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<blockquote data-quote="paradox42" data-source="post: 5335619" data-attributes="member: 29746"><p><strong>Foundationist Soulmelds: Water</strong></p><p></p><p>These are melds that will have -1 essentia capacity for a Fire Foundationist, but benefit from Expanded Element Capacity for a Water Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Water effects, where they appear on this list.</p><p></p><p><span style="color: crimson"><strong>Cerulean Sandals:</strong></span> Constant <em>Water Walk</em>, +(5E) feet to land Speed.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA <em>Haste</em> yourself for 1 round. Max (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Elemental Avatar (Water)*:</strong></span> +(E) insight melee attack rolls.</p><p> <span style="color: indigo"><strong>Soul:</strong></span> Constant <em>Elemental Body IV</em> (you turn into a Huge Water Elemental).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> Swim 30 feet.</p><p></p><p> <span style="color: crimson"><strong>*Elemental Channel (Water)*:</strong></span> <em>Create Water</em> at will.</p><p> <span style="color: indigo"><strong>Arms:</strong></span> Meld becomes a +(E) Frost Battleaxe. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Icy Burst Battleaxe.</p><p> <span style="color: indigo"><strong>Hands:</strong></span> StdA <em>Chill Metal</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 Water 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 Teleport</em> self and up to (E) others. 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 Cold damage. Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Elemental Chasuble (Water)*:</strong></span> Considered native on any Inner Plane adjacent to or associated with Water, Resist Cold (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 Water Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>Frost Helm:</strong></span> Comfortably withstand ambient temperatures between -50° to 90° F, Resist Cold (5E).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA Stun (1+E) targets within 20 feet for 1d4 rounds (Will negates). Works only 1/day per target.</p><p></p><p> <span style="color: crimson"><strong>Kraken Mantle:</strong></span> +(5E) feet to effective Swim speed (i.e. max speed using a FullA), +8 competence Swim.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> Constant <em>Water Breathing</em>.</p><p></p><p> <span style="color: crimson"><strong>*Oceanic Robe*:</strong></span> Constant <em>Water Breathing</em>.</p><p> <span style="color: indigo"><strong>Soul:</strong></span> StdA <em>Control Water</em> at will (no limit).</p><p> <span style="color: indigo"><strong>Waist:</strong></span> StdA <em>Control Water</em>, up to (60+10E) minutes/day.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> <em>Freedom of Movement</em>, usable up to (ML) total minutes before (U). The rounds spent under the effect need not be consecutive.</p><p></p><p> <span style="color: crimson"><strong>*Purewater Globes*:</strong></span> +(4+2E) competence on Heal checks, +2 resistance on Fort saves vs. afflictions.</p><p> <span style="color: indigo"><strong>Hands:</strong></span> 1/round Counterspell spells with the Fire descriptor by making a (ML) check against DC (11 + spell's caster level).</p><p> <span style="color: indigo"><strong>Heart:</strong></span> StdA <em>Remove Curse</em> using (ML) as caster level, up to (1+E)/day.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> ImmA Counterspell a spell with the Fire descriptor by making a (ML) check against DC (11 + spell's caster level). Usable (3+E) times before (U).</p><p></p><p> <span style="color: crimson"><strong>Sailor's Bracers:</strong></span> +(4+2E) insight Swim, Profession (Sailor) (can use untrained), CMB to bind targets with rope.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> <em>Know Direction</em> at will.