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Thread: Soulmeld List by Class and Slot

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    Titan in the Playground
     
    BardGuy

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    Default Soulmeld List by Class and Slot

    Incarnate

    Crown Chakra
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    Crystal Helm - Good Crown equip for melee-centric
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    Base Effect: +2 Will vs Charm/Compulsion
    Essentia: Deflection Bonus to AC per essentia invested

    Bound Effect: Melee attacks gain Force descriptor, ignoring miss chance of incorporeal targets

    Diadem of Purelight - Good if you are worried about concealment
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    Base Effect: 20' bright illumination, 40' shadowy illumination
    Essentia: Increase radius of bright illumination by 10' per essentia invested, shadowy illumination is twice bright illumination.

    Bound Effect: Negates concealment less than total within bright illumination. Does not affect invisibility or total concealment, but DOES affect all other forms of concealment, including fog and blur


    Enigma Helm - Good if you are worried about divination or charms
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    Base Effect: Nondetection, DC 11+ Meldshaper level to penetrate with any divination effect.
    Essentia: +1 Will/Essentia

    Bound Effect: Immunity to Enchantment (Charm) spells.


    Necrocarnum Circlet - Good if you are going Necrocarnate
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    Base Effect: Detect Undead 30. Functions as Blindsight for undead, so it does allow specific targeting, and bypasses invisibility and other sight-based effects, but for undead only.
    Essentia:Undead within 30' gain Turn Resistance equal to essentia

    Bound Effect:Animate Necrocarnum Zombie, HD cap = Meldshaper level. You take damage equal to zombie's HD, which may not be healed as long as zombie is animated. Zombie can act immediately on your turn, you have complete control as long as you have Line of Effect. If this is broken, it acts on last instructions. Automatically regain control when you regain LoE. Only one at a time. Zombie returns to inert corpse if soulmeld is unshaped. No creature can be affected more than once.
    Bound Essentia Effect: Necrocarnum Zombie's essentia pool is increased by the amount of essentia invested in this soulmeld.


    Soulspark Familiar - Good if you want a familiar
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    Base Effect: Summon Least Soulspark, grants Alertness.
    EssentiaGives the soulspark various abilities, all essentia must be invested in the same ability. Choose between: Aligned Attack, Attack/Damage Bonus, Deflection Bonus to AC, Fast Healing, or Saving Throw Bonus. Note: this only affects the soulspark, not the meldshaper.

    Bound Effect: Summon a Lesser soulspark rather than least




    Feet Chakra
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    Acrobat Boots - Good if you want bonus to Balance, Escape Artist, Jump, and Tumble
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    Base Effect +2 Insight bonus to Balance, Escape Artist, Jump, and Tumble (does NOT let you make Tumble checks untrained)
    Essentia: Increase bonus by +2/essentia invested

    Bound Effect: Reduce falling damage by 1d6/essentia invested


    Airstep Sandals - Good if you want to fly
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    Basic Effect: Fly up to 10' with Good maneuverability as move action
    Essentia: +10' of flight/essentia invested

    Bound Effect: Maneuverability becomes Perfect.


    Cerulean Sandals - Various movement-based abilities
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    Basic Effect: Walk on Water
    Essentia: +5' to base land speed/essentia invested

    Bound Effect: DimDoor up to 10'/meldshaper level per day. May be split up into 10' increments, but soulmeld unshapes when you hit your daily allotment. Requires Standard action to activate.


    Impulse Boots - Good if you are worried about Sneak Attack/Sudden Strike or Blastomancy
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    Basic Effect: Uncanny Dodge
    Essentia: +1 Reflex/essentia invested

    Bound Effect: Evasion




    Hand Chakra
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    Bloodwar gauntlets - Limited combat bonuses, it's a trap
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    Basic Effect: +1 morale bonus on melee attack rolls
    Essentia: Increase bonus by +1/essentia invested

    Bound Effect: +4 bonus on rolls made to confirm critical threats


    Lightning Gauntlets - Limited lightning damage, it's a trap
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    Basic Effect: 1d6 Lightning damage as a touch attack
    Essentia: Increase lightning damage by +1d6/essentia invested

    Bound Effect: Add this electricity damage to ONE melee attack, which must be declared prior to attack roll.


