Author Topic: Soulblade Luv  (Read 24291 times)

Offline bhu

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Re: Soulblade Luv
« Reply #60 on: March 10, 2018, 01:26:41 AM »
the cloak of darkness meld

Offline Nanshork

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Re: Soulblade Luv
« Reply #61 on: March 11, 2018, 09:06:05 PM »
DEFLECTING BUCKLER needs a close parenthesis.  Its Chakra Bind feels weird.

Everything with this line needs a close parenthesis: (if another tries to use it it simply disappears until you summon it to your hand again

Hammer of Justice has the word sword in it.

INCARNUM FOCUS - does this let you invest more essentia in your soulmelds?

NECROCARNUM VESTMENTS essentia line needs reworded.  Use this: Rolls to confirm critical hits against you gain a penalty equal to the Essentia invested.

PAULDRONS OF HEALTH has a line break in the essentia section.

SILVERTONGUE MASK has a line break in the chakra bind (throat) section.

SOULSPEAKER CIRCLET - is this one person period selected when shaping or one person at a time?

STRONGHEART VEST has a line break in the main section and essentia section and chakra bind (waist) section.

THUNDERSTEP BOOTS has a line break in the chakra bind (feet) section.

WIND CLOAK has a line break in the essentia section.

Azure Enmity feat needs a base bonus (I'm assuming +2).

Azure Touch feat - what's the rounding and minimum number?

Unholy Life feat has some line breaks. 

Orc Level 9, Shifter Level 9, and Undead Level 3 ACFs are not done.


DONE!


Offline bhu

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Re: Soulblade Luv
« Reply #62 on: March 13, 2018, 12:33:57 AM »
DEFLECTING BUCKLER needs a close parenthesis.  Its Chakra Bind feels weird.

Weird?

Quote
INCARNUM FOCUS - does this let you invest more essentia in your soulmelds?

Yes and no, it raises the essentia invested by 2.  So if you invested 1 essentia, you have effectively invested 3.

Quote
SOULSPEAKER CIRCLET - is this one person period selected when shaping or one person at a time?
  When shaping, I have reworded.  I fixed the other mistakes.
 

Quote
Orc Level 9, Shifter Level 9, and Undead Level 3 ACFs are not done.

goddamn my memory....I'll fix that.  Much thanks Nan!

Offline Nanshork

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Re: Soulblade Luv
« Reply #63 on: March 13, 2018, 08:13:55 PM »
Deflection bonus of con mod for a shield soulmeld feels weird.

For Incarnum Focus, I meant the base ability.  I forgot that essentia capacity was based off of Character Level not Meldshaper Level.

Offline bhu

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Re: Soulblade Luv
« Reply #64 on: March 17, 2018, 01:38:59 AM »
ah ok, thats a yes then

Offline bhu

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Re: Soulblade Luv
« Reply #65 on: March 27, 2018, 02:04:07 AM »
Okay I got the racial sub levels finished.

Offline Nanshork

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Re: Soulblade Luv
« Reply #66 on: March 30, 2018, 09:45:43 PM »
Undead 3 says Tun instead of Turn, other than that they look good.

Offline bhu

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Re: Soulblade Luv
« Reply #67 on: April 09, 2018, 08:18:58 PM »
Geist is ready for review on page 3.

WITCHBINDER


   
“A Witch is born out of the true hungers of her time.” 

 Witchbinders are Incarnum users who have been reared as a defense (some would say weapon) against Arcane casters (and other Incarnum users as well).  They tend to be grim individuals regardless of alignment, and many of the more Evil ones don't see other beings as anything more than resources or obstacles to achieving their goals.  Many are among the worst anti-magic bigots.  More Good aligned Witchbinders exist to stop cultists and Necromancers.

BECOMING A WITCHBINDER
Enough Levels in any Meldshaper class should do

 ENTRY REQUIREMENTS
   Meldshaping:  Meldshaper Level 6th.
   Feats:  Midnight Dispel, Witchbinder
   Skills:  Concentration 4 ranks, Knowledge (Arcana or Religion) 4 ranks, Spellcraft 4 ranks



Class Skills
 The Witchbinder's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcana, Religion)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Survival (Wis).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Detect Magic, Meldshield, +1 Level of exisiting Meldshaping class
2. +1    +0     +0     +3    Dispelling Orb, +1 Level of exisiting Meldshaping class
3. +2    +1     +1     +3    +1 Level of exisiting Meldshaping class
4. +3    +1     +1     +4    Arcane Sight, +1 Level of exisiting Meldshaping class
5. +3    +1     +1     +4    Witchbind, +1 Level of exisiting Meldshaping class
6. +4    +2     +2     +5    +1 Level of exisiting Meldshaping class
7. +5    +2     +2     +5    Greater Arcane Sight, +1 Level of exisiting Meldshaping class
8. +6    +2     +2     +6    Abrogation, +1 Level of exisiting Meldshaping class
9. +6    +3     +3     +6    +1 Level of exisiting Meldshaping class
10.+7    +3     +3     +7    Flay Caster, Witchsight, +1 Level of exisiting Meldshaping class

Weapon Proficiencies: A Witchbinder gains no new weapon or armor proficiencies.

