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Bind Vestige (3.5e Soulmeld)

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Author: Zhenra-Khal (talk)
Date Created: 9/30/2016
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Bind Vestige 
Descriptors: Air, Earth, Evil, Fire, Force, Water
Classes: Soulbinder Shaman
Chakra:
Saving Throw: DC 10 + 1/2 Bound creature's HD + Meldshaper's Constitution Modifier

You finish the sigil and place your hand on it, calling out the elemental's name and offering a contract. The ground begins to shake and a low rumbling sound builds, before the creature erupts from the ground where the sigil just was, looming over you. Its voice like rock against rock, if speaks - "What is our pact, mortal?"

This Soulmeld can only be shaped to the Vestige chakra; Those lacking it cannot use this soulmeld. This soulmeld lets you bind a spirit (Elemental, Fey, or Incorporeal Undead) to yourself, gaining some of its power for a time. To shape this soulmeld takes 1 minute of drawing a sigil on the ground, floor, or whatever passes for such; If it is not used within 1 minute, it becomes inert and must be drawn again. Then you place your hand on the sigil and call out to the spirit you wish to summon, which takes 1 minute of uninterrupted concentration. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal's space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it. You then make a binding check (d20 + your Soulbinder Shaman meldshaper level + your Charisma modifier) to bind the creature (DC = 10 + Creature's HD + creature's Cha mod). If you share a Type of Subtype with the target creature (For example, a Fire Genasi trying to summon a Medium Fire Elemental) you may add your Constitution modifier to the binding check as well. If you fail the binding check, you are said to have made a bad check, and are subject to the creature's Influence and must show its Sign (See below). If you succeed, you are not subject to the creature's Influence and can hide or reveal the creature's Sign as you choose. While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a —1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack. Once Bound, you cannot rid yourself of the creature for 24 hours (Unlike other soulmelds), unless you possess the Expel Vestige feat. Your Meldshaper level counts as your Effective Binder Level for the purposes of feats and prestige classes, but you cannot learn to bind other vestiges. You can bind a creature of up to your Meldshaper level; Several creatures have a minimum Meldshaper level required to Bind them, these are listed on the class's table at the levels at which they become available to summon and Bind. Each Soulmeld below is merely a subset of this soulmeld; Abilities differing based on which kinda of creature was summoned and Bound via this soulmeld.

Knowing this Soulmeld effectively gives you the Soulbinding class feature, as the Binder class feature of the same name, for the purposes of feats and prestige classes; Your Effective Binder Level is equal to your Meldshaper level. Any creature bound by this Soulmeld counts as a Vestige of a level based on the creature's HD, as shown on Table: "Spirit-Vestige Equivalence Levels" below:


While the spirit is bound, you gain:

-Bonus HP equal to (your Con Mod + 1 per point of Essentia invested) x the HD of the creature bound.

-Bonus on all saves equal to 1 + 1 per point of invested Essentia.

And additional benefits based on what sort of creature you've Bound:

Air Elemental: Air Mastery: Airborne creature suffer a -1 penalty on attack and damage rolls against the character, additional -1 per Essentia invested; Entropic Shield: Ranged attacks against the character suffer a % miss chance equal to 1% per HD of the elemental, +5% per Essentia invested.

Companion Spirit: Two Minds: You gain a bonus on Spot, Listen, Search and Sense Motive checks equal to +1, +1 per point of Essentia invested. You may also reroll one Will save each minute and choose the better result.

Earth Elemental: Granite Hide: DR/Adamantine equal to 1/2 the elemental's HD, +1 per Essentia invested; Earth Mastery: +1 bonus on attack rolls, +1 per Essentia invested, as long as both the Soulbinder Shaman and the foe are touching the ground, but -4 against airborne and waterborne creatures.

Fey: Wild Heart: You can use Entangle, Cure Light Wounds and Barkskin as spell-like abilities a combined number of times per day equal to 3 plus your Constitution modifier, with a Caster Level equal to half your Meldshaper level. The Save DC for any of these abilities is 10 + the Shaman's Constitution modifier + the spell's level.

