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Messages - sirpercival

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1
Since everyone seems to have made the transition except me, would it be more convenient if we moved this thread over to the new/old boards?
Sounds good to me.

2
I haven't worked out a full backstory yet (need to read a bit more of the campaign setting info), but Janks is proud, fiercely individual, and a bit reckless. He's in favor of the idea of redemption, but if evil things die along the way he's not going to lose too much sleep over it. However, he will debate philosophy until the end of time, especially re: dragons.

3
Hahaha same for mine! Yay for a party full of faces :D

Of course, my "face" will often be dragon-shaped.

4
I'll be able to give +5 to stat checks and I have 1 rank in each of the monster skills except Dungeoneering.

I was thinking of taking the auto damage aura instead of healing or the +1 to attacks.

I think invisible has the edge at first level.

Okie dokes, I'll go with T'ien Lung then. And I can move a rank into Dungeoneering no problem.

EDIT: build updated.

5
Nans, Strat, any opinion on invisibility vs encyclopedia?

6
I can grab the Radiant Ideal, but it won't give me healing until level 5... Once I get that, though, I can be a healbot. But healing surges should make it much less important to get healing.

7
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.

8
Mostly I was just looking to get masterwork studded leather at the start, so I can have +1 AC and not suffer an ACP. I'm not going to spend a lot on Craft skills (I'm a skillmonkey, I need them skill points), but I was thinking of taking 3 ranks in Armorsmithing. If everyone knows each other beforehand, I'm happy to slightly upgrade everyone else's armor pre-game if Garryl is ok with it.

If you'd rather I didn't, then I'm happy to either just roll w/ leather or suck up the -1 ACP, and use the skill points elsewhere.

Crafting masterwork equipment is a DC 20 Craft check anyways. Do you have what it takes for a +10 modifier on your Craft (armorsmithing) skill, or some other way to hit the DC with some alternative to taking 10?
Derrrrp I can read. Nvm to all! Lol.

SUPER-EDIT: Here's the current state of mah build. I included links/sources to some stuff. Nothing too insane. Let me know what you guys think (and also, whether I should take Emerald or T'ien Lung).

(click to show/hide)

9
Board Discussion / Re: Request what you need!
« on: June 30, 2017, 12:35:05 PM »
Hey SV or Prime or whomever, when you get a chance (low priority) can I have a small army of sub-sub-fora? Here's the current list:

Archives of Ego
Codex of Conflict
Great Wheel Campaign Setting
Heroes of Hyrule
Heronmarked: The Art of Bladecraft
Inspiratum
Ethos of the Wyrm
Magipunk Campaign Setting

Thank you!

10
Mostly I was just looking to get masterwork studded leather at the start, so I can have +1 AC and not suffer an ACP. I'm not going to spend a lot on Craft skills (I'm a skillmonkey, I need them skill points), but I was thinking of taking 3 ranks in Armorsmithing. If everyone knows each other beforehand, I'm happy to slightly upgrade everyone else's armor pre-game if Garryl is ok with it.

If you'd rather I didn't, then I'm happy to either just roll w/ leather or suck up the -1 ACP, and use the skill points elsewhere.

11
OK all, I'm nearing completion of my Scaleshaper build (after some time spent clarifying and cleaning up the Ideals page). I've picked two of my three Ideals, but for the last one I'm having trouble deciding. Here's what I have so far (I get to pick one of these each day):
  • Fang gives me better and more attacks, all of which deal Con damage; +3 to Bluff and Use Rope; DR 3/bludgeoning; and sound mimicking at 5th level.
  • Mercury gives me color spray; +3 to Bluff and Tumble; fire damage on my claw attacks and 1d6 fire breath weapon (they count as [Light] effects so might work to dispel darkness; fire resistance 3; and immunity to blindness and dazzling at 5th level.

Then I have the following two options for the third slot:
  • Emerald would give me Bardic Knowledge; +3 to all Knowledge skills; sonic damage on my claw attacks and 1d6 sonic breath weapon; sonic resistance 3; and sculpt sound at 5th level.
  • T'ien Lung would give me swift invisibility; +3 to Listen and Spot; fire damage on my claw attacks and 1d6 fire breath weapon; fire resistance 3; and detect thoughts at 5th level.

