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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 6134008" data-attributes="member: 29746"><p><strong>The Elementborn</strong></p><p></p><p>Well, time to try out the new table feature of the Advanced Posting option on the new boards.</p><p></p><p>I mentioned in a post up above that I'd made an Alternate Class for the Soulborn that bases itself on the Foundationist, in much the same manner that a "base" Soulborn "bases itself" on the Incarnate. In other words, if the Soulborn is the Paladin and the Incarnate is the Cleric, then this could be thought of as the Magus to the Foundationist "Wizard." It's an Alternate Class, not an Archetype, because the changes required to properly use the Foundationist list and swap out alignment flavor for elemental flavor were so extensive that there really was no other option IMO.</p><p></p><p>Where do these guys come from? I named the class the "Elementborn," mainly because I ran out of creative juice in trying to come up with a better name; the background/history description in my own files specifically notes that the name is a misnomer (since nobody who uses Foundationist soulmelds is "born" to the craft). My own setting states that Foundationists started at one specific school in a faraway land, and that some of the students of that school were unable or unwilling to fully pursue the course of study required to become a full-fledged Foundationist. Conversely, some of the "muscle" hired as security for the school happened to overhear classes that were in session, and decided to try some of the lessons out for themselves; accordingly, they learned to meldshape to a limited degree. These two categories of "lesser Foundationists" got together and figured out how to make a new path of learning focused on the "elemental soulmelds," and thus, the Elementborn... was born (ugh, sorry). Individual GMs who use the Foundationist in their own games can probably come up with appropriate flavor for this class if they like it and wish to use it alongside the Foundationist.</p><p></p><p><strong>Note:</strong> The Elementborn is an alternate class for the Soulborn base class.</p><p></p><p></p><p> <strong>Role:</strong> Elementborns use Incarnum to enhance their natural combat ability. They can share the power of Incarnum with their allies to grant them resistance to the Elementborn's opposed energy and element, making them valuable members of any adventuring party that encounters foes using such powers. Their meldshaping and martial skills allow them to fell enemies with both physical might and attacks of elemental energy.</p><p></p><p></p><p> <strong>Alignment:</strong> Any<strong>.</strong></p><p><strong></strong></p><p><strong></strong><strong>Hit Die:</strong> d10. </p><p></p><p> <strong></strong></p><p><strong>Class Skills:</strong> The Elementborn's class skills are: Acrobatics (DEX), Climb (STR), Craft (any) (INT), Handle Animal (CHA), Heal (WIS), Knowledge (Arcana, Planes) (INT), Profession (any) (WIS), Ride (DEX), Spellcraft (INT), and Swim (STR).</p><p></p><p></p><p> <strong>Skill Points per Level:</strong> 2 + INT modifier.</p><p></p><p></p><table style='width: 100%'><tr><td><strong>Class Level</strong></td><td><strong>BAB</strong></td><td><strong>Fort</strong></td><td><strong>Ref</strong></td><td><strong>Will</strong></td><td><strong>Special</strong></td><td><strong>Soulmelds</strong></td><td><strong>Essentia</strong></td><td><strong>Chakra Binds</strong></td></tr><tr><td>1st</td><td>+1</td><td>+2</td><td>+0</td><td>+2</td><td>Elemental Aura, Smite Opposition 1/day</td><td>0</td><td>0</td><td>0</td></tr><tr><td>2nd</td><td>+2</td><td>+3</td><td>+0</td><td>+3</td><td>Incarnum Defense</td><td>0</td><td>0</td><td>0</td></tr><tr><td>3rd</td><td>+3</td><td>+3</td><td>+1</td><td>+3</td><td>Bonus feat</td><td>0</td><td>1</td><td>0</td></tr><tr><td>4th</td><td>+4</td><td>+4</td><td>+1</td><td>+4</td><td>Smite Opposition 2/day</td><td>1</td><td>1</td><td>0</td></tr><tr><td>5th</td><td>+5</td><td>+4</td><td>+1</td><td>+4</td><td>Share Incarnum Defense 1/day</td><td>1</td><td>2</td><td>0</td></tr><tr><td>6th</td><td>+6/+1</td><td>+5</td><td>+2</td><td>+5</td><td>Aura of Materiality, Chakra Bind (Crown, Pattern)</td><td>1</td><td>2</td><td>1</td></tr><tr><td>7th</td><td>+7/+2</td><td>+5</td><td>+2</td><td>+5</td><td>Bonus feat, Smite Opposition 3/day</td><td>1</td><td>3</td><td>1</td></tr><tr><td>8th</td><td>+8/+3</td><td>+6</td><td>+2</td><td>+6</td><td>Chakra Binds (Feet, Hands)</td><td>2</td><td>3</td><td>1</td></tr><tr><td>9th</td><td>+9/+4</td><td>+6</td><td>+3</td><td>+6</td><td>Share Incarnum Defense 2/day</td><td>2</td><td>4</td><td>1</td></tr><tr><td>10th</td><td>+10/+5</td><td>+7</td><td>+3</td><td>+7</td><td>Smite Opposition 4/day</td><td>2</td><td>6</td><td>2</td></tr><tr><td>11th</td><td>+11/+6/+1</td><td>+7</td><td>+3</td><td>+7</td><td>Bonus feat</td><td>2</td><td>7</td><td>2</td></tr><tr><td>12th</td><td>+12/+7/+2</td><td>+8</td><td>+4</td><td>+8</td><td>Aura of Whelming</td><td>3</td><td>7</td><td>2</td></tr><tr><td>13th</td><td>+13/+8/+3</td><td>+8</td><td>+4</td><td>+8</td><td>Share Incarnum Defense 3/day, Smite Opposition 5/day</td><td>3</td><td>8</td><td>2</td></tr><tr><td>14th</td><td>+14/+9/+4</td><td>+9</td><td>+4</td><td>+9</td><td>Chakra Binds (Arms, Brow, Shoulders)</td><td>3</td><td>8</td><td>3</td></tr><tr><td>15th</td><td>+15/+10/+5</td><td>+9</td><td>+5</td><td>+9</td><td>Bonus