Detect Magic (Ex): Beginning at 1st level, you can use detect magic at will. See the spell, page 219 of the Player’s Handbook

Meldshield (Su): You gain an Insight Bonus on saving throws against spells and spell-like abilities equal to your Con Modifier.

Dispelling Orb (Su):At 2nd level, you learn to shape a small orb of incarnum and hurl it at any target within 30 feet as a standard action. If you succeed on a ranged touch attack, the dispelling orb functions as a targeted dispel magic spell (caster level equals your meldshaper level). For every point of essentia you invest in the orb, you gain a +1 insight bonus on any dispel checks you make with it. After  the  attack  is resolved, the invested essentia returns to your essentia pool and can be reinvested as normal.  Unlike normal, the dispel check maxes at +20 instead of +10.

Arcane Sight (Ex): At 4th Level you can use Arcane Sight at will instead of Detect Magic.

Witchbind (Su): At 5th Level, victims of your Dispelling Orb must make an opposed caster level check against you (use your meldshaper level as your caster level), in order to use any spell, spell-like ability or supernatural ability that isn't arcane in origin.  This lasts until the victim succeeds in a caster level check, or until he has Remove Curse (or a similar spell such as Limited Wish, Wish, Miracle, etc.). 

Greater Arcane Sight (Ex): At 7th Level you can use Greater Arcane Sight at will instead of Arcane Sight.

Abrogation (Su): At 8th Level your Dispelling Orb can now dispel spells that would not normally be subject to Dispell Magic if they are 5th Level or less.

Flay Caster (Su): Beginning at 10th level, you can catch a tiny bit of an arcane spellcaster’s soulstuff between your hands and mangle it as a Standard Action. You can use this attack against any arcane spellcaster or creature with spell-like abilities that is within 60 feet of you. The target creature must make a successful Fortitude save (DC 10 + 1/2 HD + your Con modifier) or take 1d8 points of damage per point of essentia you invest in the ability, and also be nauseated for 1 round. A successful Fortitude save halves the damage and negates the nausea. A creature that has no arcane spells prepared, no arcane spell slots unused, and no spell-like abilities available is immune to this attack.

Witchsight (Su): At 10th Level you can sense arcane casters.  Anytime you see an individual that can use arcane magic (this includes spells, spell-like abilities, and supernatural abilities) you make an opposed Spot versus Caster Level Check.  If successful you know that individual is an arcane magic user.

PLAYING A WITCHBINDER
 You know the dangers of irresponsible magic use more than anyone.  You are the hounds who ferret out magic users for your masters, whether for good or ill.  At best you are the last, best hope against Evil men or monster.  At worst, you are a violent fanatic who hates anyone with powers besides yourself.
 Combat: You are a specialist meant to combat supernatural foes.  Against other opponents you're much like any other Incarnum user.
 Advancement: Advancement for you likely depends on your patrons view of your success.  Do well and you're left to your own devices.  Fail and you're probably dead before you can rue his disappointment.
Resources: Virtually all Witchbinders have a patron or backing organization.

WITCHBINDERS IN THE WORLD
"Not all heretics are monsters, nor are all just men very just."
 Witchbinders are an odd lot.  On the one hand you tend to save people from horrible supernatural killers.  On the other hand have a license to murder and do as you please.  This makes people uneasy, even if you do only kill 'bad' men.  After all,, you're the one who decides who is 'bad'.
 Daily Life: You're always 'on'.  You must always be vigilant for Evil (or if you're simply a zealot for any targets who may challenge your authority).  This means you live a never ending life of stress as you see potential enemies every where.
 Notables:
 Organizations: Most Witchbinders belong to an organization called the Vigilant Servants, or are the pet of some tyrant.

NPC Reaction
 Good Witchbinders are well liked as heroes, even though some casters will still give them a wide berth.  Evil ones are pretty much monsters in the eyes of everyone.

