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Topics - sirpercival

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1
Percival's Plenitude / AE4.5: Necrocarnate
« on: June 30, 2017, 12:56:16 PM »
A rewrite of the monumentally dysfunctional prc from Magic of Incarnum.

NECROCARNATE
   

I'm not copy/pasting all the flavor text.  Sorry.

BECOMING A NECROCARNATE
A necrocarnate is generally an evil Incarnate, though other methods of entry are possible.

 ENTRY REQUIREMENTS
   Alignment: any Evil.
   Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
   Feats: Necrocarnum Acolyte*.
   Meldshaping: Ability to shape a soulmeld with the necrocarnum descriptor, ability to bind a soulmeld to the crown, feet, and hands chakras.

*new feat described in Chapter 3.

Class Skills
 The Necrocarnate's class skills are Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, and Spellcraft.
Skills Points at Each  Level: 2 + int

Necrocarnate

Base
Attack

Fort

Reflex

Will

 

LevelBonusSaveSaveSaveSpecialMeldshaping
1 +0 +2 +0 +2 Necrocarnum focus, bonded touch --
2 +1 +3 +0 +3 Harvest soul energy +1 level of existing class
3 +2 +3 +1 +3 Chakra bind (arms, brow, shoulders) +1 level of existing class
4 +3 +4 +1 +4 Necrocarnum soulshield +1 level of existing class
5 +3 +4 +1 +4 Necrocarnum animation +1 level of existing class
6 +4 +5 +2 +5 Improved necrocarnum touch --
7 +5 +5 +2 +5 Transfer soul energy +1 level of existing class
8 +6 +6 +2 +6 Chakra bind (throat, waist) +1 level of existing class
9 +6 +6 +3 +6 Necrocarnum skin +1 level of existing class
10 +7 +7 +3 +7 Greater necrocarnum touch +1 level of existing class
11 +8 +7 +3 +7 Chakra bind (heart)  --
12 +9 +8 +4 +8 Consume soul energy  +1 level of existing class
13 +9 +8 +4 +8 Chakra bind (soul), necrocarnum apocalypse  +1 level of existing class

Weapon and Armor Proficiencies: A necrocarnate gains no new weapon or armor proficiencies.

Meldshaping: At each necrocarnate level except 1st, 6th, and 11th you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the necrocarnate level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds.  If you had more than one meldshaping class before becoming a necrocarnate, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Necrocarnum focus: Upon entering this class, you focus your studies more fully on necrocarnum.  You add all necrocarnum soulmelds to your class soulmeld list (and your soulmelds known, if applicable).  In addition, your necrocarnum soulmelds are extremely hard to suppress or unshape -- you gain a bonus to rolls to resist suppression or unshaping of your necrocarnum soulmelds (as well as the DC for others to suppress your soulmelds) equal to your class level.  Finally, the essentia capacity of any necrocarnum soulmeld you have shaped increases by 1.

Bonded touch (Su): Necrocarnates learn a great many uses of the necrocarnum touch soulmeld; as a result, they have developed a way to use it in conjunction with other soulmelds.  As long as you have at least one other necrocarnum soulmeld shaped, you may shape the necrocarnum touch soulmeld without it occupying a chakra or using up one of your daily soulmelds.  If you bind necrocarnum touch to your arms chakra, the soulmeld occupies the arms chakra as normal. 

In addition, whenever you have the necrocarnum touch soulmeld shaped, you can make touch attacks with it in place of normal attacks (instead of as a standard action).  This allows you, for example, to make multiple attacks with the soulmeld as part of a full-attack action if your base attack bonus is +6 or greater.  This benefit applies even when you make ranged touch attacks by using the arms chakra bind ability.

Harvest soul energy (Su): Beginning at 2nd level, whenever you damage an opponent with your necrocarnum touch (to a maximum of once per round), you gain one point of temporary essentia which you may immediately invest in your necrocarnum soulmelds as part of the same action.  This temporary essentia lasts for a number of rounds equal to the number of essentia invested in your necrocarnum touch when you gain it.  If you later change the number of essentia invested in necrocarnum touch, the duration of any existing temporary essentia you gained from this ability does not change.  Temporary essentia granted by this ability stack.

Chakra binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your lesser chakras (arms, brow, and shoulders), in addition to any other chakras you have available. When you attain 8th level, your greater chakras (throat and waist) become available for chakra binds.  At 11th level, you can bind soulmelds or magic items to your heart chakra, and at 13th level your soul chakra becomes available.

Necrocarnum soulshield (Su): At 4th level, the necrocarnum that you surround yourself with provides some protection against other harmful effects.  You gain a profane bonus to all your saving throws equal to half the number of necrocarnum soulmelds you have bound at any time.

Necrocarnum animation (Su): Upon reaching 5th level, you gain an incredible command over the powers of necrocarnum and undeath.  Whenever your kill a creature with your necrocarnum touch attack, you may choose to have that creature rise 1d4 rounds later as a necrocarnum zombie under your control.  The necrocarnum zombies you create remain under your control indefinitely.  No matter how many times you use this ability, however, you can control only 4 HD worth of necrocarnum zombies per meldshaper level.  If you exceed this number, all the newly created zombies fall under your control, and any excess zombies from previous uses of this ability become uncontrolled. (You choose which creatures are released.) If you have the necrocarnum circlet bound to your crown chakra, the necrocarnum zombie created by that chakra bind does not count toward the limit.

Improved necrocarnum touch (Su): Beginning at 6th level, the damage dealt by your necrocarnum touch soulmeld increases to 1d10 per essentia invested in the soulmeld.  In addition, your necrocarnum touch threatens a critical on a 19 or 20, and whenever you successfully confirm a critical hit with it, your opponent gains one negative level, as per the enervation spell (with a caster level equal to your meldshaper level).

Transfer soul energy (Su): Beginning at 7th level, you can redistribute essentia you gain from harvesting soul energy among your undead minions.  As an immediate action, you may transfer any number of temporary essentia gained from your Harvest Soul Energy class feature to any necrocarnum zombie or zombies under your control.  You may distribute the essentia however you like among your controlled zombies, who can immediately invest it without spending an action.

Necrocarnum skin (Su): At 9th level, the necrocarnum you've shaped has infused your living skin with some of its profane essence.  You gain damage reduction equal to the number of necrocarnum soulmelds you have shaped at any time, which is overcome only by good-aligned weapons.  In addition, you gain resistance to one energy type of your choice equal to twice the number of necrocarnum soulmelds you have shaped at any time.  You can change the type of energy resistance at any time by spending a swift action.

Greater necrocarnum touch (Su): Upon reaching 10th level, the damage dealt by your necrocarnum touch soulmeld increases to 1d12 per essentia invested in the soulmeld.  In addition, your necrocarnum touch threatens a critical hit on an 18, 19, or 20, and whenever you successfully confirm a critical hit with it, your opponent gains 1d4 negative levels, as per the energy drain spell (with a caster level equal to your meldshaper level).  The DC to remove the negative level is equal to 10 + 1/2 meldshaper level + the number of essentia invested in necrocarnum touch.

Consume soul energy (Su): At 12th level, when one of your minions is destroyed, you can consume the necrocarnum within it, regaining temporary power.  Whenever a necrocarnum zombie under your control is reduced to 0 or fewer hit points, as an immediate action you may gain a number of temporary essentia equal to the essentia pool of the zombie (not including any temporary essentia it gained through your Transfer Soul Energy power).  This temporary essentia lasts for one round, and stacks with temporary essentia gained from other sources.  Using this ability destroys the soul of the original creature utterly, preventing any form of raising or resurrection.  There is a 50% chance that a wish,miracle, or true resurrection spell cannot restore to life a victim consumed by this spell; check once for each destroyed creature, and if the d% roll fails, the creature cannot be brought back to life by mortal magic.

Necrocarnum apocalypse:  Upon reaching 13th level, the number of Hit Dice of necrocarnum zombies you can control with your Necrocarnum Animation class feature increases to 8 HD times your meldshaper level.

2
Homebrew / RobbyPants's Raging Storm Martial Discipline
« on: June 30, 2017, 11:02:14 AM »
This discipline is designed to be used with RadicalTaoist's Sublime Way Ranger variant. It's meant to be used in place of the Falling Star discipline. There is a fair amount of overlap, but it focuses more on nature-oriented supernatural effects; particularly storm-related. So, I'm looking for your thoughts, advice, and critiques. I'm fine with renaming some of these maneuvers too; I've never been all that good with names and flavor text.


Raging Storm

Howling winds, frigid cold, and dazzling bolts of lightning all combine into the Raging Storm. This discipline is both the physical and supernatural manifestation of nature's rage as well as a focus on archery and hunting. Students of the Raging Storm learn both how to harness the power of nature through themselves as well as control its raw fury externally.
   Survival is the key skill for Raging Storm. The bow (any), javelin, throwing axe, great scimitar, and warhammer are all weapons for Raging Storm.

Maneuver and Stance List         

1st LEVEL
Channeled Shock: Boost -- Deal 1d6 electric damage +1 /initiator level.
Point Blank Marksmanship: Stance -- your ranged attacks threaten and do not provoke attacks of opportunity.
True Shot: Strike -- deal +1d4 damage. You may take a penalty to damage to gain a bonus on your attack roll.
Weather the Elements: Stance -- gain benefits of Endure Elements spell as well as cold and fire resistance based on ranks in Survival.

2nd LEVEL
Guiding Wind: Boost -- double ranged increments for weapon.
North Wind Shot: Strike -- make two ranged attacks.
Static Charge: Counter -- counter foe--s attack with electric touch that deals 4d6 damage.
Whirlwind: Strike -- entangle target creature in a whirlwind.

3rd LEVEL
Lightning Strike: Strike -- deal 5d6 electric damage in a 40-ft. vertical line.
Numbing Cold: Strike -- melee touch deals 2d6 cold damage and gives a -4 penalty to Strength.
Static Field: Stance -- attackers take 5 electric damage.

4th LEVEL
Dance of the Winding Breeze: Strike -- deal +3d6 damage. Move up to your base speed before and after the attack.
Electric Blade: Boost -- Deal 2d6 electric damage +1 /initiator level.
Thunder Clap: Strike -- deal +3d6 sonic damage to target an all creatures within 10 feet.
Winter Wind: Strike -- entangle target creature in a cold whirlwind and deal 5d6 cold damage.

5th LEVEL
Maelstrom: Strike -- create a small whirlwind of windstorm strength that knocks foes down and hinders ranged attacks.
True Shot, Greater: Strike -- deal +5d4 damage. You may take a penalty to damage to gain a bonus on your attack roll.
Zephyr Armor: Stance -- gain DR 2/-. Ranged attacks against you suffer a -4 penalty.

6th LEVEL
Refreshing Breeze: Boost -- gain fast healing 5 as long as your current hit points are below half your maximum.
Thunder Clap, Greater: Strike -- deal +6d6 sonic damage to target an all creatures within 10 feet.

7th LEVEL
Dancing Storm: Strike -- make a full attack with a ranged weapon while moving. Each attack deals +3d6 electric damage.
Exit Wound: Strike -- your ranged attack affects everyone in a straight line.
Stormstrike: Boost -- Deal 3d6 electric damage +1 /initiator level.

8th LEVEL
Driving Wind: Strike -- deal +12d6 damage and push target back with a bull rush.
Thunderhead: Stance -- gain 20% concealment. Strike an adjacent opponent with lightning for 8d6 damage each round.

9th LEVEL
Apocalypse Storm: Strike -- burst deals 50 cold and 50 electric damage and knocks creatures prone.




APOCALYPSE STORM
Raging Storm (Strike) [Air][Cold][Electricity]
Level: Sublime Ranger 9
Prerequisite: Four Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: 60 ft.
Area: 60-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex partial

All the fury of the heavens rains down in a tremendous thunderstorm.

This maneuver deals 50 cold and 50 electric damage to all creatures in the area and knocks them prone. A successful Reflex save (DC 19 + your Wisdom modifier) halves the damage and prevents the creature from falling prone. Creatures larger than you gain a +4 bonus to the saving throw in regards to falling prone but not for reducing the damage, and creatures smaller than you take a -4 penalty on the save in regards to falling prone but not for reducing the damage. You are not harmed by your own Apocalypse Storm nor are you knocked prone.
   This maneuver is a supernatural ability.


CHANNELED SHOCK
Raging Storm (Boost) [Electricity]
Level: Sublime Ranger 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You channel electricity, striking your foes.

For the rest of your turn, your attacks deal an extra 1d6 points of electric damage +1 point per initiator level. If used on a volley attack (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


DANCE OF THE WINDING BREEZE
Raging Storm (Strike)
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One creature

As the wind winds through the forest, you effortlessly slip between the trees, pursuing your target.

As part of this maneuver, make a ranged attack. Your attack deals an extra 3d6 damage. In addition, you may move up to your full movement speed before the attack and after the attack (allowing you to move up to double your speed in one round).


DANCING STORM
Raging Storm (Strike) [Electricity]
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or more creatures

A combination of grace and the channeled fury of a storm, you dance across the battlefield, striking you foes down with hurled lightning.

As part of this maneuver, make a full-attack with a ranged weapon. You may move up to your base movement speed during this attack and you must move at least five feet between each attack. You may choose to attack the same creature or multiple creatures. Each attack deals an extra 3d6 electric damage.
   This maneuver is a supernatural ability.


DRIVING WIND
Raging Storm (Strike)
Level: Sublime Ranger 8
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous

You nock an arrow, holding the strength close to its breaking point. You then let it go with dazzling speed, knocking your foe back.

As part of this maneuver, you make a ranged attack. If you succeed, this attack deals an additional 12d6 points of damage. Furthermore, you may initiate a bull rush attempt against that target, except you use your Dexterity modifier instead of your Strength modifier. If the target fails its check, it must make another check equal to the bull rush or be knocked prone at the end of the bull rush. You do not move with the target as part of this bull rush. If the target succeeds on its check, the target does not move, but it still takes the extra damage.


ELECTRIC BLADE
Raging Storm (Boost) [Electricity]
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your attacks channel the strength of lightning.

For the rest of your turn, your attacks deal an extra 2d6 points of electric damage +1 point per initiator level. If used on a volley attack (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


EXIT WOUND
Raging Storm (Strike)
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 standard action
Range: See text
Area: Line; see text
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half

You make a single, powerful shot that passes through anything it hits.

