CHARACTER OPTIONS
CHAPTER 3
Table 3–2: Skills Skill Incarn. Soul. Totem. Untr. Key Ability Appraise cc cc cc Yes Int Balance cc cc cc Yes Dex 2 Bluff cc cc4 cc Yes Cha Climb cc C cc Yes Str2 Concentration1 C C C Yes Con Craft C C C Yes Int Decipher Script cc cc cc No Int Diplomacy cc cc4 cc Yes Cha Disable Device cc cc cc No Int Disguise cc cc cc Yes Cha Escape Artist cc cc cc Yes Dex 2 Forgery cc cc cc Yes Int Gather Information cc cc4 cc Yes Cha Handle Animal cc C C No Cha Heal cc C cc Yes Wis Hide cc cc cc Yes Dex 2 Intimidate cc cc4 cc Yes Cha Jump cc C cc Yes Str2 Know. (arcana)1 C C C No Int Know. (architecture) cc cc cc No Int Know. (dungeoneering) cc cc cc No Int Know. (geography) cc cc cc No Int Know. (history) cc cc cc No Int Know. (local) cc cc cc No Int Know. (nature) cc cc C No Int Know. (nobility) cc cc cc No Int Know. (the planes)1 C C C No Int Know. (religion) C cc cc No Int Listen cc cc C Yes Wis Move Silently cc cc cc Yes Dex 2 Open Lock cc cc cc No Dex Perform cc cc cc Yes Cha Profession C C C No Wis Ride cc C C Yes Dex Search cc cc cc Yes Int Sense Motive cc cc cc Yes Wis Sleight of Hand cc cc cc No Dex2 Speak Language cc cc cc No None Spellcraft1 C C C No Int Spot cc cc C Yes Wis Survival cc cc C Yes Wis Swim cc C C Yes Str3 Tumble cc cc cc No Dex 2 Use Magic Device cc cc cc No Cha Use Rope cc cc cc Yes Dex 1 Skill discussed in this chapter (all other skills are described in the Player’s Handbook). 2 Armor check penalty applies to checks. 3 Double the normal armor check penalty applies to checks. 4 Skill is a class skill for some soulborns, depending on alignment.
(the planes). Both skills cover this field of study, and thus are equally capable of answering questions regarding the mysteries of incarnum.
SPELLCRAFT (INT; TRAINED ONLY) You can use this skill to identify soulmelds. Spellcraft DC 20
34
Task Identify a shaped soulmeld. (You must be able to see the character wearing the soulmeld to be identified.) No action required. No retry.
FEATS
Feats in this chapter fall into five categories: general feats, divine feats, incarnum feats, monstrous feats, and psionic feats. In addition, epic feats appear in the Appendix. General feats appear in the Player’s Handbook and follow the general rules for feats in that book. Divine feats, as discussed in Complete Divine, require an expenditure of a character’s ability to turn undead to activate the feat. Monstrous feats require a creature to have a monstrous form or special abilities. Psionic feats are only available to creatures with the ability to manifest psionic powers. Incarnum feats are a new category introduced in this book.
INCARNUM FEATS Incarnum feats are similar to soulmelds in that they allow you to invest essentia into them, increasing their power. Unlike most other incarnum-based abilities, a character can invest essentia into each incarnum feat only once per day. Once invested, the essentia is unavailable for other purposes until 24 hours have passed. However large your essentia pool is, you can only invest a certain amount of essentia into any one soulmeld, feat, class feature, magic item, or other incarnum receptacle. Your character level determines this essentia capacity, as shown on Table 2–1. Incarnum feats display visual manifestations of their effect, such as a faint radiance or glow. Unless noted otherwise, these effects do not provide any actual illumination and do not affect a character’s ability to hide (nor do they give away an invisible character’s location).
AZURE ENMITY [INCARNUM] You can channel incarnum to enhance your ability to deal damage to your favored enemies. Whenever you strike a favored enemy while essentia is invested in this feat, a gleam of faint blue radiance shines forth from your eyes. Prerequisites: Con 13, favored enemy class feature. Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on Bluff, Listen, Sense Motive, Spot, and Survival checks made against all of your favored enemies. You also gain an insight bonus equal to the invested essentia on weapon damage rolls against such creatures. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.
AZURE TALENT [INCARNUM, PSIONIC] The soul energy of incarnum increases your mental capacity. Prerequisites: Con 13, a power point reserve. Benefit: Once per day, you can invest essentia into this feat. You gain bonus power points equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your crown chakra (even if you don’t have one currently bound), you gain an additional 2 bonus power points as long as at least 1 point of essentia is invested in this feat. You gain 1 point of essentia.