Incarnation of War (3.5e Class)
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Incarnation of War
Fueled by rage, with the absolute determination that can rival a mountain's resolve, very few can stand up to these might combatants, famed for their gifts in combat, some even going to far as to call them by the very names of the gods to whom they serve themselves. They are brutal beings, savages of mastered rage, and possessed by the spirits of violence and have becomes thralls to the euphoric passion of slaughter.
Making an Incarnation of War
Abilities: Strength and Dexterity or Constitution.
Races: Any Humanoid
Alignment: Any Chaotic
Starting Gold: 3d6x10 gp
|Saving Throws||Special||Weapons of the Wrathful|
|1st||+1||+2||+2||+0||Weapons of the Wrathful, Favored Enemy, Weapon Trick Improved Multiattack, Seething Rage, Bonus Feat, Incarnation's Gift, Titanic Fortification +1||1d6|
|2nd||+2||+3||+3||+0||Iron Resolve +1, Uncanny Dodge||1d6|
|4th||+4||+4||+4||+1||Rage Pool Power, Incarnation's Gift||1d8|
|6th||+6/+1||+5||+5||+2||Iron Resolve +2, Rage Pool Power, Bonus Feat||1d8|
|7th||+7/+2||+5||+5||+2||Damage Reduction 1/-, Incarnation's Gift||1d8|
|8th||+8/+3||+6||+6||+2||Rage Pool Power||1d10|
|9th||+9/+4||+6||+6||+3||Bonus Feat, Weapon Trick||1d10|
|10th||+10/+5||+7||+7||+3||Iron Resolve +3, Rage Pool Power, Damage Reduction 2/-, Incarnation's Gift||1d10|
|12th||+12/+7/+2||+8||+8||+4||Rage Pool Power, Bonus Feat||2d6|
|13th||+13/+8/+3||+8||+8||+4||Damage Reduction 3/-, Incarnation's Gift, Weapon Trick||2d6|
|14th||+14/+9/+4||+9||+9||+4||Iron Resolve +4, Rage Pool Power||2d6|
|16th||+16/+11/+6/+1||+10||+10||+5||Rage Pool Power, Damage Reduction 4/-, Incarnation's Gift||2d8|
|18th||+18/+13/+8/+3||+11||+11||+6||Iron Resolve +5, Rage Pool Power, Bonus Feat||2d8|
|19th||+19/+14/+9/+4||+11||+11||+6||Damage Reduction 5/-, Incarnation's Gift||2d8|
|20th||+20/+15/+10/+5||+12||+12||+6||Rage Pool Power, Undying||2d10|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Incarnation of War.
Weapon and Armor Proficiency: An Incarnation of War is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Weapons of the Wrathful (Ex): At first level, the Incarnation of War seeks out a set of chains and through the heat of fire, their own will power, and some grit, they fuse chains to their body, becoming a extension of their being. These chains are just chains by themselves and may serve as a whip if without a weapon on the end. However, all Incarnations of War must fuse 2 weapons of their choice on the two ends of it that they like the most. This is usually the weapon of the god they follow, and it may not be their own form, so no natural weapons or unarmed weapons may count. The weapons chosen must be able to be wielded in one hand by the character. These chains do not give any extra benefits except for range and when you are disarmed. If you are disarmed, you may as a free action pull on your chain to have your weapons in hand once more.
The damage of this weapons is irrelevant, as it deals damage according to the monks unarmed strike, also indicated on Table: The Incarnation of War even if that damage indicated is lower then normal. However the base threat range, (reach + 10), and other factors still apply. Should an Incarnation of War find a more fitting weapon to use on his chain, an hour of time is needed to fuse the new weapon onto the chain, gaining the damage according to the indicated amount on Table: The Incarnation of War, but keeping the base threat range, (reach + 10), and other factors. Modifications to the chains also take an hour of time, including the replacement and enhancement of the chains.
