Incarnate Class

“Fluff”
― Speaker

Intro

Making a ________
p{text-indent:25px}.

Abilities:

Races:

Alignment:

Starting Ceramic: XXX Cp.

Class Features

Weapon and Armor Proficiency: You are proficient with all simple weapons, light armor, medium armor, heavy armor and shields (except tower shields).

Lifeshaping: An incarnate’s primary ability is shaping incarnum soulmelds, which are drawn from the incarnate soulmeld list. You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below). The Difficulty Class for a saving throw against an incarnate soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your lifeshaper level is equal to your incarnate level. An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is 1 + 1/2 lifeshaper level (rounded up, see table). The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds. At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is equal to your lifeshaper level and you gain additional essentia equal to half your Constitution modifier (round down). As a swift action, you can reallocate your essentia investments in your soulmelds every round. As with all lifeshapers, the maximum amount of essentia you may invest in a soulmeld or other incarnum receptacle is equal to 1/2 your Lifeshaper level, rounded up. An incarnate does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.

Aligned Soulmelds: You cannot shape soulmelds with an alignment descriptor that is opposed to your alignment. For example, if you are a chaotic good incarnate, you cannot shape soulmelds with the evil or lawful descriptors, but you may still shape soulmelds with the good or chaotic descriptors, as well as any soulmelds without alignment descriptors that are available to you.

Chakra Binds: Beginning at 1st level, you gain the specified bonus Open Chakra feats (Least, Lesser, Greater, Heart, and Soul). This allows you to bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra (unless you have a feat, class feature, etc., that allows you to do so). You may only have one soulmeld bound to a chakra at once (unless you have a feat, class feature, etc., that allows you to do so). The Least Chakras are: Crown, Hands, Feet. Lesser Chakras: Brow, Arms, Shoulders. Greater Chakras: Throat, Waist.

Aura (Ex): You have a particularly powerful aura corresponding to your alignment (see the detect evil spell). The power of your aura is equal to your incarnate level, just like the aura of a cleric. Similarly, your soulmelds always radiate good, evil, law, and/or chaos (according to your alignment) as though they were aligned magic items with a caster level equal to your class level.

Detect Opposition (Sp): At will, you can attempt to detect the presence of creatures whose alignment is opposite your own on one axis. This ability works like the detect evil spell, except that it detects the a single alignment of your choice opposed to your own. Once you make this choice upon attaining 1st level, it cannot be changed unless your alignment changes (see ex-incarnates). For example, a lawful good incarnate can detect evil or chaos, while a chaotic neutral incarnate can detect law.

Incarnum Radiance (Su): As an Incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can use this ability for a number of rounds each day equal to 2 + your Constitution modifier. At each level after 3rd, you can use Incarnum Radiance for 2 additional rounds. Temporary increases to Constitution, such as those gained from Barbarian Rage or spells like Bear’s Endurance, do not increase the total number of rounds per day that you can use Incarnum Radiance. The total number of rounds of Incarnum Radiance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

You can activate Incarnum Radiance as a free action. Once under its effects, the bonus granted to you depends upon your alignment of choice, as described below. Once Incarnum Radiance is active, you can end it as a free action, though if you end it during the same round you activated it then that round still counts as one toward your total daily limit. If you fall unconscious, your Incarnum Radiance immediately ends.

At 8th level, and again at 13th and 18th levels, you gain the ability to use another Incarnum Radiance power, also depending upon your alignment. You choose, during any round in which you activate your Incarnum Radiance, which effect to use; you cannot use two or more simultaneously. For all four alignments, the Incarnum Radiance power gained at 3rd level is named the Aura, the 8th-level power the Reflection, the 13th-level power the Talent, and the 18th-level power, the Gift.

You must choose which alignment type to use for incarnum radiance, and it must be one of your own. Once you make this choice upon gaining 3rd level, it cannot be changed unless your alignment changes (see ex-incarnates).

Chaotic:

Aura of Action (3rd): A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bonus. This increase improves by 10 feet for every 5 Incarnate levels you gain (+20 at 5th level, +30 at 10th, +40 at 15th, and +50 at 20th).

Reflection of Freedom (8th): A coruscating yellow glow emanates from you. You can move normally regardless of supernatural effects that impede movement, as if you were affected by Freedom of Movement.

Talent for Confusion (13th): A flickering glow of all colors, changing rapidly from one to another, erupts from you. You gain a bonus on Bluff checks equal to your Incarnate level, and can make one Bluff check per round as a free action. Any desired effect of this special “free” Bluff check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results.

Gift of Luck (18th): Brilliant sky-blue light shines forth from your form. Any time you roll a d20 during the activation of this Gift, you may roll twice and take the more favorable result.

Evil:

Aura of Hate (3rd): An ash-gray aura surrounds you. You gain a 2 bonus on melee damage rolls; this bonus improves by 2 for every 5 Incarnate levels you gain (4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th).

