Pathfinder 1E Incarnum in Pathfinder

paradox42

First Post
Other Class Spell Lists Not Listed in MoI

[h=3]Antipaladin Spells[/h] 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
Soul Blight Deal 1d4 + 1/three levels essentia damage to foe. (MoI)
3rd Level
Rend EssentiaM Deal CHA damage or essentia damage to foe; gain essentia. (MoI)
4th Level
Soulbleed Melee weapon drains 1 point of essentia per hit. (MoI)


[h=3]Inquisitor Spells[/h] 0th Level
Soulmeld Blessing Allies can reallocate essentia for free. (MoI)
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)
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
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)
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)
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)
Soulbleed Melee weapon drains 1 point of essentia per hit. (MoI)
Unshape Soulmeld One of target's soulmelds is destroyed. (MoI)
5th Level
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 Guardian SpiritE 1 subject/level can activate bonus on AC, Reflex saves, and DEX-based checks for 1 minute. (MoI)
6th Level
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)
Open Greater Chakra Allow target to bind to its Arms, Brow, Crown, Feet, Hands, Shoulders, Throat, or Waist chakra. (MoI)
Wrathful Doom Target is Dazed and takes damage each round equal to its essentia pool. (MoI)


[h=3]Magus Spells[/h] 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
Divest Essentia Target's essentia becomes uninvested. (MoI)
Essentia LockF Target can't reallocate essentia. (MoI)
Incarnum ArcE Movable line deals 1d6 damage + 1d6/essentia. (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
Adept SpiritE Subject can activate bonus on caster level checks, Will saves, concentration checks, and INT-based checks for 1 minute. (MoI)
Guardian SpiritE Subject can activate bonus on AC, Reflex saves, and DEX-based checks for 1 minute. (MoI)
Wall of IncarnumE Creates wall of incarnum that deals essentia damage or WIS damage to those attempting to pass through. (MoI)
4th Level
Conjure Lesser Midnight ConstructE Shape a Construct from Incarnum to fight for you. (MoI)
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)
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)
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)
[h=3]Summoner Spells[/h] 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)
3rd Level
Conjure Lesser Midnight ConstructE Shape a Construct from Incarnum to fight for you. (MoI)
Open Least Chakra Allow target to bind to its Crown, Feet, or Hands chakra. (MoI)
Wall of IncarnumE Creates wall of incarnum that deals essentia damage or WIS damage to those attempting to pass through. (MoI)
4th Level
Conjure Midnight ConstructE Shape a Construct from Incarnum to fight for you. (MoI)
Open Lesser Chakra Allow target to bind to its Arms, Brow, Crown, Feet, Hands, or Shoulders chakra. (MoI)
6th 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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paradox42

First Post
Ultimate Campaign Additions (and one non-Incarnum spell)

For GMs using Ultimate Campaign's rules and subsystems, the following feats and soulmelds should be added to the Incarnum repertoire. Note that these make references to Ultimate Campaign (abbreviated as UCA) and Player's Companion: Quests & Campaigns (abbreviated as QC).

Feats first (there are only two):

Azure Rulership [Incarnum]

You can use Incarnum to boost your leadership ability.
Prerequisite: CON 13, Natural Ruler (QC 27), Hold a leadership role related to running a kingdom.
Benefit: You gain an insight bonus on kingdom checks affected by the ability score you chose for the Natural Ruler feat equal to the amount of essentia invested in this feat. Essentia must remain invested in this feat during the entire time you fulfill the kingdom leadership role's duties (typically, the 6 days out of the month during which you are leading as opposed to adventuring) in order for you to gain the bonus. If you divest essentia from this feat for any reason during that time period, then the bonus decreases to match the lowest amount of essentia you had invested in this feat during the time period in question.
You gain 1 point of essentia.
Special: You can gain this feat multiple times, choosing a different ability score each time. You must have the Natural Ruler feat for the chosen ability score in order to take Azure Rulership for it. Each instance of the Azure Rulership feat tracks its essentia investment separately, if you take the feat more than once. For example, if you have it for both STR and CHA, then investment in the Azure Rulership (STR) feat does not affect your investment (or lack thereof) in the Azure Rulership (CHA) feat, and vice versa- they are considered separate Incarnum receptacles for all purposes.



Cerulean Commander [Combat, Incarnum]

You can use Incarnum to boost your commanding ability.
Prerequisite: CON 13, CHA 13.
Benefit: Armies under your command gain an insight bonus on Morale checks equal to the amount of essentia invested in this feat.
You gain 1 point of essentia.

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Of course, I had to come up with a bunch of new soulmelds, since the various classes should be able to get in on the act with regards to Downtime and kingdom-building and mass combat. So I made an effort to cover as many bases as I felt I reasonably could there. I'll first list the names of the soulmelds given to each class, by class (five entries == short list), then copy shorthand for the new soulmelds, then the melds themselves in full-description form below.

Foundationist: Greed of the Shaitan (Earth), Mantle of Command (Universal), Power of the Efreeti (Fire), Subtlety of the Marid (Water), Voice of the Djinni (Air).
Incarnate: Laborer's Shift, Regal Crown, Voice of the Djinni.
Soulborn: Mantle of Command, Regal Crown, Thunderbird Wings.
True Necrocarnate: Executioner's Hood, Laborer's Shift, Subtlety of the Marid.
Totemist: Bandersnatch Pelt, Thunderbird Wings.

Bandersnatch Pelt: +(2+2E) insight Stealth & Survival, +1 competence ranged attacks and Initiative.
Arms: Move up to double normal speed and track without penalty. Also, +(2E) competence Survival to track creatures you have personally wounded.
Shoulders: When you are a kingdom leader adding STR or CON to kingdom attribute(s), add an additional (E) enhancement to that attribute(s).
Totem: StdA Quill Volley, 1d4 damage (plus half STR mod), range increment 60 feet (max range 300 feet), up to (E) targets within 30 feet of each other.

Executioner's Hood (Necrocarnum): +(2+2E) competence Intimidate & Sense Motive, +(1+E) insight on critical hit confirmation rolls.
Brow: When you are a kingdom leader adding STR or DEX to kingdom attribute(s), add an additional (E) enhancement to that attribute(s).
Crown: When you are Royal Enforcer and decrease Unrest by 1 during the Upkeep phase, roll the required Loyalty check twice and take the better result.

Greed of the Shaitan: +(2+2E) competence Appraise & Profession (Merchant), can use untrained.
Crown: When you are Treasurer, add +(E) insight to Economy.
Heart: Detect Wealth (see below) at will by concentration, except range is (30+10E) feet, and can automatically sense objects as if 3 rounds had passed.
Pattern: When doing skilled work to earn Goods during Downtime, +(4+2E) insight on the skill check you use to do it.

Laborer's Shift: +(2+E) insight on CON checks and Fortitude saves vs. Fatigue, Exhaustion, or damage/negative conditions resulting from lengthy activity such as Forced March.
Shoulders: When working to earn Capital during Downtime, produce 1 extra Capital of the type you were trying to earn.

Mantle of Command: +(2+2E) competence Profession (Soldier), can use untrained, +(1+E) insight Morale checks when commanding an army.
Arms: +(half E) morale OM for an army under your command.
Soul: 1/day use Imbue Army Special Ability (QC 29) as a spell-like ability, to grant one of your special abilities to an army under your command.
Pattern: Add your STR modifier to Morale checks made to command an army, in addition to the normal modifiers.

Power of the Efreeti: +(2+2E) competence Intimidate, Knowledge (Arcana), & Spellcraft, can use untrained.
Hands: When you are Magister, add +(E) insight to Stability.
Waist: FullA Mass Adept Spirit, caster level = (ML), (E) counts as essentia for spell, Maximum (ML) uses before (U).
Pattern: When doing skilled work to earn Magic during Downtime, +(2+2E) insight on the skill check you use to do it.

Regal Crown: +2 competence Diplomacy, Intimidate, & Sense Motive. When you are a kingdom leader that affects Loyalty, add +(E) morale to Loyalty.
Brow: When you are a kingdom leader, add +(E) morale to Stability. When you are Ruler, gain Fortunate Ruler (as the feat- see QC 26-27).

Subtlety of the Marid: +(2+2E) competence Bluff, Disguise, & Sense Motive.
Feet: When you are Spymaster, add +(E) insight to Loyalty.
Shoulders: FullA Veil on yourself plus up to (E) targets within 30 feet, duration (1+E) minutes. Maximum (3+E) uses before (U).
Pattern: When doing skilled work to earn Labor during Downtime, +(4+2E) insight on the skill check you use to do it.

Thunderbird Wings: Ignore up to -5 in penalties to visual Perception checks due to distance, Low-Light Vision, Resist Electricity (5E).
Crown: Within (5+5E) feet, gain Mistsight.
Heart: Control Weather 1/day, caster level = (ML), +(1+E) morale Morale checks when commanding an army.
Shoulders: +(2+E) morale Morale checks when commanding an army.
Totem: Fly (10E) feet (Average), must begin and end on solid surface.

Voice of the Djinni (Air): +(2+2E) competence Diplomacy, Knowledge (Nobility), & Sense Motive, can use untrained.
Soul: StdA Wish 1/week, (U) when used.
Throat: When you are Grand Diplomat, add +(E) insight to Economy, Loyalty, & Stability.
Pattern: When doing skilled work to earn Influence during Downtime, +(4+2E) insight on the skill check you use to do it.


[h=4]Bandersnatch Pelt[/h]

Descriptors: None
Classes: Totemist
Chakra: Arms, Shoulders (Totem)
Saving Throw: None

Spirits frumious and primal swirl around you confoundingly, then settle into a strange cloaklike garment which constantly shifts and flaps on its own as though in an unseen breeze. Apparently made of fur to a casual glance, closer inspection shows the "fur" to in fact be myriad tiny spines shifting and flowing so closely that they resemble hair. On your back, these spines become full-blown quills, extending viciously from the surface and dropping off with every slight movement (dissolving into harmless smoke within seconds).

The legendary Bandersnatch is a primal creature of otherworldly Nature, infused with the power of the Fey but no longer native to their realm. Totemists both fear and revere Bandersnatches for their incredible hunting skills; they are known to stalk quarry even across planar boundaries when truly provoked. Taking on some of the qualities of the fearsome beast with the Bandersnatch Pelt helps a Totemist hunt and guard both wild places and civilized ones.
The Bandersnatch Pelt grants you a +2 insight bonus on Stealth and Survival checks. You also gain a +1 competence bonus on ranged attack rolls and on Initiative checks.
Essentia: Every point of essentia you invest in the Bandersnatch Pelt increases the insight bonus on skill checks by +2.
[h=4](Bandersnatch Pelt) Chakra Bind (Arms)[/h]

The forelegs of the Pelt fuse into your own arms, adding a dangerously fluid grace to your hands. Your senses sharpen, and tracks and signs left behind by other creatures become as obvious to you as lines of glowing paint.

You can move up to twice your normal speed and still track without taking a penalty on the Survival checks you make to do so. Furthermore, you gain a competence bonus on Survival checks to track creatures you have personally wounded, equal to twice the amount of essentia invested in this soulmeld.
[h=4](Bandersnatch Pelt) Chakra Bind (Shoulders)[/h]

Fusing to your shoulders, the Pelt's quills become noticeably larger and more impressive, and your eyes begin to glow blue as some of the power of the Bandersnatch settles into your head and neck.

If you are fulfilling the duties of a kingdom leadership role that adds your STR or CON modifier to a kingdom attribute (for example, General or Warden), then add an enhancement bonus equal to the amount of essentia invested in the Bandersnatch Pelt to the ability modifier you use to affect the kingdom attribute. For example, if you are a Warden and choose to add your CON modifier to Loyalty, then add an additional amount to Loyalty equal to the invested essentia. You must keep the essentia invested in the Pelt during the entire time you are fulfilling the duties of the kingdom leadership role in question in order to gain the bonus; if you ever divest essentia from the Bandersnatch Pelt during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4](Bandersnatch Pelt) Chakra Bind (Totem)[/h]

The strange Pelt grows a tail, writhing and lashing according to your thoughts and (apparently) thoughts of its own. The quills on the end of the tail are particularly barbed and heavy, and do not vaporize as easily as the rest when separated from the soulmeld. By whipping your tail just so, you can use these heavy quills as weapons.

As a standard action, you can launch a volley of quills at your foes; the number of quills you can launch is equal to the amount of essentia invested in the Bandersnatch Pelt. This attack has a range increment of 60 feet and a maximum range of 300 feet. All targets must be within 30 feet of each other. Make a ranged attack roll for each quill using your normal ranged attack bonus plus the competence bonus from the Pelt itself; if a quill hits, it deals 1d4 damage plus ½ your STR modifier. Quills vaporize immediately after dealing their damage and do not cause any further harm to the targets; meanwhile, the tail in your Bandersnatch Pelt regrows used quills in a single round.
[h=4]Executioner's Hood[/h]

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

Although the souls of the murdered people would prefer to stay dead and at rest, you force them to answer your call and join together. Their anger at the crimes that ended their lives filter through to others, and allow you to weave them together into an intimidating black hood of leathery material which has eyeholes for you to see through when you put it on your head. The fury of the souls at being forced into this servitude combines with their fury at their untimely deaths, and becomes a general fury at all crime, combined with an intense and relentless hunger for justice... or revenge.

