PDA

View Full Version : Paizocarnum Part II: Meldshape Harder



malonkey1
2013-09-27, 03:53 PM
Paizocarnum Part II: Meldshape Harder
Hello, and welcome to the second half of my update of Incarnum to the Pathfinder system. I'm making this thread because I foolishly thought I could fit the whole thing in 5 posts. For those who missed the first half of this update, it can be found here (http://www.giantitp.com/forums/showthread.php?t=304799)

Prestige Classes:
The Prestige classes from Magic of Incarnum were pretty hit-and-miss, mostly miss. I intend to fix that. Each class that advances meldshaper level advances only meldshaper levels in a single class at each level (you may choose which at each level if you possess more than one), but also provides its own Essentia pool, soulmelds shaped, and chakra binds, which you use as normal. If you are a non-meldshaper that uses soulmelds via Shape Soulmeld, you add your meldshaper levels from these prestige classes to 1/2 your non-meldshaper levels to determine meldshaper levels for them, and each time you gain an additional Soulmeld shaped, you learn a new Soulmeld as if by the Shape Soulmeld feat.

Incandescent Champion
This class is widely considered a trap, and while that was true, there were some cool abilities in there that could have been great had they been edited better.

Incandescent Champions are warriors of light who seek to become one with Incarnum.
Requirements:

Any Good Alignment
BAB +6
1 Essentia


GRI:
HD: d10
Skill Points/Level: 2+Int
Class Skills: Craft, Heal, Intimidate, Knowledge[Arcana, Religion, Planes], Profession and Ride

Table: The Incandescent Champion

LevelBABFortRefWillSpecialMeldshaper LevelMeldsEssentiaBinds
1+1+1+0+1Incandescent Strike, Channel Incarnum +1d6+1 level+0+0+0
2+2+1+1+1Fast Healing (Self)+1 level+1+1+1
3+3+2+1+2Unbearable Countenance+1 level+1+1+1
4+4+2+1+2Incarnum Overload (3/day), Channel Incarnum 2d6+1 level+1+2+1
5+5+3+2+3Incandescent Ray+1 level+1+3+1
6+6+3+2+3Radiant Flare+1 level+2+4+2
7+7+4+2+4Incarnum Overload (4/day), Channel Incarnum 3d6+1 level+2+5+2
8+8+4+3+4Incandescent Aura+1 level+2+6+2
9+9+5+3+5Fast Healing (Allies)+1 level+3+7+3
10+10+5+3+5Incandescent Transcendence, Incarnum Overload (5/day), Channel Incarnum 4d6+1 level+3+9+3

Proficiencies: You gain no new proficiencies.
Meldshaping: At each level, your Meldshaper level in a meldshaping class advances. If you have no levels in Meldshaper classes, you learn a new Soulmeld from the Soulborn list at each level.
Incandescent Strike (Su): You can fill your hands with Incarnum, causing your attacks to deal extra damage. So long as you have essentia invested in this ability, your weapon attacks deal +E extra damage. Your hands glow and dispel darkness spells as a light spell of a level equal to the invested essentia while you have essentia invested in this ability, at the beggining of your turn.
Channel Incarnum (Su): You can channel energy similarly to a good cleric a number of times per day equal to 3+your Charisma Modifier. Additionally, in place of your normal channeling, you can choose to instead channel Incarnum energy into your allies, granting them temporary essentia equal to the number of channel dice you have for a number of rounds equal to your Charisma Bonus (minimum 1 round)
Fast Healing (Su): At level 2, your link to Incarnum allows you to quickly heal wounds. So long as you have essentia invested in this ability, you have fast healing equal to the essentia invested. At level 9, you can apply this fast healing to adjacent allies for a total number of rounds equal to your class level. Sharing this fast healing is a move action to start, but requires no action to maintain and can be ended as a free action.
Unbearable Countenance (Su): At level 3, your bond with the good souls of the world gives you an aura of overwhelming awe, that terrifies evildoers and bolsters the righteous. You can invest Essentia into this ability. You gain the Frightful Presence ability, which is only effective against evil creature, with a save DC of 10+your class level+E+your Cha bonus, a range of 10+5E feet, and a duration of 1+E rounds. Good creatures within range of your Unbearable Countenance instead receive a +1/2E morale bonus to saves vs. fear and enchantment(compulsion) effects.
Incarnum Overload (Ex): At level 4, you gain the power to overload your Essentia receptacles, allowing you to invest more into them. 3 times per day, you can take a free action to increase the essentia capacity of any one soulmeld, feat or ability by your Charisma bonus (minimum +1) for a number of rounds equal to your Charisma bonus (minimum 1 round). At levels 7 and 10, you gain an additional daily use of this ability.
Incandescent Ray (Su): At level 5, you gain the power to fire a beam of pure Incarnum at will as a standard action. This ray deals 3d8+Ed8 damage. A number of times per day equal to your Charisma bonus, you can choose to channel this into a melee attack, inflicting the damage into the next creature you hit with a melee attack. If you miss, the charge stays in the weapon until you hit, or until you rest 8 hours.
Radiant Flare (Su): At level 6, you create a flash of light when you strike true. Each time you land a killing blow or critical hit (including coups de grace) against an evil creature, you receive temporary essentia equal to your Charisma bonus for a number of rounds equal to your class level, which you may immediately invest as a free action.
Incandescent Aura: You exude an aura of Incarnum-charged that is dangerous to nearby enemies. Any enemies within 10 feet of you take Ed6 damage at the start of your turn (Will half, DC 10+2E+Cha Bonus)
Incandescent Transcendence: At level 10, you are no mere mortal. You become a vessel of Incarnum, making you an outsider with the native and good subtypes. All weapons you wield are treated as good-aligned. Once per day, you can shed your mortal body briefly, becoming an incorporeal creature with a fly speed of 60 feet and perfect maneuverability. (you can still take any normal actions in this form, unlike in the 3.5 version). This effect lasts for a number of rounds equal to your Charisma bonus (minimum 1) or until you end the effect. Additionally, if you are killed while corporeal, you enter this form for 24 hours. Your body can be resurrected in this period, allowing you to return to your body without penalty. If you are not resurrected in this time, you pass on as normal.



Incarnum Blade
Often considered "meh", it was really form over function. It was not really a meldshaping class, but a class that superficially resembled one, but didn't actually Incarnum.

Incarnum Blades are usually non-meldshapers that have learned the basics of Incarnum, using it to form a single, special, and highly adaptable soulmeld called the Blademeld.
Requirements:

Any alignment except True Neutral
BAB +5
Knowledge[Arcana] 2


GRI:
Hit Die: d10
Class Skills: Acrobatics, Climb, Craft, Intimidate, Knowledge[Arcana] and Swim
Skill Points per Level: 2+Int

Table: The Incarnum Blade

LevelBABFortRefWillSpecialMeldshaper LevelMeldsEssentiaBinds
1+1+1+0+0Shape blademeld, bind blademeld(crown, feet, hands, Blade), Chakra Bind (Crown, Feet, Hands), Incarnum Edge+1 Level+0+0+0
2+2+1+0+0bind blademeld(arms, brow, shoulders), Incarnum Edge+0+0+0
3+3+2+1+1bind blademeld(waist, throat), Rebind blademeld, Incarnum Edge+1 Level+1+1+1
4+4+2+1+1bind blademeld(heart), Incarnum Edge+1+1+1
5+5+3+1+1bind blademeld(soul), Blademeld Double Bind, Chakra Bind(Arms), Incarnum Edge+1 Level+1+2+1

Proficiencies: You gain no new proficiencies.
Meldshaping: At every odd level, your meldshaper level in a class increases, and if you do not have levels in a meldshaping class, you learn a new Soulmeld as per Shape Soulmeld.
Blademeld (Su): As an Incarnum Blade, you gain the ability to shape a unique soulmeld called the Blademeld. You can not learn the Blademeld any way other than taking a level in this class. When you shape this meld, it takes the form of a rich blue sheen on the weapon you wield, be it a bow, a blade, or a bite. This meldis not technically shaped to a chakra, and is instead shaped to your weapon (A "Blade Chakra"), and while so shaped, your weapon is considered magical, its hardness increases by 5+E, its HP increases by 5+E per Incarnum Blade level, you receive a bonus to all saving throws equal to your Incarnum Blade level, and you gain a +E insight bonus to damage rolls with attacks with that weapon. Dropping the weapon doesn't unshape the meld, and you and the weapon maintain the benefits until the meld is unshaped.
Blade Chakra (Su) At level 1, you gain access to the "Blade Chakra," which is simply a way of saying that you can shape soulmelds into your weapons. This chakra can hold any soulmeld you have access to, including your Blademeld, offering any bind effect you have access to (so if you can only bind to your Arms and Brow chakra, you can only receive the benefits of your Arms or Brow Chakra benefits by binding to it). At level 5, you gain the ability to bind a soulmeld to the blade chakra and to another chakra (So, you could bind the mauling gauntlets to your Hands chakra and to the Blade Chakra, receiving the benefits of both the Hands and Arms binds).
Blademeld Chakra Binds (Su): At level 1, and each additional level, you may bind your blademeld to certain chakras (moving the soulmeld to that chakra from your weapon, although the weapon still maintains the normal benefits). This does not close the corresponding body slot, meaning you can still gain benefits from a belt of strength with the Blademeld bound to your Waist chakra. You can not use this class feature to bind other soulmelds or items to your chakra normally. (but see below). At level 1, you may bind the blademeld to your least chakra, but you gain access to more later. You do not need normal access to these chakra in order to bind the Blademeld, and can bind the Blademeld to any Chakra given for your class level on the above table, or to any chakra you have access to by other means (except the Totem Chakra).

Crown: You cannot be flanked. You gain a +4+(E/2) insight bonus to AC and to resist feint attempts.
Feet: You gain a +2+E insight bonus to initiative and can not be rendered flat-footed except by magic.
Hands: You gain a +1+E insight bonus on attack rolls.
Arms: Your critical threat range increases by E (not stacking with similar effects like keen weapon, max 15-20).
Brow: You roll twice for miss chance due to concealment and choose the better roll. You can modify your roll by 2E%.
Shoulders: You gain (25+5E)% foritifcation (not stacking with other fortification effects).
Throat: You gain a Frightful Presence, with a Will DC of 10+2E+your Cha bonus.
Waist: You gain a +10+E insight bonus to CMD.
Heart: You gain bonus HP equal to 2*(your HD+E). These are not lost first like temporary HP, and you could die if you unbound this chakra with low enough HP.
Soul: Your attacks with the weapon to which the blademeld is shaped become aligned as you are, and deals an extra 1d6+E damage to creatures with an alignment opposing your own.

Rebind Blademeld (Su) At level 3, you gain the ability to change the chakra(s) to which your blademeld is bound as a move action. You may do this a number of times per day equal to your Con Bonus+1 (minimum 1/day).
Chakra Binds (Su): At level 1, you gain the ability to bind soulmelds to your least chakra (crown, feet and hands), and at level 5, you gain the ability to bind to your arms chakra. This is in addition to your blademeld binds.
Meldshaping: If you have levels in a meldshaping class, you advance your meldshaping ability in one such class at each level. If you lack any levels in meldshaping class, you learn a new soulmelds from the Soulborn list at each odd level.
Incarnum Edge (Su): At each level, you gain a new power from your blademeld. You can only use (or gain the passive benefits of) Incarnum Edges while your Blademeld is shaped.


Azure Parry: You gain a +2 deflection bonus to AC, plus the amount of Essentia invested in your Blademeld.
Azure Slice: Your attacks with the weapon to which your Blademeld is shaped deal 1d4 bleed damage
Blue Flames: When you hit an enemy with the Blademeld weapon, the target must make a reflex save or be lit on fire.
Bluesteel Will: You can choose to roll twice and use the better roll for 1 Will save per day.
Incarnum Sunder: You receive a +5 bonus to sunder attempts and deal an extra +1d4 damage on sunder attacks with the Blademeld weapon. You can choose this ability multiple times, increasing the damage by 1 die.
Keen Meld: The critical hit multiplier of your Blademeld weapon increases by one (max x5)
Midnight Strike: You gain Sneak Attack +1d6. You can choose this ability multiple times, increasing the sneak attack by 1 die.
Midnight Mobility: You receive a +2 dodge bonus to AC. You can choose this ability multiple times, increasing the dodge bonus by +1.
Sapphire Hate: You gain a single Favored enemy.
Sapphire Wrestling: You gain a +4 bonus to CMD and CMB.




Ironsoul Forgemaster:
One of the few well-liked Incarnum prestige classes, the Ironmeld Forgemaster has a really neat theme, being an interesting type of crafter class. I decided to remove the alignment and racial restrictions, because I felt they were pretty unnecessary.

Ironsoul Forgemasters are individuals who have learned to infuse the magic of pure soulstuff into items, imbuing them with magic like a Wizard might.
Requirements:

Craft[Armorsmithing] and/or Craft[Weaponsmithing] 5
Knowledge[Arcana] 2
Able to shape soulmelds


GRI:
Hit Die: d10
Skill Points per Level: 4+Int
Class Skills: Craft, Diplomacy, Knowledge[Arcana, Religion],
Profession, Sense Motive and Spellcraft

Table: The Ironsoul Forgemaster

LevelBABFortRefWillSpecialMeldshapingMeldsEssentia Binds
1+1+0+0+0Shield Bond-+0+1+1
2+2+1+0+1Secrets of the Forge+1 meldshaper level+1+2+1
3+3+1+1+1Forge Lore+1 meldshaper level+1+3+1
4+4+2+1+2Chakra Bind (Arms)+1 meldshaper level+1+4+1
5+5+2+1+2Armor Bond+1 meldshaper level+2+5+2
6+6/+1+3+2+3Chakra Bind (Waist)+1 meldshaper level+2+6+2
7+7/+2+3+2+3Ironsoul Energy+1 meldshaper level+2+7+2
8+8/+3+4+2+4Chakra Bind (Shoulders)+1 meldshaper level+3+8+2
9+9/+4+4+3+4Weapon Bond+1 meldshaper level+3+9+3
10+10/+5+5+3+5Chakra Bind (Heart)+1 meldshaper level+3+16+3

Proficiencies: You gain no new proficiencies.
Meldshaping: At all levels except first, your meldshaping advances as if you had gained a level in a meldshaping class in which you have levels. If you do not have levels in a meldshaping class, you gain access to a new Soulmeld at each level after 1st, as per Shape Soulmeld.
Shield Bond (Su): Your shields are imbued with protective energy from the souls of mighty guardians. At level 1, when you wield a shield you have crafted, you can invest essentia in it, gaining 5E resistance to acid, cold, electricity, fire and sonic.
Secrets of the Forge (Ex): At level 2, an Ironsoul Forgemaster gains the ability to channel a measure of Incarnum power into the objects he crafts. You receive the Craft Magic Arms and Armor feat, regardless of whether you meet the prerequisites. You can also craft magic items with item creation feats as if you had a caster level equal to 2 times your class level, stacking with any appropriate caster levels. You must still meet any other requirements for crafting the item, meaning you may need others to help you.
Forge Lore (Ex): Your link with the great smiths of the past grants you aid when crafting arms and armor. At level 3, you receive an insight bonus to Craft[Armorsmithing] and Craft[Weaponsmithing] equal to your class level.
Chakra Binds: At level 4, and every even level thereafter, you gain access to a new chakra bind, if you did not have it already.
Armor Bond (Su): An experienced Forgemaster can infuse armor with the souls of bastions and defenders. At level 5, when you are wearing armor you have crafted, you can invest essentia in it, gaining DR E/-, which stacks with DR from the armor itself.
Ironsoul Energy (Su): Some Forgemasters are so skilled with their trade, they can obviate the need for spells. At level 7, you can invest essentia in this class feature once per day, which remains there for 24 hours and can not be divested voluntarily. While there is Essentia invested in this class feature, You can ignore a single prerequisite for a spell of a level equal to or lower than the amount of Essentia invested in this class feature. If the 24-hour time period elapses before you can finish crafting an item, the period extends by another 24 hour period, continuing until the item is completed.
Weapon Bond (Su): A masterful Forgemaster can infuse his weapons with the spirits of warriors long dead. At level 9, when you wield a weapon you crafted, you can invest essentia in it to gain a +2E insight bonus to damage rolls with the weapon. As long as you have essentia invested, attacks with that weapon daze living targets on a hit (Fort negates, DC 10+2E+Con).


Necrocarnate:
The Necrocarnate was at once an overpowered class and a lackluster one. The issue mostly arose from the fact that while their level 1 ability was indeed powerful when abused, it was less interesting after that. I've made it an Archetype of Incarnate. See the post marked "Archetypes".

Sapphire Hierarch
Sapphire Hierarchs are an alright class, but really not that great, seeing as some of their abilities, while flavorful, are a bit "meh."

Sapphire Hierarchs are divine justiciars of Incarnum who worship or at least venerate a sentient crystal of Incarnum known as the Sapphire Eidolon, and advance its edict of law over the world. (The Sapphire Eidolon is considered a deity with the Law and Strength domains). Sapphire Hierarchs use the Incarnum power of the Eidolon to lay siege to the forces of chaos and bring the rule of order to all.
Requirements:

Lawful Alignment
Able to shape at least three soulmelds at a time
Able to cast 2nd-level divine spells
Knowledge[Arcana] 4, Knowledge[Religion] 4
An Essentia pool of at least 3
Must have the Law Domain.


GRI:
Hit Die: d8
Skill Points/Level: 2+Int
Class Skills: Craft, Diplomacy, Knowledge[Arcana, Religion, Planes] Profession, Sense Motive and Spellcraft.

Table: The Sapphire Hierarch

LevelBABFortRefWillSpecialSpellcasting/Meldshaping
1+0+0+0+0Consultation 1/year, Smite Chaos 1/day+1 level of divine casting and meldshaping
2+1+0+0+1Favored of the Eidolon+1 level of divine casting and meldshaping
3+2+1+1+1DR 1/-, Incarnum Channeling +1d6, Chakra Binds (crown, feet, hands)+1 level of divine casting and meldshaping
4+3+1+1+2Consultation 2/year, Smite Chaos 2/day+1 level of divine casting and meldshaping
5+3+1+1+2Sapphire Body+1 level of divine casting and meldshaping
6+4+2+2+3DR 2/-, Incarnum Channeling +2d6+1 level of divine casting and meldshaping
7+5+2+2+3Consultation 1/month, Smite Chaos 3/day+1 level of divine casting and meldshaping
8+6+2+2+4Timeless Body, Chakra Binds (arms, brow, shoulders)+1 level of divine casting and meldshaping
9+6+3+3+4DR 4/-, Incarnum Channeling +3d6+1 level of divine casting and meldshaping
10+7+3+3+5Consultation 1/week, Smite Chaos 4/day, Greater Sapphire Body, Chakra Binds (Throat, Waist)+1 level of divine casting and meldshaping

Proficiencies: You gain no new proficiencies.
Meldshaping and Spellcasting: At each level, you advance both your spellcasting ability in a divine class and your meldshaping in a meldshaping class as if you had gained a level in each. Unlike most Meldshaping classes, levels in this class simply improve your existing essentia pool, shaped melds, and binds as if you had gained a level in the meldshaping class you advance at each level.
Consultation (Sp): Sapphire Hierarchs are bonded to the Sapphire Eidolon, and henceforth can consult with it in a special ritual, replicating the effects of a commune spell. This is draining, and you must still pay the experience cost. At first, this ability is usable once per year, but as you gain experience and standing among the Hierarchs, you can consult the Eidolon more frequently, as shown on the table. At level 10, you no longer need pay the XP cost for this ability.
Smite Chaos (Su): Your training with the Hierarchs has taught you how ti strike down those who oppose the rule of law. This ability functions identically to the Soulborn's Smite Opposition, except that it only applies against chaotic creatures. The benefits from this ability stack with other smiting abilities when appropriate.
Favored of the Eidolon (Ex): At level 2, your lawful soul protects you from the forces of anarchy. You receive a +4 sacred bonus on saving throws against transmutation effects, effects with the chaos descriptor, and the abilities and spells of chaotic creatures.
Damage Reduction (Ex) At level 3, your skin becomes like armor. You gain DR 1/-, increasing to DR 2 and DR 4 at levels 3 and 9
Incarnum Channeling (Su): At level 3, your channeling damage increases by +1d6, increasing by a further 1d6 at levels 6 and 9. Additionally, you can invest essentia into your channeling, increasing the save DC and channel damage by the invested Essentia. You may only apply each increase to a single channeling ability, but you may mix them as you please (So a Paladin 4/Cleric 4/Sapphire Hierarch 3 could have channeling dice of 1d6 and 3d6, or 2d6 and 2d6, but not 2d6 and 3d6)
Chakra Binds At level 3, you gain the ability to bind soulmelds to your Least chakras, if you could not already. At level 8, you can bind to your Lesser Chakras. At level 10, you can bind to your Greater Chakras.
Sapphire Body, Greater Sapphire Body (Ex): At level 5, your body becomes partly Incarnum, granting you the benefits of the fortification armor quality, granting you a 25% chance to ignore sneak attacks and critical hits. At level 10, this foritifcation chance increases to 50%.
Timeless Body (Ex): You no longer age, and no longer suffer the penalties of aging (although you keep any that may have accrued).


Soulcaster
Soulcaster is one of the three "Theurge" classes (classes that combine two types of magic, such as Mystic Theurges) presented with the Incarnum system. It was "okay," but was plagued with te same issue as all theurge classes: It wasn't that good.

Soulcasters are arcanists who have learned to harness the power of Incarnum, enhancing their magic with it.
Requirements:

Knowledge[Arcana] 5
Incarnum Spellshaping feat
Able to cast 2nd-level spells
Able to have three soulmelds shaped at once, able to bind soulmelds to a Chakra.

