Author Topic: Soulblade Luv  (Read 24288 times)

Offline Sinfire Titan

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Re: Incarnum
« Reply #20 on: January 05, 2012, 02:04:39 AM »
ARMGUARDS OF DISRUPTION
Descriptors: Good
Classes: Incarnate, Soulborn
Chakra: Arms
Saving throw: See Text

You call into existence blued silver gauntlets that crackle with energy in the presence of evil.

Your armguards glow blue when any being with an Evil Alignment is within 30'.  You may also do 1d6 damage to non-Good Aligned beings with a successful melee touch attack.

While the wording needs work (I noticed you like to conserve space by using short descriptions), this went from being niche to incredibly more powerful than the Soulborn's Smite ability. I like it myself, but others may not see it as balanced.

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Chakra Bind (Arms)
Your gauntlets are now especially protective against Undead.

You gain an Insight Bonus to AC and Saving Throws equal to the amount of Essentia invested against Undead opponents.  Additionally you now threaten critical hits against Undead despite their normally being immune.

Same thing, but now it's actually optional to turn it into a niche bonus.

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BLUESTEEL BRACERS
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Arms
Saving throw: None

You form your Incarnum into bands of bright blue steel that warn you of danger.

You gain a +2 Insight Bonus to Initiative.

Essentia: You gain an Insight Bonus on Damage rolls equal to the Essentia invested.

Chakra Bind (Arms)
Your allies begin to share your awakened senses.

Allies within 30' of you also gain the benefits of this Soulmeld.

Fine.

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CERULEAN SANDALS
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Feet
Saving throw: None

Your Incarnum shapes into sandals that look carved from blue ice with water running just below the surface.

You gain the benefits of a Water Walk spell while this meld is shaped.

Essentia: Your base land speed increases by +5' for each point of Essentia invested.

Chakra Bind (Feet)
The ice from your sandal begins to spread covering your lower legs.

You may Dimension Door as per the spell as a Swift Action up to 10' a number of times per day equal to the Essentia invested.

While the increased distance is nice (I assume you are keeping the ability to distribute the uses/day), you overlooked that the D.Door spell prevents the caster from taking any actions after using the effect (which was why I suggested adding in an attack option to the Chakra bind).

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ENERGY CINCTURE
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Waist
Saving throw: See Text

Your Incarnum forms into a belt of writhing energy about your waist (color depends on energy type).

You gain Energy Resistance 10 (type is identical to the next form of energy you are hit with, and yes the Resistance applies).  Type does not change until you reshape the Meld.

Essentia: Your Energy Resistance increases by +5 for each point of Essentia invested.

The wording here is the problem:

"After you shape this soulmeld, the first time you would be dealt energy damage (acid, cold, fire, or electricity) this soulmeld gains the corresponding energy descriptor. Upon doing so, the Energy Cincture soulmled provides energy resistance 10 (+5 per point of essentia invested in it) against that energy type for as long as it remains shaped. This resistance applies against the source of energy damage that triggered this.

For example; if you shape this soulmeld and immediately stick your arm into your campfire, this soulmeld gains the Fire descriptor and provides Fire Resistance 10 (simultaneously negating 10 points of damage that the campfire deals to you). This change applies until you unshape the Energy Cincture soulmeld (be it willingly or if it is dispelled by a Disjoin Soulmeld spell). If, later on in the day, you would take cold damage, the Energy Cincture's descriptor does not change again to protect you from that cold damage.

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Chakra Bind (Waist)
Youe belt begins absorbing energy attacks instead of deflecting them.

Whenever your Energy Cincture prevents damage you may release the stored energy as a Swift Action (you may hold for a number of rounds equal to Essentia invested).  It takes the form of a ray, and is a 60' ranged touch attack doing damage equal to the amount of damage it blocked (Reflex Saving Throw for half damage).

The ability to store the energy for a few rounds is a nice change, but it still lacks a means of overcoming a source's energy resistance (after all, what good does this ability do you when you're going solo against a Fire Elemental?).

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ILLUSION VEIL
Descriptors: Chaos
Classes: Incarnate, Soulborn
Chakra: Brow
Saving throw: See Text

Your face is obscured by a thin veil of Incarnum.  Occasionally it obscures the rest of you as well.

You can use Greater Invisibility at will as per the spell as a Swift Action.  The rounds of invisibility do not need to be consecutive.

Essentia: You may remain invisible and additional 2 rounds per point of Essentia invested.

