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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 6135602" data-attributes="member: 29746"><p><strong>True Necrocarnate Changes and Archetypes</strong></p><p></p><p>Reading back over the Necrocarnate as I posted it back in 2011, I see no changes in the present version other than these:</p><ul> <li data-xf-list-type="ul"><strong>Class Skills:</strong> Add Disguise (CHA), Sleight of Hand (DEX), and Stealth (DEX) to the True Necrocarnate's class skills list. This makes the full list Bluff (CHA), Craft (any) (INT), Disguise (CHA), Fly (DEX), Intimidate (CHA), Knowledge (Arcana, Planes, Religion) (INT), Profession (any) (WIS), Sleight of Hand (DEX), Spellcraft (INT), and Stealth (DEX). Skill points per level are unchanged- 4 + INT per level. </li> <li data-xf-list-type="ul"><strong>Starting Age:</strong> Self-Taught. </li> <li data-xf-list-type="ul"><strong>Starting Gold:</strong> 4d6 x 10 gp (average 140). </li> <li data-xf-list-type="ul"><strong>Trap the Soul:</strong> To eliminate possible confusion with the spell of the same name, this ability's name is changed to <strong>Soul Trap</strong> in the current version of the class. The actual mechanics of its operation are unchanged. </li> </ul><p></p><table style='width: 100%'><tr><td>Class<br /> Level</td><td>Base Attack<br /> Bonus</td><td>Fortitude<br /> Save</td><td>Reflex<br /> Save</td><td>Will<br /> Save</td><td>Special</td><td>Soulmelds</td><td>Essentia<br /> Limit</td><td>Chakra<br /> Binds</td></tr><tr><td>1st</td><td>+0</td><td>+2</td><td>+0</td><td>+2</td><td>Aura of Evil, Chakra Bind (Least), Essentia Drain (1), Necrotic Touch (1d6)</td><td>2</td><td>1</td><td>1</td></tr><tr><td>2nd</td><td>+1</td><td>+3</td><td>+0</td><td>+3</td><td>Shield of Souls</td><td>3</td><td>2</td><td>1</td></tr><tr><td>3rd</td><td>+2</td><td>+3</td><td>+1</td><td>+3</td><td>Chakra Bind (Least), Necrotic Touch (2d6)</td><td>3</td><td>2</td><td>2</td></tr><tr><td>4th</td><td>+3</td><td>+4</td><td>+1</td><td>+4</td><td>Essentia Drain (2)</td><td>4</td><td>3</td><td>2</td></tr><tr><td>5th</td><td>+3</td><td>+4</td><td>+1</td><td>+4</td><td>Chakra Bind (Least), Necrotic Touch (3d6)</td><td>4</td><td>5</td><td>2</td></tr><tr><td>6th</td><td>+4</td><td>+5</td><td>+2</td><td>+5</td><td>Expanded Necro Capacity +1</td><td>4</td><td>6</td><td>3</td></tr><tr><td>7th</td><td>+5</td><td>+5</td><td>+2</td><td>+5</td><td>Chakra Bind (Lesser), Necrotic Touch (4d6)</td><td>5</td><td>7</td><td>3</td></tr><tr><td>8th</td><td>+6/+1</td><td>+6</td><td>+2</td><td>+6</td><td>Essentia Drain (3)</td><td>5</td><td>7</td><td>3</td></tr><tr><td>9th</td><td>+6/+1</td><td>+6</td><td>+3</td><td>+6</td><td>Chakra Bind (Lesser), Necrotic Touch (5d6)</td><td>5</td><td>8</td><td>3</td></tr><tr><td>10th</td><td>+7/+2</td><td>+7</td><td>+3</td><td>+7</td><td>Soul Trap</td><td>6</td><td>11</td><td>4</td></tr><tr><td>11th</td><td>+8/+3</td><td>+7</td><td>+3</td><td>+7</td><td>Chakra Bind (Lesser), Necrotic Touch (6d6)</td><td>6</td><td>12</td><td>4</td></tr><tr><td>12th</td><td>+9/+4</td><td>+8</td><td>+4</td><td>+8</td><td>Essentia Drain (4)</td><td>6</td><td>13</td><td>4</td></tr><tr><td>13th</td><td>+9/+4</td><td>+8</td><td>+4</td><td>+8</td><td>Chakra Bind (Greater), Necrotic Touch (7d6)</td><td>7</td><td>14</td><td>4</td></tr><tr><td>14th</td><td>+10/+5</td><td>+9</td><td>+4</td><td>+9</td><td>Expanded Necro Capacity +2</td><td>7</td><td>15</td><td>5</td></tr><tr><td>15th</td><td>+11/+6/+1</td><td>+9</td><td>+5</td><td>+9</td><td>Chakra Bind (Greater), Necrotic Touch (8d6)</td><td>7</td><td>18</td><td>5</td></tr><tr><td>16th</td><td>+12/+7/+2</td><td>+10</td><td>+5</td><td>+10</td><td>Essentia Drain (5)</td><td>8</td><td>19</td><td>5</td></tr><tr><td>17th</td><td>+12/+7/+2</td><td>+10</td><td>+5</td><td>+10</td><td>Chakra Bind (Heart), Necrotic Touch (9d6)</td><td>8</td><td>20</td><td>5</td></tr><tr><td>18th</td><td>+13/+8/+3</td><td>+11</td><td>+6</td><td>+11</td><td>Essentia Storm 1/day</td><td>8</td><td>22</td><td>6</td></tr><tr><td>19th</td><td>+14/+9/+4</td><td>+11</td><td>+6</td><td>+11</td><td>Chakra Bind (Soul), Necrotic Touch (10d6)</td><td>9</td><td>24</td><td>6</td></tr><tr><td>20th</td><td>+15/+10/+5</td><td>+12</td><td>+6</td><td>+12</td><td>Deathless, Essentia Drain (6)</td><td>9</td><td>28</td><td>6</td></tr></table><p>[h=4]Class Features:[/h] All of the following are class features of the True Necrocarnate.</p><ul> <li data-xf-list-type="ul"><strong>Weapon and Armor Proficiency:</strong> True Necrocarnates are proficient with all Simple weapons, Light armor, and Shields (but not Tower Shields).</li> <li data-xf-list-type="ul"><strong>Meldshaping:</strong> A True Necrocarnate has the ability to shape soulmelds, which are drawn from the True Necrocarnate soulmeld list. All True Necrocarnates know (and can shape) all soulmelds from this list, but note that shaping soulmelds designated as Necrocarnum activates the character's Aura of Evil class feature (see below). Importantly, True Necrocarnates are <em>not</em> restricted from shaping any soulmelds on their class list by alignment or other descriptors.<br /> The DC for a saving throw against a True Necrocarnate's soulmeld is 10 + the number of points of essentia invested in the soulmeld + the True Necrocarnate's CHA modifier. The Meldshaper Level is equal to the True Necrocarnate level.<br /> A True Necrocarnate can shape only a certain number of soulmelds on his or her person at any one time. This base allotment is given in the class table above. The maximum number of soulmelds that the character can have shaped simultaneously is equal to his or her CON score minus 10, or the number of soulmelds allowed for his or her True Necrocarnate level, whichever is lower. At 1st level, a True Necrocarnate can shape two soulmelds at a time (assuming he or she has a CON score of at least 12). As the character advances in level, he or she can shape an increasing number of soulmelds.<br /> Unlike other meldshapers, a True Necrocarnate does <em>not</em> gain a pool of personal essentia at 1st level- True Necrocarnates do not naturally possess essentia, they steal it (see Essentia Drain below).<br /> A True Necrocarnate does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his or her soulmelds (see Shaping Soulmelds, on page 49 of MoI).</li> <li data-xf-list-type="ul"><strong>Essentia Drain (Su):</strong> True Necrocarnates do not gain points of essentia from True Necrocarnate class levels, unlike other meldshaping classes; however, a True Necrocarnate does have an essentia pool which may be filled by stealing essentia from other creatures. Essentia in this pool can be invested into soulmelds to increase their power, just as essentia from any other sources can be. Should the True Necrocarnate have a permanent essentia pool in addition to this "unfilled" pool from True Necrocarnate levels, then essentia from both pools may be combined and invested as normal for characters with multiple sources of essentia.<br /> For example, a True Necrocarnate with one Incarnum feat (all of which grant a point of essentia) has one permanent point of essentia which never goes away, and his or her maximum essentia limit is one higher than the number given in the True Necrocarnate class table above. As with other meldshapers and essentia users, the True Necrocarnate's <em>character level</em> determines the maximum quantity of essentia that he or she can invest in any single soulmeld, as noted in MoI on page 19 (table 2-1: Essentia Capacity). As a Swift Action, a True Necrocarnate can reallocate essentia investments in all of his or her Soulmelds, every round (see MoI, page 50, "Essentia").<br /> True Necrocarnates fill their essentia pool by draining power from living creatures. Whenever a True Necrocarnate deals damage to a living creature with the Necrotic Touch ability, or a special ability from any soulmeld with the Necrocarnum descriptor (such as the ranged touch attack granted by the Arms Chakra Bind of <em>Necrocarnum Touch</em>), he or she may use this ability as a free action to gain 1 point of essentia. At every 4th True Necrocarnate level, the character gains 1 more point of essentia when damaging a living creature this way.<br /> Essentia gained this way lasts for 24 hours, or until the character rests and reshapes all of his or her Soulmelds for the day, whichever comes first; during this time it can be invested and used as normal. When the drained essentia "expires," the True Necrocarnate's essentia pool is reduced to its base amount (typically 0, though a character with other sources of essentia may have permanent points that never go away, as described above) and is immediately reallocated as if the character took an action to reinvest essentia (though this "action" is involuntary and occurs whether the character wants it to or not).<br /> If a True Necrocarnate who is carrying drained essentia (acquired via this ability) dies, then all drained essentia immediately expires as noted above. If the character is brought back to life via <em>Raise Dead</em> or other similar means, his or her essentia pool will once again be empty/at its base level.<br /> Should a True Necrocarnate try to drain essentia from a target that is resistant to the Necrotic Touch (whether by Spell Resistance, or another method), then the character gains the standard amount of essentia if any damage at all from the Necrotic Touch affects the target; if the target takes no damage from the Necrotic Touch, however, then the character gains no essentia. It is possible for a True Necrocarnate to gain more points of essentia than were dealt as damage by the Necrotic Touch, though such an event is extremely unusual. A Necrotic Touch that removes temporary hit points from its target is considered to have damaged the target, for the purposes of Essentia Drain, even if the target took no real damage from the Touch.</li> <li data-xf-list-type="ul"><strong>Necrotic Touch (Su):</strong> A True Necrocarnate can steal the life force from his foes merely by touching them. As a standard action, a True Necrocarnate may make a melee touch attack against a target and deal 1d6 damage plus another 1d6 damage for every two True Necrocarnate levels beyond 1st. Objects, and creatures of the Construct type, take half damage from this ability, but creatures of the Undead type take full damage (despite not being "alive" in the technical sense). This ability does not allow a saving throw for reduced damage or effect, but it is subject to Spell Resistance (the True Necrocarnate's class level is used as the caster level for the roll).</li> <li data-xf-list-type="ul"><strong>Aura of Evil (Ex):</strong> A True Necrocarnate, even one of non-Evil alignment, generates an aura of Evil for the purposes of the <em>Detect Evil</em> spell as an Evil-aligned Cleric/Paladin of the same level as his or her True Necrocarnate level. This aura is not always active, however; even Evil-aligned True Necrocarnates only show an aura of Evil under specific conditions. The Aura of Evil is active (and detectable) only while the True Necrocarnate is carrying essentia drained from a living creature, or is using one or more Soulmelds with the Necrocarnum descriptor.</li> <li data-xf-list-type="ul"><strong>Chakra Binds:</strong> True Necrocarnates are more flexible than other meldshapers with regard to opening their various Chakras. Instead of gaining open Chakras at specific levels, as other meldshaping classes do, a True Necrocarnate instead <em>chooses</em> a not-yet-open Chakra of the appropriate tier upon gaining a True Necrocarnate class level noting a Chakra Bind. The Heart and Soul Chakras are gained at 17th and 19th levels, respectively, but otherwise the character chooses which Chakra to open at each odd-numbered level, according to the following lists. The <strong>Least</strong> Chakras are (Crown, Feet, Hands), while the <strong>Lesser</strong> Chakras are (Arms, Brow, Shoulders), and the <strong>Greater</strong> Chakras are (Throat, Waist). Thus, a 1st-level True Necrocarnate could start with the Crown Chakra, and upon attaining 3rd level could then choose to open Feet, and then Hands upon attaining 5th- but if desired, the character could instead start with Feet, then gain Hands at 3rd, and Crown at 5th.