Pathfinder 1E Incarnum in Pathfinder

paradox42

First Post
Fire Foundationist Soulmelds (Full Descriptions) (plus one non-Incarnum spell)

Not including Power of the Efreeti, since that was posted with the Ultimate Campaign soulmelds back in post #82.

[h=3]Burning Greaves[/h]

Descriptors: None
Classes: Foundationist (Fire), Soulborn
Chakra: Feet, Soul (Pattern)
Saving Throw: None

Fiery incarnum molds itself at your direction into a pair of elegant, unadorned greaves made of orange metal. The greaves are warm to the touch, and occasionally emit puffs of smoke as though burning, though they do no harm to you or anything you are wearing. As you move, a trail of orange light lingers briefly in midair behind you, as though the Greaves are burning a trail through the universe while riding around on your legs.

Creatures from the Elemental Plane of Fire tend to move fast, speak fast, and think fast, and it is this trait of the element of Fire that you partake in when you shape this soulmeld. By carefully filtering the soul energy you use to make the incarnum while you make it, you make a soulmeld focused entirely upon the task of allowing you to move and act faster than normally possible.
The Burning Greaves grant you a +5 feet bonus to your base land speed, and to your base Swim speed if you have a natural Swim speed.
Essentia: Every point of essentia you invest in the Burning Greaves increase the speed bonus (for both modes of movement, if applicable) by +5 feet.
[h=4]Chakra Bind (Feet)[/h]

The Greaves tighten and clamp shut around your ankles and lower legs, filling your lower body with their tingling energy.

When the Burning Greaves are bound to your Feet Chakra, the bonuses they grant to your movement are doubled: you gain +10 feet to your base ground speed and your Swim speed (if applicable), plus 10 feet per point of essentia invested in the soulmeld.
[h=4]Chakra Bind (Soul)[/h]

The Greaves clamp shut on your feet and lower legs, and then grow and extend upward so as to form new pieces covering your upper legs, waist, and even your torso; the tingling power of fiery speed burns through you with its eagerness to be released and used.

With the Burning Greaves bound to your Soul Chakra, you can use Time Stop as a spell-like ability, once per week, as a standard action.
[h=4]Chakra Bind (Pattern)[/h]

When you bind the Greaves to your Pattern, they actually merge into your body, leaving a metallic-orange glow coming from beneath the skin of your lower legs as the only outward sign of their presence. Nonetheless, you feel their power burning within you.

When Burning Greaves are bound to your Pattern Chakra, you can supercharge your body with the speed-granting power of the soulmeld, at the cost of both damaging the soulmeld and yourself. As a swift action at the end of your turn, you can gain and take another move action. Triggering this ability deals 2d6 points of damage to you, plus 1d6 points for every point of essentia invested in the soulmeld; no form of energy resistance or damage reduction can prevent this damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Greaves, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already gained the extra action 4 times and you then reduce your essentia investment in the Burning Greaves to 1 point or 0 points, then the Greaves immediately unshape.
[h=3]Diadem of Purelight[/h] [h=4]Chakra Bind (Pattern)[/h]

The light of the souls merges with your head and body, showing no outward sign of their presence aside from turning your pupils white (although the glow remains, no emitted apparently by your body directly rather than a separate object).

With the Diadem of Purelight bound to your Pattern Chakra, you can release bursts of positive energy strong enough to scare any Undead near you. You gain the ability to Turn Undead, exactly as though you had the feat; your effective Cleric level for the purpose of using Turn Undead equals the meldshaper level of this soulmeld. Also, the save DC is based on your CON modifier rather than your CHA modifier, but otherwise the rules for the normal Turn Undead feat apply.
You can use this ability up to three times, plus one time per point of essentia invested in the Diadem, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already Turned Undead 4 times and you then reduce your essentia investment in the Diadem to 1 point or 0 points, then the it immediately unshapes.
[h=3]Elemental Avatar[/h]

Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Soul (Pattern)
Saving Throw: None

The raw elemental incarnum flows together into a second body encasing your own, a large image of the elemental type you pulled the incarnum from. Its translucent form is superimposed over your own body, clothing, and armor, and it moves with you, copying your every movement (even facial expressions) in perfect synchronization.

Pulling together incarnum drawn from the most basic and primitive inhabitants of the Elemental Planes, the Elementals themselves, you shape a second body to cover your own which in all particulars resembles an elemental of the type matching the soulmeld's element descriptor. For example, if you shape an Elemental Avatar (Fire), the avatar resembles a Fire Elemental. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).
Unlike most soulmelds, an Elemental Avatar (regardless of descriptor) does not provide you with any benefit unless you bind it to a chakra or invest essentia into it.
Essentia: Every point of essentia you invest in the Elemental Avatar grants you a bonus based upon the elemental descriptor of the soulmeld:
Fire: +2 insight bonus on melee damage rolls.
[h=4]Chakra Bind (Soul)[/h]

The avatar contracts, and your body expands, pulling the power into your being and merging with it to give you a new body.

While the Elemental Avatar is bound to your Soul Chakra, you literally become a Huge Elemental of the type matching the soulmeld's descriptor, as if using Elemental Body IV (except this ability is constant, and has no maximum duration).
[h=4]Chakra Bind (Pattern)[/h]

The avatar contracts about you, merging with your own body and granting you the ability to move like the elemental it resembles.

When bound to your Pattern Chakra, the Elemental Avatar grants you a movement type based upon the elemental descriptor of the soulmeld:
Fire: You gain a +30 feet enhancement bonus to your ground speed.


[h=3]Elemental Channel[/h]

Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Arms, Hands, Heart, Throat (Pattern)
Saving Throw: See text

The raw elemental incarnum comes when you call it, and without any real direction it assumes the form of a small tube of brightly-colored energy, through which you can tap still more power from the Elemental Plane it connects to.

Elemental Channel grants you the ability to use a 0-level spell (depending on its elemental descriptor) as a spell-like ability, using the soulmeld's meldshaper level as the caster level, at will:
Fire: Dancing Lights at will.
Unlike most soulmelds, an Elemental Channel (regardless of descriptor) does not provide you with any benefit for invested essentia unless you bind it to a chakra.
[h=4]Chakra Bind (Arms)[/h]

One end of the tube of elemental power seals, lengthens, and morphs into a new shape- a melee weapon for you to use, which contains the raw power of its element to deal extra harm to your foes when you strike them with it.

You shape elemental incarnum into a melee weapon (sized normally for you) that contains the raw power of the energy type matching the elemental descriptor of the soulmeld.
An Elemental Channel bound to your Arms Chakra has a form depending on its elemental descriptor: Fire is a longsword of flame (and has the Flaming special ability). You are considered proficient with the weapon, whether or not you are proficient with normal weapons of the same type; feats which apply to specific weapons or weapon groups (such as Weapon Focus) apply normally to the Elemental Channel in this form.
Each point of essentia you invest in the Elemental Channel weapon grants the weapon an enhancement bonus of +1, up until you invest 5 or more essentia into the soulmeld. When you invest 5 or more essentia into the Elemental Channel, it loses two points of enhancement bonus (so the total bonus equals the number of points of invested essentia minus 2), but gains the "bursting" version of its special ability in place of the original special ability. Flaming changes to Flaming Burst. For example, when you use an Elemental Channel (Fire), investing 4 points of essentia in the soulmeld makes it a +4 Flaming Longsword, but investing 5 points of essentia makes it a +3 Flaming Burst Longsword instead.
The Elemental Channel in weapon form cannot be Sundered or otherwise destroyed, except by effects that unshape soulmelds. If the weapon leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible for some reason, it falls at your feet (and in any case, attempts to return again on your next turn). Any other creature attempting to wield the weapon treats it as a mundane weapon of its type with no special abilities, however exotic in appearance it may be.
[h=4]Chakra Bind (Hands)[/h]

The tube lengthens and wraps itself around your body, snaking its ends along your arms to finish with each end in one of your hands.

An Elemental Channel bound to your Hands Chakra grants you a new spell-like ability (depending on its elemental descriptor), using the soulmeld's meldshaper level as the caster level, which uses more elemental energy to accomplish than the 0-level spell it normally grants:
Fire: As a standard action, you can Heat Metal on one target (or one 5-foot square, if you wish to affect metal not held by a creature) within 5 feet, plus 5 feet per point of essentia invested in the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your Elemental Channel has the Fire descriptor, and you have already used the Heat Metal 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.
[h=4]Chakra Bind (Heart)[/h]

The tube widens immensely, while its length shrinks until nearly vanishing, attaching itself to your chest and forming a large circle of energy upon it.

With the Elemental Channel bound to your Heart Chakra, you can use it to Summon actual Elementals from the plane matching its elemental descriptor. As a standard action, you Summon an Elder Elemental of the same type as your soulmeld (for example, an Elemental Channel (Fire) will summon an Elder Fire Elemental), as if by the spell Summon Monster VIII. The elemental remains on your plane, acting as you direct, for 1 round per meldshaper level of the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already summoned the elemental 4 times and you then reduce your essentia investment in the Elemental Channel to 1 point or 0 points, then the Channel immediately unshapes.
[h=4]Chakra Bind (Throat)[/h]

The tube embeds itself in your throat and neck, leaving part of itself exposed like a weird sort of pendant (without a necklace or chain to hold it there), but releasing its energy into you rather than directly into the world around you.

When the Elemental Channel is bound to your Throat Chakra, it releases most of its energy into you rather than the outside world, but you can release this energy out of your body to gain a useful ability. The specific ability granted by release of this elemental energy depends upon the soulmeld's elemental descriptor:
Fire: As a standard action, you can produce a Prismatic Spray, except that the range is not a static 60 feet but rather depends upon the amount of essentia invested in the soulmeld. The range equals 10 feet, plus 5 feet per point of invested essentia.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your Elemental Channel has the Fire descriptor, and you have already used Prismatic Spray 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.
[h=4]Chakra Bind (Pattern)[/h]

The tube widens and lengthens, largely merging with your body and leaving only its ends sticking out from the palms of your hands. You feel the elemental energy surging through you, eager for an explosive release.

An Elemental Channel bound to your Pattern Chakra can release explosive bursts of raw elemental energy, if you have any essentia invested in the soulmeld. As long as you have at least 1 point of essentia invested in the soulmeld, you can create a Burst of energy centered on any point within 20 feet per point of invested essentia, as a standard action. The radius of this burst of energy is equal to 5 feet per point of invested essentia, and its specific energy type depends upon the elemental descriptor of the Elemental Channel: Fire produces Fire. Regardless of the specific energy type, the burst deals 1d6 points of damage (plus 2d6 per point of essentia above the first invested in the soulmeld) to all within it. A Reflex save applies for half damage.
For example, if you are using an Elemental Channel (Fire), and have 1 point of essentia invested in it, then you produce a burst of Fire within 20 feet, that has a 5-foot radius and deals 1d6 points of Fire damage. If, on the other hand, you have 4 points of essentia invested in the soulmeld, then you instead produce a 20-foot radius burst centered on any point within 80 feet, dealing 7d6 points of Fire damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the burst 4 times and you then reduce your essentia investment in the Elemental Channel to 1 point or 0 points, then the Channel immediately unshapes.


[h=3]Elemental Chasuble[/h]

Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Heart (Pattern)
Saving Throw: None

The raw elemental incarnum weaves itself under your direction to form an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but incarnum is woven like glowing, brightly-colored thread into intricate patterns down its front.

The Elemental Chasuble binds the material of an Elemental Plane to the garment and infuses it with power.
When you wear the Chasuble, you are considered a native on any plane with an elemental trait matching the soulmeld's elemental descriptor (and gain the Extraplanar subtype while on the Material Plane). While on any such plane, you ignore the effect of any elemental traits of the plane- even traits not directly matching your Chasuble's descriptor. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).
For example, if you shape an Elemental Chasuble (Fire), you would be considered native on the Elemental Plane of Fire, the Elemental Plane of Smoke, the Elemental Plane of Magma, the Elemental Plane of Radiance, and the Elemental Plane of Ash.
The Elemental Chasuble also grants you Resistance to a specific energy type, based on its elemental descriptor. Fire grants Resist Fire 10.
Essentia: Every point of essentia you invest in the Elemental Chasuble increases the energy resistance granted by the soulmeld by 5 points:
[h=4]Chakra Bind (Heart)[/h]

The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to form conduits between you and the planes matching the Chasuble's element.

Once per week, an Elemental Chasuble bound to your Heart Chakra allows you to open a Gate (with caster level equal to the soulmeld's meldshaper level) to any plane matching the soulmeld's elemental descriptor. You must have and spend the material component in order to use the Calling function of this Gate.
[h=4]Chakra Bind (Pattern)[/h]

The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to summon inhabitants of the plane matching the Chasuble's element.

