaded tarrasque. All of these creatures are totems of body strength, with the various abilities that come with physical might. By default, the avatar resembles a gray render in its outline and features, but it changes to resemble different magical beasts if you bind it to a chakra. The totem avatar grants you 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: You gain a +E natural armor bonus to AC (stacking with existing natural armor bonuses) and 2E extra bonus hit points.
Chakra Bind (Arms)
Your totem avatar resembles an owlbear—no less hulking and stooped than the gray render form, but covered in a shaggy coat of feathers and fur.
You gain the benefit of the Improved Grapple feat and a +2E bonus on CMB rolls to grapple and CMD vs. grappling.
Chakra Bind (Feet)
Your totem avatar resembles a rampager, with four elephantine legs, two muscular arms with hooked claws, a headless body with a gaping maw planted on the forward part of the torso, and a thick tail dragging behind.
You gain stability as if you were a four-legged creature, giving you a +4 to CMD. You are also treated as if you were one size category larger than normal when being targeted by or using a combat maneuver.
Chakra Bind (Heart)
Your totem avatar resembles the legendary tarrasque, though on a much smaller scale. Its hulking form leans forward of your own, its back covered with a thick, spiny carapace. Two mighty horns sprout from its head, and its jaw opens wide to reveal dozens of knifelike teeth.
You gain damage reduction 5+E/magic and fast healing E/3 (rounded down).
Chakra Bind (Shoulders)
Your totem avatar resembles a blood ape, taking on the appearance of a red-furred gorilla.
Your natural weapons and unarmed strikes (whether from soulmelds or other sources) deal damage as if you were one size category larger.
Chakra Bind (Totem)
When you bind your totem avatar to your totem chakra, you become a little more like the gray render it represents. In particular, your body alters to better fill the musculature of the mighty beast avatar, lending you strength to smite your foes.
Your totem avatar grants you a +E morale bonus on damage rolls made with natural weapons (whether from soulmelds or other natural sources).

TRUTHSEEKER GOGGLES
Classes: Incarnate, soulborn
Chakra: Brow
Saving Throw: None
Incarnum forms blue-lensed goggles that hover in front of your eyes. The world does not seem blue to you; rather, small details become apparent, whether they are in something you search or in someone’s facial expression and posture.
Calling upon the soul energy of investigators living and dead, you grant yourself keen powers of detection. While you wear your truthseeker goggles, you gain a +4+2E insight bonus on Diplomacy, Perception and Sense Motive checks.
Chakra Bind (Brow)
Your truthseeker goggles rest firmly before your eyes, granting you sight even in darkness.
You gain darkvision out to 60 feet, and your Darkvision even penetrates magical darkness out to 5E feet.

U-Z
UNICORN HORN (Unicorns, equines)
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None
You shape the pure soul energy of a unicorn into an ivory-colored horn that seems to sprout from your forehead. Its color is an unblemished white, and it seems to glow with a soft blue-white radiance. Its purity flows into you, and it is difficult to conceive of an evil thought with the horn so close to your mind.
Unicorns are like lammasus in their devotion to goodness and even surpass them in purity. Good totemists revere them as embodiments of all that is good in nature, and shape unicorn horns when they prepare to do battle with evil—particularly undead. You gain a +4+2E competence bonus on wild empathy and Stealth checks.
Chakra Bind (Brow)
A streak of white appears in your hair near the unicorn horn, and your eyes change color—becoming deep sea-blue, violet, or fiery gold.
You gain the ability to detect evil once per round as a free action, and can Smite Evil once per day as a Paladin of half your Meldshaper level, using the better of Wisdom or Charisma.
Chakra Bind (Totem)
A tuft of white hair hangs down from your forehead around your unicorn horn, while your forehead itself thickens somewhat to support the horn it bears. All of your hair transforms into a cascading white mane, and if you are male a white beard sprouts from your chin. You can feel purity and energy flowing into your body
through your horn. You can gore with the unicorn horn as a natural weapon that deals 1d6 points of damage. This horn gains a +E enhancement bonus on attack rolls and damage rolls. If you hit an undead creature with your horn attack, you deal an extra Ed6 points of damage.

URSKAN GREAVES (Urskan, bears)
Classes: Totemist
Chakra: Feet (totem)
Saving Throw: None
Incarnum forms steel plates backed with white fur that fit over your shins, covering any clothing, boots, or armor you might wear. When you walk through ice and snow, your feet find solid purchase.
Urskans are arctic-dwelling creatures much like intelligent polar bears. The other races of the north know and fear them for the heavy plate armor they wear, for their strength and ferocity, and for the fierce power of their charging attacks. It is precisely these qualities that totemists seek to emulate by shaping urskan greaves. You can move across ice and through snow at your normal speed, and you gain a +5 bonus on Acrobatics checks and Reflex saves made to keep your balance on ice and other slippery surfaces such as the area of a grease spell.
Essentia: If you invest essentia in your urskan greaves, they protect you from cold damage. You gain 5E resistance to cold, and as long as you have 1 essentia invested in this soulmeld, you are no longer subject to hypothermia.
Chakra Bind (Feet)
White fur covers your lower legs and your urskan greaves merge into your flesh. Strength seems to radiate up from your greaves through your whole frame, lending power to your attacks when you can build up a good running start.
You gain the ability to make a powerful charge. When you charge, if your melee attack hits, you deal an additional +Ed4 points of damage.
Chakra Bind (Totem)
White fur covers your legs and strength pours through you. No foe can stand in your way when you put all your strength into your charge.
When you attempt to overrun an opponent, the target cannot choose to avoid you. You also gain a +2 bonus on your CMB to knock down your opponent, with an additional +1 for every point of essentia you invest in
your urskan greaves.

VITALITY BELT
Classes: Incarnate
Chakra: Waist
Saving Throw: None
Incarnum forms a stout metallic belt that girds your waist. The metal gleams silver-blue; links of azure chain bind the plates together. Life and health well up from this belt into your body.
Like other soulmelds that draw on incarnum as a source of vitality (including pauldrons of health, lifebond vestments, and therapeutic mantle), the vitality belt translates the soul energy of incarnum directly into physical energy to empower your body. While wearing your vitality belt, you gain a Fast Healing 1+E
Chakra Bind (Waist)
A large star sapphire adorns the center of your vitality belt, gleaming vibrantly in any light. Any time you are subjected to an attack that would drain your vitality, the star at the heart of the sapphire dims momentarily, but your health does not suffer.
You are immune to Constitution damage and Constitution drain, and can now gain a +1+E bonus to Fortitude saves.

WIND CLOAK
Descriptors: Air
Classes: Incarnate, soulborn
Chakra: Shoulders
Saving Throw: See text
A gauzy cloak of incarnum settles over you, swirling about you as a gentle breeze blows through your hair. A stirring of air at your feet disturbs nearby dust.
The wind cloak coaxes the spirit energy of incarnum to swirl around your body, creating a wind that might deflect small objects or even larger airborne projectiles. The swirling soul energy around you protects you from ranged attacks, absorbing some of the momentum of projectiles and other ranged weapons. You gain damage reduction 2+2E/magic against ranged weapons. The damage reduction granted by wind cloak applies against all ranged weapons regardless of their size. Tiny and smaller flying creatures that attempt to enter your space must succeed on a Fortitude save to do so. Failure means their movement stops adjacent to your space, and any remaining movement left in their action is lost.
Chakra Bind (Shoulders)
As arrows fly in, the wind of your soulmeld swirls around, defl ecting
them away, perhaps even back at your attackers.
Bound to the shoulders chakra, wind cloak deflects ranged attacks as if you had the Deflect Arrows feat. You don’t need a free hand to use the feat—the wind cloak itself deflects the incoming arrows (or bolts, spears, and so on). This effect functions even if you are caught flat-footed. You can deflect 1+E projectiles per round in this manner.

WINTER MASK (Wolves, worgs, dogs, and other wolf-like creatures)
Descriptors: Cold
Classes: Totemist
Chakra: Throat (totem)
Saving Throw: See text
You shape incarnum into a snow-white mask resembling the head of a wolf. A snarling muzzle filled with sharp teeth protrudes from the front of the mask, and eyes like blue ice crystals stare out in defiance.
Evil tribes of arctic dwellers particularly revere the winter wolf. It is the embodiment of winter itself—deadly, fierce, cunning, and unrelenting in its assault on life and warmth. Totemists shape winter masks to claim the destructive power of winter as their own. Your touch takes on the bitter cold of winter; you can choose to inflict a chilling fatigue on an opponent you touch in combat. You must make a successful melee touch attack. The target is fatigued unless it succeeds on a Fortitude save. Creatures immune to cold damage are immune to this effect.
Essentia: Your touch attack also deals Ed4 points of cold damage.
Chakra Bind (Throat)
White fur spreads down from your winter mask to cover your throat. Your mouth is filled with a pleasant cold, like sucking a piece of ice on a hot day.
You gain the ability to breathe a cone of cold. Once every 1d4 rounds, you can emit a 15-foot-long cone of cold. Targets in the cone take 2d8+2Ed8 (Reflex half).
Chakra Bind (Totem)
Your face blends into that of your winter mask, merging with its lupine features. Your eyes appear in the mask’s eye sockets, and they become the pale ice-blue of a winter wolf’s eyes. Your jaws become the powerful maw of a winter wolf as well, and frost clings to the white fur around your muzzle as you breathe.
You gain a bite attack that deals 1d6 points of damage +Ed4 cold damage.

