Incarnator (3.5e Class)
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Incarnators are literally "ones who embody in flesh". More specifically, they are fleshgrafters - masters of taking from one species and adding to another. Through their skill in this macabre art, they empower themselves and others.
Making an Incarnator
Incarnators have two roles: that of a grafter, and that of a caster. As a grafter, Incarnators make the entire party more powerful, apply grafts with absurd speed and efficiency. This role is similar to that of a buffing caster, or a supporting bard. As a caster, they have spells nearly limited to only one school, but with less restrictions than any other caster in other aspects. This makes them highly effective with whatever spells they do know.
Abilities: As the primary casting statistic, Intelligence is by far the most important statistic. All other statistics are optional, but Constitution would be a second choice. Those planning to dabble in melee would likely choose Strength or Dexterity as a third statistic, while those piling grafts such as Fiendish grafts might want Wisdom for the bonus to Will saves.
Races: Certain elves do well as Incarnators with their increased intelligence, while the Human's extra adaptability is always appreciated. Warforged (especially those associated with the Mechanus Knights) also make up a significant portion of Incarnators, though they often have difficulty with some grafts.
Starting Gold: 4d4×10 gp.
Starting Age: Complex.
|Saving Throws||Special||Graft Reserve EXP||Metamorphosis||Spells per Day|
|1st||+0||+2||+0||+2||Familiar, Graft Reserve, Graft Flesh||100||1||5||3||—||—||—||—||—||—||—||—|
|11th||+5||+7||+3||+7||Advanced Learning, Metamorphosis||3500||4||6||6||6||6||6||5||3||—||—||—|
|20th||+10/+5||+12||+6||+12||Malleable Form, Metamorphosis||8500||7||6||6||6||6||6||6||6||6||6||6|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Incarnators are born fleshgrafters. All of their abilities and spells are dedicated to manipulating and augmenting flesh. All of the following are class features of the Incarnator.
Weapon and Armor Proficiency: Incarnators are proficient in simple weapons and light armor; they are often born for battle but, as casters, they don't know how to use more than the most basic of equipment.
Spells: Incarnator spells are entirely based upon modifying the body - as such, they have expansive knowledge on spells that do so but little of any other magic. Spell save DC and bonus spells per day are based on Intelligence. Incarnators choose their spells from any spell list, but can only cast Transmutation spells (excluding Anyspell and variants), Conjuration (Creation) spells, and spells required for grafts.
Improved Grafting (Ex): Incarnators are expert grafters, able to make them with speed and skill unmatched by any other. They gain a bonus to skill checks during grafting equal to their Incarnator level, and divide time taken by (Max Graft Reserve/100). In addition, they can attach grafts of different kinds normally not allowed (for example, having both Draconic and Plant grafts). Finally, to offset the strain on the his body, an Incarnator may expend doubled experience points to offset any sacrifice for the graft.
Graft Reserve (Ex): Incarnators have receive a pool of points they can spend instead of experience points when creating a new graft. Each time they gain a class level, they receive a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. They can also use their graft reserve to supplement the XP cost of a graft they are creating, taking a portion of the cost from their graft reserve and a portion from their XP.
Graft Flesh: At every level, a Flesh Grafter gains a new "Graft Flesh" feat, and may choose aboleth, fiend, or Yuan-Ti grafts. In addition, grafts require half the normal gold to create.
Mimicry (Ex): As the name suggests, mimicry is an ability deeply rooted in grafter's perverse knowledge of fleshworks. Through this understanding, he can begin to emulate special abilities of the creatures whose grafts he has even without having the particular graft. It first starts with a single ability from a single graft at level 9. This improves to two abilities that can be combined from two different beings at level 10. Mimicry improves one step further at level 12 where the grafter can either adopt all of the special abilities of one of the graft's origin species, or he can choose to mix up a single ability from three different grafts. It's final form is reached at 13th level, where the Incarnator can choose to fully embody two creatures, one and three single powers, or four single powers.
Timefavored (Ex): Beginning at 16th level, the Incarnator no longer ages at the pace of his original race, he instead adopts the age categories from the longest living donor species that supplied at least one of his functioning grafts.
Memory Syphon (Su): Starting at 18th level, the grafter can consume the memories of the creature whose body provided the graft. This is a traumatic process and the Incarnator must succeed on DC 30 Will save or be stunned for 1d4 hours. For this effect to take hold, the creature must've been sentient with an intelligence of at least 7.
