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<blockquote data-quote="paradox42" data-source="post: 5335603" data-attributes="member: 29746"><p><strong>Foundationist Soulmelds: Earth</strong></p><p></p><p>These are melds that will have -1 essentia capacity for an Air Foundationist, but benefit from Expanded Element Capacity for an Earth Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Earth effects, where they appear on this list.</p><p></p><p><span style="color: crimson"><strong>Adamant Pauldrons:</strong></span> 25% negate crits/Sneak Attack, DR (E)/opposed alignment.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> +(2+E) armor AC.</p><p></p><p> <span style="color: crimson"><strong>Crystal Helm:</strong></span> +2 resistance Will vs. Charm & Compulsion, +(E) deflection AC.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> ImmA <em>Shield</em> lasting 1 round, max (ML×5) rounds before (U).</p><p></p><p> <span style="color: crimson"><strong>*Diamond Crown*:</strong></span> +(1+E) deflection AC.</p><p> <span style="color: indigo"><strong>Brow:</strong></span> StdA ranged touch within 30 feet deals (2+E)d4 Force.</p><p> <span style="color: indigo"><strong>Soul:</strong></span> StdA <em>Wall of Force</em> lasting 1 round.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA shoot up to (E) force missiles at enemies within 30 feet, each missile auto-hits and deals 1d4 Force damage. Max (ML) missiles total before (U).</p><p></p><p> <span style="color: crimson"><strong>Dissolving Spittle:</strong></span> StdA ranged touch within 30 feet deals (1+E)d6 Acid.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA Line of Acid (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 (Earth)*:</strong></span> +(E) insight AC.</p><p> <span style="color: indigo"><strong>Soul:</strong></span> Constant <em>Elemental Body IV</em> (you turn into a Huge Earth Elemental).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> Burrow 15 feet.</p><p></p><p> <span style="color: crimson"><strong>*Elemental Channel (Earth)*:</strong></span> <em>Mending</em> at will.</p><p> <span style="color: indigo"><strong>Arms:</strong></span> Meld becomes a +(E) Corrosive Warhammer. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Corrosive Burst Warhammer.</p><p> <span style="color: indigo"><strong>Hands:</strong></span> StdA <em>Acid Arrow</em> with duration (1+E) rounds. Maximum (3+E) uses before (U).</p><p> <span style="color: indigo"><strong>Heart:</strong></span> StdA Summon an Elder Earth Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).</p><p> <span style="color: indigo"><strong>Throat:</strong></span> StdA <em>Greater Invisibility</em> self and up to (E) others, lasting (ML) rounds. 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 Acid damage. Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Elemental Chasuble (Earth)*:</strong></span> Considered native on any Inner Plane adjacent to or associated with Earth, Resist Acid (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 Earth Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Feet of Clay*:</strong></span> Each round, you can treat up to (10+5E) feet of difficult terrain as normal terrain instead for movement purposes. <strong>(Shared: Incarnate, Soulborn)</strong></p><p> <span style="color: indigo"><strong>Feet:</strong></span> You treat all terrain as normal terrain for movement purposes.</p><p> <span style="color: indigo"><strong>Waist:</strong></span> Same as Feet ability, plus constant <em>Spider Climb</em>.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA For 1 round, every 5-foot square of stone or earth that you enter is filled with <em>Spike Stones</em> which last for (E) minutes. The DC to detect these traps is (25+E) rather than the standard 29 for the spell. Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Golden Hammer*:</strong></span> +(2+2E) on Appraise and Craft checks.</p><p> <span style="color: indigo"><strong>Hands:</strong></span> You can craft magic items as if your caster level = (ML).</p><p> <span style="color: indigo"><strong>Waist:</strong></span> The hammer becomes a magic weapon with +(1+E) total in enhancements and special weapon abilities.