The weapons chosen and the chain are considered natural weapons for purposes of type, but may not be wielded at the same time as other weapons or actions, still being treated as weapons of their previous category.
In addition, you gain Weapon Focus for the respective weapons chosen, and you may add both your dexterity and constitution modifier in addition to what you normally would for special attacks, such as sunder, disarm, etc;
Favored Enemy (Ex): Some prefer beasts, others prefer gods. At 1st level, a Incarnation of War may select a type of creature (such as Animal, Construct, Dragon, Humanoid (Human), etc). The Incarnation of War gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival check when using this skills against creatures of this type. Likewise, he gets a +2 bonus on attack and damage rolls against the creature.
At 5th level, and every five levels thereafter (10th, 15th, and 20th), the Incarnation of War may select an additional enemy type. In addition, at each interval, the bonus against anyone favored enemy (including the one just selected, if so desired), increases by 2.
If the Incarnation of War chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype (such as Humanoid (Orc), Humanoid (Gnome) and so forth). If a specific creature falls into more then one category of favored enemy, the Incarnation of War's bonuses do no stack, you instead use the higher bonus.
Improved Multiattack (Ex): Making the most out of the weapons given, an Incarnation of War has Improved Multiattack using his full Strength bonus to attacks with all attacks.
Bonus Feat: At first level and every iteration of 3 afterwards, the Incarnation of War gains a bonus feat.
Titanic Fortification (Ex): At 1st level, the Incarnation of War has exceedingly strong resilience and fortitude, their very skin granting them extra protection from blades and arrows. This ability grants them a Natural Armor Bonus equal to (+1 for every 3 levels(Max +5) + their Constitution Modifier). If they have a pre-existing natural armor, this adds to it. If their constitution modifier is equal to 0 or less, they gain at least 1 point anyways. This natural armor bonus is not changed or effected by temporary ability score modifications such as drains or spells like Bear's Endurance, but permanent changes do change it.
Seething Rage (Ex): At 1st level, an Incarnation of War's ability to truly embody rage and power becomes apparent. This raging raw power allows them to perform amazing feats of strength. They gain an empty Rage Pool, the points in which can be spent for various abilities as noted below. You can have a total of points in this pool equal to 10 plus 1/2 your Incarnation of War levels plus your Constitution Modifier. They gain Rage at 1st Level, Greater Rage at 11th Level, Tireless Rage at 17th Level, and Mighty Rage at 20th Level. This acts as a rage except any Charisma-, Dexterity-, or Intelligence-based skills, the Concentration skill, or any abilities that require patience or concentration, spells activating magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) can still be used. As long as you have at least one point in your Rage Pool, you may stay enraged at your discretion.
This Rage Pool is empty at first, but can be refilled in various ways. Upon entering combat you immediately gain 1 point. You also gain 1 additional point whenever you take damage, regardless of its form. You gain 1 point for each successful melee attack you make. While in the presence of a favored enemy (within 100 feet), you gain 2 points per round. These points last for 1 hour per point of Constitution Modifier outside of combat, but are immediately depleted upon resting for 8 hours or greater. As long as you have at least one point in your Rage Pool, you may make a Raging Blow without expending extra points that do the following:
- At 4th level: Your Raging Blow is treated as Magic for the purpose of overcoming damage reduction.
- At 7th level: Your Raging Blow is treated as Cold Iron and Silver for the purposes of overcoming damage reduction.
- At 10th level: Your Raging Blow is treated as Chaotic Aligned for the purposes of overcoming damage reduction.
- At 16th level: Your Raging Blow is treated as Adamantine for the purposes of overcoming damage reduction.
- At 20th level: Your Raging Blow is considered Epic for the purposes of overcoming damage reduction.
At 1st level, and every 2 levels thereafter, the Incarnation of War can choose an ability from the following list to be able to perform while they have points in their Rage Pool. Unless specified, these abilities may only be taken once. Some of the following abilities are considered stances, and activating them is a move action. You may not have more then one stance active at a time. If you activate a stance while another one is active, the current one immediately ends. The stance can intentionally be ended at the beginning of the Incarnation of War's turn as a free action, but otherwise lasts for one minute or until their Rage Pool is depleted.