Fire Elemental: Burn: Your melee attacks deal additional Fire damage based on the size of the elemental you've Bound: 1d4 (Small), 1d6 (Medium), 2d6 (Large) or 2d8 (huge). Those who attack you with non-reach melee weapons also take this damage. You also shed bright light in a a radius equal to 5 feet per point of invested Essentia, and shadowy illumination in a radius equal to double that.

Undead: Death's Armor: 25% fortification, +5% per point of Essentia invested.

Water Elemental: Water Mastery: +1 on attack and damage rolls if both attacker and target are waterborne, +1 per Essentia invested, but -4 if Soulbinder Shaman and/or opponent are on dry land.


Table: Spirit-Vestige Equivalent Levels

Spirit HD Effective Vestige Level
1 1st
2 1st
3 2nd
4 2nd
5 3rd
6 3rd
7 4th
8 4th
9 4th
10 5th
11 5th
12 6th
13 6th
14 6th
15 7th
16 7th
17 8th
18 8th
19 8th
20 8th

AIR ELEMENTALEdit

(SRD:Air Elemental)

Classes:
Chakra: Arms, Brow, Crown, Feet, Hands, Heart, Legs, Shoulders, Soul, Throat, Totem, Waist
Saving Throw:

'


 

Chakra Bind (Crown)

You gain the ability to sense avian creatures and creatures with the Air subtype within 60 feet, +5 feet per point of your Constitution bonus, +10 feet per point of Essentia invested. 

Chakra Bind (Brow)

You gain Darkvision 60' and the ability to see clearly in things like sandstorms, whirlwinds, fog and the like. 

Chakra Bind (Throat)

You gain immunity to Silence and the ability to use ‘’Gust of Wind’’ as a supernatural ability (breath weapon) once every 5 rounds, with an effective caster level equal to the elemental’s HD. 

Chakra Bind (Shoulders)

You can act as Hasted for 2 rounds, once every 5 rounds. Caster level is equal to the elemental’s HD. 

Chakra Bind (Heart)

You gain immunity to poison and disease, and gain Electricity resistance equal to 10, +5 per point of Essentia invested. 

Chakra Bind (Arms)

You gain a +4 bonus to Dexterity. Any weapon you hold (And your natural weapons/unarmed attacks) gains a +X Enhancement bonus on attack and damage rolls against, and deals Xd6 additional damage to, creatures of the Earth subtype (X is equal to 1 + 1 per point of Essentia invested). 

Chakra Bind (Hands)

You gain the Slam attack of the elemental of the same HD. 

Chakra Bind (Waist)

You gain a Dodge bonus to AC equal to your Con mod, +1 per point of Essentia invested. 

Chakra Bind (Legs)

You gain Evasion, as the Rogue class feature. If 2 or more Essentia are invested in this soulmeld, this improved to Improved Evasion. 

Chakra Bind (Feet)

You gain a fly speed equal to double your land speed, +5 feet per point of Essentia invested, with perfect maneuverability. 

Chakra Bind (Soul)

You count as the creature's Type and Subtype(s) for the purposes of all spells and effects as long as this soulmeld remains Bound to your Soul chakra. 

Chakra Bind (Totem)

(Also applies to Vestige Chakra; There was no option for adding other Chakra) The bonus hit points - And Mastery bonuses/Burn damage - From the soulmeld being shaped are doubled.

Special summoning

The elemental must be summoned outside underneath the sky. You cannot bind an Air elemental as long as you have an Earth elemental bound, nor will an Air elemental answer your summons if you have the Earth subtype.

Manifestation

Wind whips around you, spinning in circles around the sigil, kicking up dust and debris, until the resulting whirlwind forms into the elemental.

Sign

Small breezes constantly play at your hair and clothing and the air around you always smells like ozone.

Influence

You cannot abide by the killing of those with the Air subtype. You refuse to go underground, or into places where the air is unclean. If an avian or other creature with a Fly speed is crippled and cannot fly, you cannot abide seeing it grounded and must do what you can to help it.

