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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 6283211" data-attributes="member: 29746"><p><strong>True Necrocarnate Soulmelds (Full Descriptions)</strong></p><p></p><p>Note that soulmelds covered in other posts are <strong>not</strong> covered here; this post is to contain complete descriptions for soulmelds not already covered elsewhere. A list of True Necrocarnate soulmelds that are not in MoI, but also are not covered in this post, follows before the first actual True Necrocarnate soulmeld:</p><p><strong>Feet of Clay</strong> and <strong>Ocher Shirt</strong> are covered in <a href="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page9&p=6283176&viewfull=1#post6283176" target="_blank">post #90</a> (Earth Foundationist Soulmelds) along with the Pattern Chakra Bind for <strong>Shadow Mantle</strong> (not that that matters to a True Necrocarnate).</p><p><strong>Revolutionary's Cloak</strong> is covered in <a href="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page7&p=6137404&viewfull=1#post6137404" target="_blank">post #62</a>.</p><p><strong>Smoke Skirt</strong> and <strong>Voidmask</strong> are covered in <a href="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page9&p=6283169&viewfull=1#post6283169" target="_blank">post #89</a> (Air Foundationist Soulmelds) along with the Pattern Chakra Bind for <strong>Fellmist Robe</strong> (not that that matters to a True Necrocarnate).</p><p><strong>Steaming Veil</strong> is covered in <a href="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page10&p=6283199&viewfull=1#post6283199" target="_blank">post #92</a> (Water Foundationist Soulmelds, immediately above this one, unless ENWorld did something really weird with their page code since I posted this).</p><p></p><p>[h=3]Midnight Bracers[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Arms<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>Pulling together the souls enslaved to your will, you form the necrocarnum into a pair of night-black bracers which seem to constantly twitch and shudder as though they were trying to move independently of you.</em><br /> <br /> Harnessing necrocarnum made from merely enslaved souls, rather than tortured ones, you can force the souls to defend you from enemies through trickery and deflection. By putting this sort of necrocarnum into your arms, you can become better at feinting, and quicker on the draw when push comes to shove.<br /> While you wear <em>Midnight Bracers</em>, you can make a Bluff check to feint in combat as a move action, rather than a standard action, as if you had the Improved Feint feat.<br /> <strong>Essentia:</strong> You gain a +1 insight bonus on initiative checks for every point of essentia you invest in <em>Midnight Bracers</em>.</td></tr></table><p> [h=4]Chakra Bind (Arms)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The bracers attach themselves firmly to your arms and wrists, causing your own limbs to twitch and swing independently of your conscious direction just as the bracers themselves do.</em><br /> <br /> When the <em>Midnight Bracers</em> are bound to your Arms Chakra, your arms can react without your conscious direction to knock projectiles aside. Once per round, plus one more time for every point of essentia you invest in the soulmeld, you can knock a ranged weapon aside just before it hits you so that it deals no damage. This works essentially like the Deflect Arrows feat, except that you can use this ability even while flat-footed, need not be aware of the attack, and can use it more than once per round (if you have essentia invested in the <em>Midnight Bracers</em>).</td></tr></table><p></p><p></p><p>[h=3]Midnight Cap[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Crown<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The necrocarnum coalesces into a plain skullcap of velvety fabric so black that it seems to swallow the light. Hovering near your head rather than directly riding on it, the cap exudes wisps of darkness which obscure your face from others even as they clarify things in your visual field.</em><br /> <br /> Necrocarnum made from enslaved souls (as opposed to tortured ones) has a way with deception that is hard to beat. Using this sort of necrocarnum as a hat allows it to both deceive enemies who try to find you with magic, and see through the deceptions of others.<br /> Unlike most soulmelds, <em>Midnight Cap</em> does not grant you any benefit unless you invest essentia into it.<br /> <strong>Essentia:</strong> You gain a +1 resistance bonus on Will saves against Scrying and Illusion effects for every point of essentia you invest in your <em>Midnight Cap</em>.</td></tr></table><p> [h=4]Chakra Bind (Crown)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The skullcap settled firmly onto your head, providing you with protection from those who would try to determine your true intentions.</em><br /> <br /> With a <em>Midnight Cap</em> bound to your Crown Chakra, you have no alignment aura, and your alignment cannot be detected via supernatural means- as if you were constantly under the effect of an <em>Undetectable Alignment</em> spell.</td></tr></table><p></p><p></p><p>[h=3]Midnight Cloak[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Shoulders<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The enslaved souls flow together to form an elegant, hooded cloak of purest black which hovers gently about you without touching you, undulating gently in an unfelt breeze. Wisps of shadow float off of it from time to time, and whispers from nameless sources are audible to you when you focus on hearing them.</em><br /> <br /> Using necrocarnum made from enslaved souls, instead of tortured ones, you can force the souls to defend you from enemies through trickery and guile. By forming this sort of necrocarnum into a garment that you can wrap around yourself, you can partake of this trickery to aid you in tricking your opponents.<br /> A <em>Midnight Cloak</em> grants you a +2 competence bonus on Bluff and Sleight of Hand checks.<br /> <strong>Essentia:</strong> The competence bonus increases by 2 for each point of essentia you invest in this soulmeld.</td></tr></table><p> [h=4]Chakra Bind (Shoulders)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The Cloak settles onto your shoulders, and an ornate necklace of strange black metal that manages to look shiny despite being pitch-black in color fastens it around you. When you raise the hood and focus, the Cloak billows out and hides you from all sight.</em><br /> <br /> With the <em>Midnight Cloak</em> bound to your Shoulders Chakra, you can raise the hood and command the <em>Cloak</em> to make you invisible. If you have essentia invested in the soulmeld, then as a full-round action that does not provoke attacks of opportunity, you can turn invisible as if under the effect of an <em>Invisibility</em> spell, except that the maximum duration is one minute per point of essentia invested in the <em>Midnight Cloak</em>. Once you become visible again, whether that occurs through you making an attack or because the duration simply expired, you cannot use this ability again until 1 minute after you become visible.<br /> Performing the duty of keeping you from others' sight is taxing on the enslaved souls, and they can take advantage of the trickery involved in doing so to escape your will. Therefore, use of this power gradually makes the <em>Midnight Cloak</em> unstable, eventually unravelling it entirely. You can use up to one minute of invisibility per meldshaper level of the <em>Midnight Cloak</em>, after which the soulmeld unshapes. If you spend only a partial minute invisible (for example, by attacking to end the effect), that fractional minute still counts as one full minute against this limit. Should you reach the limit before reaching the maximum duration allowed by the amount of invested essentia, the effect ends early and the soulmeld unshapes (for example, if you have 4 points of essentia invested in the <em>Cloak</em> but only 2 minutes left before you reach the level-based limit, then the soulmeld will unshape and render you visible again after 2 more minutes of use).</td></tr></table><p></p><p></p><p>[h=3]Midnight Gloves[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Arms, Hands<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The necrocarnum of enslaved souls forms a pair of pitch-black gloves which, though moving in perfect synchrony with your real hands, do not actually touch them or anything you wear or grasp with them.