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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 5966441" data-attributes="member: 29746"><p><strong>True Necrocarnate Shorthand Soulmeld List</strong></p><p></p><p><strong>KEY:</strong> (E) = invested Essentia, (U) = Soulmeld unshapes, (ML) = Meldshaper Level, StdA = Standard Action, FullA = Full-Round Action, SwfA = Swift Action, MvA = Move Action, ImmA = Immediate Action </p><p></p><p></p><p> <span style="color: crimson"><strong>Apparition Ribbon:</strong></span> Reroll Incorporeal miss chance once per attack, +(2E) insight damage rolls vs. Incorporeal.</p><p> <span style="color: indigo"><strong><span style="color: RoyalBlue">Throat:</span></strong></span> StdA become Incorporeal for (1+E) rounds, limit of ML rounds/day.</p><p> <span style="color: crimson"><strong>Displacer Mantle:</strong></span> +(4+2E) competence Stealth.</p><p> <span style="color: RoyalBlue"><strong>Shoulders:</strong></span> Constant <em>Blur</em>.</p><p> <span style="color: darkgreen"><strong>Totem:</strong></span> 2 Tentacle attacks, reach +5 feet, 1d4+(E) damage each.</p><p> <span style="color: crimson"><strong>Enigma Helm:</strong></span> Constant <em>Nondetection</em> using (ML) as caster level, +(E) enhancement Will.</p><p> <span style="color: RoyalBlue"><strong>Crown:</strong></span> Immunity to Charm effects.</p><p> <span style="color: crimson"><strong>Fearsome Mask:</strong></span> +(2+2E) Intimidate.</p><p> <span style="color: RoyalBlue"><strong>Brow:</strong></span> Gaze makes enemies Shaken for 1 minute (Will negates).</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: RoyalBlue"><strong>Feet:</strong></span> You treat all terrain as normal terrain for movement purposes.</p><p> <span style="color: RoyalBlue"><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> <span style="color: crimson"><strong>Fellmist Robe:</strong></span> Concealment (10+5E)% from nonadjacent attackers.</p><p> <span style="color: RoyalBlue"><strong>Soul:</strong></span> Concealment also against adjacent attackers.</p><p> <span style="color: crimson"><strong>Gloves of the Poisoned Soul (Evil):</strong></span> StdA (1/round, only 1/day per target) melee touch inflict poison: (<strong>Type:</strong> poison, spell; <strong>Save:</strong> Fort DC varies by spell; <strong>Frequency:</strong> 1/minute for 2 minutes; <strong>Effect:</strong> (1+E) WIS damage; <strong>Cure:</strong> 2 consecutive saves).</p><p> <span style="color: RoyalBlue"><strong>Hands:</strong></span> Poison instead becomes (<strong>Type:</strong> poison, spell; <strong>Save:</strong> Fort DC varies by spell; <strong>Frequency:</strong> 1/minute for 2 minutes; <strong>Effect:</strong> (1+E) WIS damage and (1+E) STR damage; <strong>Cure:</strong> 2 consecutive saves).</p><p> <span style="color: crimson"><strong>Hunter's Circlet:</strong></span> +(2+2E) insight Heal & Survival.</p><p> <span style="color: RoyalBlue"><strong>Crown:</strong></span> Can use Survival to follow tracks as if trained, and add (ML/2) to Survival checks made to follow tracks.</p><p> <span style="color: darkgreen"><strong>Totem:</strong></span> Gain Scent special quality (at half standard strength- so 15-foot radius standard, 30 feet upwind, etc.), and +4 competence to Survival when tracking by smell.</p><p> <span style="color: crimson"><strong>Impulse Boots:</strong></span> Uncanny Dodge, +(E) enhancement Reflex.</p><p> <span style="color: RoyalBlue"><strong>Feet:</strong></span> Evasion.</p><p> <span style="color: crimson"><strong>Krenshar Mask:</strong></span> +(4+2E) competence Acrobatics & Stealth.</p><p> <span style="color: RoyalBlue"><strong>Brow:</strong></span> Same bonus on Intimidate.