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2019-11-07, 01:23 PM (ISO 8601)
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- Feb 2019
Incarnum/Tome of Battle crossover - soulborn redo, new melds, new discipline (PEACH)
Posts
1 - Sublime soulborn
2 - Blademelds
3 - Warrior's Soul discipline
4 - Feats and vanilla soulmelds
Spoiler: Recap of Incarnum FluffIncarnum is the tangible manifestation — hence “incarnation” — of soul energy, which permeates your subtle body but is normally insubstantial. Almost every creature in D&D-world has a subtle body, which is simply the part of an organism involved in magical and spiritual energies. But only meldshapers learn to manifest and sculpt incarnum.
Pure incarnum manifests as a magic vapor. Soulmelds are just incarnum sculpted into a more solid and defined form. In its raw, loose vapor form, incarnum is typically colored blue, though it can be as dark as midnight blue or so pale as to be white or silver. Necrocarnum is black, and the incarnum of beings from planes other than the Material may be of different colors.
Essentia represents how much of your soul energy you can convert into incarnum, and how artfullly you can sculpt the incarnum you produce. These capabilities partly depend on the strength of your subtle body, which meldshapers do exercise and develop with their practice. But as their name indicates, meldshapers gain skill at sculpting and incarnating their soul energy more than they simply gain greater reserves of that energy.
In the world of Nine Swords, soulborn aren’t just gimped paladin knockoffs. Instead they’re fearsome spiritual warriors who harness their essentia through incarnum-themed maneuvers, going into battle wreathed in blue or white incarnum mists and wielding manga-like, exotically tinged swords.
This class variant empowers the soulborn with martial maneuvers, a faster meldshaping progression and new class features, while sacrificing old class features in return. Unearthed Arcana has the rules for variant classes.
FLUFF
Whereas incarnates deck themselves in ornamental manifestations of their soul, and totemists revere the souls of other beings, you deal with how soul energy flows through the body. You know that all meldshapers are living, breathing vessels of incarnum, and you emphasize that physical element, harnessing your subtle energies to spur you to wild feats of martial prowess.
Through this practice your soul and its qualities attain a heightened presence in your being; your eyes even change color in tune with your alignment. As its name suggests, incarnum is about physically incarnating soul energy, and eventually you become a living incarnation in that sense.
CLASS MECHANICS
Lose Smite Opposition, Bonus Feat, and Share Incarnum Defense class features. Gain additional class features as described below. Meldshaping progression is altered. See table for details.
Vital Statistics
Improve Will save to good.
Skills
Increase to 4 skill points per level. Add Balance, Martial Lore and Sense Motive to class skills.
Maneuvers
Each maneuver known to a soulborn is a soulmeld. They're a special category of soulmeld called martial soulmelds. You don’t have maneuvers known or maneuvers readied, nor do you prepare your maneuvers. Instead you shape them for the day just as all meldshapers shape their soulmelds.
Like other maneuvers, martial soulmelds come in nine levels. You unlock these at the same level as normal martial adepts. Your maneuvers come from the Warrior’s Soul discipline.
You refresh your maneuvers by taking a full round action to focus and reinvigorate your incarnum flows; you may also reallocate your essentia during this action.
Soulborn doesn’t count as an initiator class for the purpose of calculating initiator level (although martial soulmelds can fulfill prerequisites that specify being able to use maneuvers of a certain level). Prestige classes that advance initiating don’t apply to soulborn, but classes that advance meldshaping do.
See post 3 for details on martial soulmelds.
Meldshaping
Soulborn don’t shape soulmelds on their normal body slots. Instead they have access to their own unique chakra slots.
The first of these is the weapon slot. A soulborn’s armaments are such a core part of who they are that these tools become extensions of their soul, new stars added to their chakric constellation. Soulmelds shaped in the weapon slot are called blademelds.
Then there are six slotless chakra slots, each corresponding to one type of maneuver (boost, counter, stance, strike, rush, utility). Your maneuvers don’t occupy these chakra slots; they are only bound to them.
The only soulmelds a Tome of Battle soulborn can shape are blademelds and martial soulmelds. Other types of soulmeld can still be accessed through feats and multiclassing.
The Difficulty Class for a saving throw against a soulborn soulmeld is 10 + your Constitution modifier + number of points of essentia invested in the soulmeld.
Magic of Incarnum is incorrect when it says a soulborn’s meldshaper level is only half its class level. Each level of soulborn counts as a full meldshaper level.’
See post 3 for details on martial soulmelds.
Table: The Soulborn
Level Special Soulmelds Essentia Chakra Binds 1 Aura, aura sensitivity, imbue weapon, soul strike 5 2 0 2 Incarnum defense 6 3 0 3 — 7 4 0 4 Chakra bind (weapon), soulblade 7 5 1 5 — 8 6 1 6 Incarnum flare 8 7 1 7 Chakra bind (boost, counter, strike, rush, utility) 9 8 2 8 Enhanced soulblade 9 9 2 9 Improved maneuver capacity +1 10 10 2 10 Incarnum fortitude 10 11 2 11 — 11 12 3 12 Instant soulblade 11 13 3 13 — 12 14 3 14 Incarnum vigor 12 15 3 15 Chakra bind (stance) 13 16 4 16 Protean soulblade 13 17 4 17 — 14 18 5 18 Incarnum avatar, increased maneuver capacity +2 14 19 5 19 Timeless body 15 20 5 20 Advanced blademeld 15 21 5
Image of full class table
Aura (Ex): As default soulborn.