An Elemental Chasuble bound to your Pattern Chakra allows you to Summon actual elementals to do your bidding. As a standard action, you can Summon a Small Elemental of a type matching the elemental descriptor of your Elemental Chasuble (for example, an Elemental Chasuble (Fire) Summons a Small Fire Elemental). This works essentially as if you had used the spell Summon Monster II, except the duration is only 1 round (plus 1 round per point of essentia you have invested in the Chasuble).
You can use this ability up to one time per meldshaper level of the Chasuble, at which point the soulmeld unshapes.
[h=3]Flame Cincture[/h] [h=4]Chakra Bind (Pattern)[/h]

Energy attacks are not simply absorbed and dispersed by the belt, but are instead bound within it, waiting for release.

When bound to your Pattern Chakra, the Flame Cincture allows you to release the fire stored within. Whenever the soulmeld prevents damage, the energy remains latent within the cord for 1 round. On your next turn, you can release the stored energy as a swift action against any adjacent target; the energy deals Fire damage equal to the amount of damage prevented by the Flame Cincture in the previous round. A Reflex save applies for half damage.


[h=3]Flaming Blade[/h]

Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Arms, Hands (Pattern)
Saving Throw: See text

The souls of Fire Elementals come together at your direction, and focus their burning all at once in the same direction. This has the effect of creating a long tongue of flame like a glowing, insubstantial sword blade, which you can hold and wield in much the same manner as an actual sword.

Souls of the Elemental Plane of Fire, above all else, want to burn. This soulmeld, favored by destructive Foundationists of all races, gives them the opportunity to do just that, directing a flame of pure elemental energy where and when the meldshaper chooses.
As a standard action, you can use the Flaming Blade to make a melee touch attack upon a target. If you hit, the target takes 1d6 points of Fire damage.
Essentia: Every point of essentia you invest in the Flaming Blade increases the damage dealt by 1d6 points.
[h=4]Chakra Bind (Arms)[/h]

The Blade's grip forms a gauntlet of metallic-looking incarnum which wraps around your hand, including a tube on its back from which the actual flame continues to spurt. You can now not only focus the fire better, you can also aim and direct it more precisely.

When the Flaming Blade is bound to your Arms Chakra, you can point the Blade at a nearby target to shoot bolts of fast-burning fire at it. As a standard action that provokes attacks of opportunity, you can make a ranged touch attack upon a target within 30 feet. If you hit, you deal 1d6 Fire damage to the target, plus 1d6 per point of essentia invested in the soulmeld, and the target must make a Reflex save. If the save fails, the target takes the same damage again at the start of your next turn (this does not require any action from you, just the failed save by the target when you fire the initial bolt).
[h=4]Chakra Bind (Hands)[/h]

The Blade's grip forms a tube of metallic-looking incarnum in your hand, within which the fiery souls can concentrate their energy and push it farther and faster into the world around them.

With the Flaming Blade bound to your Hands Chakra, you can point the Blade at a nearby target to shoot bolts of fire at it. As a standard action that provokes attacks of opportunity, you can make a ranged touch attack upon a target within 30 feet. On a hit, you deal the same damage to that target that you would with the standard melee touch attack the soulmeld allows (1d6 Fire, plus 1d6 per point of invested essentia).
[h=4]Chakra Bind (Pattern)[/h]

The flame puffs and spurts every few seconds, sending more sparks into the air around itself and making the Blade appear more chaotic and unstable (though it remains fully intact and functional despite the appearance).

With the Flaming Blade bound to your Pattern Chakra, if you hit a target with the melee touch attack described above, that target must make a Reflex save or the fire stays active, dealing the same damage it dealt in the original attack at the start of your next turn (this damage occurs automatically, and does not require any action from you- just a failure on the Reflex save by the target).
[h=3]Heart of Fire[/h] [h=4]Chakra Bind (Pattern)[/h]

A red glow suffuses your body, concentrated in your head and throat. Rather than forming a blazing red stone at your waist, the Heart of Fire merges with your flesh, eager for release every time you open your mouth.

With a Heart of Fire bound to your Pattern Chakra, you can breathe out a cone of fire. As a standard action that does not provoke attacks of opportunity, you can breathe out a 15-foot cone of flames that deals 1d4 points of Fire damage (plus 1d4 per point of essentia invested in the soulmeld) to all creatures caught in it. A Reflex save applies for half damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Heart, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the cone 4 times and you then reduce your essentia investment in the Heart of Fire to 1 point or 0 points, then the Heart immediately unshapes.
[h=3]Lava Cloak[/h]

Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Shoulders, Throat (Pattern)
Saving Throw: None

The incarnum of Magma Elementals and Lava Mephits forms a strange sheet of burning, liquid rock and metal, which is somehow held together and kept burning by your will and the pent-up energy of the souls inside it. This sheet of molten lava drapes over your shoulders and back like an exotic cloak.

While you wear the Lava Cloak, it absorbs some of the heat directed at you to help power itself, blunting the power of fire attacks upon you. You gain Resist Fire 5.
Essentia: The Resist Fire increases by +5 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Shoulders)[/h]

Wrapping itself more tightly about your shoulders and back, the Cloak sends up a small swarm of sparks into the air around you, surrounding you with a miniature firestorm every few seconds.

While the Lava Cloak is bound to your Shoulders Chakra, you can use its power to simply destroy spells using Cold energy before they can have any effect at all. Once per round, you can ready an action to counterspell against any opponent, even if you have no actual spellcasting powers yourself.
If the target of your ready counterspell attempts to cast a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Cold descriptor, you can attempt to counter it using only the power of the Lava Cloak rather than an actual spell of your own. This works essentially like casting Dispel Magic as a counterspell, except that you use the Lava Cloak's meldshaper level as your caster level to make the check; the DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.
[h=4]Chakra Bind (Throat)[/h]

The Cloak wraps itself around your body more closely, creating a clasp which fastens around your neck to keep it shut.

With the Lava Cloak bound to your Throat Chakra, the ultimate power of the heat within it dampens attacks which seek to harm you with cold. As long as you have any essentia invested in this soulmeld, you gain Resist Cold equal to five times the number of essentia so invested.
[h=4]Chakra Bind (Pattern)[/h]

Once your Lava Cloak is bound to your Pattern, it sends sparks, pumice, and tiny bits of itself flying into the air around you constantly, like a volcano ready to burst.

A Lava Cloak bound to your Pattern allows you to simply destroy spells using Cold energy with its power, before they can have any effect at all. Whenever an opponent to which you have line of effect casts a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Cold descriptor, you can attempt to counterspell it as an immediate action- using only the power of the Lava Cloak rather than an actual spell of your own.
This works essentially like casting Dispel Magic as a counterspell, except that it takes an immediate action rather than a standard action, and you use the Lava Cloak's meldshaper level as your caster level to make the check. The DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.
You can use this ability up to three times, plus one time per point of essentia invested in the Cloak, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already made 4 counterspell attempts and you then reduce your essentia investment in the Lava Cloak to 1 point or 0 points, then the Cloak immediately unshapes.
[h=3]Mantle of Flame[/h] [h=4]Chakra Bind (Pattern)[/h]

The mantle pulls in around you so tightly that it actually merges with your body, leaving only stary wisps of flame occasionally rising from within your flesh to signal its presence within you.

A Mantle of Flame bound to your Pattern Chakra allows you to blast foes with balls of fire from a distance. As long as you have at least 1 point of essentia invested in this soulmeld, then as a move action that does not provoke attacks of opportunity, you can make a ranged touch attack upon one opponent within 60 feet. If the attack hits, then it deals 1d6 points of Fire damage per point of essentia you have invested in the Mantle of Flame. Because this ability requires a move action, you can use it during the same round you make another attack using a standard action (though you will give up the ability to move, even as far as a 5-foot step, if you do, unless you somehow have more than the normal number of actions available to you).
You can use this ability up to one time per meldshaper level of the Mantle, at which point the soulmeld unshapes.

[h=3]Phoenix Belt[/h] [h=4]Chakra Bind (Pattern)[/h]

As the Belt binds to your Pattern, the warmth and energy of the phoenix settles into you like a falcon coming home to roost. Now not just the feathers in the belt glow like hot coals; your eyes do as well, and your skin is hot to the touch- giving off heat like a warm hearth. A brief moment of concentration is all it takes to bring out the flame within, making it as real to those around you as it is now to you.

When bound to your Pattern Chakra, the Phoenix Belt lets you release the fire within it as a burst of power erupting from your body. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can create a momentary ring of fire that surrounds you. Creatures adjacent to you take 1d6 points of Fire damage per point of essentia invested in the Phoenix Belt. A Reflex save applies for half damage.
[h=3]Rainbow Bracelets[/h]

Descriptors: Light
Classes: Foundationist (Fire), Soulborn
Chakra: Arma (Pattern)
Saving Throw: See text

Multicolored, constantly-changing incarnum molds into a pair of sturdy bracelets which slip themselves onto your wrists. Their shimmering, constantly-shifting color patterns are almost mesmerising to watch, but the light they put out is more immediately useful to you.

The Rainbow Bracelets glow brightly, illuminating a 30-foot radius with normal light, and increasing an additional 30 feet by one light level, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this illumination looks pretty but has no game effect.
For the purpose of interacting with Darkness spells and effects, Rainbow Bracelets are treated as a Light effect with a level equal to 1 + the number of invested essentia.
Essentia: Every point of essentia you invest in the Rainbow Bracelets increases the radius of normal light by 10 feet. The radius of increased illumination is always double the radius of the radius of normal light. For example, Rainbow Bracelets with 2 points of invested essentia shed normal light in a 50-foot radius, and increase a further 50 feet beyond that by one light level (to a maximum of normal light).
[h=4]Chakra Bind (Arms)[/h]

The Bracelets expand and grow up your arms, becoming almost a pair of bracers rather than bracelets.

When you have Rainbow Bracelets bound to your Arms Chakra, your melee attacks are accompanied by bright flashes of multicolored light. Any creature that you strike with a melee attack must make a Fortitude save or be Blinded for 1d4 minutes. Creatures which successfully save do not become immune to the blinding effect, but any individual creature need only make one Fortitude save per round against this effect of your Rainbow Bracelets (if it succeeds, it cannot be Blinded by any further attacks by you made during that round).
[h=4]Chakra Bind (Pattern)[/h]

When you bind the Bracelets to your Pattern, they become thinner and softer, ending up more like rings of elastic fabric than objects crafted of incarnum. Within the intricate weave of the new Bracelets, multicolored bursts of light can be glimpsed flashing between the threads of actual incarnum.

When Rainbow Bracelets are bound to your Pattern Chakra, you can take a standard action to use Color Spray as a spell-like ability.
You can use this ability up to one time per meldshaper level of the Bracelets, at which point the soulmeld unshapes.
[h=3]Sunburst Mask[/h]

Descriptors: Light
Classes: Foundationist (Fire)
Chakra: Brow, Throat (Pattern)
Saving Throw: None

This round mask apparently made from beaten brass and gold has the form of a watchful, stern-gazing face within a fiery sun. It even glows slightly, as if reflecting sunlight cast from a great distance.

Forming incarnum from the souls of Radiance Elementals dedicated to uncovering secrets and hidden things, you shape an ornate mask like a traditional sun-face made out of beaten gold. The gold glows slightly, but this does not interfere in any way with your own vision; on the contrary, it actually enhances and improves your ability to see while you wear the Sunburst Mask.
A Sunburst Mask allows you to constantly See Invisibility, but only when the invisible objects or creatures are within 20 feet of you.
This soulmeld improves the lighting in your own space by one light level (from darkness to dim light), while you are in darkness, but has no other lighting effect. In particular, it has no effect upon light at all while you are in conditions of dim light or brighter.
Essentia: Every point of essentia you invest in this soulmeld increases the radius of your ability to See Invisibility by 10 feet.
[h=4]Chakra Bind (Brow)[/h]

The Mask's facial expression becomes a sly grin, and lenses of golden crystal appear in the eyeholes to cover them.

A Sunburst Mask bound to your Brow renders you immune to the Blinded and Dazzled conditions. If you have essentia invested in the soulmeld, then you also gain an insight bonus (equal to the number of points of invested essentia) on Will saveing throws against Illusions or any effect that bestows the Confused condition.
[h=4]Chakra Bind (Throat)[/h]

The Mask's expression becomes one of gritty concentration. A new hole opens up in the Mask's forehead, and the glow of the Mask seems to be especially concentrated there.

