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.