feat</td><td>3</td><td>9</td><td>3</td></tr><tr><td>16th</td><td>+16/+11/+6/+1</td><td>+10</td><td>+5</td><td>+10</td><td>Smite Opposition 6/day</td><td>4</td><td>9</td><td>3</td></tr><tr><td>17th</td><td>+17/+12/+7/+2</td><td>+10</td><td>+5</td><td>+10</td><td>Share Incarnum Defense 4/day</td><td>4</td><td>10</td><td>3</td></tr><tr><td>18th</td><td>+18/+13/+8/+3</td><td>+11</td><td>+6</td><td>+11</td><td>Aura of Solidity, Chakra Binds (Throat, Waist)</td><td>4</td><td>10</td><td>4</td></tr><tr><td>19th</td><td>+19/+14/+9/+4</td><td>+11</td><td>+6</td><td>+11</td><td>Bonus feat, Smite Opposition 7/day, Timeless Body</td><td>4</td><td>11</td><td>4</td></tr><tr><td>20th</td><td>+20/+15/+10/+5</td><td>+12</td><td>+6</td><td>+12</td><td>Elemental Champion</td><td>5</td><td>13</td><td>4</td></tr></table><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong></strong></p><p><strong>Class Features</strong></p><p><strong></strong></p><p>All of the following are class features of the Elementborn.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Weapon and Armor Proficiency:</strong> Elementborn characters are proficient with all Simple and Martial weapons, with all types of Armor (Heavy, Medium, and Light), and with Shields (except Tower Shields). </li> <li data-xf-list-type="ul"><strong>Elemental Aura:</strong> An Elementborn picks one of the four elements at 1st level, and is forever afterward bound to that choice. This choice carries several consequences.<br /> First, the Elementborn gains the subtype of the chosen element, though not any effects typically associated with that subtype (such as immunity or vulnerability to specific energy types). In effect, this just makes the character a potential target for various effects which depend upon or target specific elemental subtypes, including (especially) the Elementborn class's own Smite Opposition ability (see below).<br /> Second, most soulmelds on the Foundationist list are affiliated to one specific element, and three in particular (<em>Elemental Avatar</em>, <em>Elemental Channel</em>, and <em>Elemental Chasuble</em>) are affiliated with all four elements. An Elementborn is only allowed to use the version associated with his or her own element, for these three soulmelds; thus, a Fire Elementborn could not shape an <em>Elemental Avatar (Air)</em>.<br /> Third, an Elementborn character is unable to shape soulmelds of the element opposed to his or her own, at all; thus, an Air Elementborn is not allowed to shape any soulmeld on the Earth list. Furthermore, the Elementborn's essentia capacity for soulmelds on the two element lists <em>not</em> opposed to his or her own (for example, Fire and Water for an Air Elementborn) are at -1 essentia capacity. This means that at 4th level, although an Elementborn is allowed to shape soulmelds of these elements, he or she is forbidden from putting any essentia into them, because their effective essentia capacity is 0.<br /> A few soulmelds on the Foundationist list have no elemental affiliation, and are designated Universal (or Univ). The Elementborn suffers no restrictions regarding shaping these soulmelds, or investing essentia into them.<br /> Fourth, the character receives a +1 bonus on Bluff, Diplomacy, Intimidate, Linguistics, and Sense Motive checks when used on creatures of the same elemental type he or she is affiliated with. For example, a Fire Elementborn would receive the bonus when interacting with Fire Elementals or Efreeti, or when dealing with the Ignan language.<br /> Finally, whenever the Elementborn changes the essentia investment into Incarnum feats he or she has, he or she may invest in the Elemental Aura exactly as if it were an Incarnum feat. This has no effect at 1st level, but in later levels it affects the radius of the Aura for purposes of special abilities like sharing Incarnum Defense, the Aura of Resolve, and so on. </li> <li data-xf-list-type="ul"><strong>Smite Opposition (Su):</strong> Once per day, an Elementborn can use the power of Incarnum fused with his or her soul to aid the struggle against opposing forces. As a swift action, the Elementborn chooses one target within sight to Smite. If the target has the element descriptor or subtype opposed to the Elementborn's choice of element for the Elemental Aura (for example, an Air Elementborn could Smite a target that has the Earth descriptor or subtype), the Elementborn adds his or her CHA bonus (if any) to attack rolls and his or her Elementborn level to damage rolls made against that target. If the target of the Smite is an Outsider or a Dragon with one or more descriptors or subtypes matching the character's opposed element, then the damage bonus increases to 2 points per Elementborn level. On the other hand, if the Elementborn targets a creature which does <strong>not</strong> have an element subtype or descriptor opposed to his or her chosen element (for example, a Water Elementborn targeting a creature that is not a Fire creature), then the Smite is wasted with no effect.<br /> If the Smite targets an appropriate creature, then attacks against the target automatically bypass any DR it might possess, regardless of the target's creature type. Creatures with the energy subtype or descriptor associated with a given element (Earth = Acid, Air = Electricity, Water = Cold) count as being the appropriate elemental type for the purpose of the Elementborn's Smite ability. Thus, a Fire Elementborn can successfully Smite a Winter Wolf, even though it has the Cold subtype rather than Water.