Here's my next homebrew, an incarnum base class modeled after the Totemist, but focused on aberrations instead of magical beasts. As always, any feedback is greatly appreciated!
WarpsoulAlignment: Any non-good.
HD: d8
Races: Usually human. Races with strong ties to nature rarely become warpsouls, as they feel that the class's connection to aberrations is... unnatural.
Abilities: Constitution is the primary ability score for meldshaping, as in other meldshaping classes. A high Wisdom is also key, as it is important to be of strong stuff to combat the madness that can overtake a warpsoul.
Lvl | BAB | Fort | Ref | Will | Special | Soulmelds | Essentia | Chakra Binds |
1 | +0 | +0 | +0 | +2 | Touch of madness (meldshaper level, soulmeld DC) | 2 | 1 | 0 |
2 | +1 | +0 | +0 | +3 | Chakra bind (crown) | 3 | 2 | 1 |
3 | +2 | +1 | +1 | +3 | Alien senses | 3 | 3 | 1 |
4 | +3 | +1 | +1 | +4 | Chakra bind (feet, hands) | 4 | 4 | 1 |
5 | +3 | +1 | +1 | +4 | -- | 4 | 5 | 1 |
6 | +4 | +2 | +2 | +5 | Touch of madness (essentia) | 4 | 6 | 2 |
7 | +5 | +2 | +2 | +5 | -- | 5 | 7 | 2 |
8 | +6/+1 | +2 | +2 | +6 | Alien constitution | 5 | 8 | 2 |
9 | +6/+1 | +3 | +3 | +6 | Chakra bind (arms, brow, shoulders) | 5 | 9 | 2 |
10 | +7/+2 | +3 | +3 | +7 | Telepathy | 6 | 10 | 3 |
11 | +8/+3 | +3 | +3 | +7 | Touch of madness (capacity) | 6 | 11 | 3 |
12 | +9/+4 | +4 | +4 | +8 | -- | 6 | 12 | 3 |
13 | +9/+4 | +4 | +4 | +8 | Alien mentality | 7 | 13 | 3 |
14 | +10/+5 | +4 | +4 | +9 | Chakra bind (throat, waist) | 7 | 14 | 4 |
15 | +11/+6/+1 | +5 | +5 | +9 | Improved alien constitution | 7 | 15 | 4 |
16 | +12/+7/+2 | +5 | +5 | +10 | Touch of madness (chakra) | 8 | 16 | 4 |
17 | +12/+7/+2 | +5 | +5 | +10 | Chakra bind (heart) | 8 | 17 | 4 |
18 | +13/+8/+3 | +6 | +6 | +11 | Alien resistance | 8 | 18 | 5 |
19 | +14/+9/+4 | +6 | +6 | +11 | -- | 9 | 19 | 5 |
20 | +15/+10/+5 | +6 | +6 | +12 | Chakra bind (soul), alien transformation | 9 | 20 | 5 |
Class Skills (2+Int modifier per level, x4 at 1st level): Concentration, Craft, Knowledge (arcana), Knowledge (the Planes), Listen, Profession, Spellcraft, and Spot.
Class Features Weapon and Armor Proficiency: You are proficient with all simple weapons, with light armor, and with shields (except tower shields).
Meldshaping: A warpsoul's primary ability is shaping incarnum soulmelds, which are drawn from the warpsoul soulmeld list below. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate’s melds, or the bestial spirits of totemist, you channel the strange, unnatural essence of aberrations. The Difficulty Class for a saving throw against a warpsoul soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your warpsoul level.
A warpsoul can shape only a certain number of soulmelds per day. Your daily allotment is shown on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level the number of soulmelds you can shape increases.
At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is shown on the table above. Your character level determines the maximum essentia capacity as usual. As a swift action, you can reallocate your essentia investments in your soulmelds every round. A warpsoul does not study or prepare soulmelds in advance, but must have a good nights rest and must meditate for 1 hour to shape his soulmelds for the day.
Chakra binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level, as shown in the table above.
At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra, and at 20th level you can bind a soulmeld to your soul chakra.
Touch of madness: You have learned how to tap more fully into the essence of the aberrations that make up your soulmelds; however, such power comes at a price. As an immediate action, you can voluntarily take a point of Wisdom burn to raise the meldshaper level or soulmeld DC of one of your soulmelds by one; this increase lasts for a number of rounds equal to your Constitution modifier.