Aura Sensitivity (Ex): You can tell when there is an aura of an alignment opposed to yours within 10 feet of you, its alignment, and how strong it is, though not its exact object.
Imbue Weapon (Su): A 1st level soulborn can imbue a wielded melee or thrown weapon with essentia.
You can invest as much essentia in imbue weapon as in a blademeld. For each point of essentia invested in the weapon, you gain a +1 insight bonus on attack and damage rolls made with that weapon.
If imbue weapon and a blademeld affect the same weapon, essentia invested in either stacks with essentia invested in the other.<<<< should it stack or not?
The weapon remains imbued indefinitely. It being separated from you or in an antimagic field has no effect on your ability to reallocate essentia invested in it.
Soul Strike (Su): A soulborn may spend essentia invested in their imbue weapon class feature to deal additional damage on a successful attack made with that weapon. This ability is invoked after damage is rolled (meaning the damage roll is still modified by imbue weapon as normal). The spent essentia then returns to their essentia pool.
The bonus damage done by soul strike is 1d6 per point of essentia deducted from imbue weapon, which increases to 1d8 per point vs a target opposed to your alignment on one axis and 2d6 per point vs a target opposed to your alignment on both axes. Bonus damage from soul strike doesn’t affect a target with your exact alignment. <<<< should you have to spend it all at once or not?
Incarnum Defense (Su): As default soulborn.
Chakra Bind (Weapon): When a blademeld is chakra-bound, it overrides all magical and material properties of the weapon except for enhancement bonuses.
The material properties of a chakra-bound weapon are determined by your meldshaper level, not by its usual properties.
At first, your chakra-bound blademelds give a weapon hardness 15 and x hp, and make its attacks count as good or evil aligned depending on your alignment. At meldshaper level 10th, it has hardness 20 and x hp. At meldshaper level 15th, it has hardness 25, x hp, and its attacks also count as lawful or chaotic aligned depending on your alignment. At meldshaper level 20th it has hardness 30 and x hp.
Soulblade (Su): At 4th level you gain the ability to shape a blademeld out of pure incarnum, without the need for a base weapon. When shaping your melds, you may choose to make a chakra-bound blademeld manifest in the form of any melee or thrown weapon you’re proficient with. The soul-shaped weapon has the stats of a normal weapon of its kind. It can’t be magically enhanced by any means.
A successful dispel check on your soulblade, or a Sunder attempt sufficient to break it, makes it disappear. As normal, the soulmeld remains shaped -- but to create another soulblade takes an hour’s deep meditation as the new soulblade forms from blue wisps of incarnum.
If you have a chakra-bound blademeld applied to a weapon and the weapon is destroyed, you can also use this process to shape a soulblade to replace it.
You can voluntarily cause a soulblade to disappear as a standard action by cannibalizing its incarnum back into your subtle body.
Incarnum Flare (Su): At 6th level a soulborn can convert potential energy and momentum into a flare of essentia. As a swift action, you may sacrifice an available maneuver to gain additional essentia equal to that maneuver’s level, which lasts until you refresh that maneuver or until the start or end of an encounter. Essentia from multiple maneuvers sacrificed in this way doesn’t stack; you gain only the highest value.
Enhanced Soulblade: At 8th level, when you shape a soulblade (see the soulblade ability above), it’s a +1 magic weapon. It still can’t be magically enhanced further. Every 3 levels after 8th it gains an additional +1 enhancement bonus, to a maximum of +5 at 20th level.
Increased Maneuver Capacity (Ex): At 9th level, and again at 18th level, the maximum amount of essentia you may invest in martial soulmelds increases by 1 point.
Incarnum Fortitude (Su): At 10th level you [something]. You also add your Constitution modifier to any spell resistance you possess (such as that granted by certain Warrior’s Soul maneuvers).
Instant Soulblade (Su): At 12th level you may form a soulblade (see the soulblade ability above) in your hand as a standard action, reducing the inconvenience of it being destroyed or dispelled. If you haven’t shaped your melds for the day, this means that you get to instantly shape a chakra-bound blademeld.
Incarnum Vigor (Su): At 14th level you gain fast healing 3. This fast healing, as well as your natural healing, naturally overspill your maximum HP to grant you temporary HP equal to your character level.
Once per day per soulborn level, you can lay hands on a living creature to transfer this fast healing to them for as long as you remain in contact, up to one minute per use. The affected creature may also benefit from the overspill effect, which is based on their own character level.
Protean Soulblade: At 16th level, if you’re wielding a soulblade, you can change its blademeld by concentrating on it for five minutes straight. During this time you can't do anything else and can't be interrupted.
Incarnum Avatar (Su): TBA [makes you special & reduces swift action clutter]
Timeless Body (Ex): As default soulborn.
Advanced Blademeld (Su): At 20th level a soulborn gains additional bonuses while a blademeld is shaped. These advanced effects are given in the individual blademeld descriptions. [REPLACE, too tedious on principle to do this for every meld]
Current Problems
- Imbue weapon/soul strike is borked.
- Different members of the class aren’t different enough from one another. There needs to be at least one distinct customization choice, like cleric’s deity/domains and druid’s animal companion. Possibility: give each alignment multiple choices for incarnum defense.
