Pathfinder 1E Incarnum in Pathfinder

paradox42

First Post
Foundationist Soulmelds: Air

These are melds that will have -1 essentia capacity for an Earth Foundationist, but benefit from Expanded Element Capacity for an Air Foundationist. Several are new; these new melds (marked by asterisks *) have only shorthand descriptions so far but eventually will get full writeups like those in MoI. Melds here which are not new, but come from MoI, have only their basic effect and Pattern Chakra bind effect listed below, to avoid potential copyright issues.

It's worth noting that in this list, and the other three lists I'll be posting after this, a few new Soulmelds were intended to be added to the class lists of other Incarnum classes- and where this occurs, the notation (Shared: X) is given after the meld's basic effect line to show that class X should also have it.

It's also worth noting that three of the new Soulmelds were created specifically to be similar to Incarnate Avatar and Incarnate Weapon, in that they have different effects for each element; for ease of use I'm copying only the section relevant to each element in the lists I'm posting today. Thus, where these three (Elemental Avatar, Elemental Channel, and Elemental Chasuble) appear below, they only show the Air-element powers.

Airstep Sandals: MvA fly (10+10E) feet/round with Good maneuverability (must end round supported, or fall).
Pattern: Fly speed (10+10E) feet (Good).

*Crackling Chains*: StdA ranged touch within 30 feet deals (1+E)d6 Electricity.
Arms: +(2+2E) CMB and CMD for Disarm, Grapple, and Trip.
Throat: Target of the ranged touch must make Fort save or be Deafened for (E)d4 hours.
Pattern: StdA Line of Electricity (10E) feet long, (2E-1)d6 damage (Reflex half), usable (3+E) times before (U).

*Elemental Avatar (Air)*: +(E) insight ranged attack rolls.
Soul: Constant Elemental Body IV (you turn into a Huge Air Elemental).
Pattern: Fly 30 feet (Good).
*Elemental Channel (Air)*: Message at will.
Arms: Meld becomes a +(E) Shock Spear. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Shocking Burst Spear.
Hands: StdA Shatter within (5+5E) feet. Maximum (3+E) uses before (U).
Heart: StdA Summon an Elder Air Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).
Throat: StdA become Ethereal for up to (ML) rounds (you may rematerialize before it expires with a MvA). Maximum (3+E) uses before (U).
Pattern: StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Electricity damage. Maximum (3+E) uses before (U).

*Elemental Chasuble (Air)*: Considered native on any Inner Plane adjacent to or associated with Air, Resist Electricity (10+5E).
Heart: StdA Gate to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function).
Pattern: StdA Summon a Small Air Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).

Fellmist Robe: Concealment (10+5E)% from nonadjacent attackers.
Pattern: FullA Fog Cloud centered such that the edge is adjacent to you, spreading to (5E)-foot radius and (5E) feet high, lasting (5E) rounds. Maximum (ML) uses before (U).

Lightning Gauntlets: StdA melee touch (1+E)d6 Electricity.
Pattern: MvA ranged touch within 60 feet deals (E)d6 Electricity. Maximum (ML) uses before (U).

Pegasus Cloak: Feather Fall at will, +(2+2E) enhancement Acrobatics.
Pattern: SwfA gain a +(10+5E) enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps for 1 round. Max (ML×5) rounds before (U).

*Smoke Skirt*: +(4+2E) on Disguise and Stealth checks.
Heart: StdA Gaseous Form, up to (20+2E) minutes/day.
Waist: StdA Pyrotechnics (smoke only) at will.
Pattern: Constant Pass Without Trace.

*Thundercloud Shirt*: Resist Electricity (10+5E).
Arms: StdA 15-foot Cone of Sonic, (1+E)d4 damage (Reflex half), every 1d4 rounds.
Waist: Resist Sonic (5E).
Pattern: StdA (E)d6 Electricity damage to all adjacent creatures (Reflex half).

Thunderstep Boots: +(1+E)d4 Sonic damage on melee attack at end of a Charge.
Pattern: StdA (E)d4 Sonic damage to all adjacent creatures (Reflex half).