Not at will. It goes from being useless to the Soulborn class to being utterly broken because of Shape Soulmeld. Try this instead:

"When you shape the Illusion Veil you gain the ability to become invisible for brief periods of time. Activating this ability is a swift action, and your invisibility lasts for 1 round plus 1 round per point of essentia invested in the soulmeld at the time it was activated. After you activate this ability, you can’t voluntarily change the soulmeld’s essentia investment until the duration of invisibility ends or if you take an action that would break your invisibility (as per the Invisibility spell). If the essentia investment is decreased involuntarily to the point where the number of consecutive rounds spent incorporeal equals or exceeds the essentia invested, the effect ends.

Each day, you may use this ability a number of rounds equal to your meldshaper level. The uses need not be consecutive.

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Chakra Bind (Brow)
Your veil reshapes itself, and eventually appears to reshape you as well.

You gain an additional 4 rounds per day of Greater Invisibility.  Instead of Greater Invisibility you may now opt to gain the benefits of a Tenser's Transformation spell instead (since Tenser's Transformation specifies spellcasting it does not unshape your Melds).

I get the idea, but TT doesn't make sense at all for a Soulborn (it's little better than Bear's Endurance and Bull's Strength). Try this:

"The invisibility provided by this soulmeld is now identical to the Greater Invisibility spell (except in duration). In addition, you can use the Mirror Image spell as a standard action a number of times per day equal to your Charisma modifier. The number of images created each time you do is equal to 3+the essentia invested in this soulmeld, to a maximum of 10 images."

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NECROCARNUM CIRCLET
Descriptors: Evil, Necrocarnum
Classes: Incarnate, Soulborn
Chakra: Crown
Saving throw: None

A coal black crown forms upon your head.

While this Meld is shaped you automatically detect all Undead within 30' as if you had Blindsight.

Essentia: If you have this Bound to your Crown Chakra you may invest Essentia to power your Necrocarnum Shade.  You may invest all your Essentia into one of the following effects or split them as you desire:

Attack Bonus The Shade gains a Bonus to Attack and Damage Rolls equal to the Essentia invested.

Armor Bonus The Shade's Deflection Bonus to AC improves by +1 per Essentia invested.

Saving Throws The Shade gains a Resistance Bonus on Saving Throws equal to the Essentia invested.

Hit Dice Increase the Hit Dice by +1 per 2 Essentia invested.  Maximum Hit Dice cannot be higher than your Meldshaper Level.

Chakra Bind (Crown)
Your crown smokes briefly as a dark shuffling deathly figure appears next to you.

You create a Necrocarnum Shade (see below for stats).  It is a dark, corpselike semi-substantial figure that never strays further than 10' of you.  You may communicate with it telepathically at will, and issue it orders as a Free Action (if you become incapable of issuing orders it will perform it's last action, and then attack anything approaching your body).  If it is reduced to 0 hp the Meld unshapes.

Now we're talking. It fits the theme of Necrocarnum perfectly (twisting the Essentia that creates the Soulmeld into an undead abomination instead of using Essentia to animate a corpse).

However, I recommend unbinding the Shade's HD from the Soulmeld's invested Essentia. Have the HD be 4+Meldshaper Level, and have the Essentia invested in the Soulmeld provide temporary HP (ala Azure Toughness or the Vigor psionic power).

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NECROCARNUM SHROUD
Descriptors: Evil, Necrocarnum
Classes: Incarnate, Soulborn
Chakra: Soul or Waist
Saving throw: See Text

The air around you is filled with faint tendrils of darkness.

Anytime an Attack Roll succeeds against a living being within 5' of you you gain a cumulative +1 Bonus to Attack and Damage Rolls for 1 round (if the creature dies this lasts a number of rounds equal to the creatures Hit Dice instead).  Maximum possible Bonus is equal to your Meldshaper Level.

Try: "Upon shaping this soulmeld, you gain a necromantic aura that extends out to 5ft. Whenever a creature makes a successful attack (melee or ranged, but not touch or ranged touch) against a living creature other than you within the aura, you gain a cumulative +1 profane bonus to attack rolls and damage rolls for one round. This bonus can never exceed your meldshaper level.

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Essentia: Each Essentia invested increases the range of the aura by 5'

That's my recommendation. The bonus should be plenty (+20 isn't going to be that difficult to get if the party has enough minions or if there's enough enemies).

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Chakra Bind (Soul)
The tendrils settle onto your skin turning it flat black.

You may bestow 2 negative levels on an opponent by making a successful melee touch attack (Fortitude Save for half).  If the opponent fails his Saving Throw the Meld with the least Essentia invested in it is Unshaped (choose a random one to break ties).