- Current capstone is bad: extra work + wordcount for every blademeld, with little payoff.
- Not sure if essentia/soulmeld numbers are good
And more…Last edited by Elves; 2019-11-08 at 04:26 PM.
The Age of Warriors (revived 2019) - Huge fanmade TOB sequel. Content needs PEACH and input.
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2019-11-07, 01:24 PM (ISO 8601)
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- Feb 2019
Blademelds
Soulborn have access to a unique chakra slot, the weapon chakra. Soulmelds shaped in this slot are called blademelds. Unlike other soulmelds, a blademeld must be overlain on a specific item — which can be any non-improvised weapon — at the time it’s shaped.
A normally shaped blademeld creates a visual effect or aura around the weapon. A chakra-bound blademeld makes the weapon itself take on different qualities.
When a blademeld is chakra-bound, it overrides all magical and material properties of the weapon other than enhancement bonuses. The weapon may still benefit from attached weapon crystals.
Only the meldshaper benefits from a blademeld, and if the meld is not chakra-bound, the visual manifestation of the blademeld vanishes if the weapon leaves the soulborn’s person.
If a weapon to which a blademeld is applied is destroyed, you can reform it on another weapon with an hour’s deep concentration.
A 20th level soulborn gains an additional blademeld benefit.<—CHANGE!
Spoiler: BlademeldsAzure Reverie
Your weapon drowns in undulating sky-blue vapor, and your head runs with light waves of serenity when you grasp it.
You gain immunity to effects that would forcibly alter your emotions, including fear and rage effects. [[buff it
Chakra Bind:
Your weapon turns a dreamy, almost powdery soft blue, and waves of this color surround it.
You may use spell immunity as a supernatural ability once per encounter, except that the duration is 1 minute, you can select spells up to 5th level, and you may select one spell per point of essentia invested in this blademeld.
At IL 5th, 10th and 15th the maximum spell level you may select increases by 1.
Advanced Blademeld: You may choose up to 9th level spells for the spell immunity effect, you are immune to mind-affecting effects, and you may take 10 on Will saves.
Cobalt Fury
Your weapon seems immersed in an incarnum storm, where veins of cobalt lightning streak in hurricane clouds of blue incarnum mist.
Attacks you make with the weapon deal bonus damage equal to twice the essentia invested in this blademeld.
Chakra Bind:
A stormy, rippling, neutron-vivid color and texture seizes your weapon.
You gain the ability to enter a state of rage identical to that of a 1st level barbarian once per encounter, with the exception that while raging you may still recover maneuvers, initiate maneuvers regardless of concentration involved, use all soulmeld abilities, and reallocate your essentia.
Advanced Blademeld: When using the chakra bind ability you instead enter a deathless rage. In this rage you keep acting normally even if reduced below 1 HP, and you don’t die from hit point loss. Once your rage ends, the effects of your wounds apply normally. This ability doesn’t prevent death from anything other than hit point damage, such as death effects or death from massive damage.
Indigo Savant
Your weapon is overlain with its moody indigo image, which seems to have depth like a void or a dark pool.
You gain an insight bonus on skill checks with soulborn class skills equal to twice the essentia invested in this blademeld.
Chakra Bind:
Your weapon turns a blackish, depthless indigo and gains elaborate fretwork.
TBA [either adding maneuvers from other discs or being able to switch maneuvers]
Advanced Blademeld: You may initiate any Warrior’s Soul maneuver, regardless of whether you have that maneuver shaped or not. This ability can only be used once before recharging it. It recharges when you refresh your soulborn maneuvers.
Topaz Tritura
Your weapon acquires a crisp yellow aura that degrades the fundamental constancy of objects.
For each point of essentia invested in this blademeld, you may reduce a target’s hardness or nonepic damage reduction by 1 for one round whenever you hit them with an attack with this weapon. The reduction takes place before you deal damage. Furthermore, each point of invested essentia grants you +1 on sunder attempts.
Chakra Bind:
The weapon gains a lemon aura as above, and in addition it itself turns golden.
In addition, each time you hit with an attack with the weapon, you may reduce the target’s armor or natural armor bonus by 1. You choose which when you hit (if the target doesn’t have a bonus of the specified type, the effect is wasted.)
Armor whose bonus is reduced by this blademeld is damaged and must be repaired to provide its full bonus again (make whole fully repairs it). Armor bonuses granted by spells, such as mage armor or magic vestment, can’t be restored; the spell can only be re-cast. Armor that has its armor bonus reduced to 0 is reduced to 0 hit points. Reduction to the bonus of a wondrous item that grants armor lasts 24 hours, but if its bonus is reduced to 0 the damage is permanent (and if it has no other magical properties the item shrivels up, its magic broken).
Natural armor reduction lasts 1 hour, after which it can heal naturally or be instantly undone with a lump sum of healing equal to 5 points of magical healing per point of reduction. Heal ignores the hour minimum and automatically restores natural armor. Reduction to the bonus of a magic item that grants natural armor lasts 24 hours.
Advanced Blademeld: Your attacks punch through armor. In addition to the above effects, all your attacks with the weapon are made as touch attacks.
Your successful sunder attempts with the weapon cause objects to flake apart into minute fragments. When you attack objects you ignore their hardness and can cut gashes in them regardless of their material. With repeated swings you can reduce anything to tiny flakes, destroyed as irrevocably as with disintegrate. This destruction may seem almost macroquantum, with small bits leaping out oddly.
