Chakra Soulmeld
Crown Battle Helm
Crystal Helm
Diadem of Awareness
Horseman's Circlet
Necrocarnum Circlet
Soulspeaker Circlet
Feet Azure Greaves
Cerulean Sandals
Impulse Boots
Thunderstep Boots
Hands Assassins Gloves
Gloves of the Poisoned Soul
Grappling Gauntlets
Mauling Gauntlets
Sighting Gloves
Arms Armguards of Disruption
Assassin's Touch
Bluesteel Bracers
Mauling Gauntlets
Riding Bracers
Sailor's Bracers
Weapon Archon's Sword
Archon's Trumpet
Axe of Chaos
Balor's Whip
Demon's Bow
Devil's Spear
Hammer of Justice
Necrocarnum Flail
Ruby Sceptre
Staff of Purity
Tulani's Sword
Winds of the Bralani
Brow Fearsome Mask
Illusion Veil
Silvertongue Mask
Third Eye
Shoulders Cloak of Darkness
Pauldrons of Health
Vampire's Mantle
Wind Cloak
Shield Blinding Shield
Charging Tower
Deflecting Buckler
Iron Scutum
Partisan Phalanx
Throat Incarnum Focus
Necrocarnum Mantle
Silvertongue Mask
Soulspeaker Circlet
Unbreathing Amulet
Waist Energy Cincture
Necrocarnum Shroud
Necrocarnum Vestments
Strongheart Vest
Heart Necrocarnum Vestments
Spellward Shirt
Strongheart Vest
Soul Secular Armor
Spiritual Armor
Winged Armor
ARCHON'S SWORDDescriptors: Good, Law
Classes: Soulborn
Chakra: Weapon
Saving throw: None
You shape your Incarnum into a longsword reminiscent of those use by Archons and some Angels.Your one handed melee weapon does 2d6 slashing damage and is considered to be Good, Lawful, and Magic for purposes of overcoming Damage Reduction. 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 longsword bursts into holy flame.The sword does an additional +1d6 sacred damage to opponents who have Chaotic or Evil alignments. If they are Chaotic Evil it does +2d6.
ARCHON'S TRUMPETDescriptors: Good, Law
Classes: Soulborn
Chakra: Weapon
Saving throw: See Text
You shape your Incarnum into a silvery trumpet, again similar to that used by the Archons. Blowing it produces the most wonderful results.Your one handed ranged weapon does 1d8 piercing damage and is considered to be Good, Lawful, and Magic for purposes of overcoming Damage Reduction. If taken from you you may summon it to your hand as a Swift Action once per round. It has a range increment of 100'. 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: The range increment of your weapon increases 10' per point of Essentia invested.
Chakra Bind (Weapon)Your holy trumpet deepens to gold in color, and it's blasts are more effective.An opponent struck by your weapon must make a Willpower Save or be Paralyzed for 1 round per point of Constitution Modifier you possess. You announce you are using this ability after a successful Attack roll, and it may be used once per day.
ARMGUARDS OF DISRUPTIONDescriptors: 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 Evil Aligned beings with a successful melee touch attack.
Essentia: Each point of Essentia increases the damage by +1d6.
Chakra Bind (Arms)Your gauntlets are now especially protective against beings of a specific Type.You gain an Insight Bonus to AC and Saving Throws equal to the amount of Essentia invested against opponents of a specific Type you choose when you shape this Meld. It may not be changed until the Meld is reshaped. Additionally you now threaten critical hits against monsters of that Type even if they're normally immune.
ASSASSIN'S GLOVESDescriptors: 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.
Chakra Bind (Hands)It is not wise to fight you in other than broad daylight.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.
ASSASSIN'S TOUCHDescriptors: 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 plus Constitution Modifier) times per day. 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.
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.
AXE OF CHAOSDescriptors: Chaos
Classes: Soulborn
Chakra: Weapon
Saving throw: None
Your Incarnum shapes itself into a massive battleaxe made from writhing bits of metal.Your two handed melee weapon does 2d6 slashing damage and is considered to be Chaotic and Magic for purposes of overcoming Damage Reduction. 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: You gain a +2 Bonus on Sunder Checks per point of Essentia invested.