GRI:
Hit Die: d6
Skill Points per Level: 2+Int
Class Skills: Craft, Knowledge[Arcana, Religion, Planes], Profession, Spellcraft

Table: The Soulcaster

LevelBABFortRefWillSpecialSpellcasting/Meldshaping
1+0+0+0+0Arcane Investment 1+1 level of arcane casting and meldshaping
2+1+0+0+1Incarnum Casting (1 slot)+1 level of arcane casting and meldshaping
3+1+1+1+1Chakra Binds (Crown, Feet, Hands)+1 level of arcane casting and meldshaping
4+2+1+1+2-+1 level of arcane casting and meldshaping
5+2+1+1+2Incarnum Casting (2 slots)+1 level of arcane casting and meldshaping
6+3+2+2+3-+1 level of arcane casting and meldshaping
7+3+2+2+3Arcane Investment 2+1 level of arcane casting and meldshaping
8+4+2+2+4Chakra Binds (Arms, Brow, Shoulders), Incarnum Casting (3 slots)+1 level of arcane casting and meldshaping
9+4+3+3+4-+1 level of arcane casting and meldshaping
10+5+3+3+5Chakra Binds (Throat, Waist)+1 level of arcane casting and meldshaping

Proficiencies: You gain no new proficiencies.
Meldshaping and Spellcasting: At each level, you advance your spellcasting ability in an arcane casting class and your meldshaping ability in a meldshaping class as if you had gained a level in each. Unlike most Meldshaping classes, levels in this class simply improve your existing essentia pool, shaped melds, and binds as if you had gained a level in the meldshaping class you advance at each level.
Arcane Investment: A Soulcaster receives a limited ability to invest essentia into his spells. While shaping soulmelds, you can choose to invest a point of essentia each into a number of arcane spells equal to your class level, which remains invested for 24 hours and cannot be voluntarily divested in that time. This investment can only be applied to a single instance of that spell each day (so you could not apply it to two fireballs), and you immediately regain the essentia upon casting it. Once invested, the spell is treated as if your caster level were one higher, and the DC increases by 1. At level 7, you gain the ability to invest up to two essentia in each spell. Investing 2 essentia increases the caster level and dc increase by 2 instead of 1. If a spell normally allows essentia investment, that investment is considered separate from this one.
Incarnum Casting (Su): At level 2, you can convert pure soulstuff into arcane power. You can invest essentia into a bonus slot, with which you can cast any arcane spell you know. The level of the slot is 1+E. If you are a prepared caster, then you must prepare a spell to this slot if you wish to use it. At levels 5 and 8, you gain additional bonus slots from this class feature, which you must invest in separately. Once the bonus slot is used, you regain the essentia invested, but the slot is used up until you refresh your spells. If you attempt to divest enough essentia from a slot while casting a spell from it to bring its level below the level of the spell, the spell fails (so if you were a bard casting legend lore from your Incarnum Casting slot with 3 Essentia in it, and you divested even one essentia while the casting was going on, the spell would immediately fail.)
Chakra Binds: At level 3, you can bind to the Least Chakras, if you could not already. At level 8, You can bind to the Lesser Chakras, and at level 10, you gain the ability to bind to your Greater Chakras.
Magical Distillation (Su): At level 10, you gain the ability to sacrifice a measure of arcane energy to briefly gain more Incarnum. You can expend one arcane spell slot (or prepared spell, if applicable) of your highest available level to gain a number of temporary essentia equal to its level for 1 round. This is a free action, but may only be done once per round.

malonkey1
2013-09-27, 03:55 PM
Soul Manifester
This class is functionally identical to the Soulcaster, but perhaps not as bad for it, due to the classes available for it. This is not compatible with core Pathfinder, and is intended for use with the Dreamscarred Press Psionics update or a similarly Pathfinder-ready system.

Soul Manifesters, sometimes called Psicarnates, meld their minds with the minds of the ancients, allowing them mental puissance beyond what they could normally acquire.

Requirements:

Knowledge[Psionics] 5
Azure Talent feat
Able to manifest a 2nd-level power
Able to have three soulmelds at a time, and able to bind to a chakra.


GRI:
Hit Die: d6
Skill Points per Level: 2+Int
Class Skills: Autohypnosis, Craft, Knowledge[Psionics, Religion, Planes], Profession and Spellcraft

Table: The Soul Manifester

LevelBABFortRefWillSpecialManifesting/Meldshaping
1+0+0+0+0Psionic Investment 1+1 level of psionics and meldshaping
2+1+0+0+1Soulbound Power (1 power)+1 level of psionics and meldshaping
3+1+1+1+1Chakra Binds (crown, feet, hands)+1 level of psionics and meldshaping
4+2+1+1+2+1 level of psionics and meldshaping
5+2+1+1+2Soulbound Power (1 power)+1 level of psionics and meldshaping
6+3+2+2+3+1 level of psionics and meldshaping
7+3+2+2+3Psionic Investment 2+1 level of psionics and meldshaping
8+4+2+2+4Chakra Binds (arms, brow, shoulders), Soulbound Power (1 power)+1 level of psionics and meldshaping
9+4+3+3+4+1 level of psionics and meldshaping
10+5+3+3+5Chakra Binds (Throat, Waist), Psionic Distillation+1 level of psionics and meldshaping

Proficiencies: You gain no new proficiencies.
Psionics and Meldshaping: At each level, you advance your manifesting ability in a psionic class (including the Mind blade abilities of the Soulknife) and your meldshaping ability in a meldshaping class as if you had gained a level in each class.
Psionic Investment (Su): This ability functions as per the Soulcaster's Arcane Investment, except as follows: This ability allows you to invest in psionic powers instead of arcane spells, and all references to spells are replaced with powers.
Soulbound Powers (Su): At level 2, you gain the power to take the soul energy of ancient psions into yourself. You can invest essentia into this ability while refreshing your daily power point reserve. If you do so, it remains invested for 24 hours, and you may not voluntarily divest it. You gain a number of temporary power points equal to 2E-1 for 24 hours, and you gain the ability to manifest any one power of a level up to the amount of essentia invested, provided you possess a high enough manifester level to manifest it (Soulknives count the total level they use for their Mind Blade benefits as their manifester level for these purposes). At levels 5 and 8, you gain access to two additional "slots" for this ability, which provide their own bonus power points and bonus powers and must be invested in separately.
Chakra Binds: At level 3, you gain the ability to bind to your least Chakras, if you could not already. At levels 8 and 10, you gain the ability to bind to your Lesser and Greater Chakras, respectively.
Psionic Distillation (Su): At level 10, you gain the ability to sacrifice a burst of mental energy to expand your reserve of Incarnum for a brief moment. You can spend a number of power points up to the maximum allowed for your manifester level when manifesting a power. In exchange you receive temporary essentia for 1 round equal to 1/2 (power points expended+1).


Spinemeld Warrior
This class was, save for a single ability, considered pretty much a trap, seeing as it's a weakened, half-length Soulborn without most of the goodies.

Spinemeld Warriors are proud fighters that have learned to use Incarnum and their natural bone spines to lethal effect. These warriors are part of an ancient tradition.

Requirements:

Skarn
Any lawful Alignment
BAB +5
An Essentia Pool of at least one.


GRI:
Hit Die: d10
Skill Points per Level: 2+Int
Class Skills: Climb, Craft, Diplomacy,Handle Animal, Intimidate, Knowledge[Nobility], Profession, Ride and Swim

Table: The Spinemeld Warrior:

LevelBABFortRefWillSpecialFlurry of SpinesMeldsEssentiaBinds
1+1+0+0+0Flurry of Spines-1110
2+2+1+0+0Noble Familiarity, Spine Enhancement+0110
3+3+1+1+1Chakra Binds (Crown, Feet, Hands), Mighty Spines I+1111
4+4+2+1+1Cold Iron Spines+2121
5+5+2+1+1Spine Rend+3221
6+6+3+2+2Mighty Spines II-1/-1232
7+7+3+2+2Chakra Binds (Arms, Brow, Shoulders)+0/+0232
8+8+4+2+2+1/+1342
9+9+4+3+3Mighty Spines III, Adamantine Spines+2/+2/+2342
10+10+5+3+3Chakra Binds (Throat, Waist)+0/+0/+0/+0353

Proficiencies: You gain no new proficiencies.
Meldshaping: At each level, you advance you meldshaper level. If you do not already possess levels in a Meldshaper class, you gain the ability to shape any and all soulmelds from the Soulborn list (excluding those with special requirements you don't meet).
Chakra Binds: At levels 3, 7 and 10, you can bind to your Least, Lesser and Greater Chakras, respectively.
Flurry of Spines: A Spinemeld Warrior is lethally fast with his spines, allowing him to take a -2 penalty on all attacks to make an additional attack with his spines as if by the Two-Weapon Fighting feat (regardless of if he meets the prerequisites). At level 6, you can take a -5 penalty on each attack to make 2 extra attacks with your spines, as per Improved Two-Weapon Fighting (again, regardless of if you qualify for the feat). At level 10, you can take a -10 penalty on all attacks to make 3 additional attacks with your spines as if by Greater Two-Weapon Fighting (regardless of if you qualify for the feat). This ability can be only used with your natural spines that receive for being a Skarn. If you are a Monk with the Skarn Acetic archetype, instead of receiving this class feature you advance your flurry of blows at each level as if you had gained another Monk level.
Noble Familiarity: Your connections among the Spinemeld Warriors offer you effective ways to find what you need. You receive a competence bonus on all Knowledge[Nobility] checks equal to 1/2 your level, and you can find almost any magic item for sale. To find somebody who sells the desired item, you must make a Diplomacy check with a DC of 20+the caster level of the item (you receive a competence bonus on this check equal to 1/2 your class level on this check). You must still actually find the seller and purchase (or otherwise take possession of) the item in question. Artifacts, despite having no caster level, can still be found using this ability, but the DC is a static DC 100 for minor artifacts, or DC 150 for major artifacts
Spine Enhancement (Su): You can pour the souls of ancient Skarn warriors into your spines. Your spines gain an essentia capacity equal to the greater of your normal essentia capacity or 1/2 your Spinemeld Warrior level. Your spines gain an enhancement bonus to attack and damage equal to the essentia invested in them, and they become magical, lawful-aligned weapons.
Mighty Spines: At level 3, your spines become longer and sharper, causing them to each deal 1d8 damage instead of their normal damage. At level 6, the damage increases to 2d6. At level 9, the damage finally increases to 2d8.
Cold Iron Spines (Su): Your spines are disruptive to fey and some fiends, being treated as cold iron.
Spine Rend (Ex): You gain the rend ability, dealing an extra 2d6+1 1/2 Str Bonus any time you hit a target with at least one attack from each of your spines.
Adamantine Spines (Su): At level 9, your spines become harder than iron, and are now treated as adamantine weapons.


Totem Rager
The Totem Rager was an interesting idea, and certainly very flavorful.

Totem Ragers are mighty warriors who have learned to fill their bodies with the souls of ancient beasts and mighty savages, granting them impressive endurance in battle.

Requirements:

BAB +5
Intimidate 5, Survival 5
Cobalt Rage feat
Able to bind to the Totem Chakra
Rage class feature.


GRI:
Hit Die: d12
Skill Points per Level: 4+Int
Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge[Arcana, Nature], Perception, Profession, Ride, Survival and Swim

Table: The Totem Rager:

LevelBABFortRefWillSpecialMeldshaping
1+0+0+0+0Totem Rage, Totem Power, Rage Power-
2+1+1+1+0DR 1/-+1 meldshaper level
3+2+1+1+1Chakra Bind (crown, feet hands)+1 meldshaper level
4+3+2+2+1Rage Power+1 meldshaper level
5+3+2+2+1Totem Power+1 meldshaper level
6+4+3+3+2DR 2/--
7+5+3+3+2Rage Power+1 meldshaper level
8+6+4+4+2Chakra Bind (Arms, Brow, Shoulders)+1 meldshaper level
9+6+4+4+3Totem Power+1 meldshaper level
10+7+5+5+3DR 3/-, Chakra Bind (Throat, Waist), Rage Power, Totemic Fury+1 meldshaper level

Proficiencies: You gain no new proficiencies.
Meldshaping: At each level except levels 1 and 5, your Meldshaping abilities in a single meldshaping class that uses the Totem Chakra advance as if you had gained a level in that class. Unlike with most Meldshaping prestige classes, each level in this class simply improves your essentia, binds and melds as if you had gained a level in the class.
Totem Rage (Su): Your levels in this class stack with Barbarian levels for determining Rage rounds per day. Additionally, your ability to use Cobalt Rage improves, increasing the feat's capacity by 1, and you can invest or divest essentia in Cobalt Rage at any time as a free action. So long as you have a meld bound to your Totem Chakra, you receive bonus essentia equal to ˝ your class level while raging.
Totem Powers (Su): At levels 1, 5 and 9, you gain another Totem Power (as the Totemist class feature).
Damage Reduction (Ex): At level 2, and every 4th level thereafter, your damage reduction from Barbarian levels improves by 1.
Chakra Binds: At levels 3, 8 and 10, you can bind to your Least, Lesser and Greater chakras, respectively.
Rage Powers (Ex): At level 1, and every 3 levels thereafter, you gain a new Rage Power, as per the Barbarian class feature. You levels in this class stack with Barbarian levels for the purpose of Rage power prerequisites.
Totemic Fury: At level 10, you can unleash the full power of your totem chakra. Once per day, when entering a rage, you can choose to enter a Totemic Fury. The bonuses to Strength and Constitution improve by ˝ the essentia invested in your Totem Chakra, as well as spell resistance of 10 + the essentia invested in your Totem Chakra.


Umbral Disciple
Noted as a good way to get Hide in Plain Sight without a feat tax, but also a bit “meh,” as far as level investment.

Umbral Disciples are, in some ways, similar to Shadowdancers or Assassins, but take advantage of Incarnum to perform some unusual feats unavailable to either. They belong to loose, guild-like brotherhoods called Septs.
Requirements:

Knowledge[Arcana] 2, Perception 5, Stealth 5
Essentia Pool of at least 1


GRI:
Hit Die: d8
Skill Points per Level: 6+Int
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Disable Device, Knowledge[Arcana], Perception, Profession, Sense Motive, Sleight of Hand and Stealth

Table: The Umbral Disciple:

LevelBABFortRefWillSpecialMeldshapingMeldsEssentia Binds
1+0+0+0+0Sept Knowledge, Step of the Bodiless+1 meldshaper level+01+0
2+1+0+1+1Sneak Attack +1d6+1 meldshaper level+01+0
3+2+1+1+1Embrace of the Shadow-+12+1
4+3+1+2+2Sneak Attack +2d6+1 meldshaper level+12+1
5+3+1+2+2Shadow Hand+1 meldshaper level+13+1
6+4+2+3+3Sneak Attack +3d6-+14+1
7+5+2+3+3Sight of the Eyeless+1 meldshaper level+25+2
8+6+2+4+4Sneak Attack +4d6+1 meldshaper level+26+2
9+6+3+4+4Soulchilling Strike-+27+2
10+7+3+5+5Sneak Attack +5d6, Kiss of the Shadows, Sept Master+1 meldshaper level+38+3

Proficiencies: You gain no new proficiencies.
Meldshaping: At each level except 3, 6 and 9, you advance your meldshaping as if you had gained a level in a meldshaping class. If you do not have levels in a meldshaping class, you gain access to a new Soulmeld from the Incarnate list at each level other than 3, 6 or 9.
Sept Knowledge (Ex): You gain a competence bonus on Diplomacy checks to gather information and Knowledge checks equal to ˝ your class level. This bonus doubles if you are able to confer with your Sept on the matter.
Step of the Bodiless (Su): You can invest essentia into this class feature. If you do so, you gain a +E enhancement bonus on Acrobatics checks, and a +˝ E dodge bonus to AC.
Sneak Attack (Ex): At level 2, you gain the Sneak Attack ability, as per the Rogue class feature. This stacks with other Sneak Attack abilities. This sneak attack improves by 1d6 at each even level.
Embrace of Shadow (Su): At level 3, you gain the ability to meld your body with the souls of thieves and assassins, blending into the night. You can invest essentia in this ability, cloaking you in darkness, granting you 10E% miss chance from concealment. If you invest at least 2 Essentia in this ability, you also gain the Hide in Plain Sight ability, allowing you to hide while being observed.
Shadow Hand (Su): At level 5, you can invest essentia into your hands, causing them to become semisolid and almost shadows. Investing essentia in this ability grants you a +E enhancement bonus to Disable Device and Slight of Hand as you become able to almost reach through solid objects. If you invest at least 4 essentia, your hands become ethereal, allowing you to reach through solid objects up to your elbows, and grab and touch ethereal creatures. If you become fully ethereal, your hands become unethereal again. You can suspend or resume this partial etherealness as a free action.
Shadow Strike (Su): Any time you hit and damage a creature with your Sneak Attack, the target must make a Will save (DC 10+your class level). If it fails, you receive bonus essentia equal to ˝ your class level until the ned of your next turn.
Sight of the Eyeless (Su): You receive a preternatural sense that allows you to see things nearby, even in magical darkness. At level 7, you can invest essentia into this ability, gaining blindsight 10E.
Soulchilling Strike (Su) At level 9, you can use the souls of shadowy creatures and cold killers to weaken your enemies. By investing essentia into this ability, you cause your melee attacks to deal 1 strength damage (Fort Negates, DC 10+2E+Con).
Kiss of the Shadows (Su): Masters of the Umbral Discipline learn to attack at a distance. At level 10, you can invest essentia into this ability, increasing your natural reach by 5E feet (so if you invested 3 essentia, your natural reach before accounting for weapons would be 15 feet).
Sept Master: At level 10, you become a grand master of your septs, and are expected to take on an Umbral Disciple apprentice, effectively gaining the Leadership feat, but your cohort must be an Umbral Disciple. You receive a +5 bonus on Diplomacy, Intimidate and Sense Motive checks against Umbral Disciples. You may decline the apprentice (or your DM may forbid it), but you always receive the bonus from this class feature.


Witchborn Binder
Witchborn binders were supposed to be this cool, mage-hunting class, but instead, they were “bleh.”

Witchborn Binders are trained magehunters employed by kings and kingdoms to curtail unwanted spellcasting. They use Incarnum to negate or cripple arcane casters.
Requirements:

Meldshaper level 6
Alertness feat
Knowledge[Religion] 4, Perception 4, Sense Motive 2, Survival 2
May not possess any levels in a class that grants arcane spellcasting.


GRI:
Hit Die: d8
Skill Points per Level: 4+Int
Class Skills: Appraise, Craft, Escape Artist, Knowledge[Arcana, Religion], Perception, Profession, Ride, Sense Motive, Spellcraft and Survival

Table: The Witchborn Binder:

LevelBABFortRefWillSpecialMeldshapingMeldsEssentia Binds
1+0+0+0+0detect magic, Meldshield, Royal Purse 1/level+1 meldshaper level+0+0+0
2+1+0+1+1Dispelling Orb+1 meldshaper level+1+1+1
3+2+1+1+1+1 meldshaper level+1+1+1
4+3+1+2+2Mage Shackles+1 meldshaper level+1+2+1
5+3+1+2+2+1 meldshaper level+1+3+1
6+4+2+3+3word of abrogation+1 meldshaper level+2+4+2
7+5+2+3+3+1 meldshaper level+2+5+2
8+6+2+4+4Spiritflay+1 meldshaper level+2+6+2
9+6+3+4+4+1 meldshaper level+3+7+3
10+7+3+5+5Grim Integuement, Royal Purse 1/year, Superior Dispelling Orb+1 meldshaper level+3+9+3

Proficiencies: You gain no new proficiencies.
Meldshaping: At each level, your meldshaping ability in a meldshaping class advances as if you had gained a level in it.
Detect magic (Sp): You can replicate the effects of a detect magic spell at will.
Meldshield (Su): You can protect your self from magical attack by investing essentia in this ability, gaining a +E insight bonus on saves vs. spells and spell-like abilities.
Royal Purse (Su): Your kingdom offers you a limited amount of credit to cover your expenses in the course of your duties. At each level, you receive credit valuing 500 gp*your witchborn binder level, which you can spend as you see fit. When you gain another level in this class, you gain credit valuing 500 gp*your new witchborn level, which is cumulative with unspent credit. You can promise more money if need be, but you will have to justify that expense to your employers. At level 10, you instead gain credit worth 5000 gp each game year. Additionally, you learn to haggle and save, so as to avoid charges of reckless spending, gaining a competence bonus on Appraise checks, as well as Diplomacy checks to negotiate prices equal to ˝ your class level.
Dispelling Orb (Su): At level 2, you gain the ability to unweave magical effects, allowing you the replicate the effects of dispel magic as a standard action, using your meldshaper level in place of caster level. You can invest essentia in this power, gaining a +E insight bonus on the dispel check. At level 10, your ability to negate magic becomes much more intense, instead replicating greater dispel magic.
Mage Shackles (Su): At level 4, you can shape a pair of manacles (which can be invested in like a soulmeld), which you can place on a target with a successful grapple maneuver. A creature wearing these manacles has their hands bound, and must make a concentration check when using a spell-like ability or casting an arcane spell (with a DC of 10+your meldshaper level+E). The shackled creature is also affected as if by a dimensional anchor spell. The shackles are indestructible except by effects that can unshape soulmelds, but can be escaped with a successful Escape Artist check (DC 35+E). You can use this ability as often as you want, but you may only have a number of shackles active equal to 1/3 your class level (rounded down). If you shape a new set in excess of this number, you must choose one existing one to unshape immediately. You can unshape these manacles at will.
Word of abrogation (Sp): You can utter a single word and invoke the spirits of mage hunters. As an immediate action, you can attempt to counterspell a single spell you witness being cast as per dispel magic. You can invest essentia in this ability, granting yourself a +E insight bonus on the dispel check.
Spiritflay (Su): At level 8, you can tear up a piece of a magician's soul. You invest essentia in this ability, and if you do so, you can deal Ed8 damage to a creature within 60 feet of you that has arcane spells or spell-like abilities available to cast, and force them to make a Fortitude save (DC 10+2E=Con) or be rendered nauseated for 1 round. If the targeted creature has no arcane spells or spell-like abilities available to cast, they are immune to this effect.
Grim Integument (Su): At level 10, you can create a prison of Incarnum around a foe within 30 feet of you. You can invest essentia in this ability. The target must make a Fortitude save (DC 10+2E+Con, success renders the target immune for 24 hours) or be immobilized and unable to move. Additonally, they must make a concentration check (DC 15+your meldshaper level+spell level+Con) to cast a spell or spell-like ability. If they fail, the spell or spell-like ability is expended as normal; Regardless of whether they succeed, they take 1d6 damage per level of the spell (Fort half, DC 10+2E+Con), which can also interrupt the casting. This integument persists so long as you remain within 30 feet of the subject, or until you dismiss it. You can use this ability 1+Con bonus times per day (min 1)


Master Meldshaper:
The Master Meldshaper is an entirely new Prestige Class that arose from my firm belief that every magic system should have an Archmage equivalent.

A Master Meldshaper seeks to understand not only her own soul, but also the soul of the universe.

Requirements:

Knowledge[Planes] 12, Spellcraft 12
Skill Focus (Spellcraft)
Able to bind to the Throat and/or Waist Chakra, able to shape at least 4 soulmelds at a time.


GRI:
HD: d8
Skill Points/Level: 2+Int
Class Skills: Fly, Knowledge[Arcana, Planes], Profession, Perception and Spellcraft

Table: The Master Meldshaper:
{table=head]Level|BAB|Fort|Ref|Will|Special|Meldshaping
1|+0|+0|+0|+0|Incarnum Secret|+1 Meldshaper Level
2|+1|+0|+0|+1|Incarnum Secret|+1 Meldshaper Level
3|+1|+1|+1|+1|Incarnum Secret|+1 Meldshaper Level
4|+2|+1|+1|+2|Incarnum Secret|+1 Meldshaper Level
5|+2|+1|+1|+2|Incarnum Secret|+1 Meldshaper Level[/table]
Proficiencies: You gain no new proficiencies.
Meldshaping: At each level, your meldshaping abilities in a meldshaping class advance as if you had gained a level in the class. Unlike many other meldshaping prestige classes, each level in this class simply advances essentia, melds shaped, and binds as if you had gained a level in an existing meldshaping class.
Incarnum Secrets (Sp, Su or Ex): An Master Meldshaper revels in discovery, finding new ways to use Incarnum that are unknownto most others. You can select each secret only once, unless stated otherwise.