*Tornado Crown*: +(4+2E) competence on Fly checks.
Crown: You count as one size category larger for the effects of high wind.
Waist: You are immune to the effects of high wind.
Pattern: StdA Control Winds in a (20E)-foot radius centered within (20E) feet, lasting (E) minutes and then (U). Maximum wind strength is determined by (E): 1 point allows Strong winds, 2 allows Severe, 3 allows Windstorm, 4 allows Hurricane, 5 or more allows Tornado.

*Voidmask*: +(4+2E) on Perception and Stealth. (Shared: Incarnate)
Brow: Darkvision (30+30E) feet.
Throat: Sustains you without breathing or air. You are immune to inhaled afflictions.
Pattern: FullA Scrying for 1 round, and you take 1d6 unblockable damage. If you take another FullA to scry in the next round, then it continues the scrying begun this way rather than beginning a new effect. Max (ML×5) rounds before (U).

Wind Cloak: DR (2+2E)/Magic vs. ranged weapons.
Pattern: StdA Gust of Wind to a range of (30+10E) feet. Maximum (3+E) uses before (U).

 

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paradox42

First Post
Foundationist Soulmelds: Earth

These are melds that will have -1 essentia capacity for an Air Foundationist, but benefit from Expanded Element Capacity for an Earth Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Earth effects, where they appear on this list.

Adamant Pauldrons: 25% negate crits/Sneak Attack, DR (E)/opposed alignment.
Pattern: +(2+E) armor AC.

Crystal Helm: +2 resistance Will vs. Charm & Compulsion, +(E) deflection AC.
Pattern: ImmA Shield lasting 1 round, max (ML×5) rounds before (U).

*Diamond Crown*: +(1+E) deflection AC.
Brow: StdA ranged touch within 30 feet deals (2+E)d4 Force.
Soul: StdA Wall of Force lasting 1 round.
Pattern: StdA shoot up to (E) force missiles at enemies within 30 feet, each missile auto-hits and deals 1d4 Force damage. Max (ML) missiles total before (U).

Dissolving Spittle: StdA ranged touch within 30 feet deals (1+E)d6 Acid.
Pattern: StdA Line of Acid (10E) feet long, (2E-1)d6 damage (Reflex half), usable (3+E) times before (U).

*Elemental Avatar (Earth)*: +(E) insight AC.
Soul: Constant Elemental Body IV (you turn into a Huge Earth Elemental).
Pattern: Burrow 15 feet.

*Elemental Channel (Earth)*: Mending at will.
Arms: Meld becomes a +(E) Corrosive Warhammer. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Corrosive Burst Warhammer.
Hands: StdA Acid Arrow with duration (1+E) rounds. Maximum (3+E) uses before (U).
Heart: StdA Summon an Elder Earth Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).
Throat: StdA Greater Invisibility self and up to (E) others, lasting (ML) rounds. Maximum (3+E) uses before (U).
Pattern: StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Acid damage. Maximum (3+E) uses before (U).

*Elemental Chasuble (Earth)*: Considered native on any Inner Plane adjacent to or associated with Earth, Resist Acid (10+5E).
Heart: StdA Gate to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function).
Pattern: StdA Summon a Small Earth Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).

*Feet of Clay*: Each round, you can treat up to (10+5E) feet of difficult terrain as normal terrain instead for movement purposes. (Shared: Incarnate, Soulborn)
Feet: You treat all terrain as normal terrain for movement purposes.
Waist: Same as Feet ability, plus constant Spider Climb.
Pattern: SwfA For 1 round, every 5-foot square of stone or earth that you enter is filled with Spike Stones which last for (E) minutes. The DC to detect these traps is (25+E) rather than the standard 29 for the spell. Maximum (3+E) uses before (U).

*Golden Hammer*: +(2+2E) on Appraise and Craft checks.
Hands: You can craft magic items as if your caster level = (ML).
Waist: The hammer becomes a magic weapon with +(1+E) total in enhancements and special weapon abilities.
Pattern: StdA deal (E)d4 Sonic damage (Reflex half) in a (5E)-foot radius spread, centered such that at least one square of the area is adjacent to you. Affected squares permanently become Difficult terrain afterward (the effect is Instantaneous duration, so it can't be dispelled). If (E) is at least 2, then creatures within the area must also make Reflex saves or be knocked prone. If (E) is at least 4, then creatures within the area must make Fortitude saves or be Deafened for 1 minute. If (E) is at least 6, then creatures within the area must make Will saves or be Stunned for 1 round. Usable (E) times before (U).