WORG PELT (Worgs, wolves)
Classes: Totemist
Chakra: Feet or hands (totem)
Saving Throw: None
You gather worg spirits around you to form a cloaklike garment. It strongly resembles the pelt of a worg, from the top of the beast’s head perched atop your own to forelegs extending down your arms and rear legs hanging behind you. The fur is dark and thick, and glassy red eyes smolder in its face.
Worgs are quintessential hunters—stalking predators, quick runners, and fierce combatants. Totemists who shape worg pelt soulmelds hope to emulate some or all of these qualities, and sometimes the worg’s malicious evil as well. Your worg pelt grants you a +4+2E competence bonus on Stealth checks.
Chakra Bind (Feet)
The hind legs of your worg pelt fuse into your own legs, lengthening your feet and shins while shortening your thighs, enabling you to run on your toes like a predatory animal. Your legs are totally covered in the dark gray fur of a worg.
Your base land speed increases by 5+5E feet.
Chakra Bind (Hands)
The forelegs of your worg pelt fuse into your own arms, adding weight and bulk to your hands. Your arms and hands are completely covered in the dark gray fur of a worg.
When you hit with a bite attack—whether it is a bite attack you naturally possess, one granted by binding this soulmeld to your totem chakra, or one granted by another soulmeld, spell, or special effect—you can attempt to trip the opponent as a free action. You also receive the Improved Trip feat for free.
Chakra Bind (Totem)
The head of your worg pelt becomes one with your own head. Your eyes begin to glow red and replace the glassy eyes of the pelt, while your lower jaw extends to join the upper muzzle of the pelt, granting you a fierce bite attack. You gain a bite attack that deals 1d6 points of damage. This bite attack possesses a +E enhancement bonus on attack rolls and damage rolls.

WORMTAIL BELT (Purple Worms, worms)
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: See text
Incarnum forms a wide belt of thick purple scales around your waist. Though the belt does not serve as armor (and easily fits around any armor you might wear), it thickens your skin and tints it a faint purple color.
The purple worm is one of the most feared magical beasts, particularly by those who live or adventure far beneath the surface of the earth. Many have despaired of ever penetrating its thick hide before dying in its gullet or being poisoned by the stinger at the tip of its tail. This soulmeld, particularly common among totemists in underground communities, is an attempt to emulate the awesome protection and the dangerous power of the purple worm. You gain a +2+E enhancement bonus to AC.
Chakra Bind (Waist)
Rather than forming a belt of purple scales at your waist, the soulmeld shapes plating on the skin of your torso and legs. Dark purple on the back and lighter in front, these scales seem to add to your bulk, and definitely increase your power in melee combat.
You gain the Awesome Blow feat and are treated as one size category larger than usual when using it (up to a maximum of Colossal).
Chakra Bind (Totem)
A thick, purple-scaled tail emerges from the back of your wormtail belt. It is long enough that you can reach it around you to attack your foes with the stinger at its end, which drips with poison.
You can use your wormtail belt’s stinger to make natural attacks. The stinger deals 1d6 points of damage. In addition, the stinger delivers a weakening poison that deals initial damage of 1d4 Strength (no secondary damage). A successful Fortitude save negates the poison damage. Every point of essentia you invest in your wormtail belt gives you a +1 enhancement bonus on your attack rolls with the stinger, as well as increasing the poison’s save DC as normal.

YRTHAK MASK (Yrthaks, reptiles)
Descriptors: Sonic
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None
You shape incarnum into a bizarre mask, basically crocodilian in form. It lacks eyes entirely, and a weird hornlike protrusion juts from the top and front—resembling the strange yrthak in its overall appearance.
Yrthaks inhabit desolate mountainous regions and are not widely revered by totemists. Even so, their association with sound, sonic energy, and hearing makes the yrthak mask a powerful soulmeld. You gain a +4+2E competence bonus on Perception checks to hear things, Perform checks pertaining to music or sound, and any check made to discern or replicate a sound.
Chakra Bind (Brow)
Your yrthak mask fuses to your forehead, though your mouth still speaks inside the mouth of the mask. Your vision dims somewhat, but you find yourself alive to the world of sounds around you—including some you had never heard before. You find that you can discern a creature’s location with great accuracy simply by listening to the sounds it makes.
You gain blindsense out to 10+10E feet. You take a –4 penalty on Perception checks to see things. To your benefit, you gain a +4 bonus on saving throws against gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Chakra Bind (Totem)
Your yrthak mask becomes your actual face, and your jaws lengthen into the crocodilian maw of a yrthak. The mask is too awkward to allow you to make bite attacks, but you can focus sonic energy through the hornlike protrusion on the front of the mask, using it to stab your foes with rays of pure sound.
Once every 2 rounds, you can focus sonic energy into a ray up to 60 feet long. This is a ranged touch attack that deals Ed8+2Ed8 points of sonic damage.

malonkey1
2013-09-22, 12:19 PM
Races of Incarnum
Magic of Incarnum introduced 4 races into D&D: The Azurin, Incarnum-touched children of humans; Dusklings, extraplanar fey with a primal connection to Incarnum; and the sister races Rilkan (vagabonds, wanderers and tradesmen), and Skarn (spined warriors who live by discipline). I will go over each of these four races in turn, and then introduce two new player races: The Totemic Half-Giant and the Mishtai Survivor.

Magical Traits:
Magical Traits:

Essentia Pool (Su, Standard, Special): Prerequisites: None Your race has an innate connection to the pure energy of Incarnum. Your race automatically possesses an Essentia pool. This trait costs a number of RP equal to twice the amount of Essentia they naturally possess. For example, a Duskling possesses 1 natural Essentia, so this trait costs them 2 RP, while a Totem Giant's (not to be confused with the Totemic Half-Giant below) natural Essentia pool is 2, so for it, it would require 4 RP). Any race with this trait also receive the Incarnum subtype (there is no other way to acquire this subtype).

Movement Traits

Azure Dash (Su, Standard, 3 RP): Prerequisites: Essentia Pool 1 or more; Your race is naturally swift when they are able to use their Incanum energy. Their base speed can be increased by 5 feet per essentia invested in it. This ability only functions in light armor and under a light or lighter load.

Skill Traits


Incarnum Skill (Su, Standard 3 RP): Prerequisites: None; Whenever a member of this race shapes soulmelds, he gains a bonus to a single skill equal to the number of melds shaped. You can slect this trait multiple times, applying it to a different skill each time.
Racial Aid (Ex, Standard, 1 RP): Prerequisites: None; Your race has a strong kinship. When aiding another member of your race, you add a +3 bonus on success instead of a +2.

Other Traits

Powerful Build (Ex, Standard, 5 RP): Prerequisites Medium, Giant subtype; Your giant heritage makes you bigger and burlier than most simlarly-sized races, granting you certain benefits. You may wield weapons intended for creatures a size large than you without penalty, you are treated as one size larger for the purpose of combat maneuvers and when being targeted by another creature's special attacks. Your space and reach do not change, and you are still counted as medium in all other circumstances. This ability still functions when you are subjected to effects such as enlarge person or other effects that change your size category.

Weakness Traits:

Incarnum Sensitivity (Ex, Standard, -2 RP): Your races has some natural aversion to Incarnum, imposing on you a -2 racial penalty on saves vs. Incarnum effects.


Races

Azurin

Here's a non-secret: Azurins are pretty much just humans. It'd be pointless to make a full race when I could just foold Azurin into human. If you want to play an Azurin, take the following alternate racial trait:
Azure Eyes: You wer, for whatever reason, born with an innate connection to the world of spirits, Incarnum. You have an Essentia Pool of 1 automatically. As a result, you have a hard time learning new skills compared to others. This trait replaces Skilled.


Duskling

Dusklings are midnight-blue tribalistic fairies that reside in the outer planes and are believed to be innately connected to the forces of Incarnum.
Dusklings have the following racial traits:

Type: Fey (Extraplanar, Incarnum); Dusklings are extraplanar fey with an innate connection to Incarnum. (2 RP)
Size: Medium; While somewhat shorter than Humans, Dusklings are still medium-sized. (0 RP)
Base Speed: 30 feet; Dusklings are usually not much faster or slower than other races (but see "Azure Dash", below). (0RP)
Languages: Common and Sylvan (bonus languages include Elf, Gnoll, Gnome, Goblin and Halfling); Being fey, Dusklings naturally know Sylvan. (0 RP)
Ability Scores: +2 Con, +2 Wis, -2 Int; A Duskling's connection to Incarnum makes then naturally hardy and sagely, although their tribal society often leaves book learning by the wayside. (0 RP)
Azure Dash: A Duskling can invest Essentia into its movement speed, increasing its based speed by 5 feet per essentia invested. (3RP)
Low-Light Vision: Dusklings are accustomed to moonlight ans starlight when hunting with their tribes, and can see twice as far as normal in such levels of lighting. (1 RP)
Essentia Pool: Dusklings have a connection to Incarnum that gives them a small measure of Essentia. Dusklings have anatural Essentia Pool of 1. (2 RP)


Total RP of 8


Rilkan

Vagabonds, performers and merchants, Rilkans are a fun-loving race of humanoids with smooth skin and rings of colorful scales (without which they could easily pass for human). They and their cousins the Skarn are descended from a race of wise Incarnum-users known as the Mishtai.