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA deal (E)d4 Sonic damage (Reflex half) in a (5E)-foot radius spread, centered such that at least one square of the area is adjacent to you. Affected squares permanently become Difficult terrain afterward (the effect is Instantaneous duration, so it can't be dispelled). If (E) is at least 2, then creatures within the area must also make Reflex saves or be knocked prone. If (E) is at least 4, then creatures within the area must make Fortitude saves or be Deafened for 1 minute. If (E) is at least 6, then creatures within the area must make Will saves or be Stunned for 1 round. Usable (E) times before (U).</p><p></p><p> <span style="color: crimson"><strong>Gorgon Mask:</strong></span> +(1+E) resistance Fortitude, +(2+E) resistance CMD vs. Bull Rush, Grapple, Overrun, or Trip.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> FullA Petrify adjacent target (Fort negates) for (E) rounds. Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Heart of Stone*:</strong></span> +4 CMD on Bull Rush, Grapple, and Overrun; +4 CMB on Bull Rush, Disarm, and Sunder.</p><p> <span style="color: indigo"><strong>Arms:</strong></span> Burrow speed (10+5E) feet.</p><p> <span style="color: indigo"><strong>Heart:</strong></span> StdA <em>Meld Into Stone</em>, up to (60+10E) minutes/day.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> MvA Gain DR (5+E)/Adamantine for (ML) rounds. Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>Landshark Boots:</strong></span> +(4+2E) competence Acrobatics.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> Burrow 15 feet.</p><p></p><p> <span style="color: crimson"><strong>*Ocher Shirt*:</strong></span> Attackers striking you in melee take (1+E)d6 Acid damage (no save). <strong>(Shared: Soulborn, Totemist)</strong></p><p> <span style="color: indigo"><strong>Arms:</strong></span> Whenever you hit with a melee attack, you can attempt a Sunder as a free action.</p><p> <span style="color: indigo"><strong>Waist:</strong></span> Whenever an attacker strikes you in melee, you can attempt Sunder on it as a free action </p><p> <span style="color: darkgreen"><strong>Totem:</strong></span> 50% negate crits/Sneak Attack.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA (E)d6 Acid damage to all adjacent creatures (Reflex half).</p><p></p><p> <span style="color: crimson"><strong>Shadow Mantle:</strong></span> +(4+2E) competence Perception.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA <em>Invisibility</em> (self only) for 1 round. If you spend another SwfA on your next turn then you stay invisible rather than appearing (even briefly). Attacking ends the invisibility prematurely, as normal. Max (ML×5) rounds before (U).</p><p> <strong></strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="paradox42, post: 5335603, member: 29746"] [b]Foundationist Soulmelds: Earth[/b] These are melds that will have -1 essentia capacity for an Air Foundationist, but benefit from Expanded Element Capacity for an Earth Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Earth effects, where they appear on this list. [COLOR=crimson][B]Adamant Pauldrons:[/B][/COLOR] 25% negate crits/Sneak Attack, DR (E)/opposed alignment. [COLOR=darkorange][B]Pattern:[/B][/COLOR] +(2+E) armor AC. [COLOR=crimson][B]Crystal Helm:[/B][/COLOR] +2 resistance Will vs. Charm & Compulsion, +(E) deflection AC. [COLOR=darkorange][B]Pattern:[/B][/COLOR] ImmA [I]Shield[/I] lasting 1 round, max (ML×5) rounds before (U). [COLOR=crimson][B]*Diamond Crown*:[/B][/COLOR] +(1+E) deflection AC. [COLOR=indigo][B]Brow:[/B][/COLOR] StdA ranged touch within 30 feet deals (2+E)d4 Force. [COLOR=indigo][B]Soul:[/B][/COLOR] StdA [I]Wall of Force[/I] lasting 1 round. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA shoot up to (E) force missiles at enemies within 30 feet, each missile auto-hits and deals 1d4 Force damage. Max (ML) missiles total before (U). [COLOR=crimson][B]Dissolving Spittle:[/B][/COLOR] StdA ranged touch within 30 feet deals (1+E)d6 Acid. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA Line of Acid (10E) feet long, (2E-1)d6 damage (Reflex half), usable (3+E) times before (U). [COLOR=crimson][B]*Elemental Avatar (Earth)*:[/B][/COLOR] +(E) insight AC. [COLOR=indigo][B]Soul:[/B][/COLOR] Constant [I]Elemental Body IV[/I] (you turn into a Huge Earth Elemental). [COLOR=darkorange][B]Pattern:[/B][/COLOR] Burrow 15 feet. [COLOR=crimson][B]*Elemental Channel (Earth)*:[/B][/COLOR] [I]Mending[/I] at will. [COLOR=indigo][B]Arms:[/B][/COLOR] Meld becomes a +(E) Corrosive Warhammer. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Corrosive Burst Warhammer. [COLOR=indigo][B]Hands:[/B][/COLOR] StdA [I]Acid Arrow[/I] with duration (1+E) rounds. Maximum (3+E) uses before (U). [COLOR=indigo][B]Heart:[/B][/COLOR] StdA Summon an Elder Earth Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U). [COLOR=indigo][B]Throat:[/B][/COLOR] StdA [I]Greater Invisibility[/I] self and up to (E) others, lasting (ML) rounds. Maximum (3+E) uses before (U). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Acid damage. Maximum (3+E) uses before (U). [COLOR=crimson][B]*Elemental Chasuble (Earth)*:[/B][/COLOR] Considered native on any Inner Plane adjacent to or associated with Earth, Resist Acid (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 Earth Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U). [COLOR=crimson][B]*Feet of Clay*:[/B][/COLOR] Each round, you can treat up to (10+5E) feet of difficult terrain as normal terrain instead for movement purposes. [B](Shared: Incarnate, Soulborn)[/B] [COLOR=indigo][B]Feet:[/B][/COLOR] You treat all terrain as normal terrain for movement purposes. [COLOR=indigo][B]Waist:[/B][/COLOR] Same as Feet ability, plus constant [I]Spider Climb[/I]. [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA For 1 round, every 5-foot square of stone or earth that you enter is filled with [I]Spike Stones[/I] which last for (E) minutes. The DC to detect these traps is (25+E) rather than the standard 29 for the spell. Maximum (3+E) uses before (U). [COLOR=crimson][B]*Golden Hammer*:[/B][/COLOR] +(2+2E) on Appraise and Craft checks. [COLOR=indigo][B]Hands:[/B][/COLOR] You can craft magic items as if your caster level = (ML). [COLOR=indigo][B]Waist:[/B][/COLOR] The hammer becomes a magic weapon with +(1+E) total in enhancements and special weapon abilities. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA deal (E)d4 Sonic damage (Reflex half) in a (5E)-foot radius spread, centered such that at least one square of the area is adjacent to you. Affected squares permanently become Difficult terrain afterward (the effect is Instantaneous duration, so it can't be dispelled). If (E) is at least 2, then creatures within the area must also make Reflex saves or be knocked prone. If (E) is at least 4, then creatures within the area must make Fortitude saves or be Deafened for 1 minute. If (E) is at least 6, then creatures within the area must make Will saves or be Stunned for 1 round. Usable (E) times before (U). [COLOR=crimson][B]Gorgon Mask:[/B][/COLOR] +(1+E) resistance Fortitude, +(2+E) resistance CMD vs. Bull Rush, Grapple, Overrun, or Trip. [COLOR=darkorange][B]Pattern:[/B][/COLOR] FullA Petrify adjacent target (Fort negates) for (E) rounds. Maximum (3+E) uses before (U). [COLOR=crimson][B]*Heart of Stone*:[/B][/COLOR] +4 CMD on Bull Rush, Grapple, and Overrun; +4 CMB on Bull Rush, Disarm, and Sunder. [COLOR=indigo][B]Arms:[/B][/COLOR] Burrow speed (10+5E) feet. [COLOR=indigo][B]Heart:[/B][/COLOR] StdA [I]Meld Into Stone[/I], up to (60+10E) minutes/day. [COLOR=darkorange][B]Pattern:[/B][/COLOR] MvA Gain DR (5+E)/Adamantine for (ML) rounds. Maximum (3+E) uses before (U). [COLOR=crimson][B]Landshark Boots:[/B][/COLOR] +(4+2E) competence Acrobatics. [COLOR=darkorange][B]Pattern:[/B][/COLOR] Burrow 15 feet. [COLOR=crimson][B]*Ocher Shirt*:[/B][/COLOR] Attackers striking you in melee take (1+E)d6 Acid damage (no save). [B](Shared: Soulborn, Totemist)[/B] [COLOR=indigo][B]Arms:[/B][/COLOR] Whenever you hit with a melee attack, you can attempt a Sunder as a free action. [COLOR=indigo][B]Waist:[/B][/COLOR] Whenever an attacker strikes you in melee, you can attempt Sunder on it as a free action [COLOR=darkgreen][B]Totem:[/B][/COLOR] 50% negate crits/Sneak Attack. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA (E)d6 Acid damage to all adjacent creatures (Reflex half). [COLOR=crimson][B]Shadow Mantle:[/B][/COLOR] +(4+2E) competence Perception. [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA [I]Invisibility[/I] (self only) for 1 round. If you spend another SwfA on your next turn then you stay invisible rather than appearing (even briefly). Attacking ends the invisibility prematurely, as normal. Max (ML×5) rounds before (U). [B] [/B] [/QUOTE]
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