COMPANION SPIRITEdit

(Soulbinder Shaman (3.5e Class))

Classes:
Chakra: Arms, Brow, Crown, Feet, Hands, Heart, Legs, Shoulders, Soul, Throat, Totem, Waist
Saving Throw:

'


 

Chakra Bind (Crown)

You gain +2 Intelligence and +2 bonus on Will saving throws, additional +2 per point of Essentia invested. 

Chakra Bind (Brow)

You gain +2 Wisdom, additional +2 per point of Essentia invested. You gain Darkvision and Blindsense out to 60’. 

Chakra Bind (Throat)

You gain +2 Charisma, additional +2 per point of Essentia invested. 

Chakra Bind (Shoulders)

You gain a Deflection bonus to Armor Class equal to your Con bonus +1 per point of Essentia invested. 

Chakra Bind (Heart)

You gain Fast Healing equal to (Your Con mod + 1 per point of Essentia invested) multiplied by two. 

Chakra Bind (Arms)

Your carrying capacity increases as if you were a size category larger, +1 additional size per point of Essentia invested. You may add 2x your Strength bonus to damage rolls with a two-handed weapon instead of 1.5x, and you add your full Strength bonus to damage rolls with your offhand attacks rather than only half of it. 

Chakra Bind (Hands)

You gain +2 Strength, additional +2 per point of Essentia invested. This bonus also applies to all melee attack and damage rolls. you can also use your Spirit Companion's melee touch attack, dealing 1d6 Force damage to the target per 3 HD of the companion, once each round (Either as a standard attack or replacing one of your attacks in a full attack action), and the attack gains a +1 Enhancement Bonus to Attack and Damage rolls equal to 1, +1 per point of Essentia invest. If you have an Undead spirit bound to the Hand chakra as well, the two merge into a single, seamless attack, dealing both Force damage and ability damage. 

Chakra Bind (Waist)

You gain +2 Constitution, additional +2 per point of Essentia invested. This bonus also applies to Grapple checks, including checks made for Trip, Sunder, Disarm, and other similar combat options. 

Chakra Bind (Legs)

You gain Evasion. If 1 point of Essentia is invested, you gain Uncanny Dodge. If 3 points of Essentia are invested, Evasion become Improved Evasion; If 4 points of Essentia are invested, Uncanny Dodge becomes Improved Uncanny Dodge. 

Chakra Bind (Feet)

You gain +2 Dexterity, additional +2 per point of Essentia invested. Your movement speed also increases by 10ft, +10ft per point of Essentia invested. 

Chakra Bind (Soul)

You gain immunity to Mind-Affecting effects, and you count as an Outsider [Native] in addition to your original type and subtype(s) for the purposes of spells and effects. You also gain the appropriate Alignment subtypes, matching your companion’s alignment. 

Chakra Bind (Totem)

(Also applies to Vestige Chakra; There was no option for adding other Chakra) The bonus hit points - And Mastery bonuses/Burn damage - From the soulmeld being shaped are doubled. In addition, you gain access to the spells your spirit companion possesses (If any) and can cast them normally, as long as the spirit has spells per day remaining.

Special

You always make a good pact with your Companion Spirit.

Sign

Your skin glows softly as the ghostly image of your companion is overlaid over your body, it moving as you do.

Influence

None.

EARTH ELEMENTALEdit

(SRD:Earth Elemental)

Classes:
Chakra: Arms, Brow, Crown, Feet, Hands, Heart, Legs, Shoulders, Soul, Throat, Totem, Waist
Saving Throw:

'


 

Chakra Bind (Crown)

You gain the ability to sense avian creatures and creatures with the Earth subtype within 60 feet, +5 feet per point of your Constitution bonus, +10 feet per point of Essentia invested. 

Chakra Bind (Brow)

You gain Darkvision 60' and Tremorsense 60'. 

Chakra Bind (Throat)

You can emit a low-pitched sonic boom that disrupts the internal organs of creature caught in it once every 5 rounds; The area of effect is a cone 5 feet long per HD of the elemental and it Nauseates creatures with the area of effect for a number of rounds equal to the meldshaper's Constitution modifier (Min 1), Fortitude save (DC 10 + 1/2 elemental's HD + meldshaper's Con mod) negates. 

