The Soulborn CS.   Posted by The Professor.Group: 0
The Professor
 GM, 57 posts
Mon 9 Sep 2019
at 22:18
The Soulborn CS
CS
The Soulborn
 player, 21 posts
Mon 16 Dec 2019
at 06:54
The Soulborn CS
If we find someone that play a healer, this can be my sheet

Character song: Minotaur
https://www.youtube.com/watch?v=PE8ForjFWBY


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 PC Name : Moooorray Hornwearer
 Race : Magic Blooded Krynn Minotaur
 Class : Soulborn 20
 Level : 20
 Align : Lawful Evil
 Size : Medium considered large thanks to Hulking Brute
 Gender : Male
 Height : 8ft
 Weight : 370 lbs
 Age : 28
 Hair : Black
 Eyes : Red
 Speed : 25ft
 HP : 264/264
 XP : 190000/210000
 Next Level : 21
 SHEET UPDATED :

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 ABILITIES
                                         Final
      Base  Level  Racial  Magic  Misc  Ability / Modifier
            Bonus  Bonus   Item          Score

 STR : 16     +5     +4     +6     +5      36 / +13
 DEX : 14     --     -2     +6     --      18 / +4
 CON : 14     --     --     +6     +4      24 / +7
 INT : 08     --     -2     +6     --      12 / +1
 WIS : 08     --     -2     +6     --      12 / +1
 CHA : 14     --     --     +6     --      20 / +5

 --------------------------------------------------------------------------------
 COMBAT STATISTICS

 BASE ATTACK BONUS
   MELEE         RANGED
   Total: 32     Total: 22
   Base:  20     Base:  20
   STR:   12     DEX:   +4
   Misc:  --     Misc:  -2

 ARMOR CLASS
 AC Total :            33
 AC when Flat-Footed   31
 AC vs Touch Attack    18
 Base:                 10
 Armor:                13
 Natural:              +2
 Shield:               --
 Dexterity:            +4
 Size:                 --
 Magic:                --
 Misc.:                +4

 INITIATIVE
 Total:  +6
 DEX:    +4
 Misc.:  +2

 --------------------------------------------------------------------------------
 SAVING THROWS

             Total   Base  Ability    Misc   Magic
 Fortitude  : +24 =   12 +    7    +   0   +   5
 Reflex     : +15 =   6  +    4    +   0   +   5
 Will       : +14 =   6  +    1    +   2   +   5


 --------------------------------------------------------------------------------
 RACIAL TRAITS



Magic-Blooded Template:

Ability Adjustments: +2 Charisma, -2 Wisdom
Low Light Vision
Skills: +2 Knowledge (arcana), +2 Spellcraft, Both usable untrained.
Spell-Like abilities: Detect magic, Nystul's Magical Aura, Nystul's Undetectable aura, and read magic 1/day (CL=Character Level)
Favored Class: Sorcerer

Krynn Minotaur
+4 strength, -2 dexterity, -2 intelligence, -2 charisma
Medium size
Base land speed 30 feet
Natural armor +2
Gore attack for 1d6 + str modifier. If charging, 2d6 plus 1.5x str
+2 to intimidate, Swim, and Use Rope checks
Able to take Scent as a feat
Automatic languages: Common and Kothian. Bonus languages: Kalinese, Nordmaarian, Ogre, and Saifhum
Favored class: Fighter

 ---------------------------------------------------------------------------------
 TRAITS

Relentless
You don't know the meaning of the word "tired." You go all out until you simply can't continue.
Benefit: You gain a +2 bonus on Constitution checks and similar checks made to continue tiring activities (see the Endurance feat for all the checks and saves to which this benefit applies).
Drawback: Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted.
Characters with this trait may see others as soft or weak, especially anyone who complains about being tired or fatigued. They might openly scoff at others' weaknesses or might quietly encourage them to "tough it out."

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 FEATS                                      Indicate for level, class, race, etc.

