Arguably the worst prestige class in the Magic of Incarnum and among the worst in D&D 3.X. So, I decided to revamp the entire thing. Please offer some critiques, especially if they happen to include another name.
Alignment: Any but True Neutral
BAB: +4
Essentia Pool: 1
Skills: Concentration 8 ranks, Knowledge(Local or History) 5 ranks
Special: Must be proficient with martial weapons, sheilds, and armor
Hit Die: d10
skills: 2+int. mod. points Climb, Concentration, Craft, Knowledge(Arcana, History, Planes), Jump, Ride, Spellcraft
BAB: Full
Fortitude: Good
Reflex: Poor
Will: Poor
Class Features
L1 Warmeld(Skill bonus): War Avatars do not shape multiple specific soulmelds like other meldshapers. They instead shape one special meld which can be made to emulate warriors of the past and bestow their abilities to the War Avatar. The specific look of the Warmeld is subjective to the user, generally though it is an emphermal figure that poses itself over the War Avatar. Any effects created through the warmeld are imbued purely into the War Avatar, as such they are considered exceptional abilities, but the warmeld may still dispelled as usual for a soulmeld. A war meld is otherwise treated just like any other soulmeld for all purposes except the meldshaper level equals the character level of the user. Additionally if a War Avatar possesses previous meldshaping classes they stack with this class for the purpose of determining meldshaper level.
At first level a warmeld can be made to provide skill bonuses. A War Avatar may select any skill when they take time to shape soulmelds. If they aren't trained in the selected skill the meld allows them to use as it was trained along with giving a bonus of 2+essentia invested.
Warmeld Chakra Binds: At level one a War Avatar may bind their war meld to a least chakra, but only the warmeld.
Crown: You gain the benefit of the Blind-Fight feat except it also applies to ranged attacks. You also recieve a bonus to your will save equal to essentia invested.
Hands: Any weapon or shield you hold cannot be disarmed or taken away unwillingly. Additionally, you recieve a bonus to attack and damage rolls equal to essentia invested when confirming criticals.
Feet: You gain a 10 foot speed increase to all forms of movement and you are under the effect of the spider climb spell. It also increases reflex saves equal to essentia invested.
Light melee: When bound to a light melee weapon you may make an additional attack with it at a -5 penalty during any time the user can make an attack once a round. Essentia invested reduces the attack penalty by 1, if essentia exceeds the penalty you may make another attack at the starting penalty. This maybe applied to a one-handed weapon if there is no attack in the off-hand, otherwise the effect is suppressed.
One-handed melee: When bound to a one-handed melee weapon the critical threat range is expanded by one and the multiplier goes up one step. Additionally any affect that would allow sneak attack die to damage those normally immune may also be applied to a confirmed critical. Essentia invested gives bonuses to attack on attacks of opportunity and to flat-footed opponents.
Two-handed melee: When bound to a two-handed weapon the user gains the benefit of the Great Cleave feat. The war avatar gains bonuses to bull-rushing and sundering equal to essentia invested. This can be applied to a one-handed weapon if it is held in two hands however it is suppressed if the weilder uses it in one hand.
Ranged: When bound to a dedicated ranged weapon the war avatar may take a move action to double the damage of the next shot. When using this option you gain bonus damage equal to essentia invested. This may also be applied to any soulmeld that gives a ranged attack.
Shield: When bound to a shield it increases the shield AC bonus against attacks of opportunity per point of essentia in the war meld. The War Avatar also gains an effect based upon what kind of shield it is bound to.
When bound to a buckler the War Avatar no longer suffers the attack penalty while strapped to the arm. Additionally the user may treat themselves as having the Improved Buckler Defense feat.
When bound to a shield that isn't a buckler or tower shield the user can take a swift action to ready themselves or save others against incoming attacks. The bonus gained from the essentia now applies to all attacks equal to the available the attacks of opportunity the War Avatar has. This may apply against any attack that is made in or has a line of effect through the weilder's base threat range(reach property doesn't apply). The War Avatar must be aware of the attack in order to benefit the ally. This lasts for one round.
