20th level Incarnates

MerricB

Eternal Optimist
Supporter
G'day!

I've come up with a snapshot of the combat abilities of 20th level incarnates of each alignment. Have a look and tell me how they compare to 20th level characters of other classes:

LN Azurin Incarnate 20
Medium Outsider (Incarnum; Law)
Init +6; Senses: Spot +4, Listen +4
---
AC 43, touch 18, flat-footed 40
hp 152 (20 HD)
Resist Fire 10
Immune daze, paralysis, petrification, stun and slow
Fort +25, Ref +16, Will +21
--
Speed 20 ft (4 squares) or fly 10 ft (2 squares)
Melee +8 longsword +39/+34 (1d8+22 plus 8d6 electricity on first attack, lawful-aligned) or
Melee lightning gauntlets +30 touch (8d6 electricity)
Base Atk +10; Grp +17
Special Actions: Incarnum Radiance (in effect) +6 melee attack to all Lawful-aligned allies and self, lasts 11 rounds, 4/day; Perfect Meldshaper (1/day, for 7 rounds, max essentia in each soulmeld).
--
Soulmelds: Essentia 30; Capacity 6, 9 soulmelds, 5 binds
* Airstep Sandals 0 (feet, bound)
* Bluesteel Bracers 7 (arms): +2 init; +7 insight to melee weapon damage
* Incarnate Avatar 7 (soul, bound) +7 insight to melee attack
* Incarnate Weapon 8 (arms) +8 weapon, lawful-aligned
* Lightning Gauntlets 7 (hands, bound) 8d6 elect touch, or +8d6 elect to first melee weapon attack
* Lifebond Vestments 0 (heart, bound) heal others
* Mantle of Flame 1 (shoulders) 2d6 fire damage to all striking
* Planar Chausible 0 (brow, bound) resist fire 10; increase inc. radiance 1
* Vitality Belt 0 (waist) +20 hp per essentia; +4 morale bonus on Con checks
--
Str 24, Dex 19, Con 26, Int 16, Wis 18, Cha 13
Possessions: Combat Gear plus Belt of Magnificence +6 (MHb); Manual of Gainful Exercise +4 (used); bracers of Incarnum Focus; gauntlets of Incarnum Focus; +5 mithral platemail; +5 hvy shield; +5 ring of protection; +5 amulet of natural armour; +5 cloak of resistance; 225,000 gp in extra equipment
Feats: Bonus Essentia; Double Chakra (arms); Expanded Soulmeld Capacity x3; Healing Soul; Split Chakra (soul); Weapon Focus (longsword)
Skills: Concentration +35; Knowledge (the planes) +26.

CN Azurin Incarnate 20
Ranged: +5 Composite Longbow +30/+25 (1d8+17) or
Ranged: +5 Composite Longbow +28/+28/+23 (1d8+17), rapid shot or
Ranged: Dissolving Spittle +26 touch (8d6 acid + one extra round)
Spd: 80 ft
Str 16, Dex 24, Con 26
Items: Belt of Magnificence +6, Shirt of Incarnum Focus; Gloves of Incarnum Focus; manual of dexterity +4
Soulmelds: Dissolving Spittle, Incarnate Avatar, Sighting Gloves, Keeneye Lenses (bound to soul!), Spellward Shirt
Feats: Point Blank Shot, Rapid Shot, Extra Soulmeld Capacity x2, Bonus Essentia, Double Chakra (soul), Weapon Focus (longbow), Weapon Proficiency (longbow)

NG Azurin Incarnate 20
Melee: Lightning Gauntlets +14 touch (8d6 electricity)
Ranged: Dissolving Spittle +16 touch (8d6 acid + one extra round)
AC: 56. (+7 shield, +3 Dex, +13 armour, +5 deflection, +5 natural armour, +6 aura, +7 insight)
Items: +5 mithral full plate, belt of magnificence +6, +5 hvy shield, +5 ring of protection, +5 amulet of natural armour
Soulmelds: Incarnate Avatar, Dissolving Spittle, Lightning Gauntlets

NE Azurin Incarnate 20
Melee: +8 flail +27/+22 (1d8+43, plus 8d6 electricity on first attack; +7 to confirm criticals; evil)
Soulmelds: Incarnate Avatar, Lightning Gauntlets (hands), Incarnate Weapon (arms), Bloodwar Gauntlets (arms), Necrocarnate Weapon (hands)
Feats: Double Chakra (hands), Extra Soulmeld Capacity x3, Weapon Focus (Flail), Double Chakra (arms)
Str 24, Dex 20, Con 26
Items: Gauntlets of Incarnum focus,

Bloodwar gauntlets: +1 morale to attack, +7 morale to melee damage and rolls to confirm criticals
Incarnate avatar: +14 insight to melee damage
Necrocarnate Weapon: +8 profane to melee damage

###

The one non-standard item you may find problematic is the Belt of Magnificence +6, from the Miniatures Handbook. (+6 to all attributes; 200,000 gp). It might be replaced by a couple of regular stat items +6, but I don't like the standard slots for them. (Both wisdom and constitution needing the amulet slot? Not good).

Cheers!
 

log in or register to remove this ad

This is awesome stuff--I've always been pondering checking the balance of Incarnum characters at level 20 to see how they fare, and this is a big help! As for the Belt of Magnificence, it is sorely underpriced even if you don't give it any slot affinity penalties--I allow a similar item, but it costs 306,000 (1.5x for 5 of them for multiple abilities in one slot), so it might be interesting to see how it would work with about 100k less of equipment (particularly since saving slots like that is crucial for Incarnum characters so that they have soulbind spots), but that's my only quibble.
 

As I haven't come close to spending all the money they have available, an extra 100,000 gp for the Belt wouldn't matter.

The NG Incarnate is the weakest attacker, but it just *can't get hit!*.

The AC is 56, and as far as I can make out, touch AC of 31 & flat-footed AC of 53.

Cheers!
 

The NG Incarnate is the weakest attacker, but it just *can't get hit!*.

The AC is 56, and as far as I can make out, touch AC of 31 & flat-footed AC of 53.

Not quite--the LN Incarnate has a high enough attack bonus to hit him on a 17 and with the gauntlets on a 1 :p But it's still an awesome defensive suite for sure.
 



ForceUser said:
How many points are these characters built on?

Standard array: 15, 14, 13, 12, 10, 8.

15 goes into Con, it gets all 5 points of level increases, then +6 from the Belt gives it 26 (the maximum needed for an Incarnate)

14 goes into a secondary stat, and then a +4 book gives it 24.

The rest are unmodified.

You may find this thread on the Wizards boards interesting:
Magic of Incarnum Q&A

Cheers!
 

Remove ads

Top