Chakra Bind (Weapon)Your axe coalesces into a more solid form while strange lights and shadows play along it's surface.You gain the benefits of the Improved Sunder Feat, and do an additional +1d6 damage on a successful Sunder Check.
AZURE GREAVESDescriptors: 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, and if you move more than 10' you do not need to move in a straight line to charge.
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.
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 has no effect on your actions, and does not impose penalties or increase the DCs of any skill checks or ability checks you perform, and it costs normal movement to move through.
BALOR'S WHIPDescriptors: Chaos, Evil
Classes: Soulborn
Chakra: Weapon
Saving throw: None
You form your Incarnum into a smoking whip.Your one handed melee weapon does 1d10 bludgeoning damage and is considered to be Chaotic, Evil, and Magic for purposes of overcoming Damage Reduction. If taken from you you may summon it to your hand as a Swift Action once per round. It can also be used at range, and has a range increment (and maximum range) of 20'. 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 weapon does an additional two points of Fire damage per point of Essentia invested.
Chakra Bind (Weapon)Your whip bursts into demonic fire.You may now make Trip Attacks with your weapon without your opponent being able to Trip back, and you do not provoke an Attack of Opportunity by doing so, even if you do it at range. You do an additional +1d6 Fire damage on a successful Trip Attack.
BATTLE HELMDescriptors: 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 (Bull Rush, Feint, Overrun, Trip, etc.) that don't involve Grapple, and to Intimidate Checks.
Essentia: Each point of Essentia invested increases the Bonus by an additional +2.
Chakra Bind (CrownSmoke 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. At Level 12 he is Frightened instead.
BLINDING SHIELDDescriptors: None
Classes: Soulborn
Chakra: Shield
Saving throw: Will negates
Your Incarnum shapes into a heavy steel shield, round with a mirrored surface.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 5% chance that ranged attacks miss you per point of Essentia invested.
Chakra Bind (Shield)No matter what direction your opponent moves in the sun seems to reflect off your shield.Choose one opponent within 60' as a Swift Action. He must make a Willpower Save or be blinded for 1d6 rounds.
BLUESTEEL BRACERSDescriptors: 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.
CERULEAN SANDALSDescriptors: 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 a distance of 10' as a Swift Action a number of times per day equal to the Essentia invested. You may perform a Standard Action after teleporting, unlike the spell.
CHARGING TOWERDescriptors: None
Classes: Soulborn
Chakra: Shield
Saving throw: None
Your Incarnum shapes into an imposing, dull grey tower shield.Your Incarnum forms a +2 Tower 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 +2 damage per point of Essentia invested when making a Charge attack.
Chakra Bind (Shield)Unlike many people wielding a tower shield you don't seem to be slowed down or encumbered.You take no Attack penalty for wielding a Tower Shield, and difficult terrain does not prevent you from charging. You also take no AC penalties of any kind while performing a Charge, and can make a Full Attack while doing so.
CLOAK OF DARKNESSDescriptors: None
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 Bonus to Hide and Move Silently Checks.
Essentia: For each Essentia invested the Bonus increases an additional +2.
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.
CRYSTAL HELMDescriptors: Force
Classes: Soulborn, Incarnate
Chakra: Crown
Saving throw: None
A light helm made of translucent crystal forms around your head.You gain a +2 Bonus on Willpower Saves against Charms and Compulsions.
Essentia: You gain a Deflection Bonus to AC equal to the Essentia invested.
Chakra Bind (Crown)You can see the crystalline power of the helm running through your veins.Your melee attacks gain the Force descriptor, allowing you to attack incorporeal foes.
DEFLECTING BUCKLERDescriptors: None
Classes: Soulborn
Chakra: Shield
Saving throw: None
Your Incarnum forms into a bright blue buckler shield.Your Incarnum forms a +4 Buckler. 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: WHen fighting Defensively your Dodge Bonus to AC increases by +1 per Essentia invested.
Chakra Bind (Shield)You buckler moves on it's own, quickly punching your opponents weapons out of the way.You gain a Deflection Bonus to AC equal to your Constitution Modifier.