Gorgon Mask: +(1+E) resistance Fortitude, +(2+E) resistance CMD vs. Bull Rush, Grapple, Overrun, or Trip.
Pattern: FullA Petrify adjacent target (Fort negates) for (E) rounds. Maximum (3+E) uses before (U).

*Heart of Stone*: +4 CMD on Bull Rush, Grapple, and Overrun; +4 CMB on Bull Rush, Disarm, and Sunder.
Arms: Burrow speed (10+5E) feet.
Heart: StdA Meld Into Stone, up to (60+10E) minutes/day.
Pattern: MvA Gain DR (5+E)/Adamantine for (ML) rounds. Maximum (3+E) uses before (U).

Landshark Boots: +(4+2E) competence Acrobatics.
Pattern: Burrow 15 feet.

*Ocher Shirt*: Attackers striking you in melee take (1+E)d6 Acid damage (no save). (Shared: Soulborn, Totemist)
Arms: Whenever you hit with a melee attack, you can attempt a Sunder as a free action.
Waist: Whenever an attacker strikes you in melee, you can attempt Sunder on it as a free action
Totem: 50% negate crits/Sneak Attack.
Pattern: StdA (E)d6 Acid damage to all adjacent creatures (Reflex half).

Shadow Mantle: +(4+2E) competence Perception.
Pattern: SwfA Invisibility (self only) for 1 round. If you spend another SwfA on your next turn then you stay invisible rather than appearing (even briefly). Attacking ends the invisibility prematurely, as normal. Max (ML×5) rounds before (U).

 

paradox42

First Post
Foundationist Soulmelds: Fire

These are melds that will have -1 essentia capacity for a Water Foundationist, but benefit from Expanded Element Capacity for a Fire Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Fire effects, where they appear on this list.

*Burning Greaves*: +(5+5E) feet to land speed. (Shared: Soulborn)
Feet: +(10+10E) feet to land speed instead.
Soul: StdA Time Stop 1/week.
Pattern: SwfA at end of your turn, gain another MvA; you take (2+E)d6 unblockable damage. Usable (3+E) times before (U).

Diadem of Purelight: Constant illuminate a (20+10E)-foot radius, +2 insight Perception within radius.
Pattern: StdA Turn Undead (as feat, using ML as Cleric level, and your CON modifier instead of CHA for the save DC). Usable (3+E) times before (U).

*Elemental Avatar (Fire)*: +(2E) insight melee damage rolls.
Soul: Constant Elemental Body IV (you turn into a Huge Fire Elemental).
Pattern: +30 feet enhancement land speed.

*Elemental Channel (Fire)*: Dancing Lights at will.
Arms: Meld becomes a +(E) Flaming Longsword. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Flaming Burst Sword.
Hands: StdA Heat Metal within (5+5E) feet. Maximum (3+E) uses before (U).
Heart: StdA Summon an Elder Fire Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).
Throat: StdA Prismatic Spray with range (10+5E) feet. Maximum (3+E) uses before (U).
Pattern: StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Fire damage. Maximum (3+E) uses before (U).

*Elemental Chasuble (Fire)*: Considered native on any Inner Plane adjacent to or associated with Fire, Resist Fire (10+5E).
Heart: StdA Gate to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function).
Pattern: StdA Summon a Small Fire Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).

Flame Cincture: Resist Fire (10+5E).
Pattern: SwfA release damage prevented by meld within the last round on one adjacent target (Reflex half).

*Flaming Blade*: StdA melee touch (1+E)d6 Fire damage.
Arms: As Hands, plus same damage 1 round later if save fails.
Hands: StdA ranged touch within 30 feet deals (1+E)d6 Fire.
Pattern: Melee touch deals same damage 1 round later if save fails.

Heart of Fire: +(1+E) insight attack & damage vs. Cold creatures.
Pattern: StdA 15-foot Cone of Fire, (1+E)d4 damage (Reflex half). Maximum (3+E) uses before (U).

*Lava Cloak*: Resist Fire (5+5E).
Shoulders: 1/round Counterspell spells with the Cold descriptor by making a (ML) check against DC (11 + spell's caster level).
Throat: Resist Cold (5E).
Pattern: ImmA Counterspell a spell with the Cold descriptor by making a (ML) check against DC (11 + spell's caster level). Usable (3+E) times before (U).