    Lucky Dice - Luck bonus to various things, can share with allies
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    Basic Effect: Use as Swift action to gain +1 luck bonus to one of the following: Attack *and* Damage rolls, Saving Throws, or all Skill and Ability checks. When you activate, roll 2d6. If the result turns up a 7, you gain this bonus to ALL of the listed rolls.
    Essentia: Increase duration of bonuses by one round/essentia. Since luck bonuses stack with themselves, and you may activate them every round as your Swift action, you may find yourself stacking bonuses up pretty heavily.

    Bound Effect: Share bonus with allies


    Necrocarnum Weapon - Good if you are going Necrocarnate
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    Basic Effect: Bypass DR/Evil
    Essentia: +1 Profane bonus on attack AND damage rolls AND critical threat confirmation checks, but ONLY against living creatures.

    Bound Effect: Gain temp essentia equal to essentia invested when you confirm a critical hit on any living creature. This temp essentia lasts 10 rounds. Multiple uses of this ability does not stack, it refreshes the 10 round timer. This works with a CDG.


    Sighting Gloves: - Good if you want to focus on ranged attacks
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    Basic Effect: +1 Insight bonus on damage with ranged attacks
    Essentia: Increase bonus by +1/essentia invested

    Bound Effect: Precise Shot feat


    Theft Gloves - Good if your party doesn't have a Trapspringer
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    Basic Effect: +2 Insight on Disable Device, Open Lock, and Slight of Hand checks. This DOES allows you to make checks untrained.
    Essentia: Increase bonus by +2/Essentia Invested

    Bound Effect: Trapfinding




    Arms Chakra
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    Armguards of Disruption - Good against undead
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    Basic Effect: +1d6 damage to undead with melee touch attack
    Essentia:Increase damage by +1d6/essentia invested

    Bound Effect: +1 Insight bonus to AC and Saving Throws vs attacks made by Undead Creatures/essentia invested


    Bloodwar gauntlets - Limited combat bonuses, it's a trap
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    Basic Effect: +1 morale bonus on melee attack rolls
    Essentia: Increase bonus by +1/essentia invested

    Bound Effect: Deal 3d6/essentia to all creatures in 20' radius of yourself, Fort/Half, which unshapes this soulmeld. Considering you can't reshape it until the next day, this is a trap.


    Bluesteel Bracers Good combat-focused abilities
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    Basic Effect: +2 Insight bonus to Initiative checks
    Essentia: +1 Insight bonus to weapon damage rolls/essentia invested. Does not discriminate between melee and ranged, but does specify weapon.

    Bound Effect: Share bonus on Initiative with allies


    Incarnate Weapon - Good if you want to look like a Jedi
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    Basic Effect: Create an aligned weapon: Chaotic: Battleaxe, Evil: Flail, Good: Warhammer, Lawful: Longsword. Automatically proficient in weapon. Immune to sunder and cannot be destroyed. If it leaves your hand, it returns at the beginning of your next turn (if that is impossible, it falls to your feet, and attempts to return to your hand on the next turn). Other creatures may attempt to wield it while it is not in your hand, but does not gain any of its special benefits.
    Essentia: Enhancement bonus on attack and damage rolls/essentia invested

    Bound Effect: As a move action, charge incarnate weapon. If the next melee attack hits a target with one alignment component opposite yours, opponent makes Fort save or be Stunned until the beginning of your next turn. It is discharged on a miss. May only hold one charge at a time, but may hold the charge indefinitely as long as you hold the weapon.