When applied to a tower sheild the War Avatar can make attacks at a -4 penalty when using the full defense option, but not full attacks. Additionally, they can give full-cover to an ally within the range of the former option as a swift action, forfieting that benefit for themselves. Additionally the ally only keeps it if they stay in range or effect, but may regain it if the weilder moves back in the designated range. The War Avatar can choose to regain the full cover by spending another swift action.
Armor: When bound to a piece of armor every odd point of essentia in this meld reduces the armor check penalty by one, every even one increases the maximum dexterity bonus by one. They also recieve additional benefits based what class of armor they wear.
When bound to light armor they recieve a +2 bonus to initiative and may always act during the surprise round. Those who have any form of natural armor may bind the meld to their skin and gain this benefit.
When bound to medium armor the wearer suffers no reduction in speed because of the armor. They also gain a +4 bonus to resist all CMB checks used against them.
When bound to heavy armor they gain hit points equal to triple the total armor bonus provided from the suit.
Warmeld Chakra Binds: Arms: When bound to the arms chakra the War Avatar gets to perform abilities normally outside the range of the weapon they wield. When wielding a melee weapon the user may as a standard attack a single enemy within 30+5/essentia invested feet with a mystical double. This is still considered a melee attack so it isn't checked by defenses against ranged attacks, however the user isn't subject to defenses that specifically respond to melee attacks. If a War Avatar is weilding a ranged weapon they now have a threat range of 10+5/essentia feet, but they do not threaten adjacent or squares in which they occupy.
Brow: One learns to discern things no normal eye can see and to attack more vital areas. The War Avatar gains darkvision of 60 feet and gain a 1d6 of sneak attack. Additionally any form of precision damage may be applied at a range which doesn't suffer penalties of range increments if it is beneficial. Each point of essentia invested lessens the range increment penalty by one.
Shoulders: The shoulders bind lends much needed endurance when in dire struggle. The War Avatar is immune to flanking as they seem to ward against adjacent opponents. Also when fighting defensively or using the combat expertise option of at least 2 The War Avatar gain temporary hit points of 1d6+1/per point of essentia invested.
Warmeld Chakra Binds: Throat: An individual's strength truly shines in how he aids others. As a standard action one can bolster their allies within 30+5/odd point of essentia giving them a bonus of 2+1/even point of essentia invested to attack, damage, skill checks, or saves. Additionally, any ally that has failed a save against a durational affect may immediately attempt to roll another save against the same DC. This lasts for one round and may be treated as an aid another action for meeting conditions.
Waist: When bound to the waist chakra the warmeld brings balance to the War Avatar and offsets others. Once per round as a free action one can automatically succeed against any effect that could render them prone or a balance check. Additionally, they may treat themselves as one size category larger when determining CMB checks and any opponent they render prone takes 1d6+1/essentia points of damage.
Warmeld Chakra Binds: Heart: The fervor of battle becomes one with the War Avatar's heart making their presence ever more daunting. Once per encounter they may enter a state akin to rage, but are not mentally hampered by it. They may treat themselves as having one more hit die per five meldshaper levels against spells, spell-like, supernatural, and extraordinary abilities that deal effects based on hit die(max 4). They also gain a bonus on damage rolls equal to essentia invested. This lasts for 1+con. modifier rounds after which they are sickened for an equal amount of time spent.
Warmeld Chakra bind: Soul: The War Avatar now wears their causes and morality proudly emulating that devotion. As such when they bind the warmeld to this chakra they may choose which aligment aspect they have to tune themselves to. If they choose neutral they gain the benefit of the undectable alignment spell. If they choose any of the others that match they may use detect evil/good/law/chaos spells appropriate to their alignment as a cleric. They also gain a benefit below that corresponds to the alignment aspect they choose.
Neutral: As a swift action, a War Avatar may make a dispel check using their meldshaper level as the casting level against any spell within 60 feet. This can be used once every 1d4+1 rounds. Additionally, they get bonuses on Diplomacy checks equal to essentia invested against creatures that aren't opposed to their alignment.
