Feats



Magic of Incarnum Feats

General Feats Prerequisite Benefit
Bonus Essentia Con 13, character level 6th Gain 1 or 2 points of essentia
Double Chakra Meldshaper level 9th Two soulmelds can occupy and be bound to the same chakra
Expanded Soulmeld Capacity Con 15, meldshaper level 1st +1 essentia capacity for one soulmeld
Heart of Incarnum Ability to bind a soulmeld to heart chakra Gain hp equal to your essentia pool
Improved Essentia Capacity Con 15, essentia pool 2 +1 essentia capacity for incarnum feats
Incarnum-Fortified Body Gain 2 hp per incarnum feat
Incarnum Resistance No essentia pool +2 on saves against soulmelds and effects
Necrocarnum Acolyte Ability to shape soulmelds, nongood alignment +1 profane bonus on necrocarnum soulmelds
Open Greater Chakra Con 17, character level 18th Bind a soulmeld or magic item to a greater chakra
Open Least Chakra Con 13, character level 6th Bind a soulmeld or magic item to a least chakra
Open Lesser Chakra Con 15, character level 12th Bind a soulmeld or magic item to a lesser chakra
Shape Soulmeld Con 13 You can shape a single soulmeld
Share Soulmeld Ability to shape soulmelds, share spells class feature Share soulmelds with familiar, animal companion, or special mount
Split Chakra Magic item and soulmeld can share a chakra
Divine Feat Prerequisite Benefit
Divine Soultouch Con 13, ability to turn or rebuke undead Gain 1 essentia, increase essentia capacity for 1 round
Incarnum Feats Prerequisite Benefit
Azure Enmity Con 13, favored enemy class feature Add invested essentia to favored enemy checks and damage
Azure Talent Con 13, a power point reserve Gain 2 bonus power points per point of invested essentia
Azure Touch Con 13, lay on hands or wholeness of body class feature Add invested essentia to class level to enhance healing
Azure Toughness Con 13 Gain 3 temporary hp per point of invested essentia
Azure Turning Con 13, turn undead class feature Deal damage to undead with turn check
Azure Wild Shape Con 13, wild shape class feature Add invested essentia to natural weapon damage
Cerulean Fortitude Con 13 Add invested essentia to Fortitude saves
Cerulean Reflexes Con 13 Add invested essentia to Reflex saves
Cerulean Will Con 13 Add invested essentia to Will saves
Cobalt Charge Con 13 Add invested essentia to charge attack and damage
Cobalt Critical Con 13 Add invested essentia to melee critical threat confirmation rolls and critical damage
Cobalt Expertise Con 13, Int 13, Combat Expertise Add invested essentia to AC and disarm, feint, and trip rolls
Cobalt Power Con 13, Str 13, Power Attack Add invested essentia to damage and bull rush, overrun, and sunder rolls
Cobalt Precision Con 13, Point Blank Shot Add invested essentia to ranged critical threat confirmation rolls and critical damage within 30 ft.
Cobalt Rage Con 13, rage class feature Add invested essentia to melee damage and Will saves
Healing Soul Con 13, Heal 1 rank Heal your own wounds as swift action
Incarnum Spellshaping Con 13, ability to cast 1st-level spells You can use incarnum spells
Indigo Strike Con 13 and skirmish, sneak attack, or sudden strike class feature Add invested essentia to skirmish, sneak attack, or sudden strike damage
Midnight Augmentation Con 13, ability to manifest 2nd-level psionic powers Use invested essentia to augment a psionic power
Midnight Dodge Con 13, Dex 13 Add invested essentia to AC against selected target
Midnight Metamagic Con 13, ability to prepare and cast 1st-level spells, any metamagic feat Invest essentia into spell to add metamagic effect
Psycarnum Blade Con 13, ability to form a mind blade Add +1d6 per point of invested essentia to mind blade attack
Sapphire Fist Con 13, Stunning Fist Add invested essentia to stunning attack damage, save DC
Sapphire Smite Con 13, ability to smite Add invested essentia to smite damage and smites per day
Sapphire Sprint Con 13 Add 5 ft. per point of invested essentia to run speed
Soulsight Con 13, Wis 13, Concentration 4 ranks Gain limited blindsense
Soultouched Spellcasting Con 13 Add invested essentia to dispel checks, caster level checks made to defeat spell resistance
Monstrous Feat Prerequisite Benefit
Undead Meldshaper Int 3, undead type Use Wisdom instead of Constitution to shape soulmelds
Psionic Feats Prerequisite Benefit
Azure Talent Con 13, a power point reserve Gain 2 bonus power points per point of invested essentia
Midnight Augmentation Con 13, ability to manifest 2nd-level psionic powers Use invested essentia to augment a psionic power
Psycarnum Blade Con 13, ability to form a mind blade Add +1d6 per point of invested essentia to mind blade attack
Psycarnum Crystal Con 13, Psicrystal Affinity, essentia pool Gain 1 point of essentia while psionically focused
Psycarnum Infusion Con 13, Concentration 4 ranks Expend psionic focus to fill incarnum receptacle for 1 round
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.