While the Sunburst Mask is bound to your Throat Chakra, it can produce a beam of intense light at your command. As a standard action, you can fire this beam at a target within 30 feet as a ranged touch attack; if the beam hits, it deals 2d4 points of damage (plus 1d4 points for every point of essentia you have invested in the soulmeld).
[h=4]Chakra Bind (Pattern)[/h]

The Mask's expression does not change, but lenses of dark crystal cover its eyeholes, and the mouth opens wider to display a strange, shimmering glow.

A Sunburst Mask bound to your Pattern Chakra can produce especially intense beams of light, which duplicate focused sunlight in all respects. As long as you have at least 1 point of essentia invested in this soulmeld, then as a standard action, you can fire a beam of light at a target within 60 feet. If the beam hits, it deals 1d8 points of damage per point of invested essentia- to most targets. Undead targets instead take 2d6 points of damage per point of invested essentia, unless they are specially vulnerable to bright light or sunlight. In the latter case, the target takes 2d8 points of damage per point of invested essentia.
You can use this ability up to three times, plus one time per point of essentia invested in the Mask, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the beam 4 times and you then reduce your essentia investment in the Sunburst Mask to 1 point or 0 points, then the Mask immediately unshapes.
[h=3]Volcanic Boots[/h]

Descriptors: Magma
Classes: Foundationist (Fire)
Chakra: Feet, Heart (Pattern)
Saving Throw: See text

Burning incarnum forms itself at your direction into a pair of thick boots apparently molded from still-burning magma, though they do no harm to you or anything you are wearing. You leave trails of briefly-lit embers and cooling pumice particles behind as you walk.

Volcanic Boots protect you from heat, granting you Resist Fire 5.
Essentia: Every point of essentia you invest in the Volcanic Boots increases the Resist Fire by +5.
[h=4]Chakra Bind (Feet)[/h]

The Boots tighten and clamp shut around your ankles and lower legs, filling your lower body with their heavy heat.

When Volcanic Boots are bound to your Feet Chakra, they allow you to channel some of their power into attacks when you charge. Whenever you successfully hit a foe with the melee attack at the end of a charge, you add an extra 1d4 Fire damage (plus 1d4 more per point of essentia invested in the soulmeld). This damage is not multiplied with other damage on a confirmed critical hit.
[h=4]Chakra Bind (Heart)[/h]

The Boots rise around your legs to form more of a pair of pants made of lava, rather than simple boots. By an effort of will, you can force them to discharge some of their heat into the ground.

With the Volcanic Boots bound to your Heart Chakra, you can use their connection with the power of Earth to literally melt earth or stone that is near you. As a full-round action that does not provoke attacks of opportunity, you can convert one adjacent 5-foot square of earth or stone to molten magma. The magma continues to burn for 1 minute per meldshaper level of the Volcanic Boots before cooling into a block of solid stone, and during that time, any creature that moves into or stands on the square takes 4d6 Fire damage (plus 1d6 per point of essentia invested in the Volcanic Boots). Changing the amount of essentia invested in the Boots immediately changes the damage dealt by all still-molten squares produced by use of this ability.
No save can reduce this damage to creatures which enter or stand in the space after it is molten, but a creature which is standing in the space during the round you convert it to magma is allowed a Reflex save for half damage (provided it leaves the molten space during its turn).
[h=4]Chakra Bind (Pattern)[/h]

When you bind the Boots to your Pattern, the ankle and foot portions disappear into your legs, leaving only the soles to cover the bottoms of your feet- though there, the fiery orange magma remains. With a small effort, you are able to break off pieces of it to leave behind you as you walk.

When Volcanic Boots are bound to your Pattern Chakra, you can leave unpleasant surprises behind you as you walk, to hinder and slow your foes. As long as you have at least 1 point of essentia invested in the soulmeld, you can activate this power as a swift action. Once activated, every 5-foot square that you enter during that round that has a floor of stone or earth grows Magma Bombs like those created by the spell (see below). These special Magma Bombs are exactly like the normal spell effect, except that the duration is only 1 minute per point of essentia invested in the Volcanic Boots, and the Perception DC needed to find them is equal to 25 + the number of essentia invested in the soulmeld (rather than a static 29). These numbers are set for any particular patch of Magma Bombs as you create them, and do not change later on if you change your essentia investment in the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Boots, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the Magma Bombs 4 times and you then reduce your essentia investment in the Volcanic Boots to 1 point or 0 points, then the Boots immediately unshape.

Magma Bombs (Conjuration (Creation)) [Earth, Fire]
Creatures in area take damage, and may also be slowed.


Level: Druid 4, Sorcerer/Wizard 4 (note: Where the Elemental schools from APG and Ultimate Magic are allowed, this spell should show up on both the Earth and Fire lists.)
Components: V, S, M/DF (a sliver of obsidian and a chunk of hardened lava)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial (see text)
Spell Resistance: No

Cast upon rocky ground, stone floors, bare earth, or similar surfaces, this spell conjures heat and magma into the surfaces and covers small bubbles of molten rock mixed with highly compressed volcanic gas with thin crusts of material like the surrounding floor that are difficult to spot.
Magma Bombs explode when trod upon, dealing damage to creatures walking upon the affected ground. Any creature moving on foot into or through the spell's area takes 1d4 Fire damage and 1d4 Bludgeoning damage for each 5 feet of movement through the bombed area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours, or until the injured creature receives a Cure spell (which also restores lost hit points). Another creature can remove the penalty by taking 10 minutes to clean and dress the injuries and succeeding on a Heal check against the spell's save DC.
Magic traps such as Magma Bombs are difficult to detect. A Rogue (or other creature with the Trapfinding ability) can use the Perception skill to find Magma Bombs. The DC is 25 + spell level, or DC 29 for Magma Bombs. Magma Bombs is a magic trap that can't be disabled with the Disable Device skill.
 
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paradox42

First Post
Water Foundationist Soulmelds (Full Descriptions)

Not including Subtlety of the Marid, since that was posted with the Ultimate Campaign soulmelds back in post #82.

[h=3]Cerulean Sandals[/h] [h=4]Chakra Bind (Pattern)[/h]
Your feet and lower legs are encased in the flowing ice of the Sandals, which becomes more translucent than blue as its color drains into you. The soles become slick, allowing you to almost skate across the floor, moving much faster than normal- but you lose no balance, because the speed and power of the flowing water is within you now.

When Cerulean Sandals are bound to your Pattern Chakra, you can move much faster than normal- and not just in terms of ground speed. As a swift action, you increase your speed and reaction time for 1 round, as if under the effects of a Haste spell except for the short duration. This grants you a +1 bonus on attack rolls, a +1 dodge bonus to AC and Reflex saves, +30 feet to every mode of movement you currently possess (to a maximum of double the normal speed for that movement type), and allows you to make one extra attack at your full attack bonus when you make a full attack action.
You can use this ability up to one time per meldshaper level of the Sandals, at which point the soulmeld unshapes.
[h=3]Elemental Avatar[/h]
Descriptors: Water
Classes: Foundationist (Water)
Chakra: Soul (Pattern)
Saving Throw: None

The raw elemental incarnum flows together into a second body encasing your own, a large image of the elemental type you pulled the incarnum from. Its translucent form is superimposed over your own body, clothing, and armor, and it moves with you, copying your every movement (even facial expressions) in perfect synchronization.

Pulling together incarnum drawn from the most basic and primitive inhabitants of the Elemental Planes, the Elementals themselves, you shape a second body to cover your own which in all particulars resembles an elemental of the type matching the soulmeld's element descriptor. For example, if you shape an Elemental Avatar (Water), the avatar resembles a Water Elemental. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).
Unlike most soulmelds, an Elemental Avatar (regardless of descriptor) does not provide you with any benefit unless you bind it to a chakra or invest essentia into it.
Essentia: Every point of essentia you invest in the Elemental Avatar grants you a bonus based upon the elemental descriptor of the soulmeld:
Water: +1 insight bonus on melee attack rolls.
[h=4]Chakra Bind (Soul)[/h]
The avatar contracts, and your body expands, pulling the power into your being and merging with it to give you a new body.

While the Elemental Avatar is bound to your Soul Chakra, you literally become a Huge Elemental of the type matching the soulmeld's descriptor, as if using Elemental Body IV (except this ability is constant, and has no maximum duration).
[h=4]Chakra Bind (Pattern)[/h]
The avatar contracts about you, merging with your own body and granting you the ability to move like the elemental it resembles.

When bound to your Pattern Chakra, the Elemental Avatar grants you a movement type based upon the elemental descriptor of the soulmeld:
Water: You gain Swim 30 feet.



[h=3]Elemental Channel[/h]
Descriptors: Water
Classes: Foundationist (Water)
Chakra: Arms, Hands, Heart, Throat (Pattern)
Saving Throw: See text

The raw elemental incarnum comes when you call it, and without any real direction it assumes the form of a small tube of brightly-colored energy, through which you can tap still more power from the Elemental Plane it connects to.

Elemental Channel grants you the ability to use a 0-level spell (depending on its elemental descriptor) as a spell-like ability, using the soulmeld's meldshaper level as the caster level, at will:
Water: Create Water at will.
Unlike most soulmelds, an Elemental Channel (regardless of descriptor) does not provide you with any benefit for invested essentia unless you bind it to a chakra.
[h=4]Chakra Bind (Arms)[/h]
One end of the tube of elemental power seals, lengthens, and morphs into a new shape- a melee weapon for you to use, which contains the raw power of its element to deal extra harm to your foes when you strike them with it.

You shape elemental incarnum into a melee weapon (sized normally for you) that contains the raw power of the energy type matching the elemental descriptor of the soulmeld.
An Elemental Channel bound to your Arms Chakra has a form depending on its elemental descriptor: Water is a battleaxe of ice (and has the Frost special ability). You are considered proficient with the weapon, whether or not you are proficient with normal weapons of the same type; feats which apply to specific weapons or weapon groups (such as Weapon Focus) apply normally to the Elemental Channel in this form.
Each point of essentia you invest in the Elemental Channel weapon grants the weapon an enhancement bonus of +1, up until you invest 5 or more essentia into the soulmeld. When you invest 5 or more essentia into the Elemental Channel, it loses two points of enhancement bonus (so the total bonus equals the number of points of invested essentia minus 2), but gains the "bursting" version of its special ability in place of the original special ability. Frost changes to Icy Burst. For example, when you use an Elemental Channel (Water), investing 4 points of essentia in the soulmeld makes it a +4 Frost Battleaxe, but investing 5 points of essentia makes it a +3 Icy Burst Battleaxe instead.
The Elemental Channel in weapon form cannot be Sundered or otherwise destroyed, except by effects that unshape soulmelds. If the weapon leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible for some reason, it falls at your feet (and in any case, attempts to return again on your next turn). Any other creature attempting to wield the weapon treats it as a mundane weapon of its type with no special abilities, however exotic in appearance it may be.
[h=4]Chakra Bind (Hands)[/h]
The tube lengthens and wraps itself around your body, snaking its ends along your arms to finish with each end in one of your hands.

An Elemental Channel bound to your Hands Chakra grants you a new spell-like ability (depending on its elemental descriptor), using the soulmeld's meldshaper level as the caster level, which uses more elemental energy to accomplish than the 0-level spell it normally grants:
Water: As a standard action, you can Chill Metal on one target (or one 5-foot square, if you wish to affect metal not held by a creature) within 5 feet, plus 5 feet per point of essentia invested in the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your Elemental Channel has the Water descriptor, and you have already used the Chill Metal 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.
[h=4]Chakra Bind (Heart)[/h]
The tube widens immensely, while its length shrinks until nearly vanishing, attaching itself to your chest and forming a large circle of energy upon it.

With the Elemental Channel bound to your Heart Chakra, you can use it to Summon actual Elementals from the plane matching its elemental descriptor. As a standard action, you Summon an Elder Elemental of the same type as your soulmeld (for example, an Elemental Channel (Water) will summon an Elder Water Elemental), as if by the spell Summon Monster VIII. The elemental remains on your plane, acting as you direct, for 1 round per meldshaper level of the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already summoned the elemental 4 times and you then reduce your essentia investment in the Elemental Channel to 1 point or 0 points, then the Channel immediately unshapes.
[h=4]Chakra Bind (Throat)[/h]
The tube embeds itself in your throat and neck, leaving part of itself exposed like a weird sort of pendant (without a necklace or chain to hold it there), but releasing its energy into you rather than directly into the world around you.

When the Elemental Channel is bound to your Throat Chakra, it releases most of its energy into you rather than the outside world, but you can release this energy out of your body to gain a useful ability. The specific ability granted by release of this elemental energy depends upon the soulmeld's elemental descriptor:
Water: As a standard action, you can teleport yourself and up to one other target per point of essentia invested in the soulmeld, as if by the spell Greater Teleport.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your Elemental Channel has the Water descriptor, and you have already teleported 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.
[h=4]Chakra Bind (Pattern)[/h]
The tube widens and lengthens, largely merging with your body and leaving only its ends sticking out from the palms of your hands. You feel the elemental energy surging through you, eager for an explosive release.