Type: Humanoid(Reptilian); Rilkans may look mostly human, but they are actually reptilian in nature. (0 RP)
Size: Medium; Rilkans are roughly human-sized, a little more slender. (0 RP)
Base Speed: 30 feet (0 RP)
Languages: Common and Mishtai (any bonus languages); Rilkans enjoy learning about other cultures, including foreign laguages, but still speak the tongue of their ancestor race. (1 RP)
Ability Scores: +2 Dex, +2 Cha, -2 Str; Rilkans are agile, deft and handsome, but they lack real muscle mass. (0 RP)
Shard of the Past: Rilkans have a natural link to the lives of their ancestors. As a result, a Rilkan selects any two Knowledge skills, which are always considered class skills for that character, and he gains a +2 racial bonus to each of those skills. (4 RP)
Incarnum Skill (Knowledge): When creating a Rilkan character, select a single Knowledge skill affected by your Shards of the Past. You receive a bonus on checks with this skill equal to the number of Soulmelds you currently have shaped. (2 P)
Racial Aid: Rilkans have an innate bond with their fellow Rilkans. When aiding another member of your race, you add a +3 bonus on success instead of a +2. (1 RP)
Skill Bonus (Bluff, Diplomacy): Rilkans are smooth talkers and natural traders, and they receive a +2 racial bonus on Bluff and Diplomacy checks. (4 RP)


Total RP of 12


Skarn
Skarn are stern warriors. They look much like their cousins, the Rilkan, except that they possess a set of vicious spines on their arms, legs, and sometimes their backs. They are descended from the ancient Incarnum-users known as the Mishtai, and they blame their Rilkan kin for the downfall of the Mishtai.

Type: Humanoid(Reptilian); Skarn are reptilians, although if not for their spines, they would greatly resemble humans. (0 RP)
Size: Medium: Skarn are about the same size as humans, although perhaps a bit stockier. (0 RP)
Base Speed: 30 feet (0 RP)
Languages: Common and Mishtai (bonus languages include Draconic, Elf, Celestial, Abyssal, and Infernal); For the most part, Skarn see no real reason to learn most mortal languages, instead speking the Mishtai tongue and certain planar languages. (0 RP)
Ability Scores: +2 Str, +2 Int, -2 Dex; Skarn were bred for strength and cunning in battle, but rarely develop much flexibility or quickness of reflexes. (0 RP)
Spines: Skarn have a set of spines with which they can fight. These are functionally identical to two claw attacks that deal 1d6 damage each. (4 RP)
Skill Bonus (Intimidate, Climb): Skarn receive a +2 racial bonus to Climb and Intimidate. You Spines are good for scaring others and for getting purchase while climbing. (+4)

Total RP 8


Totemic Half-Giant

The product of liasons between humans and Totem Giants, Totemic Half-Giants (or Totemics in conversation) bear natural markings that resemble tribal tattoos, although they are entirely natural. While not as big as their more savage forebears, these beings are still very large.

Type: Humanoid(Human)(Giant); Being half-human and half-giant, Totemics bear some resemblance to both sides, having gentler features than giants, but wider, more muscular builds than humans. (0 RP)
Size: Medium; While bigger than most humans by about a head, Totemics are still not as large as their Giant ancestors. (0 RP)
Base Speed: 30 feet (0 RP)
Languages: Common and Giant (bonus laguages include Dwarven, Goblin, Gnoll, and Sylvan)
Ability Scores: +2 Str, +2 Wis, -2 Dex; Totemics are burly, but suprisingly wise. However, they lack coordination. (0 RP)
Essentia: Totemic Half-Giants inherited their giant parent's connection to the spirit world, granting them an innate Essentia pool of 1. (2 RP)
Powerful Build: Totemics are hulking individuals, an obvious sign of their giant heritage. For the purposes of wielding weapons, combat maneuvers, and being targeted by special attacks, you are treated as Large instead of Medium. (5 RP)
Incarnum Attunement: You have an innate bond with Incarnum that allows you to seek it out innately. This means that you can use detect incarnum 3 times per day as a spell-like ability wtih a caster level equal to your hit dice. (3 RP)


Total RP 10


Mishtai Survivor

Hidden in tiny mountain enclaves, the last direct descendants of the Mishtai Empire are a shard of their former selves, surviving in the shadows until they can regain the secrets of their people. They are xenophobes and hermits, bearing a strong resemblance to their cousins (and eugenic creations of their forefathers) the Rilkans and Skarn. They possess a preternatural ability to use Incarnum and two great, pterosaur-like wings.

Type: Humanoid (Reptilian); Mishtai are more obviously reptilian than the Skarn (created as foot-soldiers), and the Rilkans (intended to be entertainers and teachers). (0 RP)
Size: Medium; Mishtai, despite how much bigger their wings make them look, are the same size as a man. (0 RP)
Base Speed: 30 feet, 30 feet flight [clumsy]; Mishtai have wings (the echoes of which can be seen in the Skarn's spines) that they can use to fly. (4 RP)
Languages: Mishtai (Bonus Languages include Common, Elven and Sylvan); Mishtai are reclusive, and their exposure to foreign languages is mostly informed by ancient texts. Thus, they rarely learn any other language than Mishtai, and they often speak archaic versions of other languages, if ever. (0 RP)
Ability Scores: +2 Dex, +2 Str, +4 Int, -2 Wis; Mishtai are strong, agile, and fiercely intelligent. They are also foolish, proud and arrogant, which led to the fall of their ancestors. (4 RP)
Essentia: Mishtai have a natural capacity for Incarnum, granting them an Essentia Pool of 1. (2 RP)
Ancient Foe (Giants): The Mishtai have a longstanding hatred for giants, especially Incarnum-using giants. It's believed that giants may have had something to do with the fall of the Mishtai Empire. Mishtai have a +2 dodge bonus to AC and a +2 racial bonus to CMB and CMD against giants. (3 RP)
Incarnum Sensitivity: Mishtai, while naturally connected to Incarnum, were cursed by their ancient enemies in years long past, leaving them less able to resist Incarnum. This imposes a -2 racial penalty on saving throws vs. Incarnum. However, by swearing off Incarnum (which is largely considered blasphemy among the Mishtai), a Mishtai can choose to forever close off his soul from the power of Incarnum, losing this weakness, but also losing their racial essentia. If they later acquire a permanent Essentia Pool, they regain this weakness (but not their racial essentia). (-2 RP)


11 RP


Other Races:
While there are only a few races that share a touch of Incarnum among nearly all their members, there are also a few subraces of other races that are attuned to the azure world of Incarnum energy.

Azure Elf:
These elves are more ritualistic and spiritual then their more common kin, but also more personable, having long ago made peace with the brevity of the lives around them, and instead choosing to love their friends while they are still mortal bodies, and taking peace in the fact that, perhaps, in their bodies flow the spirits of their less long-lived friends. These elves have the Dreamspeaker trait, and replace their Elven Magic ability with an essentia pool of 1
Azure-Scaled Kobold
A small number of Kobolds have truly beautiful scales, which shimmer blue and silver. At a distance, they could be confused with a normal blue Kobold. When you get close, however, you can see that their scales are very fine, and gleam with an otherworldly light. These Kobolds can trace their lineage back to the mighty Incarnum Dragons. While less physically durable, they are adept with magical theory and can imbue others with Incarnum. Azure-Scaled Kobolds do not have the Natural Armor and Crafty racial features, and instead have a racial Essentia Pool of 2, the Incarnum Skill (Spellcraft) racial trait, and can cast soul boon as a Wizard of their level.
First World Gnome:
The gnomes were once a race of fey, from the wild, vibrant plane known as the First World, but they have long-since severed many of their ties to that plane. Some, however, chose to take a bit of the First World with them, in the form of a wisp of Incarnum. These Gnomes formed societies separate from those of the rest, and their culture was focused more on abstraction, seeing as they still contain a spark of their old world to stave off bleaching. They are still wild and adventurous, but they prefer to learn for the knowledge itself than for its novelty. These Gnomes possess an essentia pool of 1, which replaces their illusion resistance, and receive the Eternal Hope trait.

Alternate Favored Class Benefits:
Certain races from Pathfinder have alternate benefits that they can choose to receive from taking levels in their favored class, depending on the class.