You make a single ranged attack that affects everything in a line. The length of the line is your weapon--s range increment or 30 feet, whichever is greater.
   You do not roll an attack roll when initiating this strike. Instead, all targets in the line automatically take normal damage for your ranged attack (including bonus damage from your Strength modifier, feats, magical abilities on your weapon, and so forth), plus an extra 10d6 damage. Each creature in the attack--s area can make a Reflex save (DC 17 + your Dexterity modifier), taking half damage on a successful save.
   Any fixed, solid object (such as a wall, tree, or closed door) struck also takes damage. If it takes enough damage to destroy it, the projectile continues. If not, the projectile stops and the line ends at the object.


GUIDING WIND
Raging Storm (Boost)
Level: Sublime Ranger 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Your shot sails to your target on a guiding wind, granting you accuracy.

You double the base range increment of your weapon for one round.


LIGHTNING STRIKE
Raging Storm (Strike) [Electricity]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Area: 40 ft. vertical line
Duration: Instantaneous
Saving Throw: Reflex half

You focus the fury of nature into a bolt of lightning from the sky.

This maneuver creates a 40 foot vertical line of lightning and deals 5d6 electric damage to all in the area. A successful Reflex save (DC 13 + your Wisdom modifier) halves the damage.
   This maneuver is a supernatural ability.


MAELSTROM
Raging Storm (Strike) [Air]
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Cylinder 10 ft radius, 40 ft high
Duration: 1 round
Saving Throw: Fort partial

You create a small whirlwind, knocking your opponents to the ground.

This maneuver creates small windstorm in a 40 foot tall cylinder with a 10 foot radius. The winds in the area are of windstorm strength (51-74 mph). Small and smaller creatures are blown away, medium creatures are knocked down, and, large and huge creatures are checked. A successful Fortitude save (DC 15 + your Wisdom modifier) negates these effects. In addition, ranged weapon attacks are impossible. See the page 95 of the DMG for additional information on windstorm force winds.
   This maneuver is a supernatural ability.


NORTH WIND SHOT
Raging Storm (Strike)
Level: Sublime Ranger 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: Two creatures
Duration: Instantaneous

A quick draw and swift reflexes allow you to fell two foes in the time it would normally take to kill one.

As part of this maneuver, make a two ranged attacks, each against a different foe. Each target must be within fifteen feet of the other. Resolve each attack separately.


NUMBING COLD
Raging Storm (Strike) [Cold]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous; 3 rounds
Saving Throw: Fortitude partial

As you touch your opponent, a numbing wave of cold comes over his body, sapping his strength.

As part of this maneuver, you perform a melee touch attack. If successful, you deal 2d6 cold damage to your target. The target also suffers a -4 penalty to its Strength score, although a successful Fortitude save (DC 13 + your Wisdom modifier) reduces this penalty to -2. The penalty lasts for 3 rounds. Creatures immune to ability damage suffer no Strength penalty.
   This maneuver is a supernatural ability.


POINT BLANK MARKSMANSHIP
Raging Storm (Stance)
Level: Sublime Ranger 1
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Through a combination of focus and heightened reflexes, you control the area around you, firing attacks faster than your opponents can react.

While in this stance, you do not provoke attacks of opportunity for making ranged attacks inside of another creature--s threatened squares. Also, while wielding a ranged or thrown weapon, you threaten an area of normal melee reach for a creature your size (5 feet for small and medium, 10 feet for large), and you may make attacks of opportunity with your ranged and thrown weapons.


REFRESHING BREEZE
Raging Storm (Boost)
Level: Sublime Ranger 6
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: see text

When times are tough, you look inward and find the strength you need to continue the fight.

If your current hit point total is below half your maximum hit points, you may initiate this maneuver to gain fast healing 5. This maneuver ends when your current hit point total is greater than or equal to half your maximum hit points or if you fall unconscious, die, or are destroyed.


STATIC CHARGE
Raging Storm (Counter) [Electricity]
Level: Sublime Ranger 2
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Holding a static charge, you release it the moment your opponent strikes.

When a creature successfully strikes you with a melee weapon or natural weapon, you can use this maneuver to give yourself the ability to make an immediate melee touch attack. If your attack hits, your target takes 4d6 points of electric damage.
   This maneuver is a supernatural ability.


STATIC FIELD
Raging Storm (Stance) [Electricity]
Level: Sublime Ranger 3
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You build a palpable electric charge around you.

An adjacent opponent that hits you with a melee attacks while you are in this stance takes 5 points of electric damage. Your Static Field does not harm a creature using a reach weapon to attack you.
   This stance is a supernatural ability.


STORMSTRIKE
Raging Storm (Boost) [Electricity]
Level: Sublime Ranger 7
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

The fury of the storm is channeled through your attacks.

For the rest of your turn, your attacks deal an extra 3d6 points of electric damage +1 point per initiator level. If used on a volley attack (several missiles using the same attack roll), the damage only applies once.
   This maneuver is a supernatural ability.


THUNDER CLAP
Raging Storm (Strike) [Sonic]
Level: Sublime Ranger 4
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: Ranged Attack
Area: 10-foot radius
Duration: Instantaneous
Saving Throw: None; Reflex half

You release your shot so quickly that it is accompanied by a clap of thunder.

As part of this maneuver, make a ranged attack. Your attack deals an extra 3d6 sonic damage to the target. Each creature within 10 feet also takes 3d6 damage, but may attempt a Reflex save (DC 14 + your Dexterity modifier) for half damage. The creature hit by your ranged attack does not get a saving throw for half damage. If your attack misses your target, everyone in the 10-foot area still takes sonic damage as normal, except the target is also entitled a saving throw for half damage in this case.
   This maneuver is a supernatural ability.


THUNDER CLAP, GREATER
Raging Storm (Strike) [Sonic]
Level: Sublime Ranger 6
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Area: 10-foot radius
Duration: Instantaneous
Saving Throw: None; Reflex half

You release your shot so quickly that it is accompanied by a clap of thunder.

This maneuver functions exactly like Thunder Clap, except the target and each creature within 10 feet take 6d6 sonic damage.
   This maneuver is a supernatural ability.


THUNDERHEAD
Raging Storm (Stance) [Electricity]
Level: Sublime Ranger 8
Prerequisite: Three Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal; 5-ft.
Target: You; one creature
Duration: Stance

A thunderhead forms directly above you, pouring rain, obscuring your opponent--s view, and hurling lightning bolts at your foes.

While in this stance, you gain concealment, causing all attacks against you have a 20% miss chance. Each round, on your turn, you may strike any adjacent creature with a lightning bolt for 8d6 points of electric damage as a free action. A successful Reflex save (DC 18 + your Wisdom modifier) halves the damage. You may only use the lightning bolt once per round.
   This stance is a supernatural ability.


TRUE SHOT
Raging Storm (Strike)
Level: Sublime Ranger 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature

Focusing on your target, your shot strikes true.

As part of this maneuver, make a ranged attack. If it hits, it deals normal damage, as well as an additional 1d4 damage.
   Before rolling the attack roll, you may choose to subtract a number from your damage and add that number as a bonus to your attack roll. You cannot subtract more than your base attack bonus or 5, whichever is lower.


TRUE SHOT, GREATER
Raging Storm (Strike)
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature

With greater focus, you can strike your target at almost any distance.

This maneuver functions exactly like True Shot, except that you deal +5d4 damage on a successful attack. The number you may subtract from your damage cannot exceed your base attack bonus, but may now be greater than 5.


WEATHER THE ELEMENTS
Raging Storm (Stance)
Level: Sublime Ranger 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Through a strong connection with nature, you can endure the harshest environments.

While in this stance, you resist hot and cold temperatures as if affected by an Endure Elements spell. In addition, you gain cold and fire resistance equal to your ranks in Survival.
   This stance is a supernatural ability.


WHIRLWIND
Raging Storm (Strike) [Air]
Level: Sublime Ranger 2
Prerequisite: One Raging Storm maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Reflex negates

You engulf a creature in a small, confounding whirlwind.

This maneuver entangles the target creature for one round unless it succeeds on a Reflex save (DC 12 + your Wisdom modifier). Creatures that fail their saving throw are unable to run or charge on their next turn. Creatures larger than you gain a +4 bonus to this save and creatures smaller than you take a -4 penalty to the save.
   This maneuver is a supernatural ability.


WINTER WIND
Raging Storm (Strike) [Air][Cold]
Level: Sublime Ranger 4
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Reflex partial

You freeze and baffle your opponent in a whirlwind.

This maneuver functions exactly like Whirlwind except that the target creature also takes 5d6 cold damage. A successful Reflex save halves this damage. The DC is 14 + your Wisdom modifier.
   This maneuver is a supernatural ability.


ZEPHYR ARMOR
Raging Storm (Stance) [Air]
Level: Sublime Ranger 5
Prerequisite: Two Raging Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Swift currents of wind twist tight around your body causing attacks to alter their path, while leaving your own movements unhindered.

While in this stance, all range attacks against you suffer a -4 penalty on their attack roll. You also gain damage reduction 2/- against melee and ranged attacks.
   This stance is a supernatural ability.


Feats

CALM BEFORE THE STORM
Your discipline and focus make your fury all the more terrifying.
   Prerequisites: One Raging Storm stance.
   Benefit: While you are in a Raging Storm stance and attack with one of the discipline--s preferred weapons, you can add your Wisdom modifier as a bonus on damage made with that weapon. This damage only applies once in a volley (several missiles using the same attack roll).


STORM MASTER
The fury of the storm is synergized between your martial and magical training.
   Prerequisites: Caster level 1st, one Raging Storm stance.
   Benefit: While you are in a Raging Storm stance, you gain a +1 bonus to your caster level for all spells with the [Air], [Cold], or [Electricity] descriptors.


EYE OF THE HURRICANE [TACTICAL]
   Prerequisites: Base Attack Bonus +6, Calm Before the Storm, Two Raging Storm maneuvers.
   Benefit: This feat grants you three options for combat:
   Piercing Perception: If you succeed on a DC 20 Survival check, you can ignore any percent-based miss chances due to concealment. If the target is invisible, you still need to pinpoint their square.
   Take Aim: If you make a ranged attack against a target and miss, you gain a +2 competence bonus on your attack roll if you attack the same creature with your next attack. This second attack must also be made with a ranged weapon.
   Thunder and Lightning: If you successfully hit an opponent with a Raging Storm maneuvers with the [electricity] descriptor, the maneuver deals an extra 1d3 sonic damage as well. This applies to maneuvers and stances (such as Thunderhead and Static Field).

3
Homebrew / TravelLog's Crimson Earth Martial Discipline
« on: June 30, 2017, 09:59:43 AM »
Crimson Earth


Blood. There is something magical about blood. The way it drips between your fingers as you force your weapon through the flesh of your foes, the way it seems to twist and to turn, to dance, in the moonlight. There is an art about it. The way blood sprays from the stump of a severed limb, cavorting through the air and spattering the lilacs a crimson, sanguine red. And the smell of it! The way the smell pervades you, follows you beyond the battlefield as if it might awaken you to the joys and sorrows of the world outside the dance of death. The way it sinks into your skin and your hair and your nails and marks you, and how no matter the amount you wash it can never be removed, caressing you eternally, a jacket of rose petals formed from living blood. The knowledge that you bathe in the very life of your foes, that your blood mingles with theirs, making you one. There is no station in battle. No leaders and no followers. Only warriors. Only swords and axes, bows and spears. Only flesh and bone. Only blood.

This is the philosophy of those who practice the Crimson Earth discipline, so named for the manner in which adepts would leave the ground they tread forever stained in the blood of their enemies. Through the manipulation of their own life force, their fighting will, and the blood that surrounds the battlefield, adepts of Crimson Earth become capable of incredible feats: of toughing their bodies, stopping their bleeding and healing, or ignoring, any wounds they might receive. Crimson Earth practitioners can tear the very limbs from their foes, can maim them, leaving them unfit for battle, or slay them outright. They can even harness the power of the blood they spill, though only adepts know the truth of such techniques. The associated skill for Crimson Earth is Intimidate, and its associated weapons are the axe, the greataxe, the scythe, the long-sword, the bastard sword, the katana, the nodachi, the two-bladed sword, the greatsword, the scimitar, the falchion, the fullblade, and the jovar.

The only way to learn the Crimson Earth discipline is to seek out a master–a martial adept capable of using at least 6th-level maneuvers from the discipline. You must train for a month under the master and spend 1,000 xp at the end of your training, in addition to defeating the master in one-on-one combat martial combat. You gain the ability to learn maneuvers from the Crimson Earth discipline. Furthermore, you may exchange your maneuvers known for maneuvers of the Crimson Earth discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. The difficulty of finding an appropriate mentor is left to the DM to choose.



Maneuvers coming soon!



4
Percival's Plenitude / AE2.13: Warpsoul
« on: June 30, 2017, 07:13:09 AM »
Warpsoul

Alignment: Any non-good.
HD: d8
Races: Usually human.  Races with strong ties to nature rarely become warpsouls, as they feel that the class's connection to aberrations is... unnatural.
Abilities: Constitution is the primary ability score for meldshaping, as in other meldshaping classes.  A high Wisdom is also key, as it is important to be of strong stuff to combat the madness that can overtake a warpsoul.

Class Skills
The Warpsoul's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana, The Planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Wis), and Spot (Wis).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Warpsoul

Base
Attack

Fort

Reflex

Will

 


Essentia

Chakra
LevelBonusSaveSaveSaveSpecialSoulmeldsPoolBinds
1 +0 +0 +0 +2 Touch of madness (meldshaper level, soulmeld DC) 2 1 0
2 +1 +0 +0 +3 Chakra bind (crown) 3 2 1
3 +2 +1 +1 +3 Alien senses 3 3 1
4 +3 +1 +1 +4 Chakra bind (feet, hands) 4 4 1
5 +3 +1 +1 +4   --  4 5 1
6 +4 +2 +2 +5 Touch of madness (essentia) 4 6 2
7 +5 +2 +2 +5   --  5 7 2
8 +6/+1 +2 +2 +6 Alien constitution 5 8 2
9 +6/+1 +3 +3 +6 Chakra bind (arms, brow, shoulders) 5 9 2
10 +7/+2 +3 +3 +7 Telepathy 6 10 3
11 +8/+3 +3 +3 +7 Touch of madness (capacity) 6 11 3
12 +9/+4 +4 +4 +8   --  6 12 3
13 +9/+4 +4 +4 +8 Alien mentality 7 13 3
14 +10/+5 +4 +4 +9 Chakra bind (throat, waist) 7 14 4
15 +11/+6/+1 +5 +5 +9 Improved alien constitution 7 15 4
16 +12/+7/+2 +5 +5 +10 Touch of madness (chakra) 8 16 4
17 +12/+7/+2 +5 +5 +10 Chakra bind (heart) 8 17 4
18 +13/+8/+3 +6 +6 +11 Alien resistance 8 18 5
19 +14/+9/+4 +6 +6 +11   --  9 19 5
20 +15/+10/+5 +6 +6 +12 Chakra bind (soul), alien transformation 9 20 5


Class Features

Weapon and Armor Proficiency: You are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Meldshaping: A warpsoul's primary ability is shaping incarnum soulmelds, which are drawn from the warpsoul soulmeld list below. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate’s melds, or the bestial spirits of totemist, you channel the strange, unnatural essence of aberrations.  The Difficulty Class for a saving throw against a warpsoul soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your warpsoul level.