<br /> In addition, while Smite Opposition is in effect, the Elementborn gains a Deflection bonus (equal to his or her CHA modifier, if any) to his or her AC against attacks made by the target of the Smite.<br /> The Smite Opposition effect remains until the target is dead, or until the next time the Elementborn rests and regains his or her daily uses of this ability. At 4th level, and every three levels thereafter, the Elementborn may Smite Opposition one additional time per day (as indicated on the class table). </li> <li data-xf-list-type="ul"><strong>Incarnum Defense (Su):</strong> The Elementborn's Incarnum-fused soul dramatically affects his or her body and mind. At 2nd level, this manifests as a visible change in the character's appearance, as well as resistance to a specific energy type depending on the character's chosen element:<ul> <li data-xf-list-type="ul"><em>Air:</em> The Elementborn's eyes become solid blue, with no visible pupil or iris. The character gains Resist Acid 5, and a +1 bonus on saving throws against Earth effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Acid damage or to effects which carry the Earth descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20. </li> <li data-xf-list-type="ul"><em>Earth:</em> The Elementborn's eyes become completely gold, with no visible pupil or iris. The character gains Resist Electricity 5, and a +1 bonus on saving throws against Air effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Electricity damage or to effects which carry the Air descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20. </li> <li data-xf-list-type="ul"><em>Fire:</em> The Elementborn's eyes glow deep red, with a flickering orange in the depths. The character gains Resist Cold 5, and a +1 bonus on saving throws against Water effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Cold damage or to effects which carry the Water descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20. </li> <li data-xf-list-type="ul"><em>Water:</em> The Elementborn's eyes become emerald green, with a shimmering blue passing back and forth across the surface like waves on a sea. The character gains Resist Fire 5, and a +1 bonus on saving throws against Fire effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Fire damage or to effects which carry the Fire descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20. </li> </ul> </li> <li data-xf-list-type="ul"><strong>Bonus feats:</strong> At 3rd level, and every 4 levels thereafter, the Elementborn gains a bonus feat. This can be any Combat or Incarnum feat for which the character meets the prerequisites. Elementborns count as Fighters of level (Elementborn - 2) for the purpose of qualifying for Combat or Incarnum feats. </li> <li data-xf-list-type="ul"><strong>Meldshaping:</strong> Beginning at 4th level, an Elementborn gains a limited ability to shape soulmelds, which are drawn from the Foundationist soulmeld list. All Elementborn characters know (and can shape) all soulmelds from this list, except for those forbidden to them by their choice of Elemental Aura (see above).<br /> The Difficulty Class for a saving throw against an Elementborn soulmeld is 10 + the number of points of essentia invested in the soulmeld + the Elementborn's CON modifier. Before 4th level, an Elementborn has no meldshaper level; at 4th level and above, the Elementborn's meldshaper level equals his or her Elementborn level - 3.<br /> An Elementborn can shape only a certain number of soulmelds at a time. The character's base allotment is given in the class table above. The maximum number of soulmelds that an Elementborn can have shaped simultaneously is equal to his or her CON score - 10, or the number given on the table, whichever is lower. At 4th level, an Elementborn can shape one soulmeld at a time (assuming the character's CON is at least 11). As he or she advances in level, he or she can shape an increasing number of soulmelds.<br /> At 3rd level, an Elementborn gains access to a personal pool of essentia, assuming he or she did not already have an essentia pool from another source (such as Incarnum feats or race). This essentia can be invested in the character's Incarnum feats, Elemental Aura, and soulmelds to increase their power. The essentia pool's base size (from having Elementborn levels) is given in the class table above. However, the Elementborn's <em>character level</em> determines the maximum quantity of essentia that the character can invest in any single incarnum receptacle (as shown on page 19 of MoI, table 2-1: Essentia Capacity). As a swift action, the Elementborn can reallocate his or her essentia investments in soulmelds every round (see MoI, page 50, "Essentia").