Incarnate

Dwarves: +1/6 Strength during Radiance; Dwarven Incarnates occasionally learn to call on the spirits of Dwarven Warriors while using their Radiance, gaining an Insight Bonus to Strength.
Elves: +1/2 round of Radiance per day.
Gnomes: +1/4 Combat Training bonus; The Gnome warriors of past generations fill you, increasing the bonus from your Hatred racial trait.
Halfling: +1/4 Luck bonus; Your flighty halfling forebears fill you with wild luck, increasing the bonus from your Halfling Luck trait.
Human: +1/3 Temporary Essentia while in Radiance.
Aasimar: +1/4 Essentia Capacity in Good Soulmelds.
Tiefling: +1/4 Essentia Capacity in Evil Soulmelds.
Mishtai: Gain Access to 1/4 soulemlds of an alignment opposite alignments
Suli: +1/6 Essentia Capacity in Acid, Cold, Electric and Fire Soulmelds
Skarn: +1/4 Enhancement bonus to Spine attacks
Rilkan: +1/4 competence bonus on Knowledge skills improved by Shard of the Past.


Soulborn

Dwarf: +1/4 Stonecunning Bonus; Improve your racial Stonecunning bonus.
Elf: +1/3 critical threat range with ranged attacks (max 15-20, doesn't stack withisimilar effects).
Human: +1/5 Smite per day
Ifrit, Oread, Sylph, or Undine: +1/6 Essentia capacity in elemental soulmelds; Your essentia capacity in Fire (for Ifrits), Acid and Earth(for Oreads), Air and Electric (for Sylphs), or Water and Cold (for Undine) soulmelds.
Mishtai: Smite deals +1/2 extra damage to non-Mishtai races (races other than Mishtai, Rilkan and Skarn)


Totemist

Dwarves: +1/2 DR/adamantine
Half-orc: +1/10 Totem Binds; You can bind an additional soulmeld to your Totem Chakra at a time. This is one of the only exceptions to the normal binding limitation.
Duskling: +1/5 Essentia
Totemic Half-Giant: +1/4 Strength while Totem Chakra has a soulmeld bound to it.


Existing Classes by Race
Duskling

Barbarian: +1/2 foot per Essentia; You increase the speed bonus per Essentia invested in your Azure Dash by 1/2 foot. This doesn't take effect until you have amassed a total of 5 feet, and you round down to the nearest multiple of 5.
Druid: +1/2 Companion Essentia; Your Companion gains (or improves) an essentia pool by 1/2 point (round down). They don't learn soulmelds naturally, but they can put it into Incarnum feats or Soulmelds gained from Shape Soulmeld.
Ranger: +1/3 bonus Essentia while in Favored Terrains
Oracle: Add 1/4 spells from the Druid list that you are able to cast to your list of spells known. You can cast this spell as if it were a normal Oracle spell.


Rilkan

Bard: +1/4 bonus Essentia while using Performance
Rogue: +1/6 extra bonus against opponents you flank
Gunslinger: +1 firearm damage vs flanked, prone or flat-footed foes. This is precision damage, and is not multiplied on a critical hit. This applies to all targets of firearms affecting a cone (such as a Blunderbuss)


Skarn

Monk: +1/2 ki point.
Paladin: +1/4 bonus essentia while Smiting
Magus: +1/4 bonus spell levels per day; You receive a "floating slot" into which you can prepare spells. You may prepare any one magus spell of a level equal to or lower than the total level of the floating slot. You may not prepare multiple lower-level spells into this slot, and any additional spell levels are ignored. For example, after choosing this 8 times, you could prepare up to a 2nd-level spell in the slot. You could, for example, prepare magic missile with it, but even though it only takes up a 1st-level slot normally, or you could choose to prepare cat's grace and use the full level of the slot.


Totemic Half-Giant

Barbarian: +1/4 bonus Essentia while raging.
Fighter: +1/5 DR/- while wearing armor.
Ranger: +1/5 Companion Constitution; your Animal Companion's Constitution is increased by 1
Witch: +1/4 Essentia while using a Hex.


Mishtai Survivor


Fighter: +1/4 Essentia.
Wizard: +1/8 Essentia Capacity.
Alchemist: +1/4 bonus Alchemical Essentia; The imbiber of one of your infusions or mutagens gains temporary essentia. The essentia lasts for 1d6 rounds for infusions, or until the mutagen ends for mutagens. This temporary essentia does not stack on itself.
Inquisitor: +1/4 temporary essentia while using a Judgement.
Summoner: +1/4 Eidolon Essentia Pool



Incarnum Dragon
The Incarnum Dragon can be advanced as per the tables and rules on this page (http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon)
CE, CG, LE or LG Dragon (Extraplanar, Incarnum)
Base Statistics
CR 5; Size Tiny; Hit Dice 4d12, Natural Armor +0
Speed 40 ft., fly 100 ft. (average); Breath Weapon cone, 1d8 resonant energy+1 essentia
Str 11, Dex 10, Con 13, Int 14, Wis 11, Cha 15
Special Abilities
Breath Weapon (Su): Incarnum Dragons have an unusual breath weapon. Their breath is one that drains those trapped in the cone temporarily (for 1 hour) lose essentia equal to the dragon's age category, as well as taking hit point damage. (Fort half for both effects).
Meldshaping An Incarnum dragon can shape 1/2 its age category in soulmelds (round up) from the Soulborn list, and it has an essentia capacity equal to its age category. Additionally, it possesses an essentia pool which improves with age. At age Juvenile and above, the Incarnum Dragon can begin to bind soulmelds, being able to shape a number of soulmelds up to its age category (maximum 10) and can bind a number of soulmelds equal to the number of chakra open to it.


Age CategoryBindable ChakrasSpecial AbilitiesEssentia
WyrmlingMeldshaping0
Very Young0
Young1
JuvenileCrown2
Young AdultCrownDR 5/magic3
AdultCrown4
Mature AdultCrownDR 10/magic5
OldCrown, Brow6
Very OldCrown, BrowDR 15/magic8
AncientCrown, Browconsume soulmeld10
WyrmCrown, BrowDR 20/magic12
Great WyrmCrown, Brow, Throat15


Consume Soulmeld (Su): If an Ancient or older Incarnum Dragon hits with a bite attack, it can attempts to consume a soulmeld shaped to the target creature. In addition to the bite attack's normal damage, the victim must make a Fortitude save (DC is that of the Breath Weapon above) or have a random soulmeld instantly unshape, giving the Incarnum Dragon 5 temporary HP per essentia invested in the unshaped soulmeld (minimum 5). This ability has a 24-hour cooldown, during which it may not be used.
Skills: Spellcraft is a class skill for Incarnum Dragons. Additionally, the innate connection to all souls, past and present, grants an insight bonus on Knowledge checks equal to its age category.

Treasure: Triple standard
Alignment: Lawful good, lawful evil, chaotic good, or chaotic evil

This great and majestic beast flies overhead, letting out a roar that, while shattering and terrifying, is also somehow life-affirming. When it lands, you can see its glorious, blue-silver body. It has two arm-like appendages on its back, with a great membrane running down the sides from the "arms" to the tip of the tail to form wings.
Incarnum Dragons are mighty behemoths of Incarnum that stand on the extreme ends of the alignment scales. These dragons are the Soulborns of the Dragon world, championing a cause that is close to them. Their alignment appears to actually be a part of their biology, influencing their appearance.
Good ones have a metallic sheen to their scales, while evil ones have darker, matte finish. Chaos brings out a mottled, indigo color, while lawful dragons have a rich, smooth azure.
Incarnum dragons live on the outer planes, or on the plane of Positive Energy. While technically carnivorous, Incarnum Dragons actually receive sustenance from the soul energy of the creatures they eat. As a result, "big game" for them is actually powerful Incarnum-users (including some PCs!). How exactly they fight depends on their alignment, as well as their shaped soulmelds.


Miscellany
Various bits and bobs that don't fit anywhere else, but I didn't want to have to carry over to the other thread.

New Eidolon Evolutions


Essentia Pool (Su, 2 Points): Your Eidolon is a native to an Incarnum-filled plane or otherwise has a tie to Incarnum. It possesses an Essentia Pool of 2.
Greater Essentia Pool(Su, 3 Points): Your Eidolon's tie to Incarnum grows stronger, granting it a slightly a greater reserve of Essentia. Your Eidolon now possesses an Essentia Pool of 4. The Eidolon's Summoner must be level 6 to select this evolution.
Superior Essentia Pool (Su, 4 Points): Your Eidolon has an acute and profound connection to Incarnum, granting it an Essentia Pool of 8. The Eidolon's Summoner must be level 12 to select this evolution.
Soulmeld Power (Su, 1 Point): You Eidolon has somehow gained the ability to manipulate Incarnum, granting it the ability to shape a single Soulmeld as per the Shape Soulmeld Feat. It can not automatically bind this soulmeld, and it may only shape soulmelds to chakras that it has the requisite body parts for (a legless Eidolon could not shape to the Feet Chakra, for example)
Open Chakra [Crown, Feet or Hands] (Ex, 3 Points): Your Eidolon can bind to a least Chakra. Select one of Crown, Feet, or Hands Chakra. Your Eidolon gains the Open Chakra feat appropriate to this chakra.
Open Chakra [Brow or Shoulders] (Ex, 4 Points): You Eidolon has access to slightly higher Chakra. Choose Brow or Shoulders Chakra. Your Eidolon gains the Open Chakra feat appropriate to this chakra.


