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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 5335588" data-attributes="member: 29746"><p><strong>Foundationist Soulmelds: Air</strong></p><p></p><p>These are melds that will have -1 essentia capacity for an Earth Foundationist, but benefit from Expanded Element Capacity for an Air Foundationist. Several are new; these new melds (marked by asterisks *) have only shorthand descriptions so far but eventually will get full writeups like those in MoI. Melds here which are <strong>not</strong> new, but come from MoI, have only their basic effect and Pattern Chakra bind effect listed below, to avoid potential copyright issues.</p><p></p><p>It's worth noting that in this list, and the other three lists I'll be posting after this, a few new Soulmelds were intended to be added to the class lists of other Incarnum classes- and where this occurs, the notation <strong>(Shared: X)</strong> is given after the meld's basic effect line to show that class X should also have it.</p><p></p><p>It's also worth noting that three of the new Soulmelds were created specifically to be similar to Incarnate Avatar and Incarnate Weapon, in that they have different effects for each element; for ease of use I'm copying only the section relevant to each element in the lists I'm posting today. Thus, where these three (Elemental Avatar, Elemental Channel, and Elemental Chasuble) appear below, they only show the Air-element powers.</p><p></p><p><span style="color: crimson"><strong>Airstep Sandals:</strong></span> MvA fly (10+10E) feet/round with Good maneuverability (must end round supported, or fall).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> Fly speed (10+10E) feet (Good).</p><p></p><p> <span style="color: crimson"><strong>*Crackling Chains*:</strong></span> StdA ranged touch within 30 feet deals (1+E)d6 Electricity.</p><p> <span style="color: indigo"><strong>Arms:</strong></span> +(2+2E) CMB and CMD for Disarm, Grapple, and Trip.</p><p> <span style="color: indigo"><strong>Throat:</strong></span> Target of the ranged touch must make Fort save or be Deafened for (E)d4 hours.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA Line of Electricity (10E) feet long, (2E-1)d6 damage (Reflex half), usable (3+E) times before (U).</p><p></p><p> <span style="color: crimson"><strong>*Elemental Avatar (Air)*:</strong></span> +(E) insight ranged attack rolls.</p><p> <span style="color: indigo"><strong>Soul:</strong></span> Constant <em>Elemental Body IV</em> (you turn into a Huge Air Elemental).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> Fly 30 feet (Good).</p><p> <span style="color: crimson"><strong>*Elemental Channel (Air)*:</strong></span> <em>Message</em> at will.</p><p> <span style="color: indigo"><strong>Arms:</strong></span> Meld becomes a +(E) Shock Spear. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Shocking Burst Spear.</p><p> <span style="color: indigo"><strong>Hands:</strong></span> StdA <em>Shatter</em> within (5+5E) feet. Maximum (3+E) uses before (U).</p><p> <span style="color: indigo"><strong>Heart:</strong></span> StdA Summon an Elder Air Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).</p><p> <span style="color: indigo"><strong>Throat:</strong></span> StdA become Ethereal for up to (ML) rounds (you may rematerialize before it expires with a MvA). Maximum (3+E) uses before (U).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Electricity damage. Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Elemental Chasuble (Air)*:</strong></span> Considered native on any Inner Plane adjacent to or associated with Air, Resist Electricity (10+5E).</p><p> <span style="color: indigo"><strong>Heart:</strong></span> StdA <em>Gate</em> to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA Summon a Small Air Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>Fellmist Robe:</strong></span> Concealment (10+5E)% from nonadjacent attackers.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> FullA <em>Fog Cloud</em> centered such that the edge is adjacent to you, spreading to (5E)-foot radius and (5E) feet high, lasting (5E) rounds. Maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>Lightning Gauntlets:</strong></span> StdA melee touch (1+E)d6 Electricity.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> MvA ranged touch within 60 feet deals (E)d6 Electricity. Maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>Pegasus Cloak:</strong></span> <em>Feather Fall</em> at will, +(2+2E) enhancement Acrobatics.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA gain a +(10+5E) enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps for 1 round. Max (ML×5) rounds before (U).