Azure Acuity (Su): Select a skill in which you have ranks equal to at least 1/2 your hit dice. When you have a soulmeld shaped to the appropriate chakra, you receive an insight bonus to that skill equal to your class level.
{table=head]Chakra|Skills
Crown|Knowledge, Linguistics, Spellcraft
Feet|Disguise, Acrobatics, Stealth
Hands|Craft, Disable Device, Sleight of Hand
Arms|Handle Animal, Ride
Brow|Appraise, Perception, Survival
Shoulders|Escape Artist, Fly
Throat|Bluff, Diplomacy, Intimidate
Waist|Climb, Sense Motive, Swim
Heart|Heal, Perform
Soul|Profession, Use Magic Device[/table]

Alternate Chakra (Ex): When binding a soulmeld that you have reassigned (see Spellcraft in the other thread), you can choose to bind it to the reassigned chakra instead of the normal one. You may choose any one chakra benefit from a chakra you could normally bind to to receive from this binding (not including the Totem Chakra). You may only bind a single soulmeld in such a way at a time. You may choose this ability multiple times, being able to use it with an additional soulmeld for each additonal time you use this.
Devour Incarnum (Su): When you are injured, you can gain sustenance by destroying soulmelds. You can attempt to unshape a soulmeld on the body of a creature within 30 feet of you (Will Negates, DC 10+1/2 your HD+your Meldshaping Stat). If you succeed in unshaping a soulmeld on the target, you regain 1d8/level hit points, plus the amount of essentia invested in the soulmeld you unshaped. The essentia invested in the unshaped meld is dispersed, and unusable to the target for 1 hour. You can use this ability to unshape your own soulmelds if need be, voluntarily failing the save.
Expanded Capacity +1 (Ex): You increase your Essentia capacity by +1. You may select this ability up to two times.
Incarnum Spell (Sp): You can "shape" a spell-like effect to yourself, having it occupy a chakra as if it were a soulmeld. You can shape any one spell (chosen at the time you gain this secret) of a level no greater than the modifier of your ability score that determines soulmeld save DCs (Charisma for Soulborns, Wis for Incarnates, Con for Totemists). (minimum 1). You can cast this spell-like ability once per day, plus one per 3 essentia invested. You can invest essentia in this ability only once per day, and after doing so, you can not voluntarily divest essentia from it for 24 hours.
Open Chakra (Su): A number of times per day equal to your class level, you may touch a creature to open one of its chakra to binding. You must make a Spellcraft check to do so, the effect lasts 24 hours, and you may only open chakra on others that you already have access to.

{table=head]Chakra Grade|Spellcraft DC
Least|Target's HD+5
Lesser|Target's HD+10
Greater|Target's HD+15
Superior|Target's HD+20[/table]

malonkey1
2013-09-27, 04:01 PM
Dissolution Ooze
This pool of fluid is a fluorescent orange, and you can see gems suspended in it.
Dissolution Oozes are higly caustic puddles, similar to many other oozes except that they feed off of Incarnum, not simple flesh and bones like others.

1600 XP

Size/TypeN Large Ooze
Init-5
SenseBlindsight, Incarnum Sense
Defense
AC4
HP81 (6d8+54)
SavesFort +11, Ref -3, Will -3
DRNone
ResistanceNone
ImmunitiesPoison, Sleep, Paralysis, Polymorph, Stunning
WeaknessesNone
Offense
Speed15 ft.
MeleeSlam +5 (1d6+2+1d6 acid+dissolution)
RangedNone
SpecialAcid, Dissolution
Statistics
AbilitiesStr 15, Dex 1, Con 29, Int --, Wis 1, Cha 1
BAB+4
CMB/CMD+6/+12
FeatsNone
SkillsNone
LanguagesNone
Special QualitiesOoze Qualities

Special Qualities:
Acid (Ex): Dissolution Oozes are composed of a highly corrosive acid that dissolves organic materials. All its melee attacks deal +1d6 damage.
Dissolution (Ex): Creatures attacked in melee by the Dissolution Ooze risk having the Incarnum Energy in their bodies leeched from them. If a Dissolution Ooze hits a creature with a shaped soulmeld with one of its melee attacks, the target must make a DC 22 Fortitude save (the DC is Constitution-based, save negates), or have a random soulmeld unshaped from it. The Dissolution ooze gains temporary HP equal to 5 times the essentia invested in the unshaped soulmeld (minimum 5). The target receives a +4 circumstance bonus on the saving throw if the soulmeld is bound to a chakra.
Incarnum Sense (Ex): Dissolution Oozes can innately detect Incarnum Energy around it. It can detect any soulmelds, Incarnum-based items, and creatures with an essentia pool or the Incarnum subtype. It can't tell the difference between soulmelds and other Incarnum sources, but will find a new target if their dissolution finds no soulmeld.
CR: 5
Organization: Solitary. Oozes are mindless.
Treasure: Standard, all gems and metallic objects.


Giant, Totem
This great, hulking individual is covered in tribal tattoos that glow bluish when he becomes agitated.
Totem Giants are a reclusive breed of Giant that is more spiritual than most others, preferring to keep to their own kind and contemplate the great beast spirits they worship. They hold strong contempt for the Mishtai races, seeing them as echoes of their ancient wars.

9600 XP

Size/TypeLN or CN Large Humanoid (Giant) (Incarnum)
Init+1
SenseDarkvision 60 ft., Low-Light Vision
Defense
AC23, Touch 10, Flat-Footed 22
HP118 (13d8+60; This includes 1 free level of Totemist)
SavesFort +12 (+4 vs. death, massive damage), Ref +10, Will +10
DRNone
ResistanceCold 10
ImmunitiesNone
WeaknessesNone
Offense
Speed40 ft. (30 ft in hide armor)
MeleeGreatclub +14 (2d8+9) or slam +14 (1d4+6)
RangedRock +9 (2d8+6)
SpecialRock Throwing (120 feet)
Statistics
AbilitiesStr 23, Dex 13, Con 19, Int 10, Wis 15, Cha 10
BAB+9
CMB/CMD+19/+29
FeatsBonus Essentia, Cleave, Cobalt Rage, Cobalt Power, Incarnum-Fortified Body, Open Least Chakra (Hands), Open Lesser Chakra (Hands)
SkillsClimb +15, Intimidate +10, Perception +14, Survival +11
LanguagesGiant (Bonus Languages include Common, Gnoll, Goblin and Mishtai)
Special QualitiesEssentia Pool 5 (racial 1), Rock Catching, Rage, Meldshaping, Wild Empathy, Totem Empathy

Special Qualities:
Rage (Ex): Totem Giants can call on an impressive reserve of strength on top of their already considerable might. Totem Giants can enter a Rage for a number of rounds per day equal to their Hit Dice (as per the Barbarian ability). This ability is affected by Cobalt Rage and similar abilities.
Rock Throwing, Catching (Ex)
Meldshaping (Su): Totem Giants are born in tune with the natural world, and as a result, they automatically receive 1 level of Totemist, which grants them the ability to meld two totemist soulmelds, and grants them 1 essentia (already included above). This stacks with Totemist levels for determining essentia, soulmelds, binds, Totem Chakra abilities, and meldshaper level.
CR: 10
Organization: Solitary, Gang (1d4+1), Band (2d3+3, plus 1/3 noncombatants), Hunting Party (2d3+3 + 1 3rd-level barbarian or totemist plus 1 magical beast), or Tribe (1d8+21, plus 1/3 noncombatants + 1d3 3rd level barbarians or totemists + 1d3 magical beasts). Totem Giants are highly social, forming close, tight-knit communities. They often send out hunting parties, being mostly carnivorous.
Treasure: Standard


Golem, Incarnum
This great, roughly humanoid construct is built of glass, and is filled with a faintly glowing blue mist.
Incarnum Golems are constructs created by those who need an adaptable guardian for their laboratories and studies.
Construction: This golem is made from adamantium, iron, and magical glass which costs a total of 7500 gold pieces and requires a DC 15 Craft(sculpting) check to make. To make this construct, you must meet the following prerequisites:
Craft Construct
Able to shape a soulmled
Able to cast animate object, limited wish and planar binding
Caster level 11
Costs 27500 gp and 1600 XP

9600 XP

Size/TypeN Large Construct (Incarnum)
Init+1
SenseDarkvision 60 ft., Low-Light Vision
Defense
AC18, Touch 10, Flat-footed 17
HP90 (11d10+30)
SavesFort +3, Ref +4, Will +3
DR5/adamantine
ResistanceNone
ImmunitiesMagic
WeaknessesNone
Offense
Speed30 ft.
Melee2 Slam +11 (1d6+6)
RangedNone
SpecialAdaptive Attack
Statistics
AbilitiesStr 19, Dex 13, Con --, Int --, Wis 11, Cha 1
BAB+11
CMB/CMD+20/+31
Feats--
Skills--
LanguagesNone
Special QualitiesFast Healing 5

Special Qualities:
Adaptive Attack (Ex): When an Incarnum Golem damages a living creature, it learns its weaknesses, gaining a cumulative +1 insight bonus on attack and damage rolls (max +5) on subsequent attacks against that creature until it attacks another creature. The bonus stays where it is if the Golem misses, but it resets if the Golem changes targets.
Immunity to Magic (Ex): The Incarnum Golem is completely immune to any spells and effects that offer spell resistance. Additionally, the dispel alignment spells and dismissal reset the Golem's Adaptive Attack and dazes it for 1 round. A banishment spell resets Adaptive Attack and stuns the Golem for 1d4+1 rounds. While daze, the Golem's fast healing is suppressed.
CR: 10
Organization:Solitary, Pair or Gang (3 or 4)
Treasure:None


Incarnum Wraith
This creature resembles a ghost, but it looks far more aggressive. It yowls angrily whenever a lving creature approaches.
In places with a very high level of Incarnum energy, it can coalesce into a creature of pure energy. While not innately aggressive, they are higly territorial and will attack uninvited living creatures on sight.

1600 XP

Size/TypeN Medium Undead (Incarnum, Incorporeal)
Init+6
SenseDarkvision 60 ft.
Defense
AC16, Touch 16, Flat-footed 14
HP35 (6d8+18)
SavesFort +6, Ref +4, Will +7
DRNone
ResistanceNone
ImmunitiesUndead Immunities
WeaknessesNone
Offense
SpeedFly 40 ft. (perfect)
MeleeIncorporeal touch (1d4 plus drain essentia)
RangedNone
SpecialIncorporeal Traits
Statistics
AbilitiesStr --, Dex 15, Con --, Int 7, Wis 14, Cha 18
BAB+4
CMB/CMD+4/18
FeatsAbility Focus (essentia drain), Alertness, Improved Initiative
SkillsPerception +11, Stealth +11
LanguagesCommon
Special QualitiesEssentia drain, Create spawn

Special Qualities:
Create Spawn (Su):When an Incarnum wraith slays a humanoid with an essentia pool, that creature's soul arises as a new Incarnum wraith under its creator's control. They do not possess the ablities they had in life.
Essentia Drain (Su): When an Incarnum Wraithhits a living creature with its touch attack, that creature must make a DC 19 Fortitude save (this save is Charisma-based) or take 1d4 essentia damage. If the creature has n essentia pool, it takes an equal amount of Constitution drain instead. The Wraith gains 5 temporary HP per point of essentia damaged or Con drained.
CR: 5
Organization: Solitary, pair or gang (1d3+2)
Treasure: None


Lost (CR +1)
The Lost are those who have been tainted by rogue strands of Incarnum, bonding with their negative emotions and subsuming the creature's mind. These poor creatures are not evil for the most part, but will usually attack those who stray near their haunts, being scarcely more than animals.
Lost is an acquired template that can be applied to


Size/TypeAs base creature, but gains the Incarnum subtype.
Defense
ACNatural armor improves by +3
SavesFort +2 (due to Con increase)
DR1/2 HD/magic
Offense
Speed+10 to base land speed.
MeleeSlam (as appropriate for size)
SpecialEmotional Power
Statistics
Abilities+4 Str, +4 Con, -6 Int (minimum 1)
LanguagesAs base creature, if it still has at least 3 Intelligence
Special QualitiesTwisted Mind

Special Qualities:
Emotional Power (Ex): A Lost is dominated by a single overwhelming negative emotion, usually either Despair, Hate, Misery, or Wrath. While this emotion may have ravaged the creature's life, it also grants a potent weapon. Lost are immune to the Emotional Powers of other Lost.
Despair: Mirror of Despair: A Lost filled with despair can pass that despair on to others in a gaze attack, with a range of 30 feet. A creature caught in the gaze must make a Will save (DC 10+1/2 HD+Cha Bonus) or be rendered shaken for 2d6 rounds. Success renders that target immune to this ability for 24 hours. This is a mind-affecting fear effect.
Hate: Bile of Hatred: A Lost filled with hate can breath a cone of acidic bile to a range of 30 feet as a standard action that deals 1d4 acid damage/HD (Reflex half, DC 10+1/2 HD+Con Bonus)
Misery: Song of Misery: A Lost filled with misery can, as a free action, begin to sing a song of woes. All creatures within 30 feet are fascinated as long as the song is maintained, and 1 round thereafter, as per the Bard's fascinate (Will negates, DC 10+1/2 HD+Cha Bonus).
Wrath: Fury of Wrath: A Lost filled with wrath is a bestial killer, entering a fury upon joining combat, gaining 2*HD temporary hit points for 10 rounds, and a +1/2 HD bonus on attack rolls for 10 rounds.
Twisted Mind (Ex): A Lost is difficult to influence, one of the few advantages to its Incarnum-addled psyche. Any time a Lost creature fails a saving throw against a mind-affecting spell or effect, it can retry the save once one round later. This ability only applies once to any specific effect.
Organization: Any
Treasure: As base creature.

malonkey1
2013-09-27, 04:03 PM
Midnight Construct
You see before you a blue, humanoid crystal, which quietly hums with life energy.
Midnight Constructs are Crystalline Incarnum that has gained a semblance of life. Most only exist for a bref period, created by the conjure midnight construct spells, but a few arise in places naturally brimming with Incarnum, especially near large Incarnum Crystals. Thos that arise naturally usually tend to the crystals innately. Those that form near Necrocarnum Crystals are jet-black, and will kill any creatures that come near, while normal ones prefer to leave visitors alone until they cause trouble. When multiple values are given for this creature, the first is for lesser constructs, the second for normal ones, and the third for greater ones.

800/3200/9600 XP

Size/Type{Medium, Large, Huge} Construct (Incarnum) [the alignment matches its creator or the ambient incarnum's alignment]
Init+2/+1/+0
Defense
AC18/22/26, Touch 12/10/8, Flat-footed 16/21/26
HP42/85/128 (4d10+20/10d10+30/16d10+40)
SavesFort +1/+3/+5, Ref +3/+4/+5, Will +1/+3/+5
DR{2/5/10}/magic
ResistanceNone
ImmunitiesConstruct immunities
WeaknessesNone
Offense
Speed40/40/50 ft.
MeleeSlam +9 (1d6+7)/2 slams +21 (1d8+16)/2 slams +31 (2d6+22)
Ranged
Special
Statistics
AbilitiesStr 21/33/41, Dex 15/13/11, Con --, Int --, Wis 11, Cha 10
BAB+4/+10/+16
CMB/CMD{+9/+22/+33}/{21/33/43}
Feats--
SkillsHide +2/-3/-8 (+12/+7/+2 in darkness or shadowy illumination)
LanguagesNone
Special QualitiesDarkvision 60 ft., Low-Light Vision

Special Qualities:
Essentia Modfications (Su): Incarnum Constructs can receve benefits from essentia investments placed into them, as described in the create incarnum construct spells (see other thread). Certan modifications are only available to more powerful Midnight Constructs.
CR: 3/7/10
Organization:Solitary, Cluster (1d4+1), or Lattice (2d6+4)
Treasure: None (although they may be guarding very valuable Incarnum Crystals or other items)


Necrocarnum Zombie (CR Special)
This twisted creature resembles an ordinary zombie, but a pale blue flame of vicious intelligence burns behind its eyes.
Necrocarnum Zombies are corpses reanimate either by a Necrocarnum Circlet or by corrupted Incarnum energy seeping into a long-dead corpse. These creatures are far deadlier than most of their mundane kin (if you can call any zmbe truly mundane). Unlike other Zombies, Necrocarnum Zombies are not mindless, and some are wickedly cunning in battle.
Necrocarnum Zombie is an acquired template that can be applied to any creature to which you could apply the Zombie template.


Size/Type Type becomes Undead, gains (Incarnum) subtype.
InitIncrease by +2 (due to Dex ncrease)
Defense
ACSpecial (see below)
HPHit dice from class levels are dropped, racial hit dice becomes d8. If the base creature has no racial hit dice, it gains 1 d8 hit die.
SavesPoor: Fortitude, Reflex; Good: Will
DR5/Magic and Slashing
ImmunitiesUndead immunities
WeaknessesUndead weaknesses
Offense
SpeedUnchanged
MeleeGain 1 slam attack
Statistics
Abilities+4 Str, +4 Dex, Con --, Int+0, Wis +0, Cha +0
BAB3/4 HD
FeatsLose all feats acquired from class levels and racial bonus feats. Gain Toughness.
SkillsLose all skill points and class skills from class levels, receive 4+Int Mod skill points per HD. Class skills become Climb, Diguise, Fly, Intimidate, Knowledge[Arcana], Knowledge[Religion], Perception, Sense Motive, Spellcraft and Stealth. The creature gains a +4 racial bonus on Stealth checks.
Special QualitiesEssentia Pool, Incarnum Defense, Incarnum Speed, Incarnum Echoes

Special Qualities:
Essentia Pool: The creature gains an essentia pool of 1+1/6 HD.
Incarnum Defense (Su): The creature can invest essentia in this ability to gain a +E insight bonus to AC and saving throws.
Incarnum Speed (Su): The creature can invest essentia in this ability to gain a +10E-foot insight bonus to all its speeds.
Incarnum Echoes (Su): Necrocarnum Zombies often retain an amount of their former Incarnum power if they had it. If the Necrocarnum Zombie had levels in Meldshaping classes, he retains an essentia pool from that class, and 1/2 the amount of melds shaped and available binds from those levels. Any Chakra it had open for binding remain open.
Challenge Rating: The new creature's challenge rating is determined based on its hit dice, increasing by +1 for each size category greater than large, +1 per 2 levels the base creature had in a Meldshaping classes

Hit DiceCRXP
1/21/4100
11/2200
21400
32600
43800
5-741200
8-1051600
11-1462400
15-1873200
19-2284800
23++1 per 4 HD past 22--

Organization:Any
Treasure:None


Souleater
This hulking brute is roughly humanoid, but his form is shrouded in a blue-gray mist. When a gust blow it away, the spike beast is revealed before the mist quickly reforms.
Souleaters are Daemons who devour the souls of living beings, making it difficult to fight by slowly draining the life of all who step near.

3200 XP

Size/TypeNE Large Outsider (Evil)(Daemon)
Init+1
Defense
AC18, Touch 10, Flat-Footed 17
HP84 (8d10+40)
SavesFort +11, Ref +3, Will +9
DRNone
ResistanceNone
ImmunitiesNone
WeaknessesNone
Offense
Speed30 feet
MeleeBite +13 (2d6+7), 2 claws +11 (1d8+5)
Ranged
SpecialConsume Soul, Soulless Aura
Statistics
AbilitiesStr 20, Dex 13, Con 21, Int 10, Wis 12, Cha 14
BAB+8
CMB/CMD+14/25
FeatsImproved Natural Attack (Bite, Claw), Iron Will, Multiattack
SkillsAcrobatics +13, Climb +16, Intimidate +13, Perception +12, Stealth +12, Swim +16
LanguagesNone, but they understand all languages.
Special QualitiesTelepathy

Special Qualities:
Consume Soul (Su): Any creature that dies within 30 feet of a Souleater has its soul absorbed by it, granting the Souleater +10 bonus HP aqnd a +1 bonus on attack rolls and saving throws per soul for 10 minutes, after which the soul has bully fully absorbed. A creature whose soul is absorbed by a Souleater can not be raised until the Souleater has been killed. If its soul has been completely absorbed, it can only be raise with a miracle, resurrection, true resurrection, or wish spell.
Soulless Aura (Su): Souleaters drain the life out of the area around them, bestowing a negative level on all creatures within 30 feet, which persists for as long as they remain in the aura. The Souleater gains a +2 insight bonus on attack and damage rolls so long as there is a creature in its aura, and any creatures within the aura who attempt to shape or bind a soulmeld, bind a magic item, or reallocate essentia to a chakra must succeed a DC 20 Concentration check to do so. Souleaters are immune to the Soulless Aura.
Telepathy (Su): Souleaters can communicate wth any creature with a language out to 100 feet.
CR: 7
Organization: Solitary, Pair, or Mob (1d6+6)
Treasure:Standard


Soulfused Construct (CR +1)
Constructs, such as golems, are created with a spark of pseudo-life, a sort of ember of part-arcane, part-living energy. Sometimes, this energy proves enough to attract a wisp of Incarnum, giving them a form of true life unavailable to other creatures.


Size/TypeGain (Living Construct) subtype. Alignment is usually chaotic neutral.
InitIncrease by +1 (due to Dex increase)
Defense
SavesIncrease Reflex by +1 (due to Dex increase)
Statistics
Abilities+0 Str, +2 Dex, Con 10, Int 3 (if the base creature had no Intelligence score), Wis +0, Cha +4
LanguagesCommon (Bonus Languages may vary but usually include Elven, Dwarven and Gnome)
Special QualitiesEssentia Pool, Soulbound Resistance

Essentia Pool: Soulbound Constructs receive an essentia pool of 1+1/6 HD.
Soulbound Resistance (Su): You can invest essentia into this ability, gaining a +E insight bonus on saving throws.
CR: +1
Organization: Any.


The Living Contruct subtype:
Living Constructs are, obviously, constructs that are living. As a result, they differ from most construct as follows:

A living construct has a constitution score, and receives bonus hit points if its constitution score would offer it more total bonus hit points than its size as a construct would.
A living construct does not have darkvision (although it maintains low-light vision).
A living construct is susceptible to mind-affecting effects, poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain, but receives a +4 bonus on saves against such effects.
A living construct does not heal damage naturally unless stated otherwise in the monster/template's description.
Living Constructs are subject to effects which require a fortitude save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, or necromancy.
A Living Construct can use the run action.
Living Constructs are living creatures, and as such, are affected by spells and abilities that specifically call out living creatures. Conversely, they are now immune to effects which specifically call out non-living creatures.
A Living Construct can be reduced to negative hit points, and react as any other living creature would. It can also be raised or resurrected as normal.
A Living Construct need not eat, breathe, or sleep, but can perform such actions, and can benefit from effects that require them. It must still rest for 8 hours to prepare spells and shape soulmelds.