Incarnum Arcane School

You have unparalleled knowledge on the use of Incarnum in arcane magic. While you have studied greatly to specialize in this way, the use of Incarnum in spellcasting is an interdisciplinary field. You have no opposition schools, and meet any prerequisites that require having the Universalist school.

Incarnum Studies (Ex): You receive a bonus on Spell craft checks to identify soulmelds and Incarnum spells, and Knowledge Checks pertaining to Incarnum, equal to 1/2 your wizard level.
Incarnum Ray (Sp): You can create a spark of bluish flame that damages enemies. You can make a ranged touch attack that deals 1d6 + 1/2 your wizard level. You can choose to invest Essentia in this power, increasing the damage by the amount of Essentia you have invested, and causing the power to also deal Essentia Damage equal to 1/2 the invested essentia (rounded down). You may use this power 3+ your Intelligence Bonus times per day.
Incarnum Shield (Su): You can surround yourself or a touched creature in a thin bubble of crystallized Incarnum. The touched creature gains DR 5/-, but this shell is brittle, causing it to shatter after the shield has prevented a total amount of damage equal to 3 times your wizard level. You can choose to invest essentia into this power. If there is essentia invested in this power at the moment you use it (investing while the power is active has no effect), the DR incrases by the Essentia invested, and the amount of damage the shield can take by 5*E


Incarnum Bloodline

Sorcerers with the Incarnum bloodline are innately attuned with the forces of the arcane and of the soul. Perhaps you are descended from powerful Incarnum-users, or perhaps your family may have been expermineted on by the Mishtai in the days before their empire fell. All you know for sure is that your spells crackle with blue sparks.
Class Skill: Knowledge[Planes]
Bonus Spells: prtoection from incarnum (3rd), soulmeld blessing (5th), guardian spirit (7th), open least chakra (9th), incarnum weapon (11th), incarnum vigor (13th), open lesser chakra (15th), soulbanned zone (17th), open greater chakra (19th)
Bonus Feats: Bonus Essentia, Double Chakra, Expanded Soulmeld Capacity, Improved Essentia Capacity, Midnight Metamagic, Necrocarnum Acolyte, Shape Soulmeld, Soultouched Spellshaping, Split Chakra, Unliving Meldshaper
Bloodline Arcana: You receive an Essentia pool of 1, +1 per 5 class levels and gain the Incarnum Spellshaping feat for free.
Bloodline Powers: Incarnum sorcerers are magi with an inherent connection to Incarnum. As a result, they have several potent abilities that can be augmented with Incarnum. If you have an ability that has a use limit that can be improved through Essentia Investment, divesting and reinvesting the essentia doesn't reset the daily uses (although if you invest more than was in there previously, you still receive the additional uses).

Azure Flames (Sp): At level 1, you can call forth a tongue of blue-white fire. You can direct this flame at a single target as a standard action (this does not require an attack roll). The target takes 1d6+Sorcerer Level damage, half of which is fire, and the other half pure Incarnum Energy. You may use this ability 3+E times per day.
Indomitable Incarnum (Ex): At level 3, you gain the ability to shrug off a small amount of essentia damage. If you would take essentia damage, the amount of essentia damage you take is reduced by your Charisma Bonus+E/2 (minimum 0)
Spirit Walk (Su): At level 9, you gain the ability to make your Incarnum one with with that of another creature for a split second, bringing your body to it. You can teleport as per dimension door a total of 5 feet per 2 Sorcerer levels as a move action. You can teleport any number of times per day, provided you have some distance left, bu each jump counts as 10 feet minimum. You can teleport an additonal 5 feet per Essentia invested.
Blue Iron (Su): Your skin gains an almost iridescent quality, and shines bluish under the right light. At level 15, you gain DR (5+E/2)/adamantine.
Sapphire Touch (Sp): Your body so overflows with the energy of life that you can bestow it on others. You can heal a touched creature as a full round action to affect them as per the heal spell once per day. You can invest essentia to gain another 1 daily use per 4 essentia invested.


Magus Arcana: Azorium Arcanis

You can expend points from your Arcane Pool to gain temporary essentia equal to the expended points, which last until you refresh your arcane pool.

Incarnum Domain
The Incarnum Domain is a domain available to worshippers of all deities, as well as to Druids.

Granted Powers: The Incarnum Domain grants its devotees the ability to use Incarnum.

Incarnum Mastery (Su): Incarnum Clerics are trained in the use of Incarnum. You receive Incarnum Spellshaping as a bonus feat at level 1. When casting a domain spell, you receive bonus essentia equal to half its level (minimum 1) for 1d6 rounds. This is a constantly active passive effect.
Incarnum Touch (Sp): Incarnum-Domain Clerics know that the best way to spread the azure light of Incarnum is to share it with others. You can invest Essentia in a touched creature, granting it a +E insight bonus to saves for a number of rounds equal to your Wisdom Bonus, after which the essentia returns to you. You gain a single daily use of this ability at level 8, plus an additional daily use at every 4th level thereafter.


Detect Incarnum: Detect soulmelds and essentia within 60 ft.
Soul Boon: Grant 1 point of essentia per three caster levels to subject.
Wall of Incarnum: Creates wall of incarnum that deals essentia or Wis damage to those attempting to pass through.
Essentia Lock: Target can’t reallocate essentia.
Incarnum Weapon: Weapon shaped of incarnum attacks foe.
Incarnum Vigor: Subject gains fast healing; his healing spells cure extra damage.
Incarnum Bladestorm: Storm of blades deals Wisdom damage to living creatures within.
Incarnum Apotheosis: Target’s incarnum receptacles are treated as if invested with maximum essentia; target is immune to effects that reduce his essentia pool or unshape his soulmelds.
Soulmeld Disjunction: One or more of target’s soulmelds are destroyed.


Incarnum Variant Channeling:

Heal: Each creature gains temporary essentia equal to your channel dice for 1 minute.
Harm: Each creature takes essentia damage equal to your channel dice. If a creature affected by this ability does not have an essentia pool, they instead take Wisdom damage equal to 1/2 your channel dice. Either damage can be halved with a Will save (DC 10+1/2 class level+Wis).

Milo v3
2013-09-22, 07:51 PM
Could you add in a feat so that Constructs can do Meldshaping? It's always bugged me that sentient constructs never get the option.

malonkey1
2013-09-22, 08:34 PM
Could you add in a feat so that Constructs can do Meldshaping? It's always bugged me that sentient constructs never get the option.

Hm. Sounds good. Maybe I'll change Unead Meldshaper to Unliving Meldshaper.

Milo v3
2013-09-22, 08:46 PM
Just wondering, has their been any change to the Totemist? From a glance I don't notice anything different.

Serin
2013-09-23, 12:11 AM
Cobalt Expertise [Combat][Incarnum]
You channel the agility and skill of ancient warriors.
Prerequisites: Combat Expertise, Con 13, Int 13
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. You gain a bonus to CMB, CMD, and feint attempts equal to the essentia invested. You also get 1 essentia.


Did you leave out the AC bonus from Cobalt expertise on purpose? Just curious.
The original rules had an insight bonus to AC that went with this feat.

*Edited because Im not sure if MoI is OGL or not.*

malonkey1
2013-09-23, 07:08 AM
Cobalt Expertise [Combat][Incarnum]
You channel the agility and skill of ancient warriors.
Prerequisites: Combat Expertise, Con 13, Int 13
Benefit: Once per day, you may invest essentia in this feat, which remains invest for 24 hours and cannot be voluntarily divested. You gain a bonus to CMB, CMD, and feint attempts equal to the essentia invested. You also get 1 essentia.


Did you leave out the AC bonus from Cobalt expertise on purpose? Just curious.
The original rules had an insight bonus to AC that went with this feat.

*Edited because Im not sure if MoI is OGL or not.*

Ah, yes, that is a typo. My bad.

Draken
2013-09-23, 11:01 AM
Haven't finished reading yet, but there are two glaring issues with the Incarnate's Radiance.

1. The paragraph starts by saying that activating radiance is a move action and finishes by stating that doing so is a standard action.

2. The duration is worded strangely, giving the impression that it has a limit of daily use (similar to Boots of Haste), rather than the good old limit of daily uses.

Also, Perfect Meldshaper isn't listed in the Incarnate's table.

malonkey1
2013-09-23, 11:47 AM
Haven't finished reading yet, but there are two glaring issues with the Incarnate's Radiance.

1. The paragraph starts by saying that activating radiance is a move action and finishes by stating that doing so is a standard action.

Welp, that's why it's good to have people look at this stuff. Thanks.


