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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 6134013" data-attributes="member: 29746"><p>Update on playtesting: I haven't playtested any more of these classes since the last time I posted about it; the same Soulborn character is still in the game (he got Raised after that death I mentioned and is now a nice round 10th level), but the Soulborn character gave me enough experience with the way Incarnum feats work that I'm confident of my judgments regarding those.</p><p></p><p>I should mention, since I see I didn't above in the first post of this thread, that the two guys who were helping me come up with this stuff way back when agreed with me on another alternate rule- though this one really just sort of alters the feat text of every Incarnum feat. Basically, every Incarnum feat in MoI (Magic of Incarnum, if I haven't used that acronym before in this thread) has text stating that you can only invest essentia into or out of it once per day, and we felt that that was needlessly restrictive (particularly with the existence of the 15-minute rule for shaping just one soulmeld). So we changed it. One guy was in favor of just eliminating the delay altogether and allowing Incarnum feat investment to be changed as easily as soulmeld investment; the other guy had no opinion but I wanted to keep <em>some</em> delay out of caution. So in my own rules files, I state in the rules section explaining what an Incarnum feat actually is, that all Incarnum feats have a "delay" built into their essentia investment. It takes 1 minute of concentration to change the essentia investment in Incarnum feats, and any class features or racial traits that say they "work like Incarnum feats" (for example, the Soulborn's Aura). So that means it's not something you can do in most combats, but it's easy enough to do it <em>outside</em> combat.</p><p></p><p>I mention this because my SOulborn character has spent most of his feat slots on Incarnum feats; a deliberate choice on my part (knowing in advance it was going to result in a suboptimal character from a power perspective) to playtest Incarnum feats particularly and discover their workings in a game. At the moment, at 10th level, he has Cobalt Charge, Cobalt Expertise, Cobalt Power, Healing Soul, and Sapphire Smite. It is also worth noting that we changed the workings of Cobalt Expertise & Power, and of Sapphire Smite, from the version given in MoI; Expertise & Power needed it because Pathfinder introduced all those new combat maneuvers that really should be boosted by the feats like the other maneuvers they boost, and Sapphire Smite needed changing because Smites are a <strong>lot</strong> stronger in PF than they were in 3.5- which means the provision in the feat that gives you extra daily uses is far too powerful (Paizo removed the Extra Smite feat with good reason). I'll be doing a follow-up post in the near future about Incarnum feats, detailing those changes as well as showing whole new feats that I personally came up with, based on existing Incarnum feats and other PF feat trees (not to mention, helping other non-Incarnum PF classes to use Incarnum if they want to, like the Ranger has Azure Enmity and the Druid has Azure Wild Shape, but for classes like the Alchemist, Cavalier, etc.).</p><p></p><p><strong>Changes to the Soulborn</strong></p><p></p><p>I will finally mention, here, that there have been two changes made to the Soulborn as a result of playtesting: first, Smite Opposition proved to be relatively useless without having the ability to detect alignments, so we gave the Soulborn <em>Detect Opposition</em> at 1st level. Thus, my playtest character (who is CG) can use <em>Detect Law</em> and <em>Detect Evil</em> at will (though obviously only one at a time, of course). Second, the Soulborn's Will save is now Good, as that seemed to bring it more into line with the Paladin (which also gets good Fort and Will). It's worth noting that one of the three guys didn't agree with that change, and preferred to keep the Soulborn having just one good save; other GMs should do what seems most appropriate to them in that regard. Do keep in mind that although the Soulborn can tank like a Paladin (especially when a Smite is on), the Soulborn cannot <em>heal</em> like a Paladin (and that limits their durability considerably).</p><p></p><p>EDIT: tables can once again easily copy and paste into posts on ENWorld, so there's no reason not to copy the class table here to make it easy for others to use.