[Add the 9 swords as blademelds?]Last edited by Elves; 2019-11-09 at 01:07 PM.
The Age of Warriors (revived 2019) - Huge fanmade TOB sequel. Content needs PEACH and input.
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2019-11-07, 01:26 PM (ISO 8601)
- Join Date
- Feb 2019
New Discipline: Warrior’s Soul
Warrior’s Soul maneuvers are about using incarnum to enhance your combat abilities.
Martial Soulmelds
Maneuvers from this discipline are actually a special kind of soulmeld, called martial soulmelds. They retain their traits as maneuvers of a given type, but work like soulmelds in many ways.
- Martial soulmelds are shaped just like other soulmelds. They each count against your shaping limit. They are not known or readied, but are still expended when initiated and can then be refreshed.
- They don’t occupy a chakra slot, so you can shape more than one. Because stance soulmelds are stances, you can still only be in one at a time (but if desired you can shape multiple stances and shift between them as normal).
- They can be bound to the relevant maneuver chakra, all of which are slotless chakras specific to the soulborn class — similar to the totemist’s totem chakra.
- All of them, other than stance melds, may be invested with essentia. Essentia invested in a martial soulmeld is locked in until either the maneuver is initiated (at which point any essentia invested in it returns to your essentia pool) or you refresh your maneuvers, at which point you may reallocate it freely.
A martial soulmeld’s essentia-dependent effects are tied to the quantity of essentia invested in it when it was initiated, even if its duration is longer than instantaneous.
- Their save DC is calculated as for soulmelds, and all their variables use meldshaper level instead of initiator level.
- They’re learned with the Shape Soulmeld feat, not Martial Study or Martial Stance. The meldshaper level granted by the feat also determines the maximum level of maneuver you can learn this way. If you don’t have a refresh mechanic the maneuver is usable once per encounter.
- They are treated both as soulmelds and as maneuvers of their type.
- Martial soulmelds aren’t subject to dispelling, although your chakra binds are. A chakra bind dispel means you don’t gain the chakra benefit when initiating that maneuver for the duration of the dispel.
Offensive Soulmelds
Some chakra bind effects of martial soulmelds allow you to shape an offensive soulmeld on the target’s body. Just as a normal soulmeld is shaped to provide the wearer a benefit, an offensive soulmeld is shaped to harm them — such as a cage on their hand or a veil blinding their eyes.
- As normal, two soulmelds can’t share the same slot. Hence, an offensive soulmeld can’t be shaped in a chakra currently occupied by a soulmeld -- the soulmeld effectively provides protection -- nor can two offensive soulmelds be shaped in the same slot. (Although if a soulmeld is suppressed by a dispel, an offensive soulmeld can occupy that slot until the dispel ends, at which point it’s shunted out.)
- Like a normal soulmeld, offensive soulmelds can be targeted with item dispels.
- Offensive soulmelds are never mind-affecting. In cases where they resemble mind-affecting effects, they’re actually affecting the soul directly.
- Essentia can’t be invested in offensive soulmelds. Save DCs and other essentia-dependent effects of these soulmelds are based on the essentia invested in the maneuver that let you shape them at the time it was initiated. [or maybe this makes the saves too high?]
The following offensive soulmelds may be shaped any time you’re allowed to shape an offensive soulmeld in the relevant slot on a target’s body. Some Warrior’s Soul maneuvers allow for unique offensive soulmelds not listed here.
Spoiler: Offensive Soulmelds (WIP)These are the class's main debuffs, and they don't get to apply many, so they're supposed to be fairly nasty. They come into play at level 7 since they're accessed only through chakra binds.
Crown Chakra:
Crown of Burning Thorns -
Brainvise -
Dunce Cap -
Medusaic Wig -
Forcible Halo - You manifest forced enlightenment on the target. While this meld is active, they must succeed on a Will save each round or be unable to perform any directly violent actions.
Brow Chakra:
Blinding Veil - Target is blinded. The target or anyone who can reach them can ply the resistant veil off as a standard action. If removed, it reforms upon or flies back onto the target’s face each round of its duration.
Third Eye Darkness - Target must make a Will save each turn or be unable to see into other planes, see invisible or incorporeal creatures, or benefit from true seeing effects for 1 round.
Throat Chakra:
Strangling Hands - Target must make a Fortitude save each round or be staggered. If they are staggered, then if they fail their save they fall unconscious. If they fail the save again they drop to -1 HP and dying, and if they fail again they die.
Posture Collar - The target takes 1d6 damage/your meldshaper level if they Tumble, fall, or are tripped. The scaling damage reflects the collar becoming more dangerous and elaborate.
Muting Clasp - The target is subject to [su] silence, CL = meldshaper level.
Shoulders Chakra:
Wing Clips
Weight of the Sky - Make Str check each round or x
Heart Chakra:
Anaconda Bindings - Grapples/constricts target
Corpseclamp Corset - Negative levels and/or con damage
Nessian Shirt - Fire damage each round, poison
Luminous Heartworm - A mass of glowing incarnum burrows into the target’s chest. [effect
Traitor’s Tabard - A tabard with a red x manifests over the target’s torso. Will save each round or attack nearest ally [details
Arms Chakra:
Straightjacket Sleeves -
more
Hands Chakra:
Biting Handcage - Makes disarm attempt [details
Justal Handcuffs - Target’s wrists and hands are bound together by glowing blue incarnum bands. They can’t perform somatic components, use bows, or similar, though they can still do things like grip objects and make melee attacks.