AZURE TOUCH [INCARNUM]

You can channel incarnum to enhance your ability to heal. When you use your incarnum-infused healing class feature, your hands glow bright blue.

Prerequisites: Con 13, lay on hands or wholeness of body class feature.

Benefit: Once per day, you can invest essentia into this feat. Add the invested essentia to your class level to determine the amount of healing available to you from your lay on hands or wholeness of body class features. If you have both class features, the benefit applies to both. 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 TOUGHNESS [INCARNUM]

You can use incarnum to boost your physical vigor.

Prerequisite: Con 13.

Benefit: Once per day, you can invest essentia into this feat. You gain three temporary hit points per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost. You gain 1 point of essentia.

Special: Azure Toughness can be used in place of the Toughness feat to qualify for a feat, prestige class, or other special ability.

AZURE TURNING [INCARNUM]

You can blast undead with incarnum-purified positive energy. When you use this feat, your brow is enveloped in a brilliant blue corona.

Prerequisites: Con 13, turn undead class feature.

Benefit: Once per day, you can invest essentia into this feat. When you make turning checks, any undead whose HD are low enough to be potentially turned or destroyed by your checks are also dealt 1d8 points of damage per 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.

AZURE WILD SHAPE [INCARNUM]

You can channel incarnum to enhance your combat prowess while wild shaped. Whenever you deal damage with a natural weapon while this feat is active, a flash of blue light bursts from the natural weapon that delivered the strike.

Prerequisites: Con 13, wild shape class feature.

Benefit: Once per day, you can invest essentia into this feat. While wild shaped, you gain an insight bonus on damage rolls made with natural weapons 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.

BONUS ESSENTIA []

You are better able to harness your personal store of incarnum.

Prerequisites: Con 13, character level 6th.

Benefit: You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia.

CERULEAN FORTITUDE [INCARNUM]

You can use incarnum to boost your ability to resist effects that would adversely affect your health.

Prerequisite: Con 13.

Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Fortitude 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.

CERULEAN REFLEXES [INCARNUM]

You can use incarnum to boost your ability to avoid harm.

Prerequisite: Con 13.

Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on Reflex 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.

CERULEAN WILL [INCARNUM]

You can use incarnum to boost your willpower.

Prerequisite: Con 13.

Benefit: 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.

COBALT CHARGE [INCARNUM]

You can channel incarnum to deal devastating strikes when charging. When you make a charge attack while this feat is active, your weapon momentarily turns deep blue.

Prerequisite: Con 13.

Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls and damage rolls equal to the invested essentia on all charge attacks. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

COBALT CRITICAL [INCARNUM]

You can focus your spirit into your melee weapon attacks, dealing more damage with successful critical strikes.

Prerequisite: Con 13.

Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on melee attack rolls made to confirm a critical threat. You also gain an insight bonus equal to the invested essentia on melee damage rolls made as part of a critical hit. (This extra damage is added before damage is multiplied for the critical hit). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

COBALT EXPERTISE [INCARNUM]

By channeling the soul energy of weapon masters past, present, and future, you become more adept at maneuvers of skill and expertise.

Prerequisites: Con 13, Int 13, Combat Expertise.

Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on attack rolls, skill checks, or ability checks made to succeed on a disarm attack, a feint in combat, or a trip attack equal to the invested essentia. You also gain an insight bonus equal to the invested essentia to AC when using Combat Expertise (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.

COBALT POWER [INCARNUM]

By channeling the soul energy of brutal warriors past, present, and future, you become more capable of overcoming your enemies through sheer strength.

Prerequisites: Con 13, Str 13, Power Attack.

Benefit: 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.

COBALT PRECISION [INCARNUM]

You can focus your soul energy into your ranged attacks, dealing more damage with successful critical hits.

Prerequisites: Con 13, Point Blank Shot.

Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on ranged attack rolls made to confirm a critical threat. You gain an insight bonus equal to the invested essentia on ranged damage rolls made as part of a critical hit. (This extra damage is added before damage is multiplied for the critical hit). Both of these bonuses apply only against targets within 30 feet. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

COBALT RAGE [INCARNUM]

You can channel incarnum to enhance your rage. When you do so, your eyes turn deep blue in color.

Prerequisites: Con 13, rage class feature.

Benefit: Once per day, you can invest essentia into this feat. While raging, you gain an insight bonus on melee damage rolls and 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.

DIVINE SOULTOUCH [DIVINE]

You can channel positive or negative energy to imbue yourself with incarnum.

Prerequisites: Con 13, ability to turn or rebuke undead.

Benefit: You can spend a turn or rebuke undead attempt as a free action to add 1 point of essentia to your essentia pool for 1 round. For the duration of this effect, your essentia capacity in all soulmelds, incarnum feats, and other essentia-powered abilities is increased by 1. You can use this ability once per round.

DOUBLE CHAKRA []

One of your chakras becomes capable of holdingmore incarnum than it is normally capable of containing.

Prerequisite:Meldshaper level 9th.

Benefit:When this feat is selected, choose a chakra to which you can bind soulmelds. Two of your shaped soulmelds can occupy (and be bound to) that chakra simultaneously. This counts as two chakra binds.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra.

Normal:Without this feat, each chakra can only be occupied or bound by a single soulmeld.

EXPANDED SOULMELD CAPACITY []

Your soul’s tie to incarnum allows you to maintain more essentia in a single soulmeld.

Prerequisites: Con 15, meldshaper level 1st.

Benefit:When you shape your soulmelds, choose one soulmeld. Your essentia capacity for that soulmeld is increased by 1 (up to a maximum of your Constitution bonus). Each time you shape your soulmelds, you can change the soulmeld that benefits from this feat.

Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional soulmeld while shaping. You can’t apply this feat’s effects more than once to the same soulmeld.

HEALING SOUL [INCARNUM]

You can draw upon the soul energy of incarnum to heal your wounds.

Prerequisites: Con 13, Heal 1 rank.

Benefit: Once per day, you can invest essentia in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 2 hp per point of essentia invested in the feat, and you can use the feat a number of times per day equal to 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 soul chakra, each use of this ability instead heals 4 hp per point of essentia invested in the feat. You gain 1 point of essentia.

HEART OF INCARNUM []

You tap into the power of your heart chakra to gain resilience.

Prerequisite: Ability to bind a soulmeld to your heart chakra.

Benefit: You gain hit points equal to your essentia pool. If the size of your essentia pool changes, the number of hit points granted by this feat change to match the new total.

IMPROVED ESSENTIA CAPACITY []

Your capability of investing essentia improves.

Prerequisites: Con 15, essentia pool 2.