Flaw: Shaky
-2 to Ranged Attacks

By Flaw: Exotic Weapon Proficiency [General] (Meteor Hammer)
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
You make attack rolls with the weapon normally.

1st level: Hulking Brute [General]
Whenever you receive a modifier based on your size on an opposed roll (such as during grapple and bull rush attempts), you are treated as a creature of Large size if that's advantageous to you. You are also considered to be Large when determining whether a monster's special attacks based on size (such as improved grab or swallow whole) affect you.

3rd level: Power Attack [General]
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Power Attack as one of his fighter bonus feats (see page 38).

Soulborn 3: Sapphire Smite [Incarnum]
At the beginning of the day, you can invest essentia into this feat. You gain additional uses of your smite ability for the day equal to the invested essentia. In addition, you gain a +1 bonus on damage dealt by your smite for every point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.


6th level: Strength of Conviction [General]
Each day, you can sacrifice one use of smite good or smite evil to smite a single target regardless of alignment. You gain no additional bonus on the attack roll, but if you hit the target, you deal a number of extra points of damage equal to your level.


Soulborn 7: Cerulean Will [Incarnum]
Once per day, you can invest essentia into this feat. You gain an insight bonus on Will saves equal to the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.


9th level: Awesome Smite [Tactical]
This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -l). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
Demolishing Smite: Your smite attack punches through your enemy's defenses. For the purpose of this single attack, you can ignore a number of points of damage reduction (except DR/-- or DR/epic) up to twice your Charisma bonus (if any). For instance, if your Charisma is 17 (+3 bonus), you ignore 6 points of your target's damage reduction when making a demolishing smite.
Overwhelming Smite: Your smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a trip attack. Make a Strength check opposed by the defender's Strength or Dexterity, with all the normal trip modifiers (PH 158). A foe that resists is not entitled to make a trip attempt against you in return. You can attempt an overwhelming smite only once per round.
Seeking Smite: Your smite attack is uncannily guided to its target. For the purpose of this single attack, you ignore any miss chance your foe might have, though your weapon must still be able to strike the target. Thus, while this maneuver allows you to strike an incorporeal creature unerringly with a magic sword, it does not allow you to strike it with a nonmagical weapon.

Soulborn 11: Cobalt Power [Incarnum]
Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls or ability checks made to succeed on a bull rush, overrun, or sunder attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia on damage rolls made when using Power Attack (up to a maximum value equal to the penalty accepted on the attack roll). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

12th level: Shape Soulmeld [General] (Incarnate Avatar)
When this feat is selected, choose a soulmeld from any class's soulmeld list. You can shape that soulmeld using the normal meldshaping rules . Once chosen, the soulmeld granted by this feat can never be changed. Your meldshaper level for this soulmeld is equal to one-half your character level.
If you have essentia, you can invest essentia in the soulmeld as normal. See Table 2-1: Essentia Capacity on page 19, Magic of Incarnum to determine the soulmeld's essentia capacity. If you have the ability to bind a soulmeld to a chakra, you can bind this soulmeld to any chakra available to you (as long as the soulmeld can be bound to that chakra).
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new soulmeld.

15th level: Bonus Essentia [General]
You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia

18th level: Martial Study [General] (Setting Sun - Mighty Throw)
When you gain this feat, you must choose a discipline of martial maneuvers, such as Desert wind. The key skill for the chosen discipline becomes a class skill for all of your classes (current and future).
Select any maneuver from the chosen discipline for which you meet the prerequisite. If you have martial adept levels, this maneuver becomes one of your maneuvers known. If you do not have martial adept levels, you can use this maneuver once per encounter as a martial adept with an initiator level equal to 1/2 your character level. If you do not have martial adept levels when you take this feat, and you later gain a level in a class that grants maneuvers known, these new maneuvers can only be used once per encounter and have no recovery method. If you later gain levels in a martial adept class (crusader, swordsage, or warblade), you use the recovery method for maneuvers learned a a result of those class levels, but your previous maneuvers (gained through this feat or through prestige class levels) do not gain a recovery method.
A maneuver learned through this feat cannot be exchanged for a different maneuver if you are a crusader, swordsage, or warblade. Once you choose a maneuver with this feat, you cannot change it.


