User:Proton/Reverse heartbreaker/Incarnate

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Alignment: If your game uses an alignment system, an incarnate's alignment must be at an extreme of exactly one axis, such as neutral good, neutral evil, lawful neutral, or chaotic neutral. If your game does not use an alignment system, select good, evil, lawful, or chaotic upon taking your first incarnate level, as best matches the character's personality. If the character's personality changes, he or she may become an ex-incarnate.

Table: The Incarnate

Hit Die: d6

Level Base
Attack Bonus
Special Meldshaping
Soulmelds Essentia Chakra Binds
1st +0 Aura, Detect Opposition 2 1 0
2nd +1 Chakra Bind (crown) 3 2 1
3rd +1 Expanded Soulmeld Capacity, Incarnum Radiance 3 3 1
4th +2 Chakra Binds (feet, hands) 4 4 1
5th +2 Rapid Meldshaping 4 5 1
6th +3 4 6 2

Class Skills (2 + Int modifier per level)
Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the incarnate.

Weapon and Armor Proficiency: An incarnate is proficient with all simple weapons, light and medium armor, and shields (except tower shields).

Meldshaping: 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 Wisdom modifier. Your meldshaper level is equal to your incarnate level.

An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table: The Incarnate. 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 shown on Table: The Incarnate. You can invest a maximum of 1 point of essentia in any single soulmeld; this increases to 2 points at character level 6th. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see essentia).

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 (see shaping soulmelds).

Aligned Soulmelds: You cannot shape soulmelds with an alignment descriptor that does not match your own. For example, if you are a good incarnate, you cannot shape soulmelds with the chaotic, lawful, or evil descriptors.

Chakra Binds: Beginning at 2nd level, you can 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 (see chakras), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

At 2nd level, you can have one chakra bind active at any one time, and can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 6th level, you can have two chakra binds active at once.

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.

Similarly, your soulmelds always radiate good, evil, law, 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. This ability works like the detect evil spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law.

Expanded Soulmeld Capacity (Ex): Incarnates are specially gifted in their ability to invest essentia into soulmelds. At 3rd level, the essentia capacity of your soulmelds increases by 1, superseding the normal limit (one or, if at character level 6th, two). This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.

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 activate this ability as a free action once per day. This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round).

Good: Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves to +2 at 5th level.

Evil: An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves to +4 at 5th level.

Lawful: You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves to +2 at 5th level.

Chaotic: A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bouns. This increase improves to +20 at 5th level.

Rapid Meldshaping (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.

Ex-Incarnates[edit]

If you change alignment, you lose most of your class abilities, unless your new alignment is compatible with the incarnate class. If it is not, you lose your aura, detect opposition, incarnate radiance, and meldshaping abilities. You may not progress any further in levels as an incarnate. You regain all your abilities and advancement potential if you return to your previous alignment (at the DM's discretion). If your alignment shift still qualifies you for the class—a fall from neutral good to neutral evil, for example—you retain your incarnate levels and your class features change to match your new alignment.

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