The second part makes very little sense for this soulmeld. Here's an idea:

"As an part of a full attack action, you may make a touch attack (doing so replaces one of your iterative attacks). If that attack hits, the target must make a Fortitude save or take 2 negative levels. If the target fails the save, you gain 1 point of Essentia and 5 temporary hit points per essentia invested in your Necrocarnum Shroud. Negative levels and temporary hit points bestowed in this way last for 1 hour, and the essentia lasts until the end of your next turn. While the negative levels are cumulative, the temporary hit points and essentia are not.

The target may choose to unshape a shaped soulmeld instead of making a Fortitude save against this effect. If the target does, treat it as though the target succeeded on it's Fortitude save. This discussion can be made after seeing the results of the Fortitude save, but before the effects of this ability are applied."

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Chakra Bind (Waist)
The tendrils around you begin to burrow through the clothes and skin of your opponents.

At the beginning of your Turn any living being within your necromantic aura must make a Will Save or be Frightened for a number of rounds equal to the Essentia invested. If the creature fails this save multiple times, the fear effect does not stack. This is a mind-affecting (fear) effect. A creature that succeeds on it's Will save is immune to this effect for 24 hours.

And that's what I think it should do (Panicked is a bit powerful; this at least gives the DM some leeway for the encounter to continue).
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Offline bhu

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Re: Incarnum
« Reply #21 on: January 05, 2012, 02:49:45 AM »
Sorry Ziegander I meant to hit quote instead of modify, Im trying to see if i can reset it now.

Offline bhu

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Re: Incarnum
« Reply #22 on: January 05, 2012, 03:00:30 AM »

While the wording needs work (I noticed you like to conserve space by using short descriptions), this went from being niche to incredibly more powerful than the Soulborn's Smite ability. I like it myself, but others may not see it as balanced.

That and carpal  tunnel.  What if i restrict it to working on evil?

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While the increased distance is nice (I assume you are keeping the ability to distribute the uses/day), you overlooked that the D.Door spell prevents the caster from taking any actions after using the effect (which was why I suggested adding in an attack option to the Chakra bind).

fixed





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The ability to store the energy for a few rounds is a nice change, but it still lacks a means of overcoming a source's energy resistance (after all, what good does this ability do you when you're going solo against a Fire Elemental?).

Changed the wording as per your suggestion, made ray untyped damage.

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Illusion Veil
Wasnt paying attention and accidentally erased half the text on it in addition to other issues.  Gotta start doing these on more sleep.  fixed.



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NECROCARNUM CIRCLET

fixed


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NECROCARNUM SHROUD


Fixed.  What about Zieganders slow drain option?  May save it for another soulmeld if i dont use it for this one (vampire cloak maybe).

Overall turned out to be more of a clusterfuck than I'd wanted.  Will try to pay more attention next batch
« Last Edit: January 05, 2012, 03:03:17 AM by bhu »

Offline Sinfire Titan

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Re: Incarnum
« Reply #23 on: January 05, 2012, 05:18:14 AM »

While the wording needs work (I noticed you like to conserve space by using short descriptions), this went from being niche to incredibly more powerful than the Soulborn's Smite ability. I like it myself, but others may not see it as balanced.

That and carpal  tunnel.  What if i restrict it to working on evil?

Just let me know if you want some help wording these things. I'm very good with technicalities.

Restricting it to Evil-only (and then changing the Bind from Undead-only to a "Choose a Type" ability to make up for it) would work nicely.

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Fixed.  What about Zieganders slow drain option?  May save it for another soulmeld if i dont use it for this one (vampire cloak maybe).

It's a good idea, but it would be best on a different Soulmeld. The less front-loaded a Soulmeld is, the better the class that gets the ability will be.
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Offline bhu

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Re: Incarnum
« Reply #24 on: January 06, 2012, 04:39:28 AM »
Okay i redid armguards and added the following:

Diadem of Awareness, Horseman's Circlet, Incarnum Focus, Sailor's Bracers, and Soulspeaker Circlet.  Not sure I like them really, they feel iffy.

Offline bhu

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Re: Incarnum
« Reply #25 on: January 06, 2012, 08:42:46 PM »
Added Assassin's Gloves, Assassin's Touch, Cloak of Darkness, Third Eye and Unbreathing Amulet.

Offline Sinfire Titan

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Re: Incarnum
« Reply #26 on: January 06, 2012, 11:53:06 PM »
ASSASSIN'S GLOVES
Descriptors: Evil
Classes: Incarnate, Soulborn
Chakra: Hands
Saving throw: None

Incarnum flows down your arms turning your hands matte black, rendering them invisible in darkness.