By Otyough Hole: Iron Will [General]
You get a +2 bonus on all Will saving throws.


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 CLASS ABILITIES                                  Indicate current abilities only

Weapon and Armor Proficiency: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).

Aura (Ex): As a soulborn, you have a particularly powerful aura corresponding to your alignment (see the detect evil spell for details).

Smite Opposition (Su) 5/day: Once per day you can channel the power of your incarnum-fueled convictions to attempt to smite a foe with a melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per soulborn level. These bonuses apply only against creatures whose alignment opposes at least one component of yours - a lawful good soulborn smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good soulborn smites lawful and evil foes. If you accidentally smite a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that day.
At 5th level and every five levels thereafter, you can smite opposition one additional time per day to a maximum of five times per day at 20th level.

Incarnum Defense (Su): Your incarnum-fused soul dramatically affects your body and mind. At 2nd level, this manifests as a visible change in your appearance, as well as a particular immunity. The appearance and effects of this fusion depend on your alignment:
Lawful Evil: Your pupils display an unholy red hue. You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead).

Bonus Feat: At 3rd, 7th, and 11th levels, you gain a bonus incarnum feat for which you meet the prerequisites.

Meldshaping: Beginning at 4th level, a soulborn gains a limited ability to shape soulmelds, which are drawn from the soulborn soulmeld list. You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below).
The Difficulty Class for a saving throw against a soulborn soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to one-half your soulborn level.
At 6th level, you 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 Table: The Soulborn. Your character level, as noted on Table: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see Essentia).
A soulborn does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds).

Aligned Soulmelds: You cannot shape soulmelds with an alignment descriptor that does not match your own. For example, if you are a chaotic good soulborn, you cannot shape soulmelds with the lawful or evil descriptors.

Chakra Binds: Beginning at 8th 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 (see Chakras), 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 (see the Chakra Binds column on Table: The Soulborn). At 8th level, you can bind soulmelds to your crown, feet, or hands chakras. At 14th level, you can bind soulmelds to your arms, brow, and shoulders chakras. At 18th level, you can bind soulmelds to your throat or waist chakras. You never gain the ability to bind a soulmeld to your heart or soul chakras.

Share Incarnum Defense (Su) 3/day: Starting at 9th level, once per day you can share your incarnum defense ability with a single ally, providing that character with the same immunity that you enjoy. This requires you to touch the ally to be affected (a standard action). No component of the ally's alignment may be opposed to yours; for example, a lawful good soulborn can affect creatures of lawful good, neutral good, lawful neutral, or neutral alignment, but cannot share the incarnum defense with a chaotic or evil ally. The effect lasts for a number of rounds equal to 3 + your Charisma modifier.
You can use this ability one additional time per day for every four levels gained above 9th (2/day at 13th level and 3/day at 17th). You can never use this ability on more than one ally at a time; sharing your incarnum defense with a second ally automatically ends the effect on the first.

Timeless Body (Ex): Upon attaining 19th level, the presence of incarnum within your body becomes so prevalent that your aging process changes dramatically. You no longer take penalties to your ability scores and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, penalties continue to apply, and you still die of old age when your time is up.

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 PRESTIGE CLASS ABILITIES




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 LANGUAGES

 Common
 Kothian

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 SKILLS                      Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
 Sill Point Total:           is the number of ranks attained in the skill, Abl
 Max Class ranks:            is the related Ability Modifier, and Msc is for any
 Max Cross-Class ranks:      miscellaneous bonus from feats, race, synergy, etc.