Mantle of Flame: Attackers striking you in melee take (1+E)d6 Fire damage (no save).
Pattern: MvA ranged touch within 60 feet deals (E)d6 Fire. Maximum (ML) uses before (U).

Phoenix Belt: Comfortably withstand ambient temperatures between 40° and 140° F, Resist Fire (5E).
Pattern: StdA (E)d6 Fire damage to all adjacent creatures (Reflex half).

*Rainbow Bracelets*: Illuminate a (30+10E)-foot radius. (Shared: Soulborn)
Arms: Creatures you strike in melee are Blinded for 1d4 minutes (Fort negates).
Pattern: StdA Color Spray. Maximum (ML) uses before (U).

*Sunburst Mask*: Constant See Invisibility within (20+10E)-foot radius.
Brow: Immune to Blindness or Dazzle, +(E) Will vs. Illusions or Confusion.
Throat: StdA ranged touch within 30 feet deals (2+E)d4 damage.
Pattern: StdA ranged touch within 60 feet deals (E)d8 damage. Undead instead take (2E)d6 damage, except Undead which are specifically vulnerable to bright light (in which case the target takes (2E)d8 damage). A Construct or inanimate object instead takes (E)d6 damage. Maximum (3+E) uses before (U).

*Volcanic Boots*: Resist Fire (5+5E).
Feet: +(1+E)d4 Fire damage on melee attack at end of a Charge.
Heart: FullA convert one adjacent 5-foot square of earth or stone to molten magma. The magma burns for (ML) minutes before cooling to merely warm rock, and during the time it burns, any creature touching it takes (4+E)d6 Fire damage (no save). A creature in the space during the round it converts to magma is allowed a Reflex save for half damage (provided it immediately leaves the molten space).
Pattern: SwfA For 1 round, every 5-foot square of stone or earth that you enter is filled with a magical trap (called Magma Bombs) which lasts for (E) minutes. The DC to detect these traps is (25+E), for characters capable of using Perception to find magical traps. Magma Bombs cannot be disabled using Disable Device. Any creature moving into a square containing Magma Bombs takes 1d4 Fire damage and 1d4 Bludgeoning damage, and must make a Reflex save to avoid taking leg injuries which reduce its speed to half normal for the following 24 hours (or until it receives a Cure spell, or is treated successfully by the Heal skill). Treating the injury with the Heal skill requires 10 minutes and carries a DC equal to the save DC for the meld. Maximum (3+E) uses before (U).
 
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paradox42

First Post
Foundationist Soulmelds: Water

These are melds that will have -1 essentia capacity for a Fire Foundationist, but benefit from Expanded Element Capacity for a Water Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Water effects, where they appear on this list.

Cerulean Sandals: Constant Water Walk, +(5E) feet to land Speed.
Pattern: SwfA Haste yourself for 1 round. Max (ML) uses before (U).

*Elemental Avatar (Water)*: +(E) insight melee attack rolls.
Soul: Constant Elemental Body IV (you turn into a Huge Water Elemental).
Pattern: Swim 30 feet.

*Elemental Channel (Water)*: Create Water at will.
Arms: Meld becomes a +(E) Frost Battleaxe. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Icy Burst Battleaxe.
Hands: StdA Chill Metal within (5+5E) feet. Maximum (3+E) uses before (U).
Heart: StdA Summon an Elder Water Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).
Throat: StdA Greater Teleport self and up to (E) others. Maximum (3+E) uses before (U).
Pattern: StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Cold damage. Maximum (3+E) uses before (U).

*Elemental Chasuble (Water)*: Considered native on any Inner Plane adjacent to or associated with Water, Resist Cold (10+5E).
Heart: StdA Gate to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function).
Pattern: StdA Summon a Small Water Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).

Frost Helm: Comfortably withstand ambient temperatures between -50° to 90° F, Resist Cold (5E).
Pattern: StdA Stun (1+E) targets within 20 feet for 1d4 rounds (Will negates). Works only 1/day per target.

Kraken Mantle: +(5E) feet to effective Swim speed (i.e. max speed using a FullA), +8 competence Swim.
Pattern: Constant Water Breathing.

