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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 6283199" data-attributes="member: 29746"><p><strong>Water Foundationist Soulmelds (Full Descriptions)</strong></p><p></p><p>Not including Subtlety of the Marid, since that was posted with the Ultimate Campaign soulmelds back in <a href="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page9&p=6228442&viewfull=1#post6228442" target="_blank">post #82</a>.</p><p></p><p>[h=3]<span style="color: #00ffff">Cerulean Sandals</span>[/h] [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Your feet and lower legs are encased in the flowing ice of the Sandals, which becomes more translucent than blue as its color drains into you. The soles become slick, allowing you to almost skate across the floor, moving much faster than normal- but you lose no balance, because the speed and power of the flowing water is within you now.</em><br /> <br /> When <em>Cerulean Sandals</em> are bound to your Pattern Chakra, you can move much faster than normal- and not just in terms of ground speed. As a swift action, you increase your speed and reaction time for 1 round, as if under the effects of a <em>Haste</em> spell except for the short duration. This grants you a +1 bonus on attack rolls, a +1 dodge bonus to AC and Reflex saves, +30 feet to every mode of movement you currently possess (to a maximum of double the normal speed for that movement type), and allows you to make one extra attack at your full attack bonus when you make a full attack action.<br /> You can use this ability up to one time per meldshaper level of the <em>Sandals</em>, at which point the soulmeld unshapes.</td></tr></table><p>[h=3]Elemental Avatar[/h] <table style='width: 100%'><tr><td> </td><td> <strong>Descriptors:</strong> Water<br /> <strong>Classes:</strong> Foundationist (Water)<br /> <strong>Chakra:</strong> Soul (Pattern)<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The raw elemental incarnum flows together into a second body encasing your own, a large image of the elemental type you pulled the incarnum from. Its translucent form is superimposed over your own body, clothing, and armor, and it moves with you, copying your every movement (even facial expressions) in perfect synchronization.</em><br /> <br /> Pulling together incarnum drawn from the most basic and primitive inhabitants of the Elemental Planes, the Elementals themselves, you shape a second body to cover your own which in all particulars resembles an elemental of the type matching the soulmeld's element descriptor. For example, if you shape an <em>Elemental Avatar (Water)</em>, the avatar resembles a Water Elemental. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).<br /> Unlike most soulmelds, an <em>Elemental Avatar</em> (regardless of descriptor) does not provide you with any benefit unless you bind it to a chakra or invest essentia into it.<br /> <strong>Essentia:</strong> Every point of essentia you invest in the <em>Elemental Avatar</em> grants you a bonus based upon the elemental descriptor of the soulmeld:<br /> <em>Water:</em> +1 insight bonus on melee attack rolls.<br /> </td></tr></table><p> [h=4]Chakra Bind (Soul)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The avatar contracts, and your body expands, pulling the power into your being and merging with it to give you a new body.</em><br /> <br /> While the <em>Elemental Avatar</em> is bound to your Soul Chakra, you literally become a Huge Elemental of the type matching the soulmeld's descriptor, as if using <em>Elemental Body IV</em> (except this ability is constant, and has no maximum duration).<br /> </td></tr></table><p> [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The avatar contracts about you, merging with your own body and granting you the ability to move like the elemental it resembles.</em><br /> <br /> When bound to your Pattern Chakra, the <em>Elemental Avatar</em> grants you a movement type based upon the elemental descriptor of the soulmeld:<br /> <em>Water:</em> You gain Swim 30 feet.<br /> </td></tr></table><p></p><p></p><p></p><p>[h=3]Elemental Channel[/h] <table style='width: 100%'><tr><td> </td><td> <strong>Descriptors:</strong> Water<br /> <strong>Classes:</strong> Foundationist (Water)<br /> <strong>Chakra:</strong> Arms, Hands, Heart, Throat (Pattern)<br /> <strong>Saving Throw:</strong> See text<br /> <br /> <em>The raw elemental incarnum comes when you call it, and without any real direction it assumes the form of a small tube of brightly-colored energy, through which you can tap still more power from the Elemental Plane it connects to.</em><br /> <br /> <em>Elemental Channel</em> grants you the ability to use a 0-level spell (depending on its elemental descriptor) as a spell-like ability, using the soulmeld's meldshaper level as the caster level, at will:<br /> <em>Water:</em> <em>Create Water</em> at will.<br /> Unlike most soulmelds, an <em>Elemental Channel</em> (regardless of descriptor) does not provide you with any benefit for invested essentia unless you bind it to a chakra.<br /> </td></tr></table><p> [h=4]Chakra Bind (Arms)[/h] <table style='width: 100%'><tr><td> </td><td> <em>One end of the tube of elemental power seals, lengthens, and morphs into a new shape- a melee weapon for you to use, which contains the raw power of its element to deal extra harm to your foes when you strike them with it.</em><br /> <br /> You shape elemental incarnum into a melee weapon (sized normally for you) that contains the raw power of the energy type matching the elemental descriptor of the soulmeld.<br /> An <em>Elemental Channel</em> bound to your Arms Chakra has a form depending on its elemental descriptor: Water is a battleaxe of ice (and has the Frost special ability). You are considered proficient with the weapon, whether or not you are proficient with normal weapons of the same type; feats which apply to specific weapons or weapon groups (such as Weapon Focus) apply normally to the <em>Elemental Channel</em> in this form.<br /> Each point of essentia you invest in the <em>Elemental Channel</em> weapon grants the weapon an enhancement bonus of +1, up until you invest 5 or more essentia into the soulmeld. When you invest 5 or more essentia into the <em>Elemental Channel</em>, it loses two points of enhancement bonus (so the total bonus equals the number of points of invested essentia minus 2), but gains the "bursting" version of its special ability in place of the original special ability. Frost changes to Icy Burst. For example, when you use an <em>Elemental Channel (Water)</em>, investing 4 points of essentia in the soulmeld makes it a <em>+4 Frost Battleaxe</em>, but investing <strong>5</strong> points of essentia makes it a <em>+3 Icy Burst Battleaxe</em> instead.<br /> The <em>Elemental Channel</em> in weapon form cannot be Sundered or otherwise destroyed, except by effects that unshape soulmelds. If the weapon leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible for some reason, it falls at your feet (and in any case, attempts to return again on your next turn). Any other creature attempting to wield the weapon treats it as a mundane weapon of its type with no special abilities, however exotic in appearance it may be.<br /> </td></tr></table><p> [h=4]Chakra Bind (Hands)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The tube lengthens and wraps itself around your body, snaking its ends along your arms to finish with each end in one of your hands.</em><br /> <br /> An <em>Elemental Channel</em> bound to your Hands Chakra grants you a new spell-like ability (depending on its elemental descriptor), using the soulmeld's meldshaper level as the caster level, which uses more elemental energy to accomplish than the 0-level spell it normally grants:<br /> <em>Water:</em> As a standard action, you can <em>Chill Metal</em> on one target (or one 5-foot square, if you wish to affect metal not held by a creature) within 5 feet, plus 5 feet per point of essentia invested in the soulmeld.<br /> You can use this ability up to three times, plus one time per point of essentia invested in the <em>Channel</em>, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your <em>Elemental Channel</em> has the Water descriptor, and you have already used the <em>Chill Metal</em> 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.<br /> </td></tr></table><p> [h=4]Chakra Bind (Heart)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The tube widens immensely, while its length shrinks until nearly vanishing, attaching itself to your chest and forming a large circle of energy upon it.</em><br /> <br /> With the <em>Elemental Channel</em> bound to your Heart Chakra, you can use it to Summon actual Elementals from the plane matching its elemental descriptor. As a standard action, you Summon an Elder Elemental of the same type as your soulmeld (for example, an <em>Elemental Channel (Water)</em> will summon an Elder Water Elemental), as if by the spell <em>Summon Monster VIII</em>. The elemental remains on your plane, acting as you direct, for 1 round per meldshaper level of the soulmeld.<br /> You can use this ability up to three times, plus one time per point of essentia invested in the <em>Channel</em>, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already summoned the elemental 4 times and you then reduce your essentia investment in the <em>Elemental Channel</em> to 1 point or 0 points, then the <em>Channel</em> immediately unshapes.<br /> </td></tr></table><p> [h=4]Chakra Bind (Throat)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The tube embeds itself in your throat and neck, leaving part of itself exposed like a weird sort of pendant (without a necklace or chain to hold it there), but releasing its energy into you rather than directly into the world around you.