Author Topic: AE5.14: Other Soulmelds  (Read 1322 times)

sirpercival

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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
« Last Edit: June 30, 2017, 07:27:07 AM by sirpercival »

sirpercival

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Re: Other Soulmelds
« Reply #1 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).

sirpercival

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Re: Other Soulmelds
« Reply #2 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.