Pathfinder RPG Incarnum in Pathfinder





+ Log in or register to post
Page 1 of 3 123 LastLast
Results 1 to 10 of 106

Hybrid View

  1. #1
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42

    Incarnum in Pathfinder

    Background to this post: a friend and I have been converting our old 3.5 worlds over to PF recently, but we both ran into the stumbling block that Incarnum was actually a fairly significant part of our settings and the classes as-is were usually considered weak for 3.5 (with the Totemist generally being considered the only one really capable of standing with the powerful 3.5 classes). Obviously, that meant that they'd be too weak to import into PF directly, so we needed to convert them and add powers much like the old core classes got in the upgrade.

    We got a third friend involved who was just starting a PF game in a homebrew world, and after the conversion work was mostly done started a playtest of the conversion by putting an Incarnate PC (Chaotic) into his game (played by me). So far the character seems to be working well, from what I've been able to judge; he started at 6th but has advanced with the party to the current 8th (and close to 9th, so we should hit it in a session or two). His damage output has been low, but his defenses and utility abilities have largely made up for it, particularly in his Share Incarnum Radiance ability which has helped the party cover wide combats more than once. He doesn't overshadow other party members, but also has not particularly been overshadowed by them except in the damage area (which I already noted).

    Discussion between the three of us has largely petered out on the Incarnum conversion, but I've decided to post this thread here because others on ENWorld might find this useful- and perhaps some of you will have comments to add as well. We actually did convert all three core Incarnum classes, not just the Incarnate, but the only one tested so far is Incarnate (and specifically, Chaotic-aligned, which itself was often seen as the weakest option for that class). I'll put each class into its own post for clarity, following this one.

    First, a couple of general principles. We agreed that given the bennies the spellcasting classes received in PF (unlimited-use cantrips, level-based powers such as the Sorcerer Bloodline abilities, higher-level Domain abilities for the Cleric, and School powers for the Wizard), the Incarnum classes should be similarly boosted. We did this in two ways: first, each of the two "full meldshaper" classes, the Incarnate and Totemist, were given a boost of +2 to their essentia pools at every 5th level- effectively giving them a bonus "Bonus Essentia" feat at each one; and second, pushing up chakra openings so that Incarnum characters would start at level 1 with 1 Chakra Bind and a Chakra to bind to (this, because most of the really spell-worthy powers of Soulmelds come from their Chakra Binds). The Soulborn, being a "half meldshaper" much like the Paladin and Ranger are "half casters," doesn't get Chakra Binds at level 1 (but does get them much earlier than in 3.5), and also gets the essentia boost only at levels 10 and 20 (but its essentia progression had been reworked in my own houserules ages ago to give the class a boost back in 3.5, and we used that table in the new version so it's considerably different anyway). Finally, because PF casters who prepare spells have the rule allowing them to abandon spells and switch in new ones given 15 minutes, we created a similar "15 Minute Rule" for meldshapers as well: to whit, they can unshape one Soulmeld and create a new one to replace it given 15 minutes.

    It's worth noting that the 15-minute rule has already been used several times by my 8th-level Incarnate to switch Soulmeld configurations when circumstances demanded it, and the extra versatility has proven very helpful in every case. This rule alone gives Incarnum users a serious boost when compared with previous classes, though since the Soulmelds themselves are generally balanced well against other classes' powers, not an overpowering one.

    EDIT 12-30-2013: For those coming late to the thread, the early posts are more background information now than directly-useful current-version house rules- you'll want to see the posts listed in the list below for the most current versions available. Most of it is past post #53 or thereabouts, May 2013. Also note that the standard shorthand acronym for Magic of Incarnum, for this thread, is MoI. Hopefully these links won't break the next time the board changes!

    post #6 has an explanation of Soulmeld Shorthand (used extensively elsewhere in the thread, including in every soulmeld list contained herein, and also just a very handy thing to have when using Incarnum characters and critters in actual game play)
    post #53 rules for Researching Incarnum- creating new Soulmelds, upgrading existing ones, and incorporating the new stuff into your character.

    Incarnum Classes:
    post #64 current version of the Foundationist (an elemental-Incarnum base class) including 3 Archetypes
    post #10 Foundationist Universal soulmeld list (post #88 for complete descriptions like in MoI)
    post #11 Foundationist Air soulmeld list (post #89 for complete descriptions like in MoI)
    post #12 Foundationist Earth soulmeld list (post #90 for complete descriptions like in MoI)
    post #13 Foundationist Fire soulmeld list (post #91 for complete descriptions like in MoI)
    post #14 Foundationist Water soulmeld list (post #92 for complete descriptions like in MoI)

    post #59 current version of the True Necrocarnate (a Rogue-like base class based on Necrocarnum) including 2 Archetypes
    post #72 the Necrocarnum Thug Archetype for True Necrocarnate
    post #48 True Necrocarnate soulmeld list (post #93 for complete descriptions like in MoI)
    post #94 contains Stirge Proboscis, a new Totemist soulmeld which the True Necrocarnate also gains access to

    post #54 current version of the Elementborn (an elemental-Incarnum Alternate Class for the Soulborn)

    post #60 current version of the Incarnate including 2 Archetypes, and the Incarnate of Balance (Incarnates can be True Neutral now)

    post #55 current version of the Soulborn (well, its class table anyway)
    post #58 two Soulborn Archetypes
    post #72 the Soulknight Archetype for Soulborn

    post #62 three soulmelds for the alignments NOT covered in MoI, specifically Lawful, Balance, and Chaotic

    post #63 current version of the Totemist including 2 Archetypes
    post #94 three new soulmelds for Totemist (based on Aranea, Hydra, and Stirge)

    post #83 the Bluesmith NPC Incarnum class

    post #66 the Hauntshaper Prestige Class

    Non-Incarnum Class Options:
    post #72 the Cavalier Order of the Azure Monolith
    post #73 Alchemist options (new Discoveries, new Archetype called Soulfuser)
    post #75 Barbarian Rage Powers
    post #76 Cleric Domains and Subdomains
    post #77 new Oracle Archetype (Soulspeaker)
    post #78 Rogue Talents
    post #79 new Sorcerer Bloodline (Soultouched)
    post #80 new Witch Patron theme, and Witch spell list incorporating MoI spells
    post #81 spell lists for other classes not mentioned in MoI (Antipaladin, Inquisitor, Magus, and Summoner)

    Feats:
    post #56 updates to feats from MoI and explanation of how Incarnum feats work in PF
    post #57 new feats (mostly, though not entirely, Incarnum feats)
    post #86 an experimental new type of feat called Metameld Feats

    Spells:
    post #73 two new "Spirit" spells (included with the Alchemist because they're also Extracts)
    post #74 "Mass" versions of the two new Spirit spells
    post #82 a non-Incarnum spell called Detect Wealth included because a new soulmeld uses/references it
    post #91 a non-Incarnum spell called Magma Bombs included because a new soulmeld uses/references it

    Ultimate Campaign options:
    post #82 new feats and soulmelds using rules introduced in UCA as well as "Pathfinder Player's Companion: Quests & Campaigns" (QC)
    post #84 new Kingdom Buildings
    post #85 Retraining rules
    Last edited by paradox42; Monday, 31st March, 2014 at 08:31 PM. Reason: Added explanation and ToC with links in first post of where the current-version meat is located in the thread.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  2. #2
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42

    The Incarnate

    Hit Die: d6
    Class Skills: Craft (INT), Fly (DEX), Knowledge (Arcana) (INT), Knowledge (Planes) (INT), Knowledge (Religion) (INT), Profession (WIS), and Spellcraft (INT).

    Abilities work as described in Magic of Incarnum, and are not reproduced here, except as noted below after the table.

    EDIT: Okay, since ENWorld apparently changed how tables work, I can't post the table directly like I'd wanted and will have to fudge it. Apologies for the poor formatting.

    The Incarnate
    Level BAB Fort Ref Will Special Soulmelds Essentia Binds
    1st +0 +2 +0 +2 Aura, Chakra Bind (Crown), Detect Opposition 2 1 1
    2nd +1 +3 +0 +3 Chakra Bind (Feet) 3 2 2
    3rd +1 +3 +1 +3 Expanded Soulmeld Capacity +1, Incarnum Radiance (Aura) 3 3 2
    4th +2 +4 +1 +4 Chakra Bind (Hands) 4 4 2
    5th +2 +4 +1 +4 Rapid Meldshaping 1/day 4 7 2
    6th +3 +5 +2 +5 (nothing- essentia cap increases here though) 4 8 3
    7th +3 +5 +2 +5 Share Incarnum Radiance 5 9 3
    8th +4 +6 +2 +6 Incarnum Radiance (Reflection) 5 10 3
    9th +4 +6 +3 +6 Chakra Binds (Arms, Brow, Shoulders) 5 11 3
    10th +5 +7 +3 +7 Incarnum Curse 6 14 4
    11th +5 +7 +3 +7 Rapid Meldshaping 2/day 6 15 4
    12th +6/+1 +8 +4 +8 (nothing- essentia cap increases here though) 6 16 4
    13th +6/+1 +8 +4 +8 Incarnum Radiance (Talent) 7 17 4
    14th +7/+2 +9 +4 +9 Chakra Binds (Throat, Waist) 7 18 5
    15th +7/+2 +9 +5 +9 Expanded Soulmeld Capacity +2 7 22 5
    16th +8/+3 +10 +5 +10 Chakra Bind (Heart) 8 24 5
    17th +8/+3 +10 +5 +10 Rapid Meldshaping 3/day, Share Incarnum Radiance (no fatigue) 8 26 5
    18th +9/+4 +11 +6 +11 Incarnum Radiance (Gift) 8 28 6
    19th +9/+4 +11 +6 +11 Chakra Bind (Soul) 9 30 6
    20th +10/+5 +12 +6 +12 Perfect Meldshaper, True Incarnation 9 34 6

    Incarnum Radiance (Su): As an Incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can use this ability for a number of rounds each day equal to 2 + your Constitution modifier. At each level after 3rd, you can use Incarnum Radiance for 2 additional rounds. Temporary increases to Constitution, such as those gained from Barbarian Rage or spells like Bear's Endurance, do not increase the total number of rounds per day that you can use Incarnum Radiance. The total number of rounds of Incarnum Radiance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

    You can activate Incarnum Radiance as a free action. Once under its effects, the bonus granted to you depends upon your alignment, as described below. Once Incarnum Radiance is active, you can end it as a free action, though if you end it during the same round you activated it then that round still counts as one toward your total daily limit. If you fall unconscious, your Incarnum Radiance immediately ends.

    At 8th level, and again at 13th and 18th levels, you gain the ability to use another Incarnum Radiance power, also depending upon your alignment. You choose, during any round in which you activate your Incarnum Radiance, which effect to use; you cannot use two or more simultaneously. For all four alignments, the Incarnum Radiance power gained at 3rd level is named the Aura, the 8th-level power the Reflection, the 13th-level power the Talent, and the 18th-level power, the Gift.

    Chaotic:
    Aura of Action (3rd): A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bonus. This increase improves by 10 feet for every 5 Incarnate levels you gain (+20 at 5th level, +30 at 10th, +40 at 15th, and +50 at 20th).