                                                         Related
       Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
       +1  =  0  +1  +0   |  Appraise                    (INT)       Yes
       +1  =  0  +4  -3!  |  Balance                     (DEX)       Yes
       +5  =  0  +5  +0   |  Bluff                       (CHA)       Yes
       +10 =  0  +13 -3!  |  Climb                       (STR)       Yes
       +13 =  6  +7  +0   |  Concentration               (CON)       Yes
       +1  =  0  +1  +0   |  *Craft:                     (INT)       Yes
       +?  =  0  +1  +0   |  Decipher Script             (INT)       No
       +5  =  0  +5  +0   |  Diplomacy                   (CHA)       Yes
       +?  =  0  +1  +0   |  Disable Device              (INT)       No
       +5  =  0  +5  +0   |  Disguise                    (CHA)       Yes
       +1  =  0  +4  -3!  |  Escape Artist               (DEX)       Yes
       +1  =  0  +1  +0   |  Forgery                     (INT)       Yes
       +5  =  0  +5  +0   |  Gather Information          (CHA)       Yes
       +?  =  0  +5  +0   |  Handle Animal               (CHA)       No
       +1  =  0  +1  +0   |  Heal                        (WIS)       Yes
       +1  =  0  +4  -3!  |  Hide                        (DEX)       Yes
       +7  =  0  +5  +2   |  Intimidate                  (CHA)       Yes
       +15 =  0  +13 +2!  |  Jump                        (STR)       Yes
       +9  =  6  +1  +2   |  *Knowledge: Arcana          (INT)       No
       +7  =  6  +1  +0   |  *Knowledge: The Planes      (INT)       No
       +1  =  0  +1  +0   |  Listen                      (WIS)       Yes
       +1  =  0  +4  -3!  |  Move Silently               (DEX)       Yes
       +?  =  0  +4  +0   |  Open Lock                   (DEX)       No
       +5  =  0  +5  +0   |  *Perform:                   (CHA)       Yes
       +?  =  0  +1  +0   |  *Profession:                (WIS)       No
       +4  =  0  +4  +0   |  Ride                        (DEX)       Yes
       +1  =  0  +1  +0   |  Search                      (INT)       Yes
       +1  =  0  +1  +0   |  Sense Motive                (WIS)       Yes
       +?  =  0  +4  -3!  |  Sleight of Hand             (DEX)       No
       +9  =  6  +1  +2   |  Spellcraft                  (INT)       No
       +1  =  0  +1  +5   |  Spot                        (WIS)       Yes
       +2  =  0  +1  +0   |  Survival                    (WIS)       Yes
       +6  =  0  +13 -4!  |  Swim                        (STR)       Yes
       +?  =  0  +4  -3!  |  Tumble                      (DEX)       No
       +?  =  0  +5  +0   |  Use Magic Device            (CHA)       No
       +5  =  0  +4  +2   |  Use Rope                    (DEX)       Yes

 ! = Armor Check Penalty applies (double for Swim)
 * = Requires specialization

 --------------------------------------------------------------------------------
 WEAPONS                 ATT is your final attack modifier when using the weapon.
                         Monks should also list bare-handed attacks here.

 NAME : Large Meteor Hammer +5 Sweeping Binding Reflex
 ATT  : Base 20+13 Str+ 5 Enhancement +4 Incarnate Avatar= +42
 DMG  : 1d6+13 STR+5 Enhancement+ 8 Incarnate AVatar = 1d6+26
 CRIT : x2
 RNG  : 30ft
 WGHT : 8 lbs
 TYPE : Bludgeoning
 SIZE : Large
 COST : 134303

 NAME : Gore attack
 ATT  : Base 20 +13 Str +4 Incarnate Avatar= +37
 DMG  : 1d6 +13 STR +8 Incarnate AVatar = 1d6+21
 CRIT : x2
 RNG  :
 WGHT :
 TYPE : Piercing
 SIZE : Medium
 COST :

 NAME :
 ATT  :
 DMG  :
 CRIT :
 RNG  :
 WGHT :
 TYPE :
 SIZE :
 COST :


 GRAPPLE BONUS: BAB 20 + STR 13 + SIZE 4 = 37

Trip str check: Str 13 +12 Mauling Gauntlet +2 Sweeping Weapon +4 Size +2 Insight = 33

