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] [TABLE="width: 100%"] [TR] [TD]
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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.[/TD] [/TR] [/TABLE] [h=4]
(Bandersnatch Pelt) Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD]
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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.[/TD] [/TR] [/TABLE] [h=4]
(Bandersnatch Pelt) Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD]
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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.[/TD] [/TR] [/TABLE] [h=4]
(Bandersnatch Pelt) Chakra Bind (Totem)[/h] [TABLE="width: 100%"] [TR] [TD]
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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.[/TD] [/TR] [/TABLE] [h=4]
Executioner's Hood[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Executioner's Hood) Chakra Bind (Brow)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Executioner's Hood) Chakra Bind (Crown)[/h] [TABLE="width: 100%"] [TR] [TD]
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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.[/TD] [/TR] [/TABLE] [h=4]
Greed of the Shaitan[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Greed of the Shaitan) Chakra Bind (Crown)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Greed of the Shaitan) Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD]
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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.[/TD] [/TR] [/TABLE] [h=4]
(Greed of the Shaitan) Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
Laborer's Shift[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Laborer's Shift) Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
Mantle of Command[/h] [TABLE="width: 100%"] [TR] [TD]
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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.[/TD] [/TR] [/TABLE] [h=4]
(Mantle of Command) Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Mantle of Command) Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Mantle of Command) Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.).[/TD] [/TR] [/TABLE] [h=4]
Power of the Efreeti[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Power of the Efreeti) Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Power of the Efreeti) Chakra Bind (Waist)[/h] [TABLE="width: 100%"] [TR] [TD]
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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.[/TD] [/TR] [/TABLE] [h=4]
(Power of the Efreeti) Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
Regal Crown[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Regal Crown) Chakra Bind (Brow)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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).[/TD] [/TR] [/TABLE] [h=4]
Subtlety of the Marid[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Subtlety of the Marid) Chakra Bind (Feet)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Subtlety of the Marid) Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Subtlety of the Marid) Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
Thunderbird Wings[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Thunderbird Wings) Chakra Bind (Crown)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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).[/TD] [/TR] [/TABLE] [h=4]
(Thunderbird Wings) Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Thunderbird Wings) Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Thunderbird Wings) Chakra Bind (Totem)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
Voice of the Djinni[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Voice of the Djinni) Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Voice of the Djinni) Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] [h=4]
(Voice of the Djinni) Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.[/TD] [/TR] [/TABLE] -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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. [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD]
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.
[TD="align: left"]Value or Weight[/TD] [TD="align: left"]Aura Strength[/TD]
[TD="align: left"]50 gp or less,
or
1 pound or less[/TD] [TD="align: left"]Faint[/TD]
[TD="align: left"]50-500 gp,
or
1-10 pounds[/TD] [TD="align: left"]Moderate[/TD]
[TD="align: left"]500-50,000 gp,
or
10-1,000 pounds[/TD] [TD="align: left"]Strong[/TD]
[TD="align: left"]more than 50,000 gp,
or
more than 1,000 pounds[/TD] [TD="align: left"]Overwhelming[/TD]
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.
[/TD] [/TR] [/TABLE]