</li> <li data-xf-list-type="ul"><strong>Shield of Souls (Su):</strong> At 2nd level, a True Necrocarnate gains the ability to use the unwilling souls bound into Necrocarnum for other purposes. Once per day per two class levels, a True Necrocarnate can gain a profane bonus on saving throws equal to +1 per soulmeld with the Necrocarnum descriptor he or she has shaped (thus, a True Necrocarnate with 3 Necrocarnum melds shaped gains a +3 bonus). This bonus lasts for a number of rounds equal to the character's CHA modifier. Activating this ability is an immediate action.</li> <li data-xf-list-type="ul"><strong>Expanded Necro Capacity (Ex):</strong> At 6th level, and again at 14th, 22nd, and 30th level, the essentia capacity of any Soulmelds with the Necrocarnum descriptor increases by 1. This only affects Soulmelds with the Necrocarnum descriptor, not feats, class features, or other abilities involving or allowing essentia investment.</li> <li data-xf-list-type="ul"><strong>Soul Trap (Su):</strong> If a True Necrocarnate of 10th level or higher successfully uses Essentia Drain on a creature, then that creature's soul is bound up in the character's web of power. Should the creature die during the time the True Necrocarnate has essentia in his or her pool from that Essentia Drain action, then the creature cannot be brought back from the dead by any means until after the essentia expires from the True Necrocarnate's essentia pool, just as if the character had used <em>Soul Bind</em> on the creature. Once the drained essentia expires from the True Necrocarnate's essentia pool, for whatever reason, the creature may be brought back via normal means (and the character cannot thereafter reestablish the "trap"). A True Necrocarnate may choose to allow a "soul-trapped" creature to be brought back, but must do so voluntarily- coercion cannot be used to force the character to allow the creature to come back.</li> <li data-xf-list-type="ul"><strong>Essentia Storm (Su):</strong> An 18th-level True Necrocarnate gains the ability to disrupt the essentia drained from his or her targets, and break it up to release the energy held within. Once per day, as a standard action, the character can activate this ability to create a Burst of raw force in a 40-foot radius around himself. Once the energy cascade begins, it cannot be stopped; the True Necrocarnate's essentia pool is immediately drained back to its "empty" or base level (this also frees any creatures affected by the character's Soul Trap ability, as described above).<br /> For each point of essentia lost in this way, creatures within the radius take 1d4 points of Force damage; a Fortitude save (DC 10 + half the True Necrocarnate's level + the True Necrocarnate's CHA modifier) is allowed for half damage. Unlike the Necrotic Touch, this ability is not subject to Spell Resistance. Creatures of the Undead and Construct types take damage from this ability just as other creatures do, despite it using a Fortitude save; however, objects are not affected at all. The True Necrocarnate is not himself or herself harmed by this explosive burst, but any allies nearby take damage and make saving throws like any other creature caught in the radius. Also, since this leaves the True Necrocarnate drained of most energy and power, it is normally only used in truly desperate circumstances.<br /> At 24th level, and again at 30th level, the True Necrocarnate gains another daily use of this ability.</li> <li data-xf-list-type="ul"><strong>Deathless (Su):</strong> A 20th-level True Necrocarnate who has at least one Soulmeld with the Necrocarnum descriptor shaped gains the following abilities and immunities: Darkvision 60 feet; Immunity to: ability damage to physical ability scores (mental ability scores can still be damaged), ability drain, bleed, death effects, disease, energy drain, exhaustion, fatigue, nonlethal damage, paralysis, poison, sleep effects, stunning; Immunity to any effect that requires breathing (such as inhaled afflictions, "cloud" spells such as <em>Cloudkill</em>, etc.). The character does not need to breathe, eat, or sleep while this ability is active, though he or she must still rest for 8 hours (performing no significant activity) as normal for use of abilities (such as natural healing) that require rest.</li> </ul><p></p><p>[HR][/HR]</p><p>With that, I can post these two Archetypes I came up with for it. As with the Soulborn Archetypes, these are presently untested, though they at least "feel right" to me. Other GMs, feel free to change/discard/use what you like, of course.</p><p></p><p>I've also long had an idea that there should be some sort of more-weapon-focused version of the class, a "Necrocarnum Thug" if you will, but haven't really figured out how to do it. I really don't like the idea of making yet another Alternate Class for it, but have a nagging suspicion that that may be the best (or only reasonable) way to do it. The idea would be to tone down the meldshaping and give it access to some Rogue and/or Ninja abilities in exchange- possibly also replacing the Necrotic Touch with Sneak Attack (the Essentia Drain would need to be changed if that happens, of course). Anybody who has thoughts on the subject, feel free to contribute!</p><p></p><p>The two existing Archetypes:</p><p></p><p> <strong>Necrocarnum Redeemer:</strong> </p><p></p><p> A few who deeply study the power of Necrocarnum are not dark-hearted or cruel at all, but are instead genuinely decent people.</p><p></p><p> Most such delvers into forbidden lore are scholars driven to learn at all costs, but some such watchers of darkness become convinced that the best way to defeat Evil is to turn its own weapons against it- or at least some of its tactics.</p><p></p><p> In addition to these, some students of meldshaping lore make a deliberate effort from the first moment they hear about Necrocarnum to penetrate the dark craft and learn its mysteries, so as to help outsiders be better prepared to defeat it; although many of these are seduced by the power offered by Necrocarnum and fall from the path of goodness, a few learn to balance their convictions against the dark powers of the Necrocarnate and keep their light in a realm of midnight.</p><p></p><p> Finally, a small number of True Necrocarnates, initially drawn to the craft for the usual reasons a person might be, repent of their wicked ways and spurn the evil within themselves in favor of turning to goodness- and yet, they know that their original training makes them unique weapons in the battle against darkness, and so they continue using it as best they can without compromising their new principles so as to wage their new war the way they have always fought- quietly and with devastatingly-hard strikes.</p><p></p><p> What all these different meldshapers have in common is the desire, conviction, and training to use Necrocarnum as a weapon to punish evildoers- most especially, other users of Necrocarnum (particularly those who make use of the soulmelds actually <em>named</em> "Necrocarnum," which universally involved torturing souls to draw extra power from their pain and anguish). Although they themselves also use Necrocarnum, they only use the <em>less</em> Evil sort involving merely forcing souls into subservience- and they are careful to use only Evil-aligned souls, or other Necrocarnum users, for the purpose of crafting such soulmelds.</p><p></p><p> Whether they are out to exact a form of cosmic justice upon those who abused souls for personal gain, or are trying to specifically extract the stain of evil from the souls they force into service by toiling for them in the service of Good, these unique meldshapers develop powers similar to other True Necrocarnates but turned toward very different purposes. The name by which they are most commonly known, "Redeemers," is a curse from the lips of the Necrocarnum users they most zealously target with their powers, but is a badge they themselves wear with honor and pride. Though misunderstood (even hunted, sometimes) by the Good-aligned people and organizations they help with their battles, Necrocarnum Redeemers are a potent tool in the eternal fight against evil for those who can look past surface details to consider the convictions within. </p><p></p><p></p><p> <strong>Class Features:</strong></p><p>All of the following are class features of the Necrocarnum Redeemer.</p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Alignment:</strong> Any Good. Necrocarnum Redeemers may often be grim, shadowy and stealthy individuals, but all of their grimness results from determination to wreak a cosmic/karmic justice upon those who use and abuse Necrocarnum. At heart, they are pure and kind individuals, who only follow the dark path they take because few or no others know enough to even (metaphorically) set foot upon it. </li> <li data-xf-list-type="ul"><strong>Detect Evil (Sp):</strong> At will, a Necrocarnum Redeemer can use <em>Detect Evil</em> as a spell-like ability. A Necrocarnum Redeemer can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Redeemer does not detect evil in any other object or individual within range.<br /> This ability replaces Aura of Evil. </li> <li data-xf-list-type="ul"><strong>Meldshaping:</strong> A Necrocarnum Redeemer adds the following soulmelds to his or her class list: <em>Armguards of Disruption</em>, <em>Cerulean Sandals</em>, <em>Dissolving Spittle</em>, <em>Incarnate Avatar</em> (Good only), <em>Incarnate Weapon</em> (Good only), <em>Manticore Belt</em>, <em>Purewater Globes</em>, <em>Shedu Crown</em>, <em>Strongheart Vest</em>, <em>Threefold Mask of the Chimera</em>, <em>Truthseeker Goggles</em>, <em>Wind Cloak</em>, and <em>Worg Pelt</em>.<br /> A Necrocarnum Redeemer <strong>loses</strong> the following soulmelds from his or her class list, and is unable to shape them: <em>Gloves of the Poisoned Soul</em>, <em>Lamia Belt</em>, <em>Necrocarnum Avatar</em>, <em>Necrocarnum Boots</em>, <em>Necrocarnum Circlet</em>, <em>Necrocarnum Cloak</em>, <em>Necrocarnum Gauntlets</em>, <em>Necrocarnum Mantle</em>, <em>NecrocarnumMask</em>, <em>Necrocarnum Shroud</em>, <em>Necrocarnum Touch</em>, <em>Necrocarnum Vestments</em>, and <em>Necrocarnum Weapon</em>.<br /> Necrocarnum Redeemers are unable to shape soulmelds with the Evil descriptor, even by taking feats; this is why they have the different soulmeld list described above.<br /> This ability otherwise works exactly like, and replaces, the standard True Necrocarnate's meldshaping ability. </li> <li data-xf-list-type="ul"><strong>Essentia Drain (Su):</strong> A Necrocarnum Redeemer's Essentia Drain class feature works exactly like the standard True Necrocarnate's class feature of the same name, except that it works when the Necrocarnum Redeemer uses his or her Steal Sin ability (see below) instead of Necrotic Touch, since the Redeemer does not have a Necrotic Touch. </li> <li data-xf-list-type="ul"><strong>Steal Sin (Su):</strong> Simply by touching it, a Necrocarnum Redeemer can steal the stain (and spiritual power) of evil directly from the soul of any creature with an INT score above 2, and convert it into soul energy for his or her own use (see Essentia Drain, above). As a standard action, the Redeemer may make a melee touch attack against a target; if it is sentient and has a nongood alignment, then it takes nonlethal damage as the energy of its evil drains out of it. Evil creatures take 1d8 points of nonlethal damage, plus 1d8 per two levels above 1st of the Necrocarnum Redeemer; Evil-aligned Dragons or Outsiders instead take 2d6 points (plus 2d6 per 2 levels above 1st). Creatures which have an alignment that is Neutral with respect to Good and Evil take 1d6 points of nonlethal damage, plus another 1d6 points per 2 levels above 1st.