 --------------------------------------------------------------------------------
 PROTECTION

 ARMOR
 NAME : Mithral Full Plate +5 Ghost Ward, Healing
 TYPE : Medium
 AC BONUS : 13
 MAX DEX  : 3
 CHECK PENALTY : -3
 SPELL FAILURE : 25%
 SPEED: 20 ft
 WGHT : 25 lbs
 PROPERTIES: Ghost Ward, Healing
 COST: 54950


 SHIELD
 NAME :
 TYPE :
 AC BONUS :
 CHECK PENALTY :
 SPELL FAILURE :
 WGHT :
 PROPERTIES:
 COST:

 --------------------------------------------------------------------------------
 EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                    Don't forget to add weapon, armor, magic items, and treasure
                    weights to total weight carried.

 Item				#	Cost	Weight	Location	Notes

Manual of Strenght +5		1	137500
Manual of Bodily Health +4	1	110000
Otyough Hole			1	3000

Belt of Magnificence +6		1	200000	


Large Meteor Ball +5 Sweeping
Binding Reflex			1	128306	8 lb	Held
Great Crystal of Life Drinking	1	6000		Meteor Hammer

Mithral Full Plate +5
GhostWard Healing		1	54950	25 lb	Body
Restful Crystal			1	500		Full Plate Armor

Phoenix Cloak			1	50000	2 lb	Shoulders
Vest of Resistance +5		1	25000	1 lb	Torso
Strongarm Bracers		1	6000	1 lb	Arms	
Incarnum Focus Hands		1	15000	2 lbs	Hands	
Mask of Fury			1	12000	2 lbs	Face

Ring of Sustenance		1	2500		Finger

Slippers of the Setting Sun	1	3000	0.5	Feet		

Magic Bedroll			1	500	6 lb	Backpack


Backpack			1	2	2 lb	Back
Whetstone			1	0.02	1 lb
Flint and Steel			1	1
Masterwork Manacles		1	50	2 lb backpack
Antitoxin			2	100		Backpack
Spyglass			1	1000	1 lb	Backpack





 --------------------------------------------------------------------------------
 MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

 Item				#	Cost	Weight	Location	Notes

Manual of Strenght +5		1	137500
Manual of Bodily Health +2	1	55000
Otyough Hole			1	3000

Belt of Magnificence +6		1	200000	



Large Meteor Ball +5 Sweeping
Binding Reflex			1	128306	8 lb	Held
Greater Crystal of Life Drinking1	6000		Meteor Hammer
Mithral Full Plate +5
GhostWard Healing		1	54950	25 lb	Body
Restful Crystal			1	500		Full Plate

Phoenix Cloak			1	50000	2 lb	Shoulders
Vest of Resistance +5		1	25000	1 lb	Torso
Strongarm Bracers		1	6000	1 lb	Arms	
Incarnum Focus Hands		1	15000	2 lbs	Hands
Mask of Fury			1	12000	2 lbs	Face


Ring of Sustenance		1	2500		Finger

Slippers of the Setting Sun	1	3000	0.5	Feet

Magic Bedroll			1	500	6 lb	Backpack


 --------------------------------------------------------------------------------
 TREASURE                                                      List where carried

 PP:
 GP: 1090
 SP: 9
 CP: 8

 MISC.:

 GEMS:

 --------------------------------------------------------------------------------
 INCARNUM                                 If this is not a spell-casting PC feel
                                          free to cut this section out.  If this
                                          PC casts both arcane and devine spells,
                                          cut and paste tables as needed.

