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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 5324375" data-attributes="member: 29746"><p><strong>The Incarnate</strong></p><p></p><p><strong>Hit Die:</strong> d6</p><p><strong>Class Skills:</strong> Craft (INT), Fly (DEX), Knowledge (Arcana) (INT), Knowledge (Planes) (INT), Knowledge (Religion) (INT), Profession (WIS), and Spellcraft (INT).</p><p> </p><p>Abilities work as described in <em>Magic of Incarnum</em>, and are not reproduced here, except as noted below after the table.</p><p></p><p>EDIT: Okay, since ENWorld apparently changed how tables work, I can't post the table directly like I'd wanted and will have to fudge it. Apologies for the poor formatting. <img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" /></p><p> </p><p><strong>The Incarnate</strong></p><p><strong> </strong>Level BAB Fort Ref Will Special Soulmelds Essentia Binds</p><p>1st +0 +2 +0 +2 Aura, Chakra Bind (Crown), <em>Detect Opposition</em> 2 1 1</p><p>2nd +1 +3 +0 +3 Chakra Bind (Feet) 3 2 2</p><p>3rd +1 +3 +1 +3 Expanded Soulmeld Capacity +1, Incarnum Radiance (Aura) 3 3 2</p><p>4th +2 +4 +1 +4 Chakra Bind (Hands) 4 4 2</p><p>5th +2 +4 +1 +4 Rapid Meldshaping 1/day 4 7 2</p><p>6th +3 +5 +2 +5 (nothing- essentia cap increases here though) 4 8 3</p><p>7th +3 +5 +2 +5 Share Incarnum Radiance 5 9 3</p><p>8th +4 +6 +2 +6 Incarnum Radiance (Reflection) 5 10 3</p><p>9th +4 +6 +3 +6 Chakra Binds (Arms, Brow, Shoulders) 5 11 3</p><p>10th +5 +7 +3 +7 Incarnum Curse 6 14 4</p><p>11th +5 +7 +3 +7 Rapid Meldshaping 2/day 6 15 4</p><p>12th +6/+1 +8 +4 +8 (nothing- essentia cap increases here though) 6 16 4</p><p>13th +6/+1 +8 +4 +8 Incarnum Radiance (Talent) 7 17 4</p><p>14th +7/+2 +9 +4 +9 Chakra Binds (Throat, Waist) 7 18 5</p><p>15th +7/+2 +9 +5 +9 Expanded Soulmeld Capacity +2 7 22 5</p><p>16th +8/+3 +10 +5 +10 Chakra Bind (Heart) 8 24 5</p><p>17th +8/+3 +10 +5 +10 Rapid Meldshaping 3/day, Share Incarnum Radiance (no fatigue) 8 26 5</p><p>18th +9/+4 +11 +6 +11 Incarnum Radiance (Gift) 8 28 6</p><p>19th +9/+4 +11 +6 +11 Chakra Bind (Soul) 9 30 6</p><p>20th +10/+5 +12 +6 +12 Perfect Meldshaper, True Incarnation 9 34 6 </p><p> </p><p><strong>Incarnum Radiance (Su):</strong> 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 use this ability for a number of rounds each day equal to 2 + your Constitution modifier. At each level after 3rd, you can use Incarnum Radiance for 2 additional rounds. Temporary increases to Constitution, such as those gained from Barbarian Rage or spells like <em>Bear's Endurance</em>, do not increase the total number of rounds per day that you can use Incarnum Radiance. The total number of rounds of Incarnum Radiance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.</p><p> </p><p>You can activate Incarnum Radiance as a free action. Once under its effects, the bonus granted to you depends upon your alignment, as described below. Once Incarnum Radiance is active, you can end it as a free action, though if you end it during the same round you activated it then that round still counts as one toward your total daily limit. If you fall unconscious, your Incarnum Radiance immediately ends.</p><p> </p><p>At 8th level, and again at 13th and 18th levels, you gain the ability to use another Incarnum Radiance power, also depending upon your alignment. You choose, during any round in which you activate your Incarnum Radiance, which effect to use; you cannot use two or more simultaneously. For all four alignments, the Incarnum Radiance power gained at 3rd level is named the Aura, the 8th-level power the Reflection, the 13th-level power the Talent, and the 18th-level power, the Gift.</p><p> </p><p><em><u>Chaotic:</u></em><p style="margin-left: 20px"><em>Aura of Action (3rd):</em> 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, and +50 at 20th).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Reflection of Freedom (8th):</em> A coruscating yellow glow emanates from you. You can move normally regardless of supernatural effects that impede movement, as if you were affected by <em>Freedom of Movement</em>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Talent for Confusion (13th):</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Gift of Luck (18th):</em> 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.