</p><p> <span style="color: darkgreen"><strong>Totem:</strong></span> StdA Frighten 1 target within 30 feet (Will negates).</p><p> <span style="color: crimson"><strong>Lamia Belt (Evil):</strong></span> +(4+2E) competence Bluff & Stealth.</p><p> <span style="color: RoyalBlue"><strong>Waist:</strong></span> Spring Attack (as feat), +10 feet enhancement on land speed.</p><p> <span style="color: darkgreen"><strong>Totem:</strong></span> 2 Claws as secondary attacks, 1d4 damage each.</p><p> <span style="color: crimson"><strong>*Midnight Bracers (Necrocarnum):</strong></span> +(E) insight on initiative checks, Improved Feint (as the feat).</p><p> <span style="color: RoyalBlue"><strong>Arms:</strong></span> You can Deflect Arrows (1+E) times/round, as the feat except that you can use this ability even while flat-footed, and can do so more than once per round.</p><p> <span style="color: crimson"><strong>*Midnight Cap (Necrocarnum):</strong></span> +(E) resistance Will vs. Scrying and Illusions.</p><p> <span style="color: RoyalBlue"><strong>Crown:</strong></span> Constant <em>Undetectable Alignment</em>.</p><p> <span style="color: crimson"><strong>*Midnight Cloak (Necrocarnum):</strong></span> +(2+2E) competence on Bluff & Sleight of Hand.</p><p> <span style="color: RoyalBlue"><strong>Shoulders:</strong></span> FullA: Become Invisible (as if by <em>Invisibility</em>) for up to (E) minutes. Once you become visible again, you cannot activate this ability again for 1 minute. You can spend up to (ML) minutes invisible this way, before (U).</p><p> <span style="color: crimson"><strong>*Midnight Gloves (Necrocarnum):</strong></span> +(2+2E) competence CMB for Drag and Grapple checks, and on CMD vs. Disarm, Steal, and Sunder attempts.</p><p> <span style="color: RoyalBlue"><strong>Arms:</strong></span> You can make Grapple checks at range, up to (5+5E) ft. If you Grapple using this ability, you do not yourself become Grappled, but can otherwise use the maneuver normally. The opponent you Grapple this way cannot reverse the Grapple nor pin you, but can otherwise respond to the Grapple normally.</p><p> <span style="color: RoyalBlue"><strong>Hands:</strong></span> Same CMB bonus on Disarm, Steal, and Sunder checks. Same CMD bonus vs. Grapple and Drag attempts.</p><p> <span style="color: crimson"><strong>*Midnight Moccasins (Necrocarnum):</strong></span> +(4+2E) insight Stealth.</p><p> <span style="color: RoyalBlue"><strong>Feet:</strong></span> MvA: Fly (10+10E) feet/round with Good maneuverability (must end round supported, or fall).</p><p> <span style="color: crimson"><strong>*Midnight Necklace (Necrocarnum):</strong></span> +(2+2E) insight Bluff, Disguise, and Linguistics. You can use Bluff in place of Intimidate to force an opponent to act Friendly toward you.</p><p> <span style="color: RoyalBlue"><strong>Throat:</strong></span> +(4+2E) competence Bluff when trying to convince others (not for other uses of Bluff), and your lies cannot be detected by magic such as <em>Discern Lies</em> unless the caster succeeds on a Caster Level check (DC = 15 + E + your ML).</p><p> <span style="color: crimson"><strong>*Midnight Pantaloons (Necrocarnum):</strong></span> +(2+2E) insight on Climb. While in Dim light or darker, treat difficult terrain as normal terrain instead for movement purposes.</p><p> <span style="color: RoyalBlue"><strong>Feet:</strong></span> StdA <em>Dimension Door</em> in multiples of 10 feet, must begin and end in areas of Dim light or darker, limit (2ML)×10 feet before (U).</p><p> <span style="color: RoyalBlue"><strong>Heart:</strong></span> StdA <em>Shadow Walk</em> 1/day.