A warpsoul can shape only a certain number of soulmelds per day. Your daily allotment is shown on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level the number of soulmelds you can shape increases.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is shown on the table above. Your character level determines the maximum essentia capacity as usual.  As a swift action, you can reallocate your essentia investments in your soulmelds every round.  A warpsoul does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.

Chakra binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level, as shown in the table above.

At 2nd level, you can bind a soulmeld to your crown chakra.  Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra, and at 20th level you can bind a soulmeld to your soul chakra.

Touch of madness (Su): You have learned how to tap more fully into the essence of the aberrations that make up your soulmelds; however, such power comes at a price.  As an immediate action, you can voluntarily take a point of Wisdom burn to raise the meldshaper level or soulmeld DC of one of your soulmelds by one; this increase lasts for a number of rounds equal to your Constitution modifier.

At 6th level, you can instead, as an immediate action, spend two uses of this ability and take 2 points of Wisdom burn to gain one temporary essentia.  You can invest the temporary essentia (subject to the normal capacity for your receptacles) as part of the action, and it lasts for a number of rounds equal to twice your Constitution modifier.

At 11th level, as an immediate action you can spend three uses of this ability and take 3 points of Wisdom burn to temporarily increase the essentia capacity of one of your soulmelds by one for a number of rounds equal to three times your Constitution modifier.  You can reallocate your essentia to take advantage of this increased capacity as part of the action.

At 16th level, your connection to the essence of aberrations is unparalleled.  As an immediate action, you can spend four uses of this ability and take 4 points of Wisdom burn to temporarily bind one of your soulmelds to a chakra that it occupies.  This chakra bind does not count against your daily number of chakra binds from the levels in this class, and the soulmeld remains bound for a number of rounds equal to four times your Constitution modifier.  The Wisdom burned by this ability cannot be prevented, reduced, or healed by magic -- it must be healed normally.

Alien senses (Ex): Beginning at 3rd level, your association with aberrations has given you uncanny senses.  You gain Alertness as a bonus feat, and you also gain darkvision out to 60 feet.  If you already have darkvision from another source, the range of your darkvision increases by 60 feet.

Alien constitution (Ex): At 8th level, the aberrant nature of your soulmelds has begun to alter your physical make-up.  You heal at twice the normal rate, and you gain damage reduction 5/magic.  You heal ability damage (including Wisdom burn from your touch of madness ability) at the rate of 1 point every hour.

At 15th level, your physical essence has changed even more.  You gain fast healing 2, and you heal ability damage (including Wisdom burned via touch of madness) at the rate of 1 point every 10 minutes.

Telepathy (Su): Starting at 10th level, you are so attuned to your surroundings that you gain telepathy at a range of 60 feet.

Alien mentality (Ex): At 13th level, your mind becomes more difficult to affect by those who don't understand your aberrant nature.  You gain slippery mind, as the rogue special ability.

Alien resistance (Su): Beginning at 18th level, your psyche is so alien to others that it becomes almost impossible to affect.  You are permanently under the effect of mind blank, as the spell.

Alien transformation (Ex): At 20th level, you have completely subsumed the essence of aberrations.  Your type changes to aberration, and your Wisdom and Charisma scores are permanently reduced by 2 points.  However, you gain a permanent 2-point increase to your Intelligence and Constitutions scores, and you can use true strike as a supernatural ability 3 times per day.  You gain immunity to poison, and your DR improves to 10/adamantine.

5
Percival's Plenitude / MP8: Spells, Powers, Maneuvers, Evolves, Etc.
« on: June 29, 2017, 09:47:07 PM »
Stuff will be here eventually; this is a placeholder so I can use the link.

6
Percival's Plenitude / AE5.14: Other Soulmelds
« on: June 28, 2017, 03:36:42 PM »
Other New Soulmelds

  • Crown
  • Feet
    • Necrocarnum Boots -- +4 bonus to Jump checks
    • Necrocarnum Wake -- Squares you move through are tainted
  • Hands
    • Necrocarnum Gloves -- +2 bonus to Open Lock and Sleight of Hand checks
  • Arms
    • Necrocarnum Spear -- Create a longspear of necrocarnum
  • Brow
    • Necrocarnum Gaze -- Determine how close to death nearby creatures are
  • Shoulders
    • Necrocarnum Aura -- Nearby opponents suffer a -2 penalty to saves
  • Throat
  • Waist
  • Heart
  • Soul
    • Necrocarnum Aura -- Nearby opponents suffer a -2 penalty to saves

7
Percival's Plenitude / AE5.13: Warpsoul Soulmelds
« on: June 28, 2017, 02:06:38 PM »
Warpsoul Soulmelds

  • Crown
    • Gibbering Mask -- +2 bonus to Spot checks
    • Naga Hood -- +1 bonus to saves vs. mind-affecting effects
    • Rusted Cap -- Smell metal objects from 30 feet away
  • Feet
    • Carrion Boots -- 10 foot climb speed
    • Delver Greaves -- 10 foot burrow speed
    • Grell Robe -- +2 bonus to Jump and Listen checks
  • Hands
    • Ettercap Claws -- +4 bonus to Climb checks
    • Filch Gloves -- +2 bonus to Sleight of Hand
    • Otyugh Mantle -- +2 bonus to grapple checks
  • Arms
    • Athach Gauntlets -- +1 bonus to ranged attack rolls
    • Chuul Bracers -- 10 foot swim speed
  • Brow
    • Gibbering Mask -- +2 bonus to Spot checks
    • Illithid Mask -- Spell resistance 5
  • Shoulders
    • Athach Gauntlets -- +1 bonus to ranged attack rolls
    • Blackcloak -- 10% miss chance
    • Otyugh Mantle -- +2 bonus to grapple checks
    • Phasm Shirt -- +4 bonus to Disguise checks
  • Throat
    • Aboleth Gills -- +4 bonus to swim checks
    • Neothelid Gorget -- Blindsight 5 feet
  • Waist
    • Pseudonatural Belt -- Resistance to acid and electricity 5
    • Umber Sash -- +1 bonus to natural armor
  • Heart
    • Choker Vest -- +4 bonus to Hide and Move Silently checks
    • Filch Gloves -- +2 bonus to Sleight of Hand checks
    • Phasm Shirt -- +4 bonus to Disguise checks
  • Soul
    • Aboleth Gills -- +4 bonus to Swim speed
    • Beholder Shroud -- Can't be flanked
    • Grell Robe -- +2 bonus to Jump and Listen checks

8
Percival's Plenitude / EW2.2: Noumenon Drake
« on: June 28, 2017, 01:55:22 PM »
NOUMENON DRAKE

Image!

The souls of dragons, ancient and powerful, permeate the land. Characters who learn to tap into this wellspring of energy find themselves aspiring to the Draconic Ideal.

MAKING A NOUMENON DRAKE
A noumenon drake is a draconic meldshaper.
Abilities: Constitution (for hit points and meldshaping) and Charisma (for Ideals and other class features) are a noumenon drake's most important attributes.
Races: Azurin humans and the descendants of the Mishtai are the most common noumenon drakes.
Alignment: Any, though a noumenon drake may choose to express some Ideals over others based on her alignment.
Starting Gold: As bard.
Starting Age: As bard.

HD: d6

Class Skills
A Noumenon Drake has all skills as class skills.
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Table: The Noumenon Drake

Base
Attack

Fort

Reflex

Will

 


Essentia

Chakra
LevelBonusSaveSaveSaveSpecialSoulmeldsPoolBinds
1 +0          +0 +2 +2 Dragontouched, dragonmelds210
2 +1          +0 +3 +3 Ideal chakra bind (+1 capacity)321
3 +2          +1 +3 +3 Scales321
4 +3          +1 +4 +4 Chakra bind (crown, feet, hands)431
5 +3          +1 +4 +4 Ideal infusion431
6 +4          +2 +5 +5 Breath442
7 +5          +2 +5 +5 Ideal impetus552
8 +6/+1      +2 +6 +6 Axiom of spirit552
9 +6/+1      +3 +6 +6 Dual ideal, chakra bind (arms, brow, shoulders)562
10+7/+2      +3 +7 +7 Essential doctrine673
11+8/+3      +3 +7 +7 Rapid re-expression683
12+9/+4      +4 +8 +8 Ideal chakra bind (2 melds)693
13+9/+4      +4 +8 +8 Improved Ideal infusion7103
14+10/+5      +4 +9 +9 Axiom of being, chakra bind (throat, waist)7113
15+11/+6/+1  +5 +9 +9 Ideal chakra bind (+2 capacity)7124
16+12/+7/+2  +5 +10 +10Quick re-expression8134
17+12/+7/+2  +5 +10 +10Chakra bind (heart)8144
18+13/+8/+3  +6 +11 +11Ideal triad8165
19+14/+9/+4  +6 +11 +11Speedy re-expression9185
20+15/+10/+5 +6 +12 +12Axiom of will, chakra bind (soul)9205

Weapon and Armor Proficiencies: Noumenon drakes are proficient with all simple weapons, as well as any natural weapons they gain through soulmelds or class features. They are also proficient with light armor and shields (but not tower shields).

Ideals: A noumenon drake idolizes the ancient, powerful souls of dragons, and seeks to emulate this most fundamental aspect of being in her own life. She focuses on a few different types of dragons which most closely represent her personal philosophies, and trains herself to mimic the abilities of her chosen few.  These sets of abilities are known as Ideals.  Each day, a noumenon drake chooses to express an Ideal that she knows, gaining one or more special abilities from the Ideal depending on her skill at expressing it (represented by her Idealist level).  The number of Ideals a noumenon drake knows depends on her Idealist level, which is the sum of her levels in all classes which grant the ability to express Ideals; the noumenon drake's ability to use Ideal powers and her number of Ideal power daily uses are also determined by her Idealist level.  See Chapter 1: Being an Idealist for rules, and Chapter 4: Draconic Ideals for full descriptions of all the Ideals.

Expressing an Ideal requires a good night's sleep and 1 hour of contemplation, after which the noumenon drake can access the abilities of her chosen Ideal.  A noumenon drake can express only one Ideal at a time (but see Dual Ideal and Ideal Triad, below).  The Ideal a noumenon drake expresses determines the energy type of her Scales and Breath class features, as well as which soulmelds can be bound to the Ideal chakra (see Dragonmelds and Ideal chakra bind , below).  The caster level for any spell-like or supernatural abilities granted by a noumenon drake's Ideals is equal to her Idealist Level.  (All Ideal powers which require spending one of these uses say so in the power description.)

Dragontouched (Ex): A noumenon drake gains Dragontouched as a bonus feat, even if she does not meet the prerequisites.  In addition, any draconic feats she selects function as if her draconic ancestors were of the same type as any Ideal she expresses.  For example, a noumenon drake with the Draconic Heritage feat who expressed the Black Dragon Ideal would gain the benefit of Draconic Heritage (Black); if she switched the next day to the Gold Dragon Ideal, she would gain the benefit of Draconic Heritage (Gold) instead.

Dragonmelds (Su): A noumenon drake works with the primeval soul energy of dragons (and other species, as dragons have spread their progeny across almost every bloodline), shaping soulmelds of pure draconic animus. The Draconic Ideals that she knows and expresses guide her choices, as they guide every other aspect of her daily lives.

A noumenon drake can shape incarnum soulmelds, which are drawn from the combined list of soulmelds granted by the Ideals she knows (as described on the table below) and the list of draconic soulmelds, which are available to every noumenon drake.  She knows and can shape any soulmeld from this list.  The Difficulty Class for a saving throw against a noumenon drake soulmeld is 10 + number of points of essentia invested in the soulmeld + the noumenon drake's Charisma modifier. Her meldshaper level is equal to her Idealist level.

A noumenon drake can shape only a certain number of soulmelds per day.  Her base daily allotment is given on the table above; the maximum number of soulmelds that a noumenon drake can have shaped simultaneously is equal to her Constitution score minus 10, or the number of soulmelds allowed for her level, whichever is lower.  At 1st level, she can shape one soulmeld at a time (assuming she has a Constitution score of at least 11).  As she advances in level, she can shape an increasing number of soulmelds.

At 1st level, a noumenon drake also gains access to her personal pool of essentia, which can be invested into her soulmelds to increase their power. A noumenon drake's essentia pool's size is shown on the table above. The maximum quantity of essentia that can be invested in any single soulmeld is given in Magic of Incarnum, table 2.1.  Each round as a swift action, a noumenon drake can reallocate her essentia investments in her soulmelds if she wishes.  A noumenon drake does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day.

Chakra binds: Beginning at 2nd level, a noumenon drake can bind her soulmelds to her chakras, granting her new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum; however, the Ideal chakra, described below, does not close a body slot), so that she cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that a noumenon drake can have active at any one time depends on her level (see the Binds column on the table above). At 2nd level, she can bind a soulmeld to her Ideal chakra (see below). Beginning at 4th level, she can bind soulmelds to her crown, feet, or hands chakras. At 9th level, she can bind soulmelds to her arms, brow, or shoulders chakras. At 14th level, she can bind soulmelds to her throat or waist chakras. At 17th level, she can bind a soulmeld to her heart chakra, and she gains access to her soul chakra at 20th level.

Ideal chakra bind: At 2nd level, a noumenon drake gains access to a unique chakra: the Ideal chakra bind. This chakra is not associated with any location on the body, but rather represents her connection to the ancient, arcane soul energy of dragons and the Draconic Ideal. Only draconic soulmelds and the soulmelds associated with the noumenon drake's expressed Ideal may be bound to the Ideal chakra. Since the Ideal chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict her use of magic items that take up a body location.

Any soulmeld bound to a noumenon drake's Ideal chakra has an essentia capacity 1 higher than the normal capacity for her other soulmelds, which increases to +2 capacity at 15th level. At 12th level, the noumenon drake can bind two soulmelds to her Ideal chakra simultaneously, both of which gain the expanded capacity.

Scales (Su): Beginning at 3rd level, a noumenon drake's skin thickens, forming scales similar to those of a dragon.  She gains a natural armor bonus equal to her Constitution modifier, and energy resistance equal to her Charisma modifier against the energy type associated with her expressed Ideal.  If the noumenon drake is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), she gains resistance against every energy type associate with each of her expressed Ideals.