</em><br /> <br /> <em>Midnight Gloves</em> grant you a +2 competence bonus on your CMB when you make a Drag or Grapple attempt. The soulmeld also grants you a +2 competence bonus on your CMD against Disarm, Steal, and Sunder attempts.<br /> <strong>Essentia:</strong> The competence bonuses to both CMB and CMD increase by 2 for each point of essentia you invest in this soulmeld.</td></tr></table><p> [h=4]Chakra Bind (Arms)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The gloves attach themselves firmly to your hands, and flow blackly up your arms until they reach your elbows; as they do, a pair of disembodied hands form inside a shadow a few feet away. The disembodied hands move in perfect synchrony with your own.</em><br /> <br /> <em>Midnight Gloves</em> bound to your Arms Chakra allow you to Grapple targets from a distance. This special ranged grapple has a maximum range of 5 feet, plus 5 feet per point of essentia you have invested in the <em>Midnight Gloves</em>. This grapple attempt does not provoke attacks of opportunity from your target, if you are outside the target's threatened area; likewise, since you are not actually making the grapple directly, you do not gain the grappled condition yourself if your grapple check is successful. The target does not need to be moved to a space adjacent to you in order for the ranged grapple to succeed. You can still end the grapple as a free action on your turn, and although you are not grappled yourself, you must still make grapple checks on subsequent rounds to continue holding the opponent. You cannot tie up the opponent held in this ranged grapple, but otherwise have all the standard options of a grapple available to you.<br /> If you change the amount of essentia invested in this soulmeld such that a creature you are currently grappling with this ability is suddenly outside your maximum range, then the grapple ends immediately, along with any special conditions the target might have had such as being pinned. This does not require any action on the part of the target.</td></tr></table><p> [h=4]Chakra Bind (Hands)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The gloves shrink down and wrap themselves firmly around your hands, fitting you perfectly and helping you use their power more efficiently.</em><br /> <br /> When the <em>Midnight Gloves</em> are bound to your Hands Chakra, you also gain a +2 competence bonus on CMB when you make Disarm, Steal, and Sunder attempts, and you also gain a +2 competence bonus on your CMD against Drag and Grapple maneuvers. These bonuses increase with essentia investment just as the normal bonuses granted by the <em>Gloves</em> do.</td></tr></table><p></p><p></p><p>[h=3]Midnight Moccasins[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Feet<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>Souls of flying creatures, enslaved to your will and formed into necrocarnum, coalesce at your direction into a pair of soft black slipper-like shoes which hover just above the ground as often as they stay on it- the effect of the souls trying to fly away from their servitude.</em><br /> <br /> Using necrocarnum made from enslaved souls of flying creatures, you can force them to lift you off the ground. Wearing this necrocarnum on your feet allows you to step more lightly, and thus more quietly than normal (as you can avoid stepping on noisy objects such as dry leaves or loose pebbles).<br /> <em>Midnight Moccasins</em> grant you a +4 insight bonus on Stealth checks.<br /> <strong>Essentia:</strong> The insight bonus increases by 2 for each point of essentia you invest in this soulmeld.</td></tr></table><p> [h=4]Chakra Bind (Feet)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>Wrapping snugly about your feet, the Moccasins send off wisps of black smoke and become even darker than they were before- seeming to almost swallow your feet in darkness and shadow. The souls within them are more tightly bound to your will this way, and they will lift you exactly as you wish now.</em><br /> <br /> With the <em>Midnight Moccasins</em> bound to your Feet Chakra, you can fly up to 10 feet (plus 10 feet per point of essentia invested in the soulmeld), with Good maneuverability, once per round as a move action. You must end the flight solidly supported, or you fall.</td></tr></table><p></p><p></p><p>[h=3]Midnight Necklace[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Throat<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>Enslaving the souls of scoundrels, thieves, con artists, and diplomats into necrocarnum, you form an elegant necklace of translucent black gems held together by a strange silvery-black metal that seems to ripple quietly like flowing liquid.</em><br /> <br /> A <em>Midnight Necklace</em> forces the enslaved souls within the necrocarnum to enhance your voice and speech powers in strange (but useful) ways. While you are wearing it, it grants you a +2 insight bonus on Bluff, Disguise, and Linguistics checks. Furthermore, you are allowed to use Bluff in place of Intimidate to force an Unfriendly or Hostile creature into helping you, by double-talking and fast-talking the target to trick it into doing what you want. This works exactly like the Influence Attitude use of the Intimidate skill, except that you use a Bluff check in place of Intimidate. Targets subjected to this treatment become just as unfriendly as those subjected to Intimidate once the effect wears off (in this case, because they figure out they were tricked and become angry as a result).<br /> <strong>Essentia:</strong> The insight bonus increases by 2 for each point of essentia you invest in this soulmeld.</td></tr></table><p> [h=4]Chakra Bind (Throat)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>Growing more stones and becoming more ornate, the Minight Necklace settles around your neck and sends tendrils of its weird liquid metal into your throat. This does not harm you, but instead allows the enslaved souls within it to enhance your words and voice even more than they could before.</em><br /> <br /> While the <em>Midnight Necklace</em> is bound to your Throat Chakra, you can lie much more convincingly and effectively than you can without it. When using the Bluff skill to convince others that something is true (and only when using it for that purpose, not if you use it for other reasons such as feinting in combat or sending a secret message via innuendo), you receive a +4 competence bonus on the check, plus an additional +2 per point of essentia you have invested in the soulmeld.<br /> Furthermore, your lies are much more difficult to detect via supernatural effects. If an effect is used against you that would detect your lies or force you to speak the truth, such as <em>Discern Lies</em> or <em>Zone of Truth</em>, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + the number of essentia invested in the soulmeld + the meldshaper level of the soulmeld to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.</td></tr></table><p></p><p></p><p>[h=3]Midnight Pantaloons[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Feet, Heart<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The enslaved souls form necrocarnum at your direction, which weave into loose-fitting pants of diaphanous, silky black fabric. When they are around your legs, you feel the strength of the enslaved souls helping you move.</em><br /> <br /> <em>Midnight Pantaloons</em> grant you a +2 insight bonus on Climb checks. Additionally, while in Dim light or darker conditions, the souls enslaved in the necrocarnum can help you avoid minor obstacles, and you therefore treat all difficult terrain as normal terrain for movement purposes.<br /> <strong>Essentia:</strong> The insight bonus increases by +2 for each point of essentia you invest in this soulmeld.</td></tr></table><p> [h=4]Chakra Bind (Feet)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The Pantaloons settle more tightly around your legs, encasing them in darkness so complete it almost looks as though you are rising from a pool of shadows.</em><br /> <br /> <em>Midnight Pantaloons</em> bound to your Feet Chakra allow you to move magically from one shadow to another via short hops through the Plane of Shadow. This takes a standard action, and works just like the <em>Dimension Door</em> spell, except that you must both begin and end the trip in areas of Dim or darker light conditions, and can only teleport in multiples of 10 feet. Each time you use the <em>Pantaloons</em> to travel this way, some of the souls trapped within the necrocarnum use the opportunity of being on a different plane than you to escape, limiting your range in using this power. You can transport yourself up to 20 feet per meldshaper level of the <em>Midnight Pantaloons</em>, at which point the soulmeld unshapes; you need not use this range all in one hop, but must make your hops in multiples of 10 feet.