- Accurate Stance (Ex): The Incarnation of War can focus his strikes. He gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by +1 for every 5 levels the Incarnation of War has. This is a Stance and costs 1 point per round for every 4 levels you have.
- Auspicious Mark (Su): The Incarnation of War has been marked by spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a swift action, she can call upon the spirit's favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 ever 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll. This ability can only be used once per day, regardless of your Rage Pool. Costs 5 points.
- Bleeding Blow (Ex): While in the Powerful Stance, the Incarnation of War can make an attack that causes her enemies to bleed profusely. Once per round, she can have one of her attacks deal an amount of bleed damage equal to 1.2 her bonus damage from Powerful Stance. This Bleed damage bypasses damage reduction. This bleed damage doesn't stack with itself. An Incarnation of War must have the Powerful Stance Rage Pool Ability and must be at least 8th level to select this power. Costs 1 point per use while in Powerful Stance.
- Clear Mind (Ex): When the Incarnation of War fails a Will saving throw, she can attempt another Will saving throw at the end of her next turn (using the original DC). If the second saving throw is successful, the Incarnation of War is treated as if she succeeded at the first saving throw, negating or reducing the effect as determined by the spell of effect. If the second saving throw fails, the Incarnation of War suffers the full effects of the spell or effect as normal. Must be at least 8th level to select this Rage Pool Ability. Costs 2 points.
- Crippling Blow (Ex): Once per day when the Incarnation of War hits with an attack, she can deal 1 point of ability damage to the target's Strength or Dexterity score. This damage increases by 1 for every 4 levels the Incarnation of War has. Must be at least 8th level to select this Rage Pool Ability. Costs 3 points.
- Deadly Accuracy (Ex): If the Incarnation of War scores a critical threat while in the Accurate Stance, she applies double the accurate stance's bonus when rolling to confirm the critical. An Incarnation of war must have the Accurate Stance Rage Pool Ability and be at least 6th level to select this ability. No Cost.
- Eater of Magic (Su): When the Incarnation of War succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, she gains temporary hit points equal to the spell's level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect's creator (in the case of supernatural abilities). These temporary hit points disappear when you run out of Rage Pool points or the combat ends. These temporary hit points may stack with other sources of temporary hit points. Must have the Superstition Rage Pool Ability and be at least 10th level to select this ability. Costs 1 point if successful.
- Elemental Stance (Su): When the Incarnation of War adopts this stance, she chooses an energy type (acid, cold, electricity, or fire). Her melee attacks deal 1 additional point of damage of the chosen type. This damage increased to 1d6 points at 8th level. At 12th level, the Incarnation of War's critical hits deal an additional 1d10 points of energy damage of the same type (2d10 if the weapon deals x3 damage on a critical hit, 3d10 if the weapon deals x4 damage on a critical hit). This is a stance and costs 2 points per round. Must be at least 4th level to select this Rage Pool Ability.
- Energy Absorption (Su): Once per day, the Incarnation of War can absorb the energy from a single attack that deals damage of the energy type she resists with the Energy Resistance Rage Pool Ability. She takes no damage from the attack and doesn't attempt a saving throw. Instead she gains temporary hit points by an amount equal to 1/2 the damage she would have taken (ignoring her energy resistance). If the Incarnation of War is at least 16th level, once before they run out of Rage Pool points, she can unleash the stored energy as a breath weapon in either a 60ft line or 30ft cone. The Breath weapon deals an amount of damage equal to the full amount the Incarnation of War would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC = 10 + 1/2 the Incarnation of War's level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon. Temporary hit points gained from this ability may stack with other sources of temporary hit points. An Incarnation of War must have the Energy Resistance Rage Pool Ability and be at least 12th level to select this ability. Costs nothing to absorb the energy, costs 10 points to unleash it as a breath weapon.