</p><p></p><table style='width: 100%'><tr><td>Class<br /> Level</td><td>Base Attack<br /> Bonus</td><td>Fortitude<br /> Save</td><td>Reflex<br /> Save</td><td>Will<br /> Save</td><td>Special</td><td>Soulmelds</td><td>Essentia</td><td>Chakra<br /> Binds</td></tr><tr><td>1st</td><td>+1</td><td>+2</td><td>+0</td><td>+2</td><td>Aura, <em>Detect Opposition</em>, 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 Resolve, Chakra Bind (Crown)</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 Conviction</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 Inevitability, 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>Champion Incarnate</td><td>5</td><td>13</td><td>4</td></tr></table><p><strong>Class Features</strong></p><p></p><p>Soulborn have the class features describe in MoI, with the following (admittedly, extensive) changes:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Aura (Ex):</strong> As MoI, except that whenever the character changes the essentia investment into Incarnum feats he or she has, he or she may invest in his 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>Detect Opposition (Sp):</strong> At will, a Soulborn can use either <em>Detect Alignment</em> spell corresponding to the alignment opposed to his or her own. Thus, a Lawful Good Soulborn can use <em>Detect Chaos</em> or <em>Detect Evil</em>, whereas a Lawful Evil Soulborn can use <em>Detect Chaos</em> or <em>Detect Good</em>. Only one of these effects may be active at a time; in order to switch alignments, the character must end the current effect and begin the other.</li> <li data-xf-list-type="ul"><strong>Meldshaping:</strong> As MoI, except for meldshaper level. Before 4th level, a Soulborn has no meldshaper level; at 4th level and above, the character's meldshaper level equals his or her Soulborn level - 3.</li> <li data-xf-list-type="ul"><strong>Bonus feats:</strong> Soulborns can choose any Incarnum feat or Combat feat to fill these slots, and count as Fighters of level (Soulborn - 2) for the purpose of qualifying for Combat feats (even when taking those feats using regular feat slots as opposed to class-granted bonus feat slots).</li> <li data-xf-list-type="ul"><strong>Smite Opposition (Su):</strong> Once per day, a Soulborn can use the power of Incarnum fused with his or her soul to aid the struggle against opposing forces. As a swift action, the Soulborn chooses one target within sight to Smite. If the target has at least one alignment component opposed to the Soulborn's (that is, a Lawful Good Soulborn could Smite a target that is Chaotic or Evil), the Soulborn adds his or her CHA bonus (if any) to attack rolls and his or her Soulborn level to damage rolls made against that target. If the target of the Smite is an Outsider or a Dragon with one or more subtypes matching the character's opposed alignments, then the damage bonus increases to 2 points per Soulborn level. On the other hand, if the Soulborn targets a creature which has no alignment component opposed to his or her own (for example, a Lawful Good Soulborn targeting a creature that is neither Chaotic nor Evil), 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 or actual alignment (that is, it does not work better against Outsiders or Dragons, nor does it matter if the target has just one or both alignment components opposed to the Soulborn's).<br /> In addition, while Smite Opposition is in effect, the Soulborn 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 Soulborn rests and regains his or her daily uses of this ability. At 4th level, and every three levels thereafter, the Soulborn may Smite Opposition one additional time per day (as indicated on the class table).</li> <li data-xf-list-type="ul"><strong>Share Incarnum Defese (Su):</strong> As a standard action, a Soulborn 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 Aura; see above) that do not have an alignment component opposed to his or her own (for example, a Lawful Good Soulborn would be able to Share with all allies who are neither Chaotic nor Evil). Affected creatures are granted the same immunity the Soulborn him/herself enjoys, for a number of rounds equal to 3 + the Soulborn's CHA modifier. The Soulborn can use this ability one additional time per day for every four levels gained above 5th (2/day at 9th, 3/day at 13th, etc.).</li> <li data-xf-list-type="ul"><strong>Aura of Resolve (Su):</strong> Identical to the Paladin class feature from Core, except for being gained at 6th level instead of 8th, and the radius of the effect is equal to 5 feet + 5 feet per point of essentia invested in the character's Aura at the start of the day (intead of a static 10 feet).</li> <li data-xf-list-type="ul"><strong>Aura of Conviction (Su):</strong> At 12th level, a Soulborn 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 Aura, using his or her bonuses and alignment components. Allies must use use this Smite Opposition ability by the start of the Soulborn's next turn, and the bonuses last for 1 minute. Using this ability is a free action. Creatures with either or both alignment components opposed to the Soulborn gain no benefit from this ability.