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    Troll in the Playground
     
    MindFlayer

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: Gravesoul Warrior (PEACH)

    Soulmelds

    Spoiler: Grave Gate (undead)
    Show

    Chakras: All
    This is your connection to the soul-stuff of the undead.
    Once shaped it permanently remains shaped, though the chakra binds work as normal. This does not count against number of soulmelds shaped.
    GS counts as undead type for gaining feats.
    Essentia: +1 insight bonus to all saves/ep

    Hand Chakra:
    Immune to Fear and Fear effects, manifests a Light Shield
    Essentia: +1 enhancement bonus on the shield/ep

    Crown Chakra:
    Immune to Mind-influencing effects, poison, sleep, stunning and diseased. Immune to Fear and Fear effects.

    Feet Chakra:
    No need to eat, drink or breathe.

    Arm Chakra:
    Incorporeal - 3 rounds/meldshaper level

    Brow Chakra:
    Spell Resistance CL+Wis
    Essentia: +1/ep

    Shoulder Chakra:
    Regeneration (1hp/negative energy) per hour
    Essentia: Rate of hit points regenerated per hour is increases by 1hp/ep

    Throat Chakra:
    Cold and Fire Immunity

    Waist Chakra:
    Immune to Ability Damage/Drain

    Heart Chakra:
    All temporary hit points from any source heal actual hit points as if they were healing from an appropriate spell. Once full hit points are achieved temporary hit points accrue as normal.

    Spoiler: Restless Dead
    Show

    (Feet, Brow, Waist)
    Proficient in all weapons

    Feet
    Unrelenting March, freedom of movement

    Brow
    Horrors of History, gaze attack deals 1d4 Cha damage and target becomes "slowed" for one round.

    Waist
    Resistant to Blows; reduces all physical damage received by 50% and magical damage received by 25% before DR.*

    Spoiler: Foul Feast
    Show

    (Arms, Shoulder, Throat, Waist)
    Frightful Presence

    Arms
    Rotting Touch, 1d6 damage; gain 5 points temp hp per successful attack*
    Essentia: Increase damage by +1d6 and temp hp by +5 per Essentia invested.

    Shoulder
    A GS pool of rot is a 15-foot-radius spread. Any corporeal creature standing on the ground within that area must make a Reflex saving throw each round or take 2d6 points of damage (half that on a successful save) as its flesh begins to succumb to decay.*
    Essentia: Damage increases by +1d6 per Essentia invested.*

    Throat
    Gangrenous Touch, Supernatural disease —Fortitude Save, incubation period instant; damage 1d4 Con. Unlike normal diseases, gangrenous touch requires a saving throw every round. It visibly progresses over a period of seconds, turning the afflicted area putrescent and gangrenous. The rot continues until the victim makes two successful saving throws in a row, the victim reaches Constitution 0 (and dies), or the victim receives a remove disease spell or similar treatment. Once it is infected or it successfully saves, a creature can’t be infected by gangrenous touch again for 24 hours. The body of a victim claimed by gangrenous touch sloughs into a brittle, stinking mass of putrescent ruin that molders to nothing over the course of 24 hours, unless remove disease is cast on the remains within that time.

    Waist
    Gangrenous Stench, Whenever a GS desires, it causes its horrible odor of rot to emanate from the folds of its wrappings. All living creatures within 10 feet of the GS must make a Fortitude save or take 1d4 points of Strength damage and become nauseated. Anyone who succeeds on the save is immune to this power for 24 hours. The save DC is Charisma-based.
    Essentia: Strength damage increases by +1 per Essentia invested

    Spoiler: Bone Arsenal (Melee)
    Show

    (Hand, Arms, Shoulder)
    The Gravesoul can, as a free action, grow any melee weapon he is proficient with, made of bone. Weapons manifested from this soulmeld and dropped or released crumble and fade away after three rounds.
    Essentia: +1 enhancement bonus/ep

    Hand
    Touch attack deals 1d6 negative energy damage.*
    Essentia: +1d6/ep*

    Arms
    Master of the Scythe, Any scythe the Gravesoul wields counts as one size large and has it's critical threat and critical multiplier increase by one step.