DEMON'S BOWDescriptors: Chaos, Evil
Classes: Soulborn
Chakra: Weapon
Saving throw: See Text
Incarnum writhes in your hands like a living thing, forming a massive longbow formed from greasy, green tendrils of some sort.Your two handed ranged weapon does 1d8 piercing damage and is considered to be Chaotic, Evil, and Magic for purposes of overcoming Damage Reduction. If taken from you you may summon it to your hand as a Swift Action once per round. It has a range increment of 100'. 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: You do an additional +2 damage to opponents within 30' per point of Essentia invested.
Chakra Bind (Weapon)The arrows made by your bow are quite toxic.Any creature successfully struck by your weapon must make a Fortitude Save or be Poisoned (Initial and Secondary damage is 1d4 Strength. You may use this ability a number of times per day equal to your Constitution Modifier.
DEVIL'S SPEARDescriptors: Evil, Law
Classes: Soulborn
Chakra: Weapon
Saving throw: None
Your Incarnum slowly forms into a heavy spear of black iron.Your two handed melee weapon does 1d10 piercing damage and is considered to be Evil, Lawful, and Magic for purposes of overcoming Damage Reduction. If taken from you you may summon it to your hand as a Swift Action once per round. It can also be used at range, has a range increment of 20'. 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: You gain a +2 Bonus on Critical Confirmation rolls per point of Essentia invested.
Chakra Bind (Weapon)Painful jagged spines protrude along the length of your spear.You now threaten a critical on 18-20, this does not stack with other effects increasing Critical Threat Range.
DIADEM OF AWARENESSDescriptors: 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 Dark Vision 60'.
Essentia: You gain a +2 Bonus to Search and Spot Checks per Essentia invested.
Chakra Bind (Crown)The glass eyes turn liquid gold and form black pupils.In addition to Dark Vision you get Blindsense 10'.
ENERGY CINCTUREDescriptors: 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).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 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.
Essentia: Your Energy Resistance increases by +5 for each point of Essentia invested.
Chakra Bind (Waist)Your 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 untyped damage equal to the amount of damage it blocked (Reflex Saving Throw for half damage).
FEARSOME MASKDescriptors: Mind-Affecting
Classes: Soulborn
Chakra: Brow
Saving throw: See Text
Your Incarnum forms into a terrifying mask resembling an Outsider of your Alignment.You gain a +2 Insight Bonus on Intimidation Checks
Essentia: Your Insight Bonus increases by +2 for each point of Essentia invested.
Chakra Bind (Brow)Your eyes blaze with fire.Your gaze causes enemy creatures (but not allies) to become shaken for 1 minute (Will negates). This otherwise functions as normal for a gaze attack. This is a mind-affecting effect. If you successfully Demoralize an opponent via the Intimidate skill they are Frightened 1 round.
GLOVES OF THE POISONED SOULDescriptors: Evil
Classes: Soulborn
Chakra: Hands
Saving throw: Fortitude Negates
Your Incarnum forms into a pair of slick green gloves. Once per round, you can attempt to inf lict a terrible, mind-wracking poison on a foe with a melee touch attack. The poison deals 1 point of Wisdom damage immediately and another 1 point of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save. No creature can be affected by the gloves more than once in a 24 -hour period.
Essentia: Every point of essentia you invest in your gloves increases the Wisdom damage dealt (both primary and
secondary damage) by 1 point.
Chakra Bind (Hand)The gloves dissolve into a poisonous residue covering your hands..When gloves of the poisoned soul are bound to your hands chakra, the poison also deals Strength damage equal to the amount of Wisdom damage dealt (one save resists both effects).
GRAPPLING GAUNTLETSDescriptors: 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.
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 Essentia invested with a successful Grapple Check.
HAMMER OF JUSTICE Descriptors: Law
Classes: Soulborn
Chakra: Weapon
Saving throw: See Text
You shape your Incarnum into a great two handed hammer of dull metal.Your two handed melee weapon does 2d6 bludgeoning damage and is considered to be Lawful, and Magic for purposes of overcoming Damage Reduction. 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 hammer gains an Enhancement Bonus to Attack and damage rolls equal to the Essentia invested.
Chakra Bind (Weapon)Ever more complex systems of glyphs begin inscribing themselves on the surface of your hammer.Whenever you successfully Smite an opponent with this weapon they are affected as if hit by a targeted Dispel Magic. You may use this once per day.
HORSEMAN'S CIRCLETDescriptors: 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.