    Lammasu Mantle - Good against evil things
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    Basic Effect: +2 Deflection bonus to AC vs attacks made by Evil creatures
    Essentia: +1 Resistance bonus on saving throws against spells and effects used by Evil creatures/essentia invested

    Bound Effect: Share deflection bonus to AC vs evil creatures with all all allies within 10'


    Lifebond Vestments - Good for limited healing
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    Basic Effect: Touch living creature (standard action) to heal 1 hp/meldshaper level, take half that amount of damage round up. You may not use this more than 1/hour on any creature Since it references Lay on Hands, it is open to interpretation if it works with Caduceus Bracers (MIC).
    Essentia:+5 to healing cap/essentia

    Bound Effect: You may heal a target up to 30' away


    Necrocarnum Touch - Good if you are going Necrocarnate
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    Basic Effect: +4 on Slight of Hand and Bluff Checks to Feint in combat. This DOES allow you to make checks untrained
    Essentia: Grants melee touch attack dealing 1d8 damage/essentia invested to living target (Fort/half). This is NOT a negative energy effect, it may NOT be used to heal targets with Tomb-Tainted.

    Bound Effect: Allows the Essentia granted ability to be used as a Ray with a range of 30'.


    Riding Bracers: - Good bonus on Handle Animal and Ride checks
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    Basic Effect: +4 Insight bonus on Handle Animal and Ride checks
    Essentia: Increase bonus by +2/essentia invested

    Bound Effect: +2 Insight bonus to melee damage and +2 Dodge bonus to AC while mounted


    Sailor's Bracers - Good only in a sea-heavy campaign
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    Basic Effect: +4 Insight bonus on Swim, Profession (Sailor), and Use Rope checks
    Essentia: Increase bonus by +2/essentia invested

    Bound Effect Swim up to your speed as full-round action, or up to half speed as move action. You take no penalties on attack rolls made underwater (as if you had Freedom of Movement, for this effect ONLY)




    Brow Chakra
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    Illusion Veil - Good if you are also an illusionist
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    Basic Effect: +1 DC on illusion spells and SLA's you cast
    Essentia: Increase duration of non-instantaneous illusion spell or SLA by 1 round/essentia invested

    Bound Effect: See Invisibility and +1 Insight bonus on Spot checks AND save vs Illusion spells/essentia invested


    Keeneye Lenses - Good for scouting
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    Basic Effect: +4 Insight bonus on Spot checks
    Essentia: Increase bonus by +2/essentia

    Bound Effect: See Invisibility


    Mage's Spectacles: - Good if you are also an arcane caster
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    Basic Effect: +4 Insight bonus on Decipher Script, Spellcraft, and UMD checks. DOES allow you to make these checks untrained
    Essentia: Increase bonus by +2/essentia invested

    Bound Effect: Continuous Read Magic effect


    Planar Chasuble - Good for Incarnates wanting situational energy resistance or to increase their Incarnum Radiance class feature
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    Basic Effect: Gain Alignment subtype, immunity to planar effects of that type, resistance to energy 10 as follows: Chaotic: Electricity, Evil: Acid, Good: Cold, Lawful: Fire
    Essentia: Increase energy resistance to specified type by 5/essentia invested

    Bound Effect: Increase Incarnum Radiance class feature by 1


    Silvertongue Mask - Good for 'Party Face' roll
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    Basic Effect: +2 Insight bonus on Bluff and Diplomacy checks
    Essentia:Increase bonus by +2/essentia invested

    Bound Effect: Also gain insight bonus on Sense Motive checks equal to bonus on Bluff and Diplomacy granted by this meldshape


    Soulspark Familiar - Good if you want a familiar
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    Base Effect: Summon Least Soulspark, grants Alertness.
    EssentiaGives the soulspark various abilities, all essentia must be invested in the same ability. Choose between: Aligned Attack, Attack/Damage Bonus, Deflection Bonus to AC, Fast Healing, or Saving Throw Bonus. Note: this only affects the soulspark, not the meldshaper.