Benefit: The essentia capacity of your incarnum feats improves by 1, up to a maximum value equal to your Constitution bonus.

INCARNUM-FORTIFIED BODY []

The incarnum within you strengthens your body’s toughness, enabling you to withstand greater injury.

Benefit:When you take this feat, you gain 2 hit points for each incarnum feat you have. Whenever you take a new incarnum feat, you gain 2 more hit points. You gain a +4 bonus on Fortitude saves made to avoid death from massive damage.

INCARNUM RESISTANCE []

Your body, untainted by incarnum, is not easily affected by the power of soul energy.

Prerequisite: No essentia pool.

Benefit: You gain a +2 bonus on saving throws against effects generated by soulmelds.

Special: You lose the benefit of this feat if you gain any essentia.

INCARNUM SPELLSHAPING [INCARNUM]

You gain the ability to invest incarnum into your spellcasting.

Prerequisites: Con 13, ability to cast 1st-level spells.

Benefit: You can learn, prepare, and/or cast spells with the incarnum descriptor (see page 98) as appropriate for your class’s spellcasting ability. You gain 1 point of essentia.

INDIGO STRIKE [INCARNUM]

You can channel incarnum to enhance your ability to deal damage with your skirmish attack, sneak attack, or sudden strike. When you do so, your eyes turn dark blue.

Prerequisites: Con 13 and skirmish, sneak attack, or sudden strike class feature.

Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on damage rolls made when delivering attacks with the skirmish, sneak attack, or sudden strike class feature 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 more than one of the listed class features, the bonus applies only once on any given attack. You gain 1 point of essentia.

MIDNIGHT AUGMENTATION [INCARNUM, PSIONIC]

You can augment a psionic power with your personal soul energy rather than mental energy. When you manifest the augmented power, a circle of blue- black energy momentarily coruscates around your brow.

Prerequisites: Con 13, ability to manifest 2nd-level psionic powers.

Benefit: Once per day, you can invest essentia into this feat and choose a particular psionic power that you know. If you expend your psionic focus when manifesting that power, the power point cost to augment that power is reduced by a value equal to the invested essentia. This can’t reduce the augmentation cost to less than 1. You can’t invest more essentia in this feat than the chosen power’s level, even if the maximum essentia capacity of this feat would normally be higher than that value. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

MIDNIGHT DODGE [INCARNUM]

You can channel incarnum to enhance your ability to avoid attacks against you. As long as you have at least 1 point of essentia invested in this feat, your legs and feet turn blueblack in color.

Prerequisites: Con 13, Dex 13.

Benefit: Once per day, you can invest essentia in this feat. During your turn, you designate an opponent and receive a dodge bonus to Armor Class equal to the invested essentia against attacks from that opponent. You can select a new opponent on each of your turns. You gain 1 point of essentia.

Special:Midnight Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.

MIDNIGHT METAMAGIC [INCARNUM]

You can channel incarnum to alter your prepared spells. When you cast such a spell, your hands gleam with a dark blue radiance.

Prerequisites: Con 13, ability to cast 1st-level spells, any metamagic feat.

Benefit: Once per day, you can invest essentia into this feat and choose one or more spells that you know (and have prepared, if you prepare spells) to apply the effect of a metamagic feat that you know. Each spell to be affected requires the investment of a number of essentia equal to the normal spell level adjustment required by the metamagic feat (minimum 1 point of essentia). The next time you cast that spell, the spell gains the effect of that metamagic feat without any change to its level (or casting time, if you cast spells spontaneously).

You can apply the effect of this feat to as many spells as you can afford to invest with essentia. You can apply the effect of different metamagic feats to different spells, as long as you know all metamagic feats applied and you have sufficient essentia capacity to do so. For example, you could invest 1 point of essentia to enlarge a spell (as Enlarge Spell) and 2 points of essentia to empower a spell (as Empower Spell), as long as you had at least 3 points of essentia to invest, had an essentia capacity (see Table 2–1: Essentia Capacity) of 3 or greater, and knew both the Empower Spell and Enlarge Spell feats.

