Quote:
A sound soul resides in a sound mind and a sound body.
-Shibusen Student Mantra
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The world is a dangerous and corrupt place. Monsters hunt down and prey on innocent mortals while magi who could stand against these evils instead perpetuate and thrive on this misery. Fortunately there is an elite fighting force who is willing to face the encroaching darkness. Soldiers who imbue their weapons with the very power of their souls. They are the Meisters.
Class Skills: The meister's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Swim (Str), Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Hit Die: D10
Meister
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Soulmelds | Essentia | Chakra Binds |
|---|
| 1st | +1 | +2 | +0 | +2 | Soul of a Warrior | 1 | 1 | 0 |
| 2nd | +2 | +3 | +0 | +3 | | 1 | 1 | 0 |
| 3rd | +3 | +3 | +1 | +3 | Mettle, Chakra Bind (Crown, Hands) | 1 | 2 | 1 |
| 4th | +4 | +4 | +1 | +4 | Weapon | 2 | 3 | 1 |
| 5th | +5 | +4 | +1 | +4 | Soul Detection | 2 | 4 | 1 |
| 6th | +6/+1 | +5 | +2 | +5 | Chakra Bind (Weapon, Feet) | 2 | 4 | 1 |
| 7th | +7/+2 | +5 | +2 | +5 | Soul Resonance | 3 | 5 | 2 |
| 8th | +8/+3 | +6 | +2 | +6 | Chakra Bind (Shoulders) | 3 | 6 | 2 |
| 9th | +9/+4 | +6 | +3 | +6 | Weapon Chakra Capacity +1 | 3 | 7 | 2 |
| 10th | +10/+5 | +7 | +3 | +7 | Meister's Shield | 4 | 7 | 2 |
| 11th | +11/+6/+1 | +7 | +3 | +7 | Chakra Bind (Arms, Brow) | 4 | 8 | 3 |
| 12th | +12/+7/+2 | +8 | +4 | +8 | | 4 | 9 | 3 |
| 13th | +13/+8/+3 | +8 | +4 | +8 | | 5 | 10 | 3 |
| 14th | +14/+9/+4 | +9 | +4 | +9 | Chakra Bind (Throat), True Soul Resonance | 5 | 10 | 3 |
| 15th | +15/+10/+5 | +9 | +5 | +9 | | 5 | 11 | 4 |
| 16th | +16/+11/+6/+1 | +10 | +5 | +10 | | 6 | 12 | 4 |
| 17th | +17/+12/+7/+2 | +10 | +5 | +10 | Chakra Bind (Waist) | 6 | 13 | 4 |
| 18th | +18/+13/+8/+3 | +11 | +6 | +11 | | 6 | 13 | 4 |
| 19th | +19/+14/+9/+4 | +11 | +6 | +11 | Weapon Chakra Capacity +2 | 7 | 14 | 5 |
| 20th | +20/+15/+10/+5 | +12 | +6 | +12 | Foe Hunter | 7 | 15 | 5 |
Class Features
All of the following area class features of the meister.
Weapon and Armor Proficiencies: A meister is proficient with all simple and martial weapons. A meister is proficient with all armor (heavy, medium and light) and shields (including tower shields).
Meldshaping: A meister’s primary ability is shaping incarnum soulmelds, which are drawn from the meister soulmeld list. You know and can shape any soulmeld from this list.
The Difficulty Class for a saving throw against an meister soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your meister level.
An meister can shape only a certain number of soulmelds per day. Your base daily allotment is given on the chart above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmlds allowed for your level, whichever is lower. At 1st level, you can shape 1 soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of soulmelds.
Soul of a Warrior: The meister must always hold themselves in preparation for battle, imbuing any weapon for the struggle ahead. A meister may invest essentia into any manufactured or natural weapon as if it were a soulmeld. Each point invested increases the chance to hit and damage by 1. Imbuing a ranged weapon in this manner imparts the quality to it's ammo. This does not make an item count as being magical for the purpose of overcoming damage reduction.
Mettle: At 3rd level and higher, a meister can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will Half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping meister does not gain the benefit of mettle.
Weapon: The iconic ability that separates meisters from other meldshapers is the bonding of a soul weapon. This process imbues a fragment of the meister's own soul into a weapon of their choice. Doing so takes 24 hours and uses up magical materials that cost 100 gp. As a meister increases in level, the strength and abilities of their Weapon increase, as detailed on the table Weapon listed below.
The meister's weapon continues to gain in strength even if the meister takes levels in a class other than meister. Half of these non-meister class levels count towards determining the strength of the Weapon.