</td></tr></table><p> [h=4]Chakra Bind (Heart)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The Pantaloons expand and flow across you, sinking into you and making you appear darker and less well-lit over your entire body though only your legs are actually directly enshrouded by the soulmeld.</em><br /> <br /> <em>Midnight Pantaloons</em> bound to your Heart Chakra allow you to take longer trips through the Plane of Shadow than you can when using the Feet Chakra Bind power. Once per day, as a standard action, you can use <em>Shadow Walk</em> as a spell-like ability.</td></tr></table><p></p><p></p><p>[h=3]Midnight Shirt[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Arms, Heart<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The enslaved souls form necrocarnum at your direction, which weave into a loose-fitting long-sleeved shirt of diaphanous, silky black fabric. The shirt continually emits wisps of shadow and black smoke, making you more difficult to see clearly.</em><br /> <br /> Enslaving souls into necrocarnum and wearing the resulting material as a shirt forces the souls trapped in the soulmeld to play tricks with light that strikes you, thus making you more difficult to see and visually track.<br /> A <em>Midnight Shirt</em> grants you a +4 competence bonus on Stealth checks, when you are in Dim or darker light conditions.<br /> <strong>Essentia:</strong> Each point of essentia you invest in the <em>Midnight Shirt</em> grants you a +1 dodge bonus to AC.</td></tr></table><p> [h=4]Chakra Bind (Arms)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The Shirt's sleeves wrap themselves securely around your arms, and a portion of the necrocarnum's shadowy power flows into you. With a few simple flicks of your wrists and hands, you can create tricks of the light that look almost like real objects.</em><br /> <br /> When a <em>Midnight Shirt</em> is bound to your Arms Chakra, you can create false images of yourself to confound your enemies. This takes a full-round action that provokes attacks of oportunity, and creates 1 shadowy duplicate of you plus 1 per point of essentia invested in the soulmeld. These duplicates are figments which exactly resemble you and your equipment, and copy all of your motions, like those created by the <em>Mirror Image</em> spell except for their likely-smaller number. The shadow duplicates last a maximum of 1 round per meldshaper level of the <em>Midnight Shirt</em> before vanishing into wisps of incoherent shadows, but (also) like the images created by <em>Mirror Image</em>, the shadow-duplicates are destroyed by attacks.<br /> If you change the amount of essentia invested in this soulmeld, the number of shadow images changes with it in like proportion- adding essentia adds images, subtracting essentia subtracts images. If you divest enough essentia to destroy all remaining images, then you must use another full-round action if you wish to reactivate the power later.</td></tr></table><p> [h=4]Chakra Bind (Heart)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The Shirt wraps itself snugly about your body, though the sleeves remain open and loose at the wrists. A portion of the necrocarnum's shadoy power flows into you, and you can bring forth images of shadow that are eerily real.</em><br /> <br /> A <em>Midnight Shirt</em> bound to your Heart Chakra allows you to create a quasi-real image which is much stronger and more useful than those created by the Arms Chakra Bind power. Once per hour, as a standard action that provokes attacks of opportunity, you can create a shadow duplicate of yourself which behaves exactly like that produced by a <em>Project Image</em> spell, except for the following differences. First, the duration of the image is only 1 round plus 1 round per point of essentia invested in the <em>Shirt</em>, and the range is only 25 feet plus 5 feet per point of invested essentia. Second, the you do not need to maintain line of effect to the image in order to maintain it, though it must still stay within range or it immediately dissipates. Third, you can use your Necrotic Touch, soulmeld powers, or any other abilities granted to you by True Necrocarnate class levels, through the image, rather than just spells as the standard <em>Project Image</em> allows.</td></tr></table><p></p><p></p><p>[h=3]Midnight Weapon[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Arms<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>Black and red necrocarnum drawn from angry souls enslaved to your will merges and flows, and forms threads of power which enwrap and embraid your weapon, leaving a visible grid of shimmering black and red crisscrossing its surface.</em><br /> <br /> Drawing upon the power inherent in enslaved souls, you form necrocarnum which feels hatred and aggression in its own right, and bind it into a weapon. The enslaved souls are enraged at their captivity, and they gladly attack other spirits through the weapon you bind them to- whether those spirits are embodied or not.<br /> When you shape <em>Midnight Weapon</em>, choose a melee weapon that you hold. As long as the soulmeld is shaped, the weapon gains the Ghost Touch special ability (Core 470).<br /> <strong>Essentia:</strong> The chosen weapon gains an enhancement bonus that increases by +1 for every point of essentia you invest in this soulmeld. This enhancement bonus stacks with itself, but not with any enhancement bonus the weapon has without the soulmeld. For example, if you shape <em>Midnight Weapon</em> onto a <em>+2 Flaming Longsword</em>, it then becomes a <em>+2 Flaming Ghost Touch Longsword</em> as long as the soulmeld is shaped- but if you invest 2 or less essentia into the soulmeld, it gains nothing more. Only when you invest 3 or more essentia into the soulmeld does the sword's enhancement bonus rise above +2.</td></tr></table><p> [h=4]Chakra Bind (Arms)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The tendrils of necrocarnum you bound to the weapon pulse and thicken, growing and attaching to your wrist and pulling some of your own necrotic power into the weapon.</em><br /> <br /> When the <em>Midnight Weapon</em> is bound to your Arms Chakra, its critical threat range doubles, as if you had the Improved Critical feat for the chosen weapon. Also, whenever you confirm a critical hit with the weapon, the weapon deals the critical hit damage normally- but you may immediately use your Necrotic Touch ability on the target of the critical hit, as a free action. This Necrotic Touch does not need a separate attack roll to hit, it simply deals its damage through the conduit formed by the <em>Midnight Weapon</em>. This damage is your normal Necrotic Touch damage; it is not multiplied like the other damage the weapon dealt due to the critical hit.</td></tr></table><p></p><p> </p><p>[h=3]Necrocarnum Avatar[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Evil, Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Soul<br /> <strong>Saving Throw:</strong> See text<br /> <br /> <em>The tortured soul-fragments in the necrocarnum pull themselves together into a second body encasing your own- a coal-black giant with demonic features, huge ram-like horns, and arms ending in massive blades instead of hands. 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 /> A <em>Necrocarnum Avatar</em> grants you a +1 profane bonus on all saving throws. Unlike most other soulmelds, investing essentia into a <em>Necrocarnum Avatar</em> has no effect unless and until it is bound to a chakra.</td></tr></table><p> [h=4]Chakra Bind (Soul)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The avatar contracts, and your body expands, drawing on the power of the captured souls to transform literally into the appearance of the nightshade yourself. The pain and horror of the souls fills you, and you know how you can release this power against your enemies.