Once essentia is invested in a spell, it remains invested until the spell is cast, at which point the essentia returns to your essentia pool.

You gain 1 point of essentia.

NECROCARNUM ACOLYTE []

You have experienced the power of necrocarnum, a dark and twisted form of incarnum (see the necrocarnate prestige class on page 132). The power gained from this source can be great, but many decry its origins as evil.

Prerequisites: Ability to shape soulmelds, nongood alignment. Benefits: You can shape soulmelds with the necrocarnum descriptor regardless of your alignment. You gain a +1 profane bonus on the save DCs of your necrocarnum soulmelds.

Normal: Nonevil incarnates and nonevil soulborns can’t shape necrocarnum soul melds, since those soulmelds have the evil descriptor.

OPEN GREATER CHAKRA []

You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.

Prerequisites: Con 17, character level 18th.

Benefit:When this feat is selected, choose one of the following chakras: throat or waist. You can now bind a soulmeld or a magic item to that chakra. In addition, you gain a minor benefit from this newfound chakra, depending on the chakra chosen: Throat: +1 insight bonus on Bluff and Diplomacy checks. Waist: +1 insight bonus on Fortitude saves.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new greater chakra.

OPEN LEAST CHAKRA []

You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.

Prerequisites: Con 13, character level 6th.

Benefit:When this feat is selected, choose one of the following chakras: crown, feet, or hands. You can now bind a soulmeld or a magic item to that chakra. In addition, you gain a minor benefit from this newfound chakra, depending on the chakra chosen: Crown: +1 insight bonus on Will saves. Feet: +1 insight bonus on Balance and Move Silently checks. Hands: +1 insight bonus on Climb and Swim checks.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new least chakra.

OPEN LESSER CHAKRA []

You open up one of your body’s centers of power, allowing you to bind a soulmeld or a magic item to that chakra.

Prerequisites: Con 15, character level 12th.

Benefit:When this feat is selected, choose one of the following chakras: arms, brow, or shoulders. You can now bind a soulmeld or a magic item to that chakra. In addition, you gain a minor benefit from this newfound chakra, depending on the chakra chosen: Arms: +2 insight bonus on grapple checks. Brow: +1 insight bonus on Search and Spot checks. Shoulders: +1 insight bonus on Reflex saves.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new lesser chakra.

PSYCARNUM BLADE [INCARNUM, PSIONIC]

You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes with the weapon.

Prerequisites: Con 13, ability to form a mind blade.

Benefit: Once per day, you can invest essentia into this feat. You can expend your psionic focus when making an attack with your mind blade to gain an insight bonus on the damage roll equal to 1d6 per point of invested essentia. You must decide whether or not to use this feat prior to making the attack roll. If your attack misses, you still expend your psionic focus. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

PSYCARNUM CRYSTAL [PSIONIC]

Your psicrystal taps into the natural ebb and flow of incarnum, turning it into a small reservoir of soul energy.

Prerequisites: Con 13, Psicrystal Affinity*, essentia pool.

Benefit: As long as your psicrystal is within arm’s reach, you gain 1 bonus point of essentia. * See the Expanded Psionics Handbook.

PSYCARNUM INFUSION [PSIONIC]

You transform your mental focus into a brief burst of soul energy.

Prerequisites: Con 13, Concentration 4 ranks.

Benefit: To use this feat, you must expend your psionic focus. Until the start of your next turn, one of your soulmelds, incarnum feats, class features, or other incarnum receptacles is treated as if it had essentia invested in it equal to its maximum essentia capacity. You don’t gain any bonus essentia from this effect.

SAPPHIRE FIST [INCARNUM]

You can channel incarnum to enhance your ability to deliver stunning attacks. When you deliver a stunning attack while essentia is invested in this feat, your hands burn with a faint blue flame-like radiance.

Prerequisites: Con 13, Stunning Fist.