ESSENTIA
Base Essentia: 10
Cobalt Expertise: 1
Azure Toughness: 1
Cerulean Will: 1
Bonus Essentia: 2

Total: 15 Essentia




Crown: CRYSTAL HELM (Bind, Essentia 4)
Descriptors: Force
Classes: Incarnate, soulborn
Chakra: Crown
Saving Throw: None
You shape incarnum into a light helm that surrounds your head and anything you might be wearing on it, including another helm. The substance of this helm is transparent crystal with a faceted appearance. As it rests over your head, you can almost feel a barrier erected behind your eyes, barring the way to those who would intrude into your mind.
Crystal in its many forms is frequently associated with mental powers, hence its widespread use by characters with psionic powers. With this soulmeld, you shape incarnum into a crystalline form to draw on its protective qualities. The soulmeld provides protection against mental effects, granting you a +2 resistance bonus on Will saving throws against charm and compulsion.
Essentia: You can increase the protective properties granted by a crystal helm by investing essentia in the soulmeld. You gain a deflection bonus to your Armor Class equal to the number of points of essentia that you invest in the crystal helm.
Chakra Bind (Crown)
Your crystal helm settles snugly around your head, and tendrils of cold power work their way through your body. If you close your eyes, you can almost see your own hands glowing like a mystic crystal suffused with unearthly radiance. Like the invisible power of magical force, your attacks slice through the boundaries between worlds.
Your melee attacks gain the force descriptor, making them useful against incorporeal foes.

THROAT

SHOULDER


HANDS: MAULING GAUNTLETS (5 Essentia, total 12 morale bonus to STR checks)
Descriptors: None
Classes: Soulborn
Chakra: Arms or hands
Saving Throw: None
Incarnum forms gauntlets that surround your hands (including any gloves or gauntlets you already wear) and extend up your arms to your elbows. The metal gleams a burnished blue. Spikes and blades jut out in various places from these gauntlets, each one whispering an ancient battle cry in your mind.
Mauling gauntlets are said to channel the fierce power of warriors throughout history. While wearing mauling gauntlets, you gain a +2 morale bonus on Strength checks (but not on Strength-based skill checks), such as those to break down doors or to bull rush an opponent.
Essentia: Every point of essentia you invest in your mauling gauntlets increases the morale bonus by 2.
Chakra Bind (Hands)
Rather than actual gauntlets, this soulmeld transforms your hands into hard blue metal. Whenever you bend your fingers, echoes of the battlefield fl it through your mind, until they form a constant undertone of war chants and battle cries inspiring you to greater accomplishments in battle.
You gain a morale bonus on unarmed strike damage equal to the morale bonus on Strength checks granted by the mauling gauntlets. You also gain the benefit of the Improved Unarmed Strike feat.


WAIST: STRONGHEART VEST (2 Essentia)
Descriptors: None
Classes: Incarnate, soulborn
Chakra: Heart or waist
Saving Throw: None
A heavy web belt of cyan energy wraps around your torso. When you wear it, you feel energized and revitalized. When you are struck by an attack that would damage your ability scores, a wave of incarnum energy passes through you, blunting the effectiveness of the attack.
The strongheart vest protects you from attacks that would reduce your ability scores. Any time you would take ability damage, such as Constitution damage or Strength damage, the amount of the damage is reduced by 1 point, to a minimum of 0.
For example, if you fail a saving throw against the poison of a monstrous centipede and would normally take 2 points of Dexterity damage from its poison, you take 1 point instead.
Ten rounds later, if you fail a second saving throw against the poison and would normally take 1 point of Dexterity damage, you take no Dexterity damage instead.
Essentia: Every point of essentia you invest in your strongheart vest further reduces ability damage by an additional point. For example, if you have 3 points of essentia invested in this soulmeld, you will subtract 4 points from any ability damage dealt to you.
Chakra Bind (Waist)
The energy of the vest extends down into your legs, becoming more solid as it spreads.
Your strongheart vest also reduces ability drain, such as that from a lamia or wraith. 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—each time you would take ability drain.