Forming Necrocarnum specifically from the souls of murder victims, you can direct the emotions and energy derived from the souls' unwilling servitude towards the service of preventing crimes and enforcing laws. Although the Executioner's Hood covers most of your face, it does not diminish your senses in any meaningful way; you can still see, hear, smell, taste, and use other senses just as well with it on as you can with it off.
An Executioner's Hood grants you better ability to frighten and dominate others. You gain a +2 competence bonus on Intimidate and Sense Motive checks, as well as a +1 insight bonus on attack rolls made to confirm critical hits.
Essentia: The competence bonus on skill checks increases by +2 for every point of essentia you invest in the Executioner's Hood, and the insight bonus on critical hit confirmation rolls increases by +1 per point of invested essentia.
[h=4](Executioner's Hood) Chakra Bind (Brow)[/h]

When you bind the Hood to your Brow Chakra, the souls within are cowed by your strength of will and become more subservient to your thoughts. Merging their whispered information with yours, you can see how to inspire the public to aid you as you make this land truly belong to you and your allies.

If you are fulfilling the duties of a kingdom leadership role that adds your STR or DEX modifier to a kingdom attribute (for example, Royal Enforcer or Spymaster), then add an enhancement bonus equal to the amount of essentia invested in the Executioner's Hood to the ability modifier you use to affect the kingdom attribute. For example, if you are a Spymaster and choose to add your DEX modifier to Loyalty, then add an additional amount to Loyalty equal to the invested essentia. You must keep the essentia invested in the Hood during the entire time you are fulfilling the duties of the kingdom leadership role in question in order to gain the bonus; if you ever divest essentia from the Executioner's Hood during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4](Executioner's Hood) Chakra Bind (Crown)[/h]

Tightening around your head, the Hood's fury begins to infuse your own thoughts- giving you precise insight into exactly which crimes are most troublesome to most people, and thus how to avoid troubling your people with them.

Whenever you are fulfilling the role of Royal Enforcer for a kingdom, and you choose to decrease Unrest, you may roll the subsequent Loyalty check (to avoid also lowering Loyalty) twice and take the better result.
[h=4]Greed of the Shaitan[/h]

Descriptors: None
Classes: Foundationist (Earth)
Chakra: Crown, Heart (Pattern)
Saving Throw: None

Forming incarnum from the hard spirits of Shaitan both long-dead and yet to be born, you create a hood of gold chainmail surmounted by a crownlike circlet of gold.

Shaitan are the Genies of the Elemental Plane of Earth. By tapping into their spirits, you can create incarnum which helps you assess the value of material things and track them for mercantile or economic purposes.
This soulmeld grants you a +2 competence bonus on Appraise and Profession (Merchant) checks. You can also use Profession (Merchant) untrained, and use Appraise as if trained even if you have no ranks in that skill.
Essentia: Every point of essentia you invest in Greed of the Shaitan increases the competence bonus on skill checks by +2.
[h=4](Greed of the Shaitan) Chakra Bind (Crown)[/h]

The soulmeld's crown becomes larger and more ornate, growing gems of several colors out of nothing and making your appearance more impressive. Nobody can now doubt your authority within kingdom affairs.

Whenever you are fulfilling the role of Treasurer for a kingdom, then add an insight bonus equal to the amount of essentia invested in Greed of the Shaitan to kingdom Economy checks. You must keep the essentia invested in Greed during the entire time you are fulfilling the duties of Treasurer in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4](Greed of the Shaitan) Chakra Bind (Heart)[/h]

By taking the Greed into your Heart, you become able to literally see valuable objects and materials for what they are (and how much they're worth) with a simple glance.

When Greed of the Shaitan is bound to your Heart Chakra, you can use Detect Wealth (see below) at will as a spell-like ability, by concentration. Not only does this let you detect concentrations of valuable materials at a glance, whether or not you have a sample of the material you are looking for on hand, but it also lets you see the value of concentrations of a particular material immediately, as if you had used the spell and concentrated on the area you are viewing for 3 rounds. You can only detect one type of valuable material each round, using this ability, but you can change which material you are detecting once per round as a free action and do not need to have a sample of that material on hand in order to detect it using this ability.
[h=4](Greed of the Shaitan) Chakra Bind (Pattern)[/h]

The gold chain grows out to cover your shoulders and part of your chest, but more importantly it actually fuses with your body below that point and becomes a part of you. Your ability to discern the best path towards getting more material wealth increases to superhuman levels as a result of this close communion with the souls of Shaitan.

Whenever you are performing skilled labor to earn Goods (using the Downtime system in UCA chapter 2), you know exactly how to maximize your skill knowledge to earn the capital. You gain an insight bonus on the skill check you use to earn Goods, equal to 4 plus twice the number of essentia you invest in Greed of the Shaitan. You must keep the essentia invested in Greed during the entire time you are working to earn capital in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4]Laborer's Shift[/h]

Descriptors: None
Classes: Incarnate, True Necrocarnate
Chakra: Shoulders
Saving Throw: None

The souls of countless laborers, slaves, prisoners, and other dregs of society merge together at your direction, slowly, listlessly, as though unsure of what to do. The Incarnum they form weaves into a rude-looking, threadbare poncho of dull brown color which you can drape over yourself.

Most societies rely on unskilled people to do odd jobs not requiring any special training or thought- merely dumb, brute force applied over specified periods of time in specifically directed ways. Though the souls of such people are always dim and dull by the standards of energy and activity level, they are useful in allowing a meldshaper to tolerate tedious or menial tasks over long periods of time- and Bluesmiths in particular often grant this soulmeld to clients to help them get through a day of hard labor.
With the Laborer's Shift shaped, your ability to tolerate long periods of hard labor increases. You gain a +2 insight bonus on CON checks and Fortitude saving throws made to avoid Fatigue, Exhaustion, or damage and other negative conditions resulting from a lengthy activity such as a Forced March.
Essentia: The insight bonus increases by +1 for every point of essentia you invest in the Laborer's Shift.
[h=4](Laborer's Shift) Chakra Bind (Shoulders)[/h]

Draped over your shoulders, the Shift settles onto you like an old friend, fitting itself to you so precisely that it feels like a part of you- like it was always there or just meant to be there. The whispers and groans from the souls in the Shift becomes stronger, but as background noise rather than a distraction; in fact, snippets of old work chanties are discernible in the chatter, and actually help you focus on your work.

When working to earn Capital (using the Downtime system in UCA chapter 2), you produce one extra point of the capital you were trying to earn, as long as you are performing unskilled labor or your skill check result is at least 10. You must keep the essentia invested in the Shift during the entire time you are working to earn capital in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4]Mantle of Command[/h]

Descriptors: None
Classes: Foundationist (Universal), Soulborn
Chakra: Arms, Soul (Pattern)
Saving Throw: None

Weaving together souls of famous and mighty generals, admirals, and other master war strategists, you create a shirt of gloriously gold and silver fabric which clearly marks you as special on the battlefield. Your soldiers look to you with new confidence in your leadership.

Civilizations have gone to war from the earliest days of history, and during all that time specific individuals have risen to lead groups of others in mass combat. By gathering the souls of such officers, you can tap into some of their insights regarding how to lead an army effectively.
When you don and use a Mantle of Command, your military leadership ability is enhanced. You gain a +2 competence bonus on Profession (Soldier) checks, and can use it untrained. Also, you gain a +1 insight bonus on Morale checks you make when commanding an army.
Essentia: The competence bonus on skill checks increases by +2, and the insight bonus on Morale checks increases by +1, for every point of essentia you invest in the Mantle of Command. You must keep the essentia invested in the Mantle during the entire battle round in order to gain the bonuses; if you ever divest essentia from the Mantle of Command in the middle of a battle, then the bonuses change to match the lowest amount of essentia you had invested in the Mantle during that battle round.
[h=4](Mantle of Command) Chakra Bind (Arms)[/h]

The Mantle's sleeves extend out over your arms, covering them with the flashy and reflective material like the rest of your body. As you move your arms, your soldiers have an eerie tendency to move with you, even those who are not looking at you.

When the Mantle is bound to your Arms Chakra, you can transfer orders for how to make moves and attacks far more easily and precisely than you could otherwise. This grants the army under your command a morale bonus on OM, equal to half the amount of essentia you invest in this soulmeld (minimum +1). You must keep the essentia invested in the Mantle during the entire battle round in order to gain the bonus; if you ever divest essentia from the Mantle of Command in the middle of a battle, then the bonus changes to match the lowest amount of essentia you had invested in the Mantle during that battle round.
[h=4](Mantle of Command) Chakra Bind (Soul)[/h]

As you bind the Mantle to your Soul, it hardens and becomes more like a suit of fine plate armor than the shirt it seemed before. The command ability it grants rebounds and reflects within you, shining forth on its surface as images of you performing different fighting motions. Watching the images closely, they seem to move sometimes, though it might just be tricks of the light.

A Mantle of Command bound to your Soul Chakra allows you to teach the army you command how to perform moves and take actions exactly as you would yourself. Once per day, you can use Imbue Army Special Ability (QC 29), to grant the army you are personally commanding one of the special abilities you have. The army loses this bonus as soon as you become unconscious or dead, or are otherwise removed from command over that army.
[h=4](Mantle of Command) Chakra Bind (Pattern)[/h]

As you bind the Mantle to your Pattern, the fabric seems to sink into your skin, making it more like an extensive tattoo than a separate object. So, too, the command abilities granted by the soulmeld become more a part of you than they were before.

With the Mantle of Command bound to your Pattern Chakra, you add your STR modifier to Morale checks you make when commanding an army, in addition to other bonuses you get (such as your CHA modifier, bonuses from ranks in Profession (Soldier), etc.).
[h=4]Power of the Efreeti[/h]

Descriptors: None
Classes: Foundationist (Fire)
Chakra: Hands, Waist (Pattern)
Saving Throw: None

Incarnum from the mighty and haughty spirits of Efreeti swirls about you, forming a shirt seemingly woven from tongues of fire.

Efreeti are the Genies of the Elemental Plane of Fire. By tapping into their spirits, you can create incarnum which helps you gain and leverage raw magical power.
This soulmeld grants you a +2 competence bonus on Intimidate, Knowledge (Arcana), and Spellcraft checks. You can also use Knowledge (Arcana) and Spellcraft untrained.
Essentia: Every point of essentia you invest in Power of the Efreeti increases the competence bonus on skill checks by +2.
[h=4](Power of the Efreeti) Chakra Bind (Hands)[/h]

The sleeves of the shirt extend down towards your hands, covering them with burning majesty and announcing to all who see you your power and knowledge. Your worthiness to command and teach the mages of the kingdom will not be questioned now.

Whenever you are fulfilling the role of Magister for a kingdom, then add an insight bonus equal to the amount of essentia invested in Power of the Efreeti to kingdom Stability checks. You must keep the essentia invested in Power during the entire time you are fulfilling the duties of Magister in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4](Power of the Efreeti) Chakra Bind (Waist)[/h]

As you bind the fiery shirt to your Waist, it burns more brightly. With a touch, you can tranfer the glow (and some of the power) from the Efreeti spirits bound into the shirt to other creatures.

As a full-round action, you can use Mass Adept Spirit (MoI page 98) as a spell-like ability with caster level equal to the meldshaper level of this soulmeld. When you use this ability, the essentia invested in the Power of the Efreeti is considered to be the amount of essentia invested in the spell; if you change the amount of essentia invested in the Power after using this ability, it does not change the bonus granted to recipients of the Mass Adept Spirit should they activate it before it expires.
You can use this ability up to one time per meldshaper level of the Power of the Efreeti, at which point the soulmeld unshapes.
[h=4](Power of the Efreeti) Chakra Bind (Pattern)[/h]

The flames of the Efreeti souls you took incarnum from spread to cover you, and infuse your body with their lucent power, causing your eyes to glow and burn with the flames of Efreeti might.

Whenever you are performing skilled labor to earn Magic (using the Downtime system in UCA chapter 2), you know how to maximize your skill knowledge to earn the capital. You gain an insight bonus on the skill check you use to earn Magic, equal to 2 plus twice the number of essentia you invest in Power of the Efreeti. You must keep the essentia invested in Power during the entire time you are working to earn capital in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4]Regal Crown[/h]

Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Brow
Saving Throw: None

The souls of ancient kings, rulers, and magistrates, along with leaders yet unborn, whisper to you as you shape their Incarnum into a gilded crown of golden metal which shimmers with iridescent sparkles and swirls of other colors.

All societies have leaders, and truly exceptional ones tend to have similar talents. By pooling the soul energy of such rare individuals together and binding it into a crown for your head, you enhance your own talents along similar lines, becoming better able to persuade and rule.
While you wear the Regal Crown, it enhances your ability to persuade others by means fair and foul alike, granting you a +2 competence bonus on Diplomacy, Intimidate, and Sense Motive checks.
Essentia: If you are fulfilling the duties of a kingdom leadership role that affects the kingdom's Loyalty score, then add a morale bonus equal to the amount of essentia invested in the Crown to kingdom Loyalty checks. You must keep the essentia invested in the Crown during the entire time you are fulfilling the duties of the kingdom leadership role in question in order to gain the bonus; if you ever divest essentia from the Regal Crown during that time period, then the bonus changes to match the lowest amount of essentia you had invested in the Crown during that time.
[h=4](Regal Crown) Chakra Bind (Brow)[/h]

The crown becomes noticeably more ornate as it settles onto your head, growing in the center of its forward crest a brilliant jewel of dazzling beauty and clarity as if announcing your fitness to rule to the rest of the world.