<br /> This ability is not subject to Spell Resistance, but the target is allowed a Will saving throw to take half damage. The save DC is equal to 10 + ½ the Necrocarnum Redeemer's class level + the Necrocarnum Redeemer's CHA modifier. Even if the save succeeds, the Necrocarnum Redeemer is allowed to drain essentia off of the target, whether or not any actual damage got through (in the case of creatures which take less nonlethal damage from an attack, or are immune to nonlethal damage).<br /> Should the Necrocarnum Redeemer use this ability against a Good-aligned target, or a creature with an INT score of 2 or less (or no INT score at all), then <strong>no</strong> damage is dealt, and the Redeemer can <strong>not</strong> use Essentia Drain for that use of Steal Sin.<br /> Abilities, effects, feats, or items which refer to the Necrotic Touch ability (which this replaces) can still be used by a Necrocarnum Redeemer; they affect Steal Sin instead when used by him or her. For example, the Necrotic Smite feat will let a Necrocarnum Redeemer add Steal Sin to a normal melee attack, just as it lets a standard True Necrocarnate add Necrotic Touch to one.<br /> This ability replaces Necrotic Touch. </li> <li data-xf-list-type="ul"><strong>Impose Guilt (Su):</strong> At 2nd level, a Necrocarnum Redeemer can do more than simply <em>steal</em> sins from a target- he or she can make the target feel bad about them. Once per day per 2 class levels, the Necrocarnum Redeemer can (as a swift action) alter his or her Steal Sin ability for 1 round per point of CHA bonus he or she has. During this time, any Steal Sin attempt the character makes does not deal nonlethal damage; instead, by causing the target to pause and reflect upon the evil it has done, it deals 1 point of CHA damage plus 1 point per 2 levels of the Redeemer above 1st. This special Steal Sin attack still allows the Necrocarnum Redeemer to use Essentia Drain, and also still allows the target a Will save for half damage.<br /> Also like Steal Sin, this ability deals no damage (and is wasted) if used upon a Good-aligned target or one with an INT score of 2 or less (or no INT score at all). However, <em>unlike</em> the standard Steal Sin ability, Impose Guilt <em>can</em> affect creatures of the Undead type (since it deals CHA damage)- and, in contrast to standard rules, it even works upon Construct creatures as well (as long as they fit the criteria of having an INT score above 2 and nongood alignment). Should the Redeemer successfully deal damage to an Undead or Construct creature with Impose Guilt, he or she is allowed to drain essentia off of that creature just as he or she would any other valid target of Steal Sin.<br /> This ability replaces Shield of Souls. </li> <li data-xf-list-type="ul"><strong>Redeem Soulmeld (Su):</strong> At 10th level, whenever a Necrocarnum Redeemer successfully uses Steal Sin (specifically, whenever the Redeemer could use Essentia Drain) upon a creature which has one or more soulmelds currently shaped, then that creature must make a Will save (in addition to the one already required by Steal Sin) or lose one of its soulmelds to the Redeemer. The DC of this saving throw is equal to 15 + ½ the Necrocarnum Redeemer's class level + the Necrocarnum Redeemer's CHA modifier.<br /> If the save is successful, then nothing further happens beyond the effects of Steal Sin and (if appropriate) Essentia Drain; if it fails, however, then one of the target's soulmelds (chosen at random) moves off of the target and onto the Redeemer. The stolen soulmeld occupies the same chakra on the Redeemer that it did on its original owner, and comes to the Redeemer with no essentia invested (essentia which was invested in it by its original owner is divested as soon as the soulmeld is stolen). The stolen soulmeld is not <em>bound</em> to the Redeemer's chakra, even if it was bound to its original owner's chakra, but otherwise grants the Necrocarnum Redeemer the same benefits that it granted its original owner (including allowing the Redeemer to invest essentia into it for greater benefits, as appropriate).<br /> This occurs regardless of whether or not the Necrocarnum Redeemer already has a soulmeld or magic item occupying the same chakra that the stolen soulmeld does- the stolen soulmeld does not count towards the Necrocarnum Redeemer's limits on soulmelds shaped in any way, though the Redeemer is allowed to unshape it like any other soulmeld he or she has shaped (see below for why the character might want to do this). The stolen soulmeld stays on the Necrocarnum Redeemer for up to 1 minute per point of CHA bonus he or she has, and then returns to its original owner if that creature is still alive to receive it; upon returning, a stolen soulmeld rebinds to any chakras it was bound to before being stolen, and although it does not automatically reacquire the essentia the creature had invested in it before it was stolen, essentia investment is of course easy to reallocate.<br /> There are two exceptions to this ability to steal soulmelds. First, a Necrocarnum Redeemer can only keep one stolen soulmeld at a time; if he or she is currently keeping a stolen soulmeld, then no target of his or her Steal Sin need make a save to avoid soulmeld stealing (because no soulmeld can be stolen until the first one is either unshaped or returns to its original owner). Second, this ability does <strong>not</strong> allow the Necrocarnum Redeemer to bypass the class restriction against using soulmelds with the Evil descriptor- but this second restriction is the reason this ability is named <em>Redeem</em> soulmeld, rather than simply Steal Soulmeld.<br /> Should the soulmeld selected for stealing by this ability be a soulmeld with the Evil descriptor- which the Necrocarnum Redeemer cannot have shaped as per the class restrictions on meldshaping- then the soulmeld is not transferred, but is instead unshaped in the process of transfer. Furthermore, if the stolen soulmeld had the Necrocarnum descriptor, or if the Redeemer unshapes a stolen Necrocarnum soulmeld that did not have the Evil descriptor, then the souls which were a part of the stolen soulmeld are grateful to the Redeemer at being freed, and provide him or her a parting gift in the form of healing. When the Necrocarnum Redeemer unshapes a stolen Necrocarnum soulmeld this way, he or she gains 5 hit points per point of essentia invested in the soulmeld when it was stolen, with any excess being gained as temporary hit points that last 1 hour.<br /> This ability replaces Soul Trap. </li> </ul><p></p><p> <strong></strong></p><p><strong>Necroconstructor:</strong> </p><p></p><p> The <em>Midnight Construct</em> spells were not created by accident, nor based on the researches of enterprising Wizards who thought that adding Incarnum to their own disciplines would be a good way to make new servants. In fact, the first Midnight Constructs were created by meldshapers who already knew how to work with soulstuff to craft objects of power- crafters who set out to take the possibilities of Incarnum to its limits and craft actual (if mindless) servants using the energy of souls. The fact that several Necrocarnum soulmelds specifically share the word "Midnight" with the Constructs is also not a coincidence; True Necrocarnates were the first to learn how to create full-blown artificial creatures using fused soul energy. Never common, even in regions where Necrocarnum meldshaping can be openly practiced, those who know how to create Midnight Constructs have occasionally left their teachings behind in writings for others to follow later. These texts are what the creators of the spells used to make their versions.</p><p></p><p> But of course, the spells are a poor substitute for the original craft, which is far more flexible and powerful when followed properly than mere magic can reproduce. Although it is rare, occasionally a student of Necrocarnum who is of a more scholarly bent than most seeks out (and finds) a master willing to teach the skills necessary to create the original, true Midnight Constructs. These students are most often called Necroconstructors by other members of the local True Necrocarnate guilds.</p><p></p><p></p><p> <strong>Class Features:</strong></p><p>All of the following are class features of the Necroconstructor.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Meldshaping:</strong> A Necroconstructor has a soulmeld limit one less than normal- thus, a 5th-level Necroconstructor can shape at most 3 soulmelds, rather than 4.<br /> Also, a Necroconstructor has a personal pool of essentia, unlike most True Necrocarnates; a Necroconstructor's essentia pool is the same size as the Essentia Limit of a standard True Necrocarnate of the same level (for example, a 5th-level Necroconstructor has an essentia pool of 5 from class levels). Any essentia gained from a character's race or feat selections add to this essentia pool as normal. A Necroconstructor need not (in fact, never gains the ability to) drain essentia from other creatures to power his or her Incarnum receptacles.<br /> This ability otherwise functions as and replaces the standard True Necrocarnate Meldshaping class feature. </li> <li data-xf-list-type="ul"><strong>Minor Midnight Construct (Su):</strong> A Necroconstructor can use <em>Astral Construct</em> as (effectively) a Psi-Like Ability, using his or her True Necrocarnate level as the manifester level. In contrast to the standard power, however, the creations of this "power" are formed out of Necrocarnum rather than ectoplasm, and (importantly) are not formed using psionic energy at all- they can therefore be created (and operate within) areas of Null Psionics or Psionic Static with no penalty, as long as Supernatural abilities <em>in general</em> are not forbidden within those areas. Minor Midnight Constructs (that is, the creatures formed with this ability) have the Incarnum subtype, but are otherwise identical to Astral Constructs formed the same way by actual psionic manifesters. Also, this ability has a duration of 1 minute per manifester level, rather than the standard 1 round per level.<br /> This ability can be used a number of times per day equal to 3 + the Necroconstructor's CHA bonus. Using this ability uses up the same meldshaping capability as that used to form the True Midnight Construct (see below), so this ability may only be used while the True Midnight Construct is dissipated or while the Necroconstructor does not currently have one formed at all.<br /> This ability replaces Essentia Drain. </li> <li data-xf-list-type="ul"><strong>True Midnight Construct (Su):</strong> By spending 8 hours in careful meldshaping and crafting, the Necroconstructor is able to form a Construct creature out of Incarnum and Necrocarnum, which obeys only him or her. This Midnight Construct functions as a Summoner's Eidolon using the Necroconstructor's True Necrocarnate level as the Summoner level, with the following exceptions.<br /> A Midnight Construct is a mindless Construct with the Incarnum subtype, not an Outsider, so it cannot be <em>Banished</em> or be hedged out like a Summoned creature. Commanding a Midnight Construct is the same as commanding any other mindless product of magic or psionics, such as an <em>Astral Construct</em>.<br /> If the Necroconstructor is rendered unconscious or dies, the Midnight Construct is automatically dissipated as if he or she had done so willingly (see below).<br /> The Midnight Construct can be dissipated at will as a standard action, remaining near the Necroconstructor but unable to act (effectively, becoming nonexistent but nevertheless remaining linked to its creator). While the Midnight Construct is thus dissipated, it can be reformed by spending 1 minute of concentration- the full 8 hours of crafting is only necessary if the Construct is permanently destroyed by having its hit points reduced to 0, or the Necroconstructor wishes to alter its selection of Evolutions. Importantly, the Midnight Construct's Evolutions are set during its crafting, and can be changed by spending another 8 hours of meldshaping as was necessary to create it in the first place. The 8 hour "construction" of a new Midnight Construct can only be done while the Necroconstructor either has no Midnight Construct, or while the existing Midnight Construct is dissipated.