    Reflection of Freedom (8th): A coruscating yellow glow emanates from you. You can move normally regardless of supernatural effects that impede movement, as if you were affected by Freedom of Movement.

    Talent for Confusion (13th): A flickering glow of all colors, changing rapidly from one to another, erupts from you. You gain a bonus on Bluff checks equal to your Incarnate level, and can make one Bluff check per round as a free action. Any desired effect of this special "free" Bluff check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results.

    Gift of Luck (18th): Brilliant sky-blue light shines forth from your form. Any time you roll a d20 during the activation of this Gift, you may roll twice and take the more favorable result.
    Evil:
    Aura of Hate (3rd): An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every 5 Incarnate levels you gain (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th).

    Reflection of Anger (8th): A pulsing maroon-colored mist wafts from your body. You gain a +2 morale bonus on STR and CON, and a +1 morale bonus on Will saves, but have a -2 morale penalty to AC, just as if you were affected by a Rage spell. Also like the spell, but unlike a Barbarian, you are not Fatigued when this Incarnum-inspired Rage ends (unless you shared it with allies; see below).

    Talent for Fear (13th): A shuddering aura of dirty bluish-gray envelops your form. You gain a bonus on Intimidate checks equal to your Incarnate level, and can make one Intimidate check per round as a free action. Any desired effect of this special "free" Intimidate check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results.

    Gift of Doom (18th): An aura black as pitch envelops you. While this Gift is activated, all attacks you make have their critical threat range doubled, and this effect stacks with other effects that expand the critical threat range of a weapon or other attack. Furthermore, all critical threats you roll are automatically confirmed.
    Good:
    Aura of Defense (3rd): Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th).

    Reflection of Serenity (8th): A steady wintergreen aura surrounds you. Fear, confusion, and other negative emotional states melt away from you, just as if you were under the effect of a Calm Emotions spell, except that you do not lose morale bonuses while this Reflection is active- only penalties. If the Reflection ends before the duration of an emotion effect upon you has expired, then the emotion effect reasserts itself and again affects you as it did before you were affected by the Reflection.

    Talent for Love (13th): A warm halo of yellowish-orange surrounds you. You gain a bonus on Diplomacy checks equal to your Incarnate level, and can make one Diplomacy check per round as a free action. Any desired effect of this special "free" Diplomacy check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results.

    Gift of Glory (18th): Blinding radiance as if from the noonday sun surrounds you. You become immune to all Death effects, energy drain, and effects that cause negative levels. Negative levels you already have are not removed by this Gift, but they have no effect (and are effectively suppressed) while this Gift is active.
    Lawful:
    Aura of Precision (3rd): You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th).

    Reflection of Community (8th): A flickering violet radiance envelops you. You become able to understand, speak, read, and write the language of any intelligent creature you are in contact with, as if you were affected by the Tongues spell.

    Talent for Truth (13th): Faint but steady white light shines forth from you. You gain a bonus on Perception checks equal to your Incarnate level, and can make one Perception check per round as a free action. Any desired effect of this special "free" Perception check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results.

    Gift of Inevitability (18th): A bright orange glow wraps itself around you. You gain DR 10/-, and Resistance 10 to all energy types (Acid, Cold, Electricity, Fire, and Sonic). You are immune to Blindness, Deafness, Disease, Paralyzation, Poison, and Stunning. If you were affected by any effects bestowing one or more of these conditions before the Gift affected you, then they are held in abeyance while the Gift is active, but reassert themselves (as long as their duration has not expired) when it ends.
    As you gain control over your powers of incarnum, you learn to share the effect of your Incarnum Radiance with nearby allies who share at least some of your morals or ethics. Beginning at 7th level, when you activate your Incarnum Radiance or at the start of your turn if it is already active, you can choose for its benefit to also affect all allies within 30 feet of you (you must make this choice when you activate Incarnum Radiance and at the start of each turn you decide to keep it activated). Only allies who share your alignment can be affected; for example, a Good Incarnate cannot share Incarnum Radiance with allies who are not themselves Good. Any ally affected by Incarnum Radiance gains exactly the same benefit you do (including all bonuses and penalties, if applicable), and keeps it until the end of his or her next turn, even if that turn happens to fall in the next round. The benefit cannot last more than 1 round unless the ally is again within 30 feet of you at the start of your next turn, and you keep Incarnum Radiance active, and again choose to share it. If you share your Incarnum Radiance with any allies during its activation time, whether or not you shared it during every round it was activated, then you become Fatigued when you deactivate it (even if you do so by switching from one Incarnum Radiance effect to another, for example, from the Reflection to the Aura) or run out of total rounds per day. This Fatigue lasts 2 rounds per round you shared your Incarnum Radiance.

    Beginning at 17th level, sharing your Incarnum Radiance does not Fatigue you afterwards.


    Incarnum Curse (Su): At 10th level, you learn to use a special resonance effect of your Incarnum Radiance to affect an enemy rather than yourself or your allies. As a standard action, you can target an enemy within 30 feet to Curse. If the target does not share your alignment (for example, if a Good Incarnate targets a creature that is not Good) then the target is allowed a Will saving throw (DC 10 + 1/2 your Incarnate level + your CON modifier) to negate the effect. If the saving throw fails, the target is affected as described below, and remains affected until the end of its next turn. This uses up one round of your Incarnum Radiance (see above), but you can extend it beyond the target's next turn by using a free action each round in subsequent rounds (using up more rounds of your Incarnum Radiance as you do, and affecting the target exactly the same way without granting it any further saving throws to escape the Curse). If either you or the target falls unconscious, then the Incarnum Curse immediately ends regardless of when the target's next turn is. The effect of your Incarnum Curse depends upon your alignment, just as your Incarnum Radiance does.

    Chaotic: Curse of Hesitation: The target's speed, in all forms of movement except Flying, is reduced by 10 feet. If the target has a Fly speed, that speed is instead reduced by 20 feet, and its maneuverability rating worsens by one step (to a minimum of Clumsy). When you reach 15th level, these penalties instead become -20 feet (-40 to Fly), and at 20th level, the penalties become -30 feet (-60 to Fly). Regardless of the magnitude of the penalties, the target's maneuverability rating is only worsened by one step. A target whose speed in a particular movement mode is reduced to 0 or less cannot use that movement mode at all until the Curse is ended (although it is not considered paralyzed, and is still able to defend itself, even if all of its movement modes are reduced to 0 or less).

    Evil: Curse of Weakness: The target takes a -2 penalty on all weapon or natural-weapon damage rolls. When you reach 15th level, this penalty instead becomes -4, and at 20th level, -6.

    Good: Curse of Vulnerability: The target takes a -1 penalty on Armor Class. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3.

    Lawful: Curse of Inaccuracy: The target takes a -1 penalty on all attack rolls. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3.

    If you target a creature which shares your alignment (for example, a Lawful Incarnate targeting a Lawful-aligned creature), or if a differently-aligned target succeeds its saving throw, then the Curse has no effect, but the attempt still uses up one of your daily rounds of Incarnum Radiance.
    Last edited by paradox42; Saturday, 18th September, 2010 at 06:09 AM. Reason: Stupid %^*&$ HTML table!
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  3. #3
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42

    The Soulborn

    This one was both tough to upgrade (because it had been widely acknowledged in the original version as being the weakest of the core Incarnum classes), and the easiest (because it is so obviously like the Paladin that it was no trouble to take inspiration from the upgrades the Pally got in PF). This has not, as yet, been tested, but it at least looks like a strong and decent class option now, and could be an interesting alternative to a Paladin (particularly for players who want to play Paladins who are Chaotic Good or Lawful Evil).

    Hit Die: d10.
    Class Skills: Acrobatics (DEX), Climb (STR), Craft (INT), Handle Animal (CHA), Heal (WIS), Knowledge (Arcana) (INT), Knowledge (Planes) (INT), Profession (WIS), Ride (DEX), Spellcraft (INT), and Swim (STR)

    (Again, apologies for the poor formatting of the table, but this appears to be the best I can do under present circumstances given the lack/loss of functionality on the board.)

    The Soulborn
    Level BAB Fort Ref Will Special Soulmelds Essentia Binds
    1st +1 +2 +0 +0 Aura, Smite Opposition 1/day 0 0 0
    2nd +2 +3 +0 +0 Incarnum Defense 0 0 0
    3rd +3 +3 +1 +1 Bonus feat 0 1 0
    4th +4 +4 +1 +1 Smite Opposition 2/day 1 1 0
    5th +5 +4 +1 +1 Share Incarnum Defense 1/day 1 2 0
    6th +6/+1 +5 +2 +2 Aura of Resolve, Chakra Bind (Crown) 1 2 1
    7th +7/+2 +5 +2 +2 Bonus feat, Smite Opposition 3/day 1 3 1
    8th +8/+3 +6 +2 +2 Chakra Binds (Feet, Hands) 2 3 1
    9th +9/+4 +6 +3 +3 Share Incarnum Defense 2/day 2 4 1
    10th +10/+5 +7 +3 +3 Smite Opposition 4/day 2 6 2
    11th +11/+6/+1 +7 +3 +3 Bonus feat 2 7 2
    12th +12/+7/+2 +8 +4 +4 Aura of Conviction 3 7 2
    13th +13/+8/+3 +8 +4 +4 Share Incarnum Defense 3/day, Smite Opposition 5/day 3 8 2
    14th +14/+9/+4 +9 +4 +4 Chakra Binds (Arms, Brow, Shoulders) 3 8 3
    15th +15/+10/+5 +9 +5 +5 Bonus feat 3 9 3
    16th +16/+11/+6/+1 +10 +5 +5 Smite Opposition 6/day 4 9 3
    17th +17/+12/+7/+2 +10 +5 +5 Share Incarnum Defense 4/day 4 10 3
    18th +18/+13/+8/+3 +11 +6 +6 Aura of Inevitability, Chakra Binds (Throat, Waist) 4 10 4
    19th +19/+14/+9/+4 +11 +6 +6 Bonus feat, Smite Opposition 7/day, Timeless Body 4 11 4
    20th +20/+15/+10/+5 +12 +6 +6 Champion Incarnate 5 13 4


    Aura (Ex):
    As Magic of Incarnum, except that at the start of each day when the character invests essentia into Incarnum feats he has, he may invest in his Aura exactly as if it were an Incarnum feat. This has no effect at 1st level, but in later levels it affects the radius of his Aura for purposes of special abilities like sharing Incarnum Defense, the Aura of Resolve, and so on. Like Incarnum feats, once the character invests essentia in his Aura, it stays invested for 24 hours and cannot be changed during that time period.

    Bonus feats: Soulborns can choose any Incarnum feat or Combat feat to fill these slots, and count as Fighters of level (Soulborn - 2) for the purpose of qualifying for Combat feats.