Chakra Bind (Shoulders)

You gain DR X/-, where X is equal to your Con mod, +1 per point of invested Essentia. 

Chakra Bind (Heart)

You gain immunity to poison and disease, and gain Acid resistance equal to 10, +5 per point of Essentia invested. 

Chakra Bind (Arms)

You gain a +8 bonus to Strength, but suffer a -4 penalty to Dexterity. Any weapon you hold (And your natural weapons/unarmed attacks) gains a +X Enhancement bonus on attack and damage rolls against, and deals Xd6 additional damage to, creatures of the Air subtype (X is equal to 1 + 1 per point of Essentia invested). 

Chakra Bind (Hands)

You gain the Slam attack of the elemental of the same HD. 

Chakra Bind (Waist)

You gain a Natural Armor bonus to AC equal to your Con mod, +1 per point of Essentia invested. 

Chakra Bind (Legs)

You gain the benefits of the Great Cleave feat. 

Chakra Bind (Feet)

You gain a Burrow speed equal to your land speed +5 feet per point of Essentia invested, and only leave a tunnel if you choose to do so. 

Chakra Bind (Soul)

You count as the creature's Type and Subtype(s) for the purposes of all spells and effects as long as this soulmeld remains Bound to your Soul chakra. 

Chakra Bind (Totem)

(Also applies to Vestige Chakra; There was no option for adding other Chakra) The bonus hit points - And Mastery bonuses/Burn damage - From the soulmeld being shaped are doubled.

Special summoning

The sigil must be drawn on bare earth or stone. You cannot bind an Earth elemental as long as you have an Air elemental bound, nor will an Earth elemental answer your summons if you have the Air subtype.

Manifestation

The ground rumbles and shakes, and the creature rises from the ground underneath the sigil.

Sign

Your skin grows hard and pebbly and your eyes grow dull and greyish; Your movements seem slower and stiffer and you smell of the deep earth; bare dirt, mildew and the like.

Influence

You cannot abide by the killing of those with the Earth subtype. You refuse to go out under the open sky, underwater, or otherwise leave the ground. You also refuse to part with any gems you find, and will not abide by the killing of burrowing creatures such as moles.


FEYEdit

(SRD:Fey Type)

Classes:
Chakra: Arms, Brow, Crown, Feet, Hands, Heart, Legs, Shoulders, Soul, Throat, Totem, Waist
Saving Throw:

'


 

Chakra Bind (Crown)

You gain the ability to sense creatures of the Fey, Animal, Magical Beast and Plant types within 60 feet, +5 feet per point of your Constitution bonus, +10 feet per point of Essentia invested. 

Chakra Bind (Brow)

You gain Darkvision 60' and can See Invisible constantly. You can also spend a round focusing to read thoughts as per the Detect Thoughts spell, as a Supernatural ability. 

Chakra Bind (Throat)

You can use Suggestion (As the spell) as a supernatural ability with a range of 30ft once every 5 round, with a caster level equal to the Fey's HD. 

Chakra Bind (Shoulders)

You can teleport as a move action once every 5 rounds, similarly to Dimension Door. The range is a number of feet equal to 5 x your Con mod, Plus 5 x 1 per point of Essentia invested. 

Chakra Bind (Heart)

You gain Regeneration equal to your Con modifier, +1 per point of Essentia invested. Fire and Acid deal normal damage. 

Chakra Bind (Arms)

Any weapon you hold gains the Defending property, grants an additional bonus to AC equal to 1 per point of Essentia invested, and deals Xd6 additional damage to, creatures of the Aberration type (X is equal to 1 + 1 per point of Essentia invested). 

Chakra Bind (Hands)

You can create a supernatural Hypnotism effect as a full-round action, lasting as long as you concentration. The max HD affected by the effect is increased by a number equal to your Con mod, +1 per point of Essentia invested. 

Chakra Bind (Waist)

You can make a Fortitude save in the place of a Will save once per round, adding your Wisdom bonus to the save in addition to your Constitution modifier. 