</p><p></p><p> <span style="color: crimson"><strong>*Sharkskin Tunic*:</strong></span> (10+5E)-foot Swim speed, +8 on Swim checks. <strong>(Shared: Totemist)</strong></p><p> <span style="color: indigo"><strong>Shoulders:</strong></span> +(4+2E) on Swim checks, +(1+E) on CON checks to hold breath.</p><p> <span style="color: indigo"><strong>Waist:</strong></span> Spring Attack (as feat), +10 feet to Swim speed.</p><p> <span style="color: darkgreen"><strong>Totem:</strong></span> Bite, 1d8 damage, +(E) enhancement attack & damage.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA <em>Rage</em> on up to (E) willing targets within 30 feet of you, lasting up to (ML) rounds (each target can end its own <em>Rage</em> as a free action, and is not Fatigued afterward as a Barbarian would be). Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Snowflake Vest*:</strong></span> Resist Cold (5+5E).</p><p> <span style="color: indigo"><strong>Shoulders:</strong></span> Attackers striking you in melee take (1+E)d6 Cold damage (no save).</p><p> <span style="color: indigo"><strong>Waist:</strong></span> Resist Fire (5E).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA (E)d6 Cold damage to all adjacent creatures (Reflex half).</p><p></p><p> <span style="color: crimson"><strong>*Steaming Veil*:</strong></span> +(4+2E) on Bluff and Disguise checks. <strong>(Shared: Incarnate, Soulborn)</strong></p><p> <span style="color: indigo"><strong>Brow:</strong></span> <em>Disguise Self</em> which also affects sound (disguise is chosen and made at shaping time).</p><p> <span style="color: indigo"><strong>Throat:</strong></span> +(4+2E) on Linguistics to create/detect forgeries.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA <em>Blur</em> (self only) for 1 round. Max (ML×5) rounds before (U).</p><p></p><p> <span style="color: crimson"><strong>Urskan Greaves:</strong></span> Move on ice at natural speed without penalty, +5 Acrobatics on ice, Resist Cold (5E).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA all your attacks gain +(E)d4 Cold damage for 1 round. Maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>Winter Mask:</strong></span> Melee touch deals (E)d4 nonlethal Cold damage and target is Fatigued (Fort negates).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> MvA ranged touch within 60 feet deals (E)d6 Cold. Maximum (ML) uses before (U).</p><p> <strong></strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="paradox42, post: 5335619, member: 29746"] [b]Foundationist Soulmelds: Water[/b] These are melds that will have -1 essentia capacity for a Fire Foundationist, but benefit from Expanded Element Capacity for a Water Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Water effects, where they appear on this list. [COLOR=crimson][B]Cerulean Sandals:[/B][/COLOR] Constant [I]Water Walk[/I], +(5E) feet to land Speed. [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA [I]Haste[/I] yourself for 1 round. Max (ML) uses before (U). [COLOR=crimson][B]*Elemental Avatar (Water)*:[/B][/COLOR] +(E) insight melee attack rolls. [COLOR=indigo][B]Soul:[/B][/COLOR] Constant [I]Elemental Body IV[/I] (you turn into a Huge Water Elemental). [COLOR=darkorange][B]Pattern:[/B][/COLOR] Swim 30 feet. [COLOR=crimson][B]*Elemental Channel (Water)*:[/B][/COLOR] [I]Create Water[/I] at will. [COLOR=indigo][B]Arms:[/B][/COLOR] Meld becomes a +(E) Frost Battleaxe. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Icy Burst Battleaxe. [COLOR=indigo][B]Hands:[/B][/COLOR] StdA [I]Chill Metal[/I] within (5+5E) feet. Maximum (3+E) uses before (U). [COLOR=indigo][B]Heart:[/B][/COLOR] StdA Summon an Elder Water Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U). [COLOR=indigo][B]Throat:[/B][/COLOR] StdA [I]Greater Teleport[/I] self and up to (E) others. Maximum (3+E) uses before (U). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Cold damage. Maximum (3+E) uses before (U). [COLOR=crimson][B]*Elemental Chasuble (Water)*:[/B][/COLOR] Considered native on any Inner Plane adjacent to or associated with Water, Resist Cold (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 Water Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U). [COLOR=crimson][B]Frost Helm:[/B][/COLOR] Comfortably withstand ambient temperatures between -50° to 90° F, Resist Cold (5E). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA Stun (1+E) targets within 20 feet for 1d4 rounds (Will negates). Works only 1/day per target. [COLOR=crimson][B]Kraken Mantle:[/B][/COLOR] +(5E) feet to effective Swim speed (i.e. max speed using a FullA), +8 competence Swim. [COLOR=darkorange][B]Pattern:[/B][/COLOR] Constant [I]Water Breathing[/I]. [COLOR=crimson][B]*Oceanic Robe*:[/B][/COLOR] Constant [I]Water Breathing[/I]. [COLOR=indigo][B]Soul:[/B][/COLOR] StdA [I]Control Water[/I] at will (no limit). [COLOR=indigo][B]Waist:[/B][/COLOR] StdA [I]Control Water[/I], up to (60+10E) minutes/day. [COLOR=darkorange][B]Pattern:[/B][/COLOR] [I]Freedom of Movement[/I], usable up to (ML) total minutes before (U). The rounds spent under the effect need not be consecutive. [COLOR=crimson][B]*Purewater Globes*:[/B][/COLOR] +(4+2E) competence on Heal checks, +2 resistance on Fort saves vs. afflictions. [COLOR=indigo][B]Hands:[/B][/COLOR] 1/round Counterspell spells with the Fire descriptor by making a (ML) check against DC (11 + spell's caster level). [COLOR=indigo][B]Heart:[/B][/COLOR] StdA [I]Remove Curse[/I] using (ML) as caster level, up to (1+E)/day. [COLOR=darkorange][B]Pattern:[/B][/COLOR] ImmA Counterspell a spell with the Fire descriptor by making a (ML) check against DC (11 + spell's caster level). Usable (3+E) times before (U). [COLOR=crimson][B]Sailor's Bracers:[/B][/COLOR] +(4+2E) insight Swim, Profession (Sailor) (can use untrained), CMB to bind targets with rope. [COLOR=darkorange][B]Pattern:[/B][/COLOR] [I]Know Direction[/I] at will. [COLOR=crimson][B]*Sharkskin Tunic*:[/B][/COLOR] (10+5E)-foot Swim speed, +8 on Swim checks. [B](Shared: Totemist)[/B] [COLOR=indigo][B]Shoulders:[/B][/COLOR] +(4+2E) on Swim checks, +(1+E) on CON checks to hold breath. [COLOR=indigo][B]Waist:[/B][/COLOR] Spring Attack (as feat), +10 feet to Swim speed. [COLOR=darkgreen][B]Totem:[/B][/COLOR] Bite, 1d8 damage, +(E) enhancement attack & damage. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA [I]Rage[/I] on up to (E) willing targets within 30 feet of you, lasting up to (ML) rounds (each target can end its own [I]Rage[/I] as a free action, and is not Fatigued afterward as a Barbarian would be). Maximum (3+E) uses before (U). [COLOR=crimson][B]*Snowflake Vest*:[/B][/COLOR] Resist Cold (5+5E). [COLOR=indigo][B]Shoulders:[/B][/COLOR] Attackers striking you in melee take (1+E)d6 Cold damage (no save). [COLOR=indigo][B]Waist:[/B][/COLOR] Resist Fire (5E). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA (E)d6 Cold damage to all adjacent creatures (Reflex half). [COLOR=crimson][B]*Steaming Veil*:[/B][/COLOR] +(4+2E) on Bluff and Disguise checks. [B](Shared: Incarnate, Soulborn)[/B] [COLOR=indigo][B]Brow:[/B][/COLOR] [I]Disguise Self[/I] which also affects sound (disguise is chosen and made at shaping time). [COLOR=indigo][B]Throat:[/B][/COLOR] +(4+2E) on Linguistics to create/detect forgeries. [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA [I]Blur[/I] (self only) for 1 round. Max (ML×5) rounds before (U). [COLOR=crimson][B]Urskan Greaves:[/B][/COLOR] Move on ice at natural speed without penalty, +5 Acrobatics on ice, Resist Cold (5E). [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA all your attacks gain +(E)d4 Cold damage for 1 round. Maximum (ML) uses before (U). [COLOR=crimson][B]Winter Mask:[/B][/COLOR] Melee touch deals (E)d4 nonlethal Cold damage and target is Fatigued (Fort negates). [COLOR=darkorange][B]Pattern:[/B][/COLOR] MvA ranged touch within 60 feet deals (E)d6 Cold. Maximum (ML) uses before (U). [B] [/B] [/QUOTE]
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