Soulspark
This wisp of light resembles a Will-O-Wisp, but when it draws near, it doesn't feel too warm. It glows a wavering indigo.
Soulsparks are motes of intelligent Incarnum that form of nascent life-force. They are free-floating, but will often follow many types of creatures, especially Incarnates. When multiple values are given, they are for least, lesser, normal and greater soulsparks.

400/800/1600/3200 XP

Size/Type LN, CN, NG or NE Tiny Outsider (Lawful, Chaotic, Good or Evil)(Incarnum)(Native)
Init+5/+6/+8/+9
Defense
AC14/16/19/21, Touch 12/14/16/17, Flat-Footed 13/14/15/16
HP15/30/45/60 (2d10+4/4d10+8/6d10+12/8d10+16)
SavesFort +5/+6/+7/+8, Ref +4/+8/+11/+13, Will +4/+5/+6/+7
DR{1/3/5/10}/alignment
Resistance
ImmunitiesOutsider Immunities
Offense
Speed20 ft., 30 ft. fly (Perfect)
Melee
RangedSoul Blast +5/+8/ (1d4+1/1d6+2/1d8+3/1d12+5)
Special
Statistics
AbilitiesStr 10/10/13/13, Dex 13/15/18/21, Con 15, Int 6, Wis 13, Cha 13/15/17/21
BAB+2/+4/+6/+8
CMB/CMD{+0/+2/+5/+7}/{11/14/18/19}
FeatsImproved Initiative; Lesser: Lightning Reflexes; Normal: Weapon Focus (Soul Blast); Greater: Bonus Essentia
SkillsDiplomacy +3/+4/+5/+7, Knowledge (history) +3/+5/+7/+9, Perception +6/+8/+10/+12, Stealth +14/+17/+21/+24, Sense Motive +6/+8/+10/+12
LanguagesCommon, but cannot speak. (Other creatures must make a Sense Motive or Linguistics check to understand it)
Special QualitiesAmorphous, Essentia Pool, Evasion, Incarnum Shroud

Alignment Descriptor, Damage Reduction: A Soulspark has an alignment descriptor matching its non-neutral alignment, and a damage reduction that is surpassed by its opposing alignment.
Amorphous (Ex): Being composed of pure energy, Soulsparks are immune to critical hits, sneak attacks, and other forms of precision damage.
Essentia: A Soulspark have an essentia pool equal to its hit dice.
Incarnum Shroud (Su):: The Soulspark can allocate essentia into one of the following four abilities (a Soulspark created by the soulspark familiar soulmeld does not have this ability or an innate essentia pool):
Offense: Grants a +E insight bonus to attack and damage rolls.
Defense: Grants a +E insight bonus to AC
Healing: Grants Fast Healing +1/2*E.
Soul Blast: A Soulspark can project a spark of its being over a short range. This is a ray with a range of 5 feet per 2 HD (max 30 feet), and receive a bonus on its damage roll equal to Charisma bonus.
CR: 1/3/5/7
Organization: Solitary, Pair or Flood (1d6+2)
Treasure:Standard


Incarnum-Infused (+3)
This animal looks a bit larger than normal, and its fur is tinged with blue. Its eyes flash with wit well above that of its kin.
Incarnum Infused animals are animals with some direct, natural link to Incarnum that grants it increased physical and mental strength, as well as a number of supernatural powers. These creatures can sometimes be as smart as humans, and they do not take well to other creatures encroaching on their territory.
This is an inherited template that can be applied to any living creature with the Animal type.


Size/TypeGain Incarnum descriptor, alignment becomes any other than True Neutral.
SenseGain Darkvision 60 feet, add Scent if it didn't already have it.
Defense
Saves+2 increase to Fort (due to Con bonus), +4 on saves vs. Incarnum effects
DRGain DR 3/magic
Offense
SpecialIncarnum Bite
Statistics
Abilities+4 Str, +0 Dex, +4 Con, +4 Int (ignoring Int limits due to type), +0 Wis, +0 Cha
BABEqual to hit dice (good progression)
FeatsCan choose Incarnum feats as bonus feats at any 3rd level (3, 6, 9, etc.)
LanguagesCan understand Common.
Special QualitiesSoulmeld, Essentia Pool, Incarnum Healing

Special Qualities:
Incarnum Bite (Su): Any time the creature hits with a bite attack (if it has one) it deals 1d4 essentia damage to the target (Fort Negates, DC 10+1/2 HD+Con)
Soulmeld (Su): An Incarnum-Infused animal with a Constitution of at least 13 can shape a single soulmeld (determined when the template is applied to it) and invest essentia into it. Its meldshaper level for this soulmeld is considered to be its Hit Dice. It can bind the soulmeld to one of its least chakra if it has at least . If the creature has at least 5 HD, it can bind to the least chakra, and gains a second soulmeld. for every 5 HD past that, it gains another soulmeld and the ability to bind to the next set of Chakra (in the order least, lesser, greater, Heart, and Soul).
Essentia Pool: An Incarnum-Infused Animal has an essentia pool equal to 1/2 HD + Con Bonus (if any), rounded down.
Incarnum Healing (Su): While essentia is invested in this ability, the creature receives fast healing E/2.

malonkey1
2013-09-27, 04:04 PM
Archetypes by class:
Barbarian
Duskling Warrior:

The First World is a wild place, home to races of fey (and the forerunners of the Gnomes). One such race is the savage, tribalistic race known as the Dusklings. Duskling warriors are infamous for their fury in battle, and their ability to infuse themselves with Incarnum.
Race: Duskling
Class Skills: Add Knowledge[Planes]
Incarnum Infusion (Su): A Duskling Warrior can tap into their natural connection to the Incarnum energy of the First World, granting you an essentia pool equal to 1/3 your class level (rounded down).
This replaces Trap Sense.
Cerulean Reflexes: A Duskling Warrior is able to channel soul energy into their feet, granting them the Cerulean Reflexes feat for free.
This replaces Fast Movement.
Skin of Incarnum (Su): At level 7, a Duskling Warrior can focus Incarnum into himself, gaining DR (E+1)/- and Resistance E+1 to acid, cold, electricity, fire and sonic.
This replaces the Damage Reduction gained at level 7.
Incarnum Rage(Su): An experience Duskling Warrior gains the ability to call on a small reserve of soul energy while fighting. You receive 2 temporary essentia while in a Rage.
This modifies, and does not replace Greater Rage. When you receive Mighty Rage, you instead gain 4 essentia while raging.


Fighter

Giantspawn Warrior
Totemic Half-Giants, while not as attuned to Incarnum as their forebears may have been, are far more adaptable with it. They can channel the energy in their souls to turn their skin hard as steel and even treat it like magical armor, becoming juggernauts of Incarnum.
Race: Totemic Half-Giant
Essentia Pool (Su): Unlike most Fighters, Giantspawn Warriors are very mystical, using the power of Incarnum to fuel their abilities. you begin play with an Essentia pool of 1, +1 per 2 levels after first. From level 9 onward, you instead increase your Essentia Pool by 1 at every level (not retroactive). At each level from 17th onward, your Essentia Pool increases by 2 points instead of 1 (non-retroactive). This Essentia can be used just like any other.
This replaces your proficiency with medium and heavy armors, as well as your shield proficiency.
Bluesteel Skin (Su): Your skin is marked by the natural patterns that you inherited from your Giant parent. When you focus, these lines glow with a warm blue light, and your skin shines like flawless steel. You receive a +2 natural armor bonus to AC at all times, and you can invest Essentia into your skin, increasing your natural armor bonus by +E. If you have a soulmeld or item bound to your Soul Chakra, this becomes a Deflection bonus. The capacity of this ability is equal to the Bravery bonus normally provided to Fighters of your level.
This replaces Bravery.
Azure Protection (Su): When you battle, sometimes your bodies crackles with power, or glitters like glass. You can invest Essentia in this class feature to add armor properties to your skin with a total enhancement bonus value up to E. The initial capacity of this ability is 1, +1 per 4 levels past 3rd. At level 19, this class feature is always treated as having 1 Essentia invested into it, not counting against its capacity. Changing the properties your skin has is a standard action which you can perform at will. This does not provoke attacks of opportunity.
This replaces Armor Training and Armor Mastery.
Bonus Feats: You can optionally select Incarnum Feats instead of Combat Feats as bonus feats.
This optionally modifies your bonus feats, and does not interfere with other Archetypes


Incarnate

Angel-Soul Incarnate:

Some Aasimar feel a strong tie to their celestial forebears, and wish to emulate them. Some who choose to do so do it through Incarnum, channeling the light of their ancestors into holy fire.
Alignment: Neutral Good
Race: Aasimar
Martial Training: You receive Weapon Focus in any one weapon with which you are proficient, being more martially inclined than other, more mystical Incarnates.
Radiance (Su): This ability functions as normal, but you receive different abilities at levels 3 and 8:


Devilcrusher (level 3): Your holy power and celestial soul mingle to make you lethal to evil creatures. You receive a +1 insight bonus to attack and damage rolls with weapons against evil creatures, +1 per 5 class levels. Evil outsiders must make a Will save when you confirm a critical threat against them or be rendered nauseated for 1d6 rounds (DC 10+1/2 class level+Wis Mod)
This replaces your first Radiance ability.
Firebrand (level 8): Your Radiance is so potent it burns scions of evil. Undead and evil outsiders within 30 feet of you take 1d6 fire damage at the end of your turn, +1d6 per 4 class levels (Reflex half, DC 10+1/2 class level+Wis Mod).
This replaces your second Radiance ability.

Lay on Hands (Su): At level 2, you gain the ability to lay on hands as a Paladin of your Incarnate level.
This replaces your Incarnate powers.


Gnome-Born Soul:

Gnomes are an old and storied people, and they hold strong ties to the wilds of the faerie realms from which their ancestors came. Those that choose to can channel the fey spirits into themselves through Incarnum.
Alignment: Chaotic Neutral
Race: Gnome
Radiance (Su): A Gnome-Born Soul receives special magics from their strong ties to ancient fairies, providing them with tricks for confusing their enemies. These abilities replace their normal radiance abilities. Additionally, when you share your radiance, affected allies also receive the benefits of your racial Hatred ability (if they didn't have it already).


Dazzling Colors (level 3): Enemies you hit with weapon attacks suffer a -1 penalty to attack rolls, plus an additional -1 per 5 class levels, and Perception checks for the remainder of the encounter.
This replaces your first Radiance Ability.
Mirroring (Level 8): You create mirror images as per the mirror image spell. In order to maintain the images, you must maintain your radiance. Ending your radiance voluntarily does not refresh your mirror images, and if you reenter this radiance after doing so, you have as many images as you had when you end the radiance. If all your mirror images are destroyed, your radiance is ended, but you can reenter this radiance with your mirror images refreshed.
This replaces your second Radiance ability.

Gnomish Arcana (Sp): At any level where you are granted an Incarnate Power, you can instead choose to receive a single illusion(figment or glamer) spell, which you can use as a spell-like ability once per day. At level 4, it must be a 1st-level spell. At level 10, you can choose spells of up to level 2. And at level 16, you can choose spells up to level 3.
This optionally replaces any number of your Incarnate Powers.


Hellforged Soul

Tieflings have an innate connection to their fiendish forefathers, and some truly wicked ones choose to take the souls of fiends into themselves. Such individuals are called Hellforged Souls.
Alignment: Neutral Evil
Race: Tiefling
See in Darkness: Tieflings have an innate connection to darkness, and Hellforged souls are no exception. Your Darkvision penetrates supernatural darkness so long as you have a soulmed shaped to your brow Chakra. This ability is in addition to detect opposition.
Incarnum Radiance (Su): The Radiance of a Hellforged soul is an insidious one, designed to spread plague and fire across the land. Your Incarnum Radiance abilities are changed for new ones.


Brimstone Plague (Level 3): A Hellforged Soul's very touch corrodes the souls of his victims. When you hit a target with a weapon attack, they must save or be infected with an infernal disease called the Brimstone Plague. This horrifying disease covers the body in bright red lesions that eventually begin to glow. Those it kills may become fiends.
This replaces your first Radiance Ability.
Bloodletting (Level 8): You revel in bloodshed, and perhaps even drink it. As a result, you can wounds your enemies viciously, causing 1/5 your level in bleed damage with a successful weapon attack.
This replaces your second Radiance ability.
Hateful Wrath (Level 13): Your hate can often well up into incredible physical prowess, similar to a Barbarian's rage. You receive a +4 enhancement bonus on Strength and Dexterity.
This replaces your third Radiance ability.

Telepathy (Su): At level 7, you can reach out to touch and corrupt the minds of others without uttering a single word. You can communicate telepathically with any creature that possesses a language within 100 feet of you. If you have a soulmeld shaped to your crown chakra, your telepathy is effective with any creature suceptible with a mind-affecting effects.
This replaces your ability to share your Incarnum Radiance.

Brimstone Plague

Type: Disease (Special)
Save: DC 10+1/2 Afflictor's Incarnate level
Onset: Immediate
Frequency: 1/5 minutes for 1 hour, then 1/hour.
Effect: 1d4 Con damage; Those that die have a 5% chance of arising as a Daemon, Demon, Devil, or other fiend of a level no higher that the victim.
Cure: A tincture of mercury and holy water and a casting of lesser restoration, restoration or greater restoration.



Necrocarnate
Incarnate Powers that complement this class include Necrocarnum Spark, Necrocarnum Curse, Necrocarnum Drain, Necrocarnal Wrath, Necrocarnum Aura, and Necrocarnum Ravage.

Base Class: Incarnate.
Alignment: Necrocarnates must always be Neutral Evil.
Class Skills: Necrocarnates add Bluff to their Class Skills.
Harvest Soul (Su): Replaces the Cruel Wounding Incarnum Radiance ability. As a swift action, you can activate this Incarnum Radiance ability. While active, any time you damage a living creature with an attack, you gain a cumulative 1 bonus essentia, which you may immediately invest without taking an action, and which lasts until the end of the encounter. Additionally, you may expend a use of your Incarnum radiance as a full-round action to absorb temporary Essentia from a touched corpse up to ˝ your class level, but no more than ˝ the HD of the touched corpse. You may touch multiple corpses simultaneously in a single use, receiving the total Essentia from it, but cannot
exceed your total for a single use. Multiple uses of this second ability do not stack, and the temporary essentia from this use of the ability lasts 24 hours. At level 13, this second use becomes an immediate action.
Necrocarnum Soulshield (Su): Beginning at 9th level, you can use the tortured souls that form your soulmelds gain a profane bonus on all saving throws equal to the number of necrocarnum soulmelds that you currently have shaped. This ability is usable a number of times per day equal to one-half your necrocarnate level, and is an immediate action that lasts 1 round
Necorcarnum Zombie Master (Ex): At level 13, you only take ˝ damage when using the Necrocarnum Circlet to create a Necrocarnum Zombie. At level 19, You can control and animate up to two necrocarnum zombies simultaneously, with their cumulative maximum HD equal to your Necrocarnate level, and the Essentia Pools of the zombies increase by the amount of Essentia invested in your Necrocarnum Circlet. This is in addition to your 3rd Incarnum Radiance ability.
Feed the Dead (Su): A Necrocarnate learns to empower the dead under his employ. This ability (which replaces the Bloodlust Incarnum Radiance) is a move action to activate, grants all undead within 30 feet of you bonus Essentia and channel resistance equal to your Wisdom bonus, a +4 enhancement bonus to Strength, a +2 bonus hit points per hit die, and a +2 enhancement bonus to Fortitude saves while the radiance is active.



Inquisitor

Mishtai Avenger
Among the few Mishtai who survived the fall of their empire, many thousand of years ago, legends abound of their mighty forebears. To them, Incarnum was their science, and their religion. It was their master, and their servant. Their tool and their friend. It was not until their people ceased to respect Incarnum that their empire fell. Among their empire, and now in its ashes, holy warriors hunted those who abuse Incarnum, as well as enemies of the Mishtai.

Race: Mishtai Survivor
Indigo Providence (Su): When replenishing your spell slots for the day, you may choose to sacrifice an Inquisitor spell slot of a level you can cast for 24 hours and add a number of Essentia to your Pool equal to the level of the sacrificed slot for 24 hours. At level 10, you may sacrifice up to 2 slots and gain the total level of the slots as Essentia instead. This does not modify your spellcasting in any way. You gain this ability at level 1.
Domain: You must select the Incarnum Domain as your Domain at level 1.
Judgements: When activating your Judgement ability, you may use one of the following Judgements in place of the ones normally available to Inquisitors:
Azure Burst: You receive 1 bonus Essentia while this Judgement is active, +1 per 3 class levels.
Massive Capacity: Your capacity for Essentia receptacles is increased by 1, +1 per 6 Inquisitor levels. This does not grant any extra essentia, nor does it allow you to reallocate essentia that would be otherwise unavailable.
Negate Incarnum: The targets of your attacksm if hit, must make a Will save (DC 10 + 1/2 level + Cha) or take 1 Essentia Burn, +1 per 3 Inquisitor levels. Essentia Burn is identical to Essentia Damage, except that it can not be healed magically, and must be healed naturally. If the target has no Essentia remaining but has any number of soulmelds shaped, they instead have a soulmeld unshaped on a failed save.
Incarnum Training (Ex): While less effective in a team than other races' Inquisitors may be, you are a master of Incarnum. You receive one extra point of Essentia from any feats which grant Essentia, and you are counted as a meldshaper for the purposes of the Bonus Essentia feat.
This replaces Solo Tactics
Incarnum Feat: At every level divisble by three, instead os a Teamwork feat, you can choose any one Incarnum feat whose prerequisites you meet as a bonus feat, and can swap Incarnum feats like another Inquisitor would swap Teamwork feats.
This replaces Teamwork Feat
Incarnum Smite (Su): Mishtai Avengers seek to destroy the enemies of the Mishtai, and as a result, they learn to combine the wrath of Paladins and the tireless pursuit of the Ranger. At level 5, you receive Favored Enemy (Humanoid [giant]), as per the Ranger class feature, and then gain another Favored Enemy at levels 11 and 17, advancing bonuses against existing Favored Enemies each time as a Ranger would. Against any creature that is one of your Favored Enemies, you can expend a Judgement to mark them, affecting them as if you had used Smite Evil as a Paladin of your class level against it, ignoring alignment and dealing double damage to meldshapers and creatures with the (Incarnum) subtype instead of to outsiders and dragons (it still applies to meldshaping outsiders and dragons). You may use the Sapphire Smite feat to gain free uses of this ability and improve it as you would any other Smiting ability, and it qualifies you to take Sapphire Smiting and any other feat that improves Smiting ability.
This replaces Bane, Stalwart and Slayer.
Incarnum Disjunction (Su): If a foe is slain as a direct result of your True Judgement, you regain Hit Points equal to the greater of the target's Essentia Pool. If the target lacks an Essentia Pool, you do not gain any hit points. You may choose to use any amount of this healing to instead heal 1 point of Essentia damage per HP that would have been regained.
This is a separate ability, and does not modify True Judgement.



Monk:

Skarn Ascetic:

Skarn Ascetics are individuals who follow the old ways of Incarnum, infusing it into their bodies to make a better warrior.
Spine Strike (Ex): Your spines are considered unarmed attacks for the purposes of your monk class features, including attack damage increases, flurry of blows, and ki abilities.
This does not modify your Flurry of Blows, Unarmed Damage, Ki Pool, or any other class features.
Sapphire Soul (Su): You gain an Essentia pool of 1+1/5 your class level (rounded down). Additionally, you can expend ki points, gaining 1 temporary essentia per ki point expended, which lasts a number of minutes equal to your Wisdom bonus (minimum 1 minute). This is a swift action, but you may reassign essentia in the same action.
This neither modifies nore replaces any class features.
Defensive Insight (Su): You have the ability to infuse yourself with Incarnum, making you more able to evade attacks. You can invest Essentia into this ability, gaining a +E+Wisdom Bonus insight bonus to AC and CMD.
This replaces your normal AC bonus.
Shape Soulmeld (Su): Skarn Ascetics have a limited knowldge of meldshaping that they can use to their advantage. Provided you have a Constitution of at least 11, you gain the ability to shape a number of soulmelds equal to your Wisdom Bonus (maximum 4). These are chosen from the Soulborn list, and their save DC is 10+2E+Wis.
This replaces the Ki Pool (Lawful) ability gained at level 10.
Chakra Binds: At level 10, you have the ability to bind a single soulmeld, and your Hands and Arms chakras are opened. At level 15, you gain an additional bind, and your Crown and Brow chakras open. At level 20, you gain a third bind, and your Throat and Shoulders Chakras open.
Incarnum Strike (Su): At level 15, you can bring the full force of your soul down on your enemies. You can invest essentia in this class feature once per day, after which you cannot voluntarily divest essentia for 24 hours. The save DC of your Stunning Fist, Touch of Serenity, as well as any feats or abilities that modify stunning fist or consume uses of it by +E, and gain an additional +E/2 uses for that day of your Stunning Fist and/or Touch of Serenity.
This does not directly modify Stunning Fist, and therefore does not prevent you from taking Archetypes which do.



Ranger:
Azure Ranger:
Some Rangers take a path filled with Incarnum, forgoing their more conventional magic in the process. Such individuals are called Azure Rangers. They have some qulities in common with Totemists, at least as far as some of their soulmelds are concerned, but they lack the spiritualism of the Totemist.
Alignment: Any except true neutral.
Class Skills: Add Knowledge[Arcana] and Knowledge[Planes].
Totem Chakra Bind: You can bind soulmelds to your Totem chakra (excluding those that lack Totem Chakra Binds.) This replaces your second Favored Terrain. At level 15, you gain the Totemist's Double Bind Totem Chakra Bind ability.
Meldshaping: In place of spellcasting, an Azure Ranger learns to shape soulmelds, drawing from a list of soulmelds culled from the Incarnate, Soulborn and Totemist lists.

LevelBindable ChakraMeldsEssentiaBinds
1None110
2None110
3None110
4None120
5Least, Totem221
6Least, Totem231
7Least, Totem231
8Least, Totem342
9Least, Lesser, Totem342
10Least, Lesser, Totem352
11Least, Lesser, Totem362
12Least, Lesser, Greater, Totem473
13Least, Lesser, Greater, Totem483
14Least, Lesser, Greater, Totem493
15Least, Lesser, Greater, Totem (Double)5104
16Least, Lesser, Greater, Heart, Totem (Double)5124
17Least, Lesser, Greater, Heart, Totem (Double)5144
18Least, Lesser, Greater, Heart, Soul, Totem (Double)5164
19Least, Lesser, Greater, Heart, Soul, Totem (Double)6185
20Least, Lesser, Greater, Heart, Soul, Totem (Double)6205

Azure Bond: When you select your Hunter's Bond, you can also choose the following in place of your normal options:

Soulbound Weapon: You have a weapon that you have held so long that it contains a piece of your soul. As long as you carry it, you receive bonus essentia equal to your Wisdom Bonus. Additonally, you can invest essentia into it, increasing its enhancement bonus by E (maximum 10 total). This bonus can be in the form of a direct enhancement bonus, special properties, or a mix of the two. Your essentia capacity with this weapon increases by an extra +1 at every 6th Ranger level(including level 4), but the enhancement bonus can never exceed +1 per 5 Ranger levels.
Azure Companion: Your Animal Companion functions as normal, but it gains an essentia capacity equal to its Con Bonus (if any)+1 and the Incarnum subtype. You can share soulmelds with this companion as if you had the Share Soulmeld feat.