<br /> An Elementborn does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his or her soulmelds (see Shaping Sulmelds, on page 49 of MoI). </li> <li data-xf-list-type="ul"><strong>Share Incarnum Defense (Su):</strong> Starting at 5th level, as a standard action, the Elementborn can share the power of his or her Incarnum Defense with all allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Elemental Aura; see above) that do not carry an element or energy descriptor or subtype opposed to his or her own (for example, a Fire Elementborn would be able to Share with all allies who are neither Cold nor Water). Affected creatures are granted the same resistances and/or immunities that the Elementborn him/herself enjoys, for a number of rounds equal to 3 + the Elementborn's CHA modifier. The Elementborn can use this ability once per day at 5th level, plus one additional time per day for every four levels above 5th (that is, 2/day at 9th, 3/day at 13th, etc.). </li> <li data-xf-list-type="ul"><strong>Aura of Materiality (Su):</strong> At 6th level, the Elementborn's attacks are treated as whatever material is most favorable to him or her, for the purpose of penetrating DR based on material type (such as /Adamantine or /Cold Iron). Furthermore, any attack made by any ally within a radius of 5 feet (plus 5 per point of essentia invested in the Elemental Aura) of the character is treated as similarly "materialed," as long as that ally does not have an element or energy descriptor or subtype opposed to the Elementborn's chosen element. This ability functions only while the Elementborn is conscious, not if the character is unconscious or dead. </li> <li data-xf-list-type="ul"><strong>Chakra Binds:</strong> Beginning at 6th level, an Elementborn can bind his or her soulmelds to chakras, granting him or her new powers based on the soulmeld and chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see MoI page 50, "Chakras"), so that the character cannot also benefit from a magic item worn on the body slot associated with that chakra.<br /> The exception to this limitation is the Pattern chakra, which is not associated with a particular body slot. This unique chakra represents the basic pattern of elements that is required to create any given object. In particular, the character's Pattern chakra is intended to represent <em>his or her <strong>own</strong> Pattern</em>, and conceptually the act of binding a soulmeld to it infuses the Elementborn's Pattern with extra elemental (or soul) energy which is what grants the powers provided by the chakra bind. The Pattern chakra is treated for game-rule purposes in the same manner as the Totem chakra that Totemists get; see MOI page 51 ("Chakra Binds") for more details.<br /> The maximum number of chakra binds an Elementborn can have active at any one time is shown above on the class table. The character can maintain a number of active Chakra Binds equal to this number, or his or her CON modifier, whichever is lower. An Elementborn has the ability to bind to his or her Crown and/or Pattern chakra at 6th level. At 8th level, and other levels as shown on the class table above, the character gains the ability to bind to additional chakras. </li> <li data-xf-list-type="ul"><strong>Aura of Whelming (Su):</strong> At 12th level, an Elementborn can expend two uses of the Smite Opposition ability to grant the ability to Smite Opposition to all allies within a radius of 5 feet plus 5 per point of essentia invested in the Elemental Aura, using his or her bonuses and chosen element. Allies must use use this Smite Opposition ability by the start of the Elementborn's next turn, and the bonuses last for 1 minute. Using this ability is a free action. Creatures with an energy or element descriptor or subtype opposed to the Elementborn's chosen element gain no benefit from this ability. </li> <li data-xf-list-type="ul"><strong>Aura of Solidity (Su):</strong> At 18th level, the Elementborn becomes immune to critical hits and attacks which depend upon precision (such as Sneak Attacks). Allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Elemental Aura; see above) that do not carry an element or energy descriptor or subtype opposed to the Elementborn's chosen element gain a +4 bonus to AC for the purpose of confirming critical hits upon them, and against flanking attacks. This ability only functions while the Elementborn is conscious, not if the character is unconscious or dead. </li> <li data-xf-list-type="ul"><strong>Timeless Body (Ex):</strong> Upon attaining 19th level, the presence of Incarnum within the Elementborn's body becomes so prevalent that his or her aging process stops completely. The character no longer takes penalties to ability scores due to aging, and cannot be supernaturally aged. Any penalties due to aging that the character has already taken, however, remain in place. Age bonuses still accrue, and the Elementborn still dies of old age when his or her time is up. </li> <li data-xf-list-type="ul"><strong>Elemental Champion (Su):</strong> A 20th-level Elementborn becomes an Outsider with the element subtype matching his or her chosen element, and the Elemental and Native subtypes as well. The Elemental subtype, in particular, grants the character several immunities such as immunity to Bleed, Paralysis, Poison, Sleep, and Stunning (the complete list is given in Pathfinder Bestiary I, page 311). Unlike most Outsiders, the Elementborn can still be brought back from the dead as if he or she were a member of the previous creature type. Furthermore, whenever the Elementborn uses Smite Opposition against an appropriate Outsider that does not have the Native subtype, that Outsider is subject to a <em>Banishment</em> effect (using the Elementborn level as the caster level- plus the Elementborn's weapon automatically counts as an object the subject hates). After the damage and the <em>Banishment</em> are resolved, the Smite immediately ends. </li> </ul><p></p><p><strong>Starting Gold:</strong> Elementborn characters start with 5d6 × 10 gp.</p><p><strong>Starting Age:</strong> Elementborn characters start at Self-Taught age.</p><p></p><p>(EDIT: I don't know where all those extra spaces came from between lines, but rather than try to figure it out I'll leave them- it's better than making the post unreadable by removing critical spaces. Tried (and failed) to add indents back in too- the board code doesn't appear to like that.)</p></blockquote><p></p>