Metamorphosis (Su): Incarnators, due to their massive experimentation with both their own body and others, slowly transform into something simultaneously less and more than human. At 2nd level and every three levels thereafter, an Incarnator chooses one of these mutations, gaining its benefits and penalties. In addition, they can use their own body for any "graft donation" of the type chosen, double their effective Max Graft Reserve for purposes of Improved Grafting, expend half experience points and money when creating grafts of that type, and don't need the associated grafting feat for those grafts. You may take one type multiple times, following normal stacking rules as if they were from the same source.
Deathless: A Deathless Incarnator's body becomes infused with the power of the Deathless, granting a number of abilities. He gains Turn Undead as a Cleric (using Intelligence instead of Charisma for determining times per day and power), which is instead treated as a Greater Turning when used against Deathless, and can cast two spells of maximum level equal to the highest spell level known from the Deathless or Deathbound domain. Considered Undead for Malleable Form.
Elemental: An Elemental Incarnator's body becomes infused with the elements, granting a number of abilities. He may use any number of elemental grafts, even with conflicting elements. Additionally, once per day for each element, he may invoke its powers as an immediate action, gaining benefits of having multiple Elemental Grafts as if he had five additional grafts for 1 round per Incarnator level. Lastly, he can cast one spell of maximum level equal to the highest spell level known from one of the elemental domains.
Draconic: A Draconic Incarnator's body becomes infused with Draconic power, granting a number of abilities. As a swift action, he can grow temporary wings for a number of rounds equal to his Incarnator level, granting a Fly Speed of 60 feet (Good), and can use an elemental breath dealing 1d6 per two Incarnator levels in a 60 foot cone once per day (Reflex half, DC 10+Int+Incarnator Level/2). Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Dragon domain.
Illithid: An Illithid Incarnator's body mutates into a more illithid-like form, granting a number of abilities. He gains a pair of tentacles attached to his jaw, granting two secondary tentacle attacks (1d6 at medium size), a +4 racial bonus to grappling, and allows the Incarnator to deal 3d6 intelligence drain to a pinned target once per day, gaining temporary hit points equal to intelligence drained. Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Mentalism or Slime domain. Considered Aberration for Malleable Form.
Plant: A Plant Incarnator's body slowly becomes partially plant matter, granting a number of abilities. He gains Fast Healing 1 and +2 natural armor, doubling in sunlight, and can cast two spells of maximum level equal to the highest spell level known from the Plant domain.
Infernal: A Infernal Incarnator's body is augmented with energy from hell itself, granting a number of abilities. He can assume the Fiendish Creature template as a swift action, but for each round in this form, he takes 1d4 damage per four hit dice from infernal energies (round up). Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Evil domain. Considered Outsider (Evil) for Malleable Form.
Beholder: A Beholder Incarnator's eyes are infused with the power of the Beholder, granting a number of abilities. Once per day as a standard action, he may use one of the Beholder's eye rays or Antimagic cone for one round, provided the related spell's spell level is no higher than the his highest level spell known. For every three rays available, he gains an additional use per day. Considered Aberration for Malleable Form. Aboleth Grafts and symbionts from the Fiend Folio are considered part of this metamorphosis.
Daelkyr: A Beholder Incarnator has willingly taken a step towards becoming a Daelkyr Half Blood. He gains a Personal Symbiont, Symbiont Mastery, Symbiont Dependency and Unbalanced Mind. Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Madness domain. Considered Aberration for Malleable Form. All Symbionts from Magic of Eberron and Eberron Campaign Setting are considered grafts for this metamorphosis.
Silthilar: A Silthilar Incarnator slowly gains Silithar-like cells, granting a number of abilities. Once per 1d4 rounds, he may send a small swarm of Silithar cells at an enemy within 60 feet, dealing 1d6 damage, Nauseating for 1d4+1 round and dealing 1d4 damage to Constitution, Dexterity or Strength (roll 1d3 to determine), DC (10+Con+HD/2) fortitude save negates ability damage and Nausea. In addition, the cells assist in grafting, multiplying Maximum Graft Reserve and dividing experience point cost by 3 instead of 2 for Silithar grafts. Considered Aberration for Malleable Form.