</em><br /> <br /> When the <em>Necrocarnum Avatar</em> is bound to your Soul Chakra, you can release a burst of necrotic energy which saps the strength and energy of living creatures. If you have at least one point of essentia invested in this soulmeld, then as a standard action, you can create a wave of darkness and distortion which expands out from you to a radius of 5 feet per point of essentia invested in the <em>Necrocarnum Avatar</em>. Living creatures within the radius of the burst become fatigued for 1 round, and also take a -1 profane penalty on attack rolls, skill checks, and ability checks for 1 round. A successful Fortitude save against the soulmeld's DC negates the penalty, but not the fatigue.</td></tr></table><p></p><p></p><p>[h=3]Necrocarnum Boots[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Evil, Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Feet<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>A pair of worn-looking black boots forms around your feet and ankles, but the "worn" look is only a first impression- on a closer look the frays and pits seem more like decay and rot. The swirling, agonized faces and forms that sometimes float into visibility on the surface of the boots only serve to increase this unsettling impression.</em><br /> <br /> The Goblin True Necrocarnate Jerbix the Craven favors this soulmeld, and rarely leaves home or undertakes a job without shaping it. His ability to leap into combat just long enough to make devastating strikes and then leap away again without providing his opponents any opportunity for retaliation is very well documented (as well as greatly feared and loathed) among the inhabitants of his homeland.<br /> <em>Necrocarnum Boots</em> grant you a +4 profane bonus on Stealth checks. Also, the first 5-foot step you take during any given round, whether or not you continue your movement beyond that step, does not provoke attacks of opportunity.<br /> <strong>Essentia:</strong> The profane bonus increases by 2 for each point of essentia you invest in this soulmeld.</td></tr></table><p> [h=4]Chakra Bind (Feet)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>Encasing your feet more firmly, the Boots seem to become more solid and real, even as their appearance becomes more decayed and tattered.</em><br /> <br /> While the <em>Necrocarnum Boots</em> are bound to your Feet Chakra, your ability to move without provoking attacks of opportunity is enhanced by essentia invested in the soulmeld. Each point of essentia invested in the soulmeld not only provides its standard bonus to Stealth, but also allows you another 5-foot step each round that does not provoke attacks of opportunity. For instance, if you have 3 points of essentia invested in the <em>Necrocarnum Boots</em>, the total profane bonus to Stealth is +10, and you can move up to 20 feet each round without provoking any attacks of opportunity (regardless of how many opponents you have, or how many threatened areas you move through using those 20 feet).</td></tr></table><p></p><p></p><p>[h=3]Necrocarnum Cloak[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Evil, Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Shoulders<br /> <strong>Saving Throw:</strong> See text<br /> <br /> <em>The twisted power of tortured souls forms into necrocarnum which you shape to form a voluminous cloak about yourself. The cloak covers your arms and almost closes in front of you, and also does not stay solid in appearance; the tortured soul-forms constantly writing and shifting in their agony more closely resemble utterly black, dead wisps of flame, or perhaps anti-flame, than they do anything solid or real.</em><br /> <br /> Forming a cloak of burning necrocarnum, you surround yourself with power that drains the heat and vitality from any creature foolish enough to attack you in melee.<br /> While you wear a <em>Necrocarnum Cloak</em>, any creature that strikes you with its body or a hand-held weapon deals normal damage, but at the same time, the attacker takes 1d6 points of Cold damage. Creatures wielding weapons with exceptional Reach, such as longspears, are not subject to this damage if they attack you from a nonadjacent square.<br /> <strong>Essentia:</strong> Every point of essentia you invest in the <em>Necrocarnum Cloak</em> increases the Cold damage dealt by 1d6 points.</td></tr></table><p> [h=4]Chakra Bind (Shoulders)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The Cloak forms a high collar behind your head and neck, and the frantic intensity of motion of the agonized souls within it increases dramatically.</em><br /> <br /> As a standard action, you can briefly expand the <em>Necrocarnum Cloak</em> to encompass all adjacent squares. Any creatures in those squares take damage as if they had attacked you (a Reflex save applies for half damage). The <em>Necrocarnum Cloak</em> then returns to its normal effect.</td></tr></table><p></p><p></p><p>[h=3]Necrocarnum Gauntlets[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Evil, Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Hands<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The tortured souls shudder and twist into a pair of wickedly-spiked gauntlets that form around your hands directly. In the writhing, agonized faces which occasionally rise to the surface of the hideous things, you can see not just anguish, but also occasional flashes of anger.</em><br /> <br /> Specifically forming necrocarnum by torturing souls drawn from other users of necrocarnum, you create a soulmeld that is uniquely in synch with your own necrotic powers as a True Necrocarnate, even as its use suggests an ironic end to your own existence someday.<br /> <em>Necrocarnum Gauntlets</em> allow you to use your Necrotic Touch ability in new ways, channelling the dark power through other objects and spaces to strike your foes from unexpected places. Once per round, when you hit a creature with a melee weapon or natural attack (including unarmed attacks), you deal your weapon's damage normally- but you may immediately use your Necrotic Touch ability on the target of the attack, as a free action. This Necrotic Touch does not need a separate attack roll to hit, it simply deals its damage through the weapon thanks to the power of the <em>Necrocarnum Gauntlets</em>. This Necrotic Touch damage is considered bonus damage on the original attack, and is therefore not multiplied on a critical hit the way other damage from the attack would be.<br /> Unlike most other soulmelds, investing essentia into <em>Necrocarnum Gauntlets</em> has no effect unless and until they are bound to a chakra.</td></tr></table><p> [h=4]Chakra Bind (Hands)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The Gauntlets settle grudgingly onto your hands, and the fury of the souls within at being subjected to the agonies they so often inflicted upon others is palpable. The spikes and spines on the Gauntlets become more sharply defined, but thinner, and look now like they could break off with the slightest touch.</em><br /> <br /> As long as you have at least 1 point of essentia invested in the <em>Necrocarnum Gauntlets</em>, and they are bound to your Hands Chakra, you can use your Necrotic Touch ability as a ranged touch attack in addition to its normal use as a melee touch attack. Using Necrotic Touch as a ranged touch attack works just like using it as a melee touch attack, except that the usual rules for ranged attacks are used (i.e. firing into melee can be difficult, DEX is used to hit instead of STR, etc.). The maximum range of the Necrotic Touch, when used this way, is equal to 10 feet per point of essentia you invest in the <em>Necrocarnum Gauntlets</em>.</td></tr></table><p></p><p></p><p>[h=3]Necrocarnum Mask[/h] <table style='width: 100%'><tr><td><br /> </td><td> <strong>Descriptors:</strong> Evil, Necrocarnum<br /> <strong>Classes:</strong> True Necrocarnate<br /> <strong>Chakra:</strong> Brow, Crown<br /> <strong>Saving Throw:</strong> None<br /> <br /> <em>The necrocarnum coalesces into a quietly fearsome mask that is little more than a blank face-covering with slits for your eyes and mouth. Within the black material of the mask, horrified faces can be seen continually rising to the surface and sinking back into the darkness, always bearing expressions of deep hunger and want.</em><br /> <br /> By forming necrocarnum from souls being tortured specifically by deprivation, the dim senses the souls possess are magnified tremendously, and you can partake of some of the magnified senses they possess to enhance your own.<br /> A <em>Necrocarnum Mask</em> grants you Low-Light Vision, and a +4 profane bonus on Perception checks.<br /> <strong>Essentia:</strong> The profane bonus increases by 2 for each point of essentia you invest in this soulmeld.