Incarnate

Alignment: Lawful Neutral, Neutral Good, Neutral Evil, Chaotic Neutral

Hit Die: d6

Class Skills: Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).

Skill Points per Level: 2 + Int Modifier

Level Base Attack Fort Ref Will Special Soulmelds Essentia Chakra Binds
1 +0 +2 +0 +2 Aura, Detect Opposition 2 1 0
2 +1 +3 +0 +3 Chakra Bind (Crown) 3 2 1
3 +1 +3 +1 +3 Expanded Soulmeld Capacity +1, Incarnum Radiance (Aura) 3 3 1
4 +2 +4 +1 +4 Chakra Bind (Feet, Hands) 4 4 1
5 +2 +4 +1 +4 Rapid Meldshaping 1/day 4 5 1
6 +3 +5 +2 +5 Conviction 4 6 2
7 +3 +5 +2 +5 Share Incarnum Radiance 5 7 2
8 +4 +6 +2 +6 Incarnum Radiance (Reflection) 5 8 2
9 +4 +6 +3 +6 Chakra Bind (Arms, Brow, Shoulders) 5 9 2
10 +5 +7 +3 +7 Incarnum Radiance (Curse) 6 10 3
11 +5 +7 +3 +7 Rapid Meldshaping 2/day 6 11 3
12 +6 +8 +4 +8 Mettle 6 12 3
13 +6 +8 +4 +8 Incarnum Radiance (Talent) 7 13 3
14 +7 +9 +4 +9 Chakra Bind (Throat, Waist) 7 14 4
15 +7 +9 +5 +9 Expanded Soulmeld Capacity +2 7 16 4
16 +8 +10 +5 +10 Chakra Bind (Heart) 8 18 4
17 +8 +10 +5 +10 Rapid Meldshaping 3/day, Share Incarnum Radiance (Tireless) 8 20 4
18 +9 +11 +6 +11 Incarnum Radiance (Gift) 8 22 5
19 +9 +11 +6 +11 Chakra Bind (Soul) 9 24 5
20 +10 +12 +6 +12 Perfect Meldshaper, True Incarnation 9 26 5

Weapon and Armor Proficiency: You are proficient with all simple weapons, light armor, 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 the table above. The maximum number of soulmelds that you can have shaped simultaneously is given above. At 1st level, you can shape two soulmelds at a time. 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 the table avove.

As a swift action, you can reallocate your essentia investments in your soulmelds every round.

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.

Incarnate 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, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level. At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 16th level, you can bind a soulmeld to your heart chakra, and at 19th level you can bind a soulmeld to your soul chakra.

Aura (Ex): You have a particularly powerful aura corresponding to your alignment. 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, 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 and again at 15th level, the essentia capacity of your soulmelds increases by 1. 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. You have a number of rounds of Incarnum Radiance equal to your Constitution Modifier +2. You gain 2 additional rounds of Incarnum Radiance for every incarnate level gained thereafter. Your rounds of Incarnum Radiance are refreshed after 8 hours of rest.

At 8th level, you gain the ability to tap into a reflection of your soul. Activating this ability is exactly the same as the Aura ability gained at level 3.

At 10th level you gain the ability to affect your enemies with your Incarnum Radiance in the form of a curse. Cursing an opponent is a standard action and the opponent must be within 30 feet of you. If the target does not share the non-neutral portion of your alignment, he may make a Will save (DC 10 + 1/2 your Incarnate level + your Con modifier) to resist the effect. If your opponent shares the non-neutral portion of your alignment, he receives no save. Activating this ability uses up 1 round of Incarnum Radiance, and you may cause an affected enemy to continue suffering the effect by spending another round of Incarnum Radiance on your turn.

At 13th level, you gain the ability to manifest a talent hidden within your soul. Activating this ability is exactly the same as the Aura ability gained at level 3.

At 18th level, you gain the gift of Incarnum housed within your soul. Activating this ability is exactly the same as the Aura ability gained at level 3.

You may only have one Incarnum Radiance ability active at one time, however you may have a Curse active on an opponent while you have a Radiance active upon yourself, but you must pay for the cost of both each round.

  • Aura
    • Good Aura of Defense : Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).
    • Evil Aura of Hate: An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every five levels gained (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th level).
    • Lawful Aura of Precision: You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).
    • Chaotic Aura of Action: 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, +50 at 20th level).
  • Reflection
    • Good Reflection of Serenity: 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.
    • Evil Reflection of Anger: 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. (You are still affected by fatigue if you use Share Incarnum Radiance with this reflection).
    • Lawful Reflection of Community: 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.
    • Chaotic Reflection of Freedom: 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.
  • Curse
    • Good Curse of Vulnerability: The target takes a -1 penalty on Armor Class. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3.
    • Evil Curse of Weakness: The target takes a -2 penalty on all weapon or natural-weapon damage rolls. When you reach 15th level, this penalty instead becomes -4, and at 20th level, -6.
    • Lawful Curse of Inaccuracy: The target takes a -1 penalty on all attack rolls. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3.
    • Chaotic Curse of Hesitation: The target's speed, in all forms of movement except Flying, is reduced by 10 feet. If the target has a Fly speed, that speed is instead reduced by 20 feet, and its maneuverability rating worsens by one step (to a minimum of Clumsy). When you reach 15th level, these penalties instead become -20 feet (-40 to Fly); finally, at 20th level, the penalties become -30 feet (-60 to Fly). Regardless of the magnitude of the penalties, the target's maneuverability rating is only worsened by one step. A target whose speed in a particular movement mode is reduced to 0 or less cannot use that movement mode at all until the Curse is ended (although it is not considered paralyzed, and is still able to defend itself, even if all of its movement modes are reduced to 0 or less).
  • Talent
    • Good Talent for Love: 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.
    • Evil Talent for Fear: 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.
    • Lawful Talent for Truth: 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.
    • Chaotic Talent for Confusion: 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
    • Good Gift of Glory: 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.
    • Evil Gift of Doom: 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.
    • Lawful Gift of Inevitability: 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.
    • Chaotic Gift of Luck: 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.

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.

You can use this ability twice per day at 11th level and three times per day at 17th.

Conviction (Ex): At 6th level, the Incarnate's unswerving dedication to his or her alignment is so strong that it can overcome the effects of certain attacks. If the Incarnate makes a Will saving throw against an attack that has a reduced effect on a successful save, then the Incarnate avoids the effect entirely.

Share Incarnum Radiance (Su): 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 (see above) you can choose for its benefit to also affect all allies within 30 feet of you. Any ally who moves more than 30 feet from you loses the benefit until he returns within range.

If you share your incarnum radiance with allies in this fashion, you become fatigued at the end of the power’s duration for a number of rounds equal to twice the number of Incarnum Radiance rounds you used while sharing your radiance. You must make this choice at the time the radiance is activated. Allies who do not share your alignment cause cannot gain the benefit of your incarnum radiance. For example, a good incarnate’s incarnum radiance benefit cannot be shared with allies who are not good.

Beginning at 17th level, sharing your incarnum radiance with allies does not fatigue you.

Mettle (Ex): At 12th level, the Incarnate's unswerving dedication to his or her alignment is so strong that it can overcome the effects of certain attacks. If the Incarnate makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, then the Incarnate avoids the effect entirely.

Perfect Meldshaper (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 Wisdom 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 the alignment subtype corresponding to your incarnate cause. Both your natural and weapon attacks are henceforth treated as having the alignment of that subtype for the purpose of overcoming damage reduction.

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