</p><p> <span style="color: crimson"><strong>*Midnight Shirt (Necrocarnum):</strong></span> +(E) dodge AC. +4 competence Stealth in Dim light or darker.</p><p> <span style="color: RoyalBlue"><strong>Arms:</strong></span> FullA: Create (1+E) <em>Mirror Images</em> which last up to (ML) rounds. If you change (E), the number of images changes to match.</p><p> <span style="color: RoyalBlue"><strong>Heart:</strong></span> StdA: <em>Project Image</em> with duration (1+E) rounds and range (25+5E) ft., 1/hour. You can use any of your Soulmeld-granted abilities, or abilities granted by Necrocarnate class levels, through the image (not just spells), and you do not need to maintain line of effect to the image to maintain it.</p><p> <span style="color: crimson"><strong>*Midnight Weapon (Necrocarnum):</strong></span> Chosen weapon gains Ghost Touch, and +(E) enhancement.</p><p> <span style="color: RoyalBlue"><strong>Arms:</strong></span> You gain Improved Critical with the weapon. Also, on a critical hit with the weapon, you can deal your Necrotic Touch damage as if you had used that ability.</p><p> <span style="color: crimson"><strong>*Necrocarnum Avatar (Evil, Necrocarnum):</strong></span> +1 on saving throws.</p><p> <span style="color: RoyalBlue"><strong>Soul:</strong></span> StdA release a (5E)-ft.-radius Burst which causes living creatures within it to become Fatigued, and take a -(E) penalty on attack rolls, skill checks, and ability checks for 1 round. Fort negates the penalty, but not the Fatigue.</p><p> <span style="color: crimson"><strong>*Necrocarnum Boots (Evil, Necrocarnum):</strong></span> +(4+2E) profane Stealth. The first 5-foot step you take during any round does not provoke AOOs.</p><p> <span style="color: RoyalBlue"><strong>Feet:</strong></span> The first (1+E) 5-foot moves you make during any round do not provoke AOOs.</p><p> <span style="color: crimson"><strong>Necrocarnum Circlet (Evil, Necrocarnum):</strong></span> Detect all Undead within 30 feet of you; they gain +(E) Channel Resistance.</p><p> <span style="color: RoyalBlue"><strong>Crown:</strong></span> FullA animate a corpse (HD <= your ML) within 30 feet of you as a Necrocarnum Zombie. You take 1 point of damage per HD of the corpse and can't heal it while corpse is animated. (E) increases zombie's essentia pool by same amount. No corpse can be animated this way more than once.</p><p> <span style="color: crimson"><strong>*Necrocarnum Cloak (Evil, Necrocarnum):</strong></span> Attackers striking you in melee take (1+E)d6 Cold damage (no save).</p><p> <span style="color: RoyalBlue"><strong>Shoulders:</strong></span> StdA deal (1+E) Cold damage to all adjacent creatures (Reflex half).</p><p> <span style="color: crimson"><strong>*Necrocarnum Gauntlets (Evil, Necrocarnum):</strong></span> You can add your Necrotic Touch to a standard melee weapon attack, 1/round, instead of just a melee touch attack.</p><p> <span style="color: RoyalBlue"><strong>Hands:</strong></span> You can use your Necrotic Touch as a ranged touch attack with range (10E) ft.</p><p> <span style="color: crimson"><strong>Necrocarnum Mantle (Evil, Necrocarnum):</strong></span> Immune to Disease, +(E) profane saves vs. Mind-Affecting effects.</p><p> <span style="color: RoyalBlue"><strong>Throat:</strong></span> Immune to Poison.</p><p> <span style="color: crimson"><strong>*Necrocarnum Mask (Evil, Necrocarnum):</strong></span> +(4+2E) profane Perception, and Low-Light Vision.</p><p> <span style="color: RoyalBlue"><strong>Brow:</strong></span> Gain Lifesense within a (5E)-ft. radius.</p><p> <span style="color: RoyalBlue"><strong>Crown:</strong></span> Same bonus on Intimidate.