Benefit: Once per day, you can invest essentia into this feat. Add the invested essentia as an insight bonus on the damage roll for any attack made with Stunning Fist, as well as to the save DC for the stunning attack. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

SAPPHIRE SMITE [INCARNUM]

You can channel incarnum to enhance your ability to deliver mighty blows. When you do so, your eyes glisten as if they had become brilliant blue gemstones.

Prerequisites: Con 13, ability to smite (smite evil class feature, smite domain power, or similar ability).

Benefit: 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.

SAPPHIRE SPRINT [INCARNUM]

Drawing on the soul energy of great runners of history, you infuse your body with incarnum to speed your steps. Whenever you run, your feet shine with a bright blue gleam.

Prerequisite: Con 13.

Benefit: Once per day, you can invest essentia into this feat. When you use the run action, you gain an insight bonus to your speed equal to 5 feet per point of invested essentia. This applies regardless of the form of movement used to run. You also gain an insight bonus equal to the invested essentia on Constitution checks made to continue running (see the run action on page 144 of the Player’s Handbook for details). 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 feet chakra, you also keep your Dexterity bonus when running and gain an insight bonus to AC equal to the invested essentia against any attacks of opportunity you provoke when moving out of a threatened square during a run. You gain 1 point of essentia.

SHAPE SOULMELD []

You gain the ability to shape a single soulmeld.

Prerequisite: Con 13.

Benefit:When this feat is selected, choose a soulmeld from any class’s soulmeld list. You can shape that soulmeld using the normal meldshaping rules (see page 49). 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 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).

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new soulmeld.

SHARE SOULMELD []

You can share a soulmeld with an ally with which you have a special bond.

Prerequisite: Ability to shape soulmelds and a familiar, animal companion, or mount with whom you can share spells.

Benefit: At your option, any soulmeld shaped by you and currently affecting you can also affect your familiar, animal companion, or mount. The creature in question must remain within 5 feet of you to receive the benefit. If the creature leaves this radius of effect, it loses the Benefits of the soulmeld until such time as it returns within 5 feet.

SOULSIGHT [INCARNUM]

You can attune your soul to sense living creatures near you. When you use this feat, your eyes glow with a blue luminescence.

Prerequisites: Con 13, Wis 13, Concentration 4 ranks.

Benefit: Once per day, you can invest essentia into this feat. While essentia is invested in this feat you can activate a limited form of blindsense, capable of pinpointing living creatures only, as a move action. This blindsense has a range equal to 5 feet per point of invested essentia.

The blindsense lasts until the start of your next turn. 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 brow chakra, the blindsense granted by this feat is capable of detecting both living and nonliving creatures. You gain 1 point of essentia.

SOULTOUCHED SPELLCASTING [INCARNUM]

By fusing your spells with incarnum, they become more capable of overcoming enemy magic and spell resistance.

Prerequisite: Con 13.

Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus on dispel checks and on caster level checks made to defeat spell resistance 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.

SPLIT CHAKRA []

One of your chakras becomes capable of holding both a bound soulmeld and a magic item.

Benefit:When this feat is selected, choose a chakra, such as hands. You can gain the benefit of a magic item that occupies the body space equivalent of that chakra even while a soulmeld is bound to that chakra. You can also bind a magic item to the chakra.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra.

Normal:Without this feat, a soulmeld bound to a chakra closes the equivalent body space off from gaining the benefit of a magic item.

UNDEAD MELDSHAPER [MONSTROUS]

Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.

Prerequisites: Int 3, undead type.

Benefit: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld’s save DC, use your Wisdom score instead.

BONUS SOULMELD [EPIC]

You gain newfound meldshaping ability.

Prerequisite: Ability to shape five soulmelds.

Benefit: Choose a meldshaping class for which you can shape at least five soulmelds. The number of soulmelds for that class you can have shaped at any given time increases by one.

Special: You can gain this feat multiple times. Each time you select this feat, it increases your number of soulmelds for a chosen class by one.

