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 SkillsThe 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 |
Level | Bonus | Save | Save | Save | Special | Soulmelds | Pool | Binds |
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 FeaturesWeapon 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.