    Shoulder
    Boneshard Blast, a number of times a day equal to it's con bonus, as a standard action the Gravesoul can explode in a shower of bone shards. Creatures within 10 feet of the GS take 2d6 points of damage (Reflex half). The shards of the Gravesoul transform into its normal shape at the beginning of its next turn.*
    While in shared form a ghostly image of the GS appears at the epicenter of the blast area. This form is not mobile, though it is not necessarily flat-footed. It retains all the stats and abilities as normal, but becomes incorporeal until it's next turn.*
    Essentia: Blast damage increases by 1d6/ep

    Spoiler: Bone Arsenal (Ranged)
    Show

    (Crown, Arms)
    The Gravesoul can, as a free action, grow any ranged weapon he is proficient with, made of bone. Weapons manifested from this soulmeld and dropped or released crumble and fade away after three rounds. Ammunition is grown at a faster rate, supplying the weapon with ammunition of an appropriate type as needed for each attack. Ammunition crumbles and fades after two rounds.
    Essentia: +1 enhancement bonus/ep

    Crown
    Channel Undeath can be used with ranged attacks as well as melee attacks.
    Essentia: +1 to hit and damage/ep

    Arms
    Augmented Critical, increases critical threat range by one. Thus, a weapon that threatens crit on a 19-20 improves to 18-20.

    Spoiler: 6
    Show

    Claw attack as a primary attack, 1d6
    Essentia: +1 to hit and damage/ep*
    (Hand, Brow, Throat)

    Hand
    Apocalypse Arms, the GS grows 2 pairs of tentacles, secondary attacks. Suffers -4 to hit.*
    Essentia: +2 to hit and damage per Essentia invested

    Brow
    Blood Drain, touch attack deals 1 point of Con damage, gain 5 temp hp per each point of Con damage*
    Essentia: +1 Con damage/2ep

    Throat
    Trap Light, A GS effectively absorbs nearby magical and nonmagical light, creating a 60-foot emanation of shadow. All creatures within this area, including the GS, gain concealment. Creatures with low-light vision or darkvision can see normally within the area of the emanation. Light sources within the area are suppressed, not dispelled. If a GS moves out of range before the light source’s duration expires, the light source illuminates again (though its illumination still cannot extend within the area of the GS's trap light effect).

    Spoiler: 7
    Show

    +2 Insight bonus to Charisma-based checks*
    Essentia: Bonus increases by +1/ep*
    (Crown, Throat, Waist, Heart)

    Crown
    Guarded Mind, immune to any form of mind reading, mind control or domination

    Throat
    Assume Identity, as a free action take on the form of someone the GS has killed within the last round. A GS in an assumed identity gains a +20 bonus on Bluff and Disguise checks made to pass as the victim. This effect lasts 1 minute.*
    Essentia: +1 minute/ep

    Waist
    Lucidity Control, A GS can create a major image, similar to the major image spell except that only one target, selected by the GS, can perceive the illusion (Will disbelief). The save DC is Charisma-based.*
    Essentia: increase DC by +1/ep

    Heart
    Reality Distortion, A GS has limited influence over the forces of time and reality. Three times per day per meldshaper level the GS can take a free action to reroll any unfavorable die roll or force its opponent to reroll a favorable die roll. The GS must accept the result of the reroll.*

    Spoiler: 8
    Show

    Erratic Charge, When a GS charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. A GS must have line of sight to a targeted opponent at the start of its turn
    (Hand, Arms, Waist)

    Hand
    Touch attack make victim dazed, fort save negates*
    Essentia: Attacks deal +1d4 strength damage/ep*

    Arms
    Blood Rage (Ex): A GS that begins its turn within 20 feet of a living, wounded creature can enter a blood rage. It thrashes back and forth with tremendous power, gaining a +1 bonus on attack and damage rolls and +1 dodge bonus to AC. The blood rage lasts for a number of rounds equal to the GS's Constitution modifier.*
    Essentia: Each point of invested Essentia increases the bonuses by +1

    Waist
    Charging Form, as part of a charge attack, a GS can transform into a rhinolike form. In this form, its speed increases by 50ft during it's charge and its primary weapon is transformed into a hornlike structure. The weapon deals damage as normal. If GS hits with it's weapon after charging, however, it deals an extra 2d6 points of damage.* The GS returns to his original form immediately after the attack.
    Essentia: Each point of Essentia gives a bonus of +1 to hit and damage and an additional 1d6 to damage on a successful charge.