Azure Tracking (Su): An Azure Ranger is skilled with tracking by following wisps of soulstuff. At level 7, he can invest essentia into this ability to gain a +E/2 insight bonus on Survival checks to track living creatures. This ability replaces Swift Tracker.
Incarnum Attunement (Ex): Your skill with Incarnum allows you to shape more soulmelds. Your effective Constitution for the purposes of soulmelds (maximum number, etc.) is treated as two higher.
Azure Quarry (Su): This ability modifies the Quarry ability and Improved Quarry. Your quarry bonus is instead 1+E.
Azure Hunter (Su): An Azure Ranger can use his Incarnum Abilities to impressive effect against favored enemies. Against favored enemies, soulmelds are treated as if they had 1 extra essentia invested in them, increasing their save DCs by +2 as a result.
This ability is in addition to, not replacing Master Hunter.

Azure Ranger Soulmelds:

Crown

Beast Tamer Helmet, Enigma Helm, Hunter's Circlet, Shedu Crown, Soulspark Familiar, Threefold Mask of the Chimera

Feet

Acrobat Boots, Cerulean Sandals, Landshark Boots, Impulse Boots, Urskan Greaves, Worg Pelt

Hands

Bloodtalons, Gloves of the Poisoned Soul, Mauling Gauntlets, Rageclaws, Sighting Gloves, Worg Pelt

Arms

Bluesteel Bracers, Incarnate Weapon, Kraken Mantle, Lammasu Mantle, Lifebond Vestments, Mauling Gauntlets, Riding Bracers, Sailor's Bracers

Brow

Basilisk Mask, Fearsome Mask, Keeneye Lenses, Krenshar Mask, Silvertongue Mask, Soulspark Familiar, Truthseeker Goggles, Unicorn Horn

Shoulders

Displacer Mantle, Lammasu Mantle, Pegasus Cloak, Phase cloak, Wind Cloak

Throat

Ankheg Breastplate, Apparition Ribbon, Brass Mane, Gorgon Mask, Silvertongue Mask, Soulspark Familiar,

Waist

Flame Cincture, Lamia Belt, Manticore Belt, Strongheart Vest, Vitality Belt

Heart

Blink Shirt, Lifebond Vestments, Shedu Crown, Strongheart Vest

Soul

Fellmist Robe, Keeneye Lenses, Threefold Mask of the Chimera





Rogue
Rilkan Vagabond:

Rilkans are fun-loving wanderers, roaming the earth in song and story since the fall of their ancestors, the Mishtai. Those that choose the life of a thief are often still very attached to their jovial ways, preferring guile and diplomacy to violence, and canny tricks to unnecessary risk of bloodshed.
Race: Rilkan
Class Skills: Add all Knowledge skills.
Improved Flanking (Ex): Rilkan Rogues have an uncanny ability to sneak up on opponents, allowing them to attack their weak points more easily. When you flank an enemy, you add your Intelligence bonus to your attack if it is greater than the normal. Additionally, when determing whether you are flanking a foe or able to make attacps of opportunity, you are treated as threatening spaces from the space you occupy, as well as a space immediately adjacent to you, which you can choose as a free action. If the target of the attack is outside your reach or range, you may still not attack them.
This delays your Sneak Attack ability until 3rd level, leaving you with 1d6 less sneak attack damage than normal.
Vagabond Knowledge: Much like Bards, Rilkan Vagabonds often pick up lots of odds and ends. At level 3, you receive the Bardic Knowledge class feature, using your Rogue level in place of Bard level (Although levels in Bard stack with levels in this Archetype for determining bonuses.) This means you add 1/2 your Rogue level to all Knowledge checks,and can make such checks untrained.
This replaces the Trap Sense ability.
Bonus Feat: You receive the Deceitful, Diligent, Investigator, Negotiator or Persuasive feat as a bonus feat at 3rd level. This is in addition to the normal benefits.
Dumb Luck: A Rilkan Vagabond has an odd propensity to avoid harm. Some argue that it's their ancestor's spirits watching out for them, while some assume that they're just clever. Either way, at level 10, you can reroll any failed save a number of times per day equal to your Intelligence bonus.
This replaces the Rogue Talent gained at level 10.
Silver-Tongued Carouser (Ex): Rilkans are smooth talkers, but Rilkan Vagabonds are even smoother. At level 16, you add your Intelligence bonus to your Bluff, Diplomacy and Intimidate checks, as well as Performance checks to sway an audience. Additionally, you may take 10 on one of these checks once per day, even under duress.
This replaces the Rogue talent gained at level 16.
I Am The Moon (Ex): You are a consummate liar. Once per day, you can add a +20 bonus on a single Bluff check, similarly to a glibness spell. Some Rilkan Vagabonds have made legends with this ability, convincing people they don't exist, or that they are "the Moon, come to check on the tides."
This replaces Master Striker at level 20.

Soulborn

Avatar of Gray
The Avatar of Gray is a rare type of Soulborn, intending not to champion an alignment, but to champion pragmatism. They lack many of the spiritual trappings of other Incarnates, more resembling Wizards than Clerics in demeanor, and they view Incarnum as a tool to serve them, and not something for them to serve. This does not mean they lack conviction, so much as they place their conviction elsewhere. They are borderline amoral, but nigh unstoppable when they set themselves to something.
Alignment: True Neutral. Unlike other Soulborns, Avatars of Balance have no moral leanings.
Conviction (Su): Avatars of Gray lack the conviction required to smite others, but are often harder to injure. At level 1, you gain the ability to enter an incarnum-charged state as a swift action once per day. You can invest essentia into this class feature. While in this state, you gain a deflection bonus to AC equal to the essentia invested, DR 1/- per point of Charisma Bonus and Spell Resistance equal to 5 + your class level + your Charisma bonus. Additionally, you receive bonus essentia equal to twice the number of enemies adjacent to you, and can make a number of extra attacks of opportunity each round equal to 1/4 your class level (rounded down). At any level at which you would gain another use of Smite Opposition, you instead gain another use of this ability. This effect lasts after its activation until dismissed or until the end of the encounter.
This replaces Smite Opposition, but can still be used to qualify for and benefit from Sapphire Smite, Extra Smiting and other feats that allow extra smite uses, gaining extra uses of this ability as if it were a form of smiting.
Meldshaping (Su): You can shape soulmelds without regard for alignment descriptors.
Incarnum Power (Su): Your conviction affords you unique abilities, different from any other Soulborn.

Eyes of Flame (Level 2): Your eyes blaze with fury, granting you immunity to ability drain and energy drain, as well as a +2 perfection bonus to saves vs. essentia damage.
This replaces your first Incarnum Power
Deflecting Field (Level 7): Even when not unde the effects of Conviction, attacks seem to just bounce off of you. Any time an attack misses you by more than 5, you can deflect it to a square adjacent to yourself once per round. The attack is then resolved against the creature in that square as if it had been the original target of the attack. If the deflected attack was ranged, you can instead deflect it towards any other square within 30 feet of yourself, following the same rules. This does not apply to touch attacks.
This replaces your second Incarnum Power
Dampen Magic (Level 12): Your use of Incarnum without concern for morality has made you a natural sinkhole for magical energy. Any spell cast or psionic power manifested runs the risk of failing unless the caster/manifester succeeds a caster/manifester level check with a DC of 15 + your class level. Spells that fail in this manner are not expended, and psionic powers that fail in this manner do not waster power points.
This replaces your third Incarnum Power
Forced Magic (Level 17): You have learned enough about Incarnum to force it into a magical effect around yourself. Choose any one transmutation spell from the Sorcerer/Wizard list of level 4 and below with a range of personal or touch and a duration other than instantaneous and which is not discharged by use. You are now under the constant effects of this spell, having bound Incarnum to your body in that form.
This replaces your fourth Incarnum Power

Incarnum Fury: This ability remains unchanged, except that the Smite Opposition ability's effects while using this class feature are eplaced with the effects of Conviction. This does not modify Incarnum Fury, and archetypes that modify it or replace it can still be taken with this archetype.

Forged of Moradin:

Those Dwarves who manipulate Incarnum sometimes feel that it transforms them, somehow. Legend states that such Dwarves were forged by Moradin, god of Dwarfkind, to use the souls of their ancestors to defend their ancient traditions and seek justice.
Alignment: Lawful Good
Race: Dwarf
Class Skills: Add Knowledge[Dungeoneering]
Smite Opposition (Su): Your smiting power is mostly unchanged, but you can use it more effectively against enemies of the Dwarves, and more effectively with the Dwarven weapons. When using a Warhammer or a weapon mentioned in your racial Weapon Familiarity, your smite deals 1 extra bonus damage, and the AC bonus increases by +1. Additionally, the doubled damage bonus for outsiders and dragons also applies to the subjects of your racial Hatred ability (or similar racial traits).
This Modifies your Smite Opposition ability.
Incarnum Power (Su): You receive a different form of Incarnum Power in place of those normally available to LG Soulborns:


Stone-Gray Eyes (Level 2): Your eyes become a dull gray, almost looking like they were carved from stone. You receive a +3 bonus to saves vs. Transmutation and Necromancy spells, as well as polymorph and death effects.
This replaces your first Incarnum Power
Wield Justice (Level 7): Your attacks become lawful- and good-aligned and gain the holy weapon property (if it doesn't already)
This replaces your second Incarnum Power
Rooted in the Earth (Level 12): So long as you are touching the ground (or the earth or stone floors or wall of a building), you gain an insight bonus to CMB and CMD, and a Natural armor bonus to AC, equal to ˝ the number of soulmelds you have shaped.
This replaces your third Incarnum Power
Mountain Slam (Level 17): Any time you confirm a critical hit with a melee attack, the target must make a Reflex save (DC 10+˝ class level+Cha Bonus) or be knocked prone.
This replaces your fourth Incarnum Power

Stoneborn Insight: You contact with the ancient souls of the Highfathers grants you an even greater skill with stoneworking. You receive an insight bonus equal to the number of soulmelds you have shaped to: Appraise and Craft checks pertaining to stone and/or metal; Perception checks relating to the Stonecunning trait, and damage rolls against the subjects of your racial Hatred ability or similar racial traits.
This replaces the bonus feat at level 3.
Share Incarnum Power (Su): Your ties to the Dwarves of olden days make you more effective at bolstering allies. Your ability to share your Incarnum Power becomes a free action.
This Modifies Share Incarnum Power.


Forest Warrior

Forest Warriors are Elven Soulborns that choose to use Incarnum in protection of their forest home. They connect with the spirits of ancient elves that guide their arrows into the hearts of others.
Alignment: Chaotic Good
Race: Elf
Class Skills: Add Knowledge[Geography], Perception, Stealth and Survival, remove Knowledge[Arcana].
Bowsmite: In place of the normal Smite Opposition ability, you gain a special form of smiting that is only usable with ranged weapons. In place of your normal bonus damage, your projectile weapons deal +1d6 damage per 3 levels to Evil or Lawful targets, double vs. evil outsiders and dragons (The Attack bonus's value is unchanged, but only applies on projectile weapons. The AC bonus is unchanged). Those affected by the extra damage must make a Fortitude save (DC 10+˝ class level + Cha bonus) or be rendered nauseated for 1d4 rounds. If they succeed this save, they are immune to the nausea effect for 24 hours.
This Modifies Smite Opposition.
Incarnum Power (Ex or Su): The Forest Warrior's connection to the souls of tree-dwelling elves changes his Incarnum Powers to reflect this more naturalistic worldview.

Verdant Eyes (Su, Level 2): Your eyes are a deeper, more leaf-green color than other Soulborns of your alignment. In addition to your immunity to Paralysis, you are also immune to enchantment(charm) effects. Additionally, you gain the benefits of a Ranger's Favored Terrain in Forests, Jungles or Swamps (your choice).
This replaces your first Incarnum Power
Woodland Stride (Ex, Level 7): Your years of patrolling the forests have granted you uncanny swiftness in the underbrush. You are unimpeded by non-magical rough terrain. You gain another Favored Terrain of the three presented above.
This replaces your second Incarnum Power
Camouflage (Ex, Level 12): You have become skilled in hiding among the leaves, gaining the ability to use the Stealth skill in your favored terrains, even if the terrain doesn't grant cover or concealment. You gain another Favored Terrain of the three presented above.
This replaces your third Incarnum Power
Hide in Plain Sight (Su, Level 17): You can change your skin to a deep green or a woody brown, allowing you to hide in the trees. You can make Stealth checks in your Favored Terrains, even while being observed. You may also select another Favored Terrain, which can be any type of terrain.
This replaces your fourth Incarnum Power

Vigilance of the Ancestors (Ex): Your link to the Old Elves grants you superior senses. Your low-light vision improves to triple a human's sight in low-light conditions; you gain an insight bonus on Perception checks equal to twice the amount of essentia invested in your brow chakra; if there is a soulmeld bound to the brow chakra, the range increments of your ranged weapons increase by one-half.
This replaces the bonus feat gained at level 6.



Totemist
Smallfolk Shaman:

Lone wolves among lone foxes, the Halfling Totemist is a rare bird, being a vagabond even by Halfling standards, often living in relative isolation in the wilds, the beasts of nature being their only companions.
Race: Halfling
Class Skills: Add Acrobatics, Climb, Fly and Stealth
Low-Light Vision (Su): You have learned to hunt for food in the darkness, granting you Low-Light Vision.
This is in addition to Wild Empathy and Totemic Empathy abilities.
Wild Agility (Su): You have learned to better emulate the wild beasts with whom you associate, gaining impressive mobility. If you have a soulmeld shaped to your arms chakra, you receive a +1/5 level competence bonus on Swim checks. If you have a soulmeld shaped to your feet chakra, you receive a +1/5 level competence bonus on Acrobatics checks. If you have a soulmeld shaped to your hands chakra, you gain a +1/5 level competence bonus on Climb checks, and if you have a soulmeld shaped to your shoulders chakra, you gain a +1/5 level bonus on Fly checks.
This replaces the Totem's Protection ability granted at level 3.
Fast Movement (Ex): At level 8, you can run with the swiftes of beasts. You gain a Barbarian's fast movement ability.
This ability delays your Totem Chakra rebinding ability to level 12.
Bond of the Beast (Ex): You have formed a close bond with a single animal. At level 6, you gain an animal companion as a Druid of your level-5, which possesses an essentia pool equal to your Constitution bonus. It can shape a number of soulmelds equal to 1/6 your level, and at level 10, it gains access to the least chakras for binding, and can make a single bind per day. It chooses its soulmelds from the Totemist list.
This replaces your Totemist's Ferocity.
Spirit Step (Su): You can step between the worlds of the spirit and the material, allowing you to teleport 30 feet per day as per dimension door, splitting it up as you choose. Additionally, you can teleport an additional 10 feet per essentia invested in your Totem Chakra.
This replaces your Totem Resistance ability.

malonkey1
2013-09-27, 04:05 PM
Incarnum Places
There are places in the world that are suffused with Incarnum. This list is by no means exhaustive, but below is a list of some types of places in the world that Incarnum has touched.

Ambient Alignment:
Sometimes, the history of a place can influence the Incarnum energy that flows through it. Perhaps an ancient paladin had slain a dark god in the city square, or an battlefield was the site of an ancient rebellion, or a village of innocents was razed in sacrifice to a devil, or a great empire was born in a city. Whatever happened, it was monumental enough to give the local Incarnum an alignment of its own.
By default, Incarnum is Neutral, simply flowing through the land and the life it bears, but aligned Incarnum will actually serve a purpose. When in an area with aligned Incarnum, meldshapers note that their powers are stronger or weaker. A creature in an area with Incanrum matching at least one component has its meldshaper level increased by 1, and receives 1 bonus essentia, per alignment component that matches (ignoring neutral components), while opposing components have their meldshaper level and essentia pool each reduced by 1 per opposing alignment component. So, A Chaotic Good Soulborn in a Chaotic Good-aligned Incarnum area has his meldshaper level and essentia pool increased by 2, while his Lawful-Neutral Incarnate compatriate suffers a -1 penalty to his meldshaper level and essentia pool, and their Lawful-Good Azure Ranger frien experiences no change. These bonuses and/or penalties persist until they leave the area. Aligned Incarnum can be detected with a detect alignment spell as if the entire area were a 1/2 HD good outsider. Often, areas with aligned Incarnum have other magical properties, and aligned planes are always treated as if they have aligned Incarnum at all places.

Ambient Necrocarnum: Sometimes, a force of death and entropy takes hold in an area, perverting the native Incarnum into Necrocarnum. Such places offer comfort only to the undead. All undead creatures receive Channel Resistance, or receive an extra +4 bonus on saves vs. channeling effects if they already have it, and receive 2 bonus HP per hit die. Necrocarnum Soulmelds are treated as if they had an additional essentia invested in them, and have their effective meldhsaper level increased by 1. Additionally, Incarnates with the Necrocarnate archetype receive a +1 profane bonus to saving throws against effects produced by living creatures. This effect can be lifted from an area only with a miracle or wish, and then reverts to a normal Neutral-Evil Incarnum area.

Sample Aligned Incarnum Area: The Lawforge
The Lawforge was an ancient Dwarven foundry that had been invaded by demons. The beasts wanted to use the magical forges and smelters to create deadly weapons for their kin to spread mayhem and pain. They had taken over the foundry, and the fortress surrounding it, led by a wicked Soulborn by the name of Azazel. The kingdom was about to lose all hope when a mighty Incarnate by the name of Cyrus stood up to combat the fiends. He broke down the doors of his fort with his mauling gauntlets and did battle with every fiend in the fortress, killing his way to the largest smelter in the foundry, where he met Azazel and his 50 lieutenants of the Abyss. Azazel laughed and charged, demons in tow. Cyrus slew each fiend, dispatching them with a single strike of his azure-gauntleted hands, fighting for two days and a night before he was alone with Azazel. He broke the villain's blade, and then struck him to his knees. He gave Azazel one chance to turn himself in and face justice, and the monster spat in his face. Cyrus dispatched him, and justice was served.
The magical forges no longer burn, but they still contain some of that ancient magic. If you can figure out how to fuel them (a Knowledge[Arcana] check, DC 30), all weapons you forge in them are automatically lawful, and masterwork weapons forged in these forges receive an additional +1 bonus to attack and damage rolls against chaotic creatures. But beware, this forge is watched over by powerful creatures of Chaos, good or evil, who would keep mortals from accessing the forges and making weapons against them.

Random Encounters:
Encounter|Chance
{table]4 Lillend (Azata)|30%
1 Hezrou (Demon)|30%
1 Bebilith (with +2 CR of advancement)|30%
1 Ghaele (Azata)|5%
1 Glabrezu (Demon)|5%[/table]



Soulcrystal Caves:
Some caves produce large crystals. That's pretty common. Some places have a strong level of natural Incarnum, which is less common, but not that far out of an adventurer's scope. What is truly rare in the world is places where both are true. These magical places are called Soulcrystal Caves, and they contain a large amount of magical and mineral wealth, and often carry special restorative powers. Such places are the only known source of naturally occurring essentia jewels, and they and other Soulcrystals are vital in the crafting of Incarnum items. Such caves can vary from small holes in the sides of mountains to huge, underground cave systems. They are often guarded by Midnight Constructs, who are only interested in tending to and protecting the crystals from interlopers. If the cave is large enough (usually it must be a cavern system spanning at least a mile), it may even contain Soulfused Midnight Constructs (10% chance, plus 2% per mile the cavern covers) that can be reasoned with and lead the less intelligent constructs. Taking Soulcrystals without the permission on the Midnight Constructs will result in them trying to kill the thieves. The crystals themselves are incredibly valuable, but also volatile. You can shatter a fist-sized crystal to gain a brief burst of essentia. When doing so, you gain 1d4 bonus essentia, which lasts for 2d4 rounds round, anf then roll on the following table and suffer the effects. The save DC is equal to your Hit Dice+10.
{table]d8 roll|Result
1|Essentia Burn: Take essentia damage equal to bonus essentia after it runs out (Will half, minimum 1)
2|Incarnum Rejection: Take 1d4 damage each round for a number of rounds equal to 1/2 your HD (Fortitude negates, must save for each round separately)
3|Alignment Garbling: Your alignment is randomized, randomly turning you into a different aligment each hour for 8 hours (Will negates).
4|Reincarnation: You are briefly unable to act, overtaken with the memories of the souls you are channeling. You are stunned for 1d8 rounds after the bonus essentia, but may attempt a Knowledge check untrained on a subject of your choosing, including rerolling a previously failed check. (Will negates)
5|Explosive Incarnum: The crystal explode on shattering, damaging all creatures in a 20-foot burst with 1d6 force damage per bonus essentia (Reflex half)
6|Hallucination: You hallucinate vividly for 1 minute after the bonus essentia wears off. The exact hallucination is up to the DM, but it is not beneficial. (Will negates)
7|Mutation: You permanently gain a mild mutation to your form (piercing blue eyes, jagged, crytalline hair, blue-tinged skin, etc.). This is not harmful, but it is not beneficial either. The break enchantment spell has a 50% chance of removing this. Regardless of your class or race, you will be regarded as if you had the Incarnum subtype for monster abilities, spell, and other effects, and show up in on a detect incarnum spell.
8|Wild Emotion: Your emotiong grow wild for a brief period. When angered, you receive a -2 penalty to AC and a +1 bonus to attack rolls; When affected by a fear effect, its effect moves up one step (shakened to frightened, frightened to panicked, and panicked to paralyzed); When saddened, you are considered staggered for the purposes of taking actions. (Will negates)
[/table]
A Soulcrystal can be sold as-is at 100 GP per ounce, or can be refined into essentia jewels (this requires about 4 ounces of Soulcrystals, 4 days of work, a high-quality alchemical lab, and two DC 25 Craft checks (Alchemy to process the stones and remove impurities, and then Jewelry to cut and set the stone.), as well as some way of detecting Incarnum (such as the detect incarnum spell, or the feat Soul Sight). This reduces the potency of the crytals, but drastically improves their stability.