</em><br /> <br /> When the <em>Elemental Channel</em> is bound to your Throat Chakra, it releases most of its energy into you rather than the outside world, but you can release this energy out of your body to gain a useful ability. The specific ability granted by release of this elemental energy depends upon the soulmeld's elemental descriptor:<br /> <em>Water:</em> As a standard action, you can teleport yourself and up to one other target per point of essentia invested in the soulmeld, as if by the spell <em>Greater Teleport</em>.<br /> You can use this ability up to three times, plus one time per point of essentia invested in the <em>Channel</em>, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your <em>Elemental Channel</em> has the Water descriptor, and you have already teleported 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.<br /> </td></tr></table><p> [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The tube widens and lengthens, largely merging with your body and leaving only its ends sticking out from the palms of your hands. You feel the elemental energy surging through you, eager for an explosive release.</em><br /> <br /> An <em>Elemental Channel</em> bound to your Pattern Chakra can release explosive bursts of raw elemental energy, if you have any essentia invested in the soulmeld. As long as you have at least 1 point of essentia invested in the soulmeld, you can create a Burst of energy centered on any point within 20 feet per point of invested essentia, as a standard action. The radius of this burst of energy is equal to 5 feet per point of invested essentia, and its specific energy type depends upon the elemental descriptor of the <em>Elemental Channel:</em> Water produces Cold. Regardless of the specific energy type, the burst deals 1d6 points of damage (plus 2d6 per point of essentia <strong>above the first</strong> invested in the soulmeld) to all within it. A Reflex save applies for half damage.<br /> For example, if you are using an <em>Elemental Channel (Water)</em>, and have 1 point of essentia invested in it, then you produce a burst of Cold within 20 feet, that has a 5-foot radius and deals 1d6 points of Cold damage. If, on the other hand, you have 4 points of essentia invested in the soulmeld, then you instead produce a 20-foot radius burst centered on any point within 80 feet, dealing 7d6 points of Cold damage.<br /> You can use this ability up to three times, plus one time per point of essentia invested in the <em>Channel</em>, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the burst 4 times and you then reduce your essentia investment in the <em>Elemental Channel</em> to 1 point or 0 points, then the <em>Channel</em> immediately unshapes.<br /> </td></tr></table><p></p><p></p><p></p><p>[h=3]Elemental Chasuble[/h] <table style='width: 100%'><tr><td> </td><td> <strong>Descriptors:</strong> Water<br /> <strong>Classes:</strong> Foundationist (Water)<br /> <strong>Chakra:</strong> Heart (Pattern)<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The raw elemental incarnum weaves itself under your direction to form an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but incarnum is woven like glowing, brightly-colored thread into intricate patterns down its front.</em><br /> <br /> The <em>Elemental Chasuble</em> binds the material of an Elemental Plane to the garment and infuses it with power.<br /> When you wear the <em>Chasuble</em>, you are considered a native on any plane with an elemental trait matching the soulmeld's elemental descriptor (and gain the Extraplanar subtype while on the Material Plane). While on any such plane, you ignore the effect of any elemental traits of the plane- even traits not directly matching your <em>Chasuble's</em> descriptor. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).<br /> For example, if you shape an <em>Elemental Chasuble (Water)</em>, you would be considered native on the Elemental Plane of Water, the Elemental Plane of Cold/Ice, the Elemental Plane of Ooze/Mud, the Elemental Plane of Steam, and the Elemental Plane of Salt.<br /> The <em>Elemental Chasuble</em> also grants you Resistance to a specific energy type, based on its elemental descriptor. Water grants Resist Cold 10.<br /> <strong>Essentia:</strong> Every point of essentia you invest in the <em>Elemental Chasuble</em> increases the energy resistance granted by the soulmeld by 5 points:<br /> </td></tr></table><p> [h=4]Chakra Bind (Heart)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to form conduits between you and the planes matching the Chasuble's element.</em><br /> <br /> Once per week, an <em>Elemental Chasuble</em> bound to your Heart Chakra allows you to open a <em>Gate</em> (with caster level equal to the soulmeld's meldshaper level) to any plane matching the soulmeld's elemental descriptor. You must have and spend the material component in order to use the Calling function of this <em>Gate</em>.<br /> </td></tr></table><p> [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to summon inhabitants of the plane matching the Chasuble's element.</em><br /> <br /> An <em>Elemental Chasuble</em> bound to your Pattern Chakra allows you to Summon actual elementals to do your bidding. As a standard action, you can Summon a Small Elemental of a type matching the elemental descriptor of your <em>Elemental Chasuble</em> (for example, an <em>Elemental Chasuble (Water)</em> Summons a Small Water Elemental). This works essentially as if you had used the spell <em>Summon Monster II</em>, except the duration is only 1 round (plus 1 round per point of essentia you have invested in the <em>Chasuble</em>).<br /> You can use this ability up to one time per meldshaper level of the <em>Chasuble</em>, at which point the soulmeld unshapes.</td></tr></table><p>[h=3]<span style="color: #00ffff">Frost Helm</span>[/h] [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The Frost Helm merges into your head directly, spreading downward onto your face and neck until your head somewhat resembles that of a frost worm. Your eyes meld into the Helm's odd nodule, cheeks grow lumpy protrusions, and your skin where the Helm is a part of you becomes thick and blue-white in color.</em><br /> <br /> When bound to your Pattern Chakra, the <em>Frost Helm</em> allows you to stun opponents much like an actual Frost Worm can. As a standard action, you can produce a trilling sound that stuns opponents within 20 feet: you can target one creature, plus one per point of essentia invested in the <em>Frost Helm</em>. Targets must make Will saves or be stunned for 1d4 rounds. If a stunned creature is attacked, or a non-stunned creature spends a full-round action to shake the stunned one violently, then the stunned creature is allowed another save to break the effect. Once a creature has resisted or broken the effect of this soulmeld, it cannot be affected again by your <em>Frost Helm's</em> trill for 24 hours. Actual Frost Worms are immune to this effect.</td></tr></table><p>[h=3]<span style="color: #00ffff">Kraken Mantle</span>[/h] [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Your eyes grow large, with enormous pupils ringed with red, resembling the staring eyes of an actual Kraken.</em><br /> <br /> With a <em>Kraken Mantle</em> bound to your Pattern Chakra, you can breathe water or air equally well, as if you were constantly under the effect of a <em>Water Breathing</em> spell.<br /> </td></tr></table><p> [h=3]Oceanic Robe[/h] <table style='width: 100%'><tr><td> </td><td> <strong>Descriptors:</strong> Water<br /> <strong>Classes:</strong> Foundationist (Water)<br /> <strong>Chakra:</strong> Soul, Waist (Pattern)<br /> <strong>Saving Throw:</strong> See text<br /> <br /> <em>You shape the blue-green soul energy into a voluminous robe made of multiple fabric types- some filmy like silk or gauze, others shimmery like satin. The effect of the whole is to create a robe that looks almost like liquid water itself, suggesting the depths of the ocean in its multi-layered folds.</em><br /> <br /> Using the souls of noble Marids, and other such ruling spirits of the Elemental Plane of Water, you create a soulmeld that allows you to command and control water with some of their authority. This soulmeld is one of the first that a Foundationist with the Water affinity learns to shape, and most Foundationists plying their trade on seagoing vessels keep one shaped at all times as a matter of course.<br /> While you wear the <em>Oceanic Robe</em>, you are able to breathe both water and air, as if under the effect of a constant <em>Water Breathing</em> spell.<br /> Unlike most soulmelds, the <em>Oceanic Robe</em> does not provide you any benefit for investing essentia into it unless it is bound to a chakra.<br /> </td></tr></table><p> [h=4]Chakra Bind (Soul)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Shimmering brightly with flecks of white and yellow, the Robe fits you like a body-sized glove, merging your will perfectly with those of the strong-willed souls within it.</em><br /> <br /> When the <em>Oceanic Robe</em> is bound to your Soul Chakra, you have near-total control over water. At will, as a standard action, you can use <em>Control Water</em> (using the <em>Robe's</em> meldshaper level as the caster level) as a spell-like ability.<br /> </td></tr></table><p> [h=4]Chakra Bind (Waist)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The Robe flows onto you and wraps itself around your body, acquiring sparkling flecks of bright green in its fabric layers and somehow creating a belt of similar fabrics which wraps itself around your waist to keep the Robe on you.