*Oceanic Robe*: Constant Water Breathing.
Soul: StdA Control Water at will (no limit).
Waist: StdA Control Water, up to (60+10E) minutes/day.
Pattern: Freedom of Movement, usable up to (ML) total minutes before (U). The rounds spent under the effect need not be consecutive.

*Purewater Globes*: +(4+2E) competence on Heal checks, +2 resistance on Fort saves vs. afflictions.
Hands: 1/round Counterspell spells with the Fire descriptor by making a (ML) check against DC (11 + spell's caster level).
Heart: StdA Remove Curse using (ML) as caster level, up to (1+E)/day.
Pattern: ImmA Counterspell a spell with the Fire descriptor by making a (ML) check against DC (11 + spell's caster level). Usable (3+E) times before (U).

Sailor's Bracers: +(4+2E) insight Swim, Profession (Sailor) (can use untrained), CMB to bind targets with rope.
Pattern: Know Direction at will.

*Sharkskin Tunic*: (10+5E)-foot Swim speed, +8 on Swim checks. (Shared: Totemist)
Shoulders: +(4+2E) on Swim checks, +(1+E) on CON checks to hold breath.
Waist: Spring Attack (as feat), +10 feet to Swim speed.
Totem: Bite, 1d8 damage, +(E) enhancement attack & damage.
Pattern: StdA Rage on up to (E) willing targets within 30 feet of you, lasting up to (ML) rounds (each target can end its own Rage as a free action, and is not Fatigued afterward as a Barbarian would be). Maximum (3+E) uses before (U).

*Snowflake Vest*: Resist Cold (5+5E).
Shoulders: Attackers striking you in melee take (1+E)d6 Cold damage (no save).
Waist: Resist Fire (5E).
Pattern: StdA (E)d6 Cold damage to all adjacent creatures (Reflex half).

*Steaming Veil*: +(4+2E) on Bluff and Disguise checks. (Shared: Incarnate, Soulborn)
Brow: Disguise Self which also affects sound (disguise is chosen and made at shaping time).
Throat: +(4+2E) on Linguistics to create/detect forgeries.
Pattern: SwfA Blur (self only) for 1 round. Max (ML×5) rounds before (U).

Urskan Greaves: Move on ice at natural speed without penalty, +5 Acrobatics on ice, Resist Cold (5E).
Pattern: SwfA all your attacks gain +(E)d4 Cold damage for 1 round. Maximum (ML) uses before (U).

Winter Mask: Melee touch deals (E)d4 nonlethal Cold damage and target is Fatigued (Fort negates).
Pattern: MvA ranged touch within 60 feet deals (E)d6 Cold. Maximum (ML) uses before (U).

 

Lopke_Quasath

First Post
*bump*

This is awesome. I played a Totemist in the Shackled City adventure path unti lvl 4, and I would love to try it again.

Do you believe the Totemist soulmelds should be tweaked as well, or are they okay as is?

Cheers!
 


paradox42

First Post
*bump*

This is awesome. I played a Totemist in the Shackled City adventure path unti lvl 4, and I would love to try it again.

Do you believe the Totemist soulmelds should be tweaked as well, or are they okay as is?

Cheers!

Totemist probably doesn't need it, especially if you've played it already and found it to work just fine.
Agreed- Totemist was always seen as the strongest Incarnum class, and with good reason. Their melds are better at combat than either of the other classes' melds are, plus being tied to monsters rather than alignments or classes gives a wider pool of "cool powers" to draw upon for inspiration.

I did have trouble coming up with something decent for the Totemist, though; I have to say the thread Lopke_Quasath started on making a new version based on the Summoner is a brilliant idea! I'll be saying this in that thread, too, since it's not fair to make a discussion of that here.

As an update on how the test character is doing, the party is well into 9th level now, though nowhere near 10th yet. He hasn't had much chance to test out the combat effectiveness of his three new bindable Chakras yet, but he has used the Keeneye Lenses to get See Invisibility to minor happy effect (the dungeon was mostly cleared by the time he got his chance). In practice, he's been gravitating more and more toward the skill monkey role in the party, since the party has no actual Rogue and he can get most of the same abilities.

This is not to say I don't have plenty of fun wading in to combat with a Mantle of Flame active, actually hoping and trying to draw Attacks of Opportunity so as to activate it. :) Given that he has more hit points than any character except perhaps the one frontline tank, I have no problem with acting as a "reflective damage sponge." In fact it's quite amusing.

