Eminent Incarnum Inheritance
Prerequisite: The 'Surging Incarnum Inheritance' Mythos, and you must have opened your Throat, Waist, and Heart Chakra

You gain Soul Aesthetics as a bonus feat. Your aesthetic must be somehow related to the inner planes of elements and energy, as the nebulous soulstuff is alloyed and run in perfect synchronization with the elemental authority of your body and the Omphalos. You also gain any one other [Incarnum] feat as a bonus feat, but you must meet its prerequisites.

Your Soul Chakra opens. You gain one more point of Essentia, and you may support one more Chakra Bind. Add a number of soulmelds from any list to the list of soulmelds you may bind equal to your Intelligence modifier. Furthermore, through an hour of meditation, you may spend 1,000 Mythos Points to add an additional soulmeld from any list to your list of soulmelds, or create a wholly new soulmeld never before seen, though it must still operate under the same principles and power level of other soulmelds.

After another meldshaper witnesses a new soulmeld of your own devising, they may attempt to recreate it through whatever esoteric crafts they prefer (assuming they can even decipher that it is a soulmeld, given your soul aesthetic), or they may spend (8 - the higher of their intelligence or wisdom modifier) hours, minimum 1, under your tutelage, and spend 300 experience points to have you place it onto their class list for them. Plus whatever other fees you might charge.


Essence Fracture
Prerequisite: -

As a standard action, you may make a melee touch attack to place an empty hand on your target. Once connected, you become aware of whether the touched creature is a native of the Inner Planes (including the Prime). If they are, you may flood them with your elemental power, invading their body and intruding on their most fundamental components in an attempt to break them - to destroy what they are, without harming them. They must make a successful Fortitude save to resist. If they are at maximum hit points, they gain a +20 bonus on this saving throw. If they are at >3/4 of their hit points, but not at their maximum, this bonus drops to +15. If they are between 3/4 and 1/2 of their maximum hit points, this bonus drops to +10. If they are between 1/2 and 1/4 of their maximum hit points, this bonus drops to +5. If they are at less than 1/4 of their maximum hit points, they gain no bonus.

On a failed save, the target loses all class levels that advance one of the following: Arcane or Divine Spellcasting, Psionics, Invocations, Incarnum, Truenaming, Shadowcasting, Binding, Martial Initiation - or grants the owner spell-like or supernatural abilities. Any class levels that do not qualify for this reason, but that the target can no longer qualify for due to loss of other class levels (such as one of those lame prestige classes that require spellcasting to enter but don't actually advance spellcasting) are also lost. Any level-based benefits, such as feats gained through natural level progression, are also lost if the target is no longer high enough level to qualify for them. This Mythos may also remove a target's levels in a Mythos-granting class; however, you must have access to Mythos of at least one tier greater than the target does (for example, if you have an Exalted Mythos, and they only have Legendary and below). If the target possesses a Mythos with the word "Shintai" in it, then this Mythos may not remove levels from the class through which the target gained that Mythos.

If a character loses all of their class levels through this Mythos, they are left with one level of Commoner.

Aftering losing levels from this Mythos, the target may continue to gain experience and take new levels; however, they cannot take levels in a class that grants or advances the same subsystem that they lost. For example, a character that lost levels of Wizard could not then gain levels of Duskblade, though they could become a Cleric, Warblade, or Warlock. A character that was forced to take a level of Commoner, that later gains a new level of a different class, may choose to lose that level of Commoner (to speed up future experience point acquisition).

As long as the highest Tier of Mythos you possess is "Exalted", a character may regain all lost class levels via a WishMiracle, or similar effect, or by a character with this Mythos using a standard action to lay hands on the target and reverse the effect. If you possess Mythos of a higher tier, then only Epic-level effects may return lost levels, including the touch of an Epic-level character with this Mythos. If a character regains lost levels, but had already gained new levels in the interim, this resurgence cannot cause them to become higher level than they currently are, or were previously - whichever is higher. They may also choose to rebuild their character from the ground up to represent a melding of their old and new learning; for example, a Wizard that loses their Wizardliness, then turns to demonic forces for succor and becomes a Warlock, then regains his Wizard powers, might rebuild himself as a Wizard/Warlock/Eldritch Theurge to represent a fusion of competency.