Chakra Bind (Legs)

Wild Empathy, Woodland Stride and Trackless Step, as the Druid class features. Effective Druid level for Wild Empathy is equal to your Meldshaper level. 

Chakra Bind (Feet)

You gain a continual Freedom of Movement effect. 

Chakra Bind (Soul)

You count as the creature's Type and Subtype(s) for the purposes of all spells and effects as long as this soulmeld remains Bound to your Soul chakra. 

Chakra Bind (Totem)

(Also applies to Vestige Chakra; There was no option for adding other Chakra) The bonus hit points/save bonuses double, the CL for your spell-like abilities is now equal to your full Meldshaper level. Cure Light Wounds becomes Cure Moderate Wounds; Barkskin becomes Stoneskin, and you add Call Lightning, Glitterdust and Charm Monster to your list of spell-like abilities.

Special summoning

The Fey must be summoned outside, during the day, with at least one tree within 60 feet of the sigil. You cannot bind an Fey creature as long as you have an Undead creature bound, nor will a Fey creature answer your summons if you are an Aberration (Or Undead, but typically Undead cannot use Incarnum, so this is a rare problem).

Manifestation

Faint music is heard, usually that of a flute or panpipes, but it can be chimes or the notes of a lyre as well; But in any case, the sound seems to be coming from everywhere and nowhere at once. Giggles are heard behind the summoner, and then the creature appears from behind the nearest tree.

Sign

Your ears grow longer and pointed and your voice lilting; Your skin grows fairer and your hair longer; And the smells of the woodland linger about you - Flowers, wood, moss and the like.

Influence

You cannot abide by the killing of Fey, Animals, Magical Beasts or plant creatures. You must help any animal or magical beast you come across, nor can your refrain from seducing, tricking or annoying any humanoid, giant or monstrous humanoid you come across. You refuse to leave the forest, and will not enter towns, cities, or other civilized areas.

FIRE ELEMENTALEdit

(SRD:Fire Elemental)

Classes:
Chakra: Arms, Brow, Crown, Feet, Hands, Heart, Legs, Shoulders, Soul, Throat, Totem, Waist
Saving Throw:

'


 

Chakra Bind (Crown)

You gain the ability to sense avian creatures and creatures with the Fire subtype within 60 feet, +5 feet per point of your Constitution bonus, +10 feet per point of Essentia invested 

Chakra Bind (Brow)

You gain Darkvision 60' and the ability to see clearly in smoke and similar effects. 

Chakra Bind (Throat)

You gain the ability to breathe a cone of fire 5 feet long per HD of the elemental, dealing 1d6 damage per HD of the elemental, Reflex save (DC 10 + 1/2 elemental's HD + meldshaper's Con mod) half. 

Chakra Bind (Shoulders)

You can create a burst of fire as a full-round action, dealing 1d6 fire damage per point of your Con mod, +1d6 per point of Essentia invested, to everything within 10 feet of you, with a Reflex save for half. 

Chakra Bind (Heart)

You gain immunity to poison and disease, and gain Fire resistance equal to 10, +5 per point of Essentia invested. 

Chakra Bind (Arms)

You gain a +4 bonus to Dexterity. Any weapon you hold (And your natural weapons/unarmed attacks) gains a +X Enhancement bonus on attack and damage rolls against, and deals Xd6 additional damage to, creatures of the Water and Cold subtypes (X is equal to 1 + 1 per point of Essentia invested). 

Chakra Bind (Hands)

You gain the Slam attack of the elemental of the same HD. Fire damage is already added by having the soulmeld shaped; Do not increase when bound to Hands chakra. 

Chakra Bind (Waist)

You gain a Dodge bonus to AC equal to your Con mod, +1 per point of Essentia invested. 

Chakra Bind (Legs)

You gain Evasion, as the Rogue class feature. If 2 or more Essentia are invested in this soulmeld, this improved to Improved Evasion. 

Chakra Bind (Feet)

Your land speed increases by 5 feet per point of your Constitution modifier, and an additional 5 feet per point of Essentia invested. You can choose to leave a trail of fire in your wake; If you do, any creature passing through a square you just moved through takes 1d6 Fire damage per point of your Constitution modifier, +1d6 per point of Essentia invested. Reflex save for half. 