    Bound Effect: Summon a standard Soulspark rather than least


    Truthseeker Goggles - Good for gather information
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    Basic Effect: +2 Insight bonus on Gather Information, Search, and Sense Motive checks
    Essentia: Increase bonus by +2/essentia

    Bound Effect: Darkvision 60'




    Shoulders Chakra
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    Adamant Pauldrons - Good if you are worried about precision-based damage
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    Basic Effect: Light Fortification (25% chance of negating precision-based damage/critical hits)
    Essentia:DR/opposite alignment equal to essentia invested

    Bound Effect: Increase chance of negating critical hits and sneak attacks to 50%


    Lammasu Mantle - Good against evil things
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    Basic Effect: +2 Deflection bonus to AC vs attacks made by Evil creatures
    Essentia: +1 Resistance bonus on saving throws against spells and effects used by Evil creatures/essentia invested

    Bound Effect: No summoned creatures except those of Good alignment may approach within 10' of you (see Magic Circle against Evil)


    Mantle of Flame - Almost worthless retributive strike
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    Basic effect: Creatures attacking you take 1d6 Fire damage. Creatures wielding weapons with reach are not subject to this damage.
    Essentia:Increase damage by 1d6/essentia invested

    Bound Effect: As a standard action, all creatures adjacent takes damage as though they had struck you (ref/half)


    Pauldrons of Health - Good if you are worried about certain status effects
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    Basic Effect: Immunity to Disease, Sickened, and Nauseated
    Essentia:+1 Enhancement bonus to Fort saves/essentia invested

    Bound Effect: Immunity to energy drain


    Therapeutic Mantle - Almost worthless unless you plan on being healed a lot
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    Basic Effect: Any spell or effect that heals hit point damage which targets YOU heals additional damage equal to the spell level
    Essentia: Increase additional healing by 2/essentia invested

    Bound Effect: Insight bonus to effective caster level for any spell you cast in the Healing subschool equal to essentia invested. Considering the caps these spells have, this is a trap.


    Wind Cloak - Good against ranged attacks
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    Basic Effect: DR 2/Magic vs ranged attacks
    Essentia: Increase DR/magic vs ranged attacks by 2/essentia invested

    Bound Effect: Deflect Arrows, but you don't need a free hand to use it. This works even if you are flat-footed.
    Bound Essentia: Increases number of projectiles you may deflect per round by 1/essentia invested




    Throat Chakra
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    Apparition Ribbon - Good if you want to be able to go Incorporeal
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    Basic Effect: Reroll miss chance against incorporeal foes
    Essentia: +2 Insight bonus on damage vs incorporeal/essentia invested

    Bound Effect: Gain incorporeal subtype for 1 round plus 1/essentia invested. You cannot voluntarily change essentia invested until duration of incorporeality ends. If it is decreased involuntarily to the point where the duration is less than the number of turns spent incorporeal, you immediately become corporeal. If you are within a solid object when you go corporeal, you are shunted to nearest open space, taking 1d6 damage per 5' of movement. You are limited to Meldshaper Level number of rounds per day of incorporeality.


    Arcane Focus - Good if you plan on Blastomancy
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    Basic Effect:+1 bonus on spell damage. Spells that deal damage to multiple targets apply this bonus damage to each target.
    Essentia: Increase damage bonus by 1/essentia invested

    Bound Effect: Single Living creature damaged by your spell make Fort save or be Dazed for one round. If the spell deals damage to more than one target, or if the target takes no damage due to resistance, saving throws, or other method of negating damage, this effect does not apply.


    Dissolving Spittle - Not worth it
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    Basic Effect: 1d6 acid damage with ranged touch attack
    Essentia: Increase damage by 1d6/essentia invested

    Bound Effect: Target hit by acid also takes damage on the next turn


    Necrocarnum Mantle - Good if you are a Necrocarnate
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    Basic Effect: Immunity to Disease
    Essentia: +1 Profane bonus on saving throws vs mind-affecting

    Bound Effect: Immunity to Poison


    Planar Ward - Good if you are worried about mind control
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    Basic Effect: Suppresses mental control (as per Protection from Evil)
    Essentia: Morale bonus on saves made to resist (Su) or (Sp) abilities of extraplanar creatures equal to essentia invested.

    Bound Effect: When you are struck by an extraplanar creature, the attacking creature must make a Will save or be banished. Creature adds its HD as a bonus on saving throw, and you add your Meldshaper level to the save DC. If the creature succeeds, he is immune to this effect for 24 hours.