    Smite Opposition (Su): Once per day, a Soulborn can use the power of Incarnum fused with his soul to aid the struggle against opposing forces. As a swift action, the Soulborn chooses one target within sight to Smite. If the target has at least one alignment component opposed to the Soulborn's (that is, a Lawful Good Soulborn could Smite a target that is Chaotic or Evil), the Soulborn adds his CHA bonus (if any) to attack rolls and his Soulborn level to damage rolls made against that target. If the target of the Smite is an Outsider or a Dragon with one or more subtypes matching the character's opposed alignments, then the damage bonus increases to 2 points per Soulborn level. On the other hand, if the Soulborn targets a creature which has no alignment component opposed to his own (for example, a Lawful Good Soulborn targeting a creature that is neither Chaotic nor Evil), then the Smite is wasted with no effect.

    If the Smite targets an appropriate creature, then attacks against the target automatically bypass any DR it might possess, regardless of the target's creature type or actual alignment (that is, it does not work better against Outsiders or Dragons, nor does it matter if the target has just one or both alignment components opposed to the Soulborn's).

    In addition, while Smite Opposition is in effect, the Soulborn gains a Deflection bonus (equal to his CHA modifier, if any) to his AC against attacks made by the target of the Smite.

    The Smite Opposition effect remains until the target is dead, or until the next time the Soulborn rests and regains his daily uses of this ability. At 4th level, and every three levels thereafter, the Soulborn may Smite Opposition one additional time per day (as indicated on the class table).

    Share Incarnum Defese (Su): As a standard action, a Soulborn can share the power of his Incarnum Defense with all allies within a radius of 5 feet (plus 5 feet per point of essentia invested in his Aura; see above) that do not have an alignment component opposed to his own (for example, a Lawful Good Soulborn would be able to Share with all allies who are neither Chaotic nor Evil). Affected creatures are granted the same immunity the Soulborn himself enjoys, for a number of rounds equal to 3 + the Soulborn's CHA modifier. You can use this ability one additional time per day for every four levels gained above 5th (2/day at 9th, 3/day at 13th, and 4/day at 17th).

    Aura of Resolve (Su): Identical to the Paladin class feature from the Pathfinder core rulebook, except for being gained at 6th level instead of 8th, and the radius of the effect is equal to 5 feet + 5 feet per point of essentia invested in the character's Aura at the start of the day (intead of a static 10 feet).

    Aura of Conviction (Su): At 12th level, a Soulborn can expend two uses of his Smite Opposition ability to grant the ability to Smite Opposition to all allies within a radius of 5 feet plus 5 per point of essentia invested in his Aura, using his bonuses and alignment components. Allies must use use this Smite Opposition ability by the start of the Soulborn's next turn, and the bonuses last for 1 minute. Using this ability is a free action. Creatures with either or both alignment components opposed to the Soulborn gain no benefit from this ability.

    Aura of Inevitability (Su): At 18th level, the Soulborn's physical attacks (both natural and weapon-based) are treated as both of his alignments, for the purposes of bypassing DR. Furthermore, any attack made by any ally within a radius of 5 feet (plus 5 per point of essentia invested in his Aura) of the character is treated as similarly aligned, as long as that ally does not have an alignment component opposed to the Soulborn's. Finally, the Soulborn and all allies within the Aura radius who do not have an alignment component opposed to the Soulborn's gain a +4 morale bonus to Will saving throws against Compulsion effects. This ability functions only while the Soulborn is conscious, not if he is unconscious or dead.

    Champion Incarnate (Su): A 20th-level Soulborn becomes an Outsider with alignment subtypes matching his alignment (though unlike other Outsiders, the Soulborn can still be brought back from the dead as if he were a member of his previous creature type). The character gains DR 5/(both opposed alignments), which means that a natural or weapon attack must be aligned to both of the character's opposed alignments to be able to bypass this Damage Reduction. Furthermore, whenever the Soulborn uses Smite Opposition against an appropriately-aligned Outsider that does not have the Native subtype, that Outsider is subject to a Banishment effect (using the Soulborn level as the caster level- plus the Soulborn's weapon automatically counts as an object the subject hates). After the damage and the Banishment are resolved, the Smite immediately ends.
    Last edited by paradox42; Saturday, 18th September, 2010 at 06:33 AM.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  4. #4
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42

    The Totemist

    This was the hardest for us to get a handle on, because none of us had ever played one in 3.5, and also because my world allowed them but my other friend's did not. So, aside from the essentia upgrade, we had no idea how to proceed. Eventually, I came up with some ideas on my own after noticing that the original Totemist had the best version of Wild Empathy for any class in 3.5 (at any rate, for WotC-only books). So, I came up with some powers based on that, and also slightly inspired by the "wild boy" character Gau from Final Fantasy VI (whose shtick is that he learns the powers of monsters because he was raised by them). But I'm getting ahead of myself.

    Hit Die: d8
    Class Skills: Craft (INT), Fly (DEX), Handle Animal (CHA), Knowledge (Arcana) (INT), Knowledge (Nature) (INT), Knowledge (Planes) (INT), Perception (WIS), Profession (WIS), Ride (DEX), Spellcraft (INT), Survival (WIS), and Swim (STR).

    (Once again, apologies for the poor formatting in the class table.)

    The Totemist
    Level BAB Fort Ref Will Special Soulmelds Essentia Binds
    1st +0 +2 +2 +0 Wild Empathy, Totem Chakra Bind 2 1 1
    2nd +1 +3 +3 +0 Chakra Bind (Crown), Totem Chakra Bind (+1 capacity) 3 2 2
    3rd +2 +3 +3 +1 Totem's Protection 3 2 2
    4th +3 +4 +4 +1 Totem's Empathy 4 3 2
    5th +3 +4 +4 +1 Chakra Binds (Feet, Hands) 4 5 2
    6th +4 +5 +5 +2 Totem Chakra Bind (+1 Meldshaper Level) 4 6 3
    7th +5 +5 +5 +2 Improved Totem's Empathy 5 7 3
    8th +6/+1 +6 +6 +2 Rebind Totem Soulmeld 1/day 5 7 3
    9th +6/+1 +6 +6 +3 Chakra Binds (Arms, Brow, Shoulders) 5 8 3
    10th +7/+2 +7 +7 +3 Totem's Lore 6 11 4
    11th +8/+3 +7 +7 +3 Totem Chakra Bind (Double Bind) 6 12 4
    12th +9/+4 +8 +8 +4 Rebind Totem Soulmeld 2/day 6 13 4
    13th +9/+4 +8 +8 +4 Greater Totem's Empathy 7 14 4
    14th +10/+5 +9 +9 +4 Chakra Binds (Throat, Waist) 7 15 5
    15th +11/+6/+1 +9 +9 +5 Totem Chakra Bind (+2 capacity) 7 18 5
    16th +12/+7/+2 +10 +10 +5 Rebind Totem Soulmeld 3/day 8 19 5
    17th +12/+7/+2 +10 +10 +5 Chakra Bind (Heart) 8 20 5
    18th +13/+8/+3 +11 +11 +6 (nothing, but essentia cap increases here) 8 22 6
    19th +14/+9/+4 +11 +11 +6 Perfect Totem's Empathy 9 24 6
    20th +15/+10/+5 +12 +12 +6 Rebind Totem Soulmeld 4/day, Totem Embodiment 9 28 6


    Wild Empathy (Ex): A Totemist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Totemist rolls 1d20 and adds his Totemist level and his CHA modifier to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use Wild Empathy, the Totemist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A Totemist can also use this ability to influence a Magical Beast with an INT score of 1 or 2, but takes a –4 penalty on the check. However, unlike other classes with the Wild Empathy ability, a Totemist can gain a bonus to offset this penalty: if the character is specifically trying to influence a Magical Beast associated with the soulmeld that he has bound to his Totem chakra (for example, the character has a Basilisk Mask bound to his Totem, and tries to use Wild Empathy on a Basilisk), he gains a +4 bonus on the check (and thus effectively takes no penalty).

    Totem's Empathy (Ex): At 4th level, the Totemist gains a +4 on Wild Empathy checks made to influence the attitude of a beast associated with any of his shaped soulmelds, not just the one bound to his Totem chakra. If the beast is specifically the one associated with the soulmeld bound to the Totemist's Totem chakra, then the character receives a further +4 bonus, granting him (in most cases) a total +4 bonus rather than the usual -4 penalty associated with trying to influence a Magical Beast.

    Improved Totem's Empathy (Ex): At 7th level, the Totemist gains a +4 bonus on Wild Empathy checks made to influence the attitude of any Magical Beast, regardless of which soulmelds he has shaped. He still gains a +4 bonus if the beast is associated with the soulmeld bound to his Totem chakra.

    Furthermore, the Totemist is no longer limited to influencing creatures with an INT score of 1 or 2 with Wild Empathy checks; any creature of the Animal or Magical Beast type is a legal target for his Wild Empathy from 7th level onward. If the Totemist uses Wild Empathy on a creature with an INT score above 2, it is treated as a Diplomacy check in every way, including allowing for the possibility of the Totemist using the Aid Another action to help an ally's Diplomacy check on the same target, or an ally using Diplomacy to Aid the Totemist's Wild Empathy check.

    Totem's Lore (Su): At 10th level, a Totemist can use his connection with the souls of nature to learn things about creatures with some connection to it, even if he has no appropriate Knowledge ranks. As a standard action, the Totemist can target a creature of the Animal, Dragon, Magical Beast, or Ooze type within 30 feet to learn about its abilities and weaknesses. With a successful ranged touch attack, the character gains information as if he made the appropriate Knowledge skill check with a result equal to 20 + his Totemist level + his WIS modifier. The character may also target creatures which are templated versions of creatures of an appropriate type, even if the template changes the creature type to a disallowed type (for example, a Half-Dragon Lich would be a legal target, even though it is of the Undead creature type, because it was type Dragon before it became a Lich).

    Greater Totem's Empathy (Su): At 13th level, the souls of beasts are such a part of the Totemist that animals and beasts of any kind become loath to attack him.

    The character is now allowed to use Wild Empathy not only on Animals and Magical Beasts, but also upon Oozes- even Oozes which have no INT score. If the character tries to influence an Ooze, he takes a -4 penalty on the check, and Oozes typically start with an attitude of Unfriendly (if intelligent) or Hostile (if unintelligent).

    Creatures of the Animal type are now more inclined to respect the Totemist, and automatically begin encounters with the character one step friendlier than the standard (i.e. domesticated animals start as Friendly, while wild animals start as Indifferent).

    Finally, the Totemist is able to make any Wild Empathy check with just one full-round action, in contrast to the usual required time of 1 minute.

    Perfect Totem's Empathy (Su): At 19th level, the Totemist's Wild Empathy ability improves one more time. The character is now allowed to use Wild Empathy on creatures of the Animal, Dragon, Magical Beast, or Ooze types, regardless of the target's INT score (or lack thereof). The character is also able to target creatures of other types, as long as those creatures are templated versions of base creatures with an appropriate type (for example, a Manticore Skeleton would be an allowed target, because the skeleton was once a Manticore- a Magical Beast).

    A Wild Empathy check can now be made with a standard action.

    The Totemist takes no penalty on the Wild Empathy check for any creature type, but a creature without an INT score is more difficult to influence and thus the character takes a -4 penalty to influence those. Creatures of the Animal type, as well as Dragons and Magical Beasts with INT scores above 2, treat the character with greater respect than normal, and begin encounters one step friendlier than they otherwise would have (for Animals, this does not change from the effect of Greater Totem's Empathy, above, but it now affects other types of creatures as well).