An Elemental Channel bound to your Pattern Chakra can release explosive bursts of raw elemental energy, if you have any essentia invested in the soulmeld. As long as you have at least 1 point of essentia invested in the soulmeld, you can create a Burst of energy centered on any point within 20 feet per point of invested essentia, as a standard action. The radius of this burst of energy is equal to 5 feet per point of invested essentia, and its specific energy type depends upon the elemental descriptor of the Elemental Channel: Water produces Cold. Regardless of the specific energy type, the burst deals 1d6 points of damage (plus 2d6 per point of essentia above the first invested in the soulmeld) to all within it. A Reflex save applies for half damage.
For example, if you are using an Elemental Channel (Water), and have 1 point of essentia invested in it, then you produce a burst of Cold within 20 feet, that has a 5-foot radius and deals 1d6 points of Cold damage. If, on the other hand, you have 4 points of essentia invested in the soulmeld, then you instead produce a 20-foot radius burst centered on any point within 80 feet, dealing 7d6 points of Cold damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the burst 4 times and you then reduce your essentia investment in the Elemental Channel to 1 point or 0 points, then the Channel immediately unshapes.



[h=3]Elemental Chasuble[/h]
Descriptors: Water
Classes: Foundationist (Water)
Chakra: Heart (Pattern)
Saving Throw: None

The raw elemental incarnum weaves itself under your direction to form an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but incarnum is woven like glowing, brightly-colored thread into intricate patterns down its front.

The Elemental Chasuble binds the material of an Elemental Plane to the garment and infuses it with power.
When you wear the Chasuble, you are considered a native on any plane with an elemental trait matching the soulmeld's elemental descriptor (and gain the Extraplanar subtype while on the Material Plane). While on any such plane, you ignore the effect of any elemental traits of the plane- even traits not directly matching your Chasuble's descriptor. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).
For example, if you shape an Elemental Chasuble (Water), you would be considered native on the Elemental Plane of Water, the Elemental Plane of Cold/Ice, the Elemental Plane of Ooze/Mud, the Elemental Plane of Steam, and the Elemental Plane of Salt.
The Elemental Chasuble also grants you Resistance to a specific energy type, based on its elemental descriptor. Water grants Resist Cold 10.
Essentia: Every point of essentia you invest in the Elemental Chasuble increases the energy resistance granted by the soulmeld by 5 points:
[h=4]Chakra Bind (Heart)[/h]
The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to form conduits between you and the planes matching the Chasuble's element.

Once per week, an Elemental Chasuble bound to your Heart Chakra allows you to open a Gate (with caster level equal to the soulmeld's meldshaper level) to any plane matching the soulmeld's elemental descriptor. You must have and spend the material component in order to use the Calling function of this Gate.
[h=4]Chakra Bind (Pattern)[/h]
The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to summon inhabitants of the plane matching the Chasuble's element.

An Elemental Chasuble bound to your Pattern Chakra allows you to Summon actual elementals to do your bidding. As a standard action, you can Summon a Small Elemental of a type matching the elemental descriptor of your Elemental Chasuble (for example, an Elemental Chasuble (Water) Summons a Small Water Elemental). This works essentially as if you had used the spell Summon Monster II, except the duration is only 1 round (plus 1 round per point of essentia you have invested in the Chasuble).
You can use this ability up to one time per meldshaper level of the Chasuble, at which point the soulmeld unshapes.
[h=3]Frost Helm[/h] [h=4]Chakra Bind (Pattern)[/h]
The Frost Helm merges into your head directly, spreading downward onto your face and neck until your head somewhat resembles that of a frost worm. Your eyes meld into the Helm's odd nodule, cheeks grow lumpy protrusions, and your skin where the Helm is a part of you becomes thick and blue-white in color.

When bound to your Pattern Chakra, the Frost Helm allows you to stun opponents much like an actual Frost Worm can. As a standard action, you can produce a trilling sound that stuns opponents within 20 feet: you can target one creature, plus one per point of essentia invested in the Frost Helm. Targets must make Will saves or be stunned for 1d4 rounds. If a stunned creature is attacked, or a non-stunned creature spends a full-round action to shake the stunned one violently, then the stunned creature is allowed another save to break the effect. Once a creature has resisted or broken the effect of this soulmeld, it cannot be affected again by your Frost Helm's trill for 24 hours. Actual Frost Worms are immune to this effect.
[h=3]Kraken Mantle[/h] [h=4]Chakra Bind (Pattern)[/h]
Your eyes grow large, with enormous pupils ringed with red, resembling the staring eyes of an actual Kraken.

With a Kraken Mantle bound to your Pattern Chakra, you can breathe water or air equally well, as if you were constantly under the effect of a Water Breathing spell.
[h=3]Oceanic Robe[/h]
Descriptors: Water
Classes: Foundationist (Water)
Chakra: Soul, Waist (Pattern)
Saving Throw: See text

You shape the blue-green soul energy into a voluminous robe made of multiple fabric types- some filmy like silk or gauze, others shimmery like satin. The effect of the whole is to create a robe that looks almost like liquid water itself, suggesting the depths of the ocean in its multi-layered folds.

Using the souls of noble Marids, and other such ruling spirits of the Elemental Plane of Water, you create a soulmeld that allows you to command and control water with some of their authority. This soulmeld is one of the first that a Foundationist with the Water affinity learns to shape, and most Foundationists plying their trade on seagoing vessels keep one shaped at all times as a matter of course.
While you wear the Oceanic Robe, you are able to breathe both water and air, as if under the effect of a constant Water Breathing spell.
Unlike most soulmelds, the Oceanic Robe does not provide you any benefit for investing essentia into it unless it is bound to a chakra.
[h=4]Chakra Bind (Soul)[/h]
Shimmering brightly with flecks of white and yellow, the Robe fits you like a body-sized glove, merging your will perfectly with those of the strong-willed souls within it.

When the Oceanic Robe is bound to your Soul Chakra, you have near-total control over water. At will, as a standard action, you can use Control Water (using the Robe's meldshaper level as the caster level) as a spell-like ability.
[h=4]Chakra Bind (Waist)[/h]
The Robe flows onto you and wraps itself around your body, acquiring sparkling flecks of bright green in its fabric layers and somehow creating a belt of similar fabrics which wraps itself around your waist to keep the Robe on you.

With the Oceanic Robe bound to your Waist Chakra, you can use the power of the souls within it to control water. As a standard action, you can use Control Water as a spell-like ability, using the Robe's meldshaper level as the caster level- but only for a total duration each day of 60 minutes, plus 10 minutes per point of essentia invested in the Oceanic Robe. These minutes need not be consecutive, but they must be spent in 1-minute increments (if you end one Control Water effect on a round making its duration a fractional minute, then that counts as 1 full minute of your daily time used). If you change the amount of essentia invested in the soulmeld such that you have used up more time than you have available, then any Control Water effect you have active at that time immediately ends as though you had dismissed it (though this is involuntary, and does not cost you any action).
[h=4]Chakra Bind (Pattern)[/h]
Once your Oceanic Robe is bound to your Pattern, parts of its inner layers merge with your body, and you begin to flow as easily as the water the Robe so closely resembles.

An Oceanic Robe bound to your Pattern allows you flow and move with the inevitable, incontestable nature of water, simply bypassing or leaving obstacles behind. You can use Freedom of Movement at will, activating or deactivating it as a free action on your turn, but can only spend a total number of minutes under the effect equal to the meldshaper level of the Robe. The rounds spent under the effect of Freedom of Movement need not be consecutive, but when you use them all up, the soulmeld unshapes.
[h=3]Purewater Globes[/h]
Descriptors: Water
Classes: Foundationist (Water)
Chakra: Hands, Heart (Pattern)
Saving Throw: None

Tapping into the volumes of the endless ocean where new Water Elementals are born from the raw matter of the Elemental Plane of Water, you cause a pair of shimmering, translucent globes of water to coalesce into being around your hands.

Some of the purest, most innocent souls in the cosmos can be found in the Birthing Depths- the mysterious zone within the Elemental Plane of Water where new currents and vortices swirl together and spontaneously give birth to new Water Elementals. By specifically tapping into the souls bound for this region, you can pull some of the purity and cleansing power of the waters there into your plane and yourself.
Purewater Globes work to clean anything you touch, granting you a +4 competence bonus on Heal checks and a +2 resistance bonus on Fortitude saves against afflictions.
Essentia: The competence bonus increases by +2 for every point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Hands)[/h]
Wrapping themselves more tightly about your hands and shrinking in upon them, the Globes waver and ripple constantly, as though the water within is eager for release.

While the Purewater Globes are bound to your Hands Chakra, you can use their power to simply destroy spells using Fire energy before they can have any effect at all. Once per round, you can ready an action to counterspell against any opponent, even if you have no actual spellcasting powers yourself.
If the target of your ready counterspell attempts to cast a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Fire descriptor, you can attempt to counter it using only the power of the Purewater Globes rather than an actual spell of your own. This works essentially like casting Dispel Magic as a counterspell, except that you use the Purewater Globes' meldshaper level as your caster level to make the check; the DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.
[h=4]Chakra Bind (Heart)[/h]
The Globes expand and flow up your arms, merging together on your torso and covering your upper body with a loose skin of crystal-clear water.

With the Purewater Globes bound to your Heart Chakra, you can use the power of their cleanliness to literally wash away dark magic. Once per day, as a standard action, you can use Remove Curse as a spell-like ability, using the Globes' meldshaper level as your caster level for the effect. If the attempt fails, it does not count against your number of uses for the day- only successful removals are counted. Each point of essentia you invest in the Purewater Globes grants you another daily use of this ability, but during each day you track the total number of times you have used it to compare against your limit based on invested essentia- that is, you cannot gain extra uses simply by investing essentia and then divesting it after a successful use of the power.
[h=4]Chakra Bind (Pattern)[/h]
Once the Purewater Globes are bound to your Pattern, they send tiny splashes and bursts of droplets into the air constantly, as though the water within them is straining to be used.

Purewater Globes bound to your Pattern allow you to simply destroy spells using Fire energy with their power, before they can have any effect at all. Whenever an opponent to which you have line of effect casts a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Fire descriptor, you can attempt to counterspell it as an immediate action- using only the power of the Purewater Globes rather than an actual spell of your own.
This works essentially like casting Dispel Magic as a counterspell, except that it takes an immediate action rather than a standard action, and you use the Purewater Globes' meldshaper level as your caster level to make the check. The DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.
You can use this ability up to three times, plus one time per point of essentia invested in the Globes, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already made 4 counterspell attempts and you then reduce your essentia investment in the Purewater Globes to 1 point or 0 points, then the Globes immediately unshape.
[h=3]Sailor's Bracers[/h] [h=4]Chakra Bind (Pattern)[/h]
The leather of the Bracers merges with your body, becoming a part of the skin of your arms.

When Sailor's Bracers are bound to your Pattern, you can use Know Direction as a spell-like ability, at will.
[h=3]Sharkskin Tunic[/h]
Descriptors: None
Classes: Foundationist (Water), Totemist
Chakra: Shoulders, Waist (Pattern, Totem)
Saving Throw: None

Incarnum comes together to form a tunic of smooth gray hide, speckled with white and blue, which drapes itself around your torso wetly.When you wear it, your movements and demeanor become more impatient, perhaps even frantic, as though a lurking frenzy within you is yearning for expression.

By melding together the souls of sharks, both supernatural and not, you create a soulmeld that grants you some of their facility with swimming and some of their ferocity. For fairly obvious reasons, this soulmeld is a favorite of Sahuagin Totemists and Foundationists, and is becoming increasingly common among other meldshapers of that race as the Totemists and Foundationists teach the method.
While you wear a Sharkskin Tunic, you gain a Swim speed of 10 feet, or your existing Swim speed increases by +10 feet, and +8 on Swim checks as though the speed were natural to your race (this does not stack with your regular +8 bonus if a Swim speed really is natural to your race).
Essentia: Every point of essentia you invest in the Sharkskin Tunic increases the Swim speed by +5 feet.
[h=4]Chakra Bind (Shoulders)[/h]
The Tunic clings to your shoulders and back, growing fins near your shoulders which help to stabilize you in the water. At the same time, it grows slits suggesting gills, and you feel less of a need to breathe as long as you stay mobile.