In addition to the standard morale bonus on Loyalty checks, the Regal Crown also grants a morale bonus on Stability checks equal to the amount of essentia invested in this soulmeld (with the same qualifier about keeping essentia invested in this soulmeld in order to gain the bonus). Furthermore, whenever you act as the Ruler of a kingdom, you gain the effects of the Fortunate Ruler feat (QC 26-27).
[h=4]Subtlety of the Marid[/h]

Descriptors: None
Classes: Foundationist (Water), True Necrocarnate
Chakra: Feet, Shoulders (Pattern)
Saving Throw: None

Forming incarnum from the flowing and shifting spirits of Marids both historic and still unborn, you weave a suit of strangely restricted water about your body which covers all of you except your head and face.

Marids are the Genies of the Elemental Plane of Water. By tapping into their fickle spirits, you can create incarnum which helps you lie, cheat, and manipulate others.
This soulmeld grants you a +2 competence bonus on Bluff, Disguise, and Sense Motive checks.
Essentia: Every point of essentia you invest in Subtlety of the Marid increases the competence bonus on skill checks by +2.
[h=4](Subtlety of the Marid) Chakra Bind (Feet)[/h]

The strangely-flowing water thickens around your feet, literally washing away your footprints as you make them. As the aphorism goes, you were never here; this meeting never happened.

Whenever you are fulfilling the role of Spymaster for a kingdom, then add an insight bonus equal to the amount of essentia invested in Subtlety of the Marid to kingdom Loyalty checks. You must keep the essentia invested in Subtlety during the entire time you are fulfilling the duties of Spymaster in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4](Subtlety of the Marid) Chakra Bind (Shoulders)[/h]

When you bind it to your Shoulders, the suit of watery Marid spirits flows with new force and purpose, covering you and those you direct it towards with false images and shapes formed from elemental water.

As a full-round action, you can use Veil as a spell-like ability with caster level equal to the meldshaper level of your Subtlety of the Marid soulmeld, except that it can only target you and lasts for 1 minute (plus an additional number of minutes equal to the number of essentia invested in Subtlety of the Marid when you use this ability). Each point of essentia you invest in the Subtlety allows you to target an additional creature (besides yourself) when you use this ability.
You can use this ability up to three times, plus one time per point of essentia invested in the soulmeld, 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 Veil 4 times and you then reduce your essentia investment in Subtlety of the Marid to 1 point or 0 points, then the Subtlety immediately unshapes.
[h=4](Subtlety of the Marid) Chakra Bind (Pattern)[/h]

As you walk, small bits of the water from your suit drip off, rolling around and merging into people around you- subtlely influencing their decisions and desire to help you in your endeavors.

Whenever you are performing skilled labor to earn Labor (using the Downtime system in UCA chapter 2), you know exactly how to maximize your skill knowledge to earn the capital. You gain an insight bonus on the skill check you use to earn Labor, equal to 4 plus twice the number of essentia you invest in Subtlety of the Marid. You must keep the essentia invested in Subtlety during the entire time you are working to earn capital in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4]Thunderbird Wings[/h]

Descriptors: Electricity
Classes: Soulborn, Totemist
Chakra: Crown, Heart, Shoulders (Totem)
Saving Throw: None

A strange dark cloud forms about your head and shoulders, strange because of its shape. Around your head, the cloud is shaped suspiciously like the beaked head of an eagle or raptor, while the cloud about your shoulders actually extends back from them to form two winglike projections. Flashes of lightning occasionally light up the cloud, and when they do, shadowlike suggestions of feathers, or an actual giant eagle-head, are visible in the mists.

Thunderbirds are venerated by primitive tribes on hundreds of worlds where they roost, because of their ability to literally bring the storm with them wherever they go. Totemists revere them not only for this connection but also for their ability to inspire those tribes to greatness as icons of natural bounty and fury. Forming Thunderbird souls into a cloudlike set of Thunderbird Wings allows a Totemist to see like the mighty birds, resist storm effects like them, and inspire people to greatness on the battlefield.
Thunderbird Wings allow you to ignore up to -5 in penalties on visual Perception checks due to distance. You also gain Low-Light Vision. If you already had Low-Light Vision, then your existing visual acuity is increased by a like amount; for example, if you could previously see twice as well as standard under low light, with the Wings you can see three times as well.
Essentia: If you invest essentia in the Thunderbird Wings, they protect you from Electricity damage. You gain Resistance to Electricity equal to 5 times the number of essentia you invest in this soulmeld.
[h=4](Thunderbird Wings) Chakra Bind (Crown)[/h]

The cloud about your head contracts and thickens, getting mist into your eyes- but far from being a hindrance, this actually helps you to see more clearly.

Thunderbirds can see through all forms of cloud, mist, and other weather as though they were not present. When you bind Thunderbird Wings to your Crown Chakra, you borrow some of this power. Within a radius of 5 feet, plus 5 feet per point of essentia invested in this soulmeld, you can ignore all vision penalties and Concealment resulting from weather effects- including magical ones such as Fog Cloud, Obscuring Mist, Sleet Storm, or even the Fellmist Robe soulmeld. Aside from its limited radius, this is identical with the Mistsight ability (from the Universal Monster Rules).
[h=4](Thunderbird Wings) Chakra Bind (Heart)[/h]

Taking the power of Thunderbirds directly into your Heart, you gain the ability to influence weather as they do- and this great power is clear and obvious to the others around you. It is time now to truly "Bring the Thunder" to your enemies.

A Thunderbird Wings bound to your Heart allows you to Control Weather as a spell-like ability once per day. The caster level of this spell-like ability equals the meldshaper level of the Thunderbird Wings. In addition, the power granted to you by the soulmeld is clearly visible to others who see you, and inspires soldiers under your command to fight harder for your cause; an army under your command gains a +1 morale bonus on Morale checks (increased by an additional amount equal to the number of essentia invested in this soulmeld). You must keep the essentia invested in the Wings during the entire battle round in order to gain the bonuses; if you ever divest essentia from the Thunderbird Wings in the middle of a battle, then the bonuses change to match the lowest amount of essentia you had invested in the Wings during that battle round.
[h=4](Thunderbird Wings) Chakra Bind (Shoulders)[/h]

When you bind the Thunderbird Wings to your Shoulders Chakra, the shadow of the Thunderbird visible in the cloud becomes more clear and obvious, forming a constant presence about you- crackling with the lightning and power of the storm that actual Thunderbirds bring with them.

With the Thunderbird Wings bound to your Shoulders Chakra, you can inspire and drive soldiers under your command to perform great deeds. You grant the army under your command a +2 morale bonus to Morale checks, increased by an additional amount equal to the number of essentia invested in the Thunderbird Wings. You must keep the essentia invested in the Wings during the entire battle round in order to gain the bonuses; if you ever divest essentia from the Thunderbird Wings in the middle of a battle, then the bonuses change to match the lowest amount of essentia you had invested in the Wings during that battle round.
[h=4](Thunderbird Wings) Chakra Bind (Totem)[/h]

The shadows of wings previously visible in the cloud become real, solidifying into large feathered wings extending off your back. The occasional crackles of lightning and electricity playing across them do nothing to harm you, but make the Wings more impressive to onlookers.

You can extend the solidified Thunderbird Wings 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.
[h=4]Voice of the Djinni[/h]

Descriptors: None
Classes: Foundationist (Air), Incarnate
Chakra: Soul, Throat (Pattern)
Saving Throw: None

Incarnum from the benevolent and liberated souls of the Djinni swirls about you, forming a choker of white and silver fabric which settles lightly around your neck.

Djinni are the Genies of the Elemental Plane of Air. By tapping into their souls, you can create incarnum which helps you impress and manipulate other people.
This soulmeld grants you a +2 competence bonus on Diplomacy, Knowledge (Nobility), and Sense Motive checks. You can also use Knowledge (Nobility) untrained.
Essentia: Every point of essentia you invest in Voice of the Djinni increases the competence bonus on skill checks by +2.
[h=4](Voice of the Djinni) Chakra Bind (Soul)[/h]

Taking the power of the Djinni into your very Soul, you gain their best-known signature ability: the ability to grant wishes.

Once per week, you can use Wish as a spell-like ability. When you use this ability, Voice of the Djinni unshapes, and you cannot use the ability again for at least a full week even if you shape a new Voice of the Djinni soulmeld and bind it to your Soul Chakra. Using the Reset Soulmeld ability simultaneously with the use of Wish prevents the soulmeld from unshaping, but does not allow you to use the ability again sooner than one week after the last time you used it.
[h=4](Voice of the Djinni) Chakra Bind (Throat)[/h]

In binding the power of the Djinni to your Throat Chakra, you cause the choker to grow several clear and pastel-colored jewels, becoming more ornate and noticeable and leaving no doubt at all that you represent Very Important People.

Whenever you are fulfilling the role of Grand Diplomat for a kingdom, then add an insight bonus equal to the amount of essentia invested in Voice of the Djinni to kingdom Economy, Loyalty, and Stability checks. You must keep the essentia invested in Voice during the entire time you are fulfilling the duties of Grand Diplomat in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
[h=4](Voice of the Djinni) Chakra Bind (Pattern)[/h]

When the Voice of the Djinni becomes bound to your Pattern Chakra, it develops new thread patterns along its width, and enhances your voice with new tones and timbres it did not previously possess. Using your newly resonant throat, you are easily able to ask others for favors so that they grant such to you.

Whenever you are performing skilled labor to earn Influence (using the Downtime system in UCA chapter 2), you know exactly how to maximize your skill knowledge to earn the capital. You gain an insight bonus on the skill check you use to earn Influence, equal to 4 plus twice the number of essentia you invest in Voice of the Djinni. You must keep the essentia invested in Voice during the entire time you are working to earn capital in order to gain the bonus; if you ever divest essentia from the soulmeld during that time period, then the bonus changes to match the lowest amount of essentia you had invested in it during that time.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
And finally, because I refer to it in Greed of the Shaitan and couldn't think of anything from Paizo books to replace it, I will here post a description for one of the unique spells I made up for my setting: Detect Wealth. It's not the first time this idea has been done, but I took care to add my own spin to it in the process of making my version.

Detect Wealth (Divination)
Detects gold or other precious objects within 60 ft.

Level: Alchemist 3, Bard 3, Druid 4, Inquisitor 3, Sorcerer/Wizard 4, Witch 4
Components: V, S, M (a coin or other small sample of the precious material being detected)
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistance: No

You detect the presence of any one type of metal (such as gold or copper) or mineral (such as ruby, diamond, or quartz) within the area of effect. The specific metal or mineral type being detected is chosen at casting time, and you must use a small sample of the material as the material component (though in any case, a sample need never be large enough to be worth more than 1 gp). The amount of information revealed depends on how long you study a particular area.
  • 1st Round: Presence or absence of the material.
  • 2nd Round: Number of pockets or objects of the material and the approximate value of the most valuable such pocket or object. If the strongest aura's strength is Overwhelming (see below), and the value of the object or pocket/vein is at least double the amount of the standard "Character wealth by level" (table 12-4, Core page 399) for your character level, you are Stunned for 1 round and the spell ends. This level of study does not let you determine the precise location of the objects or pockets you are detecting if you can't see them directly, though you can mentally sense their presence within the area.
  • 3rd Round: The precise strength and location of each object or pocket of the material you are detecting within the area. You know the location even if you do not have line of sight, though this only lets you pinpoint the square it is in (for example, in a combat situation, an invisible object still gets a 50% miss chance against attacks made by you).
Aura Strength: The strength of a material's aura is determined by the value of the object, assuming it was melted down into raw unworked form; thus, a finely crafted gold crown (worth thousands of gp for artistic value and workmanship) would detect as less valuable than a vein of gold ore running through the stone of the cave wall behind the pedestal the crown is sitting on- because the vein of ore has a great deal more actual gold in it (by weight) than the crown does. Gold and gold-equivalents are the baseline standard for value detection; materials below gold-equivalent in value are detected according to weight, while materials at or above gold-equivalent value by weight detect according to their value in gp.

Value or WeightAura Strength
50 gp or less, or
1 pound or less
Faint
50-500 gp, or
1-10 pounds
Moderate
500-50,000 gp, or
10-1,000 pounds
Strong
more than 50,000 gp, or
more than 1,000 pounds
Overwhelming
Each round, you can turn to Detect Wealth in a new area. The spell can penetrate barriers, and unlike other similar detection spells, is explicitly not blocked by dense barriers such as sheets of lead. This last factor of the spell's power makes casters highly sought-after by mining companies particularly, as it can detect veins of precious ores and minerals in the ground long before any tunnels get close enough to actually allow mining them.
 

paradox42

First Post
The Bluesmith

After reading and thinking carefully about the remaining stuff I haven't posted, it occurred to me that the rules in UCA for Young Characters (pages 194-195) mandate that the kids have to be NPC-classed until they reach adult age, whereupon they can Retrain for PC class levels. Full integration with UCA therefore requires the NPC meldshaper, the Bluesmith. So here it is.

My own setting says that these people were a result of experimentation about 40 years before present, back when other meldshaping methods were still being worked out (Incarnum is a relatively new phenomenon in my world). Bluesmiths figured out how to do the Infused Soulmeld thing that several Archetypes of PC classes (the Radiant Incarnate, the Patternmelder Foundationist, and the Spirit Guide Totemist) can also do, and chose to focus exclusively on that aspect of meldshaping because it could be most helpful in the non-meldshaping community that all the experimenters were then living in. The Bluesmiths figured it out first, in other words, and the Archetyped PC classes got it from them and adapted it to their own methodology. GMs can and should alter this backstory to suit their own worlds- in particular, Incarnum is probably older than 70 years on most of them!

Hit Die: d6.
Class Skills: The class skills (and associated abilities) of the Bluesmith class are: Craft (any) (INT), Fly (DEX), Knowledge (Arcana, Local, Planes, Religion) (INT), Profession (any) (WIS), Spellcraft (INT), and Use Magic Device (CHA).
Skill Ranks per Level: 2 + INT modifier.