</li> <li data-xf-list-type="ul"><strong>Aura of Inevitability (Su):</strong> At 18th level, the Soulborn's physical attacks (both natural and weapon-based) are treated as both of his or her alignments, for the purposes of bypassing DR. Furthermore, any attack made by any ally within a radius of 5 feet (plus 5 per point of essentia invested in the Aura) of the character is treated as similarly aligned, as long as that ally does not have an alignment component opposed to the Soulborn's. Finally, the Soulborn and all allies within the Aura radius who do not have an alignment component opposed to the Soulborn's gain a +4 morale bonus to Will saving throws against Compulsion effects. This ability functions only while the Soulborn is conscious, not if the character is unconscious or dead.</li> <li data-xf-list-type="ul"><strong>Champion Incarnate (Su):</strong> A 20th-level Soulborn becomes an Outsider with alignment subtypes matching his or her alignment (though unlike other Outsiders, the Soulborn can still be brought back from the dead as if he or she were a member of the previous creature type). The character gains DR 5/(both opposed alignments), which means that a natural or weapon attack must be aligned to <strong>both</strong> of the character's opposed alignments to be able to bypass this Damage Reduction. Furthermore, whenever the Soulborn uses Smite Opposition against an appropriately-aligned Outsider that does not have the Native subtype, that Outsider is subject to a <em>Banishment</em> effect (using the Soulborn level as the caster level- plus the Soulborn'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 Age:</strong> Soulborns start at Self-Taught age.</p><p><strong>Starting Gold:</strong> Soulborn characters start with 5d6 × 10 gp (average 175).</p></blockquote><p></p>
[QUOTE="paradox42, post: 6134013, member: 29746"] Update on playtesting: I haven't playtested any more of these classes since the last time I posted about it; the same Soulborn character is still in the game (he got Raised after that death I mentioned and is now a nice round 10th level), but the Soulborn character gave me enough experience with the way Incarnum feats work that I'm confident of my judgments regarding those. I should mention, since I see I didn't above in the first post of this thread, that the two guys who were helping me come up with this stuff way back when agreed with me on another alternate rule- though this one really just sort of alters the feat text of every Incarnum feat. Basically, every Incarnum feat in MoI (Magic of Incarnum, if I haven't used that acronym before in this thread) has text stating that you can only invest essentia into or out of it once per day, and we felt that that was needlessly restrictive (particularly with the existence of the 15-minute rule for shaping just one soulmeld). So we changed it. One guy was in favor of just eliminating the delay altogether and allowing Incarnum feat investment to be changed as easily as soulmeld investment; the other guy had no opinion but I wanted to keep [I]some[/I] delay out of caution. So in my own rules files, I state in the rules section explaining what an Incarnum feat actually is, that all Incarnum feats have a "delay" built into their essentia investment. It takes 1 minute of concentration to change the essentia investment in Incarnum feats, and any class features or racial traits that say they "work like Incarnum feats" (for example, the Soulborn's Aura). So that means it's not something you can do in most combats, but it's easy enough to do it [I]outside[/I] combat. I mention this because my SOulborn character has spent most of his feat slots on Incarnum feats; a deliberate choice on my part (knowing in advance it was going to result in a suboptimal character from a power perspective) to playtest Incarnum feats particularly and discover their workings in a game. At the moment, at 10th level, he has Cobalt Charge, Cobalt Expertise, Cobalt Power, Healing Soul, and Sapphire Smite. It is also worth noting that we changed the workings of Cobalt Expertise & Power, and of Sapphire Smite, from the version given in MoI; Expertise & Power needed it because Pathfinder introduced all those new combat maneuvers that really should be boosted by the feats like the other maneuvers they boost, and Sapphire Smite needed changing because Smites are a [B]lot[/B] stronger in PF than they were in 3.5- which means the provision in the feat that gives you extra daily uses is far too powerful (Paizo removed the Extra Smite feat with good reason). I'll be doing a follow-up post in the near future about Incarnum feats, detailing those changes as well as showing whole new feats that I personally came up with, based on existing Incarnum feats and other PF feat trees (not to mention, helping other non-Incarnum PF classes to use Incarnum if they want to, like the Ranger has Azure Enmity and the Druid has Azure Wild Shape, but for classes like the Alchemist, Cavalier, etc.). [B]Changes to the Soulborn[/B] I will finally mention, here, that there have been two changes made to the Soulborn as a result of playtesting: first, Smite Opposition proved to be relatively useless without having the ability to detect alignments, so we gave the Soulborn [I]Detect Opposition[/I] at 