You may make a Bluff Check to Feint in Combat as a Swift Action instead of a Standard Action.

Essentia: Each Essentia invested gives you a +2 to Bluff Checks for purposes of Feinting.

Nice. We don't need another Glibness, so this actually works out wonderfully for the Bluff skill.

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Chakra Bind (Hands)
It is not wise to fight you in other than broad daylight.

When in shadow or areas of dim illumination, each Essentia invested increases the amount of Sneak Attack dice you have (if any)  by +1d6.

Try "As long as you are not in bright illumination, you gain +1d6 Sneak Attack damage. If you did not have Sneak Attack, you do not gain it from this ability."

(click to show/hide)

Dazing at-will is horrifically powerful, especially when you can spam it so easily. There are precious few ways to defend against being dazed, and being able to daze something for 4+ rounds with a single attack (and they can use it on AoOs too) is just too broken to allow. This ability needs serious rethinking. And, again, think about Shape Soulmeld. Even reducing this to Stunning is too much due to the duration of the stunning (although stunning gets much weaker towards the higher levels). I'm not against a Stunning Fist-style ability for this Soulmeld, but at-will and on every single attack is a bit much.

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Chakra Bind (Arms)
The words written upon you begin to shift, and woe unto he who pays attention to what they are saying.

If your opponent fails his Save he is Paralyzed as opposed to being Dazed.

See above. Too powerful for an at will ability, and far too low-level.

Comparing this soulmeld to the Basilisk Mask, this soulmeld wins out. It's more action-efficient; able to deny an opponent his entire turn by using a single AoO. The Mask has the disadvantage of denying you your turn and being a Fort-save (which is the best save in the game). This can be used 4+ times/round by a Fighter (who, I admit, won't have the Save DC as high as it could be and couldn't overcome SR worth a damn). Imagine putting this on Jack B. Quick. Sheer volume of attacks/round means this soulmeld's effect can trigger multiple times per round.

I'm all for giving melee nice things, but this is sick. The DC is even Con-based due to being a Soulmeld's effect. It's just too easy to optimize this into an unbeatable build (well, casters can beat it, but it still is unstoppable at most levels).

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CLOAK OF DARKNESS
Descriptors: Evil
Classes: Incarnate, Soulborn
Chakra: Shoulders
Saving throw: None

Dark, smoke-like Incarnum spreads from your throat down your back like a dark cloak.

You gain a +2 Profane Bonus to Hide and Move Silently Checks. 

Essentia: For each Essentia invested the Bonus increases an additional +2.

I'm fine with this. There's all ready a soulmeld for Hide/MS, so giving this the Evil descriptor doesn't mean non-evil Soulborns can't be stealthy.

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Chakra Bind (Shoulders)
Your cloak envelops you briefly before you disappear.

You may teleport as per the spell a number of times per day equal to the Essentia invested.

A very wide-range campaign-wrecker, but they don't get it until 14th level (Wizards will have had this for 5 levels by now). It's strong, to the point of being a must-have, but thematically an oddball. The ability just doesn't make sense at all. How is this Evil, aside from specific campaign-applications?

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DIADEM OF AWARENESS
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Crown
Saving throw: None

Pale blue incarnum form into a ring around your brow upon which colorless glass eyes open.

While this Meld is shaped you gain Blindsight 10'.

For comparison, the Shadowmantle doesn't grant this ability until 14th level. You can get this ability at 1st level. Tone this down to Darkvision, and have the Chakra Bind granted Blindsense (not Blindsight; too powerful for the Crown).

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HORSEMAN'S CIRCLET
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Crown (Totem)
Saving throw: None

Your Incarnum wreathes into a pale band, tying back your hair.

You may Take 10 on all Ride Checks as long as this Meld is shaped.

Essentia: If you have this Bound to your Totem Chakra you may invest Essentia to power your Incarnum Mount.  You may invest all your Essentia into one of the following effects or split them as you desire:

Attack Bonus The Mount gains a Bonus to Attack and Damage Rolls equal to the Essentia invested.

Armor Bonus The Mounts Deflection Bonus to AC improves by +1 per Essentia invested.

Saving Throws The Mount gains a Resistance Bonus on Saving Throws equal to the Essentia invested.

Hit Points Increase the Mounts hp by +4 per Essentia invested.

The fact that it can't be invested in unless you bind it to the Totem is a bit restrictive, but this Soulmeld does very little good for a Soulborn.