- Energy Resistance (Ex): The Incarnation of War gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her Incarnation of War level (minimum 1). At 8th level, she gains limited immunity to the same type of energy, as protection from energy. She can absorb 2 points of damage per level, and she applies her energy resistance first. The energy type is chosen when this Rage Pool ability is selected, and it can't be changed. This ability can be selected more then once, each time it applies to a different energy type.
- Fearless Rage (Ex): The Incarnation of War is immune to the shaken and frightened conditions (but not panicked). An Incarnation of War must be at least 12th level to select this ability.
- Feral Fury (Ex): The Incarnation of War gains a bite attack. This is a primary natural attack and deals 1d4 points of damage (assuming the Incarnation of War is medium sized. Make adjustments here where needed), plus the Incarnation of War's Strength modifier. If made as part of a full-attack action with manufactured weapons or their Weapon of the Wrathful, the bite attack is made at the Incarnation of War's full base attack bonus minus five, and she only adds 1/2 her strength modifier to the damage roll. The Incarnation of War can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, the grapple checks attempted by the Incarnation of war against the target until the end of the round gain a +2 bonus. Costs 1 point per round.
- Flesh Wound (Ex): Once per day, the Incarnation of War can avoid serious harm from an attack. She attempts a Fortitude save with a DC equal to the damage that would be dealt by the attack. If she succeeds, she takes no damage from the attack. If she fails, she takes half damage from the attack and the damage is nonlethal. The Incarnation of War must elect to use this ability after the attack roll is made, but before the damage is rolled. An Incarnation of War must be at least 10th level to select this Rage Pool ability. Costs 10 points.
- Ground Breaker (Ex): The Incarnation of War can attack the floor around her as a full-round action. This attack automatically hits and deals damage normally. If the Incarnation of War deals more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the Incarnation of War, must succeed at DC 15 Reflex saves or be knocked prone. A Incarnation of War must be at least 6th level to select this rage pool ability. Costs 3 points.
- Ground Breaker, Greater (Ex): When using the ground breaker rage pool ability, the Incarnation of War can extend the radius of the effect by 5 feet. This power can be selected up to three times, and its effects stack. An Incarnation of War must be at least 8th level and have the ground breaker rage pool ability to select this ability. Costs 1 additional point per five feet.
- Guarded Stance (Ex): The Incarnation of War can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the Incarnation of War has. This is a stance rage pool ability. Costs 1 point per round.
- Increased Damage Reduction (Ex): The Incarnation of War's damage reduction increases by 2/— whenever she has points in her Rage Pool. An Incarnation of War can select this rage power up to three times. Its effects stack. An Incarnation of War must be at least 8th level to select this rage pool ability. Has no cost.
- Inspire Ferocity (Ex): While in the Reckless Stance, the Incarnation of War imparts the stance's bonus and penalty to all willing allies within 30 feet of her. An Incarnation of War must have the Reckless Stance rage pool ability to select this. Costs 1 additional point per ally.
- Internal Fortitude (Ex): The Incarnation of War is immune to the sickened and nauseated conditions. An Incarnation of War must be at least 8th level to select this rage pool ability.
- Intimidating Glare (Ex): The Incarnation of War adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the Incarnation of War successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the Incarnation of War's current rage pool (meaning for until it runs out).
- Knockback (Ex): Once per round, the Incarnation of War can attempt a bull rush against one target in place of a melee attack, using her full Base Attack Bonus regardless of the attack it replaces. If the bull rush is successful, the target takes an amount of damage equal to the Incarnation of War's Strength modifier and is knocked back as normal. The Incarnation of War doesn't move with the target. This bull rush doesn't provoke an attack of opportunity. Costs 4 points.