The Bluesmith
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
SpecialSoulmeldsEssentiaChakra
Binds
1st+0+2+0+0Infused Soulmeld110
2nd+1+3+0+0
120
3rd+1+3+1+1
130
4th+2+4+1+1
240
5th+2+4+1+1
250
6th+3+5+2+2Chakra Bind (Crown)261
7th+3+5+2+2
371
8th+4+6+2+2
381
9th+4+6+3+3
391
10th+5+7+3+3Chakra Binds (Feet, Hands)4102
11th+5+7+3+3
4112
12th+6/+1+8+4+4
4122
13th+6/+1+8+4+4
5132
14th+7/+2+9+4+4Chakra Binds (Arms, Brow, Shoulders)5143
15th+7/+2+9+5+5
5153
16th+8/+3+10+5+5
6163
17th+8/+3+10+5+5
6173
18th+9/+4+11+6+6Chakra Binds (Throat, Waist)6184
19th+9/+4+11+6+6
7194
20th+10/+5+12+6+6
7204
[h=4]Class Features:[/h] All of the following are class features of the Bluesmith.
  • Weapon and Armor Proficiency: Bluesmiths are proficient with simple weapons, light armor, and shields.
  • Meldshaping: A Bluesmith's primary ability is shaping soulmelds, which are drawn from the Incarnate soulmeld list. All Bluesmiths know (and can shape) all soulmelds from this list.
    The DC for a saving throw against a Bluesmith's soulmeld is 10 + the number of points of essentia invested in the soulmeld + the Bluesmith's CON modifier. The Meldshaper Level is equal to the Bluesmith level.
    A Bluesmith can shape only a certain number of soulmelds on his or her person at any one time. This base allotment is given in the class table above. 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 Bluesmith level, whichever is lower. At 1st level, a Bluesmith can keep only one soulmeld shaped on his or her person at a time at a time (assuming he or she has a CON score of at least 11). As the character advances in level, he or she can shape an increasing number of soulmelds.
    At 1st level, a Bluesmith also gains access to a personal pool of essentia, which can be invested into his or her soulmelds to increase their power. This essentia pool's size is shown on the class table, but note that the Bluesmith's character level determines the maximum quantity of essentia that he or she can invest in any single soulmeld, as noted in MoI on page 19 (table 2-1: Essentia Capacity). As a Swift Action, a Bluesmith can reallocate his or her essentia investments in all of his or her Soulmelds, every round (see MoI, page 50, "Essentia").
    A Bluesmith 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).
  • Infused Soulmeld (Su): A Bluesmith exists not so much to shape soulmelds for himself or herself (though they can and often do do just that), but rather to provide use of his or her soulmelds to the community around- empowering local people with knowledge and abilities drawn from disembodied souls.
    As a full-round action that provokes attacks of opportunity, a Bluesmith may transfer any one soulmeld he or she has shaped onto another willing creature by touch, as long as the creature receiving the soulmeld has the appropriate chakra unoccupied by any soulmeld or magic item and does not have an alignment opposed to any alignment descriptor the chosen soulmeld has (for example, an Armguards of Disruption could not be transferred to an Evil-aligned creature, nor to a creature with another soulmeld already occupying its Arms Chakra). The Bluesmith must invest 1 point of essentia into the chosen soulmeld as it is transferred, or the soulmeld immediately unshapes; this essentia stays invested in the soulmeld but does not provide either the soulmeld's new wearer nor the Bluesmith who originally shaped it with any of the standard benefits that soulmeld would normally grant from essentia investment- the essentia is instead being used to keep the soulmeld intact on its new wearer.
    If the creature receiving the soulmeld has an essentia pool of its own, it may invest essentia into the transferred soulmeld as if it had shaped the soulmeld itself; the essentia invested by the Bluesmith to keep it intact upon its new wearer does not count in any way against the soulmeld's essentia capacity for investment. If the new wearer has the ability to bind a soulmeld to the Chakra the transferred soulmeld occupies, then it may Bind the transferred soulmeld to that Chakra using the normal rules for reshaping and rebinding soulmelds. The transferred soulmeld does not count against the new wearer's limits on soulmelds shaped, if it has any such limits, but it does count as being a soulmeld occupying the appropriate Chakra- so a creature gifted with an Armguards of Disruption could not, for example, spend 15 minutes shaping a new Bluesteel Bracers on itself unless it had the Double Chakra (Arms) feat. If the new wearer becomes unconscious or dead for any reason, the transferred soulmeld immediately unshapes, and the essentia the Bluesmith invested into it to keep it intact is divested as though the Bluesmith had done it himself or herself (see below).
    The Bluesmith is not able to invest essentia into the soulmeld, after it is transferred; for all intents and purposes, the soulmeld is considered unshaped from the perspective of the Bluesmith as soon as the transfer is completed. The Bluesmith may, in fact, shape a new soulmeld to replace the one just transferred; this uses the normal rules for shaping individual soulmelds. The only thing the Bluesmith must do while the transferred soulmeld remains shaped is keep the 1 point of essentia invested in it; as soon as the Bluesmith divests that essentia from the transferred soulmeld for any reason, the soulmeld immediately unshapes.
 
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paradox42

First Post
Kingdom Buildings

Another reason to post the Bluesmith was that, of course, it shows up in the Kingdom-building rules set as something to add to your Settlements. In fact, I have three Incarnum buildings, which I've copied below.

Bluesmith: 10 BP, 1 Lot A Bluesmith is a mass-market Incarnum specialist who helps other workers and laborers complete their jobs.
Kingdom: Economy +1, Loyalty +1; Limit: Adjacent to 1 House; Special: Reduce cost for all Buildings in same Settlement by 1 BP (minimum cost 1 BP, only once per Settlement no matter how many Bluesmiths are built); Settlement: Lore +1, Society +1.

Meldshaping Academy: 40 BP, 2 Lots An institution that trains meldshapers, such as Incarnates or Foundationists.
Kingdom: Economy +2, Loyalty +3; Discount: Bluesmith; Special: Reduce cost for all Buildings in same Settlement by 1 BP (minimum cost 1 BP, only once per Settlement no matter how many Meldshaping Academies are built); Settlement: Lore +2, Society +1, Increase Lore bonus by 2 for questions relating to Knowledge (Planes).

True Necrocarnate Guild: 60 BP, 2 Lots The headquarters of a guild of True Necrocarnates.
Kingdom: Loyalty +2, Stability +2, Unrest +1; Discount: Dance Hall, Black Market; Special: Base value +1,000 gp. During the Upkeep Phase, you may reduce Unrest by 1 (this is not affected by having the Leadership feat); if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1. You may only do this once per kingdom turn no matter how many True Necrocarnate Guilds you build, but if you have the Royal Enforcer leadership role filled, then you may use both this benefit and that one (potentially decreasing Unrest by 2 and requiring two Loyalty checks to avoid decreasing Loyalty); Settlement: Corruption +2, Crime +2, Lore +2.

There are lots of other Kingdom additions in my own setting, but none that can be ported to other games (except perhaps the Gunsmith, but I suspect most GMs who run games with guns and Kingdom-building have already figured out how to interface those two things to their own satisfaction- and in any case this thread is supposed to be about Incarnum).

For Mass Combat, I haven't worked out rules yet, but I'm leaning towards Incarnum being treated as a Resource somehow. Obviously, you won't be able to get it for your Armies without having a Meldshaping Academy in your Settlement(s) first. But beyond those points, it's all vague and hasn't had anything figured out at this point.
 

paradox42

First Post
Retraining

Since I just mentioned Retraining above in conjunction with the Bluesmith, I should probably post what I figured out for that here. The main three MoI classes (Incarnate, Soulborn, and Totemist) actually don't have any class features they can retrain, just feats; the new classes I've added to the trio, though, all have something that can be changed. So here's what to add to the section on Retraining Class Features (UCA, pages 189-190):

Elementborn: Retrain your Elemental Aura, changing which element is your chosen element. This affects most of your other class features, such as Smite Opposition and Incarnum Defense, which are based upon the choice of element, and also affects your meldshaping- granting you access to different soulmelds (since you cannot shape soulmelds of the element opposed to your chosen one) and changing your essentia capacity for some soulmelds (since your capacity is one lower than normal for soulmelds that you can shape but which are not of your chosen element). This takes 10 days if you are 1st level, and 5 additional days for each of the following class features you have: Incarnum Defense, Share Incarnum Defense, Aura of Whelming, or Elemental Champion. See also retraining Feats (UCA page 191).

Foundationist: Retrain your Elemental Affinity, changing which element is your chosen element. This affects your meldshaping, in particular which soulmelds benefit from your Expanded Element Capacity class feature and which soulmelds have a reduced essentia capacity (since soulmelds of the element opposed to your chosen element have -1 capacity). This takes 10 days, plus an additional 5 days per +1 you have in Expanded Element Capacity.

True Necrocarnate: Retrain one open Chakra (of the Least, Lesser, or Greater tier). The Heart and Soul Chakras cannot be retrained this way.

Furthermore, when Retraining, one can also retrain entire class levels (UCA pages 190-191), but some switches are easier to make than others: some classes have Synergy. For working out Retraining rules for Incarnum, I of course had to include these as well, and I'm copying them below. Note that, because my world assumes the use of Dreamscarred Press's Pathfinder Psionics rules, the psionic classes show up in this list (for example, Dread has Synergy with True Necrocarnate); I also made lists for the psionic classes, but am not copying them here since Dreamscarred may produce their own lists and I don't want to step on their toes. Also, again, this thread is about Incarnum, not anything else.

Finally, the existence of the Elementborn (as well as other-aligned Paladins in my own setting) led me to make a decision and formulate a new general rule about Retraining Class Levels: you can switch from one Alternate Class to another, but only if you retrain all of the class levels in one go. The new class in this case is always considered to have Synergy (since, hey, you know, they're so close that you actually can't multiclass between them), but you have to entirely switch if you want to switch at all. For example, a Rogue 3/Fighter 2 can retrain to become a Ninja 3/Fighter 2 instead, by spending 15 days training (5 days for each level); this training must be done as a single chunk, and cannot be split up such that the character is (for example) a Rogue 2/Ninja 1/Fighter 2 after 5 days. For the purposes of this thread, this becomes significant mainly in the case of switching between Elementborn and Soulborn. Because Elementborn and Soulborn are Alternates, Elementborn does not actually have a Synergy list of its own; like Antipaladin, Ninja, and Samurai in the UCA version, Alternate classes always use the main base class's Synergy list. So Elementborn uses Soulborn's list.

That said, here are the Synergy lists for the five Incarnum classes.

Foundationist: Incarnate, Soulborn (Elementborn only), Wizard.
Incarnate: Cleric, Foundationist, Soulborn, Totemist, True Necrocarnate.
Soulborn: Cavalier, Fighter, Foundationist (Elementborn only), Incarnate, Inquisitor, Paladin, Ranger, Soulknife, Tactician, Totemist, True Necrocarnate.
Totemist: Barbarian, Druid, Fighter, Incarnate, Ranger, Soulborn, Soulknife, Witch.
True Necrocarnate: Aegis (Necroconstructor Archetype only), Alchemist, Cryptic, Dread, Incarnate, Inquisitor, Ranger, Rogue, Soulborn, Soulknife.
 

paradox42

First Post
Experiment: Metameld feats

This is a highly experimental idea that I haven't had the opportunity to properly test yet, but I thought them up a few months ago and have been going back and forth on whether to post them here. The basic notion behind these is: since spellcasters have Metamagic feats, and manifesters have Metapsionic feats, shouldn't Incarnum users have something similar for soulmelds? The only guidance we get towards such a notion in MoI itself is the feat Expanded Soulmeld Capacity on page 38; it works on only one meld at a time, but you can take the feat multiple times to affect more than one meld simultaneously.

I took that idea and ran with it, building out three more feats and in their structure blazing a trail for how to create others in the future. Any of you running Incarnum games, feel free to put these in and give them a try, see how they work and what can/should be changed about them (if they should even exist at all). Comments, in other words, are encouraged here!

I also slightly changed the wording of the original feat, and copied its new text below along with the other three. Here are the four currently existing Metameld feats:

[h=4]Expanded Soulmeld Capacity [Metameld][/h] Your soul's tie to Incarnum allows you to maintain more essentia in a single soulmeld.
Prerequisites: CON 15, Meldshaper level 1.
Benefit: When you shape your soulmelds, choose one soulmeld. Your essentia capacity for that soulmeld is increased by 1 (up to a maximum of your CON bonus).
Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat.
If you unshape the soulmeld that benefits from this feat, or the soulmeld unshapes involuntarily (for example, if you use up the maximum range of Dimension Door in your Cerulean Sandals), then the soulmeld that you shape to replace it automatically benefits from this feat unless you decide otherwise. In order to cause one of your other shaped soulmelds to benefit from this feat, after unshaping the soulmeld which formerly benefited from it, you must first unshape the soulmeld you wish to benefit, and then reshape it specifically using this feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping (or reshaping, as described above). You can't apply this feat's effects more than once to the same soulmeld, even if you have more instances of the feat than your total number of soulmelds shaped.

