Powers: Incarnum Abilities
Here's a new batch of abilities. All these ones are based on
incarnum feats, but most of them can be taken by non-meldshapers, if they have ER (Incarnum). You may notice that the limitation value of the power modifier is different in some places. When it is Meldshaping, -25%, the character must possess a -15-point moral code, just like a normal meldshaper. But, unlike soulmelds, these abilities do not interfere with magic items. When it is Incarnum, -10%, the character is not limited by the moral code, and just needs to have a pool of essentia and has his incarnum powers vulnerable to anti-powers.
Azure Toughness [9]
The meldshaper can use incarnum to
boost his physical vigor. When the character is injured enough to get a shock
penalty, he may spend 1 point of essentia to ignore these shock penalties.
Statistics: High
Pain Threshold (Costs 1 ER, -5%; Incarnum, -10%) [9].
Azure Turning [22]
The meldshaper can blast undead with
incarnum-purified positive energy. When this ability is used (a Ready maneuver
that costs 1 point of essentia), every undead being within four yards
immediately takes 1d crushing damage, regardless of DR, insubstantiality, etc. This
damage does not cause knockback.
Statistics: Crushing
Attack 1d (Accessibility, Undead Only, -50%; Affects Insubstantial, +20%; Area Effect,
4 yards, +100%; Cosmic, Irresistible Attack, +300%; Costs 1 ER, -5%; Emanation,
-20%; Incarnum, -10%; No Knockback, -10%) [22].
Cerulean Fortitude [9]
The meldshaper can use incarnum to
boost his ability to resist effect that would adversely affect his health. When
exposed to a metabolic hazard, the character may spend 1 point of essentia to
get a +3 to his HT roll to resist.
Statistics: Resistant
to Metabolic Hazards (+3) (Costs 1 ER, -5%; Incarnum, -10%) [9].
Cerulean Reflexes [13]
The meldshaper can use incarnum to
boost his ability to avoid harm. When a character with this ability dodges an
attack, he may spend 1 point of essentia to gain a +1 bonus to Dodge.
Statistics: Enhanced
Dodge 1 (Costs 1 ER, -5%; Incarnum, -10%) [13].
Cerulean Will [4]
The meldshaper can use incarnum to
boost his willpower. A meldshaper with this ability can spend 1 point of essentia to grant himself a +1 bonus to Will for
1 minute.
Statistics: Will+1
(Costs 1 ER, -5%; Incarnum, -10%) [4].
Cobalt Power [13]
By channeling the soul energy of
brutal warriors of the past, present, and future, the meldshaper becomes more
capable of overcoming his enemies through sheer strength. A meldshaper with
this ability may spend 1 point of essentia to grant himself a +2 bonus to ST
for 1 minute. This does not increase HP.
Statistics: ST+2
(Costs 1 ER, -5%; Doesn’t increase HP, -20%; Incarnum, -10%) [13].
Detect Opposition [10]
You have the ability to detect the
presence of creatures whose alignment is opposite your own. After using, the GM
rolls against your Per, with a penalty based on the distance to the nearest creature,
object, or aura or an opposite alignment. As a rule, creatures with the
alignment subtypes (outsiders, for example), priests, and magic items and
effects created by such creatures have an alignment aura. This ability takes
standard range penalties. If successful, you know the exact distance and
direction to the alignment aura, and may make a follow-up IQ roll (at no
penalty) to learn basic details about it (e.g., “it’s a demon” or “it’s an evil
incarnate”).
You may, at the time of casting,
limit the spell to a specific type of entity, or exclude a given type or any
known alignment auras.
Statistics:
Detect Opposite Alignment (Costs 1 ER, -5%; Incarnum, -25%; Precise, +100%;
Selective Effect, +20%) [10].