All of these give more stuff at higher levels, but that's not relevant right now, if it will be at all.

So... thoughts? Will it be better for us to have an encyclopedia (some of the time), or short-duration invisibility (some of the time)?

FAUX EDIT: I also will get another Ideal at 2nd level, so I could theoretically pick up the last one, or something else, very soon. I figured to revisit once I had a better sense of the party dynamic and abilities.

EDIT (foreals this time): Garryl, are you ok w/ pre-game crafting?

12
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).

13
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!



14
Percival's Plenitude / Re: EWA: Discussion Thread
« on: June 30, 2017, 09:59:17 AM »
OK, I redid all the Ideal writeups to be a little clearer, moved the class-specific stuff (for Dragonmage and Wyrm Warrior) to their respective class posts, and posted the Noumenon Drake.

15
Percival's Plenitude / Re: Other Soulmelds
« on: June 30, 2017, 07:28:30 AM »
Necrocarnum Spear
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Arms.
Saving Throw: None.

A long shaft of necrocarnum springs into being in your hands, its point wickedly sharp.

You shape necrocarnum into a longspear (sized normally for you). The longspear functions as a normal longspear, except that it deals half piercing and half profane damage.   Your necrocarnum spear cannot be sundered or otherwise destroyed (except by effects that unshape soulmelds). If your necrocarnum spear leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible, it falls at your feet (but attempts to return again on your next turn). Any other creature attempting to wield your necrocarnum spear gains none of its special benefits (but can wield it as a normal longspear). Essentia: When you invest essentia into your necrocarnum spear, it gains a +1 enhancement bonus to attack and damage for each invested essentia.

Chakra Bind (Arms)
When you hit a living creature with your necrocarnum spear, you can release the spear, letting it pull itself into the target's body.  The spear deals damage equal to that dealt by the initial hit every round until removed, at which point it dissipates.  While the spear is embedded in the subject, the subject also suffers a penalty to AC equal to the number of essentia invested in the spear. The subject can attempt a Fortitude save as a standard action to remove the spear. You can create a new necrocarnum spear without dissipating ones already embedded in living creatures.


Necrocarnum Wake
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Feet.
Saving Throw: Reflex.

As you walk, the ground behind you is covered with a disgusting residue of necrocarnum which dissipates slowly.

While you have necrocarnum wake shaped, spaces you move through are tainted for 1 minute, dealing 1d4 damage to creatures that attempt to move through them.  A creature who remains in a tainted square suffers this damage every round at the beginning of your turn.  You are immune to your own necrocarnum wake. Essentia: Every point of essentia invested in the necrocarnum wake increases the damage cause by tainted squares by 1d4.

Chakra Bind (Feet) 
Black skeletal hands made of the souls of the dead bound in necrocarnum grasp at those who pass through the tainted trail you leave behind.  Any creature who attempts to move through a square tainted by your necrocarnum wake must make a Reflex save or be immobilized for 1 round.  A successful save allows passage through tainted squares for 1 round.

16
Percival's Plenitude / Re: Other Soulmelds
« on: June 30, 2017, 07:28:05 AM »
Necrocarnum Aura
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Shoulders, Soul.
Saving Throw: None.

Twisted, crackling necrocarnum extends from you, darkening the air around you with chill.

While you have necrocarnum aura shaped, all opponents within 10 feet of you suffer a -2 morale penalty on saving throws.  This is a mind-affecting fear effect.  Essentia: For every point of essentia invested in the necrocarnum aura, opponents affected by the aura suffer a -1 penalty on attack rolls.  This is a mind-affecting fear effect.

Chakra Bind (Shoulders)
Your necrocarnum aura affects all opponents with 30 feet of you.

Chakra Bind (Soul)
The penalties imposed by your necrocarnum aura are no longer morale penalties, becoming untyped -- however, they do not stack with penalties imposed by other necrocarnum auras.  In addition, the ability of the necrocarnum aura is no longer a mind-affecting fear affect.


Necrocarnum Boots
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Feet.
Saving Throw: None.

As necrocarnum envelops your feet and ankles, the ground beneath you shrivels and blackens, and your shadow gyrates sickeningly behind you.