EPIC ESSENTIA [EPIC]

You unlock more of your inner soul energy.

Prerequisite: Ability to shape three soulmelds.

Benefit: You gain 3 points of essentia.

Special: You can gain this feat multiple times, up to a maximum equal to one-third the number of soulmelds you are capable of shaping. For example, a character who can shape six soulmelds can take this feat twice.

EXTRA CHAKRA BIND [EPIC]

You gain the ability to use more of your body’s centers of power in conjunction with your soulmelds.

Prerequisites: Three chakra binds, ability to bind soulmelds to your lesser chakras.

Benefit: The number of chakras to which you can bind soulmelds increases by one.

Special: You can gain this feat multiple times.

OPEN HEART CHAKRA [EPIC]

You open up one of your body’s most potent centers of power, allowing you to bind a soulmeld or a magic item to your heart chakra.

Prerequisites: Con 19, character level 21st.

Benefit: You can now bind a soulmeld or a magic item to your heart chakra. In addition, you gain hit points equal to one-half your Hit Dice. Each time you gain an even-numbered HD (such as when advancing from 21 HD to 22 HD upon gaining a level), you gain 1 additional hit point. If you lose an even-numbered HD (such as by losing a level from 22nd to 21st), you lose a hit point permanently.

OPEN SOUL CHAKRA [EPIC]

You gain the ability to bind soulmelds to your body’s most potent center of power: your soul chakra.

Prerequisites: Con 21, character level 24th.

Benefit: You can now bind a soulmeld or a magic item to your soul chakra. In addition, you gain a +2 insight bonus on damage rolls made against creatures whose alignment opposes any component of your alignment. For example, a lawful good character would gain this bonus against chaotic creatures and against evil creatures. Neutral characters can treat the four “extreme” alignments (lawful good, chaotic good, lawful evil, and chaotic evil) as opposed to their alignment for purposes of this feat.

RAPID MELDSHAPING [EPIC]

You can shape a meld in seconds.

Prerequisites:Meldshaper level 12th, Knowledge (arcana) 15 ranks.

Benefit: Once per day, you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra.

PLANAR TOUCHSTONE []

Forge a link between you and power-rich planar locations, referred to as planar touchstones.

Prerequisites: Portable object of at least 250 gp value native to any designated planar touchstone site, Knowledge (the planes) 8 ranks.

Benefit: Choose any site designated as a planar touchstone for which you also possess an object native to that location, as noted in this feat’s prerequisite. When this feat is first taken, forging a link between yourself and a chosen planar touchstone takes 24 hours of uninterrupted concentration. To forge a link, you must spend 10 experience points and expend the object described in this feat’s prerequisite. Once the link is forged, you gain the base ability described for that touchstone.

If you physically visit the planar location once you’ve forged a link, you also gain a higher-order ability with a limited number of uses, as described for that planar touchstone. You can repeatedly visit the planar touchstone, each time recharging your usages of the higher-order ability. Usages of a higher-order ability do not stack, so visiting your planar touchstone prior to using up any of your higher-order usages confers no additional benefit.

Once you’ve established a link with one planar touchstone site by taking this feat, you can also freely visit other planar touchstones. When you do so and fulfill the higher-order ability’s recharge condition for the alternate site, you immediately gain the base ability of the new planar touchstone site and lose the base ability of the previous site. You also lose any remaining uses of the higher-order ability of your previously selected site (if any), and instead gain the specified number of higher-order ability uses appropriate to the new site.

In this way, you can “unplug” from one site and “plug in” to a new planar touchstone site as often as you desire. Thus, after expending the raw materials and experience points for making your first connection, making subsequent connections with different sites is as easy as fulfilling the higher-order recharge condition.

Special: You can take this feat more than once. Each time, you gain the base ability to retain one more planar touchstone location in addition to your previous ability.

You also gain the capacity to retain uses of one more planar touchstone’s higher-order ability.