- Knockdown Stance (Ex): The Incarnation of War can focus on toppling her foes. Once per round, she can make a trip attack against one target in place of a melee attack. If she succeeds, the target is knocked prone. This trip attempt doesn't provoke an attack of opportunity. This is a stance rage pool ability. Costs 1 point per round.
- Lethal Accuracy (Ex): While in the accurate stance, the Incarnation of War's critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). An Incarnation of War must have the accurate stance and deadly accuracy rage powers and be at least 16th level to select this rage power.
- Low-Light Vision (Ex): The Incarnation of War's senses sharpen, and she gains low-light vision. Costs 1 point, lasts until your rage pool runs out.
- Mighty Swing (Ex): The Incarnation of War automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This ability can be used only once per day. An Incarnation of War must be at least 12th level to select this rage pool ability.
- Night Vision (Ex): The Incarnation of War's senses grow incredibly sharp, and she gains darkvision out to a range of 60 feet. If she already has darkvision, the range of that darkvision increases by 60 feet. An Incarnation of War must have a darkvision racial trait, low-light vision racial trait, or the low-light vision rage pool ability to select this power. Costs 1 additional point per round if the low-light rage pool ability was used to qualify for this, resulting in a total cost of 2 points per round.
- No Escape (Ex): The Incarnation of War can move up to double her base speed as an immediate action. She can use this ability only when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The Incarnation of War provokes attacks of opportunity as normal during this movement. Costs 3 points.
- Powerful Stance (Ex): The Incarnation of War can focus her ferocity. She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the Incarnation of War has. This is a stance rage pool ability. Costs 1 point per round.
- Protect Vitals (Ex): While in the guarded stance, the Incarnation of War gains an additional +4 dodge bonus to AC against attack rolls made to confirm critical hits. An Incarnation of War must have the Guarded Stance rage pool ability and be at least 8th level to select this power. No cost.
- Quick Reflexes (Ex): The Incarnation of War can make one additional attack of opportunity per round. Costs 1 point if used.
- Raging Climber (Ex): The Incarnation of War gains a climb speed equal to 1/2 her land speed, taking into account any fast movement class features or additional speed enhancements. She can't use this climb speed to climb any surface with a DC higher than 20. She also gains a +8 enhancement bonus on Climb checks. Costs 1 point per round.
- Raging Leaper (Ex): The Incarnation of War is always considered to have a running start when attempting a check to jump. In addition, she gains a +8 bonus on Jump. Finally, if the Incarnation of War falls, she halves the total distance fallen for the purposes of determining damage taken from the fall. Costs 1 point when used.
- Raging Swimmer (Ex): The Incarnation of War gains a swim speed equal to 1/2 her land speed. She also gains a +8 enhancement bonus on Swim checks.
- Reckless Stance (Ex): The Incarnation of War can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage pool ability. Costs 1 point per round.
- Reflexive Dodge (Ex): While in the guarded stance, the Incarnation of War can apply her dodge bonus to AC as a bonus on Reflex saving throws. An Incarnation of War must have the Guarded Stance rage pool power and be at least 6th level to select this ability. Has no cost.
- Regenerative Stance (Ex): The Incarnation of War can continually replenish her health. At the start of her turn, she regains 1 hit point for every 4 levels she has (up to 5 hit points per round). This is a stance rage pool ability. An Incarnation of War must be at least 4th level to select this rage pool power. Costs 1 point per point of health regained. May be used as an immediate action, but not more then once per round.
- Renewed Vigor (Ex): As a standard action, the Incarnation of War heals 1d8 points of damage + her Constitution modifier. For every 4 levels the Incarnation of War has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The Incarnation of War must be at least 4th level to select this rage pool power. Costs 5 points.
- Renewed Vitality (Ex): The Incarnation of War ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the Incarnation of War can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her rage pool runs out. Costs 1 point per round to remain active, regardless of the number of penalties.
- Sharpened Accuracy (Ex): While in the accurate stance, the Incarnation of War ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. An Incarnation of War must have the Accurate Stance rage pool power and be at least 8th level to select this rage pool power. Costs 1 additional point per round.