<br /> If the Midnight Construct is affected by an Incarnum-destroying effect such as <em>Soulmeld Disjunction</em>, it is treated as merely dissipated, not permanently destroyed, and may be reformed with the standard 1 minute of concentration as described above.<br /> This ability replaces Necrotic Touch. </li> <li data-xf-list-type="ul"><strong>Essentia Link (Su):</strong> At 4th level, the Necroconstructor is able to invest essentia in the True Midnight Construct as if it were a soulmeld. The True Midnight Construct does not otherwise count as a soulmeld for any other purpose (for example, counting against the character's maximum number of soulmelds shaped). The True Midnight Construct counts as a soulmeld with the Necrocarnum descriptor, for the purposes of determining its essentia capacity.<br /> At 4th level, essentia invested in the True Midnight Construct can be used to power the following functions:<ul> <li data-xf-list-type="ul"><em>Combat Power:</em> +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested. </li> <li data-xf-list-type="ul"><em>Damage Reduction:</em> Increase the Construct's DR by 2 per point of essentia invested. </li> <li data-xf-list-type="ul"><em>Land Speed Increase:</em> Increase the Construct's land speed by 10 feet per point of essentia invested. </li> </ul> At 8th level, essentia invested in the True Midnight Construct can be used to power the following functions in addition to those listed above:<ul> <li data-xf-list-type="ul"><em>Deadly Aura:</em> Bestow a damaging aura. The aura deals 1d6 points of damage per point of essentia invested (Fortitude half; DC 10 + ½ Construct's HD + essentia invested) to all creatures adjacent to the Construct at the end of the Construct's turn. </li> <li data-xf-list-type="ul"><em>Fly Speed:</em> Increase the Construct's Fly speed by 20 feet per point of essentia invested. If the Construct did not previously have a Fly speed, then using this option grants it one with Perfect maneuverability. </li> </ul> At 12th level, essentia invested in the True Midnight Construct can be used to power the following functions in addition to those listed above:<ul> <li data-xf-list-type="ul"><em>Soulburning Aura:</em> Bestow a damaging aura of dark soul-energy. The aura deals 1 point of STR damage per point of essentia invested (Will negates; DC 10 + ½ Construct's HD + essentia invested) to all creatures adjacent to the Construct at the end of the Construct's turn. </li> <li data-xf-list-type="ul"><em>Teleportation:</em> Bestow the ability to teleport as a move action, with a range of 20 feet per point of essentia invested. </li> </ul> </li> <li data-xf-list-type="ul"><strong>Bind Construct (Su):</strong> At 10th level, the Necroconstructor can treat the link between himself or herself and the True Midnight Construct even more like a soulmeld, by binding it to one of his or her open Chakras. Binding the True Midnight Construct to a Chakra requires 15 minutes of meldshaping, just as shaping a single soulmeld does, and requires that the Construct be in material form (as opposed to being dissipated) and take no action during the binding process. Once the Construct is bound, it cannot be bound to a different Chakra without first unbinding it; unbinding the Construct can be done as a standard action that does not provoke attacks of opprtunity. Binding the Construct to a Chakra does not restrict its actions in any way, but it does prevent the Necroconstructor from binding a magic item or actual soulmeld to that same Chakra (just as binding a real soulmeld would).<br /> Binding the True Midnight Construct to a Chakra provides the Necroconstructor with one or more benefits or abilities, depending upon which Chakra is bound. The possible abilities are listed below:<ul> <li data-xf-list-type="ul"><em>Crown:</em> As a standard action, the Necroconstructor can share the senses of the True Midnight Construct, hearing, seeing, smelling, tasting, and touching everything it does. There is no range to this effect, but the Construct and the Necroconstructor must be on the same plane. The character can end this effect as a free action. </li> <li data-xf-list-type="ul"><em>Feet:</em> As a standard action, the Necroconstructor can call the True Midnight Construct to his or her side, as if by <em>Dimension Door</em> (using the character's True Necrocarnate level as the caster level). When thus called, the Construct appears adjacent to the Necroconstructor (or as close as possible if all adjacent spaces are occupied). If the Construct is out of range when the ability is used, then the ability is wasted.<br /> This ability can be used up to a number of times equal to the Necroconstructor's True Necrocarnate level before the Chakra Bind breaks (this is treated as if the character had willingly unbound the Construct from the Chakra, though it actually happens without the character's choice or any action being required on the part of the Construct or the character). </li> <li data-xf-list-type="ul"><em>Hands:</em> Whenever the Necroconstructor is within the True Midnight Construct's Reach, the character receives a +2 shield bonus to Armor Class and a +2 circumstance bonus on saving throws. This bonus does not apply if the Construct is Grappled or Helpless. </li> <li data-xf-list-type="ul"><em>Arms:</em> Whenever an ally is within the True Midnight Construct's Reach, the ally receives a +2 shield bonus to Armor Class and a +2 circumstance bonus on saving throws. If the ally is the Necroconstructor, these bonuses increase to +4. This bonus does not apply if the Construct is Grappled or Helpless. </li> <li data-xf-list-type="ul"><em>Brow:</em> Whenever the Necroconstructor is subjected to an effect or condition that does not deal hit point damage, he or she can attempt to divert the effect to the True Midnight Construct as an immediate action. To do this, the character must make a Spellcraft check (DC equal to 10 + the saving throw DC of the effect involved; if the effect has no saving throw DC, then the DC equals 10 + the CR of the source of the effect). The Spellcraft check gains a (unnamed) bonus equal to the number of essentia invested in the True Midnight Construct, if any.<br /> If the check succeeds, then the effect is treated as if the Construct had been the target all along; if the Construct happens to be immune to the effect (for example, it is a Poison, Disease, or a <em>Hold Monster</em>), then nothing happens and the effect is wasted.<br /> This ability can also be used to divert an effect which deals hit point damage <em>along with</em> some other effect, but doing this causes the Necroconstructor to take the hit point damage as normal (only the portion of the effect that does not deal hit point damage is transferred to the True Midnight Construct).<br /> This ability can be used up to a number of times equal to the Necroconstructor's True Necrocarnate level before the Chakra Bind breaks (this is treated as if the character had willingly unbound the Construct from the Chakra, though it actually happens without the character's choice or any action being required on the part of the Construct or the character). </li> <li data-xf-list-type="ul"><em>Shoulders:</em> The Necroconstructor removes up to 2 points' worth of Evolutions from the True Midnight Construct and adds those same Evolutions to himself or herself. The character must meet any requirements of the selected Evolutions in order to take them, and cannot select the Ability Increase Evolution. When the Construct becomes unbound from the Necroconstructor's Chakra for any reason, the character loses the chosen Evolutions and the Construct regains them. </li> <li data-xf-list-type="ul"><em>Throat:</em> As a standard action, the Necroconstructor can swap positions with the True Midnight Construct, as if both had used <em>Dimension Door</em> simultaneously (using the character's True Necrocarnate level as the caster level). If the Construct is out of range when the ability is used, then the ability is wasted.<br /> This ability can be used up to a number of times equal to the Necroconstructor's True Necrocarnate level before the Chakra Bind breaks (this is treated as if the character had willingly unbound the Construct from the Chakra, though it actually happens without the character's choice or any action being required on the part of the Construct or the character). </li> <li data-xf-list-type="ul"><em>Waist:</em> The Necroconstructor removes up to 6 points' worth of Evolutions from the True Midnight Construct and adds those same Evolutions to himself or herself. The character must meet any requirements of the selected Evolutions in order to take them, and cannot select the Ability Increase Evolution. When the Construct becomes unbound from the Necroconstructor's Chakra for any reason, the character loses the chosen Evolutions and the Construct regains them. </li> <li data-xf-list-type="ul"><em>Heart:</em> As long as the True Midnight Construct has 1 or more hit points, the Necroconstructor is protected from harm. Damage in excess of that which would reduce the Necroconstructor to 0 or fewer hit points is instead transferred to the Construct. This damage is transferred 1 point at a time, meaning that as soon as the Construct is reduced to 0 hit points, all excess damage remains with the Necroconstructor. Effects that cause death but not damage are unaffected by this ability. This ability also does not affect effects such as <em>Baleful Polymorph</em>, <em>Flesh to Stone</em>, or <em>Imprisonment</em>, which do not cause actual damage. </li> <li data-xf-list-type="ul"><em>Soul:</em> The Necroconstructor can treat the True Midnight Construct as though it were bound to two of his or her Chakras simultaneously, using the abilities listed above, though in fact the Construct is only bound to the Necroconstructor's Soul Chakra the entire time (allowing the Chakras associated with the chosen abilities to be bound to other soulmelds or items, as desired). </li> </ul> This ability replaces Soul Trap. </li> <li data-xf-list-type="ul"><strong>Necrocarnum Animation (Su):</strong> Because a Necroconstructor is so familiar with using Necrocarnum to create and control creatures, he or she gains the ability to extend control over souls trapped between life and death to the minuscule soul energy remaining inside a corpse after the actual soul leaves it behind. As a full-round action that provokes attacks of opportunity, a Necroconstructor with this ability can animate a corpse as a Necrocarnum Zombie by touching it. The creature chosen for this Animation must not have racial HD exceeding the Necroconstructor's own class level; class levels the creature had before dying are dropped, as per the standard rules of the Necrocarnum Zombie template noted on pages 188-189 of MoI.<br /> The Necroconstructor must invest at least 1 point of essentia into the Zombie as it is animated, and the Zombie remains animated only so long as the essentia is invested in it; should the character ever divest all essentia out of a corpse animated with this ability, the Necrocarnum Zombie falls dead as an inert corpse once again.<br /> The Necroconstructor is not limited as to the number of hit dice of creatures that can be animated this way, but can only keep one such Zombie animated at a time at 18th and 19th levels; at 20th level, the character can keep two such corpses animated simultaneously. The Necroconstructor must keep essentia invested in each target as noted above. Each Necrocarnum Zombie animated via this ability is considered a separate Incarnum receptacle for the purposes of essentia investment by the Necroconstructor who animated it; each point of essentia invested in such a Necrocarnum Zombie increases the Zombie's own essentia pool by 1 point (see the "Special Qualities" section of the Necrocarnum Zombie template, MoI page 188).<br /> Any one corpse can only be animated by Necrocarnum once. If a Necrocarnum Zombie animated by this ability (or by the Crown Chakra Bind ability of the <em>Necrocarnum Circlet</em>) is killed, or if a Necrocarnum Zombie animated via this ability has all essentia divested out of it, then the resulting corpse is forever afterward immune to any attempt to animate it via this ability or by the Crown Chakra Bind ability of <em>Necrocarnum Circlet</em>.<br /> This ability replaces Essentia Storm. </li> </ul></blockquote><p></p>