Reflection of Anger (8th): A pulsing maroon-colored mist wafts from your body. You gain a +2 morale bonus on STR and CON, and a +1 morale bonus on Will saves, but have a -2 morale penalty to AC, just as if you were affected by a Rage spell. Also like the spell, but unlike a Barbarian, you are not Fatigued when this Incarnum-inspired Rage ends (unless you shared it with allies; see below).

Talent for Fear (13th): A shuddering aura of dirty bluish-gray envelops your form. You gain a bonus on Intimidate checks equal to your Incarnate level, and can make one Intimidate check per round as a free action. Any desired effect of this special “free” Intimidate check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results.

Gift of Doom (18th): An aura black as pitch envelops you. While this Gift is activated, all attacks you make have their critical threat range doubled, and this effect stacks with other effects that expand the critical threat range of a weapon or other attack. Furthermore, all critical threats you roll are automatically confirmed.

Good:

Aura of Defense (3rd): Your body shines with silvery light. You gain a 1 bonus to AC; this bonus improves by 1 for every 5 Incarnate levels you gain (2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th).

Reflection of Serenity (8th): A steady wintergreen aura surrounds you. Fear, confusion, and other negative emotional states melt away from you, just as if you were under the effect of a Calm Emotions spell, except that you do not lose morale bonuses while this Reflection is active- only penalties. If the Reflection ends before the duration of an emotion effect upon you has expired, then the emotion effect reasserts itself and again affects you as it did before you were affected by the Reflection.

Talent for Love (13th): A warm halo of yellowish-orange surrounds you. You gain a bonus on Diplomacy checks equal to your Incarnate level, and can make one Diplomacy check per round as a free action. Any desired effect of this special “free” Diplomacy check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results.

Gift of Glory (18th): Blinding radiance as if from the noonday sun surrounds you. You become immune to all Death effects, energy drain, and effects that cause negative levels. Negative levels you already have are not removed by this Gift, but they have no effect (and are effectively suppressed) while this Gift is active.

Lawful:

Aura of Precision (3rd): You glow with a blood-red corona. You gain a 1 bonus on melee attack rolls; this bonus improves by 1 for every 5 Incarnate levels you gain (2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th).

Reflection of Community (8th): A flickering violet radiance envelops you. You become able to understand, speak, read, and write the language of any intelligent creature you are in contact with, as if you were affected by the Tongues spell.

Talent for Truth (13th): Faint but steady white light shines forth from you. You gain a bonus on Perception checks equal to your Incarnate level, and can make one Perception check per round as a free action. Any desired effect of this special “free” Perception check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results.

Gift of Inevitability (18th): A bright orange glow wraps itself around you. You gain DR 10/-, and Resistance 10 to all energy types (Acid, Cold, Electricity, Fire, and Sonic). You are immune to Blindness, Deafness, Disease, Paralyzation, Poison, and Stunning. If you were affected by any effects bestowing one or more of these conditions before the Gift affected you, then they are held in abeyance while the Gift is active, but reassert themselves (as long as their duration has not expired) when it ends.

As you gain control over your powers of incarnum, you learn to share the effect of your Incarnum Radiance with nearby allies who share at least some of your morals or ethics. Beginning at 7th level, when you activate your Incarnum Radiance or at the start of your turn if it is already active, you can choose for its benefit to also affect all allies within 30 feet of you (you must make this choice when you activate Incarnum Radiance and at the start of each turn you decide to keep it activated). Only allies who share your alignment can be affected; for example, a Good Incarnate cannot share Incarnum Radiance with allies who are not themselves Good. Any ally affected by Incarnum Radiance gains exactly the same benefit you do (including all bonuses and penalties, if applicable), and keeps it until the end of his or her next turn, even if that turn happens to fall in the next round. The benefit cannot last more than 1 round unless the ally is again within 30 feet of you at the start of your next turn, and you keep Incarnum Radiance active, and again choose to share it. If you share your Incarnum Radiance with any allies during its activation time, whether or not you shared it during every round it was activated, then you become Fatigued when you deactivate it (even if you do so by switching from one Incarnum Radiance effect to another, for example, from the Reflection to the Aura) or run out of total rounds per day. This Fatigue lasts 2 rounds per round you shared your Incarnum Radiance.

Beginning at 17th level, sharing your Incarnum Radiance does not Fatigue you afterwards.

Faster Lifeshaping (Ex): Beginning at 4th level, you can shape soulmelds more quickly. At any time when you are taking a short or extended rest and you have empty soulmeld slots not in use (as when you intentionally unshape a soulmeld), you may shape a single soulmeld. It takes 15 minutes of uninterrupted meditation to shape soulmelds in this way, and you cannot bind soulmelds to chakras as when meditating after an extended rest.