Ideal infusion (Su): Starting at 5th level, a noumenon drake learns to infuse the incarnum she wields directly with the power of her draconic Ideal. If the noumenon drake has a soulmeld bound to her Ideal chakra, she may spend a use of her Ideal powers as a swift action and choose a soulmeld bound to her Ideal chakra. If the chosen soulmeld is associated with one of the noumenon drake's expressed Ideals, she treats that soulmeld as if it were filled to its maximum essentia capacity (including the increase due to the effects of the Ideal chakra bind); if it is a draconic soulmeld, she instead gains the ability associated with that soulmeld, described below. In either case, this lasts for 1 round; however, once per day the noumenon drake may invest essentia in this class feature to increase the duration by 1 round per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Breath (Su): Upon reaching 6th level, a noumenon drake unlocks a new reflection of the Draconic Ideal, gaining the ability to breathe a blast of energy at her foes.  As a standard action, the noumenon drake deals 1d4 energy damage per three Idealist levels (rounded down) to all foes in a line of length equal to 5 feet per class level.  Opponents gain a Reflex save (DC 10 + 1/2 Idealist level + Charisma modifier) for half damage; the type of energy is given by the noumenon drake's expressed Ideal.  If the noumenon drake is expressing more than one ideal (see Dual Ideal or Ideal Triad, below), she chooses one type of energy associated with one of her Ideals when she activates the ability. Once she uses this ability, a noumenon drake may not use it again for 1d4 rounds.

In addition, a noumenon drake may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time. If she does so, she increases the damage die size of her breath weapon by one step for each invested essentia.

Ideal impetus (Su): When a noumenon drake achieves 7th level, she learns how to enhance her draconic Ideals with her reservoir of soul power. She may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time. If she does so, she gains an enhancement bonus to her Idealist level with her expressed Ideal equal to the amount of invested essentia. If the noumenon drake is expressing more than one Ideal, she must choose one, and may choose a different Ideal each time she reallocates her essentia. This ability does not allow the noumenon drake to access a new tier of abilities from her expressed Ideal, only increases her effective Idealist level for determining the effects of her Ideal powers.

Axiom of spirit (Su): Starting at 8th level, a noumenon drake learns to sense the fabric of soul energy which permeates living things. By spending a use of her Ideal powers, she gains the ability to see any creature with a soul, as per the Lifesense feat (except that it works on souled creatures instead of living creatures), for 1 round. In addition, once per day the noumenon drake may invest essentia in this ability to increase the duration of the effect by 2 rounds per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Dual ideal: A noumenon drake of 9th level or higher learns the ability to express two Ideals simultaneously, gaining the benefit of both Ideals.  She can still only change one at a time with the Rapid Re-expression class feature (see below) or other means of changing her expressed Ideal.

Essential doctrine (Su): At 10th level, a noumenon drake learns the solemn truth that sometimes it is necessary to sacrifice a part for the good of the whole. As a move action, the noumenon drake can sacrifice her ability to use her Ideal powers (and her ability to spend uses of her Ideal powers for other effects) for any number of rounds. If she does so, she gains 1 temporary essentia per tier of Ideal powers that she has unlocked (i.e., 1 for Wyrmling powers, 2 for Juvenile, 3 for Adult powers, etc.), which lasts for an equal number of rounds. She may invest her temporary essentia as part of the same action.
   
Rapid re-expression (Su): Beginning at 11th level, a noumenon drake learns to change her focus more quickly than normal.  Once per day, she can change her expressed Ideal by spending a full-round action meditating, which does not provoke attacks of opportunity. In addition, once per day the noumenon drake may invest essentia in this ability to gain an additional daily use of this ability per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Improved Ideal infusion (Su): Whenever a noumenon drake of 13th level or higher uses her Ideal Infusion ability, the effect lasts for twice as long (2 rounds + 2 rounds per invested essentia).

Axiom of will (Su): Starting at 14th level, a noumenon drake is so steeped in residual soul energy that it becomes quite difficult for other creatures to control her actions or thoughts. By spending a use of her Ideal powers as an immediate action, the noumenon drake gains an insight bonus to saves vs a single mind-affecting effect equal to three times the amount of essentia invested in this class feature. She may invest essentia in this class feature as she would any other essentia receptacle, subject to the same limits on amount of essentia that can be invested at one time.

Quick re-expression: Upon reaching 15th level, whenever a noumenon drake uses her Rapid Re-expression class feature, it requires a standard action instead of a full-round action.

Ideal triad: At 18th level, a noumenon drake learns the ability to express three Ideals simultaneously, gaining the benefit of all three Ideals.  She can still only change one at a time with the Rapid Re-expression class feature and similar effects.

Speedy re-expression: Beginning at 19th level, whenever a noumenon drake uses her Rapid Re-expression class feature, it requires a move action instead of a standard action.

Axiom of being (Su): Upon reaching 20th level, a noumenon drake takes control of her own life, becoming a force in the world on par with the dragons she idolizes. By spending a use of her Ideal powers as a full-round action, she may reshape and/or rebind any soulmelds she has shaped, allowing her to shape different melds, change occupied and bound chakras, and reallocate her essentia.

9
Percival's Plenitude / AE3: Incarnum Feats
« on: June 27, 2017, 06:35:00 PM »
There will indeed be feats here, but for the moment this is a placeholder so I can save this link:

Amechra's Incarnum Feats

Green Man references 3 of them, and I want to make sure I can find them again.

10
Percival's Plenitude / AE5.8: Jongleur Soulmelds
« on: June 27, 2017, 06:22:26 PM »
Jongleur Soulmelds

  • Crown
    • Bassanelli -- Gain a +1 bonus to attacks against each enemy based on the number of times you've hit that enemy
    • Gong -- Gain a +2 bonus on Intimidate checks
    • Mouth Harp -- Gain a +2 bonus on Bluff checks
    • Pan Flute -- Charm a creature while you play
  • Feet
    • Archlute -- Gain a +2 bonus on Balance checks
    • Lur -- As a standard action, deal 1d6 sonic damage with a ranged touch attack
    • Serpent -- Gain a +2 bonus on Tumble checks
    • Tambourine -- Gain a +1 bonus on Reflex saves
  • Hands
    • Dulcimer -- Gain a +2 bonus on Sleight of Hand checks
    • Fiddle -- Gain a +2 dodge bonus to AC for 1 round by spending a swift action
    • Lyre -- Gain a +2 bonus on Diplomacy checks
    • Tambourine -- Gain a +1 bonus on Reflex saves
  • Arms
    • Bassanelli -- Gain a +1 bonus to attacks against each enemy based on the number of times you've hit that enemy
    • Fiddle -- Gain a +2 dodge bonus to AC for 1 round by spending a swift action
    • Gong -- Gain a +2 bonus on Intimidate checks
    • Nakir -- Gain a +2 bonus on initiative checks
  • Brow
    • Bowed Clavier -- Increase your base speed by +10 feet
    • Comb -- Gain a +2 bonus on Disguise checks
    • Dulcimer -- Gain a +2 bonus on Sleight of Hand checks
    • Lur -- As a standard action, deal 1d6 sonic damage with a ranged touch attack
  • Shoulders
    • Bass Drum -- Your attacks deal +1d4 sonic damage
    • Bladder Pipe -- Fight normally at -1 to -9 hp
    • Nakir -- Gain a +2 bonus on initiative checks
  • Throat
    • Comb -- Gain a +2 bonus on Disguise checks
    • Cornet -- Gain a +2 bonus on saves vs fear and sleep effects
    • Hurdy Gurdy -- Gain a +1 bonus to save DCs for your supernatural abilities
    • Mouth Harp -- Gain a +2 bonus on Bluff checks
  • Waist
    • Archlute -- Gain a +2 bonus on Balance checks
    • Bowed Clavier -- Increase your base speed by +10 feet
    • Serpent -- Gain a +2 bonus on Tumble checks
  • Heart
    • Bladder Pipe -- Fight normally at -1 to -9 hp
    • Cornet -- Gain a +2 bonus on saves vs fear and sleep effects
    • Lyre -- Gain a +2 bonus on Diplomacy checks
  • Soul
    • Bass Drum -- Your attacks deal +1d4 sonic damage
    • Hurdy Gurdy -- Gain a +1 bonus to save DCs for your supernatural abilities
    • Pan Flute -- Charm a creature while you play

11
Percival's Plenitude / AE2.8: Jongleur
« on: June 27, 2017, 06:20:20 PM »
Jongleur

Image!

"O for the gentleness of old Romance, the simple planning of a minstrel's song!"
– John Keats

A Jongleur is an adventuring musician, who masters the use of many instruments in order to create complex pieces by playing all of them at once.

Adventures: Jongleurs adventure because... well, it's what they do. A jongleur travels the world, looking for new vistas to explore, and new ears to fill with the glory of music. They are wanderlust incarnate.

Characteristics: As is required by the adventuring life, a Jongleur is a jack of all trades, able to adapt to a variety of situations through the judicious use of his soulmelds. He is primarily a skillful character, but with a few offensive (and several defensive) tricks to support him in combat.

Alignment: Any alignment can lead to the varied paths of the Jongleur. A lawful character would have the dedication and focus required to learn and play a dozen different instruments at the same time, while a chaotic character would enjoy the freedom and self-reliance one finds on the road.

Religion: Jongleurs pay the most obeisance to gods of music and revelry, but they also worship gods of travel and the road nearly as often.

Background: Those who become Jongleurs often come from poor, hardworking families. A Jongleur must have musical talent, which is often discovered by a traveling minstrel who takes the fledgling Jongleur under his wing as an apprentice. During his journey, the young troubadour discovers the primal music of the soul, and the rest is history.

Races: Jongleurs can come from charismatic races like aasimar, hardy races like gnomes, or quick races like halflings.

Other Classes: As a skillful and supportive character, a Jongleur fits in well with almost any other class, but (thanks to his Soul Music feature) especially other incarnum classes.

Role: A Jongleur is a skillful support character, useful in a large variety of situations thanks to his wide array of soulmelds.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Jongleurs have the following game statistics.
Abilities: Charisma > Dexterity/Strength = Constitution > Intelligence = Wisdom.
Alignment: Any.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Jongleur's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Jongleur

Base
Attack

Fort

Reflex

Will

 


Essentia

Chakra
LevelBonusSaveSaveSaveSpecialSoulmeldsPoolBinds
1 +0          +0 +2 +2 Personal Orchestra, Soul Music (song of potency) 2 1 0
2 +1          +0 +3 +3 Chakra bind (least), Combat Troubador 3 2 1
3 +2          +1 +3 +3 Armored Rig 3 3 1
4 +3          +1 +4 +4 Chakra bind (least), Harmony and Melody 4 3 1
5 +3          +1 +4 +4 Improved Combat Troubador 4 4 1
6 +4          +2 +5 +5 Chakra bind (least) 4 5 2
7 +5          +2 +5 +5 Soul music (song of impetus) 5 6 2
8 +6/+1      +2 +6 +6 Chakra bind (lesser), Tempo Fugit 5 6 2
9 +6/+1      +3 +6 +6 Animate Performance 5 7 2
10 +7/+2      +3 +7 +7 Chakra bind (lesser), Harmony and Ecstasy 6 8 3
11 +8/+3      +3 +7 +7 Improved Armored Rig 6 9 3
12 +9/4        +4 +8 +8 Chakra bind (lesser) 6 10 3
13 +9/+4      +4 +8 +8 Soul music (song of capacity) 7 11 3
14 +10/+5      +4 +9 +9 Chakra bind (greater) 7 12 4
15 +11/+6/+1  +5 +9 +9 Greater Combat Troubador 7 14 4
16 +12/+7/+2  +5 +10 +10Chakra bind (greater), Harmony and Agony 8 15 4
17 +12/+7/+2  +5 +10 +10Improved Tempo Fugit 8 17 4
18 +13/+8/+3  +6 +11 +11Chakra bind (heart), Incarnate Performance 8 19 5
19 +14/+9/+4  +6 +11 +11Greater Armored Rig, Soul Music (song of epiphany) 9 21 5
20 +15/+10/+5 +6 +12 +12Chakra bind (soul), Polka Will Never Die 9 23 5

Class Features
All of the following are class features of the Jongleur.

Weapon and Armor Proficiencies: A Jongleur is proficient with all simple weapons, as well as any weapons granted by her soulmelds.  Additionally, the Jongleur is proficient with medium and light armor.

Meldshaping: A jongleur's primary ability is shaping the soul of music into incarnum soulmelds, which are drawn from the jongleur soulmeld list (see below). You know and can shape any soulmeld from this list, and the DC for a saving throw against one of your soulmelds is 10 + number of points of essentia invested in the soulmeld + your Charisma modifier. Your meldshaper level is equal to your Jongleur level.

You can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, representing the primal music which flows inside you, which can be invested into your soulmelds to increase their power. The size of your essentia pool is given on the table above. Your character level, determines the maximum quantity of essentia that you can invest in any single soulmeld, (as shown in Magic of Incarnum, Table 2–1: Essentia Capacity). Each round as a swift action, you can reallocate your essentia investments in your soulmelds (see Essentia, MoI page 50).

A Jongleur does not study or prepare soulmelds in advance, but must have a good night's rest and listen to music for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds, MoI page 49).

Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, MoI page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on the table above). Beginning at 2nd level, and every even level afterwards, select one chakra to which to gain access.  You can bind soulmelds to any chakras you have accessible.  At 2nd, 4th, and 6th level, choose a least chakra (crown, feet, hands); at 8th, 10th, and 12th level, choose a lesser chakra (arms, brow, shoulders); at 14th and 16th level, choose a greater chakra (throat or waist); and at 18th and 20th level, you gain access to the Heart and Soul chakras, respectively.

Personal Orchestra (Ex): As a jongleur, you have learned to shape the primal music of the soul into melds which aid you in your adventures. Your soulmelds all take the form of instruments, and you can use them as appropriate. You may use an appropriate soulmeld as a masterwork instrument for any Perform skill, and the competence bonus granted by the instrument increases by +2 for each essentia invested in the soulmeld.

Soul Music (Su): Once per day per Jongleur level, you can use the music resonating in your soul to produce magical effects on those around you (usually including yourself, if desired). These abilities fall under the category of Soul Music, and are dependent on any of chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken or sung performance.

Starting a Soul Music effect is a standard action. While using Soul Music, you cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf Jongleur has a 20% chance to fail when attempting to use Soul Music; if she fails, the attempt still counts against her daily limit.

Soul Music counts as Bardic Music for the purposes of meeting prerequisites, and uses of Soul Music may be spent in place of Bardic Music uses to activate abilities (other than Bardic Music abilities themselves).

