Author Topic: AE5.8: Jongleur Soulmelds  (Read 1249 times)

sirpercival

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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

sirpercival

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Re: Jongleur Soulmelds
« Reply #1 on: June 27, 2017, 06:23:06 PM »
Archlute
Descriptors: None.
Classes: Jongleur.
Chakra: Feet or Waist.
Saving Throw: None.
This long-necked strummed instrument has 14 strings and a wide, pear-shaped body. The neck has two sets of pegs for tuning, indicating both high and low notes possible.

Just like an archlute strikes a balance between extremes, so too are you able to find a happy medium.  You gain a +2 insight bonus on Balance checks.  Essentia: Every point of essentia invested in an archlute increases the bonus by +2.

Chakra Bind (Feet)
While an archlute is bound to your feet chakra, you can move at full speed while balancing at no penalty.

Chakra Bind (Waist)
When you bind and archlute to your waist chakra, you gain a fly speed equal to your land speed.


Bassanelli
Descriptors: None.
Classes: Jongleur.
Chakra: Arms or Crown.
Saving Throw: None.
Incarnum forms into a long double-reed instrument of dark wood, with a curved neck and seven fingerholes.

The high, delicate tone of your bassanelli is the product of utmost precision on the your part, and you use that same precision in combat. Whenever you successfully attack an opponent, you gain a +1 insight bonus to future attacks against that opponent for a number of rounds equal to your meldshaper level, or until you attack a different creature, whichever comes first. Essentia: When you invest essentia in a bassanelli, each successive attack which successfully strikes the same opponent increases the bonus to future attacks by +1, to a maximum of +2 per invested essentia.

Chakra Bind (Arms)
When a bassanelli is bound to your arms chakra, you reduce any miss chance you suffer on attacks due to concealment by an amount equal to 5% per invested essentia (to a maximum of a 50% reduction). You also reduce any cover bonus to AC from which your opponents benefit (against your attacks only) by +1 per invested essentia.

Chakra Bind (Crown)
While a bassanelli is bound to your crown chakra, on your turn (before making any attacks), you may choose to subtract a number from all damage rolls and add the half that amount as a bonus to all attack rolls. The amount by which you reduce your damage roll may not exceed your base attack bonus, and the penalty on damage and bonus on attacks apply until your next turn.


Bass Drum
Descriptors: None.
Classes: Jongleur.
Chakra: Shoulders or Soul.
Saving Throw: Fortitude negates (see text).
A very large drum forms out of incarnum, hanging solidly on your back.

Like the hefty bass drum, your every move will not be ignored. Each successful attack you make deals +1d4 sonic damage. Essentia: Every point of essentia invested in a bass drm increases the bonus damage by +1d4.

Chakra Bind (Shoulders)
When you bind a bass drum to your shoulders chakra, your actions can create loud noises. As a free action, you may cause any movement or attack you make to possibly deafen your opponents. Any creature adjacent to you when this ability is activated must make a Fortitude save or be deafened for 1d6 rounds. However, whenever this ability is activated, you suffer a -6 penalty to Move Silently checks while performing the movement or attack.

Chakra Bind (Soul)
Binding a bass drum to your soul chakra causes sonic damage you deal to strike at your opponent's very soul. Whenever an attack you make would deal sonic damage, you may choose instead to have it deal 1 point of Wisdom drain per 4 sonic damage it would normally have dealt.


Bladder Pipe
Descriptors: None.
Classes: Jongleur.
Chakra: Heart or Shoulders.
Saving Throw: None.
Incarnum forms a rough skin bag with a long pipe at the end, which sounds a long, low drone.

A bladder pipe's mournful sounds fill you with resolve to keep fighting death.  While you have it shaped, you automatically stabilize when reduced below 0 hp, and you can act normally while between -1 and -9 hp. This ability does not prevent you from dying when reduced to -10 or fewer hp. Essentia: You gain a +1 insight bonus to saves vs negative energy and death effects for each essentia invested in a bladder pipe.

Chakra Bind (Heart)
If you bind a bladder pipe to your heart chakra, you may spend 30 minutes making a Perform check (DC 15) to magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in 30 minutes of playing is equal to the work of 50 humans laboring for one day per invested essentia. Each time after the first that you activate this ability within 24 hours, increase the DC of the perform check by 3.

Chakra Bind (Shoulders)
You gain a measure of resistance against critical hits and precision damage while a bladder pipe is bound to your shoulders chakra. You have a 10% chance, +10% per invested essentia (to a maximum of 100%), of negating critical hits and precision damage.

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Re: Jongleur Soulmelds
« Reply #2 on: June 27, 2017, 06:23:27 PM »
Bowed Clavier
Descriptors: None.
Classes: Jongleur.
Chakra: Brow or Waist.
Saving Throw: Will negates (see text)
You shape incarnum into a wooden box with keys on the outside, hiding strings and a waxed cylinder inside.

Life marches on in time to the rhythm of your bowed clavier's wheel.  While you have the soulmeld shaped, you gain a bonus to your base speed of +10 feet.  Essentia: For each essentia invested in a bowed clavier, increase the speed bonus by +5 feet.

Chakra Bind (Brow)
When a bowed clavier is bound to your brow chakra, you may spend a swift action at will to force another creature to march along with you. Choose one creature within 30 feet; the next time you move within 1 round, the target creature must make a Will save or move exactly the same trajectory (distance and direction, including changes of direction) that you move.  This movement does not cost your target an action, but it does provoke attacks of opportunity as normal.

Chakra Bind (Waist)
Binding a bowed clavier to your waist chakra grants you the freedom to move as you wish. You can spend a move action at will to gain the benefit of freedom of movement (as the spell) for 1 round.


Comb
Descriptors: None.
Classes: Jongleur.
Chakra: Brow or Throat.
Saving Throw: None.
You produce a small ivory comb from a swirl of incarnum.

Even a seemingly innocuous comb can hide surprising potential.  While you have the meld shaped, you gain a +2 insight bonus on Disguise checks. Essentia: Each essentia invested in a comb increases the bonus by +2.

Chakra Bind (Brow)
If you bind a comb to your brow chakra, you may use alter self as a spell-like ability at will, with a caster level equal to your meldshaper level.

Chakra Bind (Throat)
By binding a comb to your throat chakra, you are constantly protected as if by a nondetection spell that you cast on yourself, with a caster level equal to your meldshaper level.


Cornet
Descriptors: None.
Classes: Jongleur.
Chakra: Soul or Throat.
Saving Throw: None.
Incarnum coalesces into a three-keyed brass horn with a sweet, bright tone.

A cornet's piercing notes seem to banish fear and doubt. With this soulmeld shaped, you gain a +2 insight bonus on saves vs fear and sleep effects. Essentia: When you invest essentia in a cornet, increase the bonus by +1 for each invested essentia.

Chakra Bind (Soul)
Whenever you bind a cornet to your soul chakra, you gain fast healing equal to your ranks in Perform (brass instruments).

Chakra Bind (Throat)
If you bind a cornet to your throat chakra, you become immune to fear effects.


Dulcimer
Descriptors: None.
Classes: Jongleur.
Chakra: Brow or Hands.
Saving Throw: None.
A long, curved stringed instrument slowly forms.

When you shape a dulcimer, your fast and clever fingers seem to steal music from nowhere.  You gain a +2 bonus on Sleight of Hand checks. Essentia: For each essentia invested in a dulcimer, the bonus increases by +2.

Chakra Bind (Brow)
When bound to your brow chakra, a dulcimer allows you to charm objects into your pocket, enabling you to steal at a distance. You can make a Sleight of Hand check at a range of 30 feet, but the object to be manipulated cannot exceed 5 pounds in weight.

Chakra Bind (Hands)
Binding a dulcimer to your hands chakra grants you the benefit of the Improved Disarm feat, even if you don't meet the prerequisites.

sirpercival

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Re: Jongleur Soulmelds
« Reply #3 on: June 27, 2017, 06:24:12 PM »
Fiddle
Descriptors: None.
Classes: Jongleur.
Chakra: Arms or Hands.
Saving Throw: None.
You shape incarnum into a hardy, quick fiddle.

The frenzied speed of a master of the fiddle could outrace the devil himself.  As a swift action, you may grant yourself a +2 dodge bonus to AC for 1 round.  Essentia: Each essentia invested in a fiddle increases the bonus by +1.

Chakra Bind (Arms)
When you bind a fiddle to your arms chakra, you make attacks much more quickly. Whenever you make at least one attack in a round, you may make an additional attack at your highest base attack bonus.

Chakra Bind (Hands)
When bound to your hands chakra, a fiddle allows you to reallocate your essentia as an immediate action instead of a swift action.


Gong
Descriptors: None.
Classes: Jongleur.
Chakra: Arms or Crown.
Saving Throw: See text.
A large brass disk hangs from your rig, waiting for you to smite it.

When your gong sounds, your enemies tremble in fear.  You gain a +2 insight bonus on Intimidate checks.  Essentia: For each essentia invested in a gong, increase the bonus by +2.

Chakra Bind (Arms)
A gong, when bound to your arms chakra, allows you to demoralize with the Intimidate skill at a range of 30 feet. In addition, whenever you successfully demoralize an opponent, that creature remains shaken for 1d6 rounds.

Chakra Bind (Crown)
While bound to your crown chakra, a gong increases the duration of sound-based effects.  Any sound-based effect you create within 30 feet lasts twice as long before expiring.


Hurdy-Gurdy
Descriptors: None.
Classes: Jongleur.
Chakra: Soul or Throat.
Saving Throw: Will negates (see text).
Out of incarnum, you craft a strange amalgam of a string, keyboard, and wheel-cranked instrument.

With a hurdy-gurdy at your disposal, the drone of the instrument carries a subtle undertone, warping reality around you.  You gain a +1 bonus to the DC of any supernatural abilities you have.  Essentia: Every point of essentia invested in a hurdy-gurdy increases the bonus by +1.

Chakra Bind (Soul)
When you bind a hurdy-gurdy to your soul chakra, you benefit as if from the mind blank spell, with a caster level equal to your meldshaper level.

Chakra Bind (Throat)
By spending a full-round action while a hurdy-gurdy is bound to your throat chakra, you can produce a mind-altering performance. Choose one creature within 30 feet for every 4 ranks you have in Perform (string instruments or keyboards). Each target must make a Will save or have its memory of the current encounter erased, as per the modify memory spell.


Lur
Descriptors: None.
Classes: Jongleur.
Chakra: Brow or Feet.
Saving Throw: None.
You shape incarnum into a long, smoothly curved horn.

The deep, rich resonance of a lur can be felt for miles.  As a standard action, you can make a ranged touch attack against any creature within 90 feet with this soulmeld, which deals 1d6 sonic damage on a successful hit and has a critical multiplier of x3.  Essentia: For each point of essentia you invest in a lur, you deal 1d6 additional sonic damage on a successful hit.

Chakra Bind (Brow)
If you bind a lur to your brow chakra, you can send long-range messages with a thought. As a full-round action, you can contact a creature  as per the sending spell, but limited to a range of 1 mile + 1 mile per invested essentia  (this ability cannot make contact across planar boundaries).

Chakra Bind (Feet)
Whenever you bind a lur to your feet chakra, you gain tremorsense to a range of 30 feet + 10 feet per invested essentia.

sirpercival

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Re: Jongleur Soulmelds
« Reply #4 on: June 27, 2017, 06:26:42 PM »
Lyre
Descriptors: None.
Classes: Jongleur.
Chakra: Hands or Heart.
Saving Throw: None.
A golden harp-like instrument forms from delicate strands of incarnum

The dulcet tones of a lyre can melt the heart of Asmodeus himself.  You gain a +2 insight bonus to Diplomacy checks.  Essentia: Every point of essentia you invest in a lyre increases the bonus by +2.

Chakra Bind (Hands)
When bound to your hands chakra, a lyre charms projectiles away from you, causing any ranged attacks made against you to suffer a miss chance of 10% + 10% per invested essentia (to a maximum of 100%).

Chakra Bind (Heart)
By binding a lyre to your heart chakra, you can protect yourself from being drawn to the depths of the underworld… as long as you play.  Whenever you gain the benefit of your Soul Music, Bardic Music, Virtuoso Performance, or similar abilities, you gain the benefit of the delay death spell.


Mouth Harp
Descriptors: None.
Classes: Jongleur.
Chakra: Crown or Throat.
Saving Throw: None.
A small twist of metal coalesces out of ambient incarnum.

Shaping a mouth harp trains your tongue to be quick -- useful for things other than playing the instrument.  You gain a +2 insight bonus to Bluff checks. Essentia: Every point of essentia you invest in a mouth harp increases the bonus by +2.

Chakra Bind (Crown)
If you bind a mouth harp to your crown chakra, your quick words are more difficult for others to see through. Whenever you make a Bluff check, the target's Sense Motive modifier for Bluff circumstances is reduced by one step.

Chakra Bind (Throat)
When you bind a mouth harp to your throat chakra, you are quick in deed as well as in word. You can feint in combat as a swift action, and if you are successful, you treat your opponent as flat-footed until the beginning of your next turn.


Nakir
Descriptors: None.
Classes: Jongleur.
Chakra: Arms or Shoulders.
Saving Throw: Will negates (see text).
Incarnum stretches into a tight membrane around a wooden frame.

One strike upon a nakir multiplies into a frenzied rhythm of war.  You gain a +2 insight bonus to initiative checks.  Essentia: For each point of essentia you invest in a nakir, increase the bonus by +1.

Chakra Bind (Arms)
Binding a nakir to your arms chakra allows you to perform a coup de grace as a move action which does not provoke an attack of opportunity. In addition, you can perform a coup de grace against creatures which are immune to critical hits.

Chakra Bind (Shoulders)
When you bind a nakir to your shoulders chakra, you can spend a swift action to grant you or an ally within 30 feet the benefits of a barbarian's Rage ability (but not any higher tiers of rage) for a number of rounds equal to your meldshaper level. You cannot target a creature who is fatigued or exhausted with this ability, and a maximum of 1 creature + 1 additional creature per invested essentia can be affected by this ability at the same time.


Pan Flute
Descriptors: None.
Classes: Jongleur.
Chakra: Crown or Soul.
Saving Throw: Will negates or Reflex negates (see text).
You shape a set of hollow pipes, bound together with strands of incarnum.

The lively notes of a pan flute bring smiles to faces and set toes tapping… whether they want to or not. As a full-round action, you can produce a charm person effect against a target who can hear you (spell resistance and saves as normal), as long as the target has no more hit dice than you. Essentia: You increase the hit die limit of your charm person effect by 1 for each point of essentia invested in yourpan flute.

Chakra Bind (Crown)
While a pan flute is bound to your crown chakra, you can spend a full-round action to produce an entangle effect, as per the spell with a caster level equal to your meldshaper level.

Chakra Bind (Soul)
When you bind a pan flute to your soul chakra, you produce a dominate person effect instead of a charm person effect.

sirpercival

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Re: Jongleur Soulmelds
« Reply #5 on: June 27, 2017, 06:27:26 PM »
Serpent
Descriptors: None.
Classes: Jongleur.
Chakra: Feet or Waist.
Saving Throw: None.
Incarnum forms into a strangely twisted horn.

Though bizarrely convoluted, a serpent still boasts surprising force as an instrument.  You gain a +2 insight bonus to Tumble checks. Essentia: For each point of essentia invested in a serpent, increase the bonus by +2.

Chakra Bind (Feet)
A serpent, when bound to your arms chakra, reduces your encumbrance by one step (e.g., a heavy load to a medium load). In addition, you can tumble at full speed with no penalty.

Chakra Bind (Waist)
When you bind a serpent to your waist chakra, you can charge over an arbitrary trajectory instead of in a straight line, making as many turns as you like.


Tambourine
Descriptors: None.
Classes: Jongleur.
Chakra: Feet or Hands.
Saving Throw: None.
A ring of jingling steel disks forms in your hand.

Even at rest, a tambourine jingles faintly, never fully still. You gain a +1 insight bonus to Reflex saves.  Essentia: Each point of essentia invested in a tambourine increases the bonus by +1.

Chakra Bind (Feet)
While a tambourine is bound to your feet chakra, you can teleport 10 feet as a swift action at will. The new space must be within line of sight and line of effect.  You can't use the sash to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the teleport fails and the action is wasted.  You can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Chakra Bind (Hands)
When you bind a tambourine to your hands chakra, you gain concealment.