Yuan-ti: A Yuan-ti Incarnator begins mutating into a more snakelike form, granting a number of abilities. He gains a bite attack (1d8 at medium size) with potent poison (2d6 Con/2d6 Con, Fort DC 10+Con+HD/2), and can cast two spells of maximum level equal to the highest spell level known from the Scalykind domain. Considered Monstrous Humanoid and Animal or Malleable Form.
Construct: A Construct Incarnator attaches mechanic parts to himself, granting a number of abilities. He resists Sneak Attacks and critical hits 25% of the time, gains bonus hit points appropriate to an equal sized Construct, and is affected by spells normally only usable on constructs. Additionally, he can cast one spell of maximum level equal to the highest spell level known from the Warforged domain. Maug grafts are considered part of this metamorphosis.
Undead: An Undead Incarnator infuses himself with the negative energy of the undead, granting a number of abilities. He can be healed by negative energy, and gains the Natural Armor of a equal sized skeleton. Additionally, he can cast two spells of maximum level equal to the highest spell level known from the Undeath or Death domains.
Advanced Learning: At 3rd level, and every fourth level thereafter, the Incarnator can learn one spell outside of his other spell lists. This spell cannot be of the highest level he knows.
Malleable Form (Ex): At 20th level, the Incarnator gains full control over their body, able to change it at a whim. They can change their type at will to any type they have Metamorphosis in. In addition, they gain Fast Healing 2, and heal as if resting a full night when changing type. They gain immunity to critical hits and sneak attacking due to their constantly shifting body, and can manipulate their body to gain a +4 inherent bonus to constitution.
Grey Elf Incarnator Starting Package
Weapons: Masterwork Scalpel (Exotic Short Sword + Masterwork Grafting Item).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: Graft Flesh.
Gear: Studded Leather Armor.
Gold: 15 gp.
Playing an Incarnator
Religion: Incarnators have trouble finding solace in the arms of most deities, who find their craft despicable. Those who do accept the macabre art of grafting have flocks of Incarnators worshiping them, especially Primus, god of Mechanus, who encourages mastery over body and is patron to nearly every lawful Incarnator.
Other Classes: Other classes tend to be horrified by
Combat: The Incarnator's role in combat is deceptively passive - he buffs allies before the day even starts with his grafts, then buffs them further with spells as the day progresses. However, some Incarnators may take the more aggresive, melee route, while others will manipulate spellcasting to be effective battle casters.
Advancement: Full Incarnators don't particularly like prestige classes, due to their extremely specialized, unique skills and focused casting. However, Incarnator is an excellent multiclass option for martial classes, allowing grafts, fairly good combat benefits and low level buffing - many will take a two-level dip. In this case, martial classes (or even prestige classes for gishes) are attractive multiclass options.
Incarnators in the World
|—Dr Frankenstein, Human Incarnator|
Incarnators are generally considered extremely odd. They usually have frightening mutations, intimidating intelligence, and magic that does little good for people. As such, unless they find a place of like minded people, they are generally outcasts and considered insane. Often, the seclusion and fear dominating their lives drives them there.
Daily Life: Most Incarnators are, as the quote would suggest, mad scientists. Almost all of their time is devoted to their craft, often resorting to dishonest or illegal means to get by. The exception to this lies within guilds accepting of Incarnators, the most prominent of which are those of Mechanus. The two groups of Mechanus turn these specialists into effective combatants and augmentors.
Notables: The two strongest of all Incarnators are the High Incarnator of the good and evil divisions of Mechanus Knights. These frighteningly powerful Incarnators augment the best of the Mechanus Knights, and manage the guild with their frightening intellect.
Organizations: Lawful Incarnators can find employment and support in either branch of the Mechanus Knights. Chaotic Incarnators have a somewhat harder time, though there are magic cults that find their power, however focused, quite interesting.
NPC Reactions: All NPC's are frightened or repulsed by Incarnators. All are at least Unfriendly, while the superstitious Commoners can be hostile if the Incarnator shows horrific mutations.
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||Incarnators are a rare, specialized type of grafters.|
|15||Incarnator magic is more powerful than most, but only in the Transmutation school.|
|20||High Incarnators can change form at will, and their influence through the Mechanus Knights spreads through many cities.|
Incarnators in the Game
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EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.