Searing Stigmata - Target’s palms are pierced by agonizing spikes of glowing energy [effect
Waist Chakra:
Spiked Chastity Belt - ok rename
more
Feet Chakra:
[Ball and Chain] - Target moves at half speed, can’t run or take double move actions, suffers -2 on Reflex saves. Spiritual bonds, hence effects even incorporeal creatures and magical movement modes.
[Trip meld] - Makes a trip attempt against the creature it’s bound to
Stumbleheels - Target must make a Reflex save each turn or fall prone.
Soul Chakra:
Death aura, forcecage effect, etc -- TBA
Suggest more ideas…
Warrior's Soul maneuvers
6th-9th level maneuvers and additional maneuvers to fill out levels 1st-5th coming soon.
Chakra bind benefits for stances are also TBA.
Spoiler: 1st level
Azure Surge
Warrior's Soul (Boost)
Level: Soulborn 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
Maite was suddenly overwhelmed with energy, she never felt so alive.
You gain 1 temporary essentia point and immediately allocate it as desired. It lasts until the start of your next turn. For each point of essentia invested in this maneuver it lasts an extra round. If you use this boost again it terminates the previous instance.
Chakra Bind:
At the start of your turn you may reallocate your bonus essentia from this maneuver as a free action.
Cerulean Surge Stance
Warrior's Soul (Stance)
Level: Soulborn 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Opening the floodgate between soul and body, the disciple feels a rush of power that somehow, he always knew he possessed.
While in this stance you gain an extra point of essentia.
Cobalt Strength
Warrior's Soul (Boost)
Level: Soulborn 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
Soul meets body, body meets blade. To a soulborn, the three are as one.
When this maneuver is initiated, all your melee attacks in the round deal an additional +1 damage/IL (max of +5 damage), plus an additional 1d4 damage per point of essentia invested in this maneuver.
Chakra Bind:
Wreathing your weapon in a roiling swath of incarnum, you plunge it toward your foe's heart.
As above, and if you use your soul strike ability with the attack, your soul strike dice are maximized.
Soulclaim
Warrior's Soul (Strike)
Level: Soulborn 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature of no less than your ECL -4
Duration: Encounter
Wounding your foe, you claim a portion of their essence for your own.
Make a melee or ranged attack. If this attack reduces your target to -1 hp or lower, you gain an extra point of essentia for the rest of the encounter, which is deposited in your essentia pool. Multiple uses of this maneuver don’t stack.<<< or should they? veers between not good enough/too good
Each point of essentia invested in this maneuver increases the minimum HP threshold for its effect by 10.
Chakra Bind:
If you succeed in stealing your opponent’s essence, you may also shape an offensive soulmeld in their arms, crown, hands, or waist chakra.
Incarnum Lock
Warrior's Soul (Strike)
Level: Soulborn 1
Initiation Action: 1 standard action
Range: Melee Attack
Duration: One round
Saving throw: Will partial
Just as veins and arteries can be pinched or cut, so too can the flow of incarnum be disrupted.
Make a melee attack. If you hit, any essentia the target has currently allocated is frozen in place, unable to be redistributed for 1 round. If any of this frozen essentia would be forcibly returned to their essentia pool (such as by initiating a Warrior's Soul maneuver with essentia already invested in it) it is instead held in escrow, unallocatable, for the duration.
Each point of essentia invested in this maneuver extends the duration of this debuff by another round; the target gets another Will save each time to end the effect.
Chakra Bind:
+2 to the Will save DC, and the target can neither use soulmeld attacks nor initiate martial soulmelds while affected.
Indigo Shield
Warrior's Soul (Counter)
Level: Soulborn 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Calling upon the strength of the souls flowing through his body, the disciple forms a semisolid barrier of incarnum, which persists just long enough to turn aside a single blow.
You may activate this maneuver in response to an attack or ability that requires an attack roll that is directed at you. You gain a +1 deflection bonus to AC against that attack. This deflection bonus increases by 1 for each point of essentia invested in this maneuver.
Chakra Bind:
The bonus is doubled and becomes untyped.
Rupture Chakra
Warrior's Soul (Strike)
Level: Soulborn 1
Initiation Action: 1 standard action
Range: Melee or 60ft
Target: One creature
Duration: One round
Saving throw: Will partial
Make a ranged or melee attack. If it hits, select one of the target’s chakras. The target must make a successful Will save or have that chakra disrupted for one round, during which time they can’t benefit from magic items worn in that chakra or soulmelds bound to it.
Each point of essentia invested in this maneuver increases the duration of the debuff by one round.
Chakra Bind:
Lining the tip of your weapon with incarnum, you cut a gash in your foe’s subtle body, and spiritual energy comes bleeding out.
As above, and if your attack hits, an incarnum wound appears on that part of the target’s body, leaking blue mist. Each round the target is affected by that instance of rupture chakra, starting immediately, they take 2 essentia damage, which prioritizes a soulmeld occupying that chakra.
Stance of Azure Celerity
Warrior's Soul (Stance)
Level: Soulborn 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
A Warrior's Soul disciple quickly learns how to shift his inner energies about with great speed.