WITCHBINDERS IN THE GAME
 This classs is mainly meant for stopping arcane casters and similar ilk.  If your campaign isn't going to prominently feature bad guy Wizards, you may wish to inform anyone choosing this PrC.
 Adaptation: This PrC could be adapted to foucs on Psionicists or Divine Magic as well.
 Encounters: Witchbinder encounters will vary widely based on their alignment, as will whether or not they are a boon or a bane to PC's.

Sample Encounter
EL 12: The PC's are accused of witchcraft when entering an odd village bot on their maps, and must flee from a magic hating madman's personal army.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC WITCHBINDER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Meldshaping Your Meldshaper Level continues to increase with Epic Levels, but you do not gain additional Essentia, Soulmelds, or Chakra Binds.
Bonus Feats: The Epic Witchbinder gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: April 15, 2018, 11:46:14 PM by bhu »

Offline Nanshork

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Re: Soulblade Luv
« Reply #68 on: April 09, 2018, 10:09:27 PM »
Interesting and not bad, requiring two knowledges feels like a bit much though.

Offline bhu

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Re: Soulblade Luv
« Reply #69 on: April 09, 2018, 10:22:54 PM »
what if I reduce the requirements to 4 ranks?

Offline Nanshork

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Re: Soulblade Luv
« Reply #70 on: April 09, 2018, 11:41:10 PM »
That should be fine, if nothing else it means you can do rogue at first level and not worry about cross-class ranks.

Offline bhu

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Re: Soulblade Luv
« Reply #71 on: April 15, 2018, 02:23:01 AM »
Witchbinder is done

WEAPONSOUL


   
"I'm not sorry for what I've done."

 Weaponsouls have devoted their life to eternal warfare.  They tend to be equally represented among the Alignments initially, but decades of killing eventually take a toll, and many of them become so emotionally numb they drift into Neutrality.

BECOMING A WEAPONSOUL
It's fairly easy for most Soulborns to qualify.

 ENTRY REQUIREMENTS
   BAB:  +5
   Meldshaping:  Must be able to bind the Weapon Chakra.
   Skills: Concentration 4 ranks
   Feats:    Any Cobalt Feat


Class Skills
 The Weaponsouls class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana)(Int), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Burnout, Ashen Soulmelds, Improved Ashen Soulmelds (Ashen Boots/Gloves/Hood), +1 Level of existing meldshaping class
2. +2    +3     +0     +3    Improved Ashen Soulmelds (Ashen Bracers/Mask/Pauldrons), +1 Level of existing meldshaping class
3. +3    +3     +1     +3    Improved Ashen Soulmelds (Ashen Amulet/Shroud), +1 Level of existing meldshaping class
4. +4    +4     +1     +4    Improved Ashen Soulmelds (Ashen Shield), +1 Level of existing meldshaping class
5. +5    +4     +1     +4    Improved Ashen Soulmelds (Ashen Armor), +1 Level of existing meldshaping class
   

Weapon Proficiencies: A Weaponsoul gains no new weapon or armor proficiencies.

Burnout:
At 1st Level your Alignment shifts one step to Neutral.  If you are Lawful Good you become either Neutral Good or Lawful Neutral.  Lawful Evil becomes Neutral Evil or Lawful Neutral.  Chaotic Good becomes Neutral Good or Chaotic Neutral.  Chaotic Evil becomes Chaotic Neutral or Neutral Evil.  Despite your Alignment shifting you may continue to use Soulmelds as if you were your old Alignment.

Ashen Soulmelds: At 1st Level you now have access to Ashen Soulmelds.

Improved Ashen Soulmelds (Su): When you Bind an Ashen Soulmeld at Levels 2+, you gain additional benefits. 

Crown Chakra: When you Bind Ashen Hood you cannot lose your Dexterity Bonus to AC.

Weapon Chakra: When you Bind Ashen Sword it cannot be Sundered, even by Incarnum Weapons.  Additionally you cannot be Disarmed, nor can you drop it unwillingly (such as  if you fail a Saving Throw against a Fear Effect).

Feet Chakra:  When you Bind Ashen Boots, you do not need to move in a straight line to Charge, and you may charge through Difficult Terrain.  You no longer take the _2 AC Penalty when Charging.

Hands Chakra:


Arms Chakra:

Brow Chakra: When you Bind Ashen Mask you ignore Concealment, and can see in non-magical darkness.

