Pathfinder 1E Incarnum in Pathfinder

Ragnos

First Post
Ah, that's good news! Have you found the "Infused Soulmeld" mechanic to work well? What level are you, how many are in the party?

Well at the moment it does seem somewhat powerful, however this is probably only because due to the nature of the campaign, the party is essentially in a universe that lacks magic.
 

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paradox42

First Post
Three new class options

I want to post the new feats & soulmelds I came up with for Ultimate Campaign rules, but before I do I should really post some of the other stuff I've come up with since my last posted updates on the classes. Among other things, I did eventually figure out an Archetype for the True Necrocarnate that I liked which is more martial than the base class (called the Necrocarnum Thug); later, I also came up with a new Archetype for the Soulborn which sort of merges it with the Cavalier (called the Soulknight).

The second one particularly is directly linked to the existence of a new Cavalier Order designed to interface with Incarnum; it's designed to look sort of like the Pentifex Order mentioned in MoI itself (and in particular, taking inspiration from the "Azure Monolith" which is intended to refer to the Wellspring monument also mentioned in MoI). Although the Order of the Azure Monolith is not for any Incarnum class on its own, it's worth posting in this thread for the obvious reason that it helps integrate Incarnum with previously existing classes. And that's far from the only options for other classes I've come up with- I'll only put the Order into this post, but I do plan to post other things later (such as the new Alchemist Discoveries and Archetype called the Soulfuser).

When I get to the Ultimate Campaign stuff in light of these new posts, I don't know yet, but I'll do it eventually. :)

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Necrocarnum Thug: In most cities where True Necrocarnate Guilds have established themselves, the Guildmasters are careful to fully train only the most promising students. For one reason or another, some of the Guild apprentices prove unsatisfactory to the masters, and are not given a complete training regimen; they therefore never become fully versed in the craft of Necrocarnum and never gain some of the more fearsome powers that True Necrocarnates typically have (such as the Necrotic Touch). Because they must learn how to fight to survive, however, and remain members of the Guild (even if lessers of the "True brethren"), these deprived students pick up extra skills and talents in order to survive and prosper (as far as they can).

Typically, these lesser students are used as "heavies" and cannon fodder by the Guild's masters, but occasionally one of them manages to gain enough skill and prowess to be useful beyond that "dumb brute" role. One alternate role in which these lessers often find themselves is that of a messenger, or other public "face" of the Guild; this is because their lesser meldshaping ability leads to a lesser Aura (making them more difficult for hostile agencies such as Inquisitors or Paladins to detect and track). Because of this tendency to be used as mundane cannon fodder for their meldshaping-trained betters, these lesser students are most often called Thugs by other Guild members- and thus, Necrocarnum Thugs by people outside the Guild who are aware of them (and the difference between them and other Guild members) at all.


Class Features:
All of the following are class features of the Necrocarnum Thug.


  • Weapon and Armor Proficiency: Necrocarnum Thugs gain proficiency with the hand crossbow, rapier, sap, shortbow, and short sword. Many Thugs also choose to become proficient in Firearms, but they do not gain proficiency automatically.
  • Meldshaping: A Necrocarnum Thug has a soulmeld limit one less than normal- thus, a 5th-level Necrocarnum Thug can shape at most 3 soulmelds, rather than 4.
    Also, a Necrocarnum Thug has a personal pool of essentia, unlike most True Necrocarnates; a Necrocarnum Thug's essentia pool is the same size as the Essentia Limit of a standard True Necrocarnate of the same level (for example, a 5th-level Thug has an essentia pool of 5 from class levels). Any essentia gained from a character's race or feat selections add to this essentia pool as normal. A Necrocarnum Thug need not (in fact, never gains the ability to) drain essentia from other creatures to power his or her Incarnum receptacles.
    This ability otherwise functions as and replaces the standard True Necrocarnate Meldshaping class feature.
  • Poison Use (Ex): A Necrocarnum Thug never risks poisoning himself or herself when applying poison to a weapon.
    This ability replaces Aura of Evil.
  • Sneak Attack (Ex): A Necrocarnum Thug gains the Sneak Attack ability as a Rogue of the same level. If the character already has Sneak Attack from another class, the levels from the classes that grant Sneak Attack stack to determine the effective Rogue level for the Sneak Attack’s extra damage dice (so a Rogue 1/True Necrocarnate 1 has a +1d6 Sneak Attack like a 2nd-level Rogue, a Rogue 1/True Necrocarnate 2 has a +2d6 Sneak Attack like a 3rd-level Rogue, and so on).
    This ability replaces Necrotic Touch.
  • Rogue Talents: At 4th level and every 4th level thereafter, a Necrocarnum Thug gains a Rogue Talent of his or her choice. Beginning at 12th level, the Thug can take one Advanced Rogue Talent in place of a Rogue Talent.
    This ability replaces Essentia Drain.
  • Lingering Death (Su): Although a Necrocarnum Thug does not gain the ability to cause necrotic damage, the character does have some ability to prevent a soul from coming back to life. If the Thug kills a living creature using a Coup de Grace or Sneak Attack while he or she has at least one soulmeld shaped that has the Necrocarnum descriptor, then the creature killed becomes more difficult to bring back from the dead. Spellcasters attempting to bring the creature back to life using Raise Dead or similar effects must make a caster level check (DC 10 + half the Necrocarnum Thug's level + the Necrocarnum Thug's CHA modifier) or the spell fails and any material components spent on the casting are wasted.
    This effect is detectable on the corpse as a Faint Necromancy aura, and can be removed via Remove Curse (or other effect capable of removing Curse effects). The DC to remove the Lingering Death equals the Necrocarnum Thug's level. The Lingering Death effect stays on the corpse for 1 day per class level of the Thug, and then fades (allowing the creature to be brought back normally).
    This ability replaces Soul Trap.
  • Doom Strike (Su): Once per day, a Necrocarnum Thug of 18th or higher level can use a standard action to charge his or her weapon with necrotic power. The charge lasts for 10 minutes per level of the character if not discharged before then. Upon striking a living or Undead creature, the Thug can use an immediate action to discharge it into the creature struck; this inflicts a terrible curse upon the target. Treat the effect as a Bestow Curse upon that creature, with the save DC being 10 + ½ the Necrocarnum Thug's level + the Thug's CHA modifier; the Necrocarnum Thug decides what type of curse to inflict when the power is discharged into the target. Removing the Doom Strike is more difficult than removing a normal curse; the DC to remove the Doom Strike is 5 higher than the original save DC.
    This ability replaces Essentia Storm.