While in this stance, you may reallocate 1 essentia every time you hit with a weapon attack.
Spoiler: 2nd level
Echoes of the Soul
Warrior's Soul (Boost)
Level: Soulborn 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
Even a heartbeat is loud if you have strong senses, and a pinging soul can make itself twice as obvious to someone who knows how to feel it.
You gain blindsense out to 30 feet, or out to 60 feet against creatures with an essentia pool. Moreover, if a creature with an essentia pool within range of your blindsight would have total concealment against you, they instead have only basic (20%) concealment against you.
Each point of essentia invested in this maneuver increases the range of the blindsense by 5 feet, which is doubled against creatures with essentia.
Chakra Bind:
Your spiritual radar makes subtle bodies around you completely obvious. If a creature with any kind of spellcasting or supernatural abilities within range of your blindsight would have total concealment against you, they instead have only basic (20%) concealment against you. If a creature with an essentia pool within range of your blindsight would have any concealment against you, they instead have no concealment.
Furthermore, you become able to tell when illusions within range of your blindsight that depict living creatures (such as a mirror image) are false.
Lash the Soul
Warrior's Soul (Strike)
Level: Soulborn 2
Initiation Action: 1 standard action
Range: Melee attack + 5 ft
Target: One creature
Duration: Instant
Those who walk the path of Warrior's Soul learn to twist flows of incarnum about their weapons, creating wicked lashes of spirtual energy.
Make a melee attack with an extra 5 feet of reach. Each point of essentia invested in this maneuver increases the extra reach by 5 feet. Additionally, if four or more points of essentia are invested in this maneuver, the attack is resolved as a touch attack.
Chakra Bind:
The lash grips onto the target in the form of an offensive soulmeld occupying their arms, feet, throat or hands chakra. It lasts one round, plus another round for each point of essentia invested in this maneuver.
Heartsblood Resurgence
Warrior's Soul (Counter)
Level: Soulborn 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
Trigger: You would take physical damage
While the body often serves as a shield for the soul, sometimes the soul must shield the body.
As part of this maneuver you may reallocate your essentia, including allocating it your essentia pool. Each point of net change across your receptacles grants DR 1/- against the triggering damage.
Chakra Bind:
And after the damage is dealt, you heal 5 HP per point of net change, even if the attack dropped you lower than -10 HP. If this isn’t enough to bring you above -10 HP, you’re dead regardless.
Specter-Mauling Strike
Warrior's Soul (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant
Blade radiating an inner blue light, the disciple cleaves downward, shearing through ethereal bodies as easily as paper.
Make a melee attack. It deals +2d6 damage, and has a 20% chance of hitting incorporeal targets, plus 10% for each point of essentia invested in it. If the weapon is magic, this stacks with its normal 50% chance.
Chakra Bind:
If the target is incorporeal and you hit them with this strike, they're dazed for one round and you may shape an offensive soulmeld in their heart or soul chakra, which lasts one round plus one round for each point of essentia invested in this maneuver.
Spoiler: 3rd level
Afterimage Walk
Warrior's Soul (Rush)
Level: Soulborn 3
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Reflex partial
As you walk, many faint afterimages of yourself appear and follow you, over and over again.
Move your speed. Any space you occupied during this movement is filled with afterimages for 1 round. Anyone who enters or begins their turn in a space filled with afterimages is bullrushed in the direction you moved; the images use your bull rush modifier. If the bull rush succeeds and the target is still in the area, they’re bull rushed again in the same direction as the images keep coming, and so on until they ether resist, are bull rushed out of the area, or are pushed up against you (which is likely to provoke). Each successful bullrush also necessitates a Reflex save to avoid being knocked prone.
The images follow the course of the movement you just took: in a straight line someone could get bull rushed to the end, while if the path turns they could get bull rushed out of the area.
Each point of essentia invested in the maneuver extends its duration by 1 round; the effect ends if you refresh the maneuver.
Chakra Bind:
You produce a rapid, zooming blurred belt of afterimages. The area now acts as a barrier, as tall as you, providing concealment. Your afterimages gain a +4 bonus to their bull rush checks, creatures who are bullrushed 10 feet or more automatically fall prone, and each successful bullrush deals 2d6 force damage.
Aural Aurora
Warrior's Soul (Strike)
Level: Soulborn 3
Initiation Action: 1 standard action
Range: 30 foot cone
Duration: Instant
Saving Throw: None
Arcing your weapon, you release a wave of purple-blue energy, which engulfs all before you.
Make a single melee attack roll, applied to all creatures in the area of the cone. Any creature that would be hit by this attack roll takes base weapon damage plus any enhancement bonuses to damage. If they have an alignment component opposed to yours they take an additional 1d6 damage per point of essentia invested in this maneuver.
Chakra Bind:
You can use your soul strike class feature with this maneuver.
Resolute Soul Stance
Warrior's Soul (Stance)
Level: Soulborn 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With enough strength of spirit, a disciple of the Warrior's Soul path can turn aside magics that might overcome their mind or body.
While in this stance, you gain spell resistance equal to x times the amount of essentia invested in the stance.
Rising Disharmony
Warrior's Soul (Strike)
Level: Soulborn 3
Initiation Action: Standard
Range: Melee attack
Duration: Instantaneous
You learn to set up spiritual reverberations of incarnum within a foe's chakras.