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Chakra Bind (Crown)
Your headband expands into more of a turban.

You may Dominate any Animal (as per the spell Dominate Animal) once per day for a period of 1 hour per Essentia invested.

Rather nice. Provides it's own mount ala Necrocarnum Circlet (the original) and retains relevance towards the mid-levels the way a Druid does, although the duration caps out at 8 hours (which, really, you should only need it for that long). However, the uses/day has a problem: A lucky roll means this Soulmeld is worthless to the Soulborn for 24 hours.

I recommend making it so that a successful save renders the target immune to this Soulmeld's effects for 24 hours, but the use isn't expended. Thus you can't spam it on the same creature, but you still have the option of hunting down another one and trying again.

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Chakra Bind (Totem)
There is no change to your headband, but you now appear to be mounted on a creature of some sort.

You create an Incarnum Mount (see below for stats).  It is a bright semi-substantial creature that never strays further than 10' of you.  You may communicate with it telepathically at will, and issue it orders as a Free Action (if you become incapable of issuing orders it will perform it's last action, and then attack anything approaching your body).  If it is reduced to 0 hp the Meld unshapes.

We're going to have to work out the stats, but this makes very little sense for the Totemist to have. Totemists are not usually mounted combatants (in fact, they work better as the mount itself). Change the Totem bind to something else (perhaps something movement-related, like Travel Devotion's swift action movement?), and make the Mount the Waist bind.

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INCARNUM FOCUS
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Throat
Saving throw: None

A necklace of blue crystals forms around your neck, flashing blue whenever you use your powers.

Your Meldshaper Level increases by 2 for all Melds you have Bound to a Chakra.

Essentia: For each Essentia invested the Save DC of one Meld that is Bound to a Chakra is increased by +2.  You choose which one when you Shape your Melds for the day, and it may not be changed.

And holy shit, talk about a buff. It's a must-have for every meldshaper, and overly narrow for anyone who isn't. The essentia ability causes problems for balance. The basic effect is good. Keep that. But the Essentia ability needs to go. Replace it with a Spellcraft/Knowledge (The Planes) skill booster.

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Chakra Bind (Throat)
The glow when you use your powers is now much brighter.

Choose 1 Soulmeld you have bound to a Chakra when you Shape your Melds for the day.  The amount of Essentia considered to be invested in that Soulmeld increases by +2.

"When you bind this soulmeld to your throat chakra, choose another soulmeld you have shaped. When determining that soulmeld's invested essentia, treat it as though it were 2 higher than it really is. This effect ignores the soulmeld's normal essentia capacity restrictions."

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SAILOR'S BRACERS
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Arms
Saving throw: None

Your Incarnum forms leather bracers that smell of the sea.

You gain a Swim Speed equal to your Land Speed, may always Take 10 on a Swim Check, and may use the run Action while Swimming in a straight Line. 

Essentia: You get a +2 to Swim Checks for each Essentia invested.

Swim and Balance checks. Got to make it at least somewhat useful outside of a seafaring campaign.

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Chakra Bind (Arms)
Scales spread from your bracers up your arm terminating in fins at your elbow.
You no longer take Attack or Damage Roll Penalties for being underwater, and you do not need to make Swim Checks to avoid becoming Off Balance.  Your Natural Armor Bonus improves by +1 per Essentia invested.

That last part should read "You gain a +1 enhancement bonus to your natural armor per essentia invested in your Sailor's Bracers soulmeld. Creatures that lack a natural armor bonus are treated as having a natural armor bonus of +0."

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SOULSPEAKER CIRCLET
Descriptors: See Text
Classes: Soulborn
Chakra: Crown or Throat
Saving throw: See Text.

Incarnum forms a light blue circlet around your head.

You gain Telepathy with a range of 10'.

Essentia: The range increases +5' per point of Essentia invested.

Take a note out of the Mind's Eye articles and make it at will Mindlink (XPH), and have the Essentia invested enable Mindlink multiple creatures. Mindsight for 2 feats (Shape Soulmeld+Mindsight) is unbalancing.

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Chakra Bind (Crown)
Your circlet shrinks to a small blue dot on your forehead.

You may use Sending as per the spell a number of times per day equal to the Essentia invested.

Good.

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Chakra Bind (Throat)
The circlet forms around your neck instead now.

You may unshape this Soulmeld to cast one of the following spells: Blasphemy (must be Evil, Meld gains the Evil descriptor), Dictum (must be Lawful, Meld gains the Law descriptor), Holy Word (must be Good, Meld gains the Good descriptor), or Word of Chaos (must be Chaotic, Meld gains the Chaos descriptor).