If the target successfully makes their Fortitude save to resist, they may choose to turn the tables and use their own essence to attack the portion of you that invaded them. You must then make a Fortitude save with a DC of (10 + 1/2 their character level + their highest ability score modifier). On a failed save, you lose access to your highest Tier of Mythos (except for any Mythos with the word "Shintai" in their name) until you spend 8 hours to rest, and may not use [External] Mythos of any Tier for the same duration.


Terrestrial Disaster Incarnation
Prerequisite: The 'Land-Strike Wrath', 'Omphalic Monument Skin', and 'Tumultuous Geokinema Assault' Mythos

With a minute of concentration, you unhinge your spiritual self from your physical body and consume it, becoming an invisible being of pure elemental power. You then flood out into the world, claiming a contiguous quantity of fire, air, water, or earth within range of your [External] Mythos that measures about a mile across and between 20 and 100 feet high. 

This claimed elemental material becomes your new body. Your size increases to the equivalent of Colossal+6, inflicting a -512 penalty to your Armor Class and Attack Rolls and a -40 penalty on Hide checks. You do not gain the standard bonus to Grapple checks. Your base Reach becomes 50ft, but also encompasses all spaces within your own body.

Your senses extend throughout your entire body, and beyond your body as if your normal form were standing at its edge (for example, if you normally have Darkvision out to 60ft, you would have Darkvision everywhere within your body, and 60ft beyond it). While you are considered to be 'observing' everything in your body, your senses are not perfect, and therefore it is still possible for creatures with Hide In Plain Sight, or a similar ability, to hide from you while inside you.

While transformed, you continually benefit from the Omphalic Monument Skin corresponding to the element you are inhabiting. You may not use [External] Mythos requiring an element other than the one you are inhabiting, and you may use your own body as the elemental material required for [External] Mythos.

You may not speak while in the form of a living disaster, but you may communicate telepathically with all creatures of the Elemental type that are inside of you, or within 1,000ft of you. A Commune With Nature spell allows the caster to ask you three yes-or-no questions, though you are not compelled to answer. Other spells that communicate with nature may have similar effects.

Because of your new anatomy, you are immune to precision damage (such as critical hits and sneak attack damage) as well as critical hits and ability damage or drain to your physical ability scores, and you cannot be tripped, grappled, or bullrushed. You cannot be targeted as a creature or object. Furthermore, you cannot be meaningfully damaged by an attack or effect that harms less than a 40ft diameter area of your body. Such attacks and effects deal half their normal damage unless they harm a 100ft diameter area on your body or more. You do not need to eat, sleep, or breathe.

With another minute of concentration, you may draw your essence back together and reconstitute your normal body, which appears in the center of your former elemental one.

Additional alterations to your character are based on which element you have become.

When you use this as a [Fire] Mythos, you become one with a roaring inferno. Your very presence is inhospitable to most life, igniting all combustible material that you pass over, which will continue to burn even when you move on, as well as automatically dealing 1d6 fire damage each round to all within, and an additional 1d6 damage to those that must breathe (holding one's breath prevents this damage). Those that take the fire damage must also make a Reflex save or have their body and equipment catch on fire. Those caught on fire this way take an additional 1d6 fire damage at the beginning of each of their turns, which is also dealt to items that they have equipped. As a move action, they may make Reflex save to put themselves out. Each of these Reflex saves made while they are outside of your body gain a cumulative +2 bonus (so +4 on the second save, +6 on the third save, etc) until they successfully put themselves out.

Breathing creatures in your body must make a DC 15 Fortitude save (+1 DC per previous save they have had to make in consecutive rounds) at the start of their turn or be crippled by smoke inhalation, losing their move action for the turn.

