A rewrite of the MoI class.
Alignment: Any lawful.
Base Attack Bonus: +5.
Essentia Pool: 1.
Table: The Spinemeld Warrior Hit Die: d10
Attack Fort Ref Will Chakra
Level Bonus Save Save Save Special Soulmelds Essentia Binds
1 +1 +2 +0 +0 Shape Spinemeld, Twin Spine Fighting 1 0 0
2 +2 +3 +0 +0 Chakra Binds (hands, feet), Noble Familiarity 2 1 1
3 +3 +3 +1 +1 Shape Spinemeld (+1 capacity), Spine Fighter (+1 size) 2 2 1
4 +4 +4 +1 +1 Spine Pounce 3 3 1
5 +5 +4 +1 +1 Shape Spinemeld (totem chakra) 3 4 1
6 +6 +5 +2 +2 Twin Spine Fighting (improved) 3 5 2
7 +7 +5 +2 +2 Chakra Binds (arms, shoulders), Spine Fighter (+2 size) 3 6 2
8 +8 +6 +2 +2 Shape Spinemeld (double bind) 4 7 2
9 +9 +6 +3 +3 Shape Spinemeld (+2 capacity) 4 8 2
10 +10 +7 +3 +3 Shape Spinemeld (unsuppressable), Twin Spine Fighting (greater) 4 10 3
(2 + Int modifier per level): Climb, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (the planes), Profession, Ride, Swim
Weapon and Armor Proficiency: You gain no new proficiencies with any weapons or armor.
Meldshaping: You have the ability to shape a small number of soulmelds. The number of soulmelds you can shape each day, the number of chakra binds you can make each day, and the size of your essentia pool (in addition to any essentia pool you may have from other sources) are indicated on Table: The Spinemeld Warrior. You select your soulmelds from the Soulborn class list. Your meldshaper level for these soulmelds is equal to your Base Attack Bonus or your Spinemeld Warrior level, whichever is higher, and their save DCs (if applicable) are equal to 10 + invested essentia + your Con modifier. This ability otherwise follows the normal rules for meldshaping.
Shape Spinemeld (Ex): As a Spinemeld Warrior, you learn to better shape incarnum to suit your fighting style. You add the Spinemeld soulmeld to your soulmeld lists for all classes.
Starting at 3rd level, the essentia capacity of your Spinemeld increases by 1. At 9th level, its capacity improves to 2 above normal instead. This stacks with other effects that would modify the essentia capacity of your soulmelds.
At 5th level, you gain access to the Totem chakra bind, but only for the purpose of binding your Spinemeld.
At 8th level, you can bind your Spinemeld to one more chakra at a time than normal. This stacks with other effects that would modify the number of chakra binds you can make at once with your Spinemeld.
At 10th level, you Spinemeld can never be forcibly suppressed or unshaped unless you wish it to be. It even functions in an anti-magic field or a dead magic zone. You may treat your Spinemeld as an extraordinary ability instead of a soulmeld where beneficial.
Twin Spine Fighting (Ex): You can use the spines on both your arms when attacking, instead of just one (if you have more than two arms, this still only gives you one additional spine attack). Treat this as another natural weapon paired with your original spine. If you would use either of them as a primary natural weapon, you may use both of them as primary natural weapons (assuming you can use them at all). Additionally, you gain Two-Weapon Fighting as a bonus feat. If you don't qualify for it, the feat only applies when you use your spines as your only off-hand weapons (such as through Spinemeld's effects).
At 6th level, you gain Improved Two-Weapon Fighting as a bonus feat. If you don't qualify for it, it only applies when you use your spines as your only off-hand weapons. In addition, the penalties you suffer on your attack rolls with spine attacks for fighting with multiple weapons are reduced by 1, to a minimum penalty of -0.
At 10th level, you gain Greater Two-Weapon Fighting as a bonus feat. If you don't qualify for it, it only applies when you use your spines as your only off-hand weapons. In addition, the penalties you suffer on your attack rolls with spine attacks for fighting with multiple weapons are reduced by 2 instead of 1, to a minimum penalty of -0.
Chakra Binds: Starting at 2nd level, you gain can bind soulmelds to your hands and feet chakras. At 7th level, you also learn to bind soulmelds to your arms and shoulders chakras.
Noble Familiarity: Beginning at 2nd level, you gain a competence bonus on all Knowledge (nobility and royalty) checks equal to half your Spinemeld Warrior level. In addition, your noble connections let find the name of a seller for just about any piece of equipment or magical item with a Gather Information check (DC 15 + the item's caster level, if any). You gain a competence bonus on this check equal to your Spinemeld Warrior level.
Spine Fighter (Ex): Starting at 3rd level, you deal damage with your spines as if you were one size category larger (1d8 damage). This improves to two size categories larger at 7th level (2d6 damage).
Spine Pounce (Ex): Starting at 4th level, whenever you perform a charge, you may make a full-attack using only your spines in place of the single attack normally granted at the end of a charge. This otherwise functions as and counts as the Pounce ability.
Chakra: Arms, Feet, Hands, or Shoulders (totem)
Saving Throw: See text
While Spinemeld is shaped, you can make additional attacks with the spines on your arms for having a high Base Attack Bonus or for fighting with multiple weapons as though your spines were light manufactured weapons instead of natural weapons. When you use your spines as manufactured weapons in this way, you suffer the normal penalties on attack rolls with them for fighting with multiple weapons as though they were manufactured weapons instead of natural weapons. They are still considered natural weapons for all other purposes. This benefit does not apply to other spines you may possess, such as the spines on your legs or torso that this soulmeld's chakra binds can grant you.
Spinemeld has no effect if you do not possess a spine natural weapon. Unlike other soulmelds, the ability to shape Spinemeld cannot be gained except through the Shape Spinemeld ability.
Essentia: Your spines gain an enhancement bonus on attack and damage rolls equal to the amount of essentia invested.
Chakra Bind (Arms)
Your spines are covered in barbed incarnum sheaths. Whenever you hit an opponent with any of your spine attacks, you can cause the sheath to fall off and become lodged in your opponent's flesh if he or she fails a Reflex save. You can do this no more than once per round with each spine weapon you possess. Lodged spines impose a -1 penalty on attack rolls, saves, and checks per spine. A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d6 points of damage. When removed, the incarnum spine dissipates, but it otherwise remains indefinitely (even if this soulmeld is unshaped).
Chakra Bind (Feet)
You can use the spines on your legs to attack with when you pounce or grapple your foes, in addition to the ones on your arms. You gain two rake attacks dealing damage as appropriate for your spines. These rake attacks count as spines when used, but otherwise follow the normal rules of rake attacks.
Chakra Bind (Hands)
Your spines bypass damage reduction as though they were all materials.
Chakra Bind (Shoulders)
Incarnum copies of your spines spread from your back across your torso. You gain a +2 natural armor bonus to your Armor Class, or your existing natural armor bonus increases by 2 if you already possess one. Whenever an opponent hits you with an unarmed attack or a natural weapon, it suffers damage as though you hit it with a spine attack. This damage also applies to each opponent involved in a grapple with you at the beginning of your turn.
Chakra Bind (Totem)
You gain the ability to rend with your spines. Whenever you hit an opponent with spine attacks from at least two spine weapons in the same round, you tear the opponent's flesh and deal an additional 2d6 points of damage plus one and one-half times your Strength bonus.
« Last Edit: August 12, 2011, 03:20:32 PM by Garryl »