Shoulders Chakra:

Throat Chakra:

Waist Chakra:

Shield Chakra:

Soul Chakra:

PLAYING A WEAPONSOUL
 You began your career as the worlds next would-be hero or villain.  You'll likely end it dead and forgotten in some little traveled, backwater hellhole.  Even Evil Weaponsoul's eventually face burnout unless they truly enjoy endless murder.
 Combat: Combat for you involves maximizing the use of your Weapon Chakra.
 Advancement: You likely began your 'career' after being indoctrinated by some ideological group.  If you're still with them, they have a say in your future.  If not your character choices may be influenced by neediing to flee them.
Resources: Rather depends on whether or not your patron has the same philosophical or religious bent as you, and whether or not they consider you expenable or valuable.

WEAPONSOULS IN THE WORLD
"You have to wonder what keeps him going..."
 At some point you accepted (or were brainwashed into) the belief that death was your life's purpose.  That you were born to die.  That belief sustained you for some time, but years of seeing hypocrisy and genocide have all but wiped away your beliefs, and you wander what you are still fighting for.  Really, fighting is all you know.  If you give it up, you have to find a new purpose in life.
 Daily Life: Your days consist of endless bloodshed.  Well, almost endless, you need to pause to heal every so often.
 Notables:
 Organizations: Virtually every strongly partisan organization will include at least a few Weaponsouls.

NPC Reaction
 Reaction to you will depend on a PC's alignment, and what side of politics/religion/culture they happen to be on.  Generally they think of you as either a hero or as scum.

WEAPONSOULS IN THE GAME
 This PrC assumes you are some sort of ideological zealot who is fast approaching burnout after realizing your own side isn't what it was made out to be.  It may put the party in danger once you decide to tell your old mercenary friends "I can't do this anymore."
 Adaptation: This is a fairly tragic PrC, and is not generally meant for more light hearted campaigns.
 Encounters: Weaponsouls can be found wherever there is conflict.

Sample Encounter
EL 12: The PC's enter a well known mercenary bar to find everyone slaughtered.  Everyone but one blood-soaked man crying into his ale.  Might be they want to think about just backing out the door.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC WEAPONSOUL

Hit Die: d10
Skills Points at Each  Level : 2 + int
Class Ability
Class Ability
Bonus Feats: The Epic Weaponsoul gains a Bonus Feat every x levels higher than 20th
« Last Edit: December 25, 2021, 05:41:20 PM by bhu »

Offline Nanshork

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Re: Soulblade Luv
« Reply #72 on: April 15, 2018, 11:32:05 AM »
Flay Caster needs an action.  I never use dispelling abilities so I don't know about the balance of the rest but it seems fine.  The formatting is a little off for Dispelling Orb and Flay Caster.

Offline bhu

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Re: Soulblade Luv
« Reply #73 on: May 07, 2018, 01:46:11 AM »
I fixed formatting and made it a standard action.

Offline Nanshork

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Re: Soulblade Luv
« Reply #74 on: May 07, 2018, 11:50:50 AM »
Standard action sounds good.

Offline bhu

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Re: Soulblade Luv
« Reply #75 on: May 07, 2018, 10:21:31 PM »
ASHEN HOOD
Descriptors: None
Classes: Weaponsoul
Chakra: Crown
Saving throw: See Text.

Incarnum forms a hood of flaking, dark ashes around your head.

You may Manifest Conceal Thoughts as per the Psionic Power upon one creature at will.  This creature must be chosen when shaping.

Essentia: Your Power includes one additional creature per point of Essentia invested.

Chakra Bind (Crown)
Your hood pours forth dark smoke from your brow..

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


ASHEN SWORD
Descriptors: None
Classes: Weaponsoul
Chakra: Weapon
Saving throw: None

Your Incarnum forms a dull Greatsword.

Your two handed melee weapon does 2d6 untyped damage.  If taken from you you may summon it to your hand as a Swift Action once per round.  You are always proficient with this weapon, which can only be used by you (if another tries to use it it simply disappears until you summon it to your hand again.  It cannot be Sundered except by another weapon created by Incarnum.

Essentia: Your sword gains an Enhancement Bonus to Attack and damage rolls equal to the Essentia invested.

Chakra Bind (Weapon)
Your weapon now seems to give off burning, volcanic ash.

When you successfully Smite an opponent with this weapon they take a -2 penalty to all Saving Throws for 1 round.


ASHEN BOOTS
Descriptors: None
Classes: Weaponsoul
Chakra: Feet
Saving throw: See text

You form boots of flaking, black ash.
   When you charge, your ashen boots channel dark energy into your attack. If you hit with a melee attack at the end of a charge, the target takes an additional 1d4 points of untyped damage

Essentia: Every point of essentia you invest in your ashen boots increases the damage dealt by 1d4 points.