Make a melee attack. If it hits, the attack begins a chain reaction of dissonant ripples within your foe's life force. You may let these ripples build for up to 6 rounds. At will, you cause the ripples to reach a climax, dealing 1d6 untyped damage for each round they built in strength, plus 1d6 for each soulmeld the target currently has chakra-bound. If you wish, this damage can be nonlethal.
These ripples dissipate if not triggered within 20 minutes.
To trigger them you must have line of effect to the target and be within 100 feet of them. They can only be triggered during your turn.
For each point of essentia invested in this maneuver you may let the ripples build for 1 additional round.
Chakra Bind:
When the effect is triggered, the target is subject to a targeted dispel based on your meldshaper level (maximum +20). You have +1 on the dispel check for each round the ripples built up.
Spoiler: 4th level
Azure Lancet
Warrior's Soul (Boost)
Level: Soulborn 4
Initiation Action: 1 swift action
Range: Melee or ranged attack
Duration: One round or until discharged
Saving Throw: Fortitude negates
You rebuke those who haven’t harnessed the power of incarnum, striking the point in their souls where mastery is absent.
Make an attack. If the target doesn’t have an essentia pool, they must succeed on a Fortitude save or be stunned for one round. For every 3 points of essentia invested in this maneuver they are stunned for one additional round, with a new save each round to throw it off.
Chakra Bind:
If you hit, you may also shape an offensive soulmeld in their brow, crown or soul chakra. It lasts one round, plus one round per point of essentia invested in this maneuver.
Cerulean Radiance
Warrior's Soul (Strike)
Level: Soulborn 4
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant, 1d4 rounds
Saving Throw: Will negates (see text)
Imbuing his weapon with the light of a thousand souls, the disciple raises it in the air. Those who oppose him cannot help but have their eyes drawn to the light, now blindingly bright, as the disciple prepares to strike home.
Make a single melee attack that deals +4d6 damage. All foes within 60 feet who can see must succeed on a Will save or be blinded for 1d4 rounds, +1 for every two essentia invested in this maneuver. Even on a successful save, foes are still dazzled for one round. An odd blue afterglow permeates the area for 1 round afterward, providing low illumination (which however can’t penetrate magical darkness).
Chakra Bind:
You imbue your strike with the power of ancient souls, providing additional essentia-dependent effects. TBA
Heartseeker Strike
Warrior's Soul (Strike)
Level: Soulborn 4
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instant
Guided by the souls of a hundred warriors, the disciple cannot help but strike true.
As part of this maneuver, you make a single melee attack that deals +4d6 damage. In addition, you gain a bonus to your critical threat range equal to the amount of essentia invested in this maneuver.
Chakra Bind:
Striking at your opponent’s subtle body, you gain a latch onto their spiritual heart.
If you hit, you may also shape an offensive soulmeld in the target’s heart chakra. It lasts one round, plus one round per point of essentia invested in this maneuver.
Heavenly Incarnum Burn
Warrior's Soul (Rush)
Level: Soulborn 4
Initiation Action: 1 move action
Target: You
Range: Personal
Duration: Instantaneous
You manifest raw incarnum just to burn it for speed.
You may move an extra 10 feet per point of essentia invested in this maneuver. Instead of returning directly to your essentia pool, this essentia is held in escrow until the end of your next turn. While in escrow it can’t be allocated.
Chakra Bind:
Your movement during this action may be flight, with good maneuverability. Also, during this action you have +2 to Jump checks per point of essentia invested.
Spoiler: 5th level
Borrow Body
Warrior’s Soul (Utility)
Level: Soulborn 5
Initiation Action: Full round action
Range: 10ft
Target: Willing creature you can see
Duration: This round
Saving Throw: None (Willing)
With a metaphysical push, you shove yourself into a willing friend's body and take control.
For the rest of the turn, you act using the target's body. The target gains the benefit of and can use all your soulmelds and essentia. Your body loses these benefits for the duration, and stands in place on unconscious autopilot (it can’t take any actions, but it’s not helpless, although it takes a -2 penalty on Will saves).
The target can’t refresh your maneuvers or reinvest your essentia, nor can you theirs, if any.
You can’t move the target farther than the maneuver’s range from your body. Its range increases by 20 feet for each point of essentia invested in it.
Because their soul and not just their mind must be willing, this maneuver can’t be used on subjects who are only amenable to you due to compulsions, enchantments, possession, mind switching, etc.
Chakra Bind:
Also, each point of essentia extends the duration by one round.
Brilliant Soul Slash
Warrior’s Soul (Strike)
Level: Soulborn 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Your blade flashes blue and strikes past armor, into the target's very soul.
Make an attack. If at least three essentia are invested in this maneuver the attack is made as with the brilliant energy weapon property.
Chakra Bind:
If your attack hits, you shape an offensive soulmeld in the target’s soul chakra. It lasts one round, plus one round per point of essentia invested in this maneuver.
Cobalt Typhoon
Warrior's Soul (Strike)
Level: Soulborn 5
Initiation Action: Full round action
Area: 30ft tall cylinder centered on you
Duration: Instantaneous
Saving Throw: Will half
Calling up a storm of incarnum, the disciple whips his hands about in opposite directions, and his little violent soul tempest starts swirling.
When you initiate this maneuver, all foes within 5 feet of you take 8d6 untyped damage (Will half). For each point of essentia invested in this maneuver, this maneuver's area of effect increases by 5 feet in each direction.