It was also pretty cool to melt that one opponent NPC's head with a critical hit and a high damage roll from Dissolving Spittle, but that's just lucky and not a significant statistical test. :cool:

One of the other two friends who helped me come up with these is apparently going to try a Foundationist as an NPC opponent of his party relatively soon, but it hasn't happened yet so I have no actual data/stories to share. Also, it might not be a fair test, since (as an NPC opponent) the character is going to be higher level than the party he's set to fight.
 

Chronologist

First Post
These are awesome! Definitely a lot of fun to play, I'll be sure to try one out sometime in an upcoming pathfinder 1-shot.

Here is my question. What about the maximum essentia cap that all Meldshapers have? I always found that to be much too low, and very feat intensive to increase. Even with the bonus Incarnate get, it still feels like it's not enough.

One very quick and untested idea I had a while back was to increase the maximum essentia capacity to something like 1/2 character level, rounded up. Yes, I know, that's very high, and it makes some soulmelds broken (cough spellward shirt cough) but in return the benefit of some of these soulmelds would go down (spell resistance 6+2x essentia for the shirt, +5 if bound to soul chakra).

I love what you've done with incarnum, now only if we could fix that damage lag (make Incarnates approximately Warlock strength, perhaps?) I think the classes would be perfect.
 

Chronologist

First Post
Necrocarnate Base Class (Pathfinder)

Here's a quick write-up for a Necrocarnate base class. I changed how the Chakra slot progression went, so the player gets more freedom. It's also a Charisma-based Meldshaper, which is awesome.

THe class is conditional on the idea that maximum Essentia investment is normally 1/2 character level, rounded up.

Necrocarnate base class

Skills; As Incarnate
Skill points per level: 2 + Int
Hit Die: d6
Weapons and armor: Necrocarnates are proficient with simple weapons, with light armor, and with shields (but not tower shields).
Alignment: Any non-good. Necrocarnum is dark, but not always evil, though any good person would have moral compunctions against using it. Necrocarnates are no less innately evil than Warlocks, though many are Evil nonetheless.

Meldshaping: Necrocarnates use their Constitution modifier to determine the number of Soulmelds they can shape at any given time. The save DC of their Soulmelds (if any) is 10 + essentia invested + Charisma modifier. Necrocarnates cannot shape soulmelds with the Good subtype, and can only shape Lawful or Chaotic soulmelds if they share that type. If a soulmeld would have multiple effects based on alignment, the Necrocarnate chooses one at the beginning of the day.


Lv Bab Fort Ref Will Special Necro New Chakra Melds Binds
1 0 2 0 2 Aura of Evil. Necrotic Touch (1d6), Essentia Drain (1) 1 Least 2 1
2 1 3 0 3 Shield of Souls 2 Least 3 2
3 1 3 1 3 Necrotic Touch (2d6), Necrocarnum Acolyte 3 3 2
4 2 4 1 4 Essentia Drain (2) 4 Least 4 2
5 2 4 1 4 Necrotic Touch (3d6) 5 4 2
6 3 5 2 5 Necro Capacity +1 6 Lesser 4 3
7 3 5 2 5 Necrotic Touch (4d6) 8 5 3
8 4 6 2 6 Essentia Drain (3) 10 Lesser 5 3
9 4 6 3 6 Necrotic Touch (5d6) 12 5 3
10 5 7 3 7 Trap the Soul 14 Lesser 6 4
11 5 7 3 7 Necrotic Touch (6d6) 16 6 4
12 6 8 4 8 Essentia Drain (4) 18 Greater 6 4
13 6 8 4 8 Necrotic Touch (7d6) 20 7 4
14 7 9 4 9 Necro Capacity +2 22 Greater 7 5
15 7 9 5 9 Necrotic Touch (8d6) 24 7 5
16 8 10 5 10 Essentia Drain (5) 26 Greater 8 5
17 8 10 5 10 Necrotic Touch (9d6) 28 8 5
18 9 11 6 11 Twin Zombie Master 30 Soul 8 6
19 9 11 6 11 Necrotic Touch (10d6) 32 9 6
20 10 12 6 12 Essentia Drain (6), Deathless 34 9 6


Aura of Evil: All Necrocarnates project an aura of evil as a cleric of their level. This aura only appears if the Necrocarnate has one or more Necrocarnum soulmelds shaped, or if she has drained any Essentia from a living creature that day.