[QUOTE="paradox42, post: 6134008, member: 29746"] [b]The Elementborn[/b] Well, time to try out the new table feature of the Advanced Posting option on the new boards. I mentioned in a post up above that I'd made an Alternate Class for the Soulborn that bases itself on the Foundationist, in much the same manner that a "base" Soulborn "bases itself" on the Incarnate. In other words, if the Soulborn is the Paladin and the Incarnate is the Cleric, then this could be thought of as the Magus to the Foundationist "Wizard." It's an Alternate Class, not an Archetype, because the changes required to properly use the Foundationist list and swap out alignment flavor for elemental flavor were so extensive that there really was no other option IMO. Where do these guys come from? I named the class the "Elementborn," mainly because I ran out of creative juice in trying to come up with a better name; the background/history description in my own files specifically notes that the name is a misnomer (since nobody who uses Foundationist soulmelds is "born" to the craft). My own setting states that Foundationists started at one specific school in a faraway land, and that some of the students of that school were unable or unwilling to fully pursue the course of study required to become a full-fledged Foundationist. Conversely, some of the "muscle" hired as security for the school happened to overhear classes that were in session, and decided to try some of the lessons out for themselves; accordingly, they learned to meldshape to a limited degree. These two categories of "lesser Foundationists" got together and figured out how to make a new path of learning focused on the "elemental soulmelds," and thus, the Elementborn... was born (ugh, sorry). Individual GMs who use the Foundationist in their own games can probably come up with appropriate flavor for this class if they like it and wish to use it alongside the Foundationist. [B]Note:[/B] The Elementborn is an alternate class for the Soulborn base class. [B]Role:[/B] Elementborns use Incarnum to enhance their natural combat ability. They can share the power of Incarnum with their allies to grant them resistance to the Elementborn's opposed energy and element, making them valuable members of any adventuring party that encounters foes using such powers. Their meldshaping and martial skills allow them to fell enemies with both physical might and attacks of elemental energy. [B]Alignment:[/B] Any[B]. [/B][B]Hit Die:[/B] d10. [B] Class Skills:[/B] The Elementborn's class skills are: Acrobatics (DEX), Climb (STR), Craft (any) (INT), Handle Animal (CHA), Heal (WIS), Knowledge (Arcana, Planes) (INT), Profession (any) (WIS), Ride (DEX), Spellcraft (INT), and Swim (STR). [B]Skill Points per Level:[/B] 2 + INT modifier. [TABLE="class: grid, width: 100%, align: left"] [TR] [TD][B]Class Level[/B][/TD] [TD][B]BAB[/B][/TD] [TD][B]Fort[/B][/TD] [TD][B]Ref[/B][/TD] [TD][B]Will[/B][/TD] [TD][B]Special[/B][/TD] [TD][B]Soulmelds[/B][/TD] [TD][B]Essentia[/B][/TD] [TD][B]Chakra Binds[/B][/TD] [/TR] [TR] [TD]1st[/TD] [TD]+1[/TD] [TD]+2[/TD] [TD]+0[/TD] [TD]+2[/TD] [TD]Elemental Aura, Smite Opposition 1/day[/TD] [TD]0[/TD] [TD]0[/TD] [TD]0[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD]+3[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]Incarnum Defense[/TD] [TD]0[/TD] [TD]0[/TD] [TD]0[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+3[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]Bonus feat[/TD] [TD]0[/TD] [TD]1[/TD] [TD]0[/TD] [/TR] [TR] [TD]4th[/TD] [TD]+4[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]Smite Opposition 2/day[/TD] [TD]1[/TD] [TD]1[/TD] [TD]0[/TD] [/TR] [TR] [TD]5th[/TD] [TD]+5[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]Share Incarnum Defense 1/day[/TD] [TD]1[/TD] [TD]2[/TD] [TD]0[/TD] [/TR] [TR] [TD]6th[/TD] [TD]+6/+1[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]Aura of Materiality, Chakra Bind (Crown, Pattern)[/TD] [TD]1[/TD] [TD]2[/TD] [TD]1[/TD] [/TR] [TR] [TD]7th[/TD] [TD]+7/+2[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]Bonus feat, Smite Opposition 3/day[/TD] [TD]1[/TD] [TD]3[/TD] [TD]1[/TD] [/TR] [TR] [TD]8th[/TD] [TD]+8/+3[/TD] [TD]+6[/TD] [TD]+2[/TD] [TD]+6[/TD] [TD]Chakra Binds (Feet, Hands)[/TD] [TD]2[/TD] [TD]3[/TD] [TD]1[/TD] [/TR] [TR] [TD]9th[/TD] [TD]+9/+4[/TD] [TD]+6[/TD] [TD]+3[/TD] [TD]+6[/TD] [TD]Share Incarnum Defense 2/day[/TD] [TD]2[/TD] [TD]4[/TD] [TD]1[/TD] [/TR] [TR] [TD]10th[/TD] [TD]+10/+5[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]+7[/TD] [TD]Smite Opposition 4/day[/TD] [TD]2[/TD] [TD]6[/TD] [TD]2[/TD] [/TR] [TR] [TD]11th[/TD] [TD]+11/+6/+1[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]+7[/TD] [TD]Bonus feat[/TD] [TD]2[/TD] [TD]7[/TD] [TD]2[/TD] [/TR] [TR] [TD]12th[/TD] [TD]+12/+7/+2[/TD] [TD]+8[/TD] [TD]+4[/TD] [TD]+8[/TD] [TD]Aura of Whelming[/TD] [TD]3[/TD] [TD]7[/TD] [TD]2[/TD] [/TR] [TR] [TD]13th[/TD] [TD]+13/+8/+3[/TD] [TD]+8[/TD] [TD]+4[/TD] [TD]+8[/TD] [TD]Share Incarnum Defense 3/day, Smite Opposition 