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Soulknight: The knightly order dedicated to policing Incarnum use, the Order of the Azure Monolith, primarily attracts members who are dedicated to knighthood and its trappings first (and thus, are best represented by the Cavalier class using that Order). However, some who join the Order are dedicated more towards Incarnum than the basic tenets and tactics of knighthood and knightly combat, and instead gain abilities more closely represented by the Soulborn class. These few "Soulknights" are essentially a mirror image of the Cavaliers of the Azure Monolith, in that rather than approaching Incarnum from knighthood, they instead approach knighthood from Incarnum; they advance as Soulborns, but gain class features approximating Cavaliers more than other Soulborns.

In addition, some who become Soulknights are not actually dedicated to the Order of the Azure Monolith at all, but instead go their own way in the world; some seek to found orders of their own someday, others seek to blend their Incarnum powers with a Cavalier lifestyle of a different Order than the Azure Monolith, and still others (primarily Chaotic Evil Soulknights) actually become Soulknights in order to specifically oppose the Order of the Azure Monolith and its doings by fighting fire with fire (so to speak). But whatever the reason for an individual's dedication to the principles of knighthood, Soulknights are a force to be reckoned with wherever they go.


Class Features:
All of the following are class features of the Soulknight.


  • Alignment: A Soulknight can be of any alignment, though most tend to be Lawful or Good because those tenets best match the edicts of the Order of the Azure Monolith (which, as described above, most Soulknights join). A Soulknight who is of a Neutral alignment is considered to be also using the Purist Archetype, in addition to the Soulknight Archetype, and gains powers as noted for Purist as noted there. Purist class features are therefore not duplicated within this Archetype, even though many Soulknights actually use them.
  • Aura (Ex): As MoI with no changes. A Soulknight loses the ability to invest essentia into his or her Aura, and does not gain abilities with a radius affected by essentia invested in the Aura the way normal Soulborns do.
  • Bonus feats: Soulknights can choose any Incarnum, Combat, or Teamwork feat to fill their bonus feat slots, and count as Fighters of level (Soulborn - 2) for the purpose of qualifying for Combat feats (even when taking those feats using regular feat slots as opposed to class-granted bonus feat slots).
  • Tactician (Ex): At 1st level, the Soulknight receives a Teamwork feat as a bonus feat. He or she must meet the prerequisites for this feat. As a standard action, the Soulknight can grant this feat to all allies within 30 feet who can see and hear the character. Allies retain the use of this bonus feat for 3 rounds, plus 1 round for every two Soulborn levels the Soulknight possesses. Allies do not need to meet the prerequisites of these bonus feats. The Soulknight can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
    Should the Soulknight also have levels in another class that grants the Tactician ability (such as Cavalier), then levels in those classes stack for the purposes of using this ability.
  • Soulbound Mount (Sp): At 5th level, the Soulknight gains the service of an unusually intelligent, strong, and loyal steed to serve him or her in the crusade for his or her ideals. This mount is usually a Heavy Horse (for Medium Soulknights) or a Pony (for Small Soulknights), although more exotic mounts such as a Boar, Camel, or Dog are also suitable. This mount functions as a Druid's Animal Companion using the Soulknight level as the effective Druid level. Soulbound Mounts have an INT score of at least 6.
    Once per day, as a full-round action, the Soulknight may magically call the mount to his or her side; the creature remains with the character for up to 2 hours per Soulknight level before vanishing back to the realms from whence it came (but may be dismissed at any time before then, should the Soulknight desire, as a free action). This ability is the equivalent of a spell of a level equal to one-third the Soulknight's level. The mount immediately appears adjacent to the Soulknight. A Soulknight can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter.
    At 11th level, the mount gains an alignment-based Simple Template matching the Soulknight's own alignment (for example, a Chaotic Good Soulknight could get a Celestial mount or an Entropic mount); a True Neutral Soulknight instead gains a mount with the Advanced Creature template. Once the template granted to a mount is selected, it is forever set, and may not be changed later. Regardless of the specific template granted at this level, however, the mount also becomes a Magical Beast for the purposes of determining which spells and effects affect it. At 15th level, the Soulbound Mount gains SR equal to the Soulknight's level + 11.
    Should the Soulbound Mount die, the Soulknight may not summon another for 30 days or until he or she gains another Soulknight level, whichever comes first. During this 30-day period, the Soulknight takes a -1 penalty on attack and weapon damage rolls.
    This ability replaces Share Incarnum Defense.
  • Soul Tactician (Su): At 6th level, the Soulknight gains the ability to grant the current effect of any Incarnum feat he or she has to allies, using his or her Tactician ability. Allies need not meet the prerequisites of any feat granted to them this way, but the specific effect of the feat that is granted to them depends upon the amount of essentia the Soulknight had invested in the feat at the time it was granted; for example, if the Soulknight has 2 points of essentia invested in Cobalt Power and uses Tactician to grant that feat to allies, then the allies gain a +2 insight bonus on CMB and CMD for Bull Rush, Drag, Overrun, or Sunder combat maneuvers, and a +2 insight bonus on weapon damage rolls if they have and use the basic Power Attack feat themselves. The Soulknight is still able to grant the original Teamwork feat gained with the Tactician ability at 1st level, in addition to his or her Incarnum feats.
    This ability replaces Aura of Resolve.
  • Greater Tactician (Ex): At 12th level, the Soulknight receives an additional Teamwork feat as a bonus feat. He or she must meet the prerequisites for this feat. The Soulknight can grant this feat to his or her allies using the Tactician ability. Finally, using the Tactician ability becomes a swift action instead of a standard action, regardless of which feat it is used to grant.
    This ability replaces Aura of Conviction.
  • Master Tactician (Ex): At 18th level, the Soulknight receives an additional Teamwork feat as a bonus feat. He or she must meet the prerequisites for this feat. Whenever the Soulknight uses the Tactician ability, he or she can grant allies the use of any two Teamwork or Incarnum feats he or she knows, not just the bonus feats granted by the Tactician class features.
    This ability replaces Aura of Inevitability.

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Order of the Azure Monolith
As Incarnum has gained prominence and force in the world, so have arisen organizations dedicated to understanding and controlling it. Made up mostly (but not entirely) of knights born to races with natural Incarnum talent, and named for the mysterious monument called the Wellspring, the Order of the Azure Monolith is one such organization- specifically dedicated to policing the use of Incarnum and ensuring that it is not misused. Necrocarnates are a special focus and sworn enemies of the Order (specifically, those who take the prestige class in MoI, though many order members apply this to True Necrocarnates as well). The Lost are a similar focus of Order wrath, though many Order members more commonly try to capture (rather than kill) them so that they can be transported and possibly cured someday (and in the meantime, experimented upon in hopes of discovering a cure).

Other Incarnum-related threats (for example, powerful Incarnum Dragons, or meldshapers who use their powers to oppress and enslave common people) may not draw focused opposition from the entire Order, but usually do attract at least some Order opponents along the way. Whenever the next soul-related threat or power arises, one can be sure the Order of the Azure Monolith will be there to watch it, guide it, and if necessary destroy it.