</p><p> <span style="color: crimson"><strong>Necrocarnum Shroud (Evil, Necrocarnum):</strong></span> Each time a living creature takes damage within (5+5E) feet of you, you gain +1 profane on attack & damage rolls that lasts 1 round. If triggering creature dies, bonus instead lasts a number of rounds equal to dead creature's HD.</p><p> <span style="color: RoyalBlue"><strong>Soul:</strong></span> StdA melee touch bestow 1d4 negative levels (Fort half), you gain 5 temporary hit points and 1 temporary essentia per negative level bestowed. Temporary essentia lasts until the end of your next turn, temporary hit points last 1 hour.</p><p> <span style="color: RoyalBlue"><strong>Waist:</strong></span> Any creature within (5+5E) feet of you at start of your turn is Shaken for 1 round (Will negates).</p><p> <span style="color: crimson"><strong>Necrocarnum Touch (Evil, Necrocarnum):</strong></span> +4 profane Sleight of Hand (can use untrained), Bluff (feints only). StdA melee touch deals (E)d8 damage to living target (Fort half).</p><p> <span style="color: RoyalBlue"><strong>Arms:</strong></span> StdA ranged touch within 30 feet (E)d8 damage to living target (Fort half).</p><p> <span style="color: crimson"><strong>Necrocarnum Vestments (Evil, Necrocarnum):</strong></span> Resist Cold 5, (3E) bonus hit points (<strong>not</strong> temporary: you gain become unconscious or dead by changing amount of invested Essentia).</p><p> <span style="color: RoyalBlue"><strong>Heart:</strong></span> Immune to Stun and Death effects.</p><p> <span style="color: RoyalBlue"><strong>Waist:</strong></span> Living creatures adjacent to you at end of each of your turns take 1d6 Cold (Fort half).</p><p> <span style="color: crimson"><strong>Necrocarnum Weapon (Evil, Necrocarnum):</strong></span> Chosen melee weapon gains constant <em>Align Weapon</em> (Evil), against living targets gains +(E) profane on damage rolls and rolls to confirm crits.</p><p> <span style="color: RoyalBlue"><strong>Hands:</strong></span> Gain (E) temporary essentia whenever you crit a living target. Temporary essentia lasts 10 rounds.</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: RoyalBlue"><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: RoyalBlue"><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> <span style="color: crimson"><strong>Pauldrons of Health:</strong></span> Immune to Disease, Sicken, and Nausea. +(E) enhancement on Fort saves.</p><p> <span style="color: RoyalBlue"><strong>Shoulders:</strong></span> Immune to Energy Drain.</p><p> <span style="color: crimson"><strong>Phase Cloak:</strong></span> +(4+2E) competence Climb, can act as if you have Climb speed.</p><p> <span style="color: RoyalBlue"><strong>Shoulders:</strong></span> Can beome Ethereal while moving at least 5 feet, but must materialize at end of each move.</p><p> <span style="color: darkgreen"><strong>Totem:</strong></span> Bite, +(E) enhancement to hit, 1d4 damage plus poison: (<strong>Type:</strong> poison, injury; <strong>Save:</strong> Fort DC varies by spell; <strong>Frequency:</strong> 1/round for 3 rounds; <strong>Effect:</strong> 1 CON damage; <strong>Cure:</strong> 1 save).</p><p> <span style="color: crimson"><strong>Shadow Mantle:</strong></span> +(4+2E) competence Perception.</p><p> <span style="color: RoyalBlue"><strong>Shoulders:</strong></span> SwfA create (5E)-foot radius <em>Darkness</em>, gain Blindsight with same radius. Lasts until ended (another SwfA). Blindsight is negated in areas of <em>Silence</em>.</p><p> <span style="color: darkgreen"><strong>Totem:</strong></span> Same bonus on Stealth.</p><p> <span style="color: crimson"><strong>Sighting Gloves:</strong></span> +(1+E) insight ranged weapon damage.