In your inferno form, you cannot fly, even if you normally have a fly speed, and cannot move beyond areas in which your body has the fuel necessary to burn. You must have oxygen to devour, and combustible materials to travel across, such as grassland or wooden structures. Your body can leave small gaps between its fires, such as a cobblestone alleyway between two burning buildings, or a small stream between two sides of a forest fire.

When you use this as an [Air] Mythos, you become a fearsome hurricane. The lashing winds of your body make standard ranged attacks by equipment smaller than seige weaponry impossible, and inflict a -8 penalty even on attacks massive enough to qualify. Each round, creatures that begin their turn within your body must make a DC (20 + your intelligence modifier) Fortitude save or be effected based on their size; Huge creatures with something to anchor themselves to are merely unable to move, while those that do not, or do not wish to be anchored, are thrown (1d6 x 5)ft with the direction of the wind. Large creatures face similar problems, though they must throw themselves prone in order to properly anchor themselves, and when blown away, they are instead thrown (1d6 x 10)ft. Medium and smaller creatures cannot properly anchor themselves at all, though those with something to hold are able to reduce their duress, only being knocked prone and thrown (1d4 x 10)ft, and taking 1d4 nonlethal damage per 10 feet thrown. Medium and smaller creatures with no way to stabilize themselves are thrown for (2d6 x 10)ft instead. Flying or otherwise completely airborne creatures are considered one size category smaller than they actually are for determining how they suffer in the winds.

Allowing your body to linger in the same place for more than a round also causes massive structural devastation, to the tune of 10 damage per round to all inanimate structures too heavy or stable to simply be picked up and tossed around by ~150mph winds. This is enough to strip wooden forts to splinters in under a minute, upheave cobblestone roads to barren nothing, turn glass windows into deadly environmental hazards for hapless bystanders, and even destabilize stone fortifications given enough time.

In your hurricane form, you can fly at twice your base land speed with perfect maneuverability. However, you must have air to travel through, and enough space to whip the air into wind. Most underground areas are too small to maintain a hurricane, and underwater movement is impossible.

When you use this as a [Water] Mythos, you become a tiny living sea. When you move, creatures in your body must make a Fortitude save or be moved with you, carried along by your currents. You may also, round-to-round choose the general disposition of your waters - Calm, Rough, or Stormy, which determines the Swim DC necessary to swim through you properly.

In your living sea form, you have a swim speed equal to twice your base land speed, but at least one half of your body must remain within a larger body of water. The other half may move inland as localized flooding. When especially angered, you may also build yourself into a small tsunami. After ten minutes of whipping yourself in a tempestuous sea, you pull yourself into a massive 20-ft wave and, over the course of the next round, rush a half-mile inland or over open water, upending any sailing vessels within, dealing 10d6 bludgeoning damage to solid structures, and forcing all creatures within to make a Foritude save or be knocked prone. 

If you choose, on the round following a tsunami, you may then initiate a powerful riptide as a full-round action, moving back to where you were prior to initiating the tsunami. As per normal, creatures in your body must make a Fortitude save or move with you.

When you use this as an [Earth] Mythos, you become a living nexus of tectonic instability; an invisible, insidious force that travels through earthen material undetected until it wishes to cause destruction. The earth that you are currently traveling through is considered your 'body', but when you move, you do not move the earth itself as your body; you are merely small tremors and rumblings, barely even notable. 

As a full-round action, you may create an earthquake throughout your entire body, forcing creatures to make a Fortitude save or be knocked prone. Structures built on top of your body take 10d6 damage, cavern complexes within your body crumble and cave-in if unsupported and supported complexes take 10d6 damage to their support structures. Earthen cliffs on your body crumble and create land-slides, striking in a radius as long as the cliff is tall. Creatures caught in a landslide, in the debris of a collapsing building, or in a cave-in, take 8d6 damage (DC 15 Reflex save for half).

In this form, you must move through contiguous earthen material, and cannot leave it.