- Shove Aside (Ex): Whenever the Incarnation of War charges, she may push past one of her allies. That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge. This does not move the ally's position; it simply allows the Incarnation of War to move past. Costs 1 point.
- Shove Aside, Greater (Ex): This functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge. An Incarnation of War must have the shove aside rage pool power and be at least 8th level to select this rage pool power. Costs 1 point.
- Smasher (Ex): Whenever the Incarnation of War attempts a sunder combat maneuver or makes an attack against an unattended object, she ignores 1 point of the object's hardness per Incarnation of War level she has. Costs no points.
- Sprint (Ex): The Incarnation of War adds 1/2 her speed to the distance she can move when she runs or charges. An Incarnation of Warn must have the swift foot rage pool power and be at least 4th level to select this rage pool power.
- Strength Stance (Ex): The Incarnation of War can summon mighty strength. She gains a +1 competence bonus on all combat maneuvers (such as grapple, trip, sunder, ect;). These bonuses increase by 1 for every 4 levels the Incarnation of War has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage pool power. Costs 1 point per round.
- Superstition (Ex): The Incarnation of War gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the Incarnation of War has. The Incarnation of War cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies. Has no cost.
- Swift Foot (Ex): The Incarnation of War gains a 20-foot enhancement bonus to her base speed. An Incarnation of War can select this rage power up to three times; its effects stack. Has no cost and automatically begins when you gain rage pool points, but ends as soon as they run out.
- Taunting Stance (Ex): The Incarnation of War can leave herself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the Incarnation of War while she's in this stance, but every attack against the Incarnation of War provokes an attack of opportunity from her, which is resolved prior to each provoking attack. This is a stance rage pool power. An Incarnation of War must be at least 12th level to select this rage pool power.
- Witch Hunter (Ex): The Incarnation of War gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by 1 for every 4 levels the Incarnation of War has. In addition, if she confirms a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect). An Incarnation of War must have the superstition rage pool power to select this ability. Costs 1 point per attack.
Weapon Trick: At 1st level, their connection with the weapon and chains they fused to their bodies has grown. The Incarnation of War selects one Blade Trick, as one additional one for every 4 levels thereafter.
- Death Strike (Su): A number of times per day equal to your Constitution modifier, you may roll an attack roll that forces them to make a fortitude check (DC = 10 + your Strength Modifier + 1/2 your Incarnation of War levels). If they fail, they are slain. If they succeed, they take 3d6 points of damage plus one per level of Incarnation of War you possess. Must be level 12 to select this Blade Trick.
- Devour Strength (Su): Your blade embody your rage and hunger for violence, and should you slay a creature, or finish one off (as the coup de grace action), you heal for 1d8 points of damage. Should there be extra, it turns into temporary hit points to a maximum of 20. In addition, you gain a +2 enhancement bonus to strength. Both of these benefits stack, but only last for ten minutes within the first initial boost. After ten minutes has passed since the first, all bonuses are lost.
- Divine Protection (Ex): The Incarnation of War's weapons are now considered indestructible for purposes of Sunder attempts. They may still be disarmed, broken in other methods, ect;
- Extended Chains (Ex): The Incarnation of War's Weapons of the Wrathful now has a range increase of ten feet. If selected a second time, this increases regardless of what it was previously to a minimum of 30 feet. At this distance you may threaten critical hits still, and opponents that you are aware of moving through this space are open to attacks of opportunity.
- Extended Form (Ex): Anywhere appropriate where a rope, anchor point, or tool, would assist in a check (such as anchor points in climbing, being prevented from being moved forcibly from a strong wind, ect;), the Incarnation of War may treat their Weapons of the Wrathful as such, and in addition gain a +4 competence bonus to that check. At level 10, this increases to +6. At level 14, +8. At level 20 it becomes +12.
- Precision Strikes (Ex): You may add half your Incarnation of War levels to your damage rolls. This damage bypasses all damage reduction. Requires level 8 or higher.
