Greenvise Mask
Descriptors: None.
Classes: Green Man.
Chakra: Brow, Soul.
Saving Throw: See text.
Your face is covered by a leafed, toothy mouth.
When you shape the greenvise mask, you can sense creatures in contact with vegetation. This ability works like Tremorsense, with a range of 20 feet, but only for creatures in contact with vegetation (it need not be the same vegetation that you are in contact with). Essentia: Every essentia invested in the greenvise mask increases the range of this ability by 5 feet.
Chakra Bind (Brow)
The toothy maw stretches forward, grasping for nearby prey.
Binding greenvise mask to your brow chakra grants you a primary bite natural attack which deals 2d8 damage + your Strength modifier for a Medium creature. In addition, you have Improved Grab with the bite attack. For each essentia invested in the greenvise mask, increase the die size of the by attack damage by 1 step. Also, as long as you have at least 1 essentia invested, the damage from your bite bypasses damage reduction as if it was magic.
Chakra Bind (Soul)
Vines twirl down around your torso, and small wisps of corrosive fog seep from hidden stoma.
At will, when greenvise mask is bound to your soul chakra, you can release a death fog as a standard action. This creates an obscuring fog as per the fog cloud spell, filling a cylinder 40 feet high and with a 60-foot radius; creatures other than you inside the fog cannot move extradimensionally, as per the dimensional anchor spell. In addition, creatures other than you inside the cloud take 3d8 acid damage per round until the fog dissipates after 3d6 rounds, or is dispersed with a severe or stronger wind.
Ironmaw Gauntlets
Descriptors: Evil.
Classes: Green Man.
Chakra: Hands, Heart.
Saving Throw: See text.
Around your hands form a pair of wooden gauntlets, hard as steel.
With the ironmaw gauntlets shaped, your attacks cause your enemies to bleed. Whenever you damage an enemy with a natural weapon, the wound bleeds for an additional 1 point of damage per round thereafter. The bleeding can be stopped by a Heal check (DC equal to the DC of this soulmeld) or by receiving at least 1 point of magical healing. Multiple applications of this ability against the same creature do not stack. Essentia: Each essentia invested in the ironmaw gauntlets increases the bleeding damage by 1.
Chakra Bind (Hands)
Tendrils drip from the gauntlets' fingertips.
When you bind ironmaw gauntlets to your hands chakra, you gain the ability to extend a tendril from your gauntlet, making a ranged touch attack as a standard action against any creature within 30 feet. If you succeed, the tendril attaches to your target. In future rounds, you may spend a move action to make an opposed Strength check against the target; if you succeed, you pull the target 10 feet closer to you. In any case, the target may not move further away from you while the tendril is attached, though it may move closer of its own volition. The target may attempt to escape the tendril by making an Escape Artist or Strength check as a swift action (DC equal to the DC of this soulmeld), or by sundering the tendril with a slashing weapon; a tendril has hp equal to this soulmeld's meldshaper level.
Chakra Bind (Heart)
Branches stretch from the gauntlets, creating an ironwood maw on your torso.
While ironmaw gauntlets are bound to your heart chakra, you can engulf a creature whom you are pinning. You deal 2d6 + your Strength modifier damage (for a Medium creature) each round that the creature remains pinned, and the creature must hold its breath or begin to suffocate. While the creature is engulfed, you are not counted as grappling, and may take normal actions until the creature escapes the pin (and the engulfment) or dies.
Kelp Clogs
Descriptors: None.
Classes: Green Man.
Chakra: Feet.
Saving Throw: None.
Your feet are covered in a thick, stiff layer of seaweed.
While kelp clogs are shaped, your body can absorb cold like the great ocean. You gain cold resistance 5. Essentia: Each essentia invested in the kelp clogs increases the resistance by 5.
Chakra Bind (Feet)
In water, the kelp clogs soften and extend trailing fronds.
By binding kelp clogs to your feet, you gain a swim speed of 10 feet + 10 feet per invested essentia. You also gain a +8 bonus on any Swim check to perform some special action or avoid a hazard, and you can always choose to take 10 on Swim checks, even if distracted or endangered.
Mantle of Blossoms
Descriptors: None.
Classes: Green Man.
Chakra: Heart, Waist.
Saving Throw: See text.
You are draped with a carpet of blood-red flowers.
When you shape the mantle of blossoms, you can become a floating flower until the beginning of your next turn by spending a standard action. Your size changes to Tiny (altering your size bonuses to AC and attack rolls as normal), you take a -8 penalty to Strength, and you gain a fly speed of 10 feet with good maneuverability. Essentia: Each essentia invested in the mantle of blossoms increases your fly speed by 5 feet.
Chakra Bind (Heart)
The red flowers enrobing you grow smaller and more vibrant, and with a thought you fracture into a thousand drifting blossoms.
Whenever the primary ability of mantle of blossoms is active, if it is bound to your heart chakra, you also gain the swarm subtype and all related abilities. The DC of the Distraction effect is equal to the save DC of this soulmeld.
Chakra Bind (Waist)
The mantle cinches at the waist with a thorned belt that drips poison.
When mantle of blossoms is bound to your waist, all natural attacks you have carry poison (Contact DC equal to the soulmeld's DC, 1 round paralysis/1 minute paralysis).