</p><p></p><p> <span style="color: crimson"><strong>*Smoke Skirt*:</strong></span> +(4+2E) on Disguise and Stealth checks.</p><p> <span style="color: indigo"><strong>Heart:</strong></span> StdA <em>Gaseous Form</em>, up to (20+2E) minutes/day.</p><p> <span style="color: indigo"><strong>Waist:</strong></span> StdA <em>Pyrotechnics</em> (smoke only) at will.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> Constant <em>Pass Without Trace</em>.</p><p></p><p> <span style="color: crimson"><strong>*Thundercloud Shirt*:</strong></span> Resist Electricity (10+5E).</p><p> <span style="color: indigo"><strong>Arms:</strong></span> StdA 15-foot Cone of Sonic, (1+E)d4 damage (Reflex half), every 1d4 rounds.</p><p> <span style="color: indigo"><strong>Waist:</strong></span> Resist Sonic (5E).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA (E)d6 Electricity damage to all adjacent creatures (Reflex half).</p><p></p><p> <span style="color: crimson"><strong>Thunderstep Boots:</strong></span> +(1+E)d4 Sonic damage on melee attack at end of a Charge.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA (E)d4 Sonic damage to all adjacent creatures (Reflex half).</p><p></p><p> <span style="color: crimson"><strong>*Tornado Crown*:</strong></span> +(4+2E) competence on Fly checks.</p><p> <span style="color: indigo"><strong>Crown:</strong></span> You count as one size category larger for the effects of high wind.</p><p> <span style="color: indigo"><strong>Waist:</strong></span> You are immune to the effects of high wind.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA <em>Control Winds</em> in a (20E)-foot radius centered within (20E) feet, lasting (E) minutes and then (U). Maximum wind strength is determined by (E): 1 point allows Strong winds, 2 allows Severe, 3 allows Windstorm, 4 allows Hurricane, 5 or more allows Tornado.</p><p></p><p> <span style="color: crimson"><strong>*Voidmask*:</strong></span> +(4+2E) on Perception and Stealth. <strong>(Shared: Incarnate)</strong></p><p> <span style="color: indigo"><strong>Brow:</strong></span> Darkvision (30+30E) feet.</p><p> <span style="color: indigo"><strong>Throat:</strong></span> Sustains you without breathing or air. You are immune to inhaled afflictions.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> FullA <em>Scrying</em> for 1 round, and you take 1d6 unblockable damage. If you take another FullA to scry in the next round, then it continues the scrying begun this way rather than beginning a new effect. Max (ML×5) rounds before (U).</p><p></p><p> <span style="color: crimson"><strong>Wind Cloak:</strong></span> DR (2+2E)/Magic vs. ranged weapons.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA <em>Gust of Wind</em> to a range of (30+10E) feet. Maximum (3+E) uses before (U).</p><p> <strong></strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="paradox42, post: 5335588, member: 29746"] [b]Foundationist Soulmelds: Air[/b] These are melds that will have -1 essentia capacity for an Earth Foundationist, but benefit from Expanded Element Capacity for an Air Foundationist. Several are new; these new melds (marked by asterisks *) have only shorthand descriptions so far but eventually will get full writeups like those in MoI. Melds here which are [B]not[/B] new, but come from MoI, have only their basic effect and Pattern Chakra bind effect listed below, to avoid potential copyright issues. It's worth noting that in this list, and the other three lists I'll be posting after this, a few new Soulmelds were intended to be added to the class lists of other Incarnum classes- and where this occurs, the notation [B](Shared: X)[/B] is given after the meld's basic effect line to show that class X should also have it. It's also worth noting that three of the new Soulmelds were created specifically to be similar to Incarnate Avatar and Incarnate Weapon, in that they have different effects for each element; for ease of use I'm copying only the section relevant to each element in the lists I'm posting today. Thus, where these three (Elemental Avatar, Elemental Channel, and Elemental Chasuble) appear below, they only show the Air-element powers. [COLOR=crimson][B]Airstep Sandals:[/B][/COLOR] MvA fly (10+10E) feet/round with Good maneuverability (must end round supported, or fall). [COLOR=darkorange][B]Pattern:[/B][/COLOR] Fly speed (10+10E) feet (Good). [COLOR=crimson][B]*Crackling Chains*:[/B][/COLOR] StdA ranged touch within 30 feet deals (1+E)d6 Electricity. [COLOR=indigo][B]Arms:[/B][/COLOR] +(2+2E) CMB and CMD for Disarm, Grapple, and Trip. [COLOR=indigo][B]Throat:[/B][/COLOR] Target of the ranged touch must make Fort save or be Deafened for (E)d4 hours. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA Line of Electricity (10E) feet long, (2E-1)d6 damage (Reflex half), usable (3+E) times before (U). [COLOR=crimson][B]*Elemental Avatar (Air)*:[/B][/COLOR] +(E) insight ranged attack rolls. [COLOR=indigo][B]Soul:[/B][/COLOR] Constant [I]Elemental Body IV[/I] (you turn into a Huge Air Elemental). [COLOR=darkorange][B]Pattern:[/B][/COLOR] Fly 30 feet (Good). [COLOR=crimson][B]*Elemental Channel (Air)*:[/B][/COLOR] [I]Message[/I] at will. [COLOR=indigo][B]Arms:[/B][/COLOR] Meld becomes a +(E) Shock Spear. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Shocking Burst Spear. [COLOR=indigo][B]Hands:[/B][/COLOR] StdA [I]Shatter[/I] within (5+5E) feet. Maximum (3+E) uses before (U). [COLOR=indigo][B]Heart:[/B][/COLOR] StdA Summon an Elder Air Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U). [COLOR=indigo][B]Throat:[/B][/COLOR] StdA become Ethereal for up to (ML) rounds (you may rematerialize before it expires with a MvA). Maximum (3+E) uses before (U). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Electricity damage. Maximum (3+E) uses before (U). [COLOR=crimson][B]*Elemental Chasuble (Air)*:[/B][/COLOR] Considered native on any Inner Plane adjacent to or associated with Air, Resist Electricity (10+5E). [COLOR=indigo][B]Heart:[/B][/COLOR] StdA [I]Gate[/I] to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA Summon a Small Air Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U). [COLOR=crimson][B]Fellmist Robe:[/B][/COLOR] Concealment (10+5E)% from nonadjacent attackers. [COLOR=darkorange][B]Pattern:[/B][/COLOR] FullA [I]Fog Cloud[/I] centered such that the edge is adjacent to you, spreading to (5E)-foot radius and (5E) feet high, lasting (5E) rounds. Maximum (ML) uses before (U). [COLOR=crimson][B]Lightning Gauntlets:[/B][/COLOR] StdA melee touch (1+E)d6 Electricity. [COLOR=darkorange][B]Pattern:[/B][/COLOR] MvA ranged touch within 60 feet deals (E)d6 Electricity. Maximum (ML) uses before (U). [COLOR=crimson][B]Pegasus Cloak:[/B][/COLOR] [I]Feather Fall[/I] at will, +(2+2E) enhancement Acrobatics. [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA gain a +(10+5E) enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps for 1 round. Max (ML×5) rounds before (U). [COLOR=crimson][B]*Smoke Skirt*:[/B][/COLOR] +(4+2E) on Disguise and Stealth checks. [COLOR=indigo][B]Heart:[/B][/COLOR] StdA [I]Gaseous Form[/I], up to (20+2E) minutes/day. [COLOR=indigo][B]Waist:[/B][/COLOR] StdA [I]Pyrotechnics[/I] (smoke only) at will. [COLOR=darkorange][B]Pattern:[/B][/COLOR] Constant [I]Pass Without Trace[/I]. [COLOR=crimson][B]*Thundercloud Shirt*:[/B][/COLOR] Resist Electricity (10+5E). [COLOR=indigo][B]Arms:[/B][/COLOR] StdA 15-foot Cone of Sonic, (1+E)d4 damage (Reflex half), every 1d4 rounds. [COLOR=indigo][B]Waist:[/B][/COLOR] Resist Sonic (5E). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA (E)d6 Electricity damage to all adjacent creatures (Reflex half). [COLOR=crimson][B]Thunderstep Boots:[/B][/COLOR] +(1+E)d4 Sonic damage on melee attack at end of a Charge. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA (E)d4 Sonic damage to all adjacent creatures (Reflex half). [COLOR=crimson][B]*Tornado Crown*:[/B][/COLOR] +(4+2E) competence on Fly checks. [COLOR=indigo][B]Crown:[/B][/COLOR] You count as one size category larger for the effects of high wind. [COLOR=indigo][B]Waist:[/B][/COLOR] You are immune to the effects of high wind. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA [I]Control Winds[/I] in a (20E)-foot radius centered within (20E) feet, lasting (E) minutes and then (U). Maximum wind strength is determined by (E): 1 point allows Strong winds, 2 allows Severe, 3 allows Windstorm, 4 allows Hurricane, 5 or more allows Tornado. [COLOR=crimson][B]*Voidmask*:[/B][/COLOR] +(4+2E) on Perception and Stealth. [B](Shared: Incarnate)[/B] [COLOR=indigo][B]Brow:[/B][/COLOR] Darkvision (30+30E) feet. [COLOR=indigo][B]Throat:[/B][/COLOR] Sustains you without breathing or air. You are immune to inhaled afflictions. [COLOR=darkorange][B]Pattern:[/B][/COLOR] FullA [I]Scrying[/I] for 1 round, and you take 1d6 unblockable damage. If you take another FullA to scry in the next round, then it continues the scrying begun this way rather than beginning a new effect. Max (ML×5) rounds before (U). [COLOR=crimson][B]Wind Cloak:[/B][/COLOR] DR (2+2E)/Magic vs. ranged weapons. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA [I]Gust of Wind[/I] to a range of (30+10E) feet. Maximum (3+E) uses before (U). [B] [/B] [/QUOTE]
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