  • Edicts: An Order of the Azure Monolith Cavalier must protect people without Incarnum talent or meldshaping skill from Incarnum-related threats, especially Necrocarnates and the Lost. (Note that "Necrocarnates" is defined for this purpose as the prestige class, but an individual Azure Monolith Cavalier might also interpret it to mean True Necrocarnates without drawing too many questions from other Order members or losing class abilities.) Necrocarnates should be killed or at least given no quarter or mercy, but the Lost might not be beyond saving- so every reasonable effort should be made to capture a Lost and transport it for curing the condition, and killing a Lost should be a last-resort option. Defend against other Incarnum threats that arise, as necessary, and report all such activities to other members of the Order whenever possible/convenient so that knowledge of new threats spreads quickly and is not forgotten.
  • Challenge: Whenever a Cavalier of the Order of the Azure Monolith issues a Challenge, he or she receives a +1 morale bonus on saving throws against soulmelds, Incarnum abilities, or spells or psionic powers with the Incarnum descriptor that come from/are used by the subject of the Challenge. This bonus increases by +1 for every four Cavalier levels the character possesses.
  • Skills: A Cavalier of the Order of the Azure Monolith adds Knowledge (Arcana), Knowledge (Planes), and Spellcraft to his or her list of class skills. An Azure Monolith Cavalier can make Knowledge (Arcana) and Knowledge (Planes) checks untrained. If the Cavalier has ranks in either (or both) Knowledge subskill, he or she receives a competence bonus equal to half his or her Cavalier level (minimum +1) on checks involving Incarnum.
  • Order Abilities: Cavaliers of the Order of the Azure Monolith gain the following abilities as they increase in level.
    • Essentia Pool: At 2nd level, the Order of the Azure Monolith Cavalier begins gaining essentia based on his or her Cavalier level. The amount of essentia gained from Cavalier levels equals half the character's Cavalier level. If the Cavalier previously had an essentia pool, this ability adds essentia to that pool; if the character did not previously have an essentia pool, this ability grants one that begins with a single point of essentia (and increases appropriately).
    • Cerulean Challenge (Su): At 8th level, whenever the Azure Monolith Cavalier issues a Challenge, he or she gains 3 temporary points of essentia which can be immediately invested into soulmelds, items, or other incarnum receptacles (including Incarnum feats and abilities which work like Incarnum feats for the purposes of essentia investment, as an explicit exception to standard rules) as a free action. This temporary essentia lasts until the end of the Challenge, however long that may be, and is treated just like other essentia the character possesses during that time. If the Cavalier takes any essentia damage while holding temporary essentia gained from this ability, then temporary essentia is subtracted before real essentia. For every four levels above 8th the Cavalier possesses, the amount of temporary essentia gained increases by 1 (thus, at 16th level, the Cavalier gains 5 points).
      Note that the Azure Challenge feat does nothing in conjunction with this ability, even though it triggers when the Cavalier issues a Challenge- since it does not grant a "bonus" in the standard sense.
    • Monolithic Toughness (Ex): At 15th level, an Azure Monolith Cavalier can take inspiration from the icon of the Order, and become far more resistant to damage. Once per combat, the Cavalier can activate this ability as a standard action, gaining 2 temporary hit points per Cavalier level and DR /- equal to his or her CHA modifier (minimum 1/-). These bonuses last for 1 minute.
 

paradox42

First Post
Alchemist Stuff

This post contains options for the Alchemist, plus two new spells (which also happen to be Alchemist formulae) that I made up to fill some holes in the existing bunch. Those two are Earth Spirit and Empathic Spirit.

Discoveries (and one Grand Discovery):


  • Essentia (Su): The Alchemist discovers how to bottle spiritual power within himself or herself, and adds 1 point of essentia to his or her essentia pool. If the character did not previously have an essentia pool, this grants one with a single point of essentia. This Discovery can be taken more than once.
    An Alchemist must have a CON score of 13 or higher before selecting this Discovery.
  • Spirit Bomb (Su): The Alchemist’s Bombs do more than burn the body- they also scorch the soul. A creature that takes a direct hit from a Spirit Bomb takes damage from the Bomb plus 1d4 points of essentia damage. A creature that has 0 essentia in its essentia pool, or that does not have an essentia pool, takes 1 point of CHA damage for every point of essentia damage it would have taken otherwise. It is possible for a Spirit Bomb to deal both essentia damage and CHA damage this way; for example, a Spirit Bomb which should deal 3 points of essentia damage that strikes a creature with only 2 points of essentia deals 2 points of essentia damage and 1 point of CHA damage.
    Reduce the amount of normal damage dealt by the Bomb by 2 dice (so a Bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).
    The amount of essentia damage dealt by a Spirit Bomb is reduced by 1 for each Spirit Bomb that hit the target in the past 24 hours, to a minimum of 1 point of essentia damage.
    An Alchemist must be at least 12th level before selecting this Discovery.
  • True Soulmeld (Su): The Soulfuser discovers (and maps completely) the chemical pathways inside the bodies of meldshaping creatures which allow them to use Incarnum, and thereby gains the ability to meldshape much as they do. The Soulfuser is no longer limited to preparing only one Liquid Soulmeld of each specific soulmeld he or she knows. Furthermore, the character's Liquid Soulmelds now last "permanently until unshaped," just as normal soulmelds do, rather than having limited duration. Finally, the Soulfuser is no longer limited to having only a single Liquid Soulmeld at a time in effect upon himself or herself; instead, the character can now maintain a number of soulmelds up to his or her CON score - 10 (minimum 1). Liquid Soulmelds no longer dissipate other Liquid Soulmelds the character has active, unless the new addition takes the character over this limit- in which case, the Soulfuser chooses which previously-existing Liquid Soulmeld to dissipate when the new one is drunk.

Soulfuser:

Living beings prove that somehow, some way, base chemicals and matter can combine and react in ways which draw life energy to them. With the ascendency of Incarnum as a source of supernatural power, some Alchemists have used their own latent (or not-so-latent) Incarnum ability to probe this connection between life energy (as represented by souls and soul power) and base chemicals and reagents. By learning how life is fused into matter to give rise to actual lifeforms, they hope to gain a better understanding of (and power over) their own lives and the lives of others. Because they focus largely upon the fusion of soul energy with alchemical reagents, these specialists are usually known as Soulfusers by other Alchemists.


Class Features:
All of the following are class features of the Soulfuser.