[QUOTE="paradox42, post: 6135602, member: 29746"] [b]True Necrocarnate Changes and Archetypes[/b] Reading back over the Necrocarnate as I posted it back in 2011, I see no changes in the present version other than these: [LIST] [*][B]Class Skills:[/B] Add Disguise (CHA), Sleight of Hand (DEX), and Stealth (DEX) to the True Necrocarnate's class skills list. This makes the full list Bluff (CHA), Craft (any) (INT), Disguise (CHA), Fly (DEX), Intimidate (CHA), Knowledge (Arcana, Planes, Religion) (INT), Profession (any) (WIS), Sleight of Hand (DEX), Spellcraft (INT), and Stealth (DEX). Skill points per level are unchanged- 4 + INT per level. [*][B]Starting Age:[/B] Self-Taught. [*][B]Starting Gold:[/B] 4d6 x 10 gp (average 140). [*][B]Trap the Soul:[/B] To eliminate possible confusion with the spell of the same name, this ability's name is changed to [B]Soul Trap[/B] in the current version of the class. The actual mechanics of its operation are unchanged. [/LIST] [TABLE="class: grid, width: 100%"] [TR] [TD]Class Level[/TD] [TD]Base Attack Bonus[/TD] [TD]Fortitude Save[/TD] [TD]Reflex Save[/TD] [TD]Will Save[/TD] [TD]Special[/TD] [TD]Soulmelds[/TD] [TD]Essentia Limit[/TD] [TD]Chakra Binds[/TD] [/TR] [TR] [TD]1st[/TD] [TD]+0[/TD] [TD]+2[/TD] [TD]+0[/TD] [TD]+2[/TD] [TD]Aura of Evil, Chakra Bind (Least), Essentia Drain (1), Necrotic Touch (1d6)[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]Shield of Souls[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+2[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]Chakra Bind (Least), Necrotic Touch (2d6)[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD]4th[/TD] [TD]+3[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]Essentia Drain (2)[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD]5th[/TD] [TD]+3[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]Chakra Bind (Least), Necrotic Touch (3d6)[/TD] [TD="align: center"]4[/TD] [TD="align: center"]5[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD]6th[/TD] [TD]+4[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]Expanded Necro Capacity +1[/TD] [TD="align: center"]4[/TD] [TD="align: center"]6[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD]7th[/TD] [TD]+5[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]Chakra Bind (Lesser), Necrotic Touch (4d6)[/TD] [TD="align: center"]5[/TD] [TD="align: center"]7[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD]8th[/TD] [TD]+6/+1[/TD] [TD]+6[/TD] [TD]+2[/TD] [TD]+6[/TD] [TD]Essentia Drain (3)[/TD] [TD="align: center"]5[/TD] [TD="align: center"]7[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD]9th[/TD] [TD]+6/+1[/TD] [TD]+6[/TD] [TD]+3[/TD] [TD]+6[/TD] [TD]Chakra Bind (Lesser), Necrotic Touch (5d6)[/TD] [TD="align: center"]5[/TD] [TD="align: center"]8[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD]10th[/TD] [TD]+7/+2[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]+7[/TD] [TD]Soul Trap[/TD] [TD="align: center"]6[/TD] [TD="align: center"]11[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]11th[/TD] [TD]+8/+3[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]+7[/TD] [TD]Chakra Bind (Lesser), Necrotic Touch (6d6)[/TD] [TD="align: center"]6[/TD] [TD="align: center"]12[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]12th[/TD] [TD]+9/+4[/TD] [TD]+8[/TD] [TD]+4[/TD] [TD]+8[/TD] [TD]Essentia Drain (4)[/TD] [TD="align: center"]6[/TD] [TD="align: center"]13[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]13th[/TD] [TD]+9/+4[/TD] [TD]+8[/TD] [TD]+4[/TD] [TD]+8[/TD] [TD]Chakra Bind (Greater), Necrotic Touch (7d6)[/TD] [TD="align: center"]7[/TD] [TD="align: center"]14[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]14th[/TD] [TD]+10/+5[/TD] [TD]+9[/TD] [TD]+4[/TD] [TD]+9[/TD] [TD]Expanded Necro Capacity +2[/TD] [TD="align: center"]7[/TD] [TD="align: center"]15[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD]15th[/TD] [TD]+11/+6/+1[/TD] [TD]+9[/TD] [TD]+5[/TD] [TD]+9[/TD] [TD]Chakra Bind (Greater), Necrotic Touch (8d6)[/TD] [TD="align: center"]7[/TD] [TD="align: center"]18[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD]16th[/TD] [TD]+12/+7/+2[/TD] [TD]+10[/TD] [TD]+5[/TD] [TD]+10[/TD] [TD]Essentia Drain (5)[/TD] [TD="align: center"]8[/TD] [TD="align: center"]19[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD]17th[/TD] [TD]+12/+7/+2[/TD] [TD]+10[/TD] [TD]+5[/TD] [TD]+10[/TD] [TD]Chakra Bind (Heart), Necrotic Touch (9d6)[/TD] [TD="align: center"]8[/TD] [TD="align: center"]20[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD]18th[/TD] [TD]+13/+8/+3[/TD] [TD]+11[/TD] [TD]+6[/TD] [TD]+11[/TD] [TD]Essentia Storm 1/day[/TD] [TD="align: center"]8[/TD] [TD="align: center"]22[/TD] [TD="align: center"]6[/TD] [/TR] [TR] [TD]19th[/TD] [TD]+14/+9/+4[/TD] [TD]+11[/TD] [TD]+6[/TD] [TD]+11[/TD] [TD]Chakra Bind (Soul), Necrotic Touch (10d6)[/TD] [TD="align: center"]9[/TD] [TD="align: center"]24[/TD] [TD="align: center"]6[/TD] [/TR] [TR] [TD]20th[/TD] [TD]+15/+10/+5[/TD] [TD]+12[/TD] [TD]+6[/TD] [TD]+12[/TD] [TD]Deathless, Essentia Drain (6)[/TD] [TD="align: center"]9[/TD] [TD="align: center"]28[/TD] [TD="align: center"]6[/TD] [/TR] [/TABLE] [h=4]Class Features:[/h] All of the following are class features of the True Necrocarnate. [LIST] [*][B]Weapon and Armor Proficiency:[/B] True Necrocarnates are proficient with all Simple weapons, Light armor, and Shields (but not Tower Shields). [*][B]Meldshaping:[/B] A True Necrocarnate has the ability to shape soulmelds, which are drawn from the True Necrocarnate soulmeld list. All True Necrocarnates know (and can shape) all soulmelds from this list, but note that shaping soulmelds designated as Necrocarnum activates the character's Aura of Evil class feature (see below). Importantly, True Necrocarnates are [I]not[/I] restricted from shaping any soulmelds on their class list by alignment or other descriptors. The DC for a saving throw against a True Necrocarnate's soulmeld is 10 + the number of points of essentia invested in the soulmeld + the True Necrocarnate's CHA modifier. The Meldshaper Level is equal to the True Necrocarnate level. A True Necrocarnate can shape only a certain number of soulmelds on his or her person at any one time. This base allotment is given in the class table above. The maximum number of soulmelds that the character can have shaped simultaneously is equal to his or her CON score minus 10, or the number of soulmelds allowed for his or her True Necrocarnate level, whichever is lower. At 1st level, a True Necrocarnate can shape two soulmelds at a time (assuming he or she has a CON score of at least 12). As the character advances in level, he or she can shape an increasing number of soulmelds. Unlike other meldshapers, a True Necrocarnate does [I]not[/I] gain a pool of personal essentia at 1st level- True Necrocarnates do not naturally possess essentia, they steal it (see Essentia Drain below). A True Necrocarnate does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his or her soulmelds (see Shaping Soulmelds, on page 49 of MoI). [*][B]Essentia Drain (Su):[/B] True Necrocarnates do not gain points of essentia from True Necrocarnate class levels, unlike other meldshaping classes; however, a True Necrocarnate does have an essentia pool which may be filled by stealing essentia from other creatures. Essentia in this pool can be invested into soulmelds to increase their power, just as essentia from any other sources can be. Should the True Necrocarnate have a permanent essentia pool in addition to this "unfilled" pool from True Necrocarnate levels, then essentia from both pools may be combined and invested as normal for characters with multiple sources of essentia. For example, a True Necrocarnate with one Incarnum feat (all of which grant a point of essentia) has one permanent point of essentia which never goes away, and his or her maximum essentia limit is one higher than the number given in the True Necrocarnate class table above. As with other meldshapers and essentia users, the True Necrocarnate's [I]character level[/I] determines the maximum quantity of essentia that he or she can invest in any single soulmeld, as noted in MoI on page 19 (table 2-1: Essentia Capacity). As a Swift Action, a True Necrocarnate can reallocate essentia investments in all of his or her Soulmelds, every round (see MoI, page 50, "Essentia"). True Necrocarnates fill their essentia pool by draining power from living creatures. Whenever a True Necrocarnate deals damage to a living creature with the Necrotic Touch ability, or a special ability from any soulmeld with the Necrocarnum descriptor (such as the ranged touch attack granted by the Arms Chakra Bind of [I]Necrocarnum Touch[/I]), he or she may use this ability as a free action to gain 1 point of essentia. At every 4th True Necrocarnate level, the character gains 1 more point of essentia when damaging a living creature this way. Essentia gained this way lasts for 24 hours, or until the character rests and reshapes all of his or her Soulmelds for the day, whichever comes first; during this time it can be invested and used as normal. When the drained essentia "expires," the True Necrocarnate's essentia pool is reduced to its base amount (typically 0, though a character with other sources of essentia may have permanent points that never go away, as described above) and is immediately reallocated as if the character took an action to reinvest essentia (though this "action" is involuntary and occurs whether the character wants it to or not). If a True Necrocarnate who is carrying drained essentia (acquired via this ability) dies, then all drained essentia immediately expires as noted above. If the character is brought back to life via [I]Raise Dead[/I] or other similar means, his or her essentia pool will once again be empty/at its base level. Should a True Necrocarnate try to drain essentia from a target that is resistant to the Necrotic Touch (whether by Spell Resistance, or another method), then the character gains the standard amount of essentia if any damage at all from the Necrotic Touch affects the target; if the target takes no damage from the Necrotic Touch, however, then the character gains no essentia. It is possible for a True Necrocarnate to gain more points of essentia than were dealt as damage by the Necrotic Touch, though such an event is extremely unusual. A Necrotic Touch that removes temporary hit points from its target is considered to have damaged the target, for the purposes of Essentia Drain, even if the target took no real damage from the Touch. [*][B]Necrotic Touch (Su):[/B] A True Necrocarnate can steal the life force from his foes merely by touching them. As a standard action, a True Necrocarnate may make a melee touch attack against a target and deal 1d6 damage plus another 1d6 damage for every two True Necrocarnate levels beyond 1st. Objects, and creatures of the Construct type, take half damage from this ability, but creatures of the Undead type take full damage (despite not being "alive" in the technical sense). This ability does not allow a saving throw for reduced damage or effect, but it is subject to Spell Resistance (the True Necrocarnate's class level is used as the caster level for the roll). [*][B]Aura of Evil (Ex):[/B] A True Necrocarnate, even one of non-Evil alignment, generates an aura of Evil for the purposes