Just have it unbind, not unshape. I'm on the edge of saying the SLAs should be Chaos Hammer/Unholy Blight/etc, but considering that it's a Throat bind I can see leaving it be.

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THIRD EYE
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Brow
Saving throw: See Text

A tattoo of a pale blue eye forms on your forehead.

You may make a Search Check as a Swift Action, and gain a +2 Bonus to Search, Sense Motive, and Spot Checks.

Essentia: For each Essentia invested increase by 5' the distance for which you begin to take Spot Check penalties due to range (i.e. for 1 Essentia you take a -1 penalty to Spot Checks every 15' instead of 10', at 2 Essentia this raises to 20', etc.).

A tad weak. Try this:

"You may make Search checks and Spot checks as Swift actions instead of their normal action type, and gain a +2 Insight Bonus to Search, Sense Motive, and Spot Checks.

Essentia: Every point of essentia invested in your Third Eye soulmeld improves the Insight bonus to Search, Spot, and Sense Motive checks by 2. In addition, each point of Essentia invested increases by 5' the distance for which you begin to take Spot Check penalties due to range (i.e. for 1 Essentia you take a -1 penalty to Spot Checks every 15' instead of 10', at 2 Essentia this raises to 20', etc)."

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Chakra Bind (Brow)
The tattoo becomes an actual living eye.
You may now see in darkness or through fog, mist, or smoke as though they were normal daylight.  In addition you may see Invisible creatures as per the See Invisibility spell.

Made a minor change.

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UNBREATHING AMULET
Descriptors: None
Classes: Incarnate, Soulborn
Chakra: Throat
Saving throw: None

Your Incarnum forms a dull metal necklace.

You may hold your Breath for a number of rounds equal to your Constitution Modifier x8 before you risk drowning.

Essentia: For each Essentia invested you may hold your breath one additional round.  Additionally you gain a Bonus equal to the Essentia invested on any Saving throws against attacks that require you to breathe such as gasses and inhaled poisons.

I'm personally underwhelmed, but can see the uses behind it.

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Chakra Bind (Throat)
The necklace begins to segment and burrow into your neck.

You no longer require food, water, or air.  Additionally you are immune to poisons, diseases, and cannot be exhausted, fatigued, nauseated, or sickened.

Nice, if gained rather late in the game.
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Offline bhu

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Re: Incarnum
« Reply #27 on: January 07, 2012, 12:37:31 AM »
Revised all of them.

Doing any better?

edit: and a massive thank you for all this!
« Last Edit: January 07, 2012, 12:43:56 AM by bhu »

Offline Sinfire Titan

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Re: Incarnum
« Reply #28 on: January 07, 2012, 10:40:38 PM »
ASSASSIN'S TOUCH
Descriptors: Evil
Classes: Incarnate, Soulborn
Chakra: Arms
Saving throw: See Text

Incarnum flows down your arms, covering them in temporary glyphs of vile power.

By making a melee touch attack you may Stun an opponent who fails a Willpower Saving Throw for 1 round.  You may use this ability 1/day, plus an additional use per day per point of Essentia invested. Targets that succeed on this save are immune to this effect until the beginning of your next turn.

Essentia: For every Essentia invested the Save DC to avoid being Stunned increases by +1.

Two things.

1: Essentia all ready boosts the save DC, so this ends up escalating very quickly.

2: Removing invested essentia causes problems. You shouldn't tie the uses/day to invested essentia because it can change so frequently (abilities like that are better suited for Incarnum feats).  1+Con should be more than enough uses/day to last.

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Chakra Bind (Arms)
The words written upon you begin to shift, and woe unto he who pays attention to what they are saying.

If your opponent fails his Save he is Paralyzed as opposed to being Stunned. If the target succeeds on the saving throw, he is immune to this effect for one minute (but can still be stunned by the Assassin's Touch unbound effect). You may alternate between stunning and paralyzing as you see fit.

The uses/day were the problem with this ability, so it's closer to being balanced now. Included a clause about successful saves (to keep it a bit more balanced).

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HORSEMAN'S CIRCLET
Descriptors: None
Classes: Soulborn, Totemist
Chakra: Crown (Totem)
Saving throw: None

Your Incarnum wreathes into a pale band, tying back your hair.

You may Take 10 on all Ride Checks as long as this Meld is shaped.

Essentia: If you have this Bound to your Crown Chakra you may invest Essentia to power your Incarnum Mount.  You may invest all your Essentia into one of the following effects or split them as you desire:

Attack Bonus The Mount gains a Bonus to Attack and Damage Rolls equal to the Essentia invested.