  • Song of Potency: At 1st level, you can sing the Song of Potency, using your Soul Music to increase the meldshaper level or save DC of soulmelds shape by your allies. Any ally within 30 feet who can hear you play receives 1 Tone Point, +1 for every 6 additional Jongleur levels you have, which last as long as they can hear you play and for 5 rounds after. Allies can allocate Tone Points as they see fit when first gaining the benefit of this ability; each Tone Point increases the meldshaper level of one of their shaped soulmelds by +2, or the save DC of one of their shaped soulmelds by +1, for as long as the ally gains the benefit of this ability.
  • Song of Impetus: Beginning at 7th level, you learn the Song of Impetus, which allows you to use your Soul Music to amplify the soul essence of your allies.  Any ally within 30 feet who can hear you play receives 1 temporary essentia per 6 Jongleur levels you have, which lasts as long as the ally can hear you play and for 5 rounds after. An affected ally can allocate these temporary essentia as a free action when it receives them.
  • Song of Capacity: Starting at 13th level, you can sing the Song of Capacity, a use of Soul Music which broadens the minds and essences of your allies. Each ally within 30 feet of you who can hear you play chooses 1 soulmeld that they currently have shaped. The essentia capacity of that soulmeld increases by 1 for as long as the ally can hear you play, and for 5 rounds after.
  • Song of Epiphany: At 19th level, you learn the Song of Epiphany, which allows you to use your Soul Music to transfer knowledge of your instruments to your allies. When you activate this ability, choose one soulmeld you currently have shaped; every ally within 30 feet of you who can hear you play gains the benefit of having that soulmeld shaped (and can invest essentia in it, if they have any, as a free action when you activate the ability). This effect lasts for as long as the ally can hear you play, and for 5 rounds after. When the effect ends, any essentia your allies had invested in the soulmeld returns to their respective essentia pools.

Combat Troubador (Ex): Like Orpheus for Eurydice, you have discovered at 2nd level that you are willing to go to the ends of the earth and beyond for your goals. Trivialities such as damage and combat cannot stand in your way. Once per day per 2 Jongleur levels, as a full-round action you can grant yourself temporary hit points equal to your highest ranks in any Perform skill.

Armored Rig (Ex): Beginning at 3rd level, the instruments (i.e., soulmelds) that you hang all over your body grant you a semblance of protection from attacks. You gain an armor bonus equal to the number of soulmelds you have shaped at any given time, with an enhancement bonus equal to the highest amount of essentia you have invested in any soulmeld. The armor bonus granted by this class feature does not stack with the armor bonus granted by any other source.

Harmony and Melody (Su): The primal music of the soul flows through you, and reaches a new height at 4th level. Once per day, you can invest essentia into this class feature and choose a number of skills equal to the invested essentia; you may not select the same skill more than once, and you must have at least 1 rank in each chosen skill.  The next time you make a skill check with one of the chosen skills, you may substitute a Perform check for the normal skill roll if you choose; if you do so, return 1 essentia invested in this feat to your pool. Once essentia is invested in this ability, it remains invested until you activate this ability for one of the chosen skills, at which point the essentia returns to your essentia pool and that particular skill can no longer gain the benefit of this ability (until you shape your soulmelds again).

Improved Combat Troubador (Ex): When you achieve 5th level, your training for battle has made you considerably more versatile. When you gain this ability, choose Strength or Dexterity; you may use your Charisma modifier in place of the chosen ability modifier when making melee or ranged attacks, respectively, if doing so would be beneficial to you.

Tempo Fugit (Ex): By 8th level, you have learned to match your internal rhythms with the natural flow of combat. You may use your Charisma modifier in place of your Dexterity modifier when calculating your bonus to initiative checks, if doing so would be beneficial to you.

Animate Performance (Su): Beginning at 9th level, you can temporarily create a creature of pure music to assist you. When you activate your Soul Music ability, you may increase the activation time to a full-round action, choose a soulmeld you have shaped, and make a Perform check (for the relevant instrument) as part of the same action. If you do so, you call into being a shadowy duplicate of yourself, which performs the music.

The duplicate appears in a square adjacent to you, and combines the effects of the unseen servant and major image spells. Once it appears, the duplicate can move just as you would, on your initiative, without you needing to spend an action. It has hit points equal to the result of your Perform check, ignores terrain effects, and moves like an unseen servant, making no noise in the process, though it makes normal motions while traveling. If you have a fly speed, the image appears to fly when not in contact with the ground; otherwise, it walks on open air.

Your animate performance looks like you, though it is clearly not real. It has no equipment, but gains the benefit of the chosen soulmeld; you lose the benefit of the soulmeld as long as the duplicate is in existence. The duplicate produces the Soul Music in your place, and can flank, though it cannot otherwise attack. You can dismiss the animated performance with a move action, regaining the use of the soulmeld; you also regain the soulmeld if the duplicate is destroyed.

Harmony and Agony (Su): You are one with the primal music at 10th level. Once per day, you can invest essentia into this class feature.  The next time you use an ability which forces a saving throw, as long as there is still essentia invested in this ability, as a free action you may return one invested essentia to your pool, and simultaneously increase the DC of the save by +2. Once essentia is invested in this ability, it remains invested until used. You cannot activate this ability more than once for any given saving throw.

Improved Armored Rig (Ex): Your instrument harness is so thickly layered with soulmelds by 11th level that it softens blows against you with extra vim. You gain damage reduction /– equal to the number of chakra binds you have at any given time; this stacks with all other sources of damage reduction.

Greater Combat Troubador (Ex): Upon reaching 15th level, you are a master of the music of battle. You may spend a move action to imbue an attack with the elegance of music. The next attack you make before the end of your next turn, if successful, is automatically a critical threat, and you may make a Perform check against a DC equal to your opponent's AC in place of an attack roll to confirm the critical hit.

Harmony and Ecstasy (Su): Your internalization of primordial harmonies has increased dramatically by 16th level. Once per day, you can invest essentia into this class feature.  The next time you make a saving throw, as long as there is still essentia invested in this ability, you may substitute a Perform check for the normal save roll if you choose. Once essentia is invested in this ability, it remains invested until you activate this ability for a save, at which point one invested essentia returns to your essentia pool.

Improved Tempo Fugit (Ex): When you achieve 17th level, your internal rhythms mimic the flow of events around you, even when you aren't fully aware of the fact. You always gain an action in a surprise round, even if you would normally have been surprised.

Incarnate Performance (Su): At 18th level, your animate performance becomes more real. As long as you have at least 1 essentia invested in the granted soulmeld, the duplicate gains a Strength score equal to one-half your own and can perform combat actions using phantom, non-magical versions of your gear, and make attacks of opportunity, though it cannot otherwise attack. Any items that lose contact with the duplicate dissipate immediately, and equipment that extends more than 5 feet from the duplicate (such as a length of rope) also disappears beyond that distance. In addition, the duplicate's hit points are equal to twice your Perform check result.

Greater Armored Rig (Ex): Beginning at 19th level, your harness is so thickly clustered with instruments that it protects your vulnerable points. You have a chance to negate critical hits and precision damage equal to 5% times the total amount of essentia you have invested in your soulmelds at any given time.

Polka Will Never Die (Ex): Upon reaching 20th level, you are sustained by music even beyond the bounds of life. Whenever you would die, as long as you have at least one essentia remaining in your pool or invested in your incarnum receptacles, you do not die. Instead, you lose one essentia from your essentia pool, or an incarnum receptacle of your choice, at the beginning of your turn in each round that you would be dead. When you have no more essentia remaining, you die as normal.

While you are sustained by your essentia, you may be targeted by spells which only affect dead creatures, such as raise dead or resurrection; alternatively, if you would have died due to hit point loss, your hit points can be raised above 0 by healing spells as normal.  In such a case, you cease to lose essentia from your pool, returning to your full functions (and hit points, if applicable), and regain 1 lost essentia into your pool per round at the beginning of your turn until you reach your normal maximum.

12
Percival's Plenitude / AE5.7: Green Man Soulmelds
« on: June 27, 2017, 06:06:38 PM »
Green Man Soulmelds

  • Any
    • Topiary Garment -- Stand perfectly still, as a statue
  • Crown
    • Green Crown -- Create a sleep effect
    • Myconic Growth -- Release spores to alert your allies
    • Woad Cap -- +4 insight bonus to Balance checks
    • Yellow Musk Bracers -- Gain a vine whip natural attack
  • Feet
    • Briarvex Boots -- Gain woodland stride
    • Gaseous Galoshes -- You cannot be flanked
    • Kelp Clogs -- Cold resistance 5
    • Woad Cap -- +4 insight bonus to Balance checks
  • Hands
    • Ironmaw Gauntlets -- Your natural attacks cause blood loss
    • Oaken Gloves -- +1 enhancement bonus to Strength
    • Orcwort Tunic -- +1 enhancement bonus to Constitution
    • Sundew Gloves -- Creatures attacking you take 1d6 acid damage
    • Twist of Night -- +1 resistance bonus to saves
  • Arms
    • Assassin Cowl -- +4 insight bonus to Listen checks
    • Oaken Gloves -- +1 enhancement bonus to Strength
    • Twist of Night -- +1 resistance bonus to saves
    • Yellow Musk Bracers -- Gain a vine whip natural attack
  • Brow
    • Assassin Cowl -- +4 insight bonus to Listen checks
    • Greenvise Mask -- Sense creatures in contact with vegetation
    • Phantom Veil -- +4 insight bonus to Move Silently checks
    • Vine Visage -- +4 insight bonus to Escape Artist checks
  • Shoulders
    • Battlebriar Cloak -- Gain a thorn volley natural attack
    • Cape of Needles -- Sprout spines which act as armor spikes
    • Myconic Growth -- Release spores to alert your allies
    • Tumblebrush Cloak -- Gain a 20% miss chance vs piercing attacks
  • Throat
    • Dark Collar -- Fire resistance 5
    • Myconic Growth -- Release spores to alert your allies
    • Sporebat Pendant -- Gain a 20% miss chance in shadows
    • Twist of Night -- +1 resistance bonus to saves
  • Waist
    • Fungusash -- Startle your enemies with a piercing shriek
    • Mantle of Blossoms -- Become Tiny and gain a fly speed
    • Octopus Belt -- Acid resistance 5
    • Tendriculos Cincture -- +2 enhancement bonus to natural armor
  • Heart
    • Ironmaw Gauntlets -- Your natural attacks cause blood loss
    • Mantle of Blossoms -- Become Tiny and gain a fly speed
    • Orcwort Tunic -- +1 enhancement bonus to Constitution
    • Shambling Vest -- Electricity resistance 5
  • Soul
    • Battlebriar Cloak -- Gain a thorn volley natural attack
    • Gaseous Galoshes -- You cannot be flanked
    • Greenvise Mask -- Sense creatures in contact with vegetation
    • Treant Shroud -- Deal double damage vs objects
    • Twist of Night -- +1 resistance bonus to saves

13
Percival's Plenitude / AE2.7: Green Man
« on: June 27, 2017, 06:03:15 PM »
GREEN MAN

Image!

A Green Man is an incarnum user who wields the slow, quiet souls of plants and fungi.

MAKING A GREEN MAN
A Green Man is a multipurpose character, like all incarnum users.
Abilities: Wisdom and Constitution are very important for a Green Man's meldshaping (and hit points and Will saves); Strength and Dexterity are important for a Green Man focusing on combat.
Races: Mandrakes are the most common Green Men, along with other incarnum races like Azurin, and races drawn to cultivation of flora like elves and halflings.
Alignment: Any, but usually neutral.
Starting Gold: As totemist.
Starting Age: As totemist.

Class Skills
The Green Man's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (Arcana, Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Dice: d8

Green Man

Base
Attack

Fort

Reflex

Will

 


Essentia

Chakra
LevelBonusSaveSaveSaveSpecialSoulmeldsPoolBinds
1st+0+2+0+0Photosynthesis, soul of the forest210
2nd+1+3+0+0Chakra bind (hands)321
3rd+2+3+1+1Whispered vigilance (1st)331
4th+3+4+1+1Chakra bind (crown, feet)431
5th+3+4+1+1Capacity for growth +1441
6th+4+5+2+2Soulseed452
7th+5+5+2+2Whispered vigilance552
8th+6/+1+6+2+2New growth562
9th+6/+1+6+3+3Chakra bind (arms, brow, shoulders)673
10th+7/+2+7+3+3Improved soulseed683
11th+8/+3+7+3+3Whispered vigilance (2nd)693
12th+9/+4+8+4+4Capacity for growth +26103
13th+9/+4+8+4+4Greater soulseed6113
14th+10/+5+9+4+4Chakra bind (throat, waist)7123
15th+11/+6/+1+9+5+5Whispered vigilance7134
16th+12/+7/+2+10+5+5Improved new growth7144
17th+12/+7/+2+10+5+5Chakra bind (heart)8164
18th+13/+8/+3+11+6+6Germination8185
19th+14/+9/+4+11+6+6Whispered vigilance (3rd)9205
20th+15/+10/+5+12+6+6Chakra bind (soul)9225

Weapon and Armor Proficiencies: As a Green Man, you gain no proficiencies with armor, though you are proficient with simple weapons and any natural weapons or armor you acquire from class features or soulmelds.

Meldshaping: A Green Man's primary ability is shaping incarnum soulmelds, which are drawn from the Green Man soulmeld list (given below). You know and can shape any soulmeld from this list. The Difficulty Class for a saving throw against a Green Man soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your Green Man level.

A Green Man can shape only a certain number of soulmelds per day, as given on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the table above (this pool is in addition to the extra point of essentia you gain from the Green Man base traits). Your Hit Dice, as noted on Magic of Incarnum Table 2—1: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action each round, you can reallocate your essentia investments. A Green Man does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on the table above). At 2nd level, you can bind a soulmeld to your hands chakra. Beginning at 4th level, you can bind soulmelds to your crown or feet chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras, and at 14th level, you can bind soulmelds to your throat or waist chakras. At 17th and 20th level, you unlock you heart and soul chakras, respectively.

Photosynthesis (Ex): Green Men learn quickly to draw upon the light of the sun for sustenance, like the plants they emulate. If you spend at least 1 hour per day in bright sunlight (or equivalent magical light, such as the daylight spell), you do not need to eat or drink.