When you shape necrocarnum boots, you gain a +4 circumstance bonus to Jump checks as necrocarnum billows out of the boots behind you. Essentia: Every point of essentia invested in the necrocarnum boots increases the bonus to Jump checks by +2.

Chakra Bind (Feet) 
You gain the ability to levitate yourself (as the spell), with a speed of 10 feet per essentia invested in this soulmeld, as the necrocarnum beneath your feet gains solidity and supports you.


Necrocarnum Gaze
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Brow.
Saving Throw: Will.

Your eyes cloud with shadowy necrocarnum, radiating a painful blackness.

As long as you have necrocarnum gaze shaped, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Essentia: Unconscious living creatures within 30 feet of you suffer 1d6 points of damage per round for every point of essentia invested in the necrocarnum gaze.  This is a gaze attack.

Chakra Bind (Brow)
Conscious, living creatures within 30 feet are subject to your gaze attack, and must make a Will save or take 1d6 points of nonlethal damage per round for every point of essentia invested in the necrocarnum gaze.


Necrocarnum Gloves
Descriptors: Necrocarnum.
Classes: Incarnate.
Chakra: Hands.
Saving Throw: None.

Necrocarnum twists into shadowy prongs stretching forward from the ends of your arms.  They ripple and writhe with the slightest breeze.

With necrocarnum gloves shaped, you gain a +2 circumstance bonus on Open Lock and Sleight of Hand checks. Essentia: Every point of essentia invested in the necrocarnum gloves increases the bonus to Open Lock and Sleight of Hand checks by +2.

Chakra Bind (Hands)
Your natural reach doubles, but only for touch attacks and natural attacks made with your arms (such as unarmed strikes, claw attacks, or slam attacks).

17
Percival's Plenitude / Re: Warpsoul Soulmelds
« on: June 30, 2017, 07:18:55 AM »
Phasm Shirt
Descriptors: None.
Classes: Warpsoul.
Chakra: Heart or Shoulders.
Saving Throw: None.

With the phasm shirt shaped, you gain a +4 insight bonus to Disguise checks.  Essentia: For each point of essentia invested in the phasm shirt, the bonus increases by 2.

Chakra Bind (Heart)
You gain the alternate form supernatural ability, which you can use to take any form of Large size or smaller.

Chakra Bind (Shoulders)
With the phasm shirt bound to your shoulders chakra, you gain immunity to poison, sleep, paralysis, polymorph, and stunning effects. You are not subject to critical hits and cannot be flanked except by a rogue of 4 levels higher than this soulmeld's meldshaper level.


Pseudonatural Belt
Descriptors: None.
Classes: Warpsoul.
Chakra: Waist.
Saving Throw: None.

While wearing the pseudonatural belt, you gain resistance 5 to acid and electricity.  Essentia: For each point of essentia invested in the pseudonatural belt, the resistance to acid and electricity increases by 5.

Chakra Bind (Waist)
You gain two tentacle natural attacks, which do 1d6 damage (for a medium creature) + your strength modifier.  You can use these as primary attacks, or as secondary attacks with a -5 penalty, in which case you only add half your strength modifier to damage.  For each essentia invested in the pseudonatural belt, you gain a +1 enhancement bonus to attack and damage rolls with your tentacles.


Rusted Cap
Descriptors: None.
Classes: Warpsoul.
Chakra: Crown.
Saving Throw: None.

With the rusted cap shaped, you can scent metal objects (as the scent special ability) at a range of 30 feet.  Essentia: For each point of essentia invested in the rusted cap, the range of your scent increases by 10 feet.

Chakra Bind (Crown)
When the rusted cap is bound to your crown chakra, you gain the ability to make a rusting touch as a standard action.  Make a touch attack against a metal object; if it is successful, you cause the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save (DC equal to the DC of this soulmeld) or be dissolved.


Umber Sash
Descriptors: None.
Classes: Warpsoul.
Chakra: Waist.
Saving Throw: See text.

While wearing the umber sash, you gain a +1 enhancement bonus to your natural armor.  (If you don't have natural armor, you have an effective natural armor bonus of +0.)  Essentia: For each point of essentia invested in the umber sash, the bonus to natural armor increases by 1 point.