  • Liquid Soulmeld (Su): A Soulfuser Alchemist gains a unique ability to bottle the essence of a soulmeld and reconstitute it later. A Liquid Soulmeld takes 1 hour to prepare, and once mixed, it remains potent until used. A Liquid Soulmeld is exactly what the name suggests- the Soulfuser picks one soulmeld from the list of soulmelds he or she knows (see below) and prepares an alchemical mixture which forms that soulmeld upon his or her person when drunk. The Liquid Soulmeld lasts for 10 minutes per Alchemist level once active, after which time it dissipates into harmless soulmotes. Feats or other abilities which change the amount of time that a Mutagen lasts work similarly upon Liquid Soulmelds; thus, the Midnight Mutagen feat allows a Soulfuser to increase the duration of his or her Liquid Soulmelds.
    Because the process of mixing a Liquid Soulmeld requires the Soulfuser to make contact with (and gain the cooperation of) disembodied souls, he or she can only mix one Liquid Soulmeld at a time for any one specific soulmeld, but unlike Mutagens, a Soulfuser can prepare and keep ready one Liquid Soulmeld for each soulmeld he or she knows. Thus, a Soulfuser who knows how to brew Liquid Cerulean Sandals and Bluesteel Bracers can only prepare one Cerulean Sandals at any given time, but could keep both a Cerulean Sandals and a Bluesteel Bracers handy. Regardless of how many Liquid Soulmelds a Soulfuser carries, he or she can only have one active at any given moment; drinking a Liquid Soulmeld immediately ends the duration of any previously-used Liquid Soulmeld that was still in effect.
    Upon drinking a Liquid Soulmeld, the Soulfuser makes any decisions that would normally be required of a meldshaper when shaping the same soulmeld normally; chiefly, this means that the Soulfuser decides which chakra the soulmeld occupies (and whether or not it is bound to that chakra) at drinking time as opposed to when the Liquid Soulmeld is actually mixed.
    Some soulmelds (such as Incarnate Weapon and Elemental Channel) have different "modes" they may be shaped with; Incarnate Weapon works differently depending upon which alignment is used, while Elemental Channel depends upon its chosen element. The Soulfuser who learns one of these soulmelds learns (and can use) all possible modes of the soulmeld when he or she learns to mix the Liquid Soulmeld for it at all, but the choice of which "mode" to use is made when the Liquid Soulmeld is mixed- not at drinking time. Thus, a Soulfuser who prepares an Elemental Channel must specify whether the Liquid Soulmeld is an Elemental Channel (Air), Elemental Channel (Earth), Elemental Channel (Fire), or Elemental Channel (Water), and since he or she can only mix one Elemental Channel at a time, choosing one precludes using any of the others. The choice of which chakra to occupy with the soulmeld (or bind it to), however, is made when the Liquid Soulmeld is drunk and activated, not when it is prepared.
    Although Liquid Soulmelds are prepared and used much like Mutagens, a Soulfuser does not automatically know how to prepare them- instead, the character must learn and record them in his or her Formula Book as if they were Extracts. A Soulfuser begins play knowing one soulmeld from any class's soulmeld list, in addition to the Extracts he or she knows just for being an Alchemist; as the Soulfuser adventures and gains experience and levels, he or she can add more soulmelds to the Formula Book. Liquid Soulmelds are treated as 6th-level Extracts for the purposes of recording them in the Formula Book (in particular, for how many pages each one requires, how costly it is to scribe, and what is required to research one to add to the Formula Book between level-ups), but do not otherwise have a level for any purpose.
    Liquid Soulmeld formulae are not learnable by any Alchemist who does not have this class feature, nor by any non-Alchemist who peruses the Soulfuser's Formula Book; however, one Soulfuser can learn soulmelds from another Soulfuser's book. Soulfusers are allowed to (and in fact, usually do) learn one new Liquid Soulmeld formula in place of a new Extract, with each Alchemist level gained after 1st; each time a Soulfuser learns a new Liquid Soulmeld this way, the chosen soulmeld comes from any class's soulmeld list (just as the one learned at 1st level). Soulfusers do not typically limit their study to a specific class's soulmeld list; they partake from all of them so as to better understand the deeper connections between souls and the material world.
    A non-Alchemist, or an Alchemist who is not a Soulfuser, who drinks a Liquid Soulmeld must make a Fortitude save (DC 10 + half the Soulfuser's level + the Soulfuser's INT modifier) or become Nauseated for 1 hour. A non-Soulfuser can never gain the benefits of a Liquid Soulmeld, but a Soulfuser can gain the benefits of another Soulfuser's Liquid Soulmeld if he or she drinks it. In any case, the effects of a Liquid Soulmeld do not stack with another Liquid Soulmeld- drinking one while another is in effect upon the drinker immediately ends the existing one and replaces it with the one just drunk.
    This ability replaces Mutagen (a Soulfuser cannot prepare Mutagens unless he or she selects Mutagen (Ultimate Magic 16) as a Discovery). This class feature nonetheless counts as Mutagen, for the purposes of meeting any prerequisites for abilities that change the duration of Mutagens (such as the Midnight Mutagen feat).
  • Chakra Binds: At 2nd level, a Soulfuser gains the ability to bind soulmelds and/or items to his or her Crown chakra. At 4th level, the character gains the ability to bind soulmelds and/or items to his or her Feet and Hands chakras. At 10th level, the Soulfuser gains the ability to bind soulmelds and/or items to his or her Arms, Brow, and Shoulders chakras. At 14th level, the Soulfuser can bind soulmelds and/or items to his or her Throat and Waist chakras. Finally, at 18th level, the Soulfuser can bind soulmelds and/or items to his or her Heart chakra.
    Regardless of which chakras are open for binding, the Soulfuser cannot bind more than one thing to any single chakra at a time (as is normal for actual meldshapers); also, the Soulfuser is limited to having no more than a number of active chakra binds equal to his or her CON modifier (minimum 1). Thus, a Soulfuser with a CON score of 15 can never have more than 2 active chakra binds, no matter how many Chakras he or she actually has open for binding.
    This ability replaces Posion Resistance and Poison Immunity.
  • Stabilized Soulmeld (Su): At 14th level, the Soulfuser's Liquid Soulmelds last for 1 hour per level instead of 10 minutes per level.
    This ability replaces Persistent Mutagen.

The following Discoveries complement the Soulfuser Archetype: Alchemical Simulacrum (Ultimate Magic), Bottled Ooze (Ultimate Magic), Dispelling Bomb (APG), Doppelganger Simulacrum (Ultimate Magic), Elixir of Life (APG), Enhance Potion (APG), Essentia, Eternal Potion (APG), Eternal Youth (APG), Extend Potion (APG), Fast Healing (APG), Greater Alchemical Simulacrum (Ultimate Magic), Healing Touch (Ultimate Magic), Infusion (APG), Lingering Spirit (Ultimate Magic), Precise Bombs (APG), Spirit Bomb, Spontaneous Healing (Ultimate Magic), True Soulmeld.