Good: As a standard action the the user may make a touch attack to deliver a calm emotions effect. It may also be delivered with any attack once a round. It is similar to the spell except concentration doesn't need to be maintained and the will save DC is (10+essentia invested+con. modifier).
Lawful: As a move action the War Avatar erects a field which alienates and hinders opponents within it. The range is equal to the threat range of the War Avatar. While an opponent is within this field they are under the effect of the dimensional anchor spell. When a successful attack is dealt they automatically become entangled so long as they remain in the War Avatar's threat range. This effect lasts for rounds equal to half the user's meldshaper's level. Additionally, all tumble DC's are increased for every point of essentia for opponents in their threat range.
Evil: As a standard action the War Avatar can make a touch attack that bestows a penalty to attack and AC equal to one fifth of their meldshaper level(max -4). A succesful fortitude save(10+essentia invested+con. modifier) halves the penalty. It also may be deliverd by an attack once a round. This lasts for rounds equal to one half meldshaper level, multiple uses do not stack.
Chaotic: As a free action the War Avatar can invoke an area where the powers of luck and chaos can aid themelves or lash out against enemies. This field at first is fixed around the War Avatar with a radius of 30 feet, however once per round as a swift action it can be moved forty feet so long as the user remains in the field. The War Avatar and allies in this area gain cover. Additionally once per round as a free action the War Avatar can re-roll any dice roll or force a re-roll of an enemy in the field. Either party must take the result of the second roll. This lasts for 1d6+1 rounds. When it has reached the end of its duration the War Avatar must wait 4 rounds to use it again. All spot checks made against the War Avatar are increased by essentia invested and is shared by allies when the field is active.
War Avatar
Requirements:Alignment: Any but True Neutral
BAB: +4
Essentia Pool: 1
Skills: Concentration 8 ranks, Knowledge(Local or History) 5 ranks
Special: Must be proficient with martial weapons, sheilds, and armor
Hit Die: d10
skills: 2+int. mod. points Climb, Concentration, Craft, Knowledge(Arcana, History, Planes), Jump, Ride, Spellcraft
BAB: Full
Fortitude: Good
Reflex: Poor
Will: Poor
Class Features
L1 Warmeld(Skill bonus): War Avatars do not shape multiple specific soulmelds like other meldshapers. They instead shape one special meld which can be made to emulate warriors of the past and bestow their abilities to the War Avatar. The specific look of the Warmeld is subjective to the user, generally though it is an emphermal figure that poses itself over the War Avatar. Any effects created through the warmeld are imbued purely into the War Avatar, as such they are considered exceptional abilities, but the warmeld may still dispelled as usual for a soulmeld. A war meld is otherwise treated just like any other soulmeld for all purposes except the meldshaper level equals the character level of the user. Additionally if a War Avatar possesses previous meldshaping classes they stack with this class for the purpose of determining meldshaper level.
At first level a warmeld can be made to provide skill bonuses. A War Avatar may select any skill when they take time to shape soulmelds. If they aren't trained in the selected skill the meld allows them to use as it was trained along with giving a bonus of 2+essentia invested.
Warmeld Chakra Binds: At level one a War Avatar may bind their war meld to a least chakra, but only the warmeld.
Crown: You gain the benefit of the Blind-Fight feat except it also applies to ranged attacks. You also recieve a bonus to your will save equal to essentia invested.
Hands: Any weapon or shield you hold cannot be disarmed or taken away unwillingly. Additionally, you recieve a bonus to attack and damage rolls equal to essentia invested when confirming criticals.
Feet: You gain a 10 foot speed increase to all forms of movement and you are under the effect of the spider climb spell. It also increases reflex saves equal to essentia invested.
Essentia Pool 0
L2 Armament bind: A war avatar may now bind their warmeld to a weapon, shield or piece of armor. Aside from the specific benefits noted a bound armament may use the meldshaper level of the war meld for caster level checks and dispel checks made against the armament. A war avatar must be wielding the armament in order to gain the bound benefit.Light melee: When bound to a light melee weapon you may make an additional attack with it at a -5 penalty during any time the user can make an attack once a round. Essentia invested reduces the attack penalty by 1, if essentia exceeds the penalty you may make another attack at the starting penalty. This maybe applied to a one-handed weapon if there is no attack in the off-hand, otherwise the effect is suppressed.