</td></tr></table><p> [h=4]Chakra Bind (Brow)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>Fixing itself firmly to your head, the Mask develops lenses covering the eye-slits, which overlay your vision with some of the scenes being witnessed by the deprived souls within the necrocarnum.</em><br /> <br /> When a <em>Necrocarnum Mask</em> is bound to your Brow Chakra, it allows you to sense the living souls around you directly, by the way they resonate with the deprived souls within the <em>Mask</em>. As long as you have at least 1 point of essentia invested in the soulmseld, you gain Lifesense, within a radius of 5 feet per point of essentia invested in the <em>Mask</em>. This works just like the standard rules for Lifesense found in Pathfinder Bestiary 2, page 298, except that its radius is variable rather than a static 60 feet. Lifesense is just like Blindsense, except that it only senses living creatures and nothing else.</td></tr></table><p> [h=4]Chakra Bind (Crown)[/h] <table style='width: 100%'><tr><td><br /> </td><td> <em>The Mask fixes itself tightly to your head, and the expressions of the faces within it become more desperate and intense- and thereby more unsettling and frightening to behold.</em><br /> <br /> With the <em>Necrocarnum Mask</em> bound to your Crown Chakra, the profane bonus that it normally grants to Perception checks is also applied to Intimidate checks.</td></tr></table></blockquote><p></p>
[QUOTE="paradox42, post: 6283211, member: 29746"] [b]True Necrocarnate Soulmelds (Full Descriptions)[/b] Note that soulmelds covered in other posts are [B]not[/B] covered here; this post is to contain complete descriptions for soulmelds not already covered elsewhere. A list of True Necrocarnate soulmelds that are not in MoI, but also are not covered in this post, follows before the first actual True Necrocarnate soulmeld: [B]Feet of Clay[/B] and [B]Ocher Shirt[/B] are covered in [URL="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page9&p=6283176&viewfull=1#post6283176"]post #90[/URL] (Earth Foundationist Soulmelds) along with the Pattern Chakra Bind for [B]Shadow Mantle[/B] (not that that matters to a True Necrocarnate). [B]Revolutionary's Cloak[/B] is covered in [URL="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page7&p=6137404&viewfull=1#post6137404"]post #62[/URL]. [B]Smoke Skirt[/B] and [B]Voidmask[/B] are covered in [URL="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page9&p=6283169&viewfull=1#post6283169"]post #89[/URL] (Air Foundationist Soulmelds) along with the Pattern Chakra Bind for [B]Fellmist Robe[/B] (not that that matters to a True Necrocarnate). [B]Steaming Veil[/B] is covered in [URL="http://www.enworld.org/forum/showthread.php?294165-Incarnum-in-Pathfinder/page10&p=6283199&viewfull=1#post6283199"]post #92[/URL] (Water Foundationist Soulmelds, immediately above this one, unless ENWorld did something really weird with their page code since I posted this). [h=3]Midnight Bracers[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Arms [B]Saving Throw:[/B] None [I]Pulling together the souls enslaved to your will, you form the necrocarnum into a pair of night-black bracers which seem to constantly twitch and shudder as though they were trying to move independently of you.[/I] Harnessing necrocarnum made from merely enslaved souls, rather than tortured ones, you can force the souls to defend you from enemies through trickery and deflection. By putting this sort of necrocarnum into your arms, you can become better at feinting, and quicker on the draw when push comes to shove. While you wear [I]Midnight Bracers[/I], you can make a Bluff check to feint in combat as a move action, rather than a standard action, as if you had the Improved Feint feat. [B]Essentia:[/B] You gain a +1 insight bonus on initiative checks for every point of essentia you invest in [I]Midnight Bracers[/I].[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The bracers attach themselves firmly to your arms and wrists, causing your own limbs to twitch and swing independently of your conscious direction just as the bracers themselves do.[/I] When the [I]Midnight Bracers[/I] are bound to your Arms Chakra, your arms can react without your conscious direction to knock projectiles aside. Once per round, plus one more time for every point of essentia you invest in the soulmeld, you can knock a ranged weapon aside just before it hits you so that it deals no damage. This works essentially like the Deflect Arrows feat, except that you can use this ability even while flat-footed, need not be aware of the attack, and can use it more than once per round (if you have essentia invested in the [I]Midnight Bracers[/I]).[/TD] [/TR] [/TABLE] [h=3]Midnight Cap[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Crown [B]Saving Throw:[/B] None [I]The necrocarnum coalesces into a plain skullcap of velvety fabric so black that it seems to swallow the light. Hovering near your head rather than directly riding on it, the cap exudes wisps of darkness which obscure your face from others even as they clarify things in your visual field.[/I] Necrocarnum made from enslaved souls (as opposed to tortured ones) has a way with deception that is hard to beat. Using this sort of necrocarnum as a hat allows it to both deceive enemies who try to find you with magic, and see through the deceptions of others. Unlike most soulmelds, [I]Midnight Cap[/I] does not grant you any benefit unless you invest essentia into it. [B]Essentia:[/B] You gain a +1 resistance bonus on Will saves against Scrying and Illusion effects for every point of essentia you invest in your [I]Midnight Cap[/I].[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Crown)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The skullcap settled firmly onto your head, providing you with protection from those who would try to determine your true intentions.[/I] With a [I]Midnight Cap[/I] bound to your Crown Chakra, you have no alignment aura, and your alignment cannot be detected via supernatural means- as if you were constantly under the effect of an [I]Undetectable Alignment[/I] spell.[/TD] [/TR] [/TABLE] [h=3]Midnight Cloak[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Shoulders [B]Saving Throw:[/B] None [I]The enslaved souls flow together to form an elegant, hooded cloak of purest black which hovers gently about you without touching you, undulating gently in an unfelt breeze. Wisps of shadow float off of it from time to time, and whispers from nameless sources are audible to you when you focus on hearing them.[/I] Using necrocarnum made from enslaved souls, instead of tortured ones, you can force the souls to defend you from enemies through trickery and guile. By forming this sort of necrocarnum into a garment that you can wrap around yourself, you can partake of this trickery to aid you in tricking your opponents. A [I]Midnight Cloak[/I] grants you a +2 competence bonus on Bluff and Sleight of Hand checks. [B]Essentia:[/B] The competence bonus increases by 2 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]The Cloak settles onto your shoulders, and an ornate necklace of strange black metal that manages to look shiny despite being pitch-black in color fastens it around you. When you raise the hood and focus, the Cloak billows out and hides you from all sight.[/I] With the [I]Midnight Cloak[/I] bound to your Shoulders Chakra, you can raise the hood and command the [I]Cloak[/I] to make you invisible. If you have essentia invested in the soulmeld, then as a full-round action that does not provoke attacks of opportunity, you can turn invisible as if under the effect of an [I]Invisibility[/I] spell, except that the maximum duration is one minute per point of essentia invested in the [I]Midnight Cloak[/I]. Once you become visible again, whether that occurs through you making an attack or because the duration simply expired, you cannot use this ability again until 1 minute after you become visible. Performing the duty of keeping you from others' sight is taxing on the enslaved souls, and they can take advantage of the trickery involved in doing so to escape your will. Therefore, use of this power gradually makes the [I]Midnight Cloak[/I] unstable, eventually unravelling it entirely. You can use up to one minute of invisibility per meldshaper level of the [I]Midnight Cloak[/I], after which the soulmeld unshapes. If you spend only a partial minute invisible (for example, by attacking to end the effect), that fractional minute still counts as one full minute against this limit. Should you reach the limit before reaching the maximum duration allowed by the amount of invested essentia, the effect ends early and the soulmeld unshapes (for example, if you have 4 points of essentia invested in the [I]Cloak[/I] but only 2 minutes left before you reach the level-based limit, then the soulmeld will unshape and render you visible again after 2 more minutes of use).