[h=3]Alchemist Formulae[/h] 1st Level
Protection From Incarnum Ward a target from attacks by soulmelds and Incarnum creatures. (MoI)
2nd Level
Adept SpiritE Subject can activate bonus on caster level checks, Will saves, concentration checks, and INT-based checks for 1 minute. (MoI)
Animal SpiritE Subject can activate Scent, Low-Light Vision, and bonus on WIS-based checks for 1 minute. (MoI)
Guardian SpiritE Subject can activate bonus on AC, Reflex saves, and DEX-based checks for 1 minute. (MoI)
Soul Boon Grant 1 point of essentia per three levels to subject. (MoI)
3rd Level
Earth SpiritE Subject can activate DR, Fast Healing, and bonus on CON-based checks for 1 minute.
Empathic SpiritE Subject can activate Telepathy, understand all languages, and bonus on CHA-based checks for 1 minute.
Open Least Chakra Allow target to bind to its Crown, Feet, or Hands chakra. (MoI)
Valiant SpiritE Subject can activate bonus on attack, damage, Fortitude saves, and STR-based checks for 1 minute. (MoI)
4th Level
Incarnum VigorE Subject gains Fast Healing; subject's healing spells cure extra damage. (MoI)
Open Lesser Chakra Allow target to bind to its Arms, Brow, Crown, Feet, Hands, or Shoulders chakra. (MoI)
6th Level
Incarnum ApotheosisE Target's incarnum receptacles are treated as if invested with maximum essentia; target is immune to effects that reduce essentia pool or unshape soulmelds. (MoI)
Open Greater Chakra Allow target to bind to its Arms, Brow, Crown, Feet, Hands, Shoulders, Throat, or Waist chakra. (MoI)


Earth Spirit (Divination) [Earth, Incarnum]
Subject can activate DR, Fast Healing, and bonus on CON-based checks for 1 minute.
Level: Alchemist 3, Druid 3, Ranger 3, Witch 3
Components: V, S (E)
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You bestow a small portion of the soul-energy of the element of Earth on the creature touched, granting it some of the resiliency and toughness of the earth.
As an immediate action, the target creature can activate the Earth Spirit. While active, the spirit's indomitable toughness pervades the recipient's body, healing its wounds and preventing new ones. This provides the creature with DR 5/Adamantine, Fast Healing 1, and a +2 insight bonus on CON checks. The Earth Spirit remains active for 1 minute, and then its power is expended and the spell ends.
No creature can be the target of more than one Earth Spirit spell simultaneously. If a second is cast upon the target before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essentia you invest in this spell, the bonus on CON checks improves by 2, and the Fast Healing improves by 1.

Empathic Spirit (Divination) [Incarnum]
Subject can activate Telepathy, understand all languages, and bonus on CHA-based checks for 1 minute.
Level: Alchemist 3, Bard 3, Cleric 3, Inquisitor 3, Magus 4, Paladin 3, Sorcerer/Wizard 4, Witch 3
Components: V, S (E)
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You bestow the soul of a great ancient negotiator on the creature touched, granting it great communication skill.
As an immediate action, the target creature can activate the Empathic Spirit. While active, the spirit's empathy and charm provide the creature with Telepathy 30 feet (as the standard monster ability, described in Pathfinder Bestiary, page 305), the ability to understand all written languages, and a +2 insight bonus on CHA checks and CHA-based skill checks. The Empathic Spirit remains active for 1 minute, and then its power is expended and the spell ends.
No creature can be the target of more than one Empathic Spirit spell simultaneously. If a second is cast upon the target before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essentia you invest in this spell, the bonus on CHA checks and CHA-based skill checks improves by 2.

 

paradox42

First Post
The Mass versions of the two new Spirit spells

I posted these separate from the Alchemist post (above) because the Alchemist doesn't get them, though perhaps they belong there for brevity's sake. Anyway, here they are.

Mass Earth Spirit (Divination) [Earth, Incarnum]
1 subject/level can activate DR, Fast Healing, and bonus on CON-based checks for 1 minute.
Level: Druid 7, Witch 7
Components: V, S (E)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As Earth Spirit, except as noted above. Each target must activate his or her own Earth Spirit separately. Your essentia investment determines the Fast Healing and check bonus granted to all recipients.
Mass Empathic Spirit (Divination) [Incarnum]
1 subject/level can activate Telepathy, understand all languages, and bonus on CHA-based checks for 1 minute.

Level: Bard 6, Cleric 7, Inquisitor 6, Sorcerer/Wizard 8, Witch 7
Components: V, S (E)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As Empathic Spirit, except as noted above. Each target must activate his or her own Empathic Spirit separately. Your essentia investment determines the CHA and CHA-based skill check bonus granted to all recipients.
 

paradox42

First Post
Barbarian Rage Powers

  • Angry Capacity (Ex): The Barbarian is in tune with the souls of great berserkers past, present, and future, and can take advantage of this connection to boost his or her Incarnum-related powers while Raging. The Barbarian's essentia capacity for soulmelds, Mantles of Emotion, Incarnum feats, and racial abilities allowing essentia investment increases by +1 during a Rage.
    This Rage Power can be selected more than once; if it is, then the bonus on essentia capacity granted during a Rage increases by a further +1 each time it is taken. Each time this Rage Power is selected, the required minimum level to select it again goes up by 6; thus, the Barbarian must be at least 4th level to take it once, 10th to take it twice, and 16th to take it a third time.
    A Barbarian must be at least 4th level before selecting this Rage Power.
  • Cobalt Rage (Ex): The Barbarian gains Cobalt Rage (MoI 37) as a bonus feat.
  • Furious Reallocation (Ex): During a Rage, the Barbarian is able to reallocate essentia into his or her Incarnum feats, racial abilities allowing essentia investment, and other similar abilities (that normally require 1 minute of concentration to change essentia investment) as a swift action- effectively allowing their investment to be changed along with other Incarnum receptacles such as soulmelds.
    A Barbarian must be at least 10th level before selecting this Rage Power.
  • Spiritual Anger (Su): When Raging, the Barbarian gains temporary essentia equal to his or her (Rage-improved) CON bonus (minimum 1). If the Barbarian's CON bonus changes during the Rage, then the amount of temporary essentia changes to match it, but the total number of temporary essentia can never go below 1 except by taking actual essentia damage. This temporary essentia works just like normal essentia, and can be invested into Incarnum receptacles such as soulmelds normally, but the temporary points last only until the Rage itself ends and then immediately dissipate.
    These temporary essentia do provide ablating against essentia damage- if the Barbarian takes essentia damage during the Rage, then the damage subtracts temporary essentia first (and those essentia are not renewed until the next time the character begins a Rage). Only if the essentia damage exceeds the number of temporary essentia granted by this Rage Power does the Barbarian take damage to his or her actual essentia pool.
 