[h=4]Persistent Soulmeld [Metameld][/h] Your meldshaping skill allows you to double the duration of one soulmeld's effects.
Prerequisites: CON 15, Meldshaper level 1, 3 ranks in Spellcraft.
Benefit: When you shape your soulmelds, choose one soulmeld. Double the duration of any activated or triggered effects of that soulmeld that are not instantaneous or permanent. If the soulmeld places limits on the duration of any such effects, then those limits also double. For example, if you apply this feat's effects to an Apparition Ribbon bound to your Throat, then when you become Incorporeal it lasts for 2 rounds plus 2 per point of invested essentia (instead of 1 round plus 1 per essentia), and the daily limit increases to double your meldshaper level. Applying this feat to Lucky Dice causes the Dice to grant the bonus for 2 rounds plus 2 per point of invested essentia, rather than 1 round plus 1 per essentia. If you apply this feat to a Revolutionary's Cloak, then the daily limit on Freedom of Movement increases to double your meldshaper level.
Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat.
If you unshape the soulmeld that benefits from this feat, or the soulmeld unshapes involuntarily (for example, if you use the Control Winds power of a Tornado Crown bound to your Pattern), then the soulmeld that you shape to replace it automatically benefits from this feat unless you decide otherwise. In order to cause one of your other shaped soulmelds to benefit from this feat, after unshaping the soulmeld which formerly benefited from it, you must first unshape the soulmeld you wish to benefit, and then reshape it specifically using this feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping (or reshaping, as described above). You can't apply this feat's effects more than once to the same soulmeld, even if you have more instances of the feat than your total number of soulmelds shaped.

[h=4]Widen Soulmeld [Metameld][/h] Your meldshaping skill allows you to double the range and area of one soulmeld's effects.
Prerequisites: CON 15, Meldshaper level 1, 3 ranks in Spellcraft.
Benefit: When you shape your soulmelds, choose one soulmeld. The range of any activated or triggered effects of that soulmeld double. If the soulmeld has any such effects which work on an area, as opposed to specific targets, then the area affected is also doubled. For example, if you apply this feat's effects to Crackling Chains, then the range of the Electricity-dealing ranged touch attack increases to 60 feet- and if you bind it to your Pattern Chakra, then the length of the Line of Electricity becomes 20 feet per point of invested essentia rather than 10 feet per essentia. Applying this feat to a Basilisk Mask does not change the effect of the Low-Light Vision (since that does not have a specific range), but the range of the Darkvision it grants increases to 60 feet per point of invested essentia (instead of 30 feet per point), and if you bind it to your Totem Chakra then the range of its Petrify power increases to 60 feet. If you apply this feat to a Diadem of Purelight, then the soulmeld illuminates a radius of 40 feet plus 20 per point of invested essentia, instead of 20 feet plus 10 per essentia.
Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat.
If you unshape the soulmeld that benefits from this feat, or the soulmeld unshapes involuntarily (for example, if you use the explosive attack of Bloodwar Gauntlets bound to your Arms), then the soulmeld that you shape to replace it automatically benefits from this feat unless you decide otherwise. In order to cause one of your other shaped soulmelds to benefit from this feat, after unshaping the soulmeld which formerly benefited from it, you must first unshape the soulmeld you wish to benefit, and then reshape it specifically using this feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping (or reshaping, as described above). You can't apply this feat's effects more than once to the same soulmeld, even if you have more instances of the feat than your total number of soulmelds shaped.

[h=4]Empower Soulmeld [Metameld][/h] Your meldshaping skill allows you to make one soulmeld's effects 50% more powerful than normal.
Prerequisites: CON 17, Meldshaper level 1, 7 ranks in Spellcraft.
Benefit: When you shape your soulmelds, choose one soulmeld. All variable, numeric effects of that soulmeld (except for the duration of any triggered or activated effects) are increased by half, including numbers affected by essentia investment (such as skill bonuses). For example, if you apply this feat's effects to Cerulean Sandals, then your Speed increases by 7.5 feet per point of invested essentia, and if the soulmeld is bound to your Feet, then the maximum range limit for the Dimension Door power increases to 15 feet per meldshaper level (instead of 10 feet). Applying this feat to a Crystal Helm does not change the saving throw bonus (since it is not variable), but the deflection bonus to AC becomes +1.5 per point of invested essentia (1 point of essentia still grants only a +1 bonus, but 2 points grants a +3 bonus, 3 points grants a +4, and so forth). If you apply this feat to a Thunderstep Boots, then the Sonic damage increases by 50% from the rolled number.
Using this feat requires that you "bind" the affected soulmeld to the feat, using one of your available Chakra Binds. This does not change the Chakra the soulmeld occupies, nor the Chakra it is bound to if you choose to actually bind it to a Chakra, but it does consume one of your available Chakra Bind "slots" while the soulmeld is affected by the feat. If you do not have an available Chakra Bind to spend on using this feat, then you cannot use the feat until you gain an open Chakra Bind somehow (for example, by unbinding a previously-bound soulmeld).
Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat.
If you unshape the soulmeld that benefits from this feat, or the soulmeld unshapes involuntarily (for example, if you use up the maximum duration of Invisibility in your Midnight Cloak), then the soulmeld that you shape to replace it automatically benefits from this feat unless you decide otherwise. In order to cause one of your other shaped soulmelds to benefit from this feat, after unshaping the soulmeld which formerly benefited from it, you must first unshape the soulmeld you wish to benefit, and then reshape it specifically using this feat. When the soulmeld benefiting from this feat is unshaped, you regain the Chakra Bind that is used up by the feat, until and unless you shape a new soulmeld affected by the feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping (or reshaping, as described above). You can't apply this feat's effects more than once to the same soulmeld, even if you have more instances of the feat than your total number of soulmelds shaped. Each time you benefit a soulmeld using an instance of this feat, you must use up another Chakra Bind to do it; thus, if you have taken this feat twice and wish to Empower two soulmelds, then you must use up two Chakra Bind slots to do so.
 

paradox42

First Post
Ease-Of-Use Updates for Christmas 2013 and New Year 2014

Bumping to note that I added a sort of Index/Table of Contents to the very first post in this thread back on page 1, which contains links to various other posts in the rest of the thread and makes using all this stuff a lot easier (for those who don't already have it in convenient HTML form as I myself do).

Also worthy of note is the fact that I added full class feature rules text back into the "most current version" Soulborn and True Necrocarnate posts, for the same ease-of-use reason.

I'm considering posting the full soulmeld descriptions (as opposed to just the shorthand) that I came up with for everything related to the Foundationist and True Necrocarnate, but am leery of doing so right now (because the file containing all my full Soulmeld Descriptions is 247 KB on my hard drive, and that's a lot of text no matter how you slice it). Also, some of them are written with personal-setting info embedded into the description text, for example mentioning NPCs of the world the way that Dissolving Spittle does (to reference one of the many available examples from MoI itself) and these should logically be changed or removed for use by others. Which means a lot of editing during the posting process.
 

paradox42

First Post
Universal Foundationist Soulmelds (FullDescriptions)

Not including the Mantle of Command, since that one was posted with the Ultimate Campaign soulmelds back in post #82, or the Mantle of Stability since that was posted with its Pattern bind back in post #62.

[h=3]Apparition Ribbon[/h] [h=4]Chakra Bind (Pattern)[/h]

The scarf grows longer, even as it wraps so tightly around your neck that it seems to vanish into you at times. The ends of the scarf no longer trail about, but instead extend down your arms and wrap themselves tightly around your hands. Shimmering in its weird, diaphanous way, the Ribbon nevertheless exactly follows your movements, making your hands and whatever you hold with them seem to exist on two planes simultaneously.

When bound to your Pattern Chakra, the Apparition Ribbon gives all of your natural and weapon attacks the Force descriptor- allowing them to work normally against Incorporeal targets.
[h=3]Enigma Helm[/h] [h=4]Chakra Bind (Pattern)[/h]

The shadows of the Helm extend like smoke and wind and waft their way along your body, eventually covering you in a skintight web of shifting cords of shadowstuff.

When an Enigma Helm is bound to your Pattern Chakra, you can extend your protection against divination to objects you wish to conceal. As long as you have at least 1 point of essentia invested in the Helm, then as a standard action, you obscure an object from scrying by touch- as if you had used the Obscure Object spell on it, except that its duration is 1 hour per point of essentia you have invested in the soulmeld, rather than a static 8 hours.
You can use this ability up to one time per meldshaper level of the Helm, at which point the soulmeld unshapes.
[h=3]Soulspark Familiar[/h] [h=4]Chakra Bind (Pattern)[/h]

Your soulspark's color does not change, but it now contains a tiny part of your own essence in addition to its own, allowing it to stay close to you metaphysically, even when it is far out of sight.

When the Soulspark Familiar is bound to your Pattern Chakra, it does not need to remain close to you the way the standard soulmeld does. Your soulspark can range up to 1 mile away from you, and as long as it is always at least that close to you at the end of its turn, it remains intact and does not unshape.
[h=3]Spellward Shirt[/h] [h=4]Chakra Bind (Pattern)[/h]

The shirt comes alive with color, even when not immediately deflecting a spell, its riotous and constantly-shifting hues an unambiguous signal of its supernatural nature.

With a Spellward Shirt bound to your Pattern, you can work actively against spells, rather than simply negating those which are used against you. As a standard action, you can Dispel Magic using the Shirt's meldshaper level as the caster level.
You can use this ability up to three times, plus one time per point of essentia invested in the Shirt, 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 dispel ability 4 times and you then reduce your essentia investment in the Spellward Shirt to 1 point or 0 points, then the Shirt immediately unshapes.
 
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paradox42

First Post
Air Foundationist Soulmelds (Full Descriptions)

Not including Voice of the Djinn, since that was posted with the Ultimate Campaign soulmelds back in post #82.
[h=3]Airstep Sandals[/h] [h=4]Chakra Bind (Pattern)[/h]

The sandals merge with your body, and you feel their power spread throughout your being. You briefly glow blue, like the sandals themselves, but soon the color fades to nothing- though the power of the sandals remains.

When bound to your Pattern Chakra, the Airstep Sandals grant you the same flight capability that they did before, but are more solid and lasting than the standard soulmeld is. You no longer need to end a round supported by a solid object to avoid falling; the Airstep Sandals continue to support you in the air no matter how far up you go.
[h=3]Crackling Chains[/h]

Descriptors: Electricity
Classes: Foundationist (Air)
Chakra: Arms, Throat (Pattern)
Saving Throw: See text

The incarnum forms a long chain of thick metallic links, which writhes and twists about your arms and body even though it never actually touches you or any of your equipment. A smell of ozone pervades the air around the chain, and arcs of electricity seem to constantly crackle along its length.

As a standard action that provokes attacks of opportunity, you can fire a bolt of lightning from the Crackling Chains at a target within 30 feet. This requires a ranged touch attack to hit, and deals 1d6 points of Electricity damage.
Essentia: Every point of essentia you invest in the Crackling Chains increases the damage dealt by 1d6 points.
[h=4]Chakra Bind (Arms)[/h]

The chain forms shackles which secure themselves firmly to your wrists, even while the chain itself lengthens considerably (ending with several feet of length extending beyond each shackle) and grows spikes upon these extended portions.

When the Crackling Chains are bound to your Arms Chakra, the chains extending from your arms become useful as weapons in their own right, acting almost sentient in their motions, granting you extra ability with certain combat maneuvers. You gain a +2 competence bonus to your CMB and CMD for all Disarm, Drag, Grapple, Steal, and Trip combat maneuvers. Every point of essentia invested in the soulmeld increases the competence bonus by +2.
[h=4]Chakra Bind (Throat)[/h]

The chain wraps itself around your neck to form a necklace there, even while the rest of its length continues to writhe and twist on its own about you. When you speak, a rumbling suggestion of thunder is audible in your voice.

With the Crackling Chains bound to your Throat Chakra, the raw electrical power of the lightning is married to the thunder which usually accompanies lightning. If you have at least 1 point of essentia invested in the soulmeld, then whenever you hit a creature with the lightning bolt touch attack granted by the Chains as standard, that creature must make a Fortitude save or become deafened by the thunder that accompanies the lightning. This deafness lasts 1d4 hours per point of essentia invested in the Crackling Chains.
[h=4]Chakra Bind (Pattern)[/h]

The writhing of the chain becomes frantic, almost uncontrollable, and electricity crackles along its length more often and more noticeably than before- as if the power within is eager and begging for release.

With Crackling Chains bound to your Pattern Chakra, you can create powerful bolts of lightning which damage everything in their path. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action that does not provoke attacks of opportunity, you can fire a line of lightning from yourself in any direction you choose. The line is 10 feet long per point of essentia invested in the soulmeld, and it deals 1d6 points of Electricity (plus 2d6 per point of essentia above the first invested in the soulmeld) to all creatures struck by it. A Reflex save applies for half damage. For example, if you have 3 points of essentia invested, the line is 30 feet long and deals 5d6 points of Electricity damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Chains, 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 line of lightning 4 times and you then reduce your essentia investment in the Crackling Chains to 1 point or 0 points, then the Chains immediately unshape.
[h=3]Elemental Avatar[/h]

Descriptors: Air
Classes: Foundationist (Air)
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 (Air), the avatar resembles an Air 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:
Air: +1 insight bonus on ranged 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:
Air: You gain Fly 30 feet (Good maneuverability).
[h=3]Elemental Channel[/h]

Descriptors: Air
Classes: Foundationist (Air)
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:
Air: Message 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: Air is a spear of lightning (and has the Shock 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. Shock changes to Shocking Burst. For example, when you use an Elemental Channel (Air), investing 4 points of essentia in the soulmeld makes it a +4 Shock Spear, but investing 5 points of essentia makes it a +3 Shocking Burst Spear 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:
Air: As a standard action, you use Shatter against a single target within 5 feet (plus 5 feet per point of essentia invested in the soulmeld). You cannot use the area-effect version of Shatter with this ability, only the single-target version is allowed.
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 Air descriptor, and you have already used the Shatter 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 (Air) will summon an Elder Air 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:
Air: As a standard action, become Ethereal, along with all your equipment. For the duration of the effect, you are in the Ethereal Plane, which overlaps the Material Plane. This works essentially like the Ethereal Jaunt spell, except the duration is 1 round per meldshaper level of the soulmeld. You can dismiss the effect before its duration expires by spending a move action to rematerialize.
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 Air descriptor, and you have already become Ethereal 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: Air produces Electricity. 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 (Air), and have 1 point of essentia invested in it, then you produce a burst of Electricity within 20 feet, that has a 5-foot radius and deals 1d6 points of Electricity 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 Electricity 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: Air
Classes: Foundationist (Air)
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 (Air), you would be considered native on the Elemental Plane of Air, the Elemental Plane of Smoke, the Elemental Plane of Cold/Ice, the Elemental Plane of Lightning, and the Elemental Plane of Vacuum.
The Elemental Chasuble also grants you Resistance to a specific energy type, based on its elemental descriptor. Air grants Resist Electricity 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 (Air) Summons a Small Air 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]Fellmist Robe[/h] [h=4]Chakra Bind (Pattern)[/h]

The misty robe pulls itself into your body, becoming a part of your inner being. Though it is no longer immediately visible, you can feel the cool power of the mists within constantly begging for release.