of the [I]Detect Evil[/I] spell as an Evil-aligned Cleric/Paladin of the same level as his or her True Necrocarnate level. This aura is not always active, however; even Evil-aligned True Necrocarnates only show an aura of Evil under specific conditions. The Aura of Evil is active (and detectable) only while the True Necrocarnate is carrying essentia drained from a living creature, or is using one or more Soulmelds with the Necrocarnum descriptor. [*][B]Chakra Binds:[/B] True Necrocarnates are more flexible than other meldshapers with regard to opening their various Chakras. Instead of gaining open Chakras at specific levels, as other meldshaping classes do, a True Necrocarnate instead [I]chooses[/I] a not-yet-open Chakra of the appropriate tier upon gaining a True Necrocarnate class level noting a Chakra Bind. The Heart and Soul Chakras are gained at 17th and 19th levels, respectively, but otherwise the character chooses which Chakra to open at each odd-numbered level, according to the following lists. The [B]Least[/B] Chakras are (Crown, Feet, Hands), while the [B]Lesser[/B] Chakras are (Arms, Brow, Shoulders), and the [B]Greater[/B] Chakras are (Throat, Waist). Thus, a 1st-level True Necrocarnate could start with the Crown Chakra, and upon attaining 3rd level could then choose to open Feet, and then Hands upon attaining 5th- but if desired, the character could instead start with Feet, then gain Hands at 3rd, and Crown at 5th. [*][B]Shield of Souls (Su):[/B] At 2nd level, a True Necrocarnate gains the ability to use the unwilling souls bound into Necrocarnum for other purposes. Once per day per two class levels, a True Necrocarnate can gain a profane bonus on saving throws equal to +1 per soulmeld with the Necrocarnum descriptor he or she has shaped (thus, a True Necrocarnate with 3 Necrocarnum melds shaped gains a +3 bonus). This bonus lasts for a number of rounds equal to the character's CHA modifier. Activating this ability is an immediate action. [*][B]Expanded Necro Capacity (Ex):[/B] At 6th level, and again at 14th, 22nd, and 30th level, the essentia capacity of any Soulmelds with the Necrocarnum descriptor increases by 1. This only affects Soulmelds with the Necrocarnum descriptor, not feats, class features, or other abilities involving or allowing essentia investment. [*][B]Soul Trap (Su):[/B] If a True Necrocarnate of 10th level or higher successfully uses Essentia Drain on a creature, then that creature's soul is bound up in the character's web of power. Should the creature die during the time the True Necrocarnate has essentia in his or her pool from that Essentia Drain action, then the creature cannot be brought back from the dead by any means until after the essentia expires from the True Necrocarnate's essentia pool, just as if the character had used [I]Soul Bind[/I] on the creature. Once the drained essentia expires from the True Necrocarnate's essentia pool, for whatever reason, the creature may be brought back via normal means (and the character cannot thereafter reestablish the "trap"). A True Necrocarnate may choose to allow a "soul-trapped" creature to be brought back, but must do so voluntarily- coercion cannot be used to force the character to allow the creature to come back. [*][B]Essentia Storm (Su):[/B] An 18th-level True Necrocarnate gains the ability to disrupt the essentia drained from his or her targets, and break it up to release the energy held within. Once per day, as a standard action, the character can activate this ability to create a Burst of raw force in a 40-foot radius around himself. Once the energy cascade begins, it cannot be stopped; the True Necrocarnate's essentia pool is immediately drained back to its "empty" or base level (this also frees any creatures affected by the character's Soul Trap ability, as described above). For each point of essentia lost in this way, creatures within the radius take 1d4 points of Force damage; a Fortitude save (DC 10 + half the True Necrocarnate's level + the True Necrocarnate's CHA modifier) is allowed for half damage. Unlike the Necrotic Touch, this ability is not subject to Spell Resistance. Creatures of the Undead and Construct types take damage from this ability just as other creatures do, despite it using a Fortitude save; however, objects are not affected at all. The True Necrocarnate is not himself or herself harmed by this explosive burst, but any allies nearby take damage and make saving throws like any other creature caught in the radius. Also, since this leaves the True Necrocarnate drained of most energy and power, it is normally only used in truly desperate circumstances. At 24th level, and again at 30th level, the True Necrocarnate gains another daily use of this ability. [*][B]Deathless (Su):[/B] A 20th-level True Necrocarnate who has at least one Soulmeld with the Necrocarnum descriptor shaped gains the following abilities and immunities: Darkvision 60 feet; Immunity to: ability damage to physical ability scores (mental ability scores can still be damaged), ability drain, bleed, death effects, disease, energy drain, exhaustion, fatigue, nonlethal damage, paralysis, poison, sleep effects, stunning; Immunity to any effect that requires breathing (such as inhaled afflictions, "cloud" spells such as [I]Cloudkill[/I], etc.). The character does not need to breathe, eat, or sleep while this ability is active, though he or she must still rest for 8 hours (performing no significant activity) as normal for use of abilities (such as natural healing) that require rest. [/LIST] [HR][/HR] With that, I can post these two Archetypes I came up with for it. As with the Soulborn Archetypes, these are presently untested, though they at least "feel right" to me. Other GMs, feel free to change/discard/use what you like, of course. I've also long had an idea that there should be some sort of more-weapon-focused version of the class, a "Necrocarnum Thug" if you will, but haven't really figured out how to do it. I really don't like the idea of making yet another Alternate Class for it, but have a nagging suspicion that that may be the best (or only reasonable) way to do it. The idea would be to tone down the meldshaping and give it access to some Rogue and/or Ninja abilities in exchange- possibly also replacing the Necrotic Touch with Sneak Attack (the Essentia Drain would need to be changed if that happens, of course). Anybody who has thoughts on the subject, feel free to contribute! The two existing Archetypes: [B]Necrocarnum Redeemer:[/B] A few who deeply study the power of Necrocarnum are not dark-hearted or cruel at all, but are instead genuinely decent people. Most such delvers into forbidden lore are scholars driven to learn at all costs, but some such watchers of darkness become convinced that the best way to defeat Evil is to turn its own weapons against it- or at least some of its tactics. In addition to these, some students of meldshaping lore make a deliberate effort from the first moment they hear about Necrocarnum to penetrate the dark craft and learn its mysteries, so as to help outsiders be better prepared to defeat it; although many of these are seduced by the power offered by Necrocarnum and fall from the path of goodness, a few learn to balance their convictions against the dark powers of the Necrocarnate and keep their light in a realm of midnight. Finally, a small number of True Necrocarnates, initially drawn to the craft for the usual reasons a person might be, repent of their wicked ways and spurn the evil within themselves in favor of turning to goodness- and yet, they know that their original training makes them unique weapons in the battle against darkness, and so they continue using it as best they can without compromising their new principles so as to wage their new war the way they have always fought- quietly and with devastatingly-hard strikes. What all these different meldshapers have in common is the desire, conviction, and training to use Necrocarnum as a weapon to punish evildoers- most especially, other users of Necrocarnum (particularly those who make use of the soulmelds actually [I]named[/I] "Necrocarnum," which universally involved torturing souls to draw extra power from their pain and anguish). Although they themselves also use Necrocarnum, they only use the [I]less[/I] Evil sort involving merely forcing souls into subservience- and they are careful to use only Evil-aligned souls, or other Necrocarnum users, for the purpose of crafting such soulmelds. Whether they are out to exact a form of cosmic justice upon those who abused souls for personal gain, or are trying to specifically extract the stain of evil from the souls they force into service by toiling for them in the service of Good, these unique meldshapers develop powers similar to other True Necrocarnates but turned toward very different purposes. The name by which they are most commonly known, "Redeemers," is a curse from the lips of the Necrocarnum users they most zealously target with their powers, but is a badge they themselves wear with honor and pride. Though misunderstood (even hunted, sometimes) by the Good-aligned people and organizations they help with their battles, Necrocarnum Redeemers are a potent tool in the eternal fight against evil for those who can look past surface details to consider the convictions within. [B]Class Features:[/B] All of the following are class features of the Necrocarnum Redeemer. [LIST] [*][B]Alignment:[/B] Any Good. Necrocarnum Redeemers may often be grim, shadowy and stealthy individuals, but all of their grimness results from determination to wreak a cosmic/karmic justice upon those who use and abuse Necrocarnum. At heart, they are pure and kind individuals, who only follow the dark path they take because few or no others know enough to even (metaphorically) set foot upon it. [*][B]Detect Evil (Sp):[/B] At will, a Necrocarnum Redeemer can use [I]Detect Evil[/I] as a spell-like ability. A Necrocarnum Redeemer can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Redeemer does not detect evil in any other object or individual within range. This ability replaces Aura of Evil. [*][B]Meldshaping:[/B] A Necrocarnum Redeemer adds the following soulmelds to his or her class list: [I]Armguards of Disruption[/I], [I]Cerulean Sandals[/I], [I]Dissolving Spittle[/I], [I]Incarnate Avatar[/I] (Good only), [I]Incarnate Weapon[/I] (Good only), [I]Manticore Belt[/I], [I]Purewater Globes[/I], [I]Shedu Crown[/I], [I]Strongheart Vest[/I], [I]Threefold Mask of the Chimera[/I], [I]Truthseeker Goggles[/I], [I]Wind Cloak[/I], and [I]Worg Pelt[/I]. A Necrocarnum Redeemer [B]loses[/B] the following soulmelds from his or her class list, and is unable to shape them: [I]Gloves of the Poisoned Soul[/I], [I]Lamia Belt[/I], [I]Necrocarnum Avatar[/I], [I]Necrocarnum Boots[/I], [I]Necrocarnum Circlet[/I], [I]Necrocarnum Cloak[/I], [I]Necrocarnum Gauntlets[/I], [I]Necrocarnum Mantle[/I], [I]NecrocarnumMask[/I], [I]Necrocarnum Shroud[/I], [I]Necrocarnum Touch[/I], [I]Necrocarnum Vestments[/I], and [I]Necrocarnum Weapon[/I]. Necrocarnum Redeemers are unable to shape soulmelds with the Evil descriptor, even by taking feats; this is why they have the different soulmeld list described above. This ability otherwise works exactly like, and replaces, the standard True Necrocarnate's meldshaping ability. [*][B]Essentia Drain (Su):[/B] A Necrocarnum Redeemer's Essentia Drain class feature works exactly like the standard True Necrocarnate's class feature of the same name, except that it works when the Necrocarnum Redeemer uses his or her Steal Sin ability (see below) instead of Necrotic Touch, since the Redeemer does not have a Necrotic Touch. [*][B]Steal Sin (Su):[/B] Simply by touching it, a Necrocarnum Redeemer can steal the stain (and spiritual power) of evil directly from the soul of any creature with an INT score above 2, and convert it into soul energy for his or her own use (see Essentia Drain, above). As a standard action, the Redeemer may make a melee touch attack against a target; if