</p> <p style="margin-left: 20px"></p><p><u><em>Evil:</em></u><p style="margin-left: 20px"><em>Aura of Hate (3rd):</em> An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every 5 Incarnate levels you gain (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Reflection of Anger (8th):</em> 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 <em>Rage</em> spell. Also like the spell, but unlike a Barbarian, you are not Fatigued when this Incarnum-inspired <em>Rage</em> ends (unless you shared it with allies; see below).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Talent for Fear (13th):</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Gift of Doom (18th):</em> 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.</p> <p style="margin-left: 20px"></p><p><em><u>Good:</u></em><p style="margin-left: 20px"><em>Aura of Defense (3rd):</em> Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Reflection of Serenity (8th):</em> 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 <em>Calm Emotions</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Talent for Love (13th):</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Gift of Glory (18th):</em> 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.</p> <p style="margin-left: 20px"></p><p><u><em>Lawful:</em></u><p style="margin-left: 20px"><em>Aura of Precision (3rd):</em> You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Reflection of Community (8th):</em> 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 <em>Tongues</em> spell.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Talent for Truth (13th):</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Gift of Inevitability (18th):</em> 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.</p> <p style="margin-left: 20px"></p><p>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 or at the start of your turn if it is already active, you can choose for its benefit to also affect all allies within 30 feet of you (you must make this choice when you activate Incarnum Radiance and at the start of each turn you decide to keep it activated). Only allies who share your alignment can be affected; for example, a Good Incarnate cannot share Incarnum Radiance with allies who are not themselves Good. Any ally affected by Incarnum Radiance gains exactly the same benefit you do (including all bonuses and penalties, if applicable), and keeps it until the end of his or her next turn, even if that turn happens to fall in the next round. The benefit cannot last more than 1 round unless the ally is again within 30 feet of you at the start of your next turn, and you keep Incarnum Radiance active, and again choose to share it. If you share your Incarnum Radiance with any allies during its activation time, whether or not you shared it during every round it was activated, then you become Fatigued when you deactivate it (even if you do so by switching from one Incarnum Radiance effect to another, for example, from the Reflection to the Aura) or run out of total rounds per day. This Fatigue lasts 2 rounds per round you shared your Incarnum Radiance.</p><p> </p><p>Beginning at 17th level, sharing your Incarnum Radiance does not Fatigue you afterwards.</p><p> </p><p> </p><p><strong>Incarnum Curse (Su):</strong> At 10th level, you learn to use a special resonance effect of your Incarnum Radiance to affect an enemy rather than yourself or your allies. As a standard action, you can target an enemy within 30 feet to Curse. If the target does not share your alignment (for example, if a Good Incarnate targets a creature that is not Good) then the target is allowed a Will saving throw (DC 10 + 1/2 your Incarnate level + your CON modifier) to negate the effect. If the saving throw fails, the target is affected as described below, and remains affected until the end of its next turn. This uses up one round of your Incarnum Radiance (see above), but you can extend it beyond the target's next turn by using a free action each round in subsequent rounds (using up more rounds of your Incarnum Radiance as you do, and affecting the target exactly the same way without granting it any further saving throws to escape the Curse). If either you or the target falls unconscious, then the Incarnum Curse immediately ends regardless of when the target's next turn is. The effect of your Incarnum Curse depends upon your alignment, just as your Incarnum Radiance does.</p><p> </p><p><em><u>Chaotic:</u> Curse of Hesitation:</em> 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), and 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).</p><p> </p><p><em><u>Evil:</u> Curse of Weakness:</em> 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.</p><p> </p><p><em><u>Good:</u> Curse of Vulnerability:</em> The target takes a -1 penalty on Armor Class. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3.