    This ability to connect with the souls of beasts is so powerful that the Totemist is even able to affect summoned creatures, as long as they are of appropriate types. If the Totemist desires, he can try to break the bond between a summoned creature and its caster, as long as the creature is of an appropriate creature type. This special check is not a standard Wild Empathy check, but is instead an attempt to overcome the caster's control over the target creature; the Totemist makes a roll of 1d20 + his Totemist level + his CHA modifier against a DC of (11 + the spell's caster level). If the check is successful, the caster loses all control over the summoned creature, which is now free to act as it pleases; the typical starting attitude of a freed summoned creature is Unfriendly towards its caster or any allies of that caster, Friendly toward the Totemist who freed it, and Indifferent to any allies of the Totemist. The caster is no longer allowed to dismiss the spell, or even end it by any means other than resorting to use of Dispel Magic on his own creature, and in the latter case must make a Dispel check just as if trying to dispel another caster's spell rather than one of his own. Once the creature is freed from the control of its caster, the Totemist is allowed to attempt to influence it further using a Wild Empathy check as normal.
    Last edited by paradox42; Saturday, 18th September, 2010 at 06:56 AM.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  5. #5
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42

    Azurins

    As our last bit of converting, really an afterthought that happened only because I wanted the playtest character to be one, we made a PF Azurin race. Since Azurins are mostly human, this wasn't at all difficult, and in fact after reading the Advanced Player's Guide I would suggest doing them as just an alternate racial trait (such as Heart of the Fields). I'll write it up that way below.

    Azure Soul: Occasionally, an unborn human soul is touched by the power of Incarnum, and the resulting child is born with a natural talent for manipulating the energy of souls. This permanently increases the character's Essentia Pool by 1; if the character does not otherwise have an Essentia Pool, then this racial trait grants him or her an Essentia Pool with 1 point. Also, because the excess energy burns the body out faster, the character is treated as a Half-Orc for age-related effects and age categories, instead of Human. This racial trait replaces the Skilled racial trait.

    The eyes of a human with this racial trait are always some shade of blue, and the sclera of the character also becomes blue; in dim light, the eyes seem to actually glow blue (much like cats' eyes do, except for the color). People with this trait are often called Azurins, though they remain fully human.


    If you're not using the concept of racial traits from the APG, it's easy enough to construct an Azurin race. Just take the Human from the Core Rulebook, replace the Skilled trait with the Essentia Pool as described above, use the entries for Half-Orc on the age tables (7-1 and 7-2 in the Core Rulebook) instead of Human, and you're pretty much done. Given that Incarnum is heavily tied up with the Constitution score, you might mandate that an Azurin get a +2 bonus to CON instead of the +2 to anything that normal humans get, but that's an individual GM's decision. Any player wanting to play an Azurin is probably most interested in pursuing an Incarnum class anyway, and would therefore be most likely to put the bonus into CON as a result.

    For my part, since I was given free reign to decide what sort of background the playtest character came from (the game setting is a sort of infinite plane rather than a traditional planet, where literally anything could exist somewhere in it if you travel far enough), I latched on to the blue-within-blue eyes Azurins have and essentially made him a Fremen (from Dune). This might be a good hook for GMs looking to incorporate Azurins into their campaign worlds as a separate culture from normal Humans, as opposed to an accident of birth the way they're portrayed in Magic of Incarnum.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  6. #6
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42

    Incarnum Shorthand

    In my experience, one of the major reasons people in general don't get into Incarnum is that the main base of its power, the Soulmelds, don't lend themselves to quick and easily-digested descriptions the way spells do. Sure, the Crystal Helm is an elegant and cool thing to have on your character in the game, but explaining what it actually does takes almost half of a column of text in the standard two-column page format of WotC 3.X books. The short description given in Magic of Incarnum, "+2 resistance bonus on Will saves against charm and compulsion," is hardly the sort of thing to wow a casual browser, but the Helm does so much more than that (and in fact is one of the most useful Soulmelds in the game). Incarnum is a wonderfully unique and elegant system, but the elegance is lost to a casual viewer because there's no quick way to explain it.

    Years ago, when I was first incorporating Incarnum into my old game world, I wanted to come up with new Soulmelds for it, but I knew that to do so I'd need to balance them very carefully against the existing ones. This would be very difficult if I could not see, at a glance, exactly what each Soulmeld did mechanically. So, after reading through chapter 4 carefully, I came up with a shorthand method of describing each Soulmeld and proceeded to make a digest of the entire chapter- three lists of Soulmelds (one for each core class) containing complete shorthand descriptions for each meld and exactly what it does.

    Reproducing one of those digests here would almost certainly violate copyright, so I won't be doing that, but I will explain here the shorthand I came up with and give a couple of examples using Soulmelds from chapter 4 of Magic of Incarnum.

    A shorthand description of a Soulmeld begins with the meld's name, just like a short spell description does. The things which make Soulmelds different are that their effects change based on the essentia the user invests in them, and also that they can grant extra powers when bound to specific Chakras (not to mention the fact that most of those Chakra Bind powers also vary depending on essentia investment). That said, the variations based on essentia are always predictable formulas, and the effects of a given meld or Chakra Bind are nearly always easily expressible in a short manner (much like spell effects). So: a shorthand Soulmeld has one line for the meld's basic effect, and each Chakra Bind power is set out below it and indented. Within a given power description, there are 3 variable effects which can affect the way the power manifests in game: the amount of essentia invested in the Soulmeld, the meldshaper level of the Soulmeld, and whether the Soulmeld unshapes as part of the effect. I abbreviate these, respectively, as (E), (ML), and (U). Action types, for abilities requiring activation, are abbreviated as StdA (standard), MvA (move), SwfA (swift), ImmA (immediate), and FullA (full-round).

    Examples:

    Acrobat Boots: +(2+2E) insight on Acrobatics and Escape Artist.
    Feet: Reduce falling damage by (E)d6.

    This tells you that the basic power of Acrobat Boots is to provide an insight bonus to two skills, Acrobatics and Escape Artist; the bonus starts at +2 but you get an additional +2 for every point of essentia you invest in the Soulmeld. The second line tells you that you can bind the Acrobat Boots to the Feet Chakra, and if you do that it reduces falling damage by 1 die per point of essentia invested in the meld. If you have no essentia in the meld, then (E) is 0, so you won't get any reduced falling damage and your skill bonus will only be +2. But if you invest 3 essentia in the meld, then you get a +8 bonus on both skills, and falling damage is reduced by 3d6 (allowing you to effectively ignore up to 30 feet whenever you fall).

    Crystal Helm: +2 resistance Will vs. Charm & Compulsion, +(E) deflection AC.
    Crown: Melee attacks gain [Force] descriptor.

    The same basic power given in the Magic of Incarnum short description is there, namely the resistance bonus to Will saves under specific conditions, but the much more important Force-related powers are also set out in this shorthand. Each point of essentia you invest in the Crystal Helm gives you a +1 deflection bonus to your AC- and if you bind it to your Crown Chakra, then every melee attack you make is considered a Force attack, so it hits Incorporeal creatures just as easily as material ones. Frankly, just having a +(E) Ring of Protection alone is enough reason for my playtest character to shape this meld every time he goes out the door, but the situational bonuses are nice additions that just add icing to the cake (and besides, it looks cool ).

    Enigma Helm: Constant Nondetection using (ML) as caster level, +(E) enhancement Will.
    Crown: Immunity to Charm effects.

    By now you can understand all of the above except perhaps the (ML); what that's telling you is that the Enigma Helm grants the wearer an always-on Nondetection effect as if cast by a character with caster level equal to the meldshaper level of the Soulmeld.

    Finally, a more complicated one (which has been another one of my playtest character's favorites):

    Cerulean Sandals: Constant Water Walk, +(5E) feet to land Speed.
    Feet: StdA Dimension Door in multiples of 10 feet, limit (ML)x10 feet before (U).

    What this means is that, for every point of essentia you invest in the Sandals, your standard land Speed increases by 5 feet. So, assuming you're a Human, when you invest 3 points of essentia in the meld, your land speed becomes 45 instead of 30. Also, when you bind the Sandals to your Feet Chakra, you can then trigger a Dimension Door as a standard action, but you have to use it to travel in multiples of 10 feet- and you can only do up to (ML) such 10-foot "jumps" before the meld unshapes as part of teleporting you. So, if you're an 8th-level Incarnate, you get up to 80 feet of Dimension Dooring (in increments of 10 feet) out of your Cerulean Sandals before they unshape themselves. Of course, back in 3.5, a Soulmeld that unshapes itself was a big deal, since it meant you lost one of your Soulmeld slots until the party rested and you got to reshape them (with the casters recharging their spell slots). But in PF, with the 15-minute rule, this sort of effect becomes much more forgiving- you can potentially get the lost Soulmeld back before the next encounter as long as you aren't in a dungeon or other "gauntlet" type environment.

    The reason I'm sharing this shorthand is not only that I think other GMs might find it useful- the fact is, my friends & I cooked up an entirely new Incarnum core class during the process of making this conversion, and I'm thinking of sharing it here. The problem with sharing the new class is, it has its own Soulmeld list, about half of which are entirely new Soulmelds not contained in Magic of Incarnum. Sharing the class doesn't make much sense unless I also share the new Soulmelds made for it, as well as the new Chakra Bind powers added to existing Soulmelds to fit the new Chakra created for the class. But more on that later.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  7. #7
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42
    I've been lax in keeping up with this thread (shame on me!) but the changes made to the Incarnum base classes and stuff really have been extensive enough to demand more postings. So I'm going to bump this thread now, and try to kick my keister into gear to post about the changes on the weekend.

    For tonight, one thing I feel I ought to do is post the rules I came up with for soulmeld research- a critical factor in bringing Incarnum classes closer to par with spellcasting and psionic manifesting classes. So, here they are, copied and pasted from my setting-rules file. The new feat mentioned in the rules, Expanded Meldshaping, was worked out with one of the two other guys who helped me begin this conversion in the first place; basically what it does is give you access to two new soulmelds without granting you the increased soulmeld cap that would allow you to shape them in addition to your other melds. By contrast, the feat from Magic of Incarnum, Shape Soulmeld, actually does increase your "maximum soulmelds shaped" so as to let you shape it- even a Fighter could take this feat and suddenly be able to shape a soulmeld (specifically, the one he took the feat for).

    The feat text first:

    Expanded Meldshaping
    You know how to shape soulmelds that other members of your class do not.
    Prerequisites: Meldshaper level 1, 1 rank in Knowledge (Arcana), 1 rank in Spellcraft.
    Benefit: Choose two soulmelds that are not on the class soulmeld list of your meldshaping class, and which are not forbidden to you by meldshaping restrictions built into your class (such as the inability of Incarnates and Soulborns to shape soulmelds with alignment descriptors that do not match their own alignments). You can shape those soulmelds as if they were on your class soulmeld list.
    Normal: You cannot shape soulmelds that are not on your class's list of soulmelds.
    Special: You can gain this feat more than once. Its effects stack. Each time you take the feat, you choose two new soulmelds to effectively add to your class list.