</em><br /> <br /> With the <em>Oceanic Robe</em> bound to your Waist Chakra, you can use the power of the souls within it to control water. As a standard action, you can use <em>Control Water</em> as a spell-like ability, using the <em>Robe's</em> meldshaper level as the caster level- but only for a total duration each day of 60 minutes, plus 10 minutes per point of essentia invested in the <em>Oceanic Robe</em>. These minutes need not be consecutive, but they must be spent in 1-minute increments (if you end one <em>Control Water</em> effect on a round making its duration a fractional minute, then that counts as 1 full minute of your daily time used). If you change the amount of essentia invested in the soulmeld such that you have used up more time than you have available, then any <em>Control Water</em> effect you have active at that time immediately ends as though you had dismissed it (though this is involuntary, and does not cost you any action).<br /> </td></tr></table><p> [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Once your Oceanic Robe is bound to your Pattern, parts of its inner layers merge with your body, and you begin to flow as easily as the water the Robe so closely resembles.</em><br /> <br /> An <em>Oceanic Robe</em> bound to your Pattern allows you flow and move with the inevitable, incontestable nature of water, simply bypassing or leaving obstacles behind. You can use <em>Freedom of Movement</em> at will, activating or deactivating it as a free action on your turn, but can only spend a total number of minutes under the effect equal to the meldshaper level of the <em>Robe</em>. The rounds spent under the effect of <em>Freedom of Movement</em> need not be consecutive, but when you use them all up, the soulmeld unshapes.</td></tr></table><p>[h=3]Purewater Globes[/h] <table style='width: 100%'><tr><td> </td><td> <strong>Descriptors:</strong> Water<br /> <strong>Classes:</strong> Foundationist (Water)<br /> <strong>Chakra:</strong> Hands, Heart (Pattern)<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>Tapping into the volumes of the endless ocean where new Water Elementals are born from the raw matter of the Elemental Plane of Water, you cause a pair of shimmering, translucent globes of water to coalesce into being around your hands.</em><br /> <br /> Some of the purest, most innocent souls in the cosmos can be found in the Birthing Depths- the mysterious zone within the Elemental Plane of Water where new currents and vortices swirl together and spontaneously give birth to new Water Elementals. By specifically tapping into the souls bound for this region, you can pull some of the purity and cleansing power of the waters there into your plane and yourself.<br /> <em>Purewater Globes</em> work to clean anything you touch, granting you a +4 competence bonus on Heal checks and a +2 resistance bonus on Fortitude saves against afflictions.<br /> <strong>Essentia:</strong> The competence bonus increases by +2 for every point of essentia you invest in this soulmeld.<br /> </td></tr></table><p> [h=4]Chakra Bind (Hands)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Wrapping themselves more tightly about your hands and shrinking in upon them, the Globes waver and ripple constantly, as though the water within is eager for release.</em><br /> <br /> While the <em>Purewater Globes</em> are bound to your Hands Chakra, you can use their power to simply destroy spells using Fire energy before they can have any effect at all. Once per round, you can ready an action to counterspell against any opponent, even if you have no actual spellcasting powers yourself.<br /> If the target of your ready counterspell attempts to cast a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Fire descriptor, you can attempt to counter it using only the power of the <em>Purewater Globes</em> rather than an actual spell of your own. This works essentially like casting <em>Dispel Magic</em> as a counterspell, except that you use the <em>Purewater Globes'</em> meldshaper level as your caster level to make the check; the DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.<br /> </td></tr></table><p> [h=4]Chakra Bind (Heart)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The Globes expand and flow up your arms, merging together on your torso and covering your upper body with a loose skin of crystal-clear water.</em><br /> <br /> With the <em>Purewater Globes</em> bound to your Heart Chakra, you can use the power of their cleanliness to literally wash away dark magic. Once per day, as a standard action, you can use <em>Remove Curse</em> as a spell-like ability, using the <em>Globes'</em> meldshaper level as your caster level for the effect. If the attempt fails, it does not count against your number of uses for the day- only successful removals are counted. Each point of essentia you invest in the <em>Purewater Globes</em> grants you another daily use of this ability, but during each day you track the total number of times you have used it to compare against your limit based on invested essentia- that is, you cannot gain extra uses simply by investing essentia and then divesting it after a successful use of the power.<br /> </td></tr></table><p> [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Once the Purewater Globes are bound to your Pattern, they send tiny splashes and bursts of droplets into the air constantly, as though the water within them is straining to be used.</em><br /> <br /> <em>Purewater Globes</em> bound to your Pattern allow you to simply destroy spells using Fire energy with their power, before they can have any effect at all. Whenever an opponent to which you have line of effect casts a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Fire descriptor, you can attempt to counterspell it as an immediate action- using only the power of the <em>Purewater Globes</em> rather than an actual spell of your own.<br /> This works essentially like casting <em>Dispel Magic</em> as a counterspell, except that it takes an immediate action rather than a standard action, and you use the <em>Purewater Globes'</em> meldshaper level as your caster level to make the check. The DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.<br /> You can use this ability up to three times, plus one time per point of essentia invested in the <em>Globes</em>, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already made 4 counterspell attempts and you then reduce your essentia investment in the <em>Purewater Globes</em> to 1 point or 0 points, then the <em>Globes</em> immediately unshape.<br /> </td></tr></table><p> [h=3]<span style="color: #00ffff">Sailor's Bracers</span>[/h] [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The leather of the Bracers merges with your body, becoming a part of the skin of your arms.</em><br /> <br /> When <em>Sailor's Bracers</em> are bound to your Pattern, you can use <em>Know Direction</em> as a spell-like ability, at will.<br /> </td></tr></table><p>[h=3]Sharkskin Tunic[/h] <table style='width: 100%'><tr><td> </td><td> <strong>Descriptors:</strong> None<br /> <strong>Classes:</strong> Foundationist (Water), Totemist<br /> <strong>Chakra:</strong> Shoulders, Waist (Pattern, Totem)<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>Incarnum comes together to form a tunic of smooth gray hide, speckled with white and blue, which drapes itself around your torso wetly.When you wear it, your movements and demeanor become more impatient, perhaps even frantic, as though a lurking frenzy within you is yearning for expression.</em><br /> <br /> By melding together the souls of sharks, both supernatural and not, you create a soulmeld that grants you some of their facility with swimming and some of their ferocity. For fairly obvious reasons, this soulmeld is a favorite of Sahuagin Totemists and Foundationists, and is becoming increasingly common among other meldshapers of that race as the Totemists and Foundationists teach the method.<br /> While you wear a <em>Sharkskin Tunic</em>, you gain a Swim speed of 10 feet, or your existing Swim speed increases by +10 feet, and +8 on Swim checks as though the speed were natural to your race (this does not stack with your regular +8 bonus if a Swim speed really is natural to your race).<br /> <strong>Essentia:</strong> Every point of essentia you invest in the <em>Sharkskin Tunic</em> increases the Swim speed by +5 feet.<br /> </td></tr></table><p> [h=4]Chakra Bind (Shoulders)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The Tunic clings to your shoulders and back, growing fins near your shoulders which help to stabilize you in the water. At the same time, it grows slits suggesting gills, and you feel less of a need to breathe as long as you stay mobile.</em><br /> <br /> When a <em>Sharkskin Tunic</em> is bound to your Shoulders Chakra, it grants you a +4 competence bonus on Swim checks, and a +1 resistance bonus on CON checks to hold your breath. For every point of essentia you invest in the soulmeld, the competence bonus increases by +2 and the resistance bonus increases by +1.<br /> </td></tr></table><p> [h=4]Chakra Bind (Waist)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The Tunic clings to your waist, wrapping itself around your body and growing a powerful tail with flukes on the end that significantly boosts your speed underwater.</em><br /> <br /> With the <em>Sharkskin Tunic</em> bound to your Waist Chakra, you gain an extra +10 feet to your Swim speed. You also gain the ability to move both before and after an attack, as though you had the Spring Attack feat.<br /> </td></tr></table><p> [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Once the Sharkskin Tunic is bound to your Pattern, it merges into your body, but your own skin takes on the texture of the sharkskin the Tunic so closely resembles. Within your mind, you feel the frenzy of the sharks as a distinct presence- and can bestow that same frenzy on others who let you.