A Fellmist Robe bound to your Pattern Chakra allows you to create clouds of mist. If you have at least 1 point of essentia invested in this soulmeld, then as a full-round action that provokes attacks of opportunity, you may create a cloud of thick, opaque mists identical in most respects to that created by a Fog Cloud spell- except that this cloud's size depends upon the essentia you have invested in this soulmeld. The cloud has a height and radius equal to five feet per point of essentia you have invested in the Robe, and it lasts for 5 rounds per point of essentia as well unless dispersed by strong winds as noted in the spell description. It need not be centered upon you when you create it, but it must be created such that you are inside the cloud's radius or are adjacent to a cloud-covered square once it is created.
Only one Fog Cloud created by the Fellmist Robe may be in existence at any one time. If you change the amount of essentia invested in the Robe while a cloud exists, the cloud's properties change to match the new amount of essentia- for example, if you go from 3 points of invested essentia down to 1 point, then the cloud's radius and height shrink from 15 feet to 5 feet, and it will disperse in 5 rounds rather than 15. If this change to duration takes the cloud beyond the end of its allowed duration, or if you divest all essentia out of the Robe, then the cloud dissipates immediately (but you are still not allowed to create a new cloud until your next turn).
You can use this ability up to one time per meldshaper level of the Robe, at which point the soulmeld unshapes.
[h=3]Lightning Gauntlets[/h] [h=4]Chakra Bind (Pattern)[/h]

The gauntlets pull in so tightly that they actually merge with your hands and end up under your skin, though the flashing arcs of electricity still crackle across your hands from time to time.

Lightning Gauntlets bound to your Pattern Chakra allow you to blast foes with bolts of lightning 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 Electricity damage per point of essentia you have invested in the Lightning Gauntlets. 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 Gauntlets, at which point the soulmeld unshapes.
[h=3]Pegasus Cloak[/h] [h=4]Chakra Bind (Pattern)[/h]

While the feathers of the cloak pull back into your body until they seem to be a part of your own skin on your back, arms, and shoulders, your feet take on the appearance of hooves. You feel the pegasus's mighty strength in your legs, and know that you can jump much higher and farther than normal now.

When a Pegasus Cloak is bound to your Pattern Chakra, you can jump much higher and farther than normal. As a swift action, you can gain a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps for 1 round; this bonus increases by +5 per point of essentia you have invested in the Pegasus Cloak.
You can use this ability up to five times per meldshaper level of the Cloak, at which point the soulmeld unshapes.
[h=3]Smoke Skirt[/h]

Descriptors: Smoke
Classes: Foundationist (Air), True Necrocarnate
Chakra: Heart, Waist (Pattern)
Saving Throw: See text

The incarnum of Smoke Elementals and Mephits pours through your hands, woven thread by thread into a sheet of gray fabric which wraps itself around your waist and legs, emitting puffs of smoke constantly and rendering the air near you hazy as a result.

A Smoke Skirt grants you a +4 competence bonus on Disguise and Stealth checks.
Essentia: The competence bonus increases by +2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Heart)[/h]

The Smoke Skirt pulls in tightly around your waist and legs, becoming more a pair of pants than a skirt; simultaneously, the smoke puffs virtually cease to flow from its surface. Instead, the smoke is now a part of your inner being, allowing you to merge with it when you wish to.

A Smoke Skirt bound to your Heart Chakra allows you to literally become smoke for short periods of time, as if you were using the Gaseous Form spell. Each day, you can remain in Gaseous Form for up to 20 minutes, plus 2 minutes per point of essentia invested in the Smoke Skirt. These minutes need not be consecutive, but you must use them in 1-minute increments. If you change the amount of essentia invested in the soulmeld such that you go beyond your usage limit (for example, you are in your 25th gaseous minute and you change the essentia investment in Smoke Skirt to 2 points or less), then the effect ends immediately and you and your equipment resolidify.
[h=4]Chakra Bind (Waist)[/h]

The Smoke Skirt becomes more solid, and fastens itself around your waist elegantly, leaving only the beltlike upper portion producing small puffs of smoke occasionally now. Even these puffs are almost solid; you can easily catch and throw them if you wish.

While the Smoke Skirt is bound to your Waist Chakra, you can throw the smoke in your Skirt into fires near you to multiply and call more smoke out of them. You can use Pyrotechnics at will, as a spell-like ability, but only to create a Smoke Cloud- the Fireworks use of the standard spell is not available via the Smoke Skirt.
[h=4]Chakra Bind (Pattern)[/h]

The Skirt becomes less solid in appearance, billowing out so that your legs and feet appear to be encased in a vaguely cone-shaped cloud. As you move, the smoke trails behind you, wisps of it constantly falling to the ground and vanishing into it where you have walked.

With the Smoke Skirt bound to your Pattern, the smoke swirls and coalesces to cover any tracks you leave behind. You leave no trail of any kind while the soulmeld remains shaped and bound to your Pattern, as if you were constantly under the effect of a Pass Without Trace spell.
[h=3]Thundercloud Shirt[/h]

Descriptors: Electricity, Sonic
Classes: Foundationist (Air)
Chakra: Arms, Waist (Pattern)
Saving Throw: See text

The incarnum forms into a strange multi-shaded gray fabric which manages to appear like a three-dimensional cloud, even while it actually exists as only a flat sheet- and shape it into an otherwise-plain long-sleeved shirt. Occasional flashes of light appear in the shirt's fabric, as though lightning were flashing within the cloud, accompanied by low thunderlike rumbles of sound.

While you wear the Thundercloud Shirt, it helps absorb excess electricity which strikes you, blunting the power of electricity attacks upon you. You gain Resist Electricity 10.
Essentia: The Resist Electricity increases by +5 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Arms)[/h]

Pulling in on your arms and wrists, the Shirt's weird coloring makes your arms appear to be streamers of gray-and-black clouds rather than solid parts of your body. The rumbles of thunder produced by the shirt become more frequent and insistent.

While the Thundercloud Shirt is bound to your Arms Chakra, you can clap your hands together to produce a loud clap of thunder. Every 1d4 rounds, as a standard action, you can produce a Cone-shaped burst of noise, which deals 1d4 points of Sonic damage to targets caught in the area (a Reflex save applies for half damage). Every point of essentia you invest in the soulmeld increases the damage by 1d4 points.
[h=4]Chakra Bind (Waist)[/h]

The Shirt becomes darker in color, and the flashes of light coming from its "interior" virtually cease; no more rumbling can be heard coming from it. Indeed, now the air around you seems eerily quiet, like a calm before a storm.

With the Thundercloud Shirt bound to your Waist Chakra, it absorbs more sound than it produces, allowing you to blunt the power of sound-based attacks against you. As long as you have any essentia invested in this soulmeld, you gain Resist Sonic equal to five times the number of essentia so invested.
[h=4]Chakra Bind (Pattern)[/h]

Once your Thundercloud Shirt is bound to your Pattern, the lightning flashes within the cloud become more frequent and more obvious, often sending tiny arcs of electricity crackling around the Shirt's surface.

A Thundercloud Shirt bound to your Pattern allows you to attack nearby creatures with the lightning embedded within it. 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 burst of arcs of lightning that emanate from the Shirt. Creatures adjacent to you take 1d6 points of Electricity damage per point of essentia invested in the soulmeld. A Reflex save applies for half damage.
[h=3]Thunderstep Boots[/h] [h=4]Chakra Bind (Pattern)[/h]

Your Thunderstep Boots vanish into your body, leaving only a pair of blue metal bands wrapped around your calves.

When bound to your Pattern Chakra, the Thunderstep Boots allow you to stomp on the ground (or even click the bands together) to release a thunderclap. AIf you have at least 1 point of essentia invested in this soulmeld, then as a standard action that does not provoke attacks of opportunity, you can create a burst of sound that damages all creatures adjacent to you, dealing 1d4 points of Sonic damage per point of essentia you have invested in the Thunderstep Boots. Creatures damaged by this ability may make Reflex saves for half damage.

[h=3]Tornado Crown[/h]

Descriptors: Air
Classes: Foundationist (Air)
Chakra: Crown, Waist (Pattern)
Saving Throw: None

Incarnum forms a raging vortex of air, which you force to compress and shrink until it becomes almost a solid mass- though still a whirling, raging vortex of wind. The funnel hovers just above your head, and the waves circling the top of it almost suggest points of a crown, aside from being mobile and constantly changing.

Using incarnum derived from spirits of wind, this soulmeld grants you some of the facility those spirits have with their element, allowing you to use winds to help you when flying.
While you wear the Tornado Crown, it grants you a +4 competence bonus on Fly checks.
Essentia: The competence bonus increases by +2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Crown)[/h]

Shrinking down upon your head, the Tornado Crown makes contact with you, allowing you to more precisely control the winds.

While the Tornado Crown is bound to your Crown Chakra, it allows you to control winds around you with enough precision and power to dampen the effect of winds which would normally work against you. You count as one size category larger than your actual size, for the purpose of determining any penalties you suffer from the effects of high wind.
[h=4]Chakra Bind (Waist)[/h]

The funnel cloud which has been held above your head like a weird sort of crown grows, extending down around your upper body until its lower end enwraps your waist. With this much contact, you cannot fail to make winds near you behave exactly as you want them to.

With the Tornado Crown bound to your Waist Chakra, you can control the air around you with great precision and near-instant reaction times. You become utterly immune to any penalties resulting from the effects of high wind.
[h=4]Chakra Bind (Pattern)[/h]

Once the Tornado Crown is bound to your Pattern, it becomes less stable, expanding outward and thickening to at least double its former amount- as though the winds within it are straining to escape the bonds you've imposed upon them.

When the Tornado Crown is bound to your Pattern, you can release its power to create a windstorm in your immediate vicinity. As long as you have at least 1 point of essentia invested in the soulmeld, then you can trigger this self-destructive consumption of the Tornado Crown as a standard action. Once you trigger the ability, you cannot change the essentia investment in the Tornado Crown until the effect has run its course.
This creates a windstorm like that created by a Control Winds spell, except that the numbers related to the effect are dependent upon the number of essentia you have invested in the soulmeld when you trigger this ability, rather than your level (or even the meldshaper level of the soulmeld itself). The Tornado Crown's windstorm is a cylinder 40 feet high, with a radius of up to 20 feet per point of invested essentia; the range is also equal to 20 feet per point of invested essentia. The strength of the winds is up to you, but its maximum strength is determined by the amount of essentia invested in the soulmeld; 1 point allows you a maximum strength of Strong wind, 2 allows Severe, 3 allows Windstorm-strength, 4 points allow you to create Hurricane-force winds, and 5 or more points allow you to reach Tornado strength. The soulmeld-created windstorm lasts for 1 minute per point of invested essentia, and then ends.
Once the windstorm ends, the Tornado Crown unshapes, and all essentia which was invested in it is freed up for you to use elsewhere if you choose.
[h=3]Voidmask[/h]

Descriptors: None
Classes: Foundationist (Air), Incarnate, True Necrocarnate
Chakra: Brow, Throat (Pattern)
Saving Throw: See text

The vacuum soul-power flows into and through you, forming a perfectly crystal-clear bubble of glasslike material around your head. Within this bubble, you are kept safe when the air outside begins to thin.

There is an Elemental Plane of Vacuum, and it has its inhabitants and souls too, despite being "made" of emptiness in its purest sense. By shaping soul energy of this place into incarnum, you can clear and thin the air around yourself, thus making your visual field clearer and deadening sound near yourself.
A Voidmask grants you a +4 circumstance bonus on Perception and Stealth checks.
Essentia: The circumstance bonus increases by +2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Brow)[/h]

Like some space traveler's technological helmet, your Voidmask begins to project dim patterns of light on its inside surface for you, outlining objects and making everything in your visual field more clearly-defined and visible- even in otherwise-total darkness.

A Voidmask bound to your Brow creates patterns of light and amplifies existing light for your eyes, so as to provide you with Darkvision. The range of this Darkvision is 30 feet, plus 30 feet for each point of essentia you invest in the soulmeld.
[h=4]Chakra Bind (Throat)[/h]

The bubble-helmet fastens firmly to your neck, forming an airtight seal that allows you to go anywhere without worry of suffocating.