5/day[/TD] [TD]3[/TD] [TD]8[/TD] [TD]2[/TD] [/TR] [TR] [TD]14th[/TD] [TD]+14/+9/+4[/TD] [TD]+9[/TD] [TD]+4[/TD] [TD]+9[/TD] [TD]Chakra Binds (Arms, Brow, Shoulders)[/TD] [TD]3[/TD] [TD]8[/TD] [TD]3[/TD] [/TR] [TR] [TD]15th[/TD] [TD]+15/+10/+5[/TD] [TD]+9[/TD] [TD]+5[/TD] [TD]+9[/TD] [TD]Bonus feat[/TD] [TD]3[/TD] [TD]9[/TD] [TD]3[/TD] [/TR] [TR] [TD]16th[/TD] [TD]+16/+11/+6/+1[/TD] [TD]+10[/TD] [TD]+5[/TD] [TD]+10[/TD] [TD]Smite Opposition 6/day[/TD] [TD]4[/TD] [TD]9[/TD] [TD]3[/TD] [/TR] [TR] [TD]17th[/TD] [TD]+17/+12/+7/+2[/TD] [TD]+10[/TD] [TD]+5[/TD] [TD]+10[/TD] [TD]Share Incarnum Defense 4/day[/TD] [TD]4[/TD] [TD]10[/TD] [TD]3[/TD] [/TR] [TR] [TD]18th[/TD] [TD]+18/+13/+8/+3[/TD] [TD]+11[/TD] [TD]+6[/TD] [TD]+11[/TD] [TD]Aura of Solidity, Chakra Binds (Throat, Waist)[/TD] [TD]4[/TD] [TD]10[/TD] [TD]4[/TD] [/TR] [TR] [TD]19th[/TD] [TD]+19/+14/+9/+4[/TD] [TD]+11[/TD] [TD]+6[/TD] [TD]+11[/TD] [TD]Bonus feat, Smite Opposition 7/day, Timeless Body[/TD] [TD]4[/TD] [TD]11[/TD] [TD]4[/TD] [/TR] [TR] [TD]20th[/TD] [TD]+20/+15/+10/+5[/TD] [TD]+12[/TD] [TD]+6[/TD] [TD]+12[/TD] [TD]Elemental Champion[/TD] [TD]5[/TD] [TD]13[/TD] [TD]4[/TD] [/TR] [/TABLE] [B] Class Features [/B] All of the following are class features of the Elementborn. [LIST] [*][B]Weapon and Armor Proficiency:[/B] Elementborn characters are proficient with all Simple and Martial weapons, with all types of Armor (Heavy, Medium, and Light), and with Shields (except Tower Shields). [*][B]Elemental Aura:[/B] An Elementborn picks one of the four elements at 1st level, and is forever afterward bound to that choice. This choice carries several consequences. First, the Elementborn gains the subtype of the chosen element, though not any effects typically associated with that subtype (such as immunity or vulnerability to specific energy types). In effect, this just makes the character a potential target for various effects which depend upon or target specific elemental subtypes, including (especially) the Elementborn class's own Smite Opposition ability (see below). Second, most soulmelds on the Foundationist list are affiliated to one specific element, and three in particular ([I]Elemental Avatar[/I], [I]Elemental Channel[/I], and [I]Elemental Chasuble[/I]) are affiliated with all four elements. An Elementborn is only allowed to use the version associated with his or her own element, for these three soulmelds; thus, a Fire Elementborn could not shape an [I]Elemental Avatar (Air)[/I]. Third, an Elementborn character is unable to shape soulmelds of the element opposed to his or her own, at all; thus, an Air Elementborn is not allowed to shape any soulmeld on the Earth list. Furthermore, the Elementborn's essentia capacity for soulmelds on the two element lists [I]not[/I] opposed to his or her own (for example, Fire and Water for an Air Elementborn) are at -1 essentia capacity. This means that at 4th level, although an Elementborn is allowed to shape soulmelds of these elements, he or she is forbidden from putting any essentia into them, because their effective essentia capacity is 0. A few soulmelds on the Foundationist list have no elemental affiliation, and are designated Universal (or Univ). The Elementborn suffers no restrictions regarding shaping these soulmelds, or investing essentia into them. Fourth, the character receives a +1 bonus on Bluff, Diplomacy, Intimidate, Linguistics, and Sense Motive checks when used on creatures of the same elemental type he or she is affiliated with. For example, a Fire Elementborn would receive the bonus when interacting with Fire Elementals or Efreeti, or when dealing with the Ignan language. Finally, whenever the Elementborn changes the essentia investment into Incarnum feats he or she has, he or she may invest in the Elemental Aura exactly as if it were an Incarnum feat. This has no effect at 1st level, but in later levels it affects the radius of the Aura for purposes of special abilities like sharing Incarnum Defense, the Aura of Resolve, and so on. [*][B]Smite Opposition (Su):[/B] Once per day, an Elementborn can use the power of Incarnum fused with his or her soul to aid the struggle against opposing forces. As a swift action, the Elementborn chooses one target within sight to Smite. If the target has the element descriptor or subtype opposed to the Elementborn's choice of element for the Elemental Aura (for example, an Air Elementborn could Smite a target that has the Earth descriptor or subtype), the Elementborn adds his or her CHA bonus (if any) to attack rolls and his or her Elementborn level to damage rolls made against that target. If the target of the Smite is an Outsider or a Dragon with one or more descriptors or subtypes matching the character's opposed element, then the damage bonus increases to 2 points per Elementborn level. On the other hand, if the Elementborn targets a creature which does [B]not[/B] have an element subtype or descriptor opposed to his or her chosen element (for example, a Water Elementborn targeting a creature that is not a Fire creature), then the Smite is wasted with no effect. If the Smite targets an appropriate creature, then attacks against the target automatically bypass any DR it might possess, regardless of the target's creature type. Creatures with the energy subtype or descriptor associated with a given element (Earth = Acid, Air = Electricity, Water = Cold) count as being the appropriate elemental type for the purpose of the Elementborn's Smite ability. Thus, a Fire