it is sentient and has a nongood alignment, then it takes nonlethal damage as the energy of its evil drains out of it. Evil creatures take 1d8 points of nonlethal damage, plus 1d8 per two levels above 1st of the Necrocarnum Redeemer; Evil-aligned Dragons or Outsiders instead take 2d6 points (plus 2d6 per 2 levels above 1st). Creatures which have an alignment that is Neutral with respect to Good and Evil take 1d6 points of nonlethal damage, plus another 1d6 points per 2 levels above 1st. This ability is not subject to Spell Resistance, but the target is allowed a Will saving throw to take half damage. The save DC is equal to 10 + ½ the Necrocarnum Redeemer's class level + the Necrocarnum Redeemer's CHA modifier. Even if the save succeeds, the Necrocarnum Redeemer is allowed to drain essentia off of the target, whether or not any actual damage got through (in the case of creatures which take less nonlethal damage from an attack, or are immune to nonlethal damage). Should the Necrocarnum Redeemer use this ability against a Good-aligned target, or a creature with an INT score of 2 or less (or no INT score at all), then [B]no[/B] damage is dealt, and the Redeemer can [B]not[/B] use Essentia Drain for that use of Steal Sin. Abilities, effects, feats, or items which refer to the Necrotic Touch ability (which this replaces) can still be used by a Necrocarnum Redeemer; they affect Steal Sin instead when used by him or her. For example, the Necrotic Smite feat will let a Necrocarnum Redeemer add Steal Sin to a normal melee attack, just as it lets a standard True Necrocarnate add Necrotic Touch to one. This ability replaces Necrotic Touch. [*][B]Impose Guilt (Su):[/B] At 2nd level, a Necrocarnum Redeemer can do more than simply [I]steal[/I] sins from a target- he or she can make the target feel bad about them. Once per day per 2 class levels, the Necrocarnum Redeemer can (as a swift action) alter his or her Steal Sin ability for 1 round per point of CHA bonus he or she has. During this time, any Steal Sin attempt the character makes does not deal nonlethal damage; instead, by causing the target to pause and reflect upon the evil it has done, it deals 1 point of CHA damage plus 1 point per 2 levels of the Redeemer above 1st. This special Steal Sin attack still allows the Necrocarnum Redeemer to use Essentia Drain, and also still allows the target a Will save for half damage. Also like Steal Sin, this ability deals no damage (and is wasted) if used upon a Good-aligned target or one with an INT score of 2 or less (or no INT score at all). However, [I]unlike[/I] the standard Steal Sin ability, Impose Guilt [I]can[/I] affect creatures of the Undead type (since it deals CHA damage)- and, in contrast to standard rules, it even works upon Construct creatures as well (as long as they fit the criteria of having an INT score above 2 and nongood alignment). Should the Redeemer successfully deal damage to an Undead or Construct creature with Impose Guilt, he or she is allowed to drain essentia off of that creature just as he or she would any other valid target of Steal Sin. This ability replaces Shield of Souls. [*][B]Redeem Soulmeld (Su):[/B] At 10th level, whenever a Necrocarnum Redeemer successfully uses Steal Sin (specifically, whenever the Redeemer could use Essentia Drain) upon a creature which has one or more soulmelds currently shaped, then that creature must make a Will save (in addition to the one already required by Steal Sin) or lose one of its soulmelds to the Redeemer. The DC of this saving throw is equal to 15 + ½ the Necrocarnum Redeemer's class level + the Necrocarnum Redeemer's CHA modifier. If the save is successful, then nothing further happens beyond the effects of Steal Sin and (if appropriate) Essentia Drain; if it fails, however, then one of the target's soulmelds (chosen at random) moves off of the target and onto the Redeemer. The stolen soulmeld occupies the same chakra on the Redeemer that it did on its original owner, and comes to the Redeemer with no essentia invested (essentia which was invested in it by its original owner is divested as soon as the soulmeld is stolen). The stolen soulmeld is not [I]bound[/I] to the Redeemer's chakra, even if it was bound to its original owner's chakra, but otherwise grants the Necrocarnum Redeemer the same benefits that it granted its original owner (including allowing the Redeemer to invest essentia into it for greater benefits, as appropriate). This occurs regardless of whether or not the Necrocarnum Redeemer already has a soulmeld or magic item occupying the same chakra that the stolen soulmeld does- the stolen soulmeld does not count towards the Necrocarnum Redeemer's limits on soulmelds shaped in any way, though the Redeemer is allowed to unshape it like any other soulmeld he or she has shaped (see below for why the character might want to do this). The stolen soulmeld stays on the Necrocarnum Redeemer for up to 1 minute per point of CHA bonus he or she has, and then returns to its original owner if that creature is still alive to receive it; upon returning, a stolen soulmeld rebinds to any chakras it was bound to before being stolen, and although it does not automatically reacquire the essentia the creature had invested in it before it was stolen, essentia investment is of course easy to reallocate. There are two exceptions to this ability to steal soulmelds. First, a Necrocarnum Redeemer can only keep one stolen soulmeld at a time; if he or she is currently keeping a stolen soulmeld, then no target of his or her Steal Sin need make a save to avoid soulmeld stealing (because no soulmeld can be stolen until the first one is either unshaped or returns to its original owner). Second, this ability does [B]not[/B] allow the Necrocarnum Redeemer to bypass the class restriction against using soulmelds with the Evil descriptor- but this second restriction is the reason this ability is named [I]Redeem[/I] soulmeld, rather than simply Steal Soulmeld. Should the soulmeld selected for stealing by this ability be a soulmeld with the Evil descriptor- which the Necrocarnum Redeemer cannot have shaped as per the class restrictions on meldshaping- then the soulmeld is not transferred, but is instead unshaped in the process of transfer. Furthermore, if the stolen soulmeld had the Necrocarnum descriptor, or if the Redeemer unshapes a stolen Necrocarnum soulmeld that did not have the Evil descriptor, then the souls which were a part of the stolen soulmeld are grateful to the Redeemer at being freed, and provide him or her a parting gift in the form of healing. When the Necrocarnum Redeemer unshapes a stolen Necrocarnum soulmeld this way, he or she gains 5 hit points per point of essentia invested in the soulmeld when it was stolen, with any excess being gained as temporary hit points that last 1 hour. This ability replaces Soul Trap. [/LIST] [B] Necroconstructor:[/B] The [I]Midnight Construct[/I] spells were not created by accident, nor based on the researches of enterprising Wizards who thought that adding Incarnum to their own disciplines would be a good way to make new servants. In fact, the first Midnight Constructs were created by meldshapers who already knew how to work with soulstuff to craft objects of power- crafters who set out to take the possibilities of Incarnum to its limits and craft actual (if mindless) servants using the energy of souls. The fact that several Necrocarnum soulmelds specifically share the word "Midnight" with the Constructs is also not a coincidence; True Necrocarnates were the first to learn how to create full-blown artificial creatures using fused soul energy. Never common, even in regions where Necrocarnum meldshaping can be openly practiced, those who know how to create Midnight Constructs have occasionally left their teachings behind in writings for others to follow later. These texts are what the creators of the spells used to make their versions. But of course, the spells are a poor substitute for the original craft, which is far more flexible and powerful when followed properly than mere magic can reproduce. Although it is rare, occasionally a student of Necrocarnum who is of a more scholarly bent than most seeks out (and finds) a master willing to teach the skills necessary to create the original, true Midnight Constructs. These students are most often called Necroconstructors by other members of the local True Necrocarnate guilds. [B]Class Features:[/B] All of the following are class features of the Necroconstructor. [LIST] [*][B]Meldshaping:[/B] A Necroconstructor has a soulmeld limit one less than normal- thus, a 5th-level Necroconstructor can shape at most 3 soulmelds, rather than 4. Also, a Necroconstructor has a personal pool of essentia, unlike most True Necrocarnates; a Necroconstructor's essentia pool is the same size as the Essentia Limit of a standard True Necrocarnate of the same level (for example, a 5th-level Necroconstructor has an essentia pool of 5 from class levels). Any essentia gained from a character's race or feat selections add to this essentia pool as normal. A Necroconstructor need not (in fact, never gains the ability to) drain essentia from other creatures to power his or her Incarnum receptacles. This ability otherwise functions as and replaces the standard True Necrocarnate Meldshaping class feature. [*][B]Minor Midnight Construct (Su):[/B] A Necroconstructor can use [I]Astral Construct[/I] as (effectively) a Psi-Like Ability, using his or her True Necrocarnate level as the manifester level. In contrast to the standard power, however, the creations of this "power" are formed out of Necrocarnum rather than ectoplasm, and (importantly) are not formed using psionic energy at all- they can therefore be created (and operate within) areas of Null Psionics or Psionic Static with no penalty, as long as Supernatural abilities [I]in general[/I] are not forbidden within those areas. Minor Midnight Constructs (that is, the creatures formed with this ability) have the Incarnum subtype, but are otherwise identical to Astral Constructs formed the same way by actual psionic manifesters. Also, this ability has a duration of 1 minute per manifester level, rather than the standard 1 round per level. This ability can be used a number of times per day equal to 3 + the Necroconstructor's CHA bonus. Using this ability uses up the same meldshaping capability as that used to form the True Midnight Construct (see below), so this ability may only be used while the True Midnight Construct is dissipated or while the Necroconstructor does not currently have one formed at all. This ability replaces Essentia Drain. [*][B]True Midnight Construct (Su):[/B] By spending 8 hours in careful meldshaping and crafting, the Necroconstructor is able to form a Construct creature out of Incarnum and Necrocarnum, which obeys only him or her. This Midnight Construct functions as a Summoner's Eidolon using the Necroconstructor's True Necrocarnate level as the Summoner level, with the following exceptions. A Midnight Construct is a mindless Construct with the Incarnum subtype, not an Outsider, so it cannot be [I]Banished[/I] or be hedged out like a Summoned creature. Commanding a Midnight Construct is the same as commanding any other mindless product of magic or psionics, such as an [I]Astral Construct[/I]. If the Necroconstructor is rendered unconscious or dies, the Midnight Construct is automatically dissipated as if he or she had done so willingly (see below). The Midnight Construct can be dissipated at will as a standard action, remaining near the Necroconstructor but unable to act (effectively, becoming nonexistent but nevertheless remaining linked to its creator). While the Midnight Construct is thus dissipated, it can be reformed by spending 1 minute of concentration- the full 8 hours of crafting is only necessary if the Construct is permanently destroyed by having its hit points reduced to 0, or the Necroconstructor wishes to alter its selection of Evolutions. Importantly, the Midnight Construct's