When a Sharkskin Tunic is bound to your Shoulders Chakra, it grants you a +4 competence bonus on Swim checks, and a +1 resistance bonus on CON checks to hold your breath. For every point of essentia you invest in the soulmeld, the competence bonus increases by +2 and the resistance bonus increases by +1.
[h=4]Chakra Bind (Waist)[/h]
The Tunic clings to your waist, wrapping itself around your body and growing a powerful tail with flukes on the end that significantly boosts your speed underwater.

With the Sharkskin Tunic bound to your Waist Chakra, you gain an extra +10 feet to your Swim speed. You also gain the ability to move both before and after an attack, as though you had the Spring Attack feat.
[h=4]Chakra Bind (Pattern)[/h]
Once the Sharkskin Tunic is bound to your Pattern, it merges into your body, but your own skin takes on the texture of the sharkskin the Tunic so closely resembles. Within your mind, you feel the frenzy of the sharks as a distinct presence- and can bestow that same frenzy on others who let you.

A Sharkskin Tunic bound to your Pattern allows you to bestow some of the frenzy of sharks on willing creatures near you. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can use Rage as a spell-like ability on a number of willing targets within 30 feet of you equal to the number of essentia you have invested in the Tunic. Once active on a creature, neither you nor the target need concentrate to keep the Rage active; it lasts for a maximum number of rounds equal to the meldshaper level of the Tunic, but each target can end its Rage voluntarily as a free action (and no target is Fatigued after the Rage, as a typical Barbarian would be).
You can use this ability up to three times, plus one time per point of essentia invested in the Tunic, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the Rage 4 times and you then reduce your essentia investment in the Sharkskin Tunic to 1 point or 0 points, then the Tunic immediately unshapes.
[h=4]Chakra Bind (Totem)[/h]
The Tunic grows a hood, which merges with your head once you put it on to give your skin the same texture as the Tunic itself- and also greatly widens your mouth, filling it with rows of razor-sharp teeth ready to tear into anything that crosses your path.

When a Sharkskin Tunic is bound to your Totem Chakra, you gain a Bite attack dealing 1d8 damage (for Medium size). Every point of essentia you invest in the soulmeld increases the enhancement bonus to attack and damage rolls when you use the Bite by +1.
[h=3]Snowflake Vest[/h]
Descriptors: Cold
Classes: Foundationist (Water)
Chakra: Shoulders, Waist (Pattern)
Saving Throw: See text

You shape the blue-white soul energy into a sturdy, thick vest constructed out of carefully stacked and interwoven crystals of ice resembling giant snowflakes. Donning it, you feel the cold from the ice seep into your body and being, bringing some of the power of the deepest extraplanar winter to you.

Tapping into soul energy from elemental spirits of the Elemental Plane of Ice, this soulmeld was one of the first discovered by the early Foundationists in their quest to use the powers of the elementals for meldshaping. By pulling tiny flakes of soul energy from the elementals together and stacking them, one can create a vest of soul energy that grants the wearer some of the cold-based powers of the inhabitants of that frigid plane.
While you wear the Snowflake Vest, it helps numb you against cold, blunting the power of cold attacks upon you. You gain Resist Cold 5.
Essentia: The Resist Cold increases by +5 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Shoulders)[/h]
Wrapping itself more tightly about your shoulders and back, the Vest forms a choker of snowflakes across your neck. Gradually, a small swarm of snowflakes drifts off of the Vest and into the air around you, surrounding you with a miniature snow flurry all your own.

While the Snowflake Vest is bound to your Shoulders Chakra, any creature that strikes you in melee deals normal damage to you, but at the same time takes 1d6 points of Cold damage itself. Creatures wielding weapons with exceptionally long Reach, such as Longspears, are not subject to this damage if they attack you from positions not adjacent to you. For every point of essentia you invest in the Snowflake Vest,, the Cold damage dealt to each attacker increases by 1d6 points.
[h=4]Chakra Bind (Waist)[/h]
The Vest thickens and grows across your torso like ice crystals advancing across a lake in winter, eventually forming a coating of ice over your arms, chest, and neck. Though the ice remains cold, it does not drain heat from you, but instead remains pleasantly cool for you.

With the Snowflake Vest bound to your Waist Chakra, the ultimate power of the cold within you is strong enough to blunt attacks which seek to harm you with heat, overwhelming such attacks with blissful cold. As long as you have any essentia invested in this soulmeld, you gain Resist Fire equal to five times the number of essentia so invested.
[h=4]Chakra Bind (Pattern)[/h]
Once your Snowflake Vest is bound to your Pattern, the snowflakes float off your body into a swarm of tiny snow crystals surrounding you- and yet they retain the general outline of a vest, just the same. Still linked to you, more deeply than before in fact, they move at your direction now.

A Snowflake Vest bound to your Pattern allows you to attack nearby creatures with the snow crystals directly. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can create a momentary ring of whirling snow that surrounds you. Creatures adjacent to you take 1d6 points of Cold damage per point of essentia invested in the Snowflake Vest. A Reflex save applies for half damage.
[h=3]Steaming Veil[/h]
Descriptors: None
Classes: Foundationist (Water), Incarnate, Soulborn, True Necrocarnate
Chakra: Brow, Throat (Pattern)
Saving Throw: See text

Blue-white incarnum forms a bubbling liquid before you, which boils away within seconds to form a cloud of similarly-colored steam. You capture this steam and tease it into the shape of a gauzy veil, which wraps around your head and covers your face without restricting your vision in the slightest.

The deceptive and secretive nature of Steam Elementals is well documented, and famous throughout the cosmos. By partaking of some of their essence to craft this soulmeld, a meldshaper can employ some of that deception for his or her own use.
A Steaming Veil grants you a +4 insight bonus on Bluff and Disguise checks.
Essentia: The insight bonus increases by +2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Brow)[/h]
As you bind the Veil to your Brow, it sinks into you, becoming a part of your body- and reshaping your appearance like wet clay as it does so.

When you shape a Steaming Veil bound to your Brow, or rebind an already-shaped Veil to your Brow, you create a disguise as though casting a Disguise Self spell to create a disguise. This special disguise, unlike the spell, has no maximum duration (it lasts as long as the soulmeld remains shaped), and also affects sound qualities as well as visual ones. Tactile qualities, and other sensory qualities, are still not altered by the effect. You get a +10 bonus to the Disguise check, as per the spell description, and because this bonus is unnamed it stacks with the bonus granted by the Steaming Veil to Disguise checks without any Chakra Bind.
[h=4]Chakra Bind (Throat)[/h]
The strange steam coalesces to form a choker of blue-white fabric, like filmy silk or gauze, which ties around your neck and throat. The choker continues to emit steam which rises around your head, but you feel a greater portion of steam within you, merging magically with your voicebox and language centers to change your way with words.

While the Steaming Veil is bound to your Throat Chakra, it grants you a +4 insight bonus on Linguistics checks made to create or detect forgeries. This insight bonus increases by +2 per points of essentia you invest in the soulmeld.
[h=4]Chakra Bind (Pattern)[/h]
When the Steaming Veil binds to your Pattern, it expands across your whole body to form a diaphanous covering of steam.

When a Steaming Veil is bound to your Pattern Chakra, you can wrap yourself in a cloak of steam and illusion to become more difficult to target. As a swift action, you gain concealment for 1 round, duplicating the effect of the Blur spell except for the shorter duration. At the beginning of your next turn, the effect ends, unless you spend another swift action to keep it active. If you do spend the swift action at that time, then you stay concealed rather than becoming fully visible (even for an instant).
You can use this ability up to five times per meldshaper level of the Veil, at which point the soulmeld unshapes.
[h=3]Urskan Greaves[/h] [h=4]Chakra Bind (Pattern)[/h]
White fur covers your lower legs, and strength pours through your whole body, lending power to your attacks.

When Urskan Greaves are bound to your Pattern, you can add wintery power to every melee attack you make. If you have at least 1 point of essentia invested in this soulmeld, then as a swift action, you can charge your attacks with cold energy for 1 round. During that round, every melee attack you hit with deals +1d4 Cold damage per point of essentia you invest in the Greaves, in addition to its normal damage. This extra Cold damage is not multiplied on a critical hit.
You can use this ability up to one time per meldshaper level of the Greaves, at which point the soulmeld unshapes.
[h=3]Winter Mask[/h] [h=4]Chakra Bind (Pattern)[/h]
The Mask of the wolf merges into your head, becoming a part of you and giving you a feeling of pleasant cold through your entire body. White fur sprouts from your arms and hands, and the cold within you becomes especially intense in your palms.

A Winter Mask bound to your Pattern Chakra allows you to strike foes with balls of ice and snow from a distance. As long as you have at least 1 point of essentia invested in this soulmeld, then as a move action that does not provoke attacks of opportunity, you can make a ranged touch attack upon one opponent within 60 feet. If the attack hits, then it deals 1d6 points of Cold damage per point of essentia you have invested in the Winter Mask. Because this ability requires a move action, you can use it during the same round you make another attack using a standard action (though you will give up the ability to move, even as far as a 5-foot step, if you do, unless you somehow have more than the normal number of actions available to you).
You can use this ability up to one time per meldshaper level of the Mask, at which point the soulmeld unshapes.
 

paradox42

First Post
True Necrocarnate Soulmelds (Full Descriptions)

Note that soulmelds covered in other posts are not covered here; this post is to contain complete descriptions for soulmelds not already covered elsewhere. A list of True Necrocarnate soulmelds that are not in MoI, but also are not covered in this post, follows before the first actual True Necrocarnate soulmeld:
Feet of Clay and Ocher Shirt are covered in post #90 (Earth Foundationist Soulmelds) along with the Pattern Chakra Bind for Shadow Mantle (not that that matters to a True Necrocarnate).
Revolutionary's Cloak is covered in post #62.
Smoke Skirt and Voidmask are covered in post #89 (Air Foundationist Soulmelds) along with the Pattern Chakra Bind for Fellmist Robe (not that that matters to a True Necrocarnate).
Steaming Veil is covered in post #92 (Water Foundationist Soulmelds, immediately above this one, unless ENWorld did something really weird with their page code since I posted this).

[h=3]Midnight Bracers[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Arms
Saving Throw: None

Pulling together the souls enslaved to your will, you form the necrocarnum into a pair of night-black bracers which seem to constantly twitch and shudder as though they were trying to move independently of you.

Harnessing necrocarnum made from merely enslaved souls, rather than tortured ones, you can force the souls to defend you from enemies through trickery and deflection. By putting this sort of necrocarnum into your arms, you can become better at feinting, and quicker on the draw when push comes to shove.
While you wear Midnight Bracers, you can make a Bluff check to feint in combat as a move action, rather than a standard action, as if you had the Improved Feint feat.
Essentia: You gain a +1 insight bonus on initiative checks for every point of essentia you invest in Midnight Bracers.
[h=4]Chakra Bind (Arms)[/h]

The bracers attach themselves firmly to your arms and wrists, causing your own limbs to twitch and swing independently of your conscious direction just as the bracers themselves do.

When the Midnight Bracers are bound to your Arms Chakra, your arms can react without your conscious direction to knock projectiles aside. Once per round, plus one more time for every point of essentia you invest in the soulmeld, you can knock a ranged weapon aside just before it hits you so that it deals no damage. This works essentially like the Deflect Arrows feat, except that you can use this ability even while flat-footed, need not be aware of the attack, and can use it more than once per round (if you have essentia invested in the Midnight Bracers).


[h=3]Midnight Cap[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Crown
Saving Throw: None

The necrocarnum coalesces into a plain skullcap of velvety fabric so black that it seems to swallow the light. Hovering near your head rather than directly riding on it, the cap exudes wisps of darkness which obscure your face from others even as they clarify things in your visual field.

Necrocarnum made from enslaved souls (as opposed to tortured ones) has a way with deception that is hard to beat. Using this sort of necrocarnum as a hat allows it to both deceive enemies who try to find you with magic, and see through the deceptions of others.
Unlike most soulmelds, Midnight Cap does not grant you any benefit unless you invest essentia into it.
Essentia: You gain a +1 resistance bonus on Will saves against Scrying and Illusion effects for every point of essentia you invest in your Midnight Cap.
[h=4]Chakra Bind (Crown)[/h]

The skullcap settled firmly onto your head, providing you with protection from those who would try to determine your true intentions.

With a Midnight Cap bound to your Crown Chakra, you have no alignment aura, and your alignment cannot be detected via supernatural means- as if you were constantly under the effect of an Undetectable Alignment spell.


[h=3]Midnight Cloak[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Shoulders
Saving Throw: None

The enslaved souls flow together to form an elegant, hooded cloak of purest black which hovers gently about you without touching you, undulating gently in an unfelt breeze. Wisps of shadow float off of it from time to time, and whispers from nameless sources are audible to you when you focus on hearing them.