- Rending Slash (Ex): Once per round in addition to a single attack, you may force the opponent to roll a fortitude save (DC = 10 + your Strength Modifier + 1/2 your Incarnation of War levels). If they fail, they take 1d6 points of Strength damage, and their movement is halved until a heal check is made (using the same DC) or they receive magical healing.
- Second Defense (Ex): Once per round, if you are aware of it, you may make an attack roll to deflect ranged attacks with your Weapons of the Wrathful, and whatever ammunition was used falls harmlessly to the ground. You may make additional rolls equal to your dexterity if you have the feat Combat Reflexes, but doing so counts against the number of attacks of opportunity you get from the feat.
- Swing Line (Ex): The Incarnation of War has mastered their chains and how to use them to their advantage, and may climb across their chains. As a standard action, the Incarnation of War can attach the end of their weapon or chain from their Weapons of the Wrathful to any appropriate anchor point within range. As a part of a move action, she can move up to fifteen feet from her starting point as a part of her normal movement without requiring any difficulty checks, and may move at full speed. She can even attach the Weapon to a point next to her, wrap the remaining length around herself, and jump down, unrolling the chain from her body as she goes. The Incarnation of War can detach the weapons from their anchor point as a free action. The Incarnation of War way freely interchange and climb with their weapons in this manner, acting as if they were extensions of their arms while climbing. If the Incarnation of War chooses to swing from their chains and attack, they may do so without a penalty or provoking an attack of opportunity, but doing so requires a full-attack action and they may not move afterwards. The distance available to you with this stacks with the extra granted by Extended Chains.
Incarnation's Gift: As with any other incarnation of a deity, the Incarnation of War can select from a list of powers and abilities available to them by the deity they represent. For the Incarnation of War, these are gained first at 1st level, then once every three levels thereafter. He may select each gift only once unless noted otherwise.
- Battle Lord I (Ex): The Incarnation of War gains a +4 bonus to his checks against disarm and sunder maneuvers.
- Battle Lord II (Ex): When the Incarnation of War makes an attack with a weapon with which he is not proficient, he suffers only a –2 penalty (rather than the normal –4). Also, if the Incarnation of War has the Quick Draw feat, he may put away a weapon, or put‑away one weapon and draw another, as a free action. Requires Battle Lord I.
- Battle Lord III (Su): The Incarnation of War is proficient in all weapons, armor, and shields, even for weapons he has never seen or trained with. Requires Battle Lord I-II.
- Battle Lord IV (Su): As a full‑attack action, the Incarnation of War may choose make 2 attacks at his highest attack bonus (this is in place of his normal number of iterative attacks). Requires Battle Lord I-III.
- Denying The Fall (Su): You are treated as if under the effects of a constant Feather Fall spell. If level 12 or greater and selected a second time, you gain a fly speed equal to your total land speed at the time of taking this gift.
- Divine Might (Ex): You gain a +2 to Strength and Constitution permanently. May be selected multiple times.
- Divine Resistance (Ex): You gain a spell resistance equal to 10 + your constitution modifier. If you have the Rage Pool Power Eater of Magic, you may count spells that fail to overcome this spell resistance as a success for that ability.
- Divine Speed (Ex): You gain a permanent +10 to all current forms of movement you possess. May be selected multiple times, to a maximum of three.
- Elemental Resistance (Su): Choose one element. You gain a resistance to that element equal to half your Incarnation of War class levels. May be selected multiple times, each time selected being a different element. If selected twice for the same element, you become immune to that element.
- Hardy I (Su): The Incarnation of War does not require food to survive, though he still needs a normal amount of water each day.
- Hardy II (Su): The Incarnation of War can survive without food or water indefinitely without penalty. Requires Hardy I.
- Hardy III (Su): The Incarnation of War gains a +4 bonus to all saving throws against to diseases and poisons. Requires Hardy I-II.