Evolutions are set during its crafting, and can be changed by spending another 8 hours of meldshaping as was necessary to create it in the first place. The 8 hour "construction" of a new Midnight Construct can only be done while the Necroconstructor either has no Midnight Construct, or while the existing Midnight Construct is dissipated. If the Midnight Construct is affected by an Incarnum-destroying effect such as [I]Soulmeld Disjunction[/I], it is treated as merely dissipated, not permanently destroyed, and may be reformed with the standard 1 minute of concentration as described above. This ability replaces Necrotic Touch. [*][B]Essentia Link (Su):[/B] At 4th level, the Necroconstructor is able to invest essentia in the True Midnight Construct as if it were a soulmeld. The True Midnight Construct does not otherwise count as a soulmeld for any other purpose (for example, counting against the character's maximum number of soulmelds shaped). The True Midnight Construct counts as a soulmeld with the Necrocarnum descriptor, for the purposes of determining its essentia capacity. At 4th level, essentia invested in the True Midnight Construct can be used to power the following functions: [LIST] [*][I]Combat Power:[/I] +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested. [*][I]Damage Reduction:[/I] Increase the Construct's DR by 2 per point of essentia invested. [*][I]Land Speed Increase:[/I] Increase the Construct's land speed by 10 feet per point of essentia invested. [/LIST] At 8th level, essentia invested in the True Midnight Construct can be used to power the following functions in addition to those listed above: [LIST] [*][I]Deadly Aura:[/I] Bestow a damaging aura. The aura deals 1d6 points of damage per point of essentia invested (Fortitude half; DC 10 + ½ Construct's HD + essentia invested) to all creatures adjacent to the Construct at the end of the Construct's turn. [*][I]Fly Speed:[/I] Increase the Construct's Fly speed by 20 feet per point of essentia invested. If the Construct did not previously have a Fly speed, then using this option grants it one with Perfect maneuverability. [/LIST] At 12th level, essentia invested in the True Midnight Construct can be used to power the following functions in addition to those listed above: [LIST] [*][I]Soulburning Aura:[/I] Bestow a damaging aura of dark soul-energy. The aura deals 1 point of STR damage per point of essentia invested (Will negates; DC 10 + ½ Construct's HD + essentia invested) to all creatures adjacent to the Construct at the end of the Construct's turn. [*][I]Teleportation:[/I] Bestow the ability to teleport as a move action, with a range of 20 feet per point of essentia invested. [/LIST] [*][B]Bind Construct (Su):[/B] At 10th level, the Necroconstructor can treat the link between himself or herself and the True Midnight Construct even more like a soulmeld, by binding it to one of his or her open Chakras. Binding the True Midnight Construct to a Chakra requires 15 minutes of meldshaping, just as shaping a single soulmeld does, and requires that the Construct be in material form (as opposed to being dissipated) and take no action during the binding process. Once the Construct is bound, it cannot be bound to a different Chakra without first unbinding it; unbinding the Construct can be done as a standard action that does not provoke attacks of opprtunity. Binding the Construct to a Chakra does not restrict its actions in any way, but it does prevent the Necroconstructor from binding a magic item or actual soulmeld to that same Chakra (just as binding a real soulmeld would). Binding the True Midnight Construct to a Chakra provides the Necroconstructor with one or more benefits or abilities, depending upon which Chakra is bound. The possible abilities are listed below: [LIST] [*][I]Crown:[/I] As a standard action, the Necroconstructor can share the senses of the True Midnight Construct, hearing, seeing, smelling, tasting, and touching everything it does. There is no range to this effect, but the Construct and the Necroconstructor must be on the same plane. The character can end this effect as a free action. [*][I]Feet:[/I] As a standard action, the Necroconstructor can call the True Midnight Construct to his or her side, as if by [I]Dimension Door[/I] (using the character's True Necrocarnate level as the caster level). When thus called, the Construct appears adjacent to the Necroconstructor (or as close as possible if all adjacent spaces are occupied). If the Construct is out of range when the ability is used, then the ability is wasted. This ability can be used up to a number of times equal to the Necroconstructor's True Necrocarnate level before the Chakra Bind breaks (this is treated as if the character had willingly unbound the Construct from the Chakra, though it actually happens without the character's choice or any action being required on the part of the Construct or the character). [*][I]Hands:[/I] Whenever the Necroconstructor is within the True Midnight Construct's Reach, the character receives a +2 shield bonus to Armor Class and a +2 circumstance bonus on saving throws. This bonus does not apply if the Construct is Grappled or Helpless. [*][I]Arms:[/I] Whenever an ally is within the True Midnight Construct's Reach, the ally receives a +2 shield bonus to Armor Class and a +2 circumstance bonus on saving throws. If the ally is the Necroconstructor, these bonuses increase to +4. This bonus does not apply if the Construct is Grappled or Helpless. [*][I]Brow:[/I] Whenever the Necroconstructor is subjected to an effect or condition that does not deal hit point damage, he or she can attempt to divert the effect to the True Midnight Construct as an immediate action. To do this, the character must make a Spellcraft check (DC equal to 10 + the saving throw DC of the effect involved; if the effect has no saving throw DC, then the DC equals 10 + the CR of the source of the effect). The Spellcraft check gains a (unnamed) bonus equal to the number of essentia invested in the True Midnight Construct, if any. If the check succeeds, then the effect is treated as if the Construct had been the target all along; if the Construct happens to be immune to the effect (for example, it is a Poison, Disease, or a [I]Hold Monster[/I]), then nothing happens and the effect is wasted. This ability can also be used to divert an effect which deals hit point damage [I]along with[/I] some other effect, but doing this causes the Necroconstructor to take the hit point damage as normal (only the portion of the effect that does not deal hit point damage is transferred to the True Midnight Construct). This ability can be used up to a number of times equal to the Necroconstructor's True Necrocarnate level before the Chakra Bind breaks (this is treated as if the character had willingly unbound the Construct from the Chakra, though it actually happens without the character's choice or any action being required on the part of the Construct or the character). [*][I]Shoulders:[/I] The Necroconstructor removes up to 2 points' worth of Evolutions from the True Midnight Construct and adds those same Evolutions to himself or herself. The character must meet any requirements of the selected Evolutions in order to take them, and cannot select the Ability Increase Evolution. When the Construct becomes unbound from the Necroconstructor's Chakra for any reason, the character loses the chosen Evolutions and the Construct regains them. [*][I]Throat:[/I] As a standard action, the Necroconstructor can swap positions with the True Midnight Construct, as if both had used [I]Dimension Door[/I] simultaneously (using the character's True Necrocarnate level as the caster level). If the Construct is out of range when the ability is used, then the ability is wasted. This ability can be used up to a number of times equal to the Necroconstructor's True Necrocarnate level before the Chakra Bind breaks (this is treated as if the character had willingly unbound the Construct from the Chakra, though it actually happens without the character's choice or any action being required on the part of the Construct or the character). [*][I]Waist:[/I] The Necroconstructor removes up to 6 points' worth of Evolutions from the True Midnight Construct and adds those same Evolutions to himself or herself. The character must meet any requirements of the selected Evolutions in order to take them, and cannot select the Ability Increase Evolution. When the Construct becomes unbound from the Necroconstructor's Chakra for any reason, the character loses the chosen Evolutions and the Construct regains them. [*][I]Heart:[/I] As long as the True Midnight Construct has 1 or more hit points, the Necroconstructor is protected from harm. Damage in excess of that which would reduce the Necroconstructor to 0 or fewer hit points is instead transferred to the Construct. This damage is transferred 1 point at a time, meaning that as soon as the Construct is reduced to 0 hit points, all excess damage remains with the Necroconstructor. Effects that cause death but not damage are unaffected by this ability. This ability also does not affect effects such as [I]Baleful Polymorph[/I], [I]Flesh to Stone[/I], or [I]Imprisonment[/I], which do not cause actual damage. [*][I]Soul:[/I] The Necroconstructor can treat the True Midnight Construct as though it were bound to two of his or her Chakras simultaneously, using the abilities listed above, though in fact the Construct is only bound to the Necroconstructor's Soul Chakra the entire time (allowing the Chakras associated with the chosen abilities to be bound to other soulmelds or items, as desired). [/LIST] This ability replaces Soul Trap. [*][B]Necrocarnum Animation (Su):[/B] Because a Necroconstructor is so familiar with using Necrocarnum to create and control creatures, he or she gains the ability to extend control over souls trapped between life and death to the minuscule soul energy remaining inside a corpse after the actual soul leaves it behind. As a full-round action that provokes attacks of opportunity, a Necroconstructor with this ability can animate a corpse as a Necrocarnum Zombie by touching it. The creature chosen for this Animation must not have racial HD exceeding the Necroconstructor's own class level; class levels the creature had before dying are dropped, as per the standard rules of the Necrocarnum Zombie template noted on pages 188-189 of MoI. The Necroconstructor must invest at least 1 point of essentia into the Zombie as it is animated, and the Zombie remains animated only so long as the essentia is invested in it; should the character ever divest all essentia out of a corpse animated with this ability, the Necrocarnum Zombie falls dead as an inert corpse once again. The Necroconstructor is not limited as to the number of hit dice of creatures that can be animated this way, but can only keep one such Zombie animated at a time at 18th and 19th levels; at 20th level, the character can keep two such corpses animated simultaneously. The Necroconstructor must keep essentia invested in each target as noted above. Each Necrocarnum Zombie animated via this ability is considered a separate Incarnum receptacle for the purposes of essentia investment by the Necroconstructor who animated it; each point of essentia invested in such a Necrocarnum Zombie increases the Zombie's own essentia pool by 1 point (see the "Special Qualities" section of the Necrocarnum Zombie template, MoI page 188). Any one corpse can only be animated by Necrocarnum once. If a Necrocarnum Zombie animated by this ability (or by the Crown Chakra Bind ability of the [I]Necrocarnum Circlet[/I]) is killed, or if a Necrocarnum Zombie animated via this ability has all essentia divested out of it, then the resulting corpse is forever afterward immune to any attempt to animate it via this ability or by the Crown Chakra Bind ability of [I]Necrocarnum Circlet[/I]. This ability replaces Essentia Storm. [/LIST] [/QUOTE]
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