    Spoiler: 9
    Show

    Desecrating General (Su): A GsW gives off a 20-foot radius emanation of desecration, imbuing its surroundings with negative energy. The GsW itself is treated as the shrine of an evil power. All undead within 20 feet of the GsW (excluding the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a –6 penalty. A GsW's desecrating general ability cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the GsW can resume it as a free action on its next turn. Its desecrating aura is suppressed if a GsW enters a consecrated or hallowed area, but the GsW's presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.*
    Essentia: The bonuses gained by affected undead increase by +1 profane bonus on attack rolls, damage rolls, and saving throws, and +1 hit points per HD/ep
    (Hand, Brow, Shoulders)

    Hand
    Blood Spray, as grease; self immune, on ground only

    Brow
    Beckon Bone: Blast, 30ft range, 1st round beckon: Will save or 2d4 damage; 2nd round blast: Auto hit; 2d4 damage
    Essentia: +1d4/ep

    Shoulders
    DR 4/-, this damage reduction stacks with other sources of damage reduction.
    Essentia: Damage Reduction increases by +1/- per invested Essentia.

    Spoiler: 10
    Show

    Powerful Build
    (Hand, Crown, Arms)

    Hand
    Touch attack to inflict 1d4 Int damage
    Essentia: Int damage increases by +1d4 for each Essentia invested

    Crown
    Force descriptor to attacks.

    Arms
    Crush Item, A GS can destroy any weapon or item of the same size as the GS or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The GS must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a Fortitude save to resist destruction. The save DC is Strength-based.

    Spoiler: 11
    Show

    Freeze, Creatures hitting the GsW with natural weapons or unarmed attacks take 1d6 cold damage and inflicts the target with Slow, as The spell.
    Essentia: +1d6 cold/ep
    (Brow, Shoulder, Throat)

    Brow
    Frozen Form, ice gathers around the meldshaper increasing his size and protecting him. Size of character and his equipment is increase by one category, this attacks with both magical and mundane size increases. Adjust abilities accordingly. Frozen Form adds a Deflection Bonus to AC of 3. Gain immunity to cold.
    Essentia: +1 Deflection Bonus per ep

    Shoulder
    Icy Embrace, Touch attack deals 1d6 cold damage and 1d4dex damage; at 0 dex victim becomes encased in ice
    Essentia: +1d6 cold and 1d4dex/ep

    Throat
    Breath Weapon, 10-ft. cone of cold, once every 1d4 rounds, damage 3d6 cold, Reflex half*
    Essentia: +1d6/ep*

    Spoiler: 12
    Show

    +4 bonus to Strength-based checks*
    Essentia: Bonus increases by +2/ep
    (Hand, Feet, Waist)

    Hand
    Touch attack to deal poison, 1d2con/1d2con, DC is con based, fort negates

    Feet
    Trample, As a standard action during its turn each round, a GS can run over an opponent at least one size category smaller than itself. The trample deals 1d8+Str points of bludgeoning damage. A trampled opponent can either attempt an attack of opportunity at a –4 penalty or a Reflex save for half damage*
    Essentia: +1d8+1 damage per Essentia invested

    Waist
    Calcifying Aura, 10ft range, 1 Con damage; at 0 Con victim turns to stone*
    Essentia: Affected range increases by +10ft per Essentia invested

    Spoiler: 13
    Show

    Burn (Ex): Those hit by a GsW's attack must succeed on a Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting the GsW with natural weapons or unarmed attacks take fire damage as though hit by the GsW's and also catch fire unless they succeed on a Reflex save*
    Essentia: +1d4/ep*
    (Shoulder, Throat)

    Shoulder
    Fire Shield, At will, a GS can create a fire shield on itself (caster level equals meldshaper level, cold flames only). While the fire shield is in effect, the GS takes only half damage from fire-based attacks (or, if the attack allows a Reflex save for half damage, no damage on a successful save). Any creature striking a GsW with its body or a handheld weapon takes 1d6+ the GS's Con bonus points of cold damage. Creatures wielding reach weapons, such as longspears, are not subject to this damage.*
    Essentia: Each point of Essentia increases the damage of the fire shield by +1d6+Con bonus

    Throat
    Breath Weapon 10-ft. cone of fire, once every 1d4 rounds, damage 3d6 fire, Reflex half*
    Essentia: +1d6/ep*

    Spoiler: 14
    Show

    Bite attack as a secondary attack (complete with a -5 to hit), 1d4*
    Essentia: +1 to hit and damage/ep
    (Hand, Crown, Brow)

    Hand
    Touch attack gives the victim 1 negative level*
    Essentia: Number of negative levels given increases by +1/ep*