One-handed melee: When bound to a one-handed melee weapon the critical threat range is expanded by one and the multiplier goes up one step. Additionally any affect that would allow sneak attack die to damage those normally immune may also be applied to a confirmed critical. Essentia invested gives bonuses to attack on attacks of opportunity and to flat-footed opponents.
Two-handed melee: When bound to a two-handed weapon the user gains the benefit of the Great Cleave feat. The war avatar gains bonuses to bull-rushing and sundering equal to essentia invested. This can be applied to a one-handed weapon if it is held in two hands however it is suppressed if the weilder uses it in one hand.
Ranged: When bound to a dedicated ranged weapon the war avatar may take a move action to double the damage of the next shot. When using this option you gain bonus damage equal to essentia invested. This may also be applied to any soulmeld that gives a ranged attack.
Shield: When bound to a shield it increases the shield AC bonus against attacks of opportunity per point of essentia in the war meld. The War Avatar also gains an effect based upon what kind of shield it is bound to.
When bound to a buckler the War Avatar no longer suffers the attack penalty while strapped to the arm. Additionally the user may treat themselves as having the Improved Buckler Defense feat.
When bound to a shield that isn't a buckler or tower shield the user can take a swift action to ready themselves or save others against incoming attacks. The bonus gained from the essentia now applies to all attacks equal to the available the attacks of opportunity the War Avatar has. This may apply against any attack that is made in or has a line of effect through the weilder's base threat range(reach property doesn't apply). The War Avatar must be aware of the attack in order to benefit the ally. This lasts for one round.
When applied to a tower sheild the War Avatar can make attacks at a -4 penalty when using the full defense option, but not full attacks. Additionally, they can give full-cover to an ally within the range of the former option as a swift action, forfieting that benefit for themselves. Additionally the ally only keeps it if they stay in range or effect, but may regain it if the weilder moves back in the designated range. The War Avatar can choose to regain the full cover by spending another swift action.
Armor: When bound to a piece of armor every odd point of essentia in this meld reduces the armor check penalty by one, every even one increases the maximum dexterity bonus by one. They also recieve additional benefits based what class of armor they wear.
When bound to light armor they recieve a +2 bonus to initiative and may always act during the surprise round. Those who have any form of natural armor may bind the meld to their skin and gain this benefit.
When bound to medium armor the wearer suffers no reduction in speed because of the armor. They also gain a +4 bonus to resist all CMB checks used against them.
When bound to heavy armor they gain hit points equal to triple the total armor bonus provided from the suit.
Warmeld Chakra Binds: Arms: When bound to the arms chakra the War Avatar gets to perform abilities normally outside the range of the weapon they wield. When wielding a melee weapon the user may as a standard attack a single enemy within 30+5/essentia invested feet with a mystical double. This is still considered a melee attack so it isn't checked by defenses against ranged attacks, however the user isn't subject to defenses that specifically respond to melee attacks. If a War Avatar is weilding a ranged weapon they now have a threat range of 10+5/essentia feet, but they do not threaten adjacent or squares in which they occupy.
Brow: One learns to discern things no normal eye can see and to attack more vital areas. The War Avatar gains darkvision of 60 feet and gain a 1d6 of sneak attack. Additionally any form of precision damage may be applied at a range which doesn't suffer penalties of range increments if it is beneficial. Each point of essentia invested lessens the range increment penalty by one.
Shoulders: The shoulders bind lends much needed endurance when in dire struggle. The War Avatar is immune to flanking as they seem to ward against adjacent opponents. Also when fighting defensively or using the combat expertise option of at least 2 The War Avatar gain temporary hit points of 1d6+1/per point of essentia invested.