- Hardy IV (Su): The Incarnation of War is immune to all diseases and poisons. Requires Hardy I-III.
- Paramortal I: The Incarnation of War does not need to eat or drink. While the Incarnation of War may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The Incarnation of War ages only 1 year for every 2 years that pass.
- Paramortal II: The Incarnation of War suffers no penalties from the fatigued condition. An Incarnation of War that is fatigued and gains the condition again becomes exhausted, as normal. The Incarnation of War gains darkvision out to 60 feet. An Incarnation of War that already has darkvisions adds 60 feet to her darkvision’s range. The Incarnation of War ages only 1 year for every 10 years that pass. Requires Paramortal I.
- Paramortal III: The Incarnation of War does not need to sleep. If the Incarnation of War has a class that grants spells that normally require a full night’s sleep, the Incarnation of War instead regains spells once per day (at a time agreed upon by the player and GM). Preparing spells for the day still requires an hour of meditation. The Incarnation of War ages only 1 year for every 50 years that pass. Requires Paramortal I-II.
- Paramortal IV: The Incarnation of War is never blinded, confused, deafened, fatigued, or exhausted. The Incarnation of War does not age, and is immune to magical aging. Requires Paramortal I-III.
Iron Resolve (Ex): In the face of any danger, even should it prove life threatening, the Incarnation of War is fueled by their rage. Starting at second level, he gains a +1 bonus on will saves against all fear effects. This increases by +1 for every four levels beyond 2nd.
Uncanny Dodge (Ex): At 2nd level, an Incarnation of War retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an Incarnation of War already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Damage Reduction (Ex): At 7th level, an Incarnation of War gains Damage Reduction. Subtract 1 from the damage the Incarnation of War takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Incarnation of War levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Undying (Ex): At level 20, just as the idea of war cannot be defeated itself, so to can neither the Incarnation of War. So long as war is present somewhere in the world, should you be slain you are resurrected as if by the spell True Resurrection 1d12 months later in a random location you have been to before your death. Whats more, you are forevermore treated as a Native Outside rather then as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the Incarnation of War can be brought back from the dead as if she were a member of her previous creature type.
Ex-Incarnations of War
When an Incarnation of War forsakes the deity they represent, they lose all Incarnation's Gifts. To reverse this, you need complete a task assigned to you by the deity your forsook, or, accept another and gain their blessing if they are willing to give it to you.
If your alignment changes from Chaotic to Neutral or Lawful, you cannot gain anymore levels in Incarnation of War until you are once again Chaotic, but you do not lose any class features.
Playing an Incarnation of War
Religion: Most, if not all worship some form of god or goddess that represents war, domination, victory, or some form of deity with a similar concept.
Other Classes: Most other classes know enough to not anger these ferocious fighters.
Combat: Always melee, occasionally tank.
Advancement: Barbarian is not a bad choice due to the similarities in classes.
Incarnations of War in the World
|“||I am the destroyer, the harbinger of death. All of the gods trembled before me as they drew their final breath.||”|
|—Sotark, Human Incarnation of War|
These few and far between embodiments of war and violence are often seen spear heading just that; war efforts to further their own desires. There is no known case of one ever turning down a challenge once they have been angered.
Daily Life: Usually consists of honing their skills, strength, or power of rage while under its effects.
Notables: Sotark- Most famously known for seeking after gods and goddesses, then slaying them out of revenge or hatred.
Organizations: No formal organizations are known, though it is not uncommon for them to be part of a formal military.
NPC Reactions: "Huh... You're a strong fella aren't ya?"
Incarnation of War Lore
Characters with ranks in Knowledge (Local) can research Incarnations of War to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Their rage and physical skill is nearly unmatched.|
|10||Very few, if any, survive an encounter with these titanic strength wielding power houses.|
|15||They have the strength to rival that of divinities.|
|20||Information on Sotark. Incarnations of War hold enough power after long enough to slay even the gods themselves.|