Soul of the Forest (Su): A Green Man wields the warm, often-dormant soul of nature. By calling this nascent animus to his will, the Green Man becomes a powerful and deadly combatant. Whenever you are in a natural environment, your Green Man soulmelds cannot be unshaped against your will. In addition, at all times you gain an armor bonus equal to twice the number of Green Man soulmelds you have shaped at any time; this armor bonus does not stack with an armor bonus from any other source. You may invest essentia into this class feature as you would any other essentia receptacle (subject to the usual maximum); for each essentia invested this way, you gain a +1 enhancement bonus to your armor bonus granted by this class. In addition, when you gain this class feature, you may select a +1-equivalent armor enchantment, which you can apply instead of the +1 enhancement bonus when investing essentia into this class feature. You may change the chosen armor enchantment each time you gain a level of Green Man, and may choose equivalent enchantments up to the maximum enhancement bonus you can generate (due to the limit on invested essentia).

Whispered Vigilance (Sp): The trees are always watching, and a Green Man can tap into that knowledge. At 3rd level, choose a 0th- or 1st-level divination spell, which you may use once per day as a spell-like ability. If you have a racial spell-like ability, you may spend uses of that ability in place of daily uses of this ability, and vice versa. Once per day, you can invest essentia into this class feature to gain one additional daily use of this ability for each invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

At 7th level and every 4 levels after, you may select an additional divination spell as a spell-like ability, using the same pool of daily uses. At 11th level and 19th level, the maximum level of divination spell you can select increases by 1, as shown on the table above.

Capacity for Growth (Ex): A Green Man wields a more primal form of incarnum, built of the souls of plant creatures throughout history. Like his forebears, he grows. At 5th level, and again at 12th level, the essentia capacity of your feats, racial abilities, and class features increases by 1, superseding the number on MoI Table 2—1. This does not apply to soulmelds or magic items, but only to feats, class features, or other abilities that allow essentia investment.

Soulseed: As plants are cultivated for food, tools, and companionship, so a Green Man learns to cultivate incarnum for use by everyone. At 6th level, you gain Soulcrafting as a bonus feat, even if you don't meet the prerequisites.

New Growth (Su): Plants are known for incredible rates of growth, and as a Green Man you emulate this ability. Starting at 8th level, you heal 1 hit point every 10 minutes, and 1 point of ability damage every hour. Once per day, you may invest essentia in this ability to increase the amount of hit point and ability damage you heal by 1 point per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Improved Soulseed: Green Men can share the bounty of their abilities. At 10th level, you gain Chakraic Panoply as a bonus feat, even if you don't meet the prerequisites.

Greater Soulseed: The generosity of a Green Man knows no bounds. At 13th level, you gain Azure Technochorigisy as a bonus feat, even if you don't meet the prerequisites.

Improved New Growth (Su): A Green Man sprouts like bamboo. Upon reaching 16th level, your New Growth ability heals you 1 hit point per minute and 1 point of ability damage per 10 minutes, increased via essentia as normal.

Germinate (Su): Green Men can plant the seeds of their own renewal. Starting at 18th level, once per day you can invest essentia into this ability. If you die with essentia invested in this ability, you are automatically reincarnated as a Mandrake after 1 hour. This effect otherwise functions as per the reincarnate spell. Reduce the delay time by up to 10 minutes per invested essentia (to a minimum of 1 minute). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

If you are returned to life by some other means before you are reincarnated by this ability, the effect is canceled.

14
Percival's Plenitude / AE5.5: Extractor Soulmelds
« on: June 27, 2017, 05:54:00 PM »
Extractor Soulmelds

  • Crown
    • Considering Cap -- Gain a +2 bonus on Knowledge checks
    • Insidious Pendant -- Gain a +1 bonus to the DC of one of your supernatural abilities
    • Lucid Crown -- Gain a +2 bonus on Lucid Dreaming checks
    • Oblivion Cowl -- Be protected against divinations
  • Feet
    • Drift Boots -- Glide up to 15 feet as a move action
    • Mirage Mocassins -- Ignore speed penalties for difficult terrain
    • Somnambulant Cincture -- Gain bonuses to Infinite Shore maneuvers
    • Wandering Shoes -- Move 10 feet in a round to gain the benefit of a feat
  • Hands
    • Daydream Gloves -- Gain a +2 bonus on Open Lock checks
    • Dreamer's Totem -- Always know how deep you are in the Dreamscape
    • Duplicitous Gage -- Gain a +2 bonus on Forgery checks
    • Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
    • Scrutiny Shroud -- Gain a +2 bonus on Sense Motive checks
  • Arms
    • Bracers of Projection -- Subconsciously make your attacks more effective
    • Daydream Gloves -- Gain a +2 bonus on Open Lock checks
    • Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
    • Soporific Vambraces -- Make a touch attack to put target to sleep
    • Trance Bracers -- Gain bonus hit points equal to your meldshaper level.
  • Brow
    • Mask of Faces -- Gain a +2 bonus on Disguise checks
    • Oblivion Cowl -- Be protected against divinations
    • Plain Masque -- Gain a +2 bonus on Bluff checks
    • Stargazer Veil -- Gain a +2 bonus on Gather Information checks
  • Shoulders
    • Dreamer's Totem -- Always know how deep you are in the Dreamscape
    • Inconsequential Cloak -- Gain a +2 bonus on Hide checks
    • Reverie Pauldrons -- Continue fighting while disabled or dying
    • Sandmantle -- Creatures near you may fall asleep
    • Trance Bracers -- Gain bonus hit points equal to your meldshaper level
  • Throat
    • Brooch of Stars -- Gain a +2 bonus on Concentration checks
    • Dreamer's Totem -- Always know how deep you are in the Dreamscape
    • Delusion Ribbon -- Gain a +2 bonus to Will saves vs illusion & enchantment spells
    • Insidious Pendant -- Gain a +1 bonus to the DC of one of your supernatural abilities
    • Nightmare Weapon -- Gain a +4 bonus on Intimidate checks when demoralizing
  • Waist
    • Discontinuous Sash -- Teleport 10 feet as a move action
    • Finder's Vest -- Gain a +2 bonus on Search checks
    • Skirt of Silver Moonlight -- Gain a +2 bonus to Tumble checks
    • Somnambulant Cincture -- Gain bonuses to Infinite Shore maneuvers
    • Wandering Shoes -- Move 10 feet in a round to gain the benefit of a feat
  • Heart
    • Brooch of Stars -- Gain a +2 bonus on Concentration checks
    • Finder's Vest -- Gain a +2 bonus on Search checks
    • Mantle of the Fated -- Gain a +1 luck bonus on various checks
    • Synchronous Symphony -- Gain a +1 bonus to initiative checks
  • Soul
    • Dreamer's Totem -- Always know how deep you are in the Dreamscape
    • Inconsequential Cloak -- Gain a +2 bonus to Hide checks
    • Mantle of the Fated -- Gain a +1 luck bonus on various checks
    • Scrutiny Shroud -- Gain a +2 bonus on Sense Motive checks

15
Percival's Plenitude / AE2.5: Extractor
« on: June 27, 2017, 05:38:05 PM »
Extractor

The dream has become their reality.  Who am I to say otherwise?


You, an Extractor, have discovered a secret: your world is not real.  Every person you meet is a mental somnambulist, walking around unknowing within the Dreamscape, this colossal shared reverie of the Dream -- or perhaps they are simply projections of your subconscious which you interact with.  Who can say?

Those folk who are learned in the arcane arts, who have traveled the planes, believe that you are simply misguided, and manipulate the same metaphysical forces that everyone else does.  Some people just refuse to see what's in front of their collective face.

Because you know this secret, you can shape the world around you simply by what you can imagine.  You can cause bizarre, unexpected occurrences in the blink of an eye, or put more effort into designing an item of more permanent assistance.  You've learned to break into the vaults of your enemies' minds using layered dream, to discover their deepest secrets.

However, your subconscious is a fickle thing, just as likely to betray you to your enemies as aid you.

Adventures: An Extractor adventures for any number of reasons.  Some are mercenary thieves, assembling a team of assistants to perform chimeric espionage through carefully-designed dreamscapes.  Others might quest for a way to wake up from the Dream, or to reunite themselves with loved ones.  A number of Extractors adventure simply to push boundaries, to discover the furthest limits of their imagination, and of the Dreamscape.

Characteristics: An Extractor is an extremely adaptable character, capable of affecting the shared reality of the Dream in a number of different ways.  Depending on which soulmelds and maneuvers the Extractor prepares, he can be a deadly melee combatant, a dangerous ranged striker, or an out-of-combat swiss army knife.  And then, of course, there is Extraction, the method by which an Extractor can swipe a target's secrets out of his mind.

Alignment: Due to the... somewhat unethical nature of purloining information from other peoples' heads, few Extractors are lawful.  However, they run the gamut of the moral axis -- some Extractors seek ways to blackmail their opponents, while others may be looking for where the hostages have been hidden, to perform a rescue.

Religion: Most Extractors do not worship gods, believing them to be mere constructs of the Dream (though powerful ones).  However, the more religious among them tend to render obeisance to deities of dream, knowledge, secrets, thieves, and trickery.

Background: Becoming an extractor requires a surprising amount of training.  One must learn to manipulate dreams in a number of different ways, both short term and long term.  Extraction requires schooling in at least 6 different skills, usually 8, with other skills being quite useful as well. 

There are no academies for Extraction -- almost all training is done via apprenticeship.  A skilled Extractor will look for young recruits who show the right blend of skills and ambition, and introduce them to the heady, dangerous excitement of extraction.  Prospective Extractors often become addicted to the pure creation of the dreamscape.  However, learning about the Dream can be somewhat traumatizing...

Races: Though all creatures are constructs or inhabitants of the shared Dreamspace, the real work is done by dreams-within-dreams.  Therefore, only races who are able to dream can become Extractors.  Humans in particular have the right mix of ambition, intelligence, and creativity to become Extractors, but halflings, half-elves, and lesser planetouched will often study the somnambulant science as well.

Other Classes: An Extractor can get along well with almost anyone; every creature of consequence can be useful in the Dream.  However, they blend most easily with skillful classes such as bard, rogue, and factotum.

Role: The Extractor is primarily a skillful utility character, adaptable to almost any situation.  Using inspiration, soulmelds, and maneuvers, they can be very effective combatants, though they fall behind dedicated front-liners.   However, Extractors tend to gravitate towards positions of leadership in the party.  They would much rather give orders than take them, though they recognize and value good counsel.

Adaptation: An Extractor could be changed to a more traditional psychic thief if a campaign setting cannot support the Dream thematically, or the Lucid Dreaming mechanics.  In such a case, the abilities could be restructured to be based on psionics.  Or, an Extractor could be a creature touched by the lower planes, warping reality around him through the force of his personality and constructing elaborate visions and delusions to corrupt his enemies to darkness.

GAME RULE INFORMATION
Extractors have the following game statistics.
Abilities: Controlling the dreamscape requires enormous willpower and physical fortitude, and so an Extractor needs Wisdom and Constitution to be most effective.  Strength is also important, as many of the Extractor's maneuvers entail melee attacks.  Intelligence, Dexterity, and Charisma are useful for many of an Extractor's important skills.
Alignment: Any, though lawful alignments are rare.
Hit Die: d8
Starting Age: As rogue.
Starting Gold: As rogue.

Class Skills
The Extractor's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Architecture & Engineering, Dungeoneering, The Planes) (Int), Listen (Wis), Lucid Dreaming (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Extractor

Base
Attack

Fort

Reflex

Will

Inspiration

 


Essentia

Chakra
LevelBonusSaveSaveSavePointsSpecialSoulmeldsPoolBinds
1st+0+0+2+22Inspiration, awakened defense, subliminal knowledge110
2nd+1+0+3+33Awakened essence, fugue state (1 maneuver), fugue stance210
3rd+2+1+3+33Chakra bind (crown), extraction221
4th+3+1+4+43Impose will, lucid projection 20%321
5th+3+1+4+44Chakra bind (feet, hands), fugue state (2 maneuvers)331
6th+4+2+5+54Awakened offense332
7th+5+2+5+54Awakened capacity, fugue state (3 maneuvers)442
8th+6/+1+2+6+65Improved extraction, lucid projection 40%452
9th+6/+1+3+6+65Chakra bind (arms, brow, shoulders)452
10th+7/+2+3+7+75Fugue state (4 maneuvers)563
11th+8/+3+3+7+76Contagious awakening573
12th+9/+4+4+8+86Fugue state (5 maneuvers), lucid projection 60%573
13th+9/+4+4+8+86Greater extraction683
14th+10/+5+4+9+97Chakra bind (throat, waist)694
15th+11/+6/+1+5+9+97Fugue state (6 maneuvers), we need to go deeper6104
16th+12/+7/+2+5+10+107Awakened transcendence, lucid projection 80%7114
17th+12/+7/+2+5+10+108Fugue state (7 maneuvers)7124
18th+13/+8/+3+6+11+118Supreme extraction7135
19th+14/+9/+4+6+11+118Chakra bind (heart)8145
20th+15/+10/+5+6+12+1210Dream disruption, fugue state (8 maneuvers), lucid projection 100%8165

Class Features
All of the following are class features of the Extractor.

Weapon and Armor Proficiencies: An Extractor is proficient with all simple weapons, as well as the falchion, scimitar, short sword, and any weapons created with Infinite Shore maneuvers.  Extractors are also proficient with light armor and with shields (but not tower shields).

Dreamshaping: When a dreamer Awakens, learning the difference between active and passive participation in the Dream, he begins to shape the Dream around him in noticeable ways.  He understands that Incarnum, which others believe to be the residual soul energy derived from all creatures which ever have been and will be, is instead the raw material of the Dream, which he can mold to his specifications. 

An Extractor can shape incarnum soulmelds, which are drawn from the Extractor soulmeld list below.  He knows and can shape any soulmeld from this list.  The Difficulty Class for a saving throw against an Extractor soulmeld is 10 + number of points of essentia invested in the soulmeld + the Extractor's Wisdom modifier. His meldshaper level is equal to his Extractor level.

An Extractor can shape only a certain number of soulmelds per day.  His base daily allotment is given on the table above; the maximum number of soulmelds that an Extractor can have shaped simultaneously is equal to his Constitution score minus 10, or the number of soulmelds allowed for his level, whichever is lower.  At 1st level, he can shape one soulmeld at a time (assuming he has a Constitution score of at least 11).  As he advances in level, he can shape an increasing number of soulmelds.

At 1st level, an Extractor also gains access to his personal pool of essentia, which can be invested into his soulmelds to increase their power. An Extractor's essentia pool's size is shown on the table above. The maximum quantity of essentia that can be invested in any single soulmeld is given in Magic of Incarnum, table 2.1.  Each round as a swift action, an Extractor can reallocate his essentia investments in his soulmelds if he wishes.  An Extractor does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Inspiration: An Extractor must be adaptable, able to meet any situation that he might encounter in the Dreamscape with insight and creativity, even when he isn't properly prepared.  To represent this training, an Extractor gains inspiration points that he can spend to activate his abilities.  At the beginning of each encounter, he gains a number of inspiration points determined by his level, as shown on the table above.