paradox42

First Post
Cleric Domains and Subdomains

  • Soulcraft Domain
    • Deities/Cults: (whatever the GM wants; I have a list here for my own setting, of course, but I didn't assign it to any Core/Golarion deities nor would I want to post my deities here since they're decidedly nonstandard due to world changes from the norm.)
    • Subdomains: Chakras, Necrocarnum
    • Granted Powers: You have great facility with and influence over the power of Incarnum.
      • Essentia Boost (Su): Your essentia pool is increased by 1 point per 2 Cleric levels you possess (minimum 1 point). If you do not otherwise have an essentia pool, this ability grants one with a number of points equal to half your Cleric level (minimum 1 point).
      • Disrupt Incarnum (Sp): At 8th level, you can use Divest Essentia at will as a melee touch attack, using your Cleric level as the caster level. You can use this ability a number of times per day equal to half your Cleric level.
    • Domain Spells:
      1. Detect Incarnum (MoI)
      2. Soul Boon (MoI)
      3. Wall of Incarnum (MoI)
      4. Incarnum Vigor (MoI)
      5. Open Lesser Chakra (MoI)
      6. Conjure Midnight Construct (MoI)
      7. Soulbanned Zone (MoI)
      8. Incarnum Apotheosis (MoI)
      9. Soulmeld Disjunction (MoI)


  • Chakras Subdomain
    • Deities/Cults: (again, whatever the GM wants.)
    • Associated Domain: Soulcraft
    • Replacement Power: The following granted power replaces the Disrupt Incarnum power of the Soulcraft Domain.
      • Chakra Boost (Su): Beginning at 8th level, once per day, when you regain spells or spell slots, you may designate one open Chakra of yours as the target of this power. Until the next time you regain spells or spell slots, that Chakra is treated as though you had both the Split Chakra and Double Chakra feats for it. You may have up to two soulmelds occupying and bound to that Chakra simultaneously, and you may use a magic item on that Chakra without also being restricted against using soulmelds bound to it, and vice versa.
    • Replacement Domain Spells:
      • 3. Open Least Chakra (MoI)
      • 4. Unbind Chakra (MoI)
      • 7. Open Greater Chakra (MoI)


  • Necrocarnum Subdomain
    • Deities/Cults: (yet again- whatever the GM wants.)
    • Associated Domain: Soulcraft
    • Replacement Power: The following granted power replaces the Essentia Boost power of the Soulcraft Domain.
      • Steal Essentia (Su): As a standard action that provokes attacks of opportunity, you may make a melee touch attack upon a living or Undead creature. If the touch attack hits, the target must make a Will save (DC 10 + half your Cleric level + your WIS modifier) or become Dazed for 1 round; if the target is Dazed, then you gain 1 point of temporary essentia per HD of the target (minimum 1 point, but also, see below regarding maximum limits) which lasts for 1 hour.
        While it lasts, this essentia may be invested as normal in soulmelds, Incarnum feats, and other abilities and effects which allow essentia investment. You can gain temporary essentia from the same target multiple times, if you make successful touch attacks upon it and it fails the Will save each time, but the number of temporary essentia you gain using this ability can never exceed half your Cleric level (rounded up)- thus, a 7th-level Cleric could keep at most 4 temporary essentia from this ability at any one time. You can use this ability a number of times per day equal to 3 + your WIS modifier.
    • Replacement Domain Spells:
      • 2. Soul Blight (MoI)
      • 4. Rend Essentia (MoI)
      • 6. Wrathful Doom (MoI)
 

paradox42

First Post
New Oracle Archetype

Soulspeaker:

Some Oracles, linked as they are to powers beyond the physical world, become natural attractors of disembodied spirits. The existence of the Haunted curse is an obvious result of this phenomenon, but it is not only malevolent spirits which manifest around such people. Sometimes, the souls actually communicate with the Oracle, and achieve a level of understanding and rapport with him or her so profound that it is nearly impossible for others to understand- let alone study. In regions unaware of Incarnum or its uses, people with such gifts are usually thought of as affected by some sort of unique possession attempt by Beings From Elsewhere, but in cultures familiar with Incarnum- where being in touch with disembodied souls is not particularly strange or uncommon- the link between these special Oracles and the power of Incarnum is recognized and even celebrated. Such soul-touched Oracles are most often called Soulspeakers by those who become aware of their special talents.


Class Features:
All of the following are class features of the Soulspeaker.