Armor Bonus The Mounts Deflection Bonus to AC improves by +1 per Essentia invested.

Saving Throws The Mount gains a Resistance Bonus on Saving Throws equal to the Essentia invested.

Hit Points Increase the Mounts hp by +4 per Essentia invested.

Chakra Bind (Crown)
Your headband expands into more of a turban.

You create an Incarnum Mount (see below for stats).  It is a bright semi-substantial creature that never strays further than 10' of you.  You may communicate with it telepathically at will, and issue it orders as a Free Action (if you become incapable of issuing orders it will perform it's last action, and then attack anything approaching your body).  If it is reduced to 0 hp the Meld unshapes.

Chakra Bind (Totem)
There is no change to your headband.

You may Dominate any Animal (as per the spell Dominate Animal) once per day for a period of 1 hour per Essentia invested.  A successful Save renders the animal immune to this ability for 24 hours, but the use is refunded.

Much better (aside from the small change to the Totem bind).

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ILLUSION VEIL
Descriptors: Chaos
Classes: Incarnate, Soulborn
Chakra: Brow
Saving throw: See Text

Your face is obscured by a thin veil of Incarnum.  Occasionally it obscures the rest of you as well.
When you shape the Illusion Veil you gain the ability to become invisible for brief periods of time. Activating this ability is a swift action, and your invisibility lasts for 1 round plus 1 round per point of essentia invested in the soulmeld at the time it was activated. After you activate this ability, you can’t voluntarily change the soulmeld’s essentia investment until the duration of invisibility ends or if you take an action that would break your invisibility (as per the Invisibility spell). If the essentia investment is decreased involuntarily to the point where the number of consecutive rounds spent incorporeal equals or exceeds the essentia invested, the effect ends.

Each day, you may use this ability a number of rounds equal to your meldshaper level. The uses need not be consecutive.

Essentia: You may remain invisible and additional 2 rounds per point of Essentia invested.

Like I said before, uses/day based on invested essentia isn't a good idea, and this Soulmeld's effect is all ready tied to essentia invested.  Convert the Essentia ability into a bonus on Will saves against Mind-Affecting abilities.

And you're welcome Bhu. I may use some of these ideas in a Soulborn fix of my own.
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Offline bhu

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Re: Incarnum
« Reply #29 on: January 08, 2012, 01:57:07 AM »
Revised  them and added Azure Greaves, Battle Helm, Grappling Gauntlets, and Riding Bracers.

Im adding Feats and racial sub levels in the posts below, is there anything you want that I dont already have?

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Re: Incarnum
« Reply #30 on: January 08, 2012, 02:32:29 PM »
Im adding Feats and racial sub levels in the posts below, is there anything you want that I dont already have?

Warforged! Well, Eberron/Incarnum support in general, but Warforged or Shifters as a priority.
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Offline bhu

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Re: Incarnum
« Reply #31 on: January 09, 2012, 05:20:05 AM »
Let me think on the Racial sub levels a bt.  If you peek at the wording of my smite it doesnt need to be a melee attack, so i need something new for the elf.  I also need to find my eberron stuff.

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Re: Incarnum
« Reply #32 on: January 10, 2012, 03:03:57 PM »
AZURE GREAVES
Descriptors: None
Classes: Soulborn
Chakra: Feet
Saving throw: None

You shape your Incarnum into armored greaves formed of bright blue metal.

You can move through Allies or difficult terrain when Charging.
Essentia: For each point of Essentia invested you gain a +2 Dodge Bonus to AC vs Attacks of Opportunity (this stacks with Mobility).  Any effect that causes you to lose your Dexterity Bonus to Ac also causes you to lose this Bonus.

Very narrow. I'd personally be loathe to use this depending on the party composition/number (a larger party with multiple frontliners would warrant this Soulmeld). The Essentia ability is rather weak too.

Perhaps if the Soulmeld itself (not the Essentia ability) offered an ability that provokes attacks of opportunity, provided said ability was useful enough to warrant risking it? Something Charge-related (such as a variant Overrun, which is under-supported)?

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Chakra Bind (Feet)
Your armored legs seem more difficult to move without your permission.

You now automatically succeed on all Checks to resist being Tripped or Bull Rushed.  Difficult terrain no longer slows you down as well.

Significantly more useful, but the last half should read "Difficult terrain has no effect on your actions, and does not impose penalties or increase the DCs of any skill checks or ability checks you perform."

