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Thread: Soulmeld List by Class and Slot

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    BardGuy

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    Default Re: Soulmeld List by Class and Slot

    Soulborn

    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.


    Hunter's Circlet - Good if you want to Track
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    Basic Effect:+2 Insight bonus on Heal and Survival checks
    Essentia: Increase bonus by +2/essentia invested

    Bound Effect: Track feat


    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


    Soulspeaker's Circlet - Good for communicating
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    Basic Effect: Choose a language when shaping this meldshape. You can understand the spoken forms of this language, but not the ability to speak, read, or write that language
    Essentia: Each essentia point invested gives you another language.

    Bound Effect: You may now speak those languages it lets you understand. You still cannot read or write them.




    Feet Chakra
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    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


    Thunderstep Boots - Good for charging builds
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    Basic Effect:When you charge, if you hit with a melee attack, thetarget takes an additional 1d4 Sonic damage
    Essentia: increases sonic damage dealt by 1d4/essentia invested

    Bound Effect: Any creature taking damage from Thunderstep Boots also is stunned for a 1 round (Fort/negates)

    *NOTE: There is some debate about how this works with Pounce. Some say that because the wording is singular, that it only affects the first attack in a Pounce, wheras others say it works on all attacks in a Pounce. Check with your GM about which interpretation will be used at your table




    Hand Chakra
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    Gloves of the Poisoned Soul - Would have been useful if it wasn't for the crippling limitation
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    Basic Effect:Deliver poison with melee touch attack that does 1 Wis/1Wis (Fort/negates). No creature can be affected by the gloves more than once in a 24-hour period.
    Essentia:Increase Wis damage (both primary and secondary) by 1 point/essentia invested

    Bound Effect: The poison deals Str damage in addition to Wis damage. A single save will resist both effects.


    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


    Mauling Gauntlets - Not really useful unless you use unarmed attacks. Might be useful for a monk
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    Basic Effect: +2 Morale bonus on Str checks (but NOT str-based skill checks) such as those to break down doors or bull rush an opponent.
    Essentia: Increase morale bonus by +2/essentia invested

    Bound Effect: Morale bonus on unarmed strike damage equal to the morale bonus on Strength checks granted by the mauling gauntlets. You also gain the benefit of the Improved Unarmed Strike feat


    Necrocarnum 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




    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


    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


    Mauling Gauntlets - Handy for Crit-Fisher builds
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    Basic Effect: +2 Morale bonus on Str checks (but NOT str-based skill checks) such as those to break down doors or bull rush an opponent.
    Essentia: Increase morale bonus by +2/essentia invested

    Bound Effect: Double critical threat range of any melee weapon you wield. Does not stack with any other effect that increases a weapon's threat range, such as Improved Critical or Keen/Impact


    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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    Fearsome Mask - Only useful if you plan on intimidate-lockdown
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    Basic Effect: +2 Insight bonus on Intimidate
    Essentia: +2 additional/essentia invested

    Bound Effect: Gaze attack to make opponents Shaken for 1 minute (Will/negate). This is a mind-affecting effect.


    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


    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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    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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    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.


    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


    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


    Soulspeaker's Circlet - Good for communicating
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    Basic Effect: Choose a language when shaping this meldshape. You can understand the spoken forms of this language, but not the ability to speak, read, or write that language
    Essentia: Each essentia point invested gives you another language.

    Bound Effect: You can communicate telepathically with any creature within 20' per point of invested essentia, as long as that creature has a language. This is a mind-affecting effect.




    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.




    Heart Chakra
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    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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    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.


    Last edited by ShneekeyTheLost; 2011-09-29 at 10:25 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.
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    My homebrew world in progress: Falcora