  • Recommended Mysteries: Ancestor, Life, Nature.
  • Oracle's Curse: A Soulspeaker must choose the Clouded Vision, Haunted, Wasting, or Tongues Curse at 1st level.
  • Bonus Spells:
    • Detect Incarnum (MoI 101) (2nd)
    • Suppress Magic (MoI 105) (4th)
    • Empathic Spirit (6th)
    • Incarnum Vigor (MoI 102) (8th)
    • Mass Empathic Spirit (14th)
    • Incarnum Apotheosis (MoI 101-102) (16th)
    • Soulmeld Disjunction (MoI 105) (18th)
    These bonus spells replace the Oracle's normal Mystery bonus spells at these levels.
  • Revelations: A Soulspeaker must take the following Revelations at the listed levels.
    • Essentia Pool (Su): A Soulspeaker gains access to a personal pool of essentia, which can be invested into any Incarnum receptacles he or she has to increase their power. This essentia pool's size is equal to the character's Oracle level, but note that the Soulspeaker's character level determines the maximum quantity of essentia that he or she can invest in any single Incarnum receptacle, as noted in MoI on page 19 (table 2-1: Essentia Capacity).
      The Soulspeaker must take this Revelation at 1st level.
    • Meldshaping: The Soulspeaker gains the ability to shape soulmelds, which are drawn from the Incarnate soulmeld list. Unlike standard meldshapers, a Soulspeaker does not know how to shape soulmelds automatically, except for the Soulspeaker Circlet (which all Soulspeakers know automatically upon gaining this ability and thereafter); instead, the character must choose specific soulmelds to learn how to shape (see below).
      The DC for a saving throw against a Soulspeaker's soulmeld is 10 + the number of points of essentia invested in the soulmeld + the Soulspeaker's CHA modifier. Before 3rd level, the Soulspeaker has no Meldshaper Level (from oracle levels alone). Upon gaining this Revelation, the character's Meldshaper Level becomes (and remains) equal to his or her Soulspeaker/Oracle level - 2.
      A Soulspeaker can shape only a certain number of soulmelds on his or her person at any one time. This base allotment begins at 1 soulmeld at 3rd level, and increases by 1 for every 3 levels thereafter. Thus, the soulmeld allotment increases to 2 at 6th level, 3 at 9th, and so forth. The maximum number of soulmelds that the character can have shaped simultaneously is equal to his or her CON score minus 10, or the number of soulmelds allowed for his or her Soulspeaker level, whichever is lower.
      A Soulspeaker does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his or her soulmelds (see Shaping Soulmelds, on page 49 of MoI).
      Whereas most meldshaping characters know every soulmeld on their class list and can shape any of them into an open soulmeld slot as desired, Soulspeakers do not. Soulspeakers must learn specific soulmelds as they gain levels, just as they learn new spells (except for Soulspeaker Circlet, which all Soulspeakers know automatically- effectively as a "bonus Mystery soulmeld"). At each level during which the character learns one or more new spells of 1st or higher level, he or she can choose to learn how to shape a new soulmeld from the Incarnate soulmeld list instead of learning one of the new spells. Only one "known spell" may be turned into a "known soulmeld" this way at each level, but once a soulmeld is known, the character can shape it into an open soulmeld slot at will, just as any other meldshaper could. Soulspeakers can also use feats such as Shape Soulmeld to learn soulmelds, just as other characters can.
      The Soulspeaker must take this Revelation at 3rd level.
    • Chakra Binds: Beginning at 7th level, the Soulspeaker can bind soulmelds to his or her Chakras, granting them new powers based on the specific soulmeld and Chakra chosen. Binding a soulmeld to a Chakra closes the body slot associated with that Chakra (see MoI page 50, "Chakras"), so that the character cannot also benefit from a supernatural item worn on the body slot associated with that Chakra.
      The Soulspeaker is allowed to have only one Chakra Bind active at 7th level, but his or her number of Chakra Binds increases by 1 at every 4th level thereafter- thus, to 2 at 11th, 3 at 15th, and 4 at 19th. The character can maintain a number of active Chakra Binds equal to this number, or his or her CON modifier, whichever is lower. Thus, a 12th-level Soulspeaker can maintain two active Chakra Binds, as long as his or her CON score is at least 14.
      At 7th level, The Soulspeaker is allowed to bind to his or her Crown, Feet, and Hands Chakras. At 11th level, the Soulspeaker is allowed to bind to the Arms, Brow, and Shoulders Chakras. At 15th level, the character is allowed to bind to the Throat and Waist Chakras. Finally, at 19th level, the character is allowed to bind to the Heart Chakra.
      The Soulspeaker must take this Revelation at 7th level.
 

paradox42

First Post
Rogue Talents

Rogue Talents:

  • Essentia (Su): The Rogue adds 1 point of essentia to his or her essentia pool. If the character did not previously have an essentia pool, this grants one with a single point of essentia. This Talent can be taken more than once.
    A Rogue must have a CON score of 13 or higher before choosing this Talent.
  • Soulmeld (Su): The Rogue gains Shape Soulmeld as a bonus feat. This Talent can be taken more than once.
    A Rogue must have a CON score of 13 or higher before choosing this Talent. Each time it is taken, the necessary CON score increases by 1; that is, in order to take this Talent a second time, the Rogue must have a CON score of 14 or higher, three times requires a score of 15 or higher, etc.

Advanced Rogue Talents:

  • Soul Strike* (Su): This Advanced Talent, once taken, becomes an incarnum receptacle that the Rogue can invest essentia into exactly as he or she would an Incarnum feat. A Rogue with this Talent can attack an opponent in such a manner that it not only takes extra damage to the body, but also the soul. Creatures damaged by the Rogue's Sneak Attack also take essentia damage, equal to either the amount of essentia the Rogue has invested in this Talent, or the number of dice of Sneak Attack dealt by the attack (e.g. 6 dice of Sneak Attack equals 6 points of essentia damage), whichever is lower. Creatures without an essentia pool do not take any extra harm from this attack (though they still take Sneak Attack damage, if appropriate).
    A Rogue must have a CON score of 15 or higher and the Essentia Rogue Talent, before choosing this Advanced Talent.
  • Unshaping Attack* (Su): This Advanced Talent, once taken, becomes an incarnum receptacle that the Rogue can invest essentia into exactly as he or she would an Incarnum feat. Once per day, a Rogue with this Talent can affect a creature just struck by his or her Sneak Attack as if by Unshape Soulmeld (with caster level equal to the Rogue's class level plus the number of essentia invested in this Talent). This Advanced Talent can be taken more than once. Each time it is taken, the Rogue gains another daily use of the ability.
    A Rogue must have a CON score of 17 or higher, the Essentia and Soulmeld Talents, and the Dispelling Attack and Soul Strike Advanced Rogue Talents, before choosing this Advanced Talent.
 

paradox42

First Post
New Sorcerer Bloodline

Soultouched (Sorcerer Bloodline)