Chakra Bind (Soul)

You count as the creature's Type and Subtype(s) for the purposes of all spells and effects as long as this soulmeld remains Bound to your Soul chakra. 

Chakra Bind (Totem)

(Also applies to Vestige Chakra; There was no option for adding other Chakra) The bonus hit points - And Mastery bonuses/Burn damage - From the soulmeld being shaped are doubled.

Special summoning

There must be a sizable (Equal to the size of the elemental or larger) bonfire within 60 feet of the summoning sigil. You cannot bind a Fire elemental as long as you have a Water elemental bound, nor will a Fire elemental answer your summons if you have the Water or Cold subtype(s).

Manifestation

The flames leap higher and the roaring of the fire becomes a bestial sound as the flames form into the elemental.

Sign

Your hair and eyes glow softly orange, and your skin is hot to the touch; Thin wisps of smoke follow in your wake where you walk, and you smell of smoke and ash.

Influence

You cannot abide by the killing of those with the Fire subtype. You avoid water at all costs, whether it be drinking it, stepping in it or being submerged in it. You attack creatures of the Water, Cold and Aquatic subtypes without mercy. If you come across a volcanic, desert or otherwise very hot area, you refuse to leave it.


UNDEADEdit

(SRD:Incorporeal Subtype)

Classes:
Chakra: Arms, Brow, Crown, Feet, Hands, Heart, Legs, Shoulders, Soul, Throat, Totem, Waist
Saving Throw:

'


 

Chakra Bind (Crown)

You gain the ability to sense Undead creatures and creatures with the Incorporeal and/or Evil subtypes within 60 feet, +5 feet per point of your Constitution bonus, +10 feet per point of Essentia invested. 

Chakra Bind (Brow)

You gain Darkvision 60' and a constant Deathwatch effect. 

Chakra Bind (Throat)

You can emit a horrible scream once every 5 rounds, striking fear into the hearts of your foes. This is a cone 5 feet long per HD of the undead creature and creatures must make a Will save (DC 10 + 1/2 undead creature's HD + Meldshaper's Con mod) Targets failing their saving throw Cower for one round and that are Frightened for a number of rounds equal to the meldshaper's Con mod (Min 1). Creatures that succeed their saving throws are instead Shaken for the same duration. 

Chakra Bind (Shoulders)

You gain a Deflection bonus to your Armor Class equal to your Con mod, +1 per point of Essentia invested. 

Chakra Bind (Heart)

You gain immunity to poison, disease, ability damage and drain and Death effects. 

Chakra Bind (Arms)

Any weapon you hold gains the Ghost Touch ability and deals Xd6 extra Negative Energy damage to living things, where X is equal to 1 +1 per point of Essentia invested. When 3 or more points of Essentia are invested, it also gains the Brilliant Energy ability. 

Chakra Bind (Hands)

You gain the ability to make an incorporeal touch attack once per round in place of one of your normal attacks that deals Strength, Constitution or Wisdom (Whichever the touch attack of the creature you have Bound normally deals; Strength for Shadows, Constitution for Wraith, Wisdom for Allips) damage equal to 1d4, +1 per point of Essentia invested. A successful Fortitude save allows half damage. 

Chakra Bind (Waist)

You can use your Constitution modifier in place of your Strength modifier for attack rolls, damage rolls, skill checks and ability checks if it's higher. 

Chakra Bind (Legs)

Once every 5 rounds, you can become invisible (As Improved Invisibility) and incorporeal for 2 rounds as a swift or immediate action. 

Chakra Bind (Feet)

You can notice and locate living creatures within 60 feet of yourself as if you had the Blindsight ability. 

Chakra Bind (Soul)

You count as the creature's Type and Subtype(s) for the purposes of all spells and effects as long as this soulmeld remains Bound to your Soul chakra. 

Chakra Bind (Totem)

(Also applies to Vestige Chakra; There was no option for adding other Chakra) The bonus hit points - And Mastery bonuses/Burn damage - From the soulmeld being shaped are doubled.