Elementborn can successfully Smite a Winter Wolf, even though it has the Cold subtype rather than Water. In addition, while Smite Opposition is in effect, the Elementborn gains a Deflection bonus (equal to his or her CHA modifier, if any) to his or her AC against attacks made by the target of the Smite. The Smite Opposition effect remains until the target is dead, or until the next time the Elementborn rests and regains his or her daily uses of this ability. At 4th level, and every three levels thereafter, the Elementborn may Smite Opposition one additional time per day (as indicated on the class table). [*][B]Incarnum Defense (Su):[/B] The Elementborn's Incarnum-fused soul dramatically affects his or her body and mind. At 2nd level, this manifests as a visible change in the character's appearance, as well as resistance to a specific energy type depending on the character's chosen element: [LIST] [*][I]Air:[/I] The Elementborn's eyes become solid blue, with no visible pupil or iris. The character gains Resist Acid 5, and a +1 bonus on saving throws against Earth effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Acid damage or to effects which carry the Earth descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20. [*][I]Earth:[/I] The Elementborn's eyes become completely gold, with no visible pupil or iris. The character gains Resist Electricity 5, and a +1 bonus on saving throws against Air effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Electricity damage or to effects which carry the Air descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20. [*][I]Fire:[/I] The Elementborn's eyes glow deep red, with a flickering orange in the depths. The character gains Resist Cold 5, and a +1 bonus on saving throws against Water effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Cold damage or to effects which carry the Water descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20. [*][I]Water:[/I] The Elementborn's eyes become emerald green, with a shimmering blue passing back and forth across the surface like waves on a sea. The character gains Resist Fire 5, and a +1 bonus on saving throws against Fire effects. At 8th level, these bonuses improve to Resist 10, and +2 on saves; at 14th level, they improve to Resist 20 and +4 on saves. At 20th level, the Elementborn is completely Immune to Fire damage or to effects which carry the Fire descriptor. The character automatically makes any saving throw which is allowed or required by such effects, as if having rolled a natural 20. [/LIST] [*][B]Bonus feats:[/B] At 3rd level, and every 4 levels thereafter, the Elementborn gains a bonus feat. This can be any Combat or Incarnum feat for which the character meets the prerequisites. Elementborns count as Fighters of level (Elementborn - 2) for the purpose of qualifying for Combat or Incarnum feats. [*][B]Meldshaping:[/B] Beginning at 4th level, an Elementborn gains a limited ability to shape soulmelds, which are drawn from the Foundationist soulmeld list. All Elementborn characters know (and can shape) all soulmelds from this list, except for those forbidden to them by their choice of Elemental Aura (see above). The Difficulty Class for a saving throw against an Elementborn soulmeld is 10 + the number of points of essentia invested in the soulmeld + the Elementborn's CON modifier. Before 4th level, an Elementborn has no meldshaper level; at 4th level and above, the Elementborn's meldshaper level equals his or her Elementborn level - 3. An Elementborn can shape only a certain number of soulmelds at a time. The character's base allotment is given in the class table above. The maximum number of soulmelds that an Elementborn can have shaped simultaneously is equal to his or her CON score - 10, or the number given on the table, whichever is lower. At 4th level, an Elementborn can shape one soulmeld at a time (assuming the character's CON is at least 11). As he or she advances in level, he or she can shape an increasing number of soulmelds. At 3rd level, an Elementborn gains access to a personal pool of essentia, assuming he or she did not already have an essentia pool from another source (such as Incarnum feats or race). This essentia can be invested in the character's Incarnum feats, Elemental Aura, and soulmelds to increase their power. The essentia pool's base size (from having Elementborn levels) is given in the class table above. However, the Elementborn's [I]character level[/I] determines the maximum quantity of essentia that the character can invest in any single incarnum receptacle (as shown on page 19 of MoI, table 2-1: Essentia Capacity). As a swift action, the Elementborn can reallocate his or her essentia investments in soulmelds every round (see MoI, page 50, "Essentia"). An Elementborn does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his or her soulmelds (see Shaping Sulmelds, on page 49 of MoI). [*][B]Share Incarnum Defense (Su):[/B] Starting at 5th level, as a standard action, the Elementborn can share the power of his or her Incarnum Defense with all allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Elemental Aura; see above) that do not carry an element or energy descriptor or subtype opposed to his or her own (for example, a Fire Elementborn would be able to Share with all allies who are neither Cold nor Water). Affected creatures are granted the same resistances and/or immunities that the Elementborn him/herself enjoys, for a number of rounds equal to 3 + the Elementborn's CHA modifier. The Elementborn can use this ability once per day at 5th level, plus one additional time per day for every four levels above 5th (that is, 2/day at 9th, 3/day at 13th, etc.). [*][B]Aura of Materiality (Su):[/B] At 6th level, the Elementborn's attacks are treated as whatever material is most favorable to him or her, for the purpose of penetrating DR based on material type (such as /Adamantine or /Cold Iron). Furthermore, any attack made by any ally within a radius of 5 feet (plus 5 per point of essentia invested in the Elemental Aura) of the character is treated as similarly "materialed," as long as that ally does not have an element or energy descriptor or subtype opposed to the Elementborn's chosen element. This ability functions only while the Elementborn is conscious, not if the character is unconscious or dead. [*][B]Chakra Binds:[/B] Beginning at 6th level, an Elementborn can bind his or her soulmelds to chakras, granting him or her new powers based on the soulmeld and chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see MoI page 50, "Chakras"), so that the character cannot also benefit from a magic item worn on the body slot associated with that chakra. The exception to this limitation is the Pattern chakra, which is not associated with a particular body slot. This unique chakra represents the basic pattern of elements that is required to create any given object. In particular, the character's Pattern chakra is intended to represent [I]his or her [B]own[/B] Pattern[/I], and conceptually the act of binding a soulmeld to it infuses the Elementborn's Pattern with extra elemental (or soul) energy which is what grants the powers provided by the chakra bind. The Pattern chakra is treated for game-rule purposes in the same manner as the Totem chakra that Totemists get; see MOI page 51 ("Chakra Binds") for more details. The maximum number of chakra binds an Elementborn can have active at any one time is shown above on the class table. The character can maintain a number of active Chakra Binds equal to this number, or his or her CON modifier, whichever is lower. An Elementborn has the ability to bind to his or her Crown and/or Pattern chakra at 6th level. At 8th level, and other levels as shown on the class table above, the character gains the ability to bind to additional chakras. [*][B]Aura of Whelming (Su):[/B] At 12th level, an Elementborn can expend two uses of the Smite Opposition ability to grant the ability to Smite Opposition to all allies within a radius of 5 feet plus 5 per point of essentia invested in the Elemental Aura, using his or her bonuses and chosen element. Allies must use use this Smite Opposition ability by the start of the Elementborn's next turn, and the bonuses last for 1 minute. Using this ability is a free action. Creatures with an energy or element descriptor or subtype opposed to the Elementborn's chosen element gain no benefit from this ability. [*][B]Aura of Solidity (Su):[/B] At 18th level, the Elementborn becomes immune to critical hits and attacks which depend upon precision (such as Sneak Attacks). Allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Elemental Aura; see above) that do not carry an element or energy descriptor or subtype opposed to the Elementborn's chosen element gain a +4 bonus to AC for the purpose of confirming critical hits upon them, and against flanking attacks. This ability only functions while the Elementborn is conscious, not if the character is unconscious or dead. [*][B]Timeless Body (Ex):[/B] Upon attaining 19th level, the presence of Incarnum within the Elementborn's body becomes so prevalent that his or her aging process stops completely. The character no longer takes penalties to ability scores due to aging, and cannot be supernaturally aged. Any penalties due to aging that the character has already taken, however, remain in place. Age bonuses still accrue, and the Elementborn still dies of old age when his or her time is up. [*][B]Elemental Champion (Su):[/B] A 20th-level Elementborn becomes an Outsider with the element subtype matching his or her chosen element, and the Elemental and Native subtypes as well. The Elemental subtype, in particular, grants the character several immunities such as immunity to Bleed, Paralysis, Poison, Sleep, and Stunning (the complete list is given in Pathfinder Bestiary I, page 311). Unlike most Outsiders, the Elementborn can still be brought back from the dead as if he or she were a member of the previous creature type. Furthermore, whenever the Elementborn uses Smite Opposition against an appropriate Outsider that does not have the Native subtype, that Outsider is subject to a [I]Banishment[/I] effect (using the Elementborn level as the caster level- plus the Elementborn's weapon automatically counts as an object the subject hates). After the damage and the [I]Banishment[/I] are resolved, the Smite immediately ends. [/LIST] [B]Starting Gold:[/B] Elementborn characters start with 5d6 × 10 gp. [B]Starting Age:[/B] Elementborn characters start at Self-Taught age. (EDIT: I don't know where all those extra spaces came from between lines, but rather than try to figure it out I'll leave them- it's better than making the post unreadable by removing critical spaces. Tried (and failed) to add indents back in too- the board code doesn't appear to like that.) [/QUOTE]
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