    Crown
    Track feat

    Brow
    Antimagic Cone, A GS may produce a 30-foot antimagic cone extending straight ahead from its front. This cone functions just like antimagic field cast by a wizard of the GS's level. All magical and supernatural powers and effects within the cone are suppressed. Once each round, during its turn, it decides which way it will face, and whether the antimagic cone is active or not.*
    Essentia: Each point of Essentia increases the caster level by +1 and the distance by +10 ft.*

    Spoiler: 15
    Show

    Improved Grapple
    (Feet, Arms)

    Arms
    The meldshaper can drain moisture from the target using a successful grapple check.*2d6+strength, gain temp hp equal to half damage dealt*
    Essentia: Increase damage dealt by +1d6/ep

    Feet
    Burrow 30ft, The GS chooses whether this leaves a tunnel or not.
    Essentia: +10ft/ep

    Spoiler: 16
    Show

    +4 Insight bonus to Hide and Move Silently
    Essentia: +2 Insight bonus to both Hide and Move Silently per Essentia
    (Crown, Brow, Throat)

    Crown
    Deflective Aura, +3 deflection AC*
    Essentia: Deflection bonus increases by +2/ep

    Brow
    Dark Channel, 30ftx5ft area directly in front of character is bathed in the dark energies of undeath; reflex save for half damage or take 4d6 damage*. This is an attack made as a standard action.
    Essentia: +2d6/ep

    Throat
    Deathwatch on everyone withing 30'
    Essentia:Telepathy 10ft, anyone willing only, +10ft/ep

    Spoiler: 17
    Show

    Fast Healing 1*
    Fast healing improves by +1/ep
    (Feet, Arms)

    Feet
    +5ft move speed*
    Essentia: +5ft/ep

    Arms
    Touch attack that deals 1 Con Damage. Fortitude Save to negate the damage.
    Essentia: +1 Con damage/ep

    Spoiler: 18
    Show

    +3 bonus to natural armor
    Essentia: Natural armor bonus increases by +1 per Essentia invested
    (Crown, Brow)

    Crown
    Blindsight 10ft*
    Essentia: Blindsight distance +10ft/ep*

    Brow
    Frost Glance, As a free action once per round, a GS can blast a single foe within 30 feet with its frost glance. This deals 2d6 points of cold damage (Fortitude half).*
    Essentia: Each point of Essentia adds 5 ft of range and +1d6 damage.

    Spoiler: 19
    Show

    +2 Insight bonus to Intimidate and Bluff*
    Essentia: Insight bonus increases +2/ep
    (Crown, Shoulder, Heart)

    Crown
    Lifesense 10ft*
    Essentia: Lifesense distance +10ft/ep

    Shoulder
    Fly 30ft good*maneuverability, Flyby Attack feat
    Essentia: Fly Speed improves by +10ft/ep*

    Heart
    Alter Past, As a free action, a GS can produce a rift in time that enables it to replay its last turn. The GS returns to the position it occupied when its turn began, and any effects that occurred during that time are reversed (including any readied actions or attacks of opportunity that its actions provoked). If it used any spell-like abilities, it regains the daily uses spent. *This may only be used twice per day.

    Spoiler: 20
    Show

    +10ft move speed when charging, Pounce*
    Essentia: +10ft/ep
    (Feet, Shoulder)

    Feet
    Swim speed equals half standard move speed rounded up
    Essentia: Swim speed increases by +5ft/ep*

    Shoulder
    Haste, Con bonus + meldshaper level/day*

    Spoiler: 21
    Show

    +4 Insight bonus to Use Magic Device
    Essentia: insight bonus improves by +2 per Essentia
    (Arms, Brow, Throat)

    Arms
    Improved Critical

    Brow
    Dominate Person, as the spell, three times per day, caster level equals meldshaper level*
    Essentia: Effective meldshaper level improves by +1 per Essentia

    Throat
    Breath Weapon, 10-ft. cone of negative energy, once every 1d4 rounds, damage 3d6 negative energy, Reflex half*
    Essentia: +1d6/ep


    Spoiler: Non-undead Soulmelds
    Show


    Apparition Ribbon
    Bloodwar Gauntlets
    Bluesteel Bracers
    Cerulean Sandals
    Crystal Helm
    Dissolving Spittle
    Fellmist Robe
    Keeneye Lenses
    Mage's Spectacles
    Planar Ward
    Sighting Gloves
    Strongheart Vest
    Last edited by LairdMaon; 2018-05-08 at 10:14 AM.

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