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BATTLE HELM
Descriptors: None
Classes: Soulborn
Chakra: Crown
Saving throw: None

Your Incarnum shapes into an imposing horned helm.

You gain a +2 Bonus to opposed Combat Checks and Intimidate Checks.

Essentia: Each point of Essentia invested increases the Bonus by an additional +2.

"Combat checks"? Spell that part out, cause not everyone is going to understand what you are referring to (I assume you mean Trip, Grapple, and similar checks). One thing to keep in mind is that this Soulmeld can, inadvertently, render other Soulmelds redundant.

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Chakra Bind (Crown
Smoke begins to leak from the eyesockets of your helmet, though it effects you not.

Whenever you succeed in an opposed Combat Check your opponent is Shaken for a number of rounds equal to your Constitution Modifier.

Not too bad. Action efficient, the duration scales, and the ability helps future combat actions, even if it doesn't scale that well (not that this is a big problem).

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GRAPPLING GAUNTLETS
Descriptors: None
Classes: Soulborn
Chakra: Hands
Saving throw: None

Your Incarnum forms into thin leather straps wrapped around your hands and forearms.

You do not provoke an Attack of Opportunity when making a Grapple attempt, and may Grapple an opponent of any Size Class.

Essentia: You gain a +2 Bonus on Grapple Checks per point of Essentia invested.

Perfect for the job.

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Chakra Bind (Hands)
Small jagged crystals form on the straps on the back of your hands and arms.

You gain the Constrict Ability, doing your normal unarmed damage plus 1d6 with a successful Grapple Check.

I like it, but have the extra damage be equal to (or based on) Essentia invested+Unarmed damage.

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RIDING BRACERS
Descriptors: None
Classes: Incarnate, Soulborn, Totemist
Chakra: Arms (Totem)
Saving throw: None

Your Incarnum forms into hard leather bracers smelling of horses.

You no longer need to make DC 5 Ride checks for mounted combat, nor do you have a percentage change to fall off your mount if you are knocked unconscious.

Essentia: You gain a +2 on Attack and Damage rolls made while mounted per point of Essentia invested.

The Essentia effect shouldn't apply to both. Pick one or the other (and the bonus is a bit high).

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Chakra Bind (Arms)
If you also have the Horsman's Circlet bound, your mount gets some new abilities.

Your Incarnum Mount gains one of the following abilities, chosen when you shape this Meld:

A Fly Speed equal to it's Land speed, with Good Maneuverability.

A Swim Speed equal to it's Land speed.  It also gains a +8 Bonus on Swim Checks, and may always Take 10 on a Swim Check.  It may use the Run Action while Swimming in a straight line.

It may use Spiderclimb at will as per the spell.

First: It's a circlet, so binding it to the Arms slot makes very little sense at all (Crown or Brow does). Second, the Fly speed all but negates the need for the Spiderclimb effect. A Burrowing speed would be more useful (see Ashworm Dragoon, in Sandstorm).
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Offline bhu

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Re: Incarnum
« Reply #33 on: January 11, 2012, 04:34:06 AM »
Redid them, and reworded Riding Bracers.  You dont bind the Horsemans circlet to the arms, you bind the bracers to the arms and the circlet to the brow for a combo effect

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Re: Incarnum
« Reply #34 on: January 11, 2012, 10:08:50 AM »
Redid them, and reworded Riding Bracers.  You dont bind the Horsemans circlet to the arms, you bind the bracers to the arms and the circlet to the brow for a combo effect

Ah. Didn't see that there.
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Re: Incarnum
« Reply #35 on: January 17, 2012, 02:01:27 AM »
Got the base ability for the various weapon melds up.  Hadda separate some melds into next post cause i went over the limit.

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Re: Incarnum
« Reply #36 on: January 17, 2012, 08:45:59 PM »
Got the base ability for the various weapon melds up.  Hadda separate some melds into next post cause i went over the limit.
Start saving the finished soulmelds into a Word document or something, cause you're going to run out of space every now and then. Word documents can be converted and posted on the net.
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Re: Incarnum
« Reply #37 on: January 23, 2012, 01:49:50 AM »
FInally got the weapons done.  Sorry for the delay my concentration has been shit the last month or so.

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Re: Incarnum
« Reply #38 on: January 30, 2012, 10:21:48 PM »
okay rough drafts of all remaining soulmelds are done and posted, and awaiting feedback

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Re: Incarnum
« Reply #39 on: February 07, 2012, 07:34:43 PM »
All right, I can see some issues with the weapon soulmelds, but I'm going to address them all at once. It's going to take a while.
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