</p><p> <span style="color: RoyalBlue"><strong>Hands:</strong></span> Precise Shot (as feat).</p><p> <span style="color: crimson"><strong>Silvertongue Mask:</strong></span> +(2+2E) insight Bluff & Diplomacy.</p><p> <span style="color: RoyalBlue"><strong>Brow:</strong></span> Same bonus on Sense Motive.</p><p> <span style="color: RoyalBlue"><strong>Throat:</strong></span> StdA <em>Suggestion</em> at will, once/day per target.</p><p> <span style="color: crimson"><strong>Smoke Skirt:</strong></span> +(4+2E) on Disguise and Stealth checks.</p><p> <span style="color: RoyalBlue"><strong>Heart:</strong></span> StdA <em>Gaseous Form</em>, up to (20+2E) minutes/day.</p><p> <span style="color: RoyalBlue"><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> <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: RoyalBlue"><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: RoyalBlue"><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> <span style="color: crimson"><strong>Theft Gloves:</strong></span> +(2+2E) insight on Disable Device & Sleight of Hand, can use both untrained.</p><p> <span style="color: RoyalBlue"><strong>Hands:</strong></span> Trapfinding (as Rogue).</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: RoyalBlue"><strong>Brow:</strong></span> Darkvision (30+30E) feet.</p><p> <span style="color: RoyalBlue"><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></blockquote><p></p>
[QUOTE="paradox42, post: 5966441, member: 29746"] [b]True Necrocarnate Shorthand Soulmeld List[/b] [B]KEY:[/B] (E) = invested Essentia, (U) = Soulmeld unshapes, (ML) = Meldshaper Level, StdA = Standard Action, FullA = Full-Round Action, SwfA = Swift Action, MvA = Move Action, ImmA = Immediate Action [COLOR=crimson][B]Apparition Ribbon:[/B][/COLOR] Reroll Incorporeal miss chance once per attack, +(2E) insight damage rolls vs. Incorporeal. [COLOR=indigo][B][COLOR=RoyalBlue]Throat:[/COLOR][/B][/COLOR] StdA become Incorporeal for (1+E) rounds, limit of ML rounds/day. [COLOR=crimson][B]Displacer Mantle:[/B][/COLOR] +(4+2E) competence Stealth. [COLOR=RoyalBlue][B]Shoulders:[/B][/COLOR] Constant [I]Blur[/I]. [COLOR=darkgreen][B]Totem:[/B][/COLOR] 2 Tentacle attacks, reach +5 feet, 1d4+(E) damage each. [COLOR=crimson][B]Enigma Helm:[/B][/COLOR] Constant [I]Nondetection[/I] using (ML) as caster level, +(E) enhancement Will. [COLOR=RoyalBlue][B]Crown:[/B][/COLOR] Immunity to Charm effects. [COLOR=crimson][B]Fearsome Mask:[/B][/COLOR] +(2+2E) Intimidate. [COLOR=RoyalBlue][B]Brow:[/B][/COLOR] Gaze makes enemies Shaken for 1 minute (Will negates). [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=RoyalBlue][B]Feet:[/B][/COLOR] You treat all terrain as normal terrain for movement purposes. [COLOR=RoyalBlue][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]Fellmist Robe:[/B][/COLOR] Concealment (10+5E)% from nonadjacent attackers. [COLOR=RoyalBlue][B]Soul:[/B][/COLOR] Concealment also against adjacent attackers. [COLOR=crimson][B]Gloves of the Poisoned Soul (Evil):[/B][/COLOR] StdA (1/round, only 1/day per target) melee touch inflict poison: ([B]Type:[/B] poison, spell; [B]Save:[/B] Fort DC varies by spell; [B]Frequency:[/B] 1/minute for 2 minutes; [B]Effect:[/B] (1+E) WIS damage; [B]Cure:[/B] 2 consecutive saves). [COLOR=RoyalBlue][B]Hands:[/B][/COLOR] Poison instead becomes ([B]Type:[/B] poison, spell; [B]Save:[/B] Fort DC varies by spell; [B]Frequency:[/B] 1/minute for 2 minutes; [B]Effect:[/B] (1+E) WIS damage and (1+E) STR damage; [B]Cure:[/B] 2 consecutive saves). [COLOR=crimson][B]Hunter's Circlet:[/B][/COLOR] +(2+2E) insight Heal & Survival. [COLOR=RoyalBlue][B]Crown:[/B][/COLOR] Can use Survival to follow tracks as if trained, and add (ML/2) to Survival checks made to follow tracks. [COLOR=darkgreen][B]Totem:[/B][/COLOR] Gain Scent special quality (at half standard strength- so 15-foot radius standard, 30 feet upwind, etc.), and +4 competence to Survival when tracking by smell. [COLOR=crimson][B]Impulse Boots:[/B][/COLOR] Uncanny Dodge, +(E) enhancement Reflex. [COLOR=RoyalBlue][B]Feet:[/B][/COLOR] Evasion. [COLOR=crimson][B]Krenshar Mask:[/B][/COLOR] +(4+2E) competence Acrobatics & Stealth. [COLOR=RoyalBlue][B]Brow:[/B][/COLOR] Same bonus on Intimidate. [COLOR=darkgreen][B]Totem:[/B][/COLOR] StdA Frighten 1 target within 30 feet (Will negates). [COLOR=crimson][B]Lamia Belt (Evil):[/B][/COLOR] +(4+2E) competence Bluff & Stealth. [COLOR=RoyalBlue][B]Waist:[/B][/COLOR] Spring Attack (as feat), +10 feet enhancement on land speed. [COLOR=darkgreen][B]Totem:[/B][/COLOR] 2 Claws as secondary attacks, 1d4 damage each. [COLOR=crimson][B]*Midnight Bracers (Necrocarnum):[/B][/COLOR] +(E) insight on initiative checks, Improved Feint (as the feat). [COLOR=RoyalBlue][B]Arms:[/B][/COLOR] You can Deflect Arrows (1+E) times/round, as the feat except that you can use this ability even while flat-footed, and can do so more than once per round. [COLOR=crimson][B]*Midnight Cap (Necrocarnum):[/B][/COLOR] +(E) resistance Will vs. Scrying and Illusions. [COLOR=RoyalBlue][B]Crown:[/B][/COLOR] Constant [I]Undetectable Alignment[/I]. [COLOR=crimson][B]*Midnight Cloak (Necrocarnum):[/B][/COLOR] +(2+2E) competence on Bluff & Sleight of Hand. [COLOR=RoyalBlue][B]Shoulders:[/B][/COLOR] FullA: Become Invisible (as if by [I]Invisibility[/I]) for up to (E) minutes. Once you become visible again, you cannot activate this ability again for 1 minute. You can spend up to (ML) minutes invisible this way, before (U). [COLOR=crimson][B]*Midnight Gloves (Necrocarnum):[/B][/COLOR] +(2+2E) competence CMB for Drag and Grapple checks, and on CMD vs. Disarm, Steal, and Sunder attempts. [COLOR=RoyalBlue][B]Arms:[/B][/COLOR] You can make Grapple checks at range, up to (5+5E) ft. If you Grapple using this ability, you do not yourself become Grappled, but can otherwise use the maneuver normally. The opponent you Grapple this way cannot reverse the Grapple nor pin you, but can otherwise respond to the Grapple normally. [COLOR=RoyalBlue][B]Hands:[/B][/COLOR] Same CMB bonus on Disarm, Steal, and Sunder checks. Same CMD bonus vs. Grapple and Drag attempts. [COLOR=crimson][B]*Midnight Moccasins (Necrocarnum):[/B][/COLOR] +(4+2E) insight Stealth. [COLOR=RoyalBlue][B]Feet:[/B][/COLOR] MvA: Fly (10+10E) feet/round with Good maneuverability (must end round supported, or fall). [COLOR=crimson][B]*Midnight Necklace (Necrocarnum):[/B][/COLOR] +(2+2E) insight Bluff, Disguise, and Linguistics. You can use Bluff in place of Intimidate to force an opponent to act Friendly toward you. [COLOR=RoyalBlue][B]Throat:[/B][/COLOR] +(4+2E) competence Bluff when trying to convince others (not for other uses of Bluff), and your lies cannot be detected by magic such as [I]Discern Lies[/I] unless the caster succeeds on a Caster Level check (DC = 15 + E + your ML). [COLOR=crimson][B]*Midnight Pantaloons (Necrocarnum):[/B][/COLOR] +(2+2E) insight on Climb. While in Dim light or darker, treat difficult terrain as normal terrain instead for movement purposes. [COLOR=RoyalBlue][B]Feet:[/B][/COLOR] StdA [I]Dimension Door[/I] in multiples of 10 feet, must begin and end in areas of Dim light or darker, limit (2ML)×10 feet before (U). [COLOR=RoyalBlue][B]Heart:[/B][/COLOR] StdA [I]Shadow Walk[/I] 1/day. [COLOR=crimson][B]*Midnight Shirt (Necrocarnum):[/B][/COLOR] +(E) dodge AC. +4 competence Stealth in Dim light or