The massive effort involved in calling up this much incarnum renders you fatigued, and after the maneuver has been initiated you take essentia damage equal to twice the essentia invested.
Chakra Bind:
You instead deal 1d6 untyped damage per meldshaper level (max 25d6).
Indigo Riposte
Warrior's Soul (Counter)
Level: Soulborn 5
Initiation Action: 1 immediate action
Range: Personal
Duration: Instant
A flash of blue-tinged steel, then an explosion of incarnum – is all the unwary attacker sees before his life is snuffed out by your riposte.
This maneuver can be initiated when you’re the target of a melee attack. Make an opposed attack roll at your highest attack bonus, with a bonus equal to the amount of essentia invested in this maneuver. If your attack roll surpasses that of the attack directed at you, the attack is deflected. Regardless of outcome, your attacker suffers 1d6 untyped damage per point of invested essentia as the incarnum lacing your weapon explodes in a retributive blast.
Chakra Bind:
If you deflect the attacker’s blow, you may immediately make a melee attack or initiate a standard action strike against them.
Soul Arrow
Warrior’s Soul (Strike) [Force]
Level: Soulborn 5
Initiation Action: 1 standard action
Range: Ten 100' increments, -2 to hit per increment
Target: One creature
Duration: Instantaneous
Saving Throw: None
You nock an arrow of blue energy in your nonexistent bow, draw, and fire it straight into the heart of your enemy.
Make a ranged attack roll against the target, with a +1 bonus to hit per point of essentia invested in this maneuver. This attack has a critical threshold of 20 minus the amount of essentia invested, a critical multiplier of x3, and deals 1d6 points of force damage per meldshaper level. The damage increases by one die size for every step away from you on the alignment chart the target is, up to 1d10/IL against someone who's disaligned with you on both axes. This maneuver can’t harm someone who shares your exact alignment..
Chakra Bind:
If you hit, the blue arrow melts and reforms itself into an offensive soulmeld occupying the target’s heart, arms, or feet chakra.
If you score a successful critical hit, the offensive chakra can also be shaped in their throat, brow, or hand chakra.
Spoiler: 6th levelPlenitude of the Pristine Soul
Warrior's Soul (Stance)
Level: Soulborn 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Instead of needlessly taxing your soul energy by incarnating it, you simply hold it all in, reveling in the strength and potential of a soul at its inchoate apex.
When you enter this stance, all of your essentia that’s currently invested returns to your essentia pool. For the duration of the stance, you can’t allocate essentia, but all your essentia receptacles are treated as having essentia invested in them equal to the maximum possible minus two (minimum one).
6th-9th levels TBA.Last edited by Elves; 2019-11-12 at 06:41 PM.
The Age of Warriors (revived 2019) - Huge fanmade TOB sequel. Content needs PEACH and input.
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2019-11-07, 01:28 PM (ISO 8601)
- Join Date
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New Vanilla Soulmelds
Gauntlets/Mantle of Ancient Warriors
Descriptors: Martial
Classes: Incarnate, Totemist, Soulborn
Chakra: Hands or Shoulders
Saving Throw: None
This soulmeld grants you use of one martial soulmeld from the Warrior’s Soul discipline, chosen at the time of shaping. Your meldshaper level for the purpose of choosing and using the maneuver is equal to one half your highest meldshaper level, or your soulborn meldshaper level*, whichever is higher.
If you have no refresh mechanic, it’s usable once per encounter.
*Remember that contra to MOI, even default soulborn have full meldshaper level advancement.
Essentia: For every three essentia invested in this soulmeld you gain one additional Warrior’s Soul maneuver, which is also specifed at the time of shaping. When the essentia invested in the meld is under this threshold you lose access to the extra maneuver.
Chakra Bind (Hands):
Whenever you refresh your maneuvers, you may also reinvest your essentia.
Chakra Bind (Shoulders):
You may refresh the granted maneuver(s) by spending a full round action, during which you may also reallocate your essentia.
TOB/Incarnum crossover feats
TBA, going to take another look at theseLast edited by Elves; 2019-11-07 at 09:41 PM.
The Age of Warriors (revived 2019) - Huge fanmade TOB sequel. Content needs PEACH and input.
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2019-11-07, 01:37 PM (ISO 8601)
- Join Date
- Feb 2019
Incarnum/Tome of Battle crossover - soulborn redo, new melds, new discipline (PEACH)
A soulborn shapes a soulblade. (Image link if not showing)
That's all for now. The remaining content will be added in two steps: first the rest of the soulborn content, then the general crossover stuff (feats + vanilla soulmelds).
If you take the time to read this, please critique.
Credit to Circle of Life's soul warrior class and Warrior's Soul discipline and foxwarrior's Essential Cut discipline, from which much of this content and almost all the maneuvers were taken and updated.Last edited by Elves; 2019-11-07 at 05:13 PM.
The Age of Warriors (revived 2019) - Huge fanmade TOB sequel. Content needs PEACH and input.
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2019-11-08, 02:28 AM (ISO 8601)
- Join Date
- Dec 2013
- Location
- turkey
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Re: Incarnum/Tome of Battle crossover - soulborn redo, new melds, new discipline (PEA
so empty pyramid idea with new coat of paint. as warrior soul discipline uses the same you hit you relocate all your temp chakra as free action gimnick do you look the links i posted.