    Silvertongue Mask - Good for 'Party Face' roll
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    Basic Effect: +2 Insight bonus on Bluff and Diplomacy checks
    Essentia:Increase bonus by +2/essentia invested

    Bound Effect: Suggestion (as per spell) as Standard action (will negates). A creature targeted by this ability may not be targeted again for 24 hours, successful or not.


    Soulspark Familiar - Good if you want a familiar
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    Base Effect: Summon Least Soulspark, grants Alertness.
    EssentiaGives the soulspark various abilities, all essentia must be invested in the same ability. Choose between: Aligned Attack, Attack/Damage Bonus, Deflection Bonus to AC, Fast Healing, or Saving Throw Bonus. Note: this only affects the soulspark, not the meldshaper.

    Bound Effect: Summon a Greater soulspark rather than least




    Waist Chakra
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    Flame Cincture - Good against fire
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    Basic Effect:Fire Resistance 10
    Essentia:+5 Fire Resistance/Essentia invested

    Bound Effect: When your Flame Cincture prevents fire damage, on your next turn, as a swift action, deal fire damage equal to the amount prevented by the flame cincture on the previous round (Ref/half) to a single target within 60'


    Necrocarnum Shroud - Good if you are a Necrocarnate
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    Basic Effect:+1 Profane bonus on attack and damage rolls any time a living creature takes damage while adjacent to you. This bonus lasts one round. If a living creature dies while adjacent to you, bonus lasts for number of rounds equal to creature's HD
    Essentia:Increase area of effect to 5'+5'/essentia invested

    Bound Effect: At the beginning of your turn, any creature within the area of effect becomes Shaken for one round (Will negates)


    Necrocarnum Vestments - Good if you are a Necrocarnate
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    Basic Effect:Resistance to Cold 5
    Essentia:3 bonus hit points/essentia invested. These are not temporary hit points, and are not depleted first. This can reduce your hit point total below 0 if you reduce the essentia invested in this while low on hp.

    Bound Effect: Any living creature adjacent to you at the end of your turn takes 1d6 Cold damage (Fort/negate)


    Strongheart Vest - Good if you are worried about ability damage
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    Basic Effect:Any time you would take ability damage, the amount of the damage is reduced by 1 point, to a minimum of 0
    Essentia:Increases the amount of ability damage that is reduced by 1/essentia invested

    * NOTE: There is a long-standing debate about how this interacts with Hellfire Warlock. Some say that by reducing the damage to 0, you don't take the damage, an thus the HFW's abilities are negated. Others say that you are taking damage, it's just being reduced to 0, so because you aren't immune to it, the abilities stay put. Check with your GM before using this in conjunction with HFW to make sure you are both in agreement about the interpretation being used in your game.

    Bound Effect: Also reduce Ability Drain by the same amount you reduce ability damage.


    Vitality Belt - Solid defensive item
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    Basic Effect: +4 Morale bonus on Con checks (but not Fort saves) and Con-based skill checks
    Essentia: Bonus hit points equal to Meldshaper level per point of essentia invested. Look at that again. For full Meldshapers, this is effectively a free die size upgrade to HD per point of essentia invested. 5 essentia = 100 bonus hit points at MsL 20. That's... pretty handy. Just be careful, you can kill yourself by shifting essentia away while damaged. But by the same token, you can give yourself a little more breathing room if you find yourself dangerously low by shifting more essentia here.

    Bound effect: Immunity to Con damage and Con Drain. Con damage kills. Con drain is even nastier. Avoid them both today!




    Heart Chakra
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    Lifebond Vestments - Good for limited healing
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    Basic Effect: Touch living creature (standard action) to heal 1 hp/meldshaper level, take half that amount of damage round up. You may not use this more than 1/hour on any creature Since it references Lay on Hands, it is open to interpretation if it works with Caduceus Bracers (MIC).
    Essentia:+5 to healing cap/essentia

    Bound Effect: Remove the 1/hour limitation on healing


    Necrocarnum Vestments - Good if you are a Necrocarnate
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    Basic Effect:Resistance to Cold 5
    Essentia:3 bonus hit points/essentia invested. These are not temporary hit points, and are not depleted first. This can reduce your hit point total below 0 if you reduce the essentia invested in this while low on hp.

