Hit Die d10

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (DEX), Spellcraft (Int), and Swim (Str)
Skill Points per Level: 4 + Int Modifier

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

Level Base Attack Fort Ref Will Special Soulmelds Essentia Chakra Binds
1 +1 +2 +0 +2 Aura, Detect Opposition, Smite Opposition 1/day 0 0 0
2 +2 +3 +0 +3 Incarnum Defense 0 0 0
3 +3 +3 +1 +3 Bonus Feat 0 1 0
4 +4 +4 +1 +4 Smite Opposition 2/day 1 1 0
5 +5 +4 +1 +4 Share Incarnum Defense 1/day 1 2 0
6 +6 +5 +2 +5 Aura of Resolve, Chakra Bind (Crown) 1 2 1
7 +7 +5 +2 +5 Bonus Feat, Smite Opposition 3/day 1 3 1
8 +8 +6 +2 +6 Chakra Binds (Feet, Hands) 2 3 1
9 +9 +6 +3 +6 Share Incarnum Defense 3/day 2 4 1
10 +10 +7 +3 +7 Smite Opposition 4/day 2 6 2
11 +11 +7 +3 +7 Bonus Feat 2 7 2
12 +12 +8 +4 +8 Aura of Conviction 3 7 2
13 +13 +8 +4 +8 Share Incarnum Defense 4/day, Smite Opposition 5/day 3 8 2
14 +14 +9 +4 +9 Chakra Binds (Arms, Brow, Shoulders) 3 8 3
15 +15 +9 +5 +9 Bonus Feat 3 9 3
16 +16 +10 +5 +10 Smite Opposition 6/day 4 9 3
17 +17 +10 +5 +10 Share Incarnum Defense 5/day 4 10 3
18 +18 +11 +6 +11 Chakra Binds (Throat, Waist) 4 10 4
19 +19 +11 +6 +11 Bonus Feat, Smite Opposition 7/day 4 11 4
20 +20 +12 +6 +12 Soulborn Champion 5 13 4

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

Aura (Su): As a soulborn, you have a particularly powerful aura corresponding to your alignment.

Detect Opposition (Sp): At will, a soulborn can attempt to detect if a target possesses an alignment with a component opposed to his own. He may use this as a move action. This will only detect if a single target (creature or item) is aligned in a way that any component directly opposes his own. For example, a Lawful Good soulborn could detect the presence of Chaos or Evil.

Smite Opposition (Su): Once per day, a soulborn can call upon his incarnum fueled convictions to smite a foe who has an alignment that is opposed to his own. For example, a Lawful Good soulborn could use this ability on a foe that is either chaotic, or evil, or both.

The soulborn adds his Charisma bonus on all melee attack rolls against the target and adds his soulborn level to damage. If the target is an outsider with a subtype opposed to the soulborn's alignment, a dragon with an alignment opposed to the soulborn's, or a fae with an alignment opposed to the soulborn's, then the first successful attack adds double the soulborn's level to damage.

The soulborn also adds his Charisma bonus as a Deflection bonus to AC against attacks from the target of his smite.

Any melee attacks the soulborn makes against the target of his smite ignore all damage reduction.

Incarnum Defense (Su):Your incarnum-fused soul dramatically affects your body and mind. At 2nd level, this manifests as a visible change in your appearance, as well as a particular immunity. The appearance and effects of this fusion depend on your alignment:

  • Lawful Good: Your eyes become orbs of solid gold in color, with no visible pupil or iris. You gain immunity to fear.
  • Chaotic Good: Your irises turn emerald green. You gain immunity to paralysis.
  • Lawful Evil: Your pupils display an unholy red hue. You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead).
  • Chaotic Evil: Your eyes become solid orbs of shadowy blackness, with no visible pupil or iris. You gain immunity to any penalty, damage, or drain to your Strength.

Bonus Feat: Starting at 3rd level and every 4 levels thereafter, a soulborn gains a bonus Incarnum or Combat Feat. He must still meet the prerequisites for these feats.

Meldshaping (Su): Beginning at 4th level, a soulborn gains the ability to shape a limited number of soulmelds drawn from the soulborn list. You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below).

The Difficulty Class for a saving throw against a soulborn soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your soulborn level.

A soulborn does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape her soulmelds for the day.

Soulborn Soulmelds

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

Share Incarnum Defense (Su): Starting at 5th level, a soulborn can extend his Incarnum Defense to include an ally, provided that the ally does not have a component of his alignment that opposes the Soulborn's. For Example, a Lawful Good soulborn cannot share his incarnum defense with an ally that is Chaotic or Evil.

To use this ability, the soulborn must touch the ally to be affected as a move action. The ally gains the immunity of the soulborn's incarnum defense ability for a number of rounds equal to 3 + the Soulborn's Cha modifier. If the ally is already suffering from an effect that the immunity would prevent, it is suppressed for the duration.

The soulborn can use this ability once per day at 5th level and an additional time every 4 levels thereafter.

Aura of Resolve (Su): At 6th level, a soulborn is immune to charm spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the soulborn is conscious, not if he is unconscious or dead.

Chakra Binds (Su): Beginning at 6th level, the soulborn can bind a soulmeld to his Brow chakra. Binding a soulmeld to a chakra closes that particular body slot, meaning that you cannot benefit from a chakra bind and a magical item that take up the same slot.

At 8th level, the soulborn gains the ability to bind soulmelds to his feet and hands chakra, at 14th level, he gains the ability to bind soulmelds to his arms, brow and shoulders chakra, and at 18th level, he gains the ability to bind soulmelds to his throat and waist chakras.

Aura of Conviction (Su): At 12th level, a Soulborn can expend two uses of his Smite Opposition ability to grant the ability to Smite Opposition to all allies within a radius of 10 feet using his bonuses and alignment components. Allies must use use this Smite Opposition ability by the start of the Soulborn's next turn, and the bonuses last for 1 minute. Using this ability is a free action. Creatures with either or both alignment components opposed to the Soulborn gain no benefit from this ability.

Soulborn Champion (Su): At 20th level, the incarnum inside of the soulborn pushes him to be something beyond mortal. His type changes to Outsider, however unlike other outsiders, the soulborn can still be brought back to life as if he were a creature of his previous type. He also gains the following based upon his alignment.

  • Lawful Good: Darkvision 60 feet and low-light vision.
    • Aura of Menace (Su): A righteous aura surrounds soulborns that fight or get angry. Any hostile creature within a 20-foot radius of an soulborn must succeed on a Will save (DC 20 + the soulborn's Charisma modifier) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the soulborn that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same soulborn's aura for 24 hours.
  • Chaotic Good: Darkvision 60 feet and low-light vision.
    • Freedom of Movement (Su): The soulborn is under the constant effect of a Freedom of Movement spell.
  • Lawful Evil: Darkvision 60 feet and low-light vision.
    • Unnerving Gaze (Su): As a standard action, the soulborn may focus his gaze upon a single foe. That foe must succeed at a Will save (DC 20 + the Soulborn's Cha modifier) or be paralyzed with fear. The foe may make an additional Will save as a full round action on his turn to shake off the effect. This effect will persist until he successfully makes his save, or line of sight between him and the soulborn is blocked. This is a mind-affecting fear effect.
  • Chaotic Evil: Darkvision 60 feet and low-light vision.
    • Horrific Appearance: As a standard action, the soulborn may manifest his incarnum in such a way that his body transforms into a hideous monstrosity, all foes within 30' that can see the soulborn must make a Will save (DC 20 + the soulborn's Cha modifier) or be stunned for one round. This is a mind-affecting fear effect.
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