Necrocarnum Soulcrystals: Soulcrystal Caves that have been overrun with undead or otherwise acquired an association with Necrocarnum are terrifying places indeed. Such caves have ambient Necrocarnum (see above), and they Midnight Constructs within are treated as undead as well as constructs. They seek out living creatures to torture and extrac Necrocarnum from, feeding the vile crystals that birthed them, as without that sustenance, they would crumble. Such an infection can often reach out to taint nearby watersheds, rendering them toxic and raising its victims as necrocarnum zombies. Given enough time, the pollution of Necrocarnum may work itself out, but it is rare, with a 1% chance of it happening after every 100 years. Crystals from this cave slowly drain life essence from living creatures, dealing 1 essentia damage per minute, and when a creature has no essentia left to lose, they suffering 1 Constitution drain each minute instead (but only while in the cave). Those who die in this manner are raised as Incarnum Wraiths This effect can be negated upon entering the area with a DC 20 Fortitude save, which renders any creature who saves successfully immune to the effect for 24 hours. Essentia jewels made from these crystals are jet-black, and only offer bonus essentia to Necrocarnates and undead. Others who attempt to use it instead take 1 Essentia damage (Will negates, DC 20).

Sample Soulcrystal Cave: Blue Ice Caverns
The Blue Ice Caverns have long been a place for meditation and faith healing, with people making long pilgrimages to this mountain cave system in the far north. The pale-blue crystals, the namesake of the caverns, have been acting strange recently, falling from the walls, showing dark streaks, and occasionally humming in unearthly tones. The superstitious believe it is signs of an impending punishment for people selfishly coming to bathe in the Incarnum-rich waters of the cave, while others believe it is just a natural phenomenon. A Knowledge[Arcana or Planes] check (DC 25), however, will reveal that the changes in the cave are the result of a Necrocarnum infection. Whatever, or whoever, is doing this, and why, remains a mystery that perhaps only the players can solve. Can this cave be set right, or will darkness and despair take hold?

Throughout the caves, there are a number of pools of warm spring water. Bathing in these pools replicates a restoration spell, but depletes the waters within it for 24 hours. However, there is a 5% chance, increasing steadily as the players near the source of the corruption, that bathing in the pool lays a curse on the bather. At first, the Midnight Constructs behave normally, but as the players progress, they become edgier and easier to disturb, their coloration becoming increasingly streaked with black, until eventually they change from Neutral to Neutral Evil, then from regular Midnight Constructs to Necrocarnum Constructs. By the time they have reached Necrocarnum Constructs, the area has become a Necrocarnum Soulcrystal Cave. Bathing in the waters always bestows a curse at this point.

Random Encounters (Upper contaminated levels):
{table]Creature(s)|Chance to apear
3 2nd-level evil Incarnum-using NPCs|50%
2 evil Lesser Midnight Constructs|25%
1 Lost, 4th-level Soulborn Lawful or Chaotic Evil Skarn|13%
1 Dissolution Ooze|12%[/table]
Random Encounters (Lower contaminated levels):
{table]4 Necrocarnum Zombie humans & 1 Necorcarnum Zombie Dire Ape|45%
1 Giant Dissolution Ooze|30%
1 Advanced Incarnum Wraith|15%
3 4th-level evil Incarnum-using NPCs|10%[/table]

At The deepest level, the party finds and can attempt to resolve the source of the Necrocarnum infection. Perhaps there is a powerful Necrocarnate performing dark rites. Maybe it's a haunting, an ancient spirit remembering and reliving a past misdeed. The exact source is up to the DM.

Henge (or Dolmen Circle)

These great structures are rings of standing stone that almost sing with Incarnum energy. Those sensitive to this energy can hear a haunting melody. Few know who or what made these, and for what putpose they may have been built. Some say it was the Mishtai, using them as focuses for their ancient magical experimentation, while others aregue they were designe for Totem Giant burial rites (A view supported by the tendency for Totem Giants to hold them as sacred), but one thing is certain: This is a focus for the wayward souls of the universe.
The main circle of stones that comprises the Henge is about 100 feet across, a ring of stone stood on their ends, with a continual ring of stones set on top of them, with occasional smaller rings inside. At the very center, a single earthen mound with a great stone atop it sits in the center, resembling an altar. On cool, calm, full moon nights, dancing blue lights can be seen moving through and around the Henge, perhaps the long-passed spirits of ancient peoples lost in their eternal revelry. In addition to being a beacon for the sane, it also calls out to the Lost, perhaps beckoning them to join the Henge in its song, or perhaps reminding them of the life they lost. Any creature with the Lost template that comes within a mile of the Henge must make a Will save (DC 23+1 per week within a mile of the Henge) or be forced to approach the henge to the best of their abilities.
Any creature with the Incarnum subtype or with an Essentia Pool within 300 feet of the center stone of the Henge receives a +1 morale bonus on attack rolls, weapon damage rolls, saving throws and skill checks, +1 per week they spend within that range (max +5). The henge can be moved and rebuilt in another place, but it only has a 50% chance to continue functioning after doing so.


Sample Henge: The Henge of the Mountain
This Henge is built in a ring around a great mountain peak, and has long been a center of worship for a group of Totem Giants that live in caves beneath the Henge. They havew heard rumblings in the Incarnum, and have called out into the night in the voices of their fathers. Whether by fate or by design, the players answer the call. As they trek up the mountain to the altar at the summit, they must find the answer to the mystery of the strange rumblings and the change in the song of the stones that wafts across the mountain. When they reach they peak, they see a sight that nobody expected: The Mishtai, ancient winged men and creators of the Rilkan and Skarn, have returned, and claimed the summit altar as their home. The Totem Giants have felt this rumbling, and know that their ancient enemies have returned. Will the party defend the Mishtai and destroy the Totem Giants that have gathered to attack? Will they add the giants in their siege? Or will they seek a truce between them? And why did the Mishtai choose now to return? Why this mountain? And What are their plans for the Henge?

Incarnate Earth
Some places in the world are full of untinged Incarnum, and that energy brings lush life to the earth. The fertile soil in these places is called Incarnate Earth. Most can be found in areas associated with life, fertility, or rebirth, such as a forest, or a desert oasis. Standing water is rare, due to the constant movement of the Incarnum, but when such pools arise, they are filled with the heady energy of the land. Any creature with an essentia pool has its pool increased by 1 while standing on the Incarnate Earth, and drinking standing water that sits on incarnate earth has the same effect as an essentia jewel. You can take the water with you, but it loses most of its energy after 1d4 hours, removing the benefits (although it remains delicious and sweet). living creatures that live near a large area of Incarnate Earth are usually larger and more vigorous, often having the Advanced or Giant monster templates. Incarnate Earth can be transplanted and retain its properties, but only if it is placed in a 2-foot deep, 15-foot wide plot of Incarnum Earth. Any smaller, and it loses potency.

Lost Site
Lost Sites are much like lost people: They are places filled with some negative emotion that has twisted it into its present form. Unlike a Lost creature, these locales have the insidious tendency to "infect" others with its emotional taint, creating more Lost creatures. These places do not have aligned Incarnum, as they are so twisted with pain and emotion that they are no longer capable of having alignment. Such places are often created when a great source of pain and woe enters the world, or when a great source of joy and happiness leaves. They can be nearly any size, but usually follow the lay of the land, stopping at the edge of forests, or being broken up by rivers. These places are usually found in dead areas (deserts, petrified forests, etc.) and are often called home by many Lost. Creatures entering a Lost Site are subject to a sickness much like Mindfire. If a creature with this affliction takes 6 or more points of Intelligence damage while in a Lost Site, they beceome Lost (provided they had at least 3 Intelligence before they were afflicted). Additionally, the emotional background of the area has the ability to hold sway over the Incarnum of those who enter. When allocating essentia or shaping a soulmeld in a Lost Site, a creature must make a Will save (DC 5+essentia pool) or suffer one of the following effects, as appropriate for the specific Lost Site:
Despair: Suffer crushing despair 1d4+1 rounds.
Hate: Suffer song of discord for 1d4+1 rounds.
Misery: Become confused for 1d4+1 rounds.
Wrath: Gain the effects of a rage spell for 1d4+1 rounds, and be forced to attack at least one creature in melee each round (you can choose who to attack, but if there are no enemies within reach, you may have to attack allies).

Sample Lost Site: The Old Battlefield

Many know that Totem Giants and the Mishtai never got along in ancient times, but few knew how bloody and atrocious their wars got. Signs of this are present in the Old Battlefield. This place is one that none dare to tread, as there have been rumors of strange creatures roaming through the chill mists, and the people they send to investigat never return. The mayor of a nearby town has hired the players to seek answers, and if possible end the disturbance. When they enter the battlefield, they are overwhelmed with a sense of hatred and bile towards the world, as if the very earth snarled and spat. They must attempts to navigate the thick fog (as a fog cloud spell, but it is supernatural, and the effects return to an area after 1d4 rounds when blown away. The fog is treated like a level-1 darkness spell for the purpose of counteracting light spells at its outskirts, increasing to 4th level by the time the party reaches the center. They randomly encounter Lost Skarn and Lost Totem Giants of levels appropriate to the party, as well as some Incarnum Wraiths.

When they reach the center, they are attacked by a Ghost Mishtai Wizard of a CR 2 levels higher than the party level. If the ghost touches a character, they immediately see a vision. They can make an Intelligence, Knowledge[History], Wisdom, or Perception check (DC 25) to discern what's happening. If they succeed, they see the following (if they fail, they still may see emotionally-charged flashes of imagery):

The Mishtai's Vision:
The battle was long and bloody. I had done my best to protect our soldiers from enemy assault, but those brute Giants still managed to kill over two thirds of our forces. We were at their mercy, and were taken to the Totem Giant camp.
"Bra'tak, we have defeated the Winged Men," one of the lieutenants said, his face blank and his eyes dull.
"Good. Where are the prisoners?" Their leader, who I assumed to be called Bra'tak, asked in response.
To think, I, one of the preeminent wizards of the Mishtai Dominion, would be reduced to a common slave in the hands of these dirty thugs, I thought, rolling my eyes as the soldier pointed to us.
"They pervert our sacred lands with their dark juju. They can not be allowed to live," Bra'tak rumbled, a fury in his eye. Luckily, I had learned to cast without the use of my hands, so I decided then to free my comrades with a spell, and then kill those hulking freaks.
It was another long, bloody battle, but our forces at that point were evenly matched. By the end, I was alone, and under assault by Bra'Tak, the one-eyed bastard son of a glabrezu, and his two lieutenants. I knew I would not escape alive this day, so with all my anger, I cast a powerful spell that wiped out all four of us.
When I awoke, I was alone. The battlefield was this with fog. I tried to walk when I realized that my feet didn't touch the ground. There people all around, looting the bodies. I did eveything in my power to urge them off, but some looked strange, their ski tinged blue, and their eyes bloodshot. I could feel the Incarnum in them, it was wrong. I tried to run, not realizing until much later that I was a ghost. When I reached the edge of the Battlefield, I was shunted back. I remained trapped here, stewing in my hatred for a year. A decade. A century. A millennium. You came here, just like all the others, trying to destroy me. I know my hate was wrong, I know now that they only sought to protect themselves, their family, their faith. I also know that they were just as hateful as we were. They chose to murder their prisoners when mercy was possible. Perhaps I was hateful, but they were just as much so. Please, destroy me, so that I can find what punishment I deserve in Hell.


Midnight Grove
Midnight Groves are small, wooded areas (sometimes a lone stand of trees, sometimes part of a larger forest) where the trees have taken to gaining sustenance not just from the sun, but from soul energy, an effect one could call Incarno-synthesis. It's usually between 50 and 600 feet around, and such groves drain the incarnum from living beings, incorporating into them selves and enriching the land. Animals that live in the area often grow stonger from this magical energy, acquiring the Incarnum-Infused template (See above post). Any creature entering an Incarnum that has not acclimated to it (having lived in an Midnight Grove for a consecutive 3 days) must make a DC 17 Fortitude save or take 1d4 essentia damage (or Constitution damage, if the creature lacks an essentia pool), and must make the same save every 10 minutes after that. Those that die in a Midnight Grove are often carried by local wildlife (who may be influenced by an unseen force, or who may simply be acting on instinct) to the edge of the grove, where their corpse completely decomposes after 24 hours, leaving an Incarnum-infused tree in it place and extending the grove just slightly.

Wildsoul Zone
Wildsoul zones are places where Incarnum has become distorted in some way, causing it to behave erratically. These places are thought to be points at which soul energy enters the world, yet to be tempered by the forces of reality. As a result, these places often throw Incarnum users for a loop. Any creature with an essentia pool finds their essentia randomly reinvested (although how the essentia moves is up to the DM and the players). Additionally, upon entering a Wildsoul zone, soulmelds have a chance to randomly reshape. there is a 1% chance that a creature with a soulmeld(s) shaped will have all of their soulmelds forcibly unshaped and have different soulmelds that they have access to shaped to the same chakra (these soulmelds can not be reassigned through the Spellcraft skill and must be shaped to their natural chakra. If any of the unshaped meds were bound to a chakra, the melds that replace them become bound. This random reshaping also takes effect again once every hour. Rearranged soulmelds and essentia remain rearranged until you leave the Wildsoul zone, and upon leaving, they instantly revert to the state they were in when you entered. A Wildsoul zone can only be removed in 60-foot diameter chunks with applications of a wish or miracle

malonkey1
2013-09-27, 04:06 PM
Incarnum Items
While the Soulmelds of the Incarnum very much resemble items, they are, in fact, not. There are, however, items that can be used in conjunction with Incarnum to make those who use that power more potent. Some of these items have the ability to have essentia invested in them. Such items will have their maximum essentia capacity listed in the item description (you can invest only to the lesser of your capacity or the item's). Additionally, it is possible to bind magic items to your Chakra as you would a Meldshaper, often improving that item's benefits or adding new ones. This is an exception to the rule of binding chakras locking out magic item effects, as the item is what is being bound. Some items have an existing bind effect, while the bind effects of other items is up to your DM. You may only bind items that occupy an appropriate body slot to a given chakra (with a few exceptions), such as a pair of gloves could not be bound to the Feet chakra. Incarnum items' auras show up on a detect incarnum spell, but you can only determine the strength, not the school.

Soulbound Armor/Shield Property
Soulbound Armor and Shields shine blue when essentia is invested in them, and becomes more difficult to surpass.
Activation: None (Passive)
Effect: The enhancement bonus of the armor or shield increases by +1, to a maximum of +5. Lesser Soulbound armor and shields have an essentia capacity of 2, while greater ones have a capacity of 4.
Chakra Bind: Soulbound armor can be bound to the soul chakra, and shield to the arms chakra:
Arms: You gain a +4 insight bonus to CMD
Soul: You gain a +4 insight bonus on saving throws from effects created by creature which have at least one alignment component that opposes your own. True Neutral characters instead recive a +1 insight bonus to all saving throws.
Aura/CL: Moderate (lesser) or strong (greater) abjuration/CL 6 (Lesser) or 18 (greater)
Construction: Craft Magic Arms and Armor, magic vestment, essentia pool 2 (Lesser) or 4 (Greater).
Price: +1 (Lesser) or +3 (Greater) Bonus.

Soulbound Weapon Property
Soulbound weapons crackle with blue sparks when used.
Activation: Passive
Effect: Soulbound weapons have an essentia capacity of 2 (lesser) or 4 (greater). The enhancement bonus to attack and damage of a Soulbound weapon improves by +E.
Chakra Bind: Soulbound Weapons can be bound to the Arms, Brow or Hands chakra.
Arms: Wearer receives a +2 insight bonus on rolls to confirm criticals.
Brow: You can reroll an attack that missed due to concealment once per round.
Hands: You gain a +2 insight bonus to initiative.
Aura/CL: Moderate (Lesser) or Strong (Greater) transmutation, CL 6 (lesser) or 18 (greater)
Construction: Craft Magic Arms and Armor, magic weapon, Essentia pool 2 (lesser) or 4 (greater)
Price:+1 (lesser) or +3 (greater) bonus.

Specific Armor and Weapons

Desiccated Bracers
Activation: Passive
Effect: These leather armguards, made from the skin of dead men. When you wear them, your skin feels dry and cracked. You gain the ability to shape necrocarnum touch while wearing them.
Aura/CL: Moderate necromancy/CL 9
Construction: Craft Magic Arms and Armor, able to shape necrocarnum touch, 12500 GP, 25 days
Price: 25000 GP

Mortal Blade
Effect: This black +2 longsword seems to suck in the light around it, and when you strike an enemy with it, the wound looks almost necrotic for a moment. While wielding this sword, you can shape necrocarnum weapon.
Aura/CL Moderate necromancy/CL 6
Construction: Craft Magic Arms and Armor, able to shape necrocarnum weapon, 8500 GP, 17 days
Price: 17000 GP



Rings

Ring of Essentia
Activation: Standard action (see effects)
Effect: You can store 1 essentia in this ring, reducing your essentia pool by 1 for 24 hours or until the essentia is released. The wearer of this ring can use the stored essentia as if it were part of the wearer's essentia pool. The wearer may release the essentia, returning it to its source, at any time. Storing or realeasing the essentia is a standard action, but allocating the essentia is the normal swift action.
Chakra Bind: This ring can be bound to the Hands chakra. If it is, you receive 2 bonus essentia while there is essentia stored in the ring.
Aura/CL: Faint Necromancy/CL 5
Construction: Forge Ring, soul boon, Essentia pool, 8000 GP, 16 days
Price:16000 GP

Ring of Soulbound Protection
Activation: Passive
Effect: This ring can be invested with essentia, and grants a +1+E deflection bonus to AC to the wearer's AC. The ring has an essentia capacity of 2 for lesser ones and 4 for greater ones.
Chakra Bind: If this ring is bound to the arms chakra, you also receive a +2 resistance bonus on saving throws.
Aura/CL: Moderate (lesser) or Strong (greater) abjuration/CL 6 (lesser) or 18 (greater)
Construction: Forge Ring, shield of faith, essentia pool 2 (lesser) or 4 (greater), 5000 GP (lesser) or 13000 GP (greater)
Price: 10000 GP (lesser) or 26000 GP (greater)

Wondrous Items:
Amulet of Incarnum Shielding
Activation: Automatic (7 charges)
Effect: This amulet completely negates effects that drain or reassign essentia, or unshape soulmelds. This is an automatic effect, but each time the amulet works, it consumes a charge. When it runs out of charge, it diseintegrates into a fine powder.
Aura/CL: Faint abjuration/CL 3
Construction: Craft Wondrous Item, essentia pool, 1050 GP, 3 days
Price: 2100 GP

Black Shroud of Draining
Activation: Passive
Effect: This burial shroud may have belonged to a dead necromancer, or a mass-murderer, but the magic placed upon it is deliberate. When you wear it, you become able to shape necrocarnum shroud.
Aura/CL: Strong necromancy/CL 19
Construction: Craft Wondrous Item, able to shape black shroud of draining, 21800 GP, 49 days
Price: 49000 GP

Cloak of Soulbound Resistance
Activation: Passive
Effect: This cloak offers protection from ill effects. This cloak can be invested with essentia, and grants a +1+E resistance bonus on all saving throws. It has an essentia capacity of 2 (lesser) or 4 (greater).
Chakra Bind: This item can be bound to the Shoulders chakra, increasing the save bonus by +1. Additionally, once per day, after rolling a save, but before you learn its result, you may re-roll that save. You must take the new roll.
Aura/CL: Moderate (lesser) or Strong (greater) abjuration/ CL 6 (lesser) or 18 (greater)
Construction: Craft Wondrous Item, resistance, 2500 GP and 5 days (lesser) or 6500 GP and 13 days (greater)
Price: 5000 GP (lesser) or 13000 GP (greater)

Essentia Jewel
Activation: Free Action (single-use)
Effect: With a brief willing, you can absorb the energy contained in this gem, gaining 1 bonus essentia for 1 round. You don't need to hold the gem to do this, but it needs to be on your person. It's quite common to set these gems into jewelry, weapons or armor for both decoration and convenience.
Aura/CL: Faint conjuration/CL 3
Construction: Craft Wondrous Item, soul boon, and 200 GP; or 4 weight-ounces of Soulcrystals, and alchemy lab, a way to detect Incarnum, and a DC 25 Craft[Alchemy] check and DC 25 Craft[Jewelry] check. 4 days either way.
Price: 400 GP

Glove of Incarnum Theft
Activation: Standard Action (touch attack)
Effect: By touching an enemy with this glove, you can deal 1 essentia damage, while gaining 1 bonus essentia which lasts for 1 minute. Once this bonus essentia fades, it returns to the creature you stole it from. This can be negated by the target with a DC 15 Will save (the DC is based 1/2 on the gloves' caster level+12) If you are wearing more than one Glove of Incarnum Theft, you can make simultaneous attacks with each of them (provided they are on different hands).
Chakra Bind: This can be bound to the Hands Chakra, increasing the save DC by 2.
Aura/CL: Moderate Necromancy/CL 7
Construction: Craft Wondrous Item, rend essentia, 4000 GP, 8 days.
Price: 8000 GP

Incarnum Focus
Activation: Passive
Effect: In order to use this ability, you must be able to invest essentia in a soulmeld. Wearing an Incarnum Focus in an item slot increases the essentia capacity of a soulmeld bound to the corresponding chakra by 1. This item remains functional while a soulmeld is bound to it, an exception to normal soulmeld-item interaction rules. An Incarnum Focus can be any kind of item appropriate to its body slot (Incarnum Foci intended for the Arms Chakra could be an armband, or a pair of gauntlets, or so on.)
Chakra Bind: This item can be bound to its chakra (which does not lock out the soulmeld in that chakra, and you can still bind soulmelds to it), rendering the soulmeld occupying that chakra immune to involuntarily unshaping, and prevents essentia from being involuntarily removed from it, including by essentia damage (essentia in other chakra and receptacles are unprotected).
Aura/CL: Moderate transmutation/CL6
Construction: Split Chakra, essentia pool, 12500 GP, 25 days
Price: 25000 GP

Necrocrown
Activation: Passive
Effect: This ebony crown is studded with dark sapphires. When you touch it, you almost hear the moans of the dead. These moans become clear when you wear it. The wearer of this crown becomes able to shape the necrocarnum circlet soulmeld.
Aura/CL: Weak necromancy/CL 3
Construction: Craft Wondrous Item, able to shape necrocarnum circlet, 4500 GP, 5 days
Price: 9000 GP

Phylactery of the Necrolich
Activation: Passive
Effect: This necklace is unnerving and cold to the touch. When worn, it makes the wearer's skin cold and clammy, and allows them to shape the necrocarnum mantle soulmeld. (it can also be used as a Phylactery for a Lich, but a prospective Lich must craft it itself.)
Aura/CL: Strong necromancy/CL 14
Construction: Craft Wondrous Item, able to shape necrocarnum mantle, 24500 GP, 49 days
Price: 49000 GP

Soulvoid Orb
Activation: Standard action
Effect: When broken against a hard surface, the soulvoid orb affects all creatures within a 10-foot burst as if by a divest essentia spell.
Aura/CL: Faint necromancy/CL 3
Construction: Divest essentia, 350 GP, 1 day
Price:700 GP

Vest of the Dead
Activation: Passive
Effect: This royal blue vest is embroidered with a complex pattern that, upon closer inspection, resembles ghostly faces. The wearer of this vest gains the ability to shape necrocarnum vestments.
Aura/CL: Strong necromancy/CL 16
Construction: Craft Wondrous Item, able to shape necrocarnum vestments, 21800 GP, 49 days
Price: 49000 GP



Estimating Magic Item Costs with Incarnum

There are a few new properties that could be conceivably given to magic items, and here's a way to estimate their cost.