Awakened Defense (Ex): An Extractor's preternatural awareness of the flow of Dream around him grants him uncanny defenses against those which try to attack him.  He may spend an inspiration point as a free action (even when it isn't his turn) to gain an insight bonus to Armor Class equal to his Wisdom modifier for 1 round.  He can use this ability even when wearing medium or heavier armor, but no more than once per round.

Subliminal Knowledge (Ex): By connecting to a fundamental reality beyond the Dream, an Extractor can gain insight into the laws which govern his present reality.  This grants him ability beyond that which the non-Awakened normally possess.  By spending an inspiration point as a free action (even when it isn't his turn), an Extractor can make a Lucid Dreaming check to gain an insight bonus (as shown on the table below) to the next skill check within 1 round, as long as he has at least 1 rank in that skill.  He cannot use this ability while performing an Extraction (but see Improved Extraction, below).

LD Check ResultInsight Bonus
15 or less+2
16-25+4
26-35+6
36-45+8
46 or more+10

Awakened Essence (Ex): An Extractor of 2nd level or higher has learned to control his surroundings, drawing upon the Dreamscape to gain additional power and resources when necessary.  At any time (even if it isn't his turn), he can spend 1 inspiration point to gain 1 temporary point of essentia, which he may invest immediately.  This temporary essentia lasts for 1 round.

Fugue State (Su): Beginning at 2nd level, an Extractor learns to briefly dissociate himself with his normal identity, granting him unusual and fearsome power over the Dreamscape.  By spending 1 inspiration point, he can initiate a martial maneuver that he has readied.

At the start of each day, the Extractor chooses and readies a number of maneuvers from the Infinite Shore discipline based on his Extractor level.  He can choose one maneuver at 2nd level, and additional maneuvers as shown on the table above.  The maximum level of maneuver he can use is equal to half his class level, rounded up, though he can only ready one maneuver of his maximum level.  His initiator level equals his Extractor level (plus half his levels in non-initiating classes, as normal).  He need not meet the prerequisites (other than minimum initiator level) for the maneuvers he chooses.  He begins each encounter with all of his maneuvers readied.

When the Extractor rests for 8 hours, he readies new maneuvers, and loses any unexpended maneuvers from the previous day, though he can select the same maneuver on consecutive days. The Extractor cannot ready the same maneuver multiple times to use it more than once during the same day.

Fugue Stance (Su): A small part of a 2nd-level Extractor's subconscious remains disconnected from the Dream even when he interacts with it normally on a conscious level.  When readying his maneuvers for the day, the Extractor may choose to reduce his inspiration pool by 1 for the rest of the day. If he does so, he chooses one Infinite Shore stance for which he meets the initiator level prerequisite.  He may leave and enter that stance freely throughout the day, using the normal rules for stances.

Chakra Binds: At 3rd level, an Extractor can bind soulmelds to his chakras, granting him new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum), so that one cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that an Extractor can have active at any one time depends on his level (see the Chakra Binds column on the table above). At 3rd level, he can bind a soulmeld to his crown chakra. Beginning at 5th level, the Extractor can bind soulmelds to his feet or hands chakras. At 9th level, he can bind soulmelds to his arms, brow, or shoulders chakras. At 14th level, he can bind soulmelds to your throat or waist chakras. At 19th level, he can bind a soulmeld to his heart chakra.  He never gains the ability to bind soulmelds to his soul chakra (though he may do so via an Epic feat).

Extraction (Su): Upon reaching 3rd level, an Extractor is practiced enough at controlling the Dreamscape that he can begin to attempt his namesake: extraction. See below for Extraction rules.

Impose Will (Ex): When an Extractor reaches 4th level, he learns to impose his will on the Dreamscape around him.  As a standard action which provokes attacks of opportunity, the Extractor can make a Lucid Dreaming check to regain spent inspiration points as shown on the table below.  This ability cannot raise your pool of inspiration points above your normal maximum.  However, doing so comes with a risk: whenever he uses this ability, there is a 10% chance per point of regained inspiration that he becomes trapped in his own subconscious for a long subjective time, though he returns to his current situation when little actual time has passed. If this happens, the Extractor becomes exhausted for 1 round, even if he is normally immune to exhaustion (though the exhaustion disappears at the beginning of his next turn); in addition, he takes 2 points each of Intelligence, Wisdom, and Charisma damage.

LD Check ResultInspiration points
15 or less1
16-252
26-353
36-454
46 or more5

Lucid Projection (Su): An Extractor's subconscious is a powerful thing, able to affect the world around him even when he doesn't intend.  Often the result is helpful, but other times it can sabotage the Extractor's plans, as his mental skeletons escape the closet.

Upon achieving 4th level, an Extractor gains a Lucid Projection, which functions as a cohort of his Extractor level -3.  However, the Projection does not exit all the time.  At the beginning of each encounter, there is a 20% chance that the Lucid Projection appears, in a random open square up to 100 feet away from the Extractor (line of sight or effect is not required).  Appearance chance and position are rolled by the DM.

When the Lucid Projection appears, it has all the knowledge of the situation that the Extractor has, and is initially Friendly towards the Extractor and his allies.  However the Projection is fickle; each round that the Projection exists, the Extractor must make a Will save (DC 13 + the Projection's HD + 2 times the number of successful saves) or the Projection turns Hostile towards the Extractor and his allies for the remainder of the encounter.

Once the Lucid Projection has appeared, it remains for the duration of the encounter or until killed, at which point it disappears.  The chance that the Projection will appear increases by 20% every 4 levels after 4th; at 20th level, the Projection appears every encounter.

Awakened Offense (Ex): Beginning at 6th level, an Extractor learns to use his preternatural abilities in more aggressive ways.  He may use his Subliminal Knowledge ability to gain a bonus on his next attack roll within 1 round instead of his next skill check.

Awakened Capacity (Ex): At 7th level, an Extractor realizes that the only thing which limits him is his own preconceptions.  As part of reallocating his essentia, he can spend an inspiration point as a free action to increase the capacity of one of his soulmelds by 1 for one round.  This ability can be used no more often than once per round.

Improved Extraction (Su): When an Extractor achieves 8th level, he has gained significant experience at extraction.  When obscuring the purpose of the dream, he may use his Subliminal Knowledge ability to improve his Bluff check; in addition, he reduces the time requirement to design a dreamscape of a given complexity by one category.

Contagious Awakening (Ex): Staring at 11th level, an Extractor can impart some insight into the existence and workings of the Dream to others.  Whenever he uses his Awakened Defense, Awakened Offense, or Subliminal Knowledge abilities, he may spend an additional inspiration point to have the bonus affect all allies within 10 feet.  In the case of Awakened Offense and Subliminal Knowledge, each ally gains the bonus to the next appropriate roll they make within 1 round (the skill, if applicable, must be the same skill that the Extractor modifies).

Greater Extraction (Su): An Extractor of 13th level or higher is a master of extraction.  When drawing a target into a shared dream, the Extractor reduces the penalties for distance to the target by half, and may use his Subliminal Knowledge ability to improve his Gather Information, Disguise, or Forgery check while acquiring the information.

We need to go deeper (Su): At 15th level, an Extractor has learned that sometimes, one layer of dream is not enough.  He must be able to go deeper, to add another layer when necessary, and can perform a Double-Layer Extraction (see below).

Awakened Transcendence (Ex): Beginning at 16th level, an Extractor can use his awareness of the Dream to achieve incredible heights of prowess.  As a free action (even when it's not his turn, but no more often than once per round), he can spend 1 inspiration point to treat one of his essentia receptacles as filled with essentia to its maximum capacity for 1 round.

Supreme Extraction (Su): By 18th level, an Extractor has reached the pinnacle of extraction.  He may draw a target into a shared dream with no penalties for distance; he reduces the time requirement to design a dreamscape of a given complexity by an additional category; and he may use his Subliminal Knowledge ability to improve any skill checks while performing an extraction.

Dream Disruption (Su): Upon reaching 20th level, an Extractor can control the Dream in ways normally reserved for transient dreamscapes.  By spending a full-round action, the Extractor can destabilize the Dreamscape within a radius equal to 10 feet times his Wisdom modifier.

Within the destabilized area, the substance of the plane becomes raw, wild dreamstuff.  The planar traits match that of Limbo, but with bounded size and with no Chaos-alignment (i.e., Subjective Directional Gravity, Highly Morphic, Sporadic Element-Dominant, and Wild Magic).  Controlling the dreamstuff is identical to controlling parts of Limbo.

The destabilization slowly heals over time as the overarching identity of the Dream reasserts itself.  The disrupted area shrinks at the rate of 10 feet per hour, until it disappears entirely.

16
Percival's Plenitude / AE5.1: Arcantor Soulmelds
« on: June 27, 2017, 03:44:49 PM »
Arcantor Soulmelds


  • Crown
    • Abjurant Aegis -- All creatures within 30 feet gain a +2 resistance bonus to saves vs mind-affecting effects
    • Captivant Control -- Distract nearby creatures with a thought
    • Conjurant Cloak -- Create a 15-foot-radius cloud of mist
    • Divinant Declaration -- Gain a +4 insight bonus on Decipher Script and Sense Motive checks
    • Evocant Effort -- Duplicate the effects of the bigby's helpful hand spell
    • Imaginant Invention -- Change your appearance, as the disguise self spell
    • Necromant Neurosis -- Demoralize as a move action instead of a standard action
    • Transmutant Trance -- Gain darkvision 60'
    • Universal Arcanum -- Perform minor tricks
  • Feet
    • Abjurant Anchor -- Gain a +4 insight bonus to prevent being moved against your will
    • Captivant Curse -- Curse a creature to take 1d6 damage per round
    • Conjurant Conduction -- Teleport a willing creature up to 30 feet
    • Divinant Discovery -- Gain a +4 insight bonus to Search and Spot checks
    • Evocant Edifice -- Create a floating disk of force to carry things
    • Imaginant Indecision -- Mask magical auras
    • Necromant Nocturne -- Deal 1d6 negative energy damage and gain equal temporary hp with a touch
    • Transmutant Transit -- Gain a +30 foot enhancement bonus to speed for 1 round per level
  • Hands
    • Abjurant Armor -- Grant a creature a +3 armor bonus for 1 round/level
    • Captivant Curse -- Curse a creature to take 1d6 damage per round
    • Conjurant Castigation -- Deal 1d6 bludgeoning, piercing, or slashing damage with a ranged touch attack
    • Divinant Discernment -- Grant a creature a +2 insight bonus to any roll
    • Evocant Edge -- Attack your opponents with a blade of force
    • Imaginant Illustration -- Duplicate the effects of the ghost sound spell
    • Necromant Negation -- Inflict a 1d6 Strength penalty with a melee touch attack
    • Transmutant Transit -- Gain a +30 foot enhancement bonus to speed for 1 round per level
    • Universal Arcanum -- Perform minor tricks
  • Arms
    • Abjurant Armor -- Grant a creature a +3 armor bonus for 1 round/level
    • Captivant Compulsion -- Give a creature a one-word command
    • Conjurant Castigation -- Deal 1d6 bludgeoning, piercing, or slashing damage with a ranged touch attack
    • Divinant Destiny -- Gain the benefit of a Luck feat
    • Evocant Effort -- Duplicate the effects of the bigby's helpful hand spell
    • Imaginant Imitation -- Shroud a nearby creature in concealing shadows
    • Necromant Nihilism -- Fatigue an opponent with a melee touch attack
    • Transmutant Tactics -- Grant an ally an immediate, extra attack as a standard action.
  • Brow
    • Abjurant Attrition -- Spells of a certain school are difficult to cast around you
    • Captivant Charm -- Gain a +2 insight bonus to Charisma-based checks
    • Conjurant Call -- Summon a nearby unattended object to your hand
    • Divinant Deduction -- Make a Lore check to know relevant information
    • Evocant Eruption -- Deal 1d6 energy damage as a ray attack
    • Imaginant Iridescence -- Blind, stun, or knock a target unconscious for 1 round as a 15-foot ray
    • Necromant Nemesis -- Animate a Tiny animal or humanoid as a zombie or skeleton
    • Transmutant Trance -- Gain darkvision 60'
  • Shoulders
    • Abjurant Abnegation -- Dispel spell effects with a touch
    • Captivant Coma -- Put target to sleep with a touch attack
    • Conjurant Cloak -- Create a 15-foot-radius cloud of mist
    • Divinant Detection -- Detect magical auras
    • Evocant Efflation -- Create a 30-foot line of 25mph winds
    • Imaginant Icon -- Throw your voice as ventriloquism
    • Necromant Nourishment -- Gain three times your meldshaper level temporary hp
    • Transmutant Tactics -- Grant an ally an immediate, extra attack as a standard action.
  • Throat
    • Abjurant Aegis -- All creatures within 30 feet gain a +2 resistance bonus to saves vs mind-affecting effects
    • Captivant Charm -- Gain a +2 insight bonus to Charisma-based checks
    • Conjurant Conception -- Create 1 cubic foot of vegetable matter
    • Divinant Detection -- Detect magical auras
    • Evocant Eruption -- Deal 1d6 energy damage as a ray attack
    • Imaginant Illustration -- Duplicate the effects of the ghost sound spell
    • Necromant Nocturne -- Deal 1d6 negative energy damage and gain equal temporary hp with a touch
    • Transmutant Tumescence -- Reduce touched opponent's size and increase your own
  • Waist
    • Abjurant Anchor -- Gain a +4 insight bonus to prevent being moved against your will
    • Captivant Catalyst -- A nearby creature gains a +1 morale bonus to many checks
    • Conjurant Cumbrance -- Make a 10-foot-radius patch of ground very slippery
    • Divinant Destiny -- Gain the benefit of a Luck feat
    • Evocant Echo -- Creatures attack you take 1d6 energy damage
    • Imaginant Imitation -- Shroud a nearby creature in concealing shadows
    • Necromant Nemesis -- Animate a Tiny animal or humanoid as a zombie or skeleton
    • Transmutant Tumescence -- Reduce touched opponent's size and increase your own
  • Heart
    • Abjurant Ablation -- Gain energy resistance 5 against a single energy type
    • Captivant Catalyst -- A nearby creature gains a +1 morale bonus to many checks
    • Conjurant Conduction -- Teleport a willing creature up to 30 feet
    • Divinant Deduction -- Make a Lore check to know relevant information
    • Evocant Edifice -- Create a floating disk of force to carry things
    • Imaginant Indecision -- Mask magical auras
    • Necromant Nourishment -- Gain three times your meldshaper level temporary hp
    • Transmutant Transformation -- Transform into a Diminutive Animal for as long as you concentrate
  • Soul
    • Abjurant Ablation -- Gain energy resistance 5 against a single energy type
    • Captivant Control -- Distract nearby creatures as a with a thought
    • Conjurant Call -- Summon a nearby unattended object to your hand
    • Divinant Discovery -- Gain a +4 insight bonus to Search and Spot checks
    • Evocant Edge -- Attack your opponents with a blade of force
    • Imaginant Icon -- Throw your voice as ventriloquism
    • Necromant Negation -- Inflict a 1d6 Strength penalty with a melee touch attack
    • Transmutant Transcendance -- Gain a +2 bonus on ability checks with a chosen ability score