    Now the rules.

    Researching Incarnum

    It is possible for meldshapers to invent and research new soulmelds, just as it is possible for spellcasters to conduct spell research and manifesters to conduct power research. Because meldshapers typically know all of the soulmelds available to their class, however, they must take feats to learn the new soulmelds they invent this way. The Shape Soulmeld feat can be used to learn a new soulmeld that the character has previously spent the time and effort to research, but the Expanded Meldshaping feat is a better option for characters who want to conduct soulmeld research in the future (because it allows a character to learn two new soulmelds with just the one feat).

    Researching a new soulmeld requires first and foremost designing the new soulmeld. Since soulmelds, unlike spells and psionic powers, do not have levels, they are not as simple to design or build as those types of supernatural effect are- but several general rules apply nonetheless.

    First, It is not possible to create a soulmeld that does not occupy (and thus, bind to) at least one chakra, and the special class-specific chakras used by Foundationists and Totemists (Pattern and Totem) do not count as chakras for this purpose- since they do not occupy body slots. However, every soulmeld which is on the Totemist class list must have a Totem Chakra Bind power, and every soulmeld which is on the Foundationist class list must have a Pattern Chakra Bind power.

    Second, although soulmelds have no "levels" as such, one can assign a new soulmeld an approximate measure of utility based upon the chakra or chakras it binds to. Soulmelds do not have levels, but chakras definitely do, as a glance at any of the five core meldshaper classes (Foundationist, Incarnate, Soulborn, Totemist, or True Necrocarnate) can illustrate. Since the levels at which each chakra is opened do not vary by much between classes (except for the Soulborn that is, which is a "half meldshaper" in the same manner that Rangers and Paladins are "half casters"), it is possible to assign an approximate "spell level equivalency" to each chakra.

    In this vein, Crown equates to 1st level, Hands and Feet equate to about 2nd; Arms, Brow and Shoulders equate to roughly 4th or 5th, Throat and Waist to about 7th, Heart to 8th, and Soul to 9th. This, then can be used as a guideline for how powerful an effect should be in order to associate with a particular Chakra Bind (for example, creating a soulmeld which provides the meldshaper a Haste effect when bound to the Feet is probably a bad idea, because Haste is significantly stronger than the Feet allow for). Totem and Pattern Chakras are unique, because they do not correspond to body slots, and only exist for the classes which specifically use them (Totemist and Foundationist, respectively). Both Totemist and Foundationist get their class's unique chakras opened at 1st level, but the chakras themselves have no particular "spell level" equivalencies- the utility of a Totem or Pattern Chakra Bind power should be determined at least in part by which other chakras the soulmeld is associated with.

    Note, though, that the Chakra Bind power level-equivalencies are guidelines, not rules; it is possible to significantly reduce a particular effect's utility by changing some of its base statistics. For example, Invisibility is a 2nd-level spell, but if you shorten its duration from 1 minute/level to 1 round/level (and give that a hard maximum of 5 rounds), then you have a 1st-level spell- Vanish (APG 253). Therefore, that soulmeld idea granting Haste for a Feet Chakra Bind becomes less of an issue if it has limits imposed upon it, such as (for example) lasting a maximum of 1 round, plus one per point of invested essentia, and perhaps causing the soulmeld to spontaneously unshape when the duration expires.

    Soulmelds also, of course, typically provide the meldshaper with a few basic powers which do not depend upon binding any chakra. These powers are most often bonuses to one or a few appropriate skills, but a few other effects are possible (for example, granting the meldshaper use of a 0-level spell such as Message). Most commonly, a soulmeld that grants a bonus to only one or two different skills grants a basic +4 to each skill; soulmelds granting bonuses to 3 or more skills grant a base bonus of +2. The bonus invariably increases by +2 per point of essentia invested in the soulmeld. This basic bonus's type is usually insight or competence, but sometimes other bonuses are possible (for example, a Necrocarnum soulmeld with the Evil descriptor typically grants a profane bonus instead).

    Once the proposed soulmeld's regular abilities and Chakra Bind powers are determined, and approved by the GM, the research can begin. Treat a new soulmeld as a "spell" of level X, where X is equal to the "level equivalent" of the highest Chakra Bind power the soulmeld offers (for example, a soulmeld granting Chakra Bind powers for Heart and Soul would use 9th for this, while a soulmeld with powers for Feet and Shoulders would use 4th or 5th) plus half the level-equivalent values (minimum value of 1) for each of its other Chakra Bind powers. Thus, a soulmeld which binds to both Feet and Soul would count as level 10; whereas one which binds to both Soul and Heart would count as level 13 or 14. Totem and Pattern Chakras do not count in this calculation, since they are present for all soulmelds on the appropriate class's lists (Totemist and Foundationist, respectively).

    A unique feature of soulmelds is their ability to grant different powers depending upon which Chakra they occupy and/or Bind to, and this brings up a possibility for soulmelds that does not exist for psionic powers or spells. Specifically, it is possible to research "upgrades" to existing soulmelds, exploring new powers that they can grant when bound to different Chakras than standard. This is handled exactly like the above "level equivalent" determination, except that the full "level value" of the proposed new Chakra is used for the research. The GM must, of course, approve the powers of the proposed soulmeld upgrade, and in any case, no more than one Chakra upgrade may be researched at a time. That is, a meldshaper can research upgrades allowing an existing soulmeld to be used on the Crown or Hands Chakra, but cannot do research on both Chakras simultaneously- research for each proposed Chakra upgrade must be done separately.

    If a Totemist is trying to research an upgrade to a non-Totemist soulmeld to allow it to use the Totem Chakra, or a Foundationist is trying to upgrade a non-Foundationist soulmeld to use the Pattern, then the research is conducted as if creating a 2nd-level "spell." Research of this type always implies adding the upgraded soulmeld to the researcher's own class list; that is, adding the Totem Chakra to a soulmeld makes it a Totemist class soulmeld, and adding the Pattern Chakra to a soulmeld makes it a Foundationist class soulmeld. Other meldshaping classes do not and cannot add existing soulmelds to their class lists this way. The GM should strongly discourage allowing a Totem Chakra upgrade to any soulmeld which does not have a clear and obvious connection to the natural world, such as using animal souls or the souls of people who work closely with animals such as farmers or hunters. Likewise, allowing Pattern Chakra upgrades for soulmelds which are not rather "Arcane" or "elemental" in flavor should be discouraged.

    With the level determined as explained above, the meldshaper must retreat to a quiet and peaceful location, conducive to meditation and communing with unbodied souls of the cosmos. Research involves an expenditure of 1,000 gp per week and takes one week per "level" of the soulmeld or upgrade. At the end of that time, the character makes a Spellcraft check for the research (DC 10 + soulmeld "level"). If the research check fails, the character must go through the research process again if she wants to keep trying; the research did not produce a viable soulmeld. The character must spend the full one-week-per-level with 1000 gp spent per week on research materials. The Spellcraft check at the end of each iteration of research remains the same- DC 10 + the "level" of the soulmeld or upgrade.

    On the other hand, if the research check succeeds, then the research produced a viable soulmeld, though the meldshaper cannot necessarily always shape it consistently. Even the meldshaper who researched a new soulmeld that is on his or her own meldshaping class's class soulmeld list cannot automatically shape it, until he or she spends a feat on Shape Soulmeld or Expanded Meldshaping (though with GM permission, this can be a feat that the character spent prior to the research, with the intent of conducting the research to fill it). Until the character spends the feat to learn the new soulmeld, he or she must make a Spellcraft check (DC 5 + the soulmeld's "level") each time he or she wishes to shape it; the character cannot take 10 or take 20 on this check. Each time the check fails, the character is unable to shape the new soulmeld until after the next time he or she gets 8 hours of uninterrupted rest.

    If the research was not conducted to create an entirely new soulmeld, but rather to upgrade an existing one that the character already knew how to shape, then the successful researcher is able to shape the soulmeld just as he or she could before- except when using the upgrade. When using the upgraded power of the soulmeld, the character must roll a Spellcraft check (DC 5 + the upgrade's "level") or be unable to shape it that way until after the next time he or she gets 8 uninterrupted hours of rest; this does not prevent the character from shaping and using the same soulmeld without the upgrade (just as it used to be shaped). This inability to shape a soulmeld's upgrade consistently lasts until the next time the character gains a Spellcraft rank; once that skill rank is gained, the upgrade is from then on treated as a standard part of the soulmeld's use whenever the character chooses to shape it.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  8. #8
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42

    The Elementborn

    Well, time to try out the new table feature of the Advanced Posting option on the new boards.

    I mentioned in a post up above that I'd made an Alternate Class for the Soulborn that bases itself on the Foundationist, in much the same manner that a "base" Soulborn "bases itself" on the Incarnate. In other words, if the Soulborn is the Paladin and the Incarnate is the Cleric, then this could be thought of as the Magus to the Foundationist "Wizard." It's an Alternate Class, not an Archetype, because the changes required to properly use the Foundationist list and swap out alignment flavor for elemental flavor were so extensive that there really was no other option IMO.

    Where do these guys come from? I named the class the "Elementborn," mainly because I ran out of creative juice in trying to come up with a better name; the background/history description in my own files specifically notes that the name is a misnomer (since nobody who uses Foundationist soulmelds is "born" to the craft). My own setting states that Foundationists started at one specific school in a faraway land, and that some of the students of that school were unable or unwilling to fully pursue the course of study required to become a full-fledged Foundationist. Conversely, some of the "muscle" hired as security for the school happened to overhear classes that were in session, and decided to try some of the lessons out for themselves; accordingly, they learned to meldshape to a limited degree. These two categories of "lesser Foundationists" got together and figured out how to make a new path of learning focused on the "elemental soulmelds," and thus, the Elementborn... was born (ugh, sorry). Individual GMs who use the Foundationist in their own games can probably come up with appropriate flavor for this class if they like it and wish to use it alongside the Foundationist.

    Note: The Elementborn is an alternate class for the Soulborn base class.


    Role: Elementborns use Incarnum to enhance their natural combat ability. They can share the power of Incarnum with their allies to grant them resistance to the Elementborn's opposed energy and element, making them valuable members of any adventuring party that encounters foes using such powers. Their meldshaping and martial skills allow them to fell enemies with both physical might and attacks of elemental energy.


    Alignment: Any.

    Hit Die: d10.


    Class Skills:
    The Elementborn's class skills are: Acrobatics (DEX), Climb (STR), Craft (any) (INT), Handle Animal (CHA), Heal (WIS), Knowledge (Arcana, Planes) (INT), Profession (any) (WIS), Ride (DEX), Spellcraft (INT), and Swim (STR).


    Skill Points per Level: 2 + INT modifier.