[/TD] [/TR] [/TABLE] [h=3]Midnight Gloves[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Arms, Hands [B]Saving Throw:[/B] None [I]The necrocarnum of enslaved souls forms a pair of pitch-black gloves which, though moving in perfect synchrony with your real hands, do not actually touch them or anything you wear or grasp with them.[/I] [I]Midnight Gloves[/I] grant you a +2 competence bonus on your CMB when you make a Drag or Grapple attempt. The soulmeld also grants you a +2 competence bonus on your CMD against Disarm, Steal, and Sunder attempts. [B]Essentia:[/B] The competence bonuses to both CMB and CMD increase by 2 for each point of essentia you invest in this soulmeld.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The gloves attach themselves firmly to your hands, and flow blackly up your arms until they reach your elbows; as they do, a pair of disembodied hands form inside a shadow a few feet away. The disembodied hands move in perfect synchrony with your own.[/I] [I]Midnight Gloves[/I] bound to your Arms Chakra allow you to Grapple targets from a distance. This special ranged grapple has a maximum range of 5 feet, plus 5 feet per point of essentia you have invested in the [I]Midnight Gloves[/I]. This grapple attempt does not provoke attacks of opportunity from your target, if you are outside the target's threatened area; likewise, since you are not actually making the grapple directly, you do not gain the grappled condition yourself if your grapple check is successful. The target does not need to be moved to a space adjacent to you in order for the ranged grapple to succeed. You can still end the grapple as a free action on your turn, and although you are not grappled yourself, you must still make grapple checks on subsequent rounds to continue holding the opponent. You cannot tie up the opponent held in this ranged grapple, but otherwise have all the standard options of a grapple available to you. If you change the amount of essentia invested in this soulmeld such that a creature you are currently grappling with this ability is suddenly outside your maximum range, then the grapple ends immediately, along with any special conditions the target might have had such as being pinned. This does not require any action on the part of the target.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The gloves shrink down and wrap themselves firmly around your hands, fitting you perfectly and helping you use their power more efficiently.[/I] When the [I]Midnight Gloves[/I] are bound to your Hands Chakra, you also gain a +2 competence bonus on CMB when you make Disarm, Steal, and Sunder attempts, and you also gain a +2 competence bonus on your CMD against Drag and Grapple maneuvers. These bonuses increase with essentia investment just as the normal bonuses granted by the [I]Gloves[/I] do.[/TD] [/TR] [/TABLE] [h=3]Midnight Moccasins[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Feet [B]Saving Throw:[/B] None [I]Souls of flying creatures, enslaved to your will and formed into necrocarnum, coalesce at your direction into a pair of soft black slipper-like shoes which hover just above the ground as often as they stay on it- the effect of the souls trying to fly away from their servitude.[/I] Using necrocarnum made from enslaved souls of flying creatures, you can force them to lift you off the ground. Wearing this necrocarnum on your feet allows you to step more lightly, and thus more quietly than normal (as you can avoid stepping on noisy objects such as dry leaves or loose pebbles). [I]Midnight Moccasins[/I] grant you a +4 insight bonus on Stealth 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 (Feet)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Wrapping snugly about your feet, the Moccasins send off wisps of black smoke and become even darker than they were before- seeming to almost swallow your feet in darkness and shadow. The souls within them are more tightly bound to your will this way, and they will lift you exactly as you wish now.[/I] With the [I]Midnight Moccasins[/I] bound to your Feet Chakra, you can fly up to 10 feet (plus 10 feet per point of essentia invested in the soulmeld), with Good maneuverability, once per round as a move action. You must end the flight solidly supported, or you fall.[/TD] [/TR] [/TABLE] [h=3]Midnight Necklace[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Throat [B]Saving Throw:[/B] None [I]Enslaving the souls of scoundrels, thieves, con artists, and diplomats into necrocarnum, you form an elegant necklace of translucent black gems held together by a strange silvery-black metal that seems to ripple quietly like flowing liquid.[/I] A [I]Midnight Necklace[/I] forces the enslaved souls within the necrocarnum to enhance your voice and speech powers in strange (but useful) ways. While you are wearing it, it grants you a +2 insight bonus on Bluff, Disguise, and Linguistics checks. Furthermore, you are allowed to use Bluff in place of Intimidate to force an Unfriendly or Hostile creature into helping you, by double-talking and fast-talking the target to trick it into doing what you want. This works exactly like the Influence Attitude use of the Intimidate skill, except that you use a Bluff check in place of Intimidate. Targets subjected to this treatment become just as unfriendly as those subjected to Intimidate once the effect wears off (in this case, because they figure out they were tricked and become angry as a result). [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 (Throat)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Growing more stones and becoming more ornate, the Minight Necklace settles around your neck and sends tendrils of its weird liquid metal into your throat. This does not harm you, but instead allows the enslaved souls within it to enhance your words and voice even more than they could before.[/I] While the [I]Midnight Necklace[/I] is bound to your Throat Chakra, you can lie much more convincingly and effectively than you can without it. When using the Bluff skill to convince others that something is true (and only when using it for that purpose, not if you use it for other reasons such as feinting in combat or sending a secret message via innuendo), you receive a +4 competence bonus on the check, plus an additional +2 per point of essentia you have invested in the soulmeld. Furthermore, your lies are much more difficult to detect via supernatural effects. If an effect is used against you that would detect your lies or force you to speak the truth, such as [I]Discern Lies[/I] or [I]Zone of Truth[/I], the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + the number of essentia invested in the soulmeld + the meldshaper level of the soulmeld to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.[/TD] [/TR] [/TABLE] [h=3]Midnight Pantaloons[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Feet, Heart [B]Saving Throw:[/B] None [I]The enslaved souls form necrocarnum at your direction, which weave into loose-fitting pants of diaphanous, silky black fabric. When they are around your legs, you feel the strength of the enslaved souls helping you move.[/I] [I]Midnight Pantaloons[/I] grant you a +2 insight bonus on Climb checks. Additionally, while in Dim light or darker conditions, the souls enslaved in the necrocarnum can help you avoid minor obstacles, and you therefore treat all difficult terrain as normal terrain for movement purposes. [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 (Feet)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Pantaloons settle more tightly around your legs, encasing them in darkness so complete it almost looks as though you are rising from a pool of shadows.[/I] [I]Midnight Pantaloons[/I] bound to your Feet Chakra allow you to move magically from one shadow to another via short hops through the Plane of Shadow. This takes a standard action, and works just like the [I]Dimension Door[/I] spell, except that you must both begin and end the trip in areas of Dim or darker light conditions, and can only teleport in multiples of 10 feet. Each time you use the [I]Pantaloons[/I] to travel this way, some of the souls trapped within the necrocarnum use the opportunity of being on a different plane than you to escape, limiting your range in using this power. You can transport yourself up to 20 feet per meldshaper level of the [I]Midnight Pantaloons[/I], at which point the soulmeld unshapes; you need not use this range all in one hop, but must make your hops in multiples of 10 feet.