Non-Arcantor Soulmeld School Assignments
  • Abjuration: Crystal Helm, Enigma Helm, Lammasu Mantle, Planar Chasuble, Planar Ward, Spellward Shirt
  • Conjuration: Dissolving Spittle, Fellmist Robe, Lifebond Vestments, Soulspark Familiar, Strongheart Vest, Therapeutic Mantle
  • Divination: Apparition Ribbon, Impulse Boots, Lucky Dice, Theft Gloves, Truthseeker Goggles
  • Enchantment: Bloodwar Gauntlets, Silvertongue Mask
  • Evocation: Diadem of Purelight, Flame Cincture, Incarnate Weapon, Lightning Gauntlets, Mantle of Flame, Wind Cloak
  • Illusion: Illusion Veil
  • Necromancy: Armguards of Disruption, Necrocarnum Circlet, Necrocarnum Mantle, Necrocarnum Shroud, Necrocarnum Touch, Necrocarnum Vestments, Necrocarnum Weapon
  • Transmutation: Acrobat Boots, Adamant Pauldrons, Airstep Sandals, Bluesteel Bracers, Cerulean Sandals, Incarnate Avatar, Keeneye Lenses, Pauldrons of Health, Riding Bracers, Sailor's Bracers, Sighting Gloves
  • Universal: Arcane Focus, Mage's Spectacles

17
Percival's Plenitude / AE2.1: Arcantor
« on: June 27, 2017, 03:31:26 PM »
ARCANTOR

Image!

Occupying a middle ground between the ephemeral magyks of the Wizard and the enduring artifacts of the Artificer, the Arcantor is a learned individual who infuses the soul-stuff of incarnum with arcane energy.

MAKING AN ARCANTOR
An Arcantor is an arcane meldshaper.
Abilities: Intelligence (for meldshaping) and Constitution (for meldshaping and hit points) are an Arcantor's most important attributes.
Races: Azurin humans, as well as races drawn to the arcane arts such as elves and gnomes, are the most common Arcantors.
Alignment: Any, though the rigorous study required to become an Arcantor tends to draw those of lawful alignment.
Starting Gold: As wizard.
Starting Age: As wizard.

HD: d4

Class Skills
The Arcantor's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int

Arcantor

Base
Attack

Fort

Reflex

Will

 


Essentia

Chakra
LevelBonusSaveSaveSaveSpecialSoulmeldsPoolBinds
1 +0      +0 +0 +2 Familiar, Repertoire, Specialization21 0
2 +1      +0 +0 +3 Specialist chakra bind (+1 capacity)32 1
3 +1      +1 +1 +3 Far horizon                         33 1
4 +2      +1 +1 +4 Chakra bind (crown, feet, hands)    44 1
5 +2      +1 +1 +4                                     45 1
6 +3      +2 +2 +5 Specialist chakra bind (+1 ML)      46 2
7 +3      +2 +2 +5 Far horizon                         57 2
8 +4      +2 +2 +6                                     58 2
9 +4      +3 +3 +6 Chakra bind (arms, brow, shoulders) 59 2
10+5      +3 +3 +7                                     6103
11+5      +3 +3 +7 Far horizon                         6113
12+6/+1  +4 +4 +8 Specialist chakra bind (2 melds)    6123
13+6/+1  +4 +4 +8                                     7133
14+7/+2  +4 +4 +9 Chakra bind (throat, waist)         7143
15+7/+2  +5 +5 +9 Far horizon                         7164
16+8/+3  +5 +5 +10Specialist chakra bind (+2 capacity)8184
17+8/+3  +5 +5 +10Chakra bind (heart)                 8204
18+9/+4  +6 +6 +11                                    8225
19+9/+4  +6 +6 +11Far horizon                         9245
20+10/+5 +6 +6 +12Chakra bind (soul)                  9265

Weapon and Armor Proficiencies: Arcantors are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with an arcantor's movements, which can cause her soulmelds to fail. Whenever an Arcantor activates one of her soulmelds, she must roll successfully against the Arcane Spell Failure of any armor she wears, or the effect of the soulmeld fails. This does not apply to soulmelds with a continuous effect.

Familiar: An Arcantor can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp, and results in a Soulspark (see Magic of Incarnum pg 197). The creature serves as a companion and servant, and increases in power as the Arcantor increases in power. If the familiar dies or is dismissed by the Arcantor, the Arcantor must attempt a DC 15 Fortitude saving throw. Failure means she loses 200 experience points per Arcantor level; success reduces the loss to one-half that amount. However, an Arcantor's experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

Meldshaping: An Arcantor's primary ability is shaping incarnum soulmelds, which are drawn (mostly) from the Arcantor soulmeld list given below. An Arcantor begins play knowing 5 soulmelds of her choice from her class list; see Repertoire, below, for details. She may shape any soulmeld in her repertoire. The Difficulty Class for a saving throw against an Arcantor soulmeld is 10 + number of points of essentia invested in the soulmeld + her Intelligence modifier. Her meldshaper level is equal to her Arcantor level.

An Arcantor can shape only a certain number of soulmelds per day. Her base daily allotment is given on the table above. The maximum number of soulmelds that an Arcantor can have shaped simultaneously is equal to her Constitution score minus 10 or the number of soulmelds allowed for her level, whichever is lower. At 1st level, she can shape two soulmelds at a time (assuming she has a Constitution score of at least 12). As an Arcantor advances in level, she can shape an increasing number of soulmelds.

At 1st level, an Arcantor also gains access to her personal pool of essentia, which can be invested into her soulmelds to increase their power. An Arcantor's essentia pool's size is shown on the table above. Her character level, as noted on Magic of Incarnum page 19, determines the maximum quantity of essentia that she can invest in any single soulmeld. As a swift action, an Arcantor can reallocate her essentia investments in her soulmelds and other essentia receptacles every round (see Essentia, MoI page 50). An Arcantor must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds, MoI page 49).

Repertoire: Unlike other incarnum users, an Arcantor does not automatically have access to all soulmelds on her class list; instead, she learns to shape particular soulmelds through concentrated study and research into the fusion of arcanum and incarnum. An Arcantor begins play knowing 5 soulmelds of her choice from the Arcantor class list (subject to the restrictions of her Specialization, as described below), and learns one additional Arcantor soulmeld every level after 1st (which costs no extra time or resources). Prestige classes which grant +1 level of an existing meldshaping class also allow the Arcantor to automatically add soulmelds to her Repertoire.

An Arcantor can learn soulmelds in other ways, as well, and from other class soulmeld lists. The Shape Soulmeld feat adds the chosen soulmeld to the Arcantor's repertoire, which she then may shape using her normal soulmeld slots. In addition, an Arcantor can learn a soulmeld from another willing meldshaper who knows it and has it shaped. Learning a soulmeld in this way is a rather involved process. First, the Arcantor must analyze the soulmeld with a Spellcraft check (DC 20 + twice the standard essentia capacity of the soulmeld, based on the other meldshaper's Hit Dice and MoI page 19). If the skill check fails, the Arcantor cannot attempt to analyze the soulmeld until the next day. The other meldshaper must be present for this analysis, as well as the rest of the learning process.

Once the soulmeld has been analyzed, the Arcantor must spend a day studying the soulmeld (the meldshaper must have the soulmeld shaped during this time). At the end of the day, she must make a Spellcraft check (at a DC of 5 less than the DC to analyze the soulmeld). An Arcantor who has specialized in a school of magic gains a +2 bonus on the Spellcraft check if the new soulmeld is associated with her specialty school. She cannot, however, learn any soulmelds associated with her prohibited schools. If the check succeeds, the Arcantor understands the soulmeld and can add it to her repertoire by spending 24 hours in meditation and spending 100 gp in magical materials. The process leaves the source meldshaper unharmed. If the check fails, the Arcantor cannot understand or learn the soulmeld. She cannot attempt to learn that soulmeld again until she gains another rank in Spellcraft.

Specialization: A school is one of eight groupings of magical effects, each defined by a common theme. If desired, an Arcantor may specialize in one school of magic. If she does so, she gains access to the Specialist chakra bind at level 2 (see below). A specialist Arcantor can bind soulmelds associated with her chosen school to the Specialist bind, and also gains a +2 bonus on Spellcraft checks to learn the soulmelds of her chosen school (see Repertoire, above). The Arcantor must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic, which become her prohibited schools. Soulmelds associated with the Arcantor's prohibited school or schools are not available to her, either via the soulmelds she learns automatically, or by adding to her Repertoire in other ways (such as the Shape Soulmeld feat, or by learning from other meldshapers). She may not learn such soulmelds, nor can she shape them. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

An Arcantor who chooses not to specialize (a "generalist") may not bind soulmelds to the Specialist chakra (and gains no access to any chakras until 4th level); however, the benefits to a given soulmeld that would have been granted by the Specialist bind instead apply to a single chakra which the Arcantor chooses each day when shaping her soulmelds. For example, a 12th-level generalist Arcantor can bind 2 soulmelds to any one of her chakras (subject to her daily limit on chakra binds), and each soulmeld she binds to that chakra gains a +1 increase to its essentia capacity and +1 meldshaper level.

Chakra Binds: Beginning at 2nd level, an Arcantor can bind her soulmelds to her chakras, granting her new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, MoI page 50), so that she cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that an Arcantor can have active at any one time depends on her level (see the Chakra Binds column on the table above). At 2nd level, the Arcantor can bind a soulmeld to her Specialist chakra (see below). Beginning at 4th level, she can bind soulmelds to her crown, feet or hands chakras. At 9th level, she can bind soulmelds to her arms, brow, or shoulders chakras. At 14th level, she can bind soulmelds to her throat or waist chakras. At 17th level, she can bind a soulmeld to her heart chakra, and at 20th level she can bind a soulmeld to her soul chakra. For more information on chakra binds, see MoI page 51.

Specialist chakra bind: Upon reaching 2nd level, a specialist Arcantor gains access to a unique chakra: the Specialist chakra. This chakra is not associated with any location on the body, but rather represents her deepened understanding of a particular school of magic. Since the Specialist chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict her use of magic items that take up a body location.

Any soulmeld bound to an Arcantor's Specialist chakra has an essentia capacity 1 higher than the normal capacity for her soulmelds. For example, a 2nd-level Arcantor can invest up to 2 points of essentia in any soulmeld bound to her Specialist chakra bind (rather than the normal limit of 1 point of essentia at level 2). At 16th level, the capacity of any soulmeld bound to her Specialist chakra increases by an additional point (meaning that a 15th-level Arcantor could invest up to 5 points of essentia in that soulmeld). At 6th level, the effective meldshaper level of a soulmeld the Arcantor has bound to her Specialist chakra is equal to her actual meldshaper level +1. The primary effect of this benefit is to make that soulmeld harder to unshape. At 12th level, an Arcantor gains the ability to bind two soulmelds to her Specialist chakra at the same time. She gains the special benefits of both chakra binds.

Far Horizon: At 3rd level, and every four levels after, an Arcantor expands her knowledge and understanding of magic. She gains Shape Soulmeld as a bonus feat, adding a non-prohibited soulmeld from any class list to her Repertoire.

18
Percival's Plenitude / AE1: Races
« on: June 27, 2017, 02:49:28 PM »
Mandrake

Image!

Mandrake Racial Traits:
  • -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. A Mandrake is tough as old teak, and bears the wisdom of the earth; however, he is stolid and inflexible, and finds it hard to relate to other, quick-blooded races.
  • Medium Plant (Bloodsap, Incarnum): Your type is Plant, with the Bloodsap and Incarnum subtypes, which grant you the following traits:
    • Low-light vision.
    • Unlike other plants, your mind is relatively awake and quick-moving. Mandrakes are not immune to mind-affecting spells and effects.
    • Like other plants, Mandrakes are immune to poison, sleep effects, paralysis, and stunning.
    • Unlike other plants, a Mandrake's faster metabolism means that they are subject to critical hits and polymorph spells and effects.
    • Similarly, a Mandrake's metabolism means that they must sleep, breathe, and eat.
  • Sturdy Oak (Ex): A Mandrake counts as one size category larger than normal when grappling, and for resisting bull rush and overrun attempts.
  • Rootstaff (Sp): A Mandrake can use shillelagh as a spell-like ability once per day. In addition, once per day, a Mandrake can invest essentia into this racial ability, gaining an additional daily use of the spell-like ability for each invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
  • Essentia Pool: A Mandrake's essentia pool is permanently increased by 1. If he doesn’t have an essentia pool, this trait grants him one with a single point of essentia.
  • Automatic Languages: Common, Sylvan. Bonus languages: Any.
  • Favored Class: Cycle Warden, Druid, Green Man.

19
Percival's Plenitude / AEA: Discussion Thread
« on: June 27, 2017, 02:42:16 PM »
This is the discussion thread for Archives of Ego.

Anyone have requests for which of the base classes to do first?

20
Percival's Plenitude / AE0: Introduction & Index
« on: June 27, 2017, 02:04:23 PM »
ARCHIVES OF EGO

I've written a large amount of Incarnum material, so it gets its own sourcebook. I also have several more incarnum base classes in mind, so I'm going to include them in the ToC even though they don't actually exist yet. Be warned.

Part of the reason that there are so many base classes is that I have a goal: to create an incarnum base class for every creature type in the same way that Totemist exists for Magical Beasts. Here's the breakdown (note that some classes cover more than one creature type, for thematic reasons):

Creature TypeIncarnum ClassDone?
AberrationWarpsoulYes
AnimalSavage
ConstructVitalforge
DragonAnima Drake
ElementalEssence Shaper
FeySidhe Lord
GiantChanneler of Myth
HumanoidChanneler of Myth   
Magical BeastTotemistPublished
Monstrous Humanoid    Channeler of Myth
OozeSludgebeast
OutsiderIncarnatePublished
PlantGreen ManYes
UndeadGaunt
VerminSavage

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