2. The duration is worded strangely, giving the impression that it has a limit of daily use (similar to Boots of Haste), rather than the good old limit of daily uses.

This was intentional. I felt like having it be more like a Barbarian's rage for duration seems like a good idea. Is that a bad idea?


Also, Perfect Meldshaper isn't listed in the Incarnate's table.

Again, I welcome the proofreading. Like my favorite acronym, AFB: Always Get Proofreaders.

Draken
2013-09-23, 02:51 PM
Welp, that's why it's good to have people look at this stuff. Thanks.



This was intentional. I felt like having it be more like a Barbarian's rage for duration seems like a good idea. Is that a bad idea?

It is a wording issue. Like I said, it gave me the impression that you had a set amount of rounds per day you could use the ability for. As opposed to setting the duration of each use.


Again, I welcome the proofreading. Like my favorite acronym, AFB: Always Get Proofreaders.

I am just going to save this one. :smalltongue:

AFB: Always From Books.
AGP: Always Get Proofreaders.

Edit: Oh, wait. That is a joke. Derp.

Amnoriath
2013-09-23, 11:23 PM
I'm sorry but the soulmelds and binds are not up to date for Pathfinder. No fighting type of character is going to forsake their big enchanted armor for adjacent concealment, enhancement bonus to speed, small flight...etc, a couple of immunities. There is no turn undead and Lay on Hands doesn't work like that. Also the Soulborn needs to be toned down you give this guy the pick of whatever soulmeld he wants plus all of the binds and charisma fueled this guy could easily afford more essentia and soulmelds due to the bonus feats on top of Pathfinder Smite but with 2 more alignments to be subjected. A lot of dead levels on the Incarnate. Finally, why is the Totemist stuck being it's exact 3.5 self?

Ilorin Lorati
2013-09-24, 12:54 AM
Pathfinder design decisions also took steps to remove MADness from classes, which you didn't do anything about, as you still have classes based on both Con (for number of soulmelds) and Wis (for save DCs) or Charisma (for Soulborn abilities).


It's one thing to have a secondary stat that isn't actually all that important (see Cha for clerics), and I suppose it's acceptable for incarnate (but not optimal), the other two classes are going to need at least three high stats to be effective as they're both designed to be up in melee.

malonkey1
2013-09-24, 07:54 AM
Pathfinder design decisions also took steps to remove MADness from classes, which you didn't do anything about, as you still have classes based on both Con (for number of soulmelds) and Wis (for save DCs) or Charisma (for Soulborn abilities).


It's one thing to have a secondary stat that isn't actually all that important (see Cha for clerics), and I suppose it's acceptable for incarnate (but not optimal), the other two classes are going to need at least three high stats to be effective as they're both designed to be up in melee.

You're right on most of that, but I didn't feel like it would be possible to make the Soulborn SAD. It's based off the Paladin Chassis, which requires just as many ability scores to work (Con, Str [or Dex for ranged] and Cha) as the Soulborn. Amusingly, the Soulborn needs the exact same ability scores. If you have any way to fix it, I'd welcome it, but right now I'm stumped.


I'm sorry but the soulmelds and binds are not up to date for Pathfinder. No fighting type of character is going to forsake their big enchanted armor for adjacent concealment, enhancement bonus to speed, small flight...etc, a couple of immunities. There is no turn undead and Lay on Hands doesn't work like that. Also the Soulborn needs to be toned down you give this guy the pick of whatever soulmeld he wants plus all of the binds and charisma fueled this guy could easily afford more essentia and soulmelds due to the bonus feats on top of Pathfinder Smite but with 2 more alignments to be subjected. A lot of dead levels on the Incarnate. Finally, why is the Totemist stuck being it's exact 3.5 self?

Yeah, I'm transcribing the Soulmelds first, then changing them. Easier workload for me. Besides, when I looked at the totemist, and looked at what people were saying about it, I wasn't sure it needed much. Again, I've got no problems with suggestions, but I wanted to take it cautiously since it didn't have need for a radical improvement like the Soulborn (or to a much lesser extent, the Incarnate). It was arguably the best class of that book.

Ilorin Lorati
2013-09-24, 02:46 PM
You're right on most of that, but I didn't feel like it would be possible to make the Soulborn SAD. It's based off the Paladin Chassis, which requires just as many ability scores to work (Con, Str [or Dex for ranged] and Cha) as the Soulborn. Amusingly, the Soulborn needs the exact same ability scores. If you have any way to fix it, I'd welcome it, but right now I'm stumped.

Well, there's a difference between not being MAD and being SAD, and both of them are bad in their own ways in many cases.

Paladin needs 2-3 different stats, yeah, but they don't need them all that high. Soulborn needs the same stats as Paladin in terms of their priority and relative power, and then has a minimum Con of 16, something that only tank paladins needed before.

You can't move the other abilities over to Con for balance concerns, and moving them from Con would harm the subsystem's flavor. My recommendation would be to either reduce the Con requirement (This could be as simple as reducing the "10" to "8" for Soulborn) or reduce the reliance on Str or Dex somehow (which is dangerous to do from a balance perspective).

malonkey1
2013-09-24, 02:48 PM
You make a good point. Perhaps I will do that.

Amnoriath
2013-09-24, 03:08 PM
Yeah, I'm transcribing the Soulmelds first, then changing them. Easier workload for me. Besides, when I looked at the totemist, and looked at what people were saying about it, I wasn't sure it needed much. Again, I've got no problems with suggestions, but I wanted to take it cautiously since it didn't have need for a radical improvement like the Soulborn (or to a much lesser extent, the Incarnate). It was arguably the best class of that book.
The Totemist is only good because of the Totem chakra. It is a chakra that doesn't take up an item slot and it came really early, often adding sets of natural attacks per bind. The problem though is a Totemist's power is really based off binds more than the Incarnate which often have soulmelds with better base and essentia investing abilities. As such it really stopped in growth at about level 11 and when they get the Double Chakra feat. It really became everyone's favorite dip to get a lot of attacks without feat investment.
What I really don't like here is that you massively updated the Soulborn and no one else for Pathfinder. As of now the other two are incredibly feat starved having to tax themselves to consolidate chakras or act in tandem with an item. Personally, I would meldshaping a special skill so that you can make soulmelds and binds work with items and such without so many feats. Skill-monkeying is actually quite the specialty of incarnum characters so it isn't much of a tax at all to make a new skill. Also Pathfinder introduced customizable class options(talents, rage powers,..etc) again you sort of gave it to the Soulborn but not really to the others. I also really hate that you slotted the soul chakra, both the heart and soul chakras in the book were mum to it and seeing as they were high level binds in which only the dedicated Incarnum characters could get no one had a problem with. This though makes them explicitly worse when the binds were often described as too little too late because they were almost always self-defensive.

Ilorin Lorati
2013-09-24, 03:11 PM
Thinking about it, I'm not sure if that would be the best option, as it breaks the whole "10 + stat" minimum that casters have had in d20 forever. So, I'm thinking of some different alternatives that don't break the whole caster parallel.

Pretty much everything I can think of would be a +2 to something based on Con, depending on how much extra power you're willing to give them, all at mid levels:


+2 to Constitution
+2 to Con for the purpose of any Soulmeld-based ability (DC, numbers bindable, etc)
+2 to Con for the purpose of how many Soulmelds could be done.


I'd give these at mid levels, around or just before the fourth meld.

malonkey1
2013-09-24, 04:44 PM
The Totemist is only good because of the Totem chakra. It is a chakra that doesn't take up an item slot and it came really early, often adding sets of natural attacks per bind. The problem though is a Totemist's power is really based off binds more than the Incarnate which often have soulmelds with better base and essentia investing abilities. As such it really stopped in growth at about level 11 and when they get the Double Chakra feat. It really became everyone's favorite dip to get a lot of attacks without feat investment.
What I really don't like here is that you massively updated the Soulborn and no one else for Pathfinder. As of now the other two are incredibly feat starved having to tax themselves to consolidate chakras or act in tandem with an item. Personally, I would meldshaping a special skill so that you can make soulmelds and binds work with items and such without so many feats. Skill-monkeying is actually quite the specialty of incarnum characters so it isn't much of a tax at all to make a new skill. Also Pathfinder introduced customizable class options(talents, rage powers,..etc) again you sort of gave it to the Soulborn but not really to the others. I also really hate that you slotted the soul chakra, both the heart and soul chakras in the book were mum to it and seeing as they were high level binds in which only the dedicated Incarnum characters could get no one had a problem with. This though makes them explicitly worse when the binds were often described as too little too late because they were almost always self-defensive.

You make some good points. I'll have to think of some more things for Incarnates and Totemists. Perhaps give Totemists something the the 3.5 Binder's Pact Augmentations... I'm not sure what a Meldshaping skill would really even do though. I mean, identifying them would already fall under Spellcraft, and most checks with them are based off of Meldshaper level. I mean, the system as it was really had no need for a devoted skill like Truenaming or ToB (and I don't really think ToB needed it).


Thinking about it, I'm not sure if that would be the best option, as it breaks the whole "10 + stat" minimum that casters have had in d20 forever. So, I'm thinking of some different alternatives that don't break the whole caster parallel.