darker. [COLOR=RoyalBlue][B]Arms:[/B][/COLOR] FullA: Create (1+E) [I]Mirror Images[/I] which last up to (ML) rounds. If you change (E), the number of images changes to match. [COLOR=RoyalBlue][B]Heart:[/B][/COLOR] StdA: [I]Project Image[/I] with duration (1+E) rounds and range (25+5E) ft., 1/hour. You can use any of your Soulmeld-granted abilities, or abilities granted by Necrocarnate class levels, through the image (not just spells), and you do not need to maintain line of effect to the image to maintain it. [COLOR=crimson][B]*Midnight Weapon (Necrocarnum):[/B][/COLOR] Chosen weapon gains Ghost Touch, and +(E) enhancement. [COLOR=RoyalBlue][B]Arms:[/B][/COLOR] You gain Improved Critical with the weapon. Also, on a critical hit with the weapon, you can deal your Necrotic Touch damage as if you had used that ability. [COLOR=crimson][B]*Necrocarnum Avatar (Evil, Necrocarnum):[/B][/COLOR] +1 on saving throws. [COLOR=RoyalBlue][B]Soul:[/B][/COLOR] StdA release a (5E)-ft.-radius Burst which causes living creatures within it to become Fatigued, and take a -(E) penalty on attack rolls, skill checks, and ability checks for 1 round. Fort negates the penalty, but not the Fatigue. [COLOR=crimson][B]*Necrocarnum Boots (Evil, Necrocarnum):[/B][/COLOR] +(4+2E) profane Stealth. The first 5-foot step you take during any round does not provoke AOOs. [COLOR=RoyalBlue][B]Feet:[/B][/COLOR] The first (1+E) 5-foot moves you make during any round do not provoke AOOs. [COLOR=crimson][B]Necrocarnum Circlet (Evil, Necrocarnum):[/B][/COLOR] Detect all Undead within 30 feet of you; they gain +(E) Channel Resistance. [COLOR=RoyalBlue][B]Crown:[/B][/COLOR] FullA animate a corpse (HD <= your ML) within 30 feet of you as a Necrocarnum Zombie. You take 1 point of damage per HD of the corpse and can't heal it while corpse is animated. (E) increases zombie's essentia pool by same amount. No corpse can be animated this way more than once. [COLOR=crimson][B]*Necrocarnum Cloak (Evil, Necrocarnum):[/B][/COLOR] Attackers striking you in melee take (1+E)d6 Cold damage (no save). [COLOR=RoyalBlue][B]Shoulders:[/B][/COLOR] StdA deal (1+E) Cold damage to all adjacent creatures (Reflex half). [COLOR=crimson][B]*Necrocarnum Gauntlets (Evil, Necrocarnum):[/B][/COLOR] You can add your Necrotic Touch to a standard melee weapon attack, 1/round, instead of just a melee touch attack. [COLOR=RoyalBlue][B]Hands:[/B][/COLOR] You can use your Necrotic Touch as a ranged touch attack with range (10E) ft. [COLOR=crimson][B]Necrocarnum Mantle (Evil, Necrocarnum):[/B][/COLOR] Immune to Disease, +(E) profane saves vs. Mind-Affecting effects. [COLOR=RoyalBlue][B]Throat:[/B][/COLOR] Immune to Poison. [COLOR=crimson][B]*Necrocarnum Mask (Evil, Necrocarnum):[/B][/COLOR] +(4+2E) profane Perception, and Low-Light Vision. [COLOR=RoyalBlue][B]Brow:[/B][/COLOR] Gain Lifesense within a (5E)-ft. radius. [COLOR=RoyalBlue][B]Crown:[/B][/COLOR] Same bonus on Intimidate. [COLOR=crimson][B]Necrocarnum Shroud (Evil, Necrocarnum):[/B][/COLOR] Each time a living creature takes damage within (5+5E) feet of you, you gain +1 profane on attack & damage rolls that lasts 1 round. If triggering creature dies, bonus instead lasts a number of rounds equal to dead creature's HD. [COLOR=RoyalBlue][B]Soul:[/B][/COLOR] StdA melee touch bestow 1d4 negative levels (Fort half), you gain 5 temporary hit points and 1 temporary essentia per negative level bestowed. Temporary essentia lasts until the end of your next turn, temporary hit points last 1 hour. [COLOR=RoyalBlue][B]Waist:[/B][/COLOR] Any creature within (5+5E) feet of you at start of your turn is Shaken for 1 round (Will negates). [COLOR=crimson][B]Necrocarnum Touch (Evil, Necrocarnum):[/B][/COLOR] +4 