PropertyCostExample
Bonus Essentia
ContinuousBonus Squared x 1,000
Temporary (rounds)Bonus x duration x 400Essentia Jewel
Essentia-Based Bonus(Max capacity – 1) squared x 1,000Soulbound armor/weapons
Bonus Soulmeld(Based on lowest Chakra)Phylactery of the Necrolich
Crown/Hands/Feet9,000
Arms/Brow/Shoulders25,000
Throat/Waist49,000
Heart/Soul81,000




"Off-book" Soulmelds:
There weren't many, but there were a couple of soulmelds printed outside Magic of Incarnum. They have been converted and will be presented below:

Dragon Magazine #350 (p.86)
BROOD KEEPER'S HEART (Brood Keeper, insects)
Descriptors: None
Classes: Totemist
Chakra: Heart (totem)
Saving Throw: None
Armored Plates seem to hover insubstantially over your torso, calling to mind the shell of a great insect. Although insubstantial, they seem to pulse with inner life.
Brood Keepers are massive, beetle-like beasts that keep a swarm of larva with them at all times. Even totemists fear to approach the brood keepers, but they venerate the massive magical beasts from afar as patrons of all things verminous and crawling. Your attunement to a broood keeper grants you the ability to ignore distraction. You gain a +4+2E insight bonus on checks (caster level, manifester level, etc) to Concentrate.
Chakra Bind (Heart)
Your body dissolves into an amourphous mass of plates, becoming less a corporeal whole and more a mass of living things that nonetheless resemble your true self.
You gain all the traits and qualities of the swarm subtype, except that your are still considered your normal size and still occupy your normal space. You lose any armor or natural armor bonus to AC while this bind is in effect.
Chakra Bind (Totem)
The carapace covering your body hardens into reality, its small plates locked solidly together.
While fighting defensively, your natural armor bonus improves by +4. This bonus still applies while under the effects of the Heart Chakra bind for this soulmeld.

CHAOS ROC SPAN (Chaos Roc, birds)
Descriptors: Acid, Cold, Electricity, Fire, Force, Light, Sonic
Classes: Totemist
Chakra: Shoulders (totem)
Saving Throw: Special
A shimmering mirage manifests from your shoulders, appearing somewhere between a rainbow and a pair of wings whose span seems, out of the corner of your eye, to stretch out to the horizon.
Few creatures provide a more magnificent sight than a soaring roc. A Chaos Roc, with the prismatic feathers of a bird of paradise, creates an even more impressive view. Totemists revere the chaos roc as a personification of nature's inner beauty - and the danger of its disguises. You gain two wing attacks that deal 1d4 damage each.
Essentia: Each point of essentia grants a cumulative +1 enhancements bonus to attack and damage rolls with them.
Chakra Bind (Shoulders)
Any time you hit an opponent with both of your wing attacks in a single round, the target must make a Will save or be dazed for 1d4 rounds. Additionally, you gain a flight speed equal to 1/2 your base speed with good maneuverability.
Chakra Bind (Totem)
As a full-round action, you can project a fan of dazzling colors from the Chaos Roc's Span, dealing 1d4+Ed4 damage in a cone of a randomly determined type, determined by a d8 roll. Rolling an eight causes you to deal an extra 2d4 damage, with the damage being split evenly between the two colors. If you roll 8 a second time, ignore that result and roll again.
{table]1d8|Color|Damage type
1|Red|Fire
2|Orange|Acid
3|Yellow|Electricity
4|Green|Force
5|Blue|Cold
6|Indigo|Sonic
7|Violet|Incarnum (Does not damage unliving creatures other than undead)
8|Multi-hued|Roll twice[/table]

GRAVORG TAIL (Gravorg, big cats)
Descriptors: None
Classes: Totemist
Chakra: Waist (totem)
Saving Throw: None
A striped, feline tail sprouts from your back; even as it lashes the air, it seems curiously buoyant, as though unaffected by the pull of gravity.
Gravorgs are large, dungeon-dwelling monsters with the power to manipulate gravity. Totemists associate them with falling and the prevention thereof. You gain a +4+2E competence bonus on Acrobatics checks.
Chakra Bind (Waist)
Your gravorg tail straightens and hovers motionlessly, suspending you in the air.
You begin to levitate as the spell. You can only move vertically 20+10E feet per round.
Charka Bind (Totem)
A coat of gray, white, and black-striped fur spreads over your back and around your torso. This fur seems to stand on end of its own accord, occasionally shifting as though in an imperceptible void.
You can change the gravity trait (as in the planar trait) within a 10+10E-foot sphere of you at will as a free action.

Mind's Eye: Psionics of Incarnum (http://www.wizards.com/default.asp?x=dnd/psm/20060217a)
ASTRAL VAMBRACES
Descriptors: None
Classes: Incarnate, soulborn
Chakra: Arms or hands
Saving Throw: None
You form vambraces from ectoplasm, and their shimmering silver color is highlighted with glints of azure blue.
Your astral vambraces infuse you with the fortitude of an astral construct, granting you damage reduction 2+2E/magic. Astral vambraces are not affected by dismiss ectoplasm or other, similar effects.
Essentia: In addition to increasing DR, extra essentia also makes your DR harder to pierce. Investing 3 Essentia changes your DR from -/magic to -/adamantine. Investing at least 5 changes it to DR -/-.
Chakra Bind (Arms)
The vambraces fuses closely to your arms, encasing them in silver-blue ectoplasm.
You receive the benefits from any two special abilities of your choice in the Astral Construct Menu A, or a single ability from menu B. You can select a different ability each time you bind the astral vambraces to your arms. If you are targetted by abilities that destroy or banish astral constructs, your astral vambraces are suppressed as if they were dispelled by dispel magic.
Essentia: the numerical effects of any benefits of this soulmeld (DR, energy resistance, etc.) are increased by +E/2. If you invest at least 4 essentia, you can choose a single benefit from menu C or any two from menus B or A.
Chakra Bind (Hands)
The vambraces extend down and cover your hands in ectoplasm.
You gain two slam attacks. These attacks have a +E enhancement bonus to attack and damage.

Charming Veil
Descriptor: None
Classes: Incarnate, soulborn
Chakra: Brow
Saving Throw: None
You create a wispy veil that sparkles in the slightest breeze, but seems to vanish in stillness. When you manifest a charm or compulsion power, tendrils of incarnum writhe and sparkle, enhancing its effects.
You can pull energy into your charm and compulsion powers, reinforcing the power with the power of incarnum. While worn, you gain a +1+E insight bonus on the save DCs of your charm and compulsion powers and psi-like abilities.
Chakra Bind (Brow)
A dim silver glow emanates from your eyes. A brief flash, visible only to you, scans across your field of vision and periodically outlines creatures and objects while continually heightening your awareness.
When your charming veil is bound to your brow chakra, you can read thoughts as per the power at will. You also gain a a +E insight bonus on Sense Motive checks and saving throws to resist charm and compulsion effects targeting you.

Psion's Eyes
Description: None
Classes: Incarnate
Chakra: Brow
Saving Throw: None
You shape incarnum into blue-green lensed spectacles. While perched on your nose, these spectacles give you peculiar visual acuity, heightening your sensitivity to psychic details while granting you insight into the meaning and significance of those details.
With this soulmeld, you summon forth soul energy from generations of psions to grant you acuity and psychic aptitude. While you wear the psion's eyes, you gain a +4+2E insight bonus on Autohypnosis, Spellcraft, and Use Magic Device checks. The psion's eyes allow you to make these checks untrained.
Chakra Bind (Brow)
Instead of spectacles perched on your nose, your psion's eyes appear as a third eye embedded in your forehead, and its iris glows a rich azure blue.
You can use the mindlink power at will for the duration of this soulmeld.

Psion-Killer Mask (Psion-Killers, part-construct creatures, non-mindless constructs)
Descriptor: None
Classes: Totemist
Chakra: Brow (totem)
Saving Throw: None
You craft incarnum into a red crystal mask that has sharp edges along its many facets. The crystal has an inner crimson glow that seems to intensify when near psionic energies.
Psion killers are constructs crafted to hunt and kill those who use psionics, and those deaths resonate within the incarnum. By shaping this soulmeld, totemists hope to gain the power to combat psionics -- particularly against foes armed with large number of psionic items. You can use a detect psionics effect as the power, with a range of 10+10E feet. You can use this ability as often as desired, but no more than once per round (as a standard action).
Chakra Bind (Brow)
Your psion-killer mask binds to your forehead, and your eyes replace the red glow in the mask's sockets. Colors seem somehow more alive to your sight -- particularly the colors of psionic displays and items you know to be psionic.
When using this soulmeld's detect psionics ability, you can instantly determine the number, strength, and location of each psionic aura present as if you had been concentrating for 3 rounds. You needn't make Spellcraft checks as normal to determine the discipline of psionic power within each aura.
Chakra Bind (Totem)
Your face is covered in crystal facets that now grow down to your chest and shoulders. As the crystal covers your face, you can almost taste and smell the psionic energy in the air, and if you extend your crystal tongue, the air tastes sweet and strong -- almost like a liqueur.
You can emit a crimson ray from the mouth of your psion-killer mask to make a ranged touch attack as a standard action. The ray has a range of 10 feet and it uses your normal base attack bonus. If you hit with the ray, you deal no damage but have a chance to temporarily suppress a psionic item that the target might have. Unless you choose a specific item held or worn by the target (such as "the sword he holds" or "his third eye"), you affect psionic items in the following order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including third eyes), and anything remaining. To suppress the item, you must succeed on a meldshaper level check (1d20 + your meldshaper level) against a DC of 11 + the psionic item's manifester level. Success means that the item's psionic properties are suppressed for 10 minutes. You can also use this ability to suppress a specific soulmeld temporarily, but you must specify the soulmeld to be affected; otherwise you affect a psionic item instead. Use the soulmeld's meldshaper level as its manifester level.

Psychic Focus
Descriptors: None
Classes: Incarnate, soulborn
Chakra: Throat
Saving Throw: See text
A necklace of turquoise crystals fits around your neck. The crystals shed a faint glow that increases in brightness when you manifest a power.
Drawing upon soul energy of those using psionics, meldshapers who manifest psionic powers can use the incarnum energy to intensify powers that cause harm to others. You shape incarnum into a periapt or other trinket, known as a psychic focus, which you then wear about your neck. When you manifest a psionic power, it is treated as if it is augmented with 1+E power points. The total power points used still can not exceed your manifester level. This soulmeld does not affect powers that can not be augmented.
Chakra Bind (Throat)
Barely visible wisps of incarnum writhe from your psychic focus, and these tendrils of soul energy twist into psionic glyphs as you manifest psionic powers. When you manifest a power, the power is accompanied by a blue-green burst of raw incarnum energy.
When manifesting a power, you can apply a metapsionics feat at half its normal cost (so using Empower Power, for example, only costs 1 extra Power Point.
Draconic Soulmelds (Dragon Magic p. 82)
Draconic Soulmelds are unique soulmelds that can only be shaped by dragons and those of draconic descent (half-dragons, Dragon Bloodline Sorcerers, Kobolds, etc.).

Claws of the Wyrm (Draconic creatures)
Descriptors: Draconic
Classes: Soulborn, totemist
Chakra: Arms, hands (totem)
Saving Throw: None
A pair of dragonlike arms, wreathed in blue fire, hover above your own arms and mimic your actions. The arms have long, sharp talons of cerulean light.
This soulmeld draws on the most basic of draconic attack forms, granting you claws. These claws gain a +E enhancement bonus on attack rolls and damage rolls.
Chakra Bind (Arms)
The dragon arms settle onto your forearms, though the claws remain loose from your hands. The fire of the arms is reduced, but they glow with a dull inner light.
The threat range of your claws of the wyrm doubles (to 19-20). This benefit does not stack with any other effect that improves the threat range of your claw attacks.
Chakra Bind (Hands)
The dragon claws bind to your hands, lengthening and growing serrated spines.
The damage dealt by your claws of the wyrm improves by one step, and the claws receive special weapon qualities with a total enhancement value of +E
Chakra Bind (Totem)
The dragon arms become more fleshlike and animated, growing up toward your back and linking with your shoulder blades. Hard, bright scales spread over your shoulders, upper chest, and upper arms.
You gain a climb speed equal to 1/2 your base land speed (rounded up to the nearest 5-foot increment).

Dragon Mantle (Draconic creatures)
Descriptors: Draconic
Classes: Soulborn, totemist
Chakra: Heart, shoulders (totem)
Saving Throw: None
Incarnum forms heavy plates of armor that resemble blue dragonhide. The plates hover above your back and shoulders, having an almost winglike appearance.
You draw on the incarnum of the mightiest dragons to increase your resilience. You gain a +2 enhancement bonus on Fortitude saves.
Essentia: You gain 3E resistance to acid, electricity, fire, and cold. If you already have resistance to any of these energy types from another source, it stacks with the resistance granted by this chakra bind.
Chakra Bind (Heart)
The blue dragonhide plate armor fuses with your torso, invigorating your entire body with draconic energy.
You gain fast healing E.
Chakra Bind (Shoulders)
The blue dragonhide plate armor fits tightly to your shoulders and runs down your back and across your upper arms.
You gain damage reduction E/magic. Investing at least 3 Essentia changes your DR from -/magic to -/adamantine. Investing at least 5 changes it to DR -/-. As long as at least 1 point of essentia is invested in this soulmeld, your natural attacks overcome damage reduction as if they were magic weapons.
Chakra Bind (Totem)
Long, draconic wings sprout from the shoulders of your blue dragonhide plate armor.
You can extend wings from this soulmeld to gain the ability to fly 10+10E feet (average maneuverability.)

Dragon Tail (Draconic cratures)
Descriptors: Draconic
Classes: Incarnate, totemist
Chakra: Feet, waist (totem)
Saving Throw: See text
Incarnum forms a row of dragon vertebrae floating inches from your own spine. Ribs grow from the vertebrae, creating a cloak that conceals your back. The cloak continues to grow behind you, extending into a long dragon tail.
You form a draconic tail that can strike foes. This tail possesses a +E enhancement bonus on attack rolls and damage rolls, and is treated as one size larger than normal for damage.
Chakra Bind (Feet)
The tail of this soulmeld grows broad and thick.
The dragon tail provides you with a measure of stability. You gain a +2+2E competence bonus on Acrobatics and Swim checks.
Chakra Bind (Waist)
The vertebrae fuse to your back, the ribs blending into your own. The tail becomes lively and animate, constantly twitching from side to side.
The dragon tail has reach as if it were a reach weapon sized for you. Its damage increases by 1 step.
Chakra Bind (Totem)
The tail takes on the appearance of flesh and bone and becomes more agile and animated.
As a standard action, you can make a tail sweep. All creatures adjacent to you automatically take damage as if they had been struck by your dragon tail (Reflex half), and you can make a trip attempt against any one target within reach.

Dragonfire Mask (Draconic creatures)
Descriptors: Draconic, Fire
Classes: Totemist
Chakra: Brow, throat (totem)
Saving Throw: See text
Incarnum forms a dragon head of dull blue fire that wreaths your head and floats above your shoulders. It stares straight ahead, its expression unchanging. The eyes and mouth of the dragon head are full of brighter, flickering fire that shoots out light.
Dragons are renowned for their amazing visual acuity and unsettling presence, but even more so for their devastating breath weapons. This soulmeld combines all three aspects into a single potent mask. Totemists revel in the normal benefits they receive from this soulmeld and the effect its appearance can have on the meek and fearful. You gain low-light vision while this soulmeld is shaped. If you already have low-light vision, its range doubles.
Essentia: You gain a +2E competence bonus on Perception checks.
Chakra Bind (Brow)
Your own eyes flicker with the same flames that burn within your dragon head.
You gain darkvision out to 60 feet (or your existing darkvision extends another 30 feet).
Chakra Bind (Throat)
A seething ring of fire encircles your neck, and wisps of smoke occasionally burst from the dragon head.
You gain the ability to emit a fiery breath weapon as a standard action. The breath weapon is a 30-foot cone that deals 2d6+2Ed6. Targets are allowed a Reflex save for half damage. After using your breath weapon, you must wait 1d4 rounds before you can use it again.
Chakra Bind (Totem)
The dragon head becomes a solid blue mask, forming a hollow shape that completely encloses your head at a distance. Fire still trails from its eyes and open mouth.
You can emanate an aura of frightful presence once per round as a swift action. All creatures within 10+10E feet with fewer Hit Dice than you become frightened for 1+E rounds. A successful Will save negates the efffect and renders the creature immune to the frightful presence of this soulmeld for 24 hours.

Elder Spirit
Descriptors: Draconic
Classes: Incarnate
Chakra: Crown, soul
Saving Throw: None
A serpentine dragon of blue fire coils in the air above your head, twisting and undulating in response to your own movements.
Any dragonblooded creature has a link, however tenuous, to the spirit of a full-blooded dragon ancestor. This soulmeld calls on that ancient link to bring forth a wisp of the dragon's soul. You gain a +4+2E insight bonus on Knowledge (arcana), Knowledge (history), and Use Magic Device checks, and you can make these checks untrained.
Chakra Bind (Crown)
The dragon coils around your forehead, its facial expression matching your own.
You are immune to frightful presence, sleep, and paralysis effects as if you were a dragon. You gain a +4+2E insight bonus on Intimidate checks.
Chakra Bind (Soul)
The dragon becomes a symbol on a heraldic device of blue fire that settles onto your chest.
You gain blindsense out to 5E feet, and a +E perfection bonus to AC and Will saves.

Prestige Melds:
A Prestige Soulmeld is a rare, and often very unique or potent soulmeld, that is only available to those who have earned it. Perhaps the art of melding them was lost to the ages, or its secrets are hidden and guarded by powerful beings. Wherever they may be found, they are great and terrible things, only available to true adventures.

Prestige Melds behave identically to other Soulmelds (except when their descriptions state otherwise), but they are not automatically available to shape. In order to shape them, you must meet certain prerequisites, one of which is a quest or achievement of some sort. These soulmelds are available to any class, and can be learned with the Shape Soulmeld if you aren't already a meldshaper, provided you meet the requirements. If you are a meldshaper already, then upon gaining access to the meld, you add it to your soulmeld list(s). These soulmelds can be used by any class (although the Totem Chakra is still only available to Totemists and Azure Rangers), although any restrictions (such as a Soulborn or Incarnate's Alignment restrictions) still apply.

A DM is encouraged to come up with their own prestige melds, an I will devise more in the future, to use as plot devices, and to reward players for completing the monumental tasks to which they are linked.


Name: Cloak Of The Four Winds
Descriptors: Air, Cold, Electricity, Fire, Sonic
Prerequisites: Must have trapped a physical personification of wind. (No simple air elemental will suffice. The trapped creature must be the personification of wind, perhaps even a deity.)
Chakra: Heart, Shoulders, Totem
Saving Throw: Reflex, Fortitude
Benefits:
A glorious white-blue cloak forms around your body, emblazoned with images of a snowflake, a cloud, a lightning bold, and the sun. It flaps dynamically as if pushed by a breeze, even without any wind around. When you move or strike an enemy, there is a low rumbling, as if from a distant storm.
You can air walk at will, as the spell.

Essentia: You gain a +E perfection bonus on Reflex saves, and a +4+2E perfection bonus to Acrobatics, Escape Artist and Fly checks.
Chakra Binds:

Heart: Your cloak has wrapped itself around you, instead becoming a robe emblazoned with images of destructive weather. The images flare into brilliant life when an enemy nears you.
Each round, at the beginning of your turn, all adjacent enemies take 2d6+2Ed6 each of cold, electric, fire and sonic damage. Any enemies you hit with a melee attack also take this damage. A successful Reflex save halves the damage.
Shoulders: Your cloak is no longer blue-white, but has instead spread into a rainbow, representing the calm after the storm. With this cloak, no storm can harm you.
You gain immunity to electricity, cold and sonic damage, as well as immunity to the effects of drowning, hypothermia, deafening, dazzling and blinding.
Totem: Your cloak whirls around you like a storm, making you an avatar of nature's wild fury.
You can use the Whirlwind attack feat, even if you do not meet the prerequisites. Each attack deals an extra +Ed4 sonic damage. If you hit with an attack while doing so, the target must make a Fortitude save or be blinded and deafened for the rest of the encounter.


Name: Gauntlets of the Hekatonheires
Descriptors: Chaotic
Prerequisites: Str 15, Con 15, Must have slain a Hekatonheires Titan
Chakra: Arms, Hands, Totem
Saving Throw: None
Benefits:
These Gauntlets harness the strength and fury of the hundred-handed titans known as the Hekatonheires. When you shape them, they take the form of oversized gauntlets that blur when you move them, almost looking like they created extra hands.
These Gauntlets, when shaped, grant a +E insight bonus to Strength, and grant you the Two-Weapon Fighting feat for free.
Chakra Binds:

Hands: The gauntlets attach to your hands. They no longer blur as they once did, but now they are struly enormous.
Your melee attacks are truly punishing, causing them to deal damage as if from an identical weapon of one size category larger (e.g. a Medium-sized Longsword deals 2d6 damage instead of 1d8).
Arms: The gauntlets snake up your arms, causing the muscles to become bulged and gleaming, like the arms of a Titan.
The strength bonus from this soulmeld increases from +E to +2E.
Totem: The gauntlets multiply, granting you two additional sets of arms. Certainly nor as many as the Titan you are emulating, but still vary, ahem, handy.
You receive 4 additional arms, and the Multiweapon Fighting feat, regardless of whther you meet the prerequisites. You don't receive any extra weapons to wield in these extra hands, but you can use them almost as well as you could use any other, although they are somewhat large and bulky, and attempting to perform a fine motor action with them, such as Sleight of Hand checks incurs a -5 penalty to the check. These arms double your Strength bonus from this soulmeld when making Strength checks and Strength-based skill checks (Stacking to a x3 bonus with the effect of the Arms Chakra bind).


Name: Light of Mercy
Descriptors: Good, Light
Prerequisites: Must have repelled an invasion by the forces of a Demon Lord, dark god, or similarly powerful entity (though not necessarily single-handed, you must have made a major contribution).
Chakra: Brow, Shoulders, Soul, Totem
Saving Throw: None
Benefits:
You are surrounded by a nimbus of light, having been taught how to harness the souls of celestials by higher powers in exchange for your services. The light is warm and comforting.
You receive a 2+E sacred bonus on saving throws against effects with the evil descriptor and effects created by evil creatures. Additionally, the save DCs of your Soulmelds are increased by +4 against evil creatures.
Chakra Binds:
Brow: The light moves to your head, forming a golden mask.
You have gained some of the holy power of saints and angels, becoming a bastion of light for others to follow. You and all good creatures within 30 feet of you receive a +1+E sacred bonus on attack and damage rolls, saving throws, caster level and meldshaper level checks, skill checks, and ability checks. Your Leadership score for acquiring and leading followers increases by +E.
Shoulders: The light weaves itself into a glorious cape, emblazoned with the sun.
You can ease the woes of those around you, being able to replicate the effects of a cure light wounds spell at will. Additionally, you can replicate a lesser restoration spell a number of times per day equal to your Essentia.
Soul: The Light of Mercy forms itself into a suit of white-gold armor that radiates goodness. You gain a magical suit of scale, half-plate, or full-plate armor (chosen when binding this soulmeld) with a +2 enhancement bonus, and improvements with a total bonus value of 1+E (which can be any combination of enhancement bonuses and special properties.
Totem: You grow a great pair of wings that carry you aloft in the battle against evil.
You grow a pair of wings and gain a fly speed equal to your base speed +10 and average maneuverability. When making a charge attack while flying, you receive a +2E sacred bonus on the attack and weapon damage (in addition to the normal charge bonuses). You are not subject to attacks of opportunity incurred due to charging while in flight.