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. 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. An Incarnum Mount is identical to the Paladin's Mount, with a few exceptions. It can be summoned or dismissed at will as a Swift Action as long as you have this Chakra Bound, and has the Incarnum subtype. It can't Share Spells, but can be augmented via this Meld as well as Riding Bracers. Instead of Command it gains Damage Reduction 10 whose weakness is the opposite Alignment of your Alignment. For example if you are Lawful Good, it gains DR 10/Chaotic and Evil.
Chakra Bind (Totem)There is no change to your headband, but animals seem more respectful of you.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 you may still find another one to use it on.
ILLUSION VEILDescriptors: 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 gain a +1 Bonus of Willpower Saves per point of Essentia invested.
Chakra Bind (Brow)Your veil reshapes itself, and eventually appears to reshape you as well. 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.
IMPULSE BOOTSDescriptors: None
Classes: Soulborn, Incarnate
Chakra: Feet
Saving throw: None
Your Incarnum shapes itself into midnight blue, knee high leather boots. Your impulse boots grant you the ability to avoid dangerous effects. While wearing this soulmeld, you gain the uncanny
dodge ability (see page 50 of the Player’s Handbook).
Essentia: You gain an enhancement bonus on Reflex saves equal to the number of points of essentia invested.
Chakra Bind (Feet)The leather of your boots begins to snake it's way up your body.You gain the evasion ability (see page 50 of the Player’s Handbook).
INCARNUM FOCUSDescriptors: 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 you get a +2 Bonus to Concentration Checks.
Chakra Bind (Throat)The glow when you use your powers is now much brighter.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.
IRON SCUTUMDescriptors: None
Classes: Soulborn
Chakra: Shield
Saving throw: None
Your Incarnum forms into a rectangular shield of heavy, black iron.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: The Enhancement Bonus of your Shield increases by 1 per 2 Essentia invested
Chakra Bind (Shield)You find that heavy iron shields make an effective weapon in a pinch.You may now make Shield Bashes with your Iron Scutum without losing it's Shield Bonus to AC, and it's Enhancement Bonus now applies to Attack and Damage rolls with the Shield as well. Your shield is now considered Adamantine for purposes of overcoming Damage Reduction.
MAULING GAUNTLETSDescriptors: None
Classes: Soulborn
Chakra: Arms or Hands
Saving throw: None
Your Incarnum forms into spiked gauntlets made rom some sort of blue metal.While wearing mauling gauntlets, you gain a +2 morale bonus on Strength checks (but not on Strength-based skill checks), such as those to break down doors or to bull rush an opponent. This stacks with Battle Helm where applicable.
Essentia: Every point of essentia you invest in your mauling gauntlets increases the morale bonus by 2.
Chakra Bind (Arms)Tendrils of the blue steel of your gauntlets work their way up to your shoulders.Your mauling gauntlets double the critical threat range of any melee weapon you wield. This does not stack with any other effect that increases a weapon’s threat range, such as the Improved Critical feat or the keen weapon special quality
Chakra Bind (Hands)Your gauntlets now fuse into your hands.You gain a morale bonus on unarmed strike damage equal to the morale bonus on Strength checks granted by the mauling gauntlets. You also gain the benefit of the Improved Unarmed Strike and Superior Unarmed Strike feats.
NECROCARNUM CIRCLETDescriptors: 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 Points Increase the Shade's hp by +4 per Essentia invested.
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.
NECROCARNUM FLAILDescriptors: Evil, Necrocarnum
Classes: Soulborn
Chakra: Weapon
Saving throw: None
You summon a matte black heavy flail.Your one handed melee weapon does 2d6 bludgeoning damage and is considered to be Evil and Magic for purposes of overcoming Damage Reduction. 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: You do an additional 2 points of Profane damage per point of Essentia invested.
Chakra Bind (Weapon)The flesh of your victim blackens when your weapon strikes it.Damage done by your weapon cannot be healed normally, and must be healed via magic.
NECROCARNUM MANTLEDescriptors: Evil, Necrocarnum
Classes: Incarnate, Soulborn
Chakra: Throat
Saving throw: None
A long cloak composed of writhing, shadowy forms sets around you.While you have a necrocarnum mantle shaped, you gain immunity to disease and poison (this also negates any disease or poison currently afflicting you).
