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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 5324828" data-attributes="member: 29746"><p><strong>Azurins</strong></p><p></p><p>As our last bit of converting, really an afterthought that happened only because I wanted the playtest character to be one, we made a PF Azurin race. Since Azurins are mostly human, this wasn't at all difficult, and in fact after reading the <em>Advanced Player's Guide</em> I would suggest doing them as just an alternate racial trait (such as Heart of the Fields). I'll write it up that way below.</p><p></p><p><strong>Azure Soul:</strong> Occasionally, an unborn human soul is touched by the power of Incarnum, and the resulting child is born with a natural talent for manipulating the energy of souls. This permanently increases the character's Essentia Pool by 1; if the character does not otherwise have an Essentia Pool, then this racial trait grants him or her an Essentia Pool with 1 point. Also, because the excess energy burns the body out faster, the character is treated as a Half-Orc for age-related effects and age categories, instead of Human. This racial trait replaces the Skilled racial trait.</p><p></p><p>The eyes of a human with this racial trait are always some shade of blue, and the sclera of the character also becomes blue; in dim light, the eyes seem to actually glow blue (much like cats' eyes do, except for the color). People with this trait are often called Azurins, though they remain fully human.</p><p></p><p></p><p>If you're not using the concept of racial traits from the APG, it's easy enough to construct an Azurin race. Just take the Human from the <em>Core Rulebook</em>, replace the Skilled trait with the Essentia Pool as described above, use the entries for Half-Orc on the age tables (7-1 and 7-2 in the <em>Core Rulebook</em>) instead of Human, and you're pretty much done. Given that Incarnum is heavily tied up with the Constitution score, you might mandate that an Azurin get a +2 bonus to CON instead of the +2 to anything that normal humans get, but that's an individual GM's decision. Any player wanting to play an Azurin is probably most interested in pursuing an Incarnum class anyway, and would therefore be most likely to put the bonus into CON as a result.</p><p></p><p>For my part, since I was given free reign to decide what sort of background the playtest character came from (the game setting is a sort of infinite plane rather than a traditional planet, where literally anything could exist somewhere in it if you travel far enough), I latched on to the blue-within-blue eyes Azurins have and essentially made him a Fremen (from <em>Dune</em>). This might be a good hook for GMs looking to incorporate Azurins into their campaign worlds as a separate culture from normal Humans, as opposed to an accident of birth the way they're portrayed in <em>Magic of Incarnum</em>.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5324828, member: 29746"] [b]Azurins[/b] As our last bit of converting, really an afterthought that happened only because I wanted the playtest character to be one, we made a PF Azurin race. Since Azurins are mostly human, this wasn't at all difficult, and in fact after reading the [I]Advanced Player's Guide[/I] I would suggest doing them as just an alternate racial trait (such as Heart of the Fields). I'll write it up that way below. [B]Azure Soul:[/B] Occasionally, an unborn human soul is touched by the power of Incarnum, and the resulting child is born with a natural talent for manipulating the energy of souls. This permanently increases the character's Essentia Pool by 1; if the character does not otherwise have an Essentia Pool, then this racial trait grants him or her an Essentia Pool with 1 point. Also, because the excess energy burns the body out faster, the character is treated as a Half-Orc for age-related effects and age categories, instead of Human. This racial trait replaces the Skilled racial trait. The eyes of a human with this racial trait are always some shade of blue, and the sclera of the character also becomes blue; in dim light, the eyes seem to actually glow blue (much like cats' eyes do, except for the color). People with this trait are often called Azurins, though they remain fully human. If you're not using the concept of racial traits from the APG, it's easy enough to construct an Azurin race. Just take the Human from the [I]Core Rulebook[/I], replace the Skilled trait with the Essentia Pool as described above, use the entries for Half-Orc on the age tables (7-1 and 7-2 in the [I]Core Rulebook[/I]) instead of Human, and you're pretty much done. Given that Incarnum is heavily tied up with the Constitution score, you might mandate that an Azurin get a +2 bonus to CON instead of the +2 to anything that normal humans get, but that's an individual GM's decision. Any player wanting to play an Azurin is probably most interested in pursuing an Incarnum class anyway, and would therefore be most likely to put the bonus into CON as a result. For my part, since I was given free reign to decide what sort of background the playtest character came from (the game setting is a sort of infinite plane rather than a traditional planet, where literally anything could exist somewhere in it if you travel far enough), I latched on to the blue-within-blue eyes Azurins have and essentially made him a Fremen (from [I]Dune[/I]). This might be a good hook for GMs looking to incorporate Azurins into their campaign worlds as a separate culture from normal Humans, as opposed to an accident of birth the way they're portrayed in [I]Magic of Incarnum[/I]. [/QUOTE]
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