Using necrocarnum made from enslaved souls, instead of tortured ones, you can force the souls to defend you from enemies through trickery and guile. By forming this sort of necrocarnum into a garment that you can wrap around yourself, you can partake of this trickery to aid you in tricking your opponents.
A Midnight Cloak grants you a +2 competence bonus on Bluff and Sleight of Hand checks.
Essentia: The competence bonus increases by 2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Shoulders)[/h]

The Cloak settles onto your shoulders, and an ornate necklace of strange black metal that manages to look shiny despite being pitch-black in color fastens it around you. When you raise the hood and focus, the Cloak billows out and hides you from all sight.

With the Midnight Cloak bound to your Shoulders Chakra, you can raise the hood and command the Cloak to make you invisible. If you have essentia invested in the soulmeld, then as a full-round action that does not provoke attacks of opportunity, you can turn invisible as if under the effect of an Invisibility spell, except that the maximum duration is one minute per point of essentia invested in the Midnight Cloak. Once you become visible again, whether that occurs through you making an attack or because the duration simply expired, you cannot use this ability again until 1 minute after you become visible.
Performing the duty of keeping you from others' sight is taxing on the enslaved souls, and they can take advantage of the trickery involved in doing so to escape your will. Therefore, use of this power gradually makes the Midnight Cloak unstable, eventually unravelling it entirely. You can use up to one minute of invisibility per meldshaper level of the Midnight Cloak, after which the soulmeld unshapes. If you spend only a partial minute invisible (for example, by attacking to end the effect), that fractional minute still counts as one full minute against this limit. Should you reach the limit before reaching the maximum duration allowed by the amount of invested essentia, the effect ends early and the soulmeld unshapes (for example, if you have 4 points of essentia invested in the Cloak but only 2 minutes left before you reach the level-based limit, then the soulmeld will unshape and render you visible again after 2 more minutes of use).


[h=3]Midnight Gloves[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Arms, Hands
Saving Throw: None

The necrocarnum of enslaved souls forms a pair of pitch-black gloves which, though moving in perfect synchrony with your real hands, do not actually touch them or anything you wear or grasp with them.

Midnight Gloves grant you a +2 competence bonus on your CMB when you make a Drag or Grapple attempt. The soulmeld also grants you a +2 competence bonus on your CMD against Disarm, Steal, and Sunder attempts.
Essentia: The competence bonuses to both CMB and CMD increase by 2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Arms)[/h]

The gloves attach themselves firmly to your hands, and flow blackly up your arms until they reach your elbows; as they do, a pair of disembodied hands form inside a shadow a few feet away. The disembodied hands move in perfect synchrony with your own.

Midnight Gloves bound to your Arms Chakra allow you to Grapple targets from a distance. This special ranged grapple has a maximum range of 5 feet, plus 5 feet per point of essentia you have invested in the Midnight Gloves. This grapple attempt does not provoke attacks of opportunity from your target, if you are outside the target's threatened area; likewise, since you are not actually making the grapple directly, you do not gain the grappled condition yourself if your grapple check is successful. The target does not need to be moved to a space adjacent to you in order for the ranged grapple to succeed. You can still end the grapple as a free action on your turn, and although you are not grappled yourself, you must still make grapple checks on subsequent rounds to continue holding the opponent. You cannot tie up the opponent held in this ranged grapple, but otherwise have all the standard options of a grapple available to you.
If you change the amount of essentia invested in this soulmeld such that a creature you are currently grappling with this ability is suddenly outside your maximum range, then the grapple ends immediately, along with any special conditions the target might have had such as being pinned. This does not require any action on the part of the target.
[h=4]Chakra Bind (Hands)[/h]

The gloves shrink down and wrap themselves firmly around your hands, fitting you perfectly and helping you use their power more efficiently.

When the Midnight Gloves are bound to your Hands Chakra, you also gain a +2 competence bonus on CMB when you make Disarm, Steal, and Sunder attempts, and you also gain a +2 competence bonus on your CMD against Drag and Grapple maneuvers. These bonuses increase with essentia investment just as the normal bonuses granted by the Gloves do.


[h=3]Midnight Moccasins[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Feet
Saving Throw: None

Souls of flying creatures, enslaved to your will and formed into necrocarnum, coalesce at your direction into a pair of soft black slipper-like shoes which hover just above the ground as often as they stay on it- the effect of the souls trying to fly away from their servitude.

Using necrocarnum made from enslaved souls of flying creatures, you can force them to lift you off the ground. Wearing this necrocarnum on your feet allows you to step more lightly, and thus more quietly than normal (as you can avoid stepping on noisy objects such as dry leaves or loose pebbles).
Midnight Moccasins grant you a +4 insight bonus on Stealth checks.
Essentia: The insight bonus increases by 2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Feet)[/h]

Wrapping snugly about your feet, the Moccasins send off wisps of black smoke and become even darker than they were before- seeming to almost swallow your feet in darkness and shadow. The souls within them are more tightly bound to your will this way, and they will lift you exactly as you wish now.

With the Midnight Moccasins bound to your Feet Chakra, you can fly up to 10 feet (plus 10 feet per point of essentia invested in the soulmeld), with Good maneuverability, once per round as a move action. You must end the flight solidly supported, or you fall.


[h=3]Midnight Necklace[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Throat
Saving Throw: None

Enslaving the souls of scoundrels, thieves, con artists, and diplomats into necrocarnum, you form an elegant necklace of translucent black gems held together by a strange silvery-black metal that seems to ripple quietly like flowing liquid.

A Midnight Necklace forces the enslaved souls within the necrocarnum to enhance your voice and speech powers in strange (but useful) ways. While you are wearing it, it grants you a +2 insight bonus on Bluff, Disguise, and Linguistics checks. Furthermore, you are allowed to use Bluff in place of Intimidate to force an Unfriendly or Hostile creature into helping you, by double-talking and fast-talking the target to trick it into doing what you want. This works exactly like the Influence Attitude use of the Intimidate skill, except that you use a Bluff check in place of Intimidate. Targets subjected to this treatment become just as unfriendly as those subjected to Intimidate once the effect wears off (in this case, because they figure out they were tricked and become angry as a result).
Essentia: The insight bonus increases by 2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Throat)[/h]

Growing more stones and becoming more ornate, the Minight Necklace settles around your neck and sends tendrils of its weird liquid metal into your throat. This does not harm you, but instead allows the enslaved souls within it to enhance your words and voice even more than they could before.

While the Midnight Necklace is bound to your Throat Chakra, you can lie much more convincingly and effectively than you can without it. When using the Bluff skill to convince others that something is true (and only when using it for that purpose, not if you use it for other reasons such as feinting in combat or sending a secret message via innuendo), you receive a +4 competence bonus on the check, plus an additional +2 per point of essentia you have invested in the soulmeld.
Furthermore, your lies are much more difficult to detect via supernatural effects. If an effect is used against you that would detect your lies or force you to speak the truth, such as Discern Lies or Zone of Truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + the number of essentia invested in the soulmeld + the meldshaper level of the soulmeld to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.


[h=3]Midnight Pantaloons[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Feet, Heart
Saving Throw: None

The enslaved souls form necrocarnum at your direction, which weave into loose-fitting pants of diaphanous, silky black fabric. When they are around your legs, you feel the strength of the enslaved souls helping you move.

Midnight Pantaloons grant you a +2 insight bonus on Climb checks. Additionally, while in Dim light or darker conditions, the souls enslaved in the necrocarnum can help you avoid minor obstacles, and you therefore treat all difficult terrain as normal terrain for movement purposes.
Essentia: The insight bonus increases by +2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Feet)[/h]

The Pantaloons settle more tightly around your legs, encasing them in darkness so complete it almost looks as though you are rising from a pool of shadows.

Midnight Pantaloons bound to your Feet Chakra allow you to move magically from one shadow to another via short hops through the Plane of Shadow. This takes a standard action, and works just like the Dimension Door spell, except that you must both begin and end the trip in areas of Dim or darker light conditions, and can only teleport in multiples of 10 feet. Each time you use the Pantaloons to travel this way, some of the souls trapped within the necrocarnum use the opportunity of being on a different plane than you to escape, limiting your range in using this power. You can transport yourself up to 20 feet per meldshaper level of the Midnight Pantaloons, at which point the soulmeld unshapes; you need not use this range all in one hop, but must make your hops in multiples of 10 feet.
[h=4]Chakra Bind (Heart)[/h]

The Pantaloons expand and flow across you, sinking into you and making you appear darker and less well-lit over your entire body though only your legs are actually directly enshrouded by the soulmeld.

Midnight Pantaloons bound to your Heart Chakra allow you to take longer trips through the Plane of Shadow than you can when using the Feet Chakra Bind power. Once per day, as a standard action, you can use Shadow Walk as a spell-like ability.


[h=3]Midnight Shirt[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Arms, Heart
Saving Throw: None

The enslaved souls form necrocarnum at your direction, which weave into a loose-fitting long-sleeved shirt of diaphanous, silky black fabric. The shirt continually emits wisps of shadow and black smoke, making you more difficult to see clearly.

Enslaving souls into necrocarnum and wearing the resulting material as a shirt forces the souls trapped in the soulmeld to play tricks with light that strikes you, thus making you more difficult to see and visually track.
A Midnight Shirt grants you a +4 competence bonus on Stealth checks, when you are in Dim or darker light conditions.
Essentia: Each point of essentia you invest in the Midnight Shirt grants you a +1 dodge bonus to AC.
[h=4]Chakra Bind (Arms)[/h]

The Shirt's sleeves wrap themselves securely around your arms, and a portion of the necrocarnum's shadowy power flows into you. With a few simple flicks of your wrists and hands, you can create tricks of the light that look almost like real objects.

When a Midnight Shirt is bound to your Arms Chakra, you can create false images of yourself to confound your enemies. This takes a full-round action that provokes attacks of oportunity, and creates 1 shadowy duplicate of you plus 1 per point of essentia invested in the soulmeld. These duplicates are figments which exactly resemble you and your equipment, and copy all of your motions, like those created by the Mirror Image spell except for their likely-smaller number. The shadow duplicates last a maximum of 1 round per meldshaper level of the Midnight Shirt before vanishing into wisps of incoherent shadows, but (also) like the images created by Mirror Image, the shadow-duplicates are destroyed by attacks.
If you change the amount of essentia invested in this soulmeld, the number of shadow images changes with it in like proportion- adding essentia adds images, subtracting essentia subtracts images. If you divest enough essentia to destroy all remaining images, then you must use another full-round action if you wish to reactivate the power later.
[h=4]Chakra Bind (Heart)[/h]

The Shirt wraps itself snugly about your body, though the sleeves remain open and loose at the wrists. A portion of the necrocarnum's shadoy power flows into you, and you can bring forth images of shadow that are eerily real.

A Midnight Shirt bound to your Heart Chakra allows you to create a quasi-real image which is much stronger and more useful than those created by the Arms Chakra Bind power. Once per hour, as a standard action that provokes attacks of opportunity, you can create a shadow duplicate of yourself which behaves exactly like that produced by a Project Image spell, except for the following differences. First, the duration of the image is only 1 round plus 1 round per point of essentia invested in the Shirt, and the range is only 25 feet plus 5 feet per point of invested essentia. Second, the you do not need to maintain line of effect to the image in order to maintain it, though it must still stay within range or it immediately dissipates. Third, you can use your Necrotic Touch, soulmeld powers, or any other abilities granted to you by True Necrocarnate class levels, through the image, rather than just spells as the standard Project Image allows.


[h=3]Midnight Weapon[/h]

Descriptors: Necrocarnum
Classes: True Necrocarnate
Chakra: Arms
Saving Throw: None

Black and red necrocarnum drawn from angry souls enslaved to your will merges and flows, and forms threads of power which enwrap and embraid your weapon, leaving a visible grid of shimmering black and red crisscrossing its surface.

Drawing upon the power inherent in enslaved souls, you form necrocarnum which feels hatred and aggression in its own right, and bind it into a weapon. The enslaved souls are enraged at their captivity, and they gladly attack other spirits through the weapon you bind them to- whether those spirits are embodied or not.
When you shape Midnight Weapon, choose a melee weapon that you hold. As long as the soulmeld is shaped, the weapon gains the Ghost Touch special ability (Core 470).
Essentia: The chosen weapon gains an enhancement bonus that increases by +1 for every point of essentia you invest in this soulmeld. This enhancement bonus stacks with itself, but not with any enhancement bonus the weapon has without the soulmeld. For example, if you shape Midnight Weapon onto a +2 Flaming Longsword, it then becomes a +2 Flaming Ghost Touch Longsword as long as the soulmeld is shaped- but if you invest 2 or less essentia into the soulmeld, it gains nothing more. Only when you invest 3 or more essentia into the soulmeld does the sword's enhancement bonus rise above +2.
[h=4]Chakra Bind (Arms)[/h]

The tendrils of necrocarnum you bound to the weapon pulse and thicken, growing and attaching to your wrist and pulling some of your own necrotic power into the weapon.