</p><p> </p><p><em><u>Lawful:</u> Curse of Inaccuracy:</em> 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.</p><p> </p><p>If you target a creature which shares your alignment (for example, a Lawful Incarnate targeting a Lawful-aligned creature), or if a differently-aligned target succeeds its saving throw, then the Curse has no effect, but the attempt still uses up one of your daily rounds of Incarnum Radiance.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5324375, member: 29746"] [b]The Incarnate[/b] [B]Hit Die:[/B] d6 [B]Class Skills:[/B] Craft (INT), Fly (DEX), Knowledge (Arcana) (INT), Knowledge (Planes) (INT), Knowledge (Religion) (INT), Profession (WIS), and Spellcraft (INT). Abilities work as described in [I]Magic of Incarnum[/I], and are not reproduced here, except as noted below after the table. EDIT: Okay, since ENWorld apparently changed how tables work, I can't post the table directly like I'd wanted and will have to fudge it. Apologies for the poor formatting. :rant::mad: [B]The Incarnate [/B]Level BAB Fort Ref Will Special Soulmelds Essentia Binds 1st +0 +2 +0 +2 Aura, Chakra Bind (Crown), [I]Detect Opposition[/I] 2 1 1 2nd +1 +3 +0 +3 Chakra Bind (Feet) 3 2 2 3rd +1 +3 +1 +3 Expanded Soulmeld Capacity +1, Incarnum Radiance (Aura) 3 3 2 4th +2 +4 +1 +4 Chakra Bind (Hands) 4 4 2 5th +2 +4 +1 +4 Rapid Meldshaping 1/day 4 7 2 6th +3 +5 +2 +5 (nothing- essentia cap increases here though) 4 8 3 7th +3 +5 +2 +5 Share Incarnum Radiance 5 9 3 8th +4 +6 +2 +6 Incarnum Radiance (Reflection) 5 10 3 9th +4 +6 +3 +6 Chakra Binds (Arms, Brow, Shoulders) 5 11 3 10th +5 +7 +3 +7 Incarnum Curse 6 14 4 11th +5 +7 +3 +7 Rapid Meldshaping 2/day 6 15 4 12th +6/+1 +8 +4 +8 (nothing- essentia cap increases here though) 6 16 4 13th +6/+1 +8 +4 +8 Incarnum Radiance (Talent) 7 17 4 14th +7/+2 +9 +4 +9 Chakra Binds (Throat, Waist) 7 18 5 15th +7/+2 +9 +5 +9 Expanded Soulmeld Capacity +2 7 22 5 16th +8/+3 +10 +5 +10 Chakra Bind (Heart) 8 24 5 17th +8/+3 +10 +5 +10 Rapid Meldshaping 3/day, Share Incarnum Radiance (no fatigue) 8 26 5 18th +9/+4 +11 +6 +11 Incarnum Radiance (Gift) 8 28 6 19th +9/+4 +11 +6 +11 Chakra Bind (Soul) 9 30 6 20th +10/+5 +12 +6 +12 Perfect Meldshaper, True Incarnation 9 34 6 [B]Incarnum Radiance (Su):[/B] 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 use this ability for a number of rounds each day equal to 2 + your Constitution modifier. At each level after 3rd, you can use Incarnum Radiance for 2 additional rounds. Temporary increases to Constitution, such as those gained from Barbarian Rage or spells like [I]Bear's Endurance[/I], do not increase the total number of rounds per day that you can use Incarnum Radiance. The total number of rounds of Incarnum Radiance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. You can activate Incarnum Radiance as a free action. Once under its effects, the bonus granted to you depends upon your alignment, as described below. Once Incarnum Radiance is active, you can end it as a free action, though if you end it during the same round you activated it then that round still counts as one toward your total daily limit. If you fall unconscious, your Incarnum Radiance immediately ends. At 8th level, and again at 13th and 18th levels, you gain the ability to use another Incarnum Radiance power, also depending upon your alignment. You choose, during any round in which you activate your Incarnum Radiance, which effect to use; you cannot use two or more simultaneously. For all four alignments, the Incarnum Radiance power gained at 3rd level is named the Aura, the 8th-level power the Reflection, the 13th-level power the Talent, and the 18th-level power, the Gift. [I][U]Chaotic:[/U][/I][INDENT][I]Aura of Action (3rd):[/I] 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, and +50 at 20th). [I]Reflection of Freedom (8th):[/I] A coruscating yellow glow emanates from you. You can move normally regardless of supernatural effects that impede movement, as if you were affected by [I]Freedom of Movement[/I]. [I]Talent for Confusion (13th):[/I] 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. [I]Gift of Luck (18th):[/I] 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. [/INDENT][U][I]Evil:[/I][/U][INDENT][I]Aura of Hate (3rd):[/I] An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every 5 Incarnate levels you gain (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th). [I]Reflection of Anger (8th):[/I] 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 [I]Rage[/I] spell. Also like the spell, but unlike a Barbarian, you are not