Chakra Bind (Waist)
You gain the ability to make a confusing gaze attack against a single target within 30 feet as a standard action.  This is a spell-like ability with a caster level equal to the meldshaper level of this soulmeld, and functions as the confusion spell, with the DC equal to the DC of this soulmeld.

18
Percival's Plenitude / Re: Warpsoul Soulmelds
« on: June 30, 2017, 07:18:30 AM »
Illithid Mask
Descriptors: None.
Classes: Warpsoul.
Chakra: Brow.
Saving Throw: See text.

While wearing the illithid mask, you gain spell and power resistance 5.  Essentia: For each point of essentia invested in the illithid mask, the spell and power resistance increases by 4.

Chakra Bind (Brow)
You gain the ability to unleash a mind blast as a standard action.  This is a spell-like ability that forms as a 30-foot cone.  Anyone caught in the cone must succeed at a Will save (DC equal to the DC of this soulmeld) or be stunned for 3 rounds.  For each essentia invested in the illithid mask, the range increases by 10 feet and the duration increases by 1 round.


Naga Hood
Descriptors: None.
Classes: Warpsoul.
Chakra: Crown.
Saving Throw: See text.

With the naga hood shaped, you gain a +1 insight bonus to saving throws against mind-affecting abilities.  Essentia: For each point of essentia invested in the naga hood, the bonus increases by 1.

Chakra Bind (Crown)
When you bind naga hood to your crown chakra, you can use detect thoughts as a spell-like ability at will, with a caster level equal to this soulmeld's meldshaper level.  The DC of the Will save is equal to the DC of this soulmeld.


Neothelid Gorget
Descriptors: None.
Classes: Warpsoul.
Chakra: Throat.
Saving Throw: See text.

While wearing the neothelid gorget, you gain blindsight at a range of 5 feet.  Essentia: For each point of essentia invested in the neothelid gorget, the range of blindsight increases by 5 feet.

Chakra Bind (Throat)
With the neothelid gorget bound to your throat chakra, you gain a breath weapon.  As a standard action you can breathe a cone of acid 30 feet long that does 2d4 acid damage (Reflex save for half damage, DC equal to this soulmeld's DC).  Every point of essentia invested in the neothelid gorget increases the range by 10 feet and the acid damage by 2d4.


Otyugh Mantle
Descriptors: None.
Classes: Warpsoul.
Chakra: Shoulders or hands.
Saving Throw: See text.

When you wear the otyugh mantle, you gain a +2 insight bonus to grapple checks.  Essentia: The bonus to grapple checks increases by +2 per point of essentia invested in the otyugh mantle.

Chakra Bind (Hands)
You gain the improved grab ability.

Chakra Bind (Shoulders)
You can make a touch attack as a standard action to infect your enemy with filth fever -- Fortitude save DC equal to this soulmeld's DC, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con.  The Dex and Con damage increase by 1 point each for every point of essentia invested in the otyugh mantle.

19
Percival's Plenitude / Re: Warpsoul Soulmelds
« on: June 30, 2017, 07:18:09 AM »
Ettercap Claws
Descriptors: None.
Classes: Warpsoul.
Chakra: Hands.
Saving Throw: See text.

While wearing ettercap claws, you gain a +4 insight bonus on Climb checks.  Essentia: Every point of essentia invested in the ettercap claws increases the bonus by 2.

Chakra Bind (Hands)
With ettercap claws bound to your hands chakra, you gain the extraordinary ability to throw a web.  This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.  An entangled creature can escape with an Escape Artist check or burst the web with a Strength check, at DCs equal to the DC of this soulmeld.  The web has 6 hit points, hardness 0, and takes double damage from fire.


Filch Gloves
Descriptors: None.
Classes: Warpsoul.
Chakra: Hands or Heart.
Saving Throw: See text.

With filch gloves shaped, you gain a +2 insight bonus to Sleight of Hand checks.  Essentia: For each point of essentia invested in the filch gloves, the bonus increases by 2.

Chakra Bind (Hands)
You gain the ability to detect magic at will as a spell-like ability, with a caster level equal to this soulmeld's meldshaper level.

Chakra Bind (Heart)
With filch gloves bound to your heart chakra, you gain the ability to use ethereal jaunt at will as a supernatural ability with a caster level equal to this soulmeld's meldshaper level.  Using this ability is a standard action.


Gibbering Mask
Descriptors: None.
Classes: Warpsoul.
Chakra: Brow or crown.
Saving Throw: See text.

While wearing the gibbering mask, you gain a +2 insight bonus to Spot checks.  Essentia: For each point of essentia invested in the gibbering mask, the bonus increases by 2.

Chakra Bind (Brow)
When you bind gibbering mask to your brow chakra, you gain the extraordinary ability to gibber as a standard action.  All creatures (other than you) within a 60-foot spread must succeed on a Will save (DC equal to the DC of this soulmeld) or be affected as though by a confusion spell for 1 round. This is a sonic mind-affecting compulsion effect, and a creature that successfully saves cannot be affected by your gibbering for 24 hours.  Every point of essentia invested in the gibbering mask increases the duration of the confusion effect by 1 round.

Chakra Bind (Crown)
As a standard action, you can fire a stream of acidic spittle at one opponent within 30 feet. You make a ranged touch attack; if it hits, you deal 1d4 points of acid damage, and the target must succeed on a Fortitude save or be blinded for 1d4 rounds (DC equal to the DC of this soulmeld). Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.  Each point of essentia invested in the gibbering mask increases the acid damage by 1d4 points.


Grell Robe
Descriptors: None.
Classes: Warpsoul.
Chakra: Feet or soul.
Saving Throw: None.

With the grell robe shaped, you gain a +2 bonus on Jump and Listen checks.  Essentia: For each point of essentia invested in the grell robe, the bonus to Jump and Listen improve by 2.

Chakra Bind (Feet)
You gain a fly speed of 10 feet (perfect maneuverability); each point of invested essentia increases your fly speed by 10 feet.

Chakra Bind (Soul)
When you bind grell robe to your soul chakra, you become blind, but gain the ability to maneuver and fight as well as a sighted creature.  You gain blindsight out to 60 feet, and you are immune to gaze attacks, visual illusions, and other attack forms that rely on sight.  You also gain a +1 insight bonus to initiative checks for each essentia invested in this soulmeld.

20
Percival's Plenitude / Re: Warpsoul Soulmelds
« on: June 30, 2017, 07:15:57 AM »
Carrion Boots
Descriptors: None.
Classes: Warpsoul.
Chakra: Feet.
Saving Throw: None.

While wearing carrion boots, you gain a climb speed of 10 feet.  Essentia: Every point of essentia invested in the carrion boots increases your climb speed by 5 feet.

Chakra Bind (Feet)
You gain Track as a bonus feat, and a +2 bonus to Survival checks for each point of essentia invested in the carrion boots.


Choker Vest
Descriptors: None.
Classes: Warpsoul.
Chakra: Heart.
Saving Throw: None.

With the choker vest shaped, you gain a +4 insight bonus on Hide and Move Silently checks.  Essentia: Every point of essentia invested in the choker vest increases the bonus by 2.

Chakra Bind (Heart)
When you bind the choker vest to your heart chakra, you become supernaturally quick.  You can take an extra standard action or move action during your turn each round.


Chuul Bracers
Descriptors: None.
Classes: Warpsoul.
Chakra: Arms.
Saving Throw: See text.

While wearing chuul bracers, you gain swim speed of 10 feet.  Essentia: Every point of essentia invested in the chuul bracers increases your swim speed by 5 feet.

Chakra Bind (Arms)
You gain the ability to make a paralyzing touch with the claws extending from your arms.  You can make a touch attack as a standard action; if you succeed, your opponent must make a Fort save or be paralyzed for 1 round.  The duration of the paralysis increases by 1 for each essentia invested in the chuul bracers.

Delver Greaves
Descriptors: None.
Classes: Warpsoul.
Chakra: Feet.
Saving Throw: None.

With delver greaves shaped, you gain a burrow speed of 10 feet.  Essentia: Every point of essentia invested in the delver greaves increases your burrow speed by 5 feet.

Chakra Bind (Feet)
You gain tremorsense at a range of 30 feet.  Each essentia invested in delver greaves increases the range of your tremorsense by 10 feet.

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