Essentia: For every point of essentia you invest in your necro-carnum mantle, you gain a +1 profane bonus on saving throws against mind-affecting effects
Chakra Bind (Heart)The shadows seem more animated than usual.Your attacks now affect Incorporeal creatures.
NECROCARNUM SHROUDDescriptors: Evil, Necrocarnum
Classes: Incarnate, Soulborn
Chakra: Soul or Waist
Saving throw: See Text
The air around you is filled with faint tendrils of darkness.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.
Essentia: You may split Essentia for this Meld. Each Essentia invested increases the range of the field by 5'.
Chakra Bind (Heart)The tendrils burrow in and out of your skin like parasites.Undead Allies within 30 feet of you gain a bonus to attack and damage rolls equal to the Essentia invested. All Undead encountered (including Mindless) are initially friendly to you.
Chakra Bind (Soul)The tendrils settle onto your skin turning it flat black.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.
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.
NECROCARNUM VESTMENTSDescriptors: Evil, Necrocarnum
Classes: Incarnate, Soulborn
Chakra: Heart or Waist
Saving throw: See Text
You gain shadowy vestments in which the damned can be seen moving about.You no longer bleed, and are immune to effects based on blood loss such as the Wounding weapon property and the Vampire's Blood Drain.
Essentia: Your opponents rolls to confirm critical hits against you gain a penalty equal to the Essentia invested.
Chakra Bind (Heart)Black tendrils burrow into your heart.Your Type temporarily become Undead when you Bind this Chakra, but you retain you Con score and no other changes (BAB, Saves etc) are made.
Chakra Bind (Waist)Your vestments bind to you as a webbing criss-crossing your body..Any living creature adjacent to you gains 1 Negative Level on the beginning of your turn if they fail a Fortitude Save (DC is 10 plus Essentia invested plus Con Modifier). If the target fails the save, you gain 1 point of Essentia and 5 temporary hit points. 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. Undead baings adjacent to you heal 5 hp instead.
PARTISAN PHALANXDescriptors: Chaos, Evil, Good, Law
Classes: Soulborn
Chakra: Shield
Saving throw: See Text
You form a steel kite shield whose appearance varies with your alignment.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 an Initiative Bonus against anyone whose alignment has a component opposing your own equal to the amount of Essentia invested.
Chakra Bind (Shield)Your shield now writhes or hums in the presence of any whose alignment opposes your own.You effectively have Blindsight 30' against any opponent who has an Alignment component opposing yours.
PAULDRONS OF HEALTHDescriptors: None
Classes: Incarnate, Soulborn
Chakra: Shoulders
Saving throw: None
You form pearly white metal shoulder pads with blue runic scripts.. While wearing pauldrons of health, you are immune to disease, as well as being sickened or nauseated (as the conditions in the Dungeon Master’s Guide).
Essentia: You gain an enhancement bonus on Fortitude saves equal to the number of points of essentia you invest in your pauldrons of health.
Chakra Bind (Shoulder)The runes on your Pauldrons begin to glow.You gain immunity to energy drain.
RIDING BRACERSDescriptors: 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 +1 on Attack rolls made while mounted per point of Essentia invested.
Chakra Bind (Arms)If you also have the Horseman's Circlet bound to your Crown Chakra, 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.
A Burrow Speed equal to it's Land speed.
Chakra Bind (Totem)You attain greater rapport with your mount.If you are riding an Animal or Magical Beast with an Int of 1 or 2, you can handle the Creature as a Free Action or push it as a Move Action, even if you don't have any ranks in Handle Animal. In addition your Mount gains the use of any Combat Feats you have that it meets the prerequisites for.
RUBY SCEPTREDescriptors: Evil, Law
Classes: Soulborn
Chakra: Weapon
Saving throw: None
You conjure up a mace covered in glittering rubies.Your one handed melee weapon does 2d6 bludgeoning damage and is considered to be Evil, Lawful, and Magic for purposes of overcoming Damage Reduction. 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: You gain a +2 Bonus on Bluff and Intimidate Checks per point of Essentia invested.
Chakra Bind (Weapon)Your newfound weapon generates a rather oppressive aura.Whenever you score a critical hit with your weapon your opponent takes 4 points of temporary Wisdom damage for 10 minutes. Multiple criticals are not cumulative.