Pretty much everything I can think of would be a +2 to something based on Con, depending on how much extra power you're willing to give them, all at mid levels:


+2 to Constitution
+2 to Con for the purpose of any Soulmeld-based ability (DC, numbers bindable, etc)
+2 to Con for the purpose of how many Soulmelds could be done.


I'd give these at mid levels, around or just before the fourth meld.

Seems like a good idea, holds the 10+x formula but allows characters without stellar Con to get the full use of their melds.

Ilorin Lorati
2013-09-24, 05:16 PM
You make some good points. I'll have to think of some more things for Incarnates and Totemists. Perhaps give Totemists something the the 3.5 Binder's Pact Augmentations... I'm not sure what a Meldshaping skill would really even do though. I mean, identifying them would already fall under Spellcraft, and most checks with them are based off of Meldshaper level. I mean, the system as it was really had no need for a devoted skill like Truenaming or ToB (and I don't really think ToB needed it).

Martial Lore was basically just spellcraft. Remember that Paizo has taken steps to reduce the number of "required" skills that each class has (read: concentration), as well, so adding a new "required" skill would be against PF design decisions.

Amnoriath
2013-09-24, 07:59 PM
You make some good points. I'll have to think of some more things for Incarnates and Totemists. Perhaps give Totemists something the the 3.5 Binder's Pact Augmentations... I'm not sure what a Meldshaping skill would really even do though. I mean, identifying them would already fall under Spellcraft, and most checks with them are based off of Meldshaper level. I mean, the system as it was really had no need for a devoted skill like Truenaming or ToB (and I don't really think ToB needed it).

1. I wouldn't say to do something exactly like that. Than you are just tying another benefit that follows the same growth curve. I would say that throughout your totemist career you can assign both contingent affects to soulmelds bound and more flexibility with the totem chakra. A couple obvious ones is allow an size increase in damage for natural attacks that come from totem chakras and another a save DC increase to any affect from a soulmeld that is bound to a totem chakra.
2. I didn't imply anything like that. I wouldn't make another skill just to identify soulmelds, but it would be a part of it. No, the main function of this skill is to "custom" shape and bind your soulmelds. In the Magic of Incarnum there is of course the closing off of item slots and an understated rule that soulmelds can't take the "floating" slots of other soulmelds(ie you can't both have a kraken mantle and a shadow mantle formed at the same time because they both float around your shoulders). The idea is that you can have a check to suppress a bind effect in trade to allow an item to function and have another to instead have kraken "gauntlets" instead of a mantle but they would still take the same chakra bind(otherwise you get totem chakra spamming).

malonkey1
2013-09-24, 08:32 PM
1. I wouldn't say to do something exactly like that. Than you are just tying another benefit that follows the same growth curve. I would say that throughout your totemist career you can assign both contingent affects to soulmelds bound and more flexibility with the totem chakra. A couple obvious ones is allow an size increase in damage for natural attacks that come from totem chakras and another a save DC increase to any affect from a soulmeld that is bound to a totem chakra.

Okay, I see what you're saying, I think. Like, different "modes" for the chakra?


2. I didn't imply anything like that. I wouldn't make another skill just to identify soulmelds, but it would be a part of it. No, the main function of this skill is to "custom" shape and bind your soulmelds. In the Magic of Incarnum there is of course the closing off of item slots and an understated rule that soulmelds can't take the "floating" slots of other soulmelds(ie you can't both have a kraken mantle and a shadow mantle formed at the same time because they both float around your shoulders). The idea is that you can have a check to suppress a bind effect in trade to allow an item to function and have another to instead have kraken "gauntlets" instead of a mantle but they would still take the same chakra bind(otherwise you get totem chakra spamming).

That seems like an interesting idea. I'd really just make that a Spellcraft check, though.

Amnoriath
2013-09-24, 09:34 PM
That seems like an interesting idea. I'd really just make that a Spellcraft check, though.

Why give spellcasters an entire ability set designed for multiple melds and binds for a one level dip?
You could say they are like modes but I would just say they are buffs to the current soulmeld effects that take up a totem chakra.

malonkey1
2013-09-24, 09:42 PM
Well, but I don't want to add a new skill. Besides, while it may be hand if a caster throws out enough feats to really want to be able to move his melds around, I don't think it'd be a meaningful boost for them, seeing as they'd need to spend multiple feats on Shape Soulmeld just to make it worthwhile. I mean, by that logic, we shouldn't allow spellcasters to use Use Magic Device since it makes their spellcasting options wider.

Amnoriath
2013-09-24, 09:54 PM
Well, but I don't want to add a new skill. Besides, while it may be hand if a caster throws out enough feats to really want to be able to move his melds around, I don't think it'd be a meaningful boost for them, seeing as they'd need to spend multiple feats on Shape Soulmeld just to make it worthwhile. I mean, by that logic, we shouldn't allow spellcasters to use Use Magic Device since it makes their spellcasting options wider.

Incarnum characters unlike any caster, invoker, martial initiator..etc knows all of their soulmelds at level one. Both the Incarnate and totemist give 2 soulmelds at level 1 and you have the open chakra line of spells. They can cast 3 of these spells at level 9 effectively giving themselves 3 binds. They can cast another one 1 at level 15 assuming he hasn't taken any feats which usually isn't a problem for a caster.
A caster doesn't need UMD unless he doesn't know the spell. Spellcraft is a mandatory skill for the Wizard and a wise one to have for the Sorcerer. At least with UMD they still have to spend points in it.

malonkey1
2013-09-24, 10:53 PM
True, but the point stands that casters don't get a really large benefit out of it without a significant benefit. The casters would have to make a pretty huge and specific feat investment for them to really need to shift a lot of melds around. Really, the amount of investment required for a caster to be able to abuse that use of Spellcraft goes well beyond practicality. Having it gated behind a new skill instead of using an existing skill runs counter to Pathfinder design methodology (they consolidated Balance, Jump, and Tumble into Acrobatics; Forgery, Decipher Script, and Speak Language got folded into Linguistics; etc.) Adding a new skill for a single, overly-specific task just doesn't fit.

Amnoriath
2013-09-24, 11:08 PM
True, but the point stands that casters don't get a really large benefit out of it without a significant benefit. The casters would have to make a pretty huge and specific feat investment for them to really need to shift a lot of melds around. Really, the amount of investment required for a caster to be able to abuse that use of Spellcraft goes well beyond practicality. Having it gated behind a new skill instead of using an existing skill runs counter to Pathfinder design methodology (they consolidated Balance, Jump, and Tumble into Acrobatics; Forgery, Decipher Script, and Speak Language got folded into Linguistics; etc.) Adding a new skill for a single, overly-specific task just doesn't fit.

No, they don't I just said they would know all the Totemist and Incarnate soulmelds for 2 class levels and be able to get 4 soulmelds and 3 binds with 1 spell known. I also just said that casters will have Spellcraft maxed or at least well invested in. They wouldn't need to invest in anything else. Are they as good in Incarnum as those two of comparable level, no, but neither is any skill-monkey with maxed UMD who has to pay skills and gold for their "magic". In general you should avoid throwing bones to the tier 1-2's.
It is only as specific as you want it to be. I just gave 3 uses for it that would be very helpful for any Incarnum character that can be used to greatly increase its versatility of options. I wouldn't call that too specific especially when Swim still exists.

Serin
2013-09-25, 07:51 PM
Can you clarify a something for me please? I was reading how you have melds working for soulborn and I think I am misinterpreting something.

Some quotes:

Soulmeld: A semi-real magical object formed of Incarnum and placed on the body, which provides a magical effect. Creating a soulmeld is called "shaping" the soulmeld. Soulmelds may be "bound", intensifying their effect but locking out magic items on the same body slot, and can have Essentia "invested" in them to improve them. Soulmelds remain shaped until you unshape them, which can be done at will. If you wish to shape a new one, however, you must spend an hour meditating after resting for 8 hours (except in certain special circumstances.) A soulmeld is a supernatural ability, and can not be dispelled like a spell would (although it can be suppressed). Classes with a list of soulmelds don't need to learn them, and can simply shape any melds on their list.


Meldshaping (Su): A Soulborn shapes Soulmelds much like Incarnates, although she receives less melds and binds per day. She uses melds from the Soulborn List (although she learns others, see below). Melds possessing an alignment descriptor opposing any component of her alignment cannot be shaped by her. The Save DCs of Soulborn Soulmelds are 10+2*invested essentia+Cha Modifier. A Soulborn's limit of Soulmelds that can be shaped at once is based off the better of Charisma or Constitution. (so, a Soulborn with Con 12 and Cha 14 could shape up to 6 melds instead of 4) It should be noted that, as opposed to in 3.5, a Soulborn's Meldshaper Level is equal to her class level (plus adjustments as appropriate).

Emphasis mine.

Question 1 -
At what level are you placing this hypothetical soulborn that has 6 melds, based on your table it looks like 6 melds in the maximum soulborns can ever get.