Special summoning

Undead must be summoned at night, preferably indoors, underground or in a burial area, and the sigil must be drawn with graveyard dirt, the ash from a cremated corpse or a powder made from crushed bones. You cannot bind an Undead as long as you have a Fey creature bound.

Manifestation

Moaning and hissing is heard from all directions, and shadows flicker in the corners of your vision, before dark smoke pours from the ground, forming into the undead creature summoned, nor will an Undead creature answer your summons if you have the Good subtype, such as an Aasimar.

Sign

Your features become gaunt, your skin takes on a ghoulish pallor, your eyes turn solid black, and you smell of death and decay.

Influence

You cannot abide by the destruction of Undead creatures. You avoid sunlight and attack living creatures above all others and without mercy; If your only foes are undead, you ignore them. You refuse to enter holy places, and to leave graveyards and crypts.


WATER ELEMENTALEdit

(SRD:Water Elemental)

Classes:
Chakra: Arms, Brow, Crown, Feet, Hands, Heart, Legs, Shoulders, Soul, Throat, Totem, Waist
Saving Throw:

'


 

Chakra Bind (Crown)

You gain the ability to sense creatures with the Water and/or Aquatic subtypes within 60 feet, +5 feet per point of your Constitution bonus, +10 feet per point of Essentia invested. 

Chakra Bind (Brow)

You gain Darkvision 60' and the ability to see clearly in rain, snow, fog and underwater 

Chakra Bind (Throat)

You gain constant Water Breathing. 

Chakra Bind (Shoulders)

You gain the ability to expend an attack of opportunity as an immediate action upon being attacked to take a single 5-foot step. 

Chakra Bind (Heart)

You gain immunity to poison and disease, and gain Cold resistance equal to 10, +5 per point of Essentia invested. 

Chakra Bind (Arms)

You gain a +2 bonus to Strength and Dexterity. Any weapon you hold (And your natural weapons/unarmed attacks) gains a +X Enhancement bonus on attack and damage rolls against, and deals Xd6 additional damage to, creatures of the Fire subtype (X is equal to 1 + 1 per point of Essentia invested). 

Chakra Bind (Hands)

You gain the Slam attack of the elemental of the same HD. 

Chakra Bind (Waist)

You gain a Natural Armor bonus to AC equal to your Con mod, +1 per point of Essentia invested. 

Chakra Bind (Legs)

You gain Uncanny Dodge, as the Rogue class feature. If 2 or more Essentia are invested in this soulmeld, this improved to Improved Uncanny Dodge, with your Meldshaper level as your effective Rogue level 

Chakra Bind (Feet)

You gain a Swim speed equal to double your land speed +5 feet per point of Essentia invested, and gain a bonus on any Swim check to perform some special action or avoid a hazard equal to your Con modifier, +1 per point of Essentia invested, and can always choose to take 10 on a Swim check, even if distracted or endangered. 

Chakra Bind (Soul)

You count as the creature's Type and Subtype(s) for the purposes of all spells and effects as long as this soulmeld remains Bound to your Soul chakra. 

Chakra Bind (Totem)

(Also applies to Vestige Chakra; There was no option for adding other Chakra) The bonus hit points - And Mastery bonuses/Burn damage - From the soulmeld being shaped are doubled.

Special summoning

There must be a sizable (Equal to the size of the elemental or larger) natural body of water within 60 feet of the sigil. You cannot bind a Water elemental as long as you have a Fire elemental bound, nor will a Water elemental answer your summons if you have the Fire subtype.

Manifestation

The sounds of lapping waves echo around the sigil as a whirlpool forms in the pool of water, kicking up mist around it. The elemental then rises from the whirlpool.

Sign

Your skin becomes cool and clammy, and takes on the faint outline of scales in places. You smell of fresh rain and the sea.

Influence

You cannot abide by the killing of those with the Water subtype. You refuse to stray more than 5 feet per class level from any large body of water you come across, most often walking into it as deep as you can and remaining there. You refuse to go into hot or dry places, such as deserts, and tend to avoid fire. You cannot abide by the slaying of Aquatic or Amphibious creatures.




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