Chakra Bind (Feet)
Your boots bind to your feet.
Any creature taking damage from your ashen boots also loses their dexterity Bonus to AC for 1 round. A successful Fortitude save negates this effect.



ASHEN GLOVES
Descriptors: None
Classes: Weaponsoul
Chakra: Hands
Saving throw: None

Your Incarnum blends into your hands, leaving burning ash in their wake when they move.

You gain a +1 insight bonus on attack rolls made with melee weapons.

Essentia:  Every point of essentia invested in ashen gloves increases the insight bonus by 1

Chakra Bind (Hands)
Your hands now produce burning smoke as well.
Your Insight Bonus is now doubled against opponents who are denied their Dexterity Bonus to AC.



ASHEN BRACERS
Descriptors: None
Classes: Weaponsoul
Chakra: Arms
Saving throw: None

Incarnum forms a band of flaking, dark ashes around your upper arms.

You gain a +2 insight bonus on damage rolls made with melee weapons.

Essentia: Every point of essentia invested in ashen bracers increases the insight bonus by 2.

Chakra Bind (Arms)
Your bracers produce black smoke now as well.

Your Insight Bonus is now doubled against opponents who are denied their Dexterity Bonus to AC.



ASHEN MASK
Descriptors: None
Classes: Weaponsoul
Chakra: Brow
Saving throw: See Text.

Incarnum forms a mask of black, swirling ash.

You may Manifest Demoralize as per the Psionic Power upon one creature at will. 

Essentia: Your Power includes one additional creature per point of Essentia invested.

Chakra Bind (Brow)
Your mask becomes an inky blot of darkness.

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



ASHEN PAULDRONS
Descriptors: None
Classes: Weaponsoul
Chakra: Shoulders
Saving throw: None

Incarnum forms heavy, armored shoulder plates of what looks like basalt.

You gain damage reduction 4/magic against melee weapons. (This soulmeld doesn’t grant you the ability to damage creatures  with similar damage reduction.) The damage reduction granted by ashen pauldrons applies against all melee weapons regardless of their size. 

Essentia: Every point of essentia invested increases the damage reduction by 2. For example, an ashen pauldron with 2 points of invested essentia would provide damage reduction 6/magic against melee weapons.

Chakra Bind (Shoulders)
Black, smoking runes appear on your Pauldrons.

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



ASHEN AMULET
Descriptors: None
Classes: Weaponsoul
Chakra: Throat
Saving throw: None

Incarnum forms a necklace of basalt.

You do not become Staggered or Unconscious if your hit points fall below 0.

Essentia: You may fight without penalty (even if Disabled or Dying) for one round per point of Essentia invested.

Chakra Bind (Throat)
Smoking runes appear on your amulet.

You may unbind this Soulmeld to cast Regenerate upon yourself.



ASHEN SHROUD
Descriptors: None
Classes: Weaponsoul
Chakra: Waist
Saving throw: None
Incarnum forms a swirling cloud of ash around you.

You gain a +2 Deflection Bonus to AC.

Essentia: Your Deflection Bonus to AC increases by 1 per point of Essentia invested.

Chakra Bind (Waist)
The cloud surrounding you darkens considerably.

You gain DR x/-, where x equals the Essentia invested.



ASHEN SHIELD
Descriptors: None
Classes: Weaponsoul
Chakra: Shield
Saving throw: None

Incarnum forms a large shield of ashen rock.

Your Incarnum forms a +3 Heavy Steel Shield.  If taken from you you may summon it to your hand as a Swift Action once per round.  You are always proficient with this Shield, which can only be used by you (if another tries to use it it simply disappears until you summon it to your hand again.  It cannot be Sundered except by a weapon created by Incarnum.

Essentia: You gain a +1 Enhancement Bonus to Intimidate Checks per point of Essentia invested.

Chakra Bind (Shield)
Smoking runes appear on your Shield.

Opponents you flank are Denied their Dexterity Bonus to AC.



ASHEN ARMOR
Descriptors: None
Classes: Weaponsoul
Chakra: Soul
Saving throw: See Text.

Incarnum forms thick basalt armor around you.

Your Incarnum forms into +3 Full Plate Armor.  The Check Penalty of this Armor is lowered by an amount equal to your Constitution Modifier.  You are always proficient with this Armor.  It cannot be Sundered except by a weapon created by Incarnum.

Essentia: You get a Bonus on Fortitude Saves equal to Essentia invested.

Chakra Bind (Soul)
Smoking runes appear on your armor.

Opponents who you threaten are Denied their Dexterity Bonus to AC against you only.
ng: guardinal
« Last Edit: December 25, 2021, 05:16:28 PM by bhu »