Name: Reaper's Scythe
Descriptors: Death
Prerequisites: Cha 13, Int 13, Living creature, Must have cheated death, either literally, or by otherwise escaping what should have been a certain death with guile, trickery, or wits.
Chakra: Arms, Totem
Saving Throw: Fortitude
Benefits:
A scythe forms in your hands, its blade dripping blue-black darkness. Enemies struck by it suffer an early death more often than not.
Upon shaping this soulmeld, you create a +1+E (max +5) wounding scythe that behaves like an incarnum weapon. The bleed damage increases by E.
Chakra Binds:
Arms: The scythe seems to meld into you, becoming a part of you.
Any targets you strike with this weapon must make a Fortitude save or gain 1d3 negative levels. If you kill a creature with negative levels from this soulmeld, you heal 2 hit points per hit die (but no more than 2 times the hit dice of the victim).
Totem: Your scythe melts into you, turning your nails into long, blade-like claws.
You gain two claw attacks that each deal 1d6 damage. Each time you hit the same target with both of these claw attacks in a single round, the target must make a Fortitude save or suffer 1d4 points of Contitution drain. The claws each maintain the benefits of the scythe originally afforded by the soulmeld.


Name: Shackles of the Sapphire Eidolon
Descriptors: Lawful, mind-affecting
Prerequisites: Wis 15; possesses a crystal from the Sapphire Eidolon.
Chakra: Hands, Arms, Feet (Totem)
Saving Throw: Will (see text)
Benefits:
The crystal you carry becomes a set of pale blue shackles around your wrists and ankles, but instead of chaining you down, that grant you an uncanny sense of freedom.
Little is known of the Sapphire Eidolon, a mysterious entity composed apparently of crystalline Incarnum and possessing a seemingly divine intelligence. Some believe it is the embodiment of Law made manifest in the souls of mortals. Others claim it is an artefact of the Mishtai Empire, the legendary Incarnate Fane watched over by Dallyster Harkedde, which unintentionally awakened into consciousness after the Mishtai's collapse. Still others believe that it is a force beyond mortal comprehension, the edge of which has pushed itself into our 3-dimensional reality as a image of an object onto flat paper. Whatever the truth is, you have somehow acquired a small fragment of this force. As long as you carry a shard of the Eidolon, you may shape this Soulmeld. While shaped, you receive the benefits of a freedom of movement spell, and ignore the first 2+E points of any damage, as if you had DR 2+E/epic and resistance 2+E to all damage types, including negative energy, force energy and any form of energy damage not explicitly stated to be completely irresistible.
Chakra Binds:

Hands: The shackles extend forward, covering your hands in crystalline gloves. If you strike an enemy, the gloves flash with blue light, stunning lawbreakers
Your attacks gain the axiomatic property and receive a +E perfection bonus to attack and damage. If you hit a chaotic foe with an attack while under the effects of this Chakra bind, the creature must make a Will Save or be stunned for 1 round/meldshaper level.
Feet: The shackles form themselves into translucent sapphire boots that grant you prodigious abilities to charge into combat.
While this soulmeld is bound to the Feet Chakra, you receive the Pounce special feature, and may make a leaping charge. Make an Acrobatics check, adding your meldshaper level as a perfection bonus, to determine the distance you can jump. If you can jump a sufficient distance to attack a foe with a melee weapon upon landing, you may leap to that foe and attack as if charging. Instead of the normal charge bonuses, you receive bonuses equal to 1/5 the result of your Acrobatics check.
Arms: Your arms are now covered in diamond-like plates that grow out of your shackles like crystals in a cave. You are nearly immune to chaotic magic.
While under this bind effect, you gain SR 10 + E. This spell resistance doubles against chaotic effects and effects originating from chaotically aligned sources. Any time your spell resistance fails to negate an effect which offers a save, you receive a +E perfection bonus on that save.
Totem: The shackles merge into you, leaving the chain links attached to your flesh directly. You take on some of the Incarnum-granting qualities of the Eidolon herself.
As long as you have essentia invested in this bind, reallocating essentia becomes a free action. All allies within 30 feet receive +E bonus Essentia as long as they remain within that distance. This area is treated as a Lawful-aligned Incarnum area.

Amnoriath
2013-09-27, 10:14 PM
Paizocarnum Part II: Meldshape Harder
Hello, and welcome to the second half of my update of Incarnum to the Pathfinder system. I'm making this thread because I foolishly thought I could fit the whole thing in 5 posts. For those who missed the first half of this update, it can be found here (http://www.giantitp.com/forums/showthread.php?t=304799)

Prestige Classes:
The Prestige classes from Magic of Incarnum were pretty hit-and-miss, mostly miss. I intend to fix that.

Incandescent Champion
This class is widely considered a trap, and while that was true, there were some cool abilities in there that could have been great had they been edited better.

Incandescent Champions are warriors of light who seek to become one with Incarnum.
Requirements:

Any Good Alignment
BAB +6
1 Essentia


GRI:
HD: d10
Skill Points/Level: 2+Int
Class Skills: Craft, Heal, Intimidate, Knowledge[Arcana, Religion, Planes], Profession and Ride

Table: The Incandescent Champion
{table=head]Level|BAB|Fort|Ref|Will|Special|Essentia
1|+1|+1|+0|+1|Incandescent Strike|1
2|+2|+1|+1|+1|Fast Healing (self)|2
3|+3|+2|+1|+2|Unbearable Countenance|3
4|+4|+2|+1|+2|Incarnum Overload (1/encounter)|3
5|+5|+3|+2|+3|Incandescent Ray|4
6|+6|+3|+2|+3||5
7|+7|+4|+2|+4|Incarnum Overload (2/encounter)|6
8|+8|+4|+3|+4|Incandescent Aura|6
9|+9|+5|+3|+5|Fast Healing (allies)|7
10|+10|+5|+3|+5|Incandescent Transcendence, Incarnum Overload 3/day|8[/table]
Proficiencies: You gain no new proficiencies.
Incandescent Strike (Su): You can fill your hands with Incarnum, causing your attacks to deal extra damage. So long as you have essentia invested in this ability, your weapon attacks deal +E extra damage. Your hands glow and dispel darkness spells as a light spell while you have essentia invested in this ability.
Fast Healing (Su): At level 2, your link to Incarnum allows you to quickly heal wounds. So long as you have essentia invested in this ability, you have fast healing equal to the essentia invested. At level 9, this fast healing also applies to adjacent allies.
Incarnum Overload: At level 4, you gain the power to overload your Essentia receptacles, allowing you to invest more into them. Once per encounter, you can take a free action to increase the essentia capacity of any one soulmeld, feat or ability by your Charisma bonus (minimum +1) for a number of rounds equal to your Charisma bonus (minimum 1 round). At levels 7 and 10, you gain an additional per-encounter use of this ability.
Incandescent Ray: At level 5, you gain the power to fire a beam of pure Incarnum at will as a standard action. This ray deals 3d8+Ed8 damage.
Incandescent Aura: You exude an aura of Incarnum-charged that is dangerous to nearby enemies. Any enemies within 10 feet of you take Ed6 damage at the start of your turn (Will half, DC 10+2E+Cha Bonus)
Incandescent Transcendence: At level 10, you are no mere mortal. You become a vessel of Incarnum, making you an outsider with the native and good subtypes. All weapons you wield are treated as good-aligned. Once per day, you can shed your mortal body briefly, becoming an incorporeal creature with a fly speed of 60 feet and perfect maneuverability. (you can still take any normal actions in this form, unlike in the 3.5 version). This effect lasts for a number of rounds equal to your Charisma bonus (minimum 1) or until you end the effect. Additionally, if you are killed while corporeal, you enter this form for 24 hours. Your body can be resurrected in this period, allowing you to return to your body without penalty. If you are not resurrected in this time, you pass on as normal.



1. Like the original it has little and vague flavor while not trying that hard really giving itself a role. Soulmeld versatility trumps anything this has to offer.
2. Missing Unbearable Countenance description.
3. You have a dead level at 6.
4. Incarnum Overload yet again is the star ability when abilities that have far more direct use and flavor should be except now it can be spammed through out an entire encounter. Not exactly much of a limitation.
You should consider some of what I have done.
http://www.giantitp.com/forums/showthread.php?p=16095712
Then maybe this as a replacement for the Incarnum Blade.
http://www.giantitp.com/forums/showthread.php?t=291173

Amnoriath
2013-09-27, 10:34 PM
Paizocarnum Part II: Meldshape Harder
Hello, and welcome to the second half of my update of Incarnum to the Pathfinder system. I'm making this thread because I foolishly thought I could fit the whole thing in 5 posts. For those who missed the first half of this update, it can be found here (http://www.giantitp.com/forums/showthread.php?t=304799)

Prestige Classes:
The Prestige classes from Magic of Incarnum were pretty hit-and-miss, mostly miss. I intend to fix that. I should note that unless stated otherwise, a class that advances meldshaper level also advances available melds, available binds, number of binds, and essentia. The value for essentia in the "Essentia" column for these classes is intended for those without meldshaping class levels to advance.

[/spoiler]

Incarnum Blade
Often considered "meh", it was really form over function. It was not really a meldshaping class, but a class that superficially resembled one, but didn't actually Incarnum.

Incarnum Blades are usually non-meldshapers that have learned the basics of Incarnum, using it to form a single, special, and highly adaptable soulmeld called the Blademeld.
Requirements:

Any alignment except True Neutral
BAB +5
Knowledge[Arcana] 2


GRI:
Hit Die: d10
Class Skills: Acrobatics, Climb, Craft, Intimidate, Knowledge[Arcana] and Swim
Skill Points per Level: 2+Int

Table: The Incarnum Blade
{table=head]Level|BAB|Fort|Ref|Will|Special|Essentia|Meldshapi ng
1|+1|+1|+0|+0|Shape blademeld, bind blademeld(crown, feet, hands), Chakra Bind (Crown, Feet, Hands), Blade Chakra bind|2|+1 level
2|+2|+1|+0|+0|bind blademeld(arms, brow, shoulders)|3|+1 level
3|+3|+2|+1|+1|bind blademeld(waist, throat), Rebind blademeld|5|+1 level
4|+4|+2|+1|+1|bind blademeld(heart)|7|+1 level
5|+5|+3|+1|+1|bind blademeld(soul), Blademeld Double Bind, Chakra Bind(Arms)|9|+1 level[/table]
Proficiencies: You gain no new proficiencies.
Blademeld (Su): As an Incarnum Blade, you gain the ability to shape a unique soulmeld called the Blademeld. You can not learn the Blademeld any way other than taking a level in this class. When you shape this meld, it takes the form of a rich blue sheen on the weapon you wield, be it a bow, a blade, or a bite. This meld can be shaped to no chakra, and is instead shaped to your weapon, and while so shaped, your weapon is considered magical, its hardness increases by 5+E, its HP increases by 5+E per Incarnum Blade level, you receive a bonus to all saving throws equal to your Incarnum Blade level, and you gain a +E insight bonus to damage rolls with attacks with that weapon. Dropping the weapon doesn't unshape the meld, and you and the weapon maintain the benefits until the meld is unshaped.
Blademeld Chakra Binds (Su): At level 1, and each additional level, you may bind your blademeld to a chakra. This does not close the corresponding body slot, meaning you can still gain benefits from a belt of strength with the Blademeld bound to your Waist chakra. You can not use this class feature to bind other soulmelds or items to your chakra. (but see below). At level 1, you may bind the blademeld to your least chakra, but you gain access to more later.

Crown: You cannot be flanked. You gain a +4+(E/2) insight bonus to AC and to resist feint attempts.
Feet: You gain a +2+E insight bonus to initiative and can not be rendered flat-footed except by magic.
Hands: You gain a +1+E insight bonus on attack rolls.
Arms: Your critical threat range increases by E (not stacking with similar effects like keen weapon, max 15-20). Your critical modifier increases by 1 (max x4).
Brow: You roll twice for miss chance due to concealment and choose the better roll. You can modify your roll by 2E%.
Shoulders: You gain (25+5E)% foritifcation (not stacking with other fortification effects).
Throat: You gain a Frightful Presence, with a Will DC of 10+2E+your Cha bonus.
Waist: You gain a +10+E insight bonus to CMD.
Heart: You gain bonus HP equal to 2*(your HD+E). These are not lost first like temporary HP, and you could die if you unbound this chakra with low enough HP.
Soul: Your attacks with the weapon to which the blademeld is shaped become aligned as you are, and deals an extra 1d6+E damage to creatures with an alignment opposing your own.

Blade Chakra (Su) At level 1, you gain access to the Blade Chakra. This chakra can hold any soulmeld you have access to, including your Blademeld, offering any bind effect you have access to. At level 5, you gain the ability to
bind a soulmeld to the blade chakra and to another chakra.
Rebind Blademeld (Su) At level 3, you gain the ability to change the chakra(s) to which your blademeld is bound as a move action. You may do this a number of times per day equal to your Con Bonus+1 (minimum 1/day).
Chakra Binds (Su): At level 1, you gain the ability to bind soulmelds to your least chakra (crown, feet and hands), and at level 5, you gain the ability to bind to your arms chakra. This is in addition to your blademeld binds.
Meldshaping: If you have levels in a meldshaping class, you advance your meldshaping ability in one such class at each level. If you lack any levels in meldshaping class, you instead gain essentia as shown on the class table.

1. Yet again like the original the abilities very little to actually do with a blade. All it is a contigent mechanic that must occupy an item slot to gain any benefit from it. Mundane fighters need their items.
2. Yes you made it more viable but no PrC, especially a full BAB class with no Incarnum prerequistes, should get almost double essentia per level and full meldshaping level benefits. Why choose anything else unless you are caster?

malonkey1
2013-09-27, 10:36 PM
1. Yet again like the original the abilities very little to actually do with a blade. All it is a contigent mechanic that must occupy an item slot to gain any benefit from it. Mundane fighters need their items.
2. Yes you made it more viable but no PrC, especially a full BAB class with no Incarnum prerequistes should get almost double essentia per level and full meldshaping level benefits. Why choose anything else unless you are caster?

Yeah, I know. That's gonna be pretty much rewritten tomorrow.

malonkey1
2013-10-02, 10:24 PM
Alright, first, Amniorath, I like what you did with Incandescent Champion, but I didn't want to try having a second system brought in.

Second, I'm wondering what people think on the following questions:


Should I keep Ironsoul Forgemaster a Dwarf-only class, or should I open it to all races like the Arcane Archer?
Should I keep Necrocarnate as its own class, or make it an Archetype of Incarnate?
Should I make Totem Rager an Archetype of Barbarian or Totemist, or keep it its own class?

Ilorin Lorati
2013-10-02, 10:58 PM
Race limitations suck.

I don't think Necrocarnate should be rolled in because, while it's generally only used by Incarnates, it is still available to the others. I could see you having an archetype as well, but if you can think of a different vein to go.

One of the few legitimate places in Pathfinder for Prestige classes is theurge style PrCs, with Paizo even providing support for them through their own supplements (Oracle/Barb Rage Prophet, etc). I'd say keep it.

Amnoriath
2013-10-02, 11:10 PM
Alright, first, Amniorath, I like what you did with Incandescent Champion, but I didn't want to try having a second system brought in.

Second, I'm wondering what people think on the following questions:


Should I keep Ironsoul Forgemaster a Dwarf-only class, or should I open it to all races like the Arcane Archer?
Should I keep Necrocarnate as its own class, or make it an Archetype of Incarnate?
Should I make Totem Rager an Archetype of Barbarian or Totemist, or keep it its own class?

1. I didn't expect you to add in the Marshal. I only added it to compliment the idea of a glowing support guy that didn't stomp on what I first fixed or the Ironsoul Forgemaster. However I think channel positive energy would fit very well.
2. Really it is your call, it definitely has that Dwarfish flavor but as the original book pointed out you could easily retool the PrC to fit any number of races and it wouldn't be much different.
3. Have it as an Archetype trading aura features for Necrocarnum benefits. I actually made a fix while back in another forum revamping that horribly broken Harvest Soul feature and actually have it be a better Incarnum Necrocromancer. Feel free to splice some ideas.
http://www.enworld.org/forum/showthread.php?324357-Necrocarnate-Fix
4. Keep it as a PrC, neither class should get a key feature of another. Either you steal another one's thunder or you under play it making it smaller version of the other. The PrC should actually quite easy to fill up give it about three rage powers and a totem augment or two. However, you can make a better Duskling Barbarian archetype by simply trading a few rage powers from the list adding Incarnum based ones.

stack
2013-10-03, 09:33 AM
You should check out BelGareth's flowshaper (http://www.giantitp.com/forums/showthread.php?p=15849637), which is a upcoming dreamscarred press take on the idea, with a psionic spin.

malonkey1
2013-10-29, 11:40 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=304799) Looking for anybody that wants to look (some of) it over.

Ilorin Lorati
2013-10-31, 01:33 AM
Yay, thread 2! Lets see...

In General

You've switched invested essentia notation methods between this and the last thread, and the "E" thing is jarring to read without knowing what I'm looking at. If you want to use this, I'd recommend making both threads this, and putting it in the basics section.

To keep with Paizo typesetting for your Archetypes, the "This Replaces..." line should be below the described ability for ease of reading.

You seem to have trouble choosing between ways to word class prereqs. For example, some have "X Essentia" and some have "An essentia pool of at least X".

Incandescent Champion

Incandescent Strike - How does dispelling work? Is it just when you first add the essentia, is it at the start of your round, etc?

Channel Incarnum - At first glance this seems kinda weak, but granting up to 4 essentia to your allies for a couple rounds makes this worth it I think.

Fast Healing - Potentially Infinite, if slow, out of combat healing makes me cry in Pathfinder.

Incarnum Blade

This is an odd class to read. It only opens two chakras while leveling (one of which is a unique chakra that no other class can get? This would make it a wicked dip), but the primary class feature mentions all other chakras by name. Do you need those chakras open to bind to them? I assume so by RAW, but they take up so much of the class's real estate.

Also, there doesn't seem to be a bonus for binding your Blademeld to your blade chakra. Is that what the "is instead shaped to your weapon" sentence is for? Because that definitely doesn't sound like "no chakra". There's an ordering issue here as well, I'd put Blade Charka first if that's the case.

As it stands right now, I don't think this class is workable the way it currently reads, not since so much relies on chakras that it doesn't actually give.

Ironsoul Forgemaster

"item creation feats as if you had a caster level equal to 3 times your class level," - Emphasis mine. Is that intentional? The class is a 10 level class, and the game has only 20 levels.

The class features, ad a whole, are kinda weak looking, especially if they only need to take up to level 5 to be able to craft everything. I understand there's only so much you can do with a crafting class, though.

Necrocarnate

As an archetype, this doesn't belong with the PrCs. At best, a note should be put down saying that it's an archetype, then have this down there.

What does this guy trade away? All I see is replacing one Incarnum Radiance ability.

Sapphire Hierarch

Incarnum Channeling is, uh... odd. RAW it can almost assuredly be used to increase the power of Incandescent champion's Channel Incarnum ability by... one die? It doesn't seem like a lot, no but something like Cleric 3 / Soulborn 4 /Incandescent Champion 4 / Sapphire Hierarch 9 would definitely be able to have 5d6 Channel Incarnum, and if you don't specify just one, 5d6 channel energy as well.

At minimum, you should probably clarify Incarnum Channeling of this class.

Soulcaster

Some mechanics are interesting; incarnum casting seems custom built to being used with the 15 minute prepare that Pathfinder prepared casters get.

Soul Manifester

Same deal as above, but with powers.

Spinemeld Warrior

Looks pokey.

Totem Rager

A huge chunk of rage powers take a specific barbarian level. Maybe make this level stack with barbariann levels for prereqs?

Witchborn Binder

"+1 Essentia"? What does this mean? Do you get an additional essentia, or is your cap increased?

Master Meldshaper

These were explicitly removed from Pathfinder. If you want it that's great, but I'd actually recommend adding a new mythic path instead of this.



It's getting late, and I need to head to bed, so I'm gonna stop this for now. If I can find time, I'll look through the rest of the post to see more stuff.

Coidzor
2013-10-31, 01:39 AM
One thing I noticed is that you don't explain the Twisted Mind special quality of The Lost template.

Will read more later though, sorry.

malonkey1
2014-01-23, 12:56 AM
Alright, I added the rest of the off-book melds, and added an additional Prestige Meld: The Cloak of the Four Winds.

Name: Cloak Of The Four Winds
Descriptors: Air, Cold, Electricity, Fire, Sonic
Prerequisites: Must have trapped a physical personification of wind. (No simple air elemental will suffice. The trapped creature must be the personification of wind, perhaps even a deity.)
Chakra: Heart, Shoulders, Totem
Saving Throw: Reflex, Fortitude
Benefits:
A glorious white-blue cloak forms around your body, emblazoned with images of a snowflake, a cloud, a lightning bold, and the sun. It flaps dynamically as if pushed by a breeze, even without any wind around. When you move or strike an enemy, there is a low rumbling, as if from a distant storm.
You can air walk at will, as the spell.

Essentia: You gain a +E perfection bonus on Reflex saves, and a +4+2E perfection bonus to Acrobatics, Escape Artist and Fly checks.
Chakra Binds:

Heart: Your cloak has wrapped itself around you, instead becoming a robe emblazoned with images of destructive weather. The images flare into brilliant life when an enemy nears you.
Each round, at the beginning of your turn, all adjacent enemies take 2d6+2Ed6 each of cold, electric, fire and sonic damage. Any enemies you hit with a melee attack also take this damage. A successful Reflex save halves the damage.
Shoulders: Your cloak is no longer blue-white, but has instead spread into a rainbow, representing the calm after the storm. With this cloak, no storm can harm you.
You gain immunity to electricity, cold and sonic damage, as well as immunity to the effects of drowning, hypothermia, deafening, dazzling and blinding.
Totem: Your cloak whirls around you like a storm, making you an avatar of nature's wild fury.
You can use the Whirlwind attack feat, even if you do not meet the prerequisites. Each attack deals an extra +Ed4 sonic damage. If you hit with an attack while doing so, the target must make a Fortitude save or be blinded and deafened for the rest of the encounter.