When the Midnight Weapon is bound to your Arms Chakra, its critical threat range doubles, as if you had the Improved Critical feat for the chosen weapon. Also, whenever you confirm a critical hit with the weapon, the weapon deals the critical hit damage normally- but you may immediately use your Necrotic Touch ability on the target of the critical hit, as a free action. This Necrotic Touch does not need a separate attack roll to hit, it simply deals its damage through the conduit formed by the Midnight Weapon. This damage is your normal Necrotic Touch damage; it is not multiplied like the other damage the weapon dealt due to the critical hit.


[h=3]Necrocarnum Avatar[/h]

Descriptors: Evil, Necrocarnum
Classes: True Necrocarnate
Chakra: Soul
Saving Throw: See text

The tortured soul-fragments in the necrocarnum pull themselves together into a second body encasing your own- a coal-black giant with demonic features, huge ram-like horns, and arms ending in massive blades instead of hands. Its translucent form is superimposed over your own body, clothing, and armor, and it moves with you, copying your every movement (even facial expressions) in perfect synchronization.

A Necrocarnum Avatar grants you a +1 profane bonus on all saving throws. Unlike most other soulmelds, investing essentia into a Necrocarnum Avatar has no effect unless and until it is bound to a chakra.
[h=4]Chakra Bind (Soul)[/h]

The avatar contracts, and your body expands, drawing on the power of the captured souls to transform literally into the appearance of the nightshade yourself. The pain and horror of the souls fills you, and you know how you can release this power against your enemies.

When the Necrocarnum Avatar is bound to your Soul Chakra, you can release a burst of necrotic energy which saps the strength and energy of living creatures. If you have at least one point of essentia invested in this soulmeld, then as a standard action, you can create a wave of darkness and distortion which expands out from you to a radius of 5 feet per point of essentia invested in the Necrocarnum Avatar. Living creatures within the radius of the burst become fatigued for 1 round, and also take a -1 profane penalty on attack rolls, skill checks, and ability checks for 1 round. A successful Fortitude save against the soulmeld's DC negates the penalty, but not the fatigue.


[h=3]Necrocarnum Boots[/h]

Descriptors: Evil, Necrocarnum
Classes: True Necrocarnate
Chakra: Feet
Saving Throw: None

A pair of worn-looking black boots forms around your feet and ankles, but the "worn" look is only a first impression- on a closer look the frays and pits seem more like decay and rot. The swirling, agonized faces and forms that sometimes float into visibility on the surface of the boots only serve to increase this unsettling impression.

The Goblin True Necrocarnate Jerbix the Craven favors this soulmeld, and rarely leaves home or undertakes a job without shaping it. His ability to leap into combat just long enough to make devastating strikes and then leap away again without providing his opponents any opportunity for retaliation is very well documented (as well as greatly feared and loathed) among the inhabitants of his homeland.
Necrocarnum Boots grant you a +4 profane bonus on Stealth checks. Also, the first 5-foot step you take during any given round, whether or not you continue your movement beyond that step, does not provoke attacks of opportunity.
Essentia: The profane bonus increases by 2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Feet)[/h]

Encasing your feet more firmly, the Boots seem to become more solid and real, even as their appearance becomes more decayed and tattered.

While the Necrocarnum Boots are bound to your Feet Chakra, your ability to move without provoking attacks of opportunity is enhanced by essentia invested in the soulmeld. Each point of essentia invested in the soulmeld not only provides its standard bonus to Stealth, but also allows you another 5-foot step each round that does not provoke attacks of opportunity. For instance, if you have 3 points of essentia invested in the Necrocarnum Boots, the total profane bonus to Stealth is +10, and you can move up to 20 feet each round without provoking any attacks of opportunity (regardless of how many opponents you have, or how many threatened areas you move through using those 20 feet).


[h=3]Necrocarnum Cloak[/h]

Descriptors: Evil, Necrocarnum
Classes: True Necrocarnate
Chakra: Shoulders
Saving Throw: See text

The twisted power of tortured souls forms into necrocarnum which you shape to form a voluminous cloak about yourself. The cloak covers your arms and almost closes in front of you, and also does not stay solid in appearance; the tortured soul-forms constantly writing and shifting in their agony more closely resemble utterly black, dead wisps of flame, or perhaps anti-flame, than they do anything solid or real.

Forming a cloak of burning necrocarnum, you surround yourself with power that drains the heat and vitality from any creature foolish enough to attack you in melee.
While you wear a Necrocarnum Cloak, any creature that strikes you with its body or a hand-held weapon deals normal damage, but at the same time, the attacker takes 1d6 points of Cold damage. Creatures wielding weapons with exceptional Reach, such as longspears, are not subject to this damage if they attack you from a nonadjacent square.
Essentia: Every point of essentia you invest in the Necrocarnum Cloak increases the Cold damage dealt by 1d6 points.
[h=4]Chakra Bind (Shoulders)[/h]

The Cloak forms a high collar behind your head and neck, and the frantic intensity of motion of the agonized souls within it increases dramatically.

As a standard action, you can briefly expand the Necrocarnum Cloak to encompass all adjacent squares. Any creatures in those squares take damage as if they had attacked you (a Reflex save applies for half damage). The Necrocarnum Cloak then returns to its normal effect.


[h=3]Necrocarnum Gauntlets[/h]

Descriptors: Evil, Necrocarnum
Classes: True Necrocarnate
Chakra: Hands
Saving Throw: None

The tortured souls shudder and twist into a pair of wickedly-spiked gauntlets that form around your hands directly. In the writhing, agonized faces which occasionally rise to the surface of the hideous things, you can see not just anguish, but also occasional flashes of anger.

Specifically forming necrocarnum by torturing souls drawn from other users of necrocarnum, you create a soulmeld that is uniquely in synch with your own necrotic powers as a True Necrocarnate, even as its use suggests an ironic end to your own existence someday.
Necrocarnum Gauntlets allow you to use your Necrotic Touch ability in new ways, channelling the dark power through other objects and spaces to strike your foes from unexpected places. Once per round, when you hit a creature with a melee weapon or natural attack (including unarmed attacks), you deal your weapon's damage normally- but you may immediately use your Necrotic Touch ability on the target of the attack, as a free action. This Necrotic Touch does not need a separate attack roll to hit, it simply deals its damage through the weapon thanks to the power of the Necrocarnum Gauntlets. This Necrotic Touch damage is considered bonus damage on the original attack, and is therefore not multiplied on a critical hit the way other damage from the attack would be.
Unlike most other soulmelds, investing essentia into Necrocarnum Gauntlets has no effect unless and until they are bound to a chakra.
[h=4]Chakra Bind (Hands)[/h]

The Gauntlets settle grudgingly onto your hands, and the fury of the souls within at being subjected to the agonies they so often inflicted upon others is palpable. The spikes and spines on the Gauntlets become more sharply defined, but thinner, and look now like they could break off with the slightest touch.

As long as you have at least 1 point of essentia invested in the Necrocarnum Gauntlets, and they are bound to your Hands Chakra, you can use your Necrotic Touch ability as a ranged touch attack in addition to its normal use as a melee touch attack. Using Necrotic Touch as a ranged touch attack works just like using it as a melee touch attack, except that the usual rules for ranged attacks are used (i.e. firing into melee can be difficult, DEX is used to hit instead of STR, etc.). The maximum range of the Necrotic Touch, when used this way, is equal to 10 feet per point of essentia you invest in the Necrocarnum Gauntlets.


[h=3]Necrocarnum Mask[/h]

Descriptors: Evil, Necrocarnum
Classes: True Necrocarnate
Chakra: Brow, Crown
Saving Throw: None

The necrocarnum coalesces into a quietly fearsome mask that is little more than a blank face-covering with slits for your eyes and mouth. Within the black material of the mask, horrified faces can be seen continually rising to the surface and sinking back into the darkness, always bearing expressions of deep hunger and want.

By forming necrocarnum from souls being tortured specifically by deprivation, the dim senses the souls possess are magnified tremendously, and you can partake of some of the magnified senses they possess to enhance your own.
A Necrocarnum Mask grants you Low-Light Vision, and a +4 profane bonus on Perception checks.
Essentia: The profane bonus increases by 2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Brow)[/h]

Fixing itself firmly to your head, the Mask develops lenses covering the eye-slits, which overlay your vision with some of the scenes being witnessed by the deprived souls within the necrocarnum.

When a Necrocarnum Mask is bound to your Brow Chakra, it allows you to sense the living souls around you directly, by the way they resonate with the deprived souls within the Mask. As long as you have at least 1 point of essentia invested in the soulmseld, you gain Lifesense, within a radius of 5 feet per point of essentia invested in the Mask. This works just like the standard rules for Lifesense found in Pathfinder Bestiary 2, page 298, except that its radius is variable rather than a static 60 feet. Lifesense is just like Blindsense, except that it only senses living creatures and nothing else.
[h=4]Chakra Bind (Crown)[/h]

The Mask fixes itself tightly to your head, and the expressions of the faces within it become more desperate and intense- and thereby more unsettling and frightening to behold.

With the Necrocarnum Mask bound to your Crown Chakra, the profane bonus that it normally grants to Perception checks is also applied to Intimidate checks.
 
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paradox42

First Post
Three New Totemist Soulmelds

Way back when I was first figuring out Incarnum shorthand, I did it (as I mentioned in that post) because I wanted to come up with new soulmelds. At the time, the only examples of new soulmelds not in MoI itself that were available were in Dragon #350- and all three (Gravorg Tail, Chaos Roc's Span, and Brood Keeper's Heart) were Totemist soulmelds. So I wanted to be sure that Incarnate and Soulborn got more than Totemist, but that didn't stop me from making new Totemist soulmelds of my own. One really obvious thing about the Totemist melds, you see, is that the vast majority of them are based upon one specific type of Magical Beast- only Magical Beasts have ever been used for Totemist soulmelds, except in the case of the Draconic melds from Dragon Magic (which I don't have) and the Psion-Killer Mask from the "Psionics of Incarnum" article posted on WotC's site back in the day.

In the end, after inventing Incarnum shorthand, I used it to make eight new soulmelds for my setting- though most of them are specific to the features of that setting itself and won't work in other worlds. Four of the eight were Totemist melds, though, and only one of those four was based upon creatures that are not (even today) setting-neutral- so I can bring those into PF for you readers, no problem. All three critters used for these melds are still around in PF, and none reference anything that isn't pretty much core to the game, so given all the stuff I've recently posted for other classes- it's long past time I posted these!

Note that the Stirge Proboscis is also a True Necrocarnate meld, so this post technically isn't just Totemist soulmelds though that is its focus.

Aranea Carapace: +(4+2E) competence Climb & Disguise.
Shoulders: StdA Alter Self for (E) minutes.
Totem: StdA throw a Web at foes (as Bestiary ability, max range 50 feet, range increment 10 feet), up to (1+E) times before (U).

Manifold Necklace of the Hydra: Whenever you are struck in melee gain Fast Healing X (where X = your CON bonus, minimum 1) for (1+E) rounds.
Crown: Multiattack (as feat).
Heart: Gain Regeneration (Acid, Fire) X instead of Fast Healing X.
Totem: Gain (1+E) Bite attacks; each Bite deals 1d6 damage.

Stirge Proboscis: +(4+2E) competence Stealth, and on CMB/CMD for Grapple.
Throat: Deal (E) CON damage with each successful Bite attack on a living target, up to (ML) CON in 1 day before (U). If you have no natural Bite attack, the soulmeld gives you one, but it deals no damage other than this CON damage.
Totem: Fly (10E) feet (Average), must begin and end on solid surface.


[h=3]Aranea Carapace[/h]
Descriptors: None
Classes: Totemist
Chakra: Shoulders (Totem)
Saving Throw: See text

Incarnum forms into a leathery, pale yellow shell covering your back. Its color seems to shimmer and change slightly as it catches light from different angles, and it constantly alters its outline to follow your every movement. Two pairs of thin limbs jut from its sides.