Question 2 -
How do the sections in bold in my two quotes interact? It seems to me that since you did not specify that soulborn get either the number in the table, or their con/cha - 10*, that a soulborn with sufficient stats would have all slots filled with soulmelds at level one. Because they dont have to learn them, they automatically know all of them on their list, and their maximum is only limited by stats. It sort of makes listing soulmelds available in the table pointless because the rules ignore that number when calculating the maximum.

Am I reading this right or did I miss something?

(* or whatever the formula is, I dont remember it off the top of my head)

Milo v3
2013-09-25, 08:05 PM
Some quotes:


I don't think those two quotes interact. The first is saying you know all the Soul Melds on your class list, while the other is talking about how many you can have melded.

It's like how Clerics know all the spells on their spell list, but only have a limited number of spells they can prepare.

malonkey1
2013-09-25, 08:37 PM
I don't think those two quotes interact. The first is saying you know all the Soul Melds on your class list, while the other is talking about how many you can have melded.

It's like how Clerics know all the spells on their spell list, but only have a limited number of spells they can prepare.

Exactly. The "Melds" column refers to how many you can have shaped at a time. The soulborn soulmeld bit was just a half-baked goof-up on my part that I should probably remove.

EDIT:


I assumed that is how it was supposed to work, but the way it was written seemed to imply differently. So I thought id ask and see if it should have been clarified.

Yeah, I'll probably reword it.

Serin
2013-09-25, 09:02 PM
I assumed that is how it was supposed to work, but the way it was written seemed to imply differently. So I thought id ask and see if it should have been clarified.

The Tygre
2013-09-25, 09:37 PM
It's... beautiful. e_e

malonkey1
2013-09-25, 10:55 PM
It's... beautiful. e_e

...Not sure if sarcastic.

malonkey1
2013-09-26, 09:56 AM
Yep. Definitely gonna have to put the monsters and PrCs in another thread. I should have reserved more posts. Mea culpa.

EDIT: Link is here. (http://www.giantitp.com/forums/showthread.php?t=305947)

malonkey1
2013-10-29, 11:37 AM
Alright, I think I've finished most of the main work in this thread and in the other one right here. I'm making this link intentionally long so it's highly visible. (http://www.giantitp.com/forums/showthread.php?t=305947) Looking for anybody that wants to look (some of) it over.

Ilorin Lorati
2013-10-30, 10:21 PM
Alright, I'm going to look through these to see if I can find anything more that I would consider problematic (subjectively, of course), and provide possible fixes if you agree.

In Essentia Damage, I'd really avoid deducting something at random, it adds addec complexity and can be a real hassle when you're dealing with something that isn't always a number that can be easily put into dice form (in this case, the number of soulmelds and other receptacles.

With how fast essentia can be reassigned, I'd just say to let the player choose where to take essentia from as the damage occurs. It would be a pretty simple QoL change and wouldn't really change game balance any.


In Soulmeld and all the class descriptions, you state that you can have Con - 10 and the amount listed in the class table.

In both Soulmeld and Meldshaper, you state that soulmelds are supernatural abilities.

Both of these are simple Redundancy.


This is something I wouldn't really consider an issue as is, but what do you think about giving 1/2 of the other meldshaping class levels to any given class's meldshaper level? The few multiclassing options that exist are already really punished because of needing to take Double Chakra several times over to really get any sort of use out of it, granting what's effectively 1/2 CL would go a long way towards the few times someone would seek to do that.

Since detect opposition is mimicing the paladin class feature more or less, perhaps give it the upgraded action economy that paladins got in PF?

Incarnate Powers doesn't need (Ex or Su), since that's already covered under the choices themselves.

"Secondary choice" class features (Such as rogue talents or Incarnte Powers) are usually italicized.

This is just to make it easier to see what's a primary feature and a secondary feature. Since you have them spoilered, it's not so much of an issue.


You describe Incarnate Powers (which require Radiance) before Radiance itself, possibly leading to confusion.

Healing scales unevenly and seems like it'd be pretty weak going into late game.

Maybe make it 1 + 1/6 class level (rounded down, no minimum)? This would give it a mite more power and clean up it not getting any more powerful from 1 - 11.


Very few of the other powers, especially low level ones give numerical bonuses that don't scale at all, and may end up seeming really weak moving into late levels.

Dead levels at 6 and 11 for Incarnate

You probably know this, though.


Soulborn has no way of knowing if his smite would work before he uses it.

Giving him detect opposition like Incarnate would fix this pretty handily.


Soulborn meldshaping is way far down in the list.

There really is no reason to note that meldshaper level for Soulborn changed from, 3.5. A lot has changed, after all.

Feats mostly seem like they'd fit right in with MoI in PF, so that's cool.

Necrocarnum Acolyte seems... silly. "I'm going to be evil, but not evil." I think I'm missing something, though.


Soulmelds seem to have a lot of typesetting errors:

Too many to specifically list, but look through for ones that list both Incarnate and Soulborn (or the ones that don't), and the ones whose titles aren't bolded.



Incarnum Domain
Neither ability says when you get it, and the active ability doesn't have a number of uses per day.


I can't see anything else, but a while chunk of content is entirely new and is thus hard to get a grasp on for me. Time to move onto your other thread!

Coidzor
2013-10-31, 01:30 AM
Pretty neat, I'll definitely be giving this a look-over tomorrow, since I caught this on my way to bed.

One thing that comes to mind is how Undead Meldshaper doesn't effect things like Incarnum Feats which mostly become nonfunctional due to Constitution prerequisites, this actually came up in a conversation in the d20 subforum today, so that problematic area might be something you address here.

Definitely gonna look over what you did with the Soulborn. :smallbiggrin:

malonkey1
2013-10-31, 08:02 AM
Alright, thanks guys. I'll look at all that stuff.

Ilorin Lorati
2013-10-31, 03:34 PM
I'm back again, with more stuff.

I see you added my 1/2 MSL suggestion, and even went a bit further than I was suggesting. I like the effect, but with a bit of time to thin about it, there is a potential compatibility / RAW issue: Partial progression PrCs.

I'd make sure to note that Meldshaper PrCs don't count for this rule (Just their meldshaper levels do), so for example, a 10 Soulborn / 5 Incarnum Blade / 5 Totemist has a MSL of 14 (12 [10 soulborn, 2 IB] + 2 Totemist) on Soulborn melds and a MSL of 11 (5 Totemist + 6 [5 Soulborn + 1 IB]) on Totemist melds. Otherwise, your math goes weird:

"Well, I have 3 non-meldshaper levels from Incarnum Blade, and 5 levels in Totemist, so 8 non-Soulborn levels, so... 10 Soulborn + 2 IB + 4 non-soulborn so... 16?" Or do these count separately, so I only get 1 from IB and 2 from Totemist, for 15?"

Doesn't seem like something anyone would want to deal with, personally.

I'd also note that these non MSL levels only count for the power of your meld abilities, and not for anything else (like number of melds, essentia, and binds)

You should also decide how essentia is managed between multiple classes, and explicitly state it. I'd assume the intent is that they share it, similar to how multiclassing manifesters works.

The Magus Arcana mentions "Arcane Points", but the specific wording for the mechanic should be "points from his arcane pool"

malonkey1
2013-10-31, 10:31 PM
I'm back again, with more stuff.

I see you added my 1/2 MSL suggestion, and even went a bit further than I was suggesting. I like the effect, but with a bit of time to thin about it, there is a potential compatibility / RAW issue: Partial progression PrCs.

I'd make sure to note that Meldshaper PrCs don't count for this rule (Just their meldshaper levels do), so for example, a 10 Soulborn / 5 Incarnum Blade / 5 Totemist has a MSL of 14 (12 [10 soulborn, 2 IB] + 2 Totemist) on Soulborn melds and a MSL of 11 (5 Totemist + 6 [5 Soulborn + 1 IB]) on Totemist melds. Otherwise, your math goes weird:

"Well, I have 3 non-meldshaper levels from Incarnum Blade, and 5 levels in Totemist, so 8 non-Soulborn levels, so... 10 Soulborn + 2 IB + 4 non-soulborn so... 16?" Or do these count separately, so I only get 1 from IB and 2 from Totemist, for 15?"

Doesn't seem like something anyone would want to deal with, personally.

I'd also note that these non MSL levels only count for the power of your meld abilities, and not for anything else (like number of melds, essentia, and binds)

You should also decide how essentia is managed between multiple classes, and explicitly state it. I'd assume the intent is that they share it, similar to how multiclassing manifesters works.

The Magus Arcana mentions "Arcane Points", but the specific wording for the mechanic should be "points from his arcane pool"

Thank you, I will clear that up some more.

malonkey1
2014-01-22, 12:15 AM
Well, mostly minor changes here, namely trying to buff up the Bind effect. Meanwhile, at the hall of Post 1, I have amended the rules for Binding melds so they no longer lock out item slots. I will work on updating items (etc.) later today to fit with this new rule. Hopefully, not locking out items and improving some of the binds should help improve the classes' playability.