profane Sleight of Hand (can use untrained), Bluff (feints only). StdA melee touch deals (E)d8 damage to living target (Fort half). [COLOR=RoyalBlue][B]Arms:[/B][/COLOR] StdA ranged touch within 30 feet (E)d8 damage to living target (Fort half). [COLOR=crimson][B]Necrocarnum Vestments (Evil, Necrocarnum):[/B][/COLOR] Resist Cold 5, (3E) bonus hit points ([B]not[/B] temporary: you gain become unconscious or dead by changing amount of invested Essentia). [COLOR=RoyalBlue][B]Heart:[/B][/COLOR] Immune to Stun and Death effects. [COLOR=RoyalBlue][B]Waist:[/B][/COLOR] Living creatures adjacent to you at end of each of your turns take 1d6 Cold (Fort half). [COLOR=crimson][B]Necrocarnum Weapon (Evil, Necrocarnum):[/B][/COLOR] Chosen melee weapon gains constant [I]Align Weapon[/I] (Evil), against living targets gains +(E) profane on damage rolls and rolls to confirm crits. [COLOR=RoyalBlue][B]Hands:[/B][/COLOR] Gain (E) temporary essentia whenever you crit a living target. Temporary essentia lasts 10 rounds. [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=RoyalBlue][B]Arms:[/B][/COLOR] Whenever you hit with a melee attack, you can attempt a Sunder as a free action. [COLOR=RoyalBlue][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]Pauldrons of Health:[/B][/COLOR] Immune to Disease, Sicken, and Nausea. +(E) enhancement on Fort saves. [COLOR=RoyalBlue][B]Shoulders:[/B][/COLOR] Immune to Energy Drain. [COLOR=crimson][B]Phase Cloak:[/B][/COLOR] +(4+2E) competence Climb, can act as if you have Climb speed. [COLOR=RoyalBlue][B]Shoulders:[/B][/COLOR] Can beome Ethereal while moving at least 5 feet, but must materialize at end of each move. [COLOR=darkgreen][B]Totem:[/B][/COLOR] Bite, +(E) enhancement to hit, 1d4 damage plus poison: ([B]Type:[/B] poison, injury; [B]Save:[/B] Fort DC varies by spell; [B]Frequency:[/B] 1/round for 3 rounds; [B]Effect:[/B] 1 CON damage; [B]Cure:[/B] 1 save). [COLOR=crimson][B]Shadow Mantle:[/B][/COLOR] +(4+2E) competence Perception. [COLOR=RoyalBlue][B]Shoulders:[/B][/COLOR] SwfA create (5E)-foot radius [I]Darkness[/I], gain Blindsight with same radius. Lasts until ended (another SwfA). Blindsight is negated in areas of [I]Silence[/I]. [COLOR=darkgreen][B]Totem:[/B][/COLOR] Same bonus on Stealth. [COLOR=crimson][B]Sighting Gloves:[/B][/COLOR] +(1+E) insight ranged weapon damage. [COLOR=RoyalBlue][B]Hands:[/B][/COLOR] Precise Shot (as feat). [COLOR=crimson][B]Silvertongue Mask:[/B][/COLOR] +(2+2E) insight Bluff & Diplomacy. [COLOR=RoyalBlue][B]Brow:[/B][/COLOR] Same bonus on Sense Motive. [COLOR=RoyalBlue][B]Throat:[/B][/COLOR] StdA [I]Suggestion[/I] at will, once/day per target. [COLOR=crimson][B]Smoke Skirt:[/B][/COLOR] +(4+2E) on Disguise and Stealth checks. [COLOR=RoyalBlue][B]Heart:[/B][/COLOR] StdA [I]Gaseous Form[/I], up to (20+2E) minutes/day. [COLOR=RoyalBlue][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]Steaming Veil:[/B][/COLOR] +(4+2E) on Bluff and Disguise checks. [B](Shared: Incarnate, Soulborn)[/B] [COLOR=RoyalBlue][B]Brow:[/B][/COLOR] [I]Disguise Self[/I] which also affects sound (disguise is chosen and made at shaping time). [COLOR=RoyalBlue][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]Theft Gloves:[/B][/COLOR] +(2+2E) insight on Disable Device & Sleight of Hand, can use both untrained. [COLOR=RoyalBlue][B]Hands:[/B][/COLOR] Trapfinding (as Rogue). [COLOR=crimson][B]Voidmask:[/B][/COLOR] +(4+2E) on Perception and Stealth. [B](Shared: Incarnate)[/B] [COLOR=RoyalBlue][B]Brow:[/B][/COLOR] Darkvision (30+30E) feet. [COLOR=RoyalBlue][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). [/QUOTE]
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