Araneas are intelligent, shapeshifting giant spiders known for their ability to blend in with humanoid society and go unnoticed. Totemists shaping this soulmeld borrow some of the aranea's shapeshifting power to help change their own appearance. This meld additionally emulates the spidery legs of the aranea's natural form, to grant its shaper some of the creature's exceptional climbing ability.
While the Aranea Carapace is shaped, it enhances your ability to change your appearance or mimic sounds or voices besides your own, granting you a +4 competence bonus on Disguise checks. Also, its thin, spidery legs help you grip vertical surfaces, granting you a +4 competence bonus on Climb checks.
Essentia: The competence bonus increases by 2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Shoulders)[/h]
The leathery carapace merges with your body, no longer visible outside it; however, its odd flexibility and shimmery color-changing nature are now imparted to your actual skin. The lengths and appearance of your limbs, torso, and facial features are no longer as static as they once were, instead having an odd tendency to distort and change when nobody is looking at you. With a simple thought, you can do it while they're looking, too.

If you invest essentia in your Aranea Carapace while it is bound to your Shoulders Chakra, it grants you the ability to use Alter Self as a spell-like ability. The caster level equals the number of essentia you invest in the meld. While you are under the effect of the spell, you can invest more essentia in this meld, but you cannot pull essentia out of it until the spell duration expires or you dismiss it.
[h=4]Chakra Bind (Totem)[/h]
The carapace grows a pair of humanlike hands, covered with sticky webbing, just underneath your chin and jutting out in front of you.

You gain the ability to throw a web at your foes, as a standard action, unshaping the meld in the process. This is similar to an attack with a net, but has a maximum range of 50 feet, with a range increment of 10 feet. It is effective against targets of up to Large size, or one size larger than you, whichever is larger. If the web hits, it anchors the target in place, allowing it no movement. An entangled creature can escape the web with an Escape Artist check (DC equals 10 + your CON modifier), or burst out of it with a STR check (same DC). The web has 6 hit points, Hardness 0, and takes double damage from Fire. Aside from the number of times it may be used, this attack uses the standard rules for the Web special attack found in Pathfinder Bestiary 1, pages 305-306.
Each point of essentia invested in the Aranea Carapace increases the number of webs you can throw by one, before the meld unshapes. If you divest essentia from the Aranea Carapace, and have thrown more webs than there are points of essentia left invested in it, then the meld unshapes immediately.

[h=3]Manifold Necklace of the Hydra[/h]
Descriptors: None
Classes: Totemist
Chakra: Crown, Heart (Totem)
Saving Throw: None

The incarnum forms a weird ring of a material which looks like a combination of leather and metal, predominantly green, covered in a fine scalelike pattern of scratches. Several strips of the same material hang from the necklace itself, draping limply about your shoulders and back when you don it.

Hydras are multiheaded reptilian beasts distantly related to dragons, reknowned for their ability to regrow heads lost to battle or other calamities. Totemists revere them for this incredible healing potential, and in shaping this soulmeld hope to draw upon that same potential for themselves. Totemists native to swamp country are the most common users of this soulmeld.
While you wear the Manifold Necklace of the Hydra, you gain a limited ability to turn attacks into healing. Whenever you are struck in melee, whether the hit damages you or not, you gain Fast Healing equal to your CON modifier (minimum 1) for 1 round. This Fast Healing does not stack with any other source of Fast Healing you may have, such as that granted by the Waist Chakra bind of the Phoenix Belt. If you are struck in melee again while you have remaining Fast Healing time granted by this meld, you do not gain greater healing; instead the "clock" on the Fast Healing is reset to begin at the time the last attack struck you.
Essentia: Each point of essentia you invest in this soulmeld increases the duration of the Fast Healing it grants you by 1 round. For example, if you invest 3 points of essentia in this soulmeld, then whenever you are struck by a melee attack you gain Fast Healing 1 for 4 rounds. As noted above, if you are struck again during that 4 rounds of Fast Healing, you do not gain faster healing, but instead the duration of the existing Fast Healing is extended such that it ends 4 rounds after the last attack that struck you.
[h=4]Chakra Bind (Crown)[/h]
You experience a strange multiplicity of thought, as though your personality were somehow divided between several heads at once. Though this does not speed up your reactions or thinking, it does allow you to more easily repeat your actions and pay attention to multiple tasks without distraction or confusion.

When bound to your Crown Chakra, the Manifold Necklace of the Hydra grants you the use of the Multiattack feat. Attacks you make with secondary natural weapons during a Full Attack action are at only a -2 penalty, rather than the standard -5.
[h=4]Chakra Bind (Heart)[/h]
The Necklace now takes on a more leathery and less metallic appearance, pulsing and warming as if alive in its own right. Your own heart begins to beat in tune with the Necklace, and its power fills you like never before.

With the Necklace bound to your Heart Chakra, it grants Regeneration (Acid, Fire) equal to your CON modifier (minimum 1) instead of Fast Healing. As is standard for Regeneration, while the ability is active, you cannot die no matter how much damage you take (though you can be knocked unconscious- and the Regeneration doesn't last very long in terms of rounds).
[h=4]Chakra Bind (Totem)[/h]
The Necklace grows and subsumes your face and head, and its extensions grow miniature heads of their own, dragonlike in appearance and filled with sharp teeth.

The Manifold Necklace of the Hydra allows you to make natural Bite attacks when bound to your Totem Chakra. You gain one Bite attack, plus one extra Bite per point of essentia invested in this soulmeld; each head bites for 1d6 damage. You can attack with one Bite (from any head) as a standard action, applying your full STR modifier for the damage, or you can attack once with each of your heads as a Full Attack action, also applying your full STR modifier to each damage roll. Alternately, you can add one Bite attack to a Full Attack action as a secondary natural attack, using half your STR bonus on damage and attacking with a -5 penalty (or -2 if you are using the Crown Chakra bind or have the Multiattack feat from some other source).

[h=3]Stirge Proboscis[/h]
Descriptors: None
Classes: Totemist, True Necrocarnate
Chakra: Throat (Totem)
Saving Throw: None

You create a weird red-and-black mask whose most noteworthy feature is a long, barbed beaklike nose. As you fit it over your face, your gut rumbles in a sudden spasm, and you feel raw hunger course through your body.

Stirges are annoying pests which haunt marshes and underground caves, flitting about on batlike wings searching for living creatures to drain blood from to sate their enormous hunger. Though they are never worshipped or revered, even by those who live near them and endure their attacks, Totemists acknowledge them as exemplars of hunger and stealth, and draw upon those qualities by shaping this soulmeld. Typically, this soulmeld is used by Totemists from marshy lands, though it does see occasional use by others as well.
The Stirge Proboscis grants you a +4 competence bonus on Stealth checks and a +4 competence bonus to CMB and CMD for Grapple maneuvers.
Essentia: The competence bonus to Stealth and Grapple increases by +2 for each point of essentia invested in this soulmeld.
[h=4]Chakra Bind (Throat)[/h]
The beak of the mask flares wider where it fits over your mouth, and a hole opens at its barbed end; your hunger becomes even greater than it was before.

While the Stirge Proboscis is bound to your Throat Chakra, you gain the ability to drain blood from a living target when you hit it with a Bite attack. If you do not have a Bite attack, then this soulmeld grants you the ability to make one, though it deals no damage except the blood drain if you hit with it. When you drain blood, the target takes 1 point of CON damage per point of essentia you have invested in this soulmeld; however, the soulmeld's hunger for blood is not unlimited. If the total amount of CON damage you deal with this soulmeld (over any number of separate attacks or rounds during a single day) equals or exceeds your meldshaper level, then the stirge soul's hunger is satisfied, and the soulmeld immediately unshapes.
[h=4]Chakra Bind (Totem)[/h]
The mask extends itself around your neck and shoulders, and down your back, forming a cloak resembling two folded batlike wings.

You can extend the wings of the Stirge Proboscis to gain limited flight capability. This grants you the ability to Fly (with Average maneuverability) a short distance as a Move action. You can Fly up to 10 feet per point of essentia you invest in this soulmeld, though you must begin and end each such move on a solid surface or you fall.
 

Mad Monk

First Post
greetings

I just wanted to tell you. While I'm a lurker in these threads, I have been following your work for a long time. I really dig your base classes. Keep on the good work!

On a side note. Have you seen the dream scarred press version of incarnum? They have tons of stuff on their playtest board :)
 

paradox42

First Post
I just wanted to tell you. While I'm a lurker in these threads, I have been following your work for a long time. I really dig your base classes. Keep on the good work!

On a side note. Have you seen the dream scarred press version of incarnum? They have tons of stuff on their playtest board :)
...I had no idea Dreamscarred were doing a version. I just downloaded the playtest document and will check it out tonight! Thanks for the tip; that's very intriguing.

Thanks for the compliment!

I do in fact have another base class of my own, but it's not playtested yet and there are "issues" with making it setting-neutral so I haven't shared it here yet (though I did tell a couple of people about its existence in private messages). It's a sort of Barbarian-esque class that's intended to be a sort of "controlled version" of a Lost (the monster template that results from totally uncontrolled and overpowered emotions), called the Vehement. If I can figure out ways to make it setting-neutral, I'll probably post it here.
 

Mad Monk

First Post
So...

What did you think of DRP version? From what I can see, they divorced the concept of incarnum from alignment, and the classes are really different.

On another note, I had an essentia-based, soulmeld-less, monk-like variant class I used for my games, as well as an oriental race. May I post them here?
 

paradox42

First Post
I haven't had a chance to go through the DRP version in detail, due to necessary prep work for my own game, but my cursury glance dovetails with what you said- my impression was "huh- they kept the mechanic but eliminated all the fluff." Of course, that's probably exactly what they needed to do to obey copyright, since WotC never put Incarnum into the SRD (damn them).

That's definitely something I've always liked about Paizo: everything they publish goes into the PRD by default, even if it takes a few weeks to get it up (and it usually doesn't).

Ah well.

As for your stuff, note that I wasn't the first one to post a version of a Necrocarnate class: I took another poster's version and tweaked it to fit with my own stuff better. This thread is not now, and never was meant, to be just my stuff alone- even though I have the vast majority of stuff in it, the title is "Incarnum in Pathfinder-" not "paradox42's Incarnum in Pathfinder. :)

So yeah, post away!

You'll notice that I never have posted race stuff for Incarnum here, even though that's a pretty major portion of the original MoI- that's because of setting neutrality, the same reason I haven't yet posted a version of the Vehement here. Races in my setting are on a much higher power baseline than standard (my races have RP approximating a baseline of 38, whereas basic PF assumes around 8-10), so none of the ones I have in my world would be appropriate to post here (even though I do, in fact, have updated versions of the Azurin and Dusklings, as well as a version of the Mishtai). In fact I have 12 Incarnum-focused races in my setting including the three I borrowed from MoI- but they're far too powerful (not to mention, tied to certain assumptions about cosmology and game-physics which are also not setting-neutral) to be useful in other campaigns.

A class using essentia but not soulmelds is certainly an interesting idea in its own right: I considered doing something like that for a sort of weird Divine-power variant thing which combined essentia with Channel Energy (without spells, mind you) to get a weird sort of Paladin-variant thing. It was to be called a Templar, but I never took the idea off the ground.

So it'd be cool to see what somebody else did with similar ideas!

Thanks for posting.
 

paradox42

First Post
...Yeah, after reading about Dreamscarred's Daevic class, I need to "setting-neutralize" the Vehement and post it here. It's not the same sort of power set (in fact, they're not very like each other at all), but the idea of getting Incarnum strength from passion is shared by both of them and they do it very differently. I should get my ideas up on the Internet before theirs proceeds much further, since at the very least I might offer ideas for further expansion or an Archetype that way.

Nothing quite like the Templar I had in mind, though I never really made that discrete so that's hardly a surprise.

The Guru (in the Dreamscarred test documents) looks a lot like an Incarnum Monk, I note in passing. Pretty cool ideas for that class, too. Is that why you (Mad Monk) haven't posted your version yet?
 

Mad Monk

First Post
Not really, It's more like RL is being a B like always LOL

Anyway, my Incarnum Mnk is basically an addendum to the standar 3.5 mnk
Add the following:

Essentia: 1 per level, as totemist

Bonus Feat: at 1, 2, 6, 10, 14 and 18 level. Add incarnum feats to the list of bonus feats, as well as Bonus Essentia, Improved Essentia Capacity and Incarnum Fortified Body.

Ki Strike (magic): The incarnum monk can treat her body as a receptacle for essentia. Each essentia invested in this ability gives the monk's unarmed strike a +1 enhancement bonus (with no maximum enhancement). Since this is not a feat, a monk can change the invested essentia as normal.

Ki Strike (lawful): When using essentia to enhance his unarmed strike, a monk can instead make his strikes axiomatic for 1 point of essentia. This point counts against the maximum essentia invested.

Quivering Palm: You can augment the DC by 1 for each 2 points of essentia invested.

We tried combining the monk with the incandescent champion but wisdom based. It was on par with other characters, if a bit more versatile. As you can see nothing too fancy :)
 

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