At 6th level, you can instead, as an immediate action, spend two uses of this ability and take 2 points of Wisdom burn to gain one temporary essentia. You can invest the temporary essentia (subject to the normal capacity for your receptacles) as part of the action, and it lasts for a number of rounds equal to twice your Constitution modifier.
At 11th level, as an immediate action you can spend three uses of this ability and take 3 points of Wisdom burn to temporarily increase the essentia capacity of one of your soulmelds by one for a number of rounds equal to three times your Constitution modifier. You can reallocate your essentia to take advantage of this increased capacity as part of the action.
At 16th level, your connection to the essence of aberrations is unparalleled. As an immediate action, you can spend four uses of this ability and take 4 points of Wisdom burn to temporarily bind one of your soulmelds to a chakra that it occupies. This chakra bind does not count against your daily number of chakra binds from the levels in this class, and the soulmeld remains bound for a number of rounds equal to four times your Constitution modifier.
The Wisdom burned by this ability cannot be prevented, reduced, or healed by magic -- it must be healed normally.
Alien senses: Beginning at 3rd level, your association with aberrations has given you uncanny senses. You gain Alertness as a bonus feat, and you also gain darkvision out to 60 feet. If you already have darkvision from another source, the range of your darkvision increases by 60 feet.
Alien constitution: At 8th level, the aberrant nature of your soulmelds has begun to alter your physical make-up. You heal at twice the normal rate, and you gain damage reduction 5/magic. You heal ability damage (including Wisdom burn from your touch of madness ability) at the rate of 1 point every hour.
At 15th level, your physical essence has changed even more. You gain fast healing 2, and you heal ability damage (including Wisdom burned via touch of madness) at the rate of 1 point every 10 minutes.
Telepathy: Starting at 10th level, you are so attuned to your surroundings that you gain telepathy at a range of 60 feet.
Alien mentality: At 13th level, your mind becomes more difficult to affect by those who don't understand your aberrant nature. You gain slippery mind, as the rogue special ability.
Alien resistance (Su): Beginning at 18th level, your psyche is so alien to others that it becomes almost impossible to affect. You are permanently under the effect of
mind blank, as the spell.
Alien transformation: At 20th level, you have completely subsumed the essence of aberrations. Your type changes to aberration, and your Wisdom and Charisma scores are permanently reduced by 2 points. However, you gain a permanent 2-point increase to your Intelligence and Constitutions scores, and you can use
true strike as a supernatural ability 3 times per day. You gain immunity to poison, and your DR improves to 10/adamantine.
Warpsoul Soulmelds- Crown
- Gibbering Mask -- +2 bonus to Spot checks
- Naga Hood -- +1 bonus to saves vs. mind-affecting effects
- Rusted Cap -- Smell metal objects from 30 feet away
- Feet
- Carrion Boots -- 10 foot climb speed
- Delver Greaves -- 10 foot burrow speed
- Grell Robe -- +2 bonus to Jump and Listen checks
- Hands
- Ettercap Claws -- +4 bonus to Climb checks
- Filch Gloves -- +2 bonus to Sleight of Hand
- Otyugh Mantle -- +2 bonus to grapple checks
- Arms
- Athach Gauntlets -- +1 bonus to ranged attack rolls
- Chuul Bracers -- 10 foot swim speed
- Brow
- Gibbering Mask -- +2 bonus to Spot checks
- Illithid Mask -- Spell resistance 5
- Shoulders
- Athach Gauntlets -- +1 bonus to ranged attack rolls
- Blackcloak -- 10% miss chance
- Otyugh Mantle -- +2 bonus to grapple checks
- Phasm Shirt -- +4 bonus to Disguise checks
- Throat
- Aboleth Gills -- +4 bonus to swim checks
- Neothelid Gorget -- Blindsight 5 feet
- Waist
- Pseudonatural Belt -- Resistance to acid and electricity 5
- Umber Sash -- +1 bonus to natural armor
- Heart
- Choker Vest -- +4 bonus to Hide and Move Silently checks
- Filch Gloves -- +2 bonus to Sleight of Hand checks
- Phasm Shirt -- +4 bonus to Disguise checks
- Soul
- Aboleth Gills -- +4 bonus to Swim speed
- Beholder Shroud -- Can't be flanked
- Grell Robe -- +2 bonus to Jump and Listen checks
Warpsoul Soulmeld Descriptions, Part IAboleth GillsDescriptors: Evil.
Classes: Warpsoul.
Chakra: Soul or throat.