1st level. Thus, my playtest character (who is CG) can use [I]Detect Law[/I] and [I]Detect Evil[/I] at will (though obviously only one at a time, of course). Second, the Soulborn's Will save is now Good, as that seemed to bring it more into line with the Paladin (which also gets good Fort and Will). It's worth noting that one of the three guys didn't agree with that change, and preferred to keep the Soulborn having just one good save; other GMs should do what seems most appropriate to them in that regard. Do keep in mind that although the Soulborn can tank like a Paladin (especially when a Smite is on), the Soulborn cannot [I]heal[/I] like a Paladin (and that limits their durability considerably). EDIT: tables can once again easily copy and paste into posts on ENWorld, so there's no reason not to copy the class table here to make it easy for others to use. [TABLE="class: grid, width: 100%"] [TR] [TD]Class Level[/TD] [TD]Base Attack Bonus[/TD] [TD]Fortitude Save[/TD] [TD]Reflex Save[/TD] [TD]Will Save[/TD] [TD]Special[/TD] [TD]Soulmelds[/TD] [TD]Essentia[/TD] [TD]Chakra Binds[/TD] [/TR] [TR] [TD]1st[/TD] [TD]+1[/TD] [TD]+2[/TD] [TD]+0[/TD] [TD]+2[/TD] [TD]Aura, [I]Detect Opposition[/I], Smite Opposition 1/day[/TD] [TD="align: center"]0[/TD] [TD="align: center"]0[/TD] [TD="align: center"]0[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD]+3[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]Incarnum Defense[/TD] [TD="align: center"]0[/TD] [TD="align: center"]0[/TD] [TD="align: center"]0[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+3[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]Bonus feat[/TD] [TD="align: center"]0[/TD] [TD="align: center"]1[/TD] [TD="align: center"]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="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]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="align: center"]1[/TD] [TD="align: center"]2[/TD] [TD="align: center"]0[/TD] [/TR] [TR] [TD]6th[/TD] [TD]+6/+1[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]Aura of Resolve, Chakra Bind (Crown)[/TD] [TD="align: center"]1[/TD] [TD="align: center"]2[/TD] [TD="align: center"]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="align: center"]1[/TD] [TD="align: center"]3[/TD] [TD="align: center"]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="align: center"]2[/TD] [TD="align: center"]3[/TD] [TD="align: center"]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="align: center"]2[/TD] [TD="align: center"]4[/TD] [TD="align: center"]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="align: center"]2[/TD] [TD="align: center"]6[/TD] [TD="align: center"]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="align: center"]2[/TD] [TD="align: center"]7[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD]12th[/TD] [TD]+12/+7/+2[/TD] [TD]+8[/TD] [TD]+4[/TD] [TD]+8[/TD] [TD]Aura of Conviction[/TD] [TD="align: center"]3[/TD] [TD="align: center"]7[/TD] [TD="align: center"]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="align: center"]3[/TD] [TD="align: center"]8[/TD] [TD="align: center"]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="align: center"]3[/TD] [TD="align: center"]8[/TD] [TD="align: center"]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="align: center"]3[/TD] [TD="align: center"]9[/TD] [TD="align: center"]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="align: center"]4[/TD] [TD="align: center"]9[/TD] [TD="align: center"]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="align: center"]4[/TD] [TD="align: center"]10[/TD] [TD="align: center"]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 Inevitability, Chakra Binds (Throat, Waist)[/TD] [TD="align: center"]4[/TD] [TD="align: center"]10[/TD] [TD="align: center"]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="align: center"]4[/TD] [TD="align: center"]11[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]20th[/TD] [TD]+20/+15/+10/+5[/TD] [TD]+12[/TD] [TD]+6[/TD] [TD]+12[/TD] [TD]Champion Incarnate[/TD] [TD="align: center"]5[/TD] [TD="align: center"]13[/TD] [TD="align: center"]4[/TD] [/TR] [/TABLE] [B]Class Features[/B] Soulborn have the class features describe in MoI, with the following (admittedly, extensive) changes: [LIST] [*][B]Aura (Ex):[/B] As MoI, except that whenever the character changes the essentia investment into Incarnum feats he or she has, he or she may invest in his 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]Detect Opposition (Sp):[/B] At will, a Soulborn can use either [I]Detect Alignment[/I] spell corresponding to the alignment opposed to his or her own. Thus, a Lawful Good Soulborn can use [I]Detect Chaos[/I] or [I]Detect Evil[/I], whereas a Lawful Evil Soulborn can use [I]Detect Chaos[/I] or [I]Detect Good[/I]. Only one of these effects may be active at a time; in order to switch alignments, the character must end the current effect and begin the other. [*][B]Meldshaping:[/B] As MoI, except for meldshaper level. Before 4th level, a