While the Voidmask is bound to your Throat Chakra, it sustains you without breathing or air, much like an Iridescent Spindle Ioun Stone (Core 520-521). While this ability is active, you are immune to all inhaled afflictions and effects which are based on breathing, such as Cloudkill.
[h=4]Chakra Bind (Pattern)[/h]

The bubble helmet begins to project dim patterns of light on its inner surface, but these patterns have little or nothing to do with your immediate environment- instead, they show faraway objects and people, as though you are tapping in to some cosmic surveillance network.

A Voidmask bound to your Pattern Chakra is able to draw power from the vacuum which underlies all spacetime, and thereby grant you the ability to see things which are elsewhere. As a full-round action which provokes attacks of opportunity, you can use Scrying for 1 round upon any target creature, using the usual rules for the spell except for the nonexistent casting time and short duration. Tapping into the Void this way is damaging to you, however- if the subject fails its Will save and a sensor forms, you take 1d6 points of damage (which cannot be prevented by any means- even ignoring any temporary hit points you have to deal damage directly to you). At the beginning of your next turn, the effect ends (assuming a sensor formed at all of course), unless you spend another full-round action to keep it active. If you do spend the full-round action at that time, then you take another 1d6 damage, but the scrying sensor continues to exist and watch the same target.
You can use this ability up to five times per meldshaper level of the Voidmask, at which point the soulmeld unshapes.
[h=3]Wind Cloak[/h] [h=4]Chakra Bind (Pattern)[/h]

Instead of swirling around you, the Wind Cloak settles most of its power inside you, allowing you to release it as you direct rather than acting on its own.

A Wind Cloak bound to your Pattern Chakra lets you blow powerful blasts of wind from your body. As a standard action that provokes attacks of opportunity, you can create a Gust of Wind as the spell, with a range of 30 feet plus 10 feet per point of essentia you have invested in this soulmeld.
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 used the Gust of Wind 4 times and you then reduce your essentia investment in the Wind Cloak to 1 point or 0 points, then the Cloak immediately unshapes.
 
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paradox42

First Post
Earth Foundationist Soulmelds (Full Descriptions)

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

[h=3]Adamant Pauldrons[/h] [h=4]Chakra Bind (Pattern)[/h]

As the soulmeld binds to your Pattern, the crystal plates shift and flow, reshaping themselves to cover your body even as they settle in close enough to feel like a second skin. The stony hardness of the soulmeld is enhanced, not reduced, by this new form-fitting shape, and you know the Adamant Pauldrons will now offer you strong protection indeed.

When bound to your Pattern Chakra, the Adamant Pauldrons grant you a +2 armor bonus to AC. The armor bonus increases by +1 per point of essentia you invest in the soulmeld.
[h=3]Crystal Helm[/h] [h=4]Chakra Bind (Pattern)[/h]

When the Crystal Helm merges with your Pattern, it merges with you, disappearing from your head and leaving no trace besides a set of nearly-invisible lenses covering your eyes. The force of the crystal, however, spreads throughout your body, allowing you to release it when and where you need it most.

When a Crystal Helm is bound to your Pattern Chakra, you can create small planes of force at a moment's notice to help deflect attacks at the last second. As an immediate action, you create an invisible shield of force that hovers in front of you, providing a +4 shield bonus to AC, negating any Magic Missiles directed at you, and generally duplicating the effect of a Shield spell except for lasting only 1 round. The shield created by the Crystal Helm fades into nothingness at the beginning of your next turn, unless you spend another immediate action during that turn to keep it active.
You can use this ability up to five times per meldshaper level of the Helm, at which point the soulmeld unshapes.
[h=3]Diamond Crown[/h]

Descriptors: Force
Classes: Foundationist (Earth)
Chakra: Brow, Soul (Pattern)
Saving Throw: None

The incarnum you pull into your plane coalesces and solidifies to form perfect, nearly-colorless crystals which come together at your direction to form an ornate crystal crown which floats above your head, glittering and scattering light in lovely patterns as it slowly rotates.

This soulmeld makes an esoteric connection with the spirits in the Elemental Planes of Earth and Mineral to create incarnum that is not so much rock, as it is pure solidity- magical force. The "crystals" created to form the soulmeld are not actual crystals, but are instead precisely-shaped constructs of pure Force energy.
A Diamond Crown grants you a +1 deflection bonus to AC.
Essentia: The deflection bonus increases by +1 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Brow)[/h]

Several of the larger crystals in the Crown lengthen and become sharper, breaking off from the main Crown and continuing to float slowly above and around your head even while the rest of the crown pulls in and comes to rest upon your head like a normal (if exotic) piece of headgear.

A Diamond Crown bound to your Brow allows you to attack your foes with the power of its force. As a standard action, you can make a ranged touch attack against a target within 30 feet. If the attack hits, it deals 2d4 Force damage. Because this is Force damage, it can harm incorporeal and Ethereal targets as easily as it harms material ones, and you ignore any miss chance resulting from a target's incorporeality or Ethereal state. Every point of essentia you invest in your Diamond Crown increases the Force damage dealt by this attack by 1d4 points.
[h=4]Chakra Bind (Soul)[/h]

The Crown's crystals flatten and widen, becoming less diamondlike points and more like tiny planes of crystalline energy- which move and change at your direction.

With a Diamond Crown bound to your Soul Chakra, you can use a standard action to create a Wall of Force (using the soulmeld's meldshaper level as the caster level) that lasts 1 round. The Wall of Force vanishes at the end of your next turn, unless you take another standard action during that turn to keep it intact. If you prefer, you can allow the first Wall of Force to expire and use a standard action to create a new Wall of Force elsewhere, thus creating a semi-mobile effect.
[h=4]Chakra Bind (Pattern)[/h]

The Crown begins to break up, becoming more a small ring of crystals orbiting your head rather than a single object in its own right.

A Diamond Crown bound to your Pattern Chakra allows you to shoot unerring missiles of pure Force energy at your foes. As long as you have at least 1 point of essentia invested in the soulmeld, you can take a standard action to fire up to one Force missile per point of essentia invested in the Diamond Crown. Each missile may be targeted at a separate foe, or you may send more than one at a particular target, as you choose; the only restriction is that the number of missiles be equal to or less than the number of points of essentia invested in the soulmeld, and that all targets must be within 30 feet of you. The missiles strike their targets unerringly, neither requiring an attack roll nor allowing a saving throw to reduce damage; each missile deals 1d4 Force damage to its target. These missiles count as Magic Missiles to effects which specifically work on or against Magic Missiles.
You can fire a maximum of up to one missile per meldshaper level of the Diamond Crown using this ability, at which point the soulmeld unshapes.


[h=3]Dissolving Spittle[/h] [h=4]Chakra Bind (Pattern)[/h]

Instead of a torc, the soulmeld instead forms a thin shirt of metallic blue-green scales covering your shoulders, part of your neck, and your upper arms- though inside your body it forms channels and networked tubes for carrying and discharging its acid more efficiently.

With Dissolving Spittle bound to your Pattern Chakra, you can create streams of acid which damage everything in their path. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action that does not provoke attacks of opportunity, you can fire a line of acid from yourself in any direction you choose. The line is 10 feet long per point of essentia invested in the soulmeld, and it deals 1d6 points of Acid (plus 2d6 per point of essentia above the first invested in the soulmeld) to all creatures struck by it. A Reflex save applies for half damage. For example, if you have 3 points of essentia invested, the line is 30 feet long and deals 5d6 points of Acid damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Spittle, 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 line of acid 4 times and you then reduce your essentia investment in the Dissolving Spittle to 1 point or 0 points, then the Spittle immediately unshapes.


[h=3]Elemental Avatar[/h]

Descriptors: Earth
Classes: Foundationist (Earth)
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 (Earth), the avatar resembles an Earth 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:
Earth: +1 insight bonus to AC.
[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:
Earth: You gain Burrow 15 feet.
[h=3]Elemental Channel[/h]

Descriptors: Earth
Classes: Foundationist (Earth)
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:
Earth: Mending 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: Earth is a warhammer of caustic mud (and has the Corrosive 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. Corrosive changes to Corrosive Burst. For example, when you use an Elemental Channel (Earth), investing 4 points of essentia in the soulmeld makes it a +4 Corrosive Warhammer, but investing 5 points of essentia makes it a +3 Corrosive Burst Warhammer 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:
Earth: As a standard action, you fire an Acid Arrow at a target within Close range (25 feet, plus 5 feet/2 meldshaper levels in the soulmeld). Unlike the standard spell, this Acid Arrow's duration is not determined by level, but rather by the essentia investment in the soulmeld: its duration is 1 round, plus 1 round per point of essentia invested in the Elemental Channel.
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 Earth descriptor, and you have already used the Acid Arrow 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 (Earth) will summon an Elder Earth 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:
Earth: As a standard action, you can render yourself, and up to one other target you touch per point of essentia invested in the soulmeld, invisible. Unlike most invisibility effects, this one does not end if you or one of the other subjects attacks; it works essentially like a Greater Invisibility spell with a duration of 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 your Elemental Channel has the Earth descriptor, and you have already used the invisibility power 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: Earth produces Acid. 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 (Earth), and have 1 point of essentia invested in it, then you produce a burst of Acid within 20 feet, that has a 5-foot radius and deals 1d6 points of Acid 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 Acid 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: Earth
Classes: Foundationist (Earth)
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 (Earth), you would be considered native on the Elemental Plane of Earth, the Elemental Plane of Magma, the Elemental Plane of Mud/Ooze, the Elemental Plane of Minerals, and the Elemental Plane of Dust.
The Elemental Chasuble also grants you Resistance to a specific energy type, based on its elemental descriptor. Earth grants Resist Acid 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 (Earth) Summons a Small Earth 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]Feet of Clay[/h]

Descriptors: Earth
Classes: Foundationist (Earth), Incarnate, Soulborn, True Necrocarnate
Chakra: Feet, Waist (Pattern)
Saving Throw: See text

The incarnum shapes and clumps together into a pair of plain, unadorned boots made apparently out of still-wet clay.

Pulling some of the duller souls from the Elemental Planes of Earth and Mud, you shape a pair of boots that can deform and change to adapt to any surface. Walking on the boots formed by this incarnum, you can ignore minor obstacles such as rubble, scree, or thorny undergrowth, moving across or through them as easily as you would on well-paved cobblestones or a carefully-cut greensward.
Each round, you can treat up to 10 feet of difficult terrain as normal terrain instead, for movement purposes.
Essentia: Every point of essentia you invest in the Feet of Clay allows you to treat an additional 5 feet of difficult terrain as normal terrain for movement purposes.
[h=4]Chakra Bind (Feet)[/h]

The Boots clump more tightly to your feet, while the soles thicken and widen to cover more ground, giving you much surer footing than you had before.

With the Feet of Clay bound to your Feet Chakra, you treat all terrain as normal terrain for movement purposes- effectively ignoring any effects of difficult terrain entirely.
[h=4]Chakra Bind (Waist)[/h]

The Boots clump tightly to your feet, while the soles thicken and widen, and the ankles of the Boots grow upward to cover your legs all the way up to your waist- becoming almost like a wet pair of clay pants rather than just boots.

With the Feet of Clay bound to your Waist Chakra, you treat all terrain as normal terrain for movement purposes- effectively ignoring any effects of difficult terrain. Additionally, the Feet of Clay can stick to walls and ceilings, allowing you to literally walk up and down them as easily as you can on floors- as if you were under the effect of a constant Spider Climb spell.
[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 the wet, earthy power of the clay remains. With a small effort, you are able to break off pieces of it to leave behind you as you walk.

When Feet of Clay 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 Spike Stones like those created by the spell. These special Spike Stones are exactly like the normal spell effect, except that the duration is only 1 minute per point of essentia invested in the Feet of Clay, 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 Spike Stones 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 Feet, 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 Spike Stones 4 times and you then reduce your essentia investment in the Feet of Clay to 1 point or 0 points, then the Feet immediately unshape.
[h=3]Golden Hammer[/h]

Descriptors: Sonic
Classes: Foundationist (Earth)
Chakra: Hands, Waist (Pattern)
Saving Throw: See text

The incarnum of the crafters of Earth forms a batch of what looks like molten metal at first, but within minutes cools and dries to form apparently-pure gold in the shape of a hammer. The fact that this hammer is entirely made of gold, not just the head but also the haft and grip, makes it unusual enough, but the fact that the metal is actually much harder than gold should be (despite its appearance) makes it more unusual still. All the while you hold it, you feel whispers of crafting secrets and suggestions in your mind.

Using incarnum derived from the Shaitan and other crafting races of the Elemental Plane of Earth, you create a soulmeld in the shape of a hefty warhammer made of gold-colored metal. Because the head of the hammer can be shaped somewhat to individual taste, most meldshapers who use this soulmeld create it with a personal crest or symbol carved into the head somewhere. Master craftsmen who use this soulmeld to help them when crafting usually put a personal mark on one of the sides of the head specifically used for striking, so that they can put their mark on an item being beaten with the Golden Hammer as one of the last touches before completing it.
The Golden Hammer is in fact a weapon, and can be used as a warhammer sized for you, though its poor balance for fighting means that you take a -2 penalty on attack rolls with it. The Hammer has no enhancement bonus or special abilities unless bound to your Waist Chakra (see below), but it also cannot be Sundered or destroyed except by effects which unshape soulmelds. Also, if the Golden Hammer leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible, it falls at your feet (but attempts to return again on your next turn). Any other creature attempting to wield your Golden Hammer has the same penalty on attack rolls that you do, but the Hammer does not return to that creature; it only returns to you.
When you are holding the Golden Hammer, it grants you a +2 insight bonus on Appraise and Craft checks (regardless of subskill).
Essentia: The insight bonus increases by +2 for each point of essentia you invest in this soulmeld.
[h=4]Chakra Bind (Hands)[/h]

The grip of the Hammer becomes more ornate, and easier to keep tight hold of; your ability to do precision work with the tool will be much better now. Simultaneously, runes of power etch themselves into the hammerhead's surface, glowing with blue power. You can feel the magic flowing through you, and suddenly understand how to craft the magic into useful items.