Essentia pool 1
L3 Warmeld(Double Bind): A warmeld may now be bound to two chakras, armament binds, or both. However the meld may only benefit from one incarnum focus item when it comes to increased essentia capacity.Warmeld Chakra Binds: Throat: An individual's strength truly shines in how he aids others. As a standard action one can bolster their allies within 30+5/odd point of essentia giving them a bonus of 2+1/even point of essentia invested to attack, damage, skill checks, or saves. Additionally, any ally that has failed a save against a durational affect may immediately attempt to roll another save against the same DC. This lasts for one round and may be treated as an aid another action for meeting conditions.
Waist: When bound to the waist chakra the warmeld brings balance to the War Avatar and offsets others. Once per round as a free action one can automatically succeed against any effect that could render them prone or a balance check. Additionally, they may treat themselves as one size category larger when determining CMB checks and any opponent they render prone takes 1d6+1/essentia points of damage.
Essentia pool 1
L4 Warmeld(Bonus Feat): The War Avatar may now choose to apply a bonus fighter or incarnum feat to their warmeld. They do not need to meet the prerequisites of the feat, but it must not be epic(if the character isn't epic) and this doesn't give them an ability if the feat they select requires the use of said ability.Warmeld Chakra Binds: Heart: The fervor of battle becomes one with the War Avatar's heart making their presence ever more daunting. Once per encounter they may enter a state akin to rage, but are not mentally hampered by it. They may treat themselves as having one more hit die per five meldshaper levels against spells, spell-like, supernatural, and extraordinary abilities that deal effects based on hit die(max 4). They also gain a bonus on damage rolls equal to essentia invested. This lasts for 1+con. modifier rounds after which they are sickened for an equal amount of time spent.
Essentia Pool 2
L5 Warmeld Mastery: The essentia capacity of the warmeld is expanded by one. Additionally, the War Avatar may as a full-round action that provokes an attack of opportunity reshape a warmeld changing all aspects and chakras bound. They may do this 1+con. modifier times a dayWarmeld Chakra bind: Soul: The War Avatar now wears their causes and morality proudly emulating that devotion. As such when they bind the warmeld to this chakra they may choose which aligment aspect they have to tune themselves to. If they choose neutral they gain the benefit of the undectable alignment spell. If they choose any of the others that match they may use detect evil/good/law/chaos spells appropriate to their alignment as a cleric. They also gain a benefit below that corresponds to the alignment aspect they choose.
Neutral: As a swift action, a War Avatar may make a dispel check using their meldshaper level as the casting level against any spell within 60 feet. This can be used once every 1d4+1 rounds. Additionally, they get bonuses on Diplomacy checks equal to essentia invested against creatures that aren't opposed to their alignment.
Good: As a standard action the the user may make a touch attack to deliver a calm emotions effect. It may also be delivered with any attack once a round. It is similar to the spell except concentration doesn't need to be maintained and the will save DC is (10+essentia invested+con. modifier).
Lawful: As a move action the War Avatar erects a field which alienates and hinders opponents within it. The range is equal to the threat range of the War Avatar. While an opponent is within this field they are under the effect of the dimensional anchor spell. When a successful attack is dealt they automatically become entangled so long as they remain in the War Avatar's threat range. This effect lasts for rounds equal to half the user's meldshaper's level. Additionally, all tumble DC's are increased for every point of essentia for opponents in their threat range.
Evil: As a standard action the War Avatar can make a touch attack that bestows a penalty to attack and AC equal to one fifth of their meldshaper level(max -4). A succesful fortitude save(10+essentia invested+con. modifier) halves the penalty. It also may be deliverd by an attack once a round. This lasts for rounds equal to one half meldshaper level, multiple uses do not stack.
Chaotic: As a free action the War Avatar can invoke an area where the powers of luck and chaos can aid themelves or lash out against enemies. This field at first is fixed around the War Avatar with a radius of 30 feet, however once per round as a swift action it can be moved forty feet so long as the user remains in the field. The War Avatar and allies in this area gain cover. Additionally once per round as a free action the War Avatar can re-roll any dice roll or force a re-roll of an enemy in the field. Either party must take the result of the second roll. This lasts for 1d6+1 rounds. When it has reached the end of its duration the War Avatar must wait 4 rounds to use it again. All spot checks made against the War Avatar are increased by essentia invested and is shared by allies when the field is active.
Essentia Pool 2
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