Soulborn has no meldshaper level; at 4th level and above, the character's meldshaper level equals his or her Soulborn level - 3. [*][B]Bonus feats:[/B] Soulborns can choose any Incarnum feat or Combat feat to fill these slots, and count as Fighters of level (Soulborn - 2) for the purpose of qualifying for Combat feats (even when taking those feats using regular feat slots as opposed to class-granted bonus feat slots). [*][B]Smite Opposition (Su):[/B] Once per day, a Soulborn can use the power of Incarnum fused with his or her soul to aid the struggle against opposing forces. As a swift action, the Soulborn chooses one target within sight to Smite. If the target has at least one alignment component opposed to the Soulborn's (that is, a Lawful Good Soulborn could Smite a target that is Chaotic or Evil), the Soulborn adds his or her CHA bonus (if any) to attack rolls and his or her Soulborn level to damage rolls made against that target. If the target of the Smite is an Outsider or a Dragon with one or more subtypes matching the character's opposed alignments, then the damage bonus increases to 2 points per Soulborn level. On the other hand, if the Soulborn targets a creature which has no alignment component opposed to his or her own (for example, a Lawful Good Soulborn targeting a creature that is neither Chaotic nor Evil), 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 or actual alignment (that is, it does not work better against Outsiders or Dragons, nor does it matter if the target has just one or both alignment components opposed to the Soulborn's). In addition, while Smite Opposition is in effect, the Soulborn 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 Soulborn rests and regains his or her daily uses of this ability. At 4th level, and every three levels thereafter, the Soulborn may Smite Opposition one additional time per day (as indicated on the class table). [*][B]Share Incarnum Defese (Su):[/B] As a standard action, a Soulborn 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 Aura; see above) that do not have an alignment component opposed to his or her own (for example, a Lawful Good Soulborn would be able to Share with all allies who are neither Chaotic nor Evil). Affected creatures are granted the same immunity the Soulborn him/herself enjoys, for a number of rounds equal to 3 + the Soulborn's CHA modifier. The Soulborn can use this ability one additional time per day for every four levels gained above 5th (2/day at 9th, 3/day at 13th, etc.). [*][B]Aura of Resolve (Su):[/B] Identical to the Paladin class feature from Core, except for being gained at 6th level instead of 8th, and the radius of the effect is equal to 5 feet + 5 feet per point of essentia invested in the character's Aura at the start of the day (intead of a static 10 feet). [*][B]Aura of Conviction (Su):[/B] At 12th level, a Soulborn 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 Aura, using his or her bonuses and alignment components. Allies must use use this Smite Opposition ability by the start of the Soulborn's next turn, and the bonuses last for 1 minute. Using this ability is a free action. Creatures with either or both alignment components opposed to the Soulborn gain no benefit from this ability. [*][B]Aura of Inevitability (Su):[/B] At 18th level, the Soulborn's physical attacks (both natural and weapon-based) are treated as both of his or her alignments, for the purposes of bypassing DR. Furthermore, any attack made by any ally within a radius of 5 feet (plus 5 per point of essentia invested in the Aura) of the character is treated as similarly aligned, as long as that ally does not have an alignment component opposed to the Soulborn's. Finally, the Soulborn and all allies within the Aura radius who do not have an alignment component opposed to the Soulborn's gain a +4 morale bonus to Will saving throws against Compulsion effects. This ability functions only while the Soulborn is conscious, not if the character is unconscious or dead. [*][B]Champion Incarnate (Su):[/B] A 20th-level Soulborn becomes an Outsider with alignment subtypes matching his or her alignment (though unlike other Outsiders, the Soulborn can still be brought back from the dead as if he or she were a member of the previous creature type). The character gains DR 5/(both opposed alignments), which means that a natural or weapon attack must be aligned to [B]both[/B] of the character's opposed alignments to be able to bypass this Damage Reduction. Furthermore, whenever the Soulborn uses Smite Opposition against an appropriately-aligned Outsider that does not have the Native subtype, that Outsider is subject to a [I]Banishment[/I] effect (using the Soulborn level as the caster level- plus the Soulborn'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 Age:[/B] Soulborns start at Self-Taught age. [B]Starting Gold:[/B] Soulborn characters start with 5d6 × 10 gp (average 175). [/QUOTE]
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