Fatigued when this Incarnum-inspired [I]Rage[/I] ends (unless you shared it with allies; see below). [I]Talent for Fear (13th):[/I] 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. [I]Gift of Doom (18th):[/I] 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. [/INDENT][I][U]Good:[/U][/I][INDENT][I]Aura of Defense (3rd):[/I] Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th). [I]Reflection of Serenity (8th):[/I] 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 [I]Calm Emotions[/I] 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. [I]Talent for Love (13th):[/I] 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. [I]Gift of Glory (18th):[/I] 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. [/INDENT][U][I]Lawful:[/I][/U][INDENT][I]Aura of Precision (3rd):[/I] You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th). [I]Reflection of Community (8th):[/I] 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 [I]Tongues[/I] spell. [I]Talent for Truth (13th):[/I] 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. [I]Gift of Inevitability (18th):[/I] 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. [/INDENT]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 or at the start of your turn if it is already active, you can choose for its benefit to also affect all allies within 30 feet of you (you must make this choice when you activate Incarnum Radiance and at the start of each turn you decide to keep it activated). Only allies who share your alignment can be affected; for example, a Good Incarnate cannot share Incarnum Radiance with allies who are not themselves Good. Any ally affected by Incarnum Radiance gains exactly the same benefit you do (including all bonuses and penalties, if applicable), and keeps it until the end of his or her next turn, even if that turn happens to fall in the next round. The benefit cannot last more than 1 round unless the ally is again within 30 feet of you at the start of your next turn, and you keep Incarnum Radiance active, and again choose to share it. If you share your Incarnum Radiance with any allies during its activation time, whether or not you shared it during every round it was activated, then you become Fatigued when you deactivate it (even if you do so by switching from one Incarnum Radiance effect to another, for example, from the Reflection to the Aura) or run out of total rounds per day. This Fatigue lasts 2 rounds per round you shared your Incarnum Radiance. Beginning at 17th level, sharing your Incarnum Radiance does not Fatigue you afterwards. [B]Incarnum Curse (Su):[/B] At 10th level, you learn to use a special resonance effect of your Incarnum Radiance to affect an enemy rather than yourself or your allies. As a standard action, you can target an enemy within 30 feet to Curse. If the target does not share your alignment (for example, if a Good Incarnate targets a creature that is not Good) then the target is allowed a Will saving throw (DC 10 + 1/2 your Incarnate level + your CON modifier) to negate the effect. If the saving throw fails, the target is affected as described below, and remains affected until the end of its next turn. This uses up one round of your Incarnum Radiance (see above), but you can extend it beyond the target's next turn by using a free action each round in subsequent rounds (using up more rounds of your Incarnum Radiance as you do, and affecting the target exactly the same way without granting it any further saving throws to escape the Curse). If either you or the target falls unconscious, then the Incarnum Curse immediately ends regardless of when the target's next turn is. The effect of your Incarnum Curse depends upon your alignment, just as your Incarnum Radiance does. [I][U]Chaotic:[/U] Curse of Hesitation:[/I] 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), and 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). [I][U]Evil:[/U] Curse of Weakness:[/I] 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. [I][U]Good:[/U] Curse of Vulnerability:[/I] The target takes a -1 penalty on Armor Class. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. [I][U]Lawful:[/U] Curse of Inaccuracy:[/I] 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. If you target a creature which shares your alignment (for example, a Lawful Incarnate targeting a Lawful-aligned creature), or if a differently-aligned target succeeds its saving throw, then the Curse has no effect, but the attempt still uses up one of your daily rounds of Incarnum Radiance. [/QUOTE]
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