Necrotic Touch: The very touch of a Necrocarnate steals the live force from her foes. As a standard action, a necrocarnate may make a melee touch attack against a living creature and deal 1d6 damage. For every 2 levels past first that she possesses, this does another 1d6 damage.

Essentia Drain: Necrocarnates do not posess Essentia, they steal it. Whenever a Necrocarnate deals damage to a living creature with her Necrotic Touch ability, she gains 1 point of essentia. At every 4th Necrocarnate level, the necrocarnate gains 1 more point of essentia. Essentia gained this way lasts for 24 hours, and can be invested as normal.

If a Necrocarnate ever gains essentia from a feat or from a race, this instead increases the maximum amount of Essentia she can have any given time (as shown by the Necro chart). Necrocarnates may not gain additional essentia from items.

Melds and Binds work the same way as an Incarnate.

At 1st level and every even level except for 18th and 20th, a Necrocarnate selects one of the following Chakra to open, based on her level. For example, a first level Necrocarnate can open any Least chakra, while a 14th level Incarnate can open any Greater chakra. Eventually, all Chakra will be selected and opened. At 18th level her Soul Chakra opens.

Least Lesser Greater
Crown Arms Throat
Feet Brow Waist
Hands Shoulders Heart

Shield of Souls: A Necrocarnate is bolstered by her Necrocarnum soulmelds. One per day per two class levels, she can increase all her saving throws by 1 per Necrocarnum soulmelds she has shaped. This lasts for a number of rounds equal to her Charisma modifier.

Necrocarnum Acolyte: At 3rd level the necrocarnate gets this feat. IF she already has this feat, she can choose any other Essentia feat in its stead.

Necro Capacity: At 6th level a Necrocarnate increases the maximum essentia capacity of all her Necrocarnum soulmelds by 1. At 14th level, this increases to 2.

Deathless: At 20th level, as long as a Necrocarnate has at least one Necrocarnum Soulmeld shaped, she gains all the immunities of undead, and any creature slain by her Necrotic Touch ability cannot be raised unless a Wish or Miracle is first cast, then True Resurrection.
 

paradox42

First Post
These are awesome! Definitely a lot of fun to play, I'll be sure to try one out sometime in an upcoming pathfinder 1-shot.
Thanks! Did you actually playtest them in a game or few, or just test them by setting up test combats like the ones I've read happen on Paizo's boards?

Here is my question. What about the maximum essentia cap that all Meldshapers have? I always found that to be much too low, and very feat intensive to increase. Even with the bonus Incarnate get, it still feels like it's not enough.

One very quick and untested idea I had a while back was to increase the maximum essentia capacity to something like 1/2 character level, rounded up. Yes, I know, that's very high, and it makes some soulmelds broken (cough spellward shirt cough) but in return the benefit of some of these soulmelds would go down (spell resistance 6+2x essentia for the shirt, +5 if bound to soul chakra).
Simplifying it was an idea that definitely occurred to me, but the trouble is that (as you noted) if you change that cap, then you have to go in and rebalance all the actual soulmelds. Probably the Incarnum feats too, though those should honestly be rebalanced anyway given how Pathfinder boosted most of the bonus-granting feats based on character level.

On the subject of Incarnum feats, I can definitely say that Healing Soul would be a major powerhouse with an essentia cap of 1/2 character level. So that cap is probably far too high anyway. At the moment, the existing essentia cap roughly equates to 1/6 character level, though of course the full-meldshaper classes have class features to increase it.

I love what you've done with incarnum, now only if we could fix that damage lag (make Incarnates approximately Warlock strength, perhaps?) I think the classes would be perfect.
I tried to get the Foundationist, at least, up to that level of power, more or less; since I haven't actually tried one in a game yet, I'm not sure whether I actually succeeded. I can say that several melds got rebalanced after I showed the class to my friends; also, the Foundationist used to get the Pattern cap boost at much earlier levels and it turned out (after careful calculation) that that let him actually beat a Sorcerer or Wizard for damage at certain key levels. So, the current version (in the posts above) is what came out of some careful calculating by the three of us, though again no actual playtesting yet.

That Necrocarnate base class looks interesting; I'll have to take a closer look at it when I have more time.
 

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