Faster Binding (Ex): Beginning at 15th level, you can bind soulmelds more quickly. When you use Faster Lifeshaping, Rapid Lifeshaping, or a similar ability, you may also bind the soulmeld you shape to an open chakra.

Rapid Lifeshaping (Su): As your ability to channel incarnum into soulmelds increases, you learn to shape a small number of soulmelds instantly. Starting at 5th level, 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. You can use this ability twice per day at 11th level and three times per day at 17th.

Perfect Lifeshaper (Su): At 20th level, you gain the ability to flood your body with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the incarnate soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Constitution modifier. During this duration, you can’t reallocate essentia from your incarnate soulmelds. You can use this ability once per day.

True Incarnation (Su): When you reach 20th level, the process of merging incarnum with your flesh is complete, and you are transformed into a new type of creature. You gain the outsider type, as well as an alignment subtype of your choice matching at least one component of your own alignment. Both your natural and weapon attacks are henceforth treated as having the alignment of that subtype for the purpose of overcoming damage reduction. You gain damage reduction 10/(opposite your alignment subtype) and Fast healing 10. If your alignment later changes, you do not get a chance to change your alignment subtype.

Ex-Incarnates: When an incarnate’s alignment changes she effectively becomes a neutral incarnate, losing access to her aura, detect opposition, aligned soulmelds, incarnum radiance, and true incarnation class features as the Uncarnate variant except that these features are not retroactively replaced by bonus incarnum feats (although she does gain new bonus feats in lieu of these class features if she continues to advance as an Uncarnate). If the incarnate later regains her alignment, or is within one step of her old alignment when she became an ex-incarnate, she may regain her lost class features by making direct spiritual contact with sources of raw incarnum matching her current alignment (Vivicarnum for good, Necrocarnum for evil, Axiocarnum for law, Anacarnum for chaos). Once direct spiritual contact is established, the incarnate regains her class features and may re-choose any alignment dependent effects. In rare cases, ex-incarnates that have strayed far from their original alignment may find their way again, possibly even in direct opposition with their former selves.

Playing a ________
p{text-indent:25px}.

Religion

Hit Die: d8

Table 2–3: The ________
Level Base Attack Bonus Fort Save Ref Save Will Save Special Base Essentia / Cap Soulmelds
1st +0 +2 +0 +2 Aura, Detect Opposition, Open Chakra (Least) feat 1 / 1 2
2nd +1 +3 +0 +3 Open Chakra (Least) feat 2 / 1 2
3rd +1 +3 +1 +3 Incarnum Radiance (Aura) 3 / 2 3
4th +2 +4 +1 +4 Faster Lifeshaping, Open Chakra (Least) feat 4 / 2 3
5th +2 +4 +1 +4 Rapid Lifeshaping 1/day 5 / 3 4
6th +3 +5 +2 +5 Open Chakra (Lesser) feat 6 / 3 4
7th +3 +5 +2 +5 Open Chakra (Lesser) feat, Share Incarnum Radiance 7 / 4 5
8th +4 +6 +2 +6 Incarnum Radiance (Reflection) 8 / 4 5
9th +4 +6 +3 +6 Open Chakra (Lesser) feat 9 / 5 6
10th +5 +7 +3 +7 Incarnum Radiance (Curse) 10 / 5 6
11th +5 +7 +3 +7 Rapid Lifeshaping 2/day 11 / 6 7
12th +6 / +1 +8 +4 +8 Open Chakra (Greater) feat 12 / 6 7
13th +6 / +1 +8 +4 +8 Incarnum Radiance (Talent) 13 / 7 8
14th +7 / +2 +9 +4 +9 Open Chakra (Greater) feat 14 / 7 8
15th +7 / +2 +9 +5 +9 Fast Binding 15 / 8 9
16th +8 / +3 +10 +5 +10 Open Chakra (Heart) feat 16 / 8 9
17th +8 / +3 +10 +5 +10 Rapid Lifeshaping 3/day, Share Incarnum Radiance (no fatigue) 17 / 9 10
18th +9 / +4 +11 +6 +11 Incarnum Radiance (Gift) 18 / 9 10
19th +9 / +4 +11 +6 +11 Open Chakra (Soul) feat 19 / 10 11
20th +10 / +5 +12 +6 +12 Perfect Lifeshaper, True Incarnation 20 / 10 11

Class Skills (2 + Int modifier per level): The Incarnate’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Linguistics (Int), Sense Motive (Wis), Profession (Int), Spellcraft (Int), Use Magic Device (Cha)

Other Classes

Combat

Advancement

________s on Athas

“”

Daily Life

Notables

Organizations

NPC Reactions

_______ Lore

Characters with ranks in Knowledge (local) can research ________s to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

DC 10:
DC 15:
DC 20:

Incarnate Class

Lighthouse for the Blind Nemquae Nemquae