Incarnum Radiance [35 points for level 1 + 5 points/additional level]
The meldshaper can tap into his
incarnum-fused soul to activate a visible radiant aura of power. The meldshaper
must take a Concentrate maneuver, spend 1 point of essentia, and make a Will
roll to bring up the aura. If he fails, he may try again on later turns, but
each successive attempt costs 1 additional point of essentia. If successful, then
the aura is active for the next minute.
The meldshaper may roll Will (as a
free action) when someone he wants to bless enters his area of effect. Success
means that person is blessed; note the margin of success. On a failure, he may
continue to roll once per second (again, as a free action) with no penalty or
cost, until successful in blessing that subject. Those blessed stay that way
until they leave the area or the aura ends, in which case the effects of the
aura linger for seconds equal to the user’s original margin of success for that
person.
The meldshaper must make a new Will
roll each minute to keep his aura up. If he fails, the aura drops; on any
subsequent turn, he may pay 1 point of essentia, take a Concentrate maneuver,
and make a Will roll to bring it back up. He may also turn it off voluntarily
at the beginning of his turn (as a free action); if so, there is no essentia cost
to switch it back on.
The aura covers a two-yard radius
around the user. Each additional level doubles
that radius, cumulatively. The effect of the aura depends on the meldshaper’s
moral code.
Good: The
meldshaper’s body shines with silvery light. The aura grants a +1 bonus to HT
to all affected creatures.
Evil: An
ash-gray aura surrounds the meldshaper. The aura grants a +1 bonus to ST to all
affected creatures.
Law: The
meldshaper’s glows with a blood-red corona. The aura grants a +2 bonus to Will
to all affected creatures.
Chaos: A
faint green nimbus surrounds the meldshaper’s body. The aura grants a +2 bonus
to Basic Move to all affected creatures.
Statistics: Affliction
1 (HT; Advantage, Increased Attributes, +100%; Area Effect, 2 yards, +50%;
Aura, +80%; Costs 1 ER, -5%; Incarnum, -25%; Malediction 1, +100%; Melee
Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the
area, -30%; Requires Will Roll, -5%; Selective Area, +20%; Takes Extra Time 1,
-10%) [35]. Each additional level adds more Area Effect, +50% [+5].
Necrocarnum Acolyte [1]
You have experienced the power of necrocarnum,
a dark and twisted form of incarnum. The power gained from this source can be
great, but many decry its origins as evil. A meldshaper with this perk can
shape the necrocarnum soulmelds regardless of his moral code.
Statistics: Necrocarnum
Acolyte [1].
Sapphire Sprint [9]
The meldshaper can use incarnum to
boost his speed. A meldshaper with this ability can take a Concentrate maneuver
and spend 1 point of essentia to grant himself a +2 bonus to Basic Move for 1
minute.
Statistics: Basic
Move+2 (Costs 1 ER, -5%; Incarnum, -10%) [9].
Smite Opposition [7]
You can channel the power of your
incarnum-fueled convictions to attempt to smite a foe with a melee attack. This
works only against beings of opposed moral alignment. You pay 1 point of
essentia, and if the attack is successful, then it deals additional 2d points
of crushing damage.
Statistics:
Crushing Attack 2d (Accessibility, Only against beings of opposed alignment, -50%;
Costs 1 ER, -5%; Follow-Up, Any melee weapon, +50%; Incarnum, -25%) [7].
Soulsight [62]
You have the ability to detect the
presence of souls. After using, the GM rolls against your Per, with a penalty based
on the distance to the nearest soul. This ability takes standard range
penalties. If successful, you know the exact distance and direction to the soul,
and may make a follow-up IQ roll (at no penalty) to learn basic details about
it (e.g., “it’s a soul of a living human” or “it’s a soul of a man that died of
old age”).
You may, at the time of casting,
limit the spell to a specific type of soul, or exclude a given type or any
known souls.
Statistics:
Detect Soul (Costs 1 ER, -5%; Incarnum, -10%; Precise, +100%; Selective Effect,
+20%) [62].
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