Saving Throw: See text.
While wearing
aboleth gills, you gain a +4 insight bonus on Swim checks.
Essentia: Every point of essentia invested in the
aboleth gills increases the bonus by 2.
Chakra Bind (Soul) You gain the ability to attempt to enslave any one living, humanoid creature within 30 feet as a standard action. The target must succeed on a Will save (DC of this soulmeld) or be affected as though by a
dominate person spell (caster level equal to your meldshaper level). An enslaved creature obeys your telepathic commands until freed by
remove curse or one minute per meldshaper level, whichever is sooner. The control is also broken if you die or travel more than 1 mile from your slave. This is a supernatural, mind-affecting compulsion ability, and you cannot use the ability more than once per day on a single person.
Chakra Bind (Throat) When
aboleth gills is bound to your throat chakra, at will as a standard action you can use
minor image as a spell-like ability, with a caster level equal to your meldshaper level. The DC to disbelieve your image is the DC of this soulmeld.
Athach GauntletsDescriptors: None.
Classes: Warpsoul.
Chakra: Arms or shoulders.
Saving Throw: See text.
Your
athach gauntlets grant you a +1 insight bonus on ranged attack rolls.
Essentia: Every point of essentia invested in the
athach gauntlets increases the bonus by 1.
Chakra Bind (Arms) When
athach gauntlets are bound to your arms chakra, you gain the extraordinary ability to throw rocks. You can throw stones that way 50 pounds and do damage equal to 2d6 + your Strength modifier; the range increment for your thrown rocks is 80 feet.
Chakra Bind (Shoulders) You gain the Powerful Build extraordinary ability. You can function in many ways as if you are one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Beholder ShroudDescriptors: None.
Classes: Warpsoul.
Chakra: Soul.
Saving Throw: See text.
While you have
beholder shroud shaped, you cannot be flanked, except by a rogue of a level equal to this soulmeld's meldshaper level + 4.
Essentia: You gain a +2 insight bonus to Spot checks for each essentia invested in the
beholder shroud.
Chakra Bind (Soul) When you bind
beholder shroud to your soul chakra, you gain the ability to fire an
antimagic ray as a spell-like ability at will; this functions exactly as the spell on page 14 of the Spell Compendium. The caster level is equal to this soulmeld's meldshaper level, and the Will save DC is the DC of this soulmeld. Activating this ability is a standard action.
BlackcloakDescriptors: None.
Classes: Warpsoul.
Chakra: Shoulders.
Saving Throw: See text.
With the
blackcloak hanging from your shoulders, the shadows around you shift and make it difficult for enemies to see you. You gain a 10% miss chance against melee and ranged attacks.
Essentia: Every point of essentia invested in the
blackcloak increases the miss chance by 5%.
Chakra Bind (Shoulders) When you bind the
blackcloak to your shoulders, you gain the ability to emit an eerie, terrifying moan. This ability functions exactly like the moan special attack of a cloaker, except that the DC to resist the effects is equal to the DC of this soulmeld.
Carrion BootsDescriptors: None.
Classes: Warpsoul.
Chakra: Feet.
Saving Throw: None.
While wearing
carrion boots, you gain a climb speed of 10 feet.
Essentia: Every point of essentia invested in the
carrion boots increases your climb speed by 5 feet.
Chakra Bind (Feet) You gain Track as a bonus feat, and a +2 bonus to Survival checks for each point of essentia invested in the
carrion boots.Choker VestDescriptors: None.
Classes: Warpsoul.
Chakra: Heart.
Saving Throw: None.
With the
choker vest shaped, you gain a +4 insight bonus on Hide and Move Silently checks.
Essentia: Every point of essentia invested in the
choker vest increases the bonus by 2.
Chakra Bind (Heart) When you bind the
choker vest to your heart chakra, you become supernaturally quick. You can take an extra standard action or move action during your turn each round.
Chuul BracersDescriptors: None.
Classes: Warpsoul.
Chakra: Arms.
Saving Throw: See text.
While wearing
chuul bracers, you gain swim speed of 10 feet.
Essentia: Every point of essentia invested in the
chuul bracers increases your swim speed by 5 feet.
Chakra Bind (Arms) You gain the ability to make a paralyzing touch with the claws extending from your arms. You can make a touch attack as a standard action; if you succeed, your opponent must make a Fort save or be paralyzed for 1 round. The duration of the paralysis increases by 1 for each essentia invested in the
chuul bracers.