FEET: THUNDERSTEP BOOTS (0 Essentia, +1d4 sonic damage when charging)
Descriptors: Sonic
Classes: Soulborn
Chakra: Feet
Saving Throw: See text
You shape incarnum into a pair of heavy boots that fit over your feet and any other boots you might wear. Cobalt steel forms rings around your calves and reinforces the toes of the boots.
When you charge, your thunderstep boots channel sonic energy into your attack. If you hit with a melee attack at the end of a charge, the target takes an additional 1d4 points of sonic damage.
Essentia: Every point of essentia you invest in your thunderstep boots increases the damage dealt by 1d4 points.
Chakra Bind (Feet)
Your thunderstep boots bind themselves to your feet. Any creature taking damage from your thunderstep boots is also stunned for 1 round. A successful Fortitude save negates this effect.


INCARNATE AVATAR (4 Essentia, +4 Insight Bonus to Attack Rolls, +8 Insight Bonus to Damage Rolls)
Descriptors: Chaotic, evil, good, or lawful
Classes: Incarnate
Chakra: Soul
Saving Throw: None

Incarnates channel soul energy that conforms to the ideals of their alignment, so in some ways this soulmeld exemplifi es the nature of the incarnate class. The incarnum used to shape an incarnate avatar comes from the outer-planar embodiments of the incarnate’s alignment and takes their form. In shaping this meld, incarnates hope to transcend their own mortal frames and attain the perfect embodiment of their alignment ideals represented by the avatar.
The appearance of your incarnate avatar depends on your alignment.
Chaos: Your incarnate avatar resembles a blue slaad. The slaad form is hulking and brutish, with enormous claws and a toothy maw.
Evil: Your incarnate avatar has the form of a nycaloth: a four-armed, gargoylelike humanoid with green skin and (nonfunctional) batlike wings.
Good: Your incarnate avatar takes the form of an astral deva, with pearl-white skin and (nonfunctional) whitefeathered wings.
Law: 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 benefi t without the investment of essentia.
Incarnate avatar is treated as a chaotic, evil, good, or lawful effect, based on your alignment.
Essentia: Investing essentia in your incarnate avatar gives you a specifi c benefi t depending on your alignment.
Chaos: You gain a +1 insight bonus on ranged attack rolls for every point of essentia that you invest in this soulmeld.
Evil: You gain a +2 insight bonus on melee damage rolls for every point of essentia that you invest in this soulmeld.
Good: You gain a +1 insight bonus to your Armor Class for every point of essentia that you invest in this soulmeld.
Law: You gain a +1 insight bonus on melee attack rolls for every point of essentia that you invest in this soulmeld.

Chakra Bind (Soul)
You gain an ability based on your alignment.
Chaos: You gain an enhancement bonus of +30 feet to your base land speed.
Evil: You can fly at a speed of 30 feet (good maneuverability).
Good: You can fly at a speed of 30 feet (good maneuverability).
Law: You gain immunity to daze, paralysis, petrification, and stun, as well as to any magical effect that would slow you.


Slippers of the Setting Sun (Item bound to Feet Chakra, +2 insight to Initiative)

Strongarm Bracers (Item bound to Feet Chakra, +2 insight to Strength checks)


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MANEUVERS AND STANCES

1/Encounter each

By Martial Study feat:
Mighty Throw
Setting Sun (Strike)
Level: Swordsage 1,
Casting Time: Standard Action
Range: Touch
Target: Creature touched

You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check.
If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares.


By Slippers of the Setting Sun:
Devastating Throw
Setting Sun (Strike)
Level: Swordsage 3 (One Setting Sun maneuver),
Casting Time: 1 standard action
Range: Touch
Target: Creature touched

Seizing your foe by the arm, you spin in a quick half-circle and hurl him headlong away from you.
This maneuver functions like mighty throw (page 73), except as noted here.
To set up a devastating throw, you must move at least 15 feet.
As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt against your enemy. You gain a +4 bonus on the ability check.
If you succeed in tripping your foe, you throw him up to 10 feet away from you. The target falls prone in the destination space and takes 2d6 points of damage. You choose where he lands. For every 5 points by which you win the opposed check, you gain an additional 5 feet of throw distance. For example, if you win by 10, you can place your foe in any space within 20 feet of you. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, he falls prone in his current space.