    Bound Effect: Immunity to stunning and death effects


    Spellward Shirt - Good for being immune to specific spells
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    Basic Effect:Spell Resistance 5
    Essentia:Increase spell resistance by 4/essentia invested

    Bound Effect: When you shape this soulmeld, choose 4 spells of 6th level or less. You gain complete immunity to the effects of these spells as if you were under the effect of a spell immunity spell.


    Strongheart Vest - Good if you are worried about ability damage
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    Basic Effect:Any time you would take ability damage, the amount of the damage is reduced by 1 point, to a minimum of 0
    Essentia:Increases the amount of ability damage that is reduced by 1/essentia invested

    * NOTE: There is a long-standing debate about how this interacts with Hellfire Warlock. Some say that by reducing the damage to 0, you don't take the damage, an thus the HFW's abilities are negated. Others say that you are taking damage, it's just being reduced to 0, so because you aren't immune to it, the abilities stay put. Check with your GM before using this in conjunction with HFW to make sure you are both in agreement about the interpretation being used in your game.

    Bound Effect: Immunity to energy drain and death effects




    Soul Chakra
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    Fellmist Robe - Good for concealment
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    Basic Effect:10% concealment miss chance vs any attack coming from more than 5' away. Your attacks are unaffected. A strong wind (21mph or greater) suppresses this effect, although it comes back one round after the wind stops
    Essentia: +5% concealment miss chance/essentia invested (max 50%)

    Bound Effect: Concealment miss chance works against adjacent attackers, resists winds up to 50mph.


    Incarnate Avatar - Good for turning into an Outsider
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    Basic Effect:No basic effect without essentia investment
    Essentia:Depends on alignment: Chaos: +1 insight on ranged attack rolls/essentia invested; Evil: +2 Insight bonus on melee damage rolls/essentia invested; Good: +1 Insight bonus to AC/essentia invested; Law: +1 Insight bonus on melee attack rolls/essentia invested

    Bound Effect: Depends on alignment. Chaos: +30' enhancement bonus to base land speed; Evil: Fly at 30' (good maneuverability); Good: Fly at 30' (good maneuverability); Law: Immunity to daze, paralysis, petrification, and stun as well as any magical effect that would Slow you.


    Keeneye Lenses - Good for scouting
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    Basic Effect: +4 Insight bonus on Spot checks
    Essentia: Increase bonus by +2/essentia

    Bound Effect: True Seeing, always on


    Necrocarnum Shroud - Good if you are a Necrocarnate
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    Basic Effect:+1 Profane bonus on attack and damage rolls any time a living creature takes damage while adjacent to you. This bonus lasts one round. If a living creature dies while adjacent to you, bonus lasts for number of rounds equal to creature's HD
    Essentia:Increase area of effect to 5'+5'/essentia invested

    Bound Effect: As a standard action, make a melee touch attack against a living foe to deal 1d4 negative levels (Fort/half). For each negative level bestowed, you gain 1 temp essentia point and 5 temp hit points. Temp essentia lasts until end of next turn. Temp hit points fade after an hour.


    Planar Chasuble - Good for Incarnates wanting situational energy resistance or to increase their Incarnum Radiance class feature
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    Basic Effect: Gain Alignment subtype, immunity to planar effects of that type, resistance to energy 10 as follows: Chaotic: Electricity, Evil: Acid, Good: Cold, Lawful: Fire
    Essentia: Increase energy resistance to specified type by 5/essentia invested

    Bound Effect: 1/week you may use Gate to a plane with an alignment trait matching your chosen alignment. If you use the 'calling creatures' function, it costs 1,000 XP.


    Last edited by ShneekeyTheLost; 2013-06-13 at 12:43 AM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora