|
Post by Cadic's Devoted on Jan 13, 2010 13:04:02 GMT -5
Player name: Nick Character Name: Ian Zemeska Aliases: Race: Azurin Classes: Incarnate 1/ Cleric 1 Alignment: Lawful-Neutral Occupation: Weapon/Armor smith, Adventurer
HP: 22 AC: 18 FF: 16 Touch: 12 BAB:+0
Appearance: Ian stands about 5' 2" tall. fairly, short he is however very stocky for his height, weighing in about close to 200 lbs. His body is built up with muscles, from years of working a forge. His hair, black and slightly curly, is held back into a loose ponytail that reaches almost to his waist. His beard is kept trimmed short, and his skin is always deeply tanned, almost a baked look more than sun tanned, from standing in front of the forge fires.
History: Born from parents, normal plain human parents, he realized early on that he was more mature than other kids his age. Very quickly he realized that he was maturing must faster, gaining his adult height as early as the age of 14. He also realized early on that he was able to sense energies that others didn't know existed. After some time he was able to mold those energies into useful objects. That was when the elders of the town realized that he was something other than human. With the help of a local wizard, and a bit of research, they found out that the energies he was wielding was essentia, and turning them into something called SoulMelds. This led to the realization that he was most likely of a race of people called Azurins, which matched with the fact that the whites of his eyes had always had a blue sheen to them.
Having started apprenticing to his father, the local smithy, as soon as he was able to lift a hammer, he grew up a stout lad. As a youth he followed every rule set down in front of him to the T. Upon finding out that he was Azurin, destined for a fast life, to die early, he took what knowledge he had of the Forge, and his use of his natural abilities with Essentia, and left his hometown, seeking to see what he might of the world before he died, taking risks others might not, eventually leading him to the life of an adventurer. Currently he lives in Heart-Stone, working at the local smithy there to earn his living, when he isn't out adventuring.
Other notes:
STR: 17 DEX: 14 CON: 18 INT: 16 WIS: 18 CHA: 11
Fort: +8 Reflex: +2 Will: +8
Feats: Background: ForgeHeart (5 Resis fire) 1: Rapid Reload Azurin: Expanded Soulmeld Capacity
Skills: Concentration: +6 Craft Weaponsmithing: +8 Craft Armorsmithing: +8 Heal: +5 Knowledge Arcana: +8 Knowledge Religion: +8 Spellcraft: +5
Spot: +4 Listen: +4
Abilities: Aura of Law (As per cleric) Detect Chaos Turn Undead (3/day)
Essentia Pool: 2 SoulMelds: 2 Chakra Binds: 0
Currently Melded SoulMelds: See Later post.
Spells: 0- Detect Magic - Create Water - Mending 1- Blessed Aim - Bless Domain- Protection from Chaos
Languages: Common Thalassan Hemeran Phusthian Aetherian
Equipment Body: Chain Shirt Head: Face: Neck: Arms: Hands: Feet: Back: Torso: Waist: Rings:
Shield: Heavy Wooden Shield: +2 AC, -2 armor check penalty.
Weapons: Light Crossbow (Bolts: 20): +2 1d8+0 19-20/x2 80ft Dagger (x10): +3 Melee, +2 Ranged 1d4+3 19-20/x2 10ft Longsword: +3 1d8+3 19-20/x2 Scimitar: +3 1d6+3 18-20/x2
Other Equipment: Backpack Bedroll Caltrops x2 Chalk x10 Crowbar Flask x3 Flint and Steel Hammer Hooded Lantern -oil Flasks x5 Small steel mirror Piton x10 Belt Pouch Rations x6 50 ft hemp rope Spade Waterskin x3 Whetstone x10 MWK Artisans Tools (Weapon Smithing) Artisans Tools (Armor Smithing)
Money: Pp:0 Gp:4 Sp:5 Cp: 1
|
|
The Lord of Blades
Game Masters
Ero Sennin
Please allow me to introduce myself: I'm a man of wealth and taste
Posts: 1,314
|
Post by The Lord of Blades on Jan 13, 2010 21:32:52 GMT -5
Approved, though tentative of your inclusion of silverpieces and copper pieces. One copper piece? Reaaaallly?
|
|
|
Post by Cadic's Devoted on Jan 13, 2010 21:41:31 GMT -5
Yes one copper. I keep track of every copper I spend, always do. After buying all my stuff i ended up with 4 gold, 5 silver, and 1 copper. never know what it might buy or be useful for.
|
|
|
Post by joelocaust on Jan 14, 2010 10:07:31 GMT -5
He's right, if we find some Zinc (and Sulfur) or something, I could use that copper piece to build a battery. Add a piece of wire and we have a flashlight. I consider that massively useful. Yay Craft checks.
|
|
|
Post by Cadic's Devoted on Jan 14, 2010 22:03:08 GMT -5
This post reserved for all Soulmelds that I am capable of shaping.
Current Number of Soulmelds allowed to Shape at once: 2
Currently shaped SoulMelds are in RED.
* Denotes SoulMeld capacity increased by my feat 'Expanded Soulmeld Capacity'
Crown: Crystal Helm: The soulmeld provides protection against mental effects, granting you a +2 resistance bonus on will saves against charm and compulsion. Essentia: You gain a deflection bonus to your AC equal to the number of points of essentia that you invest in the Crystal Helm. Chakra Bind: Your melee attacks gain the force descriptor, making them useful against incorporeal foes.
Diadem of Purelight: Your diadem of purelight sheds light as a torch, illuminating a 20-foot radius with bright illumination (and out to a 40-foot radius of shadowy illumination). Creatures gain a +2 insight bonus on spot checks when attempting to see anything within the radius of illumination (Including the shadowy illumination). For the purpose of interacting with darkness spells, the diadem of purelight is treated as a light spell of a level equal to its invested essentia. Essentia: Every point of essentia invested increases the radius of illumination by 10 feet. Shadowy illumination is always double that of bright illumination. Chakra Bind: The diadem of purelight negates any concealment less than total concealment within the radius of its brightlight. This has no effect on invisibilty or other forms of total concealment, but creatures protected by fog, blur spells, and the like gain no concealment from such effects.
Enigma Helm: While wearing this soulmeld, you become difficult to detect by divination spells (As the nondetection spell). IF a divination is attempted agaisnt you, the caster of the divination must succeed on a caster level check against a DC of 11+your meldshaper level. Essentia: You gain an enhancement bonus on will saves equal to the number of points of essentia invested. Chakra Bind: Any attempt to charm you is redirecte to the gem in your forehead. As a result you gain complete immunity to enchantment (Charm) effects.
SoulSpark Familiar: You shape a small mote of soul energy called a least soulspark, which accompanies you and can attack your foes at your direction. The presence of the soulspark grants you the Alertness feat. The soulspark follows you, typically hovering near your shoulder. If the soulspark is mire than 10 feet from you at the end of its turn, it unshapes. You can communicate empathically with the soulspark, and directing it to attack a creature is a free action. A soulspark familiar whose creator is incapable of issuing new directions follows its last command as long as it is able, after which it returns to hover over its creator. If the soulspark is reduced to 0 or fewer hit points, the meld unshapes. The least soulspark is a new creature detailed on page 197. A soulspark formed by this soulmeld does not have the incarnum shroud ability normally possessed by such creatures, nor does it have an essentia pool. Essentia: When you allocate essentia to your soulspark familiar, you can select on of the following effects. All essentia invested must be put toward the same effect. Align Attack: The point of essentia invested makes the soulsparks attack Good, evil, lawful, or chaotic, as you choose. Every point beyond the first grants a +1 bonus on damage against any creature of the opposite alignment chosen. Attack Bonus: Every point of essentia invested grants a +1 bonus on its attack and damage rolls. Deflection Bonus: Every point of essentia grants a +1 deflection bonus to its Armor Class. Healing: Every point of essentia invested grants the soulspark a certain amount of fast healing. A least soulspark gains fast healing equal to 1 x the point of essentia invested, A lesser soulspark gains 2 x the points of essentia invested, a standard soulspark gains 3 x the points of essentia invested, and a greater soulspark gains 4 x the points of essentia invested. Saving Throw Bonus: Every point of essentia grants it a +1 resistance bonus on all saving throws. Chakra Bind: You create a lesser Soulspark.
Feet: Acrobat Boots: While Wearing Acrobat boots, you gain a +2 insight bonus on Balance, Escape Artist, Jump, and Tumble checks. (This does not let you attempt Tumble checks untrained). Essentia: Every point of Essentia invested in the acrobat boots increases the bonus by 2. Chakra Bind (Feet): You can reduce falling damage by 1d6 ponits per point of essentia invested in the acrobat boots.
Airstep Sandals: While worn, the airstep sandals allow you to fly up to 10 feet (Good maneuverability) as a move action once per round. You must end the flight solidly supported or you fall. Essentia: Every point of essentia you invest in your airstep sandals increases the distance you can fly by 10 feet. Chakra Bind: You fly with perfect maneuverability.
Cerulean Sandals: Your cerulean sandals allow you to walk on water (as if under the effect of a water walk spell). Essentia: Every point of essentia invested in this soulmeld grants an enhancement bonus of +5 feet to your base land speed. Chakra Bind: You can use dimensions door as the spell, up to a total distance of 10 feet per meldshaper level. You can use this ability (in increments of 10 feet) any number of times, until the total distance has been traversed, at which point the soulmeld unshapes. This requires a standard action to activate.
Impulse Boots: While wearing this soulmeld, you gain the uncanny dodge ability (pg 50 PHB). Essentia: You gain an enhancement bonus on reflex saves equal to the number of points of essentia invested. Chakra Bind: You gain the evasion ability (Pg 50 PHB)
Hands: Bloodwar Gauntlets: While you wear your bloodwar gauntlets, you gain a +1 morale bonus on melee attack rolls. Essentia: For every point of essentia you invest in your bloodwar gauntlets, you gain a +1 morale bonus on melee damage rolls. Chakra Bind: You gain a +4 bonus on rolls made to confirm critical threats.
Lightning Gauntlets: While wearing lightning gauntlets, you can deal 1d6 points of electricity damage with a successful melee touch attack (Standard action). Essentia: Every point of essentia you invest in your lightning gauntlets increases the damage dealt by 1d6 points. Chakra Bind: You can add the electricity damage to one attack per round made with a handheld weapon, unarmed strike, or any natural attack using your hands (Such as a slam or claw), but this requires a normal melee attack rather than a touch attack. You must announce that you are using the lightning gauntlets before making the attack; if you miss, you can't use them again until next turn.
Lucky Dice: You can use your lucky dice as a swift action, choosing anaspect of yourself to which to apply extra luck. You gain a +1 luck bonus to one of the following, at your option: attack rolls and damage rolls, saving throws, or skill and ability checks. This bonus lasts until the start of your next turn. When using this meld, rolld 2d6. If the result is any combination of numbers that add up to 7, the luck bonus applies to all of the listed types of rolls. Essentia: The luck bonus lasts 1 extra round for every invested point. The dice can still be rolled every round, allowing bonuses to multiple kinds of checks. Chakra Bind: Your lucky dice provide their bonus to all allies who are within 30 feet of you when you gain the bonus.
Sighting Gloves: You gain a +1 insight bonus on damage rolls made with ranged weapons. Essentia: Every point of essentia invested increases the bonus by 1. Chakra Bind: You gain the benefits of the Precise shot feat.
Theft Gloves: You gain a +2 insight bonus on Disable Device, Open lock, and Sleight of Hand checks. This soulmeld also lets you make Disable device, Open Lock, and Sleight of hand checks untrained. Essentia: Every point of essentia invested increases the bonus by 2. Chakra Bind: You gain the trapfinding ability. (Pg 50 PHB)
Arms: Armguards of Disruption: Your touch is harmful to undead. While wearing armguards of disruption, you deal 1d6 points of damage to an undead creature with a successful melee touch attack. You can use armguards of disruption only once per round, and you must announce that you are usnig them before making the attack, if you miss, the charge for that round is wasted. Essentia: Everyone point of essentia invested increases the damage dealt by your armguards of disruptioon by 1d6 points. Chakra Bind: You gain an insight bonus to your AC and on your Saving throws equal to the number of points of essentia invested. These bonuses apply only against attacks made by undead creatures.
Bloodwar Gauntlets:While you wear your bloodwar gauntlets, you gain a +1 morale bonus on melee attack rolls. Essentia: For every point of essentia you invest in your bloodwar gauntlets, you gain a +1 morale bonus on melee damage rolls. Chakra Bind: You can use a standard action to release the soulmeld's violent energy in a tumultuous blast, unshaping the soulmeld in the process. The blast deals 3d6 points of damage for every point of essentia invested to all creatuers within a 20-foot-radius burst, excluding you. A successful fort save halves this damage.
Bluesteel Bracers: Your bluesteel bracers enhance your reactions and keep your mind in a state of constant battle readiness, granting you a +2 insight bonus on initiative checks. Essentia: The bracers provide an insight bonus on weapon damage rolls equal to the number of points of essentia that you invest in the soulmeld. Chakra Bind: All allies within 30 feet of ou when initiative is rolled gain the +2 bonus on initiative granted by this soulmeld.
Incarnate Weapon: You shape incarnum into a melee weapon (Sized normally for you despite its overlarge appearance). Damage you deal with the weapon gains the Lawful descriptor and penetrates DR accordingly. Lawful Incarnates create a longsword. Non-prof penalties never apply, though any feats with effects that apply to a particular kind of weapon function normally. It can't be sundered or otherwise destroyed(Except by effects that unshape soulmelds). If it 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 incarnate weapon gains none of its special benefits(But can wield it normally as a weapon of its kind). Essentia: The incarnate weapon gains an enhancement bonus on attack rolls and damage equal to the number of points of essentia invested. Chakra Bind: As a move action, you can charge the incarnate weapon with the stunning power of pure conviction. If the next melee attack that you make is successful, the target (as long as it is chaotic), must succeed on a fort save or be stunned until the beginning of your next turn. If the attack misses, the charge is lost with no effect. The weapon can only hold 1 such charge at a time.
Lammasu Mantle: You gain a +2 deflection bonus to your Armor class against attacks made or effects created by evil creatures. Essentia: For every point of essentia you invest in your lammasu mantle, you gain a +1 resistance bonus on saving throws against the spells and effects used by evil creatures. Chakra Bind: The deflect and resistance bonuses granted apply to all allies within 10 ft of you.
Lifebond Vestments: By laying your hands upon a living creature (standard action) you can heal a chosen amount of damage in a touched creature, up to a maximum of 1 ht point per meldshaper level. At the same time you take damage equal to 1/2 the amount healed (round fractions up). You may not use this ability on any creature more than once per hour. Essentia: Every point of essentia you invest in your lifebond vestments adds 5 hit points to the limit of healing you can ebstow when using the vestments. Chakra Bind: You can bestow healing upon a creature up to 30 feet away, instead of by touch.
Riding Bracers: Wearing the riding bracers grants you a +4 insight bonus on handle animal and ride checks. Essentia: Every point of essentia invested grants an extra +2 to the bonus. Chakra Bind: When mounted, you gain a +2 insight bonus on melee damage rolls and a +2 dodge bonus to armor class.
Sailors Bracers: You gain a +4 insight bonus on Swim, Profession(sailor), and Use rope checks. This soulmeld also lets you make Profession(sailor) checks untrained. Essentia: Every point of essentia invested increases the bonus by 2. Chakra Bind: You can swim at up to your speed (as a full round action) or up to half your speed (as a moveaction). you take no penalty on attack rolls made udnerwater (As if you had freedom of movement).
Brow: Illusion Veil: You gain a +1 insight bonus to the save DC's of your illusion spells and spell-like abilities. Essentia: For every point of essentia invested, the duration of your illusion spells and spell-like abilities is increased by 1, at the time of casting. This has no effect on a spell with an instantaneous duration. Chakra Bind: You can see invisibily as the spell. You also gain an insight bonus on spot checks and on saves against illusion spells equal to the number of points of essentia invested in your illusion veil.
Keeneye Lenses: While you have keeneye lenses shaped, you gain a +4 insight bonus on spot checks. Essentia: Every point of essentia invested inceases the bonus by 2. Chakra Bind: You gain the ability to see invisible creatures and objects normally (As if under the effect of see invisiblity).
Mage's Spectacles: While you wear mage's spectacles, you gain a +4 insight bonus on decipher script, spellcraft, and use magic device checks. The mage's spectacles also allow you to make these checks untrained. Essentia: Every point of essentia invested increases the bonus by 2. Chakra Bind: You can decipher magical inscriptions as if you were constantly under the effect of a read magic spell.
Planar Chasuble: When wearing the chasuble, your are considered a native on any plane with the lawful alignment trait(And gain the extraplanar subtype while on the material plane). You also gain resistance to fire 10. Essentia: Every point of essentia invested increases the resistance by 5. Chakra Bind: The bonus granted by your Incarnum radiance class feature increases by 1.
SilverTongue Mask: Your silvertongue mask grants you a +2 insight bonus on bluff and diplomacy checks. Essentia: Every point of essentia invested increases the bonus by 2. Chakra Bind: You gain an insight bonus on sense motive checks, equal to the bonus granted on bluff and diplomacy.
SoulSpark Familiar: You shape a small mote of soul energy called a least soulspark, which accompanies you and can attack your foes at your direction. The presence of the soulspark grants you the Alertness feat. The soulspark follows you, typically hovering near your shoulder. If the soulspark is mire than 10 feet from you at the end of its turn, it unshapes. You can communicate empathically with the soulspark, and directing it to attack a creature is a free action. A soulspark familiar whose creator is incapable of issuing new directions follows its last command as long as it is able, after which it returns to hover over its creator. If the soulspark is reduced to 0 or fewer hit points, the meld unshapes. The least soulspark is a new creature detailed on page 197. A soulspark formed by this soulmeld does not have the incarnum shroud ability normally possessed by such creatures, nor does it have an essentia pool. Essentia: When you allocate essentia to your soulspark familiar, you can select on of the following effects. All essentia invested must be put toward the same effect. Align Attack: The point of essentia invested makes the soulsparks attack Good, evil, lawful, or chaotic, as you choose. Every point beyond the first grants a +1 bonus on damage against any creature of the opposite alignment chosen. Attack Bonus: Every point of essentia invested grants a +1 bonus on its attack and damage rolls. Deflection Bonus: Every point of essentia grants a +1 deflection bonus to its Armor Class. Healing: Every point of essentia invested grants the soulspark a certain amount of fast healing. A least soulspark gains fast healing equal to 1 x the point of essentia invested, A lesser soulspark gains 2 x the points of essentia invested, a standard soulspark gains 3 x the points of essentia invested, and a greater soulspark gains 4 x the points of essentia invested. Saving Throw Bonus: Every point of essentia grants it a +1 resistance bonus on all saving throws. Chakra Bind: You create a Standard Soulspark.
TruthSeeker Goggles: While you wear your truthseeker goggles, you gain a +2 insight bonus on Gather Information, Search, and Sense motive checks. Essentia: Every point of essentia invested increases the insight bonus by 2. Chakra Bind: You gain darkvision out to 60 feet.
Shoulders: *Adamant Pauldrons: Your adamant pauldrons grant you protection from physical attacks. Whenever a critical hit or sneak attack is scored on you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Essentia: You gain damage reduction equal to the number of essentia invested in thsi soulmeld. This damage reduction is bypassed only by attacks of Chaotic Alignment. Chakra Bind: The chance is increased to 50%.
Lammasu Mantle: You gain a +2 deflection bonus to your Armor class against attacks made or effects created by evil creatures. Essentia: For every point of essentia you invest in your lammasu mantle, you gain a +1 resistance bonus on saving throws against the spells and effects used by evil creatures. Chakra Bind: No summoned creatures except those of good alignment can approach within 10 feet of you (As the magic circle against evil spell).
Mantle of Flame: Any creature that strikes you with its body or a handheld weapon deals normal damage, but takes 1d6 points of fire damage. Creatures wielding weapons with reach are not subject to this damage. The mantle provides shadowy illumination in your square, but provdies no further lighting. Essentia: Every point of essentia invested increases the damage by 1d6 points. Chakra Bind: As a standard action, you can briefly expand the mantle of flame to encompass all adjacent squares. Any creatures in those squares take damage as if they had attacked you with a handheld weapon (reflex half). The mantle of flame then returns to its normal effect.
Pauldrons of Health: You are immune to disease, as well as being sickened or nauseated. Essentia: You gain an enhancement bonus on fort saves equal to the number of points of essentia invested. Chakra Bind: You gain immunity to energy drain.
Therapeutic Mantle: Whenever you are the target of a spell or effect that heals hit point damage, the spell heals additional damage equal to its spell level. Essentia: Every point of essentia invested increases the additional healing by 2 more hit points. Chakra Bind: You gain an insight bonus (Equal to the number of points of essentia invested) to your caster level when casting spells of the healing subschool.
Wind Cloak: You gain DR 2/magic against ranged weapons. The DR granted by Wind Cloak applies against all ranged weapons regardless of their size. Tiny and smaller flying creatures that attempt to enter your space must succeed on a fort save to do so. Failure means their movement stops adjacent to your space, and any remaining movement left in their action is lost. Essentia: Every point of essentia invested increases the DR by 2. Chakra Bind: Gain use of the Deflect Arrows feat. You need not have a hand free to use the feat - the wind cloak itself deflects the incoming projectiles. This effect functions even if you are caught flat-footed. Every point of essentia invested increases the number of arrows you can deflect in a round.
Throat: Apparition Ribbon: In melee, every time you miss an incorporeal foe befcause of its incorporealness, you can reroll your miss chance percentile roll one time to see if you actually hit. Essentia:Every point of essentia invested in apparition ribbon grants you a +2 insight bonus on damage rolls against incorporeal creatures. Chakra Bind: Gain the ability to become incorporeal. Standard action to activate, lasts for 1 round + 1 round per point of essentia invested at the time of activation. Can't voluntarily change investment after activation until duration expires. If investment is decreased involuntarily, duration goes down accordingly. If that causes the duration to end, it ends and you become corporeal. If you are within a solid object when duration ends, you are shunted to the nearest open space, taking 1d6 damage per 5ft traveled in this manner. Each day you can spend a total number of rounds incorporeal equal to your meldshaper level.
Arcane Focus:When you cast an arcane spell that deals damage while wearing the Arcane Focus, that spells damage is increased by 1 point. Spells that divide their damage among multiple targets, such as magic missle, deal the extra damage once to each affected target. Does not affect non-damage dealing spells. Essentia: Every point of essentia you invest in your arcane focus increases the extra damage by 1 point. Chakra Bind: Whenever you cast a spell that deals damage to a single living creature, that creature must succeed on a fortitude save (using the soulmelds DC, not the spell's) or be dazed for 1 round. If the spells deals damage to more than one target, or deals no damage at all (Due to successful saving throw, spell resistance, etc), this has no effect.
Dissolving Spittle: As a standard action you can spit a glob of acid at a target within 30 feet. This requires a ranged touch attak to hit and deals 1d6 points of acid damage. Using dissolving spittle provokes attacks of oportunity. Essentia: Every point of essentia invested increases the damage by 1d6. Chakra Bind: When you use your ability to spit acid at an opponent, the target takes normal damage in the round you spit acid. You also roll again for damage 1 round later.
Planar Ward: Your planar ward protects you from mental control. It blocks any attempt to possess you, or exercise mental control oer you, including enchantment (Charm) and enchantment (compulsion) effects that grant the caster ongoing control over you. The protection does not prevent such effects from targeting you, but it suppresses the effect for the duration of the planar ward's effect. If you were to unshape your planar ward while the effect granting mental control continued, the would-be controller would then be able to mentall command you. Likewise, the planar ward keeps out a possessing life force, but does not expel one if it is in place before the soulmeld is shaped. Essentia: The planar ward provides a moral bonus on saves made to resist supernatural or spell-like abilities of extraplanar creatures. the bonus is equal to the number of points of essentia invested. Chakra Bind: You can drive an extraplanar creature back to its home plane. Whenever you are struck by an extraplanar creature, the attacking creature must succeed on a will save or be driven back to its home plane. The creature adds its hit dice as a bonus on its saving throw, and you add your meldshaper level to the planar ward's save DC. A successful save renders the creature immune to this effect for 24 hours.
SilverTongue Mask: Your silvertongue mask grants you a +2 insight bonus on bluff and diplomacy checks. Essentia: Every point of essentia invested increases the bonus by 2. Chakra Bind: Can use suggestion (as the spell) on any creature as a standard action. Will save negates. Creature targeted, regardless of success or failure, cant be targeted again by the same ability for 24 hours. This is a mind-affecting, language dependent effect.
SoulSpark Familiar: You shape a small mote of soul energy called a least soulspark, which accompanies you and can attack your foes at your direction. The presence of the soulspark grants you the Alertness feat. The soulspark follows you, typically hovering near your shoulder. If the soulspark is mire than 10 feet from you at the end of its turn, it unshapes. You can communicate empathically with the soulspark, and directing it to attack a creature is a free action. A soulspark familiar whose creator is incapable of issuing new directions follows its last command as long as it is able, after which it returns to hover over its creator. If the soulspark is reduced to 0 or fewer hit points, the meld unshapes. The least soulspark is a new creature detailed on page 197. A soulspark formed by this soulmeld does not have the incarnum shroud ability normally possessed by such creatures, nor does it have an essentia pool. Essentia: When you allocate essentia to your soulspark familiar, you can select on of the following effects. All essentia invested must be put toward the same effect. Align Attack: The point of essentia invested makes the soulsparks attack Good, evil, lawful, or chaotic, as you choose. Every point beyond the first grants a +1 bonus on damage against any creature of the opposite alignment chosen. Attack Bonus: Every point of essentia invested grants a +1 bonus on its attack and damage rolls. Deflection Bonus: Every point of essentia grants a +1 deflection bonus to its Armor Class. Healing: Every point of essentia invested grants the soulspark a certain amount of fast healing. A least soulspark gains fast healing equal to 1 x the point of essentia invested, A lesser soulspark gains 2 x the points of essentia invested, a standard soulspark gains 3 x the points of essentia invested, and a greater soulspark gains 4 x the points of essentia invested. Saving Throw Bonus: Every point of essentia grants it a +1 resistance bonus on all saving throws. Chakra Bind: You create a Greater Soulspark.
Waist: Flame Cincture: When you shape flame cincture, you gain resistance to fire 10. Essentia: Every point of essentia invested increases the fire resistance by 5 Chakra Bind: Whenever your flame cincture prevents damage, the energy remains latent within the cord for 1 round. on the next turn, you can release the stored energy as a swift action to blast any target within 60 feet. The energy blast deals fire damage equal to the amount of damage prevented by the flame cincture in the previous round. A successful reflex save reduces the damage by half.
StrongHeart Vest: Any time you would take ability damage, the amount of the damage is reduced by 1 point, to a minimum of 0. Essentia: Every point of essentia invested further reduces ability damage by an additional point. Chakra Bind: It reduces ability drain at the same rate that it reduces ability damage - 1 point plus 1 additional point for every point of essentia invested.
Vitality Belt: While wearing your vitality belt, you gain a +4 morale bonus on Constitution checks and Constitution-based skill checks (But not on Fort saves). Essentia: For every point of essentia invested, you gain bonus hit points equal to your meld-shaper level. These are not temporary hit points and are not depleted first as are temporary hit points. You can render yourself staggered, unconscious, or even dead by changing the quantity of essentia invested in this soulmeld. Chakra Bind: You are immune to constitution damage and constitution drain.
Heart: LifeBond Vestments: By laying your hands upon a living creature (standard action) you can heal a chosen amount of damage in a touched creature, up to a maximum of 1 ht point per meldshaper level. At the same time you take damage equal to 1/2 the amount healed (round fractions up). You may not use this ability on any creature more than once per hour. Essentia: Every point of essentia you invest in your lifebond vestments adds 5 hit points to the limit of healing you can ebstow when using the vestments. Chakra Bind: You can bestow healing at will on any given creature.
SpellWard Shirt: While worn, the spellward shirt grants SR 5. Essentia: Every point of essentia invested increases the SR granted by 4. Chakra Bind: When you shape this soulmeld, choose 4 spells of 6th level or lower. You gain complete immunity to the effects of theses spells, as if you were under the effect of a spell immunity spell.
StrongHeart Vest: Any time you would take ability damage, the amount of the damage is reduced by 1 point, to a minimum of 0. Essentia: Every point of essentia invested further reduces ability damage by an additional point. Chakra Bind: You gain immunity to energy drain attacks and death effects.
Soul: Fellmist Robe: Your fellmist robe provides you with minor concealment (10% miss chance) against any attacker more than 5 feet from you. YOu do not suffer the same drawback. A strong wind (21 mph or greater) disperses the fellmist robe, though it reforms 1 round after the wind stops. Essentia: Every point of essentia invested in your fellmist robe improves the concealment by 5% (up to a max of 50%) Chakra Bind: Your fellmist robe provides concealment against even adjacent attackers, it resists winds up to 50 mph.
Incarnate Avatar: Your incarnate avatar resembles a marut, a powerful humanoid form with golden armor over an onyx body. Unlike other soulmelds, the incarnate avatar provides no benefit without the investment of essentia. Essentia: You gain a +1 insight bonus to melee attack rolls for every point of essentia that you invest in this soulmeld. Chakra Bind: You gain immunity to daze, paralysis, petrification, and stun, as well as to any magical effect that would slow you.
Keeneye Lenses: While you have keeneye lenses shaped, you gain a +4 insight bonus on spot checks. Essentia: Every point of essentia invested inceases the bonus by 2. Chakra Bind: You see all things as they truly are, as if you were constantly under the effect of a true seeing spell.
Planar Chasuble: When wearing the chasuble, your are considered a native on any plane with the lawful alignment trait(And gain the extraplanar subtype while on the material plane). You also gain resistance to fire 10. Essentia: Every point of essentia invested increases the resistance by 5. Chakra Bind: Once per week you can open a gate, as the spell, to any plane with the Lawful trait. Each gate you open costs 1000 XP if you use the "calling creatures" function.
|
|