While the Golden Hammer is bound to your Hands Chakra, it grants you the ability to create any one type of magic or psionic item that you choose at the time you bind it to your Hands (typically, at the time you shape the soulmeld). This grants you any one Item Creation feat of your choice, for which you would meet the prerequisite caster or manifester level if you had a caster or manifester level equal to the Hammer's meldshaper level. For example, if you shape a Golden Hammer with meldshaper level 5 and bind it to your Hands, you could select Brew Potion, Craft Arms & Armor, Craft Cognizance Crystal, Craft Wand, Craft Wondrous Item, Scribe Scroll, or Scribe Tattoo. The Hammer can grant you a feat even if you would not normally use a hammer in the creation of an item of that type (psionic tattoos and spell scrolls are prime examples of this).
Note, however, that the Golden Hammer does not grant you any other prerequisites for crafting a particular item, such as required spells, other feats required besides the actual Item Creation feat involved, or specific class levels or race status. These prerequisites must still be met via other means, or ignored via raising the crafting DC for item creation, in order to craft any particular magic or psionic item with the Golden Hammer.
[h=4]Chakra Bind (Waist)[/h]

The Hammer extrudes a thin belt of the same golden metal which wraps itself around your waist; thus mystically linked to you, the Hammer can now take on the weapon properties you wish it had.

When the Golden Hammer is bound to your Waist Chakra, you can grant it magical enhancements and weapon special abilities by investing essentia into it. The Hammer loses its poor weapon balance, and instead becomes effectively a Masterwork Warhammer when used as a weapon (whether by you or another creature). The Hammer retains its ability to avoid destruction by anything except effects which explicitly unshape soulmelds, and also retains its ability to return to you if you ever drop it or lose your grip on it.
If you invest 1 point of essentia into a Waist-bound Golden Hammer, it instead becomes a +1 Warhammer when wielded by you. If another creature attempts to wield it, that creature is only able to use it as though it were a Masterwork Warhammer; the soulmeld's magical enhancements and abilities work only for you.
Each point of essentia you invest in the Golden Hammer beyond the first increases its total enhancement bonus by +1, but this total enhancement bonus may be spent on a base enhancement bonus and on special weapon abilities that are legal for use on any magic warhammer. For example, if you invest 3 points of essentia in the soulmeld, it can become a +3 Warhammer, a +2 Ghost Touch Warhammer, a +1 Flaming Shock Warhammer, or any combination of bonus and abilities that adds up to three total "plusses" of enhancement.
The only restrictions are that the Golden Hammer must have at least +1 base enhancement at all times, in order to have any other special abilities, that the Hammer's base enhancement bonus cannot go above +1 per three meldshaper levels no matter how many points of essentia you invest into it, and that you cannot use the essentia-granted enhancement to add a special ability with a required caster level above the Hammer's meldshaper level. For example, if your meldshaper level is 12th, and you shape a Golden Hammer with meldshaper level 12, then you can never get its "base plus" value higher than +4 (even if you invest 5 essentia into the soulmeld), and you cannot add weapon abilities such as Dancing (which has a caster level of 15th) or Disruption (which has a caster level of 14th).
[h=4]Chakra Bind (Pattern)[/h]

With the Hammer bound to your Pattern, you feel the immense power of the Earth inside you, and the Hammer's head acquires runes of destruction and ruin which glow an ominous orange-red. No longer a tool just for crafting, now you can use it to destroy as well.

When the Golden Hammer is bound to your Pattern, you can use it to strike the ground next to yourself and thereby create a powerful and damaging shockwave. As long as you have at least one point of essentia invested in the soulmeld, you can use this ability as a standard action.
When you trigger the shockwave, it creates a spread with a radius of 5 feet per point of essentia invested in the Hammer, which must be centered such that at least one square of the area is adjacent to you (the range is also 5 feet per point of invested essentia, so you can center it such that you are included within the radius if you wish). Within this radius, creatures and objects take 1d4 points of Sonic damage per point of invested essentia, and all squares affected by the shockwave become difficult terrain afterward (this effect has a duration of Instantaneous, so it cannot be dispelled later).
If you have at least 2 points of essentia invested in the Golden Hammer when you trigger the shockwave, then creatures within the area must also make Reflex saves or be knocked prone by the heaving ground. Creatures which are immune to being tripped, or which are not actually touching the ground, are immune to this effect. Creatures with a bonus on CMD against the Trip maneuver may apply that bonus to this Reflex save.
If you have at least 4 points of essentia invested in the Golden Hammer when you trigger the shockwave, then creatures within the area must also make Fortitude saves or be Deafened for 1 minute after the shockwave strikes.
If you have at least 6 points of essentia invested in the Golden Hammer when you trigger the shockwave, then creatures within the area must also make Will saves or be Stunned for 1 round after the shockwave strikes.
You can use this ability up to one time per point of essentia invested in the Hammer, 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 shockwave twice, and you then reduce your essentia investment in the Golden Hammer to 2 points or less, then the Hammer immediately unshapes.


[h=3]Gorgon Mask[/h] [h=4]Chakra Bind (Pattern)[/h]

The mask still resembles a bull's head, but no longer resembles steel, instead taking on a color and texture closer to your own skin so that it looks like you are wearing a leathery mask instead of a metallic one. Wisps of green smoke escape your mouth and nostrils as you breathe and speak.

When a Gorgon Mask is bound to your Pattern Chakra, you can petrify adjacent creatures temporarily. As long as you have at least 1 point of essentia invested in the soulmeld, then as a full-round action that does not provoke attacks of opportunity, you can attempt to petrify a target adjacent to you (as if by the Flesh to Stone spell, except that the duration is only 1 round per point of essentia invested in the Mask rather than Instantaneous). A Fortitude save negates this attack.
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 petrification 4 times and you then reduce your essentia investment in the Gorgon Mask to 1 point or 0 points, then the Mask immediately unshapes.
[h=3]Heart of Stone[/h]

Descriptors: Earth
Classes: Foundationist (Earth)
Chakra: Arms, Heart (Pattern)
Saving Throw: None

Incarnum forms a breastplate seemingly broken off from natural rock, with a slight bulge in the center (near where your heart would be when you wear it). The breastplate hovers near you without actually touching either you, or any of your clothing, armor, or other equipment.

Forming incarnum from the souls of Earth Elementals, you use a Heart of Stone to partake of some of their powers yourself.
The Heart of Stone grants you a +4 competence bonus on CMB when you attempt a Bull Rush, Drag, Grapple, or Overrun. It grants you a +4 competence bonus to your CMD against Bull Rush, Disarm, Drag, or Sunder maneuvers initiated against you.
Unlike most soulmelds, a Heart of Stone does not grant you any benefit for investing essentia into it unless it is bound to a chakra.
[h=4]Chakra Bind (Arms)[/h]

Clamping down upon and forming rings of stone around your upper arms, the elemental incarnum actually flows from those rings through your arms on the inside and forms stonelike claws on your fingers and hands- which allow you to easily break apart and dig through earth and stone.

While the Heart of Stone is bound to your Arms Chakra, you gain a Burrow speed of 10 feet. Every point of essentia you invest in the Heart of Stone increases this Burrow speed by 5 feet.
[h=4]Chakra Bind (Heart)[/h]

The breastplate of rock melts into and merges with your body, filling you with its power and allowing you to perform similar feats of merging in your own right.

With the Heart of Stone bound to your Heart Chakra, you can literally merge your body and equipment into solid rock. This takes a standard action to initiate, and works as if you cast a Meld With Stone spell, except for the duration. You can spend up to 60 minutes Melded, plus 10 minutes per point of essentia invested in the soulmeld, per day; these minutes need not be consecutive, but must be spent in 1-minute increments. If you change the amount of essentia invested in the Heart of Stone, then the remaining duration changes with it; if this puts you beyond your daily limit and you are currently melded with stone, then you are violently expelled from the rock (and take 5d6 damage in the process) as though it had been dispelled.
[h=4]Chakra Bind (Pattern)[/h]

The breastplate of stone melts into and merges with your body, but you can feel its power and unyielding strength within. When you need to, you can use this power to protect yourself from attacks by making yourself much harder than normal.

With a Heart of Stone bound to your Pattern Chakra, you can give your own skin the texture and hardness of stone. As a move action, you can activate this power to gain DR 5/Adamantine for 1 round per meldshaper level of the Heart; every point of essentia invested in the soulmeld increases the amount of DR by 1 point.
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 DR 4 times and you then reduce your essentia investment in the Heart of Stone to 1 point or 0 points, then the Heart immediately unshapes.
[h=3]Landshark Boots[/h] [h=4]Chakra Bind (Pattern)[/h]

The boots thicken as they merge with your feet, and your hands begin to acquire the look of bulette claws as well, albeit blunt ones. Though they are useless for attacking, the claws are hard enough to tear through earth and stone, and you can use this property to your advantage.

When bound to your Pattern Chakra, the Landshark Boots grant you a Burrow speed of 15 feet.
[h=3]Ocher Shirt[/h]

Descriptors: Acid
Classes: Foundationist (Earth), Soulborn, Totemist, True Necrocarnate
Chakra: Arms, Waist (Pattern, Totem)
Saving Throw: See text

The mindless, primitive soul energy of the shapeless oozes crawls together and merges almost like real protoplasm to form a weird, yellow-brown shirt of jellylike incarnum. It ripples and pulsates slowly on its own, and makes wet slopping sounds when one part slaps against another, but wearing it gives you a warm, tingley feeling that is not unpleasant.

Even though oozes typically have no minds, they still have souls, because souls are a necessary animating force to make any living thing truly alive. It is possible for a meldshaper to contact and use souls destined for ooze bodies, or souls from oozes long dead, to create incarnum. Forming a shirt of this sort of incarnum allows the meldshaper to partake in some of the powers of oozes, such as their ability to damage creatures and objects with powerful digestive acids.
While you wear an Ocher Shirt, 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 Acid 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 Ocher Shirt increases the Acid damage dealt by 1d6 points.
[h=4]Chakra Bind (Arms)[/h]

The Shirt shrinks in upon your torso gloopily, and extends slimy sleeves down to your wrists. With a small effort of will, you can easily extend these sleeves still further, to cover your hands and weapons as well.

When an Ocher Shirt is bound to your Arms Chakra, you can use the ooze-power to damage or destroy objects with the acid the Shirt produces. Whenever you hit with a melee attack, you can immediately attempt a Sunder maneuver upon the target of your attack as a free action and without provoking an attack of opportunity from the target.
[h=4]Chakra Bind (Waist)[/h]

The Shirt clings to your body wetly, almost like a second skin, allowing you to direct the acids produced by it more precisely than you could before.

With the Ocher Shirt bound to your Waist Chakra, you can use the acids it produces to damage or destroy objects that strike you. Whenever an attacker strikes you in melee, the attack deals its normal damage and triggers the Ocher Shirt's normal response as above- but you also can immediately make a Sunder attempt upon the attacker, as a free action, without provoking an attack of opportunity from the attacker.
[h=4]Chakra Bind (Pattern)[/h]

Once your Ocher Shirt is bound to your Pattern, some of the acidic ooze floats off your body into a swarm of tiny yellow-brown motes surrounding you- and yet they retain the general outline of the shirt beneath. Still linked to you, more deeply than before in fact, the ooze moves at your direction now.

An Ocher Shirt bound to your Pattern allows you to attack nearby creatures with the acidic ooze 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 burst of acid centered upon you. Creatures adjacent to you take 1d6 points of Acid damage per point of essentia invested in the Ocher Shirt. A Reflex save applies for half damage.
[h=4]Chakra Bind (Totem)[/h]

The Shirt clings wetly to your body, and actually merges with it, becoming more a part of you than a separate garment. The shapeless, fluid nature of the oozes becomes a part of you too, allowing you a resiliency and fluidity of form that you did not have before.

When an Ocher Shirt is bound to your Totem Chakra, you gain some of the amorphous qualities of an ooze. This does not allow you to directly change your shape or form, but it does provide you with a chance to avoid or negate damage to your vital areas. Whenever a critical hit, Sneak Attack, or other precision-based damage is scored on you, there is a 50% chance that the critical hit or Sneak Attack (or whatever) is negated and damage from the attack is instead rolled normally.
[h=3]Shadow Mantle[/h] [h=4]Chakra Bind (Pattern)[/h]

When the Shadow Mantle merges with your Pattern, it merges with you, disappearing from your shoulders and leaving no trace besides a dark, leathery covering of skin along your back, shoulders, and the back of your neck. The darkness of the shadows within the mantle, however, spread throughout your body, allowing you to vanish from sight when you choose to do so.

When a Shadow Mantle is bound to your Pattern Chakra, you can wrap yourself in a cloak of shadows and illusion to become invisible. As a swift action, you become invisible for 1 round, duplicating the effect of the Invisibility spell (including ending early if you make any attack) except for the shorter duration. At the beginning of your next turn, you become visible again, unless you spend another swift action to keep the effect active. If you do spend the swift action at that time, then you stay invisible rather than reappearing (even for an instant).
You can use this ability up to five times per meldshaper level of the Mantle, at which point the soulmeld unshapes.
 
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