Soul Detection: With his deeper understanding on incarnum, a meister begins his mastery of detecting the essence of others. At level 5 a meister gains blindsense with a range of 10ft. This ability allows him to detect the presence of other creatures, including ethereal creatures, but otherwise gives him no information about his surroundings. For each point of essential invested in this ability, this range increases by 5ft.
At level 10, his powers of detection sharpen even further. He may make a special Sense Motive check to identify a creature's type and relative strength. The DC is equal to that of the normal Knowledge check required to find information about a creature, except this check only reveals it types, subtypes, alignment and number of HD. If the meister has at least 5 ranks in the relevant Knowledge skill, he gains a +2 bonus on this Sense Motive check. A meister does not be able to see a creature to use this ability, but it must be within the range of his Soul Detection.
Weapon Chakra:At 5th level, you gain access to a chakra unique to meisters, the Weapon Chakra. This chakra is not associated with any location on your body, but instead represents the spirit you have imbued in your weapon. Since the weapon chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict your use of magic items that take up a body location. However the meld itself still occupies a body slot and you cannot bind a second meld to it.
At level 9 and again at level 18, the maximum essential capacity for a meld bound to this chakra increases by 1.
Soul Resonance:Extra 1 essentia invested in Weapon. Weapon deals damage as if one size category larger. Grant +5 reach. Lasts rounds equal to Con + 3. 1/day. Lose all essentia for 10 minutes.
True Resonance:Extra 2 essentia invested in Weapon. Weapon deals damage as if two size categories larger. Grant +10 reach. Lasts rounds equal to Con +3. 1/day. Lose all essentia for 1 hour.
Foe Hunter:Extra 3 essentia invested in Weapon. Weapon deals damage as if three size categories larger. Grant +15 reach. Lasts for rounds equal to Con +3. 1/day. Lose all essentia for four hours.
Meister's Shield: At 10th level, a meister gains spell resistance equal to his meister level +10.
Meister's Weapon Advancement
| Meister Class Level | Hardness | Total Mental Score Adj. | Special |
|---|
| 4th-5th | +2 | +0 | Improved Mettle, Speak with Meister |
| 6th-7th | +4 | +1 | |
| 8th-9th | +6 | +2 | Aligned Strike |
| 10th-11th | +8 | +3 | Speak with Others, Spell Resistance |
| 12th-13th | +10 | +4 | Locate Weapon |
| 14th-15th | +12 | +5 | |
| 16th-17th | +14 | +6 | Summon Weapon |
| 18th-19th | +16 | +7 | |
| 20th | +18 | +8 | Perfect Weapon |
Weapon Basics: A Weapon has a number of HP equal to half of their meister's. They use the meister's saving throw with a bonus equal to the number of essentia points invested in the Weapon. The Weapon's HD are equal to their meister for the purpose of determining the effects of a special ability.
Weapon Enhancement: A meister may enhance their Weapon as though they have the Craft Magic Arms and Armor feat. You effective caster level for the purpose of enhancing your Weapon is equal to your meldshaper level. If an enhancement has a spell as a requirement, a meister may instead make a Use Magic Device check (DC20+Spell Level) to emulate each spell normally required to create the item.
Weapon Mental Scores: Once a weapon has been bonded to a meister, it becomes an intelligent item and follows the normal rules for them. Their starting mental attribute are: 12, 12, 10. As the meister advances in power, their Weapon gains a boost to a mental attribute of your choice.
Improved Mettle: This ability works like Mettle, except that while a Weapon is unaffected on successful Fortitude or Will saving throws, they take the lesser effect on a failed save.
Speak with Meister: While being held, a Weapon may communicate with it's meister telepathically.
Aligned Strike: The damage dealt by a Weapon is treated as having the alignment quality of it's meister for the purposes of overcoming DR. If the meister is neutral, this ability has no effect.
Speak with Others: The Weapon can now speak any language that it's meister can.
Spell Resistance: The Weapon has spell resistance equal to it's meister's.
Locate Weapon: As a full-round action, a meister may extend his senses to find his weapon. As long as the Weapon is on the same plane, he can approximate it's distance and direction. Should magical effects hide the location of his Weapon, he may make an opposed caster level check using his meldshaper levels to find it.
Summon Weapon(Su): Once per day as a full-round action, a meister may call his weapon to his hands. As long as the Weapon is on the same plane he may teleport his weapon without regards to distance and obstacles.
Perfect Weapon: The Weapon has transformed into an instrument of perfection. It may ignore any DR other than /- or Epic.