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Pantaloons expand and flow across you, sinking into you and making you appear darker and less well-lit over your entire body though only your legs are actually directly enshrouded by the soulmeld.[/I] [I]Midnight Pantaloons[/I] bound to your Heart Chakra allow you to take longer trips through the Plane of Shadow than you can when using the Feet Chakra Bind power. Once per day, as a standard action, you can use [I]Shadow Walk[/I] as a spell-like ability.[/TD] [/TR] [/TABLE] [h=3]Midnight Shirt[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Arms, Heart [B]Saving Throw:[/B] None [I]The enslaved souls form necrocarnum at your direction, which weave into a loose-fitting long-sleeved shirt of diaphanous, silky black fabric. The shirt continually emits wisps of shadow and black smoke, making you more difficult to see clearly.[/I] Enslaving souls into necrocarnum and wearing the resulting material as a shirt forces the souls trapped in the soulmeld to play tricks with light that strikes you, thus making you more difficult to see and visually track. A [I]Midnight Shirt[/I] grants you a +4 competence bonus on Stealth checks, when you are in Dim or darker light conditions. [B]Essentia:[/B] Each point of essentia you invest in the [I]Midnight Shirt[/I] grants you a +1 dodge bonus to AC.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Shirt's sleeves wrap themselves securely around your arms, and a portion of the necrocarnum's shadowy power flows into you. With a few simple flicks of your wrists and hands, you can create tricks of the light that look almost like real objects.[/I] When a [I]Midnight Shirt[/I] is bound to your Arms Chakra, you can create false images of yourself to confound your enemies. This takes a full-round action that provokes attacks of oportunity, and creates 1 shadowy duplicate of you plus 1 per point of essentia invested in the soulmeld. These duplicates are figments which exactly resemble you and your equipment, and copy all of your motions, like those created by the [I]Mirror Image[/I] spell except for their likely-smaller number. The shadow duplicates last a maximum of 1 round per meldshaper level of the [I]Midnight Shirt[/I] before vanishing into wisps of incoherent shadows, but (also) like the images created by [I]Mirror Image[/I], the shadow-duplicates are destroyed by attacks. If you change the amount of essentia invested in this soulmeld, the number of shadow images changes with it in like proportion- adding essentia adds images, subtracting essentia subtracts images. If you divest enough essentia to destroy all remaining images, then you must use another full-round action if you wish to reactivate the power later.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Shirt wraps itself snugly about your body, though the sleeves remain open and loose at the wrists. A portion of the necrocarnum's shadoy power flows into you, and you can bring forth images of shadow that are eerily real.[/I] A [I]Midnight Shirt[/I] bound to your Heart Chakra allows you to create a quasi-real image which is much stronger and more useful than those created by the Arms Chakra Bind power. Once per hour, as a standard action that provokes attacks of opportunity, you can create a shadow duplicate of yourself which behaves exactly like that produced by a [I]Project Image[/I] spell, except for the following differences. First, the duration of the image is only 1 round plus 1 round per point of essentia invested in the [I]Shirt[/I], and the range is only 25 feet plus 5 feet per point of invested essentia. Second, the you do not need to maintain line of effect to the image in order to maintain it, though it must still stay within range or it immediately dissipates. Third, you can use your Necrotic Touch, soulmeld powers, or any other abilities granted to you by True Necrocarnate class levels, through the image, rather than just spells as the standard [I]Project Image[/I] allows.[/TD] [/TR] [/TABLE] [h=3]Midnight Weapon[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Arms [B]Saving Throw:[/B] None [I]Black and red necrocarnum drawn from angry souls enslaved to your will merges and flows, and forms threads of power which enwrap and embraid your weapon, leaving a visible grid of shimmering black and red crisscrossing its surface.[/I] Drawing upon the power inherent in enslaved souls, you form necrocarnum which feels hatred and aggression in its own right, and bind it into a weapon. The enslaved souls are enraged at their captivity, and they gladly attack other spirits through the weapon you bind them to- whether those spirits are embodied or not. When you shape [I]Midnight Weapon[/I], choose a melee weapon that you hold. As long as the soulmeld is shaped, the weapon gains the Ghost Touch special ability (Core 470). [B]Essentia:[/B] The chosen weapon gains an enhancement bonus that increases by +1 for every point of essentia you invest in this soulmeld. This enhancement bonus stacks with itself, but not with any enhancement bonus the weapon has without the soulmeld. For example, if you shape [I]Midnight Weapon[/I] onto a [I]+2 Flaming Longsword[/I], it then becomes a [I]+2 Flaming Ghost Touch Longsword[/I] as long as the soulmeld is shaped- but if you invest 2 or less essentia into the soulmeld, it gains nothing more. Only when you invest 3 or more essentia into the soulmeld does the sword's enhancement bonus rise above +2.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The tendrils of necrocarnum you bound to the weapon pulse and thicken, growing and attaching to your wrist and pulling some of your own necrotic power into the weapon.[/I] When the [I]Midnight Weapon[/I] is bound to your Arms Chakra, its critical threat range doubles, as if you had the Improved Critical feat for the chosen weapon. Also, whenever you confirm a critical hit with the weapon, the weapon deals the critical hit damage normally- but you may immediately use your Necrotic Touch ability on the target of the critical hit, as a free action. This Necrotic Touch does not need a separate attack roll to hit, it simply deals its damage through the conduit formed by the [I]Midnight Weapon[/I]. This damage is your normal Necrotic Touch damage; it is not multiplied like the other damage the weapon dealt due to the critical hit.[/TD] [/TR] [/TABLE] [h=3]Necrocarnum Avatar[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Evil, Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Soul [B]Saving Throw:[/B] See text [I]The tortured soul-fragments in the necrocarnum pull themselves together into a second body encasing your own- a coal-black giant with demonic features, huge ram-like horns, and arms ending in massive blades instead of hands. 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] A [I]Necrocarnum Avatar[/I] grants you a +1 profane bonus on all saving throws. Unlike most other soulmelds, investing essentia into a [I]Necrocarnum Avatar[/I] has no effect unless and until it is bound to a chakra.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The avatar contracts, and your body expands, drawing on the power of the captured souls to transform literally into the appearance of the nightshade yourself. The pain and horror of the souls fills you, and you know how you can release this power against your enemies.[/I] When the [I]Necrocarnum Avatar[/I] is bound to your Soul Chakra, you can release a burst of necrotic energy which saps the strength and energy of living creatures. If you have at least one point of essentia invested in this soulmeld, then as a standard action, you can create a wave of darkness and distortion which expands out from you to a radius of 5 feet per point of essentia invested in the [I]Necrocarnum Avatar[/I]. Living creatures within the radius of the burst become fatigued for 1 round, and also take a -1 profane penalty on attack rolls, skill checks, and ability checks for 1 round. A successful Fortitude save against the soulmeld's DC negates the penalty, but not the fatigue.[/TD] [/TR] [/TABLE] [h=3]Necrocarnum Boots[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Evil, Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Feet [B]Saving Throw:[/B] None [I]A pair of worn-looking black boots forms around your feet and ankles, but the "worn" look is only a first impression- on a closer look the frays and pits seem more like decay and rot. The swirling, agonized faces and forms that sometimes float into visibility on the surface of the boots only serve to increase this unsettling impression.