</em><br /> <br /> A <em>Sharkskin Tunic</em> bound to your Pattern allows you to bestow some of the frenzy of sharks on willing creatures near you. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can use <em>Rage</em> as a spell-like ability on a number of willing targets within 30 feet of you equal to the number of essentia you have invested in the <em>Tunic</em>. Once active on a creature, neither you nor the target need concentrate to keep the <em>Rage</em> active; it lasts for a maximum number of rounds equal to the meldshaper level of the <em>Tunic</em>, but each target can end its Rage voluntarily as a free action (and no target is Fatigued after the Rage, as a typical Barbarian would be).<br /> You can use this ability up to three times, plus one time per point of essentia invested in the <em>Tunic</em>, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the <em>Rage</em> 4 times and you then reduce your essentia investment in the <em>Sharkskin Tunic</em> to 1 point or 0 points, then the <em>Tunic</em> immediately unshapes.<br /> </td></tr></table><p> [h=4]Chakra Bind (Totem)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The Tunic grows a hood, which merges with your head once you put it on to give your skin the same texture as the Tunic itself- and also greatly widens your mouth, filling it with rows of razor-sharp teeth ready to tear into anything that crosses your path.</em><br /> <br /> When a <em>Sharkskin Tunic</em> is bound to your Totem Chakra, you gain a Bite attack dealing 1d8 damage (for Medium size). Every point of essentia you invest in the soulmeld increases the enhancement bonus to attack and damage rolls when you use the Bite by +1.</td></tr></table><p>[h=3]Snowflake Vest[/h] <table style='width: 100%'><tr><td> </td><td> <strong>Descriptors:</strong> Cold<br /> <strong>Classes:</strong> Foundationist (Water)<br /> <strong>Chakra:</strong> Shoulders, Waist (Pattern)<br /> <strong>Saving Throw:</strong> See text<br /> <br /> <em>You shape the blue-white soul energy into a sturdy, thick vest constructed out of carefully stacked and interwoven crystals of ice resembling giant snowflakes. Donning it, you feel the cold from the ice seep into your body and being, bringing some of the power of the deepest extraplanar winter to you.</em><br /> <br /> Tapping into soul energy from elemental spirits of the Elemental Plane of Ice, this soulmeld was one of the first discovered by the early Foundationists in their quest to use the powers of the elementals for meldshaping. By pulling tiny flakes of soul energy from the elementals together and stacking them, one can create a vest of soul energy that grants the wearer some of the cold-based powers of the inhabitants of that frigid plane.<br /> While you wear the <em>Snowflake Vest</em>, it helps numb you against cold, blunting the power of cold attacks upon you. You gain Resist Cold 5.<br /> <strong>Essentia:</strong> The Resist Cold increases by +5 for each point of essentia you invest in this soulmeld.<br /> </td></tr></table><p> [h=4]Chakra Bind (Shoulders)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Wrapping itself more tightly about your shoulders and back, the Vest forms a choker of snowflakes across your neck. Gradually, a small swarm of snowflakes drifts off of the Vest and into the air around you, surrounding you with a miniature snow flurry all your own.</em><br /> <br /> While the <em>Snowflake Vest</em> is bound to your Shoulders Chakra, any creature that strikes you in melee deals normal damage to you, but at the same time takes 1d6 points of Cold damage itself. Creatures wielding weapons with exceptionally long Reach, such as Longspears, are not subject to this damage if they attack you from positions not adjacent to you. For every point of essentia you invest in the <em>Snowflake Vest,</em>, the Cold damage dealt to each attacker increases by 1d6 points.<br /> </td></tr></table><p> [h=4]Chakra Bind (Waist)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The Vest thickens and grows across your torso like ice crystals advancing across a lake in winter, eventually forming a coating of ice over your arms, chest, and neck. Though the ice remains cold, it does not drain heat from you, but instead remains pleasantly cool for you.</em><br /> <br /> With the <em>Snowflake Vest</em> bound to your Waist Chakra, the ultimate power of the cold within you is strong enough to blunt attacks which seek to harm you with heat, overwhelming such attacks with blissful cold. As long as you have any essentia invested in this soulmeld, you gain Resist Fire equal to five times the number of essentia so invested.<br /> </td></tr></table><p> [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>Once your Snowflake Vest is bound to your Pattern, the snowflakes float off your body into a swarm of tiny snow crystals surrounding you- and yet they retain the general outline of a vest, just the same. Still linked to you, more deeply than before in fact, they move at your direction now.</em><br /> <br /> A <em>Snowflake Vest</em> bound to your Pattern allows you to attack nearby creatures with the snow crystals directly. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can create a momentary ring of whirling snow that surrounds you. Creatures adjacent to you take 1d6 points of Cold damage per point of essentia invested in the <em>Snowflake Vest</em>. A Reflex save applies for half damage.</td></tr></table><p>[h=3]Steaming Veil[/h] <table style='width: 100%'><tr><td> </td><td> <strong>Descriptors:</strong> None<br /> <strong>Classes:</strong> Foundationist (Water), Incarnate, Soulborn, True Necrocarnate<br /> <strong>Chakra:</strong> Brow, Throat (Pattern)<br /> <strong>Saving Throw:</strong> See text<br /> <br /> <em>Blue-white incarnum forms a bubbling liquid before you, which boils away within seconds to form a cloud of similarly-colored steam. You capture this steam and tease it into the shape of a gauzy veil, which wraps around your head and covers your face without restricting your vision in the slightest.</em><br /> <br /> The deceptive and secretive nature of Steam Elementals is well documented, and famous throughout the cosmos. By partaking of some of their essence to craft this soulmeld, a meldshaper can employ some of that deception for his or her own use.<br /> A <em>Steaming Veil</em> grants you a +4 insight bonus on Bluff and Disguise checks.<br /> <strong>Essentia:</strong> The insight bonus increases by +2 for each point of essentia you invest in this soulmeld.<br /> </td></tr></table><p> [h=4]Chakra Bind (Brow)[/h] <table style='width: 100%'><tr><td> </td><td> <em>As you bind the Veil to your Brow, it sinks into you, becoming a part of your body- and reshaping your appearance like wet clay as it does so.</em><br /> <br /> When you shape a <em>Steaming Veil</em> bound to your Brow, or rebind an already-shaped <em>Veil</em> to your Brow, you create a disguise as though casting a <em>Disguise Self</em> spell to create a disguise. This special disguise, unlike the spell, has no maximum duration (it lasts as long as the soulmeld remains shaped), and also affects sound qualities as well as visual ones. Tactile qualities, and other sensory qualities, are still not altered by the effect. You get a +10 bonus to the Disguise check, as per the spell description, and because this bonus is unnamed it stacks with the bonus granted by the <em>Steaming Veil</em> to Disguise checks without any Chakra Bind.<br /> </td></tr></table><p> [h=4]Chakra Bind (Throat)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The strange steam coalesces to form a choker of blue-white fabric, like filmy silk or gauze, which ties around your neck and throat. The choker continues to emit steam which rises around your head, but you feel a greater portion of steam within you, merging magically with your voicebox and language centers to change your way with words.</em><br /> <br /> While the <em>Steaming Veil</em> is bound to your Throat Chakra, it grants you a +4 insight bonus on Linguistics checks made to create or detect forgeries. This insight bonus increases by +2 per points of essentia you invest in the soulmeld.<br /> </td></tr></table><p> [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>When the Steaming Veil binds to your Pattern, it expands across your whole body to form a diaphanous covering of steam.</em><br /> <br /> When a <em>Steaming Veil</em> is bound to your Pattern Chakra, you can wrap yourself in a cloak of steam and illusion to become more difficult to target. As a swift action, you gain concealment for 1 round, duplicating the effect of the <em>Blur</em> spell except for the shorter duration. At the beginning of your next turn, the effect ends, unless you spend another swift action to keep it active. If you do spend the swift action at that time, then you stay concealed rather than becoming fully visible (even for an instant).<br /> You can use this ability up to five times per meldshaper level of the <em>Veil</em>, at which point the soulmeld unshapes.<br /> </td></tr></table><p> [h=3]<span style="color: #00ffff">Urskan Greaves</span>[/h] [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>White fur covers your lower legs, and strength pours through your whole body, lending power to your attacks.</em><br /> <br /> When <em>Urskan Greaves</em> are bound to your Pattern, you can add wintery power to every melee attack you make. If you have at least 1 point of essentia invested in this soulmeld, then as a swift action, you can charge your attacks with cold energy for 1 round. During that round, every melee attack you hit with deals +1d4 Cold damage per point of essentia you invest in the <em>Greaves</em>, in addition to its normal damage. This extra Cold damage is not multiplied on a critical hit.<br /> You can use this ability up to one time per meldshaper level of the <em>Greaves</em>, at which point the soulmeld unshapes.<br /> </td></tr></table><p> [h=3]<span style="color: #00ffff">Winter Mask</span>[/h] [h=4]Chakra Bind (Pattern)[/h] <table style='width: 100%'><tr><td> </td><td> <em>The Mask of the wolf merges into your head, becoming a part of you and giving you a feeling of pleasant cold through your entire body. White fur sprouts from your arms and hands, and the cold within you becomes especially intense in your palms.</em><br /> <br /> A <em>Winter Mask</em> bound to your Pattern Chakra allows you to strike foes with balls of ice and snow from a distance. As long as you have at least 1 point of essentia invested in this soulmeld, then as a move action that does not provoke attacks of opportunity, you can make a ranged touch attack upon one opponent within 60 feet. If the attack hits, then it deals 1d6 points of Cold damage per point of essentia you have invested in the <em>Winter Mask</em>. Because this ability requires a move action, you can use it during the same round you make another attack using a standard action (though you will give up the ability to move, even as far as a 5-foot step, if you do, unless you somehow have more than the normal number of actions available to you).<br /> You can use this ability up to one time per meldshaper level of the <em>Mask</em>, at which point the soulmeld unshapes.</td></tr></table></blockquote><p></p>
[QUOTE="paradox42, post: 6283199, member: 29746"] [b]Water Foundationist Soulmelds (Full Descriptions)[/b] Not including Subtlety of the Marid, since that was posted with the Ultimate Campaign soulmelds back in [URL="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page9&p=6228442&viewfull=1#post6228442"]post #82[/URL]. [h=3][COLOR=#00ffff]Cerulean Sandals[/COLOR][/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Your feet and lower legs are encased in the flowing ice of the Sandals, which becomes more translucent than blue as its color drains into you. The soles become slick, allowing you to almost skate across the floor, moving much faster than normal- but you lose no balance, because the speed and power of the flowing water is within you now.[/I] When [I]Cerulean Sandals[/I] are bound to your Pattern Chakra, you can move much faster than normal- and not just in terms of ground speed. As a swift action, you increase your speed and reaction time for 1 round, as if under the effects of a [I]Haste[/I] spell except for the short duration. This grants you a +1 bonus on attack rolls, a +1 dodge bonus to AC and Reflex saves, +30 feet to every mode of movement you currently possess (to a maximum of double the normal speed for that movement type), and allows you to make one extra attack at your full attack bonus when you make a full attack action. You can use this ability up to one time per meldshaper level of the [I]Sandals[/I], at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE] [h=3]Elemental Avatar[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Water [B]Classes:[/B] Foundationist (Water) [B]Chakra:[/B] Soul (Pattern) [B]Saving Throw:[/B] None [I]The raw elemental incarnum flows together into a second body encasing your own, a large image of the elemental type you pulled the incarnum from. Its translucent form is superimposed over your own body, clothing, and armor, and it moves with you, copying your every movement (even facial expressions) in perfect synchronization.[/I] Pulling together incarnum drawn from the most basic and primitive inhabitants of the Elemental Planes, the Elementals themselves, you shape a second body to cover your own which in all particulars resembles an elemental of the type matching the soulmeld's element descriptor. For example, if you shape an [I]Elemental Avatar (Water)[/I], the avatar resembles a Water Elemental. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level). Unlike most soulmelds, an [I]Elemental Avatar[/I] (regardless of descriptor) does not provide you with any benefit unless you bind it to a chakra or invest essentia into it. [B]Essentia:[/B] Every point of essentia you invest in the [I]Elemental Avatar[/I] grants you a bonus based upon the elemental descriptor of the soulmeld: [I]Water:[/I] +1 insight bonus on melee attack rolls. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The avatar contracts, and your body expands, pulling the power into your being and merging with it to give you a new body.[/I] While the [I]Elemental Avatar[/I] is bound to your Soul Chakra, you literally become a Huge Elemental of the type matching the soulmeld's descriptor, as if using [I]Elemental Body IV[/I] (except this ability is constant, and has no maximum duration). [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The avatar contracts about you, merging with your own body and granting you the ability to move like the elemental it resembles.[/I] When bound to your Pattern Chakra, the [I]Elemental Avatar[/I] grants you a movement type based upon the elemental descriptor of the soulmeld: [I]Water:[/I] You gain Swim 30 feet. [/TD] [/TR] [/TABLE] [h=3]Elemental Channel[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Water [B]Classes:[/B] Foundationist (Water) [B]Chakra:[/B] Arms, Hands, Heart, Throat (Pattern) [B]Saving Throw:[/B] See text [I]The raw elemental incarnum comes when you call it, and without any real direction it assumes the form of a small tube of brightly-colored energy, through which you can tap still more power from the Elemental Plane it connects to.[/I] [I]Elemental Channel[/I] grants you the ability to use a 0-level spell (depending on its elemental descriptor) as a spell-like ability, using the soulmeld's meldshaper level as the caster level, at will: [I]Water:[/I] [I]Create Water[/I] at will. Unlike most soulmelds, an [I]Elemental Channel[/I] (regardless of descriptor) does not provide you with any benefit for invested essentia unless you bind it to a chakra. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]One end of the tube of elemental power seals, lengthens, and morphs into a new shape- a melee weapon for you to use, which contains the raw power of its element to deal extra harm to your foes when you strike them with it.[/I] You shape elemental incarnum into a melee weapon (sized normally for you) that contains the raw power of the energy type matching the elemental descriptor of the soulmeld. An [I]Elemental Channel[/I] bound to your Arms Chakra has a form depending on its elemental descriptor: Water is a battleaxe of ice (and has the Frost special ability). You are considered proficient with the weapon, whether or not you are proficient with normal weapons of the same type; feats which apply to specific weapons or weapon groups (such as Weapon Focus) apply normally to the [I]Elemental Channel[/I] in this form. Each point of essentia you invest in the [I]Elemental Channel[/I] weapon grants the weapon an enhancement bonus of +1, up until you invest 5 or more essentia into the soulmeld. When you invest 5 or more essentia into the [I]Elemental Channel[/I], it loses two points of enhancement bonus (so the total bonus equals the number of points of invested essentia minus 2), but gains the "bursting" version of its special ability in place of the original special ability. Frost changes to Icy Burst. For example, when you use an [I]Elemental Channel (Water)[/I], investing 4 points of essentia in the soulmeld makes it a [I]+4 Frost Battleaxe[/I], but investing [B]5[/B] points of essentia makes it a [I]+3 Icy Burst Battleaxe[/I] instead. The [I]Elemental Channel[/I] in weapon form cannot be Sundered or otherwise destroyed, except by effects that unshape soulmelds. If the weapon leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible for some reason, it falls at your feet (and in any case, attempts to return again on your next turn). Any other creature attempting to wield the weapon treats it as a mundane weapon of its type with no special abilities, however exotic in appearance it may be. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The tube lengthens and wraps itself around your body, snaking its ends along your arms to finish with each end in one of your hands.[/I] An [I]Elemental Channel[/I] bound to your Hands Chakra grants you a new spell-like ability (depending on its elemental descriptor), using the soulmeld's meldshaper level as the caster level, which uses more elemental energy to accomplish than the 0-level spell it normally grants: [I]Water:[/I] As a standard action, you can [I]Chill Metal[/I] on one target (or one 5-foot square, if you wish to affect metal not held by a creature) within 5 feet, plus 5 feet per point of essentia invested in the soulmeld. You can use this ability up to three times, plus one time per point of essentia invested in the [I]Channel[/I], at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your [I]Elemental Channel[/I] has the Water descriptor, and you have already used the [I]Chill Metal[/I] 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The tube widens immensely, while its length shrinks until nearly vanishing, attaching itself to your chest and forming a large circle of energy upon it.[/I] With the [I]Elemental Channel[/I] bound to your Heart Chakra, you can use it to Summon actual Elementals from the plane matching its elemental descriptor. As a standard action, you Summon an Elder Elemental of the same type as your soulmeld (for example, an [I]Elemental Channel (Water)[/I] will summon an Elder Water Elemental), as if by the spell [I]Summon Monster VIII[/I]. The elemental remains on your plane, acting as you direct, for 1 round per meldshaper level of the soulmeld. You can use this ability up to three times, plus one time per point of essentia invested in the [I]Channel[/I], at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already summoned the elemental 4 times and you then reduce your essentia investment in the [I]Elemental Channel[/I] to 1 point or 0 points, then the [I]Channel[/I] immediately unshapes. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The tube embeds itself in your throat and neck, leaving part of itself exposed like a weird sort of pendant (without a necklace or chain to hold it there), but releasing its energy into you rather than directly into the world around you.[/I] When the [I]Elemental Channel[/I] is bound to your Throat Chakra, it releases most of its energy into you rather than the outside world, but you can release this energy out of your body to gain a useful ability. The specific ability granted by release of this elemental energy depends upon the soulmeld's elemental descriptor: [I]Water:[/I] As a standard action, you can teleport yourself and up to one other target per point of essentia invested in the soulmeld, as if by the spell [I]Greater Teleport[/I]. You can use this ability up to three times, plus one time per point of essentia invested in the [I]Channel[/I], at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your [I]Elemental Channel[/I] has the Water descriptor, and you have already teleported 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The tube widens and lengthens, largely merging with your body and leaving only its ends sticking out from the palms of your hands. You feel the elemental energy surging through you, eager for an explosive release.[/I] An [I]Elemental Channel[/I] bound to your Pattern Chakra can release explosive bursts of raw elemental energy, if you have any essentia invested in the soulmeld. As long as you have at least 1 point of essentia invested in the soulmeld, you can create a Burst of energy centered on any point within 20 feet per point of invested essentia, as a standard action. The radius of this burst of energy is equal to 5 feet per point of invested essentia, and its specific energy type depends upon the elemental descriptor of the [I]Elemental Channel:[/I] Water produces Cold. Regardless of the specific energy type, the burst deals 1d6 points of damage (plus 2d6 per point of essentia [B]above the first[/B] invested in the soulmeld) to all within it. A Reflex save applies for half damage. For example, if you are using an [I]Elemental Channel (Water)[/I], and have 1 point of essentia invested in it, then you produce a burst of Cold within 20 feet, that has a 5-foot radius and deals 1d6 points of Cold damage. If, on the other hand, you have 4 points of essentia invested in the soulmeld, then you instead produce a 20-foot radius burst centered on any point within 80 feet, dealing 7d6 points of Cold damage. You can use this ability up to three times, plus one time per point of essentia invested in the [I]Channel[/I], at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the burst 4 times and you then reduce your essentia investment in the [I]Elemental Channel[/I] to 1 point or 0 points, then the [I]Channel[/I] immediately unshapes. [/TD] [/TR] [/TABLE] [h=3]Elemental Chasuble[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Water [B]Classes:[/B] Foundationist (Water) [B]Chakra:[/B] Heart (Pattern) [B]Saving Throw:[/B] None [I]The raw elemental incarnum weaves itself under your direction to form an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but incarnum is woven like glowing, brightly-colored thread into intricate patterns down its front.[/I] The [I]Elemental Chasuble[/I] binds the material of an Elemental Plane to the garment and infuses it with power. When you wear the [I]Chasuble[/I], you are considered a native on any plane with an elemental trait matching the soulmeld's elemental descriptor (and gain the Extraplanar subtype while on the Material Plane). While on any such plane, you ignore the effect of any elemental traits of the plane- even traits not directly matching your [I]Chasuble's[/I] descriptor. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level). For example, if you shape an [I]Elemental Chasuble (Water)[/I], you would be considered native on the Elemental Plane of Water, the Elemental Plane of Cold/Ice, the Elemental Plane of Ooze/Mud, the Elemental Plane of Steam, and the Elemental Plane of Salt. The [I]Elemental Chasuble[/I] also grants you Resistance to a specific energy type, based on its elemental descriptor. Water grants Resist Cold 10. [B]Essentia:[/B] Every point of essentia you invest in the [I]Elemental Chasuble[/I] increases the energy resistance granted by the soulmeld by 5 points: [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to form conduits between you and the planes matching the Chasuble's element.[/I] Once per week, an [I]Elemental Chasuble[/I] bound to your Heart Chakra allows you to open a [I]Gate[/I] (with caster level equal to the soulmeld's meldshaper level) to any plane matching the soulmeld's elemental descriptor. You must have and spend the material component in order to use the Calling function of this [I]Gate[/I]. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to summon inhabitants of the plane matching the Chasuble's element.[/I] An [I]Elemental Chasuble[/I] bound to your Pattern Chakra allows you to Summon actual elementals to do your bidding. As a standard action, you can Summon a Small Elemental of a type matching the elemental descriptor of your [I]Elemental Chasuble[/I] (for example, an [I]Elemental Chasuble (Water)[/I] Summons a Small Water Elemental). This works essentially as if you had used the spell [I]Summon Monster II[/I], except the duration is only 1 round (plus 1 round per point of essentia you have invested in the [I]Chasuble[/I]). You can use this ability up to one time per meldshaper level of the [I]Chasuble[/I], at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE] [h=3][COLOR=#00ffff]Frost Helm[/COLOR][/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Frost Helm merges into your head directly, spreading downward onto your face and neck until your head somewhat resembles that of a frost worm. Your eyes meld into the Helm's odd nodule, cheeks grow lumpy protrusions, and your skin where the Helm is a part of you becomes thick and blue-white in color.[/I] When bound to your Pattern Chakra, the [I]Frost Helm[/I] allows you to stun opponents much like an actual Frost Worm can. As a standard action, you can produce a trilling sound that stuns opponents within 20 feet: you can target one creature, plus one per point of essentia invested in the [I]Frost Helm[/I]. Targets must make Will saves or be stunned for 1d4 rounds. If a stunned creature is attacked, or a non-stunned creature spends a full-round action to shake the stunned one violently, then the stunned creature is allowed another save to break the effect. Once a creature has resisted or broken the effect of this soulmeld, it cannot be affected again by your [I]Frost Helm's[/I] trill for 24 hours. Actual Frost Worms are immune to this effect.[/TD] [/TR] [/TABLE] [h=3][COLOR=#00ffff]Kraken Mantle[/COLOR][/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Your eyes grow large, with enormous pupils ringed with red, resembling the staring eyes of an actual Kraken.[/I] With a [I]Kraken Mantle[/I] bound to your Pattern Chakra, you can breathe water or air equally well, as if you were constantly under the effect of a [I]Water Breathing[/I] spell. [/TD] [/TR] [/TABLE] [h=3]Oceanic Robe[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Water [B]Classes:[/B] Foundationist (Water) [B]Chakra:[/B] Soul, Waist (Pattern) [B]Saving Throw:[/B] See text [I]You shape the blue-green soul energy into a voluminous robe made of multiple fabric types- some filmy like silk or gauze, others shimmery like satin. The effect of the whole is to create a robe that looks almost like liquid water itself, suggesting the depths of the ocean in its multi-layered folds.[/I] Using the souls of noble Marids, and other such ruling spirits of the Elemental Plane of Water, you create a soulmeld that allows you to command and control water with some of their authority. This soulmeld is one of the first that a Foundationist with the Water affinity learns to shape, and most Foundationists plying their trade on seagoing vessels keep one shaped at all times as a matter of course. While you wear the [I]Oceanic Robe[/I], you are able to breathe both water and air, as if under the effect of a constant [I]Water Breathing[/I] spell. Unlike most soulmelds, the [I]Oceanic Robe[/I] does not provide you any benefit for investing essentia into it unless it is bound to a chakra. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Shimmering brightly with flecks of white and yellow, the Robe fits you like a body-sized glove, merging your will perfectly with those of the strong-willed souls within it.[/I] When the [I]Oceanic Robe[/I] is bound to your Soul Chakra, you have near-total control over water. At will, as a standard action, you can use [I]Control Water[/I] (using the [I]Robe's[/I] meldshaper level as the caster level) as a spell-like ability. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Waist)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Robe flows onto you and wraps itself around your body, acquiring sparkling flecks of bright green in its fabric layers and somehow creating a belt of similar fabrics which wraps itself around your waist to keep the Robe on you.[/I] With the [I]Oceanic Robe[/I] bound to your Waist Chakra, you can use the power of the souls within it to control water. As a standard action, you can use [I]Control Water[/I] as a spell-like ability, using the [I]Robe's[/I] meldshaper level as the caster level- but only for a total duration each day of 60 minutes, plus 10 minutes per point of essentia invested in the [I]Oceanic Robe[/I]. These minutes need not be consecutive, but they must be spent in 1-minute increments (if you end one [I]Control Water[/I] effect on a round making its duration a fractional minute, then that counts as 1 full minute of your daily time used). If you change the amount of essentia invested in the soulmeld such that you have used up more time than you have available, then any [I]Control Water[/I] effect you have active at that time immediately ends as though you had dismissed it (though this is involuntary, and does not cost you any action). [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Once your Oceanic Robe is bound to your Pattern, parts of its inner layers merge with your body, and you begin to flow as easily as the water the Robe so closely resembles.[/I] An [I]Oceanic Robe[/I] bound to your Pattern allows you flow and move with the inevitable, incontestable nature of water, simply bypassing or leaving obstacles behind. You can use [I]Freedom of Movement[/I] at will, activating or deactivating it as a free action on your turn, but can only spend a total number of minutes under the effect equal to the meldshaper level of the [I]Robe[/I]. The rounds spent under the effect of [I]Freedom of Movement[/I] need not be consecutive, but when you use them all up, the soulmeld unshapes.[/TD] [/TR] [/TABLE] [h=3]Purewater Globes[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Water [B]Classes:[/B] Foundationist (Water) [B]Chakra:[/B] Hands, Heart (Pattern) [B]Saving Throw:[/B] None [I]Tapping into the volumes of the endless ocean where new Water Elementals are born from the raw matter of the Elemental Plane of Water, you cause a pair of shimmering, translucent globes of water to coalesce into being around your hands.[/I] Some of the purest, most innocent souls in the cosmos can be found in the Birthing Depths- the mysterious zone within the Elemental Plane of Water where new currents and vortices swirl together and spontaneously give birth to new Water Elementals. By specifically tapping into the souls bound for this region, you can pull some of the purity and cleansing power of the waters there into your plane and yourself. [I]Purewater Globes[/I] work to clean anything you touch, granting you a +4 competence bonus on Heal checks and a +2 resistance bonus on Fortitude saves against afflictions. [B]Essentia:[/B] The competence bonus increases by +2 for every point of essentia you invest in this soulmeld. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Wrapping themselves more tightly about your hands and shrinking in upon them, the Globes waver and ripple constantly, as though the water within is eager for release.[/I] While the [I]Purewater Globes[/I] are bound to your Hands Chakra, you can use their power to simply destroy spells using Fire energy before they can have any effect at all. Once per round, you can ready an action to counterspell against any opponent, even if you have no actual spellcasting powers yourself. If the target of your ready counterspell attempts to cast a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Fire descriptor, you can attempt to counter it using only the power of the [I]Purewater Globes[/I] rather than an actual spell of your own. This works essentially like casting [I]Dispel Magic[/I] as a counterspell, except that you use the [I]Purewater Globes'[/I] meldshaper level as your caster level to make the check; the DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Globes expand and flow up your arms, merging together on your torso and covering your upper body with a loose skin of crystal-clear water.[/I] With the [I]Purewater Globes[/I] bound to your Heart Chakra, you can use the power of their cleanliness to literally wash away dark magic. Once per day, as a standard action, you can use [I]Remove Curse[/I] as a spell-like ability, using the [I]Globes'[/I] meldshaper level as your caster level for the effect. If the attempt fails, it does not count against your number of uses for the day- only successful removals are counted. Each point of essentia you invest in the [I]Purewater Globes[/I] grants you another daily use of this ability, but during each day you track the total number of times you have used it to compare against your limit based on invested essentia- that is, you cannot gain extra uses simply by investing essentia and then divesting it after a successful use of the power. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Once the Purewater Globes are bound to your Pattern, they send tiny splashes and bursts of droplets into the air constantly, as though the water within them is straining to be used.[/I] [I]Purewater Globes[/I] bound to your Pattern allow you to simply destroy spells using Fire energy with their power, before they can have any effect at all. Whenever an opponent to which you have line of effect casts a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Fire descriptor, you can attempt to counterspell it as an immediate action- using only the power of the [I]Purewater Globes[/I] rather than an actual spell of your own. This works essentially like casting [I]Dispel Magic[/I] as a counterspell, except that it takes an immediate action rather than a standard action, and you use the [I]Purewater Globes'[/I] meldshaper level as your caster level to make the check. The DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered. You can use this ability up to three times, plus one time per point of essentia invested in the [I]Globes[/I], at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already made 4 counterspell attempts and you then reduce your essentia investment in the [I]Purewater Globes[/I] to 1 point or 0 points, then the [I]Globes[/I] immediately unshape. [/TD] [/TR] [/TABLE] [h=3][COLOR=#00ffff]Sailor's Bracers[/COLOR][/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The leather of the Bracers merges with your body, becoming a part of the skin of your arms.[/I] When [I]Sailor's Bracers[/I] are bound to your Pattern, you can use [I]Know Direction[/I] as a spell-like ability, at will. [/TD] [/TR] [/TABLE] [h=3]Sharkskin Tunic[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] None [B]Classes:[/B] Foundationist (Water), Totemist [B]Chakra:[/B] Shoulders, Waist (Pattern, Totem) [B]Saving Throw:[/B] None [I]Incarnum comes together to form a tunic of smooth gray hide, speckled with white and blue, which drapes itself around your torso wetly.When you wear it, your movements and demeanor become more impatient, perhaps even frantic, as though a lurking frenzy within you is yearning for expression.[/I] By melding together the souls of sharks, both supernatural and not, you create a soulmeld that grants you some of their facility with swimming and some of their ferocity. For fairly obvious reasons, this soulmeld is a favorite of Sahuagin Totemists and Foundationists, and is becoming increasingly common among other meldshapers of that race as the Totemists and Foundationists teach the method. While you wear a [I]Sharkskin Tunic[/I], you gain a Swim speed of 10 feet, or your existing Swim speed increases by +10 feet, and +8 on Swim checks as though the speed were natural to your race (this does not stack with your regular +8 bonus if a Swim speed really is natural to your race). [B]Essentia:[/B] Every point of essentia you invest in the [I]Sharkskin Tunic[/I] increases the Swim speed by +5 feet. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Tunic clings to your shoulders and back, growing fins near your shoulders which help to stabilize you in the water. At the same time, it grows slits suggesting gills, and you feel less of a need to breathe as long as you stay mobile.[/I] When a [I]Sharkskin Tunic[/I] is bound to your Shoulders Chakra, it grants you a +4 competence bonus on Swim checks, and a +1 resistance bonus on CON checks to hold your breath. For every point of essentia you invest in the soulmeld, the competence bonus increases by +2 and the resistance bonus increases by +1. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Waist)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Tunic clings to your waist, wrapping itself around your body and growing a powerful tail with flukes on the end that significantly boosts your speed underwater.[/I] With the [I]Sharkskin Tunic[/I] bound to your Waist Chakra, you gain an extra +10 feet to your Swim speed. You also gain the ability to move both before and after an attack, as though you had the Spring Attack feat. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Once the Sharkskin Tunic is bound to your Pattern, it merges into your body, but your own skin takes on the texture of the sharkskin the Tunic so closely resembles. Within your mind, you feel the frenzy of the sharks as a distinct presence- and can bestow that same frenzy on others who let you.[/I] A [I]Sharkskin Tunic[/I] bound to your Pattern allows you to bestow some of the frenzy of sharks on willing creatures near you. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can use [I]Rage[/I] as a spell-like ability on a number of willing targets within 30 feet of you equal to the number of essentia you have invested in the [I]Tunic[/I]. Once active on a creature, neither you nor the target need concentrate to keep the [I]Rage[/I] active; it lasts for a maximum number of rounds equal to the meldshaper level of the [I]Tunic[/I], but each target can end its Rage voluntarily as a free action (and no target is Fatigued after the Rage, as a typical Barbarian would be). You can use this ability up to three times, plus one time per point of essentia invested in the [I]Tunic[/I], at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the [I]Rage[/I] 4 times and you then reduce your essentia investment in the [I]Sharkskin Tunic[/I] to 1 point or 0 points, then the [I]Tunic[/I] immediately unshapes. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Totem)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Tunic grows a hood, which merges with your head once you put it on to give your skin the same texture as the Tunic itself- and also greatly widens your mouth, filling it with rows of razor-sharp teeth ready to tear into anything that crosses your path.[/I] When a [I]Sharkskin Tunic[/I] is bound to your Totem Chakra, you gain a Bite attack dealing 1d8 damage (for Medium size). Every point of essentia you invest in the soulmeld increases the enhancement bonus to attack and damage rolls when you use the Bite by +1.[/TD] [/TR] [/TABLE] [h=3]Snowflake Vest[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Cold [B]Classes:[/B] Foundationist (Water) [B]Chakra:[/B] Shoulders, Waist (Pattern) [B]Saving Throw:[/B] See text [I]You shape the blue-white soul energy into a sturdy, thick vest constructed out of carefully stacked and interwoven crystals of ice resembling giant snowflakes. Donning it, you feel the cold from the ice seep into your body and being, bringing some of the power of the deepest extraplanar winter to you.[/I] Tapping into soul energy from elemental spirits of the Elemental Plane of Ice, this soulmeld was one of the first discovered by the early Foundationists in their quest to use the powers of the elementals for meldshaping. By pulling tiny flakes of soul energy from the elementals together and stacking them, one can create a vest of soul energy that grants the wearer some of the cold-based powers of the inhabitants of that frigid plane. While you wear the [I]Snowflake Vest[/I], it helps numb you against cold, blunting the power of cold attacks upon you. You gain Resist Cold 5. [B]Essentia:[/B] The Resist Cold increases by +5 for each point of essentia you invest in this soulmeld. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Wrapping itself more tightly about your shoulders and back, the Vest forms a choker of snowflakes across your neck. Gradually, a small swarm of snowflakes drifts off of the Vest and into the air around you, surrounding you with a miniature snow flurry all your own.[/I] While the [I]Snowflake Vest[/I] is bound to your Shoulders Chakra, any creature that strikes you in melee deals normal damage to you, but at the same time takes 1d6 points of Cold damage itself. Creatures wielding weapons with exceptionally long Reach, such as Longspears, are not subject to this damage if they attack you from positions not adjacent to you. For every point of essentia you invest in the [I]Snowflake Vest,[/I], the Cold damage dealt to each attacker increases by 1d6 points. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Waist)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Vest thickens and grows across your torso like ice crystals advancing across a lake in winter, eventually forming a coating of ice over your arms, chest, and neck. Though the ice remains cold, it does not drain heat from you, but instead remains pleasantly cool for you.[/I] With the [I]Snowflake Vest[/I] bound to your Waist Chakra, the ultimate power of the cold within you is strong enough to blunt attacks which seek to harm you with heat, overwhelming such attacks with blissful cold. As long as you have any essentia invested in this soulmeld, you gain Resist Fire equal to five times the number of essentia so invested. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Once your Snowflake Vest is bound to your Pattern, the snowflakes float off your body into a swarm of tiny snow crystals surrounding you- and yet they retain the general outline of a vest, just the same. Still linked to you, more deeply than before in fact, they move at your direction now.[/I] A [I]Snowflake Vest[/I] bound to your Pattern allows you to attack nearby creatures with the snow crystals directly. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can create a momentary ring of whirling snow that surrounds you. Creatures adjacent to you take 1d6 points of Cold damage per point of essentia invested in the [I]Snowflake Vest[/I]. A Reflex save applies for half damage.[/TD] [/TR] [/TABLE] [h=3]Steaming Veil[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] None [B]Classes:[/B] Foundationist (Water), Incarnate, Soulborn, True Necrocarnate [B]Chakra:[/B] Brow, Throat (Pattern) [B]Saving Throw:[/B] See text [I]Blue-white incarnum forms a bubbling liquid before you, which boils away within seconds to form a cloud of similarly-colored steam. You capture this steam and tease it into the shape of a gauzy veil, which wraps around your head and covers your face without restricting your vision in the slightest.[/I] The deceptive and secretive nature of Steam Elementals is well documented, and famous throughout the cosmos. By partaking of some of their essence to craft this soulmeld, a meldshaper can employ some of that deception for his or her own use. A [I]Steaming Veil[/I] grants you a +4 insight bonus on Bluff and Disguise checks. [B]Essentia:[/B] The insight bonus increases by +2 for each point of essentia you invest in this soulmeld. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Brow)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]As you bind the Veil to your Brow, it sinks into you, becoming a part of your body- and reshaping your appearance like wet clay as it does so.[/I] When you shape a [I]Steaming Veil[/I] bound to your Brow, or rebind an already-shaped [I]Veil[/I] to your Brow, you create a disguise as though casting a [I]Disguise Self[/I] spell to create a disguise. This special disguise, unlike the spell, has no maximum duration (it lasts as long as the soulmeld remains shaped), and also affects sound qualities as well as visual ones. Tactile qualities, and other sensory qualities, are still not altered by the effect. You get a +10 bonus to the Disguise check, as per the spell description, and because this bonus is unnamed it stacks with the bonus granted by the [I]Steaming Veil[/I] to Disguise checks without any Chakra Bind. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The strange steam coalesces to form a choker of blue-white fabric, like filmy silk or gauze, which ties around your neck and throat. The choker continues to emit steam which rises around your head, but you feel a greater portion of steam within you, merging magically with your voicebox and language centers to change your way with words.[/I] While the [I]Steaming Veil[/I] is bound to your Throat Chakra, it grants you a +4 insight bonus on Linguistics checks made to create or detect forgeries. This insight bonus increases by +2 per points of essentia you invest in the soulmeld. [/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]When the Steaming Veil binds to your Pattern, it expands across your whole body to form a diaphanous covering of steam.[/I] When a [I]Steaming Veil[/I] is bound to your Pattern Chakra, you can wrap yourself in a cloak of steam and illusion to become more difficult to target. As a swift action, you gain concealment for 1 round, duplicating the effect of the [I]Blur[/I] spell except for the shorter duration. At the beginning of your next turn, the effect ends, unless you spend another swift action to keep it active. If you do spend the swift action at that time, then you stay concealed rather than becoming fully visible (even for an instant). You can use this ability up to five times per meldshaper level of the [I]Veil[/I], at which point the soulmeld unshapes. [/TD] [/TR] [/TABLE] [h=3][COLOR=#00ffff]Urskan Greaves[/COLOR][/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]White fur covers your lower legs, and strength pours through your whole body, lending power to your attacks.[/I] When [I]Urskan Greaves[/I] are bound to your Pattern, you can add wintery power to every melee attack you make. If you have at least 1 point of essentia invested in this soulmeld, then as a swift action, you can charge your attacks with cold energy for 1 round. During that round, every melee attack you hit with deals +1d4 Cold damage per point of essentia you invest in the [I]Greaves[/I], in addition to its normal damage. This extra Cold damage is not multiplied on a critical hit. You can use this ability up to one time per meldshaper level of the [I]Greaves[/I], at which point the soulmeld unshapes. [/TD] [/TR] [/TABLE] [h=3][COLOR=#00ffff]Winter Mask[/COLOR][/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Mask of the wolf merges into your head, becoming a part of you and giving you a feeling of pleasant cold through your entire body. White fur sprouts from your arms and hands, and the cold within you becomes especially intense in your palms.[/I] A [I]Winter Mask[/I] bound to your Pattern Chakra allows you to strike foes with balls of ice and snow from a distance. As long as you have at least 1 point of essentia invested in this soulmeld, then as a move action that does not provoke attacks of opportunity, you can make a ranged touch attack upon one opponent within 60 feet. If the attack hits, then it deals 1d6 points of Cold damage per point of essentia you have invested in the [I]Winter Mask[/I]. Because this ability requires a move action, you can use it during the same round you make another attack using a standard action (though you will give up the ability to move, even as far as a 5-foot step, if you do, unless you somehow have more than the normal number of actions available to you). You can use this ability up to one time per meldshaper level of the [I]Mask[/I], at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE] [/QUOTE]
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