  • Class Skill: Knowledge (Religion).
  • Bonus Spells:
    1. Detect Incarnum (MoI 101) (3rd)
    2. Incarnum Arc (MoI 102) (5th)
    3. Adept Spirit (MoI 98) (7th)
    4. Conjure Lesser Midnight Construct (MoI 100) (9th)
    5. Open Lesser Chakra (MoI 103) (11th)
    6. Conjure Midnight Construct (MoI 100-101) (13th)
    7. Mass Adept Spirit (MoI 98) (15th)
    8. Conjure Greater Midnight Construct (MoI 100) (17th)
    9. Soulmeld Disjunction (MoI 105) (19th)
  • Bonus Feats: Azure Toughness, Bonus Essentia, Cobalt Concentration, Empower Spell, Extend Spell, Healing Soul, Shape Soulmeld, Skill Focus (Knowledge (Religion)).
  • Bloodline Arcana: Whenever you cast a spell that has the Incarnum descriptor or can have essentia invested into it to change its effect, your essentia capacity for investment into the spell is one higher than normal.
  • Bloodline Powers: Soultouched Sorcerers have their magic as a result of being touched directly by the soul-born power of Incarnum, and as a result their magic is closely tied to its expression and uses.
    • Essentia Pool (Su): At 1st level, your essentia pool is permanently increased by 1. If you don't have an essentia pool, then this ability grants one with a single point of essentia. As you gain levels, this essentia pool increases to match- you gain 1 additional point of essentia per Sorcerer level.
    • Chakra Binds (Su): At 3rd level, your Crown Chakra becomes open for binding soulmelds and magic items to. As you gain more levels, further Chakras open up: Feet and Hands at 5th, Brow at 9th, Arms and Shoulders at 11th, Throat at 13th, and Waist at 15th. You never gain the ability to bind to your Heart or Soul Chakras from Sorcerer levels, though you might still open those Chakras via feats or other class levels. In any case, the maximum number of Chakras you can have bound to magic items or soulmelds at any one time is equal to either the number of Chakras you have available to bind to, or your CON bonus (minimum 1), whichever number is lower.
    • Arcane Investment (Su): At 9th level, when you recharge your spell slots, you can invest essentia into a number of spells you know, up to a maximum of 3 + your CHA modifier. To do this, you invest 1 point of essentia into each spell, whether or not that spell normally allows essentia investment (if the spell chosen does allow essentia investment, then this essentia is kept separate from the normal essentia investment into the spell). Until you expend the essentia invested this way (see below), it remains invested in the spell, and cannot be used for other purposes.
      At any time during the next 24 hours, before the next time you recharge spell slots, you can choose to expend the essentia invested into a spell this way as part of the casting of the spell, to increase both its caster level and save DC by +1. When you do this, the essentia returns to your essentia pool and can be invested into spells, soulmelds, and other Incarnum receptacles as normal. This requires no action on your part, nor does it increase the spell's level or casting time as using Metamagic feats does; you simply expend the essentia when you want to and the spell's power is boosted accordingly.
      Beginning at 15th level, you can invest up to 2 essentia in each spell you boost this way. If you invest 2 essentia into a spell, then when you use the boost, the spell's caster level and save DC each increase by +2. You still expend the boost on a single casting when you invest 2 essentia into a spell this way, and the total number of spells you may invest in during spell slot recharging does not change (the maximum allowed number remains 3 + your CHA modifier).
    • Magical Distillation (Su): At 15th level, you can expend spell slots to give yourself temporary essentia. Once per round, as long as you have no temporary essentia from using this ability in your essentia pool, you can expend a spell slot of any level as a free action, without actually using it to cast a spell. If you do, you gain a number of essentia equal to the spell level of the slot you expended, which lasts for a number of minutes equal to your CHA bonus (minimum 1 minute). This essentia can be invested into soulmelds, spells, or other Incarnum receptacles as normal, while it lasts.
    • Soul Communion (Su): At 20th level, you can cast Detect Incarnum at will, and no longer need use spell slots to do so (as if it were a cantrip rather than a 1st-level spell). In addition, your link to the soul-power of Incarnum rejuvenates your body; you no longer take penalties to your ability scores for aging, cannot be magically aged, and can never die of old age no matter how old you become. Age bonuses still accrue, and any age penalties you have already taken remain in place. Finally, your constant communion with souls of the past, present, and future allows you to make Knowledge checks for any subskill untrained, and also grants you an insight bonus on Knowledge checks equal to your CHA bonus (minimum +1).
 

paradox42

First Post
Witch Stuff

New Witch Patron theme:

Souls:

  • 2nd: Detect Incarnum (MoI 101)
  • 4th: Divest Essentia (MoI 101)
  • 6th: Unshape Soulmeld (MoI 105-106)
  • 8th: Unbind Chakra (MoI 105)
  • 10th: Wrathful Doom (MoI 106)
  • 12th: Conjure Midnight Construct (MoI 100-101)
  • 14th: Mass Earth Spirit
  • 16th: Open Greater Chakra (MoI 103)
  • 18th: Soulmeld Disjunction (MoI 105)

The Incarnum spells incorporated into the Witch spell list:

1st Level
Detect Incarnum Detect soulmelds and essentia within 60 ft. (MoI)
Protection From Incarnum Ward a target from attacks by soulmelds and Incarnum creatures. (MoI)
2nd Level
Adept SpiritE Subject can activate bonus on caster level checks, Will saves, concentration checks, and INT-based checks for 1 minute. (MoI)
Animal SpiritE Subject can activate Scent, Low-Light Vision, and bonus on WIS-based checks for 1 minute. (MoI)
Divest Essentia Target's essentia becomes uninvested. (MoI)
Essentia LockF Target can't reallocate essentia. (MoI)
Guardian SpiritE Subject can activate bonus on AC, Reflex saves, and DEX-based checks for 1 minute. (MoI)
Soul Blight Deal 1d4 + 1/three levels essentia damage to foe. (MoI)
Soul Boon Grant 1 point of essentia per three levels to subject. (MoI)
Suppress MagicE Magic item or soulmeld is suppressed for 1 round/level. (MoI)
3rd Level
Earth SpiritE Subject can activate DR, Fast Healing, and bonus on CON-based checks for 1 minute.
Empathic SpiritE Subject can activate Telepathy, understand all languages, and bonus on CHA-based checks for 1 minute.
Valiant SpiritE Subject can activate bonus on attack, damage, Fortitude saves, and STR-based checks for 1 minute. (MoI)
4th Level
Conjure Lesser Midnight ConstructE Shape a Construct from Incarnum to fight for you. (MoI)
Incarnum VigorE Subject gains Fast Healing; subject's healing spells cure extra damage. (MoI)
Open Least Chakra Allow target to bind to its Crown, Feet, or Hands chakra. (MoI)
Rend EssentiaM Deal CHA damage or essentia damage to foe; gain essentia. (MoI)
Soulbleed Melee weapon drains 1 point of essentia per hit. (MoI)
Unbind ChakraE Sever one chakra bind per four levels; deal 1d6 + 1d6/essentia damage per bind severed. (MoI)
Unshape Soulmeld One of target's soulmelds is destroyed. (MoI)
6th Level
Conjure Midnight ConstructE Shape a Construct from Incarnum to fight for you. (MoI)
Mass Adept SpiritE 1 subject/level can activate bonus on caster level checks, Will saves, concentration checks, and INT-based checks for 1 minute. (MoI)
Mass Animal SpiritE 1 subject/level can activate Scent, Low-Light Vision, and bonus on WIS-based checks for 1 minute. (MoI)
Mass Guardian SpiritE 1 subject/level can activate bonus on AC, Reflex saves, and DEX-based checks for 1 minute. (MoI)
Open Lesser Chakra Allow target to bind to its Arms, Brow, Crown, Feet, Hands, or Shoulders chakra. (MoI)
Wrathful Doom Target is Dazed and takes damage each round equal to its essentia pool. (MoI)
7th Level
Mass Earth SpiritE 1 subject/level can activate DR, Fast Healing, and bonus on CON-based checks for 1 minute.
Mass Empathic SpiritE 1 subject/level can activate Telepathy, understand all languages, and bonus on CHA-based checks for 1 minute.
Mass Valiant SpiritE 1 subject/level can activate bonus on attack, damage, Fortitude saves, and STR-based checks for 1 minute. (MoI)
8th Level
Conjure Greater Midnight ConstructE Shape a Construct from Incarnum to fight for you. (MoI)
Open Greater Chakra Allow target to bind to its Arms, Brow, Crown, Feet, Hands, Shoulders, Throat, or Waist chakra. (MoI)
 

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