[/I] The Goblin True Necrocarnate Jerbix the Craven favors this soulmeld, and rarely leaves home or undertakes a job without shaping it. His ability to leap into combat just long enough to make devastating strikes and then leap away again without providing his opponents any opportunity for retaliation is very well documented (as well as greatly feared and loathed) among the inhabitants of his homeland. [I]Necrocarnum Boots[/I] grant you a +4 profane bonus on Stealth checks. Also, the first 5-foot step you take during any given round, whether or not you continue your movement beyond that step, does not provoke attacks of opportunity. [B]Essentia:[/B] The profane bonus increases by 2 for each point of essentia you invest in this soulmeld.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Feet)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]Encasing your feet more firmly, the Boots seem to become more solid and real, even as their appearance becomes more decayed and tattered.[/I] While the [I]Necrocarnum Boots[/I] are bound to your Feet Chakra, your ability to move without provoking attacks of opportunity is enhanced by essentia invested in the soulmeld. Each point of essentia invested in the soulmeld not only provides its standard bonus to Stealth, but also allows you another 5-foot step each round that does not provoke attacks of opportunity. For instance, if you have 3 points of essentia invested in the [I]Necrocarnum Boots[/I], the total profane bonus to Stealth is +10, and you can move up to 20 feet each round without provoking any attacks of opportunity (regardless of how many opponents you have, or how many threatened areas you move through using those 20 feet).[/TD] [/TR] [/TABLE] [h=3]Necrocarnum Cloak[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Evil, Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Shoulders [B]Saving Throw:[/B] See text [I]The twisted power of tortured souls forms into necrocarnum which you shape to form a voluminous cloak about yourself. The cloak covers your arms and almost closes in front of you, and also does not stay solid in appearance; the tortured soul-forms constantly writing and shifting in their agony more closely resemble utterly black, dead wisps of flame, or perhaps anti-flame, than they do anything solid or real.[/I] Forming a cloak of burning necrocarnum, you surround yourself with power that drains the heat and vitality from any creature foolish enough to attack you in melee. While you wear a [I]Necrocarnum Cloak[/I], any creature that strikes you with its body or a hand-held weapon deals normal damage, but at the same time, the attacker takes 1d6 points of Cold damage. Creatures wielding weapons with exceptional Reach, such as longspears, are not subject to this damage if they attack you from a nonadjacent square. [B]Essentia:[/B] Every point of essentia you invest in the [I]Necrocarnum Cloak[/I] increases the Cold damage dealt by 1d6 points.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Cloak forms a high collar behind your head and neck, and the frantic intensity of motion of the agonized souls within it increases dramatically.[/I] As a standard action, you can briefly expand the [I]Necrocarnum Cloak[/I] to encompass all adjacent squares. Any creatures in those squares take damage as if they had attacked you (a Reflex save applies for half damage). The [I]Necrocarnum Cloak[/I] then returns to its normal effect.[/TD] [/TR] [/TABLE] [h=3]Necrocarnum Gauntlets[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Evil, Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Hands [B]Saving Throw:[/B] None [I]The tortured souls shudder and twist into a pair of wickedly-spiked gauntlets that form around your hands directly. In the writhing, agonized faces which occasionally rise to the surface of the hideous things, you can see not just anguish, but also occasional flashes of anger.[/I] Specifically forming necrocarnum by torturing souls drawn from other users of necrocarnum, you create a soulmeld that is uniquely in synch with your own necrotic powers as a True Necrocarnate, even as its use suggests an ironic end to your own existence someday. [I]Necrocarnum Gauntlets[/I] allow you to use your Necrotic Touch ability in new ways, channelling the dark power through other objects and spaces to strike your foes from unexpected places. Once per round, when you hit a creature with a melee weapon or natural attack (including unarmed attacks), you deal your weapon's damage normally- but you may immediately use your Necrotic Touch ability on the target of the attack, as a free action. This Necrotic Touch does not need a separate attack roll to hit, it simply deals its damage through the weapon thanks to the power of the [I]Necrocarnum Gauntlets[/I]. This Necrotic Touch damage is considered bonus damage on the original attack, and is therefore not multiplied on a critical hit the way other damage from the attack would be. Unlike most other soulmelds, investing essentia into [I]Necrocarnum Gauntlets[/I] has no effect unless and until they are bound to a chakra.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Gauntlets settle grudgingly onto your hands, and the fury of the souls within at being subjected to the agonies they so often inflicted upon others is palpable. The spikes and spines on the Gauntlets become more sharply defined, but thinner, and look now like they could break off with the slightest touch.[/I] As long as you have at least 1 point of essentia invested in the [I]Necrocarnum Gauntlets[/I], and they are bound to your Hands Chakra, you can use your Necrotic Touch ability as a ranged touch attack in addition to its normal use as a melee touch attack. Using Necrotic Touch as a ranged touch attack works just like using it as a melee touch attack, except that the usual rules for ranged attacks are used (i.e. firing into melee can be difficult, DEX is used to hit instead of STR, etc.). The maximum range of the Necrotic Touch, when used this way, is equal to 10 feet per point of essentia you invest in the [I]Necrocarnum Gauntlets[/I].[/TD] [/TR] [/TABLE] [h=3]Necrocarnum Mask[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [B]Descriptors:[/B] Evil, Necrocarnum [B]Classes:[/B] True Necrocarnate [B]Chakra:[/B] Brow, Crown [B]Saving Throw:[/B] None [I]The necrocarnum coalesces into a quietly fearsome mask that is little more than a blank face-covering with slits for your eyes and mouth. Within the black material of the mask, horrified faces can be seen continually rising to the surface and sinking back into the darkness, always bearing expressions of deep hunger and want.[/I] By forming necrocarnum from souls being tortured specifically by deprivation, the dim senses the souls possess are magnified tremendously, and you can partake of some of the magnified senses they possess to enhance your own. A [I]Necrocarnum Mask[/I] grants you Low-Light Vision, and a +4 profane bonus on Perception checks. [B]Essentia:[/B] The profane 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]Fixing itself firmly to your head, the Mask develops lenses covering the eye-slits, which overlay your vision with some of the scenes being witnessed by the deprived souls within the necrocarnum.[/I] When a [I]Necrocarnum Mask[/I] is bound to your Brow Chakra, it allows you to sense the living souls around you directly, by the way they resonate with the deprived souls within the [I]Mask[/I]. As long as you have at least 1 point of essentia invested in the soulmseld, you gain Lifesense, within a radius of 5 feet per point of essentia invested in the [I]Mask[/I]. This works just like the standard rules for Lifesense found in Pathfinder Bestiary 2, page 298, except that its radius is variable rather than a static 60 feet. Lifesense is just like Blindsense, except that it only senses living creatures and nothing else.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Crown)[/h] [TABLE="width: 100%"] [TR] [TD] [/TD] [TD] [I]The Mask fixes itself tightly to your head, and the expressions of the faces within it become more desperate and intense- and thereby more unsettling and frightening to behold.[/I] With the [I]Necrocarnum Mask[/I] bound to your Crown Chakra, the profane bonus that it normally grants to Perception checks is also applied to Intimidate checks.[/TD] [/TR] [/TABLE] [/QUOTE]
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