    Class Level BAB Fort Ref Will Special Soulmelds Essentia Chakra Binds
    1st +1 +2 +0 +2 Elemental Aura, Smite Opposition 1/day 0 0 0
    2nd +2 +3 +0 +3 Incarnum Defense 0 0 0
    3rd +3 +3 +1 +3 Bonus feat 0 1 0
    4th +4 +4 +1 +4 Smite Opposition 2/day 1 1 0
    5th +5 +4 +1 +4 Share Incarnum Defense 1/day 1 2 0
    6th +6/+1 +5 +2 +5 Aura of Materiality, Chakra Bind (Crown, Pattern) 1 2 1
    7th +7/+2 +5 +2 +5 Bonus feat, Smite Opposition 3/day 1 3 1
    8th +8/+3 +6 +2 +6 Chakra Binds (Feet, Hands) 2 3 1
    9th +9/+4 +6 +3 +6 Share Incarnum Defense 2/day 2 4 1
    10th +10/+5 +7 +3 +7 Smite Opposition 4/day 2 6 2
    11th +11/+6/+1 +7 +3 +7 Bonus feat 2 7 2
    12th +12/+7/+2 +8 +4 +8 Aura of Whelming 3 7 2
    13th +13/+8/+3 +8 +4 +8 Share Incarnum Defense 3/day, Smite Opposition 5/day 3 8 2
    14th +14/+9/+4 +9 +4 +9 Chakra Binds (Arms, Brow, Shoulders) 3 8 3
    15th +15/+10/+5 +9 +5 +9 Bonus feat 3 9 3
    16th +16/+11/+6/+1 +10 +5 +10 Smite Opposition 6/day 4 9 3
    17th +17/+12/+7/+2 +10 +5 +10 Share Incarnum Defense 4/day 4 10 3
    18th +18/+13/+8/+3 +11 +6 +11 Aura of Solidity, Chakra Binds (Throat, Waist) 4 10 4
    19th +19/+14/+9/+4 +11 +6 +11 Bonus feat, Smite Opposition 7/day, Timeless Body 4 11 4
    20th +20/+15/+10/+5 +12 +6 +12 Elemental Champion 5 13 4








    Class Features

    All of the following are class features of the Elementborn.


    • Weapon and Armor Proficiency: Elementborn characters are proficient with all Simple and Martial weapons, with all types of Armor (Heavy, Medium, and Light), and with Shields (except Tower Shields).
    • Elemental Aura: An Elementborn picks one of the four elements at 1st level, and is forever afterward bound to that choice. This choice carries several consequences.
      First, the Elementborn gains the subtype of the chosen element, though not any effects typically associated with that subtype (such as immunity or vulnerability to specific energy types). In effect, this just makes the character a potential target for various effects which depend upon or target specific elemental subtypes, including (especially) the Elementborn class's own Smite Opposition ability (see below).
      Second, most soulmelds on the Foundationist list are affiliated to one specific element, and three in particular (Elemental Avatar, Elemental Channel, and Elemental Chasuble) are affiliated with all four elements. An Elementborn is only allowed to use the version associated with his or her own element, for these three soulmelds; thus, a Fire Elementborn could not shape an Elemental Avatar (Air).
      Third, an Elementborn character is unable to shape soulmelds of the element opposed to his or her own, at all; thus, an Air Elementborn is not allowed to shape any soulmeld on the Earth list. Furthermore, the Elementborn's essentia capacity for soulmelds on the two element lists not opposed to his or her own (for example, Fire and Water for an Air Elementborn) are at -1 essentia capacity. This means that at 4th level, although an Elementborn is allowed to shape soulmelds of these elements, he or she is forbidden from putting any essentia into them, because their effective essentia capacity is 0.
      A few soulmelds on the Foundationist list have no elemental affiliation, and are designated Universal (or Univ). The Elementborn suffers no restrictions regarding shaping these soulmelds, or investing essentia into them.
      Fourth, the character receives a +1 bonus on Bluff, Diplomacy, Intimidate, Linguistics, and Sense Motive checks when used on creatures of the same elemental type he or she is affiliated with. For example, a Fire Elementborn would receive the bonus when interacting with Fire Elementals or Efreeti, or when dealing with the Ignan language.
      Finally, whenever the Elementborn changes the essentia investment into Incarnum feats he or she has, he or she may invest in the Elemental Aura exactly as if it were an Incarnum feat. This has no effect at 1st level, but in later levels it affects the radius of the Aura for purposes of special abilities like sharing Incarnum Defense, the Aura of Resolve, and so on.
    • Smite Opposition (Su): Once per day, an Elementborn can use the power of Incarnum fused with his or her soul to aid the struggle against opposing forces. As a swift action, the Elementborn chooses one target within sight to Smite. If the target has the element descriptor or subtype opposed to the Elementborn's choice of element for the Elemental Aura (for example, an Air Elementborn could Smite a target that has the Earth descriptor or subtype), the Elementborn adds his or her CHA bonus (if any) to attack rolls and his or her Elementborn level to damage rolls made against that target. If the target of the Smite is an Outsider or a Dragon with one or more descriptors or subtypes matching the character's opposed element, then the damage bonus increases to 2 points per Elementborn level. On the other hand, if the Elementborn targets a creature which does not have an element subtype or descriptor opposed to his or her chosen element (for example, a Water Elementborn targeting a creature that is not a Fire creature), then the Smite is wasted with no effect.
      If the Smite targets an appropriate creature, then attacks against the target automatically bypass any DR it might possess, regardless of the target's creature type. Creatures with the energy subtype or descriptor associated with a given element (Earth = Acid, Air = Electricity, Water = Cold) count as being the appropriate elemental type for the purpose of the Elementborn's Smite ability. Thus, a Fire Elementborn can successfully Smite a Winter Wolf, even though it has the Cold subtype rather than Water.
      In addition, while Smite Opposition is in effect, the Elementborn gains a Deflection bonus (equal to his or her CHA modifier, if any) to his or her AC against attacks made by the target of the Smite.
      The Smite Opposition effect remains until the target is dead, or until the next time the Elementborn rests and regains his or her daily uses of this ability. At 4th level, and every three levels thereafter, the Elementborn may Smite Opposition one additional time per day (as indicated on the class table).
    • Incarnum Defense (Su): The Elementborn's Incarnum-fused soul dramatically affects his or her body and mind. At 2nd level, this manifests as a visible change in the character's appearance, as well as resistance to a specific energy type depending on the character's chosen element:
      • Air: The Elementborn's eyes become solid blue, with no visible pupil or iris. The character gains Resist Acid 5, and a +1 bonus on saving throws against Earth effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Acid damage or to effects which carry the Earth descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20.
      • Earth: The Elementborn's eyes become completely gold, with no visible pupil or iris. The character gains Resist Electricity 5, and a +1 bonus on saving throws against Air effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Electricity damage or to effects which carry the Air descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20.
      • Fire: The Elementborn's eyes glow deep red, with a flickering orange in the depths. The character gains Resist Cold 5, and a +1 bonus on saving throws against Water effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Cold damage or to effects which carry the Water descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20.
      • Water: The Elementborn's eyes become emerald green, with a shimmering blue passing back and forth across the surface like waves on a sea. The character gains Resist Fire 5, and a +1 bonus on saving throws against Fire effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Fire damage or to effects which carry the Fire descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20.

    • Bonus feats: At 3rd level, and every 4 levels thereafter, the Elementborn gains a bonus feat. This can be any Combat or Incarnum feat for which the character meets the prerequisites. Elementborns count as Fighters of level (Elementborn - 2) for the purpose of qualifying for Combat or Incarnum feats.
    • Meldshaping: Beginning at 4th level, an Elementborn gains a limited ability to shape soulmelds, which are drawn from the Foundationist soulmeld list. All Elementborn characters know (and can shape) all soulmelds from this list, except for those forbidden to them by their choice of Elemental Aura (see above).
      The Difficulty Class for a saving throw against an Elementborn soulmeld is 10 + the number of points of essentia invested in the soulmeld + the Elementborn's CON modifier. Before 4th level, an Elementborn has no meldshaper level; at 4th level and above, the Elementborn's meldshaper level equals his or her Elementborn level - 3.
      An Elementborn can shape only a certain number of soulmelds at a time. The character's base allotment is given in the class table above. The maximum number of soulmelds that an Elementborn can have shaped simultaneously is equal to his or her CON score - 10, or the number given on the table, whichever is lower. At 4th level, an Elementborn can shape one soulmeld at a time (assuming the character's CON is at least 11). As he or she advances in level, he or she can shape an increasing number of soulmelds.
      At 3rd level, an Elementborn gains access to a personal pool of essentia, assuming he or she did not already have an essentia pool from another source (such as Incarnum feats or race). This essentia can be invested in the character's Incarnum feats, Elemental Aura, and soulmelds to increase their power. The essentia pool's base size (from having Elementborn levels) is given in the class table above. However, the Elementborn's character level determines the maximum quantity of essentia that the character can invest in any single incarnum receptacle (as shown on page 19 of MoI, table 2-1: Essentia Capacity). As a swift action, the Elementborn can reallocate his or her essentia investments in soulmelds every round (see MoI, page 50, "Essentia").
      An Elementborn does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his or her soulmelds (see Shaping Sulmelds, on page 49 of MoI).
    • Share Incarnum Defense (Su): Starting at 5th level, as a standard action, the Elementborn can share the power of his or her Incarnum Defense with all allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Elemental Aura; see above) that do not carry an element or energy descriptor or subtype opposed to his or her own (for example, a Fire Elementborn would be able to Share with all allies who are neither Cold nor Water). Affected creatures are granted the same resistances and/or immunities that the Elementborn him/herself enjoys, for a number of rounds equal to 3 + the Elementborn's CHA modifier. The Elementborn can use this ability once per day at 5th level, plus one additional time per day for every four levels above 5th (that is, 2/day at 9th, 3/day at 13th, etc.).
    • Aura of Materiality (Su): At 6th level, the Elementborn's attacks are treated as whatever material is most favorable to him or her, for the purpose of penetrating DR based on material type (such as /Adamantine or /Cold Iron). Furthermore, any attack made by any ally within a radius of 5 feet (plus 5 per point of essentia invested in the Elemental Aura) of the character is treated as similarly "materialed," as long as that ally does not have an element or energy descriptor or subtype opposed to the Elementborn's chosen element. This ability functions only while the Elementborn is conscious, not if the character is unconscious or dead.
    • Chakra Binds: Beginning at 6th level, an Elementborn can bind his or her soulmelds to chakras, granting him or her new powers based on the soulmeld and chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see MoI page 50, "Chakras"), so that the character cannot also benefit from a magic item worn on the body slot associated with that chakra.
      The exception to this limitation is the Pattern chakra, which is not associated with a particular body slot. This unique chakra represents the basic pattern of elements that is required to create any given object. In particular, the character's Pattern chakra is intended to represent his or her own Pattern, and conceptually the act of binding a soulmeld to it infuses the Elementborn's Pattern with extra elemental (or soul) energy which is what grants the powers provided by the chakra bind. The Pattern chakra is treated for game-rule purposes in the same manner as the Totem chakra that Totemists get; see MOI page 51 ("Chakra Binds") for more details.
      The maximum number of chakra binds an Elementborn can have active at any one time is shown above on the class table. The character can maintain a number of active Chakra Binds equal to this number, or his or her CON modifier, whichever is lower. An Elementborn has the ability to bind to his or her Crown and/or Pattern chakra at 6th level. At 8th level, and other levels as shown on the class table above, the character gains the ability to bind to additional chakras.
    • Aura of Whelming (Su): At 12th level, an Elementborn can expend two uses of the Smite Opposition ability to grant the ability to Smite Opposition to all allies within a radius of 5 feet plus 5 per point of essentia invested in the Elemental Aura, using his or her bonuses and chosen element. Allies must use use this Smite Opposition ability by the start of the Elementborn's next turn, and the bonuses last for 1 minute. Using this ability is a free action. Creatures with an energy or element descriptor or subtype opposed to the Elementborn's chosen element gain no benefit from this ability.
    • Aura of Solidity (Su): At 18th level, the Elementborn becomes immune to critical hits and attacks which depend upon precision (such as Sneak Attacks). Allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Elemental Aura; see above) that do not carry an element or energy descriptor or subtype opposed to the Elementborn's chosen element gain a +4 bonus to AC for the purpose of confirming critical hits upon them, and against flanking attacks. This ability only functions while the Elementborn is conscious, not if the character is unconscious or dead.
    • Timeless Body (Ex): Upon attaining 19th level, the presence of Incarnum within the Elementborn's body becomes so prevalent that his or her aging process stops completely. The character no longer takes penalties to ability scores due to aging, and cannot be supernaturally aged. Any penalties due to aging that the character has already taken, however, remain in place. Age bonuses still accrue, and the Elementborn still dies of old age when his or her time is up.
    • Elemental Champion (Su): A 20th-level Elementborn becomes an Outsider with the element subtype matching his or her chosen element, and the Elemental and Native subtypes as well. The Elemental subtype, in particular, grants the character several immunities such as immunity to Bleed, Paralysis, Poison, Sleep, and Stunning (the complete list is given in Pathfinder Bestiary I, page 311). Unlike most Outsiders, the Elementborn can still be brought back from the dead as if he or she were a member of the previous creature type. Furthermore, whenever the Elementborn uses Smite Opposition against an appropriate Outsider that does not have the Native subtype, that Outsider is subject to a Banishment effect (using the Elementborn level as the caster level- plus the Elementborn's weapon automatically counts as an object the subject hates). After the damage and the Banishment are resolved, the Smite immediately ends.


    Starting Gold: Elementborn characters start with 5d6 Î 10 gp.
    Starting Age: Elementborn characters start at Self-Taught age.

    (EDIT: I don't know where all those extra spaces came from between lines, but rather than try to figure it out I'll leave them- it's better than making the post unreadable by removing critical spaces. Tried (and failed) to add indents back in too- the board code doesn't appear to like that.)
    Last edited by paradox42; Sunday, 19th May, 2013 at 08:25 PM.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  9. #9
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42
    Update on playtesting: I haven't playtested any more of these classes since the last time I posted about it; the same Soulborn character is still in the game (he got Raised after that death I mentioned and is now a nice round 10th level), but the Soulborn character gave me enough experience with the way Incarnum feats work that I'm confident of my judgments regarding those.

    I should mention, since I see I didn't above in the first post of this thread, that the two guys who were helping me come up with this stuff way back when agreed with me on another alternate rule- though this one really just sort of alters the feat text of every Incarnum feat. Basically, every Incarnum feat in MoI (Magic of Incarnum, if I haven't used that acronym before in this thread) has text stating that you can only invest essentia into or out of it once per day, and we felt that that was needlessly restrictive (particularly with the existence of the 15-minute rule for shaping just one soulmeld). So we changed it. One guy was in favor of just eliminating the delay altogether and allowing Incarnum feat investment to be changed as easily as soulmeld investment; the other guy had no opinion but I wanted to keep some delay out of caution. So in my own rules files, I state in the rules section explaining what an Incarnum feat actually is, that all Incarnum feats have a "delay" built into their essentia investment. It takes 1 minute of concentration to change the essentia investment in Incarnum feats, and any class features or racial traits that say they "work like Incarnum feats" (for example, the Soulborn's Aura). So that means it's not something you can do in most combats, but it's easy enough to do it outside combat.

    I mention this because my SOulborn character has spent most of his feat slots on Incarnum feats; a deliberate choice on my part (knowing in advance it was going to result in a suboptimal character from a power perspective) to playtest Incarnum feats particularly and discover their workings in a game. At the moment, at 10th level, he has Cobalt Charge, Cobalt Expertise, Cobalt Power, Healing Soul, and Sapphire Smite. It is also worth noting that we changed the workings of Cobalt Expertise & Power, and of Sapphire Smite, from the version given in MoI; Expertise & Power needed it because Pathfinder introduced all those new combat maneuvers that really should be boosted by the feats like the other maneuvers they boost, and Sapphire Smite needed changing because Smites are a lot stronger in PF than they were in 3.5- which means the provision in the feat that gives you extra daily uses is far too powerful (Paizo removed the Extra Smite feat with good reason). I'll be doing a follow-up post in the near future about Incarnum feats, detailing those changes as well as showing whole new feats that I personally came up with, based on existing Incarnum feats and other PF feat trees (not to mention, helping other non-Incarnum PF classes to use Incarnum if they want to, like the Ranger has Azure Enmity and the Druid has Azure Wild Shape, but for classes like the Alchemist, Cavalier, etc.).

    Changes to the Soulborn

    I will finally mention, here, that there have been two changes made to the Soulborn as a result of playtesting: first, Smite Opposition proved to be relatively useless without having the ability to detect alignments, so we gave the Soulborn Detect Opposition at 1st level. Thus, my playtest character (who is CG) can use Detect Law and Detect Evil at will (though obviously only one at a time, of course). Second, the Soulborn's Will save is now Good, as that seemed to bring it more into line with the Paladin (which also gets good Fort and Will). It's worth noting that one of the three guys didn't agree with that change, and preferred to keep the Soulborn having just one good save; other GMs should do what seems most appropriate to them in that regard. Do keep in mind that although the Soulborn can tank like a Paladin (especially when a Smite is on), the Soulborn cannot heal like a Paladin (and that limits their durability considerably).

    EDIT: tables can once again easily copy and paste into posts on ENWorld, so there's no reason not to copy the class table here to make it easy for others to use.

    Class
    Level
    Base Attack
    Bonus
    Fortitude
    Save
    Reflex
    Save
    Will
    Save
    Special Soulmelds Essentia Chakra
    Binds
    1st +1 +2 +0 +2 Aura, Detect Opposition, Smite Opposition 1/day 0 0 0
    2nd +2 +3 +0 +3 Incarnum Defense 0 0 0
    3rd +3 +3 +1 +3 Bonus feat 0 1 0
    4th +4 +4 +1 +4 Smite Opposition 2/day 1 1 0
    5th +5 +4 +1 +4 Share Incarnum Defense 1/day 1 2 0
    6th +6/+1 +5 +2 +5 Aura of Resolve, Chakra Bind (Crown) 1 2 1
    7th +7/+2 +5 +2 +5 Bonus feat, Smite Opposition 3/day 1 3 1
    8th +8/+3 +6 +2 +6 Chakra Binds (Feet, Hands) 2 3 1
    9th +9/+4 +6 +3 +6 Share Incarnum Defense 2/day 2 4 1
    10th +10/+5 +7 +3 +7 Smite Opposition 4/day 2 6 2
    11th +11/+6/+1 +7 +3 +7 Bonus feat 2 7 2
    12th +12/+7/+2 +8 +4 +8 Aura of Conviction 3 7 2
    13th +13/+8/+3 +8 +4 +8 Share Incarnum Defense 3/day, Smite Opposition 5/day 3 8 2
    14th +14/+9/+4 +9 +4 +9 Chakra Binds (Arms, Brow, Shoulders) 3 8 3
    15th +15/+10/+5 +9 +5 +9 Bonus feat 3 9 3
    16th +16/+11/+6/+1 +10 +5 +10 Smite Opposition 6/day 4 9 3
    17th +17/+12/+7/+2 +10 +5 +10 Share Incarnum Defense 4/day 4 10 3
    18th +18/+13/+8/+3 +11 +6 +11 Aura of Inevitability, Chakra Binds (Throat, Waist) 4 10 4
    19th +19/+14/+9/+4 +11 +6 +11 Bonus feat, Smite Opposition 7/day, Timeless Body 4 11 4
    20th +20/+15/+10/+5 +12 +6 +12 Champion Incarnate 5 13 4
    Class Features

    Soulborn have the class features describe in MoI, with the following (admittedly, extensive) changes:

    • Aura (Ex): As MoI, except that whenever the character changes the essentia investment into Incarnum feats he or she has, he or she may invest in his Aura exactly as if it were an Incarnum feat. This has no effect at 1st level, but in later levels it affects the radius of the Aura for purposes of special abilities like sharing Incarnum Defense, the Aura of Resolve, and so on.
    • Detect Opposition (Sp): At will, a Soulborn can use either Detect Alignment spell corresponding to the alignment opposed to his or her own. Thus, a Lawful Good Soulborn can use Detect Chaos or Detect Evil, whereas a Lawful Evil Soulborn can use Detect Chaos or Detect Good. Only one of these effects may be active at a time; in order to switch alignments, the character must end the current effect and begin the other.
    • Meldshaping: As MoI, except for meldshaper level. Before 4th level, a Soulborn has no meldshaper level; at 4th level and above, the character's meldshaper level equals his or her Soulborn level - 3.
    • Bonus feats: Soulborns can choose any Incarnum feat or Combat feat to fill these slots, and count as Fighters of level (Soulborn - 2) for the purpose of qualifying for Combat feats (even when taking those feats using regular feat slots as opposed to class-granted bonus feat slots).
    • Smite Opposition (Su): Once per day, a Soulborn can use the power of Incarnum fused with his or her soul to aid the struggle against opposing forces. As a swift action, the Soulborn chooses one target within sight to Smite. If the target has at least one alignment component opposed to the Soulborn's (that is, a Lawful Good Soulborn could Smite a target that is Chaotic or Evil), the Soulborn adds his or her CHA bonus (if any) to attack rolls and his or her Soulborn level to damage rolls made against that target. If the target of the Smite is an Outsider or a Dragon with one or more subtypes matching the character's opposed alignments, then the damage bonus increases to 2 points per Soulborn level. On the other hand, if the Soulborn targets a creature which has no alignment component opposed to his or her own (for example, a Lawful Good Soulborn targeting a creature that is neither Chaotic nor Evil), then the Smite is wasted with no effect.
      If the Smite targets an appropriate creature, then attacks against the target automatically bypass any DR it might possess, regardless of the target's creature type or actual alignment (that is, it does not work better against Outsiders or Dragons, nor does it matter if the target has just one or both alignment components opposed to the Soulborn's).
      In addition, while Smite Opposition is in effect, the Soulborn gains a Deflection bonus (equal to his or her CHA modifier, if any) to his or her AC against attacks made by the target of the Smite.
      The Smite Opposition effect remains until the target is dead, or until the next time the Soulborn rests and regains his or her daily uses of this ability. At 4th level, and every three levels thereafter, the Soulborn may Smite Opposition one additional time per day (as indicated on the class table).
    • Share Incarnum Defese (Su): As a standard action, a Soulborn can share the power of his or her Incarnum Defense with all allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Aura; see above) that do not have an alignment component opposed to his or her own (for example, a Lawful Good Soulborn would be able to Share with all allies who are neither Chaotic nor Evil). Affected creatures are granted the same immunity the Soulborn him/herself enjoys, for a number of rounds equal to 3 + the Soulborn's CHA modifier. The Soulborn can use this ability one additional time per day for every four levels gained above 5th (2/day at 9th, 3/day at 13th, etc.).
    • Aura of Resolve (Su): Identical to the Paladin class feature from Core, except for being gained at 6th level instead of 8th, and the radius of the effect is equal to 5 feet + 5 feet per point of essentia invested in the character's Aura at the start of the day (intead of a static 10 feet).
    • Aura of Conviction (Su): At 12th level, a Soulborn can expend two uses of the Smite Opposition ability to grant the ability to Smite Opposition to all allies within a radius of 5 feet plus 5 per point of essentia invested in the Aura, using his or her bonuses and alignment components. Allies must use use this Smite Opposition ability by the start of the Soulborn's next turn, and the bonuses last for 1 minute. Using this ability is a free action. Creatures with either or both alignment components opposed to the Soulborn gain no benefit from this ability.
    • Aura of Inevitability (Su): At 18th level, the Soulborn's physical attacks (both natural and weapon-based) are treated as both of his or her alignments, for the purposes of bypassing DR. Furthermore, any attack made by any ally within a radius of 5 feet (plus 5 per point of essentia invested in the Aura) of the character is treated as similarly aligned, as long as that ally does not have an alignment component opposed to the Soulborn's. Finally, the Soulborn and all allies within the Aura radius who do not have an alignment component opposed to the Soulborn's gain a +4 morale bonus to Will saving throws against Compulsion effects. This ability functions only while the Soulborn is conscious, not if the character is unconscious or dead.
    • Champion Incarnate (Su): A 20th-level Soulborn becomes an Outsider with alignment subtypes matching his or her alignment (though unlike other Outsiders, the Soulborn can still be brought back from the dead as if he or she were a member of the previous creature type). The character gains DR 5/(both opposed alignments), which means that a natural or weapon attack must be aligned to both of the character's opposed alignments to be able to bypass this Damage Reduction. Furthermore, whenever the Soulborn uses Smite Opposition against an appropriately-aligned Outsider that does not have the Native subtype, that Outsider is subject to a Banishment effect (using the Soulborn level as the caster level- plus the Soulborn's weapon automatically counts as an object the subject hates). After the damage and the Banishment are resolved, the Smite immediately ends.


    Starting Age: Soulborns start at Self-Taught age.
    Starting Gold: Soulborn characters start with 5d6 Î 10 gp (average 175).
    Last edited by paradox42; Sunday, 5th January, 2014 at 07:26 PM. Reason: Added class feature text back in for ease of use.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

  10. #10
    Registered User
    Scout (Lvl 6)

    paradox42's Avatar

    Join Date
    Mar 2005
    Location
    Chicagoland, IL
    Posts
    1,676
    Reviews
    Read 0 Reviews

    ° Ignore paradox42

    Updated Feats

    The following feats are originally from MoI, but required changes to bring them up to date. All of these have names done in Turquoise text, to call them out. Notice that I'm also including text and feats for Dreamscarred Press's psionics rules; the original MoI included feats for 3.5 psionics, so it would be remiss to update Incarnum and not use the most-current PF rules set. Besides which, my own setting utilizes psionics rules too, so I was doing the work anyway.

    Also, as mentioned in a previous post, every single Incarnum feat in MoI should be understood as having the text about "Once per day, you can invest essentia into this feat/Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours" eliminated. All Incarnum feats now explicitly allow investment after 1 minute of concentration, as part of the definition of the Incarnum feat category. Feats that had no changes besides this (for example, Healing Soul) aren't duplicated below, for that reason- it's implied rather than explicit.

    Azure Enmity [Incarnum]

    You can channel Incarnum to enhance your ability to deal damage to your Favored Enemies. Whenever you strike a Favored Enemy while essentia is invested in this feat, a gleam of faint blue radiance shines forth from your eyes.
    Prerequisites: CON 13, Favored Enemy class feature.
    Benefit: You gain an insight bonus equal to twice the amount of essentia invested in this feat on Bluff, Perception, Sense Motive, and Survival checks made against all of your Favored Enemies. You also gain an insight bonus equal to twice the invested essentia on damage rolls against such creatures.
    You gain 1 point of essentia.

    Azure Toughness [Incarnum]

    You can use Incarnum to boost your physical vigor.
    Prerequisite: CON 13.
    Benefit: You gain three temporary hit points per point of invested essentia. For every hit die you possess beyond 3, you gain a further one temporary hit point per point of invested essentia. The essentia remains invested in the feat even after the temporary hit points from it are lost, but if you increase the amount of essentia invested in this feat, then you gain more temporary hit points to match the investment made.
    You gain 1 point of essentia.
    Special: Azure Toughness can be used in place of the Toughness feat to qualify for a feat, prestige class, or other special ability.

    Cobalt Expertise [Combat, Incarnum]

    By channeling the soul energy of weapon masters past, present, and future, you become more adept at maneuvers of skill and expertise.
    Prerequisites: CON 13, INT 13, Combat Expertise.
    Benefit: You gain an insight bonus equal to the amount of essentia invested in this feat on Bluff checks made to Feint in combat, and to CMB and CMD for any Dirty Trick, Disarm, Reposition, Steal, or Trip combat maneuvers you become involved in. You also gain an insight bonus equal to the invested essentia on AC when using Combat Expertise, up to a maximum value equal to the penalty you take on attack rolls (for example, if your BAB is +9, the maximum AC boost you can get from this feat is +3, even if you have 4 or more essentia invested in it).
    You gain 1 point of essentia.

    Cobalt Power [Combat, Incarnum]

    By channeling the soul energy of brutal warriors past, present, and future, you become more capable of overcoming your enemies through sheer strength.
    Prerequisites: CON 13, STR 13, Power Attack.
    Benefit: You gain an insight bonus equal to the amount of essentia invested in this feat to CMB and CMD for any Bull Rush, Drag, Overrun, or Sunder combat maneuvers you become involved in. You also gain an insight bonus equal to the invested essentia on damage rolls when using Power Attack, up to a maximum value equal to the penalty you take on attack rolls (for example, if your BAB is +9, the maximum damage bonus you can get from this feat is +3, even if you have 4 or more essentia invested in it). This bonus damage is not increased or decreased based on the type of weapon you are using (or how you are using it), the way bonus damage from Power Attack is- that is, it grants you the same bonus whether you are using a Bastard Sword in two hands or a Dagger in your off-hand.
    You gain 1 point of essentia.

    Divine Soultouch

    You can Channel Positive or Negative Energy to imbue yourself with Incarnum.
    Prerequisites: CON 13, Channel Energy class feature.
    Benefit: You can spend a Channel Energy use (whether Positive or Negative) as a free action to add 1 point of temporary essentia to your essentia pool for 1 minute per point of WIS bonus you have (minimum 1 minute). For the duration of this effect, your essentia capacity in all soulmelds, Incarnum feats, and other essentia-powered abilities is increased by 1. You can use this ability once per round, but only when you do currently not have temporary essentia granted by this feat in your essentia pool- you are only allowed to have one "active" Divine Soultouch at a time. If you use Channel Energy in this way, it has no other effect (it does not heal or harm nearby creatures).

    Indigo Strike [Incarnum]

    You can channel Incarnum to enhance your ability to deal damage with your Devastating Touch, Disrupt Pattern, or Sneak Attack. When you do so, your eyes turn dark blue.
    Prerequisites: CON 13, Devastating Touch, Disrupt Pattern, or Sneak Attack class feature.
    Benefit: You gain an insight bonus on damage rolls made when delivering attacks with the Devastating Touch, Disrupt Pattern, or Sneak Attack class feature equal to twice the invested essentia. If you have more than one of the listed class features, the bonus applies only once on any given attack.
    You gain 1 point of essentia.

    Psycarnum Infusion [Psionic]

    You transform your mental focus into a brief burst of soul energy.
    Prerequisites: CON 13, 4 ranks in Autohypnosis.
    Benefit: To use this feat, you must expend your psionic focus. Until the start of your next turn, one of your soulmelds, Incarnum feats, class features, or other Incarnum receptacles is treated as if it had essentia invested in it equal to its maximum essentia capacity. You don't gain any bonus essentia from this effect.

    Sapphire Smite [Incarnum]


    You can channel Incarnum to enhance your ability to deliver mighty blows. When you do so, your eyes glisten as if they had become brilliant blue gemstones.
    Prerequisites: CON 13, Smite Evil, Smite Opposition, or similar class feature.
    Benefit: When you have a Smite active, you gain an insight bonus equal to twice the amount of essentia invested in this feat on attack rolls and damage rolls against the target of your Smite.
    You gain 1 point of essentia.

    Soulsight [Incarnum]

    You can attune your soul to sense living creatures near you. When you use this feat, your eyes glow with a blue luminescence.
    Prerequisites: CON 13, WIS 13, 4 ranks in Perception.
    Benefit: While essentia is invested in this feat, you can activate Lifesense (see Pathfinder Bestiary 2, page 298) as a move action. In contrast to the ability description, the Lifesense granted by this feat can also detect Undead creatures (not just living ones), and has a range equal to 10 feet per point of invested essentia, rather than a static 60 feet. Once activated, the Lifesense granted by this feat lasts until the start of your next turn.
    If you have the ability to bind a soulmeld to your Brow Chakra (whether or not you have one so bound when you use this feat), then the Lifesense granted by this feat lasts for 1 round per point of WIS bonus you have, rather than until the start of your next turn.
    You gain 1 point of essentia.
    Last edited by paradox42; Monday, 20th May, 2013 at 01:44 AM. Reason: Added notation about Incarnum feats.
    "I am a vampiric half-dragon half-troll lycanthropic fiendish snail! Tremble at my illogical glory!" -The Tongue is Mightier Than the Sword, OotS, Dragon #345

    "Come to the Far Realmy side...we have pseudonatural cookies..." - Tlin, Alienoid Warlock, during a game session in March 2007

+ Log in or register to post
Page 1 of 3 123 LastLast

Similar Threads

  1. Pathfinder Incarnum
    By airwalkrr in forum House Rules, Homebrews, & Conversion Library
    Replies: 1
    Last Post: Sunday, 28th April, 2013, 01:03 AM
  2. Incarnum
    By Arivendel in forum D&D and Pathfinder Rules & Discussion
    Replies: 2
    Last Post: Thursday, 16th October, 2008, 03:26 AM
  3. Incarnum
    By DevlinStormweaver in forum D&D and Pathfinder Rules & Discussion
    Replies: 3
    Last Post: Wednesday, 13th September, 2006, 02:42 PM
  4. Magic of Incarnum
    By Crothian in forum Fan Reviews
    Replies: 3
    Last Post: Friday, 18th November, 2005, 09:18 PM
  5